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A possible idea for Saboteur
I was watching the Q&A and their ideas for Saboteur, made me think of something to make it maybe useful. Was hoping to post this here, and hear what the community thinks. Make it so that Saboteur has charges, something like 0/1/2 or however many would be good, and that is how many hooks you can break and those ones will stay broken. Hangman's Trick counters this however, in which case they come back after the normal time. These charges are also not usable on Trapper traps, as tacking away a killer's whole power is not a good idea. With this idea, Saboteur will still be pretty much the same as before, just with this change. (And probably the efficiency removed as they discussed in the Q&A.) It'll give something more for survivors to do that isn't pointless, and if you are smart with which ones you take down, you might get some good plays. It could be a problem with multiple survivors taking down hooks, but that's why I put the numbers so low. But yeah, if anyone has any other ideas, let me know, I'd like to hear what others think.
Comments
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Honestly with all the changes to hooks and killer movement speed while carrying a survivor and the existance of Hangman's Trick they could probably just reimplement pre-nerf Sabo and it would be fine.
But they won't do that because Killer mains will cry about having to use a perk to counter obvious strats, just like how they cry about Flashlights even though Lightborn renders them completely useless.2 -
I like to use sab just means good distraction breaking or not lessens outside hooks meaning mist use basement and really pisses off some killers if they catch you doing it0
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make it 5 hooks and you have a sabo feng min with no mither main going to her own deathzone from hooks
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I didn't think five would be good, because then SWF could make it 20 hooks, and that could be a problem.
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Besides there's not that many on the map at most 10-15 not including the basment1
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@TigerKirby215 said:
Honestly with all the changes to hooks and killer movement speed while carrying a survivor and the existance of Hangman's Trick they could probably just reimplement pre-nerf Sabo and it would be fine.
But they won't do that because Killer mains will cry about having to use a perk to counter obvious strats, just like how they cry about Flashlights even though Lightborn renders them completely useless.Old sabo created the most despised meta in DBD history. The slug meta.This meta created incredibly toxic killer builds where the killer usually nurse or hillbilly. Would knock down all survivors and not hook until all 4 players were down. This meta had many survivors players spend entire games on the floor when if they could have been hooked they could have still been rescued and had some chance to play the game. Old sabo should never come back the same reason a killer should never be able to permanently remove a gen from the game. It breaks the victory conditions of one side. Some one in a youtube comment had an even better idea for sabo imo. Make the sabo hook not break but grant a free attempt escape for any survivors hooked on it. The entity still progresses but players now don't have to worry about saving someone provided its their first time hooked. After the attempt escape the hook breaks as normal.
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@FallenRanger0 said:
I was watching the Q&A and their ideas for Saboteur, made me think of something to make it maybe useful. Was hoping to post this here, and hear what the community thinks. Make it so that Saboteur has charges, something like 0/1/2 or however many would be good, and that is how many hooks you can break and those ones will stay broken. Hangman's Trick counters this however, in which case they come back after the normal time. These charges are also not usable on Trapper traps, as tacking away a killer's whole power is not a good idea. With this idea, Saboteur will still be pretty much the same as before, just with this change. (And probably the efficiency removed as they discussed in the Q&A.) It'll give something more for survivors to do that isn't pointless, and if you are smart with which ones you take down, you might get some good plays. It could be a problem with multiple survivors taking down hooks, but that's why I put the numbers so low. But yeah, if anyone has any other ideas, let me know, I'd like to hear what others think.Since the killer cant see survivor perks, he cant counter saboteur this way. It is a horrible idea to let survivors remove 8 hooks from the game and I am sure that you agree with me if you think twice about your suggestion.
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@Master said:
@FallenRanger0 said:
I was watching the Q&A and their ideas for Saboteur, made me think of something to make it maybe useful. Was hoping to post this here, and hear what the community thinks. Make it so that Saboteur has charges, something like 0/1/2 or however many would be good, and that is how many hooks you can break and those ones will stay broken. Hangman's Trick counters this however, in which case they come back after the normal time. These charges are also not usable on Trapper traps, as tacking away a killer's whole power is not a good idea. With this idea, Saboteur will still be pretty much the same as before, just with this change. (And probably the efficiency removed as they discussed in the Q&A.) It'll give something more for survivors to do that isn't pointless, and if you are smart with which ones you take down, you might get some good plays. It could be a problem with multiple survivors taking down hooks, but that's why I put the numbers so low. But yeah, if anyone has any other ideas, let me know, I'd like to hear what others think.Since the killer cant see survivor perks, he cant counter saboteur this way. It is a horrible idea to let survivors remove 8 hooks from the game and I am sure that you agree with me if you think twice about your suggestion.
Maybe the numbers could be 0/0/1 then? I'm just spitballing here and in no way saying this should be in the game, just theorizing for fun. I just want more survivor perks to encourage things besides generator progression. (I know that's their whole goal, but still.) I'm no game designer so all this is, and will always be, nothing more than ideas.
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