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Sabotage - Second Objective
I feel like something has been missing from the game for so long now. Sabotage. One of the ways the game back in the day, maintained its freshness was through sabotage. It was literally the 'second objective' people have recently been asking for. Generators wouldn't go as fast because people would be working on hooks so there would be more time to a game. It was FUN to work on a hook and interact with the environment like that
Now: I know that sabotage was unhealthy. But surely there is some midpoint that it can be brought to (not toxic like it was but not weak like it is now).
We need more environmental things in general that we can interact with. Things like hooks and crows.
Comments
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BRING BACK THE JAKE PARK META
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the legendary sabo_jake
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I really hope sabotage gets reworked or buffed it's a pointless mechanic same as luck
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Sabotage speed without a toolbox is 40% slower instead of 50%. Would be a nice buff.
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I don't mind the speed right now, more that there's no real use to sabotaging hooks right now
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Well I think the main reason why we don’t get much use out it is because of how much time it takes to sabotage and it isn’t rewarding enough for how long it takes to sabotage hooks. Sabotaging hooks faster seems like the right direction to go about it.
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But it only stays broken for 3.5 minutes
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How long do you really need them to stay broken for? It only takes 80 seconds to fix a gen. If you sabo all the hooks in an area, you can then freely do the gens in that area without worrying about them spawning back in time.
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I said over and over and over again.
To bring back the forgotten sabotage it's not complicated, just make sabotage destroy PERMANTELY a limit number of hooks (2 or 3, this needs to be balanced after some tweaks, because you need consider 4 survivors, sabotage and toolboxes).
DONE, you bring back sabotage and make it like the old days.
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Plenty of time to do a gen near 3 downed or 99'd hooks. Had a hillbilly spend 4 minutes just watching me because he was waiting for hooks. 2 gens popped and I never got hooked.
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Even if it's only 2 or 3 permenantly, if they're a in one corner, its impossible to carry a survivor to a new hook. Permenant sabotage would give people literal safe spaces.
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Saboutage is just such a problematic mechanic, as soon as it's "viable" it's an issue, especially with SWF.
There's no entertainment in a game where you simply cannot do your objective, because it's very easy to saboutage a couple of hooks, and it's easier for a SWF squad to destroy whole areas quickly, along with running other anti-slug perks.
Imagine if Overcharge just stopped you working on gens for 3.5 minutes at a time, would that be fair? Of course not, the ease of setting that up would not even compare to the payoff.
Saboutage should honestly just be removed from the game entirely. It's worthless in it's current state and it's horrendously abusive when it's stronger.
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Yes, but not impossible. You are scared for the fact of safe spaces but it's just the doc build to patrol and camp the last 3 gen. The killer can avoid this, because remember the game always advice you about sabotaging, and block survivors before they created the safe places.
So no, the solution is perma-hooks. Trust me, just try it and you will see sabotage bring joy for everyone, no more ultra gen rushing, second objective and more tactic games.
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If this happens, the dead hook time needs to be lowered significantly. SWF sabo squads are the worst units around. They can own with minimal effort and good coordination. Lower the dead hook timer to 2 minutes and increase the engage animation and this could work. The animation is key due to 99 and break in front of the killer without fear scenario. Make it take a second longer to engage the hook and there will be some tactical decisions to make.
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A good chunk of the mechanics on survivor's side that ahould be helpful are borderline useless. Wiggling rarely ever helps unless a killer is greedy for the basemmt hook, luck is just a flat out joke, and sabo is great for memes but not much else. The devs need to actually fix these mechanics and make them useful.
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Well if wiggling out would be effective and would happen more frequently, that would be a huge balance issue since killers already are going against the clock.
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I need either for sabo to be made faster OR for there to be less hooks on the map. Either (or both?) would make sabo perfectly viable.
We don't need the hooks to be permanently disabled. That's boring for the killer and then the match becomes a slug fest.
And to the person who said sabo should be removed, sabo is the ONLY reason I use toolboxes. Using toolboxes on gens is for scrubs (unless it's those stupid toolboxes that don't have a sabo option)
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I mean, if you sabotage hooks, the killer will just slugg everyone. Problem is, Sabotage prevents the killer from doing their objective, but it doesn't help you as a survivor in any way really.
I would love if sabotage wouldn't destroy hooks, but maybe have a different effect. Like increasing the Bleed Out timer to combat camping killers and give survivors more time for the unhook. Don't know though if this would be effective enough so that it would be worth doing.
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I like my gen rework more lol
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Yeah less hooks would work. It seems that when you sabotage, the killer can just mosey on off to another hook within 15m
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But that's just another passive perk. I love sabotage because you ACTIVELY use it in game, and it has an effect on the environment.
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Wiggling does exactly what it's intended to do, it stops killers taking you to whichever hook is tactically best, or holding you hostage by just never hooking you.
Wiggling OFF is not meant to be a common occurrence, in fact I would guess it's almost completely unintended without the aid of perks or other survivors.
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Yeah perhaps less hooks on the map could work.. but they recently INCREASED the amount of hooks per map so idk
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I get good use out of it. I spend early game getting my gen points and when its 1 to go i start to Sabo hooks around the gates so that EGC is a no hook countdown. The effectiveness is all about where and when.
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