2.5s Sabo has me sacred, but...
I'm staying hopeful, a Doc buff & apple base kit is the most amazing news i've heard all day(apart from some information i'm not allowed to talk about of course). Also Hangman's existing in a possible sabo meta is exciting... a sabo meta where sabotaging a hook takes less than 3 se-NO, hold it together, you like this developer update... you... you don't really like the idea of every toolbox just being a BNP, but... you... you... you're excited for the new killer & breakable walls. You can stay hopeful, but of course you're bringing Hangman's & Frankli-wait... no. Holy #########! Keys cant be broken anymore... oh god... come on, you can do this, you can stay positive, come on, COME ON.
Brain: a new survivor means 3 more chances for DS 3.0
TLDR: I'm off to grind bp to get Mad Grit & Hangman's on everyone
Comments
-
Don't forget Iron Grasp and Agitation. 4 perks to counter a single survivor perk or item.
9 -
11
-
what i hate about this is ######### am i supposed to do with my 50+ flashlights, medkits, and toolboxes like is it just in case i lose it to franklins or something. i hope we can sell them for bp or something.
Also KEYS BETTER BREAK WHEN USED. i dont want every survivor to bring a key and rob me of 2-3 kills every game.
4 -
If sabo becomes meta that's bs because it's just a less countable flashlight save
0 -
Keys break when used to open the Hatch. Keys never used charges for that, and the update only affects what happens at 0 charges.
7 -
thank you for this info, crisis averted.
1 -
Nobody said it's gonna be 3 second. I could spread my prediction too and make a post about how Hangman's trick will be OP, because it will let you see survs within 12m of the hook. And each hook would cover an area equal to 144*3,14= 452 m2 radious with would make reveal anyone in it. A
0 -
Sabo meta you say?
5 -
Actually peanits confirmed in another thread 2.5 second sabo
1 -
The real ones who remember the first sabo meta are shaking in their boots right now
3 -
Maybe they can, I dunno, confirm how long the hooks will remain broken for so people can assess whether 2.5s / sabotage is a sensible change.
0 -
There's going to be a change to Saboteur?
0 -
By the wording of the addon, it should be consumed even with Ace in the Hole.
"Do not lose the Key when unlocking the Hatch, lose this Add-on instead."
Currently, when you use a key to open the hatch you get the "item lost" sound effect as soon as the hatch opens (before you escape the match). If you have the Milky Glass addon, you can see the addon disappear from your UI as you jump into the hatch (again, before you have escaped).
As I understand it, the changes to Ace in the Hole mean you keep any add-ons that you have when you escape. Instaheal, BNP, and Milky Glass addons disappear as soon as they are consumed, so they shouldn't be preserved by AitH.
Of course, this is speculation on my part.
2 -
Will there ever be a use for the broken keys? If you find one in game it’s completely worthless if you didn’t open the chest with Ace in the Hole.
Feels weird getting an item with no purpose. The survivor aura reading add on would be nice as base. Basically just Bond at that point.
3 -
Agree
3 -
30 sec.
0 -
glad to hear it. Sabo meta 2.0 averted.
0 -
Thanks for the info!
This is going to be a bad time, but we'll see tomorrow ;3
0 -
More than enough time for the survivor to wiggle out of the killers grasp. Basically you took and streamlined what current sabo is and made it super easy for the survivors to get the desired results.
0 -
Year one saboteur meta. Lord jesus
0 -
Not our experience in testing with expert players. Draw conclusions after playing. :) It's possible we missed something; nobody's perfect. But we had very few wiggles succeed while testing this.
0 -
Nvm i just read it above.
0 -
Yeah, the sabo changes might make me stop playing. Regardless of balance, playing killer is frustrating enough without dealing with repeated failed hook attempts every single game.
We'll see how it goes though, maybe it won't be that bad, but this sucks because I really liked this game but the first sabo disaster way back when pig came out literally made me quit the game till demo came out. If we end up with ######### like that again I am out, no final goodbye post or any of that, just out.
0 -
I will. I will wait and see in game what it is like, but I am very skeptical. Those highly coordinated SWFs can use something like this to bully like never before.
You guys really should fix your matchmaking before doing any of this stuff; because with so many matches not being fair before they even start, it seems rather foolish to start making major game changes that would require fine tuned balancing.
That order of action just makes zero sense.
0 -
It's still the same ratio of Time Spent Sabotaging - Hook Lockout Time (1:12) as with the current sabotage, only it's wayyyyy more accessible now and will be more frequent.
This is a terribad change.
2 -
I understand the keys part of your post. But... if I have 64 Toolboxes, 45 medkits, 24 flashlights, and 10 maps, if I use 1 Medkit, fully deplete it to 0 then escape, essentially I will keep that 1 Medkit. So I would still have 45 Medkits. How will our stuff deplete?
0 -
What is the point of the change if more survivors are not wiggling free due to hooks being sabotaged?
0 -
Bump
0 -
Demo Main here, just drop their butt on the ground and beat the everloving hell out of the little meatsack that touched your hook
0 -
Oh thank god
0 -
I don't understand how this is the confusing bit.
If you die (sacrificed or mori'd), your medkit, etc is gone.
If the killer has franklin's and you dont recover your item, your medkit, etc is gone.
if you use all of the charges in the item and escape, you dont lose the item
2 -
Presumably to keep survivors from generating pure dead zones for 3 minutes, essentially whenever they want. At least with this, if you realize you're too far from any hook but that one, you can drop the survivor and go after the one saboing, which will then likely tie up three survivors for one save. Or just stay on the dropped surv until the hook is back, and then throw them up.
Fingers crossed that's how it works, at least.
0 -
Just seems like if I survive 80% of the time, I'll have basically the same # of items. Then why gain more of those items in the blood web if we basically almost have an infinite amount of charge if we keep surviving..?
0 -
Already you don't lose them unless you use every charge. Most games I don't lose items if I escape because I kept 1 charge. I don't think it's going to make that big a difference. Though we'll keep tabs on the data as they come in.
3 -
Survivors creating dead zones is rarely a problem. Sabo took a lot of time and was not practical, which it should not have been. Hooking should be a formality and not a challenge. Downing a survivor is challenging enough, especially with how rapid gens go. With these changes, it is as simple as seeing which hook the killer is going to and interacting with it for under 3 seconds.
0 -
I really hope people know what this means.
0 -
So, just to make sure Im reading it right:
Sabo, the skill only, will have a cooldown. So if no one has a toolbox, at most you'll get 3 hooks dropped vs a coordinated team that is all there for the down.
Toolboxes will be able to sabo less times before being used up.
Hooks regenerate faster after being Sabo'd, but Breakdown is still 3 minutes.
How does the synergy work? If you have Sabo + Toolbox, do you still get the Cooldown, or is that only for Sabo by itself?
I assume that basement hooks are still not able to be sabo'd?
1 -
Nah , I liked old sabo meta , cause we had old iron grasp and mori on first down back then
1 -
Why not just move on to the next hook? There's enough time to skip 2 hooks and use the 3rd hook before the survivor can complete the wiggle bar
0 -
Don't forget a bunch of changes happened. Everybody is looking blindly to the 2.5 sec speed but seem to be forgetting the rest
Hooks respawn faster: could drasticly change how powerful sabo will be. If it's 10 sec just drop the survivor, smack the saboteur and proceed to hook again. I'm going to guess something around 30 sec probably
Limited amount of hooks per toolbox: once again can make a huge difference, if it's for example only 2 then they can only sabo so much hooks and aren't using their toolboxes on gens
Saboteur had a cooldown: if it's the same as Any Means Nececary then it probably happen just a couple of times each map
Also 2,5 sec will probably garanty in most cases that the killer will be able to hit the survivor doing the sabo action, so you can probably then drop the survivor your carrying and chase the other one.
That means one slugged one chased and one having to pick up the first one unless unbreakabill. Bassicly allowing survivors to trade a hookstate for more pressure for the killer
I think it will be interresting and depending on the numbers could make the game more tactical for survivors and killers alike
0 -
If the sabo changes make it anywhere close to slightly meta viable, it will be abused to death and it will be a miserable time to be a killer. Thats just how this game work.
1 -
Good thing there are perks that easily and utterly counter this tactic. You could run any of the like... four of them and just go to a different hook. Mad Grit, Agitation, Iron Grasp, and now Hangman's.
Any one of those should easily let you counter this new 1337 strat if you use them properly. With all of them you could nearly always reach the basement from anywhere on the map as it is.
Plus, running sabo means one less "second chance" perk or a toolbox not being used on a generator.
As someone said above, if they break your hook, you could just drop the survivor and chase the one that broke the hook. That makes a third survivor needed to pick up the downed one. You trade a hook state for more pressure.
This new sabo comes with plenty of counterplay and could shake the game up a bit from the constantly complained about meta build of Adrenaline, DH, DS, and BT.
0 -
How will this "shake the game up a bit from the constantly complained about meta build of Adrenaline, DH, DS, and BT" when the survivors just need a toolbox?
Also which killer can afford to waste perk slots on Iron Grasp & Agitation against good teams?
1 -
Lots of killers already run one if not both of those perks all the time. I've seen more than enough red wiggle bars to prove that.
Second, if they use a toolbox for sabo, they can't use it on a gen. That's a net positive for the killer. They also said you won't have enough charges to do it many times. A survivor running around saboing isn't doing gens.
I know I will definitely be trying out the reworked sabo perk myself since it can be done infinitely with just a cooldown and shows you the hooks in the area of the downed survivor. If nearby, you can certainly try to sabo save or even just draw aggro to keep them from getting hooked. As someone said before, the killer then trades a hook state for more map pressure which slows down gens.
I absolutely think this will shake things up more and add more variety to tactics and strategies taking I to the game.
0 -
yeah to the point that it seems pretty glaringly pointless to even do. thats a lot of devtime and coding wasted on a mechanic nobody will use....
Oh well, we will see.
0 -
I don't see a lot of killers running Iron Grasp. In my matches, it's pretty much only happening when the killers obviously don't have a lot of perks unlocked.
0 -
It's the exact same payoff as current sabotage - You gain 12s of hook downtime (30s total) for each second it takes to Sabotage (2.5s).
It will be hilarious to see in action.
0 -
Breaking a hook already takes like 12 seconds. The new speed will be stupid fast, probably between 5-8 seconds if we are lucky
0 -
Like those brown lightbulbs we get in the bloodweb? Useless...what is the point of them?
0