Solution to slugging
Giving everyone the ability to get up thanks to basekit unbreakable doesn’t require any skill, that’s simply the game allowing you to do something. In contrast, a flash light save provides a thrill because it requires precision and timing. Instead of completely preventing slugging by forcing a new mechanic, I suggest making it easier for survivors themselves to counter slugging. If successfully done, this makes the game much more thrilling and enjoyable. If a slugged survivor team is able to skillfully recover and escape, the killer won’t be able to blame BHVR for implementing a “stupid mechanic” and instead will have to acknowledge the survivor’s skills.
Proposed solution:
Allow survivors to crawl faster when in the dying state.
Allow survivors to heal at normal or reduced speed WHILE crawling.
Comments
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Disagree, wasn't an issue in 2v8 when a killer chose to slug, it was rare unbreakable on a CD created an unfair situation on the killer, honestly it solves more unreasonable survivor situations like being slugged at 5 gens etc. Slugging is still an option this way and it's proven to be effective to slug even with this as an option.
Killers should be forced to hook, if they want a survivor to be sacrificed faster, slugging shouldnt just be an option to keep someone from being able to play the game it's awful game design and it needs fixed.4 -
Thats literally just tenacity and doesnt help much with the slugging issue
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if everyone on the team has tenacity they still wouldn't be able to save themselves unless they are skilled enough, I personally prefer a solution that requires skill rather than a game mechanic making it easy for everyone to get up, such as basekit unbreakable. If killers are absolutely forced to pick up then I think that could make playing killer less fun because you are forced into a certain behavior. These are just my thoughts ofc, I just want to provide a different perspective. Almost everyone says basekit unbreakable is the answer whether "they like it or not", I think such a solution is very closed minded, so Im trying to explore other avenues.
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I think absolutely forcing a behavior on a player, such as forcing killers to pickup, risks making playing killer less fun. Instead of forcing a new mechanic that allows slugging to be impossible, I'd rather empower survivors and make it easier for them to counter it themselves. Basekit unbreakable requires no skill since it's just the game allowing you to get up, and basekit tenacity instead can make it easier to counter slugging as long as the survivors are skilled enough. Unbreakable provides no thrill, but saving an entire team thanks to basekit tenacity requires more skill, so when successfully done it provides a thrill similar to flashlight saves. I understand basekit unbreakable is an easy solution to this problem, and its also important to remember that solving a problem doesn't mean the game becomes more fun. My solution is meant to make the game more fun for everyone.
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So we just let killers have their "stupid mechanic" but survivors need skill to recover from those? Seems like a really bad choice.
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There are two main reasons for slugging, wanting to keep the pressure up and not wanting to Survivors to get a save. Making survivors faster means they can crawl into the open and into pallets and makes saves easier, this would increase slugging.
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If a survivor is faster and can crawl while healing, the killer knows that if they step away they could easily loose the survivor and a team mate could more easily rescue them. This leaves the killer with the decision to either pick them up right away or potentially let them get rescued. Both scenarios minimize the time that a survivor spends being slugged, which is exactly what we are all trying to fix. My solution simply focus on making the game more fun since it would involve skill, rather than just making the game more "correct".
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when I said "stupid mechanic" I was referring to the possibility of making unbreakable basekit. Such a mechanic that allows all survivors to do something can easily be blamed by the killer as to why they (the killer) lost. If survivors are more empowered to counter slugging themselves, then if the killer still loses it would be easier to accept because the killer got outplayed, rather than losing because the game makes survivors over powered (which could be the case if unbreakable becomes basekit). I think might have misunderstood my perspective, Im not trying to buff or nerf killers at all, Im just trying to buff survivors, however this buff can only be taken advantage of as long as you have some skill. Players wouldn't have to be p90 to take advantage of this, if they are at least p10 they can pull it off. My solution focus on making the game more fun for everyone, rather than "fixing" and "correcting" it. Would you rather feel the thrill of playing a game that is fun, or feel the satisfaction of playing a game that is "correct"?
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Yea maybe flashlight saves required skill and precision before but they're super easy dude
So what base kit tenacity? lol
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Killers don't slug because they enjoy spoiling the fun of the game and seeing other players crawl around, but because it buys them some much-needed time to achieve their goal - to find other Survivors and stop them from repairing the Gens.
Simply because a slugging Survivor can't lie on the ground forever and has to be picked up by another Survivor in any case, so that two Survivors can't sit at some generator and repair it.Now you can rightly argue that the same can be achieved via the hooks, but if you now put the possibilities in direct comparison, the following becomes clear: both have to be chased and hit twice to go down.
When slugging, you can immediately go hunting again.
When hooking, you have to pick up the target (and are vulnerable to pallets or flashlights), bring the surv to the hook while he makes it more difficult by moving (which is especially difficult when using perks) and can be prevented by sabotaging the hook, whereby a freeing surv then drags things out further before it can be knocked down again.
And if DS or other things are added later on, this drags on even longer.The possibilities of the attempt to hook failing and the time it takes simply makes it unattractive. Especially for weaker killers.
This is why the tactic has recently become more popular. The ways of avoiding the hook that BHVR has built in work so well that it becomes easier for the killer to achieve his goal with slugging than with hooks.Especially as secondary objectives such as Hex Perks are only a minor distraction for the Survivor and can easily be done on the side, so that defending the Totem makes the Killer more vulnerable than hindering the Survivor when they want to achieve their actual goals. This secondary objective is currently at the Killer's expense, which puts him under additional pressure.
One way around this would be to fundamentally redefine the Killer's objective. So far, his success is measured in kills (which means that he has lost the round with 8 hooks and no kills, while he achieves a draw with 6 hooks and 2 kills). However, if hooks were the objective, it would be less tempting to slug the survivor, as bleeding out is not actually a hook.
The count would then be 3 dead survivors (normally a clear killer victory) with one that died from bleeding out: 6 hooks, 3 unachieved hooks, 3 lost hooks because of bleeding out. Overall: Draw because 6 out of 12 hooks achieved.Post edited by WolfgangGarou on0