Ways to Nerf Hangman's Trick without Ruining It

Only one of these should happen to make it still viable and useful to a killer. These are just ideas.

Disclaimer: The Devs have not even mentioned if it's getting nerfed.

  1. Reduce the range of a hook's aura reading ability to 6/8/10 meters
  2. Limit the aura reading to the closest 4/5/6 hooks
  3. Have a brief cool-down 50/45/40 seconds

Again just ideas and only of them should happen as doing all 3 would completely destroy the perk's potential. But they need to do something, as it is basically just BBQ & Chili at this point.

Comments

  • Itd be nice to get a decent perk rework for killers at this point...the new perks range from mediocre to only potentially useful on very specific setups

  • @immortalls96 said:

    Itd be nice to get a decent perk rework for killers at this point...the new perks range from mediocre to only potentially useful on very specific setups

    A lot of their perks need a rework, as you correct in saying a lot of killer perks are situational which is not what they should be, all of them need to be useful a majority of the time. Survivor perks need to naturally be weaker and more situational as to not overpower and bully the killer. Which is why it's so upsetting that the next set of perks that are getting a rework are like 7 survivor perks and only cruel limits on the killer side.

  • If they nerf it they better nerf for the people while they are at it, that perk is insane. In terms of it's anti tunnel powers it's amazing I approve of it, but in terms of it's ability to deny death hooks entirely....not so great.

    Then you have the fact you can sabo any hook in like 2 seconds now....

  • @[Deleted User] said:

    If they nerf it they better nerf for the people while they are at it, that perk is insane. In terms of it's anti tunnel powers it's amazing I approve of it, but in terms of it's ability to deny death hooks entirely....not so great.

    Then you have the fact you can sabo any hook in like 2 seconds now....

    Absolutely sabotaging needs to be changed as well, it's ridicuolsy overpowered especially with swf groups. It needs to take longer to sabo a hook, the cooldown on sabo needs to be longer, and toolboxes still allow for too many sabos. The whole thing needs to be changed again, as it promotes slugging and is extremely frustrated for any killer.

  • You could literally have stopped after just number 1 and the perk would still be trash at that point. Adding 2 and 3 makes the perk not even close to being ran by anyone and is just overkill by a massive margin.

    Keep it's current state it has on the PTB but make it only show moving survivors or survivors interacting (gens, totems etc). This makes the counter be simply standing still.

  • Im a little confused here. Does the perk receive some sort of buffs since we ask for nerfs?

    because Hangmans trick is not a trick ive ever heard being an OP Perk before nor is it even a meta perk. so why are people asking for nerfs?

  • @Blueberry said:

    You could literally have stopped after just number 1 and the perk would still be trash at that point. Adding 2 and 3 makes the perk not even close to being ran by anyone and is just overkill by a massive margin.

    Keep it's current state it has on the PTB but make it only show moving survivors or survivors interacting (gens, totems etc). This makes the counter be simply standing still.

    2 wouldn't even have that much of an impact, as it would then still allow for the use of BBQ, otherwise the perk is useless except for the bloodpoints. 6 hooks would give you half of the map, the aura reading range on the hooks is massive. And then if you ran BBQ you could see the remainder of the survivors on the other half of the map. As it stands the devs will absolutely be nerfing the perk, cause it's what they do, I personally don't want it to change.

    Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements.

  • @Beardedragon said:

    Im a little confused here. Does the perk receive some sort of buffs since we ask for nerfs?

    because Hangmans trick is not a trick ive ever heard being an OP Perk before nor is it even a meta perk. so why are people asking for nerfs?

    Hangman's Trick got a major buff in the PTB, where when you pick up a survivor you can see the auras of any other survivors within range of a hook (an undisclosed distance), from any hook on the map. And from what it's looking like it's an improved BBQ & Chili and so everyone is speculating that the perk is probably going to be nerfed by the devs again. It also gives you a notification when a survivor starts saboing a hook.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112001#Comment_1112001

    2 wouldn't even have that much of an impact, as it would then still allow for the use of BBQ, otherwise the perk is useless except for the bloodpoints. 6 hooks would give you half of the map, the aura reading range on the hooks is massive. And then if you ran BBQ you could see the remainder of the survivors on the other half of the map. As it stands the devs will absolutely be nerfing the perk, cause it's what they do, I personally don't want it to change.

    Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements.

    "6 hooks would give you half of the map, the aura reading range on the hooks is massive."

    6 hooks would be around 1/4 of the map BUT you said only 5 meters...that is tiny as hell. You could make it map wide at 5 meters and you'd still hardly see anyone with half a brain.

    Regardless of how much better Hangmans could be than BBQ people will still run BBQ just for the blood points.

    "Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements."

    Not even remotely. Currently it's showing you regardless of how you're moving. With my change standing still would make it show the killer nothing.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112010#Comment_1112010

    "6 hooks would give you half of the map, the aura reading range on the hooks is massive."

    6 hooks would be around 1/4 of the map BUT you said only 5 meters...that is tiny as hell. You could make it map wide at 5 meters and you'd still hardly see anyone with half a brain.

    Regardless of how much better Hangmans could be than BBQ people will still run BBQ just for the blood points.

    "Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements."

    Not even remotely. Currently it's showing you regardless of how you're moving. With my change standing still would make it show the killer nothing.

    What you're saying is that there is 24 hooks on all maps? Which is completely false. There would be barely any distance between the with that many on the map. I was also talking about only having 6 hooks showing at the range reading they are currently at. I said that only one of them should be implemented not all 3. Again I just said that these were just my personal ideas and the range could be increased slightly. The whole reason Hangman's got buffed was to prevent the killer carrying a survivor to a hook that's about to be saboed. It wasn't intended as a way to find survivors to go after next, rather to just avoid sabotaged hooks. Currently it's showing people on the complete opposite side of the map, who are no threat to you getting to hook the survivor.

    And as a survivor why would you want to stand completelty still for however long it takes for the killer to hook the survivor, you're just wasting time at that point.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112017#Comment_1112017

    What you're saying is that there is 24 hooks on all maps? Which is completely false. There would be barely any distance between the with that many on the map. Again I just said that these were just my personal ideas and the range could be increased slightly. The whole reason Hangman's got buffed was to prevent the killer carrying a survivor to a hook that's about to be saboed. It wasn't intended as a way to find survivors to go after next, rather to just avoid sabotaged hooks. Currently it's showing people on the complete opposite side of the map, who are no threat to you getting to hook the survivor.

    And as a survivor why would you want to stand completelty still for however long it takes for the killer to hook the survivor, you're just wasting time at that point.

    "The whole reason Hangman's got buffed was to prevent the killer carrying a survivor to a hook that's about to be saboed."

    That is an assumption. It was changed because its previous function didn't work with the sabo changes. If the perk was literally just designed for countering Sabo the perk would never be ran because you never know when people are running Sabo or not. That would be terrible.

    "It wasn't intended as a way to find survivors to go after next, rather to just avoid sabotaged hooks."

    You are assuming this. They haven't actually said this. For all we know they are taking its design in a new direction.

    "And as a survivor why would you want to stand completelty still for however long it takes for the killer to hook the survivor, you're just wasting time at that point."

    So that he has no idea where you are at. The game is already way too fast for killers. As survivor you have time to waste. You are not on the time crunch, the killer is.

    "Again I just said that these were just my personal ideas and the range could be increased slightly."

    Your changes are just extreme overkill. Drop 2 and 3. Make the hook distance 10m, that's a reasonable change.

  • I hate cooldowns on perks, Im okay with them reducing the range considerably, as long as the effect stays the same.

  • @Witas said:

    I hate cooldowns on perks, Im okay with them reducing the range considerably, as long as the effect stays the same.

    Yeah, I think the range is a bit too far, it doesn't have to change by much though.

  • It only works when you are carrying someone, i dont think it requires any real changes.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112010#Comment_1112010

    "6 hooks would give you half of the map, the aura reading range on the hooks is massive."

    6 hooks would be around 1/4 of the map BUT you said only 5 meters...that is tiny as hell. You could make it map wide at 5 meters and you'd still hardly see anyone with half a brain.

    Regardless of how much better Hangmans could be than BBQ people will still run BBQ just for the blood points.

    "Only showing moving survivors pretty much means it's exactly the same as it is now, you've just broken it down into individual statements."

    Not even remotely. Currently it's showing you regardless of how you're moving. With my change standing still would make it show the killer nothing.

    Again, yes I assuming all of this, as well as everyone else, the perk might not even be nerfed. This is all speculation nothing has been said by the devs about change. I also never said to use all 3. The cooldown wouldn't even have a huge impact as most of the time it would take killers that amount of time to down another survivor, unless you're playing at rank 20. And I agree 10m would be fine, I was just throwing ideas around.

  • It doesn't matter if you can see them near a hook about to be sabo'd or not the problem is that SWF groups exist and BHVR seems to have forgotten that again. They are going to break BOTH the nearest hooks and take a wiggle out perk so that you are forced to slug.

    This puts them in the power role as they ALWAYS know how you are going to play, because it's the only thing you can do at that point. Which is not fun for the killer as they have just had most of their gameplay options taken away entirely, can't earn as much blood points in the highest scoring thing they can do, and now are growing frustrated as a gen or two pop and they still have 0 hooks.

    Let me be clear, a sabo save is fine, if it required coordination and could be pulled off maybe once a game; given how fast gens can go, it would be fine. When it's an endless, unbreaking cycle, is where you have a problem.

    It's just going to promote SWF bullying even more; and now they can take for the people AND no mither and just constantly get each other up with no real penalty because they have no mither to also get up if the killer slugs.

    I dunno, I really think that sabo change was not thought through at all, it worries me for the future of the game that they didn't see or predict any of this, it's so clear to see.

  • @[Deleted User] said:

    It doesn't matter if you can see them near a hook about to be sabo'd or not the problem is that SWF groups exist and BHVR seems to have forgotten that again. They are going to break BOTH the nearest hooks and take a wiggle out perk so that you are forced to slug.

    This puts them in the power role as they ALWAYS know how you are going to play, because it's the only thing you can do at that point. Which is not fun for the killer as they have just had most of their gameplay options taken away entirely, can't earn as much blood points in the highest scoring thing they can do, and now are growing frustrated as a gen or two pop and they still have 0 hooks.

    Let me be clear, a sabo save is fine, if it required coordination and could be pulled off maybe once a game; given how fast gens can go, it would be fine. When it's an endless, unbreaking cycle, is where you have a problem.

    It's just going to promote SWF bullying even more; and now they can take for the people AND no mither and just constantly get each other up with no real penalty because they have no mither to also get up if the killer slugs.

    I dunno, I really think that sabo change was not thought through at all, it worries me for the future of the game that they didn't see or predict any of this, it's so clear to see.

    Sabo needs to be reverted back to the way it was, as it took time out of the survivors gen repairs to go and 99 the hooks.

  • Make it 24-32m aura reading around the killer. It would allow to see sabo team around, but it wouldnt wallhack all map.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111980#Comment_1111980

    A lot of their perks need a rework, as you correct in saying a lot of killer perks are situational which is not what they should be, all of them need to be useful a majority of the time. Survivor perks need to naturally be weaker and more situational as to not overpower and bully the killer. Which is why it's so upsetting that the next set of perks that are getting a rework are like 7 survivor perks and only cruel limits on the killer side.

    Eeyup

  • #1 would absolutely ruin the perk.

    #3 would probably drop the perk into Thrilling Tremors level, which is not very good IMO.

    #2 seems like the best option among the three.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112065#Comment_1112065

    Sabo needs to be reverted back to the way it was, as it took time out of the survivors gen repairs to go and 99 the hooks.

    I don't really agree with that either, because I do get where they were trying to go with it. The current sabo groups you go against 99 every hook, and it basically makes the match a troll game that is not even really playable. This makes the old method of it not actually doable, so in that sense the changes are a success.

    The second thing is sabotage beyond that, was entirely useless, if you were in solo you would NEVER sabo there was 0 reason to, and trying to make it useful was actually a pretty smart thing....

    The results however are they fixed one problem, but made it incredibly easy for SWF troll groups to just deny the hooks entirely, and didn't make it all that much more useful for people outside of that situation.

    So I think the old way was not exactly good, but this one is far worse. If they did revert the sabo changes (They don't BHVR is stubborn they will just say they see no issue with it and leave it mostly as is and just make a small change at most ) it would still not be in a good place.

    It needs changes, but these are not really the right ones I don't think....

  • as soon as someone is down you jump in a locker, e to the z, you just have to do it a little sooner then with BBQ, is that so problematic?

  • @[Deleted User] said:

    It doesn't matter if you can see them near a hook about to be sabo'd or not the problem is that SWF groups exist and BHVR seems to have forgotten that again. They are going to break BOTH the nearest hooks and take a wiggle out perk so that you are forced to slug.

    This puts them in the power role as they ALWAYS know how you are going to play, because it's the only thing you can do at that point. Which is not fun for the killer as they have just had most of their gameplay options taken away entirely, can't earn as much blood points in the highest scoring thing they can do, and now are growing frustrated as a gen or two pop and they still have 0 hooks.

    Let me be clear, a sabo save is fine, if it required coordination and could be pulled off maybe once a game; given how fast gens can go, it would be fine. When it's an endless, unbreaking cycle, is where you have a problem.

    It's just going to promote SWF bullying even more; and now they can take for the people AND no mither and just constantly get each other up with no real penalty because they have no mither to also get up if the killer slugs.

    I dunno, I really think that sabo change was not thought through at all, it worries me for the future of the game that they didn't see or predict any of this, it's so clear to see.

    No mither and FTP would not work together.

    This post is about Hangman's Trick and its aura reading ability on every hook in the map with a radius of 16m for each one, saboteur needs a change imo but so does this perk.