Mass Sabotage very unbalanced; needs change
When a survivor successfully sabotages a hook, the Entity should block the nearest 2 or 3 hooks, preventing them from being sabotaged as well.
The current state of mass sabotage is ridiculous. I literally just quit a match because I would rather wait out the penalty than stay in a stalled game that has very little counterplay.
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I remember when DBD was new, and Survivors could literally perma-break hooks. Ended up with half the map being dead zones that Survivors would run too so they could never be hooked.
And then they would cry they were being slugged.
Good times.
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When you equip Mad Grit for lulz and a Sabo Sqaud joins the lobby:
^_^
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I was also there for this :(
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Was multiple survivors sabotaging? Cause if so, they nerfed it once before do to SWF- and any further nerf will make it useless for solo que players. Hell, I find it hard to sabo NOw as a solo que player. It’s a crap shoot to pull off. A lot of killers find the next closest hook a lot.
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I never see anyone sabo anymore, I feel like I'm the only one doing it still lol.
But no it doesnt need to be nerfed.
I did have a hacker the other day who destroyed every hook permanently though, that was annoying 🙄😂
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How to fix Saboing (Hear me out):
- Make it take longer to do.
- When done, the hook looks normal. But it has the 'Sabo'd' effect for 60-80 seconds
- The next 2 closest hooks cannot be sabo'd while one is.
- Once Sabo runs out, or once it triggers; that hook cannot be sabo'd again for the rest of the match.
- If the Killer tries to hook a Survivor on a Sabo'd hook; the hook falls apart halfway through the hooking animation, and the Killer is stunned for 2 seconds while the freed Survivor gets a 2 second speed boost.
The result; Saboing is only useful pre-planned and out of sight of the Killer. If he sees you sabo; he will just go to a different hook.
The Killer stun is to prevent him from just smacking the Survivor instantly. The speed boost is meant to give the Survivor a TINY bit of distance. It's in no way meant to let them get away if their team does not help further.
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Wait half the map.....I remember when only the basement hooks were the only hooks because of sabo squads.....man you were lucky to only lose half...
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This change wouldn't affect solo-q. 1 survivor shouldn't be able to sabo a hook, run ahead of the killer AND sabo the next hook. This takes coordinated SWF, and that's what the proposed change aims to deal with, not solo-q's efforts.
Strategic sabotaging of 1 hook to buy time or block a scourge play is fine. Stalling the game by sabotaging multiple hooks gets out of hand.
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I can't remember if regenerating hooks existed at the time, but I was once on the Ski lodge map, downed someone, and literally 2 seconds later:
Sabo sound, sabo sound, sabo sound. *5 second pause*, Sabo sound, sabo sound.
It was an SWF that pre-sabo'd an entire area, and then ran there if they were being chased. The other 3 were hiding near the closest hooks, so the second 1 went down; I had no hooks. I'm ashamed to admit; I DC'd. It was, literally the first down after 2 gens popped, and they sweatted that hard to prevent ONE hook.
I was angy AF. 🙃
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I do realize that the Hook (and Sabo) changes were good but the most recent ones... Sabotage and Hangman's Trick were bad
Sabotage: 2.5 seconds to sabo a Hook and it last what 15 seconds
Hangman's Trick: used to make Sabo take longer... but was changed into an Aura Reading Perk (when you had a Survivor on your shoulder)
The good thing was no more 99% Hooks... but the downside is the fact that it takes 2.5 seconds (basically what like 95% pre change)
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I just slug and camp.
You want to play this game, we will all have a crap game then.
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Slug and camp, hook and camp.
Seems like the default answer when "I don't like x"
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Its not really an issue. Like, youre having one on your shoulders -and by mass- at least two survivors sabotaging. 3 people doing nothing. I think this is pretty neat as killer. Also, there is counterplay to it. Otherwise every 4man-SWF would run such a build, and there are barely any squads doing this.
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"has very little counterplay" -> drop the survivor you're carrying for 30 seconds near the hook that was sabo'd most recently, then hook again. It's really not difficult. Let alone that you can fake going to 1 hook and then quickly turn around too.
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Seems like adjusting tactics to me. Like running to into dead zones with No hooks, Hiding when bbq will pop, cleansing ruin.
If a killer is behaving one way do not you not adjust to deal with it?
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I just assume hook/slug camp and tunnel every game. I assume that's why BT and DS are pretty much the staple for survivors.
Saying "Well if you do x, I'm going to camp/tunnel you" basically means nothing because the majority of the time it's going to happen anyway. Why modify my behavior/build if the result is the same?
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I hate the way they reworked sabotage
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The best of times
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You would....
Jake 😡
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Oh yeaaa,
Or when you main trapper in the early stages of dbd only to have games where survivors could perma sabo your traps. Making you a half ass m1 killer. Good times there lol.
Kids today just don't know how good they have it in comparison XD
Not knocking on you OP, but trust me, sabo is no where as bad as it use to be.
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I have nothing useful to add here except "PTB Kate Scream"
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Oh no bro. You are bringing up old instant heals, insta gens, and other broken stuff. That's some PTSD for DBD veterans
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As a survior, unless you are in a SWF purposfully trying to hook bully, sabo is the worst thing you can perk and use items for, it is completly unviable unless you have full communication w/ your team.
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Sadly if Survivors want to play the Sabo game then the only option for the killer to "win" is to slug and wait for bleed out. Now I'm not saying it should be done all the time, I had alot of free downs because survivors don't know when to sabo and I still got the hook.
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Mad grit wont help vs sabotaje 0erk or good tool box
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2016 perma sabo says hi
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So yall got CoH nerfed, ran out of things to complain about again, and then settled on Sabo?????
No. Sabo in its current state is fine and if anything, needs a slight speed buff due to how there's literally a hook every 10 steps on some maps
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Damn, survivor's are doing something else besides slamming gens? Let's cry about it because I didn't just drop the survivor and go down someone else.
Toolboxes have limited use and sabo itself has a SIXTY F'ING SECOND CD on it.
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As great as that sounds, the survivor can move away from the hook far enough they can escape on the way back under various conditions if you drop them. Flip-Flop, Boil Over, Tenacity, just game awareness knowing he dropped you to chase the dumbass Meg who tried to hide near the hook, and ways to get yourself up if he runs far enough away, like Unbreakabill/+It's speed increase buddies, exponential, etc.
You're basically forced to pick another hook, and more often than not a successful sabo WILL screw your hook play. Not always, but how often do you see survivors saboing while you're holding somebody? They're typically busy trying to set up for the rescue or harassing you to slow you down anyway, so it's not always going to be just "lol drop'em or pick a new one." It actually super sucks when you catch their strong runner and they all turn into little troopers. During carry, 1 sabo is painful enough, but when you hear 3 all you can do is drop and just camp, and pray that they still didn't win the interaction and someone went to smash gens while you were busy defending the slug.
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This is NOT a sabotage issue, this IS a skill difference issue. You went against a team that was highly skilled.
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