http://dbd.game/killswitch
What kind of compensation are you looking forward to for the Phase 2 anti-slug changes?
Here is an INCREDIBLE game from Tru3Ta1ent depicting a very engaging match as Billy with great survivors:
It's one of the most entertaining matches of competitive (not Comp competitive, but just high caliber competitive) DBD I've watched, because both sides played extremely well. The thing is, this match was only winnable for the Killer via slugging. If the strategy is nerfed even just a little bit, this game not only would have been lost for the Killer, but it would have been significantly less enjoyable both to play AND to watch.
It just sucks to think that BHVR would ruin the highest level of their game's gameplay. Surely they'll implement some kind of compensation for the Killer like they did with the 8-gen kick change, right?
What are you guys hoping for?
Personally I'd like to see a basekit mini-Pain Res (remove 7% from all gens on any hook, perhaps?) and buffs to hook-based perks like Pop (I feel like Pop is pretty terrible now). Just spitballing. Above all, I think we NEED to remove the chance of self-unhook because it's an outdated mechanic that just discourages the Killer from hooking people when all 4 are slugged. Why would I risk someone luckily jumping off the hook with RNG, run up to someone while they have basekit Endurance so I can't stop them, heal the person and completely start the game all over again? It's a pointless risk, but it feels toxic as ######### to NEED to slug everyone in this situation.
Suffice to say, the game is in a better state than it was a few years ago, but it still has a very long way to go. In the end, I just really hope BHVR don't ruin what makes matches like the video I linked so amazing. That was peak DBD in my opinion.
Comments
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I'd like them to revert the hook timer buff, as that seems to have been the last straw for a lot of people.
Also, the change itself shouldn't be a complete slugging shutdown, as slugging for pressure is a valid strategy, and only excessive bleedouts and 4 man slugs should be impacted.
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While I think the ability to self-unhook under normal circumstances should be removed as part of the anti-go-next initiative, you'd still have Deliverance (which should remain as is).
But when playing killer I don't really factor in 4%-ing when deciding when to hook, because it's…a 4% chance. There are many legitimate reasons to avoid hooking, but that tiny chance the surv might kobe isn't one of them, imo. When someone uses that as a primary reason to slug I find it funny. You're far more likely to lose because of a slug with UB than due to a hooked surv 4%-ing.
To be clear, I don't think slugging is a problem, and and I think if it rises to become a problem, the counter meta that rises in response will squash it. The anti-slug toolkit that is available is a lot stronger than people realize.
But sometimes a game is unwinnable, and that's okay. This game is so imbalanced that there will never be a time where unwinnable games aren't a thing. If overall improvements lead to the occasional unwinnable match, so be it.
"Also, the change itself shouldn't be a complete slugging shutdown, as slugging for pressure is a valid strategy, and only excessive bleedouts and 4 man slugs should be impacted."
Exactly. The measure as stated shouldn't affect people slugging for non-dickhead reasons, or affect them only minimally.
Post edited by Thusly_Boned on7 -
Not sure if I would say that the Survivors were playing great. They 3-genned themselves against a Billy with that Build on a Map where you really, really, really need to leave at least one of the Gens downstairs to last, since the upstairs portion of the map is so small that it is easily defendable. And trying that hard to pick people up instead of going to reset at some point… I dont know.
I dont think it was winnable for the Survivors once they 3-genned themselves. Without slugging it would have just probably taken longer, but thats about it.
I dont think that Compensation is needed. And I think it is bad to think about compensations whenever something is changed. This goes for both sides, because this is just not how balancing works. Slugging currently is too easy and too strong, therefore it gets changed. It would not make any sense to bring some form of compensation immediatly. If Killrates drop a lot after the Anti-Slugging Change (mind you, we dont even know what it will be, it could be completely pointless), then the Devs can think about things to improve. But IMO currently you dont even need to slug that hard to win most of your games. It is just easy to do so.
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They should somehow revert the regress perk changes. You can't keep up with gen speeds without additional pressure of slugging sometimes.
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The only real "compensation" that should happen if slugging gets harder is fixing the bug where killers lose collision when they pick up a survivor.
For anything else, as long as you can slug for a short period, you should be able to outplay really aggressive teams.
It would be nice to see some anti-pickup tools nerfed a little too since they can be a little obnoxious, but I don't think it's necessary to do at exactly the same time.
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What compensation? For what?
If the killers end up being weaker or the new anti-mechanics too strong, you can always change it.
"oh they nerfed my Dead Hard perk so now you have to nerf Pop as well" mentality?
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IMO the only thing which needs an actual Nerf or Change would be Boil Over (+the Flashbang Bugfix, but I dont count Bugfixes as Nerfs). Terrible designed Perk which is not even good and only annoying in specific Builds. Should have been changed ages ago.
I agree, I dont think either that "Anti-pickup tools" need to be nerfed. Sabotage is weak, Flashlights are also not that strong and usually avoidable, Flashbangs as well (when not bugged or when the Bug with losing collision is fixed).
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Even without the bug in play, Flashbangs are very good and can be kind of annoying to face, I wouldn't mind a light nerf to them. Nothing crazy, just something to make them a little less potent.
Other than that though, yes, I'm mostly referring to Boil Over. I'd also like to see Power Struggle reworked, that's another really irritating one to face if survivors are trying to go for unhookable builds + pairing it with Flip Flop.
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The hooks need to counter gen progression.
Survivors brought the slugging meta on themselves with the constant whining and crying over gen regression perks until they were nerfd into oblivion.
There is zero benefit to the killer by hooking and slugging nullifies a lot of survivor perks and second chance off hook.
I prefer playing for hooks but in it's current state hooks give survivors more benefits than killer.
That's if you even get the hook with the multiple ways survivor can prevent you reaching the hook and or sabotage it.
Make hooks count for something!
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So how exactly was this game unwinnable without slugging? Here we just go again showing one game to prove something big that just isnt true to begin with. Also craving for compensation is just another prime example on killer bias. Why should you be compensated for something that is just plainly unhealthy for the game and isnt necessary at all?
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There's enough people on here who would be like, "Why should killers get any compensation? This is just balance, how the game should be!" And the devs would role with that. Kind of what happened with the gen locking mechanic and the 70-second hooks.
Most likely they'll just get free Unbreakable, and there will be no buffs to hooking at all.
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In my opinion you can slug but after 90 seconds the survivor shall rise again.
I just finished a game against a skully, 3 were slugged I started the last generator and finished it hoping someone had adrenaline, no one did because it's too situational. The only player with unbreakable had used it earlier in the match.
People tend to forget that killers can slug a player as many times as they want will UB counters slugging only once in a game.
In the end, I picked up and healed on with my medkit, and we proceed to pickup the rest, opened the gate and escaped.
At this point one player was teabagging at the gate. I don't approve but I understand he wants the killer to feel bad for slugging him and he still escaped.
Yes slugging is a strategy and the only way to use slugging the right way is to give base it Unbreakable after 90 seconds. The point of slugging is to apply map pressure and eventually hook the downed survivors…it is not meant to bypass the hook just because you know the players did not bring unbreakable to the match.
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