Behaviour need to STOP killers slugging when only 2 players left.

I don't think Behaviour understand their own game. I'm not stupid, I KNOW there is a massive difference between, 5k SWF games and my low hour solo-Q games.

In my games killers win 90%-90% of the time, because they have EVERY advantage - there's about 40 killers in the game, EVERY one has totally different mechanics to learn, different addons that change the mechanics and a far greater range of perks that synergize with the former. Conversely all survivors have the same mechanics and only a handful of perks are popular - the difference in required knowledge to succeed is ridiculous.

So… when two players are dead and the killer has incapped one of the last two players (who is on death hook), they have WON the game (again). At this point the hatch mechanic gives the last survivor a slim chance of slipping out - even that is far from guaranteed!

However some toxic killers are not happy with just winning the game, they are SO used to being pandered to even a fair fight for the hatch seems unfair to them. So rather than just hook the the incapped 3rd player, they slug them. This leaves the 4th player with no possible recourse. The killer will proxy camp the downed player so if the 4th player tries to revive they swoop in and kill them. And now the even more aggressive idle mechanics mean waiting it out is also impossible (also tedious).

So just stop killers being able to slug the 3rd player. Possible solutions:

Downed player gets automatic unbreakable. Downed player bleeds out much faster. Downed player can choose to suicide. I'm sure there are other possibilities, but anything that forces the killer to act, not just waste time because winning isn't enough for them, they expect a guaranteed 4K.

Again, I realize that the game is very different for killers against high hour SWF teams in discord, but I think Behaviour have spent so much time pandering to killers in those games they've completely lost sight of how insanely unbalanced the game has become for everyone else who aren't in that bracket. Like I say, in my games I bet killers have a close to 90% win rate, maybe even higher. I don't know what percentage players like myself are of the player base, but I'm guessing at least half, and probably far more.

What I'm suggesting about preventing the slug will not fix all the balance issues of course, but it will at least be a small concession that makes the bitter pill of everything else a little easier to swallow.

Comments

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  • @Foggyguy said:

    Hey, have I got some good news for you.

    How so? I assume they aren't planning on doing exactly this, would be an amazing coincidence if they were. Are they planning some update? They seem to plan so many changes. lots of updates, lots of rumors etc. I lose track & kinda gave up trying.

  • @kartikins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991498#Comment_3991498

    How so? I assume they aren't planning on doing exactly this, would be an amazing coincidence if they were. Are they planning some update? They seem to plan so many changes. lots of updates, lots of rumors etc. I lose track & kinda gave up trying.

    After being slugged for 90 seconds, players are going to get an unlimited-use Unbreakable. See:

    @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png

    The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

    Read on for all the details:

    NEW FEATURES

    https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png

    • If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
      • Added the option to enable or disable this mechanic in Custom Games.
      • Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
    • Gradually increases crawling speed for Survivors who are left in the Dying State.
    • Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
    • Updated several Survivor and Killer perks to account for these changes.

    https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif

    Passive recovery while crawling

    https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif

    Pick yourself up if you’ve been in the Dying State for 90 seconds

    DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.

    A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.

    https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png

    • When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
      • This is disabled once all generators are completed.
    • Unhooked Survivors gain the following effects for a limited time:
      • Haste, Endurance, and Elusive (see below) status effects.
      • No collision with other players (both Killer and Survivor).
      • Immunity to Killer Instinct and sees the Killer’s aura nearby.
      • These effects are lost when the affected Survivor perform a Conspicuous Action.
      • All these effects (except Haste and Endurance) are disabled once all generators are completed.
    • Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
    • After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
      • Bonus damage for the next generator kick.
      • Temporary Haste status effect.
      • Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
      • These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
      • These effects are disabled once all generators are completed.
    • Added new effects that disincentivize tunneling:
      • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
      • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
    • Added the option to enable or disable these new mechanics in Custom Games.
    • Updated several Survivor and Killer perks to account for these changes.

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.

    https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png

    • Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.

    DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.

    https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png

    • Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
    • New lore is unlocked each week within the active Tome.

    DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.

    https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png

    KILLER UPDATES

    https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png

    • Replaced “Evil Within” with two modes that can be toggled with a button press:
      • Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
      • Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
    • Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
      • 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
      • Unlocks Slaughtering Strike ability:
        • Hold the power button to charge this ability, reducing movement speed.
        • Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
        • If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
        • This ability can also be used to destroy pallets.
      • Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
    • Adjusted some of the mechanics of stalking:
      • Removed the limited pool of stalk points per Survivor.
      • Reduced stalk range to 32m and removed distance modifier.
      • Moving while stalking has increased movement speed but incurs a reduced stalk rate.
    • Reworked his add-ons.

    https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif

    Slaughtering Strike in action

    DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.

    Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.

    Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!

    https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png

    • Increased activation time of the Afterpiece Antidote.
    • Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.

    DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.

    https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png

    • Increased the additional time added to Weakened when injured by a UVX projectile.
    • Increased movement speed recovery after teleporting.
    • Increased camera vertical range.
    • Adjusted several add-ons.

    https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif

    Increased vertical camera range in action

    DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.

    It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.

    https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png

    • Vampire Form:
      • Slightly reduced Hellfire cooldown.
      • Increased total Hellfire pillars by 1.
      • Reduced Hellfire charge movement speed.
      • Slightly increased slowdown time after casting Hellfire.
    • Wolf Form:
      • Increased Pounce Attack charge time.
      • Increased Scent Orb spawn time.
    • Bat Form:
      • Increased movement friction to make flying easier to control.
    • Adjusted his add-ons.

    DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.

    https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png

    • When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.

    DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.

    https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png

    • Hooking a Survivor now spawns more blood orbs.

    DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.

    https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png

    • Updated various perks.

    DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.

    Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.

    https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png

    Until next time...

    The Dead by Daylight Team

    image.png image.png
  • @kartikins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991498#Comment_3991498

    How so? I assume they aren't planning on doing exactly this, would be an amazing coincidence if they were. Are they planning some update? They seem to plan so many changes. lots of updates, lots of rumors etc. I lose track & kinda gave up trying.

    Unlimited unbreakable after your on the dirt for 90 cumulative seconds.

  • The new measures won't fix this. An added bleed out option needs to happen. Getting up from a slug at this point in the game will only get you slugged again. Survivors should be able to choose to die in a helpless scenario so a teammate has a chance at hatch.

  • @kartikins said:

    I don't think Behaviour understand their own game. I'm not stupid, I KNOW there is a massive difference between, 5k SWF games and my low hour solo-Q games.

    In my games killers win 90%-90% of the time, because they have EVERY advantage - there's about 40 killers in the game, EVERY one has totally different mechanics to learn, different addons that change the mechanics and a far greater range of perks that synergize with the former. Conversely all survivors have the same mechanics and only a handful of perks are popular - the difference in required knowledge to succeed is ridiculous.

    So… when two players are dead and the killer has incapped one of the last two players (who is on death hook), they have WON the game (again). At this point the hatch mechanic gives the last survivor a slim chance of slipping out - even that is far from guaranteed!

    However some toxic killers are not happy with just winning the game, they are SO used to being pandered to even a fair fight for the hatch seems unfair to them. So rather than just hook the the incapped 3rd player, they slug them. This leaves the 4th player with no possible recourse. The killer will proxy camp the downed player so if the 4th player tries to revive they swoop in and kill them. And now the even more aggressive idle mechanics mean waiting it out is also impossible (also tedious).

    So just stop killers being able to slug the 3rd player. Possible solutions:

    Downed player gets automatic unbreakable. Downed player bleeds out much faster. Downed player can choose to suicide. I'm sure there are other possibilities, but anything that forces the killer to act, not just waste time because winning isn't enough for them, they expect a guaranteed 4K.

    Again, I realize that the game is very different for killers against high hour SWF teams in discord, but I think Behaviour have spent so much time pandering to killers in those games they've completely lost sight of how insanely unbalanced the game has become for everyone else who aren't in that bracket. Like I say, in my games I bet killers have a close to 90% win rate, maybe even higher. I don't know what percentage players like myself are of the player base, but I'm guessing at least half, and probably far more.

    What I'm suggesting about preventing the slug will not fix all the balance issues of course, but it will at least be a small concession that makes the bitter pill of everything else a little easier to swallow.

    Oh boy do we have news for you, there will be some amount of unbreakable for survivors if they're on the ground long enough.

  • IMO, if two survivors are dead and one's on the ground for thirty seconds, the hatch should just spawn to circumvent the slug-to-skip-hatch nonsense.

  • @cogsturning said:

    The new measures won't fix this. An added bleed out option needs to happen. Getting up from a slug at this point in the game will only get you slugged again. Survivors should be able to choose to die in a helpless scenario so a teammate has a chance at hatch.

    Idk it feels so weird to me idk how other killers just slug to get a 4k, and I'm not talking like the slug where they're right there but slugging them til they almost bleed out just to get the 4k like bruh let them abandon at least or cease existing on the ground.

    It kinda forces the survivor that isnt downed to just either hide forever or just die so the person on the ground and the survivor himself doesn't have to just wait for the bleedout cause the killer wants 4k it's dumb ngl, i don't even care about the losing/win aspect its just F tier gameplay just move on, never done that ever as a killer even against the most insufferable survivors cause it is so boring for both sides.

  • @Firellius said:

    IMO, if two survivors are dead and one's on the ground for thirty seconds, the hatch should just spawn to circumvent the slug-to-skip-hatch nonsense.

    That could work. Like they could just program the game to treat the second last (slugged) survivor as dead after x amount of time so hatch spawns. That way the killer just takes their win instead of prolonging the game. It'll never be as bad as old hatch lol so seems like a good middle ground.

    Honestly, Ive never understood slugging for the 4k. Once I've cinched my third kill my mind is already onto my next game. I'm well ready, mentally, to just move on.

  • @solidgamer44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992890#Comment_3992890

    Idk it feels so weird to me idk how other killers just slug to get a 4k, and I'm not talking like the slug where they're right there but slugging them til they almost bleed out just to get the 4k like bruh let them abandon at least or cease existing on the ground.

    It kinda forces the survivor that isnt downed to just either hide forever or just die so the person on the ground and the survivor himself doesn't have to just wait for the bleedout cause the killer wants 4k it's dumb ngl, i don't even care about the losing/win aspect its just F tier gameplay just move on, never done that ever as a killer even against the most insufferable survivors cause it is so boring for both sides.

    The only time I ever slug for 4k is, like you said, if the other person is right there. But when you have no info, I don't get it either. It's so crummy to that person on the ground and do you really want to go on this 4-minute manhunt for a hider? A fast bleedout option would greatly benefit the game.

    I had a p100 Leatherface recently who slugged me and went AFK with me laying at his feet for the whole timer. Like not even for the 4k just to be a dick. And I don't BM or sabo or anything.

  • That's cool. 90 seconds is still quite long if you have to wait it all out in the end game, however it's way better than the 4 minute bleed out. Thanks for the info!

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993310#Comment_3993310

    The only time I ever slug for 4k is, like you said, if the other person is right there. But when you have no info, I don't get it either. It's so crummy to that person on the ground and do you really want to go on this 4-minute manhunt for a hider? A fast bleedout option would greatly benefit the game.

    I had a p100 Leatherface recently who slugged me and went AFK with me laying at his feet for the whole timer. Like not even for the 4k just to be a dick. And I don't BM or sabo or anything.

    I agree with both of you (cogs * solidgamer44) in that is seems really unnecessary to me, especially as killer still has good chance of finding hatch first anyway. But some players are sadly very entitled and toxic. The other day I played a game and a toxic survivor deliberately died early in the game, and another quit leaving a bot. So there's me, another human and the bot. The killer goes out of their way to focus me and the other human in such a way that they were trying to slug both of us together, as soon as they did that they start lazily chasing the bot around, never hitting it but making sure it could never get close to us to revive us. It's clear the killers entire goal was just to make us wait the 4 mins for the bleed out timer (because the bot was up we didn't get the option to abandon). We had nothing to do with the toxic survivor who chose to die, it ruins our game as much as the killers game (well more tbh - they can still play and get a quick easy win, we can't) but the killer was punishing us and wasting our time because it happened. I mean #########?! How messed up do you have to be to think like that? The killers only goal was making us miserable.

    Luckily there aren't too many people like that in the game. There's quite a lot of selfish players but I guess that always to be expected in online multiplayer games, but those whose goal it is to make others as miserable as possible always baffle me.

  • @kartikins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993324#Comment_3993324

    I agree with both of you (cogs * solidgamer44) in that is seems really unnecessary to me, especially as killer still has good chance of finding hatch first anyway. But some players are sadly very entitled and toxic. The other day I played a game and a toxic survivor deliberately died early in the game, and another quit leaving a bot. So there's me, another human and the bot. The killer goes out of their way to focus me and the other human in such a way that they were trying to slug both of us together, as soon as they did that they start lazily chasing the bot around, never hitting it but making sure it could never get close to us to revive us. It's clear the killers entire goal was just to make us wait the 4 mins for the bleed out timer (because the bot was up we didn't get the option to abandon). We had nothing to do with the toxic survivor who chose to die, it ruins our game as much as the killers game (well more tbh - they can still play and get a quick easy win, we can't) but the killer was punishing us and wasting our time because it happened. I mean #########?! How messed up do you have to be to think like that? The killers only goal was making us miserable.

    Luckily there aren't too many people like that in the game. There's quite a lot of selfish players but I guess that always to be expected in online multiplayer games, but those whose goal it is to make others as miserable as possible always baffle me.

    I don't understand these kind of dishonorable, toxic killers. If I'm killer and something like this happens, I'll usually focus on the bots and let the humans go. Thankfully, when I play survivor, most killers also do the same. I had a Legion not too long ago who slugged everyone with no gens done. I was the only one that didn't abandon, so he got me up and we farmed and terrorized the bots together. Went from aggravating to super fun.

    I've said this before, but I think a lot of killers start to view survivors as a single mass and not as individuals and I can kinda see why. I started as a killer-only player and it's an angry role. It kind of builds up and you start taking it out on everyone. Lately, my killer matches have all had at least one disrespectful, BMing, flashlight-clickijg turd. Playing survivor as well, I understand that this person is one of four and it's not the others fault, but I think killer-only players struggle with that concept after awhile.

    But yeah, some people are just dicks.