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I'm tired of slugging for no reason

  • Devs need to remedy this problem. Today I had an hour to play video games (I'm 46 and I can't play more than that, I have other things to do during the day). First game, slugging for NO REASON with 4 gens left... I was slugged to death after 4 minutes on the floor. Second game, slugging for NO REASON while a Huntress threw hatchets at the sky like an idiot... after two minutes I DC because I preferred 1 minute ban instead of having to be bored for another 2 minutes on the ground. Slugging become a serious problem and I don't understand how it can be accepted peacefully by everyone. Slugging is many times not a strategy, but just permitted toxicity

Comments

  • Reinami
    Reinami Member Posts: 5,638

    Why i being slugged less fun for you? A hook timer is 70 seconds, meaning you could sit there for a full 3.5 minutes, with slugging its 4 minutes AND you can move around.

    I never understood the survivor argument that being slugged is boring. When i play survivor and get slugged its better than getting proxy camped on the hook.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 267

    neither one are fun for survivors. You don’t do anything on the hook and on the ground. “You can crawl” that doesn’t do anything to help if you can’t get up

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    I agree! They can start by making hooking actually viable and desirable again. Maybe by giving, I dunno, some sort of BP bonus? Or some kind of really nice effect, I dunno… like a speed buff per hook or a generator reduction without a token system?

    Yeah that would be nice if we had perks that really incentivized strong effects per hookspread, wouldn't i- OH WAIT WE HAD THOSE. People hated it and got them nerfed, and one of them got the BP incentive removed.

    Thanks again, community and devs.

  • Reinami
    Reinami Member Posts: 5,638

    See THERE it is, i think you hit the key point. On the hook, you can just let yourself die and give up.

    I think that not only should that mechanic be removed from the game, but ALSO they should ban people for throwing matches. I suspect kill rates are actually massively inflated due to people giving up very early into the match.

  • joel84
    joel84 Member Posts: 342
    edited December 11
  • SidneysBane1996
    SidneysBane1996 Member Posts: 823
    edited December 12

    Then what is your version of fixing the issue? i'm not trying to argue, I'm genuinely curious - how would you fix this?

    Because here's the thing: punishments don't work either, the just drive people away and leave only the sweats who will slug through any punishments anyway. See every Killer who still just proxy camps hooks despite 70 second sacrifice time AND an anti facecamp.

    You need both. One doesn't work. You need a carrot AND a stick. Players are certainly pushing it, but how do we fix it without punishing people who aren't even intending to, ruining the game flow, or otherwise creating any issues?

    A benefit for not doing it is a start at least. I run a hook spreading build, I would use perks like these.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,343

    The thing is, I dont really see that an incentive is needed. Because the best Perks for Killer are Slowdown-Perks and those mostly require hooking someone. So there is already an incentive to hook people, the issue here is that slugging is just too powerful currently, ESPECIALLY on strong Killers with good mobility.

    Even if we had incentives like BBQ in the past, it was a pretty bad incentive, since you could get the double Bloodpoints, even if you went for a full slug or a tunnel. So even IF something like that would be implemented, it would need to have restrictions (and I dont think that it is possible to have restrictions for slugging. For tunneling you can simply go for - 1 Survivor dead, no more Stacks or hooking the same Survivor twice in a row, no more Stacks… For slugging it would be more difficult)

    And furthermore, players who go for full Slugs right from the start or are bleeding out people on the ground are not those who actually care about incentives. They lose quite a bunch of BPs anyway since bleeding out grants next to nothing, so it is quite clear that they are mainly doing that to be annoying.

    I think if I would try to find a solution, it would be the possibility to pick yourself up if two others are in the dying state. One person would not be enough, because this would remove the possibility to use slugging for pressure or to avoid something like DS (as if someone would need to do that anyway, lol). It could also be that if you are on the ground for a minute that you can then stop your Bleedout-Timer and do a full recovery over 30 seconds or so. This would allow people to pick themselves up 3 or 4 times in a game, while still taking around 1 1/2 minutes each time, which makes it not really viable to keep Survivors on the ground as the Survivor-Team.

    Or, you can go the other route and let Survivors crawl faster on the ground at the cost of a increased Bleedout-Timer, which would make it possible to leave the match faster.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    I see your point, I actually really like your idea. I think a bleedout timer should be a thing.

  • MrMori
    MrMori Member Posts: 1,691
    edited December 12

    Self unhooking and then letting go so you die on hook takes like 30 seconds total if you count the death animation. Surely you can see why people prefer that to being slugged on the ground for 4 minutes for no reason at all when the game is already decided and everyone is one the ground with no way of recovering?

    And I see you commenting earlier there that "Ah, you want to give up on hook eh? That's why you want to get hooked?" yeah, when 1 survivor is sacrificed, there's no unbreakables, 1 person is hooked and 2 people are slugged, I'd rather get put on hook and self unhook 3 times than to be bled out for 4 minutes. That much should be obvious.

    Bleeding people out because they run into your face 2 seconds into the match because they dislike the killer you're playing is something completely different, and giveups on hook aren't related to being bled out. It also has nothing to do with slugging as a gameplay mechanic to gain pressure.

    This post is talking about slugging purely to waste time when hooking would be a faster way for both the killer and the survivor on the ground to get into the next match, but the killer chooses to bleed the survivor out to rub it in, punish the survivor for something they feel they did wrong or whatever god awful reason they have.

  • ratcoffee
    ratcoffee Member Posts: 1,577

    a hook timer is 70 seconds, meaning you could sit there for a full 3.5 minutes

    Ah yes, those famous minutes that only last… let me do the math… 40 seconds (assuming the max amount of time on hook)

    AND you can move around

    I'm sure that's exactly what this guy plays video games for in the little free time he has, to see a character crawl around on the floor at 1 meter per second for 4 minutes at a time

    When I play survivor and get slugged it's better than getting proxy camped on the hook

    just because you personally can find one thing that you think is worse does not mean that a thing is not bad