Slugging rework
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.
- Survivors can now recover from the dying state once a match.
- Reduced the time it takes for a downed survivor to die from 4 minutes(240 seconds) to 3 minutes(180 seconds)
- 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
Comments
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Unbreakable basekit? No.
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It’s not the same though you don’t have increased recovery speed.
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Unfortunately I think this wouldn't really help. It would actually make slugging more annoying if a killer like nurse plays with the normal slug build.
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That's not the important part of the perk. Getting yourself up alone is huge because slugging is one of the main tools killers can create pressure. I can't even believe someone with an Oni pfp made this post.
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Emmm.... Why do u even want to change slugging? For me it's completely fine. I don't want any changes here.
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These just aren't balanced changes, completely removing slugging massively buffs survivors, massively nerfs snowball potential of killers and certain killers whos potential only really lies in snowballing though slugging to win games, the only way this would be balanced would be a massive buff to killers, the only thing I could think of is survivors also get basekit (current ds) for 30 second duration (perk increases it to 60) and survivors only get 2 hooks instead of 3,
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slugging is not even an issue in this game right now. There are so many counters to it.
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i wanted to fix the issue with meta perks people complain about survivors running the same perks all the time so instead of nerfing all of them to the ground they need to fix the core issue of why they run the perk so it doesn’t feel like a band aid fix for bad game design.
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Your missing the point I wanted to fix the main issue so Unbreakable and other meta perks don’t feel like band aid fixes for bad game design. Your not forced to run the same perk all the time. Also I reduced the timer to 3 minutes so they die on the floor faster
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I like this.
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Good intentions but slugging isnt the core issue. The core issue is gens get done too fast. Hence why killers run slow down perks, why they tunnel, why they camp and why they slug. Against competent survivors it is impossible to get 12 hooks, without doing the above tactics, before 5 gens get completed.
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I understand that but think about. People complain about people running DH/IW/UB/BT and DS by eliminating the need for Unbreakable they can free a perk slot and run something else. The issue here is the meta can’t change cause killers will always tunnel and camp and slug so survivors need counters to those issues but that’s a problem when your forced to run those same perks to fix issues. Like I said band aid fixes to problems instead of fixing them. That’s why it’s hard.
btw what did you think of the perk changes in context with my changes
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A reduction to a 4 minute timer that almost never matters a 3 minute timer in exchange for basekit unbreakable is not balanced
"fixing" a main issue behind a meta perk by giving a massive survivor basekit buff and conversely giving killers bread crumbs doesn't fix any of the games problems it just creates new ones
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But then that leads to the next problem where survivors can’t run any other perks caused there forced to run these crutch band aid perks to counter camping tunneling and slugging. There’s so many issues with the core gameplay that needs to be fixed to change the meta. The gens getting done to fast part is easy it’s not that gens are not slow enough it’s the spawn that causes this issue
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Depip squad proved survivor can run zero perks and crush most killers because there's 4 of them and only 1 killer. Between the 2 sides killer is more dependent on perks than survivor. If i play survivor i can stand a chance with a meme build. As killer, unless the survivors screw up, i will probably lose if i play a meme build over a meta one.
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Then that means getting the nerf hammer no no not just a hammer a ######### nerf chainsaw to the survivors. The survivors need to be reworked so issues like you mentioned are not present but that’s the issue we can’t just nerf everything survivor has it wouldn’t fix anything
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I would wager the majority of those oposed to these changes are killer mains.
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Ok it’s time to resurrect this old thread.
My suggestion has come true but in a different way. Unbreakable is base kit now!!
but instead of it being a one and done like mine it’s now they can get up if slugged for 45 seconds. This is fine but with unbreakable it should be toned down.
I can’t believe it was actually implemented I made this as a little suggestion but it’s finally been added
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