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Small changes would improve slugging greatly

TicTac
TicTac Member Posts: 2,911

There are two annoying slugging scenarios from a survivor perspective:

  • Slugging the second last player for the 4k
  • 4-Man-Slugging to win

For the 4k:

Just give an option to bleed out faster in this situation.

For 4-Man-slugging (not a viable option against a decent team imo):

Unbreakable after 75sec on the ground and it resets after every down. Completely useless in a normal match (3 unbreakables max in a match, similar to 3 hooks), but it hurts only slugging killer.

Comments

  • zonkednb
    zonkednb Member Posts: 298
    edited April 17

    I like hatch as a mechanic, but I hate how it incentivises slugging for the 4k. I don't hold it against killers that do it, because some people's enjoyment comes from winning as decisively as possible and it is the correct play to maximise the chances of doing so. I do hold it against the design of the game rendering it the correct play in that situation though. A faster bleed out option would be nice, although it's dependent on an altruistic teammate. They'd need to program bots to take this option too, in line with the other recent post about bots always struggling on hook making hatch take longer.

    4 man slugging I'm actually fine with. It's not always the best option and carries the risk of making 0 progress towards a win if people are picked up. The thing that makes it suck to go through isn't it being particularly unfair, but mistakes by teammates. It's not the most fun thing, but it's a gamble on the killer's part.

  • Lexilogo
    Lexilogo Member Posts: 799

    Bleeding out faster in the 2v1 is a good option to have, though I think I'd prefer some wider rework to the 2v1 situation so it doesn't boil down into both Survivors waiting for the other to die.

    For full on slugging, I think the issue is more so Survivors lacking agency. Waiting for 75 seconds is still quite a while and against a slugger there's a good chance you will go down again pretty soon.

    Maybe Survivors could get skillchecks for self-pickup, and once their recovery meter is 99'd, they have a higher crawl speed?

  • Crowman
    Crowman Member Posts: 10,207

    The whole mechanic around Hatch simply needs to be changed. Hatch as it currently stands is just an RNG pity mechanic. It feels bad as killer for the survivor to escape via hatch and personally as survivor it doesn't feel rewarding to find the hatch first, because it's just luck.

    But changing hatch would only do so much to stop killers from slugging for the 4K unless the mechanic was forced upon downing a survivor with only 1 other survivor alive. Which people didn't like the finisher mori being forced on that one ptb even though I'm certain that it would have been a far positive impact than the current live version.

  • TicTac
    TicTac Member Posts: 2,911

    The change for full on slugging is less about making it more interesting for survivor. That is kinda hard to balance bc survivor can also force slugging situation. So its quite difficult to find the right middle ground. The change (bc its only a simple one) is more about stopping some killer from even trying to win through slugging. But to be fair i rarely see this playstyle anymore, so maybe it doesnt matter anymore.

  • FoxGhoul
    FoxGhoul Member Posts: 33

    how about killers getting incentives for hooking instead of the bullshit we currently have where perks punish killers for hooking like fast track, ds, and dh.

  • CameoDisappearance
    CameoDisappearance Member Posts: 8

    I would really like the ability to abandon in the 2v1 while slugged at the very least.

    A rework to how the match plays out if it becomes 1v2 sounds like a really good idea tbh. Especially if more than 1 gen is left.

  • UnicornMedal
    UnicornMedal Member Posts: 1,964

    Slugging for hatch has to go. As far as I see it, hatch was implemented as an anti-bottleneck feature. They realized early on how much the trial changes once the ratio of living Survivors to unpowered generators shifts too far, so the hatch forgoes typical gameplay mechanics and moves the trial forward. For whatever reason, that was grossly misinterpreted to mean that the hatch is only for escapes and now it serves little to no purpose aside from an easily thwarted consolation prize (especially now that more trials end in abandons than hatch escapes). Getting to the point, I think bleeding out is actually less preferable to abandoning. Not only does it eat up more time, which is unfair, it also rewards the Killer by giving an audience. I think for this, hatch needs to be reworked instead.

    Being able to pick yourself up from excessive slugging is also a good idea, though I don't love the amount of time it takes in this hypothetical. Having enough time to slug someone, start another chase and down that Survivor, then come back and hook the initial Survivor doesn't really do a lot for gameplay. Even if the Survivor does pick themselves back up, there's no defense for being downed yet again. So in that scenario, abandoning is also more attractive. If the numbers are adjusted and there is some buffer to prevent being downed again like when you're unhooked, I think this could work.

  • TicTac
    TicTac Member Posts: 2,911

    The time is that long bc it would otherwise take a lot of time to finetune this change. Its hard to gauge which timer is needed to not let survivor weaponize it.

    But that aside it was not the point to be able to use it while a second survivor gets chased. It should only counter four-man-slugs/massive slugging. In your scenario the team needs to sent a survivor for the pick up. And thats completely fair. Otherwise slugging could be completely removed.

  • Elan
    Elan Member Posts: 1,765

    The logic where slugging for 4k is boring, toxic but wasting player time when standing still and teabagging in exit gate is fine.

  • DevilsDummy
    DevilsDummy Member Posts: 6

    the 4K is fair since it requires being quick and possibly having everyone grouped, just not very fun to have happen. the 2v1 is however an issue that happens way to often and just sucks to deal with.

    survivors standing in the gate and waiting just to get hit/chased out is also annoying as a killer, all incentives to leave I can think of would however cause more players to abandon anyone still being chased, hooked or heading for the gate

  • Rick1998
    Rick1998 Member Posts: 541

    if a killer manages to slug the entire team just abandon because the team messed up thats it . We don't need basekit ub . The first scenario sure why not it is boring being bleed out for the 4k.