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Slugging shouldn’t really exist, according to lore?

Whenever a killer slugs survivors with no intention of hooking them up whatsoever, I feel that the game should actually respond. The entity, if it was aware of this behaviour from one of the killers would surely never actually let this happen. There would need to be fair windows of opportunity for a killer to grab a survivor, so this idea would need to be developed properly and tested. Given that it really does go against the feel of the game, and also given that it is one the worst survivor gameplay experiences that you can have - it is astounding to me that the issue has never been addressed in game before.

I suggest that we have a game mechanic that discourages slugging.

here are a few workable examples.

  • If a teammate has been down on the ground for x time the remaining survivors get an action speed buff.
  • after a survivor has been down on the ground for x time, the entity restricts the killers ability to swing their weapon. (Maybe it applies a huge stun after a swing, or maybe it locks the action altogether, again, this would need play testing to see what works best)
  • After a survivor has been left on the ground for x time, the entity applies a movement speed debuff to the killer that lasts for y time after the survivor is back up
  • After a survivor has been left on the ground for x time, The entity disables the killers ability to vault windows or break pallets.

Slugging might be considered a legitimate play style by some, and if you’re reading this and you are in that boat, then fair enough. I’m merely stating my opinion, this is what I think of while I’m laying there on the ground, bored and waiting for a timer to expire. Something about that doesn’t feel very.. dead by daylight, you know?

thanks for getting to the bottom of my essay.

Have a good one!

Sneaky6.

Comments

  • Sneaky6
    Sneaky6 Member Posts: 26

    Yes.. that particular response is kinda the problem I’m getting at. It’s boring, the entity doesn’t get a sacrifice and it’s all around a bad time.

  • TAG
    TAG Member Posts: 12,871

    How about Survivors can choose to be killed by the Entity after they've bled out X amount?

  • Sickerton
    Sickerton Member Posts: 77

    Assuming that the Entity would be willing to interfere so quickly and decisively when killers deviate from it's preferred feeding method, it'd probably just outright kill Myers considering he has builds to ignore hooks entirely and murder everyone for himself.

  • Rezblaze
    Rezblaze Member Posts: 843
    edited October 2019

    My question is, why are you trying to punish killers for a mechanic that you don't like?

    Why don't you, instead, try and encourage the devs to give slugged survivors something to do?

    I mean, you realize that 90% of this game is staring at timers ticking down. Your main objective is literally to hold a button and press space, but we're trying to talk about engaging gameplay?

    Why should the Killer's gameplay be made unfun just because you can't keep a chase?

    There has to be comparably engaging gameplay before you can convince me that the dying state needs to punish the killer. If you can name me one thing in this game that isn't watching a meter tick up and down before getting chased around the map, I'll consider this.

    Also, according to lore, the Entity, from what I understand, feasts on survivor's despair and suffering. Sacrifice is not the only method the Entity is fed by. In fact, a sacrifice means one less survivor that the Entity can keep feasting from, as after they are sacrificed, they're essentially in the Entity's bowels as waste, floating in the Void.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    You know what else doesn't jive with Lore and totally breaks the game? DC'ing. Sure wish they could do something about that.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    Slugging meta will die when DS meta dies. People slug because they feel it's the only counter they have, esp if they watch streamers for tips.

    Wish they would make it where successful DS skill check immedy triggers an even more difficult skill check for killer. If killer makes it they can hang onto survivor but wiggle meter progress increases some. That would help de-insentivize slugging for killers.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    I'd be cool with that. I did say the killer's skill check should be even harder than the one survivor made. Maybe they could make it appear between 1 o'clock and 3 o'clock on the check circle. That would be brutal!

  • Monlyth
    Monlyth Member Posts: 982

    I like this idea in theory, but in practice, one of the primary reasons I play killer is because there are no quick time events. So I can't support the idea of adding a QTE to Killer in any way, shape or form.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    I guess I never really thought about there not being any skill checks on killer. That seems fair.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited October 2019

    Personally I think slugging is perfectly fine. I wouldn't mind an option to allow a survivor to kill themselves after a certain (long) time, being slugged to death is boring and there should be a way move on to the next match faster without dcing.

  • Milo
    Milo Member Posts: 7,383

    It does punish the killers - you get less bloodpoints

  • Purgatorian
    Purgatorian Member Posts: 1,146
    edited November 2019

    Maybe there could be herbs on the ground the slugged survivor can crawl to, these show up once downed, and it takes as long to ingest them as it does to normal heal others. The killer cannot see these herbs. This would discourage slugging as it allows survivors to get back up if herbs are close by and they have been downed long enough to use them.

  • 8obot1c
    8obot1c Member Posts: 1,129
  • 8obot1c
    8obot1c Member Posts: 1,129

    How about just let us be able to get up if everyone is on the ground