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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Killers Can Now See Hook States

Pulsar
Pulsar Member Posts: 22,952

Credit to u/Stargazer_I on Reddit

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Thoughts?

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Comments

  • Langweilig
    Langweilig Member Posts: 3,139

    Tunneling is rising this patch

  • tjt85
    tjt85 Member Posts: 1,657
    edited September 23

    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.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 209

    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.

  • Visi
    Visi Member Posts: 58

    Another buff to killers and tunneling. Thanks, BHVR.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,794

    I'm usually half comatose while playing dbd so this is appreciated

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Great, now I know which survivor to tunnel

  • Abbzy
    Abbzy Member Posts: 2,245

    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?

  • Abbzy
    Abbzy Member Posts: 2,245

    If someone decides you which survivor he will tunnel (only him ignoring or slugging rest coming for bodyblocks) the it realy doesnt make difference.

  • Pulsar
    Pulsar Member Posts: 22,952

    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.

  • Abbzy
    Abbzy Member Posts: 2,245

    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?

  • UndeddJester
    UndeddJester Member Posts: 4,970

    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.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited September 23
  • brewingtea
    brewingtea Member Posts: 707

    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.

  • Abbzy
    Abbzy Member Posts: 2,245

    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.

  • ControllerFeedback
    ControllerFeedback Member Posts: 559

    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.

  • Abbzy
    Abbzy Member Posts: 2,245

    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.

  • cogsturning
    cogsturning Member Posts: 2,218
  • runningguy
    runningguy Member Posts: 932

    all the better to tunnel you with lmao

  • GreyBigfoot
    GreyBigfoot Member Posts: 959

    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.

  • Shinkiro
    Shinkiro Member Posts: 393

    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.

  • fussy
    fussy Member Posts: 2,099

    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.

  • cogsturning
    cogsturning Member Posts: 2,218

    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.

  • Dadeordye
    Dadeordye Member Posts: 466

    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.

  • TheTom20
    TheTom20 Member Posts: 683

    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.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    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.

  • burt0r
    burt0r Member Posts: 4,292

    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.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    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?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    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.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    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.

  • burt0r
    burt0r Member Posts: 4,292
    edited September 24

    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.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    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.