As a massive alien fan, Xeno is what drew me into DBD and when watched the PTB and hearing that chase, it felt like I was in an Alien movie! You can imagine my disappointment when playing live the day it was released and hearing the new chase. You described it perfectly. It's good, but it's not Xeno. The new theme reminds me too much of something I'd hear in an Aliens Vs Predator game.
I have more than a few Scourge Hook ideas. I make concepts for chapters all the time so here's some of my personal favs that we don't have in the game as of 8.3.2. 1. Scourge Hook: Bitter Sentiment - No Scourge Hook spawns on the map. Instead the first time you hook a survivor, those hooks become scourge hooks. Additionally, Scourge Hooks cannot be sabotaged by survivors and do not break down once a survivor is sacrificed. (Basically Hex: Undying for hooks.) 2. Scourge Hook: Steam Powered - Upon hooking a survivor on a scourge hook, gears and pistons activate, generating steam. This steam hides the aura of the hooked survivor towards other survivors within 18/20/22 meters of them as well as moderately obscuring the surrounding area with steam. All survivors hooked on Steam-powered scourge hooks have their hook timers sped up 10%. (Basically a way of removing info from survivors when trying to make a save and potentially provide some limited stealth to the killer.) 3. Scourge Hook: Hat-Trick - When hooking a survivor onto a scourge hook, the entity will transport them onto another ordinary hook that is the farthest away from yours and other survivor's current locations. (a unique way of deducing survivor locations and applying time between saves through distance.)
I think it would be neat if hangman's trick was changed so that scourge hooks took longer to sabotage in addition to it's current effects. I think a scourge hook that uses/requires the obsession could be a neat idea. I have an idea of what sort of perk it could be: "this perk activates once per survivor if they are the obsession when they are hooked on a scourge hook. Hooking the obsession on a scourge hook results in a random survivor becoming injured, if they are already injured they gain deep wounds instead. The survivor affected by this perk will see the killer's aura for 10 seconds the next time they are being chased." It wouldn't provide any way of changing the obsession itself so you would need synergistic perks to change the obsession to get value and it has a hefty downside in the injured survivor seeing your aura for a decent amount of time when chased but it has a powerful enough effect (imo) to consider running it.
Pin head and Artist being the most impactfull dlc's in the game in relation to meta? I totally understand from where you're comming from, but I'm guessing you didn't start playing dbd in 2016. Machine gun build was the first meta that NEEDED to be nerfed because almost every killer was using it (Myers) BBQ and chilli was meta for YEARS until they removed the extra bp it gave (Bubba) Ruin was the first gen regressing perk and became a staple to players and designers on how to use/make slow down perks (Hag) Even Sakado/Knight had a bigger impact defining meta with the gen kick meta I Love playing with Artist and Cenobite,and they both have strong perks, but pain res isn't the strongest meta defining perk (if you actually think about it, pain res is a transitory meta perk, defining "meta between metas", sort of like pop, because they are strong perks, but not overwhelming strong) EDIT: posted before seeing the whole video now after seeing,yea you say that you've been playing since twins, so my assumption was correct. You remember the gen kick meta and how it ruined the game and also how the perks were "overshadowed", proving my point of "transitory meta perks"
A good buff/rework-increase the rage of the hook to 12/16/20 meters,at the start of the match you get no scorched hook,went you hook a survivor the hook the turn into a scorched hook until they are four on the map, when you hook for the fifth time the first one will no longer be scorched and change to the new hook and when a survivor walk near the hook while carrying a survivor will linger until the survivor is hook or they wiggle away.(sorry for bad English)
MFT is a true phenomenon and truly shows, how the DBD player base has a knack to create hot button topics and blow them way out of proportion. Because MFT is so overrated and underrated at the same time. It was (and in hindsight continues to be) overrated in the sense, that everybody and their dog ran it, regardless if they were good loopers or not. But if somebody is not a good or at least competent enough looper, MFT (at least on it's own) does very little. And I refuse to believe that the insane pick rate of former MFT was a result of there being an uptick of so many great loopers in DBD ..... Most players, who are not great loopers, would always be MUCH better off with stuff like Lithe, Sprint Burst or Overcome. MFT, because of it's requirement of you not being exhausted, actively prevented these players from making much more prudent choices for their play style, simply because they had heard: "MFT OP, brah!" It was dumb hype. And salty killers, at the time, calling out mental MFT left, right, front and center, will never not be funny to me. But how is MFT also underrated? Look at it’s pick rate today. You barely see it anymore. Even though, the only thing that really changed about MFT is it's deep wound requirement. So while it is not as mindlessly accessible anymore as it was, it still is pretty much readily available. Because between base-kit BT, Off the Record, Dead Hard and even MFT itself, getting the deep wound is trivial. And killers like Legion and the Slinger will give it to you anyway. But what is far more pressing than the deep wound requirement is that the exhaustion requirement was ditched. So now you can run MFT alongside your favorite exhaustion perk (which you could not do before). And because of this limitation not being a thing anymore, I would argue that MFT actually has been buffed rather than nerfed. Because it, at heart, still does the exact same stuff it always did. And for the price of dealing with the deep wound screen overlay, you get the same benefits and even synergy with exhaustion perks. Case in point: Dead hard, which you can now use to guarantee MFT haste triggering. MFT being nerfed is the biggest DBD fake news ever. And yet, the hype evaporated seemingly over night. Which goes to show, what it truly was all about: A whole lotta copium.
I feel like what you said about Behaviour constantly changing the meta is mainly why the abandoned the Scourge mechanic. As of late when they try to shake things up, they add a new mechanic, but then it seems like they just kind of add the 3 to 1 perks that create it and then they just don't really know what to do with it afterwards. What they need is to really sit down and think about how they can incorporate what they have NOW into relatively balanced/fun perks. They need to take a break from making new mechanics until then so they, nor we do not become overwhelmed in an already vast sea of things you need to know to even be decent at Dead by Daylight. Because really how many times can they make another mechanic before it's all too much to handle? You really think they'll make a tutorial for every single one they add? Because I don't. In summary, focus on what they have now, and really think of ways to implement them more in game with the upcoming chapters and maybe in a couple of years we can introduce another batch of new mechanics.
A scourge hook Idea I had when they announced a fnaf chapter was "Scourge hook: resurrection" the perk works as follows: When a survivor dies on a scourge hook. A cleansed hex totem will be resurrected. If there is no cleansed hex totem, or any totem at all. The perk will gain a token once per trial. The token can be used to reactivate a deactivated perk in a weakened state. examples of weakened reactivated perks would be: Corrupt(30 seconds)/painres(1 token)/no way out(4 seconds block)/Lethal pursuer(2 seconds)/etc
They love doing new type of perk and then abandoned them so quick lmao. Boon perk? Only five. Teamwork perk? Probably never seing them again. Invocation perk? I wonder if one day someone will have a perk like this one
How bout a scourge that makes survivors more than 28 meters away that hook oblivious for 40 seconds while exposing survivors for 10 that are less than 28 meters from that hook
I would’ve liked to see Blood Echo turned into a scourge that gives injured survivors the broken status as well as the exhausted for 45-60 seconds. For a new scourge perk, I would like some that that buffs up the killer for a duration, like maybe 5% haste for 30 seconds or a shorter attack cooldown for 60 seconds. I also wish they would add 1 more scourge hook by default. Only having 4 on some maps can make them feel unusable, like if you get bad rng on Eyrie for example.
Scourge hooks should be a base game mechanic, with just slightly increased sacrifice times. Maybe with a downside like a faster acting anti-camp mechanic tacked on. In addition to that having perks that tweak or add on additional effects to scourge hooks could make for a really interesting shake up to the meta of the game! Make sure to tweak or add in perks that help counteract scourge hooks into survivor kits aswell
My idea for a scourge hook would some debuff similar to Gift of Pain. For example Scourge Hook: InfiniteDarkness. Every survivor hooked on scourge hook gets blindness until HOOK AGAIN. it is only one debuff but permanent until you get hooked again, so even going down wouldn't make it go.
Scourge hooks kinda suck. The spawns can just be awful. They have some super strong effects but it often feels really bad going out of your way for a scourge hook without running agitation.
Scourge Hook: Malignant Cunning You start the Trial with 4 Tokens on Scourge Hook: Malignant Cunning. Each time a Survivor is hooked on a Non-Scourge Hook for the first time, 1 Token is consumed and the following effects apply: Change the hook the survivor is on into a Scourge Hook. All Scourge Hook effects will apply.
scourge hooks are actually some of the worst designed perks, because they unbalance the game. okay, hear me out. whenever killer gets pressure, they gain even more pressure for free. "but i caught a survivor, i deserve it" people say. no, a decent killer gets downs soon or later because it's their main objective. if the killer can't hook a survivor, they lose anyway and no scourge hook will help them. so when killer does great, game rewards them even more, stomping already losing survivors into dirt even harder imagine the opposite: whenever a survivor finishes a gen, he gets +20% generator progress for free. BUT NOO you would say, DOING GENS IS EASY! uh-huh, i wish. especially vs 3genning killer it's not. if killer plays the strategic element of the game, it is far from free. gens are survivors' primary objective. when killer is kinda weak and gens are flying, such +20% gen perk gonna stomp the poor killer even harder, unbalancing the game as a result. such perks, like pop goes the weasel, pain res, friendly competition, anything that rewards player for doing their primary objective, makes matches predictable from the first 2 minutes and you already know who's gonna win 90% of time. it removes most interest from the game, all the anticipation, all the drama, all the hope, making the game really dull on contrary, imo well designed perks are: noed, no way out, deadlock, spirit fury, coup de grace. they're helping killer when they are struggling. this brings element of surprise back to the game, the positive thought that it's not over yet (unlike pain res: when can't do a single hook = useless), the potential of comeback. the best matches that i've ever had in dbd, were those ones with impossible escapes or impossible kills, that i somehow managed to pull off. even when killer manages to pull off 4 kills in the endgame while being stomped whole match, these were super fun games, like blood warden 4k. we were laughing and congratulating the killer in chat "you got us, fair and square!". but scourges just move game towards "you hard stomp me or i hard stomp you, no in between" it's also worth mentioning, scourge hook: floods of rage as well as any other aura perk reduces mind-game element from dbd, the most fun aspect of this game. why play guess and predict game, why get into head of your opponent, when you can just have wallhacks and blink / rush and get the survivor. auras, and especially undetectable increase gap between solo q and swf, because swf are going to call out aura perks in voice chat, and call out killer's position every time, while in solo you don't have that luxury and so killer gets free hits, or is not prepared for killer's aura perks
So you think that second chance perks that reward the player for losing are better designed than ones that reward you for playing well and succeeding? I’m sorry but I just cannot get behind that thought process.
@kingkurasaki4095 i have never heard that "no way out", "noed", "deadlock" were described as "reward player for losing". usually, "2nd chance perk" term is used by killer mains to describe following survivor perks: decisive, dead hard, unbreakable, off the record. these are anti-tunnel anti-camp perks. if not for them, dbd would have turned into such tunnel fest and slug fest. prove me wrong
I don’t know if anyone else has suggested this, but what if they changed Hangman’s Trick to where you start the trial with 4 tokens and no Scourge Hooks. Then each hook you place a survivor on becomes a Scourge Hook and removes a token. Either keep the aura reveal or remove it for a different effect, maybe Exhaustion on unhook or something. Not sure if this is a good idea, but it could be interesting
Scourge hook- broken savoir: whenever a survivor unhooks another survivor on a scourge hook that survivor is afflicted with a 5% hindered and exhausted status effect for 60 seconds
I hope we get a new Scourge Hook perk. It was a great idea and one could go further to make sabotaging more popular as it could cleanse a scourge hook. It was like a very good effect that rewards you for getting hooks. Idk why DBD abandoned it
If I were to design a new hook? Unbreakable scourge - gives the killer up to 6 scourge hooks that both killers and survivors can see, but makes them un savo-able. (Or takes longer to savo and gets a noise notification when it begins) The number of hooks might be high but maybe that can be a perk in its own Scourge of bountiful - gives the player up to 7 scourge hooks, all players can see them, but for each other scourge hook perk, remove one hook (so if you ran pain res with this perk, you would have 6 instead) Might be OP ideas, but I can try
Basically, BHVR wanted to reward killers for "playing nice" and going for hooks... And then people complained about killers getting rewarded so much for normal gameplay. So they nerfed Pain Resonance multiple times, alongside other meta slowdown perks. Fair enough. But now, a lot of people are complaining about being slugged. Which is only worth doing because there is so much protection for someone who's been hooked, and gens move so fast while 4 survivors are still up. Basically, people will always complain about gameplay that is effective. I am fine with adapting to whatever, but people gotta stop calling for nerfs when they should be calling for incentives to healthier playstyles. Because currently there is little to no reason to "play nice".
Scourge hooks always seemed to be a bad idea to me, its just so limited in power level. Its either strong af or weak af. I personally believe its caused by how niche it is to proc it.
I would change hangman’s trick so that saboed scourge hooks immediately respawn. It still wouldn’t be that great of a perk because it relied on survivors actually saboing hooks and those hooks being scourge hooks but at least it could actually be used and see an effect.
Excuse me, the first hexes in the game were third seal, ruin and devour hope. Before hags release, NOED wasn't a hex. It just...activated. Yeah. Think about that one.
Rework idea for ALL scourge hook perks: Using one scourge hook perk creates 4 scourge hooks. For each additional scourge hook perk equipped, increase the number of scourge hooks spawned by 1.
As someone who enjoyed the old pain resonance but understands why it was nerfed, and given the way gens work now, I think it's due for another rework. My idea for this goes like this. "Scourge hook pain resonance starts the trial with 4 tokens, scourge hook pain resonance can not have more than 4 tokens on it at any given time. Survivors who are placed on a scourge hook consume a token and cause the generator with the most progress to explode losing 15% of it's max progress and causes it to immediately start regressing. Scourge hook pain resonance does not trigger if the same survivor is used twice in a row. Whenever a generator is completed it scourge hook pain resonance gains one token. If any tokens remain after all generators are complete placing a survivor on a scourge hook now consumes a token and causes the exit gate with the most progress to lose 3% of it's max progress." This way pain res gets more uses while being a bit less oppressive on gens, keeps it's anti tunneling functionality, and isn't rendered useless in the end game.
The haunted ground bug still exists. It happened to me in a match a couple months back where the perk activated twice and we got steam rolled by a spirit
I wanna see a scourge hook that when you hook a survivor on it the bubble shows up on another hook thar isnt too far away but not to close and this scourge hook also hides the hooked survivors aura to other survivors for.a bit
Maybe I’m wrong but I think they’re out of ideas. They can’t include anything else that involves healing or gen regression, and floods of rage has aura covered. So what’s left? Haste? Hindered? Everyone’s tired of haste and hindered perks. what other effects could they add that make a new scourge hook worth running without making it busted? What DBD desperately needs is either a new mechanic or a new status effect. The perks are beginning to feel like recycled versions of each other
That is creatively bankrupt. There are TONS more things they can do with scourge hooks. "Hook = all pallets and windows within 32 meters are blocked for 30 seconds." "Hook = A Dull Totem Lights up and reveals auras of any survivor that comes within 16 meters of it until cleansed". Those 2 things I came up with in 30 seconds. I could come up with a hundred more if given time.
@@MrErizidI really can’t defend these ideas as I don’t think they are good for 30 seconds, but I get it due to you saying things off the top of your head But there are more you can do, there’s always adding more Scourge hooks and general buffs to hooks, adding undetectable, cause survivors to scream and slowdown or cause exposed, etc.
@@MrErizid that first idea is just a worse refurbished version of crowd control and claustrophobia. The thing about scourge hooks is they have to be strong otherwise they aren’t worth using, cause you don’t always have access to scourge hooks. So BHVR has to come up with ideas that aren’t oppressive when paired with others like pain res or gift of pain, while at the same time making sure they aren’t outclassed by other non scourge hook perks.
@@rumley3176 but there are already so many other perks that grant those effects and don’t demand the specific scourge hook requirement. Floods of rage already covers aura reading so making survivors scream seems unnecessary, and BBQ shows aura after every hook so why would I run a scourge hook perk that I’m objectively gonna get less value out of? And people are getting extremely tired of stealth and haste perks. Everything is starting to feel like a slightly different version of something else. I mean im impressed with how many different variations of the same perks BHVR has made, but hexes and scourge hooks have to be unique and powerful, otherwise they just aren’t worth running. But maybe I’m wrong, maybe there’s another reason BHVR abandoned scourge hooks. It was just a theory
One perk I always thought should be reworked into a scourge hook is Furtive Chase. While the obsession gimmick is not a bad idea, it just makes a already not-that-amazing perk pretty mediocre and niche.
Easy fix... Buff scourge hooks via every extra scourge after the first including monster shrine you get a bonus hook. So 1 SH perk equals 4 on the map, 2 equals 5, then 6 , then up to 7 plus the basement if you take shrine This would make hang trick actually useful as is. Would make pain res more reliable while not actually buffing it. And encourage hooking in a game that is currently leaning towards slug or tunnel.
2 different scourge hook ideas: an infection type scrouge similar to git of pain. When unhooked and healed, every survivor within 6 or 10 meters will scream within 30 seconds. The effect would go away after they get injured. And the second idea would be to make all hooks on the map scourges every 2nd down. HOWEVER the trade off would be scourge hooks do not exist on the map UNLESS its a second down
Here are some Ideas for Scourge Hooks (This are just Concepts, don´t Kill me if they are unbalenced): Scourge Hook: Whisper of Death: "After a survivor is unhooked from a Scourge Hook, the unhooked survivor and the unhooking survivor suffer from Blindness and Oblivious for 80 seconds." Scourge Hook: Barbed Wire: "If a survivor is saved from a Scourge Hook while you are 24 meters or more away, the unhooking survivor loses a health state and gains Endurance for 18 seconds. If the unhooking survivor is already injured, they will receive a Deep Wound (this Deep Wound bleeds out 50% faster and takes 3 seconds longer to heal)." Scourge Hook: Call of the Darkness: "After you hook a survivor on a Scourge Hook, all survivors suffer from Blindness, and fog will surround them for 40 seconds (the fog resembles the 'Lights Out' fog but appears closer)." Scourge Hook: Unfocused: "When you hook a survivor on a Scourge Hook, the next time this survivor gets a skill check on a generator, they will automatically fail it." Scourge Hook: Mouse Trap: "After you hook a survivor on a Scourge Hook, this perk activates. The next time you kick a generator, it will be affected by Mouse Trap. When a survivor tries to repair this generator, it will become blocked for 15 seconds, and this perk will deactivate." Scourge Hook: Hangman's Trick: "While carrying a survivor, you see the aura of all survivors within 7 meters of a Scourge Hook. This aura reading lasts up to 5 seconds after you’ve hooked that survivor. Each time you hook a survivor on a Scourge Hook, a random regular hook is converted into a Scourge Hook. Scourge Hooks cannot be sabotaged."
Honestly I like the amount of Scourges as is- they all have a niche...(ignore that travesty rq) as currently we have the main trio filling 3 different aspects of the game and doing it quite well. To be truthful it feels like they might have overlapping perks if they start adding more Scourges- I digress, Flood of Rage ftw