Miserable Slugging Strategy
Hello
I usually do not post or complain about matches, but this has become extremely frustrating lately.
Recently, I have been running into a lot of Ghoul and Blight players using builds like Hex: Ruin, Hex: Thrill of the Hunt, Coulrophobia, and Infectious Fright. The playstyle is almost always the same: they start slugging immediately and do not hook anyone.
Once they get the first down, Infectious Fright combined with their large Terror Radius reveals nearby survivors, allowing them to chain downs over and over. On top of that, Coulrophobia makes healing extremely slow within the Terror Radius, so recovering from slugging becomes very difficult.
Cleansing Ruin or Thrill is also hard, because if someone goes down within range, Infectious Fright interrupts your cleanse progress. This makes it feel like there is very little counterplay, especially in Solo Queue.
These matches have been lasting around 30-40 minutes, and they are honestly miserable to play. I understand that slugging can be a valid strategy in some situations, but when the entire match is built around never hooking and just dragging the game out, it just becomes boring and unhealthy.
And to anyone saying "Just do gens", that does not solve the problem. If nobody picks up their teammates, the entire team will eventually go down. But if people do go for pickups, they are forced to heal through Coulrophobia while still dealing with Infectious Fright and the killer’s large Terror Radius, and losing Generator progress from Ruin. I sincerely hope BHVR is going to address this increasingly problematic gameplay.
Comments
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We need to look at why slugging is currently predominant.
Let's see uhm.. right. Dead Hard, Resurgence, Shoulder the Burden, Decisive Strike, Deliverance, Off the Record, hook timer increased from 60 secs to 70 seconds, basekit Endurance and Haste after unhook which they also increased the timer and strength (Endurance used to be 10 secs now 15 secs and Haste is increased from 7% to 10%), anti-camp, flashbangs, flashlight saves, time to take to pick up and move to a hook, Saboteur/toolbox, injured survivor running to upright pallet to get downed there for a pallet save, bodyblocking hook, Breakdown, We'll Make It, Babysitter, etc.
I wonder why killers slug.
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And people still regurgitate this nonsense.
- Dead Hard is easy to bait out.
- Resurgence is somewhat countered by Gift of Pain (or Weeping Wounds).
- StB isn't used often.
- Just don't tunnel when DS is in play, go for the unhooker instead. The unhooked will most likely waste 60 seconds doing nothing.
- Deliverance is niche as hell. You rarely get value out of it.
- Flashbangs are unreliable, unless you are literally standing out in the open.
- Flashlights are super easy to play around.
- Pick up time and moving to the hook can be worked around with certain perks.
- Run Blood Favor if you have trouble with pallets.
- Just hit the bodyblockers, damn.
- Breakdown is RARE as heck.
- We'll Make it.. Rare to see as well.
- Babysitter. Also rare to see.3 -
+ slugging is usually done by Killers who can handle all those things mentioned. I dont see M1-Killers or in general Killers from B-Tier and below slugging a lot, even if those should be the ones who need the pressure way more.
Slugging is done by high A-Tier or S-Tier Killers. Those who dont care about the sorry excuses Killer Mains bring why slugging would be necessary every game at 5 Gens.
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You and I both know that people who bring slugging builds, and slug from the get-go without hooking, are not doing it to play optimally…
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True, unless they have insta-downs, or a way to capitalize on downing someone quickly.
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So you're saying a big chunk of the killer playerbase is so bad they can't handle interacting with perks, basekit, and general intended gameplay?
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Slugging is the best strategy in the game right now. Killers will continue to slug until the devs stop punishing killers for hooking and spreading hooks giving survivors free second chances perks.
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I take it killers would prefer DH and DS to go back to being active from the start instead of only after unhook?
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Then maybe stop punishing Survivors for doing gens, and maybe we might have a deal.
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This is like giving a child a toy because they threw a temper tantrum. That's rewarding bad behavior. If slugging is problematic then it needs to be nerfed. "Nerf survivors" shouldn't be the expected response to killers acting out.
It's also really ironic that you're complaining about perks while the killers participating in this are hard crutching on very specific perk builds. If anything needs changing, it's those perks.
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So I'm curious about something.
Why do YOU think that survivors have "second chance" perks and why do you think survivors run them?
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And I ask you, why would they not use them? If they have very strong perks to punish the killer all the time for things that they don't even have control over, why shouldn't survivors abuse them?
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Well you answered one of two questions, so why do you think they have them?
I'll fully respond to this part once I got the second part.
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Punishing survivors for doing gens? haha. You must be kidding. Survivors can literally do a gen alone in 50 seg with a green toolbox with addons. What are you talking about?
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They exist to help survivors to counter killer strategies and I never said they need to nerf second chance perks, some of them like DS I think it's fair. What I complain is most of them punish killers in an unfair way. The problem with DS for example, is that it can be used aggressively to punish killers that is not even trying to tunnel. Also some perks like Deliverance and Resurgence who heavily punishes the killer for spreading hooks need to be looked at. Why should I hook a survivor that have all those perks and can still punish me unfairly?
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No what you said is the following:
Slugging is the best strategy in the game right now. Killers will continue to slug until the devs stop punishing killers for hooking and spreading hooks giving survivors free second chances perks.
Which punishes in an unfair way? Decisive strike, which now only works if your actually being tunneled? You know you can choose not to chase them if they make it obvious they got it correct? Deliverance doesn't really punish spreading hooks. If everyone ran deliverance what happens if you tunnel one person? You got two possibly with deliverance. You spread hooks you have two possibly with deliverance. Resurgence, aka that only help the survivor get healed faster after they been hooked? This is "punishing" the killer? Really? This isn't punishment it's entitlement saying "I don't want the possibility of people using their load out". Hell it's only a POSSIBILITY and people flip out at these? It's rediculous excuses.
Now as promised.
The short answer is they really don't. Most those things are only strong against one sort of tactic. Look at DS again. What happens when a killer DOESN'T go for the recently unhooked survivor? Ds doesn't really become a problem then does it? You said "it can be used aggressively to punish killers not even trying to tunnel" but how would you get stabbed if you don't pick up the recently unhooked survivor? Sure they can body block but that's more a base BT thing and after the hit your still able to go for the other or literally anyone else. It's ALL your choice as killer.
Continue on, survivors usually bring second chance perks to counter specific tactics. DS tunneling, Unbreakable Slugging, Deliverance (and I'm stretching calling this a second chance perk) for forcing a trade, Resurgence (again second chance?) for returning to the hook immediately to try and tunnel. The only one I see that's a general all purpose is Dead hard, which can be countered by tunneling, certain killers, perks, add on, and FLINCHING...yes so so abusable and equal to the likes of leaving people on the ground to "play" or having a "game" of nothing but being chased from second one of the trial yes?
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Missing the point entirely. It doesn't matter if a survivor does gens in 50 seconds or 100 seconds. They are still punished for doing it.
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I fully realize this is not a popular opinion, but 1) I rarely ever see killers play this way, and 2) in the rare cases when they do try to play this way, my team (I play solo queue) has usually done a good job of countering it. The only time it works well for the killer is if my teammates are very bad in chase and get downed quickly, and teammates aren’t picking each other up. Both of those things are teammate issues, not killer playstyle issues.
I am certain I’ll get plenty of downvotes because most people don’t want to accept that maybe it’s an issue with how well they themselves or their teammates are playing. For those who disagree, just for fun go try playing this way as killer yourself. Do it for 10-20 matches and come back to let us know how you did. I know that any time I try playing this way it usually doesn’t go well for me because it’s awfully hard to win when you’re not progressing any of the survivors towards elimination.-3 -
They need to bring back the Anti Slug mechanic and rework perks like infectious fright to not be associated with mass slugging
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Also Slug based Killers like Twins Oni and Leatherface need to be Changed
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DS back to 5 seconds and is now reactivatable DH is back to its original Design
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We always get a laundry list of reasons but the reality is that Killers slug because it's easy, powerful, effective, and there's nothing in place that equals its power to punish it. In fact, one of the few things we did have to punish excessively bad and unfair plays, going next, was removed from the game. Now that players are forced to be an audience to it thanks to overly excessive DC penalties, we're seeing more of it than ever. With how things have gone, I genuinely would not be surprised if we get an upcoming patch that limits Surrender conditions.
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That, and the other effective defense against slugging (For the People+Buckle Up) was deleted. Why? Because Killers complained about it.
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