http://dbd.game/killswitch
Slippery Meat Perk and the upcoming Go Next Punishment?
So how will the perk Slippery Meat interact with the proposed Go Next punishment? Even without the perk, how is the game going to tell the difference between you legitimately trying to unhook yourself and you trying to "Go Next?"
While the Go Next problem is an issue, I feel any sort of punishment will unduly affect legitimate attempts to try to unhook yourself.
Comments
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They describe it as a system so i assume this is accounted for
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You can still hit the skill checks on struggle phase if you go second. You get a whole 70 extra seconds even if Slippery Meat fails.
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The best solution would be to rework slippery meat and luck offerings (or rework luck so it doesn’t affect self-unhooks).
Because if BHVR doesn’t rework these things, then people absolutely would equip one of these things, ragequit, and say they were “just trying to get value from their perk or offering”
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I'm more worried about potential cheaters being able to make players lose entire ranks on-demand (since cheaters can force a Survivor to die on 1st hook) and the potential future inability to leave at all against a cheater without getting a penalty.
Not to mention the inability to die on hook to give the last Survivor a chance at Hatch (however rare that it happens since the Finisher Mori and will never happen again if the surrender-when-slugged mechanic happens).
Not to mention that it's just impossible to fully stop people from leaving a game they don't want to play. If they can't go next on hook then they'll just run to the Killer and get in their way to get hooked asap.
(Side-note: would those people getting hooked quickly trigger the future "anti-tunnel" mechanic? How to distinguish between someone purposefully running to the Killer, accidentally running into a stealth Killer or getting tunnelled? Would the Killer have to slug to avoid the punishement? Would this trigger the anti-slug mechanic?)
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Well they have said that running to the killer and getting them to hook you will be accounted for and included in the go next prevention.
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I think the way the system they’re implementing will identify a survivor trying to go next is if they intentionally miss 2 struggle skill checks in a row to instantly die. I hope this system is not in play when there’s 2 survivors left because 9 times out of 10 the survivor on hook will die to give their teammate a chance for hatch
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I'm assuming that it will check for the perk and if the Survivor has it it won't flag them. Personally I still think they should disable attempts period unless the other Survivors are all downed/hooked or you have a perk that enables it.
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From what it sounds to me theyre going to have a whole system in place. Specific perks will be accounted for and i think it's primarily going to be a time/gen based thing, like it will differentiate between failing attempt then skill checks with 2 minutes in the game with 5 gens left compared to 8 minutes left in the game with 2 survivors left for one to look for the hatch.
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Time to watch how still everything will be the same probably except survivors will have even less desire to try and play. To be honest I wonder when will the survivor counts go so far down that the killers will have a problem finding a match.
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