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Thoughts on hooks permanently breaking when a survivor is sacrificed?
As you probably know, when a survivor is fully sacrificed on a hook, that hook is broken for the rest of the trial and can't be used again. I've never really seen this mechanic discussed much at all, and I wanted to know what others thought about it.
With scourge hook perks being created and being fairly popular, I think this mechanic should be removed, and hooks should be usable even after finishing a sacrifice on it. It would be a nice and simple killer buff. Although it's fairly rare to occur, this mechanic can potentially create scenarios where you don't have any close hooks, and you can't pick up a survivor without having them wiggle off, unless you want to slug them / let them bleed out. It can be especially noticeable on maps like Groaning Storehouse with it's dead-end areas that only have a couple of hooks.
Comments
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Basement bubbas are probably quite confused at this.
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I’m sure the devs had a reason to make hooks be destroyed after a sacrifice, I’m not sure what it is though. 🤷♂️
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This is one of those things that I would consider a DbD quirk that I'd actually miss if it went away. Walking past a destroyed hook always makes me think of it as a survivor's grave, with their item lying there in lieu of flowers. Call it "charming", if you'll excuse the wordplay.
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I mean if you want the hook back use hangmans trick but it's only useful if they hook is the only one in the area
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that effect's been gone for years.
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I do think Scourge Hooks should regenerate, on a moderate delay- idk about the rest of them, that feels like something that might get too powerful, maybe? It'd certainly need testing.
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I think it should stay as is. It's nice to daydream about interesting QOL changes, but survivors using hook graves to outplay the killer is rare enough, and impactless enough (They're already losing if they have 1-3 grave hooks to work with) that I don't think it should be altered. There are bigger QOL changes that killers need right now.
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It's kind of pointless? Sometimes it's an irritant because the killer doesn't have the ability to move from the area (it's the last generator under contention, or the exit gate), but in most cases it has little effect.
I think scourge hooks should regenerate, but on the whole I never understood the point of the mechanic. The killer doesn't really choose where survivors go down; the survivors do, and the killer can usually choose 2 hooks they can go on from there.
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As a killer main, that’s totally balanced. It rewards you for keeping track of who’s about to be one with the spider. Use the scourge hooks as first and second hook, with them being a final hook when needed. Is it tough to keep track, sure. But it’ll keep them around longer for you.
Side note: I enjoy carrying a survivor past a hook where their buddy went bye bye.
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Honestly hooks are so close anymore this is unnecessary. I mean you can sabotage a hook, take a hit and killers still make it to the next one.
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I think hooks being permanently broken after a survivor is sacrificed is fine. Scourge hooks should regenerate if broken, though.
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It's unnecessary and not sure why it's a thing. Just make it respawn after a minute or 2.
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I kinda get the mechanic, but at the same time it never made much sense to me.
If you get survivors who realize they can run to a corner of the map and the only hook close enough is the one somebody was sacrificed on, that’s a problem. It’s one thing to sabotage it because it’s temporary but sacrifice breaks are permanent.
To anyone’s knowledge, have the devs ever actually given us a reason for why this mechanic is a thing?
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Thats been in the game since the start when maps where way smaller back then I promise you the devs haven't played on Ormond vs a team with 4 petrified oaks cause if they had they would see what can happen
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This mechanic is so pointless and it can hurt everyone in the match. I've had some matches where one hook got used and the three other survivors all ran to that area in chases because it became a dead zone. Those matches were three-man bleedouts because there was simply nothing I could do. Who benefits from that? That's a terrible game mechanic.
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I think all hooks breaking after a sacrifice is fine and good as it is. Survivors are supposed to get a chance to wiggle out if you create a deadzone because you used a hook already. Just pik your hooks in a good way and you wont have an issue. Especially since survivors dont wiggle out that often by the time you reach the next hook, and you can drop down any ledges / heights and it doesnt increase the wiggle or stagger you.
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If there a no hooks near by drop, and camp.
Im sure survivors love this as well.
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Killers get a limited choice when it comes to picking hooks. The survivor leads the chase, not the killer, and then the killer has to pick from the nearby hooks where the survivor goes down. Sometimes there's only one hook close enough.
If using only one single hook creates a dead zone, that's bad map design. Using multiple hooks in one area, sure, that's expected to create a dead zone, but using just one? Unfortunately, I've seen using one hook create a dead zone, and survivors are crazy if they think running to that spot will get them a free wiggle out. I've had multiple matches where I stood around and watched three survivors bleed out together at the same time because they were smart enough to recognize a dead zone but not smart enough to realize that four minutes of being slugged would be the inevitable outcome of their actions.
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It makes no sense for hooks to get destroyed. "We don't want killers being able to hang around 1 area all game." Is that really something we're complaining about? If someone dies while working on a gen, should that gen be blocked for the rest of the game?
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It’s not like you always have a lot of choice where you hook people.
I get that it doesn’t come into play that often (and that’s a good thing), but when you literally are forced to bleed them out because of where they ran, it’s just lame.
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Makes camping an area more difficult the more you hook people in it. Forces the killer to be more risky in hooking the next survivor if they want to protect their territory. Doesn't mean it's a good system given how random hooks can be.
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No. Survivors don't need ANOTHER 2nd chance to not get killed, no matter how rare it is. Why can't survivors just not destroy hooks when they get sacrificed on them? It makes total sense. And that's a terrible justification. We can't have killer qol change A because qol change B is so much better. I'm pretty sure people think that way about every killer qol change that gets suggested, so nothing gets done.
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This isnt another 2nd chace this is purely killers managing what they do and where they hook people. This wouldnt be a QOL change this would simply be another imbalance created because killers cant manage their hooks.
You arent meant to get easy hooks and guaranteed hooks, same way as survivors arent meant to guaranteed wiggle out every time.
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The problem is you can’t really “manage hooks” effectively if you don’t always have a choice of where to hook/you don’t have more than one hook available. It’s not the killer’s fault that the survivor decided to run to the place they did.
It’s a mechanic from 2016 DBD that’s simply outdated in 2021.
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Killers should know after the first escape attempt that they dont need to hook or down them there. Survivors creating a psuedo safe space in one part of the map, which is likely just a corner, doesnt mean you cant eventually kill them. They are just drawing out the game more than anything
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It doesn't really add anything in the majority of cases except... annoyingly drawing things out? Bonus points when the region is a deadzone because it has strong tiles, so everything ends up there regardless. Choice: let someone wiggle free and chase them again, hopefully without their being the last person with an open hatch; or everyone just stands around waiting out the bleed timer.
And for scourge hooks, it's just a massive pain. Oh, look, your RNG perk location is gone for good if you death hook someone on it, but since one of them is a regression/info perk, you probably don't want to pass that up unless it's already a really good position. Oh and it's a deadzone now. Ho hum, back to the bleeding out game.
Mind, this would mean basement hooks need something, but they kind of need something anyway that isn't "that place wot bubba camps coz stairs".
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Clearly I haven't kept tabs on the game for a long time just looked up what it does now and it's really worthless.
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Don't remind me of that update. Pre-work hangman was my favorite to run on bubba especially against sabo.
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It's whatever for most hooks. I don't think scourge hooks should, though. Or if they do, another hook should become a scourge hook
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I don't see a reason to change this.
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yeah...
sorry about that.
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So it's supposed to be difficult to hook someone once you've downed them and picked them up? It's a fundamental mechanic! How handheld do survivors need to be?
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Just make it an auto-sabo when someone dies on a hook, though that might make Breakdown an even more pointless perk than it already is.
That or bring back old Hangman's Trick, at least then you might have a couple killers run it.
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Crazy projection right there.
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I like it, forces me to get smart about my hook choices. I do wish scourge hooks would at least defer to other hooks in play if it becomes a sacrifice hook
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If hooks were more plentiful I would say this legacy mechanic is fine, they did at some point in the past removed numerous hook spawns from every map and caped them out at 8 hooks per map on every map (not including basement hooks.) On maps like D-Ward using up a single hook can create a safe place that you can never hook a survivor at if they go down, it's just another issue in map balance imo. There should be more hooks on bigger maps, 8 hooks on Wrecker's Yard is fine, but 8 hooks on Mother's Dwelling is not.
Also for some reason every now and again you will only have 6-7 hooks on a map and on badham the back of the school can be an entire safe zone if the basement is there.
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Its the same thing with generators. If there are 3 gens nearby at the end its almost impossible to win that game.
How is it called? genlock?
So the same goes with hooks
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The problem is that no hooks in deadzones don't make it hard to win, they just make everyone miserable because the slugging begins and we all have to wait five minutes
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It is only difficult, you pick your hook choices wrong. If you use a little bit of braincells with it, you will have 0 problems.
They shouldnt though. The entire point and mechanic for them is that only 4 of them spawn randomly, thats the entire risk / reward coming into play. This way at least there is a somewhat counterplay to them. if all hooks would be scourge hooks, then there is no counterplay, and thats when it becomes unbalanced. It just promotes you deciging if you want to get the scourge hook on a down or if you rather get a normal one. Choices and rewards.
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There are literally hooks everywhere so close to each other that the only way the survivor can wiggle off is by having teammates bodyblocking.
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I honestly don't really think anything about it. It's not a bad thing, nor is it a good thing. If a hook breaks, it breaks, nothing changes (unless you have scourge hooks).
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True actually, I didn't think about that coz I don't use scourge hook very much. Unless there's a bunch of oak offerings I can usually find at least 2 hooks in hooking range when I down someone anyways
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