What would be the drawback?

I admit, I'm not the sharpest tool in the shed so I know this could be a terrible idea, but what would be the downside if:
- The Entity would teleport a slugged Survivor to a hook after 60 seconds of being slugged.
- None of the Killers hook perks would activate when this happens and Entity teleports won’t count as a Kill but more as a bleed out currently does.
- Killer loses out on blood points and hook objectives for challenges.
- Unbreakable can be buffed by reducing the activation from 60 seconds to 45 seconds.
Survivors aren’t rewarded (by giving them base-kit Unbreakable) for losing the chase and not splitting apart to prevent slugging and Killers are pressured more to pick up and not bleed everyone out since they’ll lose out on points and objectives if they take too long.
Please don’t be snarky and try to have a legitimate and constructive discussion.
Comments
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I always thought survivors should be able to hook themselves and cause no killer perks to work.
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The worst case we can think of is how when you just in time lose a slug to this due to team interference and lose out on hook perks. Otherwise there's little drawbacks from the top of our heads. We'd be content with this, little extra panic for both sides
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"Eh he's gonna get warped to the hook anyways. Dont need to get off the gen to help."
Survivors getting more reasons not to help each other. And then blame killers for other survivors not hlping each other up.
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I don't see any issues; I think it's a good idea. Killers either hook or lose out on hook perks. Survivors either pick up each other or lose out on both the time on the ground and the time on the hook.
Somebody might argue it incentivizes slugging but we don't know what the anti- slugging mechanics are that's coming so that might be a non-issue. Also, my personal opinion is that if a Killer can get a 4 person slug the Survivors either horribly misplayed something or the Killer outclassed the Survivors enough the Survivors would have lost anyway. The concern then is mitigating the four minutes of sitting on the ground waiting to bleed out so people can get back to playing the game instead of wasting their time and point one addresses that.
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It should be a 2v8 cage instead of a hook, so the survivor doesn't have the option to self-unhook.
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Ooooh! I like that! See, if I was the sharpest tool in the shed, I’d have thought of it, but I’m not 😮💨
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since killers are saving all this time though by not hooking can we get a buff to gen speed, or can the gens do theirselves since like bypassing mechanics is on the table? Maybe let all survivors unhook their self? Jw. Ya know since that’s okay. I’m just asking.
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Killers may be saving time if they opt to let the Entity teleport the slug, but they’re not being rewarded for it. They’re actively being punished for it by losing out on blood points, emblems, rift challenge objectives, hook perks and whatever else hooking Survivors on hooks in the normal way rewards them.
Self unhooking rewards Survivors for failing and I’m against that, just as I’m against base-kit Unbreakable. With this mechanic, at least the Killer earned the teleport by winning the chase. What did the Survivor and their teammates do to earn faster gen speeds or a self unhook?
I’d argue the time saved benefits the Survivor more than the Killer since the biggest complaint Survivors have against Slugging is being bled out for 4 minutes and not being able to progress the game.
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Flashlight squads
Down at a pallet with other survivors nearby.
Teammates too glued to their gen to pick you up.
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I understand where you’re coming from, but I think people highly underestimate just how efficient this playstyle is and how much time it’s robbing from survivors; so if they can bypass mechanics to make their side easier and get consistent W’s with little to no adversity, well why can’t I bypass mechanics I don’t like? I can go into verbosity, but I think a simple point really just says it all.
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This play style is already available to good players using strong Killers that can quickly end chases, only Survivors currently have no base-kit counter to prevent being bled out for 4 minutes.
There’s already plenty of adversity to Slugging in the game, Survivors are just averse to going in prepared and working as a team.
And no, your point doesn’t say it all. This idea solves a problem that’s been complained about by Survivors ad nauseam. Your suggestion doesn’t fix anything other than your desire for a tit-for-tat. It’s like Killers complaining about not receiving anything equivalent to Survivors base-kit Borrowed Time.
Now, if you think gens are going to slow in general, you’re free to start up a thread of your own discussing why you think that and how you’d improve it. This thread is about a possible new anti-slug mechanic.
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What exactly problem is this attempting to solve?
If you're targeting slugging, then this does nothing but validate killers leaving survivors on the ground. Specifically your points #2 and #3 already exist if the killer is not intending to hook at any point in the game, and those are apparently not enough to deter people from excessively slugging at the start of the match.
Killers who intend to slug excessively aren't bringing hook perks, so #2 is completely irrelevant. And bleeding out a survivor already comes with a penalty for emblems and blood points, so #3 already exists.
Basically the only changes here are that survivors get a slightly faster perk upgrade (yet the solution to slugging is still reliant on having a perk equipped), and in return the killers who do this can feel validated that the devs and the survivors should be hooking for them, and the problem only gets worse.
So unless you're targeting some other problem, this is generally not a good idea.
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It stops Killers from bleeding out Survivors for four minutes without rewarding the Survivors for losing a chase or not spreading out to deny the Killer from Slugging all four people (which is the in-game solution to Slugging that doesn’t require a perk).
I never said it’s a fantastic idea, but I don’t think it’s a bad idea either. I’d personally prefer this over lying on the ground for four minutes.0 -
Well, slugging has exactly one way to get up base kit, and that's for another survivor to come heal you up. So your point about "spreading out" isn't exactly holding water.
Also
rewarding the Survivors for losing a chase
Is an invented problem, since the entire game is designed around survivors losing chase. This isn't 2018 DbD with infinites, dead hard for distance, and no restrictions on DS (among other things).
This is post 6.1 DbD with nearly every patch adding something base kit to help killers. Smaller maps, dead zones, 10% free action speed, and almost 3 years of any survivor perk or item that helps reliably extend chases being nerfed as well.
You can't even hide anymore, since they're apparently adding "anti-hiding" to the horror hide and seek game.
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I don’t really care to go back and forth on whether I made a point. I’ve said all I feel I need to say about it, anything else is just bickering and nit picking, it’s just the big picture of it all for me. You’re right at least you’re trying to give solutions, and I applaud you for it, I’m not even saying it’s a bad idea. I’ve given solutions before, no need to dig up graves on your post though and take away from your idea and direction. I was just saying.
Post edited by HeroLives on0 -
my take on bleeding out:
After you have recovered all you can, you get the option to get up. You're still bleeding, but with this, you can move at 1/2 speed while bleeding 100% faster. This allows you to move to another place. While doing this, the only interaction you can do is heal another slugged survivor who has already recovered the most they can. (You can still see other survivor auras)
Also, base kit deerstalker.
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Conceptually: there aren't any real issues on the idea.
I guess the timing could be part of it. 60, 75, or 90 seconds, not sure what would work best.
Player change: the killer still has the same reason to slug in certain situation (which is good). I guess if the time is too low the other survivors have the incentive to just not go for the slug. That's not inherently bad and potentially makes a 3v1 more playable.
Possibility of back firing on survivors with mistiming a run to pick up a slug only for them to teleport away right before getting there. Again, not inherently a bad thing to have in the game, but could occasionally be impactful.
Randomness: Different players have feelings on how random the game is. What hook does the survivor spawn to? If its random across the map that could swing the match on that number. Even if spawning to close hooks, the exact location could be pretty impactful.
Blood points: I know some disagree, but I think these are horrible ways to motivate behaviors. If slugging with a hook teleport is a valid strategy, then fine, allow it. If we don't want it to happen we should change the game so that its less beneficial as a way to win or progress the game.
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I rather like that idea actually, though I'd reign it in a little more so that slugging isnt made totally pointless, as there are instances the killer needs to slug.
I believe the main issue with slugging is the inability to meaningfully move to teammates or go anywhere to be saved. Maybe something like: -
After recovering to 95% in the dying state, you can pick yourself up by pressing the rush button to enter the critically injured state.
While in the critically injured state: -
- You limp/stagger at a speed of 1.13m/s. (Same speed as crouching, or ½ walking speed 2.26m/s)
- Your grunts of pain are 25% louder.
- You continue to bleedout 25% faster.
- You HUD icon shifts to a standing symbol.
- You are considered to be in the dying state for the purpose of perk interactions.
- Performing any conspicuous actions immediately causes your character to pass out and drop back into the dying state, losing 50% recovery progress.
- Completing a heal action on a critically injured survivor returns them to the injured state.
What's neat about this is chests are not considered conspicuous actions, nor is using a key to open hatch, and it is also affected by perks that affect the dying state... such as Tenacity, WGLF, Buckle Up, Deerstalker, Knockout, the passive aura read Survivors have on each other remains.
Basically this is a reslin of my old Desperation idea... but this is cooler 😁
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What if we grant Killers a base-kit in game reward for hooking with a randomized beneficial effect such as an undetectable status effect for 25 seconds or a movement speed boost for 10-15 seconds? They’ll need to test it and tweak the numbers to make sure it doesn’t make Killers too oppressive but I think it’s better than just punishing them. Even if they never implement my idea, I feel like making hooking more rewarding this way would make more Killer mains opt to hook.
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That's just a totally different way to solve the problem. I don't have an issue with it, but we're now in a totally different thread idea.
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