Team Hook-Stage instead of Survivor Hook-Stage ? ( new Mode ? )
Why not make it so for example a Survivor Team has 7 Hookstages and the entity consumes all survivors if the Killer has reached that amount.
I think it would make it way easier to balance the game in general because you wouldnt have tunneling as a factor so there would always be 4 Survivors at any point in the game. Also i think it would actually make the game more fun for both survivors and Killers.
Currently i think all survivors hate tunneling and killers feel forced to do it because its the most effectiv way to win games. This idea would solve that problem.
Also i wanna add that this wouldnt have to replace the current DBD. It could just be a new mode.
Comments
See, I feel like that would do the exact opposite
If I'm a killer and I know the entire team has 7 lives, do you think I'm going to run around and chase various survivors or am I just going to hammer the hell out of the week link until it snaps and takes everyone out?
fair point. i think for this mode they could make it so you are not injured after getting unhooked. but yea i just realized there is a lot of things that have to be thought about like for example how long you can get hooked and what happens after you are hooked for a while etc.
Isn't that what tunneling is now? Why take 3 of 12 lives from 3 different people when you can take all 3 lives from 1 person and win by default if you do it fast enough?
Yeah but in this proposed mode you'd be killing all 4 survivors by tunneling one person.
Eh. Not too different to me. You kill 3 people by tunneling one person as it stands. 4 if they don't get the hatch.
When you murder someone in the first minute or two of the game the rest of the match is pretty much a formality, and you can't lose unless you get massively outplayed
You might argue that's an MMR failure, but it's been like that since DBD's inception. A critical flaw of the game that has never been addressed. Other games you can play better and win despite your teams shortcomings, DBD you really can't in a ton of situations.
IMO if you want to reduce camping/tunneling you need to improve survivor "gimmie" escapes like Hatch as long as there are excess Hook stages remaining.
Less likely to get a 4K because the last Survivors can escape via Hatch being aided by Sacrificed Survivors locating and opening the Hatch.
So basekit Devour Hope where you just need to go after the easy target survivor until you can insta kill the others on first down? No thanks.
its not just about removing tunneling but id like to have a gameplay where you actually care about other survivors and play as a team. i feel like currently its mostly just do gens and once the gates are opened 50% of players leave you behind. Also it would end games right on the spot instead of dragging them out in bad ways. i feel like currently once 1 survivor got tunneled out you most likely lose and there are a lot of people that just start to camp in locker or edge of map. If it was global hook-states that annoying part of the game would be removed. But im kinda worried about people throwing and this would make your entire team lose on the spot. Though its not far off from the current state of the game.
I think there is a lot of problems with this idea, but if I was going to try and implement it I'd do it like this.:
Give the killer an entity counter to fill up, needs to get to 100. The first time a survivor is hooked it gains 15, the 2nd time they are hooked it gains 10, then 5 on the 3rd, then 3 on 4th hook and subsequent. So you could win by hooking each person twice (4x15 + 4x10), but if you just target the same person again and again, it grows in lesser value. Now a team might still be tempted to leave someone on the hook, so for every 15 seconds they are on the hook, the entity counter gets 1 point.
That's just a rough guess on the numbers, but the would be the idea as just straight teamhooks would absolutely target the easiest person if they existed on the team.
The problem with it being a new mode is that it would inevitably create problems with perks that only really work for one mode and so need alternative powers (ie reassurance). I do think it would decrease camping and tunneling, but might decrease the individual tension.
The system definitely needs much more polishing, but I also thought about something similar in the past.
Whatever the case, under such a system or gamemode, tactical hooking might become a thing: one player with Kindred+Open Handed+Kinship could let themselves get hooked, while the others extend the half-map-wallhacks with liberal seasoning with Reassurance. I know that a survivor hanging is a survivor not doing gens, but the wallhacks can be extremely strong on their own, and the killer would be forced to search for other survivors.
The difference is that now you have to chase and hook that person 7 times. Even if you hard tunnel that survivor, and someone saves them in 3 seconds and all that survivor does is hold W, it will take you easily several minutes to tunnel that person out. Meaning the other survivors are finishing all the gens.
The difference here is the person gets a lot more chances if you hard tunnel them.
Sadly you'd see a large amount of survivor teams consisting of 4 clones so the killer has even more trouble keeping track of how many hooks each survivor has.
if there weak-link currently on the team, your going hammer that weak-link out of the game to create 3vs1 as fast as possible in current system.
In his proposed system, you need 7 hooks. The team will stay alive longer as 4 survivors then it would in current system. The survivor team in new system would gain the maximum amount of generator efficiency for tunneling survivors. there would be no reward for tunneling survivors out of the game. Pair that with no hook regression on hooks and camping/tunneling would be least rewarding strategies.
This rarely comes up in games I play so I always forget its a thing. I'm actually somewhat surprised its allowed. I'm not sure why there isn't a system that if two people have identical outfits one of them gets a part changed to something else for the match.
This would also of course massively shift the game in favour of survivors
absolutely. Killers that advocate the game to be balanced around "hooks" would love the change. 7 hooks would be like every game where survivors are all 2 hooked but nobody dies early since killer did not tunnel. survivors would win like 80% of the time with that rule change at high mmr. I think a lot of killer would struggle to win. most of the killers are balanced around 4 hooks in my opinion.
i think you are completly wrong on this. average kill rates are already quite high and its while the killer is trying to tunnel to reduce overall survivors in trial. if its all about hooks, the killers would just leave the hook instantly and therefore get the total hook count way quicker.
you think so? Go ahead and play BBQ trapper with no add-on. Go play trapper vs top calibur survivors on Badham preschool with self-restriction that you can that you need hook every survivor 2 times before being able to kill them. Go play trapper on Rotten fields without camping basement, Just play all farm maps on killer. Burn some Eyrie crow offerings. Try some other maps like Ormond offering, Gideon's offerings and Red forest offering's. you can try it with no add-on sadako, clown, myers, freddy, ghostface, wraith, pig.
Sure you'll beat some trash teams but all strong teams that are able to m1 generators and loop will get 3 man escape pretty easily. I have played enough of -hard- mode m1 killer that playing for hooks is certain loss. its only good for de-ranking.
no its not that i think so, its that dead by daylight devs leaked stats about kill rate and there we could see that they are quite high i think like 61% average. and i dont understand why ur telling me that trapper sucks, i literally did a thread to suggest a buff for him and this has nothing to do with the topic.
kill-rates are lower average for killer win-rate. kill-rate becomes their win-rate only at really high numbers like above 75%. A lot of killer's suck, its not just trapper. Just some killer suck less then other killers. Its mostly based off survivor skill-level. The game is not balanced around 12 hooking which is what your post is about. Its only balanced around 12 hooking when the survivor is total potato at chase and has poor gen efficiency at the same time for most of lower-middle killer cast.