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Respawn hooks at the end

I sometimes find myself in the predicament where I’m unable to hook the last survivor and so my options are to either let them have a free escape of wait 2 minutes for them to bleed out on the ground.

I’ll pick them up, look around, realise I physically can’t reach any hook and then drop them. There’s really not much you can do here.

I could go looking for the hatch to close it but that leaves 2 possibilities

1) I’ll never find this slug again, especially not when a number of them STILL have the silent bug.

2) If I close the hatch they get adrenaline and if the doors are far apart that’s also a free escape.

So it ends up where if you want to confirm the kill you have to wait 2 minutes for them to bleed out. This is naturally seen as toxic by the survivors who think I’m just trolling and then I get reported by their swf squad,

The concept of having hooks disappear just seems dumb in general giving how hard killer already is, let alone when theres 1 survivor left. Can’t you just make them respawn once all survivors are sacrificed so when you’re down to the final survivor we can just end the game quickly?

Comments

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,166

    I don't think we need to respawn hooks, they'e carefully calculated so that they work with various different builds, different map areas. It's about being smart with hooking survivors sometimes, I tend to never go for a hook near a gate during the mid part of the match because I don't want to lose a hook in that area in case it gets to EGC and I will need it.

  • Mastermind
    Mastermind Member Posts: 111
    edited March 2021

    He's not complaining about hooking near the gate. It's a situation of you managing to down multiple survivors in one area. That are has a limited amount of hooks which get taken up by the downed survivors and then when they get used up (Even if they're still hooked or destroyed after a sacrifice.) then there is simply no hook close enough which means that the killer can't pick the survivor up in order to hook them and end the game and the best course of action is to literally wait 2 minutes which nobody likes to do as it can be understood as trolling when in reality the game is forcing this state on the killer.

    Fact is that if the survivor is downed in a zone with no hooks, regardless of where it is, if the hatch is far from that location and they use adrenaline then while the killer is searching for the hatch in an attempt to end the game as soon as possible, the survivor can crawl towards the gate and if the hatch is far enough from the gate then a survivor with adrenaline or unbreakable can simply escape which the killer doesn't want. And it's not like the last survivor can do anything if the killer stands over their bleeding body as it's the best course of action in this case. And I'm not sure if BHVR's vision of the game is a 2 minute stare simulator.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    @Mastermind Yeah that's exactly it. Sometimes you can't help where you down survivors. They tend to run to the same areas too because they know they're safe areas. If one is about to go down there I can't really follow them and not hit until they run where I want them to go, seems like a bit of a waste of time.

    Sometimes the problem is the hooks due to the spawns. You can carry survivors to hooks spread around sometimes to plan for late game, but sometimes there's only 1 reachable hook in the area that's the issue. So when it's gone then it's gone. I.e if I couldn't reach a hook at endgame, then the survivor I hooked there earlier - that must have been the only useable hook anywhere, know what I mean? one of the corners of groaning storehouse used to have this exact issue and I think it was due to how the hooks were placed because the game doesn't factor walls or routes into this. Sometimes the game decides "there's 10m between these hooks so it's ok" but in reality there are walls you need to walk around so it's 25m walking distance.

    I don't always want to sound sweaty but a few weeks back I had a toxic swf that escaped due to adrenaline. I figured I'll close the hatch, it will be ok. They get adrenaline, run through the murky swamp which hides their scratchmarks, doors are on opposite sides of the map, free escape.

    Sometimes the best play really is to follow the slug but it's boring for everyone and the survivors get mad because they think I'm trolling them.

  • notstarboard
    notstarboard Member Posts: 3,903

    Most places on the map should have a few hooks that you can reach. If you manage to slug four people right on top of each other far from the basement, or three people right on top of each other in the actual corner of the map, or something, yes, you will not be able to hook all of them. Still, that's not exactly a bad problem to have and not something I think the devs need to address. Worst case you let the last one bleed out, or you at least wait for their teammates to get sacrificed so you don't need to worry about them unhooking their team when they inevitably wiggle.

    It's on the killer to be selective about which hooks they're using throughout the game. Let's say you sacrifice two people on adjacent hooks and then chase and later down the last two survivors right between them, for example. If you had paid attention to your hooks and walked one of the first two survivors to a farther hook you would very likely be able to hook both of the slugs. If not, again, oh well. The game is under your control. If you're really that worried about a tiny possibility of missing out on a kill if you can't make it to a hook and the survivor wiggles, then that's on you to wait. The current system incentivizes the killer not to wait and to get on with it. Adding new hooks would do that too, but that basically invalidates the whole "hooks are destroyed upon sacrifice" mechanic. I don't think that mechanic is necessary, but I do like giving survivors a shred of a chance to come back if the killer isn't paying attention to their hooks.