General Discussions

General Discussions

About the "slug meta"

Member Posts: 204
edited February 4 in General Discussions

https://www.youtube.com/watch?v=aInEGwk2TtE

Just wanted to share this here.
The perfect video (at least in my opinion) on why slug became meta and what needs to be considered to fix it.

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  • Member Posts: 111

    Because hook perks aren’t rewarding enough anymore (His argument).

  • Member Posts: 1,353
    edited February 5

    So, what you are saying is that all the nerfs to regression and slowdown perks, all the basekit mechanics that artificially restrict what killers can do, the +20 seconds to the total hook timer added for no apparent reason, all the second, third, and fourth chance perks that activate on hook, survivors weaponizing anti-tunnel perks, and all the things survivors can do to completely negate killer invested time like flashlight saves or hook sabotage made easier…

    In short, all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while maintaining gen progression and min times intact, have nothing to do with more killers slugging and is all "rubbish"?

    I think he said a couple more things in his 22 minutes video than that. But technically true, although a bit reductionist.

    Post edited by Batusalen on
  • Member Posts: 1,353
    edited February 5

    Of course! And WoO is a perk for new players that nobody uses when they learn the maps, right?…

    I say to you the same I said to CursedPerson: Are you telling me that all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while leaving min gen times untouched, have nothing to do with it? Because then, explain to me why it is that using an 8 years old perk and doing something that has always been an option, like slugging the survivors, is becoming meta now and not before.

    Post edited by Batusalen on
  • Member Posts: 5,626
    edited February 5

    The main thing i agree with the video on is the fact they "nerf pop goes the weasel because getting a hook and kicking a gen is easy" not on all the killers. Who need it far more. And that anti tunnel perks are not meant to be a shield for your team. Everyone gets those games. A survivor gets unhooked and just waves OTR DS and Flashbang and others in your face when they aren't supposed to. These perks step in to give you a fighting chance against a true tunnel. Not go out of your way to be a annoyance to the killer who's actually playing fair. Whether they make the perks deactivate if you take a protection hit or when the killer hooks another survivor is good enough for me. Means the people trying to use them as a shield cannot do it anymore. I don't slug even with these problems running around because I do think slugging needs addressed (though they do jump to the first death hook in my mind since eventually when it gets to their death hook and I know the perks aren't active anymore, they are dying) But both could be addressed since both are problems.

  • Member Posts: 133
    edited February 5

    The 3-gen 40 mins+ game with OP gen kick perks was clearly outrageous.

    The gen kick META was very low skill in terms of macro and micro gameplay : just perma kick a 3-gen and survivor will lose eventually.

    I don't see slugging as bad as this one, far from it. Plus the trials are much shorter on average compared to the 3-gen kick META.

    I think most killers use it to avoid some lose-lose situations with flashbangs or pallets saves, and to gain time on the picking up/hook walking time.

    Slugging : In order to work, you still have to be a good chaser as a killer. If you are not efficient in chase and survivors managed to do gens quick and pick survivor not too slowly, it can backfire pretty badly.

    I think the number 1 problem is the lack of coordination in solo Q, because of the lack information about our teammates.

    I suggest a nerf on the aura hiding of Knock Out.

  • Member Posts: 472

    Resurgence is really strong. The devs nerfed Medkits and healing speed because they wanted killer injuries to be more impactful and slow the game down more. Then for whatever reason they buffed resurgence so you can heal yourself/get healed in 2 seconds again

  • Member Posts: 653

    If we use the exact same disingenuous logic as almost every recent thread on slugging (including this one) then the answer is "because WGLF got nerfed".

    they "nerfed" it by making it trigger every time you pick someone up (with 30s CD) instead of requiring you to take a protection hit/save before picking someone up? (and then you need to repeat it to activate the perk again) 🤨

  • Member Posts: 995

    I mean, I can get behind saying that Deliverance, OTR and DS are strong, even tho I would say that at least the latter two are really overrated.

    OTR - no grunts of pain, immune to aura reading, free endurance to eventually tank a hit for teammate or get into next safe tile before killer downs you. All this for full 80s. This perk literally even holds way too much power for the duration it has.

    DS - completely obliterates M1 killers and hold significant power against almost every killer when survivors know things like where to force downs after unhook

    But Babysitter, Reassurance, Resurgence, Second Wind and Shoulder the Burden? Aside from Resurgence, all of them just have in Common that Killers on the Forum were Doomposting when the Perks got introduced or buffed that they will make Killer unplayable. Yet I barely see those Perks in my games. If they would be so strong, they would be way more common.

    Babysitter - brutal anti-tunnel which basically provides full stealth when you unhook a survivor that has OTR, but in general, 10% haste for 30s is literally nuts.

    Reassurance - literally a free card that prevents tunneling by keeping survivor on hook more, counters camping as a whole and nullifies killer's hook pressure in general.

    Second Wind - literally a syringe v2.0 for unhooked survivor, do i even need to explain this one?

    Shoulder the Burden - arguably the #1 best survivor perk in the entire game that not only counters tunneling, but literally forces 12-hooking and has impact on any hooking order that isn't putting every survivor on fresh hook before going for next hook state.

    The reason you barely see those perk in your matches is because average survivor lacks macro skill expression to understand importance of additional game aspects.

    if you really think Resurgence isn't that much powerful, i don't know what to tell you.

    And btw, balance decisions for strategies, perks, items addons and killers are not only based on pickrates, but also on general impact of those on match

  • Member Posts: 10,430

    No, it's objectively harder to go for hooks than it ever has been. I argue the opposite, that killer's always been really weak, and every time our so-called "meta" gets nerfed, we move on to the next least weak thing. Survivors are the ones who move on to the next least effort thing. With random matchmaking, survivors had to be good, as in do good chases and be efficient on gens. Now they can be half-efficient on both and still win, because every good killer's been nerfed, every gen slowdown has been nerfed, the devs keep making maps stronger because survivors lie and say there's no pallets, and when they get unhooked they become Terminator with all their perks activating. Instantly healed off hook, over a minute of a third health state, 10% Haste and 10s BT at base, DH for another third health state, DS for a 4-second stun so you can go down in a dead zone and still make it somewhere. What have killers got? Slightly faster kicking and weapon wiping. And now you want to take away slugging? I guess killers will just queue up to lose, and be a plaything.

  • Member Posts: 10,430

    That's not even why people slug. Are you that naïve? That's what survivors have over the killers, power, and why the killers resort to slugging to win. You're telling me that killers have more incentive to hook than to slug? With rebuffed DS, OTR that gives a minute+ invulnerability plus power creep on Iron Will, and third health state DH?

  • Member Posts: 10,430

    Yeah, that's what people don't get. If you're going against strong survivors, the kind who just don't go down, slugging does nothing, because you don't physically have the downs to start slugging. And nowadays any survivor can be that kind of survivor, because all killers are nerfed and maps are just as strong. Even against subpar survivors, you getting everyone downed at the same time is highly unlikely. You'd have to go from downing 1 to 2 to 3 to 4, all within the span of like 45 seconds max, or else they pick each other up. And then they can have Unbreakable, and then they can have have We're Gonna Live Forever, or No Mither, or Soul Guard, or Exponential for everyone which is replaceable forever. Survivors have a million ways to counter slugging and they won't use them.

    This is just like with gen defence. Why are we nerfing the playstyle that requires the most downs in the least amount of time? That which requires the most skill?

  • Member Posts: 10,430

    Because the majority, or the average, isn't straight correlated to high level play. High level killer is just awful. You have to do perfect chases and hope the survivors get crappy loops, or don't know how to run them. If not? Just settle for a draw at best. You think the killers whose survivors are just allowing hooks over and over need to slug? Of course not. They're blissfully ignorant of what high level is, even though they claim that's where they're at.

    And again with this emotional language. Killers aren't slugging just to bleed people out and make them feel bad. They do it because survivors become untouchable once hooked. All the possible DSs, OTRs, DHs, Resurgences, We'll Make Its they'll have to deal with... It's not worth it. If survivors aren't running those perks, well then either they're not smart or the killers they go against are easy.

  • Member Posts: 3,225

    I'm not really worked up about slugging for two reasons:

    1. I don't see widespread slugging on the level of the gen kick meta sort of ubiquity (yet)
    2. If it really does become a widespread thing, it's going to die a quick death.

    Why? Because the tools to counter it are already there, and they are strong. If even one or two members of a team are simply decent and have WGLF or Unbreakable, the entire thing falls apart. And there are more strong anti-slugging perks than that, those are just all you would really need.

    I'm not even a great (or even very good) surv player, but I have almost single handedly flipped a few recent matches where the killer was slugging because I was running some combo 2 or 3 of UB/WGLF/Buckle up. And that was in solo queue.

    And you better believe that if killers start slugging left and right on a large scale, the surv meta is going to shift to and that will be the end of the slugging meta.

  • Member Posts: 10,430

    How is Exponential really bad? It's Unbreakable for multiple people, replaceable infinitely.

  • Member Posts: 5,998

    You are saying that survivors are "wasting time coming for a save" but ignore the fact that to get the save it takes far less time then it did for the killer to get the down, you are still in the mindset of "average solo queue games" where chases last 15 seconds. The average chase in high MMR games (not whatever BHVR calls high mmr, actual high mmr) is far longer than that.

  • Member Posts: 5,998

    knock out doesn't actually need a nerf though, the perk itself is not good against coordinated teams. Likely what i expect will happen is a total rework of the perk.

    But, that is only half of the problem, if you are one of those of us experimenting with this strategy, it is starting to already evolve out of using knock out, because of the SWF problem. We recognize its not going to work against them, so better to put different perks there. The strategy and build will evolve beyond knock out.

  • Member Posts: 5,998

    You really should watch the video, it isn't about being in a "position of power" there are far more factors at play here.

  • Member Posts: 10,430

    No, you don't understand. You do not win against good survivors. You only draw at best.

    I get it. Y'all are in paradise, running meme builds, never stressing, and letting survivors go all the time to keep yourself in low MMR. But that's not reality for the rest of us. We want to beat good survivors, not just bad ones.

    And it's not even about losing too often, or losing to good survivors. It's about losing or almost losing to survivors who have no place beating you. They go down instantly the moment they're not at a BS tile like shack, they could do the gens way more efficiently, and they don't even run meta perks sometimes, but they still win. That's how much the game holds their hands now. The gen defence is destroyed. Pain Res, which most people would call the most useful, literally deletes itself after 1 use. Want more uses? You have to hook all the other survivors, thus making the worse play and spreading hooks before killing anyone. And the pallets are absolute BS, because they're around every corner. You can stack Brutal and multiple stacks of Fire Up together, and you won't even come close to catching up to the survivor before they make their next loop. What is the point?

    We'll admit we aren't as good when we stop getting such ridiculous asks. "Do a perkless add-onless streak, or you're not good." "Don't use any strategy, and go for random chases." "Don't use aura perks or slug, or you're bad." "Play Wraith, Pig, and Clown and get 4ks all the time." It's ridiculous. Why do you think the best players, in tournaments and stuff, never do that? "Because the survivors are strong." Well there you go. The moment survivors know what they're doing, and are efficient at it, killer can't match up. This is a dream world y'all speak of, where killer can just do whatever and win.

  • Member Posts: 5,998
    edited February 5

    Its not necessarily about every hook perk being strong, its just that the best survivor perks are all about being hooked, and even the worse ones still do something. Basically, take a look at all of the perks that help survivors when they are hooked or have to do with attempting to do a hook (by picking up the survivor):

    Perk - Usage

    • Babysitter - 1.25%
    • Background Player - 4.26%
    • Blood rush - 0.70%
    • Boil Over - 3.31%
    • Boon: Exponential - 1.90%
    • Borrowed Time - 1.55%
    • Breakdown - 0.94%
    • Breakout - 2.17%
    • Camaraderie - 0.58%
    • Champion of Light - 1.34%
    • Dead hard - 10.52%
    • Decisive Strike - 9.14%
    • Deliverance - 2.78%
    • Desperate Measures - 1.30%
    • Fast Track - 0.87%
    • Flashbang - 6.04%
    • Flip-Flop - 1.67%
    • Kindred - 6.96%
    • Off the Record - 6.85%
    • Power Struggle - 1.17%
    • Reassurance - 1.92%
    • Residual Manifest - 0.93%
    • Resurgence - 4.57%
    • Saboteur - 1.98%
    • Second Wind - 1.13%
    • Shoulder the Burden - 1.83%
    • Slippery Meat - 0.91%
    • We'll Make it - 6.54%
    • Wicked - 1.14%

    Now, is every one of these perks a complete winner? No, but look at their usage stats

    In total, if you add all that up, these have a total usage of 86.25%. Statistically this means that 86% of the time, all 4 survivors will have at least 1 of these perks.

    And at higher levels, many of these perks are so meta that you see them every single game:

    • Dead hard
    • Decisive Strike
    • Deliverance
    • Flashbang
    • Shoulder the Burden

    Compare that to the anti-tunnel perks, and the only real good ones are unbreakable and we're gonna live forever.

    Unbreakable works once, and is pretty comparable to Decisive Strike. But even that, its weaker than DS. DS stuns the killer giving you time to goto safetly, Unbreakable does not, you can use unbreakable and then immediately get downed 5 seconds later and there goes your perk, unless you stack it with other perks.

    We're gonna live forever has a cooldown of 30 seconds, and the double pick up speed is pretty often irrelevant. Because if the survivor is recovering on the ground, they are probably going to be at 90-95% recovered anyway, so WGLF makes them pick them up in 1 second instead of 2 seconds, not much of a difference. And if the survivor is close by enough such that the time bonus of WGLF is good, then the survivor is nearby, and slugging is already the more effective strategy there.

    The other thing is that anti-tunnel perks are generally good if you have 1, and even better if you stack them (where it makes sense). But the anti-slug perks are often not good by themselves and require you to stack them, making them even less likely to be a factor.

    That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again
    • Sabotage with toolboxes
    • Flashlights
    • There's no "anti-slug" item

    And the argument of "just don't tunnel" is bad. Good players use these perks and abilities OFFENSIVELY by blocking doorways, or body blocking.

    The amount of times i have had someone, who is fully healed, run across the map, to body block, then body block a second time with OTR is insane, wasting so much time, then you just give up and down them, and oh look, DS, and then you figure at this point nothing left, and then, oh look dead hard, and then you down them and oh look all 5 gens done.

  • Member Posts: 177

    What do people expect when BHVR nukes every single gen regression perk and survivors still have their old meta, their new toys and basekit changes like Anti-camp meter and Basekit BT ofhook and increased hook stages. Of course killers will slug more, that's just common sense

  • Member Posts: 177
    edited February 5

    Slugging is not easy against coordinated teams. WGLF, MFT and Boon: Exponential the latter perk completely shits on the slug meta. Slugging is as hard if not harder to do than simply hooking imo. The reason i do it because it's less stressful because you don't have to be paranoid about picking a survivor up, getting flashlight saves, pallets saves, it's only about chase and less macro.

    Post edited by Orvarihusklumpen on
  • Member Posts: 10,430

    Yes... Resurgence... The perk, the same as We'll Make It, that basically says, "The killer's not tunneling? Pretty much instantly heal you off hook!" And from there, they can go straight back to gens. How much progress did the killer really make hooking, when that's how strong survivors are off the hook and he doesn't come straight back? That's not even mentioning, DS, DH, and all those perks, but yeah, Resurgence is up there with them. It was good before its buff.

    3-genning was a noob stomp strategy that was countered simply by playing as a team and strategizing, or not giving the killer a free 3-gen to begin with. People still complain about it even with the gen kick limit. Makes you wonder what other complaints are dumb.

    Literally nobody said buffed Vigil was OP. I was an advocate of the buff, and for getting rid of Calm Spirit's dumb downside. I just don't like Smash Hit and Background Player activating every 20 seconds. But nobody's arguing that Calm Spirit should be standard. They're saying that robbing all of the killer's momentum from him because of a non-tunnel DS, or from a DH at pallet where he had to swing or you'd have got the pallet, is bad design and shouldn't be the standard, yet it is. Hence the push towards slugging, where you don't have to deal with any of that.

  • Member Posts: 10,430

    Yeah, like that was all happening off of the killer's own abilities. The only way a killer held a 3-gen that long was if the survivors just didn't know how to push. The "gen kick meta" is brain rot term that villainizes the killer for doing their objective. You mean to tell me that the killer's going around kicking all these gens, in EXCHANGE for pressure on the survivors in chase, because he has to kick the gen instead of going straight to chase, right, and the survivors still lose to him? Sounds like a skill problem on them, old Eruption or no. The survivors win the war of attrition, not killer. Or are you saying the killer's on every survivor and on every gen at once?

    I don't know how you don't get that but you do get slugging. The killer has to be really good at chase to get everyone down in like a 45-second window. If not, the whole team recovers. I don't see how on top of it already being an unsteady strategy, Knockout also needs nerfing. The aura hiding makes Knockout. You can't change it.

  • Member Posts: 10,430

    Because we're scared. On top of all the BS survivors have, we're worried about another of these perks being added to that meta. They still could be, assuming the meta finally gets nerfed, which it won't. DS has been meta for almost a decade, and people still don't see an issue with it. So anything that comes close to its power or its usefulness, yeah we're worried.

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