http://dbd.game/killswitch
Hooks
I've been playing dead by daylight as a survivor and killer for many years, what's up with the recent hook changes? Not only do sacrificial hooks respawn, but there are hooks every 10 meters. This essentially makes sabotage builds or boil over style builds obsolete. As a killer you no longer have to worry about which hooks you sacrifice survivors on, there's hooks pretty much everywhere, and in almost every room.
Comments
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Because they are bad at making hook distrbution algorithms that cause deadzones after sacrficing one or two survivors. This forces the killer to slug until they die or crawl to a hook.
As you know, survivors hate to be slugged for even a second and come crying to the forums.
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Come on, everyone knows that Killers dont slug because of Hook Deadzones.
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Deadzones, mostly. Doesn't mean sabo builds are worthless though you just have to be more mindful about them. Sabo builds have never been about completely denying the killer a hook, just delaying a hook that can potentially lead to a hook denial depending on how you or your teammates play the moment.
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not really. indoor maps especially the game can still have deadzones
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The "slugging meta" kicked off shortly after this change.
Almost as if at least some players wanted to send a message that they didn't have to but really want to.
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Many did because there was literally nothing else you could do
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You're speaking truth here, so I'm going to down vote you.
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It would be truth...if people didn't increase slugging after the change to hooks.
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"as a killer you don't have to worry which hooks you sacrifice survivors on"...
this is only true if you play killer at low skill level against low skill level survivors. Hook placement is literally very important and people can often force you to hook them on a very non-beneficial hook.
Ohh, should i also mention how hooking is much more beneficial for survivors nowadays?
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I'm going to blame BHVR for that though.
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Why is hooking beneficial for survivors?
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But they will if there is one.
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While I was not in this camp, the reasons for slugging was due to removing the viability of gen slowdown perks. I've never seen a killer state "I slug because there are too many hooks". There have though, instances where survivors run to an area where it would be impossible to make it to a hook.
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I assume he means perks like dead hard or off the record that require you to be unhooked in order to work.
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yeah I would not like to go back to bully killers with another sabo meta, I think sabo is in a decent spot where if determined survivors can MAYBE get the wiggle off but it’s not guaranteed and is risky. This was a terrible idea back in the day and it would be a terrible idea now to buff sabo. All survivors did was use it over grief killers, and it will lead to more aggressive slugging. This would be horrible for the majority of survivors bc swf have and would if reinstated absolutely abuse it, and it’s really only something that swf can pull off the majority of the time. I’ve been on a team that would do that, and let me tell you there really was nothing the killer could do back then. So while fun for survivor it made killers absolutely miserable. That type of gameplay should just stay a relic of the past.
- friendly neighborhood survivor main.
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Especially now that many of the maps are smaller and the hooks respawn. The spacings can be odd, but there is almost never a scenario where you need to leave someone on the ground. Coordinated sabo squads are pretty much it.
Hook dead zones were a much bigger problem before the changes; now it's almost a non-issue.
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Idk how anyone who played during this time forgot this.
I remember survivors abusing the lack of hooks in a corner to get wiggle off's or to get slugged in a corner. Heck, bully squads kept this trick in their back pocket in case one of their friends died to a corner hook.3 -
Aka there's yet another subset of perks for survivor that's literally useless and only serves as a bait for ignorant players to troll their team, alongside totem builds, chest builds, and aura builds.
Awesome design.
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Permanent hook destruction just made people decide to waste 4 minutes+ of their own & the killer's time. Same with hatch grab standoffs. The game is better off without such things.
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This content has been removed.
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Map changes and other things… did the Killer's bring an offering to increase the Hook spawns???
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what would you do with it? Because buff it and going in that direction just incentivizes slugging.
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Resurgence, Deliverance, Dead Hard, Wicked, We'll Make It, OTR, DS, Reassurance, Camaraderie, Second Wind, Babysitter, StB etc. Basically huge majority of surv meta perks has hooking)unhooking as an activation condition.
Not to mention how +10s hook timer change also had a huge impact onto general hooking aspect.
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Okay well first of all, Boil Over "builds" are ridiculously toxic and the perk has been very long overdue for some health changes.
Second, sabotaging was buffed to be significantly faster so that it's still a compelling playstyle. It works, especially if you use some Endurance perks like Dead Hard to tank multiple hits while your buddy wiggles out. It's hard, but it's supposed to be. The whole point of the chase is to stop the Killer from getting you - the game is not about trolling the killer's hooks after their prey has already been caught. It's possible, just difficult, and that's intentional.
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Funny how slugging was supposedly just a dead zone issue, yet it's skyrocketed even after hooks got adjusted. At some point, you have to wonder, maybe it's not about the hooks at all.
I remember when I used to crawl to a dead zone just to punish the killer for slugging for a 4K.1 -
I 100% agree. Look, if Phase 2 comes out, just take a break. Trust me. It's not going to end well for this game.
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I will bite. Care to explain what a "very non-beneficial hook" is?
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a hook in a gen deadzone/out of 3-gen in most cases. If you pay attention to top tier gameplay, when survivor knows they are about to get downed soon they would proceed to force a down close to edge of the map and as far from most important zones where gens are being repaired as possible so that killer has to hook them somewhere out of those crucial zones. This also forces killer not to camp because camping a hook in a gen deadzone is literally a one-way ticket to losing the match.
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Remove them.
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Just remove and not complete rework?
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Okay, so it's a 1-dimensional, emotional issue to you. Hook deadzones do actually happen still. It's usually like, "Okay, basement hooks are there, so we're just not gonna put any others for 100 meters. You had to drop the survivors or they wiggled off? Too bad." I've seen it in Swamp, Midwich, Borgo, etc. And in the instances where it isn't strictly the map RNG, the blame turns towards hooks destroying themselves. You might be thinking, "Wait, that's not a thing anymore. The devs fixed it." They fixed hooks not being perma-destroyed. But they really shouldn't be destroyed at all. Sometimes you down someone near that same spot in less than a minute, and now you've got to take them to a far hook, or there aren't any close ones. The hooks being destroyed (bar sabotaging) is just a senseless annoyance to the killer player which serves no real purpose.
Killers slugging for pressure or for an early win, that's a topic for another time.
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Noob take. The hook spacing, whether it's been changed recently or whatnot, is 'fine.' You can still sabotage a hook, and the killer will probably have to drop their survivor since they can't make the next one. The thing about sabotaging and Boil Over is that you're not supposed to be able to 1v1 the killer with those, like "Oh, I just do this thing, and it denies the killer the reward of his down (the hook)." No, that's not balanced at all.
If anything, the hook spacing has been annoying as ever lately, with me having to rely on Agitation sometimes, else the survivors would be like 1 second from wiggling off. The hook spacing is still bad for killer. Can y'all not see that?
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