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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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).
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This is the biggest thing I want addressed, especially slugging for the 4k.
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Yeah, I'd really like this addressed too… even just a 3min unbreakable effect that can be reset if you get picked up by a team mate would do so damn much to address slugging for the 4 k and early mass slugging.
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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.
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killer is super ez my friend theres like 8 unsafe pallet in the majority of the maps
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I mean, I would be happy if they would add the possibility to abandon when only 2 Survivors are left and you are put into the Dying state. Because at this point the Killer will be slugging for the 4K and the game is over and there is 0 reason why the Survivor should be forced to stay in the game. And there is also no disadvantage for the Killer at all, since a Bot will replace the Survivor, so Hatch will not suddenly spawn and the Killer can then prolong the game they already won. (And the remaining standing Survivor can abandon as well, if they want, since all other remaining Survivors are Bots)
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The last thing I want is another unengaging way for a match to suddenly end by just pressing a button. If self-recovery isn't going to happen, then I want the option for either a manual fast bleeout or hatch spawning once the second to last person has been down for 30s or some number. I want slugging for the 4k to become a bad idea and for hooking to be necessary. Matches should come to a proper and interesting conclusion, not one where someone just had their agency ripped away because a killer can't fathom a 3k win instead of a 4k win.
And until the abandon feature stops inflating personal survivor stats and ruining the MMR gain-loss system, I sure don't want another way for those things to be further screwed up.
Post edited by cogsturning on10 -
Oh, I also would like slugging for the 4K to stop. Because it is dumb that it can happen in the first place, since the Killer is just prolonging a game they already won and the Survivors cannot do anything about it. But I think in the current state of the game and the Devs catering to Killers that hard, it is unlikely that anything else than an option to at least be out of the game faster will happen.
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Slugging for 4k is something they seem to want in the game they keep nerfing the hiding timer and the mori change just made it way worse too.
It's almost every game too lol.
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It certainly isnt right now.
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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.
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You could take every pallet off the map and you'll still have people complaining that it's too hard.
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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 3minutes3 -
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.
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I don't want an abandon feature, i just want the game to be engaging. all an abandon feature does is just kick the can further while still letting the worst matches possible happen which is just lousy.
Hell, i wouldn't even care if the pick up effect doesn't charge if I'm near a pallet or a team mate is standing up near me. i just want something that deters some of the worst 'game play' in any game popular game I've seen that doesn't boil down to 'this player hit you so now you can bleed out here, or slowly crawl away'
I'd like to think I'm being reasonable8 -
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.
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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.
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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.
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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.
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They should just remove the Hatch and put in a surrender option, at this point.
It would make Killers happier because now they are almost guaranteed to win, and Survivors don't have to sit in a doomed game getting slugged for ego.
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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)
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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).-3 -
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.
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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.
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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?2 -
I mean, it definitely needed fine-tuning but what we had was definitely OK on the PTB
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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.
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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.2 -
5k hours, 40/60 killer. Its not as difficult as anyone on here claims. Not to mention none of this thread is about anything you just said. Its about laying on the ground for 3-4 minutes.
Honest question - do you actually read the posts people make? You should try it sometime. I think you'll find it's not that difficult.
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They had to focus on making every filler tile unplayable, duh
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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.
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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.
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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.
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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.0