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Anti-slugging mechanic?
(Read the entire post if you plan on commenting.)
Not to complain about slugging, I understand it can be needed sometimes as killer, but even as a killer main stuff like this is just so unnecessary and rude. I just played a round as survivor, didn't do anything toxic except be good at running away. No items brought into the round, no DS, no DH, nothing intense for perks. And then I'm the last survivor found and I get downed during EGC and slugged until I bleed out while the killer just stands on me the whole time. There were hooks nearby. There was no need to slug, I never teabagged or anything.
I thought maybe a nice counter to something so toxic and rude would be a soul guard-like effect after you reach less than 25% of your bleedout timer.
I understand slugging can be useful, but stuff like this just needs to stop.
What would y'all think? After you reach 25% bleedout timer, you can fully recover and gain an endurance status for 8 seconds after recovering.
Even as a diehard killer main, I don't see any issues with this because I never slug anybody past 75% bleedout.
Comments
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Nothing wrong,they shouldnt get caught
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I'd rather they just put in the ability to give up if you're the last slug.
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Slugging is mandatory against good survivors.
Slugging has already been nerfed numerous times and a multitude of anti-slug perks released.
Most survivors don't run anti-slug perks because they aren't good enough that the killer needs to slug so they don't find them activating enough to warrant running.
All the really good survivors run Unbreakable because as I mentioned earlier, you have to slug against good survivors if you want to win and they know this, which is why they run into slugging more often and why they run the perk.
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I think that the survivor shouldn't be able to bleed out if the killer isn't close. Every time the killer leaves a 12 meter radius of the survivor, it provides the Kindred effect (Survivors can see killer's aura and also each other's auras) This makes picking up a downed person easier. The no bleedout and kindred effects discourages the killer from leaving the radius, which gives survivors time to do objectives.
Now, lets assume we slap that on your suggestion.
We did it boys, slugging is no more.
(Perhaps this can be deactivated while Myers is in tier 3 and Oni is in blood rage? We don't want any indirect nerfs.)
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No? You can't generalize and punish one Killer that abused it while other needs to use it. On my opinion, while you're in the dying state, you should have an option to make your bleed-out timer go more fast by holding a button.
The bleed-out timer is 5 minutes, so by pressing the button, it could accelerate that timer by 80%.
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what you describe isnt rly "slugging" but just the killer bm'ing. same stuff as survivors sitting in the exit till the timer runs out or the killer appears just to tbag. not rly necessary but not worth changing the game for either
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Free unbreakable for all will turn into free escape for all, it's fine how it is
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The Killer has no idea if you have DS. These days I assume EVERYONE has it. Doing otherwise has cost me dearly. I'd have slugged you and started a timer. I have one on my desk now, so I can pick you up when the timer runs out. Depending on how far along the EGC is, however, you might end up on the ground till auto-sacrificed. Don't hate the Player, hate the game. Most of my games have groups where 3-4 of them have the same Perks and most of them (if not all) have DS.
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Did you read to the end?
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For all of you who seem to have not read thoroughly,
I mentioned only being able to fully recover if the bleedout timer reaches 25. If you are slugging a survivor past 50% then you are just being toxic or unskillful. This won't punish slugging until an extreme degree and it can even more useful for when you may slug a survivor for the 4K and, instead of them bleeding out, they will be able to pick themselves up. It's not to disable the ability to get up throughout the round, but only once if someone has been slugged extensively.
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No. If the killer loses their slug they automatically get Unbreakable.
This idea is not nearly as well thought out as you think it is.
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As a fellow killer main, I should be honest and tell you that I slug quite a bit. It seems like the acceptable alternative to camping and tunneling, provided that you do it intelligently.
When I play survivor and I get slugged for any reason, I just slug my way around the map while singing "A Whole New World" from Aladdin. You might be astonished how much more tolerable it makes the whole process.
I can show you the world
Shining shimmering, splendid
Tell me princess, now when did
You last let your slug decide?
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There should be.
You can easily abuse this mechanic from the start of the game without any downside.
Let’s go ahead and continue complaining about DS tho. 😃
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I feel where you're coming from. Last night, I was third to die, so I was spectating the Claudette. Trapper found her, slugged her, then proceeded to wait four minutes for her to bleed out. It. . . ticked me off, to say the least. Her only crime, that I could gather, was stealth play.
I've always been an advocate to allow a 'suicide' option when your bleed out gets to half, similar to just not struggling on the hook.
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Or, instead of buffing survivors outside of that situation, they could add a suicides de mechanic. For killers as well - it's not fair that suiciding survivors is a part of base gameplay but killers cannot (figuratively or literally) fall on their swords.
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Yeah I had this BS happen with 3 wraiths last night.
Just stood over me and let me bleed out, just because (I’m guessing) they didn’t see me once till late game.
At high ranks regularly slugging as a strategy is absolutely essential for building pressure, because always carrying every down to a hook takes way too damn long.
But nasty stuff like just watching people bleed out for no good reason other than to be spiteful needs to be removed from the game.
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I concur I also vote that the slug recover bar should give bp.
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You mean Unbreakable or No Mither?
The DEVs sure love band-aid fixes
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It's called "Unbreakable".
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I just find all of these threads silly. They are whining screeds and no actual thought to overall game balance goes into them. They are all the product of tunnel vision. Let me demonstrate the ridiculous logic of how they interact.
1st Complaint: The Killer should NOT camp! Punish that behavior. How dare the Killer prevent us from unhooking someone!
Killer Response: Ok, well if I can't use commonsense and intercept you when you try to rescue the person I already caught, I guess I'll just hit that person again and put them back on the hook. Makes sense since they are already injured.
2nd Complaint: The Killer should NOT tunnel. Punish that behavior. How dare the Killer try to take advantage of an already injured Survivor!
Killer Response: Ummm ok. I guess if I can't use commonsense and go after a priority target without somehow offending everyone, I'll just hit everyone I can, and knock everyone down equally and then start hooking. That's fair right?
Third Complaint: The Killer should NOT be slugging. Punish that behavior. How dare the Killer do something that makes us have to wait and limited our options.
Killer Response: Seriously? Ok, should I just Mori you? I mean really, what do you expect me to do at this point?
I've commented on the self-centered, entitled nature of all these arguments before. To me at least, it seems to demonstrate that those arguing for all these artificial constraints and punishments haven't thought things through (or simply don't care). They don't want to have Player Killers; they want mindless Bots who can do nothing but run around in circles looping with them. This is a PVP game. Sometimes bad things happen to good people. That means sometimes the Killer will take advantage of someone on the hook to try and bait other people. It means that sometimes a person will get run down again and again because they are easier prey. It means that the Killer will sometimes take advantage of everyone being in proximity and knock you all down so you can't help each other. This freedom to act, apply logic and agency is what makes the game interesting. It is what separates a Bot and a sentient mind.
Does this mean that all of us will have to suffer indignities from time to time? Yes. Sometimes you are the person who is going to get camped, tunneled, slugged, and even die by the Mori. Sometimes you eat the bear, and sometimes the bear eats you. There will be games where our choices are limited because the Killer got the best of us. That is no different from the games where the Killer has a really bad day. Every Killer has games where the Generators pop like crazy, he can't close a deal and get Survivors on Hooks because they double or triple team him, sabotage hooks, and bully with saves. Just like Survivors, Killers have games where they simply go through long periods of being able to do nothing effective, are impotent, and know they are going to lose. In a PVP game, like any sport, that is how the cookie crumbles. If you don't enjoy competition and PVP why the hell are you playing Dead by Daylight?
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We read quite clearly.
Just because they reach a certain bleed out threshhold it does not imply they are being toxic. It can quite just as easily imply their team decided to greed gens and leave them.
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It’s telling you didn’t suggest a “give up” option but rather yet another second chance
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Oni and Myers are slug based killers and sometimes you just can't find the survivors you slugged (not toxic behaviour), are you sure you want this even though it would nerf them? Also, I had a match against teabaggers with flashlights yesterday, I slugged them all as punishment, shouldn't I be allowed to do this?
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You should've titled the discussion "Give up mechanic when your the last survivor". I think normal slugging is fine but the example you gave where your the last alive and the killer slugs you to be toxic, that shouldn't exist.
A simple give up mechanic should be allowed if your the last survivor and you've been slugged for more than 60 seconds. That way we don't cuck the killer if they need to get hooks for a challenge or points.
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You shouldn't need a perk to stop a killer from being toxic...?
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That isn't slugging. That is griefing/trolling. Your best perk there is the report button and to rate them down.
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It's sadly nothing bannable. Slugging in endgame is just as allowed as anything, but it makes you choose to wait x amount of minutes or DC, losing all your BP
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I love how people are rushing to say "slugging is necessary. blah blah blah" when the OP already said that and knows that because they are a killer main.
We're not talking about tactical slugging for pressure. We're talking about just knocking someone on the ground for 3 whole minutes and never even attempting to pick them up with hooks nearby and no one else alive. That's not tactical, that's just being a dick.
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The problem is if 1 or more survivor decided to run UB ,ds, and soul guard it would be a GG for the killer , this idea is too strong of a buff and would take away the main tool top ranked killers use in beating a swf that's coordinated
You might as well spawn in with the exit open and the killer holding a sign saying "right this way please"
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THANK YOU. Nobody seems to read past where they want to, it seems. If you're a good killer, you won't be reaching a 25% bleedout timer on dying survivors. And if you do, that's just gotta be so boring for them that at that point you may as well have a second chance.
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No, if you describe it properly like, "Stood over me for the whole bleed out meter," and BHVR gets multiple reports like that then they will do something. The reason we have so many toxic people is that no one reports. People shouldn't tell you to K Y S, die from cancer, or even other abusive thing. In fact, they are not allowed to and will have action taken on their account if reported. Toxic players aren't toxic once. If they were reported every time they were toxic, then we would have less toxicity.
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A 4th health state called crippled.
Can stand, but no running and actions are halved by 50% until healed. All perks are disabled as well.
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