An Idea I had for sabotage.
What if the hook didn't fall off when you finished sabotaging it? Lets say some bits of the pillar do fall off, and the hook dangles swaying from left to right. Now when the killer tries to put a survivor on that hook then it breaks off and the survivor falls to the ground.
The effect being the killer gets a stun simular to being hit by a pallet, and the survivor suffers a 1 second stun followed by a slight exhaustion debuff to keep them from sprint bursting straight away.
Thoughts?
Comments
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Honestly I would like if the sabotage action influenced the rescue of survivors more than the denial of hooking for the killer. Like it's more of a long range safety measure rather than area denial.
Maybe sabotaging a hook could cause the hook phases, depending on which you have reached, to be longer by like fifteen seconds or smth. Give it like a bonus so if on the first hook you have a guaranteed escape chance when attempting. I don't know how others view this, but I got the hook, so I could finish you off easier at this point. They should suffer some kind of status though, like they are exhausted.
I would have some more ideas, maybe even for the perk, but let's just settle it here for now.
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@Vortexas said:
What if the hook didn't fall off when you finished sabotaging it? Lets say some bits of the pillar do fall off, and the hook dangles swaying from left to right. Now when the killer tries to put a survivor on that hook then it breaks off and the survivor falls to the ground.The effect being the killer gets a stun simular to being hit by a pallet, and the survivor suffers a 1 second stun followed by a slight exhaustion debuff to keep them from sprint bursting straight away.
Thoughts?
I really enjoyed when sabotaging was a thing and slugging was meta.
However, sadly now we have SWF so that isnt a solution anymore. Your idea would basically make it impossible to hook anymore and since slugging has been made unviable.....0 -
It would make the game unplayable. Instead of nerfing already weaker part of players, maybe instead we should focus on balancing the game?
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If you wanna make Leatherface basement camping the meta go ahead.0
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That’s an interesting idea! I like the part about sabotaging the hook, but it stays in an “armed” state- ready to be sprung into action once interacted with.
But my only worry would be: How much effort would survivors put into sabotaging each hook they see? Perhaps a limitation would be involved?
Nevertheless, good idea.0 -
@Vortexas said:
What if the hook didn't fall off when you finished sabotaging it? Lets say some bits of the pillar do fall off, and the hook dangles swaying from left to right. Now when the killer tries to put a survivor on that hook then it breaks off and the survivor falls to the ground.The effect being the killer gets a stun simular to being hit by a pallet, and the survivor suffers a 1 second stun followed by a slight exhaustion debuff to keep them from sprint bursting straight away.
Thoughts?
The hook falling off is a key noise indicator for a Killer. There would still need to be a noise event imo. Also, this seems a bit OP giving the Survivor being carried by the Killer yet another Get Out of Jail Free card. I don't think the current meta could support something like this tbh.
I would love to see sabo reworked a bit to make it more useful for me as a Survivor, but anything that completely breaks hooks or gives too much of a 2nd(possibly 3rd) chance will be imbalanced at the start.
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Sabo needs a little quality of life change imo. Too many hooks in close proximity of another and serves as a waste of time running it.1