Slugging is rampant because there are too few advantages to using hooks
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.
Comments
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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.
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this is absolutely true. Hooks actually used to be one of the strongest tools of killer to create map pressure.
Now, it's one of the strongest survivor tools to create hook pressure. Deli, Wicked, Reassurance, +10s hook timers, hook grabs removal, DS+OTR existing, you literally have everything you need to completely spit on killer's map pressure if you want as survivor. But nothing will be done about this because average player will never understand value of hooks for their own side rather for the killer.
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I started slugging more myself just because it definitely gives way more pressure. Pyramid head with knock out and the 3rd seal is the best. I even beat a 4 mans swf with that combo. When you cage a survivor is doesn't reveal their location via black bubble either so you can cage strategically.
Post edited by HexHuntressThighs on6 -
First, killers are already over powered, they don't need BBQ to be base kit. In fact, killers shouldn't even have aura reading perks.
Second, average killers are capable of killing survivors faster using hooks than slugging with ever be - put a survivor on hook three times, and they're dead, and that's if they don't give up. The only killers who think slugging is an okay thing to do are bad killers.
Third, hook placement is done is such a way where wiggling is useless. There is always a hook nearby, and even more so now that they respawn even after being used to kill a survivor.
Fourth, slugging has only become rampant because there's nothing to defend against it on the survivor's side, and bad killer are taking advantage of it. That's it - good killers don't need to slug.
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This has been the case on the American servers for years, and probably the EU ones too. It's unfortunately not new, it's just a consequence of the game changing slowly.
It's not "bad Killers", it's not problems BHVR created, it's none of that. No matter what anyone says, it's not ANY of that. It's the fact that this community has turned this simple little tag casual game with competitive elements, and made it into a super comp e-sport, and used that to create divisive us vs. them rhetoric, toxicity, and bred such distrust of the other side that it's entrenched now. The need to win on both sides outweighs the need to have fun, and despite what BHVR tries it's probably not going to go away quickly, if at all.
Unfortunately, people like the commenter above show EXACTLY this issue I am talking about. We see it on the forums every day. There is SO MUCH loathing of the other side simply wanting to play the game as intended, everyone goes "I don't like that the other side can win. Better sweat, because I want to win." Which then makes THAT side sweat, in this case, when slugging happens Survivors sweat more with stronger genrush perks, and that makes Killers not even slugging sweat even more. It's a vicious cycle and it will continue until we all funally agree to a ceasefire and just… stop trying to win so friggin' hard every. Single. Game.
BHVR can help by disincentivizing sweating for 4 man outs and 4ks. Reworking the emblem system. Making pips trivial so people feel like they are hitting a goal, but not having to GRIND for that goal by playing in an unfun way. Grades and Emblems need looking at again. BP gains across the board should be equal on both sides. And MMR gains and losses need to occur at a 1 to 1 rate, not this "you gain faster than you lose" crud that creates the very arguments people are having.
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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.
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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.
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It's so funny that even with how strong killers are people lose one or two games an act like the sky is falling.
Slugging literally hasn't changed in strength and has always been strong if you do it when appropriate.
I'm sorry you can't just mindlessly hook and camp hooks but BHVR is changing the game to benefit skillful killer gameplay.
Good killer players have never been doing better.
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100% agree on every point.
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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
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I used to slug quite naturally as in my book, harming survivor is almost always the best move and they are so often packed together.
Now with the silly increase of the hook timer, I prefer to slug as a bleed-out can be quite efficient if survivors keep sitting on gens. Plus it denies so many perks.
And how could you be called a tunneler when you never hook anymore?
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You got it mostly right. But you are missing where BHVR has directly caused this. Yes the problem is the overall sweatiness of the game has gone up. But why?
A combination of 3 factors. SBMM, kills = skills and optimizing the fun out of the game.
SBMM
Skill based matchmaking, by design, creates a situation where the system itself is striving to create a 50% win rate for everyone by creating "equal" matches. What this creates is a situation where every time you win, by definition, your next match will in theory be more difficult.
But, couple this with a game like DBD which has so much randomness and RNG it's almost impossible to properly match people skillfully. Personally I hate SBMM in general. I miss the days of the CoD lobby where you could goof around and "rank" was only about your prestige which was more about how much you played rather than how well you played. Winning only got you that prestige faster, you'd still eventually get it. Anyway that's a different topic.
The point is the system by design means that every game you play, because the other side is again, in theory, equally skilled to you, you must always play at the top of your game. And we know what the "top of your game" translates to in DBD land. It translates to playing in the most unfun ways possible.
KILLS = SKILLS
This brings me to my next point of BHVR balancing such a system on the idea that kills and escapes are what matter, and completely ignoring all the other factors. Survivor is a team game, so if you spend 5 gens running the killer and your 3 teammates get out but the killer has noed and rancor and kills you, it counts as a loss for you. This creates an environment of selfishness on the survivor side.
On the killer side, it creates an incentive of focusing only on kills and forgoing everything else.
For both sides this means that the most efficient way to win is for survivors to slam gens as fast as possible and for killer to hard tunnel someone out as fast as possible. There are other subtle things that can happen like slugging and such. But the point is that for both sides to play effectively they also must play the least fun way possible for all the players in the game.
OPTIMIZING THE FUN OUT OF THE GAME
This leads to the final point, optimization. Players will always optimize the fun out of your game. This is why you as a developer always want to strive for the most effective way to play your game to also be the most FUN way to play the game.
The devs need to rebalance the game around Chases and survivor/killer interaction and matchmake and count wins and losses as something other than just kills and escapes. The problem is both sides are put into this sandbox with an objective that is entirely divorced from the activity that creates the most fun for everyone, which leads to everything being so boring because it's so optimized.
BRINGING IT TOGETHER
In short. Yes. It is the community, but the devs bear the brunt of the responsibility still. They created an environment through SBMM that is focused only on kills and escapes in an environment where kills and escapes are not the end result of the most fun part of the game and the "fun" can be entirely absent and you still complete that objective.
The solution to this problem would be to do one or more of the following:
- Rebalance the game around hooks and chases instead of kills. (I always liked tru3ta1ents idea around creating a "hope" mechanic that the goal of the killer is to fill by doing the things that are fun instead of going for kills and base wins/losses for both sides on that bar. Fits the lore better too)
- Have SMBM also care about HOW you got those kills and escapes and having an 8 hook 4 man out still count as a win for the killer or a 3 man out still count as a win for the dead survivor.
- Ironically, Bring back the emblem system that used to determine wins and losses by you doing multiple things rather than focusing on that singular outcome.
- Remove SBMM entirely and let people get matched based on ranks again, things will still be sweaty for a little while but it will start to calm down eventually.
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At this point, if BHVR changes the font in perk descriptions, I'd expect people to throw tantrums like this and use it was an excuse to camp/tunnel/slug more.
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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
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First, whether the killer is too powerful is debatable, but that's not my point this time, I want to reduce the relative advantage of slagging by giving the advantage of using hooks. slagging is not a fun game to be the most effective tactic for winning. slagging is not a fun game to be in. it's not a fun game to be in. it's a game to be in.
Second, as you say, using hooks kills survivors faster. However, it is slagging that can apply pressure more quickly.
For example, Bamboozle, Brutal Strength, Spirit Fury, and Enduring perks can end a chase quickly, but many killers use Pop Goes the Weasel, Pain Resonance, and Surge. Why? Because it is more important to apply more pressure than to end the chase quickly, and the difference between slugging and hooking is about to become the same.Third, wiggling is not essentially a system in which the survivor escapes the killer, but rather a system that prevents the killer from choosing the hook of his choice. It is the killer's natural right to use the nearest hook. However, some people choose slagging because of the risk of being thwarted by flashing lights, sabotage, etc. If you can waste flashlights, etc., then not using the hook is an excellent strategy. Yes, it's not fun, unfortunately.
Fourth, the fact that there is no way to prevent it means it is an extremely powerful tool. If even a weak killer is strong enough to use it, it stands to reason that a strong killer would be even stronger using it.
Of course, this is not a fight, but a discussion, so your opinion is also helpful. I respect it. Thank you very much.
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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.2 -
so, where is your proof of killers being overpowered? Or you are here just for the ragebaiting purposes?
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10-20 seconds to hook a survivor,
omg….. the hyperbole.
No its worth to hook stop with this.3 -
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.
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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.
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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.3 -
It's closer to 15 on average but it checks out.
2.7 second wipe animation
3 second pickup animation
8 seconds to walk to a hook on average (based on average distances between hooks) some are shorter some are longer but this is the statistical average.
1.5 second hook animation
2.7 + 3 + 8 + 1.5 = 15.2 seconds.
Sometimes you get lucky and a survivor gets downed right next to a hook. But even that will still take you 7.2 seconds at minimum. At maximum it can take 23.1 seconds before the survivor wiggles off.
That's assuming the survivor doesn't glitch randomly and you have to fiddle with the pickup, or you aren't looking around for a pallet or flashlight save or body blocks or sabotages. Each adds a few seconds but it adds up.
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There is in no way shape or form you take 15 seconds to hook a survivor.
Stop it1 -
Do the math yourself. It checks out. There are a lot of little things that happen and each is short but it adds up.
When I have some time later I'll record a match for you and show the times for hooking. You'll see it's about right in an average match.
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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 meta4 -
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.
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You need to be honest with your posting friend. If you are going to come in here and start leaving numbers and saying "statistical" then you better mean you are actually doing that, statistical isnt what you feel. Statistical is objective tangible data not head math. Statistical analysis is a structured approach that you have to set parameters for before hand, and in this case, for average, you have to actually gather the data. Which you did not.
If you had an average or anything statistical you would also have some form of deviation, which isnt here either, no surprise.
I dont need you to post a video as the bias you have here and inconsistent use of the word "statistical" have already proven to me that nothing will be published from a mathematical approach or or non-manipulated approach but from a gut feeling approach.
And also there is a complete killer disadvantage bias in your posting here as well, nowhere is agitation mentioned, one of the most common killer perks taken with pain res… and then the obvious camp trades that happen ad nauseam in this game (see all the camping threads for that).8 -
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.
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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. :)
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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.
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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.
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The math checks out.
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This guy knows what is talking about, i can tell because he counts grunts.
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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.
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You realize I can just load up a stream and watch his vods? I have hours of footage as well
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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?
- 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.
- 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.
- 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.
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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!
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- 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).
- 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.
- 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.
- See point 2.
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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
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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.
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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.
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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🙇
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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.
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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.
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"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.
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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.
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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:
- You are more likely to get toxic teammates than a toxic Killer.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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:
- 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.
- 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.
- If nobody in the lobby is being aggro or toxic, but you are then you might be the toxic Killer.
- You yourself probably are not intending to be toxic.
- 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.
- 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.
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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.
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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.
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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.
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