We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Slugging is rampant because there are too few advantages to using hooks

ranbuta
ranbuta Member Posts: 92
edited August 31 in General Discussions

Due to the different play styles, many players on the Asian servers are more interested in winning than having fun. Especially since the update, there are a lot of players on the Asian servers who play with a Slugging style. There are also many camps.

Advantages:
No need to worry about dead hard, off the record, Reassurance, Strike, etc.
You don't have to worry about flashlights, stun grenades, broken hooks, body blocks, etc. These can be very frustrating.
No need to spend time walking to hang on a hook. You can quickly put pressure on the generator.
No stress because there is no anti-face camp system. No quick or patient status.
Gives survivors more todo lists when using knockouts.

Disadvantages:
It takes 240 seconds to kill a survivor. But even when hanging on a hook, it takes 140 seconds max. There is also the time to walk to hang.
Survivor feels boring. But that's how competitive games are. This is not a killer's concern, but BHVR's.
Pain Resonance and Pop Goes the Weasel and so on are not active. But these perks keep getting weaker.

I think there needs to be more benefit to using hooks. Make Barbecue & Chili the default, for example.

I am not good at English so I use Deepl translation.

«1

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    since killer take 10-20 second to hook survivors, this is 10-20 second that a player can be slugged, so 180-240 = 60 seconds. the gap between dying on floor and on hook is much shorter. you only wait extra 60 second.

    i still think that completely slugging is not good but if you hook 1 person and slug other 3 survivors, it might be most effective way to play because you can tunnel the one person you hook while slug for bleed out.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    At first I wanted to go all "nuuuuuu, you got it wrong!!!111", but then you made a couple of pretty compelling arguments and points and I tend to agree with you. Everyone seems to crave the fun, stupid and crazy games of the past, like 3+ years ago, but so few seem to be willing to not sweat and to not putting the win first.

    It has been shown time and time again, that humanities competitive nature usually prevails, you can't make people play the game like its intended, the community will always find a way to cheese it. And its true that we have a more or less clear divide in the player base, thats choke full of distrust and accusations.

    But I also got the feeling that my hooks feel less and less impactful and that I can't generate enough gen pressure against survivors who want to win .. which is most. So even if I start a match with the intent to play it cool and just have fun, when 3 gens explode into your face first chase, your good intentions so often get thrown out of the window.

  • bazarama
    bazarama Member Posts: 270

    I don't like slugging but in a game last night I had one survivor dead and one hooked.

    In corner of map with absolutely no other gens nearby I let two survivors bleed out. Don't like doing that but it is what it is.

  • For_The_People
    For_The_People Member Posts: 602

    it seems the problem is heightened in your region in Asia. The problem with this is play style is that killers will lose skill expression for map pressure using hooks - so if BHVR do change the game to make slugging weaker in the future, killers who rely on it will probably not be able to adapt and complain more.

    もしかして日本人ですか?

    あの、スラッグをするプレイスタイルの問題は、キラー達はそのスタイルしか慣れなくなるので、もしBHVRがスラッグするのを変わるか、限る事にするならみんな困ると思います。

    このゲームをバランスするのは難しいと思うのが、色々ニュアンスがありそう。ただし、そのスラッグのプレイスタイルは絶対続けないと思いますよ。

    そして最近色んなアジアや日本からの人のメッセージが掲示板に来てる。たまにちょっとネガティヴすぎる。あなたの書き方は冷静で正しいと思いますけど。他の人は言い方がちょっとキツすぎて、BHVRのモデレーターからバンされてると思う。

    日本の事好きな僕は日本の悪いイメージなって欲しくないから、ちょっと残念なことです。

    日本語はきっとたくさんミスあるのですみませんでした

  • devoutartist
    devoutartist Member Posts: 154

    i play both side i think tough it's a good thing i don't even hook the first time i down some one for the most part unless i need too i leave the first surv on the floor chase a 2nd there usually always some one close by if you know what you're doing down the 2nd surv and hook him and go back to the first surv and keep him down it add so much pressure when you juggle between the 2 players the first players you just bleed him out the 2nd you hook him out it plays so hard around the perks it's not even funny it won me so much more game than average

    caviate tough some of the bigger map like coldwind farm is the exception on the playstyle i'm talking about but a majority of the map it work really well

  • ranbuta
    ranbuta Member Posts: 92

    Yes, you are right, I feel that there are so many more players who want to win more than have fun.
    With a very small percentage of toxic survivors, I sometimes put winning first to keep them from T-bagging.

    The game is still healthy if the killer is best used to hook to win. However, if it is best to slagging it is quite unhealthy. I would like to see BHVR change that.
    But your idea is also very good. If this game could be more casual and fun, there might not be so much slagging.

  • NarkoTri1er
    NarkoTri1er Member Posts: 649

    so, where is your proof of killers being overpowered? Or you are here just for the ragebaiting purposes?

  • ChuckingWong
    ChuckingWong Member Posts: 429

    10-20 seconds to hook a survivor,

    omg….. the hyperbole.

    No its worth to hook stop with this.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,886

    Hey, you know, maybe if slugging takes off it'll finally kill off the pop+pain res meta that's existed for basically 3 years or so now. But I doubt that'll happen.

    I think once killers realize they aren't getting their precious regression from hooking this problem will solve itself.

  • Paternalpark
    Paternalpark Member Posts: 663

    Either run slowdowns and play around hooks.

    Or use chase perks and watch gens fly but if you don't build up pressure ie slugging or proxy camping then your throwing.

    I always get salt playing slowdown but chase perks survivors understand I had to play a certain way. Usually ggs end game chat with chase perks.

  • ranbuta
    ranbuta Member Posts: 92

    I don't know what will happen, but perhaps people will adapt. Irruption used to be popular because irruption is strong. Now, slugging is in vogue because slugging is strong. If using hooks becomes stronger after this, using hooks may become fashionable. But some people may not be able to adapt. That is why BHVR should improve the current situation before those people get used to slagging.

    Yes, I am a Japanese player. Considering the language of the developers, I think this forum is the best place to get their opinions.
    But please don't misunderstand me. If I wasn't interested in this game, I'd quit this game silently. I enjoy this game and that is why I am giving my opinion to enjoy it more. Not because I want to attack the game or the developer.
    I try to be as calm as possible, but I am sorry if I have offended you.

  • ChuckingWong
    ChuckingWong Member Posts: 429

    There is in no way shape or form you take 15 seconds to hook a survivor.

    Stop it

  • ChuckingWong
    ChuckingWong Member Posts: 429
    edited September 1

    So hold up I dont think you did any sort of statistical analysis or sample sizing for that matter, but if you are going to include the "wipe animation" You realize that same time you would include for slugging right? So take that time out of your equation already, you dont even have the parameters of this test setup correctly in the first place.

    Are we talking full slug and bleedout? Or full slug and then hook? Cause you would have to include hook at the end into your equation and then total hook….

    Okay. This is real simple.

    Bro you did not do any testing for this. This is all head math you are doing, lets be honest here, there was no mathematical approach, there was no statistical analysis, no testing, nothing.

    You are completely ignoring the times, and its quite common as proof on this forum, that you just down someone at the hook where a killer is ….. ding ding ding camping.

    I can post several videos myself of it taking anywhere from 6 seconds to 13 seconds. It doesnt really mean anything as things vary in matches, and quite honestly its the internet, you can make things biased to your original take you had.

    Edit: I just did a few bot matches and even put footage into Davinci Resolve and watched frame by frame. If you are taking on average 15 seconds to hook, you would have to down a survivor as far as you can honestly get from a hook, and/or with body blocks.

    So no you arent taking "15-20" seconds on average to hook a survivor. And this is without the obvious agitation/pain res meta

  • Reinami
    Reinami Member Posts: 5,638
    edited September 1

    You need to calm down a bit friend. I am not the OP. I'm simply talking about your assertion that it does not take 15 seconds to hook a survivor. I'm simply saying it does when you add up all the times. And yeah. I did do some math around the average distances the hooks spawn from each other and used that to determine that, on average it would be about 8 seconds to walk to a hook. Yes. Sometimes you are closer. Other times you are not. That's how averages work. Over the course of say 100 games your average about 8 seconds to walk to a hook.

    I'm also looking at it from a perfect standpoint. There are other factors such as the killer player probably needs to spend a second scanning around for a nearby hook. Obviously tons of factors come into play. But this is why that guy said, yeah it takes 10-20 seconds to hook a survivor.

    Like I said. I'll record a match later and show you how long it actually takes to hook a survivor. Will it perfectly show it? No but I think you'll see that it takes a lot longer than you might think it does. Because I really do think people underestimate just how long killers spend doing basic things. I'm a bit busy today but I'll tag you later tonight when I have it done and you can see the times yourself.

  • drsoontm
    drsoontm Member Posts: 4,903

    You are wasting your time.

    Anyone who has a bit of experience knows it usually takes around 15 seconds to hook a survivor.

    In my experience, I'm more often at '9' while counting the grunts than any other value.

    And that's if survivors aren't interfering, which they often do at higher MMRs: body blocking, flashlight, pallet, flashbang.

    Ergo: slugging good.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    This may be a language barrier or mistranslation here, but it looks like you're saying there are few Survivors that ARE toxic. There are actually just as many toxic Survivors as there are toxic Killers, most Killers just want to play the game the same as Survivors. Killer toxicity comes from frustration with Survivors being toxic, and Survivor toxicity comes from frustration with Killers being toxic. If anything, the chance of seeing a toxic Survivor may be higher, because there are four times as many of them as Killers in a round. So while you see toxic Survivors more often, Killer toxicity feels worse because you can't do anything about it.

    If that wasn't what you meant, I apologize. :)

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    I really don't know if you understand the ramifications of that. I would much rather lose a bunch of progress on a gen I just did (and still be able to play the game), than sit on the ground for four minutes. As annoying as it is, Pop + Pain Res is way, way healthier for the game than slugging being strong.

  • Reinami
    Reinami Member Posts: 5,638

    Its simple math friend, but like i said, i'll post a video, i went to go show you a recent video that otzdarva did, but often times he cuts the video from the pickup to when he is hooking. And i think this is part of the problem, if you aren't watching a stream, a lot of content creators do cuts from pickup to hook making it seem like it is much shorter than it is.

    But i'll show you an uncut unedited one later tonight. Logging off for now, good luck in the rest of your day and catch you later tonight.

  • Reinami
    Reinami Member Posts: 5,638

    This guy knows what is talking about, i can tell because he counts grunts.

  • ranbuta
    ranbuta Member Posts: 92

    Perhaps it is a language or cultural barrier. I thought it would be a little offensive to survivors if I said, “There are a lot of toxic survivors.” So I tried to keep it low-key so that it wouldn't be offensive. Yes, to be honest, there are many toxic survivors. Thank you for pointing that out.

  • ChuckingWong
    ChuckingWong Member Posts: 429

    You realize I can just load up a stream and watch his vods? I have hours of footage as well

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    You're very correct on all of this, and said it better than I could. The game is too sweaty partly because BHVR's past decisions made it so, and it is my hope they will start fixing that in the ways you said. How?

    1. Fix SBMM to feel more fair - if you 0k/die, you should lose one "SBMM Unit", if you 4k/escape, you should win one "SBMM Unit". Winning more or less shouldn't be weighted more. To keep it fair, it needs to be one to one. I'm not sure why it's so hard to escape sweat city when you find yourself in it.
    2. Make "doing enough" count, as you said - In my opinion getting at least 20k points should always be considered a pip or win. Both sides. You can rebalance the emblems around hooks and doing gens/chases, or make doing stuff give more points. You can also make it so if say… the Killer never gets enough hooks, or Survivors don't get to do anything at all, you automatically lose and do not pip. Incentivize making the game go longer and making people do more than just kills and gens. I ironically think the Finisher Mori, if expanded, could help with this by having an alternate goal to go for on Killer - Moris over Hooks.
    3. Rebalancing the fun factor - you said everything I would have. I think we should buff a bunch of weaker perks, and limit the effectiveness of overly strong ones. But these changes need to happen at the same time as the other stuff. Now, I think BHVR is trying, slowly, to do that and it's working - I have played more both sides this year than I did all of last year where the game felt so bad as Killer and easy as Surv, I actually quit Killer and then Surv for three months. But there is a long way to go yet.

    Overall I think things like hiding grades, hiding prestiges, having easier challenges, modes, a different queue where MMR is ONLY used to generically match-make but not gained/lost and you can learn with ease, and other minor changes basekit have really helped improve the game. At the least, it feels like Killers are a threat again. But to make that feel good for Survivor, we need to now focus on stuff that feels fun for Survivor. What do Survivors like? Chases. Shenanigans. Doing sick saves. Feeling like they got out by the skin of their teeth. If we can bring that adrenaline back without making it so easy to consistently escape too much, making Survs like me wonder "will I make it out alive against this Trapper/Ghostface/Demogorgon/Slinger?" instead of "why am I losing to this Trapper/Ghostface/Demogorgon/Slinger I am doing everything right, he's not good he's just [insert tactic Survivors dislike here]", I think people will like Survivor more.

    Or at least give Survs as many BP per round as Killer. No excuses.

  • Reinami
    Reinami Member Posts: 5,638
    edited September 1

    And i would suggest doing it, just fire up any streamer playing killer or look at a vod look at the timestamp right when they land the hit, and then look at the timestamp after they finish hooking the survivor. Pretty easy to see it takes 15-20 seconds.

    Anyway, this is my last post for a while, hitting the road, like i said, i'll be on later tonight and tag you, have a good day/evening!

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,979
    edited September 1
    1. Killers are only overpowered with very inexperienced survivors - ie low MMR. They start becoming a joke the higher the MMR is to the point where at high MMR, you can only realistically play a handful of killers. Heck, one of the most experienced survivors in the world did a video series of him playing ONLY solo queue and had a 60% win rate (win = 3 survivors escaping).
    2. I'm assuming you're just trying to bait a response on this one, so I'm not going to bother answering. Good know you think the top competitive killers at the tournament levels in the game are "bad killers" because they'll also slug when needed.
    3. Wiggling isn't useless. People wiggle out all the time - it's designed for other survivors assisting in that process via perks (ie breakout), by taking hits, or sabo'ing a nearby hook so the killer can't make it to another hook. It's NOT designed as a guaranteed get out of jail free card if there's no survivors nearby to assist. Long story short, it's not for YOU, it's for other survivors to take advantage of it. Considering you think killers are overpowered, that would likely put you into the lower MMR bracket, so I suppose the wiggling concept hasn't been made apparent to you yet. Get some more experience playing and you'll start to understand the value of wiggling.
    4. See point 2.

  • ChuckingWong
    ChuckingWong Member Posts: 429

    The fact that the top 3 most used killer perks all revolve around hooking someone proves this post is just head cannon.

    Pop, Pain Res, BBQ

  • Firellius
    Firellius Member Posts: 4,528

    Killers are only overpowered with very inexperienced survivors - ie low MMR. They start becoming a joke the higher the MMR is to the point where at high MMR, you can only realistically play a handful of killers. Heck, one of the most experienced survivors in the world did a video series of him playing ONLY solo queue and had a 60% win rate (win = 3 survivors escaping).

    High MMR has historically had higher kill rates than low MMR.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,979
    edited September 1

    Not according to official stats, and you forgot to mention that even if kill rates were higher, that's with the caveat that you must play a select few killers. The higher the MMR, the less killers are viable to play. That's why in tournaments, you usually only see 3 or 4 killers being selected, and those killers tend to be the ones that are genuinely broken (nurse\blight) where they are deadly even at higher MMR due to their overtuned design.

    Long story short, at higher MMR, most kills are on a select few killers because the other killers get selected less and less. That reinforces the idea that killers are weak at high MMR except for a small handful which are overtuned and frankly DO need some nerfs. Making up numbers here to make it easy to understand - If you had 95% of the killers being incapable of reliably getting kills where high MMR leads to only 5% of the killers getting picked, and those 5% get nearly ALL of the recorded kills, then yeah, you're going to have high kill rates, but that's due to those 5% picked killers being powerhouses. Doesn't mean "killers are overpowered" if 95% of the killers aren't even playable at high MMR. That just means those 5% killers are powerhouses themselves.

  • For_The_People
    For_The_People Member Posts: 602
    edited September 1

    no you didn’t offend me at all and I mentioned that your post and the way you articulated it was very calm and well structured :)

    むしろそう思わせてこちらからすみませんでした🙇

  • Akumakaji
    Akumakaji Member Posts: 5,487
    edited September 1

    I tried it a few times tonight and its hit or miss, but survivors are definitely not liking it. But it really feels like its more effective then hooking, and that is REALLY bad and not what this game should revolve around.

    BHVR, please make hooks viable and strong again. But knowing them, they would sooner add another minute to the bleedout timer, totally misjudging the problem at hand.

    BTW, I got called a "true talent kinda killer". Lol, thats a new one.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,886

    My point is that killers will prefer the pop+pain res combo over slugging as well, which is why I said this problem solves itself.

    This complaining over 10 extra seconds of hooks happens basically any time there literally any change whatsoever. A small, but loud, group of people have a tantrum, threaten to play like ######### for a while, and then it dies off and never becomes a meta strategy.

    It's pretty tiresome to listen to, honestly.

  • Brimp
    Brimp Member Posts: 3,051
    edited September 1

    "Good killers dont need to slug"… can we stop with statements like these? There's always situations for certain things and not taking advantage of slugging when it would benefit you would make you a either a compassionate or bad killer.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    Oh, my bad, I misread it. You're right it's annoying, why are we all fighting over something arguably healthy for the game? It really only seems to punish ranged Killers that camp, or mobility Killers that camp, and it makes going to the hook to unhook soon dangerous in case the Killer does come back. I have seen no impact from it in my games but ranged Killers ARE camping less… though I have seen more slugging.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    I mean 4x1 is always 4 in Euclidian space, it's not exactly hard math to assume that if you have MORE of one role per role, the odds of getting an expected result will be that multiplier more. If you have four times as many black marbles as white ones, and toxic of either are marbles with speckles, and the draw is four blacks to a white, but there's a small number of speckles in each? The odds you will draw one or more speckles for the black marbles is higher, than for the white ones. I can even prove it for you if you all want calculations. You're not getting toxic players as often as you think.

    We will be liberal here and define Killer toxicity as anything Killers do to grief or annoy Survivors: egregious camping, strong perks on already overly strong Killers they're good at, slugging for 4ks or bleedout, hard non-tactical tunnelling, humpteching, etc. We will define Survivor Toxicity as anything Survivors do to irritate anyone else in the round: running annoyance perks with the intent to irritate (and not be silly or something), sandbagging, giving up on hook, DCing, farming off hooks, teaming with the Killer, teabagging, bodyblocks to deny the first or any hooks at all when the Killer is struggling, flashlights and clicky clicky, bully squadding, singling a random out with their SWF, etc.

    Let's say we have a sample of 5000 Killers and 5000 Survivors each. Let's say that 500 of each of these players are known to be toxic players in some way, because it's very unlikely people play this game just to bully - most people want to play the game. Now obviously we have millions of players, but let's pretend this is how many we have. We are not replacing players "drawn" for a match, no lobby dodging or anything. That means operating with a 1 in 10 chance of any given Killer OR Survivor being toxic, or 10%. However because there's four times more Survivors, the chance of repeatedly getting a toxic Survivor increases to 40%. That means it's four times more likely you will get someone toxic as KIller than as Survivor. We basically have to assume that at least one Survivor will be toxic based on this due to the sheer numbers.

    The data are normally distributed so if an event is certain to occur, p=1 and anything above that would mean a certainty as well. Both these draws happen independently of each other. If we then remember there is a draw four times for each Survivor, we have to multiply it by four, and this assumes at least one Survivor is Toxic if not all four. Assuming a normal distribution, when starting a draw of five players:

    - Toxic Killer: 10%, this includes you.
    - Toxic Survivor: 40%, this includes you.

    And when looking at the whole lobby, with yourself included in the number:

    - Chance that the Killer is toxic but no Survivors are: 6%, not as much as you think.
    - Chance that at least one Survivor is Toxic, but the Killer isn't: 36%
    - Chance that the Killer is not toxic (but Survs may or may not be): 90%, meaning most of the time the Killer isn't toxic. At all.
    - Chance that a Survivor is not toxic (but the Killer may or may not be), when we draw four times: 60%, which means most of the time Survs are not toxic, either. At all.
    - Chance that everyone is toxic on both sides: 4%. Toxic isn't meeting toxic much to get justice on either side.
    - Chance that either the Killer or the Survivors or both are toxic: 46%. In other words you kinda need to assume someone or both could be toxic to you, regardless of role.
    - Chance that someone is toxic, but not both sides: 42%, on the bright side it's a little less likely someone will be toxic to you, regardless of role, but not by much.
    - Chance of a game where nobody is toxic: 54%. You are not getting as many games with toxicity as you think you are. In fact most of the time you're not.

    What this breaks down to is this.

    As Survivor:

    1. You are more likely to get toxic teammates than a toxic Killer.
    2. No, you are not "always getting Toxic Killers when you're playing nice". You're catastrophizing if you think this. It's just not happening, you are remembering bad matches aside from good.
    3. If you think the other side is being toxic to you, it's more likely to be happening because you are doing something toxic or perceived as toxic.
    4. If you're SWF, there's a stronger likelihood than not that you will have a toxic random, but also a stronger chance your SWF will be the toxic ones. If you're looking for "justice" against a "useless" or toxic random, you're probably also being toxic.
    5. It is unlikely, however, if that random OR your SWF are toxic, that the Killer will also be toxic. You're bullying the wrong people.
    6. It's even less likely that the Killer is going to be toxic to you all if all of you are random, though it does happen. Most Killers are not toxic or super aggro to random lobbies.
    7. If you have no idea as a SoloQ and have all randoms, it's highly likely that the Killer is probably not going to be toxic. However you need to be prepared if someone is toxic, because there is almost a 50/50 chance someone or both sides will be toxic to you.
    8. No, people are not being toxic to punish toxicity on the other side. They're just being toxic, and most toxicity is not even aimed at toxic players but people just trying to play the game. If you think you're serving justice to toxicity, you're probably just being toxic yourself.

    And this all explains why SoloQ sucks. You get toxicity from both sides, and even when you're nice and the Killer is, there is no guarantee the others will be. That also means that you are much more likely to get it from other Survivors instead of Killer. Your problem is not toxic Killers - it's toxic Survivors, but toxic Killers do not help when you DO get one. You are probably overassuming that Killers are more toxic than they really are, and giving your teammates too much of the benefit of the doubt.

    As Killer:

    1. You need to assume at least an over 50% chance that someone in the lobby is toxic or going to play aggressively especially if the queue is a SWF.
    2. You have a higher chance of meeting toxic Survivors, either one or all four, than if you were Survivor - and if they're SWF it's likely this tendency increases because toxic players play toxically together, and much Surv toxicity needs coordination.
    3. If nobody in the lobby is being aggro or toxic, but you are then you might be the toxic Killer.
    4. You yourself probably are not intending to be toxic.
    5. No, you're not punishing toxicity on toxic Survivors being jerks to their team as much as you think. You could be accidentally targeting the wrong people.
    6. Most of your games probably aren't toxic but you still have to err on the side of caution, and be prepared for if they are.

    So as Killer, you probably aren't trying to be toxic, but people will think you're toxic anyway, so you may as well play what helps you win. That said, you do have a responsibility, since you can do more about it, to be a good human. That doesn't mean being a pushover, that means not being one of those 4% of toxic Killers being toxic just to be toxic. You know better. Be the bigger person. You're the power role.

    But looking at these data, even with this very rough estimate of 1 in every 10 on each side being toxic? Survivors are still on average more toxic to everyone in the round by far, based on sheer numbers, and it isn't even close. Survivor Mains? Be better.

  • woundedelk
    woundedelk Member Posts: 1

    As a casual survivor and killer player I can say I have personally felt like slugging has been very prominet in both low and high skilled matches ive been in. that's becuase I know when I'm playing killer, the worse thing to happen is the player is revived but even then usally that requires another teammate to go and revive that player so as killer I already know that there two players that are wasting time healing essentially benefitting me and the amount of times I've been in survivor lobbies where you have a fast/rangened/instant down/loop ending killers (wraith, nurse, hillbilly, the knight, huntress, etc.) Who will down a person then move on to the next gen. Spending the whole match just watching my other teammates running around trying to healeachother or me because the killer keeps downing and running to check the next Gen. And truth be told, the only way I see this issue stopping is either behavior allows slugged people to revive and heal themselves faster when the killer is a certain distance away (sort of like a reverse unhook mechanic when have in the game right now) or for a survivor to die from slugging they need to be downed like a extra time so like if the downed survivor time reaches 0, then the survivor gets up for one last time and the killer will have to downed them on more time, that way a survivor could have one more try at life before they are dead just in case their timer went out on the first down.

  • Lost_Boy
    Lost_Boy Member Posts: 678

    People certainly do hate it. I tried it on a few different killers tonight just to gauge how effective it was and it's pretty oppressive for solo queue and even SWF not on comms. Reactions seem to be quite different depending on what killer you play. Dredge seemed to be the killer that received fairly positive end game chat with one person saying it was fun. Wraith, Skull Merchant & Billy got abused. Pinhead seemed neutral.

    I think if you straight up just slug all 4 people and let them bleed out it's problematic & toxic, but if you slug 3 people and start hooking and give them a chance to recover and find the totems it can actually lead to some pretty intense games with a lot of action. As a killer it's also more fun that way because you're pretty much in chase mode for the entire game.

    Love it or hate it, it's a valid strat with perks that are designed to do just what it says on the box. Its fairly useless versus a decent SWF on comms, but you can say that about any perk combo that is completely negated by having voice chat.

  • Firellius
    Firellius Member Posts: 4,528

    Not according to official stats, and you forgot to mention that even if kill rates were higher, that's with the caveat that you must play a select few killers.

    No, that is exactly according to official stats and that's not only counting the top few. In the details from September 2022, the lowest killrate in overall MMR was 52% for the Nurse. The lowest killrate in high MMR was 56% for the Trapper. A couple of killers lost around 1% in killrate, a bunch of killers gained much more than that in killrate, moving from overall to high MMR.