End the 4k slug. Survivors should fully recover over time.
Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.
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If the killer has already killed the other 2 survivors, they've already won. IF they want to slug the 3rd to get their 4K, they do deserve it at that point.
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I guess wanting 4e is toxic as well.
Don't get me wrong I understand bleeding out on the ground is not pleasant but blame the hatch mechanic instead.
I am not one of them, but some people want to 4k and there is nothing wrong about it imo, just like with people who want everyone to escape and hook trade for eternity.
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No, they do not. You are approving of one of the most toxic things a killer can do to a survivor in this game. The mere fact you say if the killer has already killed the other 2 survivors they've already won shows you're either being disingenuous or you're just bias. You should know it is not impossible for the last survivor to win if 2 are dead and 1 is slugged. I have seen so many 4th survivors finish the last gen, get the 3rd survivor up and both escape. If a killer has to play that toxic to get 4k then they didn't win anything. All they did was make the game miserable for others so they could think they got some kind of victory when really all they did was leave a survivor on the ground for several minutes at a CHANCE they would find the last one. For them to get an entire bleed out bar's time to search the map for the 4th survivor is unfair. Slugging ruins this game. Its not fun. Its not fair and it is VERY toxic.
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If 2 survivors are already dead there is no wanting 4 escapes to happen. Its killers being extremely toxic and making someone miserable so they can have a chance at 4k. No it is not the hatch mechanic doing this. Killers always have the advantage in finding the hatch. They move faster and can go across the map a lot quicker than the survivors.
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All you are saying is that a killer winning is toxic.
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No, I am saying a killer slugging the 3rd survivor for several minutes at a CHANCE for the 4k is toxic. So you think its Ok for killers to only take out 2 survivors to win? Meanwhile we have to do 5 generators, probably cleanse hex totems and open an exit gate. But yea, sure. Go ahead and try to make the argument that killers who get 2k deserve to win the match. Ridiculous!
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"Only two". That is 6 hooks buddy. Unless they forced 2nd stage or death, that is 6 downs.
If you played killer you would understand that is not so easy to achieve before enough gens pop.
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Okay Sluzzy
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Recover to full? No, but what I’d like to see implemented is the option to suicide once your bleed out bar is half empty.
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A bleeding out kill is already not considered a kill in the devout category.
It should just give a significant penalty in Blood Points as well, like 5k.
It would encourage the killers to take the 3k and play for the hatch.
That being said, while I consider this absuing game mechanics to prevent the hatch from opening, putting exit gates at 99 pourcent is also a game mechanic abuse from the survivors.
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Killers shouldn't be able to slug survivors for 4 minutes. there should be a way to prevent "toxic slugging" not just a penalty. It's an abusable mechanic specially with hackers.
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Adding the ability to stand without perks will add another imbalance to the game, freeing up an extra perk slot for survivors. I would advise you not to run in one place with the whole team and try to fall in different places so that you are more difficult to control
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Honestly this is a symptom of a bad core game design problem. The comeback mechanics for both sides are awful/non existent. As a survivor you are so heavily screwed at the loss of a single teammate. 90% of killers are effectively doomed if they lose three gens early. There's no equaliser or comeback mechanic to work towards.
If there are points of no returm for a prolonged period of time. Game mechanics in alternative mode could include earnable in game mori's increased healing, faster repair speed per dead survivor. Even at two survivours left the game shpuld have some kind of comeback mechanic. Same rules apply for killers of course.
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They should just let survivors who are fully recovered hold right mouse button to accelerate their bleedout speed to 4x so you only end up being slugged for ~30 seconds it takes to hit full recover than another ~50 seconds for your bleedout to fully drain.
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See, this is what I mean. You're calling killers toxic for doing something they have to do to get a win. It's annoying having survivors get a free escape through hatch, so killers will slug for the 4k. How is that toxic of them? Maybe we should just get rid of stupid hatch, and have a better game ending mechanic so that everyone will be happy.
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Why even have slugging be an option? Survivors should just get extra points for being hit.
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"I should be able to get up for free if the killer decides to try for maximum objective"
How about if you can't be knocked down at all?
Or maybe the killer could just have a wiffle bat and it takes 10 hits to knock you down?
I know all survivors are invisible until the 5th gen is done
all equally ridiculous suggestions.
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I have a better idea, make the bleedout timer 120 seconds, and each second on the ground equals one second on the hook for the purposes of hook states. That way players only spend half the time slugged, and picking up from off the ground is important.
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This is not toxic, but it's abusable same like 99% exit gates.
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"Winning in a way I don't like is toxic"
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Its not that big of a deal. Just tab out and watch a video.
If it bothers you that much just bring soul guard or unbreakable.
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I have seen so many 4th survivors finish the last gen, get the 3rd survivor up and both escape.
Its not fun. Its not fair and it is VERY toxic.
You said you've seen countless Survivors escape that situation, but in the same message you claim it is unfair? Hipocrisy much? Or are you making 2 different, contradictory claims to try and disprove a different claim and failed miserably to do so?
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Survivors should have a suicide button that after 1-2 mins of laying on the ground you have the option to ######### it does not stop slugging but if you are laying on the floor you can move on to the next game. No penalty to the killer you just move on and they get the same points as the would if you just bled out. Is this abuseable? sure. Is there anything in this game that isn't abuseable? No most things are. Why not give this option after 1-2mins of just laying around so its not to boring. If you think the other survivor(s) will get you up your likely to stay alive. Its the same as killing one self on hook. At least you didn't dc... right?
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Well, maybe last survivor should die immediately rather than opening hatches.
this way, they have to be more team player, it will reduce selfish hiders and help making game better place.
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Lol how many times have you played survivor tried to heal the slug person for killer to be patrolling the area making trying to heal impossible cause either they will get downed or they will get the other person just downed. Then they get chased and downed. Not all are selfish when hiding it is some times the only way 1 survivor may live lol.
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If that 1 survivor is themselves, it is pretty selfish I'd say.
By changing this it'll be die together or live together anyway.
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Ok but then killer is not allowed near the slugged person so the other survivor is not just dive bombing getting both killed. LMAO.
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Well, maybe we should just kill last two survivors if there is more than 1 gen left and 50% progress hasn't reached, so they don't need to divebomb last one.
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This post very much sounds like someone who plays only one side and they're very new to this side. But I like to compromise. Sure you can have your pickup....
But exit Gates now regress at 10%/s, and if survivors are within the exit gate area for longer than 15 seconds after they're powered they instantly die.
No more 99ing exit Gates or waiting at the exit for the entire EGC to teabag. There, balanced it out for you.
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OK but if all 5 gens are done and no deaths survivors get to turn on killer and kill them then. LOL you are making no sense if the killer is there how do you think me running in and killing my self helps? Why should you get the easy win lol just quit you are just salty because you have no one who would help you lol.
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blood warden is gone Noed is gone and all exposed statuses are gone then sure no more 99ing gates.... lol. 99ing a gate is a strategy just as much as slugging is and camping and tunneling. If you want the timer started go open the gate yourself.
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That's what I'm saying lol. Slugging the 3rd person to deny hatch for the 4th person is a strategy. If we're to remove a valid strategy for killer as OP suggested, then I'd like to see a strategy removed from survivors as well, and since EGC provides the most chance for survivors to be toxic, teabagging at the exit Gates, it would follow OPs reasoning behind wanting the killer's strategy removed.
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This way you can skip that part, you can choose between gen/rescue and mindgame killers if you aren't dead, if you have no chance you will die without wasting time like right now.
The reason killers should get easy win in this case is because it's choice between hard win (yet survivors basically have no chance of surviving too at this point, hard lose for them to the point op made a post like this) and easy win(which tend to result same ending, but faster and less wasteful by skipping "no chance but can waste time" part).
If survivors actually had a chance of winning it wouldn't makes sense, but the game never meant to give them a chance by design, so it will make more sense to skip slow losing part than giving them more chance.
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Please read this and think about it. The hatch has been changed and gives a survivor a hail Marry to get out. If there is no hope in helping someone why would I bother? Why should the killer get and instant kill? LOL lets see the D/Cs cause there is no point playing. This is just going to cause more problems. God if you are so scared you wont get your 4k because they might get a hatch or a door open then may I suggest Git Goot?
Yeah and I did not say its not a strategy but I am just saying you take the ability to 99 then we take the perks that block our way out after door is opened and your way to one tap us.
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Just allow survivors to kill themselves if they're left on the ground for 2 minutes if they don't want to be slugged. Giving them the ability to pick themselves up from the ground makes no sense
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this is the queen of bad takes my guy, I've yet to see a solid suggestion leave their keyboard.
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It’s annoying having survivors escape through hatch
Holy #########; words can not describe how annoying it is to have an 11 hook game, you played really well, just for the last guy to escape through hatch. It’s completely skill-less and turns into a complete game of chance.
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I know, still doesn't stop me from pointing dumb stuff out
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I had a nurse do this twice yesterday. After she found out I wasn’t going to help the downed survivor, she decided to go for plan B which is always to help the downed survivor up in the hopes of them ratting you out.
She kept downing her and helping her up for 10 mins so she would tell my location but luckily my teammate wasn’t a scumbag. After another 5 mins I decided to just help her up and dc so she could have a chance at hatch which she got.
Funny how killers cry when survivors wait at the exit for 2 mins but dragging the game out for 15 mins is a-okay. We should get an option to bleed out instantly after being slugged for 1 minute.
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you say this as though you don't have the option to go help your teammate and end the game sooner lmao
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We should get an option to bleed out instantly after being slugged for 1 minute.
Rofl, no. Why should Survivors get the choice to prevent a Killer from getting his 4th kill, just because they're salty? That would be exactly like old old 'kill myself on the hook to give my friend the hatch' BS that STARTED the 'slugging for the 4K' trend in the first place.
Why would they give Survivors a second way to pull that BS?
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Plus the killer does not have to hide their scratch marks from the survivor either
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I would be down with this, with one change: no gate regression if there is only one remaining survivor.
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Okey I get that it sucks for the survivor that is slugged but I hope you guys understand that it's just nice to get your 4k just like it's nice to get your 4e it just feels like the total victory. I was never a friend of the hatch. I mean i get why it there but it always gives me a dumb fealing. I had a good game I played fair and square not scummy I could get a nice 4k and then the hatch spawns under the last survivor. Imagine you and your team had a good game everything was nice you would get a nice 4e but then a random button can spawn and if the killer gets it befor you one of you just gets sacrificed.
Do I still think slugging for the 4k is kinda scummy and 100%not fun? Oh hell yes
Do I think something should be done to motivate the killer to not do that. Yes pls
Do I understand why killer do it? Sadly yes because I myself have sinned
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Survivors: "We think slugging is unfair and all survivors should auto-heal!"
Also Survivors: "Lets sabo all the hooks and try to keep the killer from being able to play!"
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If your survivor team is getting 3 people down on the ground and nobody is getting picked up by the 4th during that time - you done goofed.
If a survivor's on the ground - 3 are up - and the killer leaves them to chase someone else... why aren't people going for the save?
If there are 4 people on the ground, where are the Unbreakable takers and Soul Guards?
We're Gonna Live Forever gives double healing speed - group healing is the current meta. Nobody has enough healing to pick someone up?
Is your entire team piled on top of one another and the killer is downing them 1 by 1? That's your fault.
If the entire team is spread out across the map, and nobody is going for rescues or heals on isolated survivors - that's your fault.
When more than 1 person is down, you should be going into damage control - either picking up one of those downed teammates or waiting in a good hiding spot to swing in for a BT unhook. If you see the killer leaving someone, always ALWAYS go to help them - even if it's far away.
You're complaining about being in a bad place when there are 3 downs and 1 is in chase - you should ask yourself how you got into that situation and how you could play around it because, in reality, you had several opportunities to prevent this from escalating.
If you're so sick of killers leaving you on the ground. Play like it matters to you and it will go away.
(Unless it's a Nurse. That's just how Nurse is played)
You are not owed an escape.
You are not owed an easy time.
You are not owed mercy.
You are playing against someone who's title is 'Killer' - if you give them means to kill you, they will take it. As they should.
If your team is letting the killer get away with slugging, the killer is expected to capitalize on your bad performance.
The killer is not going to allow you to run away with the game just because you personally think it should be such a way. There are numerous means to punish a killer for slugging - or avoiding such a situation altogether.
(Also, the last survivor should NEVER finish the last generator before picking someone up. When numerous people are down, generators are no longer the priority - they should have left the gen when the 2nd person was down. Popping the final gen allows the killer to use dangerous perks like Bitter Murmur and NOED to punctuate the Trial. In reality, they should have been dutiful earlier instead of mounting additional danger to the saves before going to them)
I kind of like this idea. It would allow many players to 'DC' from a bad match or grant the hatch without being penalized for it. Just having a 'Give Up' button that triggers a scream from the survivor and plays a 3 second animation would make this balanced. The killer and other survivors would understand what's happening and have time to act accordingly.
Totally agreed.
There should be a 'Toxic' point base that stores negative values and grants 'average toxicity' scores to killers.
Camp the hook? Toxic. Survivor bleeds out? Toxic. Close hatch within 10 seconds of dropping a survivor? Toxic. Tunnel a survivor that was just unhooked? Toxic. Lots of complaints about bad mouthing in lobby? Toxic.
Happening once or twice won't do anything serious - so hitting a survivor or letting someone bleed out every once in awhile isn't going to make you play with degenerates, but when people always slug, always camp, always let survivors bleed out, always tunnel - it places them in a special matchmaking tier with long cue times and other toxic people.
Let all the toxic people hash it out, let the rest of us live in peace.
Not only is it not an abusable mechanic, but it is also one with many counters.
Unless it's a Nurse, you will always have ample time to counteract such a style of play.
In addition. If the game is boring because you have to sit there for so long - make a sandwich, go to the restroom, tab out to watch a video, talk to your family for a few.
If the worst thing in the game is that you have to idle for a bit because you couldn't counter something that hasn't really ever been a legitimate problem with the game... then that's a you thing, not a game thing.
So like, a miniature in born 'Fire Up' for both sides?
That's... an interesting idea.
I wouldn't mind that!
Nono. Not true at all.
The 'wiffle bat' idea is a good one.
I'd love for this to be an idea - but there's one problem with this.
It would make downing a survivor more attractive than not.
Hooking a survivor can take 10+ seconds and make the killer more vulnerable than ever.
It takes survivors 16 seconds to full heal a downed survivor, but only 2 seconds to unhook.
If the bleed-out timer was halved and a minute on the ground was a total hook state, slugging would be the new meta over night. As a killer, why would I defend a hook? I just need to hold down the area and treat the dying survivor as a hooked one where they fall. No more pallet saves or flashy stuns.
By having the bleed-out timer take so long and contribute nothing to the objective, Killers know that hooking is the more attractive solution over all. 4 minutes to perhaps be picked up last second and have no hook progress? That can crush a killer. Wait for 2 Minutes, they're up - but dead on hook? Easy game.
I appreciate your creativity and your heart, but I feel like this would have the inverse effect in practice.
I'm 90% agreeing with you. But it would have two problems.
A - all killers would do this, then. It would be far more satisfying to have all survivors killed by the Entity if done correctly than to have all these hooks. It would be a 'high risk high reward' option for killers, and you'd see a lot more slugging.
B - Perks like Flip Flop and Power Struggle allow survivors to make incredible comebacks in these situations. By killing survivors in these instances, you are potentially robbing them of incredible comebacks that they may have engineered with their perk choices.
If the killer is in the area, what are you doing going for a risky save anyhow?
If there's 1 guy on the ground, you should be in another zip code - unless you're there for a save.
if you're there for a save, continue to wait until the killer is gone or your buddy is at his max recovery.
If you're in a different zip code, work on a gen - either the killer will leave your friend to chase someone - or they will hook your buddy. Win win.
If you're not near the killer, and the killer leaves the first downed person to chase someone else - go to your downed friend and revive them before the situation gets out of hand.
It isn't rocket science. Just be in a different zip code, or have a logical plan while the killer is nearby.
If you go for a super risky 'heal-in-face' save and get downed for the trouble, you forfeit your right to complain about slugging. You can't play on the bridge railing and complain about the fall.
Comedy gold!
Although I wouldn't mind a 1c/8s regression on exit gates. That would be a healthy addition IMO.
At this rate, leaving the exit gate for 30 seconds would regress the exit gate progress by 10%.
They should probably also have a mechanic that snaps progress back to 95% if progress is halted past 95% - making the final 1 second of opening paramount. It would just mean everyone has to complete the opening animation all the way to actually open the gate.
Leaving the exit for 30 seconds and coming back would require 3 seconds to open - 2.25 with Wake Up.
That being said - the instakill option to stop T-bagging is hilarious and should be jokingly leaked as a feature next April 1st!
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My suggestion was partially tongue and cheek.
Regarding gate regression, gates should regress at 1c/1s or 1c/2s. 99ing gates shouldn't be something you can do with no effort or cost on your part, if you wanna maintain the gate's progress you have to keep it from decaying. Also could be worth making gates automatically shut themselves again after 30 seconds, so you have to be more decisive about leaving or not. Home Sweet Home does this for example, it takes a couple of seconds to open the exit, and the exit seals itself after time.
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I knew as much. I wasn't being sarcastic - I love the sense of humor!
We're just going to have to agree to disagree on those numbers. I really think that having a hard lock on 95% progress and 1c/8s would be plenty to nip this tactic in the bud. It would also make for an easy Remember Me buff if they added a 200% bonus regression to the gates, causing it to passively regress by 1c/2s or so on top of making gates longer to open.
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Well, regression would only happen if you're not actively opening it. Mostly, the end game for DBD right now is in a terrible state. Once the gates are powered the killer's basically powerless. The EGC timer's extremely generous, survivors know precisely how long they have, gates don't have to be committed to being open, and gates don't close if survivors take too long.
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Protip - Screaming that something is toxic over and over again doesn't mean anything.
Post edited by Raccoon on3