The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Hook respawn equivalent for survivour

coolgue1
coolgue1 Member Posts: 126
edited September 2 in Feedback and Suggestions

So even with the hook respawn comming to the game most killer dont care and just slugg becasue their is no downside u legit added hook respawn to counter survivours putting them selvs in a dead zone with no hooks and unable to hook but did nothing to adress the killer slugging it the exzact same thing no diffrent especially when it happens at 5 to 4 gens like really so it can be a strat for 1 side but not for the other make 0% since and gives me a migrane legit the equivent to this is having unbreakiable withing 1 minite of being left to do nothing on the ground or jist when the killer leaves the area and get into chase with another person and actually leave the area like half map I dont mean half map as in other side of the map I mean as in distance traveled since the slugg

Comments

  • ratcoffee
    ratcoffee Member Posts: 1,475
  • VomitMommy
    VomitMommy Member Posts: 2,257
    • Time waste.
    • There are many perks around hooks for survivors. Why let them use it, if you didn't bring any?
    • Risk of getting stunned/flashlight saved when picking up.

    If I have 1/2 survivors already hooked, fresh hooks are pointless unless I use perk for it. It's better to always slug them and go for next chase.

  • Memesis
    Memesis Member Posts: 186

    I don't know, having up to 16 seconds of free, safe, telegraphed time, per survivor, per hook, plus travel time away from a hook has been pretty glaring lately in erasing pressure. Post-2v8 realizations I suppose.

  • Crowman
    Crowman Member Posts: 9,517

    It's not even just the post 2v8. The anniversary event had instant hooking which really helped showed how much time got wasted hooking survivors as well.

    Between +10s per hook stage, recent events adding in ways to speed up the hooking process, and punishments being added around the hook, it just makes sense to avoid hooking survivors as much as you can.

  • Memesis
    Memesis Member Posts: 186

    You're right, I totally forgot about the remote hooking. That felt so useful at the time, but was absolutely despised by survivors.

    I also forgot to mention that hooking potentially exposes you to pallet and flashlight saves, both completely negated by slugging.

  • ratcoffee
    ratcoffee Member Posts: 1,475
    • progressing your objective is not wasting time
    • there's like 3 usable perks based around hooks for survivors and they're all mediocre at best. refusing to hook to counter them is like that one otzdarva video he staged with viewers as a joke, where he manages to kill all 4 survivors by teleporting to lockers as dredge and he frames it as "they countered my sloppy butcher"
    • i guess technically? the liklihood of getting flashlight/stun saved and the net time lost if it happens are far outweighed by the benefit of forcing survivors to get off gens and go for the unhook within the next 70 seconds, activating pain res, activating pop, activating grim embrace, getting stacks of no way out, finding the next chase with BBQ, Alien Instinct, or Friends to the End, activating Blood Echo, etc, etc, but if you're just talking about things that might happen that are not strictly to your benefit that is technically those could happen. personally if i were that risk averse i would simply not play a game like dbd, but to each their own

    if you have 1/2 survivors hooked, then you aren't not hooking survivors. the guy i was responding to was arguing that "hooking isn't worth their time anymore" which imo implies that they'll never have 1/2 survivors hooked because they're straight up not hooking. i'd agree that 2 hooked and 1 slugged is a stronger position to be in than 2 hooked and 1 on your shoulder, so in that specific scenario there is a disadvantage to picking, but that also implies that picking was the correct decision in 66% of the cases in question - again, far from homeboy's claim that it's simply "not worth their time"

  • dwight444
    dwight444 Member Posts: 435

    did we really reach a point in this game where there is a whole group of people suggesting slugging is the way to play the game now in the name of avoiding flashlights, pallets, anti-tunnel perks and w/e other game mechanics exist for the survivor role because god forbid the role wasn't simply to just die lmao

  • VomitMommy
    VomitMommy Member Posts: 2,257

    progressing your objective is not wasting time

    Slugged survivor is also progression. Their timer is limited...

    if you have 1/2 survivors hooked, then you aren't not hooking survivors. the guy i was responding to was arguing that "hooking isn't worth their time anymore" which imo implies that they'll never have 1/2 survivors hooked because they're straight up not hooking. i'd agree that 2 hooked and 1 slugged is a stronger position to be in than 2 hooked and 1 on your shoulder, so in that specific scenario there is a disadvantage to picking, but that also implies that picking was the correct decision in 66% of the cases in question - again, far from homeboy's claim that it's simply "not worth their time"

    Ok, then I would disagree with that statement.

    Hooking is fastest way to end the game, but you really need 1-2 survivors to hook. Others can be slugged all the time.

    I am not saying that's how I play, but it's most efficient way playing the killer imo.

  • ratcoffee
    ratcoffee Member Posts: 1,475

    slugged survivor is also progression

    240 seconds minimum vs 140 seconds maximum, imo it's inarguable that slugging is a slower way of advancing your win con than hooking & thus wastes more time

  • VomitMommy
    VomitMommy Member Posts: 2,257

    But it has almost no risks (except unbreakable and boon), it wastes survivors time basically same as if you hooked (or more), yet it didn't waste any of killer's time.

    You can go look for a chase right after hit recovery.

    If you are there when survivor gets saved, you can immediately down the survivor again and chase rescuer. (except Soul Guard and WGLF)

    If I down a survivor who wasn't hooked and see a survivor who was hooked before. Slugging is always a better option.

    Hooking is unlikely to matter and it gave hooked survivor free distance and chance to hide/recover.

    Pain res made it valid to hook even fresh hooks, but they nerfed it incorrectly instead...