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Anti-Slug Ideas
Two ideas I have for the Anti Slugging
Anti Slug option#1
Once you reach 95% recovery you crawl 25% faster.
1 Slug: Nothing Changes
2 Slugs: you can also recover and crawl at the same time. (Tenacity without the speed)
3 Slugs: Along with 2 Slugs if you are next to each other you can pick one another up once one of you reaches the 95% recovery. (2 and 3 could be switched around)
4 Slugs: The First person slugged can Press the Active Ability button to instantly heal one Health State and sprint at 150% of your normal Running Movement speed for 3 seconds.
Anti Slugging deactivates when the Exit Gates are powered.
Anti Slug option #2
You can now pick yourself up from the Dying State as long as you're not on Death Hook. (Max of 2)
It takes 32 seconds. (Default)
Picking yourself up counts as getting hooked/unhooked. You gain Endurance and +10% Haste for 10 seconds.
Anti Slugging deactivates when the Exit Gates are powered.
Picking yourself up Grants you all unhooking benefits.
Comments
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I disagree, on few reasons for basekit Unbreakable... we had the PTB, the same PTB that allows not just basekit Unbreakable and the buffing of any perks that allows survivors to pick themselves up from the dying state (by making it faster with other condition) as well as the old finishers mori system in which the killer could in theory end the match pretty quickly by slugging all 4 survivors before they have a chance to pick themselves up in time. (Killer's like nurse and blight, could in theory end the match quite easily). The results of it, survivors, especially in SWF/coms can stack as many Unbreakable related perks as well as Flip Flop and power struggle and constantly carry flashlights. They can purposefully let themselves be down so they can always have a opportunity to created a lose-lose situations forthe killer trying to play the game normally.
As a killer. You cannot go for a immediate pick up, especially out in the open for the fear of flashlight blinds. You cannot pick up a survivors at pallets, because of flip flop, power struggle builds or the possibility of hidden nearby Survivors itching for a pallet save. Situations like these could have been easier to avoid in which the killer would slugging and go for the other Survivors they know are stand-by... but by that point, you are allowing the dying survivors to constantly pick up themselves and be able to flee or even tank a hit with a endurance perk of some kind.
The PTB was a totally failure because of the how absurd broken both mechanics of basekit Unbreakable and finisher mori is. Sure, it has been quite a while since that, and we finally got the finishing mori, a nerfed down version then the PTB's finisher mori system. Sure it encourages slugging, but saying that we need a basekit Unbreakable would be a terrible idea ever and there needs to be precautions to prevent it from synergies too effectively with other perks, to make it impossible for killer to hook or kill survivors normally.
If anything, you are simple going to encourages the Killer to keep on slugging everyone and just simply making them bleed out to death. Make the game entire slugfest and make every Survivor die by bleeding out the 4 minutes timer, even if it take them over 20 minutes if they can constantly pick themselves every 20-30 seconds.
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Better solution to address the slugging, is to encourage the Killer to go for hooks more, then just Bloodpoints. If there are a group of survivors groupings up and the killer is able to down a few survivors, that is instant map pressure as the killer could take advantage of this opportunity to pick up a survivor and go for a hook and secure a another. And should be rewarded for this momentum of pressure the whole team to go for the rescue and healing when necessary. Stuff like basekit Pop Goes the Weasel and somewhat Scourge: Pain Resonance... those perks were healthy in a way in which it rewards the Killer to hook survivor when opportunity strikes and be able to slow down the pace of the game and spend more time engaging in chase and securing more hooks if possible, back in the day.
Now these days, there is not many good reasons without stacking hook related perks to go for hooks. Because it is far more effective to slug and down everyone to win games, or tunnel the same survivor out of the game to make it a 3v1. We needs to make new gameplay mechanic to rewards killers for Going for different individuals hooks, instead of the same survivor or slugging to win.
2nd solution: would be to create more objectives for survivors so that the killer doesn't needs any more incentives to rush for their kills right of the bat. Currently, if decide to go for individuals hooks at a time and haven't kill any survivor yet... the survivor can easily spread put and completely as many of gen repairs or Gen rush and end the game too soon. This will always push the killer to win by simple looking for the fastest and most effective way to win, which is to slug or tunneling the weak link survivor out of the game for immediate map pressure and increase their chances to win.
If you also wanted to, you can punished say killer for slugging and tunneling for the win, by increase the survivor ability to repair the generator faster, if one of their teammates are on death hook and the other Survivors having been hook yet. You can also makes it possible to give killer some aura reading on any survivor that haven't been hook yet on occasion, except in chase; and give the killer more incentives to chase and hook different survivor at a time and rewards them for doing so.
All I am suggesting is slowdown survivor pace of the game and make them work harder to survive better, while the killer could have a even playing field when it comes to stress and anxiety of doing multi tasking on being mindful of every survivor on the map and constantly forced to either tunnel one guy or slug everyone, to win.
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Slugging is not a widespread problem. I'm so tired of these eternal complaints. I'm 50/50 on both roles and I've seen 1 out of 100 killer match with the slugging set. so that he could win even less often.
Post edited by Falcao on0 -
A little bit off topic but have you played against a Singularity who slugs with the snowskull exploit? I feel like the perks are the biggest issue right now since knockout completely nerfs solo queue.
Maybe a buff could be smth related to the bleed out timer, like after you lose a certain amount of blood (i would consider heavy slugging to be 1 minute on the ground), you can pick yourself up with endurance and haste benefits. If a survivor is near a downed survivor the machanic would deactivate since you're likely under a pallet and the teammate is wasting time by threatening to save.
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