What if hooks were blocked for the first 30 seconds?

If you play both Killer and Survivor, you'll understand that tunneling (repeatedly hooking the same Survivor three times) is only effective for the Killer if the Survivors enable it by unhooking too quickly.

Since Survivor have 70 seconds per hook stage, a lot of that time is best spent repairing Generators in order to pressure the Killer and get closer to escaping.

Survivors who play in a group can easily tell their teammates to wait a bit before unhooking and to instead repair Generators. However, Solo Queue Survivors will often unhook each other far too quickly, enabling the Killer to tunnel them out much sooner.

So what if, after a Survivor is hooked, the hook is blocked off by the Entity for 30 seconds, preventing that Survivor from being rescued?

This would solve several issues for Solo Queue Survivors:

  • You have peace of mind knowing your team can't immediately farm you off hook while the Killer is nearby
  • You have time to look at your surroundings and prepare for chase if the Killer returns
  • Since your teammates can't unhook you right away, they can use that initial time to repair Generators, prepare for the rescue, and then unhook you at the last second

But this would also benefit Killers as well:

  • You have peace of mind knowing that one Survivor is unable to contribute to the match
  • You have a better chance at snowballing the match into a win if you can get another Survivor down while one is still blocked from being unhooked
  • You don't have to camp in the Endgame to secure a Kill; you can hook a Survivor and try to pressure one of the gates while they are forced to stay Hooked

I feel like this is a more elegant solution than punishing tunneling directly. I can't think of one scenario where a Survivor needs to be unhooked quickly after being hooked, so I feel like preventing it entirely promotes better play for both sides.

Comments

  • It would make camping much easier. Knowing the Survivor can't be unhooked for the first 30 seconds means the killer can do go pressure something else for 30 seconds, with no risk of them being unhooked, and then camp for what is essentially a 40 second hook stage. It would also allow for much more aggressive camping since you don't fill the Resolve Meters for the first 30 seconds. It would especially help the high mobility killers like Blight since they already have no problem coming back to hook fast.

    Also, I am not saying this would be busted, but with monstrous shrine there would only be a less than 30 second window to rescue a Survivor.

  • @wilnunez said:

    If you play both Killer and Survivor, you'll understand that tunneling (repeatedly hooking the same Survivor three times) is only effective for the Killer if the Survivors enable it by unhooking too quickly.

    Since Survivor have 70 seconds per hook stage, a lot of that time is best spent repairing Generators in order to pressure the Killer and get closer to escaping.

    Survivors who play in a group can easily tell their teammates to wait a bit before unhooking and to instead repair Generators. However, Solo Queue Survivors will often unhook each other far too quickly, enabling the Killer to tunnel them out much sooner.

    So what if, after a Survivor is hooked, the hook is blocked off by the Entity for 30 seconds, preventing that Survivor from being rescued?

    This would solve several issues for Solo Queue Survivors:

    • You have peace of mind knowing your team can't immediately farm you off hook while the Killer is nearby
    • You have time to look at your surroundings and prepare for chase if the Killer returns
    • Since your teammates can't unhook you right away, they can use that initial time to repair Generators, prepare for the rescue, and then unhook you at the last second

    But this would also benefit Killers as well:

    • You have peace of mind knowing that one Survivor is unable to contribute to the match
    • You have a better chance at snowballing the match into a win if you can get another Survivor down while one is still blocked from being unhooked
    • You don't have to camp in the Endgame to secure a Kill; you can hook a Survivor and try to pressure one of the gates while they are forced to stay Hooked

    I feel like this is a more elegant solution than punishing tunneling directly. I can't think of one scenario where a Survivor needs to be unhooked quickly after being hooked, so I feel like preventing it entirely promotes better play for both sides.

    it might only effect low tier killers because killers like ghoul and blight or any speed killer can get in chase, kick someone off a gen then get back to the hook very quickly to tunnel so the block dont effect them. low tier killers that often need to tunnel would be effected more. i think people just need to learn to counter tunneling instead of having basekit things to force them into performing the correct action.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458450/what-if-hooks-were-blocked-for-the-first-30-seconds

    it might only effect low tier killers because killers like ghoul and blight or any speed killer can get in chase, kick someone off a gen then get back to the hook very quickly to tunnel so the block dont effect them. low tier killers that often need to tunnel would be effected more. i think people just need to learn to counter tunneling instead of having basekit things to force them into performing the correct action.

    True it would be just another hint "go play better killer if you want to have chance to win" from devs because as you stated stronger killers wont care at all and it could actualy benefit then instead of making the game bore balanced.

  • I feel like this kills a lot of the strategy of playing survivor. I want something to be done about hard tunneling, but I don't want the game to play itself. If anything, soloqers need to understand when to do an unhook, which is a gamesense issue.

    And absolutely no for this working in end game. Saving someone hooked in end game is supposed to be a stressful gambit. Having them locked in place would screw up the whole structure.

    You have peace of mind knowing your team can't immediately farm you off hook while the Killer is nearby

    Crazy this is even an issue. Soloq is wild lol

    I can't think of one scenario where a Survivor needs to be unhooked quickly after being hooked

    I don't know about need, but there are plenty of scenarios where it works for the survivor team. If the killler isn't camping or tunneling and is immediately back in chase, it's better to get the person off the hook and heal them so they can return to gens, especially if the unhooker was already nearby. It's also nice to be unhooked before the last gen pops to help prevent end game camping. Parties will maybe 99 a gen, but soloqers will make the wrong choices, as per usual.

    And if this worked in end game and someone got hooked with less than 30 seconds left until collapse, they would actually need to be unhooked faster.