Slugging

Adding built in unbreakable was a great idea, and would make killers less reliant on slugging. Giving bloodpoints to the killer and survivors they actually earn, all while adding more spice to the game. Leaving someone on the ground for 10 minutes to bleed out is, let’s face boring! It would also stop killers from punishing survivors who are good at looping by leaving them on the ground! We are all tired behavior please fix this. 

Comments

  • Sneed220
    Sneed220 Member Posts: 4

    i don’t agree. Regardless if there’s 2 or 4 people If they want to slug they will.

  • AssortedSorting
    AssortedSorting Member Posts: 1,537

    The original 45s incarnation would have been too quick.

    Survivors wouldn’t bother going to pickup survivors on the ground anymore as 45s isn’t that much time when you factor distance traveled or the Killer being in proximity. Better to just focus on the Gen and either the Survivor picks themselves up, or the Killer has to spend more time going back preoccupying themselves with that Survivor while everyone works on gens.

    It would turn slugging a survivor into a neutral or a negative for the Killer with no detriment for Survivors and no longer require any input from any other survivor to resolve the scenario back into a previous state.

    Thematically this doesn’t fit. Being put into the dying state should be a significant detriment to a Survivor, which can be alleviated by a teammate.


    If a self-pick is introduced, it needs to add a significant detriment to a Survivor for a significant duration, such that outside of edge-cases it’s usually a better play to seek help from another survivor.


    Something like Suffering from Deep Wounds + Exhaustion (60s) after performing a Self-pickup. And also making recovery still 30s, and at the 95% mark make any additional recovery progress add to an overlay recovery bar that can reach 100% after an additional 30s of Recovery.

  • Blueberry
    Blueberry Member Posts: 14,472

    Hard disagree. Base kit Unbreakable would have been one of the worst changes they've ever made.

    Killers leaving survivors on the ground to bleed out is nearly a non-existent thing, like .1% of matches. Can't even remember that last time that's happened in a year. There are also tons of anti-slug perks available if it's actually happening that much.

    If you don't want to left on the ground when it's only 2 survivors left then get rid of the free hatch escape, that's the only reason they're doing it.

  • Ithiria
    Ithiria Member Posts: 236

    Survivors would pick them up to stop the killer from snowballing


    Unless they're being mean and slugging to avoid hatch, they're doing it to try to get more downs.


    Like this is actually simultaneously a buff to slugging and a nerf, because it takes longer to 95% yourself for someone else to get you, but if the killer takes too long you can get yourself up.

  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    I want this guys luck in games! I've been bleed out 4 times the past week

  • Gandor
    Gandor Member Posts: 4,384

    Hard disagree to OP. When survivors play sabo squads, there's sometimes no alternative. When I see multiple people and know their location, I might risk UB/exponential to get a chance at win.

    Slugged person is someone that can't do anything useful and requires help/time from other survivor while not taking away my time in animations or when carrying + no risk from saves - making it 100% legit tactics trying to win the game. Taking this aspect away is 100% detrimental to the game. This "tactical" slugging is IMO healthy part of game and should stay in a game (and I say that as survivor main).

    However there are different kind of slugs - like being toxic when everyone is downed. Or camping someone's body just so that he will not play (basically throwing the game, because other 3 ppl can freely finish all gens). I am not even fan of slugging for 4k. I would be absolutely OK if there was some mechanics that prevented this kind of slugging (and suicide button seems to do that job in all 3 cases).

  • AssortedSorting
    AssortedSorting Member Posts: 1,537
    edited February 2023

    Why pick them up if they'll be up in 45s anyway, especially if they're far away? It'll take ~10s to get there, and maybe ~10s to pick them up, and then the Killer knows there are two people where the Slug was. Only go and pick them up once another person gets downed.

    Or chasing after someone with a Flashlight/the downed Survivor is under a Pallet and another Survivor is nearby.

    How does it take longer to 95% yourself? It's still 30s. Just that while holding Recover while it says "Find Help" you fill up a secondary bar.


    And yeah, I don't mind slugging tactically, but prolonged slugging is a problem., especially when it feels like the downed Survivor has no goal to reach for. (So introduce the secondary self-pickup).

  • Chordyceps
    Chordyceps Member Posts: 1,720

    Im with you on everything except removing hatch. I'd rather a survivor escape through hatch than have to deal with super long matches because the last person has to hide the very second they hear a TR to stand a chance of escaping.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Killers should get deadlock basekit, survivors blast through gens far too quickly

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2023

    Well I'm not saying they should get rid of hatch, that's why I said if they wanted to get rid of that 2 man slugging. I don't think the 2 man slugging thing is an issue.

    We need a solution though to the last 2 people refusing to touch any objective as they both want to just hide and wait for the other person to die so they can get hatch. Unlike leaving survivors to bleed out this scenario actually happens a lot. They end up wasting more time than the match itself.

  • Ithiria
    Ithiria Member Posts: 236

    Because the killer knows they'll be up in 45s, and will come back if they aren't clueless.

  • Marik1987
    Marik1987 Member Posts: 1,700
    edited February 2023

    On what should they rely on? Besides Tunneling? Unbreakable at the end with 2 man left? Well, I could live with that. But nothing more.

    Killer is already a very hard role.

  • AssortedSorting
    AssortedSorting Member Posts: 1,537

    Of course they'll come back to pick up the Survivor if they aren't clueless or being a bad sport.

    The issue is how the dynamic of "They'll be back up in 45s" interacts with gameplay, you now have a time limit within which that chase effort will be invalidated without any input from other Survivors (for the pickup).

    Do you have to give up chase on the Survivor that you chased away from the Pallet? Did you down them but they're also under a Pallet with another Survivor nearby?

    Any kind of base self-pickup will enhance survivor efficiency if played around with well.

    However, there not being one gives a feeling of a lack of agency (not fear) and can be abused.

    I don't expect (nor want) any kind of base self-pickup to be used often without any investment (Perks/Items), but rather to give a sense of player agency that it's there, and to cut short some cases of abuse of game mechanics that would otherwise be possible.

  • not_requested49
    not_requested49 Member Posts: 1,981

    Yeah mabye with continous skill checks but only make it 10s, because 30s may be a lot and if you miss a skill check you will lose 20% recovery

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327


    In fact, I did not understand why the developers did not add this indicator? There are generators and totems maybe crates but why no healing? This information is really available to people who play on discord, so I don’t mind if it is added, since it will not change anything, but will only improve the life of solo players who are already having a hard time