The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Slugging for the 4K, which leads to teaming
I've wanted to talk about this for a while, but the forum verification system takes a while to go through.
Slugging for the 4K is a strategy used by the killer to smoke out the last survivor in the match by taking advantage of the bleed out timer of the other downed survivor or survivors (4 minutes long). In most cases 2 survivors are sacrificed and one is downed and left on the ground for 3.8 minutes while the killer either baits the survivor to come for the rescue or goes around the map looking for them. This has forever been a strategy used in dbd to confirm 4 kills, though unfortunately in unwinnable situations where you are unable to get a generator done against a really good killer due to a 3 generator set-up or lack of teammates left in the match, you are better off trying to find the hatch or go for an exit gate.
When you realize a game is unwinnable as survivor, doing generators and even going for the save sometimes is pointless, and grants no benefits other than getting you back to the lobby as soon as possible and however many blood points you gain from doing those actions (getting sacrificed because of your actions). Due to the lack of communication and difference of experience between players, when a survivor enters the dying state, is hooked, or has any other aura reading perk that allows them to see their teammates, the act of not doing generators or a "conspicuous action" is seen as throwing the game (wasting time) even though just by remaining in the game in the current state of the match is a waste of time in itself.
The problem with this is that either your teammate or the killer will make your attempts at an endgame escape/play impossible. In my case, I'm always playing solo queue so whenever we're at a really bad 3 gen against a killer who will frequently drop chase to patrol the other 3 generators, or have 1 or more teammates dead with 3 or more generators remaining, I no longer "participate in normal gameplay" as there's no benefit from touching a generator or going for the save (it will be an endless loop or hook standoff to confirm a kill).
When these conditions arise and it becomes a 2v1 and I'm not the survivor slugged on the floor, 1 of 2 things happen.
- The killer slugs the other survivor for 3.8 minutes looking for me (the remaining survivor) or camping the body. If I am located, I die, if not the killer goes back to the slugged survivor and hooks them (NORMAL GAMEPLAY).
- The killer slugs the survivor for 3.8 minutes until they are close to bleeding out, doing most of the things stated in Scenario 1, though instead of hooking the survivor, the killer will intentionally pick up the survivor and let them wiggle off their shoulder, signaling to the survivor that they want to team up. The recently slugged survivor will then, lead the killer to the remaining survivor since the entire time they were slugged on the ground they were given aura reading abilities to see the exact location of the other survivor. The killer then downs both survivors because they have both of them nearby.
In the 2 scenarios provided, #2 almost always occurs in my games.
To make teaming (cheating) less prevalent through slugging for the 4K, I have a few suggestions that might be able to stop this from happening.
- Turn off aura reading to the survivor that's in the dying state. I never really understood why they gained access to the auras of other survivors when it's up to the non-downed survivors to pick them up in the first place. If this is too much, then base it off of how many players are left in the match. When 2 survivors remain only the non-downed survivor can see the aura of the survivor in the dying state and not vice versa. Alternatively, you could add this ability to see auras while being downed into the perk tenacity, as it's a perk that makes you crawl faster so it would make sense for it to be a part of the perk since you crawl much faster giving the aura reading a purpose.
- This one is a bit oppressive to killers but, to reduce the bleed out timer of survivors depending on how many remain in the trial. when there's 4 survivors left its 4 minutes. when there are 2 survivors left it's 2 minutes. This would help fix this problem because it would discourage killers from leaving the slugged person on the ground for too long in the end when only few survivors remain, keeping the game "going". You could even further reduce the timer but I think the first part of this is healthier for the game.
Another thing to add with this is that the killer does not have to start the whole "teaming" thing. If a survivor had a bad game or they don't like/care about a specific survivor they will just crawl in the direction of where the remaining survivor is, weather that was their intent (toxicity) or not. This is why I really push for point 1 to happen, as slugging mid game is not commonplace as much as it is in the endgame. The downed survivor is so slow on the ground that it doesn't really make much sense for them to have info on where their teammates are (they should just crawl to a safe place so the non-downed teammates that can see their aura can get them up).
A lot of you may also criticize me for taking this stance as an "entitled survivor main" but you can't honestly tell me that when it's just you and another survivor remaining with at least 1 generator left, that there's a chance you both will get out (there isn't). Going for the rescue in those situations is only beneficial if you are going for grades or BPs, which is fine but the whole teaming thing deletes the hatch and exit gates as an option altogether.
Comments
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Soo couple things,
1. Downed survivors need to see the rest of the team for multiple reasons:
Blindness exists.
Positioning yourself closer so a teammate can finish a gen.
Being able to see a teammate prepping a bodyblock/sabo so you know to wiggle.
Setting up a pallet/flashlight save.
Being able to get out from a pallet when someone is coming so they dont drop the pallet trying to pick you up.
Knockout, you need to get close enough to be seen.
Unbreakable, so you can see if someone is coming to get you so you dont use it if you dont need to.
Head on, so you can see what locker someone goes into to set up a stun.
There are plenty more as well but the main point here is, Just because you want to hide and try to get hatch isnt a good enough reason to take away a core gameplay element, and deprive the downed player from the ability to help themselves. It would also prevent the downed survivor from deliberately avoiding where you are and cause them to accidentally lead the killer to you as well.
2. Punishing the killer because of survivor actions is completely uneccesary and absolutely should not happen.
If you wanna punish those survivors record and report. If you wanna play the hide for hatch game then just get better at it, you can see the killer pick up the survivor and if they dont hook you can see that too and you know you need to move and change hiding places.
You can make all the excuses you want, but unless the killer is camping the slug, you have the option of helping your teammate, and if you choose not to for whatever reason your teammate may take offense to that because you arent treating them as a teammate, you are choosing to sacrifice them, therefore in a way you are teaming with the killer as well.
3. As long as hatch exists slugging for the 4k will as well as it gives the final survivor a much higher chance at escape than they deserve.
It is also an issue that the survival category is too dependant pointswise on the actual escape, if it filled more through other means and the escape itself was only worth 2k BP you would see alot less of these hatch standoffs because it wouldnt be worth the time it takes and a save would be worth almost as much as escaping.
Finally, Hatch is meant to be a last chance for the final survivor, playing for hatch before you are the last survivor for whatever reason is the issue creating this situation, which means its an issue you are creating for yourself. Take some accountability for your own descisions.
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All of what you are saying is valid, but you must have not read what I posted. Just like how you said you need to keep “repositioning yourself” that same logic can be applied in the 2nd to last survivor keeps crawling in your direction by mistake. It’s much easier to avoid them without them knowing your location then have them know where you are 24/7 and keep “running” which won’t work because the killer will see your blood/scratch marks. Also you can’t even hide at all to begin with thanks to stillness crows being so prevalent in todays game. On top of that certain killers can phase through tiles altogether making hiding useless regardless of where you are anyways. The main point I was making was not only to remove the aura reading altogether, but in 2v1 situations since slugging for the 4K is so common. The survivor that is still standing has the chance to go for the downed survivor if they wish to but the downed survivor doesn’t get to force that upon the remaining survivor. It’s literally throwing since they are leading the killer to the last alive survivor, just as much as it is to not go for the save in an unwinable situation, except the survivor standing actually gets a chance that isn’t set in stone by awful teammates. And yes I know the playstyle I’m catering to is frowned upon but the changes are for awful situations that shouldn’t exist anyways. Why would I want to save someone who’s slugged on the ground with many gens remaining? I rez them, get injured, then become easier to track after I inevitably get downed. Then down goes my teammate because now the killer gets to use my 4 min bleed out timer to find the very last survivor since they are also easier to track. The problem isn’t that killers have too much time, the killer can still fairly bait for the 4K and genuinely track down the final survivor while slugging that’s fine. What’s not fine is abusing game mechanics that are only meant for one side for the other, for the purpose of ruining someone’s experience. I’ll voice again what I want: 2v1 situations the aura reading of the dying state survivor is gonzo. In a normal match with 3+ people remaining it makes sense, but with only 1 other body, what good does it do when the killer has common sense and is not gonna let the survivor crawl that far anyways? 2V1 scenarios don’t always happen, but you also don’t get to chose the teammates you go into the match with either. The hatch ain’t guaranteed nor are the gates, all I want is a chance when stuff hits the fan and I happen to be the last one standing which even then isn’t common in my solo queue matches. That’s it, the killer is in no way punished here, the same teammates who wouldn’t avocate for this change are the ones who run bond and lead the killer to others working on gens to lose the killer.
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