MAKE SCOURGE HOOKS EVERY HOOK! Dead by Daylight



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32 thoughts on “MAKE SCOURGE HOOKS EVERY HOOK! Dead by Daylight”

  1. The problem with Killer perks is that most of them don't feel like Killer perks. You have to jump through the hoops and achieve impossible conditions just to get a minor effect which most survivors can deny by good plays (looping, genrush, hiding, bringing the right perks). They should be incredibly strong to offset the fact that you have 4 perks vs 16.

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  2. If they do that( it will not happens lets be real) they are going to make a change like it regress 5% or something like that, so yeah. Scourge hook are ok. Not absolute godlike but we have far worse perks for killers

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  3. I don't understand. Hex undying made running a hex worthwhile then they nerfed it so bad that it just takes 1 minute to lose ruin/undying instead of 20-30 seconds for just ruin. Then they started adding scourge hooks but they can be in awful dead zones and you won't ever use them especially with swfs being so strong to take hits, boil over, breakout, sabo like c'mon…

    They need to completely redo all hex perks because they are garbage since boons ruined the game.

    So hex perks are RNG, Scourge is RNG and good perks are usually timed but Boons are infinite, unbreakable lasts whole match until used, DS lasts whole match until used, every exhaustion perk is permanent and dead hard gives 3 health states…

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  4. I think scourge hooks should be at least half of the hooks around the map. For example, if there are 14 hooks around the map 7 of those should be scourge in my opinion. A problem I see with having all the hooks scourge is that against low level survivors they are going to be wrecked. But Against high level survivors that have so many things helping them, god pallets, dead hard, etc. Having gotten a down and not getting rewarded with a scourge hook is problematic since essentially you have wasted a perk slot and they have 16 perks.

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  5. Lol that first chase is a perfect example of why scourge hooks should be every hook. A lot of killer perks have a lot of requirements for them to be really effective.
    At the very least it should be around 6 hooks + basement with the effect and an increase in odds of hooks all around the map having scourge rather than 4 in the same corner.
    Or I guess every hook except basement, so it's scourge effect vs basement advantage.

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  6. It's gonna get to a point that for a killer to get the benefit of any of their perks they need to sacrifice a real child on a blue moon while doing a hand stand and waiting till the last second to hook someone.

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  7. I think what happened was Behavior wanted a new type of "gimmick" perk, and the idea of "a set of perks that light up certain hooks, and when you hook a survivor on those hooks, you get some effect" sounded really cool to them. Unfortunately, I think they went a bit too safe with it, the scourge hook perks as they stand now are mildly powerful, but they don't really measure up to the action/time requirement to activate them. I think flavorwise, they're cool, but in practice, they are pretty RNG dependent, with map layout and the chaos of chases resulting in the perks being not nearly as useful as they appear to be.

    To be fair, if Scourge Hooks applied to all hooks, then the "Scourge Hook" concept loses its shine and identity. The perks might as well just be regular perks that trigger whenever you hook someone (or when they get unhooked as is the case with Floods of Rage). Like BBQ. Assuming that would be OP (I don't know, it might be) I could see their effects getting a minor numerical nerf to balance out that the effects happen every time you hook someone. Or maybe…

    Here's my compromise: Scourge hooks get a slight buff. The perks stay mostly the same, you still get 4 hooks, (Possibly plus basement mayhaps?) but when you hook to a normal hook, you get some small benefit, possibly up to half the Scourge Hook benefit. You are still encouraged to seek out Scourge Hooks for the larger effect, Scourge Hooks get to keep their flavor, and you're not nearly as screwed by RNG's.

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  8. This game is so easy as a survivor now. I play in games with people who are incapable of doing gens, but I still am capable of winning with just me doing gens… It's a fucking joke.

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  9. If all hooks were scourged it wouldn't be op because survivors can still counter it like regular 4 scourged hooks. It really just put a bit more pressure on survivors but not alot.

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  10. Im curious this is a bit out of context for the video but recently i think its only been with true's videos but they show wrong like video times on my sub page it says this video has a run time of 17:09 but than when i click on the video its 16:10 is anybody else having that problem too? its been going on for at least week from what ive noticed

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  11. If you have a scourage perk then all hooks should be scouraged including basements. Rng is dumb when it comes to hooks. Pop is easier to use but requires u to travel and then kick a gen when scourage does the affect asap but for 10% less regression.

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  12. Ok hear me out!!
    Scourge hooks should change everytime you pick up survivor with 32 meters giving you no more than 2 hooks Scourged and you won't lose any after a full sacrifice.

    Boons i believe need q cool down that extends per survivor that uses it by (insert percent of time here) so it takes longer every time and wastes survivors time to an extent of maybe 30 seconds just to boon. Or an alternate method is after say a totem has been blessed more than say 4 times its is destroyed after the 4th time as if cleansed when you as killer snuff it out. Just some thoughts i was formulating from watching this vid. @Tru3talent

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  13. The problem with Scourge Hooks are two fold. First, four hooks doesn't scale with map size. Scourge hooks need to be at least a full 1/3rd of the hooks in play. Second, Scourge hooks need to not break when a survivor dies on it. I think if you do these two things, they don't need to be "every" hook.

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  14. I think just a few should be Scourges because I enjoy this "Take them to specific hooks for an extra reward" idea. It's entertaining and opens up counter-play opportunities. But they ought to be distributed fairly across the map and scale to map size (as I've heard mentioned many times). Also give them a higher regression percentage.

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  15. I'd like to see each hook be scourge too, (i play both sides) Boons and scourge hooks are supposed to counter balance each other. YET you can boon ANY totem. Why not the same for the other side?

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  16. Scourge Hooks being all hooks just makes the most sense intuitively and from an accessibility standpoint. Making them only "some" of the hooks is a nonsensical contrivance that they would most likely excuse by citing quirky game design philosophies like "well, we want multiple Scourge Hook perks to be used at the same time for build variety, so they each affect only some of the hooks." In other words, they want to over-design the game instead of make it fun.

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  17. The way I look at it, and this is from a killer main, is that scourge hook is already balanced with RNG as it is. Take this game for example, you still got a 3k (practically 4, bar the hatch) and had rough rng for the perk. It still assisted you enough.

    Now I know True is a better killer than most so let’s say you only come away with a 2k. In my eyes that’s completely balanced. The odds shouldn’t be in anyones favour, and a 2k is basically a draw.

    There should never be a perk for either side that enhances the chances of a 3/4K or more survivors escaping then 2 for example. With a scourge buff, it doesn’t take much skills to apply a mountain of pressure on the gens.

    It’s balanced fairly as it is. And if you want to achieve a 3/4K then you need to up your skill level. That’s how games should be in my eyes, fair.

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  18. I know that you feel the effects should be on every hook but what about a rework that gives each perk 5 stacks, each time you use a new hook the effect is used on that hook and then stays on that hook turning it white

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  19. If they make Borrowed Time basekit for all survivors, then we need Scourage Hooks as basekit to compensate. If they make it that way – I'll be okay with it.
    Problem is – they won't make it that way 😀

    EDIT: I should mention this right away, but just think how that change would have pushed the game towards more healthy direction immediately – discouraging tunneling, encouraging going for multiple hooks to get the profit of the in-built gen-defence.
    Course, there is still a shit-ton of unbalanced crap in the game, old mechanic's that need tweaking and updating, and horrendously unstable foundation for the game, but you can't fix everything at once. Just wish they would try xd

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