Changing the 2v8 Hooking mechanic

Hi! I can't believe I'm making another post this month. This post is related to something incredibly niche and tiny compared to other issues, but is insanely annoying from actual experience: the cages in 2v8.

The major issues with these currently are being unable to unhook from the side (of which there's a thread on the other subforum about it where the only solution to it is "just report them" from a company known to only do bans in waves), and the one that I'm actually here to talk about, which is the change to the relocation mechanic by use of the resolve bar.

For those who aren't playing survivor at all on 2v8, to explain my issue, the current use of the resolve bar in 2v8 is that it is used for the relocation mechanic, which used to activate pretty regularly upon being camped or not saved in older 2v8s (you should be able to see it frequently in old RPD matches for the "not saved" portion of this, it used to trigger several seconds prior to second state), and in more newer incarnations the frequency in which someone would move was heavily decreased. In the current 2v8, you have to fill the resolve bar to move your cage.

This is a issue for several reasons.

  • Due to the prevalence of aura reading in 2v8, killers very frequently can guess where hooks are and camp them out for long periods of time by simply following a survivor to the loop nearby the hook. Since resolve is reduced by survivors being nearby (and slugs completely halt it), survivors are left with the issue of "I have to unhook in face or they will go second/die," instead of "if I stay here for long enough, they'll be able to move towards that group over there and get saved before second," which is not very engaging gameplay and often leaves survivors at a massive disadvantage in this situation, which becomes more common with more movement killer duos.
  • The resolve bar in 2v8 is still the same length as the resolve bar in 1v4, leading to what is probably a disproportionate amount of time left on hook building a bar up to be able to move to a better area.
  • This still doesn't fix the RPD unhooking issue. Unless the first version is placed back in (and has its timer for not saved moved earlier in the hook stage), RPD will always be a killer sided map in 2v8 regardless of match up due to the inaccessibility of both sides of the map.
  • Sandbagging hook and trolling (see the other issue of not being able to unhook from the side) can make it impossible to get resolve, as resolve gain appears to be reduced even further in close proximity to the cage.

How can we fix this? My suggestions are simple.

  1. Go back to the old style of relocation, set it to move every 35-40 seconds if not unhooked. The timer increases in speed with killer proximity, and should automatically move in 5 seconds in the scenario where both killers are there.
  2. Resolve bar should allow you to unhook automatically. "But 4thdslip, how can we do that? We're in a cage!" I'm glad you asked!
  3. Change the model for the cage to allow for unhooking from all sides and the ability to "kick off" of it, a la unhooking yourself. My suggestion? Something similar to a crucifix (though you're nailed by your shoulders) or a makeshift grave marker (see Pet Semetary, or other older grave markers for inspiration), maybe?

To illustrate my point, I, uh, illustrated my point below.

this is so bad.png

In the pictured example, sandbagging is possible due to it being a cage, but if you moved it to a non-cage and returned to the old style of movement, not only would side-unhooking be possible, but if multiple people decided to sandbag and stop the resolve bar, the person on hook would still be able to move somewhere else every half a minute or so!

I think this would increase survivor QoL in 2v8, which is something that is really sorely needed seeing that I haven't seen survivor go under 2.5x BP every time I log on. Did you know that by making the survivor gameplay more enjoyable, people will play survivor? Surprising, I know

edit: holy word filter eating my image

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