Slugging has gotten very bad recently.
I have recently gotten a bad string of games where the killers have slugging builds.
I know its a part of the game, but its not very fun going against it and I have noticed the anti abuse measures are being worked around where I live.
Killers will slug 2 times, then hook. A lot of the time letting the slugs be on the floor for a long time.
As a solo Q player this is anti fun. Inviting my friends who don't play DBD was embarrassing because it was so boring. So its bad for new players, which is bad for the game.
So I want to propose a solution, if you are slugged for 45+ seconds, give the abandon option. If your team has not made an effort at that point to help you, its literally already over anyway so I don't see why I should continue to be slugged.
And its optional. If you are in SWF and want to fight the slugging build, thats fine! You still can! But for newer players this lets them escape a very toxic and sadly now common situation that is not fun and is used to make people waste time bleeding out.
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Pretty sure some well known content creators are doing some sort of slugfest competition among themselves. I would assume viewers are copying their builds, and that's why there's an increase.
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That makes a lot of sense
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It has been mentioned time and time again, survivors become stronger when they get off a hook, and killers lose all pressure when they have to spend: a few seconds looking around for pallet/flashlight saves. 3 seconds picking the survivor up. 10 seconds to walk to a hook. 1.5 seconds to actually do the hook, all for what, giving the survivor 70 seconds of immunity basically. And right off the hook survivors get tons of perks, dead hard, DS, OTR, BT, BS and many more.
A slugged survivor takes just as long to save as a hooked survivor, and it doesn't cost you 20 x3 seconds of pressure to just leave them there.
All of this is resulting in killers realizing that slugging is actually often the better strategy than actually going for hooks. And was predicted months and months ago by a few prominent content creators, but nobody listens to them because they are the "bad ones"
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almost 30-50% of pick up attempts roughly have someone going for a flashlight save which are incredibly annoying especially when survs arent always going down by a wall to look at plus sometimes you get blinded from impossible angles, and so while i dont slug to slug, i have no qualms about slugging and i will do it whenever its convenient or the smart move to do and i want to avoid the swarm of flashlights.
So they can enjoy hex the third seal from them being able to know where the slug even is if they wanna play that way lol
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Yeah alf and hens are hosting slugfest, but killers like epidemy and lillith do a lot of slugging anyway and theyve became increasingly popular aswell
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I really hate when people try to push this, because there is a lot of perks that make killer stronger on hook too, if that's not enough then slugging is too powerful period IMO, not the other way around, as someone who runs Furitive Chase/Friends til the end/turnback the clock atm, I feel giving benefits to hooking a survivor would go a long way.
We need 2v8 anti slug tested in 1v4, that inflicts a CD or exhausted to stop and I will make sure I state this EXTREME cases of slugging.
I do not like that it keeps going under the radar time and time again, because it really affects the enjoyment of the more casual playerbase and it scares so many players away… I know firsthand trying to introduce new friends and having to explain it's just how things are.
The anti-tunnel/slug was far from what we needed but the fresh hook incentives/hiding the unhooked survs status and then just take 2v8's anti slug to test instead would have been more than fine. The proposed one we got was so bad and overtuned.5 -
this is the only game I know where you're just expected to pull out your phone and browse the internet because your opponent is entitled to an ego boost.
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While yes there are perks that make the killer stronger from hooking. How many can actually get meaningful value from them against efficient survivors? The top 20% of the roster? Like cool I can get pop, turn back the clock etc, but on your average killer its legit more pressure to run anti-slug builds and or just surge/eruption. The logic is 100% there for slugging and is very counterable against the majority of killers. The best option in the end is to making hooking worth it whether it be nerfing unhook/hook perks on the survivors end (kill Shoulder the Burden) or giving back the incentives after getting unique hooks rather than straight up nerfing slugging when there's multiple anti-slug options.
Also, the fact the meta right now consists of mostly unhook perks so playing around the meta is honestly perfectly healthy for the game when the meta is inherently unhealthy.-4 -
Beccause people like epidemy play killers that are build well with slugging as option and now currently theres less punishment to go through (very strong perks some meant in good way but still abuseable like ds) then hooking multiple survivors and now eve tunneling has some counter with shoulder so slugging usualy has few huge advantages:
- Less chance to get perks that work against you (many games theres like one or two antislug perks compare to antihook perks which gives slugging significant advantage)
- More time consuming for survivors to deal with (it takes less time from killer he just downs-moves on next target and repeats until everyone is downed)
- Many killers kits are designed or work very well with this strategy but hooking is same for everyone
These things make slugging way more viable and thats why its used no big deal to think about it its logical reasoning here, one thing is harder and less interactive while other tops it for some so I dont wonder why they do it.
edit: No saves obviously no pallet or flash making item will take you your slugg which is minor yet another reason why slugging is good.
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If you mean pick yourself up when you are 90 seconds on the ground or 80 while getting exhausted in process I dont think its bad idea but that agenda that pushed devs into ptb two time it was overtuned crap and no wonder why isnt some antislug in the game basekit.
Another point is reward killer for hooking and more for spreading hooks which is another factor that would greatly help but devs kinda missed this two times in the row same with antislug but taking in account their balancing abilities which clearly backs me up in this new ridiculous event Im not surprised it ended like this.
this is for someone who has no clue about this event and what I mean by these ideas from devs
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Well thats what I mean, something like that only for extreme cases.
I tried to introduce 2 new players tonight and they got slugged and said they'd never play the game again, by a try hard blight. It's really really hard to explain to newer players why these things are how they are. Jason is really bad for it too.
There needs to be more of a forgiving experience in DBD for both sides, killer is punishing too for that matter, there is a lot they could learn from 2v8.
IDK it's just demotivating trying to share a game you love and people are just always highlighting how ######### the game is for casual players. We need stuff in place to help both sides, leave the comp strats for custom games, or a ranked mode.9 -
This!
I'd love to introduce new players to dbd, but most people I play it with have played it for a while casually, on and off. Introducing it to a new player is like introducing them to league, its not welcoming and theres a bunch they need to learn to even begin to have fun.
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Since hanging a survivor on a hook (strictly speaking, the act of being rescued) carries significant disadvantages for the Killer, slagging has become a common strategy during matches, even without the need for a specialized build.
I think the most significant recent milestones have been the implementation of “Shoulder the Burden” and the ability to visualize Perks among Survivors. These changes force players to spread out the number of hooks they use, so simply incorporating OtR, DS, or “Babysitter” into that strategy buys you a significant amount of time. I’ve been playing this game for many years, and I feel that the current meta is the one where slugging is most effective.
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Well swf with few shoulders can make the game turn around in one move for the killer and he doesnt need to be even hard tunneler and they theres no one death on 1 gen left or when all are done and these people run ds,dh which aid them even more.
There are perks against slugging but they are mostly unused by majority of survivors like if I have problem with slugging i will run atleast one perk for it so Im no hindered by it.
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unbreakable conviction exponential use them
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There's not much reason for killers to hook at the moment. I get why they would choose to slug. You eliminate many of the strongest survivor perks without losing much. And you maintain access to your full power i.e. The First, Singularity, Jason, etc.
Why would a player on ST Vecna hook? Your power gets heavily nerfed around the hooked player and he has some of the least efficient "mobility" in the game unless you have the green add on.
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The game really needs a counter measure was gonna post but found your thread and decided to comment here, but the game really needs anti slugging, especially in the 2v1 situations.
The top tier / high mobility killers are really the only ones that its a issue with combined with certain perks. but something needs to be done weather that be not allow perks to effect the slugged state (so perks cant effect slugged timer to slow it down)
along with something a bit stronger to specifically only work during the 2v1 to counter the killers who will slug till timer is nearly done then dribble so they cant even bleed out useless other team mate just gives up.
in terms of your solution to slugging in terms of being left on the ground by team, I don't like the abandon as its more of a band aid fix but I see no issue with it if its induvial slug time and not overall across two slugs. if you are being left for more then 45 seconds someone should of tried to get you up by then.-1 -
I disagree with this on the basis your only applying it to the 2v1. Slugging for hatch is fine, You don't "deserve" the hatch showdown in the same sense the killer doesn't "deserve" the 4k. Slugging needs to be addressed in a way that doesn't make it unviable because there are situations you have to slug to create pressure. Maybe an Infinite UB, but it takes longer. E.g, instead of 24s, it takes 30s or 33s. It could also work with antislugging perks like UB/tenacity/powerstruggle to make you get up quicker.
Abandon is there to stop you getting slugged to death, because waiting 4 mins because the killers being a douche is horrendous. But abandon does stop it, and it seems you just want slugging for the 4k to not work? My suggestion would make slugging weaker as survivors wouldn't need a perk to get themselves up, and could do so infinitely, but it would still generate pressure and time, without stopping someone slugging for the 4k in endgame, and without making slugging completely useless.
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I should be clear I'm not opposed to anti slug in general and would not be opposed to your solution
but the 2v1 slugging I have a issue with is slugging until the bleed timer is almost done then dribbling to forced them to get up and then refusing to slug them until the other person is found. I had one where team mate came to me, pointed at hook then at me. I could of dragged it out longer but went to killer for them, because they could not leave but killer was refusing to down them anymore because they where almost bleed out and assume they where not slugged as much as other two team mates who did bleed out so he could not abandon.
killer was slugging to find me but I was making gen progress and didn't get crows.
That's the sort of 2v1 slugging I think really needs to be addressed with a fix specially for it.0 -
it’s the Biggest paradox amongst those who know me IRL why I spend so much time in dbd yet actively discourage them from playing it. It’s like where do I start??
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Right??? And then you have all the content creation shaming and complaining about new players being a problem in their lobbies or whatever. Then also want to make the game even harder for them.
Isn't that just a sign the game is unforgiving? We should be making the game more forgiving on both sides.2 -
I think the problem is the perks that combat slugging aren't as good as the perks against hooks. Like you're not going to tell me Unbreakable is as debilitating as Shoulder or Resurgence when you can pick yourself up and go right back down 5 seconds later. By the time we get to real counters we're talking about running multiple perks like Unbreakable with Soul Guard or WGLF with Made for this and slugging simply isn't common enough to justify spending multiple perk slots on something that's isn't going to happen 8 out of 10 games.
Like genuinely the single greatest anti slug perk we have is I think Exponential but even that can be snuffed and backfire if you're not careful.
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This, so much of a big this.
There are far far far far too many killers that encourage the "found" survivor to engage in flat out griefing of the other survivor doing a better job at hiding and avoiding crows.
And this is 100% the fault of the hatch system and the fault of the community being obsessed with 4ks and not realizing that a 3k is considered a win for the killer by BHVR.
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This is exactly why I haven't played in 6 months. I literally have to keep a second game running on my phone or tablet when I play DBD, just to keep my attention while I bleed out for 4 minutes. LOL, who wants to play a video game where you're just forced lay on the ground repeatedly?
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I've been just watching TikTok videos of DBD, they tend to be more entertaining than playing the game lately.
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Oh ok, So your not talking about slugging for hatch but a very hyperspecific scenario. Ok I can agree thats an issue
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