Heptamasta
Heptamasta
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- Heptamasta
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Honestly the idea of not destroying hooks when you sabo them and just giving hooked survivors a bonus is really appealing, like that would litteraly get the bad part of sabo away while giving a very good mechanic in it. Tho making it a base kit ability might force the devs to turn towards a lot of perks that would turn around hook control, for killers and survivors. Might create a complete sabo meta if not balanced.
Also I thought about something like entity hooks. Something that would make 2 or 3 hooks around the map get randomly chosen by the entity to bring some bonuses to the killer (maybe more points? a slight movespeed bonus when someone is hooked on it? something like that?) AND to the survivors (mostly points as the entity wouldn't favour survivors in the first place).
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Well maybe the +18% might be a little too much. When you see that luck offerings give from 1 to 3%, a +18% for just using the perk will really be super strong. Tho giving it a +9% max could be interesting: this way even if everyone uses a +3% luck offering, you'll get a 25% chance of unhooking yourself. That seems kinda ok to me when you think about how it will most likely happen once every 15 games or something like that ?
However breaking the hook when unhooking yourself would make Jeff's Breakdown perk kinda useless while it's almost its whole point...
But yeah sabotage is really underused and could use a rework to be more interesting for survivors while getting rid of the "haha gotcha #########" feel that makes killers tilt. I thought maybe making a perk that gives you a boost for actions when around a partially or completely saboed hook, something that would litteraly be a boost because your character feels safer near saboed hooks
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You're actually right, I didn't think this through... In that case, maybe adding the Saboteur 50% sabo speed effect on all those perks and in the same time rework Saboteur so that it still feels like a perk that could be useful ? I dunno, something like putting back the efficiency boost (but lower than it was) could possibly be interesting, or adding an effect that would make you able to sabo Basement Hooks but very difficultly (like 2 times the normal sabo time).
But yeah, you indeed got a point with that. That's also a thing that makes people not wanna play sabotage imo, it's a very restrictive playstyle and not very rewarding