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spoopy_xd

spoopy_xd

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spoopy_xd
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  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283626#Comment_3283626

    Trust me, there isn't. I was able to time getting my hit with starting sabo exactly to no avail (and you would notice not doing anything for 0,5s). The situation is when you take hits for deadhook friends. You arrive at hook before killer (but not in time to sabo). You wait to get hit (by which you loose collision so killer can hook survivor even if you stay there - to prevent it, you can only start to sabotage the hook or let someone else block hook)

    Also a friend of mine timed how long it takes to sabo a hook and he also stated that it's full 3s (counting each frame).

    99% of the time that I play survivor, I have the perk equipped. It's 3s and not 2.5s. I am sure of it.

    It may SEEM like 3 seconds but the literal perk description says its 2.5, sorry.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282799#Comment_3282799

    Yes it's impossible to sabo in time. The reason is, because description of this perk is wrong (and I gave feedback about this one already). It takes 3s to sabotage hook with this perk alone (no leader or any other perk that speeds/slows down the progress). If it was 2.5s as is in description, you would be able to sabotage hook right after hit, because hit cooldown is 2.7s (and this would also become major buff to the perk).

    When I was typing up the initial discussion, I was looking at the perk's description in the game, it was leveled up all the way (purple) and it stated it takes 2.5 seconds, not 3.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/356755/perk-update-saboteur

    There are 2 issues with the solution you propose.

    1. This is a huge nerf to the perk, being able to use sabo early and delay the earlier hooks is essential in terms of being able to deny pressure and keep the game at 4 survivors as long as possible, not too mention if the first person hook suicides and your unable to get any tokens until its too late for them to be effective.

    The ability to sabo is also very situational already as you have to be within range of where the person went down to even attempt the action.

    2. This change would allow you to potentially start saboing one hook and if the killer sees you and starts going to another hook, you can potentially cut your sabo short sprint burst to the next hook and get the sabo off there.

    Since even being in the act of the sabo action blocks the killer from being able to hook and some open hooks can be taken out from the back side making it almost impossible for the killer to contest the sabo.

    As to the original complaint of the cool down when you acidentally start a sabo, the easiest solution is after an unhook when someone crouches requesting a heal wave them to you away from the hook. If the killer hits you and interrupts you its basically too late, if you dont believe me try it crouch and fake the sabo and then try the sabo after taking a hit, its almost possible to get that sabo without a toolbox to increase your speed.

    For the 1st "issue" you mentioned, for every other perk with tokens, minus the most recent gen perk "potential energy" because of how the perk is set up, you begin the trial with tokens. I suppose that's my fault for not initially adding that, but the whole objective of the game is to help your teammates, and power up the exit gates by doing generators: so basically you should get on a gen as fast as possible.