Anti-Slugging Mechanism Using Cages

Slugging and bleeding are currently big issues and are often discussed.

I came up with a new idea for this problem while playing 2v8 mode (sorry if it's been mentioned before)!

  • New System: Cage Timer.
    • When a Survivor becomes slagged, an internal 30 second timer begins.
    • The timer stops if there is another non-slagged survivor within a 16m radius.
    • The timer will slow down if the killer is within a 16m radius, up to a maximum of 45 seconds.
    • As the timer progresses, the aura of slagged survivors changes from red to yellow.
    • Once the timer is met, survivors are automatically sent to "Cages".
    • After 8 seconds have passed since a Survivor was picked up, the timer will begin to run down rapidly.
  • Alternative Hook: Cages.
    • Roughly similar to the cage used in 2v8.
    • The cage spawns far away from all survivors and the killer (similar to Cenobite's boxe).
    • The execution phase takes 70 seconds to progress.
    • The cage aura is invisible to the killer and does not make a noise notification when rescued.
    • If the killer sits near the cage, the cage will move.
    • The cage will not move if there is a non-slagged survivor near it.
    • When the cage is moved, the execution progress grace period is increased by 10 seconds.
    • Survivors rescued from the cage will have Haste and Endurance just like the hook, and any perks related to the hook will also be activated(DH, DS, Well Make It, etc.).
    • However, Killer's hook-related perks do not work on cages(BBQ, Pop, Dead Man's Switch, etc.).
    • Rescued survivors will be given the Broken status. The duration of this status varies depending on the recovery progress percentage when slagged, with a maximum of 45 seconds at 0% and a minimum of 15 seconds at 95% or more.
  • Hook-related killer buffs.
    • Increases movement speed when carrying survivors by 12%.
    • You can see the auras of slagged survivors within a 4m radius (so you can tell their cage timers by color).
    • The grace period for the execution with a hook increases or decreases depending on the distance between the hook and the killer, with a minimum of 50 seconds and a maximum of 75 seconds. The current 60 seconds might be good for a distance of around 40m.
  • Perk rework.
    • Tenacity.
      • Added an effect that makes the killer invisible to your aura while slagged.
    • Flip-Flop
      • Added an effect that increases the execution progress grace period when sent to the cage by up to 20 seconds depending on the recovery progress rate when slagged.
    • Agitation, Scourge Hook: Monstrous Shrine.
      • Complete rework required.

That's all the changes I came up with.
The following is a supplement

  • This may seem pretty complicated, but to summarize, if you are left slagged you will be sent to a cage like 2v8.
  • This can be selected by the killer, if you want to aim for a quick execution or take advantage of the effects of the park, you can choose the hook, if you don't have the time to hook the survivor or if you want to chase another survivor as it is, you can choose the cage (of course, there is a possibility that they will be healed).
  • As for the base kit Agitation, it may not be a good idea, but it does reduce the effort of hanging it on the hook and helps balance the cage and the hook.
  • Broken after being rescued from a cage serves the purpose of preventing survivors from being too easily rebuilt when their party is broken, but it may be overdone.
  • The reason why the timer decreases after 8 seconds when a Survivor is picked up is to prevent the Survivor from being easily extended slagging by placing the Survivor down immediately after picking them up, and to prevent the Survivor from being able to counterplay by breaking the hook.

It's a big change and there are a lot of rough spots.

Currently, hooking has many disadvantages for killers, so much so that slagging is more effective.
Slagging is a high-risk, high-reward strategy, but it's not very exciting from a survivor's perspective.
I think this "cage" option is useful for taking advantage of the benefits of slagging while making the game less boring for survivors.

Thank you for reading this far. Please leave your comments!

Comments

  • PS: Fluctuating hook execution times may not be a good idea, as it could lead to unexpected accidents.
    This is merely an anti-slugging suggestion, so please take the hook-related parts with a pinch of salt...

  • We don't really need to give survivors free hatches

  • @Neaxolotl said:

    We don't really need to give survivors free hatches

    Half of this change is for survivors stressed about slagging, the other half is for killers!

    The cage mechanism never directly buffs the survivor.
    The cage is a middle ground between slugging and hooking, so to speak, and is a means of implementing the strategic value of slugging as a legitimate one.
    It does not consume the killer's time, but instead runs the risk of being instantly recovered and the situation reestablished.

  • So killers can't generate pressure by slugging anymore? Nah.

    People pretend like it happens all the time but it really doesn't. There's only a handful of killers that can generate enough pressure to slug an entire team without huge mistakes from the survivors.

    I've been playing since blight released and I've only been bled out less than a dozen times? I know, I know "muh experience". People who the it happens a lot are simply suffering from negativity bias. Sorry.

  • @Ohyakno said:

    So killers can't generate pressure by slugging anymore? Nah.

    People pretend like it happens all the time but it really doesn't. There's only a handful of killers that can generate enough pressure to slug an entire team without huge mistakes from the survivors.

    I've been playing since blight released and I've only been bled out less than a dozen times? I know, I know "muh experience". People who the it happens a lot are simply suffering from negativity bias. Sorry.

    Yeah, I haven't had many myself slugging it out until I've completely bleed out.
    That's high risk/high reward, and if it fails, we can usually all escape.
    However, I suggested it as one solution to the slugging problem that is much better than something like base kit unbreakable.

  • @BlightedSugarcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772393#Comment_3772393

    Half of this change is for survivors stressed about slagging, the other half is for killers!

    The cage mechanism never directly buffs the survivor.
    The cage is a middle ground between slugging and hooking, so to speak, and is a means of implementing the strategic value of slugging as a legitimate one.
    It does not consume the killer's time, but instead runs the risk of being instantly recovered and the situation reestablished.

    It makes it faster to spawn a hatch without any counter from killer's side, there is no reason to give survivors a hatch for free

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772631#Comment_3772631

    It makes it faster to spawn a hatch without any counter from killer's side, there is no reason to give survivors a hatch for free

    It is certainly true that when two survivors are left at the end, the killer's counterplay is to slugging one and looking for the other.
    I understand why Killer insists on 4K.The hatch is an incomplete win, whereas the 4K is a complete win.It is also necessary to obtain achievements.

    But that counterplay slowed the tempo of the match and unintentionally consumed time for both sides.
    Killer essentially wins that match when he takes the 3K.
    If so, it does not seem like healthy gameplay to spend so much time for the meager resistance of the survivors.

    Well, I think the killer's sentiments are valid, and I think the hatch system itself needs some improvements in this regard.

  • @BlightedSugarcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773052#Comment_3773052

    It is certainly true that when two survivors are left at the end, the killer's counterplay is to slugging one and looking for the other.
    I understand why Killer insists on 4K.The hatch is an incomplete win, whereas the 4K is a complete win.It is also necessary to obtain achievements.

    But that counterplay slowed the tempo of the match and unintentionally consumed time for both sides.
    Killer essentially wins that match when he takes the 3K.
    If so, it does not seem like healthy gameplay to spend so much time for the meager resistance of the survivors.

    Well, I think the killer's sentiments are valid, and I think the hatch system itself needs some improvements in this regard.

    Nothing in the game registers 3k as an "mission accomplished", literally everything from tomes to achievements to emblems ask killers to go for 4k, survivor shouldn't be given guaranteed hatch spawn unless we remove the NECESSITY for 4k

    "essentially wins" is wrong when there is so much things that mandate you to go for 4k, it can be true for 2v8 but definitely not for 1v4

  • @Ohyakno said:

    So killers can't generate pressure by slugging anymore? Nah.

    People pretend like it happens all the time but it really doesn't. There's only a handful of killers that can generate enough pressure to slug an entire team without huge mistakes from the survivors.

    I've been playing since blight released and I've only been bled out less than a dozen times? I know, I know "muh experience". People who the it happens a lot are simply suffering from negativity bias. Sorry.

    you dont need to pressure by slug when you can spend literally 0.8 seconds sending them to a cage