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Remote hook should become a future killer perk

Akeeno
Akeeno Member Posts: 119
edited June 13 in Feedback and Suggestions

it feels so good not having to travel and waste time hooking, when you can do it in place, obviously this is tremendously strong but should require some sort of activation, or maybe a hex perk, or work with a limited amount of token hooks, but still the idea is there.

Post edited by EQWashu on

Comments

  • Firellius
    Firellius Member Posts: 4,387

    Would be a great hook denial counter too.

    Maybe give it a token, and allow it to gain more tokens with chase time. That way, the longer you take to get a down, the more likely you are to get to avoid any and all hook-denial attempts.

  • Doxie
    Doxie Member Posts: 184

    They aren't going to do anything for survivors....that much is evident!! I guess they just don't cry enough

  • OrangeBear
    OrangeBear Member Posts: 2,775

    I think the knight should be able to use a guard to remote hook

  • HolyDarky
    HolyDarky Member Posts: 747

    This is a good idea. I really like this feature and it would be so cool if this could become a perk.

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580

    This could really help become an anti-denial perk that helps prevent some of the most obnoxious kinds of gameplay, plus could strengthen some weaker Killers. But it'd need to be on a toxen system maybe, possibly tied to bloodlust?

  • appleas
    appleas Member Posts: 1,128

    Good idea, hooking in general is a huge waste of time so being able to reduce the time wasted is a huge QOL

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Personally I think it should be slugging alternative, so rather than being token based or something I'd wish it to be increased time to progress the stage

    Like, you don't even pick where to hook, it's not likely you gonna defend, so effectively disabling camping entirely makes sense

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    hex perk sounds lame because hexes can be cleansed at very start of the trial. Maybe it is just a perk that starts with 3 tokens and nothing else.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Totally busted as a perk that has to be earned and only procs a certain number of times? Come on

  • Bearded_Nea
    Bearded_Nea Member Posts: 9

    It shouldn't exist at all. It discourages interaction between killer and survivors and there are already perks to prevent body blocking and sabo squads that punish those playstyles without removing interaction.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    I want this to be a perk, except that it should also work on survivors that are on the ground, like cage of atonement.

    If it needs a downside, then just teleport the survivor to a random hook, and don't show the killer the hook aura. And actually have it be a random hook.

    Or maybe don't show the killer the hook aura for 30 seconds if that is enough of a downside.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    If there is a perks to prevent those kind of things, there is not a problem in having a perk to prevent interaction

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,931

    Something like this should be rewarded as a token for killers who do NOT double-hook people. Would be nice to have incentives to NOT tunnel.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Or you can make it other way around

    Like "When you are using this perk, survivors will be hooked in random hooks, can't be shown as an aura, will teleport randomly if you stay close, and will not notify you when unhooked"

  • Turretcube
    Turretcube Member Posts: 469

    Could just make the requirement a distance limit. Basically the Perk would activate when you are within X of a hook and grant you the option, would also cover the perk tiers. This also wouldn't deny sabotage plays since breaking the hook (albiet earlier or out of sight) would remove it from the activation range. Would be interesting to have, since it would take up a perk slot, it would also synergize with a couple of perks as well.

  • Tits
    Tits Member Posts: 323

    Ive found it works in a way that you can send someone to a hook before a flashlight has time to even blind you. And it would completely counter hook sabotage like lightborn counters blinds. It might end up a little strong for an anti bully squad build. Currently in the event you can only use it once, with a very long cooldown with recharging charges. Usualy the only time survivors have to finnish generators are when someones in chase or the killer is carrying someone to a hook. With one of those cut out in regular matches the killer might save too much time, especially on something like blight n nurse thatl see everyone once they throw someone to a hook instantly and can alredy go flying at everyone else

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    I don't think it should be a perk but a mechanic for situations when ######### hook spawns leave you with a dead end. (sometimes there is nothing you can do against this)

    After a survivor managed to escape from your grasp at least 2 times in a row, you can press q to hook them on the closest hook available.

  • Halloulle
    Halloulle Member Posts: 1,343
    edited June 15

    In theory the idea is nice, in practice it would be rather gamebreaking without some heavy drawbacks. The time it takes to hook is factored into the overall time alotted for survivors. If the killer now needs anything between 5 and 16 seconds less to hook regularly that's a lot less time survs have for anything else.

    The effective immunity to nearly any and all anti-hook measures survs can take also seems like Pyramid Head's cages on steroids.

    Limiting use to tokens is a good start - but making them recharge by chase is effectively rewarding bad chases and negates a good chase on surv side that is essentially a prerequisite early match to not get steamrolled. Differently put: The killer is supposed to be at a disadvantage early game because the killer naturally gets more pressure over the course of the match; the map effectively shrinks, resources dwindle and survs get eliminated. Such a perk would get the killer on pretty much equal footing early game, and thus be absolutely busted mid and late game.

    I'd argue for tokens tied to gen progress; for each completed gen you get a token up to a maximum of four. If your first chase really lasted that long and it's because of that one specific survivor you overcommited then that should be plenty to make a comeback with the time and pressure you gained from that hook and the subsequent one. If you were, indeed, outmatched and the subsequent chase also takes a long time, then you have been outmatched and shouldn't get more than a draw. A perk should never allow you to punch above your weight.

    I'd put that hypothetical perk into the "comeback" category - and if that's a category opened for killer it also ought to be opened for surv. Correct me if I'm wrong but safe for (maybe) We'll make it, survs don't really have a perk that can facilitate a comeback (and even We'll make it has a huge question mark; it can turn things around if you get lucky and get a whole round of resets through in record time - but that "if" is a pretty big one.)

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580

    You could tie it to gen progression maybe - maybe every time a gen is done you get a token and you spend one to send someone instantly to the nearest hook to you. This would make it a nice comeback perk.

  • lifestylee
    lifestylee Member Posts: 262

    If it works on survivors on the ground you could tunnel and not proc ds if the survivors have ds tho. Thats why pyramid head is such a good tunneler cause he can do that when survivors are tormented.

    Plus you would still get bonuses from hooking perks like pop, grim, no way out, etc since you're hooking the survivor unlike pyramid head which needs to use a cage.

  • Paternalpark
    Paternalpark Member Posts: 663

    One perk that counters sabo and boil over builds completely.

    Gonna have to say no to that one.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784
    1. That is why I said teleport the survivor to an actually random hook, and hide the hook aura from the killer. Pyramid Head tunnels easily because the hook really isn't random, and if the killer tries to run across the map, they'll usually find the caged survivor there.
    2. The perk can be written so that killers don't get any perk activations from remote hooking.
    3. It's fine if a perk can deny DS. Survivors being able to DS isn't a 100% requirement of killer perks. Also, the perk can be written so it counts as a hook for the purposes of survivor perks, which means that it's better than cage of atonement for every other survivor hook-related perk.
    4. According to the logic many people on these forums, this perk idea would be a buff for the survivors, because if they can't do things like hook sabotages, then they'll work on generators instead, which is more important for them to do. Therefore, this perk idea should be fine.

  • lifestylee
    lifestylee Member Posts: 262

    I dont think it would be a buff for survivors, killers being able to hook faster and more easily doesnt seem like a buff for me.

    If the perk made it so killers could easily surpass ds by using the perk and tunnel easier that would not be a good thing for the game i think

    And maybe they could change it so killer perks that get activation from hooking wouldnt work, it doesnt currently work like that so thats why im saying it.

  • Fuzzycube
    Fuzzycube Member Posts: 262

    They should give Freddy the instahook power when a carried survivor is in the dream world (With say a 60 seconds cooldown).

  • VomitMommy
    VomitMommy Member Posts: 2,257

    One perk that counters sabo and boil over builds completely.

    How is it different to Lightborn (killer side), or Distortion/Calm spirit?

    You already have perks that can make something useless. How is this different?

  • Ohyakno
    Ohyakno Member Posts: 1,206

    "The killer can have the perk, but it can't do anything actually interesting or have synergies*

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,556

    I don't know, it's kind of busted.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    Another idea is that the killer needs to pick up the survivor and wait a second before activating the remote hook, but this remote hook forbids survivors from self-unhooking. That would turn it into an anti-slugging perk for the killer.

    Every night that I play the normal mode of DBD as killer, I'm stuck bleeding out multiple survivors, because they've done something that prevents me from getting them to a hook. It would be nice to be able to remote hook them, instead of just having them bleed out on the ground. This would allow survivors to do their pallet saves or flashlight saves, or DS, or whatever.

    And yes, this would save time for the killer, but generator slowdown and generator blocking perks also give killers more time, and this would be an way to give killers time without slowing down the game for the survivors.

  • Bearded_Nea
    Bearded_Nea Member Posts: 9

    Yes there is because interaction is the whole point of online games. Go play bots then.

  • ChainsLogic
    ChainsLogic Member Posts: 135
    edited June 16

    Yeah, I don't think it's a good idea. It's a fun thing to do during the event, but balance wise, it would most likely be overtuned, or completely underwhelming.

  • MrT1412
    MrT1412 Member Posts: 111

    If they fix the game breaking bug with it and make it a hex that would actually be really cool.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Would make PH's cages meaningless.

  • Marc_123
    Marc_123 Member Posts: 3,631

    Really nice as killer but this is soooo strong. Don´t know if they can balance this.

  • Chiky
    Chiky Member Posts: 785

    as a main killer, No, thanks, it only rewards you for being bad at the game, and it's unbalanced as fck

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 232

    Lets see it nerfs Background players, any Sabotage, Flashlights, Flashbangs, Boil over and similar perks to near useless items and all their perks related to it. As much I think SWF bully groups abuse many of the mechanics this makes the game serverly killer friendly and it would kill the game.