New perk (trading hooks) has no counters
New anti-tunnel perk has no counters. As a killer if I go away from the hook, I have always to make at least 6 hooks to kill one survivor, (now I need only about 4 hooks)
If I'm camping instead, they activate reassurance, I can't stay near hook for 100 seconds without checking gens, and as soon as I walk away someone comes for the save
Comments
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I don't think the average player is good enough to use this perk. I mean, they can't even effectively use perks as simple as We'll Make It, or DS. But this perk is gonna make good SWFs unkillable. Killer's throwing the rest of their whole game to get 1-2 survivors out, because going for chases results in an even worse outcome? You can still trump it anyway, by trading hook states! Great concept. Strategy allowed for 1 side, but not the other.
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Bold prediction: a bunch of people who don't play killer will reply to your thread telling you how easy it is to 4K every game without ever camping or tunneling even a little bit and that you just need to deal with it and get better at the game.
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Only if you tunnel 1 player you need 6 hooks if all bring it. If you go and hit the one that did the trade they go down instantly and now are on death hook when saved for 1 hook.
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New anti-tunnel perk has no counters.
Get one hook on everyone and the perk becomes unusable, because whoever takes an extra hook state just gets put on death hook themselves.
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Slugging:
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The only way it takes you 6 hooks to kill one person is if all 4 players bring the perk, and if all players use it for one person because you’re tunneling one person out. So don’t try to tunnel that person out and go for the unhooker instead. The odds of all 4 players bringing that perk is also only likely in high MMR full SWFs anyway .
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Tunnel the survivor with the yellow pip next to their name, it's as simple as that.
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But that's worse than tunneling still. This is how it always is: "Don't do that efficient killer thing. Play this other way." Isn't that just playing worse on purpose? "No."
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And before that Tunneling did not really have any efficient counters. And we dont even know if this Perk will be an efficient counter.
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In theory, the perk seems fine, but we'll have to see how impactful it actually is. They really need to release the update alongside a hook counter, and it should be extremely clear, without a shadow of a doubt, when the perk was used.
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It already is extremely clear when the perk is used. There's a yellow marker next to the name of someone who uses it, and I'm pretty sure there's a sound cue as well.
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Go for the unhooker. They'll even be exposed.
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If you would mind to really explain that line of thinking?…
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Thats great, but I agree with their point regarding the hook counter. This perk is going to make that data a lot more relevant, especially with squads that duplicate cosmetics.
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If a team has a weak link you can farm easy hook states off the harder to catch survivors.
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Play like the guy in charge of balance plays: Don't hook.
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The efficient killer thing in this scenario though is based on what the survivors have. If survivors are built to counter tunneling, tunneling is no longer the most efficient playstyle.
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Proxy camping counters it. Reassurance isn't doing much if they're waiting to unhook because that's still 2 survivors not doing anything. It's only a strong perk at the highest of levels.
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It's not a particularly well designed perk at the moment. Even Otzdarva doesn't like it last I heard, and he was the one who came up with the concept. Problem is that his original suggestion was to make it a basekit mechanic which would only activate if the killer is tunneling aggressively at like 4-5 gens left.
As a perk, the idea falls apart. It's still clearly meant to be an anti-tunnel perk, but the way it's designed makes it almost unusable against a tunneling killer. It is, on the other hand, likely to be extremely effective in coordinated groups for spreading out hook states when the killer isn't nearby.
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Are you suggesting that the anti-tunnel perk must not impede tunnelling?
What would this perk's value be if it did not impede tunnelling?
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In the words of Michael Che, "good"
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Here we go again people assuming niche and waste of time perk will be meta, reality check if people especially a swf already know how the loop the swfs wont use the perk either.
Lord I remember this same uproar with pre blood rush and no one ran the perk and even after its rework no one still runs that perk. Watch this one be the same thing lol.
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