Any particular reason anti slug got dropped entirely?
Comments
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If Killers hate it when Survivors run meta perks like that, that's all the more reason to nerf slugging (and by extension, tunneling). Then they can try running different perks and discovering some new and interesting builds.
And on the flipside, Killers may actually discover some new and interesting strategies.
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Slugging isnt that meta and if it has to be affordable it needs full builds which kinda goes against your meta survviors are running, there are lot of perks that counter tunneling but only few people per lobby use them.
There arent any other strats its just hook game either you hook random or go after someone or leave them on the ground there isnt anything else except like sadako having mori and old mayers having tombstone but thats something only one killer now can do so there arent any other things to do as killer. This only shows you dont play as killer or you would know you can down a person, pick him up and hook him or leave him on the ground and go after someone else or go after the one who was unhooked last to kill him faster thats all there is.
I only showed how coordinated swf can make game almost unbeateable for them, unlooseable unless killer slugs full lobby or gets upper hand from the start and holds that preasure but not all killers are designed to be able to do this at the start like the weaker ones.
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Its not a knee-jerk reaction when its exactly what would happen. You cant buff solo queue with out giga buffing swf's its just how its is. Swf's are the strongest role in the game and killers have to go into games thinking everyone is in a swf because if they dont they will lose to a swf sense generators pop so fast. During 2v8 i played multiple 1v4 survivor matchs with my friends and we would escape in under 6 minutes which is insane to me that the killer waited 10ish minutes to get 0 kills and a game shorter then his queue time. If we had base kit unbreakable/antislug we would have gotten out faster. Slugging is a needed strategy sense its a way for the killer ot apply pressure and alot of the time killers slug because survivors caused the senerio where they had to like crawling under a pallet and the killer knows someone around or the use ds super aggressive to let people escape and extend their chase for basicly free. But no any criticism towards survivors just means its us vs them because you can't actually make an argument so your using it to deflect.
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You countered 11 of there perks good #########
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Killer has never been as easy as it is today unless you playagainst SWFs.
You should have played the game 4 years ago to see what it was to play against soloQ veterans every game. Survivors are awful now.
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It was easier, killers had better tools too back in the day so both sides had busted things but mostly there was no mmr, loose matchmaking which only matched people by rank which wasnt even that good as todays mmr so you had more space for randomness but today compare to old matchmaking this one is holding you in shackles compare to old one and makes the games significantly harder.
No antitunnel or anticamp had huge power over survivor getting killed compare to todays state where m1 killers are even in endgame cooked unless they run perks like STBFL so killer like hag was actualy nightmera but today its joke.
This plus opponents in same level or slightly higher in skill makes it today much faster phased and harder especialy against better survivors who got so sence.
Before mmr I had quite rich and wide matchmaking but I stoped playing before they add it and after I played with it I had chicken senced survivors which runn in straight lines like chickens to kfc but then I won a lot logicaly and it become harder and harder which wasnt thing before only thing that amkes killer better nowdays is no more busted perks (unless it fully stacked swf like in picture on my previous post) like mft or FTP+buckle up and another busted combos or addons thats onlything thats easier on killer nowdays.
Pallets are still somewhere cracked since two previous 2v8 where something went wrong (theres post about it …..
Sure... Pallet Density was reverted and it's OK now.)where its shown how some places are still safe heavens where killers without very strong antiloops cant do much and get cooked by good loopers which you face more nowdays thanks to mmr than back in the day in comparison.
I wouldnt say killer got easier something did but other things didnt only thing thats out is frustration from busted things like og dead hard,ds and other busted perks and addons or map loops (well except 15 another pallets left from some leak in spagheti code from 2v8) but thats it, gens take more time but are done actualy faster nowdays then they did back in the day where they had 70-80 seconds of base repeair time, killer perks or more specific the best ones got weaker too like corrupt,dead lock, pop, pain res, ruin and many other meat perks got solid nerfs or restrictions which they didnt have back in the day.
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Swf's are the strongest role in the game
High MMR swiffers don't crack a 50% escape rate, so no, they're not. Killer is the strongest role.
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- Gamble it. 95% of the time there is no one for save or fail it.
- Almost never happens, people do gens.
- Mini game - "if I were Jake, where would I be?" - have some fun or let them bleed out because of it.
- Didn't happen to me for months now.
You are covering 0.1% situations.
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the time to effort mainly, a killer can slug a person in 3 seconds depending on the killer/perks then it's instant value and the killer can go on and chase others, patrol gens or at the worst, patrol those while keeping tabs on the downed survivor to try easily getting a win state from that simple down. more people trying to deal with the slugging=less people on gens too so even more value for the killer effectively skipping a whole part of the game.
a hook takes much more effort to do and time, but gets a survivor killed faster using a strike system and a faster timer. but it also comes with actual protections making it MUCH more preferable over just being slugged 4 minutes straight from the survivor perspective. on top of all this a hooked survivor can be unhooked in 3 seconds and gets 15 seconds of endurance. a slugged survivor needs to be healed for 16 or left on the floor for 30 and can instantly be downed again with no protection AGAIN for an easy snowball.
All in all slugging has absolutely no built in protections at all, is tedious and slow from the survivor side and just free value for a killer and way too time efficient for themselves being able to completly skip a whole gameplay mechanic the game is attempted to be balanced around (hook states)7 -
4 years ago there was no way to get 2k + 10 hooks without tunneling or stacking gen regress perks.
Today i do this everyday, survivors are terrible, they mostly have no skill at all in chase. Killer is easy cause the community is unskilled.MMR was launched in 2021, so 4 years ago MMR existed and was tighter.
Well, you do not know what you are talking about, drop it.-2 -
Maybe thats your situation but I face people that are skilled and know how to play or when to do gens. 4 years ago games were way easier for me and i havent went against so staked full meta teams and if i did it was same perks but now there is more of them and are in some combinations more stronger I would say like build ds,dh,unbreakable, adren was gold compare to now ds,dh,shoulder,unbreakable because this build with some coordination will make bigger inpact on the game.
Drop what truth, maybe your situation is different but I go against people with same or even bigger skill and games are way harder because 4 years ago I didnt need to play more "dirty" or smart using strats to get these 2 kills on 8 hooks I had more kills back then especialy with weaker killers then nowdays like when I played trapper 4 years ago it was "well this can be winneable" but now Im loosing way harder and 1-2 kills is like maximum unless survviors screw up some saves but its 1k in endgame even when I didnt played badly just these killers cant keep up nowdays.
You kinda have no idea, people got better or more smarter in some things through 4 years and to your info the more you win and paly one role the harder it gets even when you paly stronger character you will still get stronger opponents so dont bm me here and go find how it works today.
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Can you show us some video of your killer matches? If you’re going to come here and tell everyone that they’re terrible, at least show us how it’s done so we can all get better.
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It's just the truth.
Getting hooked is fundamentally the same as getting knocked with the exception of two key points and one trade-off.
1.) You deny hook-based bullshit perks that most of their "gameplay" hinges upon, they hate that.
2.) You continue pressuring immediately instead of poking giant holes in your pressure periodically, they SUPER hate that.
These two key points agitate the videogame-scrub mindset that most survivor players unfortunately possess. If there's any confusion about what a videogame-scrub is, please refer to this link - https://www.sirlin.net/ptw-book/introducingthe-scrub
Trade-off: While eliminating the stress of putting up with some of the most annoying and game-breaking perks that exist, the killer must accept that they'll be playing a heavily macro-dependent version of stab tag attrition where each survivor will likely receive more than 3 chances at getting caught.
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But those aren't the complaints i normally hear. Nobody is saying they hate being slugged because its "more efficient" as the killer, and it is rare for them to bring up the protections they get from hooks as a reason.
But, you do bring up a great point about the protections. My example if it only takes 30 seconds less to die from being slugged (minus the 3 hooks things) and survivors get tons of perks and benefits from being unhooked, that stands to reason that is the REASON that killers are slugging more.
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So that begs the question: do you not see that as a problem? Do you truly enjoy playing that way? If not, what do you propose the solution should be? Aside from "nerfing survivors" even more, of course.
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I have never said that slugging, or for that matter tunneling or camping or anything like that is good for the game.
Slugging is tough, because survivors have many ways to save a teammate while they are being picked up and so on. So i don't think slugging by itself is necessarily a problem.
The problem is more that hooking survivors is just bad for you as a killer. You unlock tons of perks and power for them, and it takes SO long to pick up a survivor, walk to a hook, put them on a hook, where all your pressure you are building up is gone.
Tunneling and camping, i have a solution for from a game design perspective, slugging is tough without negating a ton of things. You need to allow some amount of time for slugging to deal with like 1-2 survivors hovering around for the save. While at the same time, making it not abusable to slug multiple survivors. And at the same time, you don't want to take away all the killer's pressure. In a lot of ways, if there ARE survivors hanging around for the save, and i happen to down all 2 of them, i shouldn't be punished for that as a killer. So it really is a tough call on what exactly the correct solution is. But the solution is definitely not to just slap on basekit unbreakable and call it a day.
I would have to test it out against actual good survivor teams, but perhaps some compromise in the middle where like we do to picking up, walking to a hook, and hooking survivors what we did to pallet breaks, vaulting, survivor speed boost etc. and just buff it up a bit, while adding in a way to "send" a survivor to a hook if they have been slugged a while (to punish survivor teams swarming) while adding a function of unlimited basekit unbreakable, so for example something like this:
- Decrease the time it takes to pickup a survivor from 3 seconds to 2.34 seconds (same as a pallet break)
- This time hasn't change since nearly the game's release, and was tied to the speed it took to break pallets for a while, then they made it faster to break pallets, then they made it faster again. It's probably time to decrease this timer again.
- Make the timing on blinding a little more lenient again
- With the increased pickup speed if the killer gets blinded by the survivor during the animation, the timing on blind should be made a bit nicer for survivors so they are still able to do it even if they don't have the perfect position.
- Increase killer movement speed while holding a survivor from 3.68 m/s to 4.0 m/s and then nerf agitation (so like they do with addons, make agitation partially basekit)
- This puts them at the exact same speed as a survivor, so they still won't be able to chase a survivor while holding one, but it would increase their speed a bit
- Decrease the amount of time it takes a survivor to wiggle off by 1.3 seconds
- Right now it takes a survivor about 16 seconds to wiggle off, during which a killer could move 58.88 meters, if they make it take 1.3 seconds less and the killer moves faster, it still keeps the same distance of 58.88 meters so killers can't reach any further than they can now, they can just move to that point a little bit faster.
- Decrease the hooking animation from 1.5 seconds to 1 second
- New basekit ability: When a survivor has been slugged for 30 seconds, gain the ability to "send" a survivor to a hook without picking them up. This sending logic just "sends" them to the nearest hook (or maybe furthest? depends on what feels right) without having to pick them up. This ability deactivates if a survivor is downed (basically so they can't slug one survivor, go down another, then send the first one and go hook the second)
- This makes it so if survivors are swarming around for the save, the killer can chase them off, hit them, etc, but if they keep trying to go for the save and hover around, the killer can gain the ability to hook the downed survivor without exposing themselves.
- New basekit ability: Unbreakable (with no limits) that activates when another survivor is downed. The survivor is able to pick themselves up after 10 seconds of the ability activating.
- This way, you cant' down multiple survivors without some kind of penalty in place. You'll basically have enough time to decide which survivor you want to hook, but you won't have time to do both.
I think this could be a smaller middle ground where, killers feel like they are able to pick up survivors without losing all the pressure they have built up as much from picking up faster and more movement speed, encouraging them to hook more often. When survivors come for the save, they totally can still save, but if they start swarming for like a "bully squad" type situation, the killer gets the ability to just hook that survivor without penalty, and then immediately start chasing another survivor. While at the same time, you can't go and slug entire teams.
This is also just in a vacuum, i probably wouldn't do the speedup changes if the changes i would make for tunneling and camping that i frequently talk about became a thing, but if we are tackling JUST slugging specifically.
I don't actually know if this is the right answer, or if it is too much, or too little, but it would probably be my starting point of trying to look at slugging in a way that doesn't punish killers for trying to prevent saves, while also dealing with the more egregious examples of slugging. Doing some testing on this, and then tweaking numbers so they make sense.
-3 - Decrease the time it takes to pickup a survivor from 3 seconds to 2.34 seconds (same as a pallet break)
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Why do killers deserve free remote hooking when they can't deal with a situation? Just because you downed someone doesn't mean you're entitled to a hook.
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I still feel like you're misunderstanding that when we talk about slugging, we're not talking about the strategic kind (where you leave the person on the ground for a moment because the teammates are swarming around you). We're talking about the abusive kind, where killers just wanna slug the survivors from the get-go without even trying to hook them, just for the sake of bleeding them out just to be sadistic. And that other mindset you mentioned, "I don't want to deal with these survivor perks, so I'll just bleed them out," is also problematic. That's the same kind of entitlement survivors have when they say, "I don't want to deal with the killer's perks, so I'll just DC."
As for your ideas, it's hard for me to critique them without seeing them in game, which probably will never happen.
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I'm not saying killers can't deal with it, i'm saying that the way killers deal with it survivors don't like, which is slugging and then results in 2-3 or even all 4 survivors getting slugged and someone complaining about slugging. So can you tell me then what you would suggest doing that would:
- Still allow killers to punish survivors when they go for the save and they spot them
- Does not allow for slugging multiple survivors
- Is not abusable by SWFs
- Still allows survivors to actually try and go for saves
Again though, i'm not saying this is necessarily the correct solution, and its simply one i thought of in a few minutes. But it would be the type of thing that they should test on various PTBs. I don't really understand why the community has this massive aversion to just trying things out on PTB, and if they don't work, no problem, just don't release them. We have plenty of examples of the devs doing this at various points in the past through things like, removing bloodlust, the anti-tunnel system, basekit unbreakable, etc. Why is there some massive issue if we test something on PTB and then it doesn't work out?
And if you want to talk "dev resources" these systems i'd propose are already in the game, we already have things that remote hook, so it shouldn't take too many resources to wire the system up as a simple test, sure it might be jank, or animations might be weird or w/e, but the point is to test how it feels, and then go from there.
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Which is precisely my point, how do you punish the abusive kind without punishing the strategic kind? And the only methods anyone can ever give is like basekit unbreakable after being slugged for x amount of time. But that very thing can and will punish killers when they aren't abusively slugging and is precisely what happened on the PTB when they had it and is why we don't have it today.
I will also slightly disagree with you. The entitlement of "i don't like this killer so i'll just DC" is different then "i don't like dealing with X system, so i'll employ a strategy that counters it"
That would be like saying that its toxic for me to say "well i don't like dealing with DS, so i'm just going to not tunnel the survivor" and then be mad that i didn't tunnel you to activate your DS. I am making a decision with my actions in the game to change up my tactics based on the scenario. DCing is just straight up quitting. There is a big difference.
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That was why I had the idea of basekit Soul Guard endurance (not the self pick up). The idea isn't to punish killers for slugging, but to give survivors some defense against it. That way you can still slug when the situation calls for it, and the survivor would still need a teammate to pick them up.
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So just more endurance then. Your proposal also isn't just a "lets fix the abusive case" you are just calling for a flat buff to survivors as a whole without actually addressing the issue directly.
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Well, i try to look at it from a number and effort perspective. Slugging feels awful cause even if its barely 30 seconds more to bleed out compared to being on a hook, being hooked has work and thought put in. imagine if there was some passive generator item that could repair on its own but slower(i believe we had event crystals before like that and i recall a lot of complaints about them). it's awful gameplay and has barely interactivity. if you don't have slug perks you just gotta wait the 30 seconds to save as a team mate or risk a 16 second protectionless pick up and for the downed guy you just get to crawl slow or afk 30sec to make pick ups easier.
Overall i think slugging needs to changed a bit so there's more thought involved and engagement. like any protections at all make it much more healthy, be it a bar that fills up and gives you endurance when a team mate picks you up or baked in tenacity so you can at least start moving right away instead of the dumb 30second afk time that encourages a killer camping a slugged body. those would be the easiest ways to balance the mechanic more.
my favorite idea i had personally was a way a survivor could prop themselves up but being environment based. like if you get a special slug timer bar full you can fall like balanced landing distance to land on your feet in the injured or deep wound state as a reset. This would be very map dependent but actually give crawling survivors something to do on their own like a killer is giving them a side objective. it also makes the killer have to think about their slugging more like location wise and time wise like 'could a survivor crawl to a drop in the time I'm away?' and you'd know where the bodies go too as killer 'ok i slugged this survivor so its oblivious they're going to the hill that was in front to try and reset'
the special bar would definitely need to take a long time and be halted with survivors near to avoid abuse but it would be something engaging.
Overall, i just want something that mitigates the worst part of the game. I've enjoyed this game for 3k hrs mostly just solo que having fun with perk build ideas. but just coming back from a break and my literal first match back is a singularity trying to mass slug at 5 gens and succeeding with this methodical flow.. it really just makes me and others wonder why we opened the game in the first place.3 -
So again, you just want a blanket buff to survivors with nothing that addresses any of the issues around how they would be abusable.
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well i want it to not be abusable and im not opposed to blanket buffs to killers. maybe give killers a 1 time instant hook like in original 2v8 to compensate and make flashlight/pallet saves unviable or add another 5 seconds on generaors. I'm 110% open for some give and take there
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Does it really need to be complicated? It's a nerf to slugging. And what "issue" are you referring to here? The issue of slugging, or the "issue" of Survivors having perks that activate with hook states? Even if these Survivor perks were changed, Killers would still slug, which would then prove that the hook-based perks were not the reason they slugged to begin with.
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Because its a nerf to killers directly and a buff to survivors. Could it potentially address the issue? Maybe? But its not gonna help the 4 randos coordinate a save from a killer slugging very well. But it WILL be abusable by SWFs
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If the SWFs' sole purpose is to "abuse" a mechanic like that, they're not going to survive. Unless it's endgame or something, in which case the mechanic could be deactivated.
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I will be bowing out at having a discussion with you on this topic, you seem to not be willing to even consider the other side at this point. It's clear you are just looking for blanket buffs to survivors without any concern for what impact it will have on the other side. Hope you have a good day.
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Your solution is a buff to killers who either 1) are bad and/or can't deal with rescue attempts or 2) weren't egeriously slugging anyway but will still get free stuff. The issue is killers who are loading in intending to slug everyone and circumvent the entire core structure of the game (because perks or something). As it is, it's already getting easier and easier, with more and more uncounterable mini moris showing up, on new killers that are stronger and stronger. I once again don't understand why killers should be rewarded for bad behavior instead of nerfing the tools they're using, like Infectious Fright. Somehow I don't think you'd be calling for global survivor buffs if a subset of survivor players were abusing something.
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My solution calls for changing the fundamentals. I'm not saying "oh this will be fixed if killers get remote hooks" I'm saying a system needs to be built around it that isn't just "bad killer for not playing how we want punish them" but actually have some thought into a system that looks at both sides and their issues and addresses them in ways that is fun and engaging for both sides and creates unique gameplay opportunities.
Thats also without even mentioning, my solution was something i thought of in about 10 minutes while i was writing that post. Its not something i have deeply thought about and i even called it out in my original post that slugging is harder than tunneling and camping, because there are actual core gameplay mechanics that lead to killer slugging a survivor (i.e. a teammate going for a pallet/flashlight save) that you can't just throw on unbreakable and call it a day. Because doing so could punish a killer for trying to stop a survivor from making a save, which is not how it should work. You you just slap on "oh 30 second basekit unbreakable" then it means that all a survivor has to do is wait out the killer for 30 seconds and threatening a save and then the original survivor goes free. SWFs can abuse it to save teammates that otherwise would not be.
And yes, once again, if you slug the entire survivor team because they are being overly altrustic leading to the killer to win the game, that shouldn't punish the killer for survivors throwing the game. You need to do it in a way that fundamentally fixes the issues on both sides, while actually addressing the complaint of slugging.
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Killer demands having more and more time to slow the game down when the trial is already in their favor. Slugging is one of those things. Being able to down someone, leave for a minute, and come back to hook the initial Survivor goes against the spirit of PVP in my opinion. But it's something that will never change because as @mecca said, the balancing will always favor one side over the other.
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I could say much the same of you but sure. I know for a fact that killers are capable of winning without excessive tunneling and slugging, but they just don't want to. I also know for a fact that anything that would actually be effective is considered "abusable" in your eyes.
But sure, we can end the discussion here. Have a nice day.
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I know for a fact that killers are capable of winning without excessive tunneling and slugging, but they just don't want to.I think this is especially true given the argument.
You proposed a basekit Soul Guard, no pick up, just endurance. Even if we take it to mean the 8 second version, this gives the survivors all of 8 to seconds 'abuse'. So this is only usable if
A: the killer is just staying around the slug (what we want to prevent)
B: the killer chases a survivor to the slug, the survivor picks up the slug, the killer downs them again (what we want to prevent and easily avoidable on the killer's part)
C: A survivor in chase leads to the killer back to slug, survivors pick up, slug gets in the way, bodyblocks, and the killer swings through the endurance instead of waiting it out. Which brings up a couple of points
-that's three survivors not on gens
-there is a huge degree of risk with such an action. If the survivors mess up the timing on multiple moving parts they are now in a far worse situation than before (this is something I find funny about discussing survivors, simple mechanics are called babying the survivors, but also if there is any chance that survivors could try something risky requiring a high degree of timing, that's also a problem)
Any other situation (killer in chase, killer carrying another survivor, killer in a different section of the map, etc.) and its irrelevant.
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Like i really don't think its unreasonable to want some real fix for the worst kinds of matches. I never said i want blanket survivor buffs without compensation. i just want overall match quality for everyone to go up instead of dealing with an afterthought of a mechanic like slugging to stay the same after a decade of the games life time
hook grabs got removed, gen tapping got removed early hatch mechanics got removed/ reworked etc
this game isn't the same thing it was 10 years ago and stuff like this deserves to get properly looked at.
hell, I'd even oneday want something like catch up mechanics for struggling killers like gens going slower in 2v8 if they haven't got hooks yer or a mini corrupt or something4 -
Yeah, eight seconds would be fine.
If these are ways that SWFs could "abuse" it, then yeah, it can turn into a messy situation and then a snowball really fast. Hence why I said that SWFs wouldn't survive if they tried to abuse it. The killer would still get their "hard-earned" victory.
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You already get that. You can abandon after being plugged twice and you get multiple perks to pick yourself up. Just get better. If 4 people are being plugged, its your teams fault
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I said slugging for the 4k, which happens when two people are left, not four. There's no counter to it, and no abandon option if the other person is standing.
The abandon option isn't a solution anyway, it's the lack of a solution.
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Because BHVR decided to stack this, anti-tunnelling and a Chapter release into one PTB when all of these should have been their own PTBs. And instead of tackling the situation is calm, efficient manner, they paniced and overcorrected by dropping everything, then making the anniversary patch barebones.
As much as I'd like to sling a few words towards the people abuse slugging, it's all on BHVR and their inability see the obvious problems and the obvious solutions.
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you can get your anti slugging when the killers get Lightborn basekit instead
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Theres nothing wrong with slugging though. It counters at least 10 survivor meta perks. Maybe they need to look at the perks instead of a platstyle that generates pressure for the side thats supposed to be the power role. In better asyms, the one was the power role. Evolve is a perfect example. You start off weak but as the match goes on the 4 slowly have to respect you more and more. Unlike dbd when I literally have people unhooking in my face as a killer and being able to get away with it lol
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I've yet to see how Slugging counters sprint burst...
You realize that can basically translate to "I don't want to deal with the opposing teams perks" correct? Aka you don't want to actually play with people.
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The perk excuse is getting pretty embarrassing. Not wanting to interact with anything that's part of normal gameplay, like opposing perks and hooks, means you want to play a different game.
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Slugging for the 4k is valid. If 1 survivor is alive they can get hatch. And if the killer gets hatch the survivor can still find a key, or open the exit gates. Everything is in survivors favor. Killer gets 1 option to reliably kill all 4 and thats slugging for the 4k
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All the things you described are normal gameplay. Keys and hatch and gates being powered are supposed to exist. Perks are supposed to exist. Everything you keep trying to avoid keeps making it sound like you don't want to interact with anything intended in this game. If one uncounterable decsion made by one player negates tons of gameplay elements then it needs to be changed.
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I think slugging has it's place. I'll gladly slug for pressure, or because I want to avoid killing someone to early.
But players shouldn't be forced to just not play the game because one player refuses to engage with parts of it they don't like. The game shouldn't be designed around forcing people to not play. That's bad game design.
There being 10 meta perks that have Killers thinking there's no option is part of the problem, in my opinion. BHVR needs to stop adding more perks and start justifying the amount we have already by diversifying them.
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Pretty much this. The game is centered around Survivors having "3 Lifes", one lost after every Hook. The game is not balanced around Survivors only having "1 Life", so the result is that slugging is extremely strong.
We can certainly balance around that, but then Survivors would need serious Buffs to adjust to the gameplay Killers want. But as you said, this would result in a completely different game.
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And these people don't want a different game. They want to exploit the system we have for an easier time in this one.
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