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This needs to be reportable

bleep275
bleep275 Member Posts: 645
edited July 2025 in General Discussions
toxchuntress2.JPG


So this has been my DBD experience for the past few days, too bad the anti-slug only works if everyone is down. This is generally my experience with most huntresses and is why I absolutely loath going against them.

This huntress slugged me and sat on me until i bled out. She slugged me earlier in the match too because i took the down for the person they were hard tunneling. By that i mean this huntress had eyes and intent only for the hooked and unhooked people.

of course they were console so i couldn't ask why. My best guess is that I kept saving and taking hits for the people they were HARDCORE tunneling and camping juuuust far enough away to bypass the face camp meter.

But this is the definition of toxic. There is no reasonable excuse for this behavior when i had done nothing toxic or BM, i did two gens and some saves. No t-bagging. no flashlight clicks. I did nothing to get their attention. Just minded my business.

What are yalls opinion on a killer watching a survivor bleed out for the full 4 minutes? should it be reportable and eventually lead to a temp ban? Is it griefing?

Note: Why do I have the names and perks blocked? (i know this will be brought up)

  1. To protect the identity of the other survivors.
  2. I know if I have my perks visible and they see ANY perk they dislike, even if its something like "corrective action", the conversation will devolve into "we can be toxic cuz perks".
  3. But your skin!!!! I think its funny and i like to do goofy stuff like shine my flashlight on the hands of survivors repairing generators so they can see. Or use my flashlight to light my way through dredges darkness. This outfit is a pretty clear indicator of "this guy is goofy". I plan to pair it with the speedo on release.
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Comments

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276
    edited July 2025

    Slugging isn’t reportable, but it can be toxic depending on the situation. I’ve slugged survivors and let them bleed out, but only in response to displays of toxicity on their side like constantly t-bagging every time they drop a pallet or vault a window. Aside from situations like that, I agree that the killer is at fault for being overly toxic to let survivor bleed out like that.

    This is why BHVR needs to allow survivors to abandon if they are slugged as one of the last two remaining. At that point, the match is effectively over. People on these forums have pointed this out to the devs/mods repeatedly, but nothing has been done yet. It would be nice if they didn’t take so long to make what should be a very simple, straightforward and logical change.

  • Mr_K
    Mr_K Member Posts: 10,351

    So, every Huntress just downs you and stares?

    And its just Huntress?

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    I know it's not reportable, and not sure if it should be, but I do agree that one should be able to abandon in that situation. Preferably without leaving a bot so that the last person can try for hatch.

  • PleaseRewind
    PleaseRewind Member Posts: 351
    edited July 2025

    Comment removed because I feel my reply was misunderstood.
    Hope you have some better games.

    Post edited by PleaseRewind on
  • Mr_K
    Mr_K Member Posts: 10,351

    How long should they be on the floor before the killer gets a botless DC? The moment they hit the floor or after two minutes bleeding out?

    Seeing how some survivors purposely run into the killer just to get the abandon button to appear, I like to know where the threshold lies.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    We'd vote if 1/4th the bleed out bar is gone. Doesn't need to be consecutive.

  • Reinami
    Reinami Member Posts: 6,625
    edited July 2025

    Playing the game is not toxic, if you don't like what a player is doing, you need to blame the developers for allowing it, rather than the player doing it.

  • Mr_K
    Mr_K Member Posts: 10,351
  • Mr_K
    Mr_K Member Posts: 10,351

    So you have to leave someone on the floor during the match due to pallet save risk or flashlight and they end up being the 2nd to last. Its completely fine they pop out of existence the moment they hit the floor?

    No, I disagree.

  • GeneralV
    GeneralV Member Posts: 12,666

    Good point, my friend.

    How much time do you think would be enough?

  • Mr_K
    Mr_K Member Posts: 10,351

    if there is to be a timer then it needs to start at down with the condition that two survivors are left.

    I'm not certain what that time should be because of legit reasons to the survivor being left on the floor.

    In the OP example we could say the proxy of the killer could be used but that wouldn't work if the killer backs away or goes hunting for the 4th.

    How about the situations where the 4th survivor is in view. This is where my criticism comes in for the original suggestion. Should the killer be forced to pick up the 3rd and allow the 4th to go hide?

    If there is to be any option for the 3rd to leave forcing the hatch race then it needs to be fair in the course of a normal game and not an edge BM scenario.

  • Mr_K
    Mr_K Member Posts: 10,351
  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    The way we see it, nope. Case A: Malicious slugging, Case B: survivors have a bunch of torches or the slug is under a pallet with others around, Case C: you've lost a slug. Only case B is one we're we see it setting a bad example.That said, we're open to a different amount as long as it sounds reasonable so as you said to the general, everyone just need to agree on what a reasonable time is.

  • Reinami
    Reinami Member Posts: 6,625

    Playing a game is not toxic, full stop. You can't tell other people how to play the game that they pay for. If you don't like it, you need to be complaining to the developers, not the players.

  • HeroLives
    HeroLives Member Posts: 3,233

    I don’t think anyone anticipating getting a pallet save is about to hit abandon if their teammate is going for it. If someone is on the ground you can see where everyone else is.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,691

    A reasonable time is “never”, because when killers asked for an abandon button when the exits gates were open, the vast majority of people told killers “the game wasn’t over yet”, so killers shouldn’t get the abandon button.

    The exact same situation happens here. If killers can be forced to sit through the entire ECG when survivors purposely hide in random parts of the map, then the slugged survivors should be forced to sit through their entire slug bar.

  • Scarlett1111
    Scarlett1111 Member Posts: 154

    I personally over the last day have turned multiple games from a 1k to a 3k in just EGC alone. The fact killers just want to give up during it then shows how little the mental capabilities seem to be from those players. Survivor players have already accepted they are the victims in this game, queue times prove it, and survivor players are constantly saying how awful the game feels. If someone is sitting on the ground for long enough they are already mentally checked out of the game, killers are never mentally checked out because they control the game is, a survivor sitting on the ground being griefed deserves to be able to leave with abandon if only to fix the awful queue times by putting more survivors into the pool, if they even decide to queue up again that is (I know I wouldn't if I was just forced to lick the floor for x number of minutes because someone wanted to have a power fantasy over my specifically).

  • crogers271
    crogers271 Member Posts: 3,266

    the vast majority of people told killers “the game wasn’t over yet”, so killers shouldn’t get the abandon button.

    That's because its true. People provided examples and reasons on how the EGC situation was very different both in terms of agency that exists as well as probability that one side can still achieve its objective (escape or kill).

    If killers can be forced to sit through the entire ECG when survivors purposely hide in random parts of the map

    So we've gone from abandon at end game chaos to a specific condition that can occur during EGC. This is pretty similar to the discussion going on where you draw the line. So far BHVR has decided to only focus on a situation where the chance of a comeback is extremely slim (all survivors dead, hooked, or downed) and they are struggling to implement a system that draws the line between detecting survivors who are intentionally hiding to draw out the game and those who are engaging in normal gameplay for a game that involves and encourages hiding.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,691

    This forum thread is talking about a scenario where there is a still survivor that can walk around the map (isn’t in the dying or hooked state). So “the game isn’t over yet”, because one of the survivors can still walk around the map.

  • Mr_K
    Mr_K Member Posts: 10,351

    Case A: How do you know if it's malicious if you don't give the killer the chance to pick up? Reminder we are talking about giving the 2nd to last survivor the ability to abandon and leave no AI Bot behind.

    Case C: Same as Case A in my opinion. You are basically saying a 4K is impossible even if both survivors are within striking distance of eachother.

  • Mr_K
    Mr_K Member Posts: 10,351

    The example was earily on in the match that scenario would drain the bleedout bar past the 3/4 mark. Later in the match that survivor is one of two remaining and is down by the killer. Because the bleedout bar was already 1/4 drained they would be able to instant abandon without a bot.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    Case A is the obviously malicious as in, they were slugging since the start. The killer had chances to pickup before that survivor got to the point where they can leave. If they didn't have chances to pick up it falls under case B, which isn't malicious.

    In a similar vein to A, you've left the slug for long enough already that they could surrender. If the freshly downed survivor hasn't been slugged, your free to go get that 4k when the survivor is in font of you. Your just on a timer.

  • Mr_K
    Mr_K Member Posts: 10,351

    The scenario in question is two survivors remaining and give the down 3rd survivor the ability to abandon without a bot. There wasn't a suggestion of a timer or condition other than being in the dying state. So Case A cannot validate if the killer will pickup or not because it doesn't provide that opportunity to them. The survivor can instant abandon without leaving a bot removing the ability for the killer to hook and hunt down the 4th before the hatch can spawn.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    The timer in question is the bleed out timer. We voted 1/4 the timer before you can abandon remember? Is the scenario changed to immediately being able to abandon?

  • Mr_K
    Mr_K Member Posts: 10,351

    Correct but the caveat was nonconsecutive. Only the 3/4 bar was required. I've already gave my thoughts on this in earlier posts.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    [Something happened to our first reply so we're trying this again]

    Our main confusion is HOW did the survivor get bled out for a minute. If the survivors were harassing the killer, then it falls under case B. If the killer chased others while leaving a slug, that's then on the killer for leaving them that long and if the slug crawled away that's case C. In both those the killer had ample opportunities to hook. Sabo squads fall under case B to us (we forgot about them the first time). In other cases it practically just letting them bleed. So how did they get to that point?

    [There was probably more we've forgotten and worded pretty from the first but ya know, we forgot]

  • Mr_K
    Mr_K Member Posts: 10,351

    How would you detect that early instance of slugging to be malice to grant the abandon later? That's my issue. I believe the solution would be better if the timer started after being slugged at the 1v2 regardless if the previous slugging was legit or malice.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    To be frank, wouldn't know what else to call it as if it doesn't fall under B or C there's not really any slugging that we'd know thats NOT "malicious intent" to us that would have survivors bleeding for a minute. Regardless of that, legit or malicious to us is irrelevant as this is more or less idea exploring.

    We wouldn't particularly care if the timer starts at the first down in a 2v1 as long as it can't reset in any way.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489
    edited July 2025

    Neither is teabagging at the exit gate. They're just playing a video game. Playing the video game is not toxic.

    Post edited by Rizzo on
  • Mr_K
    Mr_K Member Posts: 10,351

    [Before the 1v2]

    Survivor falls under a pallet and one or more survivors are within view.

    Survivor falls in the open and one or more survivors with flashlights are within view.

    A known flashlight survivor is not seen but known to be going for saves so the killer checks around before picking up. Cumulative this adds up over multiple downs if saves were made.

    These are real scenarios where the killer does not have agency to just pickup the survivor right away or before they are pick up by others.

  • Reinami
    Reinami Member Posts: 6,625
    edited July 2025

    Let me put it this way.

    If i'm playing say, street fighter, and playing against my opponent, and i find out that my opponent is really bad at dealing with throws. And so i throw them 10 times in a row. Some might call that "cheap" some might say its "unfair" some might say i'm "spamming" or "being toxic". But is it really? The point is, what if slugging all 4 survivors, what if throwing 10 times in a row, what if throwing 100 fireballs in a row is strategically the thing that optimizes my chances for winning?

    What if, as a killer, i see that my opponents are really bad at dealing with being slugged. Maybe i realize they didn't bring perks to counter it, maybe i realized that they just don't know how to counter the strategy. Why would i not do that thing? Why would i play a game that is about winning and losing in a way that makes it so i have less of a chance of winning, if winning is what my goal is?

    Now maybe someone might have a goal that is different from winning or losing, sure, that is entirely possible. But someone might have that goal. If they do, who are you to say how they should work toward achieveing that victory?

    Thinking that person is toxic, is a "Scrub" mindset. Not the word "scrub" as an insult, but as a description. I suggest reading the free e-book by game designer David Sirlin, Playing to Win: https://www.sirlin.net/ptw

    Here is an excerpt from that book:

    The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

    Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

    The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

    In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

    You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

    Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

    A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

  • Reinami
    Reinami Member Posts: 6,625
    edited July 2025

    I don't understand why you all keep thinking you are gonna "get me" because of "gen rushing" or "teabagging at the gates"

    I don't think those things are good at the game, but i don't blame survivors for doing them.

    Also, no its not, in Street Fighter again, if i know my opponent mains Zangief, and i know that Sagat has an amazingly good matchup against him (a 7-3 usually) i might counterpick him by playing Sagat. This is all part of the game. It doesn't make me toxic for counter picking them because i know they only play Zangief.