Cooldown time on hooks and nerf killers range.

I think you guys should put cool down times on hooks whenever a survivor gets unhooked/saved by one of their team mates and the team mate that saved them gets downed, there should be a cool down on that specific hook to prevent killers from getting easy kills. Nothing crazy like 5 minutes just something that’s manageable and fair/balanced. Also this would help tremendously with killers who camp hooks and tunnel.

Also I think the killers range needs to be nerfed. I’ve been downed countless times by killers who aren’t even close to me. I’m not sure if that’s just a connection issue but it happens way too much and it’s frustrating.

Comments

  • Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.

    Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think

  • @ThatOneDemoPlayer said:

    Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.

    Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think

    Lol no. Killers shouldn’t be able to throw three survivors on the same hook after they get saved and the person that saved them gets downed in the process. Killers have many ways to prevent survivors from doing literally their main and only objective. Killers can still tunnel and camp. I don’t see the issue here with putting cool down times on hooks that have been used. The hooks are already laughably close to each other so what’s the issue here. Not to mention I’m not saying to put a crazy long cool down time just something to stop killers from getting easy kills.

  • @ThatOneDemoPlayer said:

    Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.

    Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think

    Also DS is useless now.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141093#Comment_3141093

    Lol no. Killers shouldn’t be able to throw three survivors on the same hook after they get saved and the person that saved them gets downed in the process. Killers have many ways to prevent survivors from doing literally their main and only objective. Killers can still tunnel and camp. I don’t see the issue here with putting cool down times on hooks that have been used. The hooks are already laughably close to each other so what’s the issue here. Not to mention I’m not saying to put a crazy long cool down time just something to stop killers from getting easy kills.

    How do you even get 3 Survivors hooked on the same Hook? That's the Survivor's fault for saving in front of the Killer.

    Hooks have to be close to each other, if they weren't and you could reliably wiggle off on your own, Hooks would never be used and everyone would slug Survivors.

    Sacrifices aren't easy. They're only easy if Survivors make them easy

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097

    How do you even get 3 Survivors hooked on the same Hook? That's the Survivor's fault for saving in front of the Killer.

    Hooks have to be close to each other, if they weren't and you could reliably wiggle off on your own, Hooks would never be used and everyone would slug Survivors.

    Sacrifices aren't easy. They're only easy if Survivors make them easy

    You’ll be surprised I’ve seen it happen lol. If killers have ways to make the survivors job harder and take longer than the least they can do is put a cool down time on a hook that’s been used. It’s not fair that they can throw someone on the same hook seconds after someone just got saved from said hook.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141100#Comment_3141100

    You’ll be surprised I’ve seen it happen lol. If killers have ways to make the survivors job harder and take longer than the least they can do is put a cool down time on a hook that’s been used. It’s not fair that they can throw someone on the same hook seconds after someone just got saved from said hook.

    If you've seen it happen, that means the Survivors made a mistake and the Killer capitalized on it.

    Guess Killers aren't allowed to capitalize on mistakes without pointless cooldowns

  • So killers will just slug instead.

    You could use Breakdown and Boil Over, but again, if a killer encounters this, they will slug.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141102#Comment_3141102

    If you've seen it happen, that means the Survivors made a mistake and the Killer capitalized on it.

    Guess Killers aren't allowed to capitalize on mistakes without pointless cooldowns

    If this is such a ludicrous and pointless suggestion than might I ask what you’ll suggest to stop killers from camping hooks? What do you propose they do? I mean there’s already plenty of things to prevent survivors from camping and slowing down gen time and opening exit gates….what penalty would you suggest for this problem? I’d love to hear it.

  • @Seraphor said:

    So killers will just slug instead.

    You could use Breakdown and Boil Over, but again, if a killer encounters this, they will slug.

    How would that lead killers to slugging?

  • If a killer downs a survivor, but cannot put them on a hook, what are they going to do with that survivor?

  • Go to the other hook that’s probably like 5 inches away lmao.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/341985/cooldown-time-on-hooks-and-nerf-killers-range

    What is the obsession of people labelling any kill a killer gets that they don't like "easy"? A good deal of the time theses "easy" kills a survivor will hand to the killer on a platter. Don't want "easy" kills? Don't make them easy.

    https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097

    "Killers have many ways to prevent survivors from doing literally their main and only objective."

    Isn't that the whole point of the killer role? You, know, prevents survivors from finishing their objective.

    Well you make a fair point. But I still stand by what I say. There should be some kind of penalty to stop killers from camping hooks and tunneling. Also there’s plenty of other hooks on the map that are quite close to each other so I don’t see why you guys are whining about such a suggestion. A cool down time on a hook will prevent killers from downing someone that saved their team mate and throwing them on the same hook seconds later. That’s too easy. You guys are fine with the developers catering to you guys and making the survivors job hard and far too long to do but cry when I suggest something of the same to be on the killers side. They just buffed the time it takes to complete gens which wasn’t really needed and now makes games even more tedious. Cool down time on hooks doesn’t even seem like that big of a deal if you compare it to other suggestions that have actually been put in the game thus far.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141113#Comment_3141113

    If this is such a ludicrous and pointless suggestion than might I ask what you’ll suggest to stop killers from camping hooks? What do you propose they do? I mean there’s already plenty of things to prevent survivors from camping and slowing down gen time and opening exit gates….what penalty would you suggest for this problem? I’d love to hear it.

    Do gens? If Survivors are efficient on Generators, camping will lead to a loss

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141127#Comment_3141127

    Do gens? If Survivors are efficient on Generators, camping will lead to a loss

    Hmmm how does that fix the core problem at hand? Survivors need to save their team mates in order to up their chances of survival. If a killer is camping a hook how are they supposed to work and complete all five gens while also wasting time trying to save their team mate that’s being camped. A cool down time will prevent killers the luxury of camping hooks and getting easy wins.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141147#Comment_3141147

    Hmmm how does that fix the core problem at hand? Survivors need to save their team mates in order to up their chances of survival. If a killer is camping a hook how are they supposed to work and complete all five gens while also wasting time trying to save their team mate that’s being camped. A cool down time will prevent killers the luxury of camping hooks and getting easy wins.

    A chase will usually end with 2 Generators done, if the Survivors is good, that is.

    2 Hook States take 120 seconds, 3 separate Generators take 90.


    You have plenty of time to finish all 5 Generators and escape, sometimes you'll even save the hooked Survivor.


    Camping isn't a problem you can fix, it'll always be part of the game

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141149#Comment_3141149

    A chase will usually end with 2 Generators done, if the Survivors is good, that is.

    2 Hook States take 120 seconds, 3 separate Generators take 90.

    You have plenty of time to finish all 5 Generators and escape, sometimes you'll even save the hooked Survivor.

    Camping isn't a problem you can fix, it'll always be part of the game

    I still think they should at least put a 20 second to 25 second cool down time on hooks or longer. There are ways to prevent survivors from camping, there should be some way to prevent killers from camping hooks. By “sometimes” you’re insinuating that most of the time you won’t be able to save the survivor from being camped and killed. That isn’t fair to the player who is being camped to stay on the hook for that long and die.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141156#Comment_3141156

    I still think they should at least put a 20 second to 25 second cool down time on hooks or longer. There are ways to prevent survivors from camping, there should be some way to prevent killers from camping hooks. By “sometimes” you’re insinuating that most of the time you won’t be able to save the survivor from being camped and killed. That isn’t fair to the player who is being camped to stay on the hook for that long and die.

    Again, it's a worthless and pointless cooldown that only exists to give the Survivors a fighting chance after already messing up.

    Yes, 1 Survivor sometimes dies, boo hoo. 3 Escapes are still a loss for the Killer

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141156#Comment_3141156

    I still think they should at least put a 20 second to 25 second cool down time on hooks or longer. There are ways to prevent survivors from camping, there should be some way to prevent killers from camping hooks. By “sometimes” you’re insinuating that most of the time you won’t be able to save the survivor from being camped and killed. That isn’t fair to the player who is being camped to stay on the hook for that long and die.

    Survivors...... camping? I don't understand what you mean.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141163#Comment_3141163

    Again, it's a worthless and pointless cooldown that only exists to give the Survivors a fighting chance after already messing up.

    Yes, 1 Survivor sometimes dies, boo hoo. 3 Escapes are still a loss for the Killer

    Lmao that’s whole point of this suggestion captain obvious…. To give survivors a fighting chance in a game where killers have all the advantages. If it’s so pointless than why are you crying about the suggestion? I agree though the cool down time should be longer

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141163#Comment_3141163

    Again, it's a worthless and pointless cooldown that only exists to give the Survivors a fighting chance after already messing up.

    Yes, 1 Survivor sometimes dies, boo hoo. 3 Escapes are still a loss for the Killer

    Also isn’t that the whole point of noed? To gives killers a fighting chance for messing up all game?

  • @Ivansanchez224 said:

    Go to the other hook that’s probably like 5 inches away lmao.

    You don't play killer much do you?

    Hooks don't tend to be "5 inches away" from each other. (Except a recently bugged Coldwind Farm.) On large maps like Mother's Dwelling, Eyrie of Crows and others disabling a single hook can create voids in the map where if a survivor goes down there are no hooks a killer can take them to, especially near the edges of the map. An altruistic team on one of those maps can prevent hooks with Breakout, Sabotaging and good ol' body blocking.

    I run Agitation on almost all my killers to combat this issue.

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141164#Comment_3141164

    Lmao that’s whole point of this suggestion captain obvious…. To give survivors a fighting chance in a game where killers have all the advantages. If it’s so pointless than why are you crying about the suggestion? I agree though the cool down time should be longer

    Killers don't have all the advantages, not if you're good anyway, but seeing as you agree with this suggestion, I don't think you are

  • Sounds like you want to run breakdown

  • @Ivansanchez224 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141093#Comment_3141093

    Lol no. Killers shouldn’t be able to throw three survivors on the same hook after they get saved and the person that saved them gets downed in the process. Killers have many ways to prevent survivors from doing literally their main and only objective. Killers can still tunnel and camp. I don’t see the issue here with putting cool down times on hooks that have been used. The hooks are already laughably close to each other so what’s the issue here. Not to mention I’m not saying to put a crazy long cool down time just something to stop killers from getting easy kills.

    • Survivors have stuff to speed-up generators (toolboxes, action speed increase perks, etc) and stuff to hinder the killer (sabotaging, flashlights, perks to help with looping, etc).
    • Killers have stuff to slow down generators (regression, slowdown, information perks to hinder repairs, etc) and stuff to hinder the survivors (chase related perks, debuffs, etc).

    It would be awful to introduce a random new mechanic to hinder a certain side when it isnt even needed. If you are having trouble saving a survivor off a hook or are at risk of being tunneled, there are perks to cover that.

    • Want to save a survivor? Try bringing a Styptic Agent, or a medkit to heal yourself and go for the save.
    • Want to protect the unhooked survivor? Try bringing Borrowed Time or Guardian.
    • Want to protect yourself after an unhook? Try bringing Decisive Strike or Off the Record.
    • OR BETTER YET... There is this perk, I think you might like it, it's called "Breakdown". It breaks the hook you were hooked on after you were unhooked, I know, shocking. You should 100% use it. Plus Jeff is an awesome character, you might end up liking them (if you dont already).

    The solutions to your problem are staring you right in the face, so why not use it? Maybe because "I dont want to use a perk to counter a playstyle?", I can empathize with that, well, surely it isnt any different from the killer's end of things... killers are forced to run regression perks otherwise they still get stomped because the basekit changes dont help protect generators that much, it isnt any different... Hmmmm.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142159#Comment_3142159

    Killers don't have all the advantages, not if you're good anyway, but seeing as you agree with this suggestion, I don't think you are

    Nahhh killers do have all the advantages

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097

    • Survivors have stuff to speed-up generators (toolboxes, action speed increase perks, etc) and stuff to hinder the killer (sabotaging, flashlights, perks to help with looping, etc).
    • Killers have stuff to slow down generators (regression, slowdown, information perks to hinder repairs, etc) and stuff to hinder the survivors (chase related perks, debuffs, etc).

    It would be awful to introduce a random new mechanic to hinder a certain side when it isnt even needed. If you are having trouble saving a survivor off a hook or are at risk of being tunneled, there are perks to cover that.

    • Want to save a survivor? Try bringing a Styptic Agent, or a medkit to heal yourself and go for the save.
    • Want to protect the unhooked survivor? Try bringing Borrowed Time or Guardian.
    • Want to protect yourself after an unhook? Try bringing Decisive Strike or Off the Record.
    • OR BETTER YET... There is this perk, I think you might like it, it's called "Breakdown". It breaks the hook you were hooked on after you were unhooked, I know, shocking. You should 100% use it. Plus Jeff is an awesome character, you might end up liking them (if you dont already).

    The solutions to your problem are staring you right in the face, so why not use it? Maybe because "I dont want to use a perk to counter a playstyle?", I can empathize with that, well, surely it isnt any different from the killer's end of things... killers are forced to run regression perks otherwise they still get stomped because the basekit changes dont help protect generators that much, it isnt any different... Hmmmm.

    Literally everything you just mentioned killers have a counter for and are considered useless most of the time. There needs to be a cool down time on hooks I see no problems here

  • Seeing as you have no actual arguments.

    L + ratio

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141136#Comment_3141136

    You don't play killer much do you?

    Hooks don't tend to be "5 inches away" from each other. (Except a recently bugged Coldwind Farm.) On large maps like Mother's Dwelling, Eyrie of Crows and others disabling a single hook can create voids in the map where if a survivor goes down there are no hooks a killer can take them to, especially near the edges of the map. An altruistic team on one of those maps can prevent hooks with Breakout, Sabotaging and good ol' body blocking.

    I run Agitation on almost all my killers to combat this issue.

    If you are on midwitch, you are right. If you are on saloon, you will not find a spot on the map where there won't be at least 5 hooks within carry distance (no perk equipped). Even on mothers dwelling you are guaranteed to have at least 2 hooks in your vicinity. But realistically there will be 4.

    If there was new unhook mechanics that would break the hook (for regular 30s) that would be actually nice. But that would also mean some kind of killer compensation would be required. Maybe add 5s/gen time? IDK. But something would be needed

  • If you can’t see how killers have all the advantages than you’re just slow lmao