Slugging - An idea how to make it a more fair and balanced mechanic
Hello, i want to pitch in an idea i had about slugging. Apology for the lengthy post.
Slugging is an incredibly unfun thing for survivors and can be an insanely powerful tool for killers vs non-premade teams. Yes there are perks such as unbreakable or having bond/empathy to see the downed survivor, but honestly these are band aid fixes for a core issue. It's fun to be chased, its not fun to lay on the ground for 4 minutes and be unable to do anything about it unless you run 1 perk that can help you with it once. Also if a killer runs knock out with sloppy butcher, this can lead to very quick games and unfun games for both parties, since there won't be much action, which means a low amount of points and pips.
I propose a fix for this:
Survivors will now have their bleedout timer displayed below their health states. As you see, the timer will get split into 3 sections 100%-66%, 66%-33%, 33%-0%. Each section is divided by that blue bar (I suck at paint sorry). This would roughly equate to 3-2 minutes for the first section, 2-1 minutes for the second section, 1-0 minutes for the third section. If the timer passes a section, the bar will disappear and you will kinda see an animation that will inform you that "oh im now in the second section". This will reduce the bleedout timer from 4 to 3 minutes since 4 would be too much with this mechanic.
So how does this work? when you get downed and recover to 95%, you can press the action button, let's say E, and you will pick yourself up from the ground at the cost of burning that 1 section. recovery takes 30 seconds and a section lasts 1 minute, so you have ample time to recover at a different place where you were downed. if you choose to recover this way, the section gets depleted no matter when you activated it, be it at 67% or 70% of the bar etc. The second time you get downed, you can do this again within the 66%-33% range and your second section is gone, leaving you with your last 33% of your bleed out timer.
Now here comes the last part. If you choose to pick yourself up the 3rd time this way, you will enter the broken status effect permanently for the rest of the game, and you will die on your next down. The killer will get points as if he sacrificed you if you die this way. To make this more fair to the killers, being injured will now also drain the bleedout timer if not in a chase and if not running, at an incredibly slow pace. This will punish people who are injured for a prolonged period of time won't heal for the sake of rushing a generator. You also can not die from simply bleeding out while injured. You will stay at that 0% and you will get killed when you are downed the next time. Killer gets points as if he sacrificed you. Again i want to clarify that the bleedout timer ticking down while injured is very slow.
The Hemorrhage status effect will also receive a bonus: It will now also increase the speed at which the bleedout timer drains while downed and injured. This will make all of those hemorrhage worth a bit more in addition to its current effect.
Obviously some perks would have to be balanced around this mechanic. Here are some of my ideas:
Unbreakable: Your first "pick up" will not drain your first section of the bar + the recovery speed we have now.
Tenacity: Now also muffles downed grunts by 50%.
Flip-flop: Will now make you harder to carry on the killers shoulder, slowing the killer down by 18% while transporting. Also slows down pick up speed of the killer by 33% while picking you up, making it 4s instead of 3s.
No mither: Your pick ups will not drain your bleedout timer, you will also recover faster by 20%(can be stacked with unbreakable) and your downed grunts will be muffled by 100% + what it already has.
Deerstalker: also lets you see the intensity of the survivors recovery, so starts out white and proceeds to red, increased range to 48 meters.
Knockout (reworked): Decreases the recovery speed by 35% and also gives you the broken and hemorrhage status effect for 10/20/30 seconds after you picked yourself up.
So in the end, what would this accomplish? Killers would be incentivized to rather just hook the person they downed and slugged survivors have options now to either get themselves up, at a cost, or wait for someone to pick them up. Also makes downed perks more interesting and less unfun. Survivors will have an option to pick themselves up 2 times without a consequence, but the 3rd time could either kill you fast or help you get a miracle escape. This is mainly to prevent games where the killer equips slugging perks and lets you all bleed on the ground, and you HAVE to wait 4 minutes and get nothing for it. The killer can still "slug" the survivor for a couple of seconds and then pic him up if someone is near for that flashlight save, but this at least gives the survivors a lot more to work with, which i honestly think they need, and it's not an infinite mechanic, it does have its limits, opens up options for future perks.
Thanks for reading this, i know it's really long so i appreciate it. Tell me if this is too strong or not good enough, i just want to make the game more fun.
Comments
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I like the idea, it would make certain situations more fun and interesting for survivors, especially when it’s 2 v 1.
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Slugging is fine imo.
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