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When can survivors start to survive while in the dying state?

AssortedSorting
AssortedSorting Member Posts: 1,126
edited September 12 in Feedback and Suggestions

Slugging is a tool. It is a tactic. I don't want to stop it.

What I want to stop is the massive disparity of time-efficiency possible with this mechanic that can snowball hard. (especially if all living survivors are slugged, or are soloQ and uncoordinated).

Knocking a survivor out of commission with no agency on their part for 30-60s is okay.

Knocking a survivor out of commission with no agency on their part for four minutes, and then them dying, skipping 2 hook states and the time potential during the chases between them, while also taking full advantage of the mechanical constraint that they must be rescued by another survivor, and as such are a "honey-pot" that can provide other time-efficiencies for the killer with an ambush or knowledge of places where another survivor would likely navigate towards… Is not fine.

Let the survivors pick themselves up after 60s.

Or add something more engaging for both sides like a specific map prop/object that survivors can crawl to, to start picking themselves up over time. (as this gives the survivor a goal to crawl towards while slugged (and a choice between recovering to get picked up faster by an ally, or gambling on the map prop), and the killer something that they can check on if they leave a slug around and can't find them (but the survivor could have also just crawled and hidden away out of spite)). But this might cause more of a gap between soloQ and SWF.