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What if you could pre-sabotage hooks?

HerInfernalMajesty
HerInfernalMajesty Member Posts: 1,971
edited December 24 in Feedback and Suggestions

I can’t be the only one who finds sabotaging hooks a nightmare. What if you could pre sabotage hooks with a toolbox, similar to how chemical trap and blast mine work? It could activate upon hooking a Survivor. Maybe it could do the smoke bomb effect or Hinder the Killer for a certain amount of time.

Idk what do you all think?

Post edited by Rizzo on

Comments

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    Oh wow how interesting. How did you like it? Also, what do you think about pre-sabotage that debuffs the Killer when they hook?

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    How come? Do you find the sabotage aspect of Dbd cumbersome? I kind of do.

  • Ryuhi
    Ryuhi Member Posts: 3,895

    SWFs would turn areas of the map into hook deadzones, just 99 every hook in the area then pop them when the killer approaches. It was also less viable for solos, since the base sabo time was longer so the 99ing was pretty much mandatory to get any use out of it.

    That said, why would you want to give more punishment for hooking when slugging is such a hot topic?

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,454

    I am a killer main, and so I hate it when a team has a sabotage squad build. I'll go up against someone with Boil Over and her teammates have Alex's Toolbox and such, oh and don't forget Breakout and Background player.

    So yea, remove sabotaging hooks entirely.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    I think after slugging gets fixed somehow if it is a big enough problem, I think one of the areas of the game that could be looked at is the sabotage part of the game. I think it could be updated or maybe this would be a rework? I’m not sure.

    Sabotage right now is pretty strong but so hard to pull off. Which is fine, high skill high reward. But there’s so many sabotage toolbox add ons that are so difficult to use. What if you could get a sabo add on that plants a smoke bomb on the hook? It could even be highlighted or something so Survivors would know to go down in the area.

    Idk, does that sound fun? At least from a Survivor perspective?

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    If you sometimes got blastmined or chem trapped when hooking, on a scale from 1-10 how frustrating would that be for you?

  • Ryuhi
    Ryuhi Member Posts: 3,895

    Mechanical changes that far need to consider more than just survivor fun. Remember that everything fun about a save for survivors is generally obnoxious for the killer, especially since its denying their progress toward their objective. Every sabo or pallet/flashlight/flashbang save is kinda like getting hit with a full power pop or pain res.

    The reason I brought up slugging is the "why" of why more and more killers feel the need to do it. That objective denial paired with disincentives for hooking in multiple scenarios is why so many killers have been adopting the strategy. Both sides have to be considered carefully when it comes to mechanics like that, just like how pop and pain res have gotten nerfed due to similar annoyance from the survivor side.

    In general, objective denial is a hard concept to balance properly, and BHVR's track record isn't exactly great concerning it for either side.

    As someone who is photophobic, I would absolutely hate any more blinds than are already in the game as it is. Chem trap would also be a bad idea since it would make it take longer for the killer to leave the hook area, giving more excuse for people to proxy camp.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    I see, yeah a lot of what you’re writing makes sense. Is there any way that you could see this idea work in any way or in your opinion is it a complete no-go?

  • jmwjmw27
    jmwjmw27 Member Posts: 510

    As long as the effect on hook isn't "the hook breaks and the survivor wasn't actually hooked at all" (which would suuuck) I wouldn't mind a perk or two with this type of gimmick, but sabotage doesn't need to change imo.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    What debuff effects could you see working if this idea was a perk?

  • jmwjmw27
    jmwjmw27 Member Posts: 510

    Hmm…

    Blindness would be interesting to disorient the killer, but I'd be concerned about the lowest level of play. Might counter too many aura perks, but I think it could be cool to test. Aura reveal could work as a sort of kindred-esque perk to show what general direction the killer heads in after the hook.

    Could also try some more funky effects, like the hearing debuff that the severed ear (hag add-on) gives, same as what you hear for a bit after a flashbang. Or the survivor on hook getting extra hook time… but that stacking with reassurance/cama could be a concern.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    kindred-esque perk to show what general direction the killer heads in after the hook. 

    Or the survivor on hook getting extra hook time… but that stacking with reassurance/cama could be a concern.

    You’re a genius.

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited December 24

    The issue you run into is the impact in both a mechanical sense and an enjoyment one. Survivor and killer objectives and progress are obviously at odds throughout the match, so obviously something good for one is going to be bad for the other. The reason why objective denial is such a tight rope to walk is because the enjoyment factor takes a direct hit, so regardless of a mechanic's impact, it's going to feel bad for the other side.

    Similarly, even if it's not directly annoying, the actual impact needs to be measured carefully vs the time/efficiency/agency of the opponent. For example the killer's time is often more directly valuable than the survivor's due to the 1v4 nature of the game. Similarly, survivors are often punished for the misplays of their teammates through no fault of their own. All of these factors can cause good ideas to become bad ones if all of the factors aren't carefully considered.

    In regards to modifying how sabo works in ways like you were considering, I think you would need to make things smaller scale and more subtle instead. If you did something like, say, plant a "tracking device" on the hook (kinda like a localized Kindred, or wire tap) could work, but it would have to have a relatively low impact to not incentivize the killer to avoid hooks outright.

    The reason I would use wire tap's effect as an example is because there would be a lot of room to balance and to adjust its strength (radius, duration, etc) while it would also be an effect that wouldn't directly annoy the opponent (without knowing it is present they wouldn't know their aura is revealed) and their counterplay to it would be to avoid staying in the direct area of a recent (un)hook depending on how and when it is applied.

    Personally I don't necessarily want something like that in the game (again, I'm just generally against objective denial as its a concept the game suffers more than benefits from) but I would take that kind of approach to it. Subtle and simple unfortunately is not very popular with the game's community (unless it benefits them personally ofc) so it would either become another tool for one side to abuse, another excuse for unsavory playstyles, be considered "too weak to be meta," or just directly detract from either side's ability to enjoy the game. It would basically be a mechanic for youtube content creators to make silly videos while hurting the game more than it helps.

  • Ryuhi
    Ryuhi Member Posts: 3,895

    In general, I would avoid anything that can affect a players vision or hearing. That type of disorientation is an accessibility nightmare in a game that already has enough of those, and their effects range wildly from "mild annoyance" to "making the game completely ****ing unplayable temporarily" depending on the player. That kind of stuff is up there with things like remaping or reversing controls as "effects that should never see a live release" imo.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    In regards to modifying how sabo works in ways like you were considering, I think you would need to make things smaller scale and more subtle instead. If you did something like, say, plant a "tracking device" on the hook (kinda like a localized Kindred, or wire tap) couldwork, but it would have to have a relatively low impact to not incentivize the killer to avoid hooks outright. 

    The reason I would use wire tap's effect as an example is because there would be a lot of room to balance and to adjust its strength (radius, duration, etc) while it would also be an effect that wouldn't directly annoy the opponent (without knowing it is present they wouldn't know their aura is revealed) and their counterplay to it would be to avoid staying in the direct area of a recent (un)hook depending on how and when it is applied.

    Honestly thank you for helping me refine this rough idea that I had. I really really like the angle of subtle and simple for this like Wire Tap for the reasons you mentioned; scalable radius duration etc.

    I hear you on how much of a tightrope objective denial can be partnered with how something that feels good for one feels bad for the other.

    You’ve given me a lot to think about. Thanks for fleshing this idea out with me. Even though you personally wouldn’t want it, you still found a way it could work. That’s pretty awesome of you. Seriously thank you. 😊

  • Prometheus1092
    Prometheus1092 Member Posts: 584

    With all the complaints towards slugging right now I don't think it's a good idea to further add a reason for killers to slug. If killer regularly tries to hook in matches and finds the hooks have been sabotaged I guarantee killers will abandon hooks altogether.

  • Saiph
    Saiph Member Posts: 406

    Appreciate you trying to get the POV of killers when making your suggestion. The forum would be a lot healthier if more people did this.

    I like your idea. Like, survivors can pre-sabo hooks, and then killer gets a negative effect when hooking on these hooks, but it would not destroy the hook entirely like current sabo. I play both sides and I can see it being fun for both sides. The effect should be powerful because survivors have to spend time away from gens. Something like a 5 sec stun + movement penalty for 30 sec. Or even an effect like "survivors can unhook themselves from the sabotaged hook after 15 sec".

    There is one serious and unfortunate problem with your suggestion though, and it's that in the current state of the game, it will encourage even more slugging & tunneling. I don't think we should ever punish the killer for hooking people, but currently, sabo does exactly that, because someone going for 12-hook has 4x more chance to be affected than someone who tunnels and goes for 3. Fundamentally I consider this to be an issue with tunneling & slugging per-se, not with sabo or your suggestion, but knowing BHVR they won't get rid of these "tactics" before 2030, and until then, your idea would do more harm than good.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,095

    it used to be a thing. you need to spend 12 second to sabo a hook. almost nobody used except player that would 99% a sabo then when killer shows up to gen, they finish sabo and than they go in corner in the map and get slugged…

  • Devil_hit11
    Devil_hit11 Member Posts: 9,095

    how do you like killer perks like dead man switch, deadlock, corrupt intervention and grim embrace that just block gens and remove survivor objective? i dislike playing against these builds as survivor because they remove objective from the survivor.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971
    edited December 24

    There is one serious and unfortunate problem with your suggestion though, and it's that in the current state of the game, it will encourage even more slugging & tunneling.

    Yeah you’re both right. My timing is really bad on this topic 😅 I just can’t help it! I find the idea so intriguing. But thanks for stopping by and participating at least. I wanted to get some feedback that would help evolve how I feel about this idea. I would say that I have succeeded thanks to you two and everyone else who took the time to reply.

    Edit: Typos

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited December 24

    They're not healthy either? I used Pop and PR as reference points for survivor in my comparison. In general I'm against almost everything that speeds up or slows down gens in terms of loadouts, since the variance in that category alone makes gens anywhere from way too fast to way too slow. Time Crunch is one of the biggest enemies of balance in this game, as time efficacy will vary wildly between builds/killer powers/SWF/etc.

    Edit: I guess you could put my stance as "necessary evils due to other necessary evils due to oth-"

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,971

    I started playing the week before Ormond was released and stopped after Pyramid Head but before Blight. I didn’t start playing again until right before Singularity came out.

    I was so new I didn’t even have a concept of 99ing hooks 😂

  • Devil_hit11
    Devil_hit11 Member Posts: 9,095
    edited December 24

    an old strategy in soloq or swf was to run unbreakable+a bad toolbox to 99% hooks in corner of the map than die in the corner of the map. bvhr didn't like this usage of sabo so they nerfed it. it wastes killer time because killer is like forced to stay there or move on while everyone else rushes gens. the change only nerfed soloq. SWF can still die in corner and sabo hooks but it only sabo hook for 45 second now while previously iteration sabo the hook for 2 minutes.

    i guess they felt that sabo was too powerful in soloq but balanced for swf. otherwise i do not understand their change in regards to that.

  • Saiph
    Saiph Member Posts: 406

    It is not your problem that BHVR allows tunneling/slugging to be so game-defining that any suggestion has to contain some form of anti-tunnel or anti-slug nowadays to be viable.

    Many killers are ALREADY slugging/tunneling every game and your buffed sabo wouldn't change anything to the situation. At some point we just have to assume BHVR will eventually make tunneling less important in basegame instead of twisting the whole game around it.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,111

    Hell no, this used to be in the game and it was very unfair and could be abused to create a lot of misery for killers.

    As a survivor main, I say no way and sabo is perfectly fine how it is, it is a risky play that can have high rewards and massive cost to a killer and it doesn't need to be made stupidly easy

  • NarkoTri1er
    NarkoTri1er Member Posts: 658

    hooking aspect is already in the most endangered spot it's ever been, i wouldn't like to see another feature that would spit on it's grave

  • ControllerFeedback
    ControllerFeedback Member Posts: 190

    If there was some sort of visual indicator for the killer so they can plan accordingly (and perhaps even regress the sabo somehow)…it could maybe be brought back. Hard, hard maybe. And maybe make it a Saboteur perk only thing, so you can't just run around with a toolbox prepping every hook on the map and have to wait for the cooldown between 99s.

  • Zuiphrode
    Zuiphrode Member Posts: 45

    Congrats, you just created another reason to slug people.

  • Emeal
    Emeal Member Posts: 5,295

    Pre-sabotaging was removed for a reason. I dont know what the reason is, but making it too easy to destroy hooks is very hard to balance, that much is clear. I much prefer the system as it is, but there certainly is options for perks. You also have many perks that help with sabotage these days if you find it too hard to do.