http://dbd.game/killswitch
How to incentivize hooking for killer?
Summary: 50-75% matches end with slugging in search of last survivor for up to 20 minutes, why is it so bad to hook/play for hatch?
In majority of my matches, at least every second game, the killer leaves the second last survivor downed on the ground/injured. Though now, the want to get a 4k is so apparently high that the killer will refuse to let the survivor bleed out. They pick up the survivor, and will either carry them around (if they don't wiggle) in search of the final survivor, or let them wiggle off instead of hooking them (knowing they'll surrender on hook), before repeatedly downing them. This cycle continues for as long as the killer wants - effectively holding the game hostage with the survivors in it, unless both survivors give up (defeating their goal of surviving, and possibly tanking their mmr so they play with teammates of lower skill level etc etc).
I wish this was a rare thing! But I truly mean at least 50% of my matches end this way, with the end game lasting longer than the core game itself. When I ask why in end game chat, the killers are adamant that the survivors should just surrender themself for the 4k, as the killer has won and wants a mori and team wipe. This is a boring and slow experience that can be super frustrating to go through every 2nd or so game. I can't really understand why allowing a 50% chance on either side for hatch is so bad! Could it be that getting a 4k gives more points than a 3k? Is waiting 20 minutes until finding the last survivor worth the extra points anyway instead of playing an entirely new game?
I'm just curious as to whether it can be made that killers are far more enticed to hook instead of drag the game along. Hooking as it is, shouldn't be seen as a waste of time, especially considering anti-camp (especially against huntresses, plagues, tricksters) isn't useful to survivors as you can be hearing their theme song/be in LoS/underneath them and get no anti-camp. Maybe more blood point rewards to hooking? Surely hooking gives more value as is than instantly slugging/4king a game by bleeding people out.
I'm also not saying slugging should be completely removed. An example is slugging a survivor because someone wanting a flashy save is waiting nearby, so you chase them away before picking up. Or maybe you hear an injured person around the corner and quickly down them because that is a mistake on the survivors behalf. Lots of killers will slug and then blame survivors for not being able to recover, when in reality the survivor could be picking others up who get insta-downed and bleed out from time. It's a hard thing to recover from, especially against some killers. e.g huntress, the hillbilly, plague, trickster, bubba, the singularity, nurse, blight etc etc. Though tactically slugging and using survivors mistakes against them, does make sense!
Answers
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You know i never really slug a team unless the first target i pick up i get 3 flashlights and flashbangs in my face then my sole goal is to make your life as miserable as possible. I will kill of 2 people quickly and then when there is 4 to 5 gens left and 2 survivors i will kill one of you and then let you ress and the the other i will stand there making your life as gruelsome as possible until one one you die.. it doesnt really matter if it takes 45 minutes.
Survivors seem to think they can do whatever they want but when you go out of your way to be annoying then reprecussions will be taken.
All the time survivors complain about sweaty killers but the only reason why that is is because as long as we keep you alive you are just as evil and annoying as you think the killer is but as soon as you get at dissadvantage you feel you should have a free card, that we should be nice guys after getting 4 flashbangs in our faces? no that is not how it works.1 -
On another note. Perhaps do so that you can only slug 2 people and then if you going for the 3rd and 4th they get extra protection of some kind in exhange for something that slows down the gen progressoin when hooking someone , Lets say buff pain ress to 30%.
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At this point let's just make it all-or-nothing:
As soon as it's down to 2 survs the killer can insta-sacrifice whoever they touch.
On the flip side: Exit gates are open instantly with a three-minute timer.
[This is not exactly serious - but tbh, it would at least avoid the slog of a match that has been decided within the first few minutes]
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You mean hook the 3rd downed survivor, meaning two is already dead. Just add a fast bleedout option after 45sec.
either the Killer is sure he can find the other in that speed, or he will lose sacrifice/ emblem points as the other survivor bleeds out.
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Remove bots and finisher mori, ill just eat the 45 second penalty so the fourth can get a chance at hatch. At the same time I rather not go past 45 seconds to rank up penalty and that is when its really problem since it can be back to back the slugging third to look for fourth happens.
Post edited by buggybug on1 -
I'm sorry you've dealt with that frustration, it can definitely feel like some players are just trying to ruin the match for others (and some do, this is not DBD nor killer nor suvivor exclusive. It's a people thing, not a DBD thing), and it makes sense to push back and slug this way when multiple flashbangs, flashlights, or sabos are in play.
That said, I think the issue a lot of people bring up isn’t about those specific cases, but more about when slugging happens even if the team is playing normally. Some people use slugging as a punshiment, like you explained you do, but many also use slugging because it's easier than going for hooks, it circumvents a game mechanic all togther. Similar to tunneling, It's a path of least resistance, and you can deny many survivor perks from even activating by just keeping them incapacitaed on the ground. I don’t think wanting incentives to hook is asking for a ‘free card'.
Making more incentives to hook, rewarding killers for chases with multiple survivors and multiple hooks is absolutely a good thing and it's what the entire structure of the game is based around.
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Yes exactly! I'm not saying that survivors are always angels, as they can play aggressively and use lots of plays like flashbang and sabos - in which slugging can become a tactic to force survivors to back away and reset, instead of all throwing themself at the killer as they know there is a consequence. I'm by no means trying to say that a 4k slug in scenarios where the survivors are only going for saves and all hovering around is the problem, because you can't blame the killer for trying to pick up but being unable too.
The problem is the normal games, which is what I've been experiencing. And some of these responses have fed into this, where a killer might experience a flashie save and then resort to wanting to be as cruel as possible to these people, when in reality these saves are also a game mechanic just like slugging can be a game mechanic. The problem is when this cruelty seeps in to the game and instead of just slugging it becomes a "i will wait out the 60 minute timer just so you get stuck here too". Yes, disconnecting is an option… but it really shouldn't have to be (if that makes sense). Why should this negativity feed off of both sides until one quits? Not to mention the time bans after. Both sides can definitely be cruel, and yes I do sympathise/empathise with killers who face bully squads who are only interested in dying and getting saves over and over (which also effectively halts the game) - I'm curious how often this happens as well? If anyone knows.
The main true problem where this comes in is solo queue. The lack of information on what the killer is actually doing because you don't have any communication is a problem. I find the chances for a successful save are also far far lower than with a group - as there are many things that go into one, like calling out location or if its a sabo play where the killer is headed. In solo queue, if someone gets a save its a miracle! haha. Lots of mistakes tend to happen!
And of course I'm not only saying that survivors should have help in these situations, because there are things that could help with killers optimisation (like their own HUD of hooks, especially with Shoulder the Burden now in play) - if a killer wants to tunnel they will tunnel. And if they tunnel and theres only 2 generators left it's understandable, that is their goal to make the game easier and effectively get more hooks afterward. At least tunneling causes hooks/opportunities for progression for both survivor and killer. I also think the anti-camp hook feature (as I mentioned in original post) isn't effective enough to really be necessary anyway. I definitely think it has encouraged this more brutal tactic among killers. Yes, it is unlucky for the camped/hooked survivor, but at least they aren't forced into DC'ing and can still help their team by not giving up and applying that pressure to camp, allowing gen progress. This makes it risky for the killer, whereas slugging is not as risky.
Summary (once again) - slugging bully squads? Sure! Bleeding out regular survivors? Not so sure.0 -
This is an interesting idea. Endurance might not hold much value, but maybe even something small like a blindness effect on the killer if they have info perks, just to give the survivors a chance for a pick up or possible reset. This of course would come with something advantageous for the killer as well, pain res wouldn't be a bad idea, or maybe an automatic ruin on the gens ? I'm not sure.
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Slugging is for players who do not really want to learn how to play. I can draw a paralell to world of warcraft if anybody has played it. Sluggers are the same type of people who play Paladin/warr/DK in 3v3. Its not really a great comp if you want to be great then you would play a more complex comp like SP/mage/priest or Destructoin/elemental/X healer or RMP. And not just try to Zug and hope you kill something
Likewise as for vanilla classic people refuse to play if they dont carry boons (its a tool to carry around all world buffs ) And the reason for this is people play for short term gratification rather than improving their gameplay.
I did put on knockout , deerstalker today together with Franklin and weave and honestly it just felt stupid, After a few minutes everyone is on the ground bleeding out and did i feel it was fun? no not really, The game was so short and it was it. I dont get how some people enjoy this kind of thing.0
