Survivor Opinion | 3 Gen never bothered me. You know what bothers me...
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The number of pallets has been lowered in games starting in 1.9.0.
The number of anti-loop killers.
and then this:
People sure do a lot of talking about how the game was made easier for survivors, but no one even notes hook closeness.
If I'm able to sabotage a hook, it should punish the killer because that means the whole time I've been sabotaging, a gen wasn't getting done. It's supposed to be back and forth.
Let's just not call the survivors the only cry babies :)
Punish both survivors and killers for being bested, not just one or the other.
The offering doesn't even help in some maps.
Comments
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Sabo’ing or bodyblocking for someone to wiggle out should never be easy or reliable. I have no proof if hook closeness has gotten worse or not, but can’t say it’d be a bad thing considering the instances where killers couldn’t get to hooks were not good times.
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...Has anyone besides sabo squads ever raised an issue with hook closeness? Besides issues like Midwich where the algorithm doesn't spawn enough of them. The basic assumption is that when you go down, the killer should be able to hook you.
If you want to bug a killer with a bunch of Alex's Toolboxes and petrified oak, you bring an indoor map offering. Problem immediately solved. I'm not going to say that this is necessarily the way things should be, but it's an unfortunate side effect of how BHVR's hook generator works. It errs on the side of generosity because it... basically doesn't account for walls and other obstacles that affect real distance, so open outdoor maps like MacMillan and Eyrie are saturated while indoor maps like Lery's often only have one or two reachable hooks from any given point. Asking for this to be changed without getting BHVR to rebuild the way they spawn hooks would make those indoor maps unplayable - again, see Midwich. The screenshot you have is a fairly outlier situation where two hooks on adjacent tiles spawned close to the same midpoint, but you're almost never going to pull a solo sabo play on an outdoor map anyway. A lone saboteur usually doesn't get the save on their own, the same way a lone bodyblocker usually doesn't.
You're acting like you should be rewarded for the act of sabotaging in and of itself. Why? If you're not doing it intelligently, it doesn't matter, and that includes identifying whether the killer will be able to reach another hook with the absence of yours - something you may be able to control with risky timing, and something that may be out of your hands completely. Undoing the killer's down is very powerful and is not something that should be easy or reliable for survivors to do.
Pallet closeness is much more important because it's the number of resources the survivors can play around and the killer has to work through before they're able to get downs.
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Long gone are the days where it was actually possible to wiggle off without outside help, where a killer mistake in pathing was easily punished. And honestly, it's for the best; the old hook spacing only worked because Survivors hadn't adopted bodyblocking yet. There are definitely rare spawns when hooks are just way too close to each other now, but they are indeed rare.
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That just means that the survivors were good runners, which should be rewarded. Not punished.
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This only makes sense for SWFs. This completely negates the possibility of running solo queue, because HARDLY will a solo queuer take a hit for someone or bodyblock.
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Your reward for running well is to buy time for your teammates to do gens and heal up while the killer's occupied. It's a direct transaction - the benefit you get is proportional to your skill and game knowledge versus the killer's skill and game knowledge, give or take the map and how your teammates have used its resources. It's one of the fairest and most dynamic parts of the game. "I ran well so the killer shouldn't be able to hook me when they finally down me" makes no sense, especially when the killer being unable to hook you on its own is a result of either terrible hook gen, dead zones, or survivors deliberately running to unhookable spots (usually with perks, though Midwich sometimes spawns them.)
It sounds like you have unrealistic expectations for what's fair for survivors to achieve. If having one guy nearby was reliably enough to stop a hook, killers would end up four-man slugging just to be able to play.
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