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Slug Builds are Strangely Powerful.
I've been running a Knockout/Third Seal/STBFL/Nurse's Calling build on Pig with Blindness/Exhaustion addons on pig. At first I was kind of memeing but holy crap this is insanely powerful. I love playing as pig, but I depipped from Rank 2 to 9 when I was only playing her several months ago. Even when doing her 'meta' build I just couldn't seem to get any real wins and everyone was running circles around me.
Running this Slug Pig though is insane, everyone just dies, and kind of stays dead. I've been getting a ton of salt in post game (Which is fair.) But I honestly thought being slugged was just an unfun position to be in and only good to guarantee a 4k instead off a 3k. I'm learning quickly though that this is a bit of a beast. It's so satisfying to just have 4 people that I hook one by one after downing everything.
What is really making this so powerful mechanically? I get that there's a snowball potential, but how is this so much different than just hooking people and hitting people as they try to unhook. (Which mind you doesn't really work that elegantly anyways.) It feels like I should be at a disadvantage because once someone gets brought back up I don't have a hook state to show from it, and if they fully recover I've lost gens and earned nothing.
Comments
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Doesn't matter if you get 12 hooks or 4, as soon as there's no one left to save, the game's over.
It's why Infectious Nurses are so terrifying.
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Slugs are so powerful because hooks are so weak right now.
A hook requires extra time investment and risk to carry someone to a hook, and allows another survivor to instantly heal that health state.
Slugging forces that survivor to stay fully injured for longer, doesn't take up your time, and if someone rescues 'early' eats up more of their time.
This is one of the reasons devs won't further nerf camping. Any time you nerf the killer's ability to gain value off a hook, you force a slug meta more and more. Hooking is just not rewarding except for the purposes of either baiting people (Which is a viable strategy but which gets you a LOT of abuse for 'proxying' or 'patroling' or whatever) or actually closing out the game, and as long as you can do basically literally anything else but hook in that moment, you generally shouldn't hook unless you expect a quick rescue no matter what (in which case, yeah just take the hook state from em).
This isn't like... a terrible problem for game balance yet, but it means hook rescues are as strong as they can be (ex: Old old borrowed time where it protected the unhooker, a super minor buff to BT, was way too much and basically forced a slug meta because even if you had everyone injured rescues were still trivial)/
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This build gets most of it's power from solos because a well-coordinated SWF can call out their positions easily.
Gen regression will always be better than slug builds for facing the stronger opponents, and solo stomping builds shouldn't be in the game imho.
What makes these mechanically powerful are the people you face. Blindness itself is a terribly designed status effect that I wish would be reworked ASAP.
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*against solos
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