Accelerates Sacrifice as further the killer is from hooks

I think the game would benefit, if there was a gamemechanic that accelerates the sacrifice process as further the killer from the hook is. This woulndt prevent camping ofc, but it would reward killers who leave the hook.

For example this effect starts at 16m. at increase by 1% every 2 meters until 32m.

Comments

  • use monstrous shrine

  • @DEMONANCE said:

    use monstrous shrine

    From that i picked the idea. I think it should be standard for every hook without using a extra perk. Because it rewards a playstile thats benefital for the game

  • @Jensen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304900#Comment_3304900

    From that i picked the idea. I think it should be standard for every hook without using a extra perk. Because it rewards a playstile thats benefital for the game

    there a few issues with this

    first it already doesn't take a long time to be sacrificed and if survivors put other objectives over saving there's a very high chance that the survivor on the hook is getting to 2nd stage or just be dead.

    second it punishes soloq which is already a role suffering from lack of coordination (there are already a lot of complaints that survivors getting left on hook by their teammates)

    third the killer can abuse this by just going out of range for a few seconds then coming back to defend the hook and force the 2nd stage before survivors can make a play.

    fourth there are already a few big/maze like maps in the game which make getting from point A to point B take longer than it should (rpd and mother's dwelling are the biggest offenders) so this will be a problem that soloq survivors will also suffer from.

    imo hook states are perfectly fine problem with killer rn is mostly maps not how long sacrifices take.

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304907#Comment_3304907

    there a few issues with this

    first it already doesn't take a long time to be sacrificed and if survivors put other objectives over saving there's a very high chance that the survivor on the hook is getting to 2nd stage or just be dead.

    second it punishes soloq which is already a role suffering from lack of coordination (there are already a lot of complaints that survivors getting left on hook by their teammates)

    third the killer can abuse this by just going out of range for a few seconds then coming back to defend the hook and force the 2nd stage before survivors can make a play.

    fourth there are already a few big/maze like maps in the game which make getting from point A to point B take longer than it should (rpd and mother's dwelling are the biggest offenders) so this will be a problem that soloq survivors will also suffer from.

    imo hook states are perfectly fine problem with killer rn is mostly maps not how long sacrifices take.

    Im not sure if you understood it right.

    1.) Yes it doesnt take that long, but it takes even longer when the killer is close to the hook.

    2.) Than he will die anyway, 12 seconds faster or slower wont matter than.

    3.) No that obv. dont work as same as it doesnt work for monstrous shrine. If the killer stays close to defend the hook, he wont get the bonus. So he can choose between defending the hook and pressure this way the suv. or he can go away what makes the suv. tick down faster but easier to rescue.

    4.) Yes its strong on big map, same as camping/defending the hook and not leaving it.