Struggling needs a fix, its useless right now
Here is my suggestion, dont change struggling directly since baby killers will start screaming "BOYCOTT", instead, make it so if a killer knocks someone down and then leaves to chase another survivor, whatever amount they recover gets put toward the struggle meter. If you recover 50%, make the struggle meter either fill up 50% quicker, or just start it at about 50%. This will stop the abused system of leaving a survivor to bleed out when only two are left and the killer refuses to let the hatch open. It will also make the killer need to be quicker when hooking a downed survivor.
To whoever responds, dont just say "NO!!!!!", please give examples of why you oppose this. Im a killer main, and also dabble in survivor. I ABUSE THE HELL out of this flawed bleedout system. Whenever i have two survivors left, i NEVER EVER EVER hook the 2nd to last downed player until i secure the last one. It is beyond cheap.
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dying from a bleedout awards no points so its not a good idea to let them die. unbreakable is available if thats you're biggest fear. its decisive strike for slugs.... if you want to implement a reward for being on the ground then get rid of flashlights.... otherwise deal with it....
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Problem is, you can recover like 75% or 80%, so an instant struggle if you're not in front of a hook is almost guaranteed. How about 25% or 50% of your recover meter gets put towards struggling. Maybe even make it a perk? The point of struggling is to punish the Killer for taking to long to hook you. It's not supposed to be a guarantee in a normal scenario. Get downed in the middle of the Rotten Fields? No chance of getting out. Struggling is a last resort and should only work in certain and specific rather than more general scenarios. Maybe if they rework Boil Over, it'll be a buff.
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@ItsDaEmuDood it would only be an instant struggle IF the killer decides to leave you for a full min. Which is insnae that they can do that. And when there are only 2 people left, this happens way to frequently. I think its a broken feature which any skilled killer can use to prevent a hatch escape.
And it still wouldn't be a guaranteed escape. On every map, there is almost always a hook within 10 meters. This change would come into place when a killer decides to leave a survivor to chase another prey, and then pick up the bleeding survivor later to bring to a specific hook. Struggling isnt a last resort, its pointless. Unless you have decisive strike, you simply ARE NOT getting out of their grasp ever unless they want you too.1 -
@deadwolfwalking idk where to start with your response. For one, this isnt a reward system, for survivors to get downed. This is a fixing an exploit, which i addressed in the original comment, and punishing killers for leaving downed survivors to chase other prey. In a realism standpoint, the more recovered a survivor is, SHOULD mean they can struggle harder. Seeing as they are more recovered.
And i never said anything about the killer letting them die by bleeding out. What they do is down a survivor, then chase the last survivor and down them. This prevents the hatch from opening which is a HUGE exploit to the hatch system. The killer then goes back and hooks both survivors. It is without a doubt an exploit that i use every game.2 -
if it bugs you, quit using it. problem ****** solved.... i don't use it. but i do deal with flashlight-toting maniacs and can't always pick up a slug. sorry for the inconvenience.... so while we're fixing the abused ****** exploits, are we overlooking infinites and loops? are we overlooking killers being blinded because they're stuck in a computer generated animation? are we overlooking hatch standoffs? are we overlooking survivors sprint bursting away again and again? even though they've lost gallons of blood? if you want recovering from being down count towards your struggle meter, then there should also be a timer on how long you can be injured before you fall down.... that sounds fair....
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Its idiotic and will completely backfire. Have to chase a flashlight user away while you recover? Then i know you will struggle out. Im gonna leave you on the ground till you get back up so i can hit you again to reset it, if it happens again then i will just let you bleed out. You want the slug meta back dont you?Post edited by ChesterTheMolester on1
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@deadwolfwalking jesus man, you having a bad day? You purposely commented just to argue. I can tell from your first post you are trolling. I am not going to come down to your level and act like an 8 y/o though. I really hope you get a good nights sleep and get out of whatever mood youre in. Hot damn man. the amount of anger and sass you put off is real.
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@ChesterTheMolester said:
Its idiotic and will completely backfire. Have to chase a flashlight user away while recover? Then i know you will struggle out. Im gonna leave you on the ground till you get back up so i can hit you again to reset it, if it happens again then i will just let you bleed out. You want the slug meta back dont you?thats what it sounds like to me too....
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@ChesterTheMolester said:
Its idiotic and will completely backfire. Have to chase a flashlight user away while recover? Then i know you will struggle out. Im gonna leave you on the ground till you get back up so i can hit you again to reset it, if it happens again then i will just let you bleed out. You want the slug meta back dont you?well, with the buff on picking up survivor speed coming, i think it would be a decent balance to the flashlight issue. And as someone said before, it doesnt need to be a 50 - 50% conversion. it can be less, but i feel like it should be at least something. Can even be a perk. I just dont get why the struggle mechanic is in the game, if you need decisive strike to make it work.
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@ChesterTheMolester hell, it can even be a perk or offering or add-on to a medkit if you are one of the last 2 survivors. Doesnt even need to be all game. Im just looking to fix this exploit of preventing the hatch to be used by high tier killers. Its a super simple exploit to prevent any survivors.
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Regardless of the delivery, Chester is right. You'd just spend the rest of the match bleeding out more often than not because the killer won't want to pick you up.2
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@patroclus said:
Here is my suggestion, dont change struggling directly since baby killers will start screaming "BOYCOTT", instead, make it so if a killer knocks someone down and then leaves to chase another survivor, whatever amount they recover gets put toward the struggle meter. If you recover 50%, make the struggle meter either fill up 50% quicker, or just start it at about 50%. This will stop the abused system of leaving a survivor to bleed out when only two are left and the killer refuses to let the hatch open. It will also make the killer need to be quicker when hooking a downed survivor.
To whoever responds, dont just say "NO!!!!!", please give examples of why you oppose this. Im a killer main, and also dabble in survivor. I ABUSE THE HELL out of this flawed bleedout system. Whenever i have two survivors left, i NEVER EVER EVER hook the 2nd to last downed player until i secure the last one. It is beyond cheap.0 -
No thank you.
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I think that the struggle system is fine how it is EXCEPT that the struggle bar resets if you leave the survivor on the floor for a certain amount of time. I've had killers who abuse that and pick me up just before I'm about to bleed out so they get the full amount of struggle time back and still get the kill points. It encourages slugging, which I know is part of the game and is all fair and well but it just makes for a really boring game and I wish I could just give up on the floor instead of having to wait for the bleed out timer to get into a new game.
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I oppose this because sometimes it's most effective to take a quick hit at another survivor and injuring them before hooking the aforementioned downed survivor. A change like this would be absurdly easy to abuse for survivors, especially SWF that intends to try and work to flashlight stun or body block for hooks. Any time the killer is forced to peel away, even for a few seconds, that's plenty of time to get enough "heal" for the struggle once picked up.
This is worse with the crawl perk and Unbreakable, where they can potentially self-recover a sh*tload before getting up.
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This is a horrible idea.
How is leaving one on the ground to bleed to prevent the other from taking the hatch an exploit? That's the purpose of perks like Knock Out and Deerstalker, is it not?
You're not supposed to wiggle out every time, or even often. It's meant to be a rare occurrence, which it currently is.
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@patroclus said:
Here is my suggestion, dont change struggling directly since baby killers will start screaming "BOYCOTT", instead, make it so if a killer knocks someone down and then leaves to chase another survivor, whatever amount they recover gets put toward the struggle meter. If you recover 50%, make the struggle meter either fill up 50% quicker, or just start it at about 50%. This will stop the abused system of leaving a survivor to bleed out when only two are left and the killer refuses to let the hatch open. It will also make the killer need to be quicker when hooking a downed survivor.
To whoever responds, dont just say "NO!!!!!", please give examples of why you oppose this. Im a killer main, and also dabble in survivor. I ABUSE THE HELL out of this flawed bleedout system. Whenever i have two survivors left, i NEVER EVER EVER hook the 2nd to last downed player until i secure the last one. It is beyond cheap.Slugging one survivor when only 2 are left is only a thing because of Hatches.
Remove hatches, and killers won´t slug you to get the other survivor.
Problem solved.1 -
@patroclus said:
@ChesterTheMolester hell, it can even be a perk or offering or add-on to a medkit if you are one of the last 2 survivors. Doesnt even need to be all game. Im just looking to fix this exploit of preventing the hatch to be used by high tier killers. Its a super simple exploit to prevent any survivors.you keep calling slugging to stop the hatch an exploit, the hatch is meant as "you are all alone but there is still hope" not as a "you outlived your team here is 5000 bloodpoints"
earlier you mentioned a killer would have to leave the person on the ground a full minute for that survivor to reach max (80%) recover, it takes less than 20 seconds probably closer to 10 seconds. so if people distract the killer for any amount of time before he picks up the guy and then took a single hit it would be a guaranteed escape with your insane "fix"
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Struggling is not supposed to guarantee you get out of the Killer's grasp. That's what Decisive Strike is for.
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oh my gosh. People saying "Struggling is not supposed to guarantee you get out of the Killer's grasp", NEVER ONCE DID I SAY IT IS SUPPOSED TO BE. Please quote me saying it is. My lord. What im saying is, well actually you can just actually read my post to see what im saying. Actually read it though please. I can see these forums are just as bad as every other games forums. "Oh my, i dont like what he is saying, lets make up quotes and then argue against those made up quotes." Just another crap community i guess.
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I personally get annoyed with poor rng for hooks as killer and survivor. Either too many hooks too close by or they are miles away. It's manageable but annoying sometimes. Down to bad luck really.0
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They should create a perk for survivors that lets them bleedout faster0