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Groaning storehouse hook placement

SACKERPUNCH
SACKERPUNCH Member Posts: 8
edited August 2022 in Feedback and Suggestions

The hooks are so far apart that if a hook or two goes out in a single area, that's it, there's no more hooks for a very large area, making a complete deadzone, which makes it extremely easy to not get hooked via sabo plays etc, please spawn more of them, and closer together

Comments

  • Gandor
    Gandor Member Posts: 4,261

    There are exactly 2 spots in this map (very end of dead ends of the map) where this might be true - and it would require 2 hooks to be disabled (and 3rd ready to be saboed) on both places. It really is not an issue.

    Try to play such sabo build and check how many times you successfully get something even on this map. I bet you that flashlight will give you much more saves then any sabo play.

  • SACKERPUNCH
    SACKERPUNCH Member Posts: 8

    Just not true in my opinion. It was already a long walk getting to hooks, but when a hook or two went I frequently found myself either just under or past a full wiggle bar worth of distance from the nearest hook

  • cyniChris
    cyniChris Member Posts: 207

    Hook spawns across the board should be looked at tbh. There's far worse than Groaning Storehouse.

    RPD has very few hooks. If one is sabotaged, the correct play is to drop the survivor because 9 times out of 10 you will NOT reach another. The PTB versions were terrible, as well - the west side of the east wing variant has no hooks on the entire west lower floor after the main hall, meaning you can't be hooked if you're downed in the office or evidence lockers and the main hall hook is gone or sabotaged. Even a single protection hit is enough to almost guarantee you won't be hooked in a lot of situations.

    Midwich can have zero hooks on one side of the map sometimes, meaning you can't be hooked if you're downed there.

    On the flip side, there's hooks that can spawn virtually next to each other on some Coldwind variants.


    Hooks need guaranteed spawns instead of RNG, and the spacing should be consistent.

  • Gandor
    Gandor Member Posts: 4,261

    You have also the other end of spectrum. There should be some kind of rare achievement if you get successful sabo play on saloon - you can even have swf to help you. The game is very similiar. Coldwind has 1 double hook sometimes, but apart from this bug hook spacing is ok.

    Just try to play sabo survivor to see how hopeless it usually is (outside of midwitch and RPD). Also compare it to flashlight and see how brutally more value you can get...

  • cyniChris
    cyniChris Member Posts: 207

    Looks like someone didn't read my comment - I mentioned Coldwind's double hooks :)

    The entire point of hooks is the killer should be able to reach one within the 15 seconds it takes for the survivor to wiggle free. If they can't and nobody is sabotaging or body blocking, there's something wrong with the hook spawns.

  • Gandor
    Gandor Member Posts: 4,261

    1, you didn't read mine well. I acknowledged that coldwind hookspawn bug

    2, about reaching hooks. Agreed. There is exactly 1 map that this happened to me (with particuparly bad RNG) and it wasn't my fault - and it's the map with highest killrate out of all maps in game (aka midwitch). It happened also on RPD when i didn't know map and went for a wall instead of hook.

    For all other maps you have almost always 3 hooks you can choose from and probably more. It's not rare that killer walks by hook to carry survivor to next one, because endgame or scourge - which works on almost all maps (meaning killer is able to use like 7-10 hooks of his choosing. Possibly more if he uses some perk). Now tell me which is fair considering hook spawn. Sabo play or carrying survivors to hook?