AxonPhantom
AxonPhantom
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- AxonPhantom
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@Corikstarr said:
https://forum.deadbydaylight.com/en/discussion/comment/1634479#Comment_1634479
Then make it like a terror radius and adjust based on who is played.
but what about negative terror radius builds that break monitor abuse, or Myers. There's an awkwardness to teaching people this method because there's no good way to judge your own terror radius all the time. Plus if someone just brings you to the hook in a chase they stall hook too.
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@Corikstarr said:
https://forum.deadbydaylight.com/en/discussion/comment/1634440#Comment_1634440
By forcing the killers to apply pressure elsewhere, it should slow gen rushing naturally.
Flashlight can be helped by clearing the area before picking up a survivor, I don't think it needs addressed personally. Just don't rush every action.
Honestly, I think attacking a survivor in the process of unhooking should interrupt them like at a generator. Whether a free pickup or a general interruption.
The Only inherent problem in this is that certain killers don't have to care about that range nearly as much as others (huntress/demigorgon vs trapper/pig)
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The reason the hooks are the way they are is to speed up games anyways, my method would slow the game down slightly depending on how you tweak the percentage losses from hooks and the total time till death.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1634439#Comment_1634439
And I’ve already addressed how that would cause MORE problems playing as killer.
There needs to be a solution that’s fair for BOTH sides.
But I already kinda addressed it, and honestly the more I thought about it, if you would tie the bleed out timer to sacrifice timer and made adjustments to the total time the problem is more of playtesting to find the right amount of time.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1634191#Comment_1634191
Apologies, but I hate that idea. That sounds like it would possibly give survivors MORE than 2 extra chances, making the game MORE miserable for killers, and encourage MORE hook camping.
Unless I misunderstood what you meant?
Well im still playing around the specifics cause I'm trying to keep in mind both sides of the debate. It'd be a balance of how much percentage is lost for each hook, self-pull, deliverance, or other mechanic such as if we include combining the dying state to the sacrifice timer.
That is to say I get why they have the current method for hooks in the game. Right now they have the rule of three in place as a killer goal essentially for ease of understanding the game, hook three times and youre rewarded. This gets muddied down with additional mechanics and certain perks.
Regardless though, I get what you mean by them having more unhook chances. I was more thinking that if they play more into the timer aspect of being hooked, there could be diminishing returns on tunneling or something. But that would support bold strats, and honestly any way they address this issue someone will find a way to give themselves the advantage lol.
Of course I'm only suggesting this, I would have to spend much more time fleshing out this idea rather than the hour I've been in this thread lol
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1634175#Comment_1634175
I’m not quite understanding what you’re suggesting.
Well in theory its simple. They have a meter mechanic, which is effectively a timer, so instead of skipping stages between hooks we could have a reduction to the meter (time till you die) instead of just switching phases (hanging > struggle > Dead)
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Oh and let me follow up with, I'm not implying struggle state being removed either, just in case I made it sound like I did, it would actually give camaraderie viability to add (effective) meter back essentially.
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It's actually a lot simpler to balance this out with hooks that no one suggests. Instead of doing the usual "rule of three", you could just change hooks to a meter burn mechanic so when someone gets ripped off for bloodpoints/grief/naivity instead of going to straight struggle it burns a percentage of the meter instead. They also have all the capabilities to implement it, and would make monstrous shrine actually viable.
There would be obvious changes to how certain perks work, but nothing too drastic and it shouldn't affect killer game play too much if we tied it to bleeding state perhaps. Idk I'm just a player so the devs would have to figure out the balancing part.