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Concern about the anti-slugging

I am honestly not a big fan of the new anti-slugging changes. These changes will make slugging way weaker, which makes build countered by being slugged even better. A while ago for example I had a game where I went against a full sabo squad. They all grouped up to constantly deny hooks, but eventually I managed to snowball into a 4 man-slug but because they all were in the same area I could only reach 2 hooks and had to wait for the other 2 to bleed out. Under the old system this was a win. Now, the Survivors would have a decent comback chance despite them overcommiting on the risk that lost them the game.

Some people might say "Well, that doesn't happen often", but strategies don't exist in a vaccuum. The weaker slugging is the more common strategies countered by slugging will become because people want to win.

You said "Updated several Survivor and Killer perks to account for these changes." Here are some perks that I'd hope to be nerfed to make these changes okay: Flip-Flop, Boil Over, Background Player, Saboteur, Power Struggle, and Breakout.

Comments

  • Ohyakno
    Ohyakno Member Posts: 1,499

    I don't think adding like ten perks basekit at once was the way to go. Give base unbreakable and work from there.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    Kind of agree. Only the 90 second version that they are thinking of implementing right now though. I do think they could still add agency to survivors who are slugged by giving survivors a form of ping information. If in the dying state or on the hook, add the option to press 1 or 2 (the point and come closer buttons) to say "danger near me" or "safe by me", to indicate in solo que the killer is camping or not.