http://dbd.game/killswitch
Sabotage needs to go
Survivors now have more than enough tools to save each other - especially SWF groups. So why is hook sabotage still a thing?
At this point, sabotaging hooks does nothing but undermine the core mechanic of killer gameplay. The hook system is supposed to be the killer’s win condition — but sabotage effectively deletes that mechanic with minimal risk and no reliable counterplay. And this is one of the primary drivers for why killers have turned to slugging teams back-to-back - because what else are they going to do?
I think if Behavior wants to prevent DBD from devolving even further into a slug-based meta, then they need to address actual balance issues. Because it doesn't make sense to treat hooks as the backbone of the killer gameplay, then turn around and annihilate with the sabotage mechanic with no counterplay. Afterall, Behavior just took the only option available with the Franklin's Demise change.
Comments
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well with the change to FD sabotage along with other item got stronger but with that slugging going to be done more often,wasn't dev trying have less slugging?
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Your first mistake was to assume the balance team is capable of anything resembling higher-order thinking when it comes to the effects their changes will cause.
Killers have been asking for nerfs to gen repair speed, but instead all we get are a consistent series of nerfs to every gen regression perk simply because the pick rate for those perks is too high.
Killers have been asking for nerfs to off-hook effects in order to incentivize hooking more often, but instead all we get are buffs to second chance perks and sabotage speeds.
Killers have been asking for buffs to chase perks and M1 killer lethality, but instead all we get are high-mobility killers that everyone hates from the PTB onwards.
The list goes on, but you get the idea.
Killer build variety is in the gutter, and it's because the balance team keeps doing the literal exact opposite of what they should do at every chance they get.
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The only way to address slugging is to severely limit its power. We've had 3 years of evidence showing that no nerfs to Survivor prevents camping, tunneling, or slugging. All that changes is which of the three fit best into the current meta.
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"Minimal risk" - if the saboing survivor messes up they're a free down for the Killer. Even if the person wiggles off after they go down, you get a free hook/down out of it in these scenarios
"No counterplay" - Observe your hook locations and survivor behaviour. If you see a survivor near a hook with a toolbox, simply go to another hook close by or just drop them. A good rule of thumb as killer is to always know where your close hooks are rather than purely relying on the HUD.
Run 'Agitation' to make saboing hooks less annoying for you since you can make it to another hook faster with the increased movement speed.
Run 'Mad grit' if you hate survivors taking hits and bodyblocking you
Run perks that notify you of survivors near you when you down someone; Infectious Fright, Awakened Awareness and so on.
There is counterplay, plenty of it.
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Nothing you listed qualifies as counterplay.
What you've described are workarounds - all reactionary measures that don't address the root issue.-8 -
I'm sorry but you're just wrong then. I'm not trying to dismiss your opinion or anything but that's by definition what counterplay is.
Doing something to deal with something your opponent does/could possibly do.
If a Killer sees 4 Flashlights in the lobby and equips lightborn out of reaction, is that not counterplay? Or does that not count because Lightborn itself has no counterplay? Genuine question.
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As a survivor main I genuinely couldn’t even tell you when’s the last time I had a sabo actually work. I took a long break from the game but have been playing steadily for the past 4 months and have maybe seen it twice (Both times still hooked).
I have 1500 hours in the game and can probably count on one hand the amount of times sabo saved someone.2 -
Sure — by that logic, bleeding out on purpose would be “counterplay” to DS. But that’s not how game design defines it. Real counterplay requires an opportunity to interact and respond in the moment, not just preemptively patch over poor design with perks or route changes.
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