Putting old Hangman's Trick onto a Scourge Hooks ("New" perk idea)

Hangman's Trick used to make the hooks come back after short time when destroyed in the sacrifice process.

I think this would make for an interesting perk I would actually use to prevent hook dead zones (which is a thing on couple of maps, including the newest one). It could either be replaced by the Hangman's Trick (as this would fit the Pig thematically) or be just a new perk.

Since it is a Scourge Hook perk, meaning it works only on limited amount of hooks (Old Hangman's Trick worked on every hook and people didn't use it) I added unhooking penalty which is increased by the same amount thes sabotaging is.


Scourge Hook: Mr.Fixit

Your ingenious modifications to hooks prevent tampering and permanent damage.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks.

Scourge Hook destroyed by any means spawns back after 10 seconds.

Sabotaging a Scourge Hook requires 50/75/100% more time and charges and also creates loud noise notification when it begins. Unhooking a survivor hooked on a Scourge Hook also takes this much longer.

Comments

  • I think this perk should not be a scourge hook, and should have a complete rework to make it worth using

  • @Leonardo1ita Got a proposition for change?

  • @Ssajbambusa said:

    @Leonardo1ita Got a proposition for change?

    No, but I remember I heard better ideas, like from Otz and others

  • @Leonardo1ita You could paste them here in that case...

  • Why limit it to Scourge Hooks? Hypothetically say you had a perk that just said “Destroyed hooks come back 100% faster than normal and take 100% longer to sabotage and give a noise alert when sabotaged”. I doubt that would be overpowered, would do the same thing you’re asking for, but would also have an effects even on its own without using Scourge Hooks.

  • @dugman Because your proposition does not resurrect hooks used in sacrifice and thus is useless

    Also longer unhooking time is actually a new mechanic and it would fit Scourge Hooks well as the scarier hooks to get hooked on - way more grabs if survivor is too cocky.

  • @dugman said:

    Why limit it to Scourge Hooks? Hypothetically say you had a perk that just said “Destroyed hooks come back 100% faster than normal and take 100% longer to sabotage and give a noise alert when sabotaged”. I doubt that would be overpowered, would do the same thing you’re asking for, but would also have an effects even on its own without using Scourge Hooks.

    It would be kinda lightborn level. Just something to screw survivors when you see stacked items.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714582#Comment_2714582

    It would be kinda lightborn level. Just something to screw survivors when you see stacked items.

    Well sure, a perk that makes sabotaging much harder across the board would be kind of like Lightborn for sabo. Seems ok to me. 🤷‍♂️

  • we don't need more bandaid perks, the problem is the scourge hooks break is a fundamental problem with the mechanic. They should either respawn or move to a different hook at base. There's already only 4, they're already random, they shouldn't also go down in number just for using them if you get the opportunity on the wrong survivor.

    Again, at base. There's only 4 perk slots, we cant run more baindaids, changes to base mechanics need to be made.

  • @MrPenguin The whole idea behind Scourge Hook perks is having 4 hooks that are stronger than the others, if you just make them bounce to the other hook once inactive or destroyed you might aswell do this a simple 'on hook' perks - which would made Pain Resonance absolutely broken.

  • @Ssajbambusa said:

    @MrPenguin The whole idea behind Scourge Hook perks is having 4 hooks that are stronger than the others, if you just make them bounce to the other hook once inactive or destroyed you might aswell do this a simple 'on hook' perks - which would made Pain Resonance absolutely broken.

    Then just leave them as they are. Its the same problem if they respawn so lets not do that either if that's your opinion.

    You can't always get to a scourge, its only 4 hooks on the entire map. Making them bounce or respawn would just stop them breaking just because you won a chase with a survivor that's dead on hook while you're near one.

    Respawning does the same thing except now you don't even lose the hook. Its a better effect than moving the perk hook so your suggestion would also "made Pain Resonance absolutely broken" since its a better effect.


    "if you just make them bounce to the other hook once inactive or destroyed you might as well do this a simple 'on hook' perks"

    Why? No one said make it effect every hook or increase the amount. If you're gonna make the hook respawn once inactive or destroyed you might as well do the same thing then.

  • A decent idea making hangman's trick a scourge hook perk, but it would have to be reworked in some other way because your idea is still too weak to be used.

  • Bumping the topic, because I genuinely think this is actually balanced and usefull (I personally would use it, cause I hate hook generation algorhytm).