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Thanks to the new afk system, slugging in 2v1 is stronger than ever

Defnotmeghead
Defnotmeghead Member Posts: 292
edited June 27 in General Discussions

No abandon button, no way to suicide on hook, and you have to finish totems or chests or otherwise you get crows.
Its effectively a free 2k unless you manage to sneakily do a totem or a chest.

I really hope this means slugging will effectively become non-viable soon through means of basekit self-pickups(there are balanced ways to implement that), or the AFK system needs to be effectively disabled once someone is slugged.

Post edited by Rizzo on
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Comments

  • Royval
    Royval Member Posts: 1,113

    that’s a good thing

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    Well they did get a 2k already. Seems unfair not to give them the other two.

  • OmegaXII
    OmegaXII Member Posts: 2,419

    It tilts me a bit when I see comments saying face-camping in EGC guarantees 1 kill without any skill, where Survivors can easily make the rescue as long as everyone's still alive.

    As for slugging for 4k, I don't do it myself, but I can see why people do it, and I don't blame the killers. It's just the way hatch is designed.

    You guys really shouldn't blame killer players for making the optimal play. Blame devs.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606

    Exactly. And the bad thing is that it is the only viable play the Survivor who is not slugged has - stealth around, wait for the Hook or the Bleedout, hope for Hatch. There is nothing else to be done, unless there is only one Gen left and it is almost completed or so. But even then I would say it is doubtful that it would lead to an escape for anyone.

    But the changes just made it nearly impossible to do this. I can understand why they wanted to remove hiding with 2 Survivors left (even tho, you can also argue there that this is the only thing those two Survivors really have left, hoping that the other person dies first). But it makes more sense to do something against it.

    But not doing anything more than just making slugging for the 4K more miserable… I dont know. Yes, there are Anti-Slugging measurements coming, but those can be as late as December (which would be my guess, since many QoL-changes for Phase 1 also only arrived at the latest point). And if they are even good or just something like that you can bleed out faster… Who knows.

  • OmegaXII
    OmegaXII Member Posts: 2,419

    Yeah keep blaming Killers. That's what you always do anyway.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    hatch dynamic is indeed awful and needs a rework

  • littlehoot
    littlehoot Member Posts: 153

    I've said it many times already and I'll say it again: I loathe the new AFK system. Truly, and with my whole chest, I hate it. But I will try to make clear the reasons why.

    First of all, the very name is wrong. Nothing about this system has anything to do with players being AFK. If a player is sprinting across the map, they are not AFK. They should not be getting AFK crows. To refer to it as an anti-AFK system is completely disingenuous. It is a system that effectively punishes survivors for not playing the game in a certain way. That's all.

    Which is another thing: this 'AFK' system inherently targets and punishes a specific playstyle, one that up until now has been a key aspect of gameplay. Stealth is literally built into the game design as a core element—that's why we have stealth perks, that's why non-stealthy actions (like running, fast vaulting, throwing pallets) is punished with consequences that alert the killer to the survivors location. That's a fundamental aspect of gameplay. If you aren't stealthy, if you just sprint the entire time, throw pallets, fast vault, blow up the generators, the killer will find you, and you will die.

    But this patch does nothing but punish survivors for being stealthy.

    It also punishes inexperience. Because you know who is most likely to hide in a locker a little too long or be a little unsure, a little skittish? New players. Just like the anti 'go next' system was disproportionately falsely flagging new players, the 'AFK' system does the same. This is a game that already has an incredibly high entry skill threshold. It's not an easy game to be a newbie at. The tutorial is limited and terrible, most perks and add on's are poorly explained, if really explained at all. So of course, new players are going to be more hesitant, and they will get crows, and those crows will get them killed.

    It also encourages quick, panicked action over any meaningful strategy or gameplay. Because you have to do something quickly (but only the right things, because many actions don't actually count as 'playing' the game according to the 'AFK' crows) or you'll essentially be snitched on to the killer.

    Also, for myself and for friends I've spoken to who I play the game with pretty regularly, some of whom have thousands of hours (way more than me!) have expressed that the changes to the 'AFK' system make games feel stressful and anxiety inducing—and not in a fun, tense, horror way. In a 'I'm so overly concerned about whether or not I'm doing enough quickly enough or doing the right things in order to avoid getting crows that I'm genuinely not having very much fun'.

    So in conclusion: I think the system should be taken out back and shot. When the devs have come up with a functional system for dealing with this incredibly overblown issue of 'AFK' players, one that has been playtested extensively before going live, I'll happily give it a go and hear them out on how it could be good for the game.

    But the 'AFK' system that launched with 9.0.0? That ain't it.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    I hope you have the same balance guidelines for phase 1 and phase 2.

    Because you think the phase 1 survivor changes “should only punish extreme behaviors”, I hope you also think the phase 2 killer changes “should only punish extreme behaviors”

    Because you think the phase 1 survivor changes “should err on the false negative side”, I hope you also think the phase 2 killer changes “should err on the false negative side”

  • Dionysusdog
    Dionysusdog Member Posts: 211

    You sound like a angry survivor main. The crows for to quickly I will agree with that but you just sound angry and narcissistic in a survivor way. This needs to stop being a us vs them and just agree that the crows are a problem without making it a fight

  • Scarlett1111
    Scarlett1111 Member Posts: 154
    edited June 23

    "Angry and narcissistic" for… not wanting a VIDEO GAME to be unfun? I play 50/50, so I'm by no means a "survivor main". This has always been an "us vs them" fight and it never will stop being that way until the devs stop showing blatant favoritism. At first its survivors, killers get jaded and hate the game, and then it flip flops until we're at today, where the game is nearly 10 years old, people are sick of favoritism, they are sick of being left out to rot over and over again, sometimes for multiple years at a time. Killers have been receiving things more and more that just makes them stronger and stronger, not even from a perk standpoint, these are innate gameplay elements that exist to punish survivors. Both sides deserve to have fun an a chance at the win, the crow system in of itself is half baked, but it is absolutely insane to not say its in the killers favor.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    The problem is that survivors want to be able to weaponize the phase 2 changes.

    For example, part of the anti-tunneling changes, should be adding intentional bodyblocking to the list of conspicuous actions that deactivate anti-tunnel perks.

    The goal should be to reduce the issues on both sides of the game. Excessive camping, tunneling, and slugging should be addressed. But survivors that try to weaponize, and force these situations, should be addressed too.

    Because if we’re going to claim that slugging isn’t fun, we should also address survivors that try to force the killer to excessively slug, because that isn’t fun either.

  • thrive2survive
    thrive2survive Member Posts: 320

    It really isn't that deep for anyone with other hobbies besides this one video game…

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    An incredibly important aspect of hatch that I never see brought up and that BHVR themselves even fail to realize is that it's an alternative means to progress the trial. It's an anti-bottleneck mechanic.

    When the trial comes to a total standstill—too many gens for too few survivors—something has to happen to propel it forward. Before hatch was nerfed, there was a race to find it and escape or close it. Either outcome moved the trial forward. Even the standoff provided gameplay because it promoted competition. Currently, it spawns too late and with almost zero interaction to be of any practical use. Either you're lucky or you're not.

  • Defnotmeghead
    Defnotmeghead Member Posts: 292

    "For example, part of the anti-tunneling changes, should be adding intentional bodyblocking to the list of conspicuous actions that deactivate anti-tunnel perks."
    No, it should not, but flashlights and flashbangs(or the event versions of those) SHOULD deactivate it. Saving someone from being picked up is as impactful as sitting on a gen. Blinding a killer who is breaking a pallet while chasing you can have as much impact to the chase as DS would have. So no to bodyblocking, that's risk-reward. But using a flashlight should be added to conspicious actions.

    As for weaponizing it, you rarely can actually weaponize it. There is no way for a survivor to "force" a killer to excessively slug. You can still hook the survivor, you can just decide to eat that DS because there are 3 gens remaining and if you have time to tunnel, you have time to eat a DS.

    When the counterplay to "intentional bodyblocking with basekit bt" is literally "wait 10 seconds, or hit ASAP", you shouldnt really complain about it much. Because killers "weaponize" the basement stairwell to down someone who just got unhooked from the basement, which is worse in that the unhooked survivor has 0 agency on being unhooked nor being hooked in the basement.
    Where the killer has agency to just m1 the bodyblocking survivor before they start standing still to waste 2 seconds while the survivor now has to waste 10 seconds to get rid of the deepwound or gets downed, also wasting time.

  • Alice_pbg
    Alice_pbg Member Posts: 6,721

    clearly the crow just wanted to help the poor blind spirit…

  • Mr_K
    Mr_K Member Posts: 10,338

    If you look at it from another angle, you won't need to bleed out as long because the killer will find the 4th faster.

  • Defnotmeghead
    Defnotmeghead Member Posts: 292

    If you look at it from another angle, spawning in hatch at 2 survivors basekit will avoid the situation entirely. Slugging at 3 survivors isnt nearly as impactful and the game can still progress. Kill the 2nd survivor and now you are forced to find hatch first and start EGC early.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I can understand why it was nerfed, but I've thought it was excessive from day one. The old formula was great, but I agree that locking it to only apply once 2 survivors remain would be a good idea (if 3 gens have been completed, it spawns open, otherwise it's closed). Keep charges on key, but make them less punishing to encourage use.

  • thrive2survive
    thrive2survive Member Posts: 320

    Being overly invested in anything is an 'at your own risk' issue. Expecting others to know what you're feeling can't always happen as chances are, they're not as invested as you in something that doesn't effect anything at all in their day to day lives. Real world problems.

  • Defnotmeghead
    Defnotmeghead Member Posts: 292

    I'd actually invert it tho, if 3 gens or more are remaining, it spawns open (one survivor is downed, the other survivor isnt), if there are 2 or less, it spawns closed, but still spawns in. Because in a 2v1 with 2 gens remaining, the possibility of finishing the final 2 gens still exists. Its small, but its there. Where with 3 gens or more, finishing gens is mathematically basically impossible.

    At the very least, both the killer and survivor will know where hatch would be in a 2v1 with 2 gens remaining, so the killer can choose to hook the survivor and rush to the hatch to close it, while with 3 gens or more remaining, the killer better hooks before "FIND HELP" appears for the slugged survivor.

  • hermitkermit
    hermitkermit Member Posts: 979

    Everyone playing is “invested” to some degree. Pretending that only other people are “too invested” is just a way to dismiss concerns without actually addressing them. Caring about something you’ve spent real time and money on isn’t the problem. Acting like people shouldn’t care- while still engaging in the same space kind of is.

    Not everyone cares about sports either, (myself being one of them) or maybe they only play casually. But that doesn’t mean athletes or fans are wrong to care about fairness or quality. Someone could look at the Super Bowl and say, “Wow, people are way too invested in this game.” And it's fine to have an opinion because everyone is entitled to one. But that doesn’t mean nobody should care just because you don’t.

  • Mr_K
    Mr_K Member Posts: 10,338

    but that is exactly what will happen. Slugging three can take longer but it is far easier than slugging four. You are more likely to have someone bleed out but that still a death right?

  • thrive2survive
    thrive2survive Member Posts: 320
    edited June 25

    People playing could just be playing. It isn't always that deep. Most video games can never be 100% fair either. Expecting them to be is setting yourself up for disappointment.

  • bathwatergrill
    bathwatergrill Member Posts: 51

    It tilts me a bit seeing comments like this, expecting the game to be balanced around 4 man swf. You have 0 idea about random lobbies, especially with crossplay. Some survs just tunnel corner gens resulting in 3 gen situation. Even if they unhook you next to killer, it doesn't mean they would take protection hits or help you in any way.

This discussion has been closed.