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I know this has been said over and over but....

Alicia_Tried6041
Alicia_Tried6041 Member Posts: 52
edited December 2024 in Feedback and Suggestions

I feel slugging has become a big problem for survivors. There is nothing fun about crawling on the ground for 4 minutes while waiting for killers to slug others. My suggestion is: there should be base kit unbreakable but not with the faster healing. I was thinking maybe after 60 seconds be able to get on your feet. However when they do get up after 60 seconds they get every bad status effect. The effect could be called: "critically injured".It would address the slugging problem. Thoughts?

Post edited by Alicia_Tried6041 on

Comments

  • Zuiphrode
    Zuiphrode Member Posts: 50

    Rather than adding perks as baseline, it would be better to create larger incentives for killers to hook people. Currently doing so actively harms you against an SWF.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,185

    I think we will see some attempts at a solution to this in the new year, the survey questions indicated slugging is on the radar and I think anything where someone can intentionally grief 4 players by going into a game with slug builds and bleeding them out for 4 minutes is a high priority to fix

  • VibranToucan
    VibranToucan Member Posts: 139

    Lets say a Survivor gets downed by the killer. Then the killer tries to hook them, but the hook is sabotaged. The killer proceeds to drop the Survivor on the ground and chase the Saboteur. The killer knows they cannot pick up the Survivor again, because they already have enough wiggle progress to wiggle free. Still they prefer the Survivor being on the ground, why?

    Because the Survivor becomes a pressure point. A teammate needs to come pick them up, so the killer knows someone will eventually have to come to that survivor and that person cannot use that time to repair generators or sabotage more hookes or anything like that.

    That's the issue with any sort of basekit unbreakable suggestions. ANY way for the Survivors to pick themselves up can be abused in certain situations and will remove a lot of pressure that's on the Survivors teammates to pick them up.

    Imagine if they added a way for any Survivor to unhook themselves if they have been on a hook for more than 100 seconds. Sure, a good team will usually not leave you on the hook that long, you go second stage and cannot repair generators in that time. But the keyword is usually. Same for this suggestion.

    Sure, usually your teammate will pick you up before you hit that 60 second self pick up timer, but there are absolutely ways for certain squads to abuse the hell out of it.

  • Alicia_Tried6041
    Alicia_Tried6041 Member Posts: 52

    How exactly do you abuse waiting 60 seconds to pick someone up? It's a generous time to have to wait to pick yourself up. The slugging has to stop. Killers are meant to hook survivors. It's the way the game was intended.

  • TieBreaker
    TieBreaker Member Posts: 1,003

    Unfortunately, a large part of survivor gameplay is not actually playing the game.

    Hanging on a hook or bleeding out on the ground is part of how the game is balanced. It's the kind of gameplay design you would accept in a sweaty, ranked gamemode. But it's not healthy in a casual setting. Which most matches are.

    There's no way to fix this problem, as BHVR would have to remove hooks completely, and gives survivors lives, where they respawn after being downed. The best thing BHVR can do is find ways to limit how much time survivors spend doing nothing as part of the natural gameplay loop of a match.

    Something like a single use unbreakable as basekit would be the easiest fix. But the devs would also have to account for how this would impact matches without excessive slugging. Which would require further changes.

  • VibranToucan
    VibranToucan Member Posts: 139
    edited January 1

    Flashlight and sabo squads already use relatively risky tactics as the time you spend lingering around for a save can't be spend repairing gens and if the killer notices you it's a free hit.

    This would allow them to play riskier, and even longer around for the flashlight save while injured because unless the killer downs and hooks all of them in 60 seconds they will keep standing up and lingering for the save.

    Basekit in removes the risk from the riskiest survivor playstyles.

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 121

    You do know that BHVR uses Perks as artificial balance right?

  • YayC
    YayC Member Posts: 129

    Then killers should be rewarded for doing it. Right now you literally have to run perks in order to to get a benefit from hooking and those perks LITERALLY DELETE THEMSELVES.

    The game has been pushed constantly into a direction where every single way to play nice effectively vs good teams has been nerfed time and time again by either nerfing killer perks or introducing/buffing survivor perks/items that punish you for hooking. Killer players said that if you keep nerfing playstyles without giving alternatives the result would this and that's literally where we are at now.

    Your solution to just add even more crutches without actually addressing why killers are playing like this is just going to make them play even sweatier until the end result is every single match is a Nurse.

  • LockerLurk
    LockerLurk Member Posts: 117

    The solution is to make hooking preferred and not punished by a million perks for it, and then we can talk about an antislug mechanic.

    For antislug, the solution is, quite simply, a faster bleedout or a one-time pickup with endurance if most of the team is slugged this way.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,997

    The problem is that the devs continuously make hooking players a very bad play. BHVR needs to go back to encouraging hooks. Shoulder the Burden was a HUGE turnoff from even bothering to hook players.