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Adressing the slugging "issue"

I see a lot of people feel strongly about the subject- to the point that there is a whole dedicated section to it in the survey. If BHVR decides to address the situation, I think BHVR should implement this type of system.

If more than one person or if you are slugged each player has a (insert number) percent chance of picking themselves up off the ground. Failing to do so however, decreases bleed out timer. If a person picks themselves off the ground, they must mend before interacting with anything.

Basically like first hook, you get however many chances to pick yourself off the ground and if you fail, you will bleed out faster. Picking yourself up should put you into mend state, so its balanced from the killers perspective. Bleeding out faster is a good option for people that just want to go next, so this option should be considered.

Unbreakable equipped can very much turn a game around fast. Ive seen and experienced this thing happen.

But I ask for the people who are "constantly" slugged, what is your playstyle to the point where the killer has the option to do so?

Sometimes it is circumstance. Sometimes, it is by choice. Im curious to understand how does a person go into constant matches and experience slugging from different killers. Better question- is it a skill issue?

Comments

  • TWS001
    TWS001 Member Posts: 287

    Unfortunately Unbreakable against someone that slugs from 5 gens isn't much use in solo queue. It prolongs the game sure but if they are intent on slugging that early and it's solo queue, it's a completely unenjoyable grind to get anywhere.

    The thing is, slugging has been every game this evening for me. It's because a certain streamer is testing out slug builds and it's catching on fast today! Just finished against a Trickster slugging at 5 gens and it was a complete uncoordinated mess. A total waste of time without comms.

  • FMG15
    FMG15 Member Posts: 525

    The issue with slugging is that it's often the more effective strategy. If a killer happens to find two injured people healing and downs one he could either pick up the survivor, letting the other get away to safety or he could slug and down the second survivor as well.

    In a case like this, slugging is simply the better play but it just feels bad for the survivor on the ground who can't really do anything and it puts the team at a much greater disadvantage.

    And it's been like that for ages. In many situation why bother going through the process of picking up the survivor and waling to a hook which could easily cost 20 seconds if you can just leave them to the ground. They can't really do anything about it and need a teammate to come and pick them up anyway (provided they don't have a perk that picks them up).

    The devs don't bother to discourage this playstyle either. It's still in a decent amount of situations the better play. They also want you to 4k for certain achievements or tome challenges and them getting hatch will ruin your attempt at getting them so why not slug one survivor to get the last. The devs also put an emphasis that kills = win rather than hooks so why not secure a 4k by slugging? You now have a mori when downing the last survivor remaining so why not slugging so you can experience it? And lastly, there is no punishment for doing it as well as no incentive to not doing it, so why bother?

    As long as the devs won't do anything about it, nothing will change. I'm in favor of simply not counting hatch as an escape for the adept achievements and giving bp incentives for not slugging (like if the last survivor escapes via hatch you get like 10k bp).