http://dbd.game/killswitch
Killers Can Now See Hook States
Comments
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It doesn't matter and should have happened forever ago
51 -
that’s how it should have been from the beginning
43 -
It's whatever but why did this not get delayed with the whole anti tunnel?
20 -
Tunneling is rising this patch
4 -
Wait this still went through? I don't know if doing it without anti tunneling changes and incentives for unique hooks was a good idea to be honest with you, but at the same time, realistically not much should change since I believe hard tunnelers would tunnel regardless, although it will probably cause killers to seek out people they know are dead on hook mid game, which is kinda tunneling, but not actually "technically".
8 -
Killers who are going to tunnel already know who to tunnel. There was never any good reason to hide in anyway.
28 -
It doesn't make any difference.
6 -
I lose quite a few games because I often forget who I've got dead on hook near end game. I play casually so I stopped trying to track hooks a long time ago. This is just a straight buff to Killers because it's one less thing in their cognitive load to deal with.
I kinda like this change, but I also think it shouldn't have gone live without the other anti-tunnel measures. Keeping track of hookstates is an effort I think Killers should have to make if they want to win. It's a part of Killer gameplay, imo.
2 -
Crazy how everything that made sense in tandem with the anti-tunnel went through...except the anti-tunnel.
15 -
Something that was well overdue. Thanks BHVR!
5 -
Watch any Otz streak attempt. Whenever there's any kind of chaotic situation, saves, slugging, whatever, it's easy to lose track of who you've hooked and who you haven't, and then oops, the person that you just slugged but thought you had picked up, or had Shoulder used on them and you didn't notice or their scream was suppressed is not dead like you thought.
This is 100% a buff to tunneling.
-8 -
Another buff to killers and tunneling. Thanks, BHVR.
-15 -
I'm usually half comatose while playing dbd so this is appreciated
2 -
Great, now I know which survivor to tunnel
-7 -
I someone wanted to tunnel you hardcore (just going for you ignoring or slugging rest of your teammates going for bodyblocks) he would still do it. Now they can just play more focused game on looping instead of trying to remember which survivor they hooked and trust me its hard to know somethimes, maybe they should just give killer only first indicator that survivor was hooked and the one for second stage add when antitunnel is implemented what do you think?
1 -
If someone decides you which survivor he will tunnel (only him ignoring or slugging rest coming for bodyblocks) the it realy doesnt make difference.
-5 -
It certainly makes it more accessible and easier to do.
No idea why all of these buffs are coming through when the system itself is in limbo.
3 -
Only does if killer plays against 4 claudettes with their skins being same then it helps him to navigate in this chaos but if its just one survivor with unique look from others then killer knows who he is tunneling dont you think?
-4 -
You didn't before?
Tunneling is tunneling man... if you're tunneling you don't need the HUD to tell you... "run back to hook" or "Feng is on 2 stages", is much easier to remember than trying to remember every Survivors individual hook stages to try for 8 hooks 😅
Personally wasn't particularly wanting this change, as a preference I felt that tracking hook stages was a stimulating part of the killer game... but I'm not that married to the idea of keeping it hidden, and am largely benign to the change.
4 -
If hes paying attention, yes.
All this does, imo, is make opportunistic tunneling more effective.
5 -
Just wanted two write that
-1 -
It's SUCH a bad look to keep that part of that PTB. They are so bad at PR.
I agree, it's not going to affect tunneling in any significant way, but it's going to affect the already-terrible DC rate. Throwing fuel on that particular fire is a huge own-goal for BHVR.
-5 -
Thats why they should only add so killer can see who he hooked for the first hook and not the second one this willl help you track perks as pain res,grim, noway out, etc. and wont make tunneling easier but now focussing on one targeted survivor in chaos is buffed. Tunneling new form of meta will be focusing on just two survivors with the antitunnel changes trust me its even good now just cutting the objective by half and if you get 2k before gates there is solid chance for 3k but thats still more healty and better for the game healt that current hard tunnel because if you want from killer to go after every survivor same way you have to buff his unique hooks especialy when is each survivor hooked first time and make the killers objective core be more focused on hooks then kills this is something streamers like trutalen are saying from 2022 I think but thats just facts. Killers objective is to kill so now he will go for 2 survivors instead curent version of meta gameplay which is focused on tunneling just one guy out fast, thats something thats is inevitable.
-2 -
I don't get why. It almost feels like a lot of these changes ended up going through because they didn't have enough time to revert all of them cleanly in the build they were working on.
-4 -
Long overdue, but still a bad call to push any Killer buffs live (QOL or not) after shelving the anti-tunneling/anti-slug patch. Only reinforces the narrative that they don't prioritize Survivor.
7 -
Looks like the problematic ones got delayed and the ones that were kinda ok or ok went throught but this one is strange because now there isnt any antitunnel punishment or strong antitunnel to deal with so Idk why just they make so killers see only which survivor was hooked for first time.
1 -
You don't even need to remember who they are anymore!
-1 -
all the better to tunnel you with lmao
-2 -
Lol I just used it, I didn't even realize haha xD
0 -
just played a killer match and didn't even realize. But it lowkey did help me be nicer to a survivor who I knew was having a rough time.
3 -
Good, its about time. It was a needed QoL for killer that should have been done ages ago, but especially once they added hook state manipulation via STB.
4 -
It's crazy fun to read all these strenuous attempts to explain why this is a buff, ngl. Absolute cinema.
Like this one. You know, this usual dbd situation, where killer tries tunnel out first hook hard, but suddenly forgive who is who, and this stupid HUD doesn't give him info so he goes for different person thinking it's the right person haha outplayed by HUD stupid tunneler you will know how to tunnel with memory problems next time haha!!!!!!!!
And also also!!! These killers who don't pay attention to HUD!!! This is what stopped them from tunneling if anything!!!!! If they meet survivor with 2 hook stages, they will kill him now!!!! But before these inattentive killers… they… they just let them go before this change!!!! Holy killers buffs when you stop bhvr how dare you just put survivors on hook at the start of the match at this point!!!!!!
Mental gymnastic is usual thing for forum, but watching how you guys sincerely believe in this comedy in your heads, it's gold.4 -
People like to complain about brain dead playing. If you can't even try to remember who you've hooked, that's peak brain dead. What do you need this for unless you make zero effort to remember the most basic things? Because of some non-existent altruism about people going second stage? You can already see when that happens on the HUD.
-6 -
It's more a buff to friendly killers than hard tunnelers since the latter don't need to keep track of an entire team but one person. In the instances that I want to just two hook what survivors are left (typically due to someone rage quitting and screwing over their team in the process), I will no longer forget and accidentally sacrifice someone I hooked repeatedly before or had gotten to second stage without me realizing.
And it's just quite nice for anyone interested in the macro gameplay. Makes keeping track of scourge hooks and fresh hook perks a bit better especially with some survivors that look identical.
5 -
Paying attention in such basic things/details like which survs already got hooked is the MINIMAL a killer should do, so this makes no difference.
Cool, but no difference.1 -
Good, now finally I won't accidentally tunnel survivors because I forgot their hook states. Never been a fan of tunnelling anyway.
5 -
It's a good change to be honest. A true tunneler this won't make any difference as they will just be waiting not far from the hook anyway. You may find you will get less accidental tunnels.
3 -
Thank god, I hated trying to read the tiny circle thing to see if someone reached second state on their first hook so I didn't accidentally kill them. And sometimes I'd still get it wrong even when I got closer to the TV to get a better look.
4 -
You know, I've been playing and it just registered I can see them as killer.
This is amazing. I don't have to keep track anymore, I can spread hooks more ethically!5 -
For 12 hook killers, this is good.
9 -
agree :)
5 -
Finally, after crying for this feature for years. I can't remember how often I hooked someone and they got insta sacrificed because I didn't remember them going second stage only to feel bad because I was at less than 6 hooks overall.
4 -
I've never seen this as necessary. Keeping track of 4 people, when you are required to not only be physically present for every hook, but actively invested in the chase (or even the events) leading up to that hook is truly not that hard.
If you're in the camp of "now I won't accidentally tunnel", then you're already not playing with a play style that will get complained about anyway.
I just don't see the necessity of adding information that is already available. There's a ton of information that players are expected to remember as part of gameplay.
For example, with the HUD, survivors can see gen progress while someone is working on it. Should they just add a permanent UI element that shows that information even when people aren't working on them? After all, why should people have to remember?
Why hide exit gates after a few seconds? Why not reveal pallets I've been within 8m of at any point?
If that sounds silly or even ridiculous to you, then why is the other ok? At what point is this something players should just keep track of?
-7 -
if we remove the hookstate count being visible then we should also remove the basekit hud but people use the muh soloQ as an excuse for that now dont they? Id say just keep both and stop whining about killers getting a QoL once in awhile
7 -
So, HUD isn't permanently showing gen progress, like hook states are. At best, the HUD reminds you that the objective is progressing and only while it's progressing. Exactly like actively putting someone on hook does.
So it was equivalent, now it's not.
I'm also not sure why my take is "it's game knowledge that anyone can do" is controversial, yet the majority seem to want "just make it available, I can't handle it otherwise" is seen as the reasonable take on this. I guarantee people can, 9 years of evidence on this one.
It's moot, really. I don't have strong feeling about it, I just think it's not necessary. Clearly the devs want to do this, so whatever. I just don't understand why remembering is that hard, and it's not that impactful either.
-6 -
its more of a QoL for players to know who they should go for if they need to turn the game around OR they try to 12 hook… wich before was near impossible if the match was filled with 4 sables because now way in hell that a killer is going to remember what hookstate sable #2 was on when they have to keep in mind gen progress, second chance perks survivors have resources etc
5 -
Sure, I suppose. You aren't going against 4 sable squads often but ok.
The silver lining here is that putting it directly in front of people might actually mean that players finally understand how StB actually works.
-2 -
I would call that a false equivalent.
Gens show their progress by cylinder movement with only a glance (at least the last time I played), survivor on the other hand don't.
Make survivor more worn out/injured optically/whatever after the first or second hook and it would've been fine for your comparison but their isn't anything like that.
And the chance of two or more survivor using the same skin is pretty high. Even higher for swf going for some kind of shenanigans.
4 -
I'm comparing gen progress to the new hook slashes. If I only get to see gen progress some of the time (when someone is actively working on it) and then I'm expected to remember what that progress was. The system doesn't even tell me which gen or where it is, just that "someone has a gen at 40%, somewhere".
Which is more similar to how hooks used to work: the UI actively shows which survivor in the list of 4 is hooked, that player order never changes. So even if all 4 are sable, you knew, trivially, and by the default ui, that the second one is the one hooked. And that information went away on unhook (similar to gen progress disappearing when the survivor leaves the gen).
The same UI also shows you who you're in chase with, so you already had all of this information available to you, before this patch.
Again, I don't think either was a problem, or that gen UI needs a change, but hey, apparently I'm wrong: this is far too complicated and maybe it should be changed.
-4 -
Still a change that needed to happen, as much as everyone is going to complain OMG TUNNELING IS GOING TO GET WORSE, killers that were gonna tunnel beforehand already knew your hookstates. Its actually so stupid people are complaining about this positive change it should never have been removed and the stupid argument it causes more tunneling just has never mattered. Im sorry. Like literally is it that bad of a qol change to see hook states again.
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