http://dbd.game/killswitch
Disscussion = would sabo be better if it worked 3x faster, but hooks came back twice as fast?
Title ^ basically wanting to know peoples opinion on sabotaging and changing it more from a planned risk reward system to an impact play system. Currently the main drawbacks to sabo is that it takes a long time and doesn't always pay off, So making it faster (for dedicated sabotuer builds) seems like the best way to buff it. sure the perk is useful for taking out hooks for longer, but unless you dedicate a heavy share of your time to saboing hooks with buddies, the killer can likely just take you to another hook in range.
Edit: could also be a good buff for "this is not happening" : allows you to sabo at 50% speed (combined with jakes teachable brings it to 100%) but also allows with a toolbox to sabo 50% faster (perhaps 100% faster if injured?)
Comments
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Might be broken. That would make doing sabo hook saves a lot easier. Killer could down a teammate nearby, and you could start saboing just then and if you guess right break the hook right in front of the killer.
It'd might better if Sabo took 2x longer but hooks stayed broken 2x longer as well. Might still be too strong though, I don't know.
All I know is Sabo right now is really bad and is only really good for memeing. It needs a little love but not sure if your suggestion or mine will be any good.
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That would also be a good idea. at the moment its in to much of a middle ground to be useful, it either needs to be twice as impactful (Speed plays) or be more worthwhile to break hooks (take longer to regenerate etc)
Sabotuer could be the longer to come back perk, maybe increase it by 30s for hooks and take away the speed decrease without a toolbox (so 15s to sabo a hook without a toolbox, still not enough for impact plays but makes it not a requirement.) Sabo addons could also be added or changed to make hooks stay broken for longer.
This is not happening could be changed to be a sabo impact play perk, allowing one to sabo 50% faster, at the expense of hooks coming back faster (lets say 100% so they come back in 90s) as your "breaking it in an emergancy" doesn't truly destroy it as well as someone taking their time to dismantle it. This would still lead to saboing being around 7.5s (still not enough time to do it in a killers face unless there far from a hook) with a toolbox or sabotuer, and a bit faster with addons/resilience.
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I'm not sure what needs to be done exactly, because the problem is if all 4 Survivors decide to go full sabo the game could get ugly really fast for the killer.
So I'm not sure what needs to be done exactly, I just know that something needs to be done.
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Saboing is kind of odd since the killers goal is to get to the hook. If there are no hooks, the killer can't do his only job.
It's like if Pop Goes the Weasel didn't break gens by 25%, but completely destroyed them.
Sabo needs to be very carefully looked at or it will really hurt the game.
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It’s fine as is imo, all you need is you and 1 other person running empathy with Sabo boxes. 99 all hooks. Easy peasy and it’s quick.
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It's clearly not fine, it's in a really bad state and almost nobody does it. The only times I see it done are usually when someone has a daily. It's very rare to see someone actually go into a match thinking, "Ah today I am gonna sabo." You can tell when they equip the toolboxes and add-ons and bring Petrified Oak.
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Double speed and doube recovery is an idea to make sabo viable again.
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I was under the impression that Survivors didn't like being slugged?
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Seriously.....
Sabo was never even a good idea to begin with as it just hard to balance and even while doing it NOW can be pulled off you might as well do gens instead. So either complete BS or time better spent with gens.
For one, the respawn time of a hook is completely irrelevant if you have the ability to take that hook out of play for 10 SECONDS much less a better cooldown of what it is now. All that matters is if the survivor can wiggle free from the sabo. This would basically give the ability for survivors to sabo ANY hook anywhere at anytime.
This would bring back the old days of sabo hooks being ridiculously OP.
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Due to how hook generation was changed and how many hooks are on the map, changes like this would simply make sabo more broken than it previously was. Add ontop of the fact that slugging would become meta as would slugging perks, which makes for an equally unfun game aspect, and that slugged survivors recover more quickly? I'd say that's not an aspect of the game you want to bring back. It gets even worse if you start throwing in less hook addons, and how the devs aren't really the best at balancing something so easily difficult to balance when they can hardly handle balancing perks and killers sometimes.
The last game this game needs is more things that make it unfun for people. It should be made to help make the current unfun things more tolerable, not adding to the pile of ######### survivors or killers have to deal with.
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Maybe it could be as simple as letting survivors work together to sabo a hook at faster speeds, so that you could sabo an area as a team quickly. Something like that maybe.
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Me and my friend Sabo’d with toolboxes and empathy we’d go to the area they’re working on gens and Sabo all the hooks to 99 then complete gen, move to next area. It was VERY EFFECTIVE. The other survivors saw and would run to where they were 99’d it worked like a dream. Sorry you don’t have the same experience :/
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Honestly, I would return that wonderful time when Iron Grasp provided 36% of the time of the escape from the hands, but the hooks could be broken forever.
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Not exactly. If anything I think the perfect solution would be to make hooks coming back dynamic. Faster based on less hooks avalible sort of thing. First hook broken is 180, but then every hook over 1 speeds it up by 10% with basement hooks coming back at double speed. This would allow for all the hooks on the map to come back and be in effect faster, yet would allow for saboing to be faster
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I think sabo in its current form is unhealthy because just little number changes can make it totally worthless or borderline OP with a very hard to reach middleground, so it would be better to scrap the idea of destroying hooks and rework it to make it do something else, like slowing Entity progression, increasing chances to kobe etc.
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