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Hooks gameplay mechanic
Hi everyone,
I recently came up with a simple idea about hooks that would actually change a lot of things, without even touching the core gameplay. It will probably never become real, or if it does, it would turn not into exactly this, exactly that, but hey, maybe it can bring another fresh idea for us to talk about.
Right now and since the last Q&A of January 2022, we know that hooks don't count towards the MMR. We also do not have a real way to deal with facecamp at the moment.
This is where comes an idea very simple at first but then modified enough to make it fit the actual core of the game. Read and judge by yourself.
------2 hooks 1 survivor------
Imagine having 2 hook stages instead of 3 for survivors. 2 hooks absolutely necessary to sacrifice any survivor out of the game. The time limit would be removed, replaced by a specific amount of kobbies.
The goal would aim to encourage survivors to play better on any existing points. Not only loops or generators, but force them to develop a sense of strategy. Surely with 2 hooks per survivor you would at some point try to protect your teammates from death hook more than ever to help EVERY survivors escape. You would obviously try to better loop and not throw any pallets you see because now survivors die at the same rate gens can actually be done. You would try to stay sneakier at some point for the same previous reason.
Not only this, but with the time limit removed, it would prevent killers to facecamp someone to death at any time, thus motivating them to move around the map, and look for the 2nd and last hook to sacrifice a survivor. That way hooks could now count for MMR indirectly by keeping the "only kill matters." No more situation when a Bubba facecamping 2 survivors from p1 to p3 makes him go higher in MMR while someone who did 8 hooks navigating through the whole map, not killing anyone would go down.
------Potential Questions------
"If the time limit is removed, the game would be easily taken hostage"
-> Not if other survivors leave the game. As of the current state of the game, the last survivor is instantly sacrificed. Same if the 4 survivors turn out to be hooked at the same time.
"It'd make the killer side so much stronger"
-> Isn't it time to make the killer side the scary side ? Isn't it time to force survivors to play better than sitting on gens while someone else does all the distraction ? (Not forgetting it'd force the killer to actually PLAY the game and not camp)
"With this hook system, tunneling rules"
-> In 2022 I do believe survivors do not lack a way to prevent tunnel from happening. It still remains some potential flaw of the idea I can't deny it. But then again adjustments can be made around anti tunnel perks (cough DS *cough*) and other gameplay elements. (The idea of basekit BT haven't been rejected too in the Q&A)
Tell me what do you think about it. Do you see any other flaws I may have not thought of ? Any ideas emerging out of this one ? Any suggestions are welcome.
Comments
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I think it's an interesting idea, and maybe it could even work - there is obvious nuance you haven't clarified but it shouldn't be necessary at this point in time.
The problem is no survivor will ever subscribe to it, you are going to get nothing but knee-jerk reactions.
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Not really a good idea. I'm not sure what 'kobbies' means, but as for the rest:
If there was no hook timer; Survivors could just leave their friend on a hook & pound gens. There would be 0 pressure to rescue someone at this point.
The hook timer is Killer pressure; forcing at least 1 person off gens to save at least 1 person hooked, which means 1 hook = 2 Player's worth of pressure. This is gone if you remove hook timers.
Survivor: Oh no! My friend was hooked! But seeing as they cannot die unless hooked a second time; I can continue to do this gen while they enjoy literal immunity from death on the hook.
Sorry, but removing the timers is a horrible idea that turns into a massive nerf for Killers by removing a large part of their pressure when they hook someone.
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Kobby is when you try your 4% chance of unhooking yourself. I'm sorry I don't exactly know how people spell that in general.
As for the pressure thing and generators, yes I thought of that but completely obliterated it from my mind while writing the post. And surely a large portion of survivors would definitely abuse that.
But you forgot there is not only a timer needed for pressure but the killer himself... AND perks still exist. (Pain of resonance, ruin, thanatophobia, pop goes the weasel) Think of it this way. No one coming for the unhook ? What if the killer downs another survivor in the meantime ? That's 2 people on hooks. If at this point the 2 last keep completing generators, they will eventually get hooked too and every 4 survivors will be sacrificed. Even if one of them comes to rescue the first while the last one keeps repairing, it means one survivor is already on his death hook. Your loss of time pressure on hook is vastly compensated by the -1 hook stage necessary to sacrifice a survivor at this point.
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Oh! You mean 'Kobe'! After Kobe Bryant of the LA Lakers basketball team.
No one coming for the unhook ? What if the killer downs another survivor in the meantime ? That's 2 people on hooks
Except downing that second person is when the first would be unhooked, thus still negating Killer pressure for all but a handful of seconds.
I'm sorry but removing the timer is just too much of a Killer nerf/Survivor buff by allowing Survivors to focus on gens in a meta where they can already do all 5 gens in roughly 5 minutes.
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Lmao ok thanks for the anecdote I'll remember that.
Like I said perks still exist. Killers would be much more rewarded for downing faster. 2 hooks stage mean you'll eventually turn the game in a 3v1 much faster than it is actually (which mostly results in a win, not always, but most of the time). I can tell a lot of people have ended up in that situation when they get 8 hooks and still no one is dead and you feel like you've gave your all and seek desperately for that death hook.
At that point I don't really like trying to defend my idea because it already doesn't even exist and I hear you, and partly agree with you on that point for sure. But if it's only this, as the idea doesn't truly exist, some adjustments could be made too, being perks or gameplay elements.
I don't know I'm just getting those thoughts fly by :
Ruin, anytime you hook a survivor, gain a token. For every token you have, the repairing speed slows down by X%
Or maybe anytime a generator is completed, any survivor hooked lose a "KOBE" chance, until they have none left and get sacrificed. (I can see this leading to troll play though)
Some non-so pertinent ideas, but I mean, at first it already is just one idea. I feel like having two hooks but still with a timer would be too much of a killer buff this time.
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Big fat no for me. Seeing how many times I died on first hook with randos that never came to unhook me, you can bet your ass I'll sit on the hook for 5 minutes before anyone else remembers I'm even there.
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Heh, you still have a chance, don't ya.
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