Hook Respawn Kills Strategy. A plea to undo from a killer main
I knew when the hook respawn thing was implemented it would be a bad idea on multiple levels, After running both sides, yeah it was a dumb idea. Bare in mind, this is all coming from a killer main's pov.
- Making hooks respawn removes strategy for the killer. As it ws for eight years you had to calculate where you hook a survivor to avoid reaching another later imposible. Now you just wait a bit and boom, easy hook and possibly "ez win". This dumbs down the game and, in fact, makes it a much more boring experience.
- It screws survivors. Unless they bring in something to extend the gap between hooks, chances are they have less of a chance to struggle from the killer's grasp.I LOATHE corner tech, but it's still a valid option to add time to struggling, so if the broken hook near said corner respawns there's less tension of whether the player will be hooked. Instead such situations make it almost guaranteed and works against the survivor.
- Smaller maps make it more difficult to survive solo. Yes, DBD is better as a party, but maps like Meat Plant and Midwich will rely on your team more than the player given hook rng is largely reduced. Adding a hook back into the mix that a player died on allows the killer to just spam hooks on it later as opposed to figring iout distance vs. value or if they have to go up or down a floor. I know, I just hook on respawned hooks in multiple maps only realizing after (bad memory) and I felt like trash for doing it as it was a cheap hook state.
- Struggle builds are effectively useless. Boil Over can still be as effective as before, but again the lack of that additional gap from broken hooks trashes a lot of struggle builds as the distance between closes dramatically after only a brief period. Example: Killers have less need to focus on hook distance after a brief period, so there is less of a chance they may need to go through a path with a palette, meaning power struggle and the combos that follow (i.e. the one that gives more running speed to dropping a palette on the killer) are largely nullified.
I'm sure if I weren't do dead tired atm i could probably find more resons why hook respawns was a terrible idea, but I think these four that affect game play, survivability, and general fun levels of Dead by Daylight are enough. As a day one adopter, I implore you to reconsider the hook respawn option. The game play is repetitive enough after all this time, please don't make it any more simple by leaving this in.
Thank you for your time and consideration.
Comments
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It's really 95% inconsequential. If a survivor is dead you've probably already won anyway in which case finding a hook to secure your second or third kill doesn't really matter except to the survivor you've gotta slug because there's not a hook nearby.
"Removing strategy" is nonsense. As a BP bonus main I don't like sitting around on the ground because the killer can't find a hook. As a killer I just roll my eyes and again, go kill the rest of the team because the game is basically over anyway.
Finally can I just say declaring stuff like "I'm a killer main but I miss old dead hard" is ridiculous? It doesn't lend any credence to your argument. Can we just drop this?
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"As a BP bonus main I don't like sitting around on the ground because the killer can't find a hook."
So run unbroken then, or tenacity and the boon to pick yourself up. Sorry, I was speaking from fairness and game balancing stance on both sides, not if someone is impatient.
On the flip side, I feel if a killer is slugging for a 4k, or just to slug, it sh9uld be basekit the survivopr revives one health state from the dying state. I'll admit I've done that with two left and I want to secure the 4k on a toxic af team. Most times I enjoy the 1v1 end game hunt though. But this is a different suggestion for another day that must have been recomended already.
"Finally can I just say declaring stuff like "I'm a killer main but I miss old dead hard" is ridiculous?"
…when tf did bring back old dead hard get mentioned here? No, screw that. Old DH sucked and gave survivors more leeway than they dewerved. Problem is now it is almost impossible to discern who is cheating with an auto dh collision script and who isn't other than if the animation happens, and if it doesn't the game is so riddled with bugs each dlc it could just be a glitch the animation didn't happen.
If t's the statement of "I'm a killer main" then i said that to further validatemy objective stance on my argument. I'm not a cry baby killer main who got looped to hell, nor an entitled survivor. I pulled from years of playing the game on both sides and find that for a game health stance this change and others that remove strategy are actually hurting the quality of Dead by Daylight in the long run.
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boil over build aren't good outside of swf utilizing break out and sabo builds with fast heal perks. hook change encourages killer to hook in places where there is dead-zone to 2nd stage or death hook survivors. Like Ormond 2nd floor hook. previously, hooking in places like that present risk to the killer because the hook breaking creates a dead-zone for survivor to exploit in terms of hooking. with hook respawn, there is no risk to that type of gameplay. it also indirectly buffs scourge hook perks.
in general, survivor are suppose exploit slugging to survive longer in the trial but such a mechanic should pose risk of bleed out. currently, my guess is that they're trying erase slugging from the game for killer so that they can soft-implement unbreakable base-kit for survivor. that's my thoughts on it. i don't approve or agree said idea but that is what game is pushing towards with said changes.
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I'm sure BHVR is looking for ways to mitigate extreme slugging, but I think anything they implement will be balanced or somewhat underwhelming. We got the AFC system, but it's so careful to not infringe on regular gameplay, that it fails to do anything sometimes. A killer shouldn't be proxy camping a hook, down an injured rescuer, and then slug the rescuer to disable AFC, but you can do it due to how careful the system is.
Based on the AFC system, my guess is that whatever system we get will be on the safe side. It will either be okay or somewhat ineffective.
Speaking of Boil Over, I played a match some years ago, where my teammates were a three person SWF, all running Boil Over, Breakout and Exponential, with an offering for the Macmillan map that has the building with the big tanks on the ground floor. Sadly I ended up getting slugged along with everyone else. I'd like to think the Blight saw my loadout in the end screen and just went "Whoops". Console has no end game chat, so I have no idea if they did lmao.
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Because nothing was more strategic then standing over a slugged survivor's body, because they ran into the corner of the map with a now hook deadzone.
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taking of Boil Over, I played a match some years ago, where my teammates were a three person SWF, all running Boil Over, Breakout and Exponential, with an offering for the Macmillan map that has the building with the big tanks on the ground floor.
that is why you need healing perks so when you take protection hits when killer attempt hook someone, you take the hit, survivor wiggles off or killer drops the survivor than you heal the person fully. so botany… circle of healing, autodidact. all that stuff is good.
killer shouldn't be proxy camping a hook, down an injured rescuer, and then slug the rescuer to disable AFC, but you can do it due to how careful the system is.
I disagree. when a survivor is slugged and one is on the hook, that is one of only places where i think camping is valid and should not be penalized.
Fortunately, most form of camping are not this. the vast the majority of camping is staying around hooks and fishing hook-states. AFC is anti-face camping feature so it only going trigger if the killer is extremely close to the hook for most of hook stage. I think your asking for this feature to become an anti-proxy camp feature which can simply be done by removing gradations to jump off the hook. This would mean that a killer staying anywhere near the 16 meters around the hook would allow survivor to jump off the hook. While this wouldn't delete every single form of proxy camping due to range killers, it would solve the vast majority of proxy camp situations.
eventually they should be pushing towards an anti-proxy camp system are encouraged to play actively and second-staging is less common however they need to be upgrading some of these bad base-kit characters so that those character are not completely reliant on camping.
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Hard No, thx
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I don't want it to become an anti proxy camping system. I just think that if you have the chance to hook someone and instead you face camp till the hooked person dies, the AFC system should still work. I've been face camped when someone goes down trying to unhook, and because a teammate was nearby (on the floor dying), the system completely stopped working.
The AFC system isn't there for balance, it's there to stop killers from denying survivors the ability to play the match. I just wish there weren't ways to exploit that system. I don't really care too much about proxy camping.
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I've been face camped when someone goes down trying to unhook, and because a teammate was nearby (on the floor dying), the system completely stopped working.
because your defending objective? in my opinion, anti-camping features is not about making the killer unable defend objective, it is about forcing the hooking objective to be more consistent. this shouldn't be rewarding but it is.
it is same with tunneling. chasing injured person to tunnel them out shouldn't always be the play in 90% of cases but it is. that why it would be good if like….. babysitter or something made the chases harder for a killer that tunnels off-hook with like haste which skews killer to chase other survivors and spread hooks. the obvious problem is that spreading hook isn't rewarding at base-kit for killer so that's kinda of the issue. too much reliance on gen defence. It is just better to tunnel 2 survivors and 1 hook last one for 3k.
the system is encouraging camping and tunnel, so that exactly what you get as gameplay.
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