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Slugging rework

Chilli_man2400
Chilli_man2400 Member Posts: 2,914
edited November 2021 in Feedback and Suggestions

This is a discussion I’ve been wanting to make for a long time. I’ve been thinking of ideas of how to fix a annoying problem and kind of fix the meta with some perks. I know this issue isn’t has big as Camping or tunneling but it’s still a big issue. The rework I’ve come up with will not only fix a core issue with the game but will eliminate crutch perks for slugging and fix the meta not all the way but for this issue. Let’s get started

New Slugging mechanic

The Dying state will remain the same but here is how it works now.

  1. Survivors can now recover from the dying state once a match.
  2. Reduced the time it takes for a downed survivor to die from 4 minutes(240 seconds) to 3 minutes(180 seconds)
  3. After recovering from the dying state by yourself once in a match, if you go down again you won’t be able to fully recover by yourself and you will have to be healed by another teammate. You can recover your health up to 95% after that you need another teammate to get you up.

With these changes I wanted to eliminate the core issue with slugging, the main issue with it was it was annoying and boring sitting for 4 minutes not being able to recover and do anything. To fix the issue I made Unbreakable base kit(kind of I’ll get to perks in a bit) so your not forced to run the perk every time in a competitive game. I shortened the death timer while on the floor so it’s not painfully boring for 4 minutes straight and to make it so the killer can end the game quicker with a shorter death timer. For point 3 nothing changed I just needed to establish that once you recover once you can recover anymore. With the core issue of slugging fixed what about perks? Don’t worry here’s the next part

Perk changes

the following perks were changed to work alongside my version of slugging

UnbreakablE

  • Your recovery speed is increased by 40/45/50%

Since Unbreakable is base kit the recovering from the dying state part has been removed but to compensate I increased the recovery speed from 25/30/35% to 40/45/50%.

No Mither

After being unhooked, gain the broken status effect. You won’t be able to heal back to healthy. After being unhooked gain the following effects for the rest of the game

  • Leave no pools of blood or blood orbs
  • Grunts of pain are reduced by 100%
  • You can fully recover from the dying state as many times as you want
  • Recovery speed is increased by 15/20/25%

With these changes, I get that No mither is supposed to be a bad perk it’s basically hard mode. But I hate it how you are literally always marked at the beginning as a tunnel me sign. I reworked it so where once your unhooked then you get the no mither affect I also added it so you don’t drop blood orbs cause it’s stupid how your injured the whole game and you can still give Oni is power. To clear up the recovery part pretty much if your downed before first hook and you recover once you can’t recover again, but once you gain the broken affect then you can recover as many times as you want.

Soul guard

After being healed from the dying to injured state gain the endurance status effect for 4/6/8 seconds. Any damage that would put you into the dying state is ignored and you will get deep wound. If you are cursed by a hex, you can recover from the dying state as many times as you can. This perk has a cooldown of 30 seconds.

this perk pretty much remained the same the only thing I wanted to clear up is that once again if you already recovered from the dying state you can’t recover again but if you’ve recovered and then you get cursed by a hex then you can recover as many times as you want until the curse is gone.

Tenacity

Crawl 80/90/100% faster and also recover at the same time.

this perk was simple I just buffed the numbers from 30/40/50% to 80/90/100%

Buckle up

See the recovery progress auras of dying survivors from 128 meters. When healing a survivor from dying to injured or from injured to healthy, both of you see the killers aura for 4/5/6 seconds. If someone heals you from dying to injured or from injured to healthy you both will see the killers aura. Healing someone from the dying state removes all negative status effects from that survivor.

I pretty much kept this the same but I made it so when you heal someone for more than just dying to injured you see the killers aura and the effect applies if your downed. Also I gave it a new effect were it removes all negative status effects(example Exhaustion, oblivious, hindered, mangled, hemorrhage, broken) I did this so the perk has more usage and to make a counter to sloppy butcher.

Flip flop

recovery progress converts into wiggle progression up to 75/80/85% when picked up by the killer

this was a simple change I just increased the numbers from 40/45/50% to 75/80/85% so the perk feels stronger to use but not overpowering.

Knock out

When putting a survivor into the dying state with a basic attack or special attack.

  • There aura cannot be seen from 8 meters away
  • the dying survivor suffers from the blindness status effect until healed and recovers 40/45/50% slower

This perk was changed so any attack will apply the knock out affect to allow more variety with builds and I removed the timer cause it was stupid how the blindness affect only lasted for 15 seconds. I made the aura blocking affect 8 meters at all tiers so it doesn’t feel weak.

This was my rework to the slugging mechanic and changes to perks to affect the reworked slugging. Did this fix the meta? Do you think this would help and fix the game? Let me know

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