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Does pain resonance even have to be a scourge hook anymore

when the perk first released obviously it had to be a scourge hook but know there is only 4 uses ( one for each survivor ). The main problem with Pain resonance is that you have unnecessary RNG. Jagged compass doesn’t help this perk it helps every other SH perk because they are activated everytime someone is on a hook. I don’t think pain resonance needs to be a scourge hook anymore. Is this crazy talk or no

Comments

  • danielmaster87
    danielmaster87 Member Posts: 9,695

    The whole scourge hook mechanic is just bad design. Ideally, it's made the way it is so that the killer has to go to 1 specific hook, as opposed to another one which might be better positioned in case he wants to come back. But being limited to only 4 and having their spawns be random instead of equally spaced means that the killer straight-up doesn't get to use their perk some matches, which can literally cost them the game.

    And people are calling that good design: "Sometimes, the killer shouldn't get to use their perk that they equipped. Otherwise, it's mindless/skilless." But imagine that applied to a survivor perk. Imagine, because of some random RNG thing, you should have been able to use DS or Dead Hard because you met the conditions, but got locked out from doing so. It would be a riot. I know it's hard to draw these comparisons but, well, there isn't anything quite like bad hook RNG in the game.

    The simplest response to this argument I've heard is, "Well, if we made a scourge hook perk work for every hook, then it wouldn't be a scourge hook, would it?" It's a moot point. If that aspect of the perk(s) must go, so be it. You can't use lore or original design limitations to say, "You're not allowed to balance this perk in this way." A wise man recently said, "If something exists in your game, you have to ask the question: 'How does this improve the game?'."

  • NarkoTri1er
    NarkoTri1er Member Posts: 655

    it should stay a scourge hook perk. Why? Because that's literally what makes it good (if we exclude bad scourge hook placement rng sometimes). You definitely don't want every hook to be able to proc it because quite often, you'd end up in a situation where you'd waste a token on a gen that is not even 20%.

    Pure knowledge of when to hook a survivor on scourge hook and when not to is why it's still the best slowdown perk.

  • fixblitzskin
    fixblitzskin Member Posts: 183
    edited December 15

    Good point. I use them asap since most games the first minute or less the winner is determined . Or at least that’s how I feel when playing killer.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,856

    Shoulder the Burden taught us that hook perks can have the option of whether or not to use it, and not be connected to scourge hooks.

    Similarly, Pain Res could be reworked to be like Shoulder the Burden, so the killer can have the option of whether or not to use it, and therefore not need to be connected to scourge hooks.

  • PetTheDoggo
    PetTheDoggo Member Posts: 326

    I mean, fun fact is when there is no gen with any progress, it won't remove you a stack, which is also good information to get.

  • edgarpoop
    edgarpoop Member Posts: 8,444

    Yes, because there has to be some sort of drawback or risk to it. Pain Res is the most efficient thing a killer can do. It's free value, provided you can get to a scourge hook.

  • Shroompy
    Shroompy Member Posts: 6,796

    Id prefer it stay a Scourge Hook since some times its better to save a stack for later, rather than just dump them all at the beginning on gens that are at like 10%

  • Reinami
    Reinami Member Posts: 5,638

    Really the whole thing would be fixed if they just made scourge hooks evenly spaced. Put 1 in each corner of the map, and then maybe a 5th one right in the middle, that way a killer wouldn't have RNG prevent the hook from being used, but also the hooks are too far apart so survivors can sabo the scourge hook to deny the perk. Which makes them more of a counterplay thing rather than just a pure RNG thing.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 31

    nah probably not

    but it does add a new class of perk so idk

    i would prefer scourge hook pain res to be "Each time you hook a survivor, the gen closest to completion loses 15% total progress

    " This perk doesn't activate if you hook the same survivor twice in a row"

    bo

  • Saiph
    Saiph Member Posts: 405

    With current server ping problems, Dead Hard is probably the most unreliable perk in the game. The irony is that it has EXACTLY the same problem you're describing with Pain Resonance, ie. it doesn't function half the time because of factors outside of your control, yet somehow you refuse to see it just because it's a survivor perk - all of that while implying BHVR are the biased ones.

    Not only is DH extremely RNG-dependent because server ping will randomly deactivate it, but it is the perk with the most conditions to activate in the game: you need to be injured, not exhausted, previously hooked, running, not in deep wound, and then hit the animation within a 0.5 sec frame window.

  • MrMori
    MrMori Member Posts: 1,691
    edited December 16

    In spite of people saying it's inconsistent, it's still an very good slowdown perk. I don't find the hook RNG to be as bad as people say it is. There's a reason it's still a staple in plenty of high tier killer builds, getting slowdown simply for hooking as long as you can reach a scourge hook is really good. Keep it a scourge hook perk.

  • Na1ts1rhc
    Na1ts1rhc Member Posts: 74

    The way my killer build works (LP + FttE + SH: PR + GE) is - I hook every survivor once on regular hooks to get the effect from grim embrace then I start hooking them on scourges so that for the mid game/last half I'm getting the effect from that. From time to time I'll throw this strat out the window and start hooking anywhere as soon as I get a surv down. How ever for the most part it has served me well and think that being able to keep the charges by hooking on regulars is nice even if not necessary.

  • ratcoffee
    ratcoffee Member Posts: 1,584

    they should remove the charge-based system, make it do 10 or 12% per hook, and have it deactivate when a survivor dies

  • indieeden7
    indieeden7 Member Posts: 3,416

    These suggestions are pretty much how the perk worked originally, and it was super obnoxious to play against, 1 time per survivor for a higher percentage is significantly better design in terms of game health.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 31
    edited December 17

  • Akumakaji
    Akumakaji Member Posts: 5,487

    Its good that you can chose when to apply it, BUT I think a case could be made, if it needs the double activation restrictions, ie 4 tokens AND only the first hook on each survivor.

    While I understand the reasoning behind not wanting to facilitate tunneling through such a perk, I really hate the restriction to only work once per survivor. I would love to see the perk starting with 4 tokens, each time you hook a survivor a gen gets damaged and a token burned, and afterwards the survivor is immune to that scourge hook perks effect for 60s or something like that, but the killer could hook anyone they like on that scourge hook.

    Another hot take could be, to give the perk 100 tokens, and each hooking event on a scourge hook, up to 25% on the currently most progressed gen get regressed, but if it hits a gen with like 9%, then only 9 tokens get used up. After usage, the perk goes into cooldown for like 30-45s, so that it can't be spammed easily or for dibilitating trading moves.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093

    Imo, they should just revert Pain Resonance to the original iteration that gives you 15% on every hook.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,082

    the perk should be base-kit with no rng. the extra time the perk provides would be a step to promote 12 hooks. the other aspect that dbd has tried to promote is killer kicking gens to "pressure gens" but gen regression is not worth the time investment due to 400% slower regression. it has like little to no impact in the 4vs1 pressure gens element of the game. killer game regression should be increased to 200% to again promote killer to move around the map and attempt to kick gens.

    Pain res work be reworked to make all generator on the map to begin regressing and increase gen regression on the map by 100% when this effect triggers. as usual, the perk retains its attribute of having only 4 charges and being a scourge hook perk. The other rng elements of this perk are very unnecessary but the elements of the perk are fully ingrained in the game by now that it is not worth effort to change it. Nevertheless, the perk would be an optional choice to help killers automatically kick gens from a distance for those killer that are immobile or simply do not wish to manually kick gens despite its increase reward. This would further stabilize the 8 gen kick limit by allowing gens to have high impact regression for each event that is consumed. Note that Pain res and Hex:ruin would not consume said regression events but these perk would have inherit drawbacks of having limited charges & hex drawback of being cleansed.