http://dbd.game/killswitch
Hooks should not destroy themselves upon a sacrifice
Minor as the amount of cases might be, it's still a stupid mechanic that occasionally makes you lose a deserved kill. What ends up happening is the other hooks are too far, and then you either have to drop the survivor or let them get off because the hook is too far. Especially in endgame scenarios, how is this even remotely fair? We shouldn't have to save hooks near the exits for later, just for the possibility that we might run out of nearby hooks.
Comments
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So true, they should add about 15 more hooks per map as well as remove flip flop, boil over, and tenacity from the game and struggling in general (Sarcasm). There's already a ton of hooks and you can even bring offerings to reduce the distance between them as killer.
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So basically, you can't disagree with someone without also trying to make a mockery of them.
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I mean, maybe there's a compromise here. If there are no other hooks within x meters of the sacrifice hook, the hook will not break
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I think the reason they break is so you can just down people and camp them at hooks in the corner of the map away from loops etc, if someone goes to save and you down them, and then camp the downed surv and the hooked survivor it would be easy mode.
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Goddamn, we're just necroing everything today, huh?
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How did this thread even get dug up lmao
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Yeah boo necroing but I am pretty sure this is still relavent even though hooks should be broken.
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Lmfaoooo
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Well to be honest, it's a pretty entitled killer post.
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Hooks should bud, like sea sponges do. You hook a survivor and two more hooks pop up right there, etc etc until the whole map is hooks
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