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Why do hooks disappear when a survivor dies on them?

I never understood why a killer is punished for completing their objective and it leaves them open to unhookable situations on bad hook placement maps like midwich.

It would help with the slugging situation since survivors still dont get a way to bleed out faster than waiting for 4 minutes on the ground. Vital gameplay indeed.

Comments

  • dollidahlia
    dollidahlia Member Posts: 343

    To create dead zones I guess. That way they could just run to the area the survivor died on and have a better chance on wiggling out

  • JPLongstreet
    JPLongstreet Member Posts: 5,895
    edited February 2023

    Primarily lore related. Also the challenge created by the hook deadzone I suppose. This is one of the oldest game mechanics left unchanged, and many do call it outdated. Personally I just work around it.

    Post edited by JPLongstreet on
  • katoptris
    katoptris Member Posts: 3,183

    Hangman trick used to keep them respawning but it got changed.

  • Skill_issue
    Skill_issue Member Posts: 542

    it is very outdated and changing it helps slugging and a bleed out button more than base kit unbreakable would

  • GreyBigfoot
    GreyBigfoot Member Posts: 954

    It's a good game design to prevent killers from using the same areas over and over. Some dead zones can inescapable if multiple people are caught out and the killer could continually use the same hook. Just like survivors need to be wise with pallets, the killer should be with hooks.

    I find myself in this situation as killer sometimes where I'm like "do I want to sacrifice this person on a Scourge Hook, or should I risk going farther, and try getting 1-3 more uses from it before I remove it from the map?" It's an interesting risk/reward scenario and I think the killer can play around it just fine, except in rare cases.

    And if the survivors insist on being extra obstinate about it, you have the power to punish that by leaving them crawling.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    At the very least they should buff hangman's trick to make hooks come back super quick

  • NOEDaddy
    NOEDaddy Member Posts: 93

    It also punishes the killer for bad judgment. You should be aware of your surroundings and choose where to hook wisely while knowing who’s dead on hook. The same goes for survivors, dropping some pallets “in some cases only 1 pallet” results in a dead zone near gens, so the game punishes both killers and survivors for these things and I think it’s fair.

    But I agree on Midwich having THE worst hook placements.

  • ARTRA
    ARTRA Member Posts: 938

    Not really the same, survs can select with gen repair.

    If a surv go to a corner, killer cant select wich hook use, some maps only have 1 close in that corner and the one in a hill is facing away.

    Its not a problem for hooks in middle map, in wich case i could agree with you, just corner ones that are alone.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    Because survivors need some kind of advantage if the game isn't going their way. It's not a colossal issue anyway unless you're playing on midwich or a similar map and are silly enough to death hook people on good hooks

  • Mooks
    Mooks Member Posts: 14,803

    Survs can’t select which gens their teammates do though. So… it may even be worse on that part.

    Killers have very often the choice between 2 or 3 hooks even from most corners. There are some exceptions of course but that’s mostly map/spawn problems and not the problem of the hook mechanic

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    Other than midwich is this a problem? A three gen situation tbh

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,943
    edited February 2023

    It’s an outdated mechanic, they should either only break temporarily or not at all. Killers don’t always have multiple options on where to hook and if this leads to a hook deadzone later it’s not really their fault.

  • Akumakaji
    Akumakaji Member Posts: 5,468

    Not 100% on topic, but pretty related: one game the survivors burned 3 oak offerings and a map, so I went in pretty brutal and ruthless from the start and tunneled hardcore. Altruism killed the cat and I had a pretty easy 4k. The survivors in the post-game chat did their usual routine of accusing me of tunneling, subpar skill and how that win wasn't earned, and I explained that they brought this on themselves with their offerings, to which they replied "LMAO, I just like that map and oak offerings to literally nothing. You are just a bully."

    Really? Is this why you burned 3 oak offerings? Because you were convinced that they didn't do anything? I hate this gaslighting.

  • Skill_issue
    Skill_issue Member Posts: 542

    sometimes that isnt possible though and you end up with bad rng and 1 hook in 1 corner of the map only (midwich and ormond come to mind) it is just ridiculous that comp corner is still a thing

  • Carth
    Carth Member Posts: 1,182
    edited February 2023

    It's from an era where sabo would also Perma destroy a hook and you could also permanently destroy trappers traps(literally turn his power off). As you can imagine survivor teams abused this and destroyed every hook possible(minus basement as you cannot sabo basement hooks). When BHVR tweaked that behavior they left the perma destroy mechanic in place for survivor deaths but removed it off of sabo.


    It is almost assuredly not some big brain design choice on Bhvrs part but just laziness when they tweaked the behavior for sabo and never bothered touching the logic for hook deaths. It's a very rarely complained about mechanic that really has just come up due to swf + boil over and a few select maps

  • coldestwinter123
    coldestwinter123 Member Posts: 99

    i've had this happen to me on trickster a couple of times, where survivors would intentionally run to the corner where i killed one of the survivors. And there is legit no play to be made. No hook is close enough and they just keep abusing it to not get hooked, and eventually one of the survivors comes and picks them up, and because they bleed slower on the ground i can't progress the game on them. All of these happened on swamp, which is honestly just extremely poor map design, it actually happened recently on Nemesis too which was surprising, i for sure thought its because trickster is 4.4. realistically i fail to see how this mechanic adds any meaningful interaction from a killers perspective and how easy it can be abused.

  • Skill_issue
    Skill_issue Member Posts: 542

    I never understood how the perma sabo mechanic existed in the game along with infinite loops without bloodlust. Early dbd was rough for killers

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    At the very least make it so if a survivor dies on a scourge hook , another one takes its place from existing hooks

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    How often do you killer mains encounter that problem (Midwich excluded, because the map is broken by design)?

    As survivor I can't even remember the last time when a killer can't hook me anywhere near.

  • Reinami
    Reinami Member Posts: 5,557

    It's an old mechanic and "Fine" in the sense that the killer should be able to play around it.


    However, it is terrible game design because it can lead to situations where survivors can effectively hold the game hostage by hiding in a corner. Had a game where i hooked someone and lost the hook, and the 2 survivors left ran to a corner of the map and it was physically impossible for me to down and hook them. So my only choice was to down them and wait for the bleed out timer but, oh wait, they both were running no mither. So the game lasted 30 minutes....

  • JPLongstreet
    JPLongstreet Member Posts: 5,895

    I always pray those running No Mither are just doing a challenge/daily/adepts whatever. If it's a dedicated build around it, then yeah It can lead to games like you describe which shouldn't happen.

    It doesn't occur often enough to warrant perk changes imo, but I agree those builds are just to prolong trials out but not likely winning. Now looking at hook spawns and map design to mitigate it, absolutely.