Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
Removing slugging and stuck on the ground would actually help in many cases
I honestly think being on the ground and can do nothing on your own is a boring mechanic.
You cant do much on the ground except from slow crawling and 99% heal.
I think removing that you are stuck on the ground would solve so many things. Why? Let me tell you.
Some killers like Nurse or Blight are strong because they can make a 4 slugg, especially with things like starstruck.
Slugg for a 4k is also a bit meh, since the 2 survivors cant do much about it anyway.
So and why is it healthy?
First of all, it removes some pressure like camping or tunneling, since if you go down, you eventually get up again.
Killer is often more forced to hook.
But at the same time, since it takes pressure on some things, we can actually balance other things out where killer struggle.
And to be honest, who wants to play AFK Simulator on the ground?
The perks who give advantage of such things could be getting an extra effect.
Also this would be effectively a meta shake up for both sides.
So what i want:
Survivors should recover 100%. At the same recovery speed as right now.
Comments
-
Uh. You do realize this is literally a strategy this game and multiple killers are is balanced around, right? The counter is picking them up, which means they didn’t get a hook state.
9 -
You know, perks can be changed, some killers powers too. Also if you mean twins, that means, they still have enough time to pick the guy up they just downed.
Also some "strategies" changed cause of patches.
2 -
You are literally asking to reward going down. There’s no reason to change this. Run anti slug perks if you don’t like it. If survivors don’t pick slugs up, that’s their fault.
16 -
I'd have to disagree with this strongly. There are plenty of ways to ruin a slugger's day; one only involves not feeding the slug.
Look, I understand that some high mobility killers run slugging builds, and yes it can be difficult to counter but it can be countered and there aren't nearly enough full on slug games to justify what amounts to permanent Unbreakable. If you're 4 man slugged, go crawl in opposite directions on the map, one of you might well make it to the hatch, or at least you might make the killer nervous enough to hook you.
Slugs are boring, but they are a strategy within the game that some killers have build's around, and we have even more ways via perks, than we had a year or so ago.
Sorry, but if I end up in a 4 man slug, its usually because myself and the team weren't being careful enough, or the killer is just that damn good. Asking to be able to keep coming back from that just reinforces mistakes or punishes killers for a tactic that is legitimate, if not particularly fun for the slugged side.
7 -
No. Address the situations where it is a problem (Starstruck nurse, 4k bleedouts) without removing it's legit applications (combating sabo/altruism squads, creating pressure without removing a survivor from the game).
1 -
How is being on the ground more boring than being on a hook? At least on the ground you can move around a bit.
6 -
Slugging is already a risky move on the killer's part. While it can create some immediate pressure by not spending time picking them up and hook them, you lose out on the hook state and survivors take longer to die while slugged than on hook. Meaning if you slug someone and then spend way too much time chasing after someone else and the survivor you slugged gets picked up, you wasted a bunch of your own time.
I get being slugged on the ground isn't fun gameplay, but it's not like it is an unstoppable strategy that requires devs to remove it.
2 -
Slugging is OK, you can crawl to a certain spot, you can hide until your teammate pick you up, you can even find hatch. Unlike camping, you're not denied of gameplay while being slugged.
0 -
Slugging does have a place in certain situations so it shouldn't be entirely removed but I do think it needs changes so survivors aren't stuck on the ground for 4 minutes doing nothing.
I think that if you've reached "find help" and have 3 crows you should basekit be able to pick yourself up. If you have 3 crows that means you have not moved from your spot for 90 seconds, that's plenty of time for the killer to have picked you up and hooked you and with 3 crows you have a noise notification which allows the killer to find you. If you're crawling around trying to hide from the killer and avoiding crows you don't get the basekit pick up - you made your choice to stay on the ground.
I also think they need to change Knock Out to not be a perk that's mainly used in slugging until bleedout builds. Have the same effects when a survivor is injured with a basic attack and if downed/healed the effects go away, don't have it apply to downed survivors because as solo you're basically stuck bleeding out for 4 minutes.
0 -
"Once all 4 survivors are incapacitated (hooked, dead downed) and unable to do anything about it, reduce their timers to 10s"
Bleedout solved.
0 -
Only if the killer gets the sacrifice BP they would have if they'd hooked everyone, otherwise you're just needlessly punishing the killer because the survivors threw.
1 -
I think a distinction between "hooking" "dies by sacrifice" and "bled out" for bp score events makes sense.
But the BP for "bled out" are pitiful and surely could be increased, but shouldnt be as high as "survivor hooked twice and sacrificed"
0 -
As for OP's idea of basekit unbreakable.
How many former meta perks do you need made basekit?
1 -
So you want Unbreakable at base when you already have BT and Guardian on steroids at base?
2 -
Honestly I don't see a need to increase the BP for survivors in dying state dying due to bleeding out.
While slugging has a use as a way to quickly increase your pressure with the risk of losing out on hook states, we shouldn't really be rewarding killers to letting survivors bleed out on the ground. As it stands, slugging all survivors til they die takes a long time (4 minutes to bleed out) and there's not really a bp award for doing so hence 4 man slug builds don't see a lot of play, because there's no incentive to do so which (imo) is healthy for the game. Slugging has it's place, but is not the ideal strategy in most situations.
0 -
Yeah okay. And let's also remove looping while we're at it...
2 -
I'm all for removing slugging.
Just make it so survivors go on the hook automatically when down.
0 -
Some of the most fun gameplay for me and the survivors I have gone against have been in the rare instances where I start slugging for pressure. There's nothing but pure entertainment and chase for both sides. I have posted this somewhere else but I went against a 4 man unbreakable, soul guard and dead hard squad pre patch while I was running alchring on blight. They were the first good swf I had gone against in quite a while and both sides were very content in the post game chat. Now I know there are knockout builds right now but most of the time people are not going into games with knock out to slug it out.
0