Feedback and Suggestions

Feedback and Suggestions

How would you guys feel about replacing hooks with 2v8 cages?

Member Posts: 258
edited February 14 in Feedback and Suggestions

I'm just brainstorming here.
It would help a big deal about turbo camping and turbo tunneling, plus they are way cooler and survs can't try to Go Next on them.
Of course I know that sometimes killer needs to camp and tunnel to turn the tables in a match, so some buffs for them would be needed (maybe less cooldown on hits, I don't know).

Post edited by Rizzo on

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Comments

  • Member Posts: 1,927

    I think remote hooking with the ability to save would give killers so much time, maybe for an event mode and give survivors something like the ability to self heal quickly too, or get hook states back in 1v4

  • Member Posts: 258

    That's exactly what I'm thinking.😁

    Maybe with that we wouldn't need to give survs a 2nd objective?😊

  • Member Posts: 1,428

    Or just put the gens back to 80 seconds.

  • Member Posts: 2,390

    Im all for it

    Most importantly it will save the killer a lot of time. It need to be some way to save time without relying heavily on all gen defense or tactic. The remote hook aspect of it still allow for saves as well. Sabotage would be no more but most of the tool boxes are strong enough on their own without it already. wiggle perks will also need to be change.

  • Member Posts: 258

    AND now that I had time to think more it would be a great kick in the butt of bully squads.😁

  • Member Posts: 683

    MIght as well remove Executioner then, since you're taking away the one thing that makes him unique.

  • Member Posts: 638

    No hooks 1v4 should rotate into the basic rules.

    I wish they would remix some of the changes that show up in the 2v8 and put them on the PTB for extensive testing in 1v4.

    But I guess everyone would just complain and it'd be a waste of an upload.

  • Member Posts: 2,466

    I really feel like large scale changes like this might just be impossible at this point in the game's lifespan. You have major issues like perks that would need to be adjusted on top of minor things like going through the tome archives and making adjustments.

    Purely on a conceptual matter, probably. It would break up the game flow in a way that might not be appealing to new players, but would make the game less of an attack / defend which it is now (and doesn't really fit the horror theme that well in my opinion).

    survs can't try to Go Next on them.

    BHVR could easily add the ability to try and kobe out of cages, or they could remove it in an instant from the hook as they are now. That's not really an issue.

  • Member Posts: 1,222

    As well as all hook perks for survivors, bt and anti camp and overall more survivors not playing the game. I seriously wonder why people always think unbalance things from an event should be in base game. I bet if we ask to get the mechanic to tell survivors their aura is being read its a massive angry torch mob.

  • Member Posts: 258

    In fact I didn't thought about Pyramid's cages stopping being unique, but OF COURSE the hook perks would become cage perks like Deliverance becoming "after safe uncaging a surv this perk activate. You can uncage yourself and bla bla bla".
    To think you have to explain EVERYTHING these days… damn.

  • Member Posts: 1,764

    We already don't need to give survivors a second objective. We should, as part of a gen rework, but we don't need to

  • Member Posts: 888

    Either that, or do a remote hook thing like they did in the last anniversary event, having a cooldown in between, perhaps? That way regular hooking would still be the core gameplay, and perks wouldn't have to be reworked too much, but the remote hook can be used in a pinch. The length of the cooldown would be up for debate, of course.

  • Member Posts: 626

    The benefits of cages are random spawns that take the killer longer to find and proxy camp/turbo tunnel (but not much, its like asuming where the survivors start at the beginning of a round). They also remove sabo/wiggle builds, and save time walking to hooks. It also prevents the first hook suiciding epidemic.

    the problem with them tho is they often end up spawning by a gate which survivors wouldve had time to open since you were being chased at the other end of the map - which currently promotes slugging in end game. It also prevents "giving the hatch" to survivors as carrying survivors no longer exists. And many perks would have to be turned into something else entirely.

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