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Bleeding Out needs to be adressed.

Spirit_IsTheBest
Spirit_IsTheBest Member Posts: 1,049
edited April 2024 in Feedback and Suggestions

It's extremely time wasting, and super annoying to deal with. Why should I have to waste my time waiting to die just because the killer refuses to hook me. We need an feature that can counter bleeding out.

Not only that, but the perk "Knock Out" literally encourages bleeding people out, this is not a healthy perk design. I'm not saying to nerf it to the ground, it needs a rework instead.

This has been an issue for years, I just want to move onto my next match already.

Post edited by Rizzo on
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Comments

  • ArkInk
    ArkInk Member Posts: 768

    Survivors playing in an annoying manner isn't an excuse to let killers do the same. We didn't let killers keep no hook Moris all those years back just cause Survivors could escape through hatch with keys, idk why we should allow such common practices for poor sportsmanship just because both sides can do it. If you want to propose any changes for the issues you mentioned, do it. Don't just use issues the game has to justify keeping others.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited April 2024

    And so they introduced finisher mori, the very thing that ACTUALLY stops ONE and ONLY situation where "unneeded" slugging happen.

    But for some reason people complained like madmen, as if they have no tomorrow, despite that system not having any, literally ANY logical reason to remove.

    Well I could be convinced to believe BHVR just couldn't make it look any better so they scrapped it, but if they seriously backed it because of "feedback" that was plain nonsense, it'd be most illogical decision ever.

  • mizark3
    mizark3 Member Posts: 2,253

    I don't think it is comparable in remotely the same degree. First off, Bleeding Out takes 4 minutes, and if you open the gate yourself as Killer it takes 2 minutes max (or if you want to annoy yourself you can make it take double time, but that is self-imposed). Hypothetically you could run into someone who purposely brought Plot Twist+No Mither+Tenacity to troll by hiding in endgame, but then you had a No Mither enemy during the entire match, so I think it evens out.

    Secondly, Bleedouts have no (meaningful) agency. A Killer can force people out for t-bagging at gates, or even get a hook or Kill out of it. A slugged Survivor can't do anything other than prep a 95 for a pickup, or crawl under a pallet. If the Killer is purposely bleeding people out though, there is nothing they can do until they add a surrender feature like opening the gate for Killer.

    Third, too many Killers play like a $5 subway card is on the line, slugging for the 4k, often when they have 0 idea or way of finding out where the remaining Surv is. For anyone wanting to see the Killer's perks/Add-ons/Offering/their friend exit the match (whether they played together in that match or not), they also have to wait through this, even if they died first. This is something that was implemented to prevent SWFs from snitching perks, but then it has 0 reason to exist in soloq, and I would even argue if a Killer can't win a 3v1 with snitched perks they don't have enough skill to win regardless (so it wouldn't affect the outcome). So a Killer can hold a up to a maximum normal 4 people hostage in spirit (Dead Survs A/B who want to see the perks, Slugged Surv C, and Hiding Surv D).

    Finally even if its rare, its the prolonged suffering that makes it so annoying to deal with and forces complains to right this wrong. If a Sweaty Clock SWF rushes a win, they leave the match in ~3 minutes. The Killer can still engage that entire time. The slugged Surv (and waiting lobby Survs [for their casual SWF teammates or perks to be revealed]) has the minimum 4 minute timer, but the Killer could pick up and drop them in a hatch fight and force them to run around or AFK for even longer.

    So in summary

    1. Surrender exists for Killer and not Survivor
    2. Bleedouts deny the ability to do anything (meaningful)
    3. The frequency of slug for 4k is far too high, and may hold 2-4 Players hostage (in spirit) at any time.
    4. The 4 minutes can be artificially extended by picking up and dropping Survs, so you can't simply AFK if the Killer does this to you. (While the Killer can AFK in endgame collapse.)

    So bleeding out is no worse?

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419
  • mizark3
    mizark3 Member Posts: 2,253

    Bleedouts for 4k: I'm not taking issue with a Killer doing this, I'm taking issue with the post-game screen not giving you post-game info when the game is over (for you). I'm also taking issue with the lack of a surrender feature, as giving up on hook and opening gates are surrender features.

    That "unneeded" bleeding out is the same type of bleeding out that occurs when slugging for the 4k (without intel on the final Surv). Personally I would rate this occurring in my Survivor matches at about 1 in 10, and that doesn't include matches where I died and left before perks were revealed, so the number is likely higher than that.

    Give post-game info in post-game, and give a surrender feature after 5-15 minutes for both sides to safely quit with their BP, and with a static 1m matchmaking block. That way people don't just surrender on sight of their most hated Killer for free, and there still is a reasonable penalty to prevent abuse. It could even be limited to 1/day with an extra prompt on quitting "do you want to use your free quit for the day, although if it were limited like that then I would remove the 1m matchmaking block and just use the normal escalating temp ban (skipping your freebie).

  • PotatoPotahto
    PotatoPotahto Member Posts: 250

    Well, if that's what you want, sure thing. Something like "you're 1 minute on the ground, press X to die" could save a bit of time.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    Until we have actual data, I wouldn't make any brash assumptions as to which annoying playstyle is more frequent, and I certainly wouldn't use it as evidence as to why another issue should be ignored.

    To be brutally honest, this argument is coming across as less a good faith discussion and more "the devs should change the thing that annoys me more first" instead of discussing something substantiative related to the topic.

    Yes, it'd obviously be great if neither of these issues existed in the first place, but they do. We can discuss how to change them, or we can argue about which side is more entitled to changes first based on our one sided experiences, and quite frankly I don't think that's a very hard choice for me.

    Unbreakable countering bleeding out doesn't really solve the issue of bleeding out, the same way Blood Warden doesn't solve teabagging at exit gates.

  • fulltonon
    fulltonon Member Posts: 5,762

    At least suiciding just for hatches shouldn't even be a thing for hooks, that IS stupid.

  • Mooks
    Mooks Member Posts: 14,847

    while bleeding out is very annoying and time wasting, slugging can be something the killer needs to do in certain situations and giving the survivors complete control over that situation is wrong.

    So some kind of conditional mechanic against unnecessary slugging would be nice (eg two slugged survivors can heal eachother up if they are already fully healing in dying state, or bleed out button but only after 2 minutes which is more reasonable than dying after 4 whole minutes and gives time for killer to use the slug for strategic purposes and have the chance to still hook and not be screwed out of a sacrifice)

  • I_CAME
    I_CAME Member Posts: 1,343
    edited April 2024

    All you have to do is make it ban worthy to bleed people out and it will stop in a hurry. It really isn't that hard to determine if someone is doing it for the sake of griefing other players. If all four players are being bled out at different points on the map then it's 100% the killer being toxic. In the case of an individual player you can sometimes tell as well. If someone submits a four minute video of themself being bled out with a clearly visible hook nearby then why is that not bannable? Provided the video also shows them going down. Is the killer humping them on the ground while they bleed out not proof enough?

  • Ohyakno
    Ohyakno Member Posts: 1,206

    I understand you're sideways advocating for yet another powerful basekit perk, but a faster bleed out option after being on the ground for a period of time is a far less abusable option.

  • Raptorrotas
    Raptorrotas Member Posts: 3,254

    HHow about this easy solution?

    If all remaining survivors are somehow incapacitated without means to get up, they instantly get entity sacrificed.

    (Escaped, dead, sacrificed, downed, hookstate2)

  • SimpleSage
    SimpleSage Member Posts: 96

    Wasn't the old finisher mori system scrapped because it actually caused slugging to become meta? People realized it was way easier to win if you just slugged everyone (because of the instant sacrifice) vs playing normally and hooking everyone.

    As for an anti-slug mechanic, I would absolutely be down for the ability to speed up the bleed out process. Scott Jund had a decent idea to give survivors tenacity crawl speeds at the cost of doubling the bleed out rate. Heck even if its like the 4% unhook but we can attempt to pick ourselves up.

    As someone who had 3 matches this week where it was a 4 man bleed out because that's how the killers came into the match wanting to play, I will take anything that just lets me go next.

  • fulltonon
    fulltonon Member Posts: 5,762

    That's stupid logic because difficulty to slug them all isn't any different with or without finisher mori, that IS the "plain nonsense" and "most illogical reasoning ever".

    Whether it takes 4 more minutes or 0 minutes is irrelevant, win is a win still, but people seriously complained like "AAAAA WHY BUFF SLUGGING AAAAAA" without actually thinking the difference between having finisher mori and not.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    The old finisher Mori system was scrapped, because a bunch of survivors brought stuff like Flip flop, breakdown (or power struggle), unbreakable, tenacity… and were purposely placing themselves in situations where they couldn’t be hooked.

    The main point is that when survivors got anti-slugging, they purposely weaponized it.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    I don't think they want to make Bleeding Out impossible, just have an option for the Survivor to allow it to go faster.

    If anything that'd alleviate the issue slightly.

  • mizark3
    mizark3 Member Posts: 2,253

    I'm not saying that it is the Killer's responsibility, I'm saying the Killer's max (normal case) victimization is 2 minutes, or shorter if they take the effort. Survivor is 4 minutes, and they NEED to take the effort to prevent it from taking longer (if the Killer shoulder Juggles them during the search). The difference is >2 vs <4. (Although if you want to expand to include Juggling and intentional Plot Twist delays, then it is >4 vs ~28).

    I am saying they aren't as rare as claimed, anecdotally my Surv matches have it happen 1/10 (full on bleedouts, or slug with 0 knowledge for the 4k), if not more. Everyone's experience is different though.

    Team A attacks Team B : This is the bad sort of tribalism we need to move away from. Team A attacks Team B, but then next match Team B takes it out on Team C, so then Team C takes it out on Team D, and continues the chain. If it were in a custom match with friends, and you know you are facing the exact same people every time, then I have no problem with this. The misplaced guilt is what I take issue with. I am for 'matching energy', but taking things out on a different team is just being a jerk, whether I bleedout a team after I faced a clock SWF or bully a baby Trapper after something.

    Only had the option to bleedout: This happens to me in less than 100 games, so anecdotally I'm not sure about this. Sabo plays are really bad right now as I've once sabo'd 3 hooks (the Killer was heading in the direction of) and still failed to prevent a hook/force a drop, although it was RPD to be fair. In a normal match I pick them up and if they wiggle, I drop, kinda point at the nearest broken hook, and they either understand and would rather die sooner, or choose to die in the corner from spite. Dieing in the corner from spite is NOT what people are complaining about, although to be fair, some main brained individuals think slugging for 3s is unacceptably long, just as other main brained individuals think the crouch button should be unbound.

    It is hostage taking in spirit, yes. Are they allowed to continue playing the game? No (or if they are waiting in the post-game lobby, no if they want the info they should be afforded when the match is over for them). Are they kept in for an indefinite period of time? Yes. Will it end? Technically anywhere from 4m to as high as ~28 minutes if they get shoulder juggled and the Surv fights back to die as soon as possible (longer if they run after getting unshouldered or the Killer waits to down them). Just as technically all matches end at 1hr. Does it reach the standards to report for a ban? No. That's why it is breaking the rule in spirit, but not the letter.

    I never said it was the Killer's responsibility to end the match for t-bag at gates, I said they have the agency to shorten the timer. Very different message. The Survivor doesn't have agency to shorten the timer below 4 minutes, the Killer can wait 2 mins or shorten it. (To be fair if you were saying I was downplaying that spot, then fair, but I wasn't shifting responsibility.) That all falls apart even further when I suggested a surrender feature for anyone to fully quit with their BP though.

    Perks shouldn't be fixes for bad game design. I shouldn't be forced to run No Mither (the only infinite self-pickup perk that the Killer can't cancel [other than the circumstantial Soul Guard]) because I want to avoid bleedouts, or Plot Twist if I want to tray and evade and bleedout myself to prevent the Killer from Juggling.

    I don't care what side you play, as long as we can get loadouts shown when you die, and a surrender feature implemented (for both sides and to keep BP/not accrue a DC stack for bans).

  • fulltonon
    fulltonon Member Posts: 5,762

    Having anti-slugging and finisher mori tied together was the most stupidest decision ever imo, like god killer gains literally no advantages with finisher mori beside just faster game ends, why devs thought survivor needs something at all?

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    I'd say this is moreso a flaw of the proposed system than it is the concept. Perhaps extending the time it takes to pick up could've been increased depending on how close a survivor is to to a hook, meaning that survs can't Sabo a hook and comp corner for an easy escape.

    That isn't really an issue with finisher Mori either, but the devs got rid of it anyway so ig there's precedent for that line of thinking.

    Post edited by ArkInk on
  • Callahan9116
    Callahan9116 Member Posts: 127

    I think the people who get bled out more are the ones who annoy the killer. I've seen lots of ds and flashlighters get bled out, I think its revenge.

  • mizark3
    mizark3 Member Posts: 2,253

    I thought it was scrapped because Killers started to refuse to hook and were speedrunning 4 downs. That's at least what happened in my Survivor games during that PTB. I wanted the basekit 45s UB (or even better 60s UB, with 30s to 95%, and 30s more to self-pickup), but I didn't want the auto-Mori as it didn't even give me a choice (and was going to delete Devour Hope). BHVR was tying the 2 separate ideas together for whatever bizarre reason.

    I think Moris should be basekit if you reach 8 hooks no kills, that way Killers can show their skill by the number of Mori vs normal kills. " A:'I got 2 Mori Kills and 1 hook kill last match', B:'Oh yeah, I got 3 Mori kills!' A:'Awesome!' C:'I got a 4k last match!' A:'Wait how many Moris?' C:'Uh, none' B:'Oh, uh you do you man' ".

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    The precedent is that survivors will weaponize anything that can be weaponized.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    I don't think you understood my post because my whole point was that the proposed system made it far too easy for survivors to weaponize anti-slug with its proposed version. You just restated a point we agree on.

    The change I proposed would mean only survivors slugged near a hook, ie in places killers *could* hook them, would get the anti-slug. This in theory should solve your issue of survivor's knowingly going down in places they can't get hooked so they get up for free, and therefore letting the killer control when the mechanic activates.

    Post edited by ArkInk on
  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    I did understand your post. It doesn't matter what restrictions you place, survivors will still try to weaponize it….

    1. Will anti-slug happen if a slugged survivor is under an un-dropped pallet that's near a hook? Because survivors will flip-flop + power struggle that.
    2. If a slugged survivor is near a sabo'd/breakdown'd hook, will the anti-slug start when the hook comes back? Because that means if the killer leaves the hook because it's broken, then the survivor can anti-slug after the hook is back.
    3. If a survivor is slugged away from a hook, waits for the killer to leave, then crawls near a hook, will the anti-slug kick in?

    That took me all of 5 minutes to think of, and there's probably more ways survivors could still weaponize the anti-slug.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024
    1. There are killer perks that disable bloodlust, anti-slug could be removed from certain perks if they're often used for poor playing. Slug crawling under a pallet could also disable or slow the recovery timer to prevent this, a restriction I'd even extend to if other survivors around the slug, like Anti-camp.
    2. It can simply not activate at all during the slug if the survivor crawls in range of hook or if a broken/saboed hook regens, as it's not like the killer had those options available to them when they had to make that decision. This would also stop 3. from occuring.

    It took you five minutes to think of those strats and it took me thirty seconds to think of those solutions, both of which are already restrictions other mechanics have that limit killer playstyles.

    Yes, survivors will try and weaponize anything you give them, that doesn't mean they'll always be successful.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    "Slow the recovery" is unacceptable, because it still places the killer in a situation where they weren't able to hook a survivor, but will get hit with the anti-slug mechanic anyway. And what happens if a survivor is under a pallet, waits for the killer to leave, then crawls away from the pallet?

    What happens if a killer picks up a survivor, is forced to drop the survivor, and now the survivor has enough wiggle progress to prevent the killer from getting them to a hook?

    There is a problem with "in range of a hook", because that doesn't mean the killer has a 100% chance to get the survivor to a hook. There are many scenarios where the killer is forced to slug a survivor, even if there is a nearby hook. Also, this game is terrible at measuring hook distances, and might consider a hook "in range" even if there's walls and ceilings in the way, and the actual path to the hook is way too long.

    Your solution still allows survivors to weaponize the anti-slug.

  • goodfriday
    goodfriday Member Posts: 209

    Add slugging for 4k part on this too please. That is why I dislike bots are in the game now, I cant stand the being slug as third survivor for killers to look for fourth to deny hatch its sad. I do not want to be wasting 4 mins(which may not seem much to people but it is to me) I do not dc often but when it happens I rather just take a 30 second time out but now that bots are in the game its a waste to do that though sometimes if am real annoyed am like nah whatever have a slug bot and gl on fourth.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    Disable the recovery entirely under pallet for the first bit. A blanket change that would seemingly solve most of these proposed strategies is not letting the mechanic activate if it doesn't initially proc on down. There should not be an interaction wherein the survivor is able to proc anti-slug in a situation where a killer cannot hook, and if the survivors wiggle meter gets to a certain point, it could also disable anti-slug as clearly something went weird if the killer had to drop after presumably carrying the survivor for a while.

    I do agree the parameters would need to be fine tuned, as it shouldn't proc through floors unless there's an entrance nearby, which is rather hard to auto detect in the DBD engine I imagine. As for slugging being necessary, again remember that without perks it would take 45 seconds before the survivor gets up (a timeframe that could be changed depending on feedback) and the timer slows/disables if there are other survivors in the area. A killer can absolutely go kick a gen, try out a chase, or whatever they need and then still come back for the hook without a survivor picking themself up in that timeframe.

    This still feels like rather simple restrictions all things considered.

  • BrightWolf
    BrightWolf Member Posts: 444

    The idea on paper was solid, it was to prevent killers from slugging people for 4 minutes. However, in execution, this only encouraged killers to tunnel and slug for the 4K because it means if they were playing someone like say Oni, Blight or Nurse who could down survivors quickly would essentially end the game in under or just over 10 minutes. Because once the last survivor was down, the game would just cut to a finisher mori.

    The idea to counter this was basekit unbreakable for survivors, which is an alright idea, however, this continued the killer down loop with people getting up only to be downed again

  • fulltonon
    fulltonon Member Posts: 5,762
    edited April 2024

    Honestly, the fact they just "bleed out" is already an annoyance too.

    Not like they've done anything bad or good, sometime it's just impossible to find them, like, they can always just go afk and let killers know the location, but no, somehow they must wander around for absolutely no reason and waste four minutes of killers, even when hatch is closed.

    Each players with each own objective I guess?

    Winning in 14minutes or 10 minutes is irrelevant, with or without finisher mori lethality of oni/blight/nurse doesn't change, at all.

    Just think about it, currently, once everyone is downed, there is no come back so it's just a matter of finding dead body, or more like, matter of "not wasting survivor time by actually finishing the game faster".

    With finisher mori, there is no comeback too, absolutely no difference, it's just that "survivors don't have to waste time staying on ground 4 minutes", just as OP or literally any survivor mains want.

    But no, BHVR lost their sanity and somehow they must "counter" QOL change for both survivors and killers, there was literally NO DIFFERENCE in power level of killers with or without finisher mori, but somehow they thought survivors deserve BASEKIT UNBREAKABLE.

    I seriously don't get how those people or even developer got the idea of "encouraging slugging" when you have absolutely no advantage in trying to slug.

    Finisher mori was just beneficial for both survivors and killers, but thanks to tying it together with absolutely unwanted basekit buffs for survivors we lost the chance to actually have very nice QoL change, I wish both developers and players were lot more reasonable when it comes to this.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904
    edited April 2024

    That means if a survivor is being chased, runs towards a pallet, and gets knocked the ground under a pallet before the survivor could throw that pallet, that the anti-slug mechanic would auto remove itself.

    It also means if a killer wanted to slug, they could purposely pick up the survivor, wait for the wiggle meter to reach the correct amount, then drop the survivor. Or if the survivor didn't want to wiggle, then the killer could pick up, drop, pick up, drop, the survivor, until the correct amount of wiggle meter has happened, to deactivate anti-slug.

    And again, this whole "the anti slug will pause or slow" idea is unacceptable. Do you expect killers to walk around, and repeatedly check back on a slugged survivor, to see if they are still unable to be hooked? How is that fair?

    And yes, I do remember it would take many seconds before the survivor gets up. I was there, in that PTB, facing multiple bully squads, of survivors weaponizing the anti-slug mechanic. It doesn't matter how many seconds the mechanic needs to happen, as survivors will still weaponize it.

    And the hook distance detection problem isn't limited to different floors. It can apply to hooks on the same floor as the killer, but beyond walls that the killer can't carry the survivor through. Unless you want to allow the killer to be able to carry survivors through walls, then DBD isn't going to calculate hook distance well.

  • Blueberry
    Blueberry Member Posts: 13,671

    How often would you say you experience these matches where the entire team is 4 man slugged and y’all are left to bleed out with him refusing to hook? I’m assuming that’s the scenario you’re talking about anyway, not just slugged while he’s after other people.

  • Xernoton
    Xernoton Member Posts: 5,900

    It would still be abusable. We are talking about a game in which people use a rng based mechanic to instantly kill themselves at the start of the match. Do you honestly think people wouldn't give up any time the killer even attempts to slug?

    I agree with @PotatoPotahto. We should fix the actual problems instead of bothering with a band aid fix that will only create more issues. Meaning, perks that encourage slugging should be changed (i.e. make Knockout apply blindness and exhaustion for 20 seconds after a M1 hit), hook dead zones fixed, hook breaks on sacrifices removed and perks that can recreate this issue monitored.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    A killer has to pick someone up for fifteen seconds and actively let them deactivate anti-camp by reaching the wiggle threshold, and you really don't see how that's a far worse way to slug than current version? "A killer can just waste half a minute to get what they used to have for free." This both wastes a ton of a killer's time (which is literally countering what makes slugging useful), AND provides a crystal clear tell the killer is trying to slug.

    As for a killer knowing if it's alright to pick up, if anti-slug is in effect they presumably had the chance to hook in the first place, and if they are slugging while another survivor is around (maybe they caught a flashy save), then anti-slug is either slowed drastically until the killer can return for the hook, or it doesn't proc at all.

    Yes, if it deactivated on pallet there'd be instances where a killer could knowingly slug, I feel like this is such a clear minority of cases that although annoying, doesn't stop the majority of instances coming out fine, especially since that survivor is still under a pallet, an advantageous position.

    You complained about facing bully squads in the PTB, which really makes me feel like you really aren't even trying to follow my viewpoint since I've been saying the PTB test was a flawed design since our first interaction, it's why literally all of my comments are about proposed changes to make the system more bearable and less abusable.

    Hook distances, though an issue, are already centered around multiple other mechanics, be it killer perks or anti-camp. I do not believe that it's fine in all other incarnations and somehow blows up the moment it touches the concept of anti-slug.

    I've been playing this game since launch mate, I was there too.

  • goodfriday
    goodfriday Member Posts: 209

    With the unbreakable case it would be fine, I am not sure why they was considering this thing about finisher mori. That is what ruined the whole idea. Just do not do anything to the moris, if killers want moris there is devour hope and add ons for that and you got triangle head, myers/onyru who can do that, cept the crazy part is triangle head one is more acceptable because he still needs 2 hook state whilst onryu/myers can mori anytime once they reach the point t.t

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    I refuse to follow your viewpoint, because you refuse to understand just how badly survivors try to weaponize things.

    The PTB test was only flawed because it allowed the anti-slug to be weaponized, and none of your solutions addressed that problem. It doesn’t matter if your ideas make anti-slug less weapon-usable because survivors will still weaponize it.

    Killers should not be forced to pick up survivors, and forced to attempt carrying them to hooks, when there are many scenarios where those actions are too risky to attempt. You can’t just say “the killer COULD have picked up the survivor”, when a survivor purposely gets knocked down in an open corn field, and teammates are nearby with flashlights and toolboxes.

    If a killer slugs a survivor because a teammate is running nearby with a flashlight, then the killer should be allowed to chase that survivor without getting punished. But you’re suggestion is that the killer should be punished if they don’t pick up the slugged survivor, because if the killer chases the flashlight user, then the slugged survivor might be alone near a hook, and therefore the anti-slug mechanic should happen.


  • MechWarrior3
    MechWarrior3 Member Posts: 2,911

    They’re not gate keeping Feedback. They also made a suggestion. There’s nothing wrong with that and you shouldn’t be calling out people who do so. A little hypocritical.


    As for the topic, this has been talked about time and time again.

    I think the best suggestion would be if all survivors are slugged on the ground for more than two minutes a button will appear that you can click forfeit so you can move onto the next lobby.

  • ArkInk
    ArkInk Member Posts: 768
    edited April 2024

    The proposed mechanic would disable if there are survivors around the slug, you are proposing scenario's that don't even circumvent the restrictions I proposed and have been referring to for three comments. You either fail to understand what I'm proposing or are purposely ignoring any proposed solutions in favor of pretending I'm pitching the same system as in the PTB. Hell, if you want even more solutions to your issue, give it a seven second grace period like anti-camp for killers to maybe kick a gen or challenge a flashy before their timer even starts/pauses.

    If survivors can and will weaponize literally everything, I wanna see the op small game build, since clearly anything and everything can be abused regardless of the restrictions or balance of it, right? How about Anti-camp? It's been in the game for a few months and I haven't seen nearly enough salt posts for a mechanic that can give a survivor a free unhook. The restrictions put in place limited it's useability such that not only do killers decide if it activates, but that they also can play around any survivors attempt to turn the mechanic in their favor.

    This line of thinking is silly. Survivors aren't super spies about to turn pencils into murder weapons, they're gamers looking for ways to get ahead in a match. If the devs put the proper limitations in place, like they already have for other mechanics designed to counter killer playstyles, they should be able to devise a mechanic that counters a killer's ability to effectively slug multiple survivors for minutes at a time instead of disrupting regular gameplay. They've done it before.

  • FunkyMonk
    FunkyMonk Member Posts: 10

    Just give us a button to voluntarily bleed out after like 30 seconds.

    No it won't be a problem, anyone who suicides for petty reasons would've just done it on hook.

  • mizark3
    mizark3 Member Posts: 2,253

    1: I don't think exit gate camping happens more often (at least in my games), because the Killer wins the vast majority of the time (regardless of which side I'm playing). I'm only seeing it as Killer in ~20% of my losses (so ~5-10% of total matches) and it usually is only one person so it doesn't involve any longer than 10s (unlike the theoretical Gate A push, B push, A push, B push). At the same time the minimum rate for my Surv matches is 1/10 (and that isn't including matches where I die early, so it could be higher). Anecdotal is anecdotal to be fair, and both of our experiences are different.

    2: Hooks still give Survivors agency to end the match, Bleedouts don't. You can Kobe and either live, or accelerate your death. Then on 2nd stage you can simply not attempt skillchecks to die. Agency exists to end (your part in) the match.

    3. Back to 1 for anecdotal, but my point was as long as the perks/add-ons aren't revealed when you die, or you are waiting for a friend to exit the match, it can hold additional people waiting to play beyond those strictly still 'playing' in the match. The bare minimum common case is 2 victims (slug for 4k), where gate bags has 1 victim.

    4. You can't AFK if the Killer picks you up and perma-shoulders you, you have to wiggle to ensure you die. If you wiggle you can force the bleedout to occur during the weapon wipe before they pick you up. Otherwise you risk ~50m hostage (for the lobby to time out), or ~28m when they intentionally do that over and over (only accruing bleedout time during the weapon wipe). Griefing is already against the game rules and bannable, so you can record and report. Shoulder juggling to bleed someone out over ~28m is technically legal, as it will end eventually. It clearly breaks the rules in spirit, but we are stuck with the letter of the law.

    Section 1: Back to previous reply section 1, anecdotal for each.

    Section 2: I didn't want to say it in the previous reply/part 1 because it didn't seem relevant, but the kid/rock analogy fits this perfectly. The vast majority of exit gate bags is in response to something the Killer did, such as camping/tunneling/picking a sweatlord Killer like Nurse/etc. Since I am a 'D-tier main', who doesn't intentionally tunnel or camp, I nearly never see them as Killer. I only included the 20% of times I saw a teammate to bag a Killer in soloq for the above reply, and that was only when we could even win a soloq match.

    Section 3: I understand this can happen, but again it is few and far between, with anecdotal experience varying. Would you say it happens as often as 1/100 matches where people intentionally map offer into Boil Over? Even then, my point here was the people doing this can't expect anything other than bleeding out, and don't have a justification to complain about a bleedout death. They could still use a surrender feature I would want if they realize the Killer isn't missing a brain.

    Section 4: Again, the Survivor 'hostage' issue is bannable. Record and report. (Specifically if a Survivor refuses to touch a gen once per 10 minutes is the technical line in the sand.) The Killer 'hostage' issue isn't bannable (currently). I would just want a surrender feature for Killer or Survivor to take their earned BP and go home to prevent these scenarios for both sides.

    Section 5: Saying 'the timer is 2 minutes, AND you can shorten it if you want' is NOT putting responsibility on the Killer to end it in 2 minutes. You can say it is putting responsibility on the Killer to have it take shorter than 2 minutes, but the issue being compared here for Killer is 2 min without input, less with input. Agency exists to make that decision. For Survivor it is 4 min without input, but you need to monitor to make sure they aren't carrying you, so it isn't a true AFK like Killer's. Since you need to remain at the Keyboard, there isn't agency for Survivor, just required actions. Also a surrender feature should only be available when the game is either over, or can be considered over. The Survivors can make that decision after a death if they want to stay or play. Why would you want to force people to play a 3v1 at 5 gens? That isn't bypassing the DC timer, that's bypassing wasting their lives. Similarly if someone was AFK long enough to reach 3 crows, it clearly wasn't a real or fair match, as it effectively was the same thing as a 3v1 at 5 gens, or an intentional bleedout. The Killer can make that decision at any point in the game if they can win or not, but I would add a 5-10 minute minimum game time for Killer.

    Section 6: (Loose quote) "A lot of Killers 'feel' like they need multiple gen slowdown." I think this is more that people don't realize the value of lethality and intel, and are too scared to expand their horizons. Chasing a Survivor denies gen seconds, but the rest of the team is able to pump gens. That means delaying a chase to apply slowdown is silver plattering gen time to 3 people equal to the extended chase time. A gen kick takes 1.8s (plus however long it takes to move into close enough position to magnet on). That gives the Survivor 7.2 extra meters of distance. If a normal M1 Killer catches up at 0.6m/second, they give the Survivors 12 extra realtime seconds. If 3 Survs are on gens, and this is to chase the 4th after the kick, the Killer gives the Survivor team 36 free gen seconds. This means most players are hurting their chances of winning by using gen kick perks ineffectively. You can also reverse this equation to see how much time you steal from the Survivors by shortening chase through bypassing the 'find the Survivor' time with Intel, as well as Lethality methods of shortening chase.

  • Mooks
    Mooks Member Posts: 14,847

    nah. It was kinda rude which was also perceived as such by OP. The suggestion was made in this thread while saying it should be addressed first and not OPs suggestion and it’s kinda unrelated to the topic. I wouldn’t have said anything if it was something in addition to the OPs suggestion or if they made a complete separate thread for it.

    This was an attempt of gatekeeping.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,911

    Sorry, I disagree though. It didn’t come off rude at all. My opinion though. 🤷🏼‍♂️

  • fulltonon
    fulltonon Member Posts: 5,762

    Actually, hook suicide IS a problem, so "this is fine because anyone can freely suicide anyway" is worst kind of reasoning.

    We should fix that problem, and NOT add more of it.