General Discussions

General Discussions

About the "slug meta"

13

Comments

  • Member Posts: 1,353
    edited February 7

    Because slugging hasn't changed. Hooking has indirectly, as you said, and that's why people are now seeing that it is better to just slug than hook.

    Seriously, you either misunderstood my point (read my other posts), or I don't know what you are trying to say.

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

    Again, if everything that BHVR has done to hooks, regression perks, and mechanics without touching gen progression since 6.1 has nothing to do with it, then why is it just now that people are realizing that using an 8 years old perk and doing something that has always been an option, like bleeding out the 4 survivors, is more rewarding and time viable than hooking them? Because you said "in the past 6 months", but in reality this was cooking for years, and a lot of people saw it coming way before it started happening.

  • Member Posts: 116

    I will first say I’m wrong about the e & the t.

    I will next say that my point is still the same.

    Slugging is going up because some content creators make it seem it’s the most effective way to win games when all it’s doing is showing that solo queue is not prepared for it. Most solo survs are bad and they don’t run anti-slug perks/don’t use them effectively. 4 man Slugging only beats up on the weakest role in the game and you still rarely see it. For something to be meta you have to see it often.

    So again the slug meta is not real. It will never be real because the meta will shift to combat it because there are already strong tools to do so.

    you bought the game. Play however you want. But the “slug meta” is artificial.

  • Member Posts: 995

    The only change that occurred anywhere near the time this started is the extra 10 seconds hook timer (8.2.0 - august 2024). Which, by the way, only comes into play if the killer is camping or lurking near hook to tunnel. Suddenly all of the complaints about instant unhooking to keep killer pressure at a minimum are forgotten and people lose their minds because they can't conceive of not camping or tunneling in this game.

    hook grabs removal, +10s to hook timers, StB introduction, sabo buffs.

    Now, let's take a look at what you can do in terms of killer gameplay which can remotely be called meta.

    Camp - well, viable if you actually manage to hook survivor inside a 3-gen or other very beneficial zone. Hard countered by basekit +10s hook stage time and Reassurance.

    Tunnel - 3v1 is the best situation killer can have, but with all anti-tunneling perks existing, if your opponent is remotely experienced, this won't really work and you will lose way too much time while trying to push opponents into a 3v1.

    Slug - much lower risk in terms of time wasted in terms of countering off-hook survivor perks, but having 2 WGLFs in opponent team means you are not going to even remotely be able to slug anyone (i am talking about current version, imagine how powerful previous one was).

    12 hooks/forcing fresh hooks - ??? this is the biggest possible waste of your time as killer and the most inefficient kind of strategy you can use unless you want to flex skill difference between you and your opponents as an ideal way to handicap yourself. Additionally, Introduction of StB basically works towards forcing 12-hooking, which pretty much tells you enough about this strategy.

    All in all, since there are 4 survivors with 16 perks in total, you can literally combine anti-tunnel, anti-slug and anti-camp to not only counter camping, tunneling and slugging, but to also force 12-hooking as the most inefficient way to play the game as killer.

    And what tools do you actually have as the killer to counter survivor meta? You basically only have Corrupt to serve as a bit of a help against early gen splitting, which is literally survivor version of killer forcing early 3v1. Eruption, DMS and Grim are the only actually useful slowdowns nowadays (Grim varies in terms of how much 4th survivor is able to delay your 4th stack).

    And ngl, at this point i think only those 4 perks are actually true meta for killer.

    The version we have now (8.0+) is objectively better than when it was considered a meta perk and one of the best in 6.1.0. There's also been no change to pop in almost a year, so there's zero excuse for it to be included in a recent "slugging meta" in the past couple months.

    Pop is useless now. Like truly useless. Even on high mobility, which can get some of it's value, it relies on 90%+ gens to actually be on level of Eruption in terms of consistency of value.

  • Member Posts: 653

    The version we have now (8.0+) is objectively better than when it was considered a meta perk and one of the best in 6.1.0. There's also been no change to pop in almost a year, so there's zero excuse for it to be included in a recent "slugging meta" in the past couple months.

    So that's why it's pickrate dropped MASSIVELY, and has gone up only after getting buffed to 30%?

  • Member Posts: 133

    Guys.

    The slug meta is not a problem, it's a symptom.

    The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.

    If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping system and text chat system (with the ability to block/mute people mid-game.)

    When solo survivor is successfully at the same power level as SWF, we can then buff Killer to compensate. Now SWF isn't that much of a gamebreaking advantage anymore and both sides are fun to play. You guys have been treading this path already with the Survivor HUD additions, but you're moving too slowly. Add more information and tools for Survivors, maybe a ping system and chat system and buff killer to compensate.

    With that out of the way, we still have the issue of slugging. The problem is, hooking is severely disincentivized due to activating EXTREMELY powerful Survivor perks. Gen slowdown is heavily nerfed (which also disincentivizes hooking for some perks such as Pain Res and Pop), both of which are contributing to heavy slugging which is boring for Survivors.

    We need to incentivize hooks, especially multiple so that both sides have time to play (no one likes dying on the first hook.) There are multiple ways to do this, such as having a global 7% gen regression on any hook (just an example.) Another issue is that picking up a survivor leaves the killer extremely vulnerable to Flashbangs which have no counterplay at the moment (looking away doesn't help if the survivor drops it too close, so it's entirely in their favor.) You can't just incentivize hooking, you ALSO need to incentivize picking up.

    The game is better than it used to be but BHVR's shortsightedness is blaring at an all-time right now. The game needs massive help because high MMR is really frustrating for Killer and Survivor due to the game's balance. Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.

  • Member Posts: 995

    when you do basic maths, perk literally isn't worth running unless you are kicking 90%+ gen with it, and even in that case ot's only semi-useful on high mobility killers.

  • Member Posts: 133

    I don't think the idea of balancing around anti-fun is fair. Balance around making the game fun, and just discourage the anti-fun strategies instead (which they have done with the anti-camp self-unhook mechanic, among others)

    If you balance around what's anti-fun, instead of just designing more fun into the game, you end up into a whack-a-mole situation where you just keep smashing whatever the community thinks is most toxic at the time, until the game is boring and homogenized.

    Also, I can tell that you just skimmed my post because buffing regression (or just adding hook incentives in general) would ideally be done after buffing solo queue to the level of SWF. The game's REAL problem is that the game isn't balanced around SWF when it absolutely should be.

  • Member Posts: 137
    edited February 9

    Text chat? Who tf has time to text chat in this game? There's barely enough time in SoloQ to open a chest or put up a boon and you want text chat? Ping? Yea sounds great, a troll Surv cluttering up the information feed with constant pings of nothing.

    This game either needs actual comms like every other multiplayer game in existence, or SWF need to be nerfed. That's literally it and honestly the game needs both; SWF need hard nerfs that only affect them and SoloQ needs voice chat that obviously people can choose to mute if they want, but it should be an option.

    Before anyone comes to cry about my comment on how it's unfair to nerf people who play with their friends, it's not fair to ruin matches for everyone else who boots up this game who aren't playing with friends. Balance is balance, it's not a punishment all of a sudden because people who want to play with their friends and abuse advantages, get those advantages taken away.

    Every single match of SoloQ is nothing but a camp/tunnel/slugfest with Killers using Lethal to down someone in 10 seconds and then start a chain of combinations of deadmans/grim/painres so gens are untouchable at 5 gens and forever more, or Killers are bringing full slug builds and we all just get bled out for the entire match. BHVR is gonna have to move bots over to the official mode because if this keeps up, SoloQ player retention is going to plummet and drive up queue times as Killers absolutely don't want to just face SWF teams.

  • Member Posts: 263
    edited February 9

    I think 2 things could be useful to counter the slugging meta.

    1 Rework knockout. Its egregious vs solo queue survivor and not very useful vs swf on comms.

    2 Up the bleedout timer by atleast a minute or so, maybe even 2.

    But honestly maybe every perk that syerngizes heavily with slugging should get looked at a bit if it needs potential changes.

    Maybe buff some gen perks and/or some chase perks for killers to compensate.

    I think if this meta continues and expands it will be very unhealthy for solo queue survivor.

  • Member Posts: 2,823

    thankfully they've tested base kit Unbreakable in the past and have confirmed (to my knowledge), never going to happen again

  • Member Posts: 1,353
    edited February 9

    And what changes had they made in these recent years that had rebuilt killers to deal with 4-man SWF and shifted the game to be balanced around them, exactly? Just curious…

  • Member Posts: 995

    game is balanced around SWF for completely different reasons, and even with that in mind, we can clearly see that perks that are literally way too powerful in SWF are not even in plans for being touched at all.

    If we balanced the game around soloQ, we would balance it around artificially inflated killrates through going next on hook, playing for whatever objectives that are different than team related ones etc.

    Game SHOULD be balanced around SWF with QoL changes implemented to soloQ that would make overall experience better while not making the game more about making SWFs even more powerful, but making soloQ players feel even more spoiled.

  • Member Posts: 4,728

    I'm still of the simple opinion of : you don't need to do this. At all.

    Hooking is as viable as it has been a couple of months before.

    Some people just want their matches to be chill (which is absolutely understandable) but also win all the time (which contradicts with the first one).

  • Member Posts: 995

    it can't still be as viable as it used to be few months ago when last hook based killer meta perk, Pain Res, got nerfed again, while survivors got currently strongest survivor perk StB, hook grabs removed, +10s to hook timers and saboing buffed. Only two actually meta hook related killer perks are Grim and DMS.

    Perks are not necessarily nerfed because they are overused (Corrupt and WoO for example), perks are nerfed for various known and unknown reasons (more often unknown). Pain Res was nerfed to a 4 fresh hooks token based system because of it's synergy with old DMS, Pop received a hard nerf that rendered it borderline useless.

  • Member Posts: 419

    Yeah this slug meta was bound to happen ever since the game moved towards survivors benefiting more being on the hooked then the killers. Which is a fact that cant be deny when we look at the pros and cons for putting survivors on a hook in this current moment its so simple to see, that survivors actually benefits more then killers. The benefits for survivors on hook are as following:

    1. 70 Seconds on hook per stage so 140 seconds in total
    2. When off the hook they have 10% Haste and 10% of endurance even at end game
    3. Survivors can see when you are picked up and hooked given them valuable information
    4. 4% chance to get off the hook
    5. Anti Face camp

    and that just at base when we start involving perks/ Items and addons it gets even crazier where for some of them you dont need to be hooked just picked up at min.

    1. Access to powerful perks like DS, Dead Hard, Off the record and sholder the burden plus many more
    2. Sabo is so easy and quick to do now, impossible to counter if using alexs tool boxes
    3. Flashlight saves again so easy to do and flashbang has no counter even facing the wall does nothing

    now lets compare on what benefits killers get on hooking a survivor

    1. Progress on their objective on killing a survivor
    2. small amount of pressure on other survivors (and that me being genrous on that)

    and thats it for base but what about perks? well

    1. Pain res and Pop are in their weakest forms and barely does any impact in the game.
    2. DMS, Grim is Ok at best
    3. other hook related perks are arugably meh at best and work in niche sceanios

    also on a side note Pain, Grim destroy themselves after their uses which is insane when you think about it can you imagine a survivor perk that destory itself after use with no way of bringing it back to life?! and i can see the many posts on the postive of slugging so not going to type that all out as this post is long enough haha.

    But overall we all here want to move back to a healthier gameplay loop but we cant do that if we give another stick to killers like base unbreakable that is not the right answer its a knee jerk answer without actually thinking it through . We got to see why killers have moved towards the slugging as i have pointed out in terms of Hooks having less value to killers then survivors and work on addressing those concerns which in turn will move towards a healthier gameplay loop.

    I know for some people in this forum will never agree to what i say and thats fine i just hope one of the devs can read this and understand the big cause of this slug meta and from what i heard that the feedback on slugging was very survivor focus so this post is to give feedback on the slugging in terms of a killer focus so they have the whole story and not half of it.

  • Member Posts: 995

    I still do not understand how Shoulder the Burden is considered a 'powerful perk'. All it does is make someone exposed upon unhooking. It's Make Your Choice, except it's in a survivor slot.

    it literally, LITERALLY forces 12-hooking. It doesn't only hard counter tunneling, it punishes any hooking order that isn't constantly fresh 1-2-3-4 hooking. This kind of gameplay is literally hardcore bad for killers with today's state of hooking.

    I literally can't understand how can you even say that it only counters tunneling and how it is "not powerful" at all? Good survivor doesn't care if they have additional hook state at all.

    But hey, it's really fun how some of the best survivor perks in the game, like Deli, StB and Reassurance get heavily underestimated within pub community because people mainly think there is only one use for every perk :D

  • Member Posts: 1,353
    edited February 9

    This What part of it made dealing with a 4-man SWF easier? and this And how does anti-loop help specifically to deal with a coordinated 4-man SWF? are different things.

    Yeah, that's why they are two questions to two different topics…

    A buff doesn't have to be specifically tailored to dealing with 4-man swiffers to still help against 4-man swiffers. […]

    True. Just like I said, some things he mentioned did help Killers to chase survivors compared to when the game was survivor sided, no doubt.

    But if those things weren't specifically tailored around "4-man SWF vs Killer", then it is a general purpose buff / nerf that affects everybody, SWF or not, and you can't use it to claim that the game is balanced around them. That would be like saying that buffing flashlights or base speed would be balancing the game around SoloQ vs Killers, even when the buff affects SWF too. It doesn't make sense.

    Think of it like this: If you want to shorten the gap between Nurse and Trapper, you don't need to specifically give Trapper the ability to phase through walls so that he's specifically more analogous to Nurse. […]

    False correlation. You are talking about specific changes to a specific killer to balance him around another killer, and he is mainly talking about general changes that affected a side as a whole, both sides, or don't have anything to do with going against coordinated 4-man SWF like the MMR to argue that the game is balanced around "SWF vs Killer".

  • Member Posts: 1,353

    […] So if you then buff killer up to A grade to be right next to swiffer, then it's clear the game is generally balanced around A grade now, no? […]

    You are assuming that those changes were made to put Killers at the level of SWF or that it was the result of them when there's nothing that indicates such. In fact, just as I explained, none of them helped Killers to specifically deal with 4-man SWF, but with survivors in general.

    It would be balancing around solo queue, though. Because this would push swiffers OUT of balance. If you buffed solo queue to be on par with killers, in a way which would also buff swiffers, then swiffers would automatically become the outlier, no?

    If you are buffing SoloQ in a way that also buff SWF, then you are not buffing SoloQ, you are buffing survivors as a whole. Ergo, you are not balancing around SoloQ specifically, and you can't claim that they are now balancing the game around SoloQ vs Killers.

    It's not a correlation, it's an analogy.

    My bad, allow me to rectify: What you did there is a false analogy fallacy, not a correlation.

  • Member Posts: 1,353
    edited February 9

    By making maps smaller, they forced the tiles (and gens) to be closer together. […]

    What makes this a change that makes the game balanced around "SWF vs Killer"?

    DS being 3 seconds and useless for a long while, Self-Care (seriously why), Iron Will, etc etc. Yeah, DH too. A perk that relies on ping isn't a good perk.

    Same question.

    PR, PGTW, Corrupt, DMS are all bad now?

    PR and PGTW are the 1.5 regression perks that are still viable, with PGTW being debatable as it depends on the current progression the gen you are kicking has. And yet, none of them are worth running nowadays if comparing them to simply slugging the survivors for all the reasons already mentioned.

    Corrupt and DMS are not regression perks, but funnily enough, both have received nerfs since 6.1.

    And you are seriously going to hold that argument that if regression was better Killers wouldn't do X? Of course they would. That's how video games work.

    I'm not going to hold that argument, because I never made it. In fact, I never said that slugging doesn't need to be addressed.

    My argument was and has always been that the mistake BHVR made was making all those changes that made slugging more rewarding than hooking without dealing with the core problem (gen progression / min gen times). That, and that they will make an even bigger mistake if they implement another base mechanic to deal with slugging without dealing with it first (and with first, I mean preferably at the same time).

    You seem to be under some false narrative that 4-man High MMR SWF's are overpowered and winning all the time.

    What part of anything I said has made you come to that conclusion?

    By making maps smaller, they forced loop quality to go down. This means Survivor skill matters far less than Killer incompetence.

    That doesn't make any sense. In any case, it is the contrary: With no easy infinites and fewer super-safe loops you can use, survivor skills matter more than ever, as now you have to loop well to use them in an effective manner.

    Are you telling me that you consider it more skillful to just vault a window in an infinite loop over and over again than needing enough game sense to know when to drop the pallet, stay or leave the loop, etc.?

    That coupled with getting rid of meta perks, whilst also increasing the number of anti-loop and anti-gen aspects of the game, has disproportionally affected Solo Q Survivors.

    But all that also affects SWF…

    Again, you are claiming that those changes made the game be balanced around "4-man SWF vs Killers". What I'm asking you is how those changes accomplished that when they affect all survivors or even both sides and not just SWF / SoloQ.

  • Member Posts: 1,572

    As a killer player I still feel like Blight/Nurse need dealt with before we can see any meaningful changes to DBD to make it better for all killers, Hyper mobility is a plague to this game, the servers can barely keep up and it's so funny to see how quick it was dealt with but the obsession to keep Nurse the way she is and Blight too, and how easy it is for them to slug because of such.

    Deal with them.

  • Member Posts: 472
    edited February 9

    Because the vast majority of players aren't playing Blight/Nurse at anywhere near the level where they're actually problematic. They're exceptionally harder on console which is the majority of the player base. Just because MomoSeventh and LilithOmen exist doesn't mean these killers are a problem. It's the same argument people make to defend 4 man death squads. Somehow it's okay to leave sweaty SWF untouched because "you barely run into them" but any killer that can remotely compete with them player at their top level means they need to be nerfed. Okay then. You're barely ever running into god tier Blights and Nurses

  • Member Posts: 995

    bias? Please tell me what is bias in a game where average player refuses to look back at their own mistakes and proceeds to make essays of excuses after they lose?

  • Member Posts: 504

    As for me: hooking became unfun, gen regression nerfed, but wasting surv time by constantly recovering works very well. And I don't have to waste 15 second to take some1 to hook. Balancing made this bed, I would prefer more powerful gen regres perks.

  • Member Posts: 1,353

    You are "interpreting an outcome" that you yourself came up with (Killers are at the same level as SWF) with the only argument supporting it being you assuming that those changes were made to get that outcome in the first place. Just like I said, "You are assuming that those changes were made to put Killers at the level of SWF or that it was the result of them when there's nothing that indicates such".

    So yeah, your "interpretation of the outcome" that you fabricated has no value at all. Have a nice day.

  • Member Posts: 1,572

    Literally anyone can play them competently if you give it a little time and patience, they are problematic, I play them and the new server desync thats came back this hotfix makes it so awful and easy to play I don't wanna hear the "Nowhere near that level".

    MMR forces people to play against more experienced killers naturually the more the play, not because "High MMR" but because people who play often and optimally will plataeu in the same ranges.

    Furthermore with the introduction of new regions, the playerbases are even smaller in EU now, I face said killers all the time, just because America has a bigger playerbase doesn't mean the rest of the world isn't dealing with the effects of crap MMR.

    I think a lot of players need to start listening to each other and realise that these problems are common for the active playerbase who play OFTEN. Nurse is very unhealthy for the game, Blight is Unhealthy, I feel if these killers were dealt with we could make the game better for killers in general by giving QoL to the base game.

    the game needs more help for casuals, there is no "Skill experession" in Nurse or blight, its point A to B quickly, they can't do anything crazy, they just do the same thing over and over.

  • Member Posts: 177
    edited February 10

    I think you are clearly over estimating how good it is in a coordinated team, in solo queue i agree it's bad. MFT is really good in a team as well but in solo queue it is not. WGLF is bad but not in a team. The thing that i'm trying to say here is that perks here can be used in solo queue but are not nearly as effective if you were to run these perks in a 4-man squad. The best example of this is the newest perk they released which is Shoulder Of Burden, perk that you rarely against solo queue players but is very common against teams. One Unbreakable cost me the entire match because i was Slugging, the strat that everybody says is an instant win button for killer

  • Member Posts: 133
    edited February 10

    How can you say that the game is balanced around SWF when killers like Legion and Ghostface exist? Or maps like The Game that completely nullify killers like Trickster who essentially becomes an M1 bot (not to mention all the pallets)

    The game is broken at top MMR, and SWF is to blame for it. I know you said killers are doing fine at high MMR - I'm not denying that, that's not my point - my point is that the game isn't necessarily fun for both sides. How is it fair or fun if hooks reward the survivors more than the killer?

    We need more hook incentives for a healthier gamestate. Gen regression is just one method. How can you say that killers are made to deal with SWF (which, they SHOULD be) when Legion, Skull Mommy and Ghostface are all objectively D-tier? I genuinely don't understand how you can argue that the solo Q experience is worse than the INTENDED Killer experience (key word: INTENDED) at top level MMR. Like just watch ANY of Tru3Talent's recent videos on YT - literally one of the best killer players in the world - and look how he has to play to make lower tier killers work in top level DBD.

    It's ridiculous. It's not fun for anyone to be slugged to death - not for solo Q or for SWF. And it's not fun for Killer to hook survivors and activate their Terminator perks. And what if I don't want to camp or tunnel? What if I want to play with everyone and have a mutually enjoyable lobby?

    What advice would you give me?

    One thing we agree on is that solo queue survivor needs buffs. I just want to get solo survivor up to the level of SWF via information (pings, text chat, more HUD indicators, etc.) and then buff Killer overall (and on an individual basis as necessary) to compensate. Overall I believe this is the best foundation for the game's future.

  • Member Posts: 177

    Everbody runs Meta at nearly every level in this game. My point was that 1 perk basically counters the "god" build of slugging.

  • Member Posts: 504

    not slugging needs adressing but hooking, make it fun again

  • Member Posts: 3,272

    Same does apply to survivor zho. As per the posted stats, both solo and swf high mmr survivors are performing above target escape rate.

    Tell me, is nerfing a character acceptable because a few outliers outperform the average? If you say this about nurse, the same applies to survivor.

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