Hooks

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Dbd-journal-hook.png Quotes left.png These vicious hooks, strewn about this nightmarish world, represent the true horror of the thing that rules this place - this Entity. Killers bring their prey to the hooks to torture them before that twisted mess of claws comes down for the finishing blow. There is still a chance of escape once hung from a hook. Either by enduring excruciating pain as you twist and turn to attempt to escape with a shoulder in pieces, or sometimes you might even get help from others that also reside within this nightmare.

One of the most horrific scenes is not always to be the one on the hook, but rather a witness. To see fear as someone else struggles for freedom is something I wish I could unsee. Limbs moving in unnatural ways and also my own inside struggle. Sometimes I try to help. But many times my fear of the hooks grows too big. What is survival with blood on your hands?''

Quotes right.png
~ Benedict Baker's Journal
IconHelp note.png Quotes left.png I attempted this escape many a time, much to my own folly. It was a fool's quest that resulted in more pain than it was often worth. Quotes right.png
~ Mysterious Note
IconHelp sounds.png Quotes left.png Do not waste precious time! Find the otherssss! Quickly!

The Entity is pleased! Kill more meat!''

Quotes right.png
~ The Voices

Hooks are one of 29 Props featured in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png.


Overview

IconHelpLoading hook.png

The Hooks are used by the Killer to progress their main objective of sacrificing Survivors to The EntityIconHelp entity.pngIconHelp entity.pngIconHelp entity.png.

Each Map spawns several Hooks placed randomly throughout the environment, as well as a fixed set of Basement Hooks.


Hook Mechanics

Carrying

Before hooking a Survivor, Killers must pick up the Survivor and carry them to a hook. During this time, the Killer's speed is reduced to 3.68 m/s or 92 % for all Killers by default.

Wiggling

Main Article: Wiggle

While being carried, the Survivor can wiggle, causing the Killer to randomly strafe side-to-side, and eventually wiggling free from their grasp after 16 seconds.

Hooking

When in proximity to a Hook that has not been sabotaged or broken from an earlier sacrifice, the Killer carrying a Survivor is given the opportunity to hook that Survivor, placing them onto the Hook; this action takes 1.5 seconds.

If a Survivor is sacrificed, the Hook they were on breaks and remains unusable for the next 60 seconds, after which it automatically repairs itself.
Exceptions to this are the Basement Hooks, which are unbreakable and impervious to both Sabotage and Sacrifice.

Unhooking

Survivors are given the opportunity to unhook their dying teammate; unhooking takes 1 second to finish.

Hooked Survivors may attempt to unhook themselves from the hook; this action takes 1.5 seconds per attempt.

Unhooked Survivors are put into Injured StateIconHelp injured.pngIconHelp injured.pngIconHelp injured.png.
Any Healing Progress they might have accumulated in the Dying State is reset.
Additionally, unhooked Survivors are temporarily (for 10 seconds) protected by the EnduranceIconStatusEffects enduranceSurvivor.pngIconStatusEffects enduranceSurvivor.pngIconStatusEffects enduranceSurvivor.png Status Effect and receive a 10 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for the same duration.

Unhook Types

There are 2 Unhook Types in Dead by Daylight: safe and unsafe Unhooks.

Safe Unhooks

A Safe Unhook is first and foremost a Score Event, which was added to discourage Survivors from hook-diving (i.e. unhooking right after the Killer hooked someone without waiting for them to leave the area first) and farming points.
Later, it also became an activation or completion condition for certain Perk Effects and Tome Challenges.

In order for the Score Event to trigger successfully, the freshly unhooked Survivor must not go down (i.e. enter the Dying StateIconHelp dying.pngIconHelp dying.pngIconHelp dying.png) for the next 15 seconds.

Unsafe Unhooks

An Unsafe Unhook is essentially a failed Safe Unhook, meaning the freshly unhooked Survivor went down (i.e. entered the Dying State) within 15 seconds of having been unhooked.


Resolve

The Anti-Camp Meter when empty (small bar)
This feature is also known as the Anti-Camp/Anti-Face-Camp Feature and was first introduced in Patch 7.3.0.

Hooked Survivors not only have the Progress bar for attempting a Self-Unhook on their HUD, but also a smaller bar beneath it.

This smaller bar, known as the Resolve Meter, tracks Progress towards a Resolve, which grants the Hooked Survivor a guaranteed Self-Unhook.
The Resolve prompt appears only after the Killer remains too close to the Hooked Survivor for a cumulatively prolonged amount of time (i.e. the Killer was (face-)camping them).

After unhooking through a Resolve, the Survivor benefits from all the usual effects following an Unhook, albeit for an increased duration of 15 seconds.

Hook Stages and Endgame Use

A Resolve can be granted during both the first and the second Hook Stage.

The feature is, however, disabled for the remainder of the Trial as soon as the Exit Gates are powered (they do not have to have been opened yet).

Resolve Meter

The Resolve Meter fills whenever the Killer is anywhere within 16 metres of the Hooked Survivor; the closer, the faster.
There are exceptions that slow the fill rate or halt it completely, which are in the subsequent sections:

Grace Period

After hooking a Survivor, there is a buffering grace period of 7 seconds, during which the Killer is allowed to exit the area with enough wiggle room to interact with nearby Props and objectives, before the Resolve Meter begins tracking their proximity and possibly start filling up.

Other-Survivors Penalty

The Resolve Meter also tracks the proximity of other Survivors, be they healthy, injured or dying, which slows its fill rate while they are within the same 16 metres as the Killer.
This intends to not unfairly penalise the Killer for chasing after another Survivor in the Anti-Camp Zone and to penalise other Survivors for swarming the Hook.

Carrying

The Resolve Meter stops filling completely (or does not even start) whenever it detects the Killer carrying another Survivor inside the Anti-Camp Zone.
This too intends to not unfairly penalise the Killer for hooking multiple Survivors in the same area, especially in the Basement.

Verticality

The Resolve Meter treats both the horizontal and the vertical distance to the Hooked Survivor equally.

This, for once, does unfairly penalise the Killer, as they can inadvertently trigger the mechanic from a different floor, even if they would physically have to traverse a relatively large distance to reach the Hook (e.g. The Game, Midwich Elementary School, Raccoon City Police Station).

It was planned to address this in a future update, but no change has been implemented yet (applicable up to Patch 8.5.0).

Charge Times

The Resolve Meter fills at default rate of +1 c/s, which changes based on the Killer's distance to the Hooked Survivor.

A Resolve is granted after accumulating 100 Charges:

Distance Modifier Interpolation
16 metres x0.5 Linear (x1)
15 metres x0.75
14 metres x1
13 metres x1.25
12 metres x1.5
11 metres x1.75
10 metres x2
9 metres x2.5
8 metres x3
7 metres x3.5
6 metres x4
5 metres x4.5
0-4 metres x5


Hook Stages

For Survivors, Hooks have three different stages:

Stage Name Duration &
Life Bar Drainage
Available Interactions Description
1 Summoning Phase 70 seconds;
100 to 51 %
Hooked Survivor:
  • Take Chance to Unhook Action
    (a.k.a. Self-Unhook)

Other Survivors:

  • Unhook Action
Survivors enter the first Hook Stage only when they are hooked for the first time.

In the first Hook Stage, Survivors have the following options:

  • Hang still or use incomplete Self-Unhook Attempts to warn other Survivors of a camping Killer (see #Hook Gymnastics).
  • Attempt to Self-Unhook, which has a default Success Chance of 4 % per attempt.
    • Failed attempts penalise the Survivor by reducing the Hook Stage duration by -20 seconds each, thus allowing for a maximum of 3 attempts.

Once a hooked Survivor's Life Bar drains to 50 % remaining, they automatically enter the second Hook Stage.

Nothing.png
2 Struggle Phase
IconHelp hookStruggle.png
70 seconds;
50 to 1 %
Hooked Survivor:
  • Struggle Skill Checks

Other Survivors:

  • Unhook Action
Survivors have several ways to enter the second Hook Stage:
  • Be hooked for the second time, after having been rescued from the first Hook Stage.
  • Fail to be rescued by other Survivors during the first Hook Stage, causing the Life Bar to drain to 50 %.
  • Fail too many Self-Unhook attempts during the first Hook Stage, causing the Life Bar to drain to 50 %.

In the second Hook Stage, Survivors have the following options:

  • Struggle against The EntityIconHelp entity.pngIconHelp entity.pngIconHelp entity.png by succeeding the Struggle Skill ChecksIconHelp skillChecks.pngIconHelp skillChecks.pngIconHelp skillChecks.png (11 in total), which spawn continuously throughout the Hook Stage.
    • Succeeded Skill Checks continue the Struggle Phase, but progressively reduce the Success Zone of subsequent Skill Checks.
    • Failed Skill Checks penalise the Survivor by reducing the Hook Stage duration by -20 seconds each, thus allowing for a maximum of 3 failed Skill Checks.

The duration of the second Hook Stage can be increased using either CamaraderieIconPerks camaraderie.pngIconPerks camaraderie.pngIconPerks camaraderie.png or ReassuranceIconPerks reassurance.pngIconPerks reassurance.pngIconPerks reassurance.png.

Once a hooked Survivor's Life Bar drains to 0 % remaining, or they fail to give input on 2 consecutive Skill Checks, they automatically enter the third and final Hook Stage, completing the Sacrifice process.

Nothing.png
3 Sacrifice instantaneous;
0 %
None available. Survivors have several ways to enter the third Hook Stage:
  • Be hooked for the third time, after having been rescued both from the first and the second Hook Stage respectively.
  • Be hooked for the second time, after having been rescued only from the second Hook Stage, or if you had been rescued from the first Hook Stage, but are the Last Survivor Standing now.
  • Be hooked for the first time, if you are the Last Survivor Standing, regardless of whether you had been hooked previously or not.
  • Fail to be rescued by other Survivors during the second Hook Stage, causing the Life Bar to drain to 0 %.
  • Fail too many Struggle Skill Checks during the second Hook Stage, causing the Life Bar to drain to 0 %.
  • Fail to give input on 2 consecutive Struggle Skill Checks during the second Hook Stage, causing the Life Bar to drain to 0 %.

In the third Hook Stage, Survivors have lost their struggle against The Entity and are sacrificed, completing the process.

Hook Sabotage

Survivors can sabotage Hooks, which temporarily breaks them and thus renders them unusable for the Killer for that time, by using a ToolboxIconItems toolbox.pngIconItems toolbox.pngIconItems toolbox.png on it.
This can also be done without a Toolbox if a Survivor has the Perk SaboteurIconPerks saboteur.pngIconPerks saboteur.pngIconPerks saboteur.png equipped.

The Hook Sabotage action takes a default time of 3 seconds to complete and will always consume 6 Charges from the Toolbox, as the Hook Sabotage action has a higher default Item Consumption rate of -2 c/s.

Since Killers are unable to hook Survivors onto sabotaged Hooks while they are broken, they will have to walk to a different Hook instead, potentially leaving enough time for the carried Survivor to wiggle free in the meantime, making sabotage a strategic gameplay mechanic.

Auto-Repair Mechanic

The Entity auto-repairs all sabotaged Hooks after a default time of 30 seconds.
This timer can be modified using certain Perks or completing the Hook Sabotage action with a Toolbox that has certain Add-ons equipped.

Sabotage Notifications

It should be noted that sabotaging a Hook always creates a Loud Noise Notification, which will inform the Killer of the sabotage.
This notification can be suppressed by completing the Hook Sabotage action with a Toolbox that has the Protective GlovesIconAddon protectiveGloves.pngIconAddon protectiveGloves.pngIconAddon protectiveGloves.png Add-on equipped.

Basement Hooks Sabotage Immunity

The four Basement Hooks cannot be sabotaged under any circumstances and are immune to it.

This immunity also used to apply to special Event Hooks, back when Dead by Daylight's major Events only featured a limited number of such Hooks in a Trial and their numbers could be influenced using the associated Event Offering.
Since these Events now convert every single Hook on the Map into Event Hooks, this immunity was removed and they can be sabotaged like any regular Hook.

Special Hooks

Basement Hooks

Related Article: BasementIconHelp basement.pngIconHelp basement.pngIconHelp basement.png
Dbd-journal-basement.png

The Basement Hooks are a unique set of four Hooks attached to a single post located in the BasementIconHelp basement.pngIconHelp basement.pngIconHelp basement.png.

The Basement Hooks are impervious to any form of damage: they cannot be sabotaged by Survivors and also do not break when a hooked Survivor is sacrificed or a Survivor using BreakdownIconPerks breakdown.pngIconPerks breakdown.pngIconPerks breakdown.png is unhooked.
Originally, when sabotaged Hooks were destroyed permanently, they were the last resort for a Killer to still hook and sacrifice Survivors.

Scourge Hooks

Related Article: Scourge Hook PerksIconHelp scourgeHooks.pngIconHelp scourgeHooks.pngIconHelp scourgeHooks.png

Scourge Hooks are no different from regular Hooks in appearance, but in effect.

In a Trial in which The Killer uses a Scourge Hook PerkIconHelp scourgeHooks.pngIconHelp scourgeHooks.pngIconHelp scourgeHooks.png, a few Hooks are selected at random to become Scourge Hooks.
The Killer will see those Hooks highlighted in a white Aura.
Hooking a Survivor onto a Scourge Hook will apply the effect of the associated Scourge Hook Perk.


Event Hooks

Related Article: Events

Lunar Hook

Related Articles: Howling Grounds & Moonrise

The Lunar Hook are a special Hook model that is featured during the recurring Lunar Events Howling Grounds and Moonrise.

For every burnt Red EnvelopeIconFavors redEnvelope.pngIconFavors redEnvelope.pngIconFavors redEnvelope.png, a Lunar Hook would spawn on the Map.
Its AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png would be displayed to the Killer in a blue colour.

During Howling Grounds, hooking a Survivor for the first time on such a Hook would grant the Killer one Burnt Coin EventObjective burntCoins.png, 40 of which would unlock the The Hound customisation option for The Huntress.
During Moonrise, this was changed to grant points that could then incrementally be turned into a Gold Coin EventObjective goldCoins.png, a temporary currency, of which up to 9 could be exchanged for special Event cosmetic pieces.

Grill Hook

Related Article: Scorching Summer BBQ

The Grill Hook was a special Hook model that was featured during the Scorching Summer BBQ Event.

For every burnt BBQ InvitationIconFavors bbqInvitation.pngIconFavors bbqInvitation.pngIconFavors bbqInvitation.png in addition to 2 default ones, a Grill Hook would spawn on the Map.
Its AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png would be displayed to the Killer in a blue colour.

Hooking a Survivor for the first time on such a Hook would grant the Killer one Survivor Chop EventObjective summer18 killer.png, 50 of which would unlock the Pro-Pain Hammer customisation option for The Hillbilly.

Cankerous Hook

The Cankerous Hook was a special Hook model that was featured during the past Halloween Events.

They spawned naturally throughout the Trial Grounds during the Event and their number could be increased by burning Pustula PetalsIconFavors pustulaPetals.pngIconFavors pustulaPetals.pngIconFavors pustulaPetals.png Offerings.
A Cankerous Hook's AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png would be displayed to the Killer in an orange colour.

During The Hallowed Blight, hooking a Survivor for the first time on such a Hook would fill the Killer's Nectar Vial by one sixth with Putrid Nectar, with a filled Vial granting one Putrid SerumIconHelp putridSerum.pngIconHelp putridSerum.pngIconHelp putridSerum.png, a temporary currency that could be used to buy the Event cosmetics from the In-Game Store.
During the Withering Blight Event, this was changed to just award Bonus Bloodpoints.

Tangled Hook

The Tangled Hook is a special Hook model that is featured during The Midnight Grove Halloween Event.

They spawn naturally throughout the Trial Grounds during the Event and their number could be increased by burning Cursed SeedIconFavors cursedSeed.pngIconFavors cursedSeed.pngIconFavors cursedSeed.png Offerings.
A Tangled Hook's AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png would be displayed to the Killer in an orange colour.

During The Midnight Grove, hooking a Survivor on a Tangled Hook would award Bonus Bloodpoints.

Bone Chill Hook

The Bone Chill Hook is a special Hook model featured during the Bone Chill Winter Events.
By default all Hooks on the Map spawn as Bone Chill Hooks.

Esoteric Hook

The Esoteric Hook is a special Hook model featured during the Haunted by Daylight Halloween Event.
By default all Hooks on the Map spawn as Esoteric Hooks.
Hooking a Survivor on the Esoteric Hook grants Killers Void Energy which could be transferred into Unstable Rifts.

Hook Designs

In the early days of the game, each Killer had their own personal Hook Design that was used on every Map they played on.

Survivors quickly learnt that they could identify a Killer by taking a look at the design of the nearest Hook shortly after spawning. Thus Killers relying on the element of surprise were revealed too early to the Survivors and popular tactics, like to hold off on using one's Power if it made distinct noises to disguise one's identity for as long as possible, were nullified.

The Developers realised this and changed Hooks to no longer be tied to a Killer prior to the release of CHAPTER 2: The HALLOWEEN® Chapter.
They were from then on bound to the Realm, with one exception: playing against The XenomorphIconHelpLoading xenomorph.pngIconHelpLoading xenomorph.pngIconHelpLoading xenomorph.png (CHAPTER 29: Alien) will always spawn its special Hook, regardless of the Realm.

It can still be clearly seen that the three original Hooks were designed to have similar features to their respective Killers. Newer Hooks were designed to fit more into the general theme of their Realm.

MacMillan Estate Autohaven Wreckers Coldwind Farm Crotus Prenn Asylum Haddonfield Backwater Swamp
Hook MacMillanEstate.jpg
Hook AutohavenWreckers.jpg
Hook ColdwindFarm.jpg
Hook CrotusPrennAsylum.jpg
Hook Haddonfield.jpg
Hook BackwaterSwamp.jpg
Originally The Trapper's Hook: two steel bars tied together with some thick rope, reminiscent of his family's iron foundry. Originally The Wraith's Hook: wooden beams with bandages wound around and twigs and branches sticking out of them. Originally The Hillbilly's Hook: tinkered together from lots of scrap metal. Originally The Nurse's Hook: cast metal with intricate ornament and a broken birdcage on top of it. Fashioned to the likes of fancy street lanterns found in the Haddonfield neighbourhood. A rotting, mushroom infested wooden beam with a thick wood branch attached to it with some rope.
Nothing.png
Léry's Memorial Institute Red Forest Springwood Winter Solstice (Event) Gideon Meat Plant Lunar New Year (Events)
Hook LérysMemorialInstitute.jpg
Hook RedForest.jpg
Hook Springwood.jpg
Hook WinterEvent.jpg
Hook GideonMeatPlant.jpg
Hook HowlingGrounds.jpg
Fashioned from medical gear and machinery found throughout the medical Institute. Tinkered together from a couple of smaller branches, adorned with animal hide. Put together from the plumbing of old-fashioned central heating units found in the Boiler Room, held together with chains. Known as the old Winter Hook: a steel bar Hook hung with light ornaments in order to celebrate the Winter Solstice and Christmas, it spawned during the Winter Solstice Events. A steel bar Hook adorned with many of Jigsaw's contraptions. A steel bar Hook with Chinese Firecrackers and decorated with Chinese symbols, celebrating the Lunar New Year.
Nothing.png
Scorching Summer BBQ (Event) Yamaoka Estate The Hallowed Blight (Event) Ormond Hawkins National Laboratory Grave of Glenvale
GrillHook.png
Hook YamaokaEstate.jpg
Hook TheHallowedBlight.jpg
Hook Ormond.jpg
Demohook.jpg
Hook GraveOfGlenvale.jpg
Known as the Grill Hook or Summer Hook: a steel bar Hook hung with grills, a little spice tray, tongs, aluminium paper and a bowl of cooking chilli at its foot, it spawned during the Summer BBQ Events. A wooden Hook mounted atop a carved stone pillar with a Japanese-style roof perched atop it. Known as the Cankerous Hook: a steel bar Hook engulfed half-way by a cankerous growth and adorned with Pustula Petals, it spawned during the first two Blighted Halloween Events. A miniature ski lift pylon with a yellow rubber mat surrounding the lower half. A rat-infested Hook made from material resembling that found in the Rift Lab. Fashioned from splintered, old wood and adorned with simple mechanical contraptions.
Nothing.png
Silent Hill Raccoon City The Midnight Grove (Event) Forsaken Boneyard Bone Chill (Event) Garden of Joy
Hook SilentHill.jpg
Hook RaccoonCity.jpg
Hook TheMidnightGrove.jpg
Hook ForsakenBoneyard.jpg
Hook BoneChill.jpg
Hook GardenOfJoy.jpg
A metal Hook formed from sharp-edged steel, adorned with mesh-grating and sharp, spikey sheets of metal. A metal Hook overgrown with cancerous tissue growths and adorned with spikes and vines. Known as the Tangled Hook: a steel bar Hook engulfed half-way by a tangled, vine-like growth, it spawned during the last Blighted Halloween Event. An ornate Hook consisting of carved stone with antique patterns, overrun by roots. Known as the new Winter Hook: a rusty metal Hook held together by rusted bolts and screws, adorned with red and green Christmas lights and lined by gifts at the base, it spawns during the Bone Chill Winter Events. A rusty metal Hook made of rusted iron, lit up by fluorescent bulbs, topped off by a wind vane, and overrun by vines.
Nothing.png
Haunted by Daylight The Decimated Borgo Toba Landing Nostromo Wreckage
Hook HauntedByDaylight.jpg
Hook TheDecimatedBorgo.jpg
Hook TobaLanding.jpg
Hook NostromoWreckage.jpg
Known as the Esoteric Hook: a metal Hook adorned with an energy canister, it spawns during the Haunted by Daylight Halloween Events. A wooden Hook decorated with metal spikes and spiky gears. A Hook made of scrapped machinery, tubing, wires, and metal glued together by pink organic matter. Known as the Alien Hook: a metal Hook made of a large, dark grey metal part surrounded by black alien growth.
It spawns whenever the Killer is The Xenomorph.


History

Original Hook Stages

For Survivors, Hooks have three different stages. Stages 1 and 2 each have a duration of 45 seconds:

Hook Stage Health Bar Actions Explanation
1 100 - 51 % Escape Attempts

A Survivor being hooked for the first time will enter Stage One. A Survivor in Stage One can be rescued by another Survivor or attempt to free themselves from the Hook.

  • Each attempt has a 4 % chance to succeed and will cost 16.666% (or 20 seconds) of the remaining Health Bar.
  • The chance to escape from the Hook can be increased with Luck Offerings or Up the AnteIconPerks upTheAnte.pngIconPerks upTheAnte.pngIconPerks upTheAnte.png.
  • The number of times a Survivor can attempt to free themselves can be increased by Slippery MeatIconPerks slipperyMeat.pngIconPerks slipperyMeat.pngIconPerks slipperyMeat.png.

Once the Health Bar drops to 50 %, the Survivor will enter Stage Two.

2 50 - 1 % Struggle Phase

If a hooked Survivor's health bar reaches half (default 60 seconds or 3 failed escape attempts), will enter Stage Two. If they are rescued before reaching Stage Two , they will start at Stage Two the next time they are hooked. A Survivor in Stage Two, also known as "Struggle Phase", can still be rescued by another Survivor, but will have to struggle against The Entity trying to kill them.

3 0 % Sacrifice

A Survivor being hooked the third time, required that they were rescued before reaching 0 % health, will enter Stage Three. This also happens if all other survivors are hooked (and no one is in stage 1), or dead. A Survivor in Stage Three gets killed by The Entity, completing the sacrifice.


Change Log

Patch 1.2.0

  • Killer QoL: changed Hooks from being Killer-specific to being Realm-specific.
    • All Realms now spawn their specific Hook model, independent of which Killer loads into the Trial.
      • Exceptions: the Basement Hooks use the same model across all Realms, and The XenomorphIconHelpLoading xenomorph.pngIconHelpLoading xenomorph.pngIconHelpLoading xenomorph.png always spawns its own unique model.
    • This change was originally motivated by perceptive Players back then being able to immediately identify Killers based on the Hooks that spawned on the Map and newer Hook models looking out-of-place across different Realms.

Patch 1.5.3

  • Killer Nerf: increased the duration of both Hook Stages from 45 seconds to 60 seconds.
    • This change was intended to reduce the effectiveness of camping hooked Survivors, giving their fellow Survivors more time to repair Generators and apply pressure to the Killer.

Patch 1.8.0

  • Survivor Buff: increased the Wiggle Progression bonus from being dropped by the Killer (a.k.a. "dribbling") from +25 % to +33 %.
  • Survivor QoL: added so-called "Swivel Hook", allowing Survivors to unhook others from any angle instead of only from straight up front.
    • This change was added to remove the Killer's ability to completely body-block the Unhook prompt by standing in front of the hooked Survivor (a.k.a. "face-camping").

Patch 2.0.0

  • Change: the number of Hooks spawning in the environment is now based on the number of map tiles divided by three.

Patch 2.2.0

  • Survivor Buff: hooked Survivors no longer take damage during the unhooking process before they regain full control of their character.
    • Originally, this was to prevent Killers from downing Survivors before they even had a chance to run away.
      Nowadays, this change is mostly obsolete due to unhooked Survivors automatically receiving Endurance.
  • Survivor Buff: halved the duration of the Self-Unhooking animation from 2.4 seconds to 1.2 seconds.

Patch 2.3.0

  • Killer Buff: reduced the duration of the Hooking animation from 2 seconds to 1.5 seconds.

Patch 2.5.0

  • Killer QoL: reduced the minimum spawn distance of regular Hooks from the Basement Hooks to 16 metres.
    • Killer QoL: moved the reference point for the radius from the middle of the Basement to the top of the stairs leading into it.
  • Change: all Maps now feature a minimum and maximum number of Hooks that they can spawn.
  • Change: Hook Offerings now affect the distance in-between Hooks rather than the number.

Patch 3.6.0

  • Killer Buff: reduced the Wiggle penalty for dropping a Survivor from +33 % back to +25 %.
  • Killer Buff: reduced the Hook Repair timer from 180 seconds to 30 seconds.
  • Survivor Buff: reduced the Sabotage time from 16 seconds to 3 seconds.
  • Survivor QoL: removed Sabotage Skill Checks.
  • Killer Nerf: removed the ability to hook Survivors mid-sabotage.

Patch 3.7.0

  • In case of all remaining Survivors reaching the Struggle Phase, The Entity will now instantly drain their remaining life bar and sacrifice them.
  • Added additional effects for when Survivors attempt to unhook themselves, making it clearer that this is potentially hurtful and will accelerate the sacrifice process.

Patch 4.7.0

  • Rework: instead of continuously mashing buttons or keys, the Struggle Phase now repeatedly triggers Skill Checks until the sacrifice.

Patch 6.1.0

  • Survivor Buff: Survivors now receive the Endurance and Haste Status Effects for then 5 seconds after being unhooked.
    • Haste had a strength of +7 %.
  • Survivor Nerf: extended the timer for unhooks to be considered "Safe Unhooks" from 10 seconds to 15 seconds.

Patch 6.2.0

  • Survivor Buff: doubled the duration of the Endurance and Haste Status Effects from 5 seconds to 10 seconds.
  • Survivor Buff: increased the strength of Haste from +7 % to +10 %.

Patch 7.1.0

  • Killer Nerf: removed the ability for Killers to grab healthy or injured Survivors while they are unhooking the hooked Survivor.

Patch 7.3.0

  • Rework: introduced an Anti-Camping mechanic to Hooks.
    • This feature allows Survivors to self-unhook and gain an extended Endurance Status Effect, if the Killer camps the Hook for too long.
    • This feature becomes inactive as soon as the Exit Gates are powered.

Patch 7.3.1

  • Survivor QoL: the Anti-Camping mechanic no longer considers other hooked Survivors.
    • Before this change, if two Survivors were hooked in the Basement at the same time, the other's presence would influence their respective Anti-Camping Meter, unfairly slowing its progression around a camping Killer.

Patch 8.1.0

  • Killer QoL: broken Hooks from sacrificing Survivors (excludes those found in the Basement, which are unbreakable) now auto-repair after 60 seconds instead of remaining broken for the remainder of the Trial.
    • This change was motivated by the Developers wishing to remove situations in which Survivors could become unhookable late game due to dead zones from previous Sacrifices.

Patch 8.2.0

  • Killer Nerf: further increased the duration of both Hook Stages from 60 seconds to 70 seconds.
    • This change was intended to compensate for the previously increased Repair requirement reducing the effectiveness of pressuring camping Killers by repairing Generators.

Patch 8.5.0

  • Killer Quality of Life: removed the Progress bar from the Hook interaction.

Patch 8.7.0

  • Survivor Quality of Life: added a protection to Survivors when other Survivors spam the Unhook interaction without actually unhooking.
    • This change aims to deter griefing.


Trivia

  • Hooks were originally known as "Meatlockers" and later as "Meathooks".
  • The entire Game Mechanic of hooking Survivors was inspired by a scene in The Texas Chainsaw Massacre, where Leatherface (or The Cannibal) catches Pam and puts her on a Hook.
  • There's an unreleased Hook model named Deer Hanger in the Game files.
    It is stored in a folder titled Improvised Hooks.
    It is possible that at one point in Development, Killers might have been able to fashion their own Hooks from scrap materials.

Hook Gymnastics

  • Early on in the Game's life, hooked Survivors had established a way to communicate a Killer's proximity to the other Survivors:
    • Hanging still from the Hook meant something along the lines of: "The Killer is far enough away from me or preoccupied with something else, you can come and rescue me now!"
    • Spamming the self-unhook animation meant something along the lines of: "The Killer is nearby, patrolling the Hook or camping it. It is not safe to attempt a rescue, stay away and let me hang!"
  • This was jokingly referred to as "Hook Gymnastics".
  • Many newer Survivors believed that the Hook Gymnastics worked the other way round and signalled a camping Killer by hanging still and struggled once the Killer was away.
    • This issue propagates to present-day Dead by Daylight, with most Veteran Players sticking to the original Hook Gymnastics, leading to miscommunication with newer Players, due to the general consensus having been lost.

Hook Spawns

Each Map has a minimum and maximum amount of Hooks that may spawn on it:

  • Hooks must have a minimal spawn distance in-between each other unless the minimum amount of spawns is not reached, then they may spawn closer together.
    • This minimal spawn distance may be affected by OfferingsIconHelp offerings.pngIconHelp offerings.pngIconHelp offerings.png.


Video

The Outline of the Hook Asset


Props
IconHelp alarmClock.png Alarm Clocks IconHelp barrel.png Barrel IconPowers trap.png Bear Traps IconHelp breakableWall.png Breakable Walls IconHelp cagesOfAtonement.png Cages
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IconPowers eyesInTheSky.png Drones IconHelp exitGates.png Exit Gates IconHelpLoading generators.png Generators QuestIcons glyph.png Glyphs IconHelpLoading hatch.png Hatch
IconHelpLoading hook.png Hooks IconHelp jigsawBoxes.png Jigsaw Boxes IconHelp lockers.png Lockers IconHelp crownPillar5A.png Masquerade Pillar QuestIcons fragment.png Memory Shards
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