Would spreading out hooks be viable if...

hooking would inflict a debuff to the hooked survivor (1 hook = 90sec gens, 2 hooks = 100sec gen)

Or would you need different numbers?

And how strong would it be compared to tunneling or having someone dead at 6 hooks?

I think tunneling would still be stronger, but it wouldnt be a problem to nerf it if spreading hooks would be viable.

Comments

  • Wouldn’t fix the main issue which is early game speed. Late game gen defence isn’t too bad actually

  • @Phasmamain said:

    Wouldn’t fix the main issue which is early game speed. Late game gen defence isn’t too bad actually

    Especially if you 3 gen with PGTW.

  • I think it's as viable as ever, assuming you're not going against a proper sweaty team as a basic killer. I'm not saying it's viable to get 12 hooks, but a good snowball in current DbD is perfectly reasonable unless you're going agasint the predrop-and-W variety of survivors.

  • @TicTac said:

    hooking would inflict a debuff to the hooked survivor (1 hook = 90sec gens, 2 hooks = 100sec gen)

    Or would you need different numbers?

    And how strong would it be compared to tunneling or having someone dead at 6 hooks?

    I think tunneling would still be stronger, but it wouldnt be a problem to nerf it if spreading hooks would be viable.

    The problem lies in the very first chase because if the survivors are good three will be on separate gens while one is getting chased and by the time the first goes down three gens should be popping, as a killer in the current state of the game you almost have to just pick the 4 closest gens from the beginning and plan for your endgame, increasing gen times will drive players away and the game is fairly close to being balanced at this point so you cant do anything that's too overwhelming, SOMETHING needs to happen before you can start gens but what that something is Im not sure...

  • @Phasmamain said:

    Wouldn’t fix the main issue which is early game speed. Late game gen defence isn’t too bad actually

    @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/237347/would-spreading-out-hooks-be-viable-if

    The problem lies in the very first chase because if the survivors are good three will be on separate gens while one is getting chased and by the time the first goes down three gens should be popping, as a killer in the current state of the game you almost have to just pick the 4 closest gens from the beginning and plan for your endgame, increasing gen times will drive players away and the game is fairly close to being balanced at this point so you cant do anything that's too overwhelming, SOMETHING needs to happen before you can start gens but what that something is Im not sure...

    I know that. But what has an early game mechanic to do with spreading hooks? Losing early gens or not, i should still focus on making it a 3vs1. Its a different issue.

    You could say that making the game more balanced with an early game mechanic, would allow the devs to nerf tunneling. But i think you cant nerf tunneling that hard that killer would start spreading hooks without an incentive. Such a strong anti-tunneling-mechanic would break the game.

  • @Rizzo90 can you explain to me why this thread is now in feedback & suggestions? I know there are many threads which are in the wrong section, but i think my thread shouldnt be in this section.

    I dont want to suggest this idea. Its a 5sec idea and there are probably many problems with it. I wanted to discuss this idea and see different opinions. Then when i would be sure this idea makes sense, i would suggest it. Thats why the title is a question.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051883#Comment_2051883

    https://forum.deadbydaylight.com/en/discussion/comment/2051901#Comment_2051901

    I know that. But what has an early game mechanic to do with spreading hooks? Losing early gens or not, i should still focus on making it a 3vs1. Its a different issue.

    You could say that making the game more balanced with an early game mechanic, would allow the devs to nerf tunneling. But i think you cant nerf tunneling that hard that killer would start spreading hooks without an incentive. Such a strong anti-tunneling-mechanic would break the game.

    Because the suggestion you're making is to add a debuff to the survivors to make gen times longer based on who has been hooked and longer gen times is not the answer , nobody wants to hold m1 for nearly 2 minutes without a meaningful interaction, a change like that would be devastating to solo que where it's already hard enough to have a team who actually does the gens, I just don't think it's a very well thought out idea though I will say it's not a terrible idea

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051912#Comment_2051912

    Because the suggestion you're making is to add a debuff to the survivors to make gen times longer based on who has been hooked and longer gen times is not the answer , nobody wants to hold m1 for nearly 2 minutes without a meaningful interaction, a change like that would be devastating to solo que where it's already hard enough to have a team who actually does the gens, I just don't think it's a very well thought out idea though I will say it's not a terrible idea

    Yh im not sure what the best way is to fix this problem. But i thought that if the killer has so many hooks, he could have just won with tunneling anyway. Maybe the killer would need to hook everyone once and then the first debuff would activate and everybody twice for the second debuff? I know that gen times shouldnt be too long, but i dont know something different which would be better than killing someone early.

    The second debuff would be the same as max thana, so maybe it wouldnt be so strong if this debuff was time limited? Like it only lasts 2min after unhook?