Solo q survivor...
..is just miserable these days. Killers are still way overpowered especially the newest killer which makes huntress obsolete. Unlimited hatchets, teleport and built in tracking. Really BHVR? Then when word gets out survivors get a little help via tunneling and slugging its the end of the world. Ignore the killer mains on the update. There is no reason to ever leave a survivor slugged more than 90 seconds.
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There absolutely are reasons to leave a Survivor slugged for over 90 seconds.
They go down in a pallet with a teammate nearby, you manage to scare the teammate off, but you know from earlier they have have power struggle flip flop. They sabotage all nearby hooks so you have to drop the Survivor, but they have so much wiggle progress they'd instantly wiggle out if you did. You get a down across the map from where you are with Nemesis Zombies, Knights Guards, Victor, Huntress Orbital, etc... and when you arrive at that location you can't find the Survivor. They bring ebony hook offering as a sabo/flashlight squad (or are all in the same area for other reasons) and you snowball into a 4 people slug, but you can only reach 2 hooks from there. Hell, against sabo/flashlight squad it might happen naturally that someone lied on the ground for 90+ seconds total. Etc...
Sure, it might not happen much currently, but these are all scenarios created by Survivors, and will become more common if these anti-slugging changed were to be implemented.
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how long is a hook state? The reason i ask is because people seem to complain about being slugged as it stops them from doing anything, cant play the match. How is this any different to being hooked? You still cant do anything and play the match.
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You can camp a slug all you want. If someone tries to pick them up, they get no unhook protections like BT, so you can down them again instantly AND go for the other person. Also, a pickup can be interrupted, unlike an unhook.
Also, people don't "Recover" like they should, so picking them up could take FOREVER, unlike an unhook. (They were going to remove that and make auto-recovery a thing, but killers complained that they need a way for survivors to literally throw or else they can't win as much.)
Even if the downed survivor is recovering, you can't pick them up until that meter is full. You have to sit there and hold M1, making you vulnerable that whole time. If they were hooked instead, you would have them back in the game immediately.
As a solo queue player, I have to run Kindred so I can see when it's safe to unhook, but that doesn't work against slugging. There are a ton of perks activated by hooking, and while few of them are indefensibly "fair" as "Kindred on solo queue", it's still a way for killer to disable all hook perks in the game with basically no downside. Killer can just choose not to bring Pain Resonance et al so there's no "risk" for the reward they're getting. You even said the timers are comparable, so there's certainly no downside there.
But if I'm wrong, and they're totes the same, then why was that recent proposal so punishing again?
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We are talking solo q survivor not a SWF. You can't expect to beat a well coordinated team easily. Slugging is unfair because it bypasses hook states. Case closed.
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Its getting ridiculous BHVR. Killers slug every single game and sometimes you're crawling minutes at a time. What fun is that? How is this fair to solo q survivors bypassing hook states? Fix this…
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Springtrap is worse than huntress. Tell me you don't play the game without telling me you don't play the game.
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What? Do you even play the game? No way is huntress better. Shes obsolete now. He gets built in undetectable, unlimited hatchets built in tracking and teleport. Huntress don't even compare.
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The anti-slugging would also kick in against SWF lol.
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False. As a Twins main slugging is absolutely necessary.
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Yes but my point is im in soloq and my team mates are not saving me, how is it any different to being slugged? the experience is still the same, sat in one place doing nothing. For me, i would rather be slugged so i can move to a pallet or possible move to hatch spawn location (i have escaped through the hatch doing this).
You say there is no down side but there are down sides and plenty of risk.
- slug timer is 4min so if the killer is camping a slugged player it gives others 4min to do gens.
- the slug can move to a pallet and possibly picked up, the killer then has wasted a lot of time and 0 hooks for doing so.
- as i said before, a slug can escape through hatch or even the exit gates.
The main problem people seem to have from being slugged is of the teams own undoing.
- the slug didnt hold the recover down which means getting them back up can take too long
- everyone stops doing gens to help the slug and they all end up getting slugged
- the only way a killer can slug whole teams is if the survivors let them (to get fast abandon option) or if they do poorly in chase.
i recently played v a slugging blight and a slugging deathslinger. blight got 1k death slinger got 0k. how? because the team knew what they were doing. However i in many soloq maches i get team mates that dont know or bother to help slugs or even hooked team mates. i have been left on hook the full timer many times, first hook and stayed untill i was sacrificed. So the issue isnt slugging, the issue is failure of team play to counter it just like when im left on hook.
i know many survivor refuse to accept this but thats how team games work they need team work which is rare to get in solo.
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This issue can be solved by going to the DBD discord, there's plenty of people there who are happy to help inexperienced players.
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So basically this game caters to the swf because there is zero counterplay against this broken mechanic in solo q besides being bottlenecked into bringing we're going to live forever and other anti slug perks.
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i wouldnt say 0 counterplay because i play solo and if i get good team mates then it can be countered but in short, yes the game caters to swf. killers get buffed to compete with them. soloq that lack the coms and tactical advantages that swf have usually suffer.
solo and swf are very different because swf has advantages that solo doesnt. if solo people could counter things then swf would be invincible so solo needs a buff to bring it in line swf without making swf even stronger. its a team game so should require team effort.
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