http://dbd.game/killswitch
Is 45 seconds too short for base kit Unbreakable?
If it's only 45 seconds should a survivor even consider getting off their gen to go pick up that survivor halfway across the map?
Currently it's "I'd better since they can't pick themselves up" but it's going to be "Meh, this gen isn't gonna do itself, they'll be up by themself soon enough and they won't even be broken."
Comments
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Yeah, I think 45s will end up being too short.
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It should be at least 80-90 seconds and not scaling with pick up perks.
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I think 45s is good.
You shouldn't prevent someone from playing the game by leaving them on the ground for longer periods in my opinion.
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45 is very short, yeah. Sure, it'll stop slugging for the 4ks, but there won't even be any motivation to pick a teammate up with this.
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It’s hard to tell without seeing it in action. On the plus side, keeping someone incapacitated for 45 seconds isn’t anything to sneeze at. But on the other hand the other survivors who aren’t actively being chased can continue working on gens without having to revive the dying survivor since they know the person will be able to stand up after that time passes.
It’ll definitely hurt killer players who go all out for slugging victories, but the bigger question to me is what the impact will be on slugging a single survivor for pressure. It still could be worth doing it in the same situations I would normally but I imagine the pressure will be just a bit less. 🤷♂️
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But should a survivor be able to pick themselves up 5 times a game without help before they can bleed out?
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45 seconds is the time it takes to Self-Care from 0 to 100. It's a pretty long time in terms of DbD time.
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This is so stupidly absurdly short.
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I think 45s is a reasonable time.
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I mean, if they do it means the killer either has major memory problems and forgets to hook them (which happens to me when playing Hag and I always feel awful because I use Third Seal), or they kind of have it coming for insisting to go for slugs.
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Then what is the bleedout timer there for? It's a threat to the survivors, that applies pressure to the team to go to their aid and get them up.
If you can't handle being slugged for 2 minutes, then they should implement a suicide option instead, not an invincibility feature. A dying survivor is no longer a dying survivor.
2 -
Too long. Make it 30 seconds 👀
4 -
2 minutes? The bleed out timer is 4.
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This is beyond reductive. If survivors put themselves in a situation where being slugged is the best play for the killer because survivors mispositioned, why the hell should they be rewarded?
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I think it's on the killer if they don't hook a downed survivor immediately knowing this will exist, it doesn't take long, and if you want to be greedy and leave a survivor on the ground to go down another one and it takes longer than 45 seconds, maybe it's the killer's issue.
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Agree, Killers just straight up to hook them because Unbreakable basekit. And because of that, with self pickup, teammates dont have any reason to go pick them up anymore. This breaks alot of game strategy (eventhough I agree slug for 4K should be removed).
They could simply add an option for downed survivors to self-kill if they're 30sec on the ground, when 2 survivors are dead.
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It completely invalidates an entire facet of the game: any and all interaction with a survivor in the dying state, for either other survivors or the killer. It's such a terrible idea.
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45 seconds is a long time to have it be 3v1 and not have a survivor helping out on gens. Unless the killer is just standing over the survivors body it seems like bad idea to not at the very least get them off the ground.
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I mean, I was not expecting basekit Unbreakable, and I've been of the opinion before that an instant bleedout option for the survivor would solve more problems than it would create.
If that had been implemented today, instead of basekit UB, I would have been quite satisfied as well.
Also, UB is not invincibility. You don't have Endurance when you get up, you can be smacked down again.
As for the bleedout timer, it's the same as the EGC. Something to prevent hostage taking. If there was no bleedout timer, killer could just smack everyone down and force them to DC.
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This is such an insanely unhealthy change. It literally completely guts a strategy while simultaneously killing interactivity.
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I think it's just perfect.
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Before that, 2nd survivor have to run to the 1st survivor to pick them up. Then run back to 2nd survivor's Gen. The time both survivors wasted is far greater than 1st survivor slugged for 45sec.
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I just don’t see the point. Basekit unbreakable is a COLOSSAL buff that completely removes one of the main strats killers have which by the way will increase the amount of camping and tunneling even more. Even in scenarios where a killer is bleeding someone out it won’t matter because if you pick back up you’ll just get smacked down again immediately.
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I apologize, I struggle to see this kind of situations since I don't experience them often on either side. It might be more common than my own experience.
I do still think that a killer shouldn't be able to prevent someone from playing for potentially 4 minutes just because survivors misplayed and the killer wants their kill that bad.
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What a an eloquent way of putting it. Survivors are no longer dying they're just napping.
With such a short nap they can pick themselves up 5 times a game without any help from a teammate.
Yep I completely agree with your post for once.
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I'm also wondering if I'm gonna get sick of watching the Mori when virtually every single games ends with one...
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Certain maps are really good for this. On Badham if the basement is at shack survivors can go down in the middle of the school basement and the killer can have a hard time getting to a hook or have to break a wall they don't want broken.
Boil Over can make this problem much worse as well.
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Oh I imagine it can be like that on Midwich as well.
I once had a game there with terrible hook spawns and had people wiggling out like crazy.
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COH is considered powerful even though after the time taken to find and set it up you need to run across the map everytime to heal. You obviously will need to use your judgment on the situation in the match but most times someone will probably be close enough to get slug off the ground in less than 45 seconds.
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The whole problem is the reduction in survivor interaction. With CoH and soon base kit UB, survivors don't have to get off gens to help their friends. They don't even have to interact with each other at all except for unhooking.
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Yes. 90 is ok. 60 at least.
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It seems fine…
The only time I see killers slug is when they’re doing some sort of weird slugging of all four survivors at once or they slug for the 4K. But that won’t be a thing anymore since killers now instant mori the last survivor they down. If the slug gets up and is downed, they’ll presumably be mori’d too.
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So?
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But how is it fair that this will now punish a killer that made a good play because the other survivors aren’t picking the slug up? It’s not the killer’s fault for situationally slugging when the other survivors ignore the slug.
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I'm sorry I'm a bit confused. What's the configuration you're talking about ? Slugging a survivor and waiting for someone to pick them up ? Camping the slug ?
Because if it's the case then survivors with any way of coordination wouldn't pick up any way ?
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They said it was 2 minutes. It's 4. It wasn't a complicated comment.
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This will be a problem when survivors who run boil just run to a hook dead zone on a 2nd or 3rd floor. You literally cant touch them as a killer. Leaving them slugged was THE ONLY counter...having them bleedout over time. The moment you chase a survivor with it, they don't bother looping, they just run to that hook dead zone and stand there.
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a minute is good, because it gives you 4 chances to get up yourself before you die.
45 seconds lets u get up 5 times, plus 15 seconds in total to crawl away before getting up. i think thats a bit much. it should still be a risk for other survivors if they choose not to pick u up.
also, this too much power to things like sabotaging hooks. u cant really drop survivors because in the time u finish taking care of the sabo survivors the one u just downed gets back up.
maybe this is just the buff the soloq survivors were needing. but this mechanic seems even more busted for swf's. whatever, idk. we'll see in the ptb.
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Eg, killer slugs because multiple people nearby or whatever, and starts chasing others (smart play). For some reason, none of the other survivors picked up the slug. So this change now gives the slug a pickup because their teammates messed up and the killer played well.
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Yes, survivors will not be interacting and picking up/healing themselves longer when it would've been faster if they worked together. Players will need to use judgment in the match but I see the "leave them to pick themselves up in 45 seconds" mentality backfiring on survivors.
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Exactly this. Boil over, sabotaging and flashlights could be extremely OP now. Decently competent survivors, especially SWF’s, will have a field day with this.
It should have been a one time use, or at the least increase each full recovery time by 15 seconds.
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Oh, I can see that happening, yes.
This kind of situation is not made impossible to deal with but it will definitely get more challenging.
Maybe people will give some more love to Mad Grit (though let's be honest, people will just use Starstruck more haha)
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I mean, at what point does the killer not just hook them?
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Goodbye end game comebacks that had the most interactivity between both sides. Nothing is more fun than going against a good team and the survivors try their best to get a 4 man out while I try to down everyone. It's literally impossible for survivors to bleed out unless they are playing poorly, this is just dumb.
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When I suggested anti-slug, the stipulation I had in mind was that the survivor had to crawl to a gen to pick themselves up.
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Agree with this. If anything, knowing a survivor can guarantee getting themselves up should encourage another survivor to hassle the killer long enough for the dying sirvivor to pick themselves up. If survivors just believe that they may as well stay on gens, the killer then simply picks that survivor up instantly and hooks them, then goes after the next with various slow down perks.
Leaving a survivor down is a bad strat, especially with this change. And some suggestions I've read that instead there should be a suicide option after being slugged is completely absurd. If BHVR did that, that would absolutely kill the game.
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I think the time required to pick oneself back up should be 60 seconds. 45 Seconds is a little on the low side. What killers are getting versus what survivors are getting in exchange is far from being equivalent, but there has to be some give and take.
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With all the crying they’ll probably increase it to 300 seconds or something
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I would prefer 30s to reach 95%, 30s more to 95->100%. 1 minute total, but if that is too difficult to program then the 45s is fine. Perks that allow picking yourself up allowing full speed 95->100%. There are no legitimate reasons to slug in excess of 45s outside of BMing. You as Killer had more than enough time to chase off would be pallet/flashlight rescuers and still get the pickup. If you couldn't hook in a corner that is because you lacked macro gameplay and didn't kill the previous survivor on another hook. If people are sabo-ing you have more than enough time to drop and force the 45s slug instead. Typically a would be saboteur is also in a position to give a free hit in the process.
Also note that I am against BM-ing regardless of side, and would be fine with a random number of crouches in the exit gates causing the gates to be blocked for that individual for 30s. Probably at least 3 to prevent strange niche circumstances.
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