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DBD survey slugging questions

There were quite a bit of questions about slugging and when it is fine or not to do. I’m guessing they are trying to do something about it because there is going to be a large influx of new players with FNAF similar to Resident evil and want them to stay since dbd player count isn’t rising to much. Good on behavior for trying to do something about the most boring aspect of the game. What do you guys think about the survey

Comments

  • TheSingularity
    TheSingularity Member Posts: 254

    Or make a new band aid perk.

  • hermitkermit
    hermitkermit Member Posts: 454

    Anti-slugging mechanics shouldn’t be seen as rewarding survivors for losing. Just as Anti-Tunnel or Anti- camping shouldn’t. It’s just a preventive to avoid exploitation. It’s like the equivalent of perks and abilities having cool-downs or flashlights only having a limited amount of charges. You can still tunnel but you risk making it take longer the second time. You can still camp but you risk filling up the survivors bar. I’m sure you will still be able to slug, but maybe not all 4 people, or if you stay in the slugs proximity they remain on the ground but the farther away you get from the slug the faster the recovery time would be. The core issue is addressing the frustrating and unengaging experience of being left on the ground with no way to participate in the game. Slugging removes player agency. Prolonged slugging till bleed out or slugging all 4 to hook to kill once is a way to circumvent the way the game was designed by using hooks or hook stages and its ability to deny several survivor perks from ever activating by simply not engaging with the survivor is very problematic, and currently rewards too much for too little. Especially when the ability to do so doesn’t require a perk slot from the killer themselves. In addition, certain killers and slugging builds can make it even more oppressive, and it is much harder to counter slugging than it is to slug itself. (It’s not a popular tactic because it’s difficult, it’s popular because it’s easy. The slugging experiment is a good example, I believe it was an 85% winrate) As with many nerfs to perks and things, the people that will be hurt the most are the ones who rely on it too heavily.

  • Na1ts1rhc
    Na1ts1rhc Member Posts: 71

    I always feel bad taking surveys because half way through I feel like this is all I'm doing no matter how hard I try. Gen Z jello brain go …

  • CLHL
    CLHL Member Posts: 193

    But it is a reward. You are asking for a way to return to a game that was already decided, because technically you have already lost. If wasting time or frustration were a real factors, measures such as the one I mentioned of being automatically sent to a hook would be requested instead of basekit unbreakable.

    For some reason, this urgency to end the match disappears when a survivor is slugged and the hatch is closed, instead of giving away their position, they always decide to crawl to the most obscure corner to prolong the situation as much as possible. The match is already decided and there is a clear winner, but here's what happens.

  • JPLongstreet
    JPLongstreet Member Posts: 5,975

    I imagine they'll treat this like they did for direct face camping, by adding something basekit that only deals with the "everyone down and no way to get up" scenarios, and just that narrow issue.

  • NarkoTri1er
    NarkoTri1er Member Posts: 632

    i really hope we don't get another basekit perk as a bandaid that will just make actually good survivors even stronger, but instead look at the core of slugging problem and do something about it

  • hermitkermit
    hermitkermit Member Posts: 454

    If the goal were solely to end the match quicker, being sent directly to a hook might seem like a solution, but that approach fails to address the larger issue: slugging circumvents the core gameplay loop, and takes away player agency for long periods of time. It rewards more than it requires. Introducing anti-slugging is about maintaining player engagement and preventing exploits of the games mechanics. If they were going to remove slugging completely I would be entirely against it, as slugging is sometimes the right call. But it’s meant to be a tool, not a crutch. But I don’t believe that’s what they are going to do, likely they are simply putting limitations in place to avoid exploitation, again just like cool downs or limitations/requirments on perks or items. Sacrificing something in order to get something else is not a new concept at all to DBD. Anti-slugging measures don’t change the fact that killers can still secure their wins if they don’t rely on it too heavily. Perks, add-ons, items, and tactics should enhance gameplay, not dictate it.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 26

    only way of them doing it would be to either

    A) Give survivors a faster bleed out after 30 seconds if they want

    B) Allow survivors to hook themselves on the ground after 30 seconds if they want

    Otherwise most other changes would straight up be a buff to survivor and the game doesn't really need them right now

    esp with gen defence being so pitiful

  • Nathan13
    Nathan13 Member Posts: 6,719

    Idk maybe survivors should be able to pick themselves up after 3 minutes? It’s a tough call for me.

  • Brokenbones
    Brokenbones Member Posts: 5,207

    The main focus about the slugging questions should be on Killer's intentionally bleeding people out imo

    Being slugged in a normal game sucks sometimes but it's perfectly reasonable most of the time and doesn't last too long unless it's a killer who's entire strat is slugging people to death.

  • DeBecker
    DeBecker Member Posts: 322
    edited December 18

    And at the end of the road we get another poorly executed band-aid fix.

  • Peanuts
    Peanuts Member Posts: 11

    Hope they chance the game mechanics and not just create an underwhelming perk locked behind a licenced survivor.

  • Dadeordye
    Dadeordye Member Posts: 64

    Gonna play a little bit of Devil's Advocate now:

    IMO the "Slug Meta" wouldn't have become so popular if the killer was not unincentivized to hook because of gen rush and A LOT of good perks that activate after you are hooked/unhooked. By slugging you apply more pressure to slow the gen rush and don't need to deal with said perks.
    Just to be clear: gen rushing and hard Camping/Tunneling are both braindead strategies that anyone with a 37 IQ can use to win. I personally only tunnel/camp as killer if gens start to fly faster than a rocket because I don't have any other choice.
    So:

    1-Do something about gen rushing.
    2-Limit survs to only use one 2nd chance perk per build, but to do that hard tunneling should be addressed first.

    Of course, let's do something about slugging, but first about these other issues described above.

  • Nazzzak
    Nazzzak Member Posts: 5,811

    If they do address it, I'm positive it'll be for when there's only 2 players left. When it's a 4 man team, there should be someone coming to pick you up. Harder when there's only 2, and a counter gives an incentive to just hook. Since the Finisher Mori was introduced I rarely see hatch anymore as a survivor, and I've only been given it once by a killer in that time. While that's just my experience I'll bet it's reflected in the devs stats as well (hatch escapes are considered null in the system, but a kill still goes towards kill rates). Basekit changes have generally been dictated by game stats, while QOL changes tend to be more feedback based from what I've seen.

  • PetTheDoggo
    PetTheDoggo Member Posts: 311

    I didn't really like how questions were phrased.
    It's not really about the number of survivors, where slugging can be an issue.

    Basically only scenario, where I consider slugging to be an issue is when noone was ever hooked, so it is used as main strategy.

    Otherwise there simply are scenarios, where slugging is needed imo.

  • Sandt1985
    Sandt1985 Member Posts: 386

    They were only trying to address face camping, as that was the only issue. Proxy camping is not an issue at all

  • Firellius
    Firellius Member Posts: 4,514

    Invocation: Just hook me!

    60 seconds, permabroken, but you can recover from the dying state for the rest of the trial.

  • JPLongstreet
    JPLongstreet Member Posts: 5,975

    I understand that. My point is I expect whatever they do to address slugging would be just to deal with one very specific kind of slugging.

  • NarkoTri1er
    NarkoTri1er Member Posts: 632

    Im really hoping they do something about it. The only people who complain are die hard killer mains that rely on it. The point is….this is not an Esports game, its a casual game.

    the game is PvP, meaning it's competitive by nature. Having a competitive game doesn't necessarily mean it's an esports game.

    And another problem is: you have killers that literally rely on slugging (Oni, Twins, Plague etc.) meaning doing something that will nerf slugging will have a significant impact on them.

    The issue is that poor sportsmanship and the desperate desire to 4k is causing 4/5 (4 survivors and 1 killer) of the community to have no fun and stop playing the game. Just look at the steam charts, June 24th 2024 had 99k players. December 16th 2024 had 36k players. The player base on steam has plummeted by well over half, and a big reason is the issue with slugging and tunneling. I know at least 8 people who stopped playing because these behaviors have been so rampant and has ruined their fun. Hell, I have stopped playing survivor because every match me or someone else is on the ground. Yes, slugging is a viable strategy but youll have to wait incredible amounts of time to slug bots because the behavior is killing the game.

    playerbase is fluctuating over time, comparing active players at two timestamps of a year is not really a reliable way to look at this.

    Plus, many players just have plain burnout from playing this game way too much.

    Yes, there are perks to aid slugging. But the thing is, players shouldn't need to run a full build to counter the slugging and tunneling epidemic just to enjoy a game.

    you don't need a full build to counter slugging and tunneling, basic macro sense plays much bigger role than any anti-slugging or anti-tunneling build will.

    NOTE: I know this post is gonna stir up some rude comments. So just know I'm not a survivor main, I generally hate playing survivor. I primarily play killer and I don't slug or tunnel for the 4k. When I do play, the anger does not come from losing, it is expected as that is the way it is balanced. The anger comes from desperate tactics that ruin the fun, if a killer plays well and fair i often let them kill me.

    every meta strategy is unfun when your team fails to counterplay it.

  • buggybug
    buggybug Member Posts: 443

    Sorry for the weird question but why am i being notified by this topic when am not being @mention o.o

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 688

    Give Killers basekit Deerstalker. When I slug I survivor to apply pressure, I have every intention of going back to hook them eventually. But most of the time, the survivor crawls away to a hiding spot or obscure corner of the map so I can't find them. I'm not going to waste a whole bunch of time trying to find them if I can't find them right away. It's pretty irritating that survivor players complain about being bled out for 4 minutes while many of them intentionally make it difficult for the killer to find them after they've been downed. I think a good percentage of players being bled out are due to the killer not wanting to take the time to find them. Giving killers basekit Deerstalker would make it quicker/easier to find downed survivors and I think would significantly reduce slugging. If after 3-6 months the data shows that it's not effective, then revert the change and try something else. But at least it's worth a try.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    I'm glad they plan to address slugging, the problem is nobody can agree what slugging is. I saw some options on there that seem to suggest that they are considering if ANY amount of a down, even if it's the Survivors' fault for being clustered or making mistakes leading to it, is something that is considered slugging. It's a worrisome trend to me.

    Realistically, I think we can all agree that the only time a down really becomes a slug is if it's to the point the Killer refuses to hook. I really do not think they should make every long down count, I think a slug should be considered a slug if it's when there's multiple people down the Killer refuses to hook, or if it's the last two and the other Surv is not within 36 m for 2 minutes. If a Survivor does not come pick a slug up and they're not in a chase that is on them, and yes a pickup should be an option. But my fear is, if they go too far punishing slugging, then forcing a Killer to slug you can become a way Survivors can hold a game hostage.

    I would much, much rather the change be that you can pick up if multiples are left downed for more than a minute, AND you bleed out in 2 minutes not 4. This way only downing for a prolonged time is punished, not Killers just downing for a bit and coming back to hook because people are in range. Things Killers use to pressure should not be so strong they can grief with it (face camping), but not so weak it now becomes a new weapon that Survivors can use to grief a Killer right back.

  • Nazzzak
    Nazzzak Member Posts: 5,811

    I've been a regular here for way too long and literally have never been notified about a topic or if anyone has mentioned me. I didn't even know it was a thing 😬 my account is broken

  • bleep275
    bleep275 Member Posts: 318

    See this is the issue. The killer mains argue the necessity of it to facilitate their competitive obsessiveness. slugging is not necessity to 4k or to win. I do it literally all the time without it. Furthermore every competitive game in history has mad rules to make the game fair and enjoyable for both sides. You could argue that hitting below the belt is a viable tactic in a fight, and yet it is banned. This game has always been balanced around with a focus on entertainment and fun. Unfortunately for the competitively obsessed, not everyone is playing like its an esports match, in fact most of the player base are casual players. I GUARENTEE that if survivors had a meta that completley annihilated your fun and ability to play, you would argue for addressing that. Take the survivor second chance metas, those were viable strategies for winning but ruined the fun and so were changed to make it no longer and issue. This happened very recently with FTP and buckle up. it was an issue and ruined the fun for killers and so it was changed. Slugging is doing to the same for survivors and so it needs adressed. Just because its viable to your victory doesnt mean it is healthy for the game as a whole

  • buggybug
    buggybug Member Posts: 443

    I figured it out it may be cause I had book mark the topic (which I did by mistake on my phone lol) I uncheck it (on pc now) and no more notifications XD.

  • Hex_Llama
    Hex_Llama Member Posts: 1,844

    I felt like the survey questions didn't really touch on the scenarios where it's most annoying. Which, to me, are scenarios where slugging people is a way of needlessly drawing out a match you have already won. Like slugging all four survivors and refusing to hook them, or standing over a slug until they're just about to die and then hooking them anyway so the match can't be over.

    But maybe the devs already understand why that's annoying so they were asking about more ambiguous scenarios.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,836

    It also completely ignores scenarios where survivors are forcing situations where the killer can't reliably hook a survivor.

    The big message here is that slugging is only a problem when it's the killer's choice. Because if a killer is forced to slug a survivor because someone sabotaged a hook in their face, that's 100% acceptable. If a killer is forced to slug a survivor because the survivor isn't in range of any hooks, that's 100% acceptable. If a killer is forced to slug a survivor because the other survivors are nearby with flashlights, flashbangs, or toolboxes, that's 100% acceptable.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    In an ideal game, the devs would just give base Unbreakable. But killer is nowhere near, has never been near, and likely never will be near, the level of strength that is required for such a change to be considered balanced. You would instantly make the game unplayable except to an elite few.

  • smurf
    smurf Member Posts: 473

    I do feel full-team, long duration slugging has a single specific reasonable use case. If a team is busy focusing on making me unable to put people on hooks by having 3 or even 4 players all run flashlights, sabo, head-on, etc., AND if I've put them on hooks and they continue to do this to the exclusion of getting gens done, I'll become inclined to slug them all and not pick up.

    Bully squads are rare, but I'm unfortunately willing to sink to their level to ensure they don't get rewarded for their behavior. I think this should be a consideration in what to do about slugging. Having said that, I generally never do that, even if I accidentally slugged a whole team. They all go on hooks unless they're clearly a bully squad. Sometimes I'll even let the fourth one wiggle out so we can keep playing :)

  • NarkoTri1er
    NarkoTri1er Member Posts: 632

    See this is the issue. The killer mains argue the necessity of it to facilitate their competitive obsessiveness. slugging is not necessity to 4k or to win.

    go play some scrims against teams that actually know to play the game, or try plating killers like Oni, Twins and Plague (Oni's power literally relies on chaining downs aka. slugging) instead of trying to argue how players that have more game knowledge than average player manage to win without slugging/tunneling, since pubs are a massive fest of survivors playing in the way that will let any decently skilled killer player be able to consistently 4k.

    Furthermore every competitive game in history has mad rules to make the game fair and enjoyable for both sides. You could argue that hitting below the belt is a viable tactic in a fight, and yet it is banned. This game has always been balanced around with a focus on entertainment and fun.

    what are those "mad rules" we are talking about? You are literally having the most basic rules that provide complete fairness for both sides in matches in terms of loadouts and team skills (in dbd you only see this in tournaments btw), and no big competitive game bans specific strats from being used unless they literally break the game.

    Unfortunately for the competitively obsessed, not everyone is playing like its an esports match, in fact most of the player base are casual players. I GUARENTEE that if survivors had a meta that completley annihilated your fun and ability to play, you would argue for addressing that.

    welcome to literally every PvP game in the world lol, people play to win and are optimizing their loadouts around it constantly, let's stop pretending dbd is one of the "unique" examples when every PvP game is like this.

    Take the survivor second chance metas, those were viable strategies for winning but ruined the fun and so were changed to make it no longer and issue. This happened very recently with FTP and buckle up. it was an issue and ruined the fun for killers and so it was changed. Slugging is doing to the same for survivors and so it needs adressed. Just because its viable to your victory doesnt mean it is healthy for the game as a whole

    second chance perks are literally still meta (Decisive Strike, OTR, Dead Hard etc.). MFT was reworked because it provided huge advantage over all killers that don't have proper gap closing power with a contition...to be injured, not because "uwu it was simply unfun to face", BU was nerfed to prevent synergy with FTP for the reason that it was putting killer into a lose-lose situation for basically free. Both of these tweaks were primarily made for competitive fairness, not for some "fun and entertainment".

    Slugging is a strategy that exists for such a long time and is simply better than hooking not because it's somehow "strong", but because there are far less drawbacks for slugging than for hooking (and hooking is in the most endangered state it has ever been in, especially spreading hooks, which is nowadays just straight up handicapping yourself in order to flex against average survivor team that isn't good or simply a deathwish against people that know how to play the game). Instead of coming up with ways to punish slugging, how about we encourage hooking + spreading hooks again? Which i'm barely seeing anyone vouching for), since slugging, and even tunneling, are both consequences of flawed game design that heavily discourages hooking/spreading hooks (unless you want to flex the skill gap between you and your opponents in pubs ofc).

  • Prometheus1092
    Prometheus1092 Member Posts: 549

    Personally I think any slugging changes should be carefully thought about. Reason being, many people slug for the 4k. If slugging for 4k was nerfed in any way to prevent the 4k the 60% kill rate that bhvr was aiming for and has achieved would suddenly drop. So killers would need a buff to compensate or survivors would be nerfed so killers can maintain the 60% kill rate. Like when they introduced base kit unbreakable, it tipped the balance way too much, it was abused and subsequently removed.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598

    The act of hanging a survivor on the hook has become the key to getting DS or OtR used, and the gen regression perk associated with hooking has been weakening over the past few years.

    Also, the hook stage time has been increased by a total of 20 seconds, and with perks that manipulate the hook count, there is almost no incentive to hang a survivor on the hook by bringing him down.

    The inability to protect hooks and gen, the addition of base kit buffs to survivors to prevent them from camping tunnel as much as possible, and the neglect of OtR have resulted in the current slugging meta that continues to severely limit killer play.

  • Nazzzak
    Nazzzak Member Posts: 5,811

    Basekit UB never made it to live, so had nothing to do with kill rates. It was only tested in a short Finisher Mori PTB.

  • fixblitzskin
    fixblitzskin Member Posts: 176

    I know a lot of perks are activated by hooking and wanting to just bleed everyone on the floor to not see them makes sense but the game is blanced around hooks. Perks, powers, pressure etc are all tied to hook. 4 man slugging to me is an error in game design not a strategy. Slugging a person who trying to force ds or is under a pallet with power struggle make sense and are accounted for when designing perks which is why unbreakable exist. But when you just four man slug the entire game it is so easy and effective because it is an error in game design. I think they are going to address 4 man slugging bleed out playstyles not slugging for the 4k. Who knows though.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    To me, those ARE the only cases where something can be considered toxic slugging, which let's be honest… is the only kind that really needs to be addressed and eliminated the way fcecamping was.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823
    edited 10:53AM

    I would very much support basekit Deerstalker if a Survivor is down too long, just like I support a faster bleedout timer. Ghostface is currently the only Killer, thanks to Killer Instinct and how Night Shroud works, that has a basekit Deerstalker like this to find downed Survivors who crawl away and hide or get lost. I think every Killer should have that.

    I'm sorry if I have to leave you down for a long time. I don't like to, but there's cases I need to. I want to hook, I have every intention to come back and hook. Crawling away just prolongs the game for everyone needlessly; I really do just want to come back and hook.

    Not even that long ago I was playing a Pinhead round where I downed an Ash and then went for a Meg nearby. I was aiming for Meg and hit him instead, not long after he was unhooked. I didn't mean to make it look like a tunnel but he was in the way of me getting Meg. I had every intention to give Ash the Hatch, I wanted Meg out because she contributed nothing to the round - hid all round in fact and it got her team massacred. I thought I was doing the Ash, who was a good player and very funny, a favor. Instead, he decided to crawl into the foliage and hide from me so I couldn't find him and give him the hatch. I wasn't playing mean, I didn't mean to bleed him or even slug him. He just was in the wrong spot when I swung my weapon and went down, and I was more interested in helping vindicate him with what I saw as a problematic player who got his team killed. He instead assumed I slugged him and rewarded my kind act of trying to help end the game faster and punish a problem player by choosing to waste both our times, for utterly no reason.

    This sort of thing should never, ever happen. Period.