Here's a RADICAL suggestion to made for hooks

They shouldn't be destroyed when a survivor is sacrificed. It simply screws the killer over. It may not always influence the game but sometimes it really does.

Comments

  • No. Usually there are way too many hooks in the trial anyway. You would know if you ever tried to play survivor with saboteur. It's quite common killer can pick 5-7 hooks in his vicinity where to hook the person (this happens every time killer downs someone outside of corner and the map is not midwitch), this is even much more on some maps (hello to saloon). Or even if survivor gets downed in the middle between 3 hooks, killer picks one and you sabotage it directly to his face (and take hit so he has less time to hook), he will more often then not still have enough time to hook that survivor on next hook. At least destroyed hooks equalize this state a little. This presumes no iron grasp or agitation perks (these perks hard-counter any sabo plays if killer does not get ultra greedy for scourge hook or basement)

    If anything, hook spawns should reduce number of hooks that spawn toward center. Perfect sabotage plays (that still require good guess on survivor's side and the other survivor being downed on correct spot) should most of the time result in save. It should not be 50/50 after sabotaging hook without killer noticing coming directly under the hook and survivor taking hit to delay.

  • I would prefer if the devs actually bother fixing map imbalance and the hooks spawns more then giving killer back their lost hook upon successful sacrifice a Survivor to the Entity.

    There is a good some of maps where to hooks is either spawn to far away from each other, or spawn way to close (like Haddonfield, in the corner of the map; there are two hooks that are literally less then 8 meters apart); or simply hooks that to far away from exit gates or down another floor. Back then, Raccoon City Police Department had the nightmarish Library section where there were no hooks at all inside and the nearest hooks was more then 16 meters away. Survivors can easily exploit boil over, flip-flop, Unbreakable, no mither, etx. And camp at the top of the 3rd floor Library staircase and make themselves unhookable. (Thank God, they blocked up the staircase and Rework the map to be less painful for hooks)

    Even thought it sounds like a good change, it would indirectly nerf sabotaging as it makes camping the same hook much more easier to pull off. So, yeah... the only hooks that should never be sabotaging or destroy by the Entity should only be the basement.

  • Honestly, this sounds like a good idea, it feels incredibly lame not getting what you've earned because you physically can't accomplish the turn-in. There's no real problem with an idea like this since (at the time of this writing) competent survivors can crank gens at mach 3.

  • No, because this means a killer can lock down a good 3-gen and never have to leave, constantly hooking survivors on the same hook that's in the center of his little nest.

    Most maps have enough evenly spaced hooks that you can comfortably make it to another one within a default wiggle time. For those that don't, those maps need reworking before anything like this should be considered.

  • @Forza said:

    They shouldn't be destroyed when a survivor is sacrificed. It simply screws the killer over. It may not always influence the game but sometimes it really does.

    Or like, just not create hook deadzones?

    That's like saying pallets should be rebuilt automatically lol