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Any updates on the fix for slugging for a 4k?
Comments
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"fix"
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Not really, hatch is there to give the last survivor an undeserved higher chance of escaping. if it was just about making sure the game ends, then once it was down to the final survivor the doors would be powered and EGC would start instantly.
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Averaged. I specifically said at its peak.
Which even averaged is still insane.
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What's funny is that slugging is so evil, yet:
- It's always the Killer's fault. No one ever says it's the 3rd Survivor's fault for hiding for the hatch. That Survivor is rightfully hiding and the Killer needs to stop sweating! 😂
- Survivors have perks to pick themselves back up. Yet they don't want to deviate from the genrush META, so it's still the Killer's fault for slugging, even though they literally have tools to combat it. They just want Killer tactics removed so they can continue to META hard while on SWF without needing to change up perks or playstyle.
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Hatch exists because the game only functions correctly if survivors have hope of escaping.
Without hope, some survivors would probably do stupid things like give up or disconnect until they just stop playing the game.
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No, thats not the real reason. That was a symptom behind the real reason. Try again and be honest this time.
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Respectfully it's not the same as on hook I can just suicide and move on slug I can not
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... What game forces you to spectate and give you dc if you leave? Not trying to be a dick I honestly can't think of one
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And why did it NEED to be fixed? Why was the distance to extend the chase a bad thing? They let the perk run as was for years. So why did they nerf it after so long?
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Simple solution:
Change the endgame.
If 3 survivior die, A cutscene start showing the killer morryng the last survivor.
If they manage to repair all 5 gens, end game start and all exit gates are open.
This will result in fast matches and bothsides are happy.
The ''hatch'' is and always be bad for this game, no matter how much they rework it.
Post edited by Rizzo on0 -
They nerfed it because the pick rate was too high, that's it. The patch where they changed loads of perks was solely to shake up the meta.
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We can't really get rid of the hatch or survivors would DC/suicide even MORE than they do now. Without the chance of escape even during a stomp, even more people would just give up the moment the killer starts doing well.
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OK, so slugging for the 4k is also really high. I'd say about 80% of matches I play where I'm player 4 or 3 this happens. So if high usage the ONLY criteria, a fix for it is automatically justified. I suspect its not going to be (the only one) though. Similarly, why did the hatch get a fix? Yes we can say it was because multiple survivors were escaping through it, but why was it a bad thing? Their job is to survive. We all know the real answer to that and it applies just as much here.
Post edited by jajay119 on5 -
If when it got to the final survivor the doors were powered like what happens when hatch gets closed, they still have a chance to escape.
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Not starts doing well, but knowing there is no chance to escape so there is no chance trying to play.
I know there are cases that survivors make huge mistake and 1 dies before 2 Gens done, I will stand under hook and go afk because play or not, I will die. Its also to give my teammate the hatch.
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Pretty enlightening topic.
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Very easy solution: Allow survivors to kill themselves in the dying state if only two survivors are left alive, or if all survivors are slugged. It's pretty terrible game design not to have this. The endgame design has some pretty terrible aspects altogether, such as hatch stand-offs still being a thing.
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The OP is slightly mistaken, the fix was more aimed at BM bleeding out the last few survivors just to waste their time.
That said, Mandy recently confirmed that it's on the back burner for now, so it'll be a long time.
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Just rework hatch so it prevents survivors from hiding/incentivizes killer to kill the third ASAP:
- Keys no longer open hatch
- Hatch now can only be opened by someone who fulfills the conditions (detailed below)
- Hatch can now spawn at 2 survivors left, but only appears after at least 1 fulfills the conditions
- Hatch spawns closed
- Hatch only works for the first person and will vanish after and start modified EGC (detailed below)
- Special Endgame Collapse: Gens will stay repairable and Exit Gates will not be powered unless the last survivor fulfilled the conditions OR all 5 generators have been repaired
"Proper conditions": Once 2 survivors are left, each survivor has a personal goal to obtain 90 seconds (number subject to change) of repairing, healing, or chase. Unhooks count as +20 (number subject to change) sounds towards that 90 seconds. Doing said 90 seconds counts as fulfilling the proper conditions.
This means for survivors, hiding and doing nothing hoping for hatch/Exit Gate means you LITERALLY can't use either of them to escape. This also means for killers, they want to kill the third ASAP, since one of those 2 will now be able to escape at 2 survivors left if they get those 90s and find where hatch spawned. And if killer found and killed both before either could get those 90s, then it means killer did better than both of the remaining two. So certain death at that point.
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This is the exact same problem as the current hatch, since that's what happens when the hatch is closed.
Killers will continue to slug for the 4k to prevent the hatch or doors, so nothing will change.
I'd much rather allow the slugged survivor to give up on the ground. Give the killer hook stages, kill credit, whatever. That would be better than what we have now, and not nearly as game breaking as infinite unbreakable base kit like the devs were testing.
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Teamwork is the answer. Solo or not, extended time being slugged is a fault of bad altruism and teammates waiting until the killer has the advantage.
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That doesn't solve the slug for 4k at all because the whole point is that the gens are not yet done.
Easiest solution is to give a downed Survivor the option to let themself instantly die after being slugged for a combined total of all three hook states (two minutes).
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Nah, just shorten bleed out timer to one minute permanently. Then we can once and for all stop hearing survivors ######### about being slugged.
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Well, that's a terrible idea.
We've suddenly just made it more efficient to slug people than it is to hook them.
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*reads thread*
Ughhhhhhh
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Not quite, slugging for the 4k would probably go down because instead of potentially having the 4th survivor get a guaranteed escape because the hatch spawns right next to them, it would create a fair strategic door battle.
I will admit that for that to be balanced door spawns would have to be adjusted with a min/max distance that would differ based on killer mobility, as an example doors for blight would be more spread than they would be for trapper, ut it would eliminate the garbage of killing the 3rd and having no chance to find the 4th.
I bave no issue with letting the slugged survivor leave, but it shouldnt affect the outcome of the match. So if they leave their body should stay slugged, and both remaining players are notified, and the match should progress to its normal conclusion, so it isnt used as a ploy to get hatch to spawn sooner.
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Big facts
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It changes nothing because killers who slug for the 4k are doing so because it gives them up to 4 minutes where the last survivor has 0 chance of actual escape. The only play the survivor has is stealth, except in rare circumstances.
If 'fair' was the goal, hatch is random, and the killer has the advantage. The hatch already favors the killer because of faster movement speed, and the survivor has to traverse the map without being seen. That simply is not enough for an incredible number of killer players, which is why slugging for the 4k is so commonplace.
Killers don't want 'fair' chance at the door or the hatch and ANY chance at escape with two survivors left is too much.
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These are the posts I am here for!
Thank you for exposing those unfair killer tactics!
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You assume that survivors are meant to get the hatch, and it's not just a slight buff to the chances of that last survivor escaping.
Sure.
Now...why do killers slug for the 4k? What exactly makes them unwilling to let that last person go?
And who exactly are 'killers'?
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0
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We just need basekit Unbreakable when there are 2 survivors left in the game
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Sure.
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I really thought it was pretty obvious given my two previous posts in this topic, combined with my posting history.
Never thought I'd get busted by the Po(e)lice.
T_T
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Friendly reminder that BHVR has stated before the reason hatch exists is to prevent an endless hide-and-seek. Not for it to be a good chance of survival for the last survivor.
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Haha fair.
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I don't really care about slugging when I play either side, personally.
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That may be the intent, but it isnt the actuality.
Hatch is technically fair over time, resulting in a 50/50 chance at escape for survivors.
However that by definition isnt fair to killers who have killed 3 of 4 survivors, especially considering in a single game scenario it can spawn right next to the survivor guaranteeing a 100% chance of escape, that the killer cant counter.
Even if the killer does win the hatch 50/50 and closes hatch the survivor then gets another 50/50 shot at getting a door open.
In reality a killer should still hold a signifigant advantage in a 1v1 endgame scenario, personally I could live with it if it was more like a 25-33% chance of losing the last survivor, however as long as the current endgame exists as it stands now slugging for the 4k will as well because it punishes the killer for playing well.
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I'm not asking to punish anyone, fine you got me can I just suicide and move on ?
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My opininion on that is here
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Sometimes when I’m a slug and everyone else is dead, the killer let’s me almost crawl out of the exit gate before picking me up and setting me at the entrance again. I would like a give up button too.
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That is the honest FACTUAL answer. Anything else I give would be pontificating.
My personal experience with Dead Hard was it was causing too much of an imbalance in chase time compared to other exhaustion perks. Dead Hard created way more chase time than Lithe, Balanced Landing, etc. And is an example of why a perk like that should never be able to be used AT WILL.
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Moving the goalposts.
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How many times does not_queen have to say, you have BLEED OUT TIMER take it or leave it. You get to sprint infinitely already
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The killer has an advantage and is trying to win, It's part of the game... and the timer runs out..., (((((also like 3 perks to getting up alone))). You're just making a cop-out for another hand hold experience. Just take the loss and get better or play something else if you don't like it.
Being able to default stand isn't practical, mori's would also be basekit i agree and disagree for it
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So you can't think of one either haha
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Would it hurt to get a suicide button so I can go play something else or does the killer need more of his ego stroked?
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Hopefully never,,best way to do it is giving UB only when there are two or one survivors left so slugging just to slug or for a 4k isn't a thing anymore
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Oh, I can think of one right now: Evil Dead The Game.
Your argument is still a logical fallacy called "Moving the Goalposts". Feel free to google it.
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The person with the idea of hooking the 3rd and Entity will sacrifice the 4th would disagree with you.
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