Less hooks
Okay I’m getting very tired of hooks being basically every corner you turn when ever I get picked up I can’t even get half way through wiggling before I’m on a hook the maps have way too many hooks on them it just ruins the entire game and it’s getting so boring playing the game when I just die and 3 seconds later I’m on a hook it just isn’t fun
Comments
-
You're not meant to be able to wiggle free every time. It's only there to pressure killers into finding a hook straight away instead of taking you for a tour of the map and holding you hostage.
That said, I've lost count of how many times I haven't been able to get to a hook in time as killer. Usually on The Game or Midwich, although I had one on Macmillan earlier where I was bodyblocked.
Which is another point. Other survivors can body block the killer carrying you, and make it very easy for you to wiggle free.
12 -
To add onto this - Using Break Out and the Syringe/Agent will most likely guarantee an escape even on your own. Or atleast you'll be very close.
(as in, you helping someone else)
1 -
Not really, you'd be better off with a very fast toolbox, but you'll probably go down for it. Even then, it's not worth going down, as a healthy survivor, to help a downed survivor get to the injured state. It's a net loss of a health state and a waste of time.
1 -
Yep. I can't count the number of time I've rolled my eyes at teammates taking hits for carried survivors for no reason - whether for me or other survivors. It almost always results in the entire match being thrown.
Back to OP's post though: no. Hooking is an essential part of a killer's task. It should be a very rare occasion to wiggle off - especially without the help of other survivors. There are some maps right now where there is only one viable hook in a given area, giving the killer no option but to slug or let survivors do as they please in that zone. Very broken.
2 -
Well the point of wiggling off is really just to prevent 24/7 basements. Without altruistic interactions, a hook should always be guaranteed. Most maps I get, there's an abundance of hooks, and so I've never really had to deal with the areas with broke hooks.
That being said, when an altruistic killer grasp save does work, it's very fun. That's why I think breakout and saboteur should probably get buffs.
0 -
I think Breakout is fine as is. How would you buff it?
I would buff Saboteur to only enter cooldown if you actually sabotage a hook with it (to prevent accidental shenanigans such as healing at the hook), as well as show the aura of hooks as long as a survivor is in the dying state (not just while someone is being picked up).
0 -
I think a breakout buff has to be a bit nuanced. Buffing the percentage would possibly make some hook locations impossible, and allowing it to stack would be useless in solo queue, OP in SWF. I think that, if under the effects of breakout, the amount of wiggle progress added when dropped by the killer should have an additional 15/20/25%, meaning that if the killer drops you you gain an extra 50% wiggle progress instead of the default 25%. That might have disgusting combos with sabotages, though. The only other idea was that taking a protection hit for a carried survivor adds 15/20/25% to their wiggle progress.
As for saboteur, I'd say your idea is spot on. I'd probably reduce the cooldown slightly too, if nothing other than for quality of life.
0 -
There's way too few hooks as it is. The devs don't understand that hooks being a certain distance apart is not enough to base hook spawns on, because it doesn't take into account walls or different floors. Just look at the swamp maps. Destroy 1 hook, and you won't have another for miles.
They should just get rid of the hooks getting destroyed on a sacrifice mechanic. It makes no sense and isn't necessary at all. Please do your best to convince me otherwise.
0 -
are you kidding? there are less hooks than ever. I've had many games recently where the only hook is so far the survivor reaches 99% wiggle before they're hooked (you can tell from the timing of the music), all it would take is 1 bodyblock hit to cancel it. I've had games on indoor maps where there are no hooks nearby. We need more hooks closer together imo not less. It's at the point now where I'm having to bring agitation some games or offerings, I've never had to do that before.
1 -
On the slowest killer in game (Nurse) I can get the Survivor to a hook most of the time. Maybe one out of every 10 matches theres 1 hook I cant get too because its too far away and I'm too slow.
This makes it an almost absolute guaranteed fact that on any other killer I'll always be able to get that Survivor to a hook.
Any less hooks and Nurse would become non viable.
Maybe less hooks for fast killers. Maybe one or two more hooks for Nurse. All other killers aren't effected by the current hook numbers.
0 -
It makes no sense full stop. The killers job is to chase, down and hook survivors. The difficulty is in the chase part. Now they want to make it hard to hook them too? then they wonder why nobody plays killers. Just let the killers have their reward.
1 -
Wiggling free should be rare. Like, only in those cases when the killer tries to get you too far on purpose, or your team mates manage to save you. It also sucks if you play the killer, take your time to down a survivor and LOSE THEM because all the hooks are too far.
1 -
Their justification in destroying hooks after sacrifice is that "killers can just use the same hook over and over". What's wrong with that?! It creates way more problems than it supposedly solves! It makes hook sabotaging way stronger, it means survivors can get downed in dead zones and can't be hooked, it makes it hard to even get a hook.
0 -
Really? good to know. I hadn't noticed. Must just be bad luck lol. That and I don't really enjoy playing anything else other than the occasional Legion.
0
