End the 4k slug. Survivors should fully recover over time.

Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.

Comments

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892521#Comment_2892521

    Well, regression would only happen if you're not actively opening it. Mostly, the end game for DBD right now is in a terrible state. Once the gates are powered the killer's basically powerless. The EGC timer's extremely generous, survivors know precisely how long they have, gates don't have to be committed to being open, and gates don't close if survivors take too long.

    True enough.

    I don't really find EGC to be an extension of the rest of the game, but a punctuation. While Blood Warden exists - I firmly believe that the killer's time is not EGC, but that EGC is a gentle 'recommendation' for survivors to hurry on out.

    In truth, once the exit gates are open - survivors should cut their losses and leave. Hooked survivor or not.

    Forcing the exit gates to open faster may keep survivors from playing around triggering the EGC, but it will not - by virtue - make the benefits of EGC plain, as there will be a lot less last-ditch efforts from the survivors and a lot more leaving ASAP.


    However, I understand where you're coming from. The woeful truth is that the EGC is not anti-survivor, it's simply intended as a period to punctuate the final sentence of the event's last paragraph.

  • @Valik said:

    If your survivor team is getting 3 people down on the ground and nobody is getting picked up by the 4th during that time - you done goofed.

    If a survivor's on the ground - 3 are up - and the killer leaves them to chase someone else... why aren't people going for the save?

    If there are 4 people on the ground, where are the Unbreakable takers and Soul Guards?

    We're Gonna Live Forever gives double healing speed - group healing is the current meta. Nobody has enough healing to pick someone up?

    Is your entire team piled on top of one another and the killer is downing them 1 by 1? That's your fault.

    If the entire team is spread out across the map, and nobody is going for rescues or heals on isolated survivors - that's your fault.

    When more than 1 person is down, you should be going into damage control - either picking up one of those downed teammates or waiting in a good hiding spot to swing in for a BT unhook. If you see the killer leaving someone, always ALWAYS go to help them - even if it's far away.

    You're complaining about being in a bad place when there are 3 downs and 1 is in chase - you should ask yourself how you got into that situation and how you could play around it because, in reality, you had several opportunities to prevent this from escalating.

    If you're so sick of killers leaving you on the ground. Play like it matters to you and it will go away.

    (Unless it's a Nurse. That's just how Nurse is played)

    https://forum.deadbydaylight.com/en/discussion/comment/2884163#Comment_2884163

    https://forum.deadbydaylight.com/en/discussion/comment/2884169#Comment_2884169

    You are not owed an escape.

    You are not owed an easy time.

    You are not owed mercy.

    You are playing against someone who's title is 'Killer' - if you give them means to kill you, they will take it. As they should.

    If your team is letting the killer get away with slugging, the killer is expected to capitalize on your bad performance.

    The killer is not going to allow you to run away with the game just because you personally think it should be such a way. There are numerous means to punish a killer for slugging - or avoiding such a situation altogether.

    (Also, the last survivor should NEVER finish the last generator before picking someone up. When numerous people are down, generators are no longer the priority - they should have left the gen when the 2nd person was down. Popping the final gen allows the killer to use dangerous perks like Bitter Murmur and NOED to punctuate the Trial. In reality, they should have been dutiful earlier instead of mounting additional danger to the saves before going to them)

    https://forum.deadbydaylight.com/en/discussion/comment/2884334#Comment_2884334

    I kind of like this idea. It would allow many players to 'DC' from a bad match or grant the hatch without being penalized for it. Just having a 'Give Up' button that triggers a scream from the survivor and plays a 3 second animation would make this balanced. The killer and other survivors would understand what's happening and have time to act accordingly.

    https://forum.deadbydaylight.com/en/discussion/comment/2884335#Comment_2884335

    Totally agreed.

    There should be a 'Toxic' point base that stores negative values and grants 'average toxicity' scores to killers.

    Camp the hook? Toxic. Survivor bleeds out? Toxic. Close hatch within 10 seconds of dropping a survivor? Toxic. Tunnel a survivor that was just unhooked? Toxic. Lots of complaints about bad mouthing in lobby? Toxic.

    Happening once or twice won't do anything serious - so hitting a survivor or letting someone bleed out every once in awhile isn't going to make you play with degenerates, but when people always slug, always camp, always let survivors bleed out, always tunnel - it places them in a special matchmaking tier with long cue times and other toxic people.

    Let all the toxic people hash it out, let the rest of us live in peace.

    https://forum.deadbydaylight.com/en/discussion/comment/2884340#Comment_2884340

    Not only is it not an abusable mechanic, but it is also one with many counters.

    Unless it's a Nurse, you will always have ample time to counteract such a style of play.

    In addition. If the game is boring because you have to sit there for so long - make a sandwich, go to the restroom, tab out to watch a video, talk to your family for a few.

    If the worst thing in the game is that you have to idle for a bit because you couldn't counter something that hasn't really ever been a legitimate problem with the game... then that's a you thing, not a game thing.

    https://forum.deadbydaylight.com/en/discussion/comment/2884373#Comment_2884373

    So like, a miniature in born 'Fire Up' for both sides?

    That's... an interesting idea.

    I wouldn't mind that!

    https://forum.deadbydaylight.com/en/discussion/comment/2885985#Comment_2885985

    Nono. Not true at all.

    The 'wiffle bat' idea is a good one.

    https://forum.deadbydaylight.com/en/discussion/comment/2886374#Comment_2886374

    I'd love for this to be an idea - but there's one problem with this.

    It would make downing a survivor more attractive than not.

    Hooking a survivor can take 10+ seconds and make the killer more vulnerable than ever.

    It takes survivors 16 seconds to full heal a downed survivor, but only 2 seconds to unhook.

    If the bleed-out timer was halved and a minute on the ground was a total hook state, slugging would be the new meta over night. As a killer, why would I defend a hook? I just need to hold down the area and treat the dying survivor as a hooked one where they fall. No more pallet saves or flashy stuns.

    By having the bleed-out timer take so long and contribute nothing to the objective, Killers know that hooking is the more attractive solution over all. 4 minutes to perhaps be picked up last second and have no hook progress? That can crush a killer. Wait for 2 Minutes, they're up - but dead on hook? Easy game.

    I appreciate your creativity and your heart, but I feel like this would have the inverse effect in practice.

    https://forum.deadbydaylight.com/en/discussion/comment/2886506#Comment_2886506

    I'm 90% agreeing with you. But it would have two problems.

    A - all killers would do this, then. It would be far more satisfying to have all survivors killed by the Entity if done correctly than to have all these hooks. It would be a 'high risk high reward' option for killers, and you'd see a lot more slugging.

    B - Perks like Flip Flop and Power Struggle allow survivors to make incredible comebacks in these situations. By killing survivors in these instances, you are potentially robbing them of incredible comebacks that they may have engineered with their perk choices.

    https://forum.deadbydaylight.com/en/discussion/comment/2886545#Comment_2886545

    If the killer is in the area, what are you doing going for a risky save anyhow?

    If there's 1 guy on the ground, you should be in another zip code - unless you're there for a save.

    if you're there for a save, continue to wait until the killer is gone or your buddy is at his max recovery.

    If you're in a different zip code, work on a gen - either the killer will leave your friend to chase someone - or they will hook your buddy. Win win.

    If you're not near the killer, and the killer leaves the first downed person to chase someone else - go to your downed friend and revive them before the situation gets out of hand.

    It isn't rocket science. Just be in a different zip code, or have a logical plan while the killer is nearby.

    If you go for a super risky 'heal-in-face' save and get downed for the trouble, you forfeit your right to complain about slugging. You can't play on the bridge railing and complain about the fall.

    https://forum.deadbydaylight.com/en/discussion/comment/2886590#Comment_2886590

    Comedy gold!

    Although I wouldn't mind a 1c/8s regression on exit gates. That would be a healthy addition IMO.

    At this rate, leaving the exit gate for 30 seconds would regress the exit gate progress by 10%.

    They should probably also have a mechanic that snaps progress back to 95% if progress is halted past 95% - making the final 1 second of opening paramount. It would just mean everyone has to complete the opening animation all the way to actually open the gate.

    Leaving the exit for 30 seconds and coming back would require 3 seconds to open - 2.25 with Wake Up.

    That being said - the instakill option to stop T-bagging is hilarious and should be jokingly leaked as a feature next April 1st!

    I was responding to someone saying that if they slugged one of the two last players if the other survivor does not try to heal the other survivor they (the standing survivor) should automatically die. If the killer is there and I know I won't be able to get them up safely I am not going to run in.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892329#Comment_2892329

    I was responding to someone saying that if they slugged one of the two last players if the other survivor does not try to heal the other survivor they (the standing survivor) should automatically die. If the killer is there and I know I won't be able to get them up safely I am not going to run in.

    There is never, ever, EVER a situation in this game where a survivor should - in any case - automatically die.

    Apart from end game collapse, being the actual END of the game, this should never be a consideration.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887216#Comment_2887216

    We should get an option to bleed out instantly after being slugged for 1 minute.

    Rofl, no. Why should Survivors get the choice to prevent a Killer from getting his 4th kill, just because they're salty? That would be exactly like old old 'kill myself on the hook to give my friend the hatch' BS that STARTED the 'slugging for the 4K' trend in the first place.

    Why would they give Survivors a second way to pull that BS?

    But how often do you actually find the last survivor by slugging the 3rd one? If me and 1 other survivor are left and I see the killer slug them, I will definitely hide for hatch somewhere far away. By slugging the 3rd one, you're just wasting everyone's time by not letting them move on to the next match. They will have to watch you search the same exact spots for 4 mins until they die after which it still is RNG who finds the hatch first. Nothing changes except the killer wasted 4 minutes of everyone's time

  • @Laurie268 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892070#Comment_2892070

    But how often do you actually find the last survivor by slugging the 3rd one? If me and 1 other survivor are left and I see the killer slug them, I will definitely hide for hatch somewhere far away. By slugging the 3rd one, you're just wasting everyone's time by not letting them move on to the next match. They will have to watch you search the same exact spots for 4 mins until they die after which it still is RNG who finds the hatch first. Nothing changes except the killer wasted 4 minutes of everyone's time

    AH, I see. So the Killer trying for a 4K is at fault for the 4th Survivor hiding for hatch? How dare that evil, evil Killer want a 4K! 'Be happy with the 3K' is the Survivor mantra!

    Yet Survivors are never evil villains for going for a 4E.

    How odd that ONLY Killers are at fault for wanting a 4K. And it's Killer's fault if Survivors hide. And the Killer is cruel for the 4th Survivor not picking up his friend... 🤔


    You see where I'm going with this? You're, literally, saying YOU hiding and YOU not picking up your friend and YOU wanting to escape is the Killer's fault because Killers wanting a 4K are just automatically to blame for everything, apparently.

  • Maybe BHVR should just truly make this a team game: If one survivor dies, it's a total loss and it counts as all of them dying. Woo, no more slugging for the 4k, now survivors are happy.

  • @KateMain86 said:

    Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.

    100% agree. It’s such a waste of my time to just be slugged for 4 minutes. I can understand it in certain situations, but majority of time it’s because a killer MUST have their 4K. It’s really annoying. When I play killer I hook #3 and if I get #4 that’s a bonus. They even seriously nerfed hatch and they are still doing this.

  • @Xord said:

    A bleeding out kill is already not considered a kill in the devout category.

    It should just give a significant penalty in Blood Points as well, like 5k.

    It would encourage the killers to take the 3k and play for the hatch.

    That being said, while I consider this absuing game mechanics to prevent the hatch from opening, putting exit gates at 99 pourcent is also a game mechanic abuse from the survivors.

    99 a gate is not toxic since a killer can open a gate if they want EGC to happen.

  • @Advorsus said:

    This post very much sounds like someone who plays only one side and they're very new to this side. But I like to compromise. Sure you can have your pickup....

    But exit Gates now regress at 10%/s, and if survivors are within the exit gate area for longer than 15 seconds after they're powered they instantly die.

    No more 99ing exit Gates or waiting at the exit for the entire EGC to teabag. There, balanced it out for you.

    You know you can open a gate as killer- right? Force the EGC if you want

  • God this game makes it so obvious when people never really touch the other side

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892525#Comment_2892525

    True enough.

    I don't really find EGC to be an extension of the rest of the game, but a punctuation. While Blood Warden exists - I firmly believe that the killer's time is not EGC, but that EGC is a gentle 'recommendation' for survivors to hurry on out.

    In truth, once the exit gates are open - survivors should cut their losses and leave. Hooked survivor or not.

    Forcing the exit gates to open faster may keep survivors from playing around triggering the EGC, but it will not - by virtue - make the benefits of EGC plain, as there will be a lot less last-ditch efforts from the survivors and a lot more leaving ASAP.

    However, I understand where you're coming from. The woeful truth is that the EGC is not anti-survivor, it's simply intended as a period to punctuate the final sentence of the event's last paragraph.

    Main thing is that currently the EGC doesn't do enough to force survivors to leave. It's why people run NOED, force them to leave and let the killer confirm the kill. I'd imagine of the EGC was more of a "######### around and find out" mechanic that survivors wouldn't be trying to greedily rescue people all the time during the EGC.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892572#Comment_2892572

    Main thing is that currently the EGC doesn't do enough to force survivors to leave. It's why people run NOED, force them to leave and let the killer confirm the kill. I'd imagine of the EGC was more of a "######### around and find out" mechanic that survivors wouldn't be trying to greedily rescue people all the time during the EGC.

    Eh. It's not so much in higher tiers.

    Exit gates absolutely will NOT be opening unless survivors are in a position to make peace with the situation - very seldom to the gates fly open unless there is a punctuation in mind for the Trial.

    Also - NOED is NOT a perk that is designed to force survivors out, but to reel them back in. NOED has the effect of punishing survivor plays, but it was never intended to act powerful when EGC rolls around - but to prevent survivors from getting there in the short time between the final generator popping and the exit gates opening.

    EGC and NOED have the same passive effect, at that, to push survivors out and make the game sport a bit of finality.

    All in all, the threat of death after a few minutes is more than enough to make situations tense towards the end.

    While it may be attractive to shorted the end game collapse in order to make it a greater threat - keep in mind that we also want to trick survivors into playing the game the way we want them to: we want them to open the gates outright and begin the EGC and not leave gates at 99%.

    If it becomes too short, survivors would sooner take a hook than open the gates and spell certain demise. You need to give survivors a fighting chance through EGC, while also keeping it short in the tooth to provide pressure.

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