http://dbd.game/killswitch
Base Kit Slugging is too effective!
Too many Killer Perks work, and too many Survivor Perks are deactivated or don't work, which is why slugging is too easy, attractive, and effective. The base kit makes slugging extremely attractive and easy, and instead, this playstyle should require Perks to reach this level of effectiveness.
If The Killer wants to be a slugger, it should come at a cost of bringing Perks, or risk losing track of your slugs. The current experience makes slugging way too easy, given how Perks deactivate or don't work for Survivors, the slow movement, the crying, the pools of blood, and so on.
The game encourages slugging and was designed to make the practice attractive and easy, so it should come as no surprise that the issue is rampant. The fact that nothing is being done about it means this is by design.
Comments
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Survivors hate slugging perks though, look at OG knockout. Are you suggesting perks like that come back?
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The risk of slugging is the existence of perks like conviction, soul guard, wglf, mft, ub. If one of these perks are in play and used at the right time, it can reverse the momentum the killer gained from slugging. Since there are no hook states gained, the killer is essentially banking on 20-30 second chases back to back to make this worth except killers like singu and twins who have to slug anyway. Usually when killers slug, they do this to maintain pressure by chasing another survivor in the vicinity or to urgently stop a generator or avoid saves.
The most effective perkless counterplay to this is splitting up and simply hiding. How do you consistently counter oni in the demon form? Exactly this way. Another thing that can be done is forcing a locker grab or crawling to a pallet. If the killer cant find another surv to chase, he risks losing the slugs and basically all pressure.
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The problem with knockout was not that it was a slugging perk, it was that it was a perk that removed a large portion of what little information solo survivors get
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But like, at it's core that's entirely what slugging is. If you could clone yourself 4 times and you were extremely familiar with all the realms and maps it literally wouldn't matter if the killer had OG knockout or not because you could talk to your equi-smart clones and refer to the map and it would have zero effect at the end of the day. But vs 4 solos who don't know the map? The odds of them finding you are pretty low.
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I disagree. Slugging it self isnt a problem. Only problematic way of slugging is when killer intends to slug from the start all the survivors to bleed them out. Thta ofcourse has been bandateted by abadon feature. In any other killer game slugging is about efficiency. Before you pick up survivor you want to get rid of a pallet, kick a generator or prevent a save from other survivor or perhaps get a hit or 2 and force survivors off a generator. Slugging is also a strategic decision.
Let me take you into a scenario. Killer has hooked a survivor and immidietly found a survivor and quickly downed them. If the hooked survivor hasnt been unhooked yet the best play is to slug the survivor and intercept the unhooker, this creates pressure making the last survivor who most likely is on a gen to drop it and come to save the hooked and slugged survivor. This would be the best and most sensible action to take.
Your argument that slugging is too easy for how efficient it is is simply not true. Slugging is a strategic desicion that can help you. Because picking up a survivor takes time as well is carrying him to a hook takes lot of times. Not to mention slugging still requiers you to down the survivor, which can be a difficult task that depends on how well the survivor can play.
I understand why slugging can be seen as a booring way to play. But you should see the perspective of the killer too. I as a 50/50 player, play both sides and I understand why killer slugs tunnels when I play survivor, but instead of blaming the killer for choosing to play this way. I rather think about what could I have done better to prevent it. I believe that when you load into a match you should expect the killer to slug or tunnel and try to play accordingly to a situation. (Ofcourse in SoloQ it is harder then in SWF, but not imposible)
You suggest a perk that would allow slugging how would that work exactly? Giving killer auto-pilot to pick up survivor if they dont have the perk? Locking such things behind perks is just bad design. There are many bad design perks in the game OG Knock out was one of them.
I would recomend watching some videos from some high tier players. You can learn a lot just by watching. People should see more of the Macro play in the game then just the Mikro. Playing efficiently is not toxic like people like ti portray it, DbD needs a strategy to win the game for both sides and slugging or tunneling is a strategic decision that can be good or bad. DbD is a PVP game there for it is competetive. You should not blame other side for trying to win. And you should not in any way expend your own fun for sake of others. It may seem selfish, but its a game. You should never expect the other side to play to your benefits, thats just a wrong mind set.
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