http://dbd.game/killswitch
Anti slugging
Why you keep adding this feature and change nothing about it? There's already multiple anti slugging perks in the game and one of them you can use multiple times in one match.
Answers
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Because slugging has been a problem for too long. The aforementioned perks are generally too niche. On top of that, you shouldn't have to bring perks to cover a flaw in the game design. It's something that's been repeated for years but never actually followed up on until now.
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Oh, so you agree that Corrupt Intervention and most gen regression perks should be basekit, then?
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No. Adding time to gens/blocking them is the last thing I'd do. I'd either opt for a scaling difficulty like 2v8 and adjust that where necessary or rework gens and hooks entirely.
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But you just said that you shouldnt have to bring perks to counter bad design. Or does that only apply to survivors?
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Making perks basekit isn't the only solution. Scaling difficulty would slow them or speed them up depending on performance. There's other adjustments you could make in addition to that. Reworking them has a lot more possibilities as well. I think the idea of having to find items to repair gens with and then "checkpointing" them at intervals of 25% would also be good. Eliminates the issue of repairing more than 5 with regression, while also adding natural slowdowns and the ability to push them back within reason (in my opinion). Also great for teamwork.
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Bro. They cant even add 2 survivor skins and half a map without breaking half the game.
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And? You asked me what I'd do and I told you.
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No, I didn't. I asked if you would consistently apply the same logic as you did for all of these survivor buffs… and the answer is a resounding no.
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You just heard what you wanted to hear, I guess.
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Bro its only unfair to have to bring perks to counter play when your a survivor. You just need to play only S rank killers so you can fit all the regression perks and still be able to apply pressure against all the gaint maps that will surely be coming next with all these dash killers their going to have to make.
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Corrupt shpuld be basekit and still exist as is, because it would be immensely funny to block all but one generator. However, survivors doing the objective or bringing builds to do the objective is not bad design. Slugging isn't even bad design in its use cases, its when it goes outside of those use cases that it gets difficult and must be played around.
Basically, survivors are going to do their objective, and your objective is to prevent that. They can bring perks to speed up the objective (gen rush) or slow you down (chase perks), and you can bring perks to slow their objective down (gen regression) or speed up yours (chase perks). This will never change.
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No, my objective isn't to stop survivors from doing their objective. My objective is to kill three or more survivors.
Generators are a resource, not an objective. Regressing generators is to simply slow down the survivor objective so that I have more time to complete my own.
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Killing them is stopping them. It achieves the same goal.
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But it's an important distinction. I don't have to stop them from doing the generators. I don't have to stop them from opening the gates. I just need for three of them to be dead when the credits roll. Slowing down generators is a tool in my arsenal to accomplish that.
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