Slugged survivors can heal each other
What if survivors in dying state could heal each other from it? Slugging would remain a strategy BUT abusing it would be much harder.
Pros:
- makes it harder for Killer to stack slugged survivors and camp them
- makes it harder for Killer to leave 3 slugged survivors and chase the last one
- slugged survivors have more active play than just crowling under the nearest pallet and waiting
EDIT: maybe it will be need to give a fair penalty on altruistic healing while in dying state.
Comments
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sounds good!
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Yeah, sounds good to me. You could stil slug single survivor for pressure.
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Nah, I could see this being abused:
- Survivor 1 runs to a corner with no hooks. Killer knows he can't pick them up and hook them, so he slugs them.
- Survivor 2 gets chased. Runs to the same area. Killer downs them.
- Now the Killer has 2 Survivors in a hook dead zone, so he can't pick them up. But they can also pick each other up from the Dying state.
- Now repeat in every single game.
Oh yeah.
- And SWFs forcing the map to Midwitch while also forcing the Killer Basement into the Shack.
- They bring Boil Over and Sabo hooks and run to the School basement when chased.
- Repeat what happens that I wrote above.
So easily abused to never get put on a hook.
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Midwich has no shack. Perhaps you meant Badham?
I do like us fishing around for some solutions to the worse possibilities while slugging, but this idea most likely ain't it.
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Badham, yes. Sorry. :)
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if there is no finisher mori, this is a good suggestion.
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This is directly punishing the killer for building pressure and also has too much abuse potential in situations where hooking isn’t feasible. So no.
The only problems with slugging are Knock Out (which should be reworked) and slugging for 4k with 2 survivors left which needlessly drags out the game. That’s it. It does not need a widespread nerf.
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It’s not. It’s punishing people who want to make the game boring for other people. Hooks are literally everywhere, midwich excluded, but even then it’s rare I can’t get a survivor to a hook.
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Except you're wrong.
There are many games where, after 1 person is sacrificed, there's now a dead zone. Survivors would abuse this dead zone to never get hooked, and now can pick each other up.
But continue to pretend it only harms people who break the Survivor rulebook.
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In my 2200 hours of killer I’ve maybe had 1 instance where there was a dead zone after I killed a survivor and I’ve had zero instances where this has been so massively abused that I ended up with 3 people slugged in a corner unable to be hooked lmao.
And uhhh, who even says “survivor rulebook” anymore? What is this 2018 DBD? Lmfao.
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As long as Survivors keep screeching for changes, nerfs, and 'punishments' for tactics that break their made-up, fake, and unenforceable rules; I will keep bringing up their delusional rulebook.
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But killers do the same thing. Lmao
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amazing that there are killers who say "Doesn't follow the survivor's rulebook" but they are the same ones who complain about genrush, tbag, second chance perks "DH", I don't understand.
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Its honestly so annoying lol. Like I wish that that kind of killer main, and on the opposite side, the equally annoying survivor mains who state that "killers just want them to start out on the hook" would just leave the game entirely. The community would be much better off without their toxicity.
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I'd support this if it wasn't simply copying the gameplay element of "crawl to a Survivor to get picked up" that already exists.
Instead, why not let Survivors "pick themselves up" with a special interaction at a Hook?
This special interaction being a distinct Action allows for independent balancing detached from existing systems.
Requiring the Survivor to be at a Hook to perform the "Persevere" Action gives the Killer an idea of where a Slug might be that they left lying around, an assumption that a slugged survivor might try to subvert too, instead crawling to another Survivor.
EG: A Dying Survivor can try to "Persevere" at a Hook, slowly climbing the base of The Hook over 16s, until standing in the Injured state.
Why such a short time? The Survivor first needs to crawl to a Hook, and the closer a Survivor is to a Hook, the closer the Killer would have been to simply Hooking them in the first place. So it serves as an incentive to not leave slugs near Hooks, while also allowing the Killer to assume a long time to "self-pickup" if a Survivor runs into a dead-zone.
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You don't always have a choice and sometimes it's the only way to win. Sure, some killers slug just to make survivors miserable and that sucks, I'm not denying that, but that's not the majority of cases. In any case, this proposal has far too much abuse potential and would do far more than only punish killers who solely intend to make the game boring.
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There is literally never a situation in which you NEED to slug two survivors and then go for a third. If you've gotten two people down, hook one of them.
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Survivors paying attention to deadzones while Killer does not means that they are far more experienced. But abusing this is not efficient use of time which works against Survivors. And eventhough this abuse is so rare that it can be treated as one of those rare bugs you never knew about until you've seen in hotfix patch notes.
Bugs need to be fixed though. But it shouldn't stop developers from implementing game improvements.
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I am Killer main. I just saw lots of complaints about slugging and the idea of healing seemed so obvious that I wanted to share it.
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I think this idea would be worth testing.
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And if it only works on non-sabo’ed/consumed Hooks and the Survivor can be grabbed during the interaction, should prevent sabo-squad/emergent dead-zone abuse.
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They'd have to look at Breakdown as well. And as a bonus to killer, how about scourge hooks take 18-20 seconds?
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Far as I'm aware Breakdown utilizes the same properties of a Sabo'ed Hook, just on different triggers, but yes (though I'd probably be surprised if I was able to look at the code).
Hmmm. No need to treat Scourge Hooks any differently, unless you introduce a Scourge Hook Perk that augments Scourge Hooks in such a way.
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Basically only worry is abusing this system, so just spawn more hooks? That should fix it.
There are maps where it can be impossible to hook survivors for sure, but you can just increase amount of hooks and create some fixed spawns -> Badham basement for example.
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A great many people would love to peep this game's code I imagine.
As the common joke goes, I might just have a can or two of that code in a cupboard somewheres...
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Most of the maps have already too many hooks and sabotages are impossible (try to get successful sabotage on saloon and you will understand what I am talking about). Badham main is also fine IF you destroy breakable walls (with exception of full survivor build aroung it).
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Survivors trying to counter the slug forget that there are hook abusers in the game that run to where there are none to fall in a bunch. I will upset the author of the topic, but you can’t create something like this in the game, because there are those in the game who slug because they are forced to slug. Here is a vivid example in the screenshot, Feng's 100 prestige crawled under the pallet, others break hooks if they have the Horse perk. You see the result. By the way, the 100th prestige of Feng wrote a report on me
When the ability to break hooks is removed in the game and there will be three hooks for every 30 meters, then you can enter any countermeasures against the sluging
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If I've downed two survivors then I spot a 3rd hanging about trying to go for a save. Of course I'm going to slug the two and go after the 3rd, since I'm not just going to hand them a free save.
There are absolutely situations were slugging 2 people is the right move.
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I am 100% against OP's idea, they can already self-mend while on the floor to wait for a little love tap from their buddies to get back up.
Slugging is nearly impossible these days with how big the maps are and how easy it is to scatter to the next pallet that are literally litered around like 5 meters apart.
Last thing we need is survivors with more "get out of jail free" cards.
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Hard disagree, but to each their own.
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It's only easy if they all get in close proximity at once.
The maps are big enough that smart survivors only group up to push a basement hook, one should always be on gen too.
If survivors get slugged, that means they misplayed in the most blatant way.
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This! Like, if you are ever in a situation where you have two survivors on the ground and a third hovering around, you are facing a HORRIBLE team. You just picking up in that moment would not change the outcome of that game. You leaving them on the ground and chasing the third while they are hypothetically able to pick themselves up will also not change the outcome of the game because they are bad lol. Like, what is not clicking here lmao?
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Even bad players deserve to actually play instead of watching others while being downed for a few minutes. Don't you agree? That is the reason why people in this post are trying to come up with a solutions for players having fun without shifting the balance.
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Which is why my point was, to just pick them up. Some people just take this game entirely too seriously.
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Sadly, it's not how this works.
A bad player gets to play more by learning about the game's mechanics and strategies.
Now now, if most competitive matches played by the top tier were slugfest after slugfest... I'd concur with you... but that just isn't a reality so, respectfully:
Those players simply need to play better.
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In this case people just want to improve game design so it is more enjoyable. Educating them is good thing but it doesn't change a thing that game design has holes.
Slugging several people and camping them, absence of hook abusing and similar mechanics are poor game design.
Disagree. You are embracing poor game design. Players at ANY skill level should be able to ENJOY the game by playing (not necessarily by winning). When slugged, at some point the player doesn't even press a single button.
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agree to disagree.
if you want to be the judge of what is good game design, be my guest, create your own game studio and make a better game.
I'm sure there is a bank willing to provide a loan to one with such good insights as yours :)
Meanwhile I'll stick to my guns.
I still firmly believe you are asking for which cannot be done, but all I demand, respectfully, is that you don't put words in my mouth I didn't intend.
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Well. I just hope BHVR doesn't share your enthusiasm to punish new players.
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How about not punishing long time players that are already invested in the game?
Those are the ones that keeps the game alive by bringing new players in the first place.
New players need to learn and adapt, it's always been and will always be, it's a fact of life.
You don't tailor a game for the noobs, you tailor it for the veterans who stuck around for years.
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