About the "slug meta"

https://www.youtube.com/watch?v=aInEGwk2TtE

Just wanted to share this here.
The perfect video (at least in my opinion) on why slug became meta and what needs to be considered to fix it.

Comments

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880568#Comment_3880568

    You are saying that survivors are "wasting time coming for a save" but ignore the fact that to get the save it takes far less time then it did for the killer to get the down, you are still in the mindset of "average solo queue games" where chases last 15 seconds. The average chase in high MMR games (not whatever BHVR calls high mmr, actual high mmr) is far longer than that.

    I'll start by saying you once asked me never to tag you in a post again, but being you tagged me first I'm going to respond.

    "wasting time coming for a save"

    So I typed over 800 words and you pull out the ending of a sentence? You're missing a number of things

    1: I'm responding to a video. The video creator said he gained nothing from the chase, implying the chase was worthless. That's untrue. You're treating my words as if they are not in response to a specific statement.

    2: Without the survivor perspective we have no idea on the time trade off. This is a pure presumption on your part and the creators. Did the survivor with the flashbang chase around instead of doing gens? Did the survivor who went down do so because they knew the save was nearby, and if it wasn't they could have extended the chase more? Not to mention the risks associated with getting spotted (like the killer did in the second discussed game) or the trade off in what other perks could have been run.

    3: You try to make this about MMR, but the killer here won the match, with Trapper, after a flashbang save. Either this isn't a high MMR match or discussions about mythical high MMR are overrated.

    4: Much like the video, it ignores a 'what if' the perk selection was different. If instead the killer slugs, but instead of flashbang the survivor has We're Gonna Make It, the killer still loses out. There seems to be a lot of confusion among some killers over differences in discussion between 'good strategy' and 'good strategy given the meta'.

    The things you say about mindset are just kind of presumptive and silly.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880704#Comment_3880704

    I mean, I can get behind saying that Deliverance, OTR and DS are strong, even tho I would say that at least the latter two are really overrated.

    OTR - no grunts of pain, immune to aura reading, free endurance to eventually tank a hit for teammate or get into next safe tile before killer downs you. All this for full 80s. This perk literally even holds way too much power for the duration it has.

    DS - completely obliterates M1 killers and hold significant power against almost every killer when survivors know things like where to force downs after unhook

    But Babysitter, Reassurance, Resurgence, Second Wind and Shoulder the Burden? Aside from Resurgence, all of them just have in Common that Killers on the Forum were Doomposting when the Perks got introduced or buffed that they will make Killer unplayable. Yet I barely see those Perks in my games. If they would be so strong, they would be way more common.

    Babysitter - brutal anti-tunnel which basically provides full stealth when you unhook a survivor that has OTR, but in general, 10% haste for 30s is literally nuts.

    Reassurance - literally a free card that prevents tunneling by keeping survivor on hook more, counters camping as a whole and nullifies killer's hook pressure in general.

    Second Wind - literally a syringe v2.0 for unhooked survivor, do i even need to explain this one?

    Shoulder the Burden - arguably the #1 best survivor perk in the entire game that not only counters tunneling, but literally forces 12-hooking and has impact on any hooking order that isn't putting every survivor on fresh hook before going for next hook state.

    The reason you barely see those perk in your matches is because average survivor lacks macro skill expression to understand importance of additional game aspects.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880698#Comment_3880698

    if you really think Resurgence isn't that much powerful, i don't know what to tell you.

    And btw, balance decisions for strategies, perks, items addons and killers are not only based on pickrates, but also on general impact of those on match

    Yeah, they don't draw the obvious conclusion that these perks like Resurgence, Second Wind, Moment Of Glory, Clean Break, are pseudo instaheals. If you last long enough in chase, or not even in chase, you get automatically healed while potentially progressing the objective at the same time. That is beyond broken. That's like a killer perk that regresses all gens as long as a survivor is on hook. It forces your opponent to commit to a bad option just to play around another bad option. If they let you go, you get healed for free. If they chase you as to not give you the free heal, you're still forcing them to choose to chase you, and you might still get healed.

    The other perks aren't bad either. You said it. 30s of 10% Haste and extra time on hook? What's to scoff about that?

  • Damn!
    I didn't thought this topic would get so much replies.
    Thanks guys! 😁
    Now I'm sure it got the attention from someone from BHVR team.

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880461#Comment_3880461

    No, it's objectively harder to go for hooks than it ever has been. I argue the opposite, that killer's always been really weak, and every time our so-called "meta" gets nerfed, we move on to the next least weak thing. Survivors are the ones who move on to the next least effort thing. With random matchmaking, survivors had to be good, as in do good chases and be efficient on gens. Now they can be half-efficient on both and still win, because every good killer's been nerfed, every gen slowdown has been nerfed, the devs keep making maps stronger because survivors lie and say there's no pallets, and when they get unhooked they become Terminator with all their perks activating. Instantly healed off hook, over a minute of a third health state, 10% Haste and 10s BT at base, DH for another third health state, DS for a 4-second stun so you can go down in a dead zone and still make it somewhere. What have killers got? Slightly faster kicking and weapon wiping. And now you want to take away slugging? I guess killers will just queue up to lose, and be a plaything.

    "And now you want to take away slugging?"

    That's EXACTLY what I've been thinking too!
    They took killer resources away one by one until we got at slugging and after they take it away too… what will remain?
    People need to want to play killer or this game literally dies.
    Just like the guy says in the video: BHVR asked A LOT of stuff about slugging in their last survey, but only from the survs perspective.

    Another VERY IMPORTANT thing that is said in the video and also by other people here is 2nd chance perks being weaponized against the killer.
    They are suppose to be anti tunnel damn it.

  • @Dadeordye said:

    Damn!
    I didn't thought this topic would get so much replies.
    Thanks guys! 😁
    Now I'm sure it got the attention from someone from BHVR team.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880842#Comment_3880842

    "And now you want to take away slugging?"

    That's EXACTLY what I've been thinking too!
    They took killer resources away one by one until we got at slugging and after they take it away too… what will remain?
    People need to want to play killer or this game literally dies.
    Just like the guy says in the video: BHVR asked A LOT of stuff about slugging in their last survey, but only from the survs perspective.

    Another VERY IMPORTANT thing that is said in the video and also by other people here is 2nd chance perks being weaponized against the killer.
    They are suppose to be anti tunnel damn it.

    Yeah, world's gone mad. They really don't look at things from the killer POV, or they apparently play it but never go against a single decent team. I've got inflamed passion for this role, but dang if I don't feel like I'm not being unreasonable here. The only thing I see killers really having once slugging is nerfed is... hoping to stall enough with No Way Out/Remember Me? That's really the only alternative I've been able to experiment with besides slugging. But it's like, how does nobody see the time crunch we're on? They're literally balancing off the top 10 killer players and off brand new survivor players. That's the real unbalance in this game.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880902#Comment_3880902

    Yeah, world's gone mad. They really don't look at things from the killer POV, or they apparently play it but never go against a single decent team. I've got inflamed passion for this role, but dang if I don't feel like I'm not being unreasonable here. The only thing I see killers really having once slugging is nerfed is... hoping to stall enough with No Way Out/Remember Me? That's really the only alternative I've been able to experiment with besides slugging. But it's like, how does nobody see the time crunch we're on? They're literally balancing off the top 10 killer players and off brand new survivor players. That's the real unbalance in this game.

    "Stall" is another keyword here.
    Killer gen perks getting nerfed while nothing is done to surv ones. Slugging is a more efficient way to counter gen rush.
    They make killer gen perks don't stack with each other, but surv ones still can.
    A friend these days had a match that a surv was using Deadline, Hyperfocus and Stakeout and gens melted FAST.
    Damn, even one surv with Prove Thyself is enough for a "BIG DAMAGE" and if for some reason you don't find this surv and don't let him/her touch gens or even tunnel him/her out you lose.

  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880535#Comment_3880535

    Slugging is not easy against coordinated teams. WGLF, MFT and Boon: Exponential the latter perk completely shits on the slug meta. Slugging is as hard if not harder to do than simply hooking imo. The reason i do it because it's less stressful because you don't have to be paranoid about picking a survivor up, getting flashlight saves, pallets saves, it's only about chase and less macro.

    Exponential is such a bad perk that it is a non-issue.

    MFT is pretty bad as well. Extremely situational.

    WGLF is okay, I guess.

  • Are we still up defending tunneling by killers double standards?

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880535#Comment_3880535

    That's not even why people slug. Are you that naïve? That's what survivors have over the killers, power, and why the killers resort to slugging to win. You're telling me that killers have more incentive to hook than to slug? With rebuffed DS, OTR that gives a minute+ invulnerability plus power creep on Iron Will, and third health state DH?

    It is endlessly amusing that you ignore the facts of the game. So far as we know, Killers are doing very well.

    Do not equate your own personal struggles with the state of the game at large.

    DS is fine. Have you considered NOT tunneling? I would prefer it if OTR simply applied Intangibility until a Conspicuous Action was performed, but if they are bothering you, they are not progressing the game.

    Once again, unless you are trying to tunnel.

    DH is a complete non-issue. It is a poor perk.

    Iron Will is completely fine. Sounds already don't work half of the time, if you can only track by sound then you've probably not had a good time anyway.

    I think you are getting your own personal struggles with the game confused with the state of the game at large. For example, even during 2018, when the game was truly Survivor-sided, I did not escape often. I had a difficult time looping Killers and was often upset at my performance.

    That does not mean I thought the game was Killer-sided and that everything was stacked against me and that those nasty X-sided players were out to get me.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880535#Comment_3880535

    You really should watch the video, it isn't about being in a "position of power" there are far more factors at play here.

    Why?

    I highly doubt it will bring any new information to light.

    It will simply be someone coping.

    People are doing it because it works. Survivors are not used to having to play around slugging.

    It obliterates Solo Q without any difficulty and can do well against most casual SWF's too. On top of that, it puts Killers in a position of power, which people love no matter the role.

    All this will accomplish is getting slugging nerfed to the ground. On the bright side, BHVR will finally address a playstyle that is extremely uninteractive. On the bad side, they will kill it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880836#Comment_3880836

    Its not necessarily about every hook perk being strong, its just that the best survivor perks are all about being hooked, and even the worse ones still do something. Basically, take a look at all of the perks that help survivors when they are hooked or have to do with attempting to do a hook (by picking up the survivor):

    Perk - Usage

    • Babysitter - 1.25%
    • Background Player - 4.26%
    • Blood rush - 0.70%
    • Boil Over - 3.31%
    • Boon: Exponential - 1.90%
    • Borrowed Time - 1.55%
    • Breakdown - 0.94%
    • Breakout - 2.17%
    • Camaraderie - 0.58%
    • Champion of Light - 1.34%
    • Dead hard - 10.52%
    • Decisive Strike - 9.14%
    • Deliverance - 2.78%
    • Desperate Measures - 1.30%
    • Fast Track - 0.87%
    • Flashbang - 6.04%
    • Flip-Flop - 1.67%
    • Kindred - 6.96%
    • Off the Record - 6.85%
    • Power Struggle - 1.17%
    • Reassurance - 1.92%
    • Residual Manifest - 0.93%
    • Resurgence - 4.57%
    • Saboteur - 1.98%
    • Second Wind - 1.13%
    • Shoulder the Burden - 1.83%
    • Slippery Meat - 0.91%
    • We'll Make it - 6.54%
    • Wicked - 1.14%

    Now, is every one of these perks a complete winner? No, but look at their usage stats

    In total, if you add all that up, these have a total usage of 86.25%. Statistically this means that 86% of the time, all 4 survivors will have at least 1 of these perks.

    And at higher levels, many of these perks are so meta that you see them every single game:

    • Dead hard
    • Decisive Strike
    • Deliverance
    • Flashbang
    • Shoulder the Burden

    Compare that to the anti-tunnel perks, and the only real good ones are unbreakable and we're gonna live forever.

    Unbreakable works once, and is pretty comparable to Decisive Strike. But even that, its weaker than DS. DS stuns the killer giving you time to goto safetly, Unbreakable does not, you can use unbreakable and then immediately get downed 5 seconds later and there goes your perk, unless you stack it with other perks.

    We're gonna live forever has a cooldown of 30 seconds, and the double pick up speed is pretty often irrelevant. Because if the survivor is recovering on the ground, they are probably going to be at 90-95% recovered anyway, so WGLF makes them pick them up in 1 second instead of 2 seconds, not much of a difference. And if the survivor is close by enough such that the time bonus of WGLF is good, then the survivor is nearby, and slugging is already the more effective strategy there.

    The other thing is that anti-tunnel perks are generally good if you have 1, and even better if you stack them (where it makes sense). But the anti-slug perks are often not good by themselves and require you to stack them, making them even less likely to be a factor.

    That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again
    • Sabotage with toolboxes
    • Flashlights
    • There's no "anti-slug" item

    And the argument of "just don't tunnel" is bad. Good players use these perks and abilities OFFENSIVELY by blocking doorways, or body blocking.

    The amount of times i have had someone, who is fully healed, run across the map, to body block, then body block a second time with OTR is insane, wasting so much time, then you just give up and down them, and oh look, DS, and then you figure at this point nothing left, and then, oh look dead hard, and then you down them and oh look all 5 gens done.

    sorry but I’m not interested in just biased killer pro points.

    Especially towards the end where you just did the usual “killer oppressed victims survivor op” thing you always do.

    “That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again”


    basekit bt and anti camps were objectively healthy changes to the game. You think face camping bubbas and survivors getting downed as soon as they touch the ground was healthy for the game? Maybe if your biased towards killer (which you are)


    “Killer perks have been nerfed and nerfed”

    Yeah killers still use those perks. Sorry that you lose maybe one more extra game yet still win most of them. This isn’t 2017 dbd anymore. Quit acting like it

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880837#Comment_3880837

    Because we're scared. On top of all the BS survivors have, we're worried about another of these perks being added to that meta. They still could be, assuming the meta finally gets nerfed, which it won't. DS has been meta for almost a decade, and people still don't see an issue with it. So anything that comes close to its power or its usefulness, yeah we're worried.

    “Because we're scared.”

    This is a new low💀

  • Imagine the devastation of losing your w streak as killer. Truly terrifying.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880647#Comment_3880647

    How is Exponential really bad? It's Unbreakable for multiple people, replaceable infinitely.

    Long set up time, small effective radius, and easily found snuffable before anyone can get value

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880863#Comment_3880863

    Long set up time, small effective radius, and easily found snuffable before anyone can get value

    And if the killer doesn't slug,, a completely dead perk slot. Also limits the area where survivors can take chase, making the killers job of getting downs easier.

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880881#Comment_3880881

    sorry but I’m not interested in just biased killer pro points.

    Especially towards the end where you just did the usual “killer oppressed victims survivor op” thing you always do.

    “That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again”


    basekit bt and anti camps were objectively healthy changes to the game. You think face camping bubbas and survivors getting downed as soon as they touch the ground was healthy for the game? Maybe if your biased towards killer (which you are)


    “Killer perks have been nerfed and nerfed”

    Yeah killers still use those perks. Sorry that you lose maybe one more extra game yet still win most of them. This isn’t 2017 dbd anymore. Quit acting like it

    I think you are reading into a bias that you perceive is there, especially based off your comments.

    Nowhere in that did i say that basekit BT and AFC are bad for the game. Actually i think the concept of them is good for the game, but they went about it the wrong way. They are just another piece of evidence of the devs actively discouraging killers from hooking survivors. Think of it this way, we go from a time where none of these things existed to:

    • Basekit BT gets added
    • Anti face camp gets added
    • Survivor anti-tunnel perks get buffed
    • The killer hook perks like Pop/Pain res/BBQ (bloodpoints) etc. get nerfed
    • Hook timer gets increased to 70 seconds

    All of these things are things that actively punish killers for hooking. While rewarding survivors for getting hooked.

    Look at a perk like NOED for example. Survivors often complain about NOED because it "rewards the killer for losing" right? It rewards the killer for playing badly in a way where they can often secure at the very least a kill if not more if survivors play altruistically, all for what? The killer did nothing skillful to activate it, it just happens.

    Now look at the survivor side of things. Survivor gets outplayed, and is now downed, but there are a ton of things that now are given to the survivor when they get hooked/unhooked for free, that just HAPPEN. Nothing skillful on the survivor side was done to get them, the survivor in fact got OUTPLAYED and the killer correctly progressed their objective, and now the killer is "punished" for doing so, through the survivor activating a ton of perks, and the killer spending a significant amount of time trying to get that hook.

    In terms of AFC and basekit BT, i don't think those were the right approach. What i would have done, was create a system by which tunneling and camping becomes IMPOSSIBLE (not just punished) from a gameplay perspective, while also using that as an opportunity to encourage killers to hook survivors. So my proposed solution is usually to create some mechanic by which, survivors who are unhooked are effectively immune from the killer and are automatically healed when the effect is over. While also making survivors share the 1st hook state. Meaning that even if you hard tunnel, you'd still have to hook someone 6 times in order to remove them from the game.

    On the flip side, something would need to be done basekit for killers to reward them for completing their objective. Generally i think this would work best as a "when a survivor is unhooked, they are put on a "timeout" where they can't progress the game and can't be targeted by the killer" But, once that timeout is over they get fully healed and are back in the game. Basekit get kick regression gets buffed up to 10%, basekit regression gets buffed to 0.5 c/s instead of 0.25 c/s. Basekit corrupt that lasts say, 30 seconds, a basekit corrupt on totems that lasts say, 30 seconds.

    Then from there you can rebalance things like gen speeds in relation to these changes i they need to be increase or decreased. And you have new mechanics by which perks can be made. Meanwhile you can go rework all of the survivor anti-tunnel and anti-camp and the killer gen defense perks to do something more interesting.

    The reliance on gen defense perks for example is obvious, the game is balanced around it. Similar to survivors taking anti-tunnel perks, the game is balanced around it. This is evidenced by things like chaos shuffle, where gens fly super fast, and survivors get tunneled super quick. Because both sides know the other side likely doesn't have the perks to deal with that thing.

    All i'm saying is, the devs themselves have led us here to this new meta around slugging by punishing killers for going for hooks time and time again all in an effort to deal with tunneling, without actually looking at WHY the killers are tunneling to begin with. And instead of actually making tunneling impossible, and balancing the game around that fact, they instead bandaid the problem with perks and half baked basekit mechanics.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880871#Comment_3880871

    Why?

    I highly doubt it will bring any new information to light.

    It will simply be someone coping.

    People are doing it because it works. Survivors are not used to having to play around slugging.

    It obliterates Solo Q without any difficulty and can do well against most casual SWF's too. On top of that, it puts Killers in a position of power, which people love no matter the role.

    All this will accomplish is getting slugging nerfed to the ground. On the bright side, BHVR will finally address a playstyle that is extremely uninteractive. On the bad side, they will kill it.

    To check your biases a little bit and maybe look at things from a different perspective?

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880647#Comment_3880647

    So, what you are saying is that all the nerfs to regression and slowdown perks, all the basekit mechanics that artificially restrict what killers can do, the +20 seconds to the total hook timer added for no apparent reason, all the second, third, and fourth chance perks that activate on hook, survivors weaponizing anti-tunnel perks, and all the things survivors can do to completely negate killer invested time like flashlight saves or hook sabotage made easier…

    In short, all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while maintaining gen progression and min times intact, have nothing to do with more killers slugging and is all "rubbish"?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880634#Comment_3880634

    I think he said a couple more things in his 22 minutes video than that. But technically true, although a bit reductionist.

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf. Slugging is more effective when you can down someone and immediately go do something else cuz before you could hit them and survivor could make it to the other side of the map now the can only make 10meters of distance. im saying thats the biggest factor. It has nothing to do with perks its because the base mechanics allow for it to be more effective now.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880836#Comment_3880836

    Its not necessarily about every hook perk being strong, its just that the best survivor perks are all about being hooked, and even the worse ones still do something. Basically, take a look at all of the perks that help survivors when they are hooked or have to do with attempting to do a hook (by picking up the survivor):

    Perk - Usage

    • Babysitter - 1.25%
    • Background Player - 4.26%
    • Blood rush - 0.70%
    • Boil Over - 3.31%
    • Boon: Exponential - 1.90%
    • Borrowed Time - 1.55%
    • Breakdown - 0.94%
    • Breakout - 2.17%
    • Camaraderie - 0.58%
    • Champion of Light - 1.34%
    • Dead hard - 10.52%
    • Decisive Strike - 9.14%
    • Deliverance - 2.78%
    • Desperate Measures - 1.30%
    • Fast Track - 0.87%
    • Flashbang - 6.04%
    • Flip-Flop - 1.67%
    • Kindred - 6.96%
    • Off the Record - 6.85%
    • Power Struggle - 1.17%
    • Reassurance - 1.92%
    • Residual Manifest - 0.93%
    • Resurgence - 4.57%
    • Saboteur - 1.98%
    • Second Wind - 1.13%
    • Shoulder the Burden - 1.83%
    • Slippery Meat - 0.91%
    • We'll Make it - 6.54%
    • Wicked - 1.14%

    Now, is every one of these perks a complete winner? No, but look at their usage stats

    In total, if you add all that up, these have a total usage of 86.25%. Statistically this means that 86% of the time, all 4 survivors will have at least 1 of these perks.

    And at higher levels, many of these perks are so meta that you see them every single game:

    • Dead hard
    • Decisive Strike
    • Deliverance
    • Flashbang
    • Shoulder the Burden

    Compare that to the anti-tunnel perks, and the only real good ones are unbreakable and we're gonna live forever.

    Unbreakable works once, and is pretty comparable to Decisive Strike. But even that, its weaker than DS. DS stuns the killer giving you time to goto safetly, Unbreakable does not, you can use unbreakable and then immediately get downed 5 seconds later and there goes your perk, unless you stack it with other perks.

    We're gonna live forever has a cooldown of 30 seconds, and the double pick up speed is pretty often irrelevant. Because if the survivor is recovering on the ground, they are probably going to be at 90-95% recovered anyway, so WGLF makes them pick them up in 1 second instead of 2 seconds, not much of a difference. And if the survivor is close by enough such that the time bonus of WGLF is good, then the survivor is nearby, and slugging is already the more effective strategy there.

    The other thing is that anti-tunnel perks are generally good if you have 1, and even better if you stack them (where it makes sense). But the anti-slug perks are often not good by themselves and require you to stack them, making them even less likely to be a factor.

    That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again
    • Sabotage with toolboxes
    • Flashlights
    • There's no "anti-slug" item

    And the argument of "just don't tunnel" is bad. Good players use these perks and abilities OFFENSIVELY by blocking doorways, or body blocking.

    The amount of times i have had someone, who is fully healed, run across the map, to body block, then body block a second time with OTR is insane, wasting so much time, then you just give up and down them, and oh look, DS, and then you figure at this point nothing left, and then, oh look dead hard, and then you down them and oh look all 5 gens done.

    The amount of times i have had someone, who is fully healed, run across the map, to body block, then body block a second time with OTR is insane, wasting so much time, then you just give up and down them, and oh look, DS, and then you figure at this point nothing left, and then, oh look dead hard, and then you down them and oh look all 5 gens done.

    'Wasting so much time'

    Yeah, their own. Across the map, get a full heal, cross the map again, take two hits, and then you're down on the ground and incapacitated. For most of that, you've got another person you're chasing so this 'offensive use' fella has given you a TON of free pressure by not doing gens.

    Isn't that the number one deflection killers use nowadays, that soloQ is only bad because survs don't do gens?

    But if someone spends a full minute fishing for a bodyblock, that's suddenly OP as hell.

    Also, I stand by it: If you get hit by DS, that is 100% your own fault. Nothing can force you to pick up, so if someone's bodyblock baiting, leave 'em slugged.

    Also also, if they ran across the map, got a heal, ran across the map again, lurked to find the opportune bodyblock moment and then had to get two hits in, DS is expired.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880927#Comment_3880927

    To check your biases a little bit and maybe look at things from a different perspective?

    I gave it a shot and I was disappointed.

    The responses made it far clearer what exactly I was dealing with.

    Here are some highlights:

    "All the lame anticamp and second chance crap led to this. Basekit BT is an invisible 5th perk for surv nerds. Anticamp is basically Deliverance without the broken.. 6tb perk"

    "My biggest problem isn’t even second chance perks it’s survivors being able to heal in seemingly no time like i chase someone hit them lose them for a short period then their full health again"

    "I have ptsd from YEARS of meta DS, DH, BT and Unbreakable when I was playing killer.."

    A lot of these players do not understand the game. Some of that is not their fault, the game does not tell you a LOT of things and it is difficult to learn. We do not all have the luxury of time. However, I think these comments paint a picture of the general attitude of people who enjoy playing like this or think it is absolutely necessary.

    (sidenote, I got into an argument with the original video poster and he deleted his comments with me????)

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880652#Comment_3880652

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf. Slugging is more effective when you can down someone and immediately go do something else cuz before you could hit them and survivor could make it to the other side of the map now the can only make 10meters of distance. im saying thats the biggest factor. It has nothing to do with perks its because the base mechanics allow for it to be more effective now.

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf.

    Killer's cooldowns haven't been buffed, and survivor movement speed hasn't been nerfed in the last years. In fact, perks like STBFL were nerfed. What are you talking about?

    Slugging is more effective when you can down someone and immediately go do something else […]

    And here is the key that you people are not getting (even though you meant something else with it). Tunneling, 3-genning, the genkick meta, regression perk stacking… all those things were always about gaining time. Survivors with good game sense that coordinate a minimum don't leave most killers with a long enough time window to do anything, and min gen times have been a problem ignored for years now.

    Now, after years of BHVR making any other option for the killer to gain time minimal with nerfs and base mechanics, plus rewarding survivors with their stronger perks when they lose chase, plus making it even easier for survivors to make all the time the killer spent in his last chase go to waste, etc., some killers have come to the conclusion that it is better to simply not hook for all the reasons mentioned in the video, like not having to employ up to 20 seconds picking up and walking to the hook just to give survivors their stronger perks and the chance to screw you over. Like you said, you simply "down someone and immediately go do something else".

    It's not rocket science. I don't get why the need in denying it is when, again, slugging and Knockout are not precisely new things added to the game recently, and it's just now that people are going "Yep, slugging is the way".

  • @DeBecker said:

    Are we still up defending tunneling by killers double standards?

    How is tunneling double standards? It's a strategy. Killers don't say you're not allowed to gen rush, or that you're toxic for doing so. They just think it's stupid. 5 gens in 5 minutes shouldn't be a thing.

  • @BorisDDAA said:

    This is no different than the gen kicking strat outrage or any nerf in dbd history. When BHVR removes broken toys, people moan and move to the next thing that takes less effort to do while trying to find 1000 excuses to justifiy it. Hooking is no different than years ago. The majority of killers I see hook people and win. Knockout needs a rework and bleedouts to bm/waste time should be addressed.

    Except hooking is different? It is legit just better for the survivors if you hook them rather than slug them. Hooking them makes you take more time to hook, they get their unhook perks and the basekit changes to hooks for survivors.

  • @Shaped said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880929#Comment_3880929

    Imagine the devastation of losing your w streak as killer. Truly terrifying.

    I'm sorry, but if you had a game you thought was pretty darn fun, and then balance change after balance change threatened to ruin it, you can use whatever word you want, but yes, you would be scared to lose it. Not lose win streaks, strawman. Lose the fun in it. I don't keep win streaks because it's fake bragging rights, and that's because every 5 matches 1 decent team will just take the streak away. Whoever that doesn't happen to is just lucky or smurfing. Sorry. Good survivors have to throw to lose, because their gen efficiency alone leaves the killer insufficient time to kill them. Y'all can keep doing the trash talk and buzz words thing, but it's not a legit logical argument. That's why this game is stagnant, because the devs do think that stuff is like a really good argument.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880929#Comment_3880929

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880937#Comment_3880937

    I'm sorry, but if you had a game you thought was pretty darn fun, and then balance change after balance change threatened to ruin it, you can use whatever word you want, but yes, you would be scared to lose it. Not lose win streaks, strawman. Lose the fun in it. I don't keep win streaks because it's fake bragging rights, and that's because every 5 matches 1 decent team will just take the streak away. Whoever that doesn't happen to is just lucky or smurfing. Sorry. Good survivors have to throw to lose, because their gen efficiency alone leaves the killer insufficient time to kill them. Y'all can keep doing the trash talk and buzz words thing, but it's not a legit logical argument. That's why this game is stagnant, because the devs do think that stuff is like a really good argument.

    That's clearly untrue.

    There are Killer winstreaks in the thousands. Hell, Clown has a winstreak near 500, iirc.

    Even though I'd probably be miserable, I will get back on DBD after having not played in 8 months just to see if I can win the mythical 6th match you claim is impossible to win, if you'd like that

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880963#Comment_3880963

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf.

    Killer's cooldowns haven't been buffed, and survivor movement speed hasn't been nerfed in the last years. In fact, perks like STBFL were nerfed. What are you talking about?

    Slugging is more effective when you can down someone and immediately go do something else […]

    And here is the key that you people are not getting (even though you meant something else with it). Tunneling, 3-genning, the genkick meta, regression perk stacking… all those things were always about gaining time. Survivors with good game sense that coordinate a minimum don't leave most killers with a long enough time window to do anything, and min gen times have been a problem ignored for years now.

    Now, after years of BHVR making any other option for the killer to gain time minimal with nerfs and base mechanics, plus rewarding survivors with their stronger perks when they lose chase, plus making it even easier for survivors to make all the time the killer spent in his last chase go to waste, etc., some killers have come to the conclusion that it is better to simply not hook for all the reasons mentioned in the video, like not having to employ up to 20 seconds picking up and walking to the hook just to give survivors their stronger perks and the chance to screw you over. Like you said, you simply "down someone and immediately go do something else".

    It's not rocket science. I don't get why the need in denying it is when, again, slugging and Knockout are not precisely new things added to the game recently, and it's just now that people are going "Yep, slugging is the way".

    Patch 6.1 killer actions were buffed and survivor sprint after speed was reduced is what made this strategy better. I really don't think they need to stack 4 regression perks and make survivors have to do 8 generators worth of progress, these gen perks were rightfully nerfed. Killers have been slugging before and since then and the problem is only more complained about now since they added slugging for the mori. People were getting slugged and bled out too during the gen kick meta in fact probably more than they are now so there is no reason to think having perks killer perks nerfed is the reason. They added conspicuous actions to the anti tunnel perks too survivors were nerfed way more then killers so I dont want to hear how killers are not rewarded for hooking. The slugging is just easy because survivor dont have as many tools do deal with it unlike tunneling and camping. Killers will always be insufferable if they cant be punished for it, it has nothing to do with rewarding them.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880516#Comment_3880516

    It really is far longer than people realize.

    Its:

    • 2.7 second wipe animation
    • 3 second pickup animation
    • ~10 seconds to walk to a hook
    • 1.5 second hooking animation.

    That's a full 17 seconds, and that is assuming you immediately pick up the survivor, and you don't take a quick second to make sure there isn't someone coming in for the save. All this occurs after what is probably a 30-45 second chase which occurs after about 10-20 seconds hunting the survivors.

    When you really break down the numbers, it makes you wonder how survivors ever lose a match. If a killer takes 60 seconds to chase and hook a survivor, the survivors could have completed 180 seconds worth of generators out of the 450 (base) seconds of total generator progress needed. Remember, that 450 seconds can be divided by 4 and completed concurrently.

    And if you assume 60 seconds for the total time of a killer finding a survivor, chasing them, and hooking them, it takes a killer 540 seconds to get their first kill without tunneling (2 hooking all survivors, which is what they want) and 720 seconds to get a 4k. And unlike the survivors, this time is cannot be divided. The killer must go through it all, unless the survivors make serious mistakes.

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881026#Comment_3881026

    Patch 6.1 killer actions were buffed and survivor sprint after speed was reduced is what made this strategy better. I really don't think they need to stack 4 regression perks and make survivors have to do 8 generators worth of progress, these gen perks were rightfully nerfed. Killers have been slugging before and since then and the problem is only more complained about now since they added slugging for the mori. People were getting slugged and bled out too during the gen kick meta in fact probably more than they are now so there is no reason to think having perks killer perks nerfed is the reason. They added conspicuous actions to the anti tunnel perks too survivors were nerfed way more then killers so I dont want to hear how killers are not rewarded for hooking. The slugging is just easy because survivor dont have as many tools do deal with it unlike tunneling and camping. Killers will always be insufferable if they cant be punished for it, it has nothing to do with rewarding them.

    6.1 was released almost 3 years ago, it was a 0.3 seconds buff and a 0.2 seconds nerf, it was precisely after that patch that they added and removed all the things that make slugging worth more than hooking now, and on top of that, Knockout and slugging were exactly the same then as they are now.

    The coping is real.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881113#Comment_3881113

    6.1 was released almost 3 years ago, it was a 0.3 seconds buff and a 0.2 seconds nerf, and it was precisely after that patch that they added and removed all the things that make slugging worth more than hooking now.

    The coping is real.

    Nah conspicuous actions were added that patch and killers have only gotten stronger since then and survivors weaker. Anything else is just lying to yourself. Killers are just looking for excuses to justify how easy it is to not get punished for bullying solo que.

  • @ShadowHeart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880517#Comment_3880517

    When you really break down the numbers, it makes you wonder how survivors ever lose a match. If a killer takes 60 seconds to chase and hook a survivor, the survivors could have completed 180 seconds worth of generators out of the 450 (base) seconds of total generator progress needed. Remember, that 450 seconds can be divided by 4 and completed concurrently.

    And if you assume 60 seconds for the total time of a killer finding a survivor, chasing them, and hooking them, it takes a killer 540 seconds to get their first kill without tunneling (2 hooking all survivors, which is what they want) and 720 seconds to get a 4k. And unlike the survivors, this time is cannot be divided. The killer must go through it all, unless the survivors make serious mistakes.

    It would be 120 seconds, assuming Survivors spawn on gens and do nothing but gens. One player is being chased, after all.

    No team plays perfectly, not even comp teams. It is rather unrealistic to assume the absolute worst-case scenario for every situation when the average is plainly seen in official statistics.

  • @ShadowHeart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880517#Comment_3880517

    When you really break down the numbers, it makes you wonder how survivors ever lose a match. If a killer takes 60 seconds to chase and hook a survivor, the survivors could have completed 180 seconds worth of generators out of the 450 (base) seconds of total generator progress needed. Remember, that 450 seconds can be divided by 4 and completed concurrently.

    And if you assume 60 seconds for the total time of a killer finding a survivor, chasing them, and hooking them, it takes a killer 540 seconds to get their first kill without tunneling (2 hooking all survivors, which is what they want) and 720 seconds to get a 4k. And unlike the survivors, this time is cannot be divided. The killer must go through it all, unless the survivors make serious mistakes.

    While you're right that the starting numbers are very much in the survivors' favor, they shift more toward the killer as the match goes on. Even though your scenario involves 2 hooking everyone before getting a kill, chases will also get shorter as more resources get used up and/or weak links get chased, just like how they could be longer than a minute at the start. The game is too volatile to put into hard numbers like that, since advantage can change drastically with every interaction, and scales from one side to the other over the course of the match inherently. And thats before all the crazy variables caused by loadouts/powers/maps/etc.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880650#Comment_3880650

    No, you don't understand. You do not win against good survivors. You only draw at best.

    I get it. Y'all are in paradise, running meme builds, never stressing, and letting survivors go all the time to keep yourself in low MMR. But that's not reality for the rest of us. We want to beat good survivors, not just bad ones.

    And it's not even about losing too often, or losing to good survivors. It's about losing or almost losing to survivors who have no place beating you. They go down instantly the moment they're not at a BS tile like shack, they could do the gens way more efficiently, and they don't even run meta perks sometimes, but they still win. That's how much the game holds their hands now. The gen defence is destroyed. Pain Res, which most people would call the most useful, literally deletes itself after 1 use. Want more uses? You have to hook all the other survivors, thus making the worse play and spreading hooks before killing anyone. And the pallets are absolute BS, because they're around every corner. You can stack Brutal and multiple stacks of Fire Up together, and you won't even come close to catching up to the survivor before they make their next loop. What is the point?

    We'll admit we aren't as good when we stop getting such ridiculous asks. "Do a perkless add-onless streak, or you're not good." "Don't use any strategy, and go for random chases." "Don't use aura perks or slug, or you're bad." "Play Wraith, Pig, and Clown and get 4ks all the time." It's ridiculous. Why do you think the best players, in tournaments and stuff, never do that? "Because the survivors are strong." Well there you go. The moment survivors know what they're doing, and are efficient at it, killer can't match up. This is a dream world y'all speak of, where killer can just do whatever and win.

    So let me guess, you are the top MMR compared to the rest of us, in the same way TrU3 is peak MMR and losing doesn't mean that he played badly, it just means the game is unfair so therefore he has to slug, right?

    Even in the worst days for killer, you would still actually win most of your matches. Sure, you may have a run of bad games but if you are experienced you will know that this game can be very unfair due to pure RNG alone. However most of your opponents are going to be casual moderate to low skill survivors. It is very rare you face actual top tier survivors most of the time, no matter what you think your MMR is.

    I may not be as high MMR as you or others as I just don't care that much anymore… but as I approach 6k hours I would like to think I am still reasonably competent enough to somewhat understand the game.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880878#Comment_3880878

    So let me guess, you are the top MMR compared to the rest of us, in the same way TrU3 is peak MMR and losing doesn't mean that he played badly, it just means the game is unfair so therefore he has to slug, right?

    Even in the worst days for killer, you would still actually win most of your matches. Sure, you may have a run of bad games but if you are experienced you will know that this game can be very unfair due to pure RNG alone. However most of your opponents are going to be casual moderate to low skill survivors. It is very rare you face actual top tier survivors most of the time, no matter what you think your MMR is.

    I may not be as high MMR as you or others as I just don't care that much anymore… but as I approach 6k hours I would like to think I am still reasonably competent enough to somewhat understand the game.

    he said twins was a bad killer like a day ago….thats all I need to say

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881156#Comment_3881156

    he said twins was a bad killer like a day ago….thats all I need to say

    Well if it was "bad" as in terrible design that encourages the most unfun play style, I would agree lol.

    Look I am sure he is not a bad player, I see he must have been playing at least as long as I have been but I just think some people expect easy wins and don't take losses well, nor do they ever consider that maybe they didn't play that well or perhaps they also just get really unlucky with RNG but that affects both sides.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880722#Comment_3880722

    Yeah, like that was all happening off of the killer's own abilities. The only way a killer held a 3-gen that long was if the survivors just didn't know how to push. The "gen kick meta" is brain rot term that villainizes the killer for doing their objective. You mean to tell me that the killer's going around kicking all these gens, in EXCHANGE for pressure on the survivors in chase, because he has to kick the gen instead of going straight to chase, right, and the survivors still lose to him? Sounds like a skill problem on them, old Eruption or no. The survivors win the war of attrition, not killer. Or are you saying the killer's on every survivor and on every gen at once?

    I don't know how you don't get that but you do get slugging. The killer has to be really good at chase to get everyone down in like a 45-second window. If not, the whole team recovers. I don't see how on top of it already being an unsteady strategy, Knockout also needs nerfing. The aura hiding makes Knockout. You can't change it.

    Kicking a 3 gen with overtuned kick perks and hit and run tactics is indeed low skill in terms of macro and micro.

    I didn't say it is "too strong". I said it was obnoxious to stall the game for 40 mins+.

    Even killer main content creators made fun of this strat about the "'chess Merchant" or the chess killers.

    "I'm like a chess player, I kick a 3gen and I do hit and run for 45 minutes and eventually of survivors are too impatient I win".

    Yeah great memories…

    For slugging I said it requires skill for killer, indeed, and it's risky, so I'm ok with it. Just solo Q needs info.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880878#Comment_3880878

    So let me guess, you are the top MMR compared to the rest of us, in the same way TrU3 is peak MMR and losing doesn't mean that he played badly, it just means the game is unfair so therefore he has to slug, right?

    Even in the worst days for killer, you would still actually win most of your matches. Sure, you may have a run of bad games but if you are experienced you will know that this game can be very unfair due to pure RNG alone. However most of your opponents are going to be casual moderate to low skill survivors. It is very rare you face actual top tier survivors most of the time, no matter what you think your MMR is.

    I may not be as high MMR as you or others as I just don't care that much anymore… but as I approach 6k hours I would like to think I am still reasonably competent enough to somewhat understand the game.

    I saw his myers game where he poped t3 far away from survivor then complained when they had the time to hop in locker. Don't sell yourself short lol, arguing with someone who can't even play a simple killer.

    And mmr, I went vs big streamers who play this game day and night for years, even when I go on L streaks as surv. Just the other day I went vs their guru and his obnoxious 'god build', that is why I laugh at "top mmr" claims. Most killer streamers are being fed fodder and have the nerve to complain even tho they rarely if ever lose.

    This game and it's community is a joke. Whoever won't admit the power role switched a while ago is just pushing bias at this point, why shouldn't I troll or use strawman? What is the point of having serious arguments anymore when in the end everyone wants their side to stomp. I am not going to waste effort here anymore arguing with people who want to nerf survivors even more. I will just be an ezhole like they are.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880767#Comment_3880767

    Yeah, they don't draw the obvious conclusion that these perks like Resurgence, Second Wind, Moment Of Glory, Clean Break, are pseudo instaheals. If you last long enough in chase, or not even in chase, you get automatically healed while potentially progressing the objective at the same time. That is beyond broken. That's like a killer perk that regresses all gens as long as a survivor is on hook. It forces your opponent to commit to a bad option just to play around another bad option. If they let you go, you get healed for free. If they chase you as to not give you the free heal, you're still forcing them to choose to chase you, and you might still get healed.

    The other perks aren't bad either. You said it. 30s of 10% Haste and extra time on hook? What's to scoff about that?

    That is beyond broken.That's like a killer perk that regresses all gens as long as a survivor is on hook. It forces your opponent to commit to a bad option just to play around another bad option

    It would be crazy if there was a killer perk that regressed all gens at any point the survivors let go of them, and the only way to deal with it was for the survivors to go into a lose lose situation of either living with guaranteed regression or wasting time on a side objective that might play into other killer perks that the survivors have no way to know about ahead of time.

    I can't even imagine how a perk like that would RUIN the game.

  • @Shaped said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881156#Comment_3881156

    I saw his myers game where he poped t3 far away from survivor then complained when they had the time to hop in locker. Don't sell yourself short lol, arguing with someone who can't even play a simple killer.

    And mmr, I went vs big streamers who play this game day and night for years, even when I go on L streaks as surv. Just the other I went vs their guru and his obnoxious 'god build', that is why I laugh at "top mmr" claims. Most killer streamers are being fed fodder and have the nerve to complain even tho they rarely if ever lose.

    This game and it's community is a joke. Whoever won't admit the power role switched a while ago is just pushing bias at this point, why shouldn't I troll or use strawman? What is the point of having serious arguments anymore when in the end everyone wants their side to stomp. I am not going to waste effort here anymore arguing with people who want to nerf survivors even more. I will just be an ezhole like they are.

    Honestly I am not that invested in arguing too much about this game anymore either… I used to care a lot but after all these years I am not that invested anymore. But yeah, I do think a lot of people overestimate their own skill and I definitely think the power role has flipped from survivor now.

  • @ShadowHeart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880517#Comment_3880517

    When you really break down the numbers, it makes you wonder how survivors ever lose a match. If a killer takes 60 seconds to chase and hook a survivor, the survivors could have completed 180 seconds worth of generators out of the 450 (base) seconds of total generator progress needed. Remember, that 450 seconds can be divided by 4 and completed concurrently.

    And if you assume 60 seconds for the total time of a killer finding a survivor, chasing them, and hooking them, it takes a killer 540 seconds to get their first kill without tunneling (2 hooking all survivors, which is what they want) and 720 seconds to get a 4k. And unlike the survivors, this time is cannot be divided. The killer must go through it all, unless the survivors make serious mistakes.

    Because they are allergic to doing gens. There's a reason that these efficient high level SWF squads usually get 4 man out with 1 or 2 hooks. And then the answer is always "those teams are rare though"

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881136#Comment_3881136

    Because they are allergic to doing gens. There's a reason that these efficient high level SWF squads usually get 4 man out with 1 or 2 hooks. And then the answer is always "those teams are rare though"

    yeah. rare. so rare that i am end up playing vs it every 8 games or so.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881334#Comment_3881334

    yeah. rare. so rare that i am end up playing vs it every 8 games or so.

    I'm actually just confused on definitions here.

    Out of how many games would something need to happen to be rare? 1 out of 8? Well that definitely not common. Rare, unusual, uncommon, it seems to be splitting hairs on that point.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881486#Comment_3881486

    I'm actually just confused on definitions here.

    Out of how many games would something need to happen to be rare? 1 out of 8? Well that definitely not common. Rare, unusual, uncommon, it seems to be splitting hairs on that point.

    rare is like 1/20 games.

  • @Shaped said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881156#Comment_3881156

    I saw his myers game where he poped t3 far away from survivor then complained when they had the time to hop in locker. Don't sell yourself short lol, arguing with someone who can't even play a simple killer.

    And mmr, I went vs big streamers who play this game day and night for years, even when I go on L streaks as surv. Just the other day I went vs their guru and his obnoxious 'god build', that is why I laugh at "top mmr" claims. Most killer streamers are being fed fodder and have the nerve to complain even tho they rarely if ever lose.

    This game and it's community is a joke. Whoever won't admit the power role switched a while ago is just pushing bias at this point, why shouldn't I troll or use strawman? What is the point of having serious arguments anymore when in the end everyone wants their side to stomp. I am not going to waste effort here anymore arguing with people who want to nerf survivors even more. I will just be an ezhole like they are.

    They are also same ones who make 1 million posts and wonder why people swf to even stand a chance winning matchs or wonder why we are in constant dc outbreaks.

    @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881253#Comment_3881253

    Honestly I am not that invested in arguing too much about this game anymore either… I used to care a lot but after all these years I am not that invested anymore. But yeah, I do think a lot of people overestimate their own skill and I definitely think the power role has flipped from survivor now.

    Yeah I agree some people it aint even worth even replying too, some just sits on my ignore list specially a certain qoute people who probably never play survivor in their life and this game bit by bit just am drifting from me that even the rift pass did not gatcha me either. I much and prefer cartoon identity v/ffxiv and way too many other games to list here in every way lol.

  • We've been telling BHVR for years how to correctly implement basekit Unbreakable into the game. They just don't care.

  • The “Slug Meta” is not real.

    it is an artificial “meta” that works because survivors are not bringing anti-slug perks. The minute they do, even the best sluggers in the game can’t do it for free.

    played against a slugularity yesterday with plot twist, exponential, circle of healing, and DS.

    got a 3 out that could’ve been a 4 out. And it was a solo queue game.

    Again the slug meta is not real, it’s just taking advantage of survivors not running anti-slug. But when the meta shifts, you shouldn’t be surprised that it’s no longer as effective as content creators claim.

    Slugging, just like tunneling, is a good strategy to use Situationally to build pressure. It’s not an instant win button for killer when survs are prepared. The “Slug Meta” preys on bad solo survs, which are the majority of the player base. That’s why it seems effective, when it’s really showing the weakness of solo queue surv.

  • @tricks5776 said:

    The “Slug Meta” is not real.

    it is an artificial “meta” that works because survivors are not bringing anti-slug perks. The minute they do, even the best sluggers in the game can’t do it for free.

    played against a slugularity yesterday with plot twist, exponential, circle of healing, and DS.

    got a 3 out that could’ve been a 4 out. And it was a solo queue game.

    Again the slug meta is not real, it’s just taking advantage of survivors not running anti-slug. But when the meta shifts, you shouldn’t be surprised that it’s no longer as effective as content creators claim.

    Slugging, just like tunneling, is a good strategy to use Situationally to build pressure. It’s not an instant win button for killer when survs are prepared. The “Slug Meta” preys on bad solo survs, which are the majority of the player base. That’s why it seems effective, when it’s really showing the weakness of solo queue surv.

    Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.

    People generally do not use anti-slugging builds or perks because most killers typically pick up. I tried running the "small pp build" yesterday and I got use out of my Unbreakable with Soul Guard once. I got more use out of Decisive Strike, lol. Most killers that you go against are the type that downs, picks up, and hooks.

    I think the Knock Out and slugging builds are in a way dying because most survivors know to push gens, hop into a locker when they recognize it's in play, or the killer in question doesn't have as much experience and notice it via YouTube.

    I went against a Freddy with Knock Out two days ago I believe and he got no pressure whatsoever because of how he was playing and began hooking my random due to it.

    I still think the perk needs a nerf or a timer placed on it - but regardless, it is a "meta" in the same way that popular streamers are pushing it but people are not as skilled as let's say Tru3, so they typically suffer from getting kills.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881643#Comment_3881643

    Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.

    People generally do not use anti-slugging builds or perks because most killers typically pick up. I tried running the "small pp build" yesterday and I got use out of my Unbreakable with Soul Guard once. I got more use out of Decisive Strike, lol. Most killers that you go against are the type that downs, picks up, and hooks.

    I think the Knock Out and slugging builds are in a way dying because most survivors know to push gens, hop into a locker when they recognize it's in play, or the killer in question doesn't have as much experience and notice it via YouTube.

    I went against a Freddy with Knock Out two days ago I believe and he got no pressure whatsoever because of how he was playing and began hooking my random due to it.

    I still think the perk needs a nerf or a timer placed on it - but regardless, it is a "meta" in the same way that popular streamers are pushing it but people are not as skilled as let's say Tru3, so they typically suffer from getting kills.

    ”Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.”

    Meta literally means most efficient tools available so if they’re the most efficient, would they not be the most common?

  • @tricks5776 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881731#Comment_3881731

    ”Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.”

    Meta literally means most efficient tools available so if they’re the most efficient, would they not be the most common?

    Something can be efficient at doing what they need to solo-queue, yet be ineffective towards SWF.

    That's why I said in my post that they are curb stomping solo-queue and when going against a competent SWF that can deal with it - it's much harder. It's why you see many people complain about SWF - if SWF did not exist, slugging builds would definitely be more meta as it is strong against people with no comms.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881740#Comment_3881740

    Something can be efficient at doing what they need to solo-queue, yet be ineffective towards SWF.

    That's why I said in my post that they are curb stomping solo-queue and when going against a competent SWF that can deal with it - it's much harder. It's why you see many people complain about SWF - if SWF did not exist, slugging builds would definitely be more meta as it is strong against people with no comms.

    I don’t think you fully read my first comment on this thread. Because I made the same point but it doesn’t have to be a swf it can be a good solo group with the right perks. Again proving that the slug meta is not real it preys on general unpreparedness for the strategy.

  • @tricks5776 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881781#Comment_3881781

    I don’t think you fully read my first comment on this thread. Because I made the same point but it doesn’t have to be a swf it can be a good solo group with the right perks. Again proving that the slug meta is not real it preys on general unpreparedness for the strategy.

    Okay, we can argue semantics. Regardless, it's been an uptick and people are not going to equip anti-slugging builds for a 1 outta 5 games where someone equips slugging builds.

    It also has now become a thing since Thrill has been nerfed and it's been a killer's mantra that gen regression is weak, when in fact it's not.

    We will see in the next few weeks as it's still a relatively new "meta".

  • @Iabloko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880574#Comment_3880574

    I don't understand why it's not different, maybe you haven't played 2-3 years ago, or you have memory problems? A few years ago there weren't so many second chance perks, and the killer was REWARDED for the hook, the same pop goes the weasel - was USEFUL

    This is just post hoc rationalisation and making excuses. Nothing about perks changed in the past roughly 6+ months before this started being a thing.

    The only change that occurred anywhere near the time this started is the extra 10 seconds hook timer (8.2.0 - august 2024). Which, by the way, only comes into play if the killer is camping or lurking near hook to tunnel. Suddenly all of the complaints about instant unhooking to keep killer pressure at a minimum are forgotten and people lose their minds because they can't conceive of not camping or tunneling in this game.

    As for pop, this is the ultimate excuse and is absolutely. Not. The reason people are slugging in any way. Here's a timeline for pgtw in about the past year:

    6.1 (July 2022): 20% of current + 2.5% total (base kit) this version was still meta for years and "the best regression available" after they fixed cobruption.

    7.0 (may 2023): 30% of current and 2.5% total (base kit)

    7.5 (January 2024): 30% current and 5% total (base kit)

    8.0 (may 2024): 20% of current and 5% of total (base kit)

    The version we have now (8.0+) is objectively better than when it was considered a meta perk and one of the best in 6.1.0. There's also been no change to pop in almost a year, so there's zero excuse for it to be included in a recent "slugging meta" in the past couple months.

    If you're going to lie about the reasons, then WGLF was buffed in 8.3.0 (September 2024) and then the extra bonus healing slugged survivors speed was then nerfed soon after back to 100% (8.3.2 in October 2024). Which is just about when this all started.

    Seems like if we're just going to say anything on this topic then WGLF changes had far more to do with this than pop ever did. (Which is still probably not much imo, but this while argument of yours and similar ones from others is just simply wrong).

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