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Hook timer buff and rise of slugging

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Comments

  • GeneralV
    GeneralV Member Posts: 11,290
  • solarjin1
    solarjin1 Member Posts: 2,154
    edited 7:25AM

    poor solo q always dealing with something 😁

  • warp1die
    warp1die Member Posts: 430
    edited 10:11AM

    I am more interested in this topic from a practical point of view. What are we going to do? Because the talk "they are all bad" will lead to nothing. Dreams of playing 12 hooks are unrealistic. You have to work with what is available to the killer in the arsenal. Therefore, I am more interested in learning and teaching slug to others. If I had more free time, I would even organize a "world slug association" where we would improve slugging together and adhere to high standards of providing quality slug to survivors ;)

    But what am I talking about? Can opponents of slug tactics explain to me why I should play hooks in this day and age? What is the benefit? Not the idea of ​​fun and skill, but the benefit itself? Only one person on the forum in my topic at least tried to explain why I should play hooks. For which I say thank you to him as a human being. While the rest were busy hunting witches.

    The hook disappeared from the equation for a reason. I really get the feeling that it is much more profitable for a survivor to be hooked than for a killer to benefit from a hook. I have about 28 reasons to remember about the hook only after a win. I literally save myself from all this headache that killers got during the year. The same Lightborn should not be taken by default, since you can run into a very sad match from the warriors of light. I'm talking about Flashbang, which has bugs.

    While hooks have 22 reasons that for some reason are not strong enough or even get nerfed. I just compared the benefits of both tactics, and it was not on the hooks' side.

    Friends 'til the End, Furtive Chase, Alien Instinct, Barbecue & Chilli, Blood Echo, Blood Warden, No Way Out, Dying Light (weak joke), Hex: Devour Hope (random), Hex: Huntress Lullaby (random), Hex: Plaything, Make Your Choice (Bad design), Leverage (Bad design), THWACK!, Grim Embrace (Nerf), Pop Goes the Weasel (Nerf), Dead Man's Switch (Nerf, buff), Scourge Hook: Pain Resonance (Nerf, random), Scourge Hook: Gift of Pain (Nerf, random), Scourge Hook: Floods of Rage (random), Scourge Hook: Monstrous Shrine (random), Scourge Hook: Hangman's Trick (weak joke, random)

    What should I use to create a build to play with hooks? If I can turn to other perks that will enhance my slugging with the same success, I will enjoy playing more with slugging than suffering with second chances of survivors from hooks.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 730

    If you lose to slugging EVERYTIME and the killer has to put in that little effort that is an issue on your end not the games balance.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,804

    I never said I lose to it, I stopped playing survivor almost a year ago. But nice attempt at playing the "you're just bad" card. Better luck next time.

    And we both seem to agree that this is a low effort, high return play style. And since it literally takes less from the killer to do and is minimal effort, it's the definition of lazy.

    But the fact that killers can win this way, enough that people are starting to push for this meta, tells me this is 100% absolutely a balance issue.