Slugging is out of control.

Drunkenmunky
Drunkenmunky Member Posts: 103

Make unbreaka-bill base kit.
SoloQ is already miserable.
Not having a chance at all is boring.
1v4 doesn't feel like it's worth playing at all.
Killers should try to just get better instead of exploiting mechanics.
I never complain when I get rolled as a killer. It makes me a better killer.
It's just a waste of time if survivors can't get to 2 gen.

At this point I'd rather play 4v16 than 1v4.
It's boring to not have the ability to complete actions to earn bp.

Ya can't just keep killers happy if no one wants to play survivor as you need 4x the survivors for one round.
People who complain about killer ques need to realize it's because survivor is so miserable.
(end rant)

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Comments

  • Reinami
    Reinami Member Posts: 6,904

    Have you thought about maybe considering the reason that killers are slugging rather than just immediately going to "we need to get basekit mechanics to counter it"?

  • Drunkenmunky
    Drunkenmunky Member Posts: 103
    edited May 22

    Have you considered that the need to get a 4k to the point of relying on cheap tricks and tactics and simply learning that killer is too much work?
    Get mad at nurse all ya want but it took me months to git gud. Without trash tactics.
    You either want to play or you want to win.
    I just want to play.
    Meta is boring. No one wants to play that.
    Being forced into meta isn't our fault. And we dont' actually have to play that way.

  • cogsturning
    cogsturning Member Posts: 3,324

    Was playing killer tonight. Decided to try a few survivor matches. Fourth one was a 4man slug at 5 gens about 3 minutes into the match. Went back to killer immediately. If that's how they want to act, I'll pass. At least as killer I don't have to deal with anyone's power tripping whims.

  • Drunkenmunky
    Drunkenmunky Member Posts: 103

    That's what I mean… no one wants' to play survivor if it's miserable
    I'd switch to killer too.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 670

    So… why don´t you bring Unbreakable or Boon Exponential? If every game is a slug fest you should get huge value out of it.

    You know to counter the Slugging Meta?

    Addapting keeps the game fresh instead of demanding to go back to the same stale game…

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,559
    edited May 23

    Is there currently an underlying reason for slugging? A lot of people were quoting fast track but that's been changed now.

    As killer literally the only times I'll slug are if: i know my victim will struggle out thanks to a sabo play so I drop them to gain a little pressure instead, with 2 left if I'm sweating the 4k (I only ever do this for adepts, achievements or challenges) or if I down someone who's on death hook and I'm intending to spare them.

    There isn't really any overriding reason that I can think of for slugging as a standard tactic unless you're playing twins. It's not particularly fun and it often backfires. Had a deathslinger who was trying for the 4 man slug on gideons yesterday. He ended up losing so many potential hooks to us reviving his slugs we ended up getting 3 out.

    Post edited by HoodedWildKard on
  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,491

    The thing I wish BHVR would realise is the way they implemented the Anti-Slug was way too strong, it didn't need scrapped it needed brought closer to 2v8's

    2v8 is a perfect example of anti-slug that's not abusable on either side. Just tie the pick up to exhuastion instead so it can't be combo'd with exhaustion perks.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 184

    Who is complaining about killer queues? Last night I played a few survivor matches and then had to switch to killer because the queues were way shorter. The queue times are the same as they have always been: longer queues for killer during the daytime when there are fewer people playing SWF, and the it flips in the evening when lots of people are playing SWF.

  • Wiccamanplays
    Wiccamanplays Member Posts: 317

    Slugging avoids activating some strong perks (Fast Track, Self-Preservation, DS, Dead Hard) but the bigger benefit for Killer is that it avoids the time sink of picking up, carrying and hooking a Survivor, and then re-engaging with the trial. the whole thing can take a really long time which is a death sentence in this era of hyper-efficient generator repairs. Plus, if you're unlucky with hook spawns, it can put you on the wrong side of the map or not work at all if Survivors bodyblock or sabo the right hook. Furthermore, the popularity of Resurgence means that an unhooked Survivor can basically be full health a second after unhook, so the time commitment is often asymmetrical in the Survivors' favour, especially since several Killer perks that activate on hooking a Survivor have either been nerfed or have never been that good. Meanwhile the strongest passive slowdown perk, Hex: Ruin, got buffed a while back and synergises with slugging very well. And of course slugging is much easier and more effective on strong, high-mobility Killers like Blight and Ghoul than on weaker low-mobility Killers like Trapper and Ghostface.

  • Shinkiro
    Shinkiro Member Posts: 561

    It's really, really not. But the devs are certainly encouraging it with the way things are and have been going. Apart from one game last night the last time i had a 4 man slug game was last anniversary when a ghostface slugged us in midwich.

    If you dont want to be slugged then bring anti-slug perks and adapt how you play when its being done. We've been through this before, basekit anti-slug is a god awful thing for the game and it's not needed at all. If all four survivors managed to get themselves slugged without it being a very close game then that's a team issue as you aren't playing to counter it.

  • wesker_shades
    wesker_shades Member Posts: 28

    Then, why are you defending this playstyle, or blaming it on the devs? It is 100% a PLAYER-created problem.
    Are you actively doing it in your matches, because it is easy and convenient? Which is the same kind of mentality certain killer mains had about hard tunneling when that was brought up.

    It's not the survivors' fault that the killer player decides to omit the intended way of playing.

  • Mooks
    Mooks Member Posts: 15,233

    ’it’s a team issue’

    And I guess we are just supposed to let soloq suffer? There is not really reliable anti-slug builds for soloq survivors, and you shouldnt just determine your entire Build around one possible Killer playstyle which results out of bad game design to begin with.


    Base-kit anti-slug can work, just not the way it has been proposed before. Similar thing happened for anti-camp and now we do have a base mechanic that doesnt get abused after all..

  • Salafur
    Salafur Member Posts: 9

    I don’t think so… in fact you get all these playstyles you hate because of basekit this basekit that. Because of basekit unhooking yourself, when camped. Basekit anti tunnel so you can’t get downed after unhooking and all we naturally tend to use the best strategies against survivors like tunneling or slugging.

    In the early time there where no basekit perks but you guys had to cry for your babysitter to get basekits … guess what . The killers are not your friend and we will do everything in our might to kill you.

    And when it’s slugging because of two many second chance perks in game or flashlights or pallets… well get ready to get slugged and if you don’t like it, take these perks in your inventory and pay for it with a perkslot…


    #nomorefreebullshitforsurvivors

  • Shinkiro
    Shinkiro Member Posts: 561

    Except its not a "problem", don't present opinion as fact. And the devs are very much to blame for any condition of the game in which players feel they are heavily encouraged or forced to do certain things because other ways are objectively worse or detrimental.

    No im not actively doing it in my matches, because im not playing against potatoes most of the time and i'll likely get punished for it. At best I can risk a brief tactical slug. Slugging stops being "easy and convenient" as you so put it when survivors are capable of playing around it. Unlike hooking, slugging carries the risk factor of you losing all your pressure from it and you have no game progression for the time spent. This obviously isn't that effective unless survivors are bad at dealing with it.

    Your survivor rulebook garbage means nothing FYI. There wouldn't be mechanics for it if it wasnt intended.

  • Shinkiro
    Shinkiro Member Posts: 561
    edited May 22

    Yes, its a survivor team problem if you are letting the killer slug you all, doesn't matter if its solo q or not, It's player skill and game sense. It may shock you but there are plenty of good solo q players. It falls on everyone not just one person to counter play. The killer should have to be a huge amount better than you all to reliably pull it off, which feeds back into the average survivor skill level. Once again the fact there are good survivors who don't see this as an issue is ignored to push the solo q narrative. Solo Q isnt mechanically different, solo q problems are player problems.

    You don't even need a whole build, which is excessive, even just unbreakable to prevent the slug snowballing is insanely strong so you can recover, destroy the killers pressure and get a second chance. The amount of times a single person with unbreakable has turned an entire match around is insane, but you all downplay the tools you have as don't want to adjust your builds or because you want the game to play itself for you. You aren't supposed to just flat out invalidate everything a killer can do, thats not how an asym game works.

    Basekit anti-slug is not needed, period. You can already just abandon the match when its deemed "problematic" and unrecoverable (2% of total games btw!!). We don't have anti-camp, we have anti face camp, they are not the same thing and that actually was a legitimate problem that had to be sorted.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 184

    Is this playstyle boring? Yes, is it. Is it effective? In my experience, no, it is not. I would be in favor of adjustments to the game to discourage slugging playstyles just based on the fact that it is super boring and lame. But I fully disagree with anyone who says that this is some sort of overpowered cheap way to win games. Most matches I’ve been in (and I play solo queue) where killers have tried to win this way have been losses for the killer. The only times when it hasn’t was when teammates were lasting 5 seconds in chase or not picking up downed teammates. I keep telling people to go try playing this way as killer for 10-20 matches and then come back here to let us know how it went. They’re probably going to realize very quickly that it’s not an effective way to win matches.

  • wesker_shades
    wesker_shades Member Posts: 28

    I wasn't referring to the broad term of slugging, since I use tactical slugging in my killer matches as well, especially if I know there are survivors around the downed one, carrying flashlights, or are close enough for a pallet save.
    What I was referring to was the players who go out of their ways, running Infectious builds with the sole intention to 4-man slug

  • TinfoilHat
    TinfoilHat Member Posts: 15

    its insane that the mindset is give us a second chance perk BASELINE? its insane that you would think this way, you already have sooo many options against killer esp if you have friends thats 16 perks vs 4 perks??? but you want a get out of jail free card baked into every survivor? and lets be real gens go fast enough that it would be insane to think that a full SWF could just get back up if you misplay.

    You down a surv, their friend/teammate is too close why would i want to be forced to pick up when i can punish you for misplaying but instead i have to worry about baseline second lives? get out of here.

  • TinfoilHat
    TinfoilHat Member Posts: 15

    but yet killer has to get 4 perks around a team of perks and hope they arent full stealth survs or gen rush survs? come on man stop blaming the killer whos always soloq and start looking at THE issue, GENERATOR REPAIR TIMES. its not fun for killer OR survivor (unless the surv gets to bag at gate then they are happy.) no killer enjoys slugging but if it means a win or bags at the gate sorry but ill tunnel, ill slug and do what it takes against 4 people while my back is against the wall.

    If things changed it would benefit NOT ONLY killer but survivors as well. This division and fighting is a symptom of a bigger issue and both sides are grumpy and taking it out on the other side. divided we fall…. js js

  • Rulebreaker
    Rulebreaker Member Posts: 2,715

    There's some problems with these.

    The killer themselves? All their options to cut survivors down, from tunneling, to camping, to Slugging, are all baseline. Compared to countering them, it takes more skill and or perks and usually those perks are one offs. So those "options" come at both a cost and temporary use compared to the repeatable free "options" the killer has.

    Fearing forced pick ups is reasonable, BUT when people keep Slugging for misery (ie: slug one go off to find another, repeat till everyone is down) then SOMETHING is going to give and no one is to blame but those players whom ruin everything for the rest.

    And the survivor has to basically use their 4 perks just in case the killer wants to slug or tunnel which is free. Generator times aren't the problem here. Hell no one reasonable will complain much when your back is actually at the wall and you do whatever. The problem is people feel their "back against at the wall" from second one and do these things. Or just don't give a damn about others and do it cause it's free and hard to counter with a bonus of misery to the opposition.

    This division and fighting is a symptom of a bigger issue and both sides are grumpy and taking it out on the other side. divided we fall…. js js

    The problem is that the bigger issue is the players though. Yes both sides, but it a people problem.

  • DNet89
    DNet89 Member Posts: 275

    Unbreakable basekit would be to strong as it currently is.

    I would however support these mechanics

    •after 120 seconds of being slugged you can recover to injured.

    •once recovered to 95% you crawl 25% faster

    •You can crawl and recover at the same time but recovering is reduced by 25%. (If not crawling you recover at normal speed)

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,491
    edited May 23

    As I said earlier, 2v8 is a great place to look for it. IDK why the 1v4 Anti-Slug we recieved was so overtuned, we didn't need moving while recovering, gradually increased speeds and the ability to always be able to pick yourself up.

    Tying the self pick up to exhaustion or an internal CD or both could be a way to do it, like how it works in 2v8 with the class abilities. but it's all we need, it doesn't remove short term option, it just stops more extreme cases.

    That way they don't need to change perks like unbreakable or tenacity drastically and it doesn't affect the core game loop too much, can just tune how long it inflicts exhaustion/cooldown.

    Post edited by Rokku_Rorru on
  • TinfoilHat
    TinfoilHat Member Posts: 15

    This is the problem tho, as you stated killers feel like their back is against the wall lets be real I get iri 1 killer most seasons if i play but "joe shmo" riding the silver and gold train is 100% going to feel like this BECAUSE if he takes a chase (hits a pallet) a gen is popping and generator anxiety starts to hit. I'm sorry but trying to be as unbiased as i can theres no way these fast gens ripping is fun for either killer OR survivor.

    100% the average killer is getting anxiety hoping he doesnt get bagged at gate, sabod to heck with a SWF or bullied in general from a decently educated surv team. Average killers cant be expected to sweat every match playing macro and micro at the same time! Meanwhile you guys get ELUSIVE(which i said was going to be way more of an issue than Fast Track and i stand by) gen perks, fast heals after unhook. You and I might be able to deal with situations like this but average joes are not.

    So again, my issue is with the way the match is currently being played. Pallet to Pallet gen rush to oblivion stealth and you expect a guy to not try to slug? Its really a hard task taking hooks after every down or even at all when a 20 second chase can lead to 2 gens popping OFF rip.

    Please dont take this as an attack against survivor i play soloq surv from time to time and i find its really fun and most of the time i do not get slugged but with the average time im ripping gens i cant say i blame the killer if he feels thats all is left to do even if it is 2min into the game and 3 gens popped.

  • cogsturning
    cogsturning Member Posts: 3,324

    So, at the same time that I see people complaining about the games speed, they're also defending a tactic that lets them win less than 5 minutes into a match. So a 10-15 minute match of normal gameplay is "too fast" but a four minute slugging match is perfect.

    I guess speed is only a problem if you're losing.

  • Rulebreaker
    Rulebreaker Member Posts: 2,715

    Them feeling isn't the same as actually being though. You really think that a killer who would try to slug the whole team is actually against the metaphorical wall? They are not. If cowardice is the cause that's still a people problem, even if it's not the one I thought it was.

    You think gens are fast but 9/10 it isn't. Hell gens have gotten longer from the old times, there's plenty of ways to slow gens, regress gens, find survivors quicker, or end chases quicker and it's STILL too fast? Playing macro and micro is PART of playing, it's not sweating. The only times it's fast and outside the killers control is a swf with full gen setup. The rest is usually on the killer.

    If you want to bring fun into the equation it's not going to end in your favor as if you think the average survivor wants to spend a match on the ground for the majority of it or have it nothing but non stop chase it's not true.

    Because most matches aren't just pallet to pallet gen rush to oblivion stealth, bluntly yes. Especially when it's at 3+ gens standing. I've rarely had something like what you're describing in the 9ish years here, I've rarely seen that from matches from friends. It's not a common thing as long as you're half decent. So again, if it's people being paranoid and in turn using and abusing these from the get go, it's a people problem.

  • Wiccamanplays
    Wiccamanplays Member Posts: 317

    I wasn't defending anything, I was explaining why a Killer might slug in a given scenario. It's why I've slugged Survivors in games sometimes. It's also possible to hold two different ideas in your head at once, that going for a 4-man slug at the start of the trial and leaving people to bleed out is bad for the game and also that 40-second gens are bad for the game. And neither of them is a personal failing of the players involved but rather a failure of design and balancing by the dev team.

  • Wiccamanplays
    Wiccamanplays Member Posts: 317

    I could say it's a roundabout way of saying that Killers are being forced to jump through increasing numbers of hoops and that it might explain why average kill rates are falling month on month.

  • Zakon05
    Zakon05 Member Posts: 462

    Even without Fast Track, survivors have a lot of strong perks that activate from being unhooked or unhooking someone else. There's also the anti-camp feature and off-hook endurance effect. I mean there is a reason why survivors hate being slugged, it's because it's harder to recover from being slugged than being hooked. It's not like being on the floor is inherently any more boring than hanging from a hook, you can't play the game either way.

    That being said, I don't think slugging (as in all slug, no hook) is as strong as the advocates for the playstyle claim that it is. It's very all-or-nothing, you either clean sweep or you lose hard. And it gets countered much harder by anti-slug perks and good survivor macro play. It's just really hard for uncoordinated teams to deal with.

  • TheTom20
    TheTom20 Member Posts: 720

    My killer ques have been between 4 and 18 seconds since 2v8 ended

  • mecca
    mecca Member Posts: 579

    I'm so glad BHVR pampered killers and refused to do the right thing and make the game fair for both sides.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,559

    This is such a weird argument I keep seeing. Like what perks actually help that much after being unhooked? Only ones i Can think of are anti tunnel perks like DS and BT. sure dead hard is a thing but that one actually rewards tunneling and can also be countered by exhaustion infliction or just baiting it. Survs have anti tunnel perks so killers are slugging in response? It doesn't make any sense to me whatsoever. Endurance doesn't really matter if you are really tunneling hard just insta hit off of hooka nd you only need one more hit for the down.

    Now that fast track is changed saying the game is punishing the killer for getting hooks isn't really valid. And slugging is a super bad idea, it usually backfires unless the survivors are braindead.

  • Domicci
    Domicci Member Posts: 21

    Slugging is just worse hookstate sense you can be healed faster if you recover while downed and the killer doesnt get notified when you get healed. The things slugging prevents are the plethora of perks that are activated once unhooked like ds or shoulder the burden arguably the 2 strongest perks in the game. The next thing is survivors are to altruistic and will go in for the save way to fast I have 4ked at 5 and 4 gens because I down someone under a pallet and the whole team comes over and tries to save while I just slap them repeatedly downing them slowly because they keep trying to pallet stun or flash light save so I just run them off but they come right back. Slugging also isnt easier then hooking and you literally can do more slugged then you can hooked i have gotten out because I was slugged and the kilelr couldn't find me when I crawled to gate and left. This is 100% a skill issue for survivors not using the extra time they get from a slugged survivor then a hooked one. Survivors dont need more base kit hand holding it will just make then worse at the game.

  • Domicci
    Domicci Member Posts: 21

    Deadhard, ds, shoulder the burden, fasttrack, after care, babysitter, blood rush, borrowed time, breakdown, camaraderie, deliverance, desperate measures, kindred, no one left behind, off the record, reassurance, resurgence, second wind, slippery meat, up the ante, well make it, and wicked all perks basicly turned off or severally nerfed by slugging. As well it counters sabotaging the hooks which killers only counter to is slugging.

  • Domicci
    Domicci Member Posts: 21

    Ya but at that point you feel like your playing against skill and not perks which alot of unhook perks feel like your not getting out played just out perked

  • Domicci
    Domicci Member Posts: 21

    So make swf even stronger instead of teaching survivor how to be better or better yet giving killers a reason to hook survivors sense killers get very little from hooking compared to what survivors get

  • Zakon05
    Zakon05 Member Posts: 462

    Before I post this know that what I am posting is meant to be a nuanced explanation, not a condemnation of any of the perks I'm listing. In fact I think most of these perks are balanced or even healthy in a vacuum, except for one which I will get into.

    Perks which survivors benefit from when being unhooked: Resurgence, Dead Hard, Decisive Strike, Off the Record, Blood Rush

    Perks which reward survivors for unhooking their allies: Deliverance, We'll Make It, Babysitter, Borrowed Time

    Perks which benefit the survivors from being hooked: Kindred (the aura reading on the killer), Fast Track

    Perks which remove killer pressure from the killer related to hooked survivors: Reassurance, Shoulder the Burden, Camaraderie, Slippery Meat (with a luck build)

    Base-kit mechanics which the survivors benefit from related to hooks: Endurance, Anti-camp

    Perks and mechanics which make it difficult to hook in the first place: Boil Over, Breakout, Flip Flop, Power Struggle, Saboteur, flashlights, pallet stuns, other forms of stuns (Head On, Last Stand)

    I know the instinct is to go into why these perks aren't bad. Like "are you really complaining about Kindred" or "Who the hell runs Camaraderie?"

    But that's not the point, the point is that if you go for an all-slug playstyle, you deny value from all of these things simultaneously. Meanwhile the perks which counter slugging are few and rarely run. Unbreakable, We're Gonna Live Forever, Boon: Exponential, and that's really about it. And there's things you can do to make it even harder to pick up slugs, like Coulrophobia.

    In my honest opinion though, you could cut down on a lot of the slugging playstyle by nerfing the one perk which I think is the most problematic here: RESURGENCE.

    That perk gives SO MUCH VALUE to the survivor for being unhooked.

  • Tnotjerryy
    Tnotjerryy Member Posts: 13

    Whoever wants UB basekit never played killer and should prob. play smth else.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,559

    This is such a weird swing.

    First off to come after resurgence as a perk is super odd, I've literally never heard anyone complain about it before. It doesn't progress the game for survivors, all it does is mitigates the reset time from being hooked. It is a very good perk but it's hardly game breaking. An altruistic heal takes 16 seconds. With resurgence that is halved, so lets be generous if you count the time it saves both survivors for half a heal it gains the survivor team 16 seconds of total. So much value? Hardly gamebreaking, and I don't see it used all that much. Rarely see it in my killer games and I have maybe 1 swf team mate who runs it semi regularly. And it has counterplay, haemorrhage messes with it if survivors don't try to heal right on the hook. (scourge hook weeping wounds anyone?) And ironically tunneling is also a hard counter to it, healing progress doesn't do anything for you if you wind up straight in chase.

    As for the rest of it. The whole objective of the game is at it's core based around 2 things. Getting generators done, and hooking. Survs need chase perks to avoid hooks, information perks to help tactical play, gen perks for achieving their main objective and hook/struggle related perks to mitigate the damage done by being hooked.

    For killers to explicitly not hook to avoid giving survivors an "advantage" from hook related perks is like wrecking your car so you don't have to pay for fuel. They are deliberately avoiding their actual objective to try and deny value from perks that for the most part either aren't used much, or can be nullified by not tunneling someone straight off hook. These perks need to be in the game, you can't not give survivors perks to help them recover from or avoid being hooked.

    Things like off hook endurance and anticamp are necessary because otherwise the game becomes a tunnel fest. Slugging as a response to these is a bad idea for 2 reasons.

    1. Going for a 4 man slug will usually backfire unless the survivorsare absolute mugs. I played against 2 killers who tried to do this yesterday, and both times we got gens done and 3 players out. With 2 players slugged it's so easy for them to crawl apart, recover and get insta revived by the 4th player while killer chases the third. Plus you have unbreakable, which more and more people are running now.

    2. Even if it does succeed, it devalues the win. If you get a 4 man slug you get less bp for hook actions and short games will not give much bp, not to mention it's super boring for both sides.

    P.s. slippery meat? really? I mean if you need to quote luck builds to point to why killers are slugging that's crazy. Anyone dumb enough to run luck builds deserves the extra 4 hook states they hand the killer.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 184

    What do you suggest for solutions that would not be overly busted for the survivor side like basekit Unbreakable would be?

  • drag27
    drag27 Member Posts: 261

    what I want to know is how they figured BHVR pampered killers?

  • Zakon05
    Zakon05 Member Posts: 462

    Okay three things.

    One, the point again was that the benefit of the slugging-only playstyle is that it bypasses every single hook-related perk survivors have, not that any single hook perk is a problem on its own. Like if you hook a survivor, you have to deal with them having off-hook endurance at minimum and you can't be too close to them without them getting anti-camp, which they simply don't get when slugged. And it works. I don't think it's as good as many advocates say because it's very all-or-nothing and it gets hard countered by anti-slug perks, but it is a valid strategy to win.

    Two, if you haven't heard complaints about Resurgence, you haven't been paying attention. Otzdarva just listed it in his recent survivor tier list as a 5-star perk, one of the best survivors have, and in fact placed it as the 2nd best survivor perk overall. I played a game last night where I hooked someone and walked away slightly, and they were off the hook and healed before I could even turn around and make it back. If you don't understand what a gut punch that is to killer pressure, you don't play enough killer.

    And third, yes slippery meat. Yes, it's an extremely rare build to go against, but I have gone against it and it is absurdly strong. To bring up otzdarva again, he showcased it here:

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,559

    Honestly seems crazy that people are applying that kind of logic. "Oh i won't do my main objective because some survivors might have perks that activate based on hooks" Going for a 4 man slug is always a braindead play unless survivors are equally braindead or you can insta down very quickly like bubba. To make it work really requires pretty intense consistent misplays from the survivors, doing stuff like swarming a hook or downed player.

    You don't have control of the match unless you down 3 players and have the last one in chase, heck even then it is possible to finish another player's recovery midchase and have one of you get away to res the others.

    As for resurgence, just because one streamer complains about something, even a high profile one like otz, doesn't mean it's broken or that community has an issue with it. The forum is a pretty good indicator of what the community at wide has issues with. You are literally the first person on here I've ever seen complain about it, and i have been here a while. I also play plenty of killer, and resurgence is a perk that's never given me trouble. It's damn good for sure, but not game breaking, good killers can play around quick heals. Then you have perk counters leverage, SH:Weeping wounds, coulraphobia, sloppy butcher. There are a plethora of anti healing perks that nix resurgence very effectively. As well as tunneling off hook.

    And yh that slippery meat build is mad, does take up half the perk slots and every offering slot though as well as requiring a 4 man swf.

    End of the day probably just going to have to agree to disagree, but hey if I keep winning survivor games on the back of killers trying to slug out I'm not complaining. I certainly don't bother doing it when I'm killer unless I'm in a situation where it's the only optimal play like i decribed before. And my killers games go perfectly fine more often than not.

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 184

    It’s been very tiresome to hear these calls for busted handholding basekit perks. There has been no fundamental change in game balance for a very long time, yet somehow all of a sudden the game is “unplayable” for some people. Some people just aren’t satisfied unless they are escaping a majority of their matches (at much higher rates than the average 40%) and because they don’t play killer, they don’t care how negatively it affects the killer experience.

  • Zakon05
    Zakon05 Member Posts: 462
    edited May 23

    I don't… believe you, sorry.

    You either don't play killer that much or you're newer to the role, there's no other explanation.

    Resurgence is a broken perk, one of the most overpowered perks in the game. If you don't think so, you lack the game sense to understand.

    Not only does it synergize with the anti-camp feature, as killers don't typically want to hover around the hook very much, giving the survivors space to consistently make use of it.

    It also robs the killer of a ton of pressure. The survivor needing to take time to find healing is supposed to be slowdown for you. Or a risk/reward of staying injured in exchange for better gen efficiency. But the survivors simply don't need to make the choice, they can heal 4 seconds after being unhooked and be ready to take two hits after. Even if the survivor uses those hits in the most inefficient way possible, just holding W and not looping anything, it takes a large amount of time to re-down them after you find them again.

    No, Gift of Pain/Weeping Wounds does not help. I've tried it. It only slows down the heal a little, you need to be proxy camping to actually interrupt the heal. It's also a scourge hook, meaning it's RNG as to if you can even consistently make use of it or not, where Resurgence is available after every single unhook.

    You don't hear people complain about it often because, quite bluntly, most of the people on the forums and reddit are bad and only complain about the most obvious things like Sprint Burst and Dead Hard. Resurgence is like Vigil, it's silent in the way it breaks the game, you don't really notice it unless you have a firm grasp of the game's macro.

  • CrypticGirl
    CrypticGirl Member Posts: 1,679
    edited May 23

    Some people just aren’t satisfied unless they are escaping a majority of their matches (at much higher rates than the average 40%) and because they don’t play killer, they don’t care how negatively it affects the killer experience.

    I'm baffled that people are saying this in the same thread where the Killer playerbase decrees that they slug specifically to avoid Survivor perks that activate with hook states and because it's super effective.   And the only solution they propose is to nerf survivors and/or those perks even more.  It's like they're never satisfied unless they get a 100% kill rate.

    Post edited by CrypticGirl on
  • crogers271
    crogers271 Member Posts: 3,514

    I'm baffled that people are saying this in the same thread where the Killer playerbase decrees that they slug specifically to avoid Survivor perks that activate with hook states and because it's super effective. 

    It's a lot easier to complain that the other side 'wants it easy' then to admit to wanting something easy for oneself. That is the central crux that most people seem to try and avoid.