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Faster Bleedout vs Basekit Unbreakable For Stopping Slugging

135

Comments

  • beater15
    beater15 Member Posts: 66

    DS, DH, BT, OTR, sabo, deliverance, reassurance, shoulder, 70 second hook stages, camp timer, bugged/uncounterable flashbangs, flashlight/pallet saves, 20 seconds gone when 5 gens can be done in 5 minutes, body blocks, etc.

    What did killers get in return? Almost every hook gen regress perk nerfed.

    The devs are literally trying so hard to make slugging as meta as possible.

  • hermitkermit
    hermitkermit Member Posts: 980
    edited February 10

    I agree that faster or longer bleed out doesn’t really discourage slugging, and would only encourage more players to rely on it because a longer/shorter bleed out doesn’t make the tactic less risky.

    And frankly the mindset of the game going in this direction truly worries me.

    If the overall desired scenario for a player is to completely incapacitate their opponent so their opponent can never use any perks or even walk, it raises some serious questions.

    First, what incentive do players have to choose a role where they are stripped of their ability to use perks? How is the role worth playing at that point if your expectations of the game are to become essentially one-shot from being downed for up to 4min until death or until someone picks you up in which case they are downed and then you try to pick someone else up. It becomes its own gameplay loop where your main objective shifts into something that does not passively push you closer to your main winning objective, unlike your opponent.

    Second, if the ideal is to have the opponents entirely incapacitated as opposed to hooked, doesn’t that make gameplay even more overly restrictive? Killer perks are now restricted to only what helps them with slugging and survivor perks are now restricted to only what counters slugging. Perk variety becomes even slimmer.

    Third, the ability to bypass counterplay and entire game mechanics by simply not engaging sets a slippery slope: the game then becomes less about skillful interactions of playing around your opponents abilities and instead disables them from having any completely. The game becomes less about what you can do and more about what they can’t do.

    If the goal is to avoid challenge altogether, then the spirit of competitive play is lost. A game where survivors are reduced to NPC behavior isn’t fun for anyone, and if it’s the desired outcome then it makes no sense for bots not to replace SoloQ instead. We should be rewarding dynamic, skillful play for both roles, not simply encouraging tactics that shut down options for everyone. Ultimately, relying on slugging as a win condition undermines the challenge and long-term enjoyment of the game as a whole.

    That being said, here are some of my suggestions to help with slugging that have both a “carrot and a stick.”

    — Incentivize hooks more. Maybe in the form of a base-kit slow down that does not activate if the same survivor is hooker consecutively. This rewards killers for going out their way to chase multiple survivors, and offers a chance at more perk variety so they don’t feel they must equip a form of slowdown as it will already be base-kit.

    — Make recovery speed faster. I think that having a recovery speed increase based upon proximity of the killer to the slugged survivor would be beneficial, and I do not agree it could be abused as the killer still decides if it even activates. The farther the killer moves away from the survivor the faster the recovery. It doesn’t give you an automatic UB at the end, they still have to be picked up by someone else. But if survivors spread out, which is the proper counter to slugging, then slugging all 4 becomes more risky and difficult but not still impossible. It only activates once the killer has left the slugged survivors radius. (Like a reverse anti-camp on hooks)

    Slugging is a base-kit ability that is not balanced like every other ability/tool/perk in the game, so I’m not against a form of base-kit counter. But I don’t want to make slugging entirely ineffective as slugging counters flashlights, so it’s important that any kind of changes made to counter slugging ensure that the right kind of slugging isn’t disabled.

  • HeroLives
    HeroLives Member Posts: 3,233

    probably a bunch of survivor nerfs across the board in the strongest areas med kits, sabots, not being able to synergize stacking second chances or making them similar to ds where you can only use it once, it’s only fair if the stats shift too much. I personally think ripping out slugging as a whole where you can’t bleed people out nor leave them down too long can in the long run do nothing but benefit killer to get the appropriate buffs where needed. It’s hard to balance around I imagine bc you’re negating a huge portion of intended gameplay, and inflating KR artificially. Then they can actually look at which killers are truly suffering from not being able to create enough pressure after an adjustment period(likely 2 months of data collection) and adjust gen times; and kits around that as well. I by no means think survivor would make it out of such a big change unscathed.

  • CLHL
    CLHL Member Posts: 428
    edited February 10

    Well, why shouldn't they be rewarded for downing survivors? Furthermore, why should the downed survivors get a free pick-up after their missplay? Maybe I'm missing something.

  • CLHL
    CLHL Member Posts: 428
    edited February 10

    And that's why my proposal is to send the survivor to a hook if they wish. But aparently that is an unjustified reward, while standing again by the grace of god is not.

  • jesterkind
    jesterkind Member Posts: 9,520

    I mean… yeah, it is?

    If the survivor goes to a hook, the killer doesn't have to spend any time hooking them but still gets the benefits of having them on a hook. Maybe that system wouldn't activate perks, so that's a small thing, but it's still a situation that's better for the killer than them still being on the ground.

    If you knew that you could ignore someone on the ground completely and the only thing they can do about it is send themselves to a hook, doesn't that make slugging more attractive to you?

    Now imagine that if you left them on the ground, something negative would happen after long enough. Wouldn't that push you not to leave people on the ground for longer than absolutely necessary?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    There might be one thing, actually: just tie all of the base kit regression effects to having a recent hook state. Almost all of the killers doing this are absolutely obsessed with regression.

    So, put an icon on the UI with an, I dunno 60?, second timer that counts down. Getting a hook resets the timer, and the icon deactivates when it hits 0. It can even start the match active and counting down.

    While it's active, killer kicks are empowered, and get the 5% chunk, and anti gen tap is applied to that gen. If it's disabled, the gen doesn't lose the 5%, and survivors can just tap to stop the regression.

    Make them earn the free regression they were given by hooking.

  • CLHL
    CLHL Member Posts: 428

    There are 3 other players, you know. They could move their asses and pick their mate up, for example.

    And as I said, my proposal is just an option. You can wait on the floor to be rescued or be sent to hook if waiting for help takes too long or if everyone is already on the floor, so there is no more toxic bleeding out. In my book, a fairer solution than being knocked down and just getting up on your own.

  • crogers271
    crogers271 Member Posts: 3,250

    Faster bleedout will be used to grief the match. Funny to see someone asking for the 4% to be removed and for faster bleedout at the same time (Not saying I see someone but surely it exists) Plus, faster bleedout will buff slugging

    Because lots of mechanics are situational.

    4% because there's already one survivor dead, 4 gens left to go, and another survivor went down? Not a problem, get the match over.

    4% because there's one gen left to do, other survivor is in chase? Some people have a problem with the randomness of it, but again the reason is clear.

    4% because you were first downed and are rage quitting? Clear problem.

    Same with slugging. If I get slugged because I'm in a pallet, the killer is rushing to stop a gen, or there is a nearby survivor, not a problem. Being slugged here is no more of an issue than being on a hook.

    Getting slugged and left to bleedout either because:

    A: The killer has knockout

    B: Slugging for the 4k

    C: The killer is so vastly better than the survivors and is just toying with them

    D: Killer is BMing and just keeping people stuck in the game

    All of those are clear problems. We call all of them 'slugging', just as we call all 4% kobes which confuses the issues, but there are clear differences between when the mechanic serves a functional purpose and when it ruins the game.

  • jesterkind
    jesterkind Member Posts: 9,520

    The ability to coordinate that kind of pickup and confirm the killer isn't nearby to loop back around and make the situation even worse for the team is very difficult for solo queue, I'd say some kind of basekit thing to alleviate it would be appropriate.

    And, sure, it would make the annoying situation very slightly less annoying because it wouldn't take as long. It'd also make that annoying situation more common because the killer would be rewarded more for it than they are now.

    As I said at the top of the thread, this isn't really a post specifically about basekit Unbreakable being the only solution, there are other things to look at. Whatever we look at, though, it has to be a negative situation for killer or it'll actually make slugging worse.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    True bleedouts don't count towards adepts and challenges and does lower the rating of the devout emblem but it still rewards killers with 2.5k BP for no one escapes bonus. And killers can still pip up with bleeding people out if they have earned points in other emblem areas. If 1 gets hatch for example killer doesn't get no one escaped bonus, if they bleed out they do because regardless of how they died they didn't escape. It's not called "sacrificed all bonus" it's "no one escaped bonus". It's not called 4S (4 sacrifices) it's called 4k (4 kills).

    I'm not saying your wrong but as you point out, the in-game manual is very wishy washy. Objective is sacrifice but mori and egc time count as sacrificed even tho they are not. That says to me the objective isn't to sacrifice as the manual states, it's actually to kill. So from a certain point of view bleedout as a way to kill and stop survivors escaping is completing the killers objective.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited February 10

    So false and if it were the case pain res wouldnt be the most picked perk by a factor of 2.

    Along with every other killer HOOK perk being at the top of pick rate.

    Get this garbage false opinion outta here

    Post edited by ChuckingWong on
  • Reinami
    Reinami Member Posts: 6,599

    You should read my other post where i list out everything pretty clearly. But no need to be so hostile. It is true that pain res is a highly picked perk, but we are currently in the middle of a meta shift.

    For example, if slugging is such a huge problem and so prevalent then why isn't knockout a highly used perk? Because the meta shift has fully happened yet, but it is happening currently and immanent.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    Because you dont need knockout to slug.



    SMH the posters head.


    Do you play dbd at all? This is a serious question.

  • Reinami
    Reinami Member Posts: 6,599
    edited February 10

    I really feel like you are being extremely hostile for no reason, so at this point i'm going to disengage. If you'd like to have a discussion around this topic i would be happy to do so, otherwise good luck out there!

  • apathyinc
    apathyinc Member Posts: 509
    DeadByDaylight   2_5_2025 5_28_01 PM.png

    It seems like if they wanted bleedouts to count as kills they would have added it to the list that they updated last patch. This list doesn't mention anything at all about "standing there doing nothing" as a way to kill a survivor.

  • Nomade
    Nomade Member Posts: 329

    You have been a saint here in this thread trying to explain to people. Unfortunatly you can not show the blind how to see. As I said in the first post of this thread, there are many, many good sources of information on this subject but some people are not looking to understand why Slugging is happening more, nor are they willing to accept the reasons stated why it is happening. They are just looking to complain purely to complain. You can not reason with them. As you have well seen some people are just unwilling to listen even if spoon fed all the answers. It is a waste of time. I gave up in this thread for that reason. The problem is, time and time again the devs see fit to give ear to these types of people. Mindless complaining should not be rewarded.

  • Nomade
    Nomade Member Posts: 329

    You have made several posts attempting to defend positions that are indefensible.

    Additionally there are a plethora of reasons slugging is happening. The list that was given by @Reinami is not an opinion. It is a fact. These things do not exist as figments of the imagination and are in fact things killers have to deal with. You and others try to argue "it's not thaaaaaaat bad" and i'm sorry but you are wrong. It IS in fact that bad and all of those things together are the reason slugging will continue to become more popular.

    Is slugging perfect? No. Do i think survivors could bleed out faster? Yeah, for sure. Do I think the instances where the killer is forced to keep multiple survivors on ground for minutes while they wait for the hooked survivor to hit the second stage is good? Hell no (when all survivors are either hooked or slugged the killer should be able to mori all the slugged survivors so everyone can move on to the next match). The general hatred for slugging is stupid though. It is a chase centric playstyle, with a far more natural focus on slowdown. The slowdown comes from knockout rather than forced gen regression perks.

    There is nothing at all wrong with the playstyle. The mechanics surrounding it could be improved but the game has been repeatedly pushed in this direction for long enough now, that one can say with near certainty that this is an intentional decision from the developers. When I play Killer I am DEFINITLY haveing more fun than before. Games are so much less stressful and I can focus more on the part of the game that is the most fun, the chases.

  • Hex_Llama
    Hex_Llama Member Posts: 1,922

    I'm not gonna jump in the middle of the other arguments, but I support survivors picking themselves up on their own if they can only do it when 50% of the remaining survivors are down. So, 2/4, 2/3 or 1/2. To me, that seems very balanced and fair since it would counter most situations where the killer player slugs people to grief them, but it wouldn't mean that every single time you walk away (or are lured away) from a slug they can get up for free.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    It's not standing there doing nothing because the killer still has to chase and hit the survivor twice to down them and then actively keep them down (prevent healing) to get the kill. Ensuring a survivor bleeds out takes more action from the killer than a Mori where they just press a button to kill. Also proxi camping a hook while the survivor slowly dies could be considered standing there doing nothing to get a sacrifice but it still counts.

    It does also specify in the manual that

    "the survivors will be attempting to repair 5 generators to power the 2 exit gates and make their escape. Killers should do everything in their power to stop them."

    If bleeding them out stops them (which it does) then the killer is doing as the manual suggests, everything in their power to stop them.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,836

    Many killer mains and (even many survivor mains) that understand WHY slugging happens have said that the solution isn't to punish killers for slugging (as a basekit unbreakable would do) but instead to give them a reason not to. Most of the perks that would encourage a killer to hook a survivor rather than just leaving them slugged have been nerfed. When you need to add pressure, just leaving a survivor slugged offers more pressure than taking the time to pick them up, risk a save, and carry them to a hook. THIS is what needs to be fixed.

    I do not slug, because I do not find it fun. That doesn't mean I don't see where I'd be better off doing so overall.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    survivors have gone mad. killer will impose any attempt to change slugging in any capacity. you made hooking unrewarding. You fix it. Survivor mains.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,836
    edited February 11

    Oh I agree to some extent, but you can't deny that most perks that require you to HOOK a survivor to get value have been nerfed and either aren't used or not used as much. Even Pain Res, while it's still kind of meta, can only be used once per survivor.. so once I have done my 4 Pain Res procs… why should a killer waste time hooking (Again, I personally don't find slugging to be fun, so i don't do it unless I know another survivor is lurking near by for an easy save) when it's far more efficient to slug and run?

    Again, what it boils down to is WHY should survivors waste time hooking? For BP, sure but the killers who care about BP that's enough of an incentive for us already. Those who slug every match, odds are most of them don't care about the BP loss. Plus first game I did in 2v8 ended with the two killers BOTH WSing a bot on the hatch. A freakin' BOT and they were wasting time BMing… Killers that want to play badly are going to do so regardless of any changes because that's the point. Something like basekit unbreakable would just be more opportunities for them to slug you again…. and again… and again… and again.. and again.

  • buggybug
    buggybug Member Posts: 1,222

    Remove bots and finisher mori, honestly those are the main things I feel will help. At this point since I do not dc often ill eat my 45 seconds to get person 4 chance to escape. 45 seconds is way better than 4 mins.

    Or even better yet the last 2 should be able to surrender and not be giving a penalty. Final idea let the hatch spawn in 3 mins under slug survivor or less they closer they are to bleed out then once that happen one gate is half powered for thr 4th to try escape.

  • ratcoffee
    ratcoffee Member Posts: 2,111

    I figured it out:

    Survivors start with the ability to pick themselves up from the dying state. Once they have been hooked once, this ability deactivates for the rest of the trial.

  • HeroLives
    HeroLives Member Posts: 3,233

    and if the killer slugs everyone and doesn't hook at all? then what?

  • ratcoffee
    ratcoffee Member Posts: 2,111
    edited February 11

    then the survivors can just pick themselves up. the point is to disallow slugging without hooking.

    another way of describing it: "Survivors get basekit Unbreakable. Killers get a new reward for hooking: hooking deactivates survivor's basekit Unbreakable"

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    kill by your hand is mori. the problem is they cannot write mori because there are various types of mori's. that segment lists or attempts to list all forms of mori in the game.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    How about buff hooking for killers and nerf survivor hook perks

  • GuineaGamer
    GuineaGamer Member Posts: 159

    Bill saving us again! Borrowed Time now Unbreakable! Make another of his awesome perks not great. Very strange place the game is in once again.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited February 11

    I think you know which ones, come on they're obviously talking about the ones that deter the tunneling tactic where killers run just far enough way to be able to make it right back to the hook that just completely runs over most soloq/not 4 man teams. That's a no from me, personally. I would be willing to counter with looking at flashbangs, flashlights, Sabo perks, and even some healing perks, which also hurt their average killer base. By no means do I think hook perks for slugging is a good trade deal.

    I think you're problem areas if you make any significant changes to slugging will be the ones I mentioned above, because it's the first things the survivor role will flock to and try to capitalize off the changes with. If I was "toxic" it's what I would do. If you want to encourage more chases around tiles, spreading hooks, and balance around maps and every killers abilities to generate pressure with slugging miminal/non existent, or tunneling, these will be your survivor problem mechanics if you change it(slugging) and don't look at those things the dynamics are going to shift too heavily on the high side. While this will alleviate gripes on both sides for the average playerbase, and in general just make killers who are trying to "play fair" have an easier time doing that, all the anti tunnel perks affect them significantly less(I'm not saying that anti-tunnel perks don't affect them, but it's a much smaller degree, I say reward THEM instead. It is what it is survivors are probably going to lose some things. I think you should look at those. We can go into details on how to change them in another post, but yeah they'll need a change or we're just running in circles with game direction.

    Post edited by HeroLives on
  • Prometheus1092
    Prometheus1092 Member Posts: 998

    But yet killers are rewarded by bleeding out via the no one escaped bonus. If survivors avoid gens and get auto sacrifed due to server end timer they don't get a survived the longest reward lol. They get nothing for the efforts of doing nothing. The killer does get a reward for killing all survivors even if it's via bleed out. 2.5k BP bonus for all survivors dead... This includes bleed out. Remove that bonus and you have a point but while that reward remains there is a reward for bleeding out if it contributes to all 4 survivors dying.

  • apathyinc
    apathyinc Member Posts: 509

    If a killer is playing for BPs, bleeding out survivors is still the worst way to get them. 2.5K for no one escapes? How many BPs are earned by hooking and sacrificing or mori? It's a lot more than 2.5K, and you still get the 2.5K if you actually kill everyone this way.

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    True the killer does get more BP for hooking but if the killer is struggling to get hooks then bleeding 1 person out and hooking the rest could be the way to go. I play tombstone Myers alot and the BP rewards are often pretty bad because there's minimal hooks, minimal chases due to stalking, and people don't last long. bleeding people out with tombstone Myers makes very little difference to BP, still better to bleed them out than to not get the 4k

  • Freudentrauma
    Freudentrauma Member Posts: 1,082

    Yeah, I agree. Faster Bleedout combined with selfsacrifice, while it would helps to adress slugging for the 4k scenario, it would probably encourage killers to slug more overall. On the other hand a basekit unbreakable might be too abusable in certain situations, when killer players are required to tactical slug.
    I personally think what is necessary is a mechanic that is not influenced by perks too much. And that would be a timer which starts as soon as the survivor has maximal recovered. When the timer is up they can either pick themselves up or sacrifize themselves.
    This would make slugging limited, but still tactical usable for killers, open survivors a way out in dragged out slugging for the 4k scenarios. Of course such a suggestion is quicker said than actually done. Hitting the right spot for the timer would be hard.

    Honestly, I don't share the argument too much, that killers, who go in with a slug strategy do it, because hooks aren't that much rewarding. But even though, if it's the case, then I don't think that making hooks more rewarding would make people slug less. As soon as people get used to a game strategy and it's effectiveness they have no reason to change it. I remember, when the "No heal" meta came up. After nerfing healing, survivors started to use a strategy which would have worked well before that nerf.
    And it only became less popular, after the strategy became less efficient, not because other strategies became more reliable.