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.
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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
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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 This is one of the oldest game mechanics left unchanged, and many do call it outdated.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 on0 -
Hangman trick used to keep them respawning but it got changed.
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It’s so killers don’t use good hook locations like hill tops constantly.
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it is very outdated and changing it helps slugging and a bleed out button more than base kit unbreakable would
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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.
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At the very least they should buff hangman's trick to make hooks come back super quick
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Number of hooks spawn can be as stupid as pallet. Sometimes a single hook down will create deathzone. Sometimes I sabo 2 hooks and killer still able to reach to the 3rd one.
Hook drops should stay to make it more meaningful in picking a hook. But hooks spawn should be guarantee in some area. A hook at each gate for example, or a hook at 2 very corners in Store house.
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To me an outdated mechanic.
Tired of survs running to a corner with no hooks so you literally cant reach another.
So you chase for nothing.
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I an sorry to bring this up as I don’t want to start what-aboutism and all but..
isn’t that comparable to survivors doing gens in a way that result in 3-gens?
in both cases i wouldn’t call it being punished for completing the objectives and in most cases it’s avoidable to result in a problematic scenario
(though some hook and gen spawns need to be adjusted namely badham school basement hooks, midwich hooks, Haddonfield 3 gen)
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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.
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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.
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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
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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
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Other than midwich is this a problem? A three gen situation tbh
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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.
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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.
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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
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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
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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.
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I never understood how the perma sabo mechanic existed in the game along with infinite loops without bloodlust. Early dbd was rough for killers
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At the very least make it so if a survivor dies on a scourge hook , another one takes its place from existing hooks
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This would be a nice change
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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.
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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....
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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.
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