Anti Slug Suggestion
With the recent changes tested during the PTB I would like to suggest an alternative to the anti-slug system.
The PTB version while making slugging a short term inconvenience removed the legit reasons why it's done.
- Survivor down at a pallet with known survivor in the area.
- Survivor down in the open with a known flashlight survivor.
- Survivor down but another objective is taking priority.
The first two instances are outside the killer's control with the third requiring a choice between getting a hook vs losing a gen. While 90 seconds in this situation may be rare it does add up and purposefully so in many SWF matches. We see this today with power struggle where the second survivor only needs to distract the killer long enough for the perk to activate.
Lets look at the situations where the killer slugs for the torment of the survivor.
- To bleed out a single survivor.
- To bleed out the entire team.
The PTB does not solve the first one, bleeding out a single survivor. If the killer wants one survivor to bleed out they can make it happen depending on generator progress. Being able to pick themselves up does not prevent being slugged immediately after and every 90 seconds after that.
The PTB did solve the later, bleeding out the entire team. Downing an entire team takes time unless they group up in a small area. The PTB almost guarantees survivors are able to pick themselves back up before the fourth survivor is slugged. Even if the killer was able to slug all four they won't have enough time to hook all of them before they are able to stand back up. (Unless they're all in the basement then the game is over)
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My suggestion in lieu of the PTB version would allow survivors to pick themselves back up but only when it becomes the goal of the killer to torment the survivors. It allows the killer to still slug and gain pressure from it.
From the PTB I would keep:
- Recovery is automatic.
- Survivors can move faster over time.
My suggestion:
- Survivors can pick themselves up if n-1 of active survivors are slugged or hooked.
- In a 1v4 a killer can slug up to two survivors. At three, survivors gain the ability to pick themselves up.
- This prevents a 4 survivor slug.
- This would scale with 3v1 and 2v1 where the killer cannot slug more than 2 or 1.
- This solves or mitigates the slug for the 4K as the slugged survivor will always have the ability to pick themselves up.
- In a 1v1 the slugged survivor can always pick themselves up. The killer has the ability to mori so there's no reason why the survivor must be left on the floor.
- The speed of recovery is based on how many are slugged and taking into account how many survivors are active (Not slugged or hooked).
- In a 1v4, one slugged survivor recover speed is normal, 2 slugs is faster, and 3 slugs it's rapid. This will scale based on how many survivors are still alive.
- In a 1v1 the survivor's rate of recovery would be rapid. The killer should have the time to get the mori but not enough time to bleed them out if done over and over.
- Once survivors gain the ability to pick themselves up they don't lose it until they are picked up by any means.
- That way once one survivor picks themselves up the other two don't lose the ability.
- In a 1v4, one slugged survivor recover speed is normal, 2 slugs is faster, and 3 slugs it's rapid. This will scale based on how many survivors are still alive.
- Survivors when picking themselves up gain the endurance status affect.
- Ideally this won't be needed as multiple survivors need to be down and the killer cannot camp that many at once. Mostly for the 1v1 scenario.
- The anti slugging system does not disabled during EGC.
With these changes the killer still has the option to slug survivors for pressure without feeling that the survivor will just pick themselves up. Another survivor must still help them outside of perks. This allows for them to go after the flashlight survivor or chase the survivor threatening the pallet save without losing pressure.
If killer targeting one survivor is still viewed as an issue then you can implement a proximity system like you did for facecamping and allow that survivor to pick themselves up if the killer is staying near for too long.
Comments
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whole team slugging isnt an issue, there is literally an abandon option designed for when all are slugged the survivors can move on to the next match.
i would argue slugging as a whole isnt really an issue because as long as there is 1 player left they can either do gens or heal the slug. its like if the player was hooked. the other team players can either do gens or unhook except slugging takes 4min to bleed out. thats 4 whole minutes the other player or players can do gens.
if im slugged i rather the team forget me and do gens….i would do the same if they were slugged. if the team all decide to rush over to me and get themselves slugged thats on them. Thats the only way to reduce slugging as a means of winning, make it so they dont win which is solved by correct team play.
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I hope you are not doing gens when three of your teammates are slugged.
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had me until it’s not disabled at end game
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damn right i am if they are close together, as a result i end up escaping. if slugs want to spread out then im more likely to help one that isnt by the killer. nothing wrong with that.
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I don't see a reason why it should. Could you provide one?
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I understand if the killer is not leaving them but the moment you pop that gen they know exactly where you are. Now if it's the last gen and you are betting on the adrenaline play, sure, I just hope it's not with multiple gens to go.
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it depends on the situation, there isnt 1 singular rule i go by, i adapt to the current situation. Im usually pretty good with stealth, so many killers use gen slow down perks that they often dont use aura read perks. generally i weigh up the current situation and try to determine my best chance of escape…. doing gens, waiting for survivors to spread out to heal one of them, unhooking, running over to shack to catch the hatch that will be spawning the second that survivor bleeds out, whatever the current situation calls for.
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So far my favorite suggestions is what they talked about in scott video, where survivors can pick each other up while being slugged and fully recovered.
That simply deals with mass slugging and that's it.
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I don’t think it’s intuitively clear. And I’m afraid of so many conditions can cause too many bugs in already sensitive code. But… that sounds… uh.
What about ”anti” when slug becomes massive and too long? Like, if two survivors slugged already, they can crawl faster and recover at the same time, and when being close to each other use power button to pick themselves up? I know few people and Otz also were talking about this.
Giving 5 sec of sprint burst sounds more fair than blatant endurance.Too many factors still doesn’t consider every case and overload system. And it breaks any authenticity…
P.S. I still don’t understand why slugged survivor as loud as injured one when face being down suppose sounds being muffled + why not giving ability to 99% recover yourself.0 -
if they are close to eachother. May have to crawl cross map to do so.
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You can add faster crawling speed, if you are fully recovered.
That still wouldn't affect majority of players, but would make this feature better, if needed.
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Even with faster speed it would be hell. Imagine solo queue where your teammate doesn't understand and crawls away from you.
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There is a limit how much you can/should babysit survivors…
You should give them tools, it's up to them if they use it or not.
If they would fail to understand even such a simple feature, they are going to lose anyway, so I don't see the issue.
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Survivors can pick themselves up if n-1 of active survivors are slugged or hooked.
In a 1v4 a killer can slug up to two survivors. At three, survivors gain the ability to pick themselves up.
n-1 with 4 active players should be 3, no?
which creates very fun situation, when I managed to down 3 survivors as Oni and I find last survivor, I can't down them. My best play would be to follow them and just down whoever they pick up until everyone else bleed out.
Issue is, if I would simply down them to end the game, they can all pick themselves up.The anti slugging system does not disabled during EGC.
Yeah, which means killer can just give up. When all gens are finished, slugging is only way to get comeback. You don't have time to hook.
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I feel like giving them the aura of another person and then increasing their speed as long as they are going towards that person could help solve that issue. maybe they could have a houndmaster like trail or smth.
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You will have to view this as an alternative to the PTB. I've rather have slugging remain viable as a slow down tactic than a punishment.
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That does not change the issues it have…
Your feature also makes it kinda impossible to 4k unless you win hatch and gate.
and no antislugging feature should work when all gens are finished.0 -
Explain for me how it's kinda impossible to 4K? Or is this a critique of slugging for the 4K aspect?
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Explain for me how it's kinda impossible to 4K
Killer can't slug more than 1 in 1v2? So even if they find second survivor, they can't down them, because first survivor will get unbreakable, right? Then what go back and just keep doing this over and over again?
So you just have to play hatch and hope for the best.
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Not always the case. I'm not saying they get instantly up so you weigh the options by the situation. Not all survivors are death hook by the last 2 and survivors can't skip the last hook stage like before.
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survivors can't skip the last hook stage like before
You can attempt selfunhook and die in 2 missed skill checks in 1v2…
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did that make it to live? Guess not many know because I've haven't seen survivors do it.
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It is live, tried it in custom game before commenting. It's also not new in this patch, I am pretty sure that's a thing for a while.
Maybe survivors simply don't know they can do it…
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