Bhvr should not be getting rid of strategies.

Keep in mind I'm a 4.2k hour survivor main.

Slugging, tunneling, and proxy camping (face camping is an exeption) should not be dealt with anymore. Slugging especially. After the bt base kit, tunneling is fine. Camping honestly at this point is fine for a secure kill, always has been, but slugging?!. Why obliterate this tactic/strategy. I can speak for killers rn having 4 or 3 people on the ground is the most satisfying thing as a killer am I right guys? To get 4 people on the ground takes real skill and that gives reward. This game is getting less and less skill oriented now that I think about it. A good survivor should now how to handle slugging and if you get a bad teammate, well that's part of any online coop game. Slugging for the 4k is also completely fine. People get salty over it and I have no clue why, it's a simple strategy that gives you a chance for a double pip (it's hard in iri ranks as a killer).

It's not like people are leaving the game because of Slugging getting out of control or camping or tunneling, none of that is making people quite (some of you may disagree but let's be honest your gonna need dbd in ur veins a couple days later) what's making people quite is hacking, exploits, performance issues, and toxicity within the community being too much and some other reasons too.

Slugging should not be changed nor be worked on

Edit: also from a marketing standpoint, messing with in game strategies is a road to failure. It is generally not a smart thing too do especially when there is a higher chance to loose more players after changing strats then leaving them how they are.

Thanks for reading.

Comments

  • @Yamaoka said:

    Since we're posting personal stats to boost the credibility of our statements :

    Around 7000 hours in DBD at this point - I want all the "strategies" to be dealt with so the game can finally get balanced around interactive gameplay (aka legit chases).

    If the devs finally got rid of slugging, tunneling and camping they could finally get data on "fair" gameplay.

    Soon they would realize "high level survivors" will typically allow a good killer on average to get 5-ish hooks before they escape if said killer plays completely fair and relatively good.

    As a result they could finally balance around fair gameplay and possibly even add a little additional objective.

    The problem with this is that many killers would end up leaving because the Devs take too long to do anything.

  • @[Deleted User] said:

    How are they getting rid of a strategy? You can still slug as a stall tactic on preferable targets. Survivors don't even run Unbreakable 50% of the time now. Slugging is somehow happening often enough to address it, yet survivors currently don't run Unbreakable that often, and after this change they'll all start running it? The take that survivors will suddenly all start running Unbreakable after omega slugging is less viable makes zero sense.

    It's just like survs were all supposedly going to run out and buy Rebecca just to run Reassurance. Its a really poor argument. Perk slots are a limited resource in which survivors already have multiple staples in contention that they feel they need to run to have a chance. Even before 6.1.0. it was uncommon for me to see Unbreakable. Even then, it was usually run with specific support perks in mind to make it better like the BO/UB/DS.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202852#Comment_3202852

    But it's not a last resort your pretty much saying if 3 survivors are in the same spot and you have Myers at tier 3 that slugging those 3 before you hook someone is a last resort and somehow the killer failed, not that the survivors made any mistakes that allowed the Myers to do that, why should a killer be punished for outplaying the survivors or them making a mistake and be forced now to hook someone and giving 2 people a free chance to get away.

    There is a lot of ways that slugging can be used as a good strategy and yes some are bad slugging everyone with 5 gens left, slugging just to get the 4k. in your own words not to be a ######### but if a survivor is in the dying state then they failed at things they were meant to do in the trial , if a killer slugs 2 people within 10-20 sec then once again the survivors failed.

    This change to add UB to basekit will punish killers when they slugged at the right time of the match, if they only made it that you can use it when down to 2 people that's fair and will help survivors when a killer is slugging to get the 4k. but it also now going to punish killers that slug at the right time or to make a great amount of pressure because the survivors made a big mistake.

    Honestly this sums it up imo

  • @Yamaoka said:

    Since we're posting personal stats to boost the credibility of our statements :

    Around 7000 hours in DBD at this point - I want all the "strategies" to be dealt with so the game can finally get balanced around interactive gameplay (aka legit chases).

    If the devs finally got rid of slugging, tunneling and camping they could finally get data on "fair" gameplay.

    Soon they would realize "high level survivors" will typically allow a good killer on average to get 5-ish hooks before they escape if said killer plays completely fair and relatively good.

    As a result they could finally balance around fair gameplay and possibly even add a little additional objective.

    I mean ya I think the more hours the more you understand the development of this game.

    Anyway so I see you are against all these strats in the game even slugging. Would you say slugging is unfair? This game is already kinda stale. Getting rid of even more strats? Many killers rely on specific strats, many perks, and many people's prefered style of gameplay rely on this too and getting rid of this would just be like getting rid of an objective. You say getting rid of it would open up space for new objectives but wouldn't it cancel out because these strats are an objective in the game.

    Overall I like your take and respect your opinion I just don't agree with it

  • I honestly do think slugging is a strategy, but the problem is that someone will literally slug everyone on first gen and just let us all bleed out without even trying for the hook. Like bruh . I also think if you try to save stupidly then you should be able to be downed. But I think if say, the 3rd or 4th person is slugged, two of those people should be allowed to get up or something.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203092#Comment_3203092

    The survivor failed in the chase causing them to be downed, survivors ready to try for the save and you down them failed at getting the save there is many ways a killer or survivor can fail in the match not just the basic kill or escape.

    Killers slug for pressure and the fact that sometimes you can steamroll if the survivors are hanging around for the save and you can 1 shot them i.e Myers tier 3, why would a killer pick up the first one when they can down the survivors close by ready to try and get the save and ending up with 2-3 on the ground because of the choice the survivors made to hang around for the save.

    Slugging is far from a crutch as there is times when you need to slug, forced to slug i.e survivor goes to a dead zone and with boil over they know you won't be able to hook them the counter to that is to slug them and let them bleed out.

    The changes do nothing more then making it more easy for survivors and forcing killers into a lose/lose spot, how would survivors act if they made PGtW base kit to help putting pressure on gens and to stay away from the hook?

    No.

    A chase is either an opportunity for the team to rush generators, or for the killer to cut the generator repair time.

  • @Lekitzul said:

    I honestly do think slugging is a strategy, but the problem is that someone will literally slug everyone on first gen and just let us all bleed out without even trying for the hook. Like bruh . I also think if you try to save stupidly then you should be able to be downed. But I think if say, the 3rd or 4th person is slugged, two of those people should be allowed to get up or something.

    "someone will literally slug everyone on first gen and just let us all bleed out without even trying for the hook"

    When? When are people doing this?

    In all my time playing survivor I've had this happen exactly ONCE by a Nurse.

    Killers want to end the game as much as you do. Who the hell wants to hang around doing nothing for 4 minutes?

    Slugging is used for a hell of a lot of reasons in a ton of different, valid scenarios, and the only thing anyone is talking about is this "bleeding everyone put at 5 gens" nightmare scenario.

    It's the definition of confirmation bias. You can't stop thinking about that one time you had to wait 4 minutes, and conveniently forget the hundreds of times you've been on the ground in various other contexts, because they didn't have such a detrimental effect on you.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202875#Comment_3202875

    Being slugged is not the survivor failing. They fail when they die because their objective is to escape. Killers that tend to resort to slugging are failing because they are not getting rid of players, they are still keeping them in the game, at times, keeping them hostage.

    slugging is a crutch for killers when they can’t keep up with the survivors, the same way that DH was, the same way that a 4-man hatch escape was.

    the changes punish being too greedy as your main objective is hooks/kills.

    Slugging is a crutch?

    Twins would like a word, please. Slugging is not only inevitable but it's impossible for Twins to avoid unless they never use their power - and with 22s slugs due to unlimited 100% Unbreakable? Congrats, BHVR have successfully destroyed a killer.

  • @Ryuhi said:

    The entire situation is a good example as to why people need to stop being so damn hyperbolic with their arguments.

    Survivors are saying the change will punish people trying to BM bleed out survivors, this is true. Also that it will prevent other extended slugging applications, like knockout builds. This is also true. Neither of these statements are incorrect, nor are they bad.

    Killers are saying that these changes will completely kill valid strategies, which is true. They are also saying that it will have a direct impact on valid reasons where slugging has been forced by survivors to be the only viable response. This is also true. Neither of these statements are incorrect, nor are they good, either.

    Everyone is talking at each other and nobody is listening. Both sides are correct in most of these assessments, but they're not mutually exclusive, which means the side that it is affecting negatively has valid concerns that should be addressed before the idea is attempted. Instead everyone just wants to invalidate anyone who doesn't agree with them, while they could be working out compromise and/or a plan that addresses everyone.

    Notice that while everything you mention is indeed valid, there are literally no positives about the mori change and if there are they are vastly outweighed by the issues it will create. It's a bad change regardless.

  • @Crowman said:

    The thing is I doubt BHVR actually were intending on getting slugging as a strategy. They just don't really understand the game at a level where they would realize the full impact of the changes.

    Knockout exists though...

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202550#Comment_3202550

    Bhvr never intended 360'ing as a strat, nor did they intend pretty much every tech in the game nor did they intend for people figuring out how to loop 3 tiles for 10 min. This game was intended to be about stealth and it was at first but it changed around 2018 I would say. Overall my point is that all there non-intended mechanics are actually great for this game and keep gamers involved.

    Just like how a creeper in minecraft was coded to be something completly differnt but turned how it it is today. (Creepers in MC were not intended as they are now)

    How does slugging and letting people wait on the ground keep gamers involved?

  • Overpowered strategies need to be dealt with, BHVR is simply not addressing them fast enough. It took way too long to address slugging. One of the last matches I played was a Blight all he did was slug everyone. It's not fun.

  • @Sluzzy said:

    Overpowered strategies need to be dealt with, BHVR is simply not addressing them fast enough. It took way too long to address slugging. One of the last matches I played was a Blight all he did was slug everyone. It's not fun.

    Not being fun dosnt mean it's overpowered. Slugging for the most part just makes the game longer and usually just dosnt work. Slugging for the 4k is a good strat, Slugging with 3 or 4 survivors left will mostly nonpay off. If you are able to down 3 or 4 survivors that requires some skill and it should be rewarded, not taken away but bk unbreakable

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207317#Comment_3207317

    Not being fun dosnt mean it's overpowered. Slugging for the most part just makes the game longer and usually just dosnt work. Slugging for the 4k is a good strat, Slugging with 3 or 4 survivors left will mostly nonpay off. If you are able to down 3 or 4 survivors that requires some skill and it should be rewarded, not taken away but bk unbreakable

    If it was a weak strategy so many wouldn't do it. A blight traveling across the map putting everyone on the floor just seems a little too easy for one player.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207320#Comment_3207320

    If it was a weak strategy so many wouldn't do it. A blight traveling across the map putting everyone on the floor just seems a little too easy for one player.

    That just don't happen that often. I mean be honest. How many times have you and all 3 teammates been downed at the same time and ended up all dieing because of that. Not very often. It's just very notable when it does happen once in 60 games so people make a big deal out of it

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207320#Comment_3207320

    If it was a weak strategy so many wouldn't do it. A blight traveling across the map putting everyone on the floor just seems a little too easy for one player.

    yeah many aren't doing slugfest, what are you even talking about lol

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203092#Comment_3203092

    Slugging is a crutch?

    Twins would like a word, please. Slugging is not only inevitable but it's impossible for Twins to avoid unless they never use their power - and with 22s slugs due to unlimited 100% Unbreakable? Congrats, BHVR have successfully destroyed a killer.

    Hell, not just twins. Myers, Oni, and Plague all need to slug or their power gets wasted. With slugging being encouraged on certain killers and perks being built around slugging like deerstalker it feels so weird to see these changes.

  • @Sluzzy said:

    Overpowered strategies need to be dealt with, BHVR is simply not addressing them fast enough. It took way too long to address slugging. One of the last matches I played was a Blight all he did was slug everyone. It's not fun.

    So gen rushing with things like hyperfocus, BNP and prove thyself should be nerfed as well, right?

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203092#Comment_3203092

    Slugging is a crutch?

    Twins would like a word, please. Slugging is not only inevitable but it's impossible for Twins to avoid unless they never use their power - and with 22s slugs due to unlimited 100% Unbreakable? Congrats, BHVR have successfully destroyed a killer.

    Not sure why you're surprised that Twins are getting worse and worse, they are a killer that have needed a rework the longest, lol, they were dead before this change too, please.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203145#Comment_3203145

    You have listed absolutely no concessions from the survivor side, and implied that killer strategies are the only thing holding the game back. Not even a single thought about why those strategies might form, just "other side bad."

    Note how that other post made very clear admissions on how the changes would affect either side, be it positively or negatively, as well as mentions concerns on how the changes would affect other seemingly unrelated factors. Actually putting in not only considerations for both, but also reasonings that preemptively remove exploitation avenues.

    Again, even without agreeing that its the best avenue to take, its considerably more constructive and considerate than trying to punish one side into submission while pretending the other side can do no wrong unless they're forced to then its ok. The projection about how survivors sandbag themselves to give nice killers a reward is also extremely anecdotal, and completely contradictory to the experiences of many.

    And you're completely welcome to believe it, but you'll have to pardon people who don't agree, and especially those who will start arguments over it with you.

    I think there really is a flaw in your thinking, about why this strategies might form.

    Many killers will tell you way play to win, and winning is a 4k, thats why many slug for that 4k, and why they hate the hatch.

    Those killers might appy this strategies, because otherwise, they dont get that 4k, and they say they are pressured into using them, because the game is stacked against them.

    Lets say we were to rework maps again, reduce pallets and everything. What do you think the endresult would be? Killer would be ok with just getting a 2k for a balanced game? Or would they still want that 4k?

    Because then, there are just 2 possibilitys:

    a) even after a rework, killer still cant get a 4k without those strategies, so they use them again.

    b) they get those 4k without it, which mean it is balanced around killers getting a 4k (remember, whenever it seems to be only a 2 or 3k, they still can resort to camping and tunneling).

    It all comes down to what killers and survivors think a balanced game is.

    I play both sides, and i think a balanced game is a 2k. less than that is a win to survivors, more than that is a win for killer.

    But even devs think different, because a 53% kill rate wasn´t enough.

    But we know killers are not satisfied with a 3k, thats why they slug for a 4k.

    In short, the reason why this strategies are employed is to get that 4k, and no balance change will change that, unless the 4k is easy enough to get to not need them.

    And yes, that is truly what i belive.

    (to be fair, i play both sides, and even i am not satisfied with a 2k).

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203167#Comment_3203167

    I think there really is a flaw in your thinking, about why this strategies might form.

    Many killers will tell you way play to win, and winning is a 4k, thats why many slug for that 4k, and why they hate the hatch.

    Those killers might appy this strategies, because otherwise, they dont get that 4k, and they say they are pressured into using them, because the game is stacked against them.

    Lets say we were to rework maps again, reduce pallets and everything. What do you think the endresult would be? Killer would be ok with just getting a 2k for a balanced game? Or would they still want that 4k?

    Because then, there are just 2 possibilitys:

    a) even after a rework, killer still cant get a 4k without those strategies, so they use them again.

    b) they get those 4k without it, which mean it is balanced around killers getting a 4k (remember, whenever it seems to be only a 2 or 3k, they still can resort to camping and tunneling).

    It all comes down to what killers and survivors think a balanced game is.

    I play both sides, and i think a balanced game is a 2k. less than that is a win to survivors, more than that is a win for killer.

    But even devs think different, because a 53% kill rate wasn´t enough.

    But we know killers are not satisfied with a 3k, thats why they slug for a 4k.

    In short, the reason why this strategies are employed is to get that 4k, and no balance change will change that, unless the 4k is easy enough to get to not need them.

    And yes, that is truly what i belive.

    (to be fair, i play both sides, and even i am not satisfied with a 2k).

    You can only have a [xK/yE] breakdown use a lowest common denominator of 25%, as there are 4 survivors in every match. This is why 2K/2E is their target. Realistically you want there to be more 4K's than 4E's though, since 4E's are an outcome that involves the least potential interaction between the two sides. This is why they want more than 50% kill rate, but not enough for it to round up up 75% with the aforementioned LCD. Since the number is also going to vary due to how killers are balanced (as well as MMR differences and other relevant factors) you will end up with a spread instead of a direct number for your kill rate, which is why their target is in the high 50's to mid 60's, mostly depending on what distribution gives them their average within said range (which they have stated is about 12%..)

    50% is not, and should never be the goal because of the way that the game is designed. It's not only not balanced enough for that, but it gives equal weight to low-interaction outcomes as it does to high interaction ones, in a game where one side has a disproportionate objective.

    I haven't even said anything about slugging for 4Ks, but they actually tie in even further due to the hatch. Its a mechanic that exists to rob the killer of the 4th kill and allow a losing survivor a chance to call it a draw instead. That itself throws the above math off even further, which means that rightful 4K's can become 3K's which weighs down their average again, and further contributes to the (between 2K and 3K) number that the devs are striving for to offset it. Aside from that I don't really understand why it was brought up against the post you quoted, since I think that slugging for the 4K and other similar situations are caused by how people react to the game situation (including not even acknowledging it and not caring about hatch escapes,) just like survivors who give up and abandon their team to pray they get the hatch instead (who can likewise keep trying despite being one of the last two.) Its also why winning for killer is a 3-4K and not just a 4K.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207208#Comment_3207208

    Not sure why you're surprised that Twins are getting worse and worse, they are a killer that have needed a rework the longest, lol, they were dead before this change too, please.

    So you agree that slugging is not a crutch for Twins but a necessity.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204028#Comment_3204028

    "someone will literally slug everyone on first gen and just let us all bleed out without even trying for the hook"

    When? When are people doing this?

    In all my time playing survivor I've had this happen exactly ONCE by a Nurse.

    Killers want to end the game as much as you do. Who the hell wants to hang around doing nothing for 4 minutes?

    Slugging is used for a hell of a lot of reasons in a ton of different, valid scenarios, and the only thing anyone is talking about is this "bleeding everyone put at 5 gens" nightmare scenario.

    It's the definition of confirmation bias. You can't stop thinking about that one time you had to wait 4 minutes, and conveniently forget the hundreds of times you've been on the ground in various other contexts, because they didn't have such a detrimental effect on you.

    Man, you and I have NOT had the same game play. I have had several people do this to me. It's not always at 0 gens, sometimes it happens after only 1 is done. It does tend to be Nurses, but I've had other killers do it to. And that's exactly what I'm saying, I don't understand why a killer basically just wants to slug and stare at us for however long it takes to bleed out lol. XD

  • While I disagree, I do understand your argument regarding slugging. I also personally do not understand why that is getting addressed of all things in DBD.

    But camping and tunneling? It should be clear just how disliked this strategy is by almost all survivor players, and how unfun it is to go against. It is extremely unhealthy gameplay for DBD.

    And you talk about the game getting less skillful. What exactly does camping in particular have anything to do with skill? Ypu just stand in front of the hooked survivor and try to get hook grabs. Any nerf to camping just makes the game more skillful, albeit on the killer's side. But that is fine, considering all the buffs killers received in the last midchapter update.

    Tunneling takes more skill, but still not nearly as much as playing killer normally. It is still a pretty ridiculous tactic in the game.

    It's clear that there has been a shortage of survivor players ever since 6.1.0 has dropped when looking at queue times, and that most likely won't end until survivors receive some more deserved buffs against camping and tunneling. When it comes to tunneling, maybe just reverting the DS nerf would be enough for the moment, but camping still needs some proper, basekit nerfs, especially since it got buffed in the 6.1.0 update.

    DBD could be in the best state it's ever been, but survivors need a bit more before that is actually the case, in my opinion.

  • @Nazzzak said:

    IMO this update isnt even about the current slugging. It's about keeping hooks relevant in future. Finishing Mori has the opportunity to end a game with little to no hooks, as it activates not only on a full team slug but a combination of dead, downed, and hooked survivors. Basekit Unbreakable encourages killers to keep hooking. The latter wouldn't be needed without the former, and vice versa.

    I don’t think the basekit UB was a response to routine slugging either. They just knew they had to do something prevent quick death games with the new mori system.

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