http://dbd.game/killswitch
Ever thought off why slugging increased?
In the same year when the slugging started to increase BHVR added or made significant changes:
→ Added Hook Camping timer
→ increased hook timer to 70 seconds from 60
→ Nerfed almost every Gen. regress perk that was working via. hooking
→ Buffed back DS
→ Gave Survivors alot of second chance perks and utilities that works with hooking/unhooking
→ Bugged Flashbangs
→ The punishment for hooking increased while there was no rewarding anymore
→ Gen speed is horrendous to deal with when you go just for hooks
On top of that, they asked how Survivors feel being slugged but didn't cared in the first place why the killer started to slug and thats extremly worrying because with this mind set BHVR will just add another band-aid fix or give the Survivors another Basekit buff to deal with it
Comments
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Not really. Slugging was always that good, the thing is that nobody did it back then. Slugging provides the same map pressure which hooking provides (which is something which was said while DS was actually good, but always ignored by Killers, because DS was apparently the flavor of the months why they lose games), but is easier to do.
Killers just did not realize or utilize it. Even if you revert all the things you mentioned, we would still see massive slugging. The same happened with tunneling, when you clearly did not need to tunnel in the Eruption-Meta - yet it was completely present, since it was just so efficient, despite Killers having a Build at hand where they would not need to tunnel, because it was just that good that you had to try to lose games.
Nobody needs to slug in the way it is done currently. Even if people think they go against MAX MMR and BEST PLAYERS IN (REGION) or whatver.
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didn't cared in the first place why the killer started to slug
Because killers haven't just started to slug. They've been doing this since 2016. Same as camping. Same as tunneling. It's nothing new whatsoever. Just more popular now since other "strategies" have been rightly addressed.
People slug regardless of game balance. You could buff regression perks until the cows come home and the killers doing 4-man bleed outs will still be doing it because it's never been about game balance.
The vast majority of the playerbase is having NO issues winning through regular gameplay. People who need to slug to win are either not skilled as killer, or being dishonest about why they're slugging 🤷
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nobody needs to slug? than why are killer doing it when they previous were not?
tru3 is still tunneling. he is only hooking 1 person until they die. He is just not camping because it became unrewarding. the change from 60 second → 70 seconds for hook stages did that.
One of the major problems since very start is that killer do not get rewards for hooking the entire team. The way killer fix this problem was by running pop goes weasel and pain res but these perk got nerfed. so much so that hooking became a waste of time. The dev did very little to address the base-kit game delay for killer. They added 5% regression. It is not enough and the impact is too low. As a result, killers having the inability to regress hook states quickly had to find different shortcuts to become more time efficient because their old ways of gaining time became weaker. that solution became slugging 75% of the team and tunneling 1 person.
Remove the time needed to hook +Tunnel harder. that was the solution.
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slugging was always at the same state, but hooking benefits were going downhill, at one point they broke even, but it wasn't over. BHVR kept pushing changes to hooks that would benefit survivors more and thus, we have slugging as new meta not because it's stronger or anything, but only because hooking has been greatly discouraged.
There were actual benefits of forcing hooks before (previous Pop, old Pain Res), while nowadays Grim and DMS are only decent hook related slowdowns.
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nobody needs to slug? than why are killer doing it when they previous were not?
Because it is easy.
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There are only two reasons:
It's easy to do and hard to counter.
Content creators started promoting it.
Everything else in your list is more than 6 months before any real issues occurred, and are only there because this community on the forums largely believes that "we'll keep making people's games miserable until you buff us" is somehow a good way to convince the devs to change the game or fix perceived issues.
Until this literally bully mentality. The true reason slugging occurs for a lot of people is simply to make people miserable and take advantage of the imbalance of the power role in the game. We saw the same exact thing with the 3 gen meta.
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They’ve been using the same excuses for years now. It’s completely boring.
“Oh we’re only camping because of X!”
“If you nerf Y then we won’t need to tunnel.”
”Z isn’t rewarding enough so we have to slug instead.”
And then the devs hear and make a change and the killers keep camping, tunnelling, and slugging anyways because it was never about that.
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You don't believe it yourself. Killers are not responsible for the survivors' fun, just as survivors are not responsible for the killer's fun.Don't be a hypocrite, I doubt you put in the effort to make the killer game more fun.
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What changes did the devs make that would benefit killers from hooking a survivor? Tell me.They just keep nerfing all the generator defense perks and giving more second chance perks to survivors.In addition to increasing the hook time, which was completely unnecessary.
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When you say that the punishment for hooking a survivor increased while the rewards diminished, what exactly are you referring to?
I can't think of any punishments just for hooking a survivor that exist in the game right now, and the only rewards I've seen get diminished are strictly from specific perks- the base rewards for hooking are the same as they've ever been.
For the record, my answer for why slugging increased is simply that people have noticed people aren't as prepared to counter slugging, and a lot of the other cheap-value strategies have been rightly nerfed over the years. Aggressive slugging will get its due eventually, hopefully players learn how to just play the fundamentals better at that point. Wishful thinking, though, I'd wager- other games don't fare better than DBD in this regard.
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"we'll keep making people's games miserable until you buff us" is somehow a good way to convince the devs to change the game or fix perceived issues.'Until BHVR undoes the changes to medkits and Circle of Healing, my SWF and I are going to gen rush with commodious toolboxes every game and brag about it on Twitch and Youtube!'
Cut to: Shocked when BHVR nerfs toolboxes.
This would be the survivor equivalent, which never really happens. I agree, I don't get what people are thinking by slugging thinking that will make BHVR do anything but nerf slugging. We have the equivalent of the guy who was 3 genning with "Chess Merchant" to time out matches, except he was probably trolling to get SM nerfed.
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It has become popular out of necessity.
Everyone knew how disgusting it is to deal with a killer with a dedicated slugging build with Knock Out and stuff like that, but few people used those builds because… Oh, surprise, even the killers agree those were not fun.
“Winning” in the end goes beyond fun and will be obtained by whatever means necessary. At the end of the day, the killrate is still below the desired one. This indicates that all these “tactics” are actully balancing the game.
There are still the end game builds, the totem defense builds, the Rancor roulette builds... and many other nasty tactics that the killer will resort to if necessary. If you though that slugging was anoying, it is because you have not yet faced a killer that hards tunnels from minute one and then kills all the remaning survivors with Rancor in their first encounter.
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'Second chance perks'
Survivors are innately supposed to have THREE chances. The fact that some killers have a meltdown over survivors getting a -second- chance is telling, in and of itself.
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Well it all started with an over-powered hook sabo meta and never went away once the meta was nerfed tbh. Upon figuring out they didn't have to deal with the hook sabos by slugging, they also don't have to deal with a bunch of hook perks. if you're good enough to get teams down you control the entire match and force a pick-up snowball game. It's smart, they evolved. "I don't have to deal with any of that". they can keep their aggressive playstyles without having to deal with aggressive playstyles that really only full squads can recover from or people that just so happened to get put together that have played in squads before and don't need someone to tell them do this so we can recover. Thus in short it's easier, less stressful for them, and yeah they "don't have to deal with any of that" a very very large majority of the time because the majority can't handle it.
Sooo anyone else not playing super competitive or not prepared to deal with that suffer on both sides because there's no chill on either side with those play styles at the highest level. other people see them do well with this playstyle, then the majority thinks "I can do that", it boosts them until they meet players with fundamentals on both sides that they lack and don't know what to do when the ball isn't in their court. Because you don't really know what to do when they aren't falling for your snowball slug scheme because you never practiced defensive skills to slow down the game and regain control, and you don't know what to do when they know how counter your second chance perks because you didn't learn tiles. Then they will come on this forum and complain about each other, and the average and below player will complain about them. All the while not realizing your the average and below player and they are exceptional but hate each others tactics. So ultimately when you're favorite stuff gets nerfed because it is overpowered when you go against anyone else that's not on the highest level facing off against each other, that's why. It's nerfed due to higher levels picking on the weaker side. It's a tale as old as time really.
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I mean you nerf one playstyle then people shift towards another, slugging has always been this strong but hooking was just stronger for a while by far, and before that the gen kick meta, then before that the gen block meta, then before that…
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- Campers still camp. They just changed to proxy-camping than face-camping. so nothing really new.
- +10s of hook time doesnt change anything, cause literally noone ever waited till the last second to unhook anyone. And campers still proxy-camp.
- Cause they were by far too strong when stacked. And theyre still too strong when stacked, otherwise nobody would use them since nerf, but in fact theyre still #1 used perks (by bad players).
- +1s doesnt make DS any stronger than before unless you play just m1 killer. even than DS was never that strong to begin with.
- What second chance perks do you even refer to?
- Hooking was never punished and rewards never changed too.
- Gentimes has been nerfed, just for your information, and therefor hasnt been better than anytime before.
Youre just trying to defend something that has never been able to defend.
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What exactly are killers allowed to do that won’t be called “unfair” or “crutch” or any number of other derogatory things?
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Killers are not responsible for survivor player's fun.
Do survivor players ever think:
- I won't predrop pallets this game
- I won't run to main building this game
- I won't abuse the near infinite in Garden of Joy
- I won't abuse bugged flashbangs this game
- I won't try to flashlight save
- I won't sabo hooks this game
- I won't bring a cracked toolbox with BNP this game
- I won't bring insta-heals this game
All in the name of "its not fun for the killer"? No, they don't, and I don't think they should either. But the point is that expecting killer players to care, when survivor players don't care either is ridiculous.
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You have to chase only a single survivor, with no perks on trapper and not use trapper's power at all, Then when you finally down the survivor, you need to immediately pick them up, make sure you don't face a wall so they have a chance to flashlight save. Then you hook them, then you need to immediately run to the opposite end of the map as fast as possible and face a wall. Then once they get saved, you need to wait for them to heal, then you can start chasing another survivor. But make sure you don't go after the person who was just hooked, or that is tunneling. In fact, if you even enter a chase against that survivor, you have to immediately run to basement for 30 seconds as a punishment.
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So only bad players use gen defense perks?
I would love for you to record some footage of your matches as killer where you aren't using gen defense perks, and post them on youtube. I'm sure a lot of us killer players would love to watch your games and learn what we are doing wrong so we can all improve together!
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And they've always done it.
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reading so many comments here makes me truly want devs to balance this game only around comp scene because istg, majority of players have 0 insight on any problem in the game, including slugging
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"Not fun for the killer" is usually a mild inconvenience for the killer at best, because survivors can't stop a killer from playing the game.
"Not fun for the survivor" usually involves removing the agency of that player. If someone gets tunneled out before they have a chance to do anything it doesn't feel great. If the killer is determined to slug the whole team and make everyone bleed out for four minutes it also doesn't feel great.
A killer can break a pallet. A sabo'd hook will respawn. You can drop chase to avoid an infinite. A flashlight/flashbang can be recovered from or countered completely with one perk. A survivor gets one (1) more chance with unbreakable and if that killer is determined to slug unbreakable isn't going to help. If you're in soloQ you can't exactly coordinate with your teammates to try to counter a slugger.
Killers are always mad that survivors are trying to survive while survivors are mad that killers are trying to see how many game mechanics they can bypass to win.
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Anything that removes agency there outside of "hooks" is against the rules, like body blocking in a corner, as in, it is bannable. But again there, you show your clear bias. Because the "survivor things" are, well counterable.
I can say the same thing about tunneling:
- Just run anti-tunnel perks
- Just get body blocks from your teammates
- Just run unbreakable to not get slugged
- and so on.
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Both roles are have tacitcs and playstyles that have criticisim and can be considered unfair, a crutch, or toxic by whomever deems them to be so. The reason why tactics like Tunneling and Slugging are so heavily criticized and receive more backlash is because the effort you put in compared to the value you get out is not comparable to anything else in the game.
To explain it simply, a possible comparable to slugging for killer is getting blinded. Both render the particpant mostly incapacitated, unable to work towards their main objective for differing amounts of time. So Lightborn, the counter to blinding, let's say it now would work like a counter to slugging, UB or a counter to tunneling, OTR.
This would mean that Lightborn now:
Has a cool down (you can only resist a blind every 60 seconds), an activation requirement (you must hook someone before it activates) and it was not free (either get it through the shrine or you have to buy a character).
Meanwhile, the survivors ability to blind you does not require a perk slot, has no restrictions, no activation requirements, no cool down, nor does it require an item to use. And it also, passively, works towards their main objective in the end but circumvents the intended mechanics, meaning they all would be able to escape without doing any gens so long as they keep you incapacitated for a set amount of time.
This is the core issue with tactics like Tunneling and Slugging. When compared to other tools in the game—perks, add-ons, items, or even killer abilities—none offer such an extreme level of value with so little investment or some kind of trade-off. They all have cool downs, they all have restrictions, activation requirements, or can only be done a certain number of times. Even killers entire powers have a combination of those things listed above. Thus, the heavy criticism.
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Thats not what people mean by second chance. They mean they won the chase yet were forced to lose it due to a perk or mechanic. Its a form of objective denial similar to gens getting blocked or regressed, which is why the amount of times it can happen is so important. 4 survivors given even only 1 "second chance" is 4 extra hits/bladewipes on many killers, and it plays an important role in the forced time waste caused by the process of hooking (all on top of the obvious chase extension.) Time pressure can often be very real when playing as killer (like it can as survivor, though the agency is more shared in their regard) so time spent prolonging chases that were already won is free pressure for survivors and pressure removal for the killer.
In the past I've referred to strategies like slugging and tunneling as Lowest Common Denominator strats: Very effective effort/value ratio, possible by essentially the whole cast (though some have inherent strengths in each, yet very few have real weaknesses in any) and most importantly they are the strategies that people fall back to when more healthy ones get nerfed. It feels like nobody wants to address all three at once, while addressing the first two when they are present causes the last one to move to the next goalpost. There can be criticism about LCD strategies and it can often be valid, but its always important to remember that the carrot and the stick are both important.
When people say part of why we got here was from other more healthy things getting nerfed, they're not incorrect. There will always be people who respond better to the carrot or the stick, but neither is as universal as many tend to argue (X change didn't work because there were people that still did Y anyway.) Every time a more healthy mechanic/strategy/anything gets nerfed on either side, people will always move on to the next LCD strat in a degenerative progression. For survivors it means more gen rush and abusing whatever bug du jour is currently awaiting a long overdue fix, while for killers it means reverting to slugging/tunneling/camping/etc. We'd get a lot better results if people didn't feel the need to be in either camp, even if the improvement wouldn't fit 100% of the userbase.
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What is it that you'd say was a healthy strategy that got nerfed, though?
Is it just that a couple slowdown perks in particular were nerfed? I wouldn't personally call running the strongest handful of perks a strategy, which is why I ask.
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Its been a gradual trend. Things like OverBrine were not healthy, but even simple things like removing the BP incentive to spread hooks on BBQ has been a contributing factor. For a direct example, while something like PGTW at its strongest might not have been the most healthy, it certainly didn't deserve to get knocked all the way down to its current state. As it stands, slugging is literally more effective gen defense than most gen defense perks, especially if built around it. It applies to survivors in a similar fashion, the medkit nerf similarly led to an uptick in gen rushing because they handled the nerf too hamfisted (as per usual.)
The general idea is that metas form around what is the most effective, and as a developer you generally want that to involve higher skill ceilings and more skill expression. When LCD strats are the meta it means you are stifling your own playerbase, essentially.
Edit: I guess I could clarify by stating that things as simple as spreading (or even getting) hooks or doing chests/totems are actively discouraged by the current state of the game, and changes that obliterate a particular category like the ones above are how we got here.
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I can sort of see what you're saying, but isn't this rundown sort of missing the inclusion of playing to the fundamentals? That is to say, occupying multiple survivors at once by spreading pressure, therefore slowing down generator progress through play alone.
That's the thing that should be emphasised if we want skill expressive plays to be the most effective, and in my opinion the devs actually have been doing that, shown in things like buffing a few information perks, buffing killer basekits, and in the basekit changes from back in 6.1.0.
With spreading pressure properly included in our analysis, generator perks being too good is itself a form of LCD, as you'd call it, because regression/blocking perks being too good can replace the skill expression of occupying survivors instead of accentuating it. Most gen perks now - Pop included - are still perfectly good if put into that overall playstyle, but aren't if you're relying on them entirely.
The only perks in the game that allow you to sort of circumvent this are Pain Res for just being that good in general and Grim Embrace for artificially forcing pressure onto survivors. I don't think either are massively overpowered, to be clear, but they're the exceptions to this idea.
I do agree about losing the BP incentives on BBQ not helping matters, though, just wouldn't strictly call it a direct nerf myself. Maybe semantics on that front though.
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They've been wrongly addressed, because they already had perfectly viable counters, and now they have extra counterplay. With tunneling, survivors used to have to bring BT. Now they get that plus Haste off hook for free. With camping, survivors could do gens and hook trade at the last second, and still have that be a time positive for them, and now they get Deliverance for free.
There's always insults thrown around about killers supposedly not being skilled because they do X, and every time, X is a strategy which smart players came to the conclusion to use. If they weren't skilled, they wouldn't be winning, because they didn't know about or use the game-winning strategies, or have the skill in chase to execute those strategies.
I've bled people out, because they were toxic first, to play around hatch, or mostly just an alternative to hooking because hooking is a net negative. And most killers have those same reasons when they slug. You're exaggerating when you say all killers do it because they're unprovoked toxic.
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There's quite a bit of downsides or "punishment" for hooking. First, picking up a survivor makes you vulnerable to a flashlight/flashbang/pallet save, removing all pressure when occurring. Second, you telegraph to the rest of the team that the survivor has been picked up, meaning all gen repair and healing is safe. Third, you become vulnerable to sabotage/breakout/boil-over/power-struggle during the carry, which can be up to ~15 seconds. Again, if failed you lose all pressure. Fourth, the survivor is now locked in a safe position from you for up to 70 seconds, where they will then gain potentially the strongest perks in the game upon unhook should you choose or have no choice but to the chase that unhooked survivor.
Literally all of this can be avoided if you leave the survivor on the ground where you can then immediately start chasing another survivor, occupying half the team (or more).
Slugging needs to be nerfed, I can agree on that, but maybe hooking should be a bit more useful and less risky for killer, yes?
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I don't think there being some back and forth gameplay revolving around pickups inherently means that hooking has downsides or is "punished", personally. None of that's new really, either- there's always been risks to picking up recklessly, and there's only a handful of things that have been added in that vein even remotely recently.
As for the fourth point, I mean… they're safe from you but they're not doing generators and someone else must also come off generators to undo it, unavoidably. Just don't chase someone off hook unless absolutely necessary and you're actively benefiting from this scenario, it's not even neutral. That's what you want to happen.
Hooking is already very useful and not that risky, so I don't think much needs to change there. A few things here and there could be looked at for being a little too good - flashbangs are pretty obnoxious, for example - but nothing so overwhelmingly powerful that trying to hook isn't worth it.
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Some of what you say here is true. Slugging has always been decent. And if you fixed all the bad changes that led to this point, slugging would still be prevalent. But that goes the same for tunneling and camping.
And the reason for that is because at one time killers were naïve, and went for hooks always, even when it made them lose. They'd just look for a build that would work better, or learn to play better. But they kept losing, when the survivors really didn't out-skill them, just out-advantaged them, and got tired of it. So they, like I did at that point, turned to tunneling. We've been so conditioned to tunnel, because it was necessary for so long, it physically feels bad not to, because it feels like you're purposefully making a bad play. I never really got with camping, so I can't speak on that. And now it's down to slugging, where people don't like to hook because they give the hooked survivor their Terminator mode perks. We would all love for non-tunnel hooking to be viable again, and to go back to enjoying that playstyle, and have it as our default. But it feels like naivety to go back to that. It's hard to believe that it's viable again, and that we won't get omega punished for playing that way, as we are now. While it was inevitable that people would be pushed towards tunneling, camping, and slugging, because it's the most efficient, the devs making all these dumb changes that punished killers so much FORCED them to accelerate their gravitation towards those strategies. That's my take on that.
You did have to tunnel in the Eruption "meta" against good survivors. I didn't use Eruption much back then, because pretty much every time I used it, the survivors did the gens before the regression blow-up went off, after I spent tons of time giving up lead in chase so I could kick the gens, and then lost. Exactly what I say survivors needed to do back then to beat it. Just because something is a noob stomp tool, and most of the survivors are noobs, doesn't mean it's an unbeatable meta perk.
People slug right now because they have to. The strategy doesn't propel people to MMRs they don't belong in, because if that was the case, they wouldn't have enough skill or game awareness in the first place to understand and execute the strategy. They're doing it because they see that they physically don't have enough time to kill the survivors normally. That's not a lack of skill, because as I've already explained, they tried getting better, about the best they can, and it still doesn't do anything to improve their results. 1 decent team? 3-4 man escape. We need to stop treating high level survivors and SWFs like they can do no wrong, and that actually the killers are the ones that need handicaps. It's stupid. They're not held anywhere near the standard killers are. It's not even that they're the best survivors, and that's why it takes slugging to beat them. Just mediocre players require slugging to beat, because if their gen speed is anything close to a higher level team, it's gonna be just as tough for the killer. Y'all underestimate how powerful mid-level and learner survivors are, again not because of their skill, but because of the advantages they hold over the killer.
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Second chance perks mean anything that gives a survivor an extra health state. It should be chase > hit > chase > down > pick up > hook. Instead it can be chase > hit > chase > hit > chase > down > pick up > get stunned by flashlight/bugged flashbang/pallet/DS > chase > down > pick up > wiggle off due to sabo play/abusing boil over and bad hook spawn/breakout > chase > down > pickup > hook.
It's gotten out of hand.
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Things like Overbrine were healthy, because the killer actually kicked gens and got value. Peak Pop was super healthy as well, requiring the killer to get downs all the time to use it. See how y'all twist it? I think medkits healing people broken fast like they used to contributed more to gen rushing than slower heals, don't you think? If you're healing either way, wouldn't the quicker heal mean you get back on the gens faster? Of course, that nerf made a lot of players just stay injured while pushing gens, because they could, with no real negative. Imagine then how oppressive they were when they were able to heal in seconds, always being full health AND pushing gens fast. I don't know how killers won, ever.
You actually get that it's LCD strats we're moving towards now, even though I don't think that's equatable to those strategies not taking any skill. I really hated the logic that fueled the nerfs that got us here. Everything said on the forums and by Otz, that old Pain Res and Pop were OP because, "You could tunnel while still slowing the gens a lot." No, not "a lot." If you're tunneling, you're too busy doing that to truly defend gens. What's 1 Pop or Pain Res every now and then? Even at their peak, that wasn't a lot of regression. Now they're nerfed to crap, and the only reason you don't still hear survivors complaining about them (because God knows they still would) is because killers have deemed them too garbage to run anymore. And the end conclusion of that initial bogus argument is basically, "Anything that slows the gens is bad, because it buys more time for tunneling (aka killing the survivors)." So that's what we saw, just nerf after nerf against basically every gen defence perk. But clearly because survivors lost old instaheals, MoM, infinites, and pallet vacuums, "The game is SO killer sided!"
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The thing is that killers have to dedicate their whole build to a strategy, whereas survivors can screw up the killer's strategy by equipping 1 perk. Killer's slugging? 1 UB or WGLF screws him. Killer's tunneling? 1 DS or OTR screws him. Killer's going for regular hooks? Flashbang or Sabotage screws him. Killer's kicking gens? Blast Mine screws him. You just don't get that kind of perk power on the killer end. Rancor's the closest thing, where you kill 1 guy, and it still isn't foolproof because they can be body blocked.
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Hello Ryuhi! Good to speak with you again. I always enjoy the conversations with you even when we don't always agree. But I do believe for the most part I agree with you here(?) Forgive me if what I think you're saying isn't accurate.
But from what I gather, I do agree that when healthier strategies or tools/perks that support healthier strategies get nerfs, tweaks or changes which will lead to players defaulting to whatever is next. But I also believe the same could be said for it's opposite, nerfing of unhealthy perks or tactics will also result in healthier game play because there isn't a different option. I do agree that balance changes should definitely not only be "punishments" but also rewards as well, incentivising the desired outcome while also discouraging the other.
I do also believe it's a chicken and the egg scenario. As changes are just domino effects that can all be dissected into subjective reasoning. Bob does X becaue of Y but Sally does X because of Z. Both have different reasons for doing X but X is still done, and both of their reasons are valid. We can debate wether or not Y or Z are good enough reasons to do X, but that's just a distraction from the fact that X is occuring, and I think it takes away from the conversation a bit when things like that happen. If we're taking your example of "LCD" strats, I think nerfing them isn't a complete fix either, but the effort-to-value ratios are still too high compared to other tools in the game, and that should be balanced.
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I ask killers why they slug when I play survivor and by far the most common response is "cuz it's funny" which I sort of translate as they can't face camp anymore so slugging is the next best thing.
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The thing with LCDs is that they are all basekit, its part of where I coined the term from (accessible to all killers from the start, with loadouts and powers only accentuating them) which is why I don't consider things requiring perks specifically into the mix. They're the lowest effort for the most reward while being accessible to any killer the moment they install the game. As for the ubiquitous "spreading pressure," it varies wildly among the roster, with some killers excelling while others might as well not exist outside their TR. Likewise it can be much more reliant on perks, addons, and even offerings, basically making it too volitile to be an LCD. My argument is basically that the easiest option should never be the best option, and the nerfs and/or changes that other aspects of the game got are how we got there. Hope that makes sense.
Likewise friend! Respectfully disagreeing but understanding why people feel the way they do is always better to me than just having people blindly agree, so its always nice to see. That said, we actually do agree on most of it, I was mostly iterating on your post (I know it seems like everyone only responds to counterpoint here.) You're also correct on the juxtaposition regarding nerfing the unhealthy, like the OverBrine example. The issue is that BHVR tends to overnerf things and then put them on the backburner for far too long, which is particularly serious when it comes to core gameplay mechanics.
This affects incentivizing healthy behavior the most, as it gets people into bad habits that need to then be re-conditioned out. Making up completely hypothetical extremes for a scenario, lets say that PGTW was 90% flat regression. This would be extremely stupid, and would then understandably get nerfed. Before its nerf, however, killers would be incentivized to go for hooks to keep their Pops going, and they would be encouraged to search multiple gens while its timer is active instead of settling on that nearby gen thats only 20%. Now the perk gets nerfed (as it should in that case) but BHVR makes it so that its only 5% of current progress, and they internally decide to keep it there so people wont complain about it while they try to think of a rework. This would remove the perk from viability, but also remove the playstyle changes it encouraged in its previous form. This causes a slide backward to LCD strats, and even if reverted at a later time, the time in between would get killers in the habit of just sticking with the comfortable LCDs. The damage gets worse the longer that the overnerf is present, and would be completely avoided if the nerf was less severe. People would still try to work with it instead of abandoning it entirely, thus its incentivizing impact would still be present.
Not a psychologist, but emergent gameplay is something I've been taking a lot more seriously over the last few years in game design. You can lead a horse to water, but you can't make it drink. The best way to get players to conform to a behavior you prefer is to gently guide them toward it in a way they discover it themselves, and the more esoteric you make viable strategies, the more their intuition will simply settle on LCDs (in any game.) Simply put, if a player plays the way you want them to and you didn't have to bombard them with flashing arrows pointing at what you want them to do, you designed both their (dis)incentives properly.
TLDR: LCD strats need nerfs, but ONLY after better strats get buffs that make them both equally viable while also requiring more skill. There needs to be more healthy universal mechanics and they need to be less braindead, but they need to retain their current level of strength.
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The reason why tactics like Tunneling and Slugging are so heavily criticized and receive more backlash is because the effort you put in compared to the value you get out is not comparable to anything else in the game.I think this is correct, but also there's more to it.
Part of the problem with tunneling and slugging is what happens after that. Slug a survivor and they get to what? Just lay on the ground and wait? Who wants to do that.
There have been lots of matches where another survivor has been tunneled or the killer has slugged and I'm thinking 'great, killer won, can we just move on already'.
There's lots of matches were I envy the tunneled target, picturing them happy as can be in the next match already.
The simplicity is part of it for sure, but that it just creates a boring game is another huge problem.
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I wouldn't call the OverBrine meta healthy, but the idea was there. You're right that having a stronger kick meta encouraged a lot more hooking and patrolling and less camping and tunneling, but the numbers mixed with the incap duration were just too much at their best, and got brought too low at their post-meta values. My theory is that there is not very good internal testing for synergies on either side, which is why we end up with combos that go from way too strong to near useless when they get panic overnerfed.
Every negative change tends to lead to LCD strats while people look for a new meta. The problem is when the community can't find one, so instead they just stick with the LCDs due to the conditioning effect from my other post. This is also coming from someone who doesn't think that LCD strats require no skill, just that their impact is disproportionate from their skill floor. Simply put, they should be harder for how effective they are, and I'd rather it move in that direction than the opposite of just removing/limiting the strats altogether. In fact, hard nerfing something like slugging due to complaints about bleed outs and the like would directly impact its practical applications (like chasing down someone waiting for a save, slugging one for pressure, etc.) This would apply to tunneling and camping just as much, and is probably a big part of why they put the face in AFC.
But basically I want them to get better about nerfs staying reasonable rather than ham fisted. It feels like there is so little forward thinking in a game that forces new content every 3 months that its kinda wild it hasn't burst at the seams at this point. Which is unfair to the game's planning/directing, but these are all things they could be working on in a way that benefits the entire playerbase through a health chapter instead of risking unhealthy strategies within the userbase (survivors included.)
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I think there's a hierarchy here. I think anti-slugging perks are actually a great deal stronger than anti-tunnel perks. If every killer started hard tunneling every match, survs would generally be in deep trouble regardless of their builds. To a determined (and good) tunneler aware of them, the anti-tunnel perks are just an inconvenience, a speed bump.
Tunneling is and will always be the most consistently effective path to victory as killer.
If every killer started slugging constantly, the resultant anti-slug meta could cancel that in pretty short order. If you had 3-4 WGLFs and/or 3-4 UBs in every match winning by slugging would be nearly impossible against coordinated teams, and difficult even in solo queue.
When playing surv, I never want to be tunneled or see teammates tunneled. If I've got an anti-slug build on, I often think "please leave us on the ground. Do. It.".
And honestly, how often do you get screwed (as in lose a game) by sabos or blinds? It happens to me, but pretty rarely (those games are usually pretty infuriating and memorable, though). It pretty much has to be a swf, and sabos are less effective now with all the shrunken maps. And saying kicking gens is negated by Blast Mine is a stretch. It's a mild annoyance.
There's not much equivalency here, really.
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Thats not what people mean by second chance. They mean they won the chase yet were forced to lose it due to a perk or mechanic
The problem, however, is that these perks don't work in any ordinary chase.
If you get pulled off the hook, you're injured, and you're likely in an area where there's reduced resources due to the last chase. If the killer is on you right after, you were never going to get a proper chase to begin with, that's the killer short-circuiting the normal gameplay.
'They won the chase'
If these perks come into play, they more likely won half a chase and expect to reap the full reward. These perks just reset to normal. If you're smashing your face into all these anti-tunnel perks and getting hit by all of them, maybe the problem isn't the anti-tunnel perks. Maybe the problem is you.
These perks are incredibly avoidable and incredibly easy to nullify, but apparently it's easier to bash your head into the wall and then complain to behaviour that the bricks hurt too much.
The only one that can be argued for is OTR, and I have made a suggestion about reworking it in the past, but I think in general, killers have decided that they'd rather hang on to tunnelling irrespective of the consequences for the rest of the game.
Again, if you are eating every single anti-tunnel perk, that is a choice that you made as killer.
It's like driving down a dead-end road after passing a 'dead end' sign, then passing three more 'dead end' signs and going "This signage has really gotten out of hand".
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I… never said it has to do with perks specifically, and even said "due to a perk or mechanic." If you get hit with a silent flashbang (or sabo, or pallet, or anything that denies the hook) when going to hook a survivor, that survivor has gotten a second chance. If a survivor gets the hatch, they got a second chance after having lost the match. If they get the gate after the hatch is closed, they got another second chance even though the killer found the hatch first. It gets used when talking about perks primarily, but there are plenty of second chance mechanics that don't involve them. And yes, this applies to killer as well, but people don't really complain the same way about endgame perks anymore (unless it was earlier iterations of NOED of course.)
If you're smashing your face into all these anti-tunnel perks and getting hit by all of them, maybe the problem isn't the anti-tunnel perks. Maybe the problem is you.Realistically people only get hit by a lot of them in the same match, its when they are coordinated between multiple survivors, like bully squads (or even just solos who know how to use the perks aggressively.) Since I know you vehemently oppose the concept of defensive perks being used offensively, I'll leave it at that since I don't think we'll make ground. Just had to mention it due to how unnecessarily belittling those comments were.
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yeah all the time actually I play without those things, bc I do consider the other side. I literally never use or do any of those things. Sooooo this is awkward…
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I… never said it has to do with perks specifically
That is, however, what we were talking about, as my original post specifically says 'second chance PERKS'.
If you get hit with a silent flashbang (or sabo, or pallet, or anything that denies the hook) when going to hook a survivor, that survivor has gotten a second chance.
This is hook denial, not 'second chance perks'. The latter term is older, so when people are talking about 'second chance', they're talking about DS, OTR, BT, UB, StB, that kind of jazz. Not flashbangs and saboteur. And that is also what I was talking about.
If a survivor gets the hatch, they got a second chance after having lost the match.
And this is even further off topic.
Realistically people only get hit by a lot of them in the same match, its when they are coordinated between multiple survivors, like bully squads
Except a good majority of them cannot be used offensively at all. The only one that is potentially a problem is OTR. So if you're getting hit by more things than just OTR, that is because of decisions that you, as the killer, made yourself.
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Yes, absolutely. Understanding the why regardless of agreement or not is why I love discussions. I think it’s always important to appeal to different perspectives no matter how warped or biased they may be, so you can then explain things better from their point of view. (Maybe a reflex of discussions with my kindergartener lol as I try to see her way of thinking and the kind of language she uses before I try to explain something to her in a way she will understand).
Anyway, yes, I do believe in agreement. The way “balance” has somewhat shifted into simply “nerf” is concerning and you bring a great point about it being scary when base game changes are brought into balance as we’ve seen what has happened to the perks themselves. And while I believe you agree with this so it’s not necessary to say, I would still like to mention that regardless of the fear or the difficult of balancing anything base-game may be, it doesn’t mean we never try. And we have seen the devs already implement some base game changes for balance that did what they were meant to, (anti-face camp, BT off hook).
It can certainly be frustrating to see the hammer so heavily brought down on changes in the past, and I share the same concerns as you about it happening again and putting the game in an even worse state. I think PTB testing any base game changes would be a start, along with considering feedback from the community alongside actual data they received, as facts aren’t everything , nor are feelings everything. The best results happen when both are taken into consideration (imo). I don’t want tunneling or slugging to be eradicated from the game, as both can and sometimes be the best option in certain situations. If they worked more like perks, where you had to be selective about when you used them I think that in itself would be a huge improvement. I don’t want to take away more player freedom that has already been restricted, but more so making it a choice that they decide is worth making. If there are no downsides then it’s hardly a choice, it’s obvious. And I agree that the best choice shouldn’t be the easiest choice.
I wouldn’t be surprised if slugging did see some kind of change. The survey question indicate at the very least that the devs are asking about it, and who knows what kind of data they have on their end to feel it needs adjusting. And with the influx of new players coming soon with the FNAF games, I would be concerned as a dev myself if it was still possible to bleed out 4 people for 4 minutes as it would leave a very nasty taste in my new customers mouth. From a business perspective alone I don’t agree that the ability to do such a thing is profitable in the long run, you’re pleasing 1 customer and losing 4. That math is not in their best interest. So that being said. Here’s hoping any changes that come to base game mechanics are carefully thought out, and given a chance to be tested before put into live games.
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Not even remotely the same thing. Equating any of these to being on the ground for 4 minutes is disingenuous at best. Using your power takes care of half of these alone. And none of these things prevent you from playing the game entirely.
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I got slugged the other day and decided to incorporate Unbreakable into my build (since they gutted Wake Up) and I have only managed to use it once. I know slugging has increased, but I was surprised how little I actually needed to use it during my matches. I'm just keeping it as a fail safe. I'd say that proxy camping / hard tunnelling is seen more in my matches as of late. Both survivors and killers seem really fed up and aggy recently.
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Yes, I do agree with this. The reason why I didn’t bring it up is because the original poster I was replying too gave the impression that any kind of reasoning based on how it makes a player feel may just be brushed off or ignored, which is why I tried to take a very simplistic and logical approach to try and explain on strictly a balance level, why those tactics are heavily criticized.
But I do agree with you. I’m of the belief that losing in itself it’s not the issue, I do think it’s possible for killers to maintain their current kill rates and survivors to still enjoy their role. It’s not necessarily losing, it’s how you lose. I believe that killer should be the power role, which does mean that survivors will lose more than they win, but if you want players to be content with losing more, it needs to be fun.
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