Automatic Gen Repair - An idea to end slugging

So I just had another wonderful slugfest match where the killer was hell bent on getting 4 tombstone kills. After 2 survivors were tombstoned, the killer proceeded to do everything in their power to try and get me and the other survivor. They did not succeed but it came at the cost of having to wait out not only the extremely long bleed out timer, but also being carried around by the killer with 1% left for as long as possible.

slugged 1.jpg slugged 2.jpg slugged 3.jpg slugged.jpg

Anyone who has ever been in this situation knows how mind-numbingly boring this situation is. Something needs to be there to deter the killer from doing this. My idea is to have generators begin to auto repair after certain conditions are met. The main condition will be excessive slugging of a survivor. The bleed out timer is too long. I understand it serves a purpose mainly in the early to mid game but in situations like this you just want it to be over and perhaps it doesn't always need to end in the killer's favor. I think if the killer leaves a survivor on the ground for more than 30 seconds a random generator will begin to repair. For every minute after any survivor is left in the dying state will add 25% repair progress to a generator. The killer would also not be able to interact with this generator. In this situation, since the killer was doing it to both of us the last 2 generators would have repaired before the killer could bleed us both out. This would greatly deter excessive slugging because it would add a punishment that would be counter productive to the killer's effort to drag out the match for a desired outcome. It would encourage killers to prioritize hooks when other methods of elimination are not convenient.

What do you think?

Comments

  • I would've just let him get the kills. Poor dude is probably in agony trying to get that dumb achievement.

  • @BlightedTrapper said:

    I would've just let him get the kills. Poor dude is probably in agony trying to get that dumb achievement.

    This is beside the point, but if any killer is going to be this toxic in trying to do something then I will deny them.

  • If killers are going to be forced to hook or else get huge penalties, anti-hook perks would have to go. If a killer gets heavily punished for slugging when survivors can run hook-denial builds, that would be extremely unfair.

    They did not succeed but it came at the cost of having to wait out not only the extremely long bleed out timer, but also being carried around by the killer with 1% left for as long as possible.

    Anyone who has ever been in this situation knows how mind-numbingly boring this situation is.

    That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.

    I had at least 3 matches yesterday where the killer 4-man slugged at 4 or 5 gens. I bled out at least once. It didn't feel extremely long or mind-numbingly boring. It felt kinda dumb and pointless, but I died and moved on and that was that. Even happening multiple times in the same day, it was shrug-worthy at best.

    @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637588#Comment_3637588

    This is beside the point, but if any killer is going to be this toxic in trying to do something then I will deny them.

    It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.

  • @TragicSolitude

    It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.

    To deny the tombstone for how they went about trying to do it? Absolutely. Was it worth the frustration of the match? Absolutely not. I would prefer people not play this way and the matches be more fun.

    That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.

    If you look at the pictures you'll see he tried to get us both. The last picture is me hiding in a locker to deny him the tombstone. He was charging up evil within and activating it in chase when he got close to survivors. Lockers prevent him from doing that. I wanted him to hook me after pulling me out of the locker but he refused. This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.

    These kind of matches are in fact mind-numbingly boring.

  • Unfortunately this kind of system could easily be abused by survivors purposely getting slugged or using perks like Plot Twist to force it. They can even just use the base borrowed time off hook to force a down while hiding a corner.

    Characters like Legion and Deathslinger would suffer the most since survivors can just let the deep wounds timer out.

    Slugging is an issue, but messing with gen progress is not the way to fix it.

  • @KateMain86 said:

    @TragicSolitude

    It sounds like you're saying going through the time and effort of denying him the Tombstone was worth it.

    To deny the tombstone for how they went about trying to do it? Absolutely. Was it worth the frustration of the match? Absolutely not. I would prefer people not play this way and the matches be more fun.

    That reads like a joint effort where you and Mikey worked together to waste each other's time. How many gens did your teammate get done while you were slugged and carried around? Looking at your images it looks like they didn't do any, but I have to be reading that wrong somehow.

    If you look at the pictures you'll see he tried to get us both. The last picture is me hiding in a locker to deny him the tombstone. He was charging up evil within and activating it in chase when he got close to survivors. Lockers prevent him from doing that. I wanted him to hook me after pulling me out of the locker but he refused. This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.

    These kind of matches are in fact mind-numbingly boring.

    I've managed to avoid being extremely bored in Tombstone Mikey matches; I've actually had a lot of fun denying them the Tombstone for as long as possible. Most Mikeys have had to give up and hook me, especially if they don't have infinite tier 3. I've never resorted to using lockers, though, since there are no points to be earned sitting in a locker. If it's a choice between doing literally nothing and being Tombstoned, I'd rather be Tombstoned and move on to the next match. I'm going to die either way, being hooked vs being Tombstoned means nothing to me if I'm not having fun in the match.

    This is why I suggested the auto gen repair to deter this behavior and encourage the killer to use the hooks.

    It would be a lot of work to code that, and it would require a couple things. The first would be getting rid of hook-denial perks. The second would be figuring out what to do when the killer has walked away from or lost the slug but the survivors are leaving the slug on the ground. Leaving a teammate on the ground so that a gen does itself and the killer can't even kick it could be a big get. The killer can't always hook someone but survivors are never required to pick up a teammate on the ground, so a blanket punishment for there being a slug could be a big problem. I've left horrible griefing teammates to bleed out on the ground, and my god a gen doing itself for me on top of them dying would have been awesome.

  • I would just add an option to give up and die when reaching half of the bleed out progress.

    Survivors can leave and the game is shorter. Also, the DC penalty shouldnt apply to this.

  • How would've this interacted with ruin? until at least one player its dead ruin would just eliminate any progress ever made with this feature

  • @KateMain86 said:

    So I just had another wonderful slugfest match where the killer was hell bent on getting 4 tombstone kills. After 2 survivors were tombstoned, the killer proceeded to do everything in their power to try and get me and the other survivor. They did not succeed but it came at the cost of having to wait out not only the extremely long bleed out timer, but also being carried around by the killer with 1% left for as long as possible.

    https://us.v-cdn.net/6030815/uploads/VRF274XBKWTL/slugged-1.jpg

    https://us.v-cdn.net/6030815/uploads/CI51OZNBYRJM/slugged-2.jpg

    https://us.v-cdn.net/6030815/uploads/R0FZSWSBL802/slugged-3.jpg

    https://us.v-cdn.net/6030815/uploads/GVZVIY871ZZ7/slugged.jpg

    Anyone who has ever been in this situation knows how mind-numbingly boring this situation is. Something needs to be there to deter the killer from doing this. My idea is to have generators begin to auto repair after certain conditions are met. The main condition will be excessive slugging of a survivor. The bleed out timer is too long. I understand it serves a purpose mainly in the early to mid game but in situations like this you just want it to be over and perhaps it doesn't always need to end in the killer's favor. I think if the killer leaves a survivor on the ground for more than 30 seconds a random generator will begin to repair. For every minute after any survivor is left in the dying state will add 25% repair progress to a generator. The killer would also not be able to interact with this generator. In this situation, since the killer was doing it to both of us the last 2 generators would have repaired before the killer could bleed us both out. This would greatly deter excessive slugging because it would add a punishment that would be counter productive to the killer's effort to drag out the match for a desired outcome. It would encourage killers to prioritize hooks when other methods of elimination are not convenient.

    What do you think?

    I think personally these are the types of basekit changes that are killing/hurting DBD, I would advise against anything like this. Personally, ever since that Nic Cage chapter the game has forced specific killers into the most die-hard of playstyles.

  • Last thing survivors need is for gens to repair themselves.

  • I might be reading into it wrong, but this would actively reward survivors with ignoring the perils of their teammates. Instead of exposing yourself to the risks of going for a save, you can just keep focus on your gen (gen tunneling rushing) and that other sucker on the floor does still contribute to repair progress, probably more than if he was up and getting found and chased again.

    If you think this scenario sounds more than 50% realistic then it's a bad idea.

    Also: Reward for messing up is bad.

  • I liked the idea I heard from another user a while ago.

    Survivors could pick themselves up off the ground as often as they'd like, BUT they could only fully recover if they were right next to a functional hook. This meant that survivors couldn't just run to a corner of the map with no hooks around to force a slug, recover, and then hop back onto gens.

    There may be issues with edge cases like going down in the corner anyway and then using Tenacity to get to a hook when the killer leaves. I don't remember everything about their idea. I'll try to search it up.

    Edit: Found it

    @AssortedSorting said:

    The Dying state gives a feeling of helplessness. Appropriate, given the Killer "got you".

    Only being able to be picked up by another Survivor is also appropriate, given that one of the Survivor themes is that through cooperation, a stronger foe can be overcome.

    Slugging (Keeping a Survivor in the Dying state) itself isn't always an issue either. Such as instances where the Killer slugs a Survivor in order to chase another nearby Survivor that could be trying to setup a save.

    While that fits thematically... This is a game, and the experience of all players should be considered.

    Where it becomes an issue is when a Survivor is left as a slug for an extended amount of time, be it through The Killer properly zoning them (leveraging meta-knowledge that the slugged Survivor cannot pick themselves up), Aura suppression of some form (EG: Blindness), Survivors simply being clueless, The Killer quite literally forgetting where they left the Survivor, or the chase with the other Survivor taking far too long. While this does work in the Killers favor, the experience is unengaging.

    So how do you go about addressing excessive slugging?

    BHVR suggested that base-Unbreakable could be an option.

    In my opinion, that would conflict with existing systems regarding recovery speed. While it is simple, it promotes more sit and hold a button gameplay. Nor does it introduce any new gameplay considerations from a tactical perspective (that weren't there before). While this does introduce synergy with crawl-speed Perks by allowing the Survivor to crawl elsewhere and pick themselves up, that nerfs temporary slugging. It also fails to take into consideration sabo-squads or unfortunate hook spawns creating dead-zones where the Killer is unable to reach a Hook at all before a Survivor wiggles off, requiring a Bleedout.

    My suggestion would be the following:

    Counter-Slugging

    Survivors can get themselves up to their feet over 32s with a "Persist" Action at an unoccupied Hook.

    This Action takes 32s, the Survivor can be interrupted, and if interrupted, or stopping the Action, the Survivor becomes Incapacitated for 8s. (This prevents the Survivor from attempting "Persist" spam if under hook while the Killer is nearby).

    An unoccupied Hook is a Hook that is not Destroyed or that has a Survivor Hooked on it.

    While attempting to "Persist", the Hook will rattle and creek occasionally, similar to the purposes of Gen Repair sounds.

    With the above, the Survivor has more options available to them if the Killer leaves them to chase someone else. If they're left slugged near a Hook, they will likely get back up fairly quickly. They're not able to get up without being near an undamaged Hook, so this should restrict its usefulness against sabo-squads. The Killer will have a rough idea of where a Survivor is if they leave them slugged, or they won't if Survivors cooperate and pick up the slugged Survivor elsewhere. The lengthy self-pickup time itself also means that unless the Survivor gets slugged right under Hook, it's a commitment to try and go for a Self-pickup over Recovery. While it is more hold a button gameplay... it's an ever-present choice between options, instead of just Recover. It's also a distinct system from Recovery and would be independent of any Recovery Perks/Balances.


  • @Crowman said:

    Last thing survivors need is for gens to repair themselves.

    The last thing survivors need is the situation I was thrown into in the pictures of my OP. Survivors absolutely need this to deter toxic killer behavior and focus on objectives.