Possible Change to Slugging

One of the reasons slugging is so strong is because the killer can down someone and that gurantees they're out for at least 20 seconds but probably more like 40 and also a second person needs to waste a ton of time to get them up, unlike with unhooking which is basically instant and the time wasted is basically only travel time.

With this in mind my idea is to reduce the number of charges needed to fully heal a slug from 16 to 8, but half the base recovery speed. So slugs still recover at the same speed, but survivors are better at getting the slugs up.

Also right now you should almost always recover instead of crawling as a slug, this makes the decision to crawl vs recover a more meaningful decision since a survivor will pick you up very fast anyways.

As a side note please buff flip flop to give wiggle to recover at a rate 1:1 but still capped to 50% instead of granting it at a 1:2 ratio. (Quarter recover= quarter wiggle. half recover = half wiggle, 3/4 recover = half wiggle)

Comments

  • I wouldn't be against trying these changes out on a PTB to see how they work out, sure. Only worry of mine is that 8 seconds is a narrow window for potential shenanigans from organised teams to very quickly heal back up, so some worst-case scenario tests might be in order.

  • @Lexilogo said:

    I wouldn't be against trying these changes out on a PTB to see how they work out, sure. Only worry of mine is that 8 seconds is a narrow window for potential shenanigans from organised teams to very quickly heal back up, so some worst-case scenario tests might be in order.

    Yeah if 8 seconds is too little, 10 or 12 seconds would be fair as well. Recover time should either stay the same or only recieve minor reductions though, it is fine as is.

    I believe full recover time is about 28-30 seconds or 18-20 with unbreakable. Recovery should be about 25-30 seconds or 15-20 with unbreakable. (so its currently within acceptable bounds as it is)

    Edit: I decided to further elaborate why I think this is good for the game. Currently as it is slugging is a difficult balance because if you're too altrustic and try to save your team mates too much, you're going to throw the game perpetuating a slug death spiral, but if you aren't altrustic enough the killer can possibly win the game due to a mass slug or just lack of gen progress. This is rarely a problem for an SWF as they will communicate when to come for pick ups and stay spread out well, but for solo survivors dealing with a mass slug or slug death spiral is very very hard. The idea increases the bounds of what is okay. It's a little bit harder to be too altruistic, but still possible, a good killer will still make use of the fact that a team is rushing the slug heals, but it's a little harder for the killer to end the game instantly in that death spiral because of a tiny mistake.

  • @SkeletalElite said:

    One of the reasons slugging is so strong is because the killer can down someone and that gurantees they're out for at least 20 seconds but probably more like 40 and also a second person needs to waste a ton of time to get them up, unlike with unhooking which is basically instant and the time wasted is basically only travel time.

    With this in mind my idea is to reduce the number of charges needed to fully heal a slug from 16 to 8, but half the base recovery speed. So slugs still recover at the same speed, but survivors are better at getting the slugs up.

    Also right now you should almost always recover instead of crawling as a slug, this makes the decision to crawl vs recover a more meaningful decision since a survivor will pick you up very fast anyways.

    As a side note please buff flip flop to give wiggle to recover at a rate 1:1 but still capped to 50% instead of granting it at a 1:2 ratio. (Quarter recover= quarter wiggle. half recover = half wiggle, 3/4 recover = half wiggle)

    I've knocked someone down on the floor at say a gen seen a survivor and boom gone right after then to kill them as well.

    I don't need a survivor walking up to the first person and getting them off the floor / healing in seconds.

    This idea to me is to make survivors stronger once again. Sorry to say the survivors are already strong enough and don't need buffing even more.