Any particular reason anti slug got dropped entirely?

Like, no other game I can think of has 4/5 member's that can have all agency removed on them for 4minutes straight while still technically being in play. hell, I wouldn't even care if they removed the cumulative build up. a 2-3min prerequisite unbreakable would have just been nice to deal with some of the most boring matches possible without that abandon feature.

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Comments

  • mecca
    mecca Member Posts: 579

    Because DBD is not supposed to be a fair and fun game. One player is supposed to have agency and control over 4 other players (Power Role).

  • Classic_Rando
    Classic_Rando Member Posts: 570

    Honest question - do you actually play killer? You should try it sometime. I think you’ll find that it’s more difficult than you think.

  • 00berdisc
    00berdisc Member Posts: 146

    killer is super ez my friend theres like 8 unsafe pallet in the majority of the maps

  • AssortedSorting
    AssortedSorting Member Posts: 1,537

    While it's something I shrugged at and said "it's okay", it's certainly not an intuitive feature, necessitating more meta-game knowledge about game-state, while not bringing much to make the experience of being slugged that much different.

  • Ghostofsnow
    Ghostofsnow Member Posts: 207

    I'm still just baffled it got fully removed, like i get there wasn't too much forum talk on the anti slugging but i thought that was just cause it was overall fine and not worth talking about from the creator i see addressing it.


    I don't want anything abusable, i just want something that should have been addressed for a long time dealt with even in a small niche way besides that 'quick with no downside' button and trying my luck the next match that their isn't more f the same. like i said, even a 3minute slug requirement to an ubreakable effect would do a ton to address this and i can't think of a single good argument a killer cant pick a person up for 3minutes

  • jmwjmw27
    jmwjmw27 Member Posts: 855

    Probably scrapped because of backlash?

    You do now have the abandon option if downed too many times in one trial or all survivors are down/hooked.

    I also think being slugged for 2 minutes in one down (without being picked up) should also allow you to abandon. Then I think that’d cover basically every instance including edge cases of having to wait 4 minutes as a slug.

  • jmwjmw27
    jmwjmw27 Member Posts: 855

    I agree with you, but considering every time they've tried anything for slugging it gets a ton of pushback and gets cancelled, I think we probably won't be seeing anything more than abandon conditions for a while.

  • VibranToucan
    VibranToucan Member Posts: 674

    1. The Survivor is one of the numerous positions where the killer cannot pick them up.

    2. The Survivor has been carried before but due to sabotagibg hooks the killer had to drop them and any attempt to pick them up would result in an instant wiggle free.

    3. The Survivor crawled into a corner and the killer cannot find them in a reasonable amount of time.

    4. Multiple Survivors went down in an area sparse with hooks (for example downstairs Balham) and the killer cannot reach a hook for all of them.

  • Crowman
    Crowman Member Posts: 10,236

    According to bhvr own stats they shared. Survivors being slugged and bleed out to death was rarely happening and giving survivors infinite unbreakable for rare occasions is just a bad idea.

    An idea I like is to allow slugged survivors to pick each other up. This way if survivors are getting slugged they can crawl to each other and reset.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 670

    Question by me (I know I am annoying but I like to see the bigger picture)

    How would anti Slug helping against the Slug for the 4k?

    You go down

    Killer searches for the other Suvivor

    You stand up

    Killer downs the other Survivor

    Killer chases you

    Keep going till someone bleeds out.

    So it is like it was before just with changing targets.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 670

    I made some time ago a post here how the hatch could be changed.

    Short version: If only 2 Survivors are left in the trial let the hatch spawn.

    If one escapes the other gets moried.

    If the Killer closes the hatch gens go down to one gen (maybe with less progress needed)

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,387

    no other game I can think of has 4/5 member's that can have all agency removed on them for 4minutes straight

    Well, it's usually not really straight, is it? Also bleeding out is not really a thing anymore, when you can just abandon.

    PTB antislugging system was far from perfect. Main issue for me was it working in endgame, which just completely removes endgame builds and overall killer's option for comeback.

    They would also need to create a failsave to fix situation, where survivors are the reason for slugging (killer just can't pick up).

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,387

    If the Killer closes the hatch gens go down to one gen (maybe with less progress needed)

    If you want to give basically free escapes (survivor is way more likely to find the hatch here), then just kill both survivors when killer closed hatch. No need to make the game even longer.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011

    Survivors could get free pickups when only two are left alive for example. Slugging the second last survivor to find the last should not be giving the slugged survivor free unbreakable. You as a team funbled enough to get in that situation and you're going to lose anyway, giving pickups when the killer has earned their minamum 3K is just unfair.

    Realistically, the only situation where this mechanic should be coming into play is when all four Survivors are being slugged for the 4K (Killer purposely is avoiding hooking and is just pinballing between Survivors). Though this is also your team's fault for fumbling, you guys never had a chance at progressing. It really hurts solo queue. It also shouldn't need to be built up, it should be like the anti slug PTB a couple years ago where the first slugged survivor gains a free, instantaneous pickup once only one survivor is standing. Then it should disable when 3 or less survivors remain, because at that point having someone dead is on you as a survivor team.

  • Ghostofsnow
    Ghostofsnow Member Posts: 207
    edited December 2025

    so a team getting slugged is them fumbling, but a killer choosing to down a person for the entire 4min and not finding the last survivor in that time isn't their own fault?

    I'm not asking for free pick up's that are abusable i just think slugging to the degree of longer than 3 minutes is entirely an awful gameplay choice and think that should be addressed. heck, in endgame how about if you go to hook another survivor the exit gates are blocked for 3 seconds and the killer gets killer instinct on the next one. encourages hooking, stops the hiding wait and actually makes a game progress much more consistently.

    also to me an abandon feature just shows how bad a game can be match state wise. a lot of us are just queing into matches we'll be invested in just to hit 'veto' turning it into a big waste of time. even on the killer side, you 4k'd sure, but now get to walk up to the slugged bot to mori….what's enjoyable there?

    wouldn't you rather have a match where everyone is engaged to the end?

  • TheGoon224
    TheGoon224 Member Posts: 516

    I mean, it definitely needed fine-tuning but what we had was definitely OK on the PTB

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011

    4 players getting 4 man slugged is 100% their own faults. Splitting up and doing a gen while the killer distances themself from a down is common sense, and makes slugging so extremely punishing for the killer, though in the odd chance the killer succeeds, survivors at least don't lose the entire game if they don't have anti slug perks. Even solo queue players who actually have a brain can avoid that, achieving getting 4 man slugged is some next level type of embarrassing.

    When two people are left on the other hand, giving a second chance when the killer has earned their kills doesn't make sense, especially when a slug for 4K situation pretty much means a loss for the survivors anyway. It doesn't matter if it's boring, that's why that abandon situation exists, so you don't have to sit through and wait if you don't want to.

    Personally and you'd find that many agree, it's not fun nor fair that a survivor should get free, permanent unbreakable when them getting into these situations is on them in the first place. It doesn't matter if it's engaging, it's just another useless match extension and random unwanted catering to inexperienced survivors that would just harm the game's health even more.

    Main takeaway being that only extreme slugging should be punished for, not all slugging.

  • Ghostofsnow
    Ghostofsnow Member Posts: 207

    i never said all slugging, i said excessive slugging over 3 minutes and it sounds awful that some think that's okay to possibly happen to 4/5 players. Also the abandon feature only happens after everyone is slugged so doesn't even change the slugging for the 4k slog at all for anyone involved except the other two players leaving instantly after the fact and the killer now having to hook/mori bots to complete the match no one is even watching anymore.


    slugging 4 people can also happen if the killer is camping a body, there is no info indicator this is happening and can be stupid effective with high lethality ones.

    i really don't see how you group 3minute slugging with base slugging and not excessive types. I even proposed interactions to it like the anti slug wouldn't build if near a pallet or a standing survivor within range to avoid even the possibility of it getting abused or a killer not having a chance to pick up a survivor unless they are willfully neglecting the hooks.

    i don't think an anti slug feature is unreasonable, just make it REALLY hard to have happen.

  • indieeden7
    indieeden7 Member Posts: 3,677

    They had to focus on making every filler tile unplayable, duh

  • XboxPlayur
    XboxPlayur Member Posts: 64

    because low mobility killers need a way to stop survivors from sitting on gens. If your teammates leave you on the ground for 4 minutes to keep working on gens, you shouldn’t be rewarded with a free get up. If you truly get bled out every single game (unlikely) there are perks you can run to counter this strategy. If you refuse to run the perk, then the issue can’t be all that prevalent.

  • Unequalmitten86
    Unequalmitten86 Member Posts: 549

    this is true and it seems to be area related. It if one area is complaining and it’s happening solely in that area where it’s a problem then creating a fix wouldn’t effect other areas game play. It’s they listened to much to the loud killers and caved.

  • cogsturning
    cogsturning Member Posts: 3,328

    I really don't know how anyone can be against this and think it's okay to leave someone on the ground for minutes. I don't engage with the abandon feature (and won't as long as it continues to screw up stats and MMR) so that often has me down for long periods, often while getting BMed. I'm sure everyone who's played a good amount of survivor has also come across griefing killers wo only slug and never hook. That garbage needs to stop.

  • Ghostofsnow
    Ghostofsnow Member Posts: 207

    But like, you could just hook people.. they get out of your game faster and you have perks like pop and pain rez that help you with gens that are both related to hooking too where slugging not only has no perk synergy slowdown but also doesn't have a strike system like hook states.

    slugging should not be meant for slowdown but an intermediate phase, like you got people around going for flashlight saves and got to deal with them first or trying for a snowball/ stop a gen that would go off too soon if you tried hooking first. there shouldn't be a justification for slugging people over 3 minutes.

  • Domicci
    Domicci Member Posts: 21

    So just like survivors prolonging the game when they open gate to get rhe save for the 4 out its the same thing.

  • Domicci
    Domicci Member Posts: 21

    Cool you hook then and know a tone of perks on the survivor side turn on or get way more value. Also surge for m1 killers slows gens down when you slugg or hook same for hex ruin it slows gens down when you slug or hook so there are perks to help with slugging just like survivors have perks ot help counter slugging and tunneling and base anti camp and base endurance and haste off unhook. Hooking is just not that valuable sense it helps the survivors more then the killer.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,232

    Except that this is shorter AND the Killer can prevent it by just forcing the Survivors out.

    But I know the latter is no possibility, because otherwise the player who wants to be feared sees them spamming a button.

  • Domicci
    Domicci Member Posts: 21

    And survivors and pick up downed survivors and have more time to do it then hooked survivors having 240second vs the 140 the have on a hooked survivor thats literally over an entire generator of difference. Also if everyone is slugged survivors have the agency to go next unlike the killer where a single hidding survivor can hold the killer hostage for the whole time. And all the killer can do is look for a survivor just like a sligged survivor can just wonder around looking for a survivor to rez them.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,232
    edited May 23

    If a Killer is slugging for the 4K, 1 Survivor is slugged and the other one is not slugged. But tell me - if a Killer is slugging for the 4K at 3 Gens left… Would ANYONE question that they won? Even if that last Survivor gets their pity escape? Which might not even be happening, since the Killer has ALL advantages in finding the Hatch, the Survivor can basically only get lucky.

    Plus it makes 0 sense to try to rescue the Survivor on the ground at this point. The game is not winnable in a 2v1. It is stupid that the correct move is to be the antimate and let the other person die. IMO the person on the ground should be able to abandon in a 2v1. Would free one person from wasting their time (and potentially the other, since they then can abandon too since they are only with Bots, which would also then lets the Killer abandon if they want), while still letting the Killer slug for the 4K.

    And well, yes, the whole team can abandon if all are slugged. This is true. But, and I already wrote this, this still takes touble the itme it would take Endgame Collapes to tick down and while the Killer can do things when Survivors are waiting at the Exit Gate (using their power to gain some BPs, breaking Pallets, forcing the Survivors out), the Survivors can only crawl around at the slowest speed possible. So it makes sense that they can abandon, since the Killer has still a lot of control at their scenario while the Survivors have next to none if all are slugged.

  • Abbzy
    Abbzy Member Posts: 3,447

    Thing is hooking takes time and its way risker because survivor can be saved and chase resets but time still moves. There are so many perks that make survivors stronger when theys are hooked or unhook like dead hard, shoulder the burden, deliverence even ds with these perks can make killer regret hooking that survivor while slugging just makes you move on and slows survivor actualy more then hooking plus there are perks to counter it but almost no one is running them and if so its one/two guy using unbreakable in lobby unless its sabbo squad who runs whole builds against sluging because its their straight counter.

    So theres why slugging has its advantages but still its super risky strategy that doesnt need to work all the times and depends heavily on many things like survivor perks,killer, killers perks, MAP and so on so if there are 4 survivors and killer has no super high mobility it shouldnt be problem to deal with (slugging them all), killer with good mobility (mean here are the ones that can travel across the map frearly not locked into some travel points like demo,xeno,springtrap,freddy but I mean killers like blight,ghoul,dracula,billy these killers with this type of mobility) can still be dealt with here its worse but like I sadi MAP is huge thing here like indoors like larrys,hawkins or even rpd stop majority of these killers or highly effect their map traversal abilities and survivor coordination and perks play then huge part too but still I think killer only slugging is easier to deal with (killer with mobility the better equiped for this like ghoul) than same killer hardcore tunneling.

    Problem is there are tools but no one uses them because they arent used to deal with this they only fear about tunneling or make their whole builds around them but then meet slugger and get wrecked fast and complain.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,497

    I said it in another thread, I'll say it here:

    -Use the 2v8 anti slug and adapt it to 1v4, it doesnt take away killer slugging agency just the long term
    -Tie it to exhaustion so it can't be paired with exhaustion perks for an easy getaway

    The first iteration was really overtuned, by using the 2v8 version we can stop extreme cases while not giving survivors a get out of every slugging situation for free, this also makes the perks not need much change either:

    -Make unbreakable work at 70 percent once while the normal anti slug can only be used at max whilst you have no exhaustion (or a unique CD).
    -Upon using it you become exhausted for 60+(or more) seconds.

  • Reinami
    Reinami Member Posts: 6,907
    edited May 23

    Can i ask you a serious question?

    Why do you hate slugging so much, when it is essentially the same as being hooked, if anything you have MORE agency while you are slugged than while you are hooked.

    While hooked you:

    • Cant do anything to meaningfully progress the game.
    • Can't move.
    • Must be saved by a teammate
    • Will die if left alone for 210 seconds (3 minutes 30 seconds)

    While slugged you:

    • Cant do anything to meaningfully progress the game.
    • CAN move, but very very slowly.
    • Must be saved by a teammate
    • Will die if left alone for 240 seconds (4 minutes)

    It basically seems that, while slugged, you take 30 seconds longer to die, but you can move (even if very slow).

    So functionally speaking, both of these actions remove your agency as a player to really do anything. So why is it that you hate being slugged so much more than being hooked? I don't mean this as a "gotcha" or some kind of trick, i just legitimately want to understand your perspective and emotional standpoint that makes being slugged so much worse for you than being hooked.

  • Domicci
    Domicci Member Posts: 21

    I find its because hooking gives them a way to go next faster for one and 2 alot of the strongest perks turn on when your hooked so being slugged is a counter to the strong perks and people dont like that. That's at least what I have found from watching twitch survivors complaining about slugging.

  • Domicci
    Domicci Member Posts: 21

    Let's give survivor more hand holding because that will totally not be abused by swfs like every other hand holding mechanic is

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,920
    edited May 23

    Simple answer was survivors could abuse it in a way that made killer gameplay practically unplayable. Survivors could make hooking not worth it or impossible through a variety of perks and addons effectively forcing the killer to slug, then those slugged survivors could simply get themselves up. This means zero pressure for the killer since no one needed to actually stop doing gens to get them up. Effectively, slugging would be something absolutely fantastic for survivors, so all survivors had to do is focus on making getting hooked a non-issue. Another thing survivors could do is simply always go down at a pallet. The killer literally cant pick them up with a nearby survivor ready for a stun. That means the killer, once again, has to slug and chase off the nearby survivor. This them allows the slugged survivor to simply pick themselves up. This pretty much meant as long as there was a pallet up, you could guarantee the killer would never get a hook in the entire match - again, as long as the survivors are smart enough to go down at a pallet and have another survivor nearby. The other 2 survivors just slam out gens. If aomeone on a gen gets chased, then the survivors swap roles and the other 2 get on gens.

    With our slugging today, if survivors focus on making hooking not possible, the killer at least gets some pressure by taking someone off of a gen to get them back up.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 184

    I wonder the same thing myself. I would much rather be slugged than hooked. Most of the matches I’ve been in where killer tries to slug everyone have been losses for the killer because none of the survivors ever get progressed towards elimination. If every single survivor gets slugged that’s far more of an inability of the survivors last more than 5 seconds in chase and not pick up their downed teammates.

  • coldflame
    coldflame Member Posts: 187

    survs need to just strike slugging from the rulebook imo, its a valid way to play the game and is the reason a lot of the stronger surv perks are allowed to be as poweful as they are

  • Abbzy
    Abbzy Member Posts: 3,447

    Well giving some role to fight other new features that arent just some Qol changes is kinda handholding, thats like giving killers basekit pop. Im not against that antislug but few things, it has to be fair not op like now you can abandon if you are downed 3 times I believe (if you recover to max) but the old antislug from ptb both of them were busted thats first thing).

    Second thing is there are few killers that are build around slugging like twins,oni or kinda plague but not as much as these two, these killers would need (depending on the strenght of the antislug) compansations or reworks.

    Perks are another thing where there are perks that counter slugging like unbreakable,conviction,soulguard or plot twist,wglf etc. and these perks need to be tested a lot with antislug to not create just busted thing where killer will be in loose loose situation and all he does is wrong.

    The two ptbs did bad antislug that were op as hell, I would get like after 1,5 minute you will get option to get up from the ground (90 seconds) without perks but then devs add there bs like faster crawl speed or automatic recovery up to it and made sluging almost dead which isnt much good thing because its part of the game when there are whole killers or their perks designed around it.

    Ragebaiting is here a lot because mayn got sluged an go here to get rid of their frustration but how often you see killer who sluggs whole team and doesnt hook? I dont saw killer like this long time but I get them because if you run into swf like this

    maxresdefault.jpg

    then no matter you hook or tunnel you wont get far because they run tools to counter you and stall you so best offence against this is full slug build right now.

    Yesterday I got two teams like this and they had I would say more build builds like 3 ds,dh, two shoulders, 1unbreakable and 1 plotwist (these two people were having some antislug one to make self pickup when all are slug or he is slug long time and other if all arent down would use plottwist to force you pick him up and hook him to stop your slugging campain so others could pick up and reset health states). Teams like these are usualy in swf and are pain to deal with unless you go full slug or get down and hooks fast you wont get many kills or hooks because they are equiped to switch hook stages and make tunneling take very long time with ds,dh while others do gens so I get why some content creators go full slug mode.

    Hate it but here are some facts.