Sabotage/Hook changes
It seems a little unfair that survivors can get so many hooks to 99%, then when you're slowly carrying someone they dash forward to tap it and have it collapse in front of you. Especially when they do this to every hook in the area.
Having to 1) Buy the saw DLC) 2) Unlock the hangmans trick perk in the pig's bloodweb, 3) unlock said perk in your chosen killers bloodweb and 4) bring it into every game is unrealistic.
Hook sabo meter should slowly regress overtime. Ensuring that survivors choose carefully which hooks they sabotage. Leaving it a 99% and having them tap it is stupid and ruins the game. Just have it slowly regress, then if they've left it long enough a simple tap won't fix it, but if they've been keeping up on it then they can still pull the sabotage off in time.
Comments
Right now Sabo is pretty balanced.
I see it hardly ever used and even if, a hooked being sabod while I carry someone to it is usually just once per match. Nothing to hard to handle compared to the effort the Sabo player put into it. I have them rather running around prepping hooks instead of rushing gens.
But if you can't hook this person, you just wasted x amount of time chasing them while they do their stupid loops. Plus remember you've got 12 hooks to get in a very limited amount of time.
It's ridiculous how they can just steal them out from right under your nose. Just have them regress slowly like a generator does when kicked.
Yes slugging will just become meta if survivors really start saboing again. We had this already and this was exactly the reason why saboing was nerfed so hard.
Hooks will still respawn, so we won't get to the horror that was pre nerf Sabo.
I played at that time and you needed (pre nerf) Ig to have at least a chance to get someone hooked.
Basement trapper builds had been strong at that point for that reason.