Additional Mechanics to Combat Killer Inaction When Slugging

Firstly, a way to speed up the bleeding out process: Holding the Run button while in the dying state will cause Survivors to crawl faster and bleed out at twice the rate (120 seconds instead of 240 to bleed out).

Next up is a means to counter a Killer who has the majority of the team (if not the whole team) slugged and doesn't plan on hooking any of them.

  • After a dying Survivor has recovered 95% of the Recovery Bar (taking ~30 seconds), the remaining 5% can be recovered at a much slower rate (taking an additional ~60 seconds).
  • While recovering the remaining 5%, the Survivor is allowed to crawl and recover at the same time, but their aura is revealed to the Killer within 36m (stopping recovery after this point does not hide the aura).
  • (Actual rates and distances can be changed.)
  • Survivors who fully recover on their own are put into the deep wound state.

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If your first though after reading this as Killer is "wait, so the Survivors get a free Unbreakable and Tenacity and they'll pick themselves up right after I down them?" then you've misread. If you took more than 90 seconds to wrap up what you were doing, or weren't planning on hooking any Survivor at all, then the Survivor can choose to end their misery or fight for another chance.

This isn't necessarily "rewarding Survivors for bad Survivor plays;" it's simply requiring some sort of play from the Killer (i.e. actually hooking Survivors at some point) to capitalize on the Survivors' mistakes. Currently, the Killer only needs to patrol for Survivors attempting a rescue while guarding the slugs (like camping, but without a proximity penalty or Borrowed Time counterplay).

This also doesn't take very much away from perks like No Mither, Unbreakable, and Tenacity; those will still be very useful. Yes, that includes No Mither, as it will shave off the ~60 second extended recovery.

Comments

  • Yeah why not. The numbers need tweaking of course, but the idea is pretty solid!

  • I don't see any need for them to be able to move and heal at the same time without Tenacity. Just make it to where they can heal past 95% at the slower rate but their aura becomes visible to killers at that point. Of course, give them some kind of forced stop and warning when they hit 95% so they don't just immediately go into aura reveal by accident.

  • It may just be easier to make a new health state, Crippled, that exists between Dying and Injured / Deep Wound.

    • If a dying Survivor is fully recovered with the help of another Survivor they go from dying to injured.
    • If a dying Survivor fully recovers on their own they go from dying to crippled.
    • If a crippled Survivor is healed for ~1 second by another Survivor then they go from crippled to injured.
    • If a crippled Survivor fully recovers on their own they go from crippled to deep wound.
    • Crippled Survivors can recover and crawl at the same time.
    • Recovering from crippled takes ~60 seconds of recovery.
    • Crippled Survivors can still bleed out.
    • Survivors in the crippled state can hold the Run button to crawl faster.
    • Survivors in the crippled state will have their auras revealed to the Killer within 36m.
  • @Entity_Hugs said:

    I'm sorry but no. No Survivor should be able to just get up, regardless of time involved, and regardless of perks. Getting up should not be basekit just because people don't like getting slugged. You're basically giving giving Survivors 2 or 3 perks for free to 'combat' a valid playstyle.

    By that reasoning, getting off the hook should be 100% doable because people don't like being hooked. Just make it so Survivors are always Broken if they get off on their own.

    And self-care should be basekit because people don't like being injured.

    The devs have said that camping and slugging are valid tactics. Please stop looking for ways to punish Killers or reward Survivors with free perks just because you don't like it.

    Watching Survivors crawl around helplessly with no possible way of continuing (or ending) the game is not a "playstyle." That would infer playing and the Killer is not playing.

    It's not like the Entity stops progressing while the Survivor is on the hook, leaving them to endlessly hang on the hook.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283302#Comment_1283302

    Watching Survivors crawl around helplessly with no possible way of continuing (or ending) the game is not a "playstyle." That would infer playing and the Killer is not playing.

    It's not like the Entity stops progressing while the Survivor is on the hook, leaving them to endlessly hang on the hook.

    Survivors bleed out in 4 minutes, which will end the game. Let's not pretend the killer is holding the game hostage.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283338#Comment_1283338

    Survivors bleed out in 4 minutes, which will end the game. Let's not pretend the killer is holding the game hostage.

    The slug snowball is too powerful

  • It's literally the best tactic when used correctly, And doesn't garuntees victory at all... it needs to be that strong

  • Fine. Leave all the ******* toxic playstyles in the game. You guys win. No ****in' empathy for the other side at all.

    I try to help Killers deal with toxic SWF and it gets ######### on.

    I try to help Survivors deal with toxic slugging and it gets ######### on.