http://dbd.game/killswitch
What if survivors are unable to die on hook until 4-5 total hooks are achieved or endgame collapse?
So obviously a common topic is that the way the game is structured around mid-match player elimination means that optimally a killer should be focusing their hooks most on getting one player out first, then another player, and so on, rather than spread hooks out across all four players evenly. (In fact that's exactly how I play as a killer, because why not? It's common sense.) There is a downside to the game, though, in that players being eliminated early means less actual active time spent in game by the eliminated player enjoying the game and then they have to sit on the sidelines and see what happens, or they might even simply just ragequit if they think they're being "tunneled" or picked on or whatever. Which means ideally it would be nice if the game had a structure where it didn't matter as much if the killer hooks one particular survivor three times in a row but rather it matters more how efficiently they are able to get hooks in general overall.
One way to do that would be to make it so no survivor is eliminated on hook until the killer gets, say, 4-5 total hooks. Prior to building up that total number of hooks survivors on their second hook simply remain in second hook stage with no timer or skill checks unless all other survivors are already on hooks themselves or escaped or endgame collapse finishes. Likewise no deaths by the killer's hand are possible until that hook total is met (e.g. Mori offerings, Meyer's Tombstone, Devour Hope, etc.)
This would have some possible benefits
- Actual, literal, hardcore facecamping where a killer just downs one person very early, sticks them on a hook and stands there doing nothing is basically totally mitigated as a tactic. Unless the killer proactively goes out and actually lands additional hooks the person they downed first simply won't die until the other survivors escape if the killer tries that. Camping a hook later in the match after 4-5 hooks are landed works normally, but just mindlessly standing in place from the very beginning of the match has almost no value in this setup.
- Since the killer can't kill survivors until 4-5 hooks are landed it encourages them to be very proactive in going out and seeking chases and downs. This helps keep as many people engaged in the game as possible at least through the first half of the game or so. And because the first couple of people hooked won't die on their own, it pushes the killer to seek the others to get the third, fourth and fifth hooks, which means all the players are involved in the process. (The other survivors can't simply ignore the killer if the killer is actively hunting them, and it's still heavily in their interest to rescue hooked survivors in order to have more hands on deck doing generators.)
- This system also discourages early game ragequitting on first hook since it becomes impossible to quickly ######### on hook right off the bat. Obviously really impulsive sore losing survivors could still disconnect, for example, but then they get hit with the DC penalty. And by getting the killer moving away from the hook more it also allows survivors to feel a little more confident they'll get safely rescued if they're in solo queue, for example.
Looking at potential downsides, they seem to be things which could be hammered out in the details.
- The biggest downside is it's not just a numerical change but is a change to how hook timers work in the first and second stage prior to that 4-5 hook total happening, so it's not likely to happen at all unless the devs decided it's worth the effort. I do think it has potential to be a really positive change, but whether that's enough to justify an overhaul of the way hook states work in the early game is a trickier logistical call. But for purposes of the thread, I'll just assume for the moment that it's something that could get worked into a pipeline at some point.
- It is a buff to survivors so would shift balance. I don't think it would change the balance a ton outside of early camping scenarios, but I also don't think it would be totally non-negligible so probably it would be looking at a shift of a couple percent in the kill rates. (Maybe going from about halfway between what they were between the patch rework and what they are now? 🤷♂️) Right now the numbers seem to indicate the game has gone from being slightly survivor favored pre-rework to slightly killer favored post-rework, so a bit of a swing back on the pendulum between the two is probably ok, but it's still something to keep an eye on if it were done.
- There are probably some niggling technical questions around scenarios with endgame collapse, people escaping, disconnects, and so on to be addressed. You also have to maybe have a method to close a possible loophole where someone is hooked but even though other survivors are alive the gens aren't getting done but also no rescues are being attempted for some reason. It would likely be a rare occurrence but you don't want someone stuck on a hook for five or ten minutes while all the other players just kind of goof around doing nothing to take them off or to progress the game. One fix for that might be to simply automatically have the player self-rescue themselves after, say, two minutes on hook.
Anyway it seemed like an interesting enough thought experiment that I wanted to type it down. If you think of any obvious upsides or downsides or side effects I overlooked feel free to add them in. 🙂
Comments
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What if survivors are unable to get gens more than 50% until the killer has hooked each survivor once
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The killer doesn't need to hook each survivor once, they just need 4-5 total hooks. So it could be two survivors twice each for instance.
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Well, it's a way to make no mither meta I guess
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Not sure why No Mither would catch on with this.
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If you have one survivor with no mither just chasing the killer, bodyblocking them every time they get into a chase and the killer can either hook them which does nothing, or slug them which does nothing, then that's a frustrating experience for the killer and honestly maybe an efficient use of that survivor's time. Invincible survivors are annoying if you remember the short lived "endurance meta"
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Why do you think hooking someone with No Mither "does nothing"? I'm genuinely confused, feeding killers extra hooks is the last thing you'd want to do in this system.
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With OP's idea, your situation doesn't do anything. No Mither survivor can still get hooked progressing the hook counter.
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