Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
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Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Follow me on Twitch: https://www.twitch.tv/theonlychoy Follow me on Twitter: https://twitter.com/TheOnlyChoy Scourge Hooks are …
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I remember people suggested that you could pick which hooks should be Scourge Hooks. Kinda like the relit totem mechanic.
I think it would be a quick fix for now.
Remember when we used to play games for fun and winning was just something that happened every so often
I'd like It better if the first four hooks you use become scourge hooks.
Anytime I run a Scourge perk the hooks all bunch up on one side of the map and it really pisses me off brotherrrrrrrrrrrrrr!
I believe they should be, but nerf pain resonance so it’s not as rough when all hooks are scourged
I think an aspect of design of a mechanic like this we forget to talk about is decision making in game. If all hooks are scourge hooks then the perks become more passive then they are now. Does it make sense from a balance perspective no but from a set of decisions you need to make in game of weather you can make it to a hook or leading a survivor to a hooked area or them going to an area without them is lost it every hook was a scorge hook I would find it super boring personally.
IMO so it's still a risk/reward thing but fair they should just like you said rework the hook logic and just make it the scourge hooks are more sparse and fair so we don't have scenarios like we do there is none and add +2 scourge hooks and should be it. Would be nice they buffed a tiny bit the other scourge hook stuff but they would probably overtune. A deeper and far more annoying problem with this game is not only the hook spawn logic but also the outdated mechanic of hooks completely gone once survivors are sacrificed. Yeah cool Killers should be wary of where they hook them but most of us already lost a match cuz whenever the basement is in the middle sometimes you don't get hooks close and basement is not available. Besides situations where you just simply cant hook survivors like old RPD, top of Crotus with boil over, Temple of Purgation, Midwich etc when survivors aren't even trying to abuse this, let alone when THEY know when a big youtuber do stuff like this. It's very annoying already having to micromanage chases, having to go all the way to hook and still sometimes you can't and then either unbreakable happens and you lose pressure or survivors cry you are slugging. Imagine if a survivor would go to a gen only to the gen be broken and not working outta nowhere and be punished by doing its objective. I remember old Hangman's trick used to do that, correct me if I am wrong and really should be a base QoL. In the scourge hooks case it should just respawn a normal hook instead so wouldn't be abused. My ideas.
All hooks should be scourge hooks brotherrrrrrrrrrrrr.
Changes I'd like to see to scourge
1. Basement hooks should be added by default instead of needing monstrous shrine
2. Each tier of the perk adds 2 more hooks so tier 1 is 4 hooks and tier 3 is 8 hooks (+ Basement 12 total)
3. These hooks won't be destroyed when putting a survivor who's on death hook on them (makes it so you aren't penalized for using scourge by now having 1 less for the rest of game like it is currently)
4.Put a speed penalty for sabotage so it takes longer for a survivor to break your scourge hooks (as these hooks are supposed to be special and have powers given by the entity)
I am for the 'map quadrant' spawn logic. I love Scourge hooks from both sides. I just hate that feeling that either I can never get a hook on my side of the map (partially shown in the dredge game), and I also hate getting the sabo, then they still get a Scourge 2ft away.
Also Floods of Rage is far better than most people are willing to give it credit for. On Ghostie for example knowledge is the best power, and if you know where they all are you can know when to enter shroud or approach from an odd angle for a free stalk/grab. The only real flaw of Floods is that it is activated outside of your control/knowledge. So you have to look away during a chase or approach and that could take precious seconds you needed to absorb the information.
If the extra scourge method were to be used I would prefer a 3+X method, where X is the number of scourge perks used. Multi-floor maps have their risks and benefits, and the current bad hook potential I think is fine.
A better solution for Midwich specifically would be to add breakable walls at the center of the side hallways to reach the courtyard. You could break the 2nd story wall and then carry the surv onto the hook in the courtyard. Then break the 1st story wall and re-enter the lower hallway. Windows would be within 5-10m of the breakable wall to allow for an alternate escape (2nd story only), but once the wall is busted, then without balanced landing it is a deathtrap due to the stagger.
It's just another layer of RNG that makes this game impossible to balance.
No changes, stay as is. It's risk verses reward just like HEX Totems. There should be no compromise because the luck of RNG is what makes the game unique. balance is boring. You work with what the entity gives you and you either make lemonade in your pants or you get out of the gate.
I might be wrong on this one because I dont have the average number of hooks per map memorized, but last time I checked the number wasnt even 20 (maybe between 10 and 15) so I think even 2 additional scourge hooks per scourge perk might be a bit much. If we had 14 hooks total on a map, even running 4 scourge hooks with +1 scourge per extra perk, that would still cover about half the hooks on the map. I think smart saboteurs should still be able to deny a scourge if they're on top of their game, and I dont think killers really need like 15 scourge hooks in one map either.
I will say I think Monstrous Shrine should be an exception though, because even though it adds 4 scourge hooks they're all in the basement, so really it's only one area being covered by the 4 scourges anyway.
I do like having not all hooks be scourge hooks. It's a fun little mini game to play with. Gives me more to think about and strategize about when and where I should down a survivor.
But then again, I understand that in a less casual sense, the RNG sucks and most people just end up putting on agitation so they can basically guarantee a scourge hook. So, similar to the hex perks where Undying was an essential perk to have if you were going to use them (or else you would be prone to getting screwed over by bad RNG spawns and people with maps), Agitation feels like it's becoming the same way with scourge hooks, where you must save a perk slot for it, or else you're taking a HUGE risk of bad RNG. And most scourge hook perks aren't as game changing as Hex perks to justify the risk
After this Bhvr nerfs scourge hooks or make them basekit, you never know 😂
If we are to rework the Scourge Hook idea, why not make every hook a scourge hook, but hooks would be different based on Aura Colour, Ex. White Hooks affect Generators, Yellow hooks Effect Survivors and Green Hooks Effect the map in someway. just a naked idea tho
Probably but Pain Resonance would need a big change to not be OP (on *certain killers)
scourge hooks and boon totems were meant to be perks that granted great power but with specific activation requirements.
this idea has aged like milk mixed with shit being put in a sauna.
I think if they turned every hook into scourge hooks, pain res would have to be toned down to account for it
Always felt like this tbh. None of them except pain res are nuts and imo pain res isn’t even that bad
i think they should just fix the rng. the same way that totems can't spawn in all 5 locations on one side of the map where totems could spawn, they should do the same with the hooks. overall i don't think all hooks should be scourge hooks because gift of pain for example would just make sloppy a useless alternative except for those who don't have the perk unlocked.
i do also like the idea of each additional perk adding +2 hooks though.
Edit: with multi-floor maps, hook spawns are already unforgiving a lot of the time. sometimes there's only one hook in one corner of the map and attempting to get to any other hook on the opposite level will allow the survivor to wiggle out. it doesn't happen super often, but it is still an issue that needs to be calculated into the rng and addressed. if they figure that out they could probably adjust the scourge rng to work with that too, like making 2 upstairs 2 downstairs in opposite places or something idk