Hooks should not destroy themselves upon a sacrifice
Minor as the amount of cases might be, it's still a stupid mechanic that occasionally makes you lose a deserved kill. What ends up happening is the other hooks are too far, and then you either have to drop the survivor or let them get off because the hook is too far. Especially in endgame scenarios, how is this even remotely fair? We shouldn't have to save hooks near the exits for later, just for the possibility that we might run out of nearby hooks.
Comments
You could just be more aware of this when death hooking each of the first 3 survivors... every killer who isn't also playing against Jeff's Breakdown (Very niche as it is for Sabo squads) usually has more than enough time to get survivors to one of 2~4 hooks whenever they pick someone up. It's entirely on you in making that mistake rather than complaining that it is "remotely" unfair... just work on the issue in future games.
Edit: Or run Agitation/Iron grasp as a bandaid
I was going to say something like "yadda yadda use Hangman's Trick", but then I remembered that it doesn't actually restore hooks broken by sacrifice anymore.
Wonder if they should bring that part of it back?
Basement hooks never break. I think I gave Meg a disease by making her share hooks.
But all in all it's at max 3 hooks you suddenly can't use anymore? Just makes it necessary to be more mindful of your surroundings. Don't cluster survivors you kill in the same spot. It's as simple as walking past the closest hook to use one off in the corner.
Not gonna lie, that was my favorite part of Hangman's Trick.
It was my guilty pleasure perk until they felt the need to nerf it. (and yes it was a nerf - it went from hard countering sabotage to being absolutely useless against it, instead becoming a mediocre tracking perk)
The random auras from people wandering too close to hooks makes it still viable imo.
My favorite part too especially at tier 3. All I do is run bubba with it and hope to see a sabo team go for the hooks.