http://dbd.game/killswitch
Why do killers get so angry when survivors DC when they slugs the whole team?
I'm not very good at the game and I'm basically just starting to understand this community, but I mostly play survivor because I enjoy that dynamic.
Anyway, I'm not good at chasing, and I guess my team isn't either because most of my matches are against killers who slug everyone on the team, and we all end up with less than 10k points and perks that we're still leveling up. I literally think 3 out of 5-6 matches end in slugs.
The point is, when we're all slugged, we can leave, right? That's what the button says. But many times I see killers who, in the final chat, instead of saying "gg" and feeling satisfied with having won, start throwing a tantrum because we dc when we were all down.
Do they seriously expect me to be lying on the ground waiting for them when they are looking for the rest of the team they left on the floor? Why?
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Ignore them. Internet has toxicity and that's a good example of it. As a Killer main I don't only forgive DC's in such cases but entirely expect them. If a killer slugs and then cries about you DC'ing, they aren't someone whose opinion you should take seriously. It's just water off your back. 😁
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Why are you demonizing all killer players based on what happened in one match? Posts like this are purely for divisive purposes.
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You won't wait in game but will wait for end game chat?
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i mean if they all abandon the end game chat is right there.
they claim it happens in 3-5 matches, not just one. I’ve seen an increase in 4 man slugging even after fast track got gutted.
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Watch Choy's recent video, he talked about this months ago, its just taking time for the community to catch up. Slugging is back on the menu.,
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and base kit anti slug should be back on the menu. Imagine if all 4 survivors could just bypass doing gens to escape. 4 man slugging is for weak killers who just want to cheese wins.
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I’ve seen an increase in 4 man slugging even after fast track got gutted.
Obviously. Fast Track was only the excuse, as always. The same stuff as "Killers tunnel because of X". Then X gets changed and Killers still tunnel.
Without some form of Basekit Anti-Slugging, slugging will also remain popular, because it provides the same map pressure as hooking does, while taking less time.
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Yep. I'm not one to exaggerate with that "I see it every match" but I've had a killer running a slugging build and going exclusively for full team slugs about once every ten survivor matches lately, and it's damn near uncounterable in soloq. But yeah, no anti-slug on the horizon. Somehow it's fine for 80% of the players in a match to be miserable and for the 20% to circumvent normal gameplay.
Everyone said FT was just an excuse and it was. The new excuse is every single perk that activates upon hooking. Looking forward to the next excuse when all those get nerfed too.
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Because you removed yourself from the situation where they would get to BM, gloat, and do a victory lap. Winning is incidental and not the actual goal. You robbed them of the humiliation ritual that they feel they 'earned.' That is unfortunately what DBD endgame is designed around, for BOTH survivor and killer.
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Yes, they do expect that. A significant amount of the moral brow-beating and anger toward DCing is centered around not being an active audience for someone else's power fantasy.
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Only if the Killer also abandons, which is a loss for the Killer.
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I have seen your posts in other threads. You have to be doing a bit right?
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Punishing people for playing the game does not solve the problem because any possible mechanic they could create to deal with this will be able to be abused in a way that its not intended.
They instead need to fundamentally rework the base mechanics of the game such that tunneling is not possible from a gameplay perspective, and that slugging would be worse than just hooking the survivor.
And why is that we need anti-tunnel, anti-camp, anti-3-gen and now anti-slug mechanics in place but not anti-gen rush?
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All of this is from my gameplay experience over the last year. Tunneling happens ALOT. Slugging happens alot, the excuse of FT is weak. The number of times that I do well and get slugged for 4 mins to deny hatch is often times 4out of 10 games more some nights. Anti camp will forever be useless for the reason you said and it has to be accepted. There are too many high mobility killers for it to truly matter. Now for the gen rush, don't know i play killer with no perks for fun. Don't care. But I have seen killers accuse me and my solo queue of it when none of us had perks for gen rushing or even a toolbox. It almost seemed like alot of killers feel that running certain perks are enough. Those killers I mentioned never kicked a single gen that I saw. I wonder how many people are actually getting gen rushed and how many are just thinking that their perks will carry that aspect of the game.
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Diminishing returns was a whole excuse for base kit anti gen rush.
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The point is, that when killers say gens go too fast survivors say "just apply pressure 5head" so then killers apply that pressure through things like, slugging and tunneling and now suddenly they are the bad guys.
I want you to really try and reflect on this for a minute, really think about it we have today:
- Basekit BT on unhook
- Anti face camp mechanics
- Anti-3 gen mechanics through the gen kick limit
- Perks that activate on getting unhooked and unhooks like:
- DS
- Dead hard
- Off the Record
- Fast Track (was nerfed at least)
At what point do you stop and realize that this mess was literally created because killers are constantly punished for doing their objective, while survivors are rewarded for failing at theirs?
And what will happen when you add anti-slug mechanics? Killers will just move on to the next thing. At this point i get accused of "proxy tunneling" like what the hell does that even mean? I once got accused of tunneling someone while playing as sadako. Mind you i "tunneled" this person and never actually hooked them, and was just teleporting to TVs
And as always i need to add my disclaimer. I DO NOT THINK that tunneling, and slugging and camping are good for the game. They are not, they need to go. But not in some half baked mechanic that is just going to get abused once again by SWFs that is so bad that comp doesn't even let the mechanic exist (you aren't allowed to unhook with AFC in comp btw, did you know that?) there's a reason for it.
At what point do we go back to the drawing board and realize that this isn't something that you can just bandaid fix and you need to fundamentally look at the base mechanics of the game?
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Post edited by Galafure on-3
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"Why can't we nerf Survivors more?"
"I want Survivors slowed down so I don't have to apply pressure."
Serious answer: Because tunneling, camping, and slugging remove gameplay from the Survivors, but doing gens is the gameplay. "Genrushing" is merely Survivors doing the objective efficiently, not some special tactic or cheese strategy. Killers already have gen slowdown/regression tools, but Survivors don't have tools to effectively stop tunneling, camping, or slugging. DS and OTR only delay tunneling for a short time, that's why these situations are treated differently.
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Since when is getting hooked failing at your objective? The survivor objective isn't supposed to be never, ever getting downed. It's often done by design. There are strategic places and times to be downed. Killers also have lots of perks that reward them for hooking, just like they have ones activated by gens getting finished (which, by your logic, is failing their objecrive). The difference is that survivors can't just ignore regular gameplay. They have to complete 5 gens to escape.
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They don't have the tools to stop tunneling camping and slugging?
Did you play DBD like 6 years ago? How about when they added:
- Basekit BT
- Atnti-facecamp
- You have tons of perks that deal with it
Are you even playing the same game? Do you even hear yourself? The tools are constantly given to you basekit. The "slowdown and regression tools" are all not basekit, they are perks. But survivors keep getting them added basekit.
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When did i say hooking was them failing at their objective? And what about the survivor perks that reward them for getting hooked? The point is that killer perks tend to reward them for doing well, and survivor perks reward them when they aren't doing well.
Here's a great example, look at Hex NOED. NOED has been nerfed multiple times now because its unfun, because killers are "rewarded" for doing badly. Can you explain to me how getting basekit bt is not being rewarded for doing badly?
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One thing you forgot to mention is that comp also bans full slugging, but obv you don't include it because it makes the killers who full do it look bad.
The difference in Comp SWF's to casual players who want to have fun with friends is massive however the difference between Comp killers and killers that just play the game is nothing compared to Survs its like this:
Skill levels between groups:
Comp SWF's → ————-
I
I
I
I
Casual SWF'S →
I
Casual Survs ->
I
Bad Survs —→ ————
Killers:
Comp Killers → ————-
I
I
Casual Killers →
I
Bad killers → ————-
This is a very rough estimate on skill needed but you get the idea.
Just to counter somethings you said, yes we have base kit BT. I'm glad a killer can say on our arse and wait 15 seconds so good.
Dead Hard, a perk that have been nerfed and a lot of survs can't use due to ping, what killers will always have advantage on.
Off the record, Never used it, Perks that are "needed" against play style type should not be a thing, perks should counter perks, play style should counter play style.
Fast track, A perk that was claimed to be broken, however it was never brought up that it was bugged and that if you used a brand new part on a gen and try to use tokens of fast track at the same time fast track did nothing, meaning when people complained about it the perk was in actual fact doing nothing most of the time and the real issue was the fact that a whole team was running hyper focus and stake out and brand new parts, most vids I saw from streamers claiming fast track is broken and they tried to show case it they put up a little timer to show the speed and they did the gen quick but they didn't even have any fast track tokens, yet they made it seem that it was fast track, it was just another target and excuse for some killers to be no better way to put it arseholes. Best example I can give is the Hens vid on YT about fast track.
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If you can't get somewhere to safety in 15 seconds of immunity, you did something wrong. 15 seconds gets you 66 meters of distance before the killer can hit you. Keep in mind that most maps are 98 x 98 square meters roughly (roughly t he shape of a square but sometimes more rectangular. When you factor in the edges of the map are around 10ish meters, that is ALMOST enough to cross an entire map. If you can't get to a pallet, or a window, or something in 15 seconds, i'm sorry, but that is on you.
Talking about full slugging in comp is not relevant here. I was simply talking about the basekit mechanics in play. I personally am not super familiar with the current rules of comp (for example i heard recently they banned noed for example). But i was merely explaining how a basekit mechanic that was added to the game to deal with camping is banned in comp, which i find interesting is all. I really don't want to go on a tangent about comp because that isn't my main point, i;d like you instead to stay on topic and focus more on what i said about the base mechanics of the game itself because comp isn't what we all play.
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Windows are useless because a killer can ignore the endurance and grab you and most pallets on map now are on a small loop that after throwing the pallet the loop is unsafe even from M1 killers, this is because the killer in those 15 seconds of waiting will have blood lust by then.
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It doesnt seem like you have recently played the other side at all.
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Well, you clearly didn't hear me. I already said DS, OTR, Basekit BT are not anti-tunnel, they are delay perks/mechanics, and you still bring those up as if they actually do anything game-changing.
Basekit BT isn't an anti-tunnel, it's an anti-instant-down-off-hook mechanic. Wait out that 15 seconds, and the Killer can tunnel that person same as before. Same with DS and OTR, you can wait them out. Those perks are easily counterable and easy to tunnel through.
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Do i need to post my stats again that show a 55+% escape rate in exclusively solo queue? Cuz i will…
This is last 30 days:
Which really is only low in play count because of 2v8 which i have exclusively been playing so its dropped off a bit, but it was around 100ish a couple of weeks ago.
Here's my 2v8 stats to show i'm playing tons of 2v8 for receipts:
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You said survivors are rewarded for failing their objective by perks and mechanics triggered by being hooked. Being hooked is not a failure. And someone else being hooked certainly isn't either. FT never rewarded the person being hooked. And DS and OtR aren't punishments if you aren't tunneling. They're non-issues. The only failing the objective is not getting the gens done, and there's no way around that. No basekit tmechanic makes them go faster or finishes them for the survivor. And even if they do finish that objecrive, there's a bunch of endgame killer perks that activate, and survivor ones that deactivate.
Maybe the exit gates should auto open when the gens are done. I mean, the survivors finished their objective and the killer is losing. It's kinda handholdy to have that extra step. Everything depends on the angle you look at it from.
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you could say 4 man slugging is abusing a mechanic in a way that isn’t intended.
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if you can't get somewhere in 66 meters of free distance, you are playing the game wrong. you failed at that point.
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4-man slugging is quite rare, but i wouldn't say that. If BHVR has listed it as not a bannable offense and not against the rules, then you can't say its abusing a mechanic in a way that isn't intended.
Something like that would be like, blight hug tech, for example, which is clearly abusing something unintended.
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not anymore, 3 of my 7 survivor games i played waiting for my killer matches were 4 man slugs.
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It is, you can even go in the game go into the killer guide of how to win, it says carry survs to a hook and hang them, the game it self says that hooking is the way to win in the game yet 4 man slugging is abusing the game mechanic of a surv being allowed on the ground before pickup, hell if every killer instead of downing survs always grabbed them instead and carried instantly, while not letting them drop people would be better for the game.
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It doesn't really matter, by DEFINITION, the objective of the survivors is to "survive" and getting hooked actively goes against that objective. Pretending that it isn't at least adjacent to their objective is disingenuous at best.
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I'm going to respond to that the same way i get responded to when i talk about hyper efficient SWF teams being a problem and get told they are rare but then saying "not to me":
"Press X To doubt"
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Your longest chase time is 37 seconds, only just over half of the endurance.
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Look at chase times as a stat doesn't work because dropping chase "ends" the chase, and in high level play (maybe you don't know this) shift-tech is the best way to usually go about things as a survivor because you can keep vaulting a window more than 3 times. And shift-teching intentionally avoids chases.
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hyper efficient swf teams are rare, i get one maybe every 20 killer matches. 4 man slugs are not rare anymore especially thanks to recent events. Try not being a main for a change maybe then the game can get balanced.
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Maybe not to you, i get them quite frequently, almost every other match. But people don't believe me, so i'll choose to do the same.
Did you not see me post my stats? I play both sides quite equally. But please, continue to assume.
Do i need to ONCE AGAIN point out that i think these things you are complaining about are bad for the game? I just disagree with the typical solutions to them. "Anti-whatever" mechanic is not the answer.
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What are showing stats meant to prove. Right now, it would seem that per the conversation you have less experience which was my statement to begin with. But …..
I can understand the concept that even though my time as killer which is less and just screw around in. So I don't see those bully squads. And you should not be ridiculed for it. That is YOUR experience, the same that mine is mine. But I raised the question or are they bully's for being efficient? That is the whole purpose of survivor.
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OH RIGHT! It's not like Nurse, Blight, or Ghoul can instantly delete that 66 meters of free distance or anything…
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I believe you forgot about Lich, dredge, wraith, spirt, clown, oni, twins with victor, onryo, singularity, wesker, drac, krasue.
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Yeah, about 3/4ths of the Killer roster can delete that free distance in an instant.
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And somehow they can all hit you through the basekit BT? You can't be hit during it, and if you are, then you get a speed boost that is going to give you about as much the same distance. The 66 meters is free because if they hit you, you get a speed boost. Any of those killers with the exception maybe of nurse there isn't going to immediately catch up to you post sprint burst.
But nurse should not really be considered in conversations of balance like this, because nurse does not play dead by daylight. She plays the nurse game, and its an entirely different beast and not really relevant to this discussion.
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Do you really expect survivors to never get hooked all match?
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No, i never said that. Would you expect killers to go the entire match without a gen being done? Their objective is to kill the survivors, not stop the gens from being done, but by definition would you not argue that if the gens are getting done the match i slowly turning towrads the killer more likely losing the match?
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Well, friend, you brought up the question of "Did you play DBD like 6 years ago?". But that is your answer about basekit BT. It isn't an "anti" anything mechanic, it is something that has to exist.
Because, as you will certainly recall, every single survivor had to have BT because saving someone without it was straight up a death sentence for the person who just got unhooked. Basekit BT isn't a reward for doing poorly, survivors will most likely go down at some point (especially with the wave of anti-loop killers that we have), it is a way of stopping the killer from instantly hitting you as soon as you leave that hook.
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No, not really, and I know you know this game well enough to it's not the simple. It depends on how many hooks states have been achieved as those gens get done, whether people are injured, whether there's a 3gen, how organized the team is, what perks the killer has. Lots of factors. Killer comeback potential is huge in end game, especially if people are injured or caught out of position. The objective narrows to two doors that are often very close to one another. Quite a lot of my killer matches come down to end game and I often win them, regardless of what happened before that.
And the loading screen does say the killers primary objective is to hook survivors, it doesn't say kill them.
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Back then we didn't unhook when the killer was near, and if the killer WAS near you did gens instead. To be fair gens were slightly shorter then, 80 seconds as opposed to 90. But the hook timer was also 60 seconds and not 70, so i feel it does balance out. In general i have seen the quality of survivor play continue to go down as more and more hand-holdy basekit mechanics are added for survivors.
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Back then people DID unhook when the killer was near because a good amount of the time the killer wasn't far to begin with. And when people "did gens instead" people complained about not being able to play the game because no one would unhook them. Which then spirals into circles.
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