Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

What happened to Hook rework a la Cage of Attonement?

Nos37
Nos37 Member Posts: 4,141

I've been running Up the Ante + Slippery Meat for the past 30 games.

Every single time, the killer returns to the hook and tunnels me (unless another surivor was downed nearby and the killer hooks them in the basement and decides to face-camp them instead).

Have hooked survivors teleport to a random hook, and don't give the killer a noise notification during the unhook (unless the exits have been powered).

Comments

  • Sylhiri
    Sylhiri Member Posts: 178

    As long as the random hook isn't 10ft away then you could basically replace BT and DS with this mechanic.

  • Nos37
    Nos37 Member Posts: 4,141

    The killer only picks the nearest hook, unless they have basement / scourge hook build.

    The only "strategy" killers are employing is tunnel out survivors fast by not letting them heal after being unhooked and making the rescuer take a trade.

  • Raccoon
    Raccoon Member Posts: 8,185

    Care to show some evidence of this ever being a promised rework?

    You're clearly having a bad day - May want to step back from the game a bit.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    No. I'd freaking flip a table at BHVR's office with my mind if, upon hooking someone, they teleported next to their friend, or a 90% complete gen, or an open exit gate, or a 99%'d exit gate.

    It's like some Survivors just want mechanics that either flip off Killers, or can be easily abused for free unhooks. 🤔

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    That'd remove the ability to choose Hooks and apply pressure. Nah

  • AsherFrost
    AsherFrost Member Posts: 2,340

    Just because someone makes a topic coming up with a bad idea, doesn't mean anyone at BHVR ever promised to consider it, much less implement it.



    Thank the Entity

  • adirgeforthedead
    adirgeforthedead Member Posts: 424

    Whenever I play Killer, I try to play as fair as I can, but with the current state of the game it's pretty damn hard to play fair and not get frustrated. This cannot be implemented as a mechanic because it'd be way too abusable by Survivors.

    As much as I hate camping/tunnelling, there are times when the Killers can't do anything else. I've been in matches where, by the time I end a chase, four generators have completed and the three remaining ones are well-spread that it's pretty much impossible for me to even pretend I can defend those (of which one probably is half-way done anyway).

    Camping at 5 generators is a different story, whatsoever, but I don't believe anything can be implemented to fix that unless some core mechanics are switched to actually address the reason Killers camp to begin with.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,908

    There are ways to address camping and tunneling but that isn't it.

    If for example I down someone on one side of the map, and the other 3 survivors are on the other side of the map, then one of them is going to have to run across the entire map to save their teammate. Even though I'm not camping, that's a lot of extra time wasted which is good for me as a killer.

    With your idea, the survivor may end up on the other side of the map and get rescued instantly.

  • JeanCharpentier
    JeanCharpentier Member Posts: 370

    Yup, throughout te years, DbD went from a hide & seek/chase game to a camp/tunnel game.

    Honestly, i play both sides, when i'm survivor, i hate the tunnel/camp but when i play killer i understand why mot killers has to do it.

    This is a global game design problem : gens are too fast + survivors have way too many second chance perks + too many sage places on all maps.

    DH ? survivor has failed his/her way, second chance, 30 more seconds of looping

    BT ? meant to avoid tunneling, survivors use it as a shield to protect others

    DS ? same as BT

    Gens ? survivors bring perks + items to make them faster

    And to make all this even easier ? 20 pallets/windows per map

    Most killers have no chance to win by chasing so they come back on saves

    Garbage gameplay ? yes, it is what the devs call "fixing" the game

  • JeanCharpentier
    JeanCharpentier Member Posts: 370

    Survivors should find engine pieces on the map to fix the generators (requiring a 5 seconds repair action on it) and then they can start to repair them.

    This would add easily 2 minutes time to each trials, enough to allow more chases.

  • malloymk
    malloymk Member Posts: 1,562

    You do realize that killers have camped and tunneled regardless of gen speed or second chance perks, right?

  • malloymk
    malloymk Member Posts: 1,562

    You say this, but killers would still camp and tunnel. They have camped and and tunneled since the game has come out. I don't mean to sound snarky at all, but what makes you think that killers will stop doing this if they add a secondary objective or extend gen times? I just don't see killers changing their strategies just because of gen times increasing.

    Killers still wreck lobbies with an early dc or hook suicide.

  • Sylhiri
    Sylhiri Member Posts: 178

    Even if you fix the issues, the fact is that camping and tunneling can and still will occur. New survivor perk people don't like? Camp/Tunnel. Weak or strong player in the match? Camp/Tunnel. Don't like the item they have? Camp/Tunnel. Having a bad day? Camp/Tunnel. Etc.

    You can alleviate the issues by making the game better for Killers (even at the cost of Survivors) to make it less likely to happen but it's basically the default option and there is nothing Survivors can do about it except leave.

  • lauraa
    lauraa Member Posts: 3,195

    Free taxi to the exit gates let's gooo

    Make sure to tip your friendly Uber driver and give them 5 stars

  • AngyKiller
    AngyKiller Member Posts: 1,838

    So what's the mentality? Punish camping/tunneling but don't fix the underlying issues with gen speeds?

  • adirgeforthedead
    adirgeforthedead Member Posts: 424

    It would help weaker Killers who struggle with chases by not having an anti-loop ability, I agree, but this also treating every Killer as equal and there are some overly specific issues. If we applied that mechanic, Blight, Nurse and Spirit would have the trials handed to them by increasing those two minutes per generator, but I also know they are the strongest Killers in the same and they end matches within minutes/seconds if they are good enough.

    The game is at an imbalance where you can do something passive without massively tilting the scale to one side or the other. I struggle myself finding what would help the whole picture...

  • Sylhiri
    Sylhiri Member Posts: 178

    Fix both? It would be an overhaul since a lot of things effect each other. Gen speeds you would need to look at slowdown perks, instant downs, gen progression perks, how viable solo vs grouped would be, etc. If you just lowered gen speeds that increases the viability for camping and tunneling since you are punished less for it.

  • WeenieDog
    WeenieDog Member Posts: 2,187

    I don't know. Sure it'll help m1 killers, but it will also help killers in general. Even ones that are currently strong but fair.

    It just moves like c to b, b to a, a to s, and s to 'realistically should never lose'.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    Fixing both is the right call, yes.

    There's just so many people who have this exchange:

    'Fix camping/tunneling!'

    "Well, if we fixed gen speeds-"

    'Nope! That won't stop it (Or 'gen speeds are fine'), so just do something about camping/tunneling.'

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,463
    edited April 2022

    Spoken like someone who doesn't play much killer.

    I avoid tunneling and camping as a practice, but I will absolutely carry a surv to a further hook if it's near gens I want to pressure, especially later in the game and the survs haven't been spreading their gen work out. If I can pressure a potential 3-4 gen group and a hook at the same time, I will go out of my way to do so. You'd be throwing if you didn't.

    I will sometimes carry a surv further to a hook in a dead zone, if the team has shown themselves to be hook bombers, so I can get in as many hits as I can when they come.

    I will also carry to a further hook in the EGC (to allow myself more time to deal with body blockers/get multiple hits in if they are unhooked).

    One thing too; If the killer has a good idea you are running a slippery meat/luck build, that may be giving them incentive to remain near you. If I see a bunch of luck offerings, I might go a little bit out of my way to make sure survs go to struggle, if I can without throwing.

    And again, hardcore tunnelers are gonna tunnel regardless of any of this. If the hookee moves, they'll just move to them. Unless you don't let them see where the new location is, which would be absolutely busted, and will never happen.

  • JeanCharpentier
    JeanCharpentier Member Posts: 370

    Yea, it's kind of a dead end 😂

    But they can nerf Blight/Nurse at the same time.

  • JeanCharpentier
    JeanCharpentier Member Posts: 370

    I agree but there war less campers before SBMM. Honestly for me, today, when i play survivor, at least 90% of the killers are camping/tunneling...

  • anarchy753
    anarchy753 Member Posts: 4,212

    It's a large part of why I don't enjoy playing Pyramid Head.

    Sending a survivor far away and not knowing where they are often results in the survivor being unhooked instantly a long distance from you. Instead of 1 survivor on a gen, 1 in a chase, 1 hooked and 1 moving across the map to unhook when you're a safe distance away, you very, very quickly get back to 3 survivors on gens, 1 in a chase.

    The killer being near the hooked survivor right after they've been hooked is the only thing that prevents instantaneous unhooks, heals before you can be close enough to pressure, and gives even a slight element of balance to the time dynamic before a person is dead.