Permanent sacrifice hook destruction needs to go
I've had countless games where destroying 1 hook leaves a whole quarter of the map barren in which a survivor can go down without any fear they will be hooked. Especially when the gates are open this becomes a free escape. This is a nightmare scenario and we aren't even talking about body blocks yet.
Do pallets and windows magically disappear when a survivor completes a generator? Killers shouldn't be punished for doing their objective.
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That needs to stay but they maybe need to look at hook placements so dead zones for killers won't happen upon sacrifice.
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I disagree, hook management is an aspect of playing killer, just like generator management is for survivors.
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No, it's the generators that disappear, meaning they're forced into a new section of the map by doing their objective. I do enjoy the game of cat-and-mouse that revolves around survivors running into dead zones (leading you away from gens being worked on), but I'd agree with you that some maps are worse than others.
Part of the issue stems from only seeing auras when a survivor is being carried, which can't really be fixed, because if you highlight them when a survivor is down it might be too much clutter for slug-type killers. Boil Over can make this pretty difficult, too. It could just be some work on RNG hook placement to help insure that losing one hook doesn't make a corner of the map completely dead.
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The game is usually full to a brim with hooks that absolutely make it a non-issue. But once in a blue moon, there's whole quarter of the map that has no hooks at all (I have had 1 especially bad map RNG where killer couldn't hook survivors even if nobody was helping).
It's super rare and most of the time killer has no issue, but RNG is sometimes merciless...
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just like generator management is for survivors.
If so, you should not be dissatisfied even if three generations occur closely together. It's the same as that.
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I agree with that.... The astremical aspect of DBB, the rng aspects; there some thing I am fine with, but other RNGs like hook placements can be quite bad in rare occasions... One day, you have the Game map where all the hooks are on the other side of the map or upstairs, and you are stuck with one hook that may be destroyed after a sacrifice, and there is no chance for you to go to carry to the other hooks without Agitation or Iron Grasp build. In other case, you have some maps that have hook spawning way too close and it makes for a easier camping. (Pretty that is gutted now, that anti-face camping mechanic is implemented).
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If you notice, you have very high chance for 2 hooks in small room (the one with single pallet above LT) where hooks definitely break supposed minimal distance hook should have. This is in maybe 50% of all the games (and even this does not mean there won't be another 3-5 hooks nearby). But as I said - I saw an RNG placement, where literally no bodyblock or anything was needed to make sure killer does not get you to a single hook no matter what. Like sometimes RNG does insane things
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Just be smarter with where you hook or hook in the basement? I don't get the issue, the whole point of the basement is the hooks can't break there, and multiple can be hooked there at once
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I agree, if survivors get themselves into a 3-gen situation, that is their mismanagement.
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Sure, 3 gens can spawn close together, I see it a hell of a lot on these reworked maps. But then you just take that into consideration when you are managing your gens. Out of my 1500 hours, 500 are in killer, so I understand generator and hook management. It is something I keep in my mind.
I love the planning aspect of playing the game. It brings an element of strategy for the game. In other strategy games it is called 'macro management'. In this case, micro would be winning loops, or encounters, and macro is your gen defense, hook spawns, etc.
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yeah had quite a lot of that happen over the years quite frustrating
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The only time I've ever had that happen was when I first started playing and mismanaged my hooks. This was before the hook update that made them abundant.
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You don't get a completely free choice of where to hook somebody unless you have agi/mad grit or an oak offering, and neither of those things should be mandatory to insure that your scoring process (in the mere minutes you have to make a difference) goes uninterrupted by bs.
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Most of the time, you do
Even if the survivor is right next to a hook, most of the time you can make it to another one
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As others have said hook location management is part of playing killer, just as generator spawns must be tracked by survs. I see no need for this change.
What needs looking at is possible dry areas on a couple of maps like Midwich.
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