http://dbd.game/killswitch
Slugging shouldnt be rewarded
You would think if a killer downed a survivor and the survivor has no way to pick themselves up, that the killer should pick up the survivor and hook them, but this isnt the most rewarding outcome
If the killer alternatively slugs the survivior, this starts a four minute timer that doesnt end, this effectively PROMISES one survivor is incapacitated until another survivior comes to get to them( same as if killer hooked, without wasting time) in which case makes half the survivors occupied. Also the action of survivors healing themselves a maximum of i think 95% before needing help takes 30 seconds
(It takes two minutes for a survivor to die on hook for reference)
So the killer can proxy camp a downed survivor, and as soon as they get up the killer can hit them again and get the other survivor with them. Perks can help with or against this game style on both sides.
Heres what I suggest
-After 1/4 of downed health time is gone, the survivors get a 100% increase to healing when in downed state
-After 2/4 of downed health time is gone, downed survivor’s can completely heal themselves from the dying state
-After 3/4 of downed health time is gone, downed survivors are affiliated with endurance and haste when unhooked.
-After 4/4 of downed health time is gone, the killer is effectively punished with the death not counting towards hooks progression, and will result in down-pipping regardless of previous emblems
“This rewards survivor’s to hide when slugged”
Yes… Doesnt it sound logical a dying survivor should try to hide from the killer, and not die instead of it? Also seeing as a killer is 800% faster (may be wrong) than survivor in dying state, if they lose sight of them it partially falls onto their fault.
Comments
-
I'll throw you the opposite, slugging shouldn't be punished. It's a means of map pressure and is high risk/high reward. We shouldn't be punishing the killer because your team is being bad and not picking you up.
If anything we should incentivize hooking more. There's currently no reward for hooking unless they're on death hook and pick up, carry, and hook animation wastes a ton of time. You lose more than an entire generator worth of time just in locked animations from hooking during a match.
11 -
My suggestion about slugging:
1. Survivors now can 95% themselves in dying states, so they could be picked up instantly.
2. Survivors now try their best to not go down every 10 seconds, so slugging do nearly to nothing.
3. We should have some perks which help with slugging like 1 time pick up without any help or maybe Boon with something like that.
What do you think?5 -
There are a lot of anti-slugging perks which can be used to punish the Killer for Slugging.
Back in the day, when we didnt have many perks, everyone ran Decisive Strike and Unbreakable to counter tunneling and slugging, nowadays, I think people are just not as receptive to the idea of running perks to counter a playstyle they dont like, since the idea has become more boring now that more interesting perks have come out since.
To put it bluntly, there are solutions, just nobody wants to use them.
1 -
Lol. That got me.
2 -
I think it could work. After all, in a game which balanced around 45 seconds chase, slugging definately is killer's problem and they should be punished for survivors mistakes, it's fair.
5 -
I think part of it is that since BHVR has added some mechanics as basekit mechanics, people now want everything they don't like to have basekit counters.
Personally I think continuing to make everything basekit would just lead to a very stale game, because it would force very straightforward playstyles to play around basekit mechanics. We can already see this effect with the anti-facecamp system with people wanting it to be more punishing even though it's doing the job it was intended for.
4 -
Oh exactly XD
0 -
If only there were 3 other entities in a trial perfectly capable of picking the slug up... damn that'd be helpful.
Your idea would kill any need for other survivors to even bother getting off their gens or out their lockers. Either the slug gets hooked or picks itself up.
6 -
make deerstalker base kit
1 -
Slugging is punished. You can't activate any of the perks that require you to hook someone, which are the strongest perks killers have left. Most killers also cannot maintain the pressure to slug an entire team.
1 -
Your confusing effectiveness with playstyle. Also wheres the high risk high reward? It takes 30 seconds to heal to 95% , that means even if the killer does lose a slug or two (which they can easily get back since survivor in injured) 30 seconds assuming another survivor instantly picks up is 1/8 of the survivors dying state timer off the rip. If the killer continues this playstyle regardless if they lose slugs, they’ll just get slugs back until a survivor bleeds out.
Please dont forget
-killers choose the place survivors are downed, if they have 2 braincells looping wont be possible
-picked up survivior is not fully healed
-killer can proxy camp the slug
Incentizing hooking is a good option but thats really a sensitive point. I dont think buffing one game mechanic for a tradeoff of a playstyle that needed fix regardless is fair0 -
Interesting….Saying its the surviviors fault because they went down in chase…in a map of limited resources…. With killers that can bloodlust pallets… .is every survivor suppose to loop for 5 gens?
Also, running perks to counter a possible game style is so exhausting. Lets say i bring
Ds - paid perk to counter tunneling (1 use, for 3 seconds)
Unbreakable- perk that allows me to once, heal to 100%
kindred- Helps gives my team information against proxy-camping, will give credit where credit is due and this perk WILL give value past countering a gamestyle
this will leave you with one perk! This one perk can be used
-to counter any other perks killers may bring
-help with general gameplay
-maybe be used for literally anything personal?
0 -
Slugging is high risk high reward. If the killer manages to keep up map pressure, they are rewarded, but if they mess up and take too long to chase or find survivors, they are heavily punished. Hooking is far more valuable and efficient compared to slugging on average.
1 -
In my opinion, killers downing survivors should be rewarded, they did pretty good job
And especially when they down many survivors at once, they should be rewarded a lot because they have done something that is nearly impossible to do, you know how great that is
2 -
Now is your problem that you sometimes just doesn't have time or couldn't pick up because flashlights and toolboxes or just people for a palette-save are near you, It would be pretty weird if I as a killer get punished for not being able to pick up because there are people near me, it's lose/lose.
Besides that YOU as a survivor are the one that doesn't want to wait 4 minutes bleeding out, now let's think what will most likely happen if you hide or you run to a place I can't hook you? ding ding ding, you're right you WILL bleed out because of your own stuborness, I as a killer shouldn't get punished for that. And where we talk about punishment, I couldn't care less about a depip, pips are worth absolutely nothing, they don't even make any difference at your bloodpoints, and even if they would: bloodpoints are pretty worthless for the most part too.
That all being said, I don't slug intentionally most of the time, but I won't let you punish me for that for free lol.
2 -
It's High Risk/High Reward, because slugs do not contribute towards hook states and take much longer to die compared to being on hook. On top of that, picking up a slugged survivor is pretty easy and slugs can move themselves to favorable positions. Generally survivors aren't wasting much time rescuing slugged survivors compared to hooked ones.
As for your points:
Killers choose the place survivors are downed:
They can zone survivors to areas of the map, but they don't have much control the exact position the survivor goes down. Plus it hardly matters when slugged survivors can move themselves anyways.
Picked up survivor is not fully healed
So neither are unhooked survivors.
Killer can proxy camp the slug
They can do the same with hooked survivors too. But a slugged survivor has 4 minute lifespan and can move themselves so it's a worse thing to camp compared to a stationary targets on a faster death timer.
2 -
The closest thing to incentivizing hooks is the event remote hook mechanic and that was complained about too.
1 -
Agree. At same time, i think survivors should have a risk to being bleed out every match if the killer slugs. there should be an alternative win condition for killer especially with survivor perks like Decisive strike.
1 -
Yeah I agree. I have zero issues with the killer slugging when I'm on survivor. The hate of it is irrational in my opinion. I think the real reason people dislike it even if they don't want to say it is that they just want the ability to remove themselves from the game when they want. IE they can do that on the hook but not on the ground. I think getting slugged is also an ego hit to many.
1
