Should the hook mechanic be reworked?
2024. Lots of things has changed over the years. What y'all think?
2024. Lots of things has changed over the years. What y'all think?
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Honestly, I enjoy 2v8 version of "hooking" by a lot.
On one hand: no camping, no tunneling, no back-to-hooking, no teammates' suicide on first stage.
On other hand: no pallet/flashlight safes, no boring ~10-15 sec hooking action, no crybabies killing themselves on first hook.
I think this cage mechanic way more healthier and more fun for both sides, but it can't go in usual DBD, because it removes many thing for both sides and will make game more dull. (But if you ask me, I will take it)
Appreciate the input!
Killers should still hook survivors.
It's thematic. And the pickup/carry to hook where the Killer is "powerless" can be seeded with dynamic events such as trying to sabatoge the hook, body-block, drop a pallet, flashlight the Killer, hinder them in a last-ditch effort
What should probably change is how survivors unhook a survivor, and giving survivors tools to combat tunneling/proxying as there are dynamics with the Hook that present gameplay problems.
As it is, with a Hooked Survivor (as Killer):
This promotes patrolling/proxying hooks as it's a very good strategy to shave time off of hunting down survivors given you have good knowledge of an area/objective that other survivors will need to expose themselves to get to.
Now, for tunneling (as Killer):
All of this together means that the Killer has strong incentive to stick around a Hook because they know where a weakened survivor is, likely in an area with fewer chase resources for survivors. This is why people gravitate to camping and tunneling if they are just "playing to win", and unfortunately what the game has been balanced around, the smallest number of actions needed to get the survivors to the point of a 1v3.
Give survivors tools to circumvent the strengths of Proxying Hooks and Early Survivor Removal with a time commitment
A Hooked survivor is a fountain of survivor location information as well as the hooked survivors hook stage being a natural progression step towards the killers checkpoint of getting the first kill.
To remove the information advantage of a hooked survivor, I'd suggest letting a survivor(s) perform some kind of ritual to teleport hooked survivors to any point in the map without the Killer knowing where they were moved to, with a time investment to do so to make up for the lost opportunities the killer had to be more efficient at finding/cutting off survivors. If the Killer doesn't have a guarantee that survivors will come to the hook, they may move around the Trial in an attempt to find other survivors/prevent the ritual from completing. This in turn also gives survivors a chance to just go straight to the hook for an unhook.
To circumvent the ease as to which a Killer can snowball in a 1v3 scenario, I'd suggest letting survivors perform some kind of ritual to transfer hook stages between them, with a time investment to do so to help make up for the added chase times from "distributing hooks".
These tools would require player input to operate, not being automatic/passive system tools like the anti-camp mechanic.
Perhaps survivors can invoke the transfer of a survivor to an empty hook somehow without the Killer knowing.
Perhaps two survivors under a hook can invoke the entity to transfer stages between them.