Remove First Hook

What is the point of the first hook stage? It does literally nothing but maybe allow other survivors to ignore you to second stage while doing a generator. Might as well have struggle phase be the only one, at least the survivor on the hook gets survival points for resisting that.

Increase struggle phase to 100 seconds to compensate, folding most of the timer of the first hook into one.

Comments

  • So if the second a survivor is hooked, the other survivors feel an urgent need to immediately go for the rescue... where will the most efficient place be for the killer to find another survivor?

    This would only promote camping.

  • @Seraphor said:

    So if the second a survivor is hooked, the other survivors feel an urgent need to immediately go for the rescue... where will the most efficient place be for the killer to find another survivor?

    This would only promote camping.

    Killers that are going to camp will just camp regardless. Your argument is invalid, kthx.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2447946#Comment_2447946

    Killers that are going to camp will just camp regardless. Your argument is invalid, kthx.

    Yes, campers gonna camp.

    My point is, this would give a good reason for non-camping killers, to start camping. Gone is the gen pressure, that other survivors could be doing gens instead of coming for the rescue.

    You are now guaranteed to have another survivor immediately running to the hook. No more reason to leave it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2447958#Comment_2447958

    Yes, campers gonna camp.

    My point is, this would give a good reason for non-camping killers, to start camping. Gone is the gen pressure, that other survivors could be doing gens instead of coming for the rescue.

    You are now guaranteed to have another survivor immediately running to the hook. No more reason to leave it.

    Survivors bring those playstyles on themselves by genrushing.

  • This is... an odd thing to rant about. There are more important things to worry about in this game, and this is what you're concerned about?

  • @glitchboi said:

    This is... an odd thing to rant about. There are more important things to worry about in this game, and this is what you're concerned about?

    Nah, its mostly to prove a point. Also nice whataboutism, terrible argument.

  • Buff Camaraderie to double its duration and remove the requirement to hit skill-checks, and we've got a deal.

  • @DetailedDetriment said:

    Buff Camaraderie to double its duration and remove the requirement to hit skill-checks, and we've got a deal.

    I did recommend buffing Camaraderie, you can read about it here:

    @BenihimeWrath said:

    Increase base generator completion time to 120 seconds, this changes repair charges from 1.25c/s to .83~c/s a nerf of 34%.

    • Passively buffs all generator defense perks, giving them a larger window to be effective.
    • Passively buffs survivor perks that interfere with generator regression, specifically repressed alliance, blast mine.
    • Passively buffs all killer perks based on generator %
    • Suggest reducing % activation required for survivor perks to compensate.
    • Gives a new opportunity for game development by allowing the introduction of more survivor perks that directly affect generators.

    Increase multiple survivor penalty to 20%/35% per # of survivors. A change of 1.3c/s per 2 survivors, 1.6c/s per 3 survivors, penalty for 4 survivors all on one gen remains the same at 45% for 1.8c/s. A nerf of 24%/24%/19%.

    • Reduces survivors ability to finish generators easily by efficiently two manning them early, giving more opportunity for killers to return and interrupt, passively buffing lower performing gen defense perks such as Surge. While also attempting not to affect rushing the last generator by too much.

    Increase Great Skill check window by 33% on generators only, and give 2% for succeeding. All other skill check windows unchanged.

    • Meant to help compensate for the increased generator speeds through means of skill, making them more interactive and more accessible to the average player simultaneously.
    • Passively buffs perks relying on Great Skill checks on generators, such as Stake Out, Fast Track

    Revert toolbox nerfs, as their power is now more in line with the new time it takes to finish a generator. (Besides BNP, obviously.)

    • Passively buffs perks that aid in the preservation of items such as Streetwise, Built to Last
    • Passively buffs perks that aid in the consumption of items, such as Franklin's Demise, Overwhelming Presence

    Suggested changes in relation to these changes.

    • Increase survivor hook state to 80 seconds for both states, a buff of 25%, to reduce the effectiveness of camping a survivor near a strategic generator. Chances to 'kobe' remain the same, effectively adding a 4th chance base line.
    • Buff Camaraderie to be 32/39/45 seconds. A buff of 33%
    • Change Gear Head to activate on any attack, instant downs that consume 2 health states automatically trigger Gear Head. Change Gear Head to only trigger on Great Skill checks, or Good Skill checks that have been upgraded by Stake Out. Making it a much more effective perk at higher skill levels and increasing synergy with lethality perks.
    • Change Surge to activate on any attack, instant downs that consume 2 health states now double proc Surge for 16% instant regression, making the perk a greater gen defense contender and increasing synergy with lethality perks. Change Surge to now rely on killer terror radius in accordance with its new power budget instead of a flat 32 meters, forcing some killers to have to run terror radius increasing addons/perks to compensate. (Spirit, Deathslinger, Huntress, Trickster, Myers as examples) Also rewards higher skill cap positioning/use of ranged killers.
    • Reduce Blast Mine requirements to 44% generator repair before activating, reduce Repressed Alliance requirements from 80/70/60 to 75/60/45 seconds repairing.
    • Increase Streetwise effectiveness from 15/20/25% to 20/25/30% and Increase Built to Last from 30/40/50% to 40/50/60% to compensate for the extra length of trials, more uniquely positioning the effectiveness of the perks.
    • Remove increased generator repair speed from Spine Chill in accordance with the more valuable increased skill check chance.
    • Increase the bonus of Stake Out from 1% to 2% (4% effectively with the increased bonus of Great Skill checks.)
    • Increase the duration of Detective's Hunch from 10 seconds to 15 seconds to compensate for the increased interval generators will now pop. Increase Dark Sense from 10 to 15 seconds.
    • Increase Bitter Murmur from 5 seconds to 8 seconds for the first 4 generators and from 10 to 15 seconds for the last generator.
    • Increase Distortion from 3 to 6 tokens to compensate for the now more useful, universal perk, Bitter Murmur.
    • Add a 2.5% instant generator damage to baseline kick which now takes survivors a little over 3 seconds to compensate for. (1 second more than the killer takes in the base kick animation.) Making gen tapping a more strategic choice for survivors, as well as making the baseline kick a more strategic option for killers.
    • Increase baseline regression from 1/4th speed to 2/5ths speed to compensate for the now lower c/s of survivors. From .25 c/s to .33 c/s. A buff of 25%. Passively increases the value of removing survivors from generators and keeping them off, reducing the need to camp/slug multiple members of the survivor team.
    • Increase baseline time to cleanse Hexes from 14 seconds to 18 seconds. A nerf/buff of 23%.

    Overall the goal of these changes is an attempt to slow the game down, reducing the need of both sides to rush the other, giving a greater opportunity for build diversity to flourish. Happy to add anything that I might have forgotten.