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About the update from someone who actually reads...(Hangman/Toolbox)

ZoneDymo
ZoneDymo Member Posts: 1,946
edited February 2020 in General Discussions

Ok so as a reasonable human being Im not going to talk about and certainly not overeact on elements from this update we have no real knowledge or experience with.

I wanted to talk about the toolboxes no longer being consumed at 100% usage and Hangman's Trick.

Toolboxes:

I think in the end it just wont matter and nobody including me will care so its going to be fine, but, am I the only one who thinks its rather boring to remove the 99ing an item? I mean....is that not, ya know, playing the game?

Is it not part of the gameplay to carefully try to get as much out of your item as you can and then stop and remembering to not use it again later? is that not part of the fun? Mindlessly using it up and then having it full again at an escape seems....boring.

Again I think ultimately nobody will care, its not a large focus of the game but like all these indicators people get, it removes some of the nuances, some of the skill, some of the value you get for being an experienced player imo.

Hangman's Trick:

Sooo the devs are being purposefully vague about this, probably because they themselves have not decided on a properly balanced time period but sabotaging a hook will now take "only a FEW seconds".

Ok and Hangman's trick will give you a notification when a hook sabotage starts...

Will that not just be as useless as Tinkerer though? like Tinkerer warns you at 85% gen progression aaand a few seconds later the gen pops, way before you could remotely get in the area to stop it from happening...

Will that not just be the same with this? oh? they are destroying a hook! better get th....and its gone.

And if you are carrying someone, again, you get a notification when its destroyed anyway so why care to know this is going ot happen a few seconds beforehand....

Comments

  • brokedownpalace
    brokedownpalace Member Posts: 8,804

    The notification from Hangman's Trick tells you instantly which hook not to go to. It would be a bad idea to try to beat them to it unless you were literally feet away from striking distance.

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    Well, that is the learning experience is it not? heck flashlights go really fast if you dont pay attention as well.

    I just find it weird to describe gameplay as frustrations.

    This is not against you mind you, im just talking in general about the devs mindset on this that you are probably correct about.

    Like, you know what is frustrating? playing a racing game, being first for 5 laps only to crash on the last lap and fail, but....thats the game right? what achievement is there in just being given the victory?

    Like if that was a BHVR racing game the last lap just would not count or something (and yes I am aware there are actually racing games with the option to reverse time to fix f-ups like those).

    idk, just weird to ask less and less of people, guess its more streamlined and people can focus on other stuff, but I guess I always liked the details.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    99ing an item was just tedious. It's not "removing some of the skill" when there was no skill to it in the first place, it's removing something that was annoying and replacing it with a good QoL feature.

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    but again, I would like ot stress that it merely takes a few seconds, you would know that hook is gone very soon anyway partly because it cant be 99'd.

    Idk it just seems like as useless a perk as it ever was, better to just run Iron Grasp or Agitation so you can run for another hook and have better general use out of it as well.

    I mean, are you going to run it? because im guessing nope.avi.

  • brokedownpalace
    brokedownpalace Member Posts: 8,804

    You only have 16 seconds to get to a hook. Wasting 3-5 seconds going to one hook just to find out it's being sabotaged then you have to switch directions to a further hook. Hangman's trick will eliminate that waste of time.

    Also yes I'll definitely use it in a hook build at least part of the time. My icon is Mad Grit for a reason. Overly altruistic survivors are my favorite part of playing killer.

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    I actually made a build like that myself for the Wraith, who was in my experience mostly the victim of such survivor behavior.

    However I pretty much never run into it anymore, had it one time with legion relatively recently and that resolved itself nicely without any of those perks.

  • DonZwiebel
    DonZwiebel Member Posts: 136

    I think the real use of Hangmans will be the aura reading, so you'll see other survs hiding close to the hook to get the quick unhook when you turn around

  • ZoneDymo
    ZoneDymo Member Posts: 1,946
    edited February 2020

    yeah, this is indeed how I see it as well, I guess the other thing should be seen as the secondary feature :P

    They left that vague as well for now "within a set range of the hook"

    What would be good there, 9 meters?

  • DonZwiebel
    DonZwiebel Member Posts: 136

    It should not be too far. 8-10 meters should be maximum. (And enough es well)

  • 6yXJI0
    6yXJI0 Member Posts: 589

    I lost so many items due to random last second skillcheck.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    I actually think Hangman's Trick will become meta, purely for the aura reads it's going to give now. Combo it with BBQ and you know where every survivor is now.

    As for the notification, it gives a notification in the present form, but now that hook sabo will be faster and done "on the fly" as the devs put it, it will let you avoid carrying all the way to the hook and letting the survivor struggle free. Like you get the notification, see what hook it is, and if you can't make another hook you just drop the guy immediately to slug them instead. I don't think the notification is for you to stop the guy, more for you to avoid carrying to a hook that's about to get sabo'd.

    I am curious about the timings though. I think it was @Almo that said hook stayed sabo'd for 30 seconds. But Hangman's Trick is 30/20/10 seconds so I wonder if it will cut down the time at all. Maybe it will subtract 0/10/20 seconds. IDK. I guess we will see tomorrow.

  • Atrushan88
    Atrushan88 Member Posts: 2,092
    edited February 2020

    I think Hangman's Trick might be useful, but Sabotage will be even more useless most likely. If a killer sees you at a hook they turn to, they're going to immediately walk in the other direction to another hook. Paulie thought sabo builds would be coming back but I honestly think they'll be dead with these changes.

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    If we have to take the update notes as a ermm idk how to put it, as if what is writen there is what it is, then Hangman's Trick will no longer have the time reduction, which makes sense.

    Also would be interesting to see how "putrid oak" would react with Hangman's Trick.

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620
    1. 99ing items: there are games with 99ing items and games without it, there is not much difference, bith systems are fine imo. Especially with new toolboxes having less charges.
    2. Hangman's trick: it will probably work like Thrill of the Hunt, but only while carrying, rather than like Tinkerer. Besides, you are not supposed to race for that hook that is being sabotaged, you are supposed to go to a different one once you see the notification.
  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Honestly the notification from hangman's trick seems pointless, you see the aura's of survivors near hooks you can just see if they are sabotaging right?

  • indieeden7
    indieeden7 Member Posts: 3,404

    What's so funny? That's literally the entire point of the perk. Get to where the survivors are before they have a chance to leave that area.

  • OmegaXII
    OmegaXII Member Posts: 2,220

    Can we do that to Myers T3 too? I'm so frustrated i accidentally go into T3 especially with the dedicated server

  • Pok
    Pok Member Posts: 100

    99 : I understand that you felt skillful having to leave yourself at 99, even I feel weirdly frustrated that I don't have to do it anymore but objectively it's a QoL improvement and no more frustration because you messed up your 99 with a missclick. Also for the addons, I had so many I could never use, but now that they are consumed, I will be able to use them, and it will be less OP addons in games overall.

    Hangman: 2 big uses: you can change early which hook you go to avoid sabo, and you can know if there is someone crouching near a hook to avoid instasave.

    On a side note: Tinkerer was never meant to allow you to stop gens (unless you are really close), it's just a good thing for high mobility killers to come and surprise the survivors finishing the gen

  • Todgeweiht
    Todgeweiht Member Posts: 3,666
  • Andy111777
    Andy111777 Member Posts: 62

    I am more curious how the item enduring will work with Franklin's. Will it still destroy an item when its 99% and knock out of their hands or not.

  • TAG
    TAG Member Posts: 12,871

    I think if the distance on the aura reading for Hangman's is not bad, it could function as a reverse BBQ that catches people close to you instead of people far away. It really does depend on the numbers, but I think Hangman's Trick has a chance of being a fair bit better than people think.

  • Boss
    Boss Member Posts: 13,616

    I personally didn't get enjoyment out of having to 99%, so i'm glad this is coming.

    Apparently, sabotaging a hook takes 2.5 seconds.

  • yutycorn
    yutycorn Member Posts: 246

    It's so satisfying to run mad grit. And my favorite part is when the survivor on your back is like "fine, I commit backpack" and you're running around like "Vrooooom"

  • TAG
    TAG Member Posts: 12,871

    One of my favorite things about running Agitation + Iron Grasp + Mad Grit is when a Survivor doesn't bother to struggle, which effectively takes them out of the game for a fair bit longer because I am still running at close to 115% speed AND I have no attack cooldown.

  • yutycorn
    yutycorn Member Posts: 246

    Preciselyyyy, its soo satisfying.

    Even going against this I'm freaking out. It's a good freak out and one i personally enjoy. Like imagine being chased by a Myers, carrying someone who is NOT struggling and he is looking at you like, "I want dat booty"

    Yeah it's just an overall fun build, at least imo 😍

  • White_Owl
    White_Owl Member Posts: 3,786

    am I the only one who thinks its rather boring to remove the 99ing an item? I mean....is that not, ya know, playing the game?

    I think you are. Having to 99 items adds nothing to the gameplay, and I think nobody with more than 1h of game time is bothered by it.The change is just a QoL one.

  • brokedownpalace
    brokedownpalace Member Posts: 8,804

    Yes, I love it! Especially since nobody ever expects you to be running it haha