Why do slug timers still exist?
I was thinking about it, I understand why we can't pick ourselves up. Sometimes it is better to slug so you can apply pressure around the map. However, why does it kill you? Does it not just provoke people to not hook, which is a gameplay that is not intended? They added slug timers as a detail to prevent killers from holding survivor hostages when there weren't any other way to progress the match and the killer didn't want to kill anyone on the ground and now that there is a abandon feature they are just afraid to remove it. There are plenty of ways to balance it. Like making so it takes longer to recover and maybe remove the option to pick yourself up entirely. Slug timer only benefits killers that enter the match without the intention to hook, which makes for a boring gameplay that rewards the usual high tier/high mobility killers and does nothing to the average ghostface, deathslinger and so on. So I ask, why do slug timers exist?
Comments
Okay while yes slugging does need some nerfs and there should be some basekit features to help survivors in this situation the bleedout timer exists for a good reason. TLDR while growing more uncommon with how high the hook density is on especially the newer maps is there are certain areas where with a semi competent team they will be able to sabo any hook and get away long before the killer can catch up to them.
If there was no timer you could be kept hostage in a match.
On top of that, it is the dying state. You are dying. It is longer than dying on hook so in theory it shouldn't be optimal for killers to bleed survivors out. But there's an argument to be made that many survivor perks make being hooked more beneficial to the survivor.
Picture a scenerio where all 4 survivors have no mither, and jake's hook sabatoge perk. And they all stay in an area where theres only 1 hook closeby. It would take you quite a whike to hook one of them if they all manage to make a mistake. you would not be able to keep them knocked down, and they would all stay in the same area. With the bleedout timer, this prevents those players from holding the game hostage as they can pick themselves up infinitely and cant be hooked, but they can't prevent the bleedout timer from going down over time.
It is also to prevent stuff like permanent slugging for 4k
I literally stated that this is a non issue in today's dbd since you can abandon the match. Also, the name given to the state should not dictated gameplay design, that is some stupid reasoning. The fact that hooking is not beneficial to the killer (which is not true cause it is) is an issue that has nothing to do with the poor design on slugging
Yeah, just removing the slug timer would be unbalanced considering the perks, that's why I said that it could be balanced by making so you cannot pick yourself up. At the same time, there is no permanent 4 man slug since you can just abandon the match as I stated, again, a non issue
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Survivors shouldn't be helped in this scenario, they should just not die. If the killer wants to down everyone before hooking, sure, go for it. My issue with slugging is that in the process of trying to achieve that, someone might die on the ground before the killer can get all 4 survivors, and that's terrible and unintuitive design made for a problem that doesn't exist anymore
Its there to avoid excessive slugging.
4 man slug is not the only slug scenario even tho by far its most common.
- 3 man slug as killer just follows around last person so they don't pick anyone up while holding game hostage.
even tho its a rarer slug scenario and not so much a winning start, its able to happen so just forcing the survivors to lay there on ground until either
1 - person does gens enough so killer will down them (this could be over 5 mins)
2 - stand afk waiting for the killer to down you (could be whole server time)
3 - try to pick people up only to have them go back down (this would be kind of helpful as you would be giving team mates abandon option after few pick ups and after they all abandon you can abandon)
Removing it adds too many problems while not really adding anything useful.
And if the killer slugs 3 of the 4 survivors and the last survivor makes no attempt to pick anyone up will be a hostage holding situation.
Yeah yeah I know and you think basekit bt should be removed too I know you just want killers to win and for survivors to die I get it.
Dude what are you on???
Ive gone against that at least 2 times. The fix is simple: if you have been downed for 2 mins or more you are able to abandon. If 2 or more people have been slugged for more than 3 mins and no gens have been done everyone can abandon. Literally easily fixable issues, the abandon feature has been implemented for a lot of things and these could easily be one that could be applied even today WITH the slug timer, so this issue is still not an excuse for this timer that still provokes boring gameplay
Easily fixable, abandon feature for players that have been slugged for 2-3+ min
hooking is most of the time better for survivors and thats the problem slugging should be worse for the killer but with the strongest perks in the game being based on hooking or unhooking why would the killer hook in that senserio like you dont have to deal with deadhard, ds, shoulder, deliverance, the sabotage perks, the luck perks, self preservation, and the base kit bt and soon to be mini babysitter.
"Abandon exists" isn't a reason to get rid of the timer. I don't use the abandon feature and I never intend to (unless someone is cheating) so I get to just lay there until the killer feels like setting me free? Abandon was a bad idea being used to cover up problems instead of addressing them. Also, the bleedout is the only way to rob a slugging killer of a kill, since bleedouts don't count as kills, and that's pretty much the only potential power a slug has.
Look when people make ridiculous statements like slugging is perfectly fine it's hard not to assume the worst.
In that case youre just a bum who likes wasting time and sits waiting for the killer to hook you
You mean the thing they're supposed to do?
The killer is ment to kill not hook. Hooking is just a way to kill the survivors. Maybe if the devs didnt make the strongest perks on the survivor side hook reliant people wouldnt slug as much. But as someone who has bad killer anxiety i found slugging fixed alot of that because of all the perks I dont have to stress about.
Why should slug timers not exist? I don't see a single good reason in your original and subsequent posts as to why they shouldn't exist.
You also say it only benefits killers but I disagree. As a survivor on the ground it is nice to know that the misery has to end eventually. I've been the SoloQ matched with 3-man SWFs that left me on the ground and it would have really suck if that had to last longer than 4 minutes.
Slugging for the 4K after 2 survivors have been eliminated is a thing. Currently if the killer slugs one of the last 2 survivors and goes after the last one standing the last survivor has a chance to evade the killer for 4 minutes to have a chance to escape. If there were no slug timer then the last survivor would have no hope at all.
Guess the loading screen is lying.
Guess the stats are also lying when they don't register bleedouts as kills.
It couldn’t be because you’re bleeding out?
Sometimes I wonder if the gamers forget games aren’t just about mechanics and numbers.
you get bp for hooking yes but the killer job is to kill and the kill quests count bleed outs as killing survivors. its the same are using moris they are killing without hooking people 3 times.
Well the OP has a fair point. Since abandon was implemented, the bleedout timer CAN actually use a change. All hostage scenarios can easily be fixed by fine-tuning the abandon mechanic.
But mainly, I would like to stop the situation where ultra-sweaty killers do every unfun tactic to win imaginable, which not only includes camping and hard tunneling, but sometimes bleeding out a select unlucky survivor because they had already been on the floor a while. The killer made the decision to slug to make more pressure, and then after a while of it, it just turns into, "well, it'll be easier to win if they just bleed out."
Bleedout timer needs to be increased to heavily discourage extended slugging. UB basekit is not a good idea because killers like twins exist.
The tips on the loading screen are just general information to add something to what would just be a bland loading screen. Not everything it says is accurate as it has to be brief since it only stays on the screen for a few seconds. Loading screen tips certainly aren't meant to be cited as rules for playing DbD. That line has been coming up on the loading screen since at least 2018 without ever being changed while the game has changed around it.
Also that particular line says "primary" so it's not the only way to kill.
Pre-rework Myers could famously tombstone people without ever hooking them, Pyramid Head can in theory kill all the survivors without hooking them and Sadako is another that can kill survivors without ever hooking them.
Cypress Mori becoming basekit also reduces hooking.
The latest 3 killers all have mini-moris after survivors have 2 hook stages so clearly hooking is getting less and less primary.
Not that I am for heavy slugging. It's certainly not fun being slugged.
"It doesnt only benefit killers, it also benefits survivors, they will still lose, but it will benefit them as survivors because they will be able to go next" LMAAOOO thats the abandon feature buddy lmaoo. As a previously said, you dont even need to remove the bleedout timer to add an abandon feature for when youve been slugged for more than 2 min. But it is way more logical to also rework the slug, wiggle and sabotage system along with the perks involved with it to make the game more objective and more interactive and nothing youve said disproves that it does need rework, if anything it just showed why. Your argument was "it is miserable to stay on the ground, so the bleedout timer needs to exist so I can die on the ground" as if there arent other ways to make you escape this scenario, or, as I said, a rework on these type of systems
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Either removed or heavily increased to like, 6+ min at least
Yeah bro, I find it hard to believe that after the killer downs all 4 survivors you prefer to wait for him to hook everyone then eventually get to you so you can be hooked and then wait for the long ass animation of you dying when you could already be in another lobby. Grow up and stop lying dude
I'm not lying. Sorry I don't just nope out as soon as the option pops up. I'm not as impatient as all these people who want to be in another lobby immediately. Abandons mess up stats and probably MMR. When they stop doing that maybe I'll use it but until then I won't use it against anything but blantant cheaters.
Again you fail to even sound remotely reasonable. So reasonable discussion with you is not possible.
I am the unreasonable one? Everything you said is so conflicting that it just shows that there is a big problem with the current slug system, as your reasoning for it benefiting survivors is just "helps me leave the match". Not only that, the 2v1 scenario is something easily fixable, with a timer that applies for 1 or 2 mins when there is 1 downed survivor and 1 up, or something completely different that would be way better than how it is today, with even a hatch reword that is very called for. And in any case, having one scenario (that is usually already won for one side) dictate how a system should work even tho it can ######### up how the rest of the game works is also extremely unreasonable. But I don't expect you to understand that because by the way you ignorantly type I can already tell you aren't here to discuss ideas and exchange opinions, but more to try and prove people wrong by engaging in topics that you have no intention of changing your mind on. Miserable
What have I said that's conflicting? I am defending a mechanic a necessary mechanic that has been in the game for a decade.
You're practically frothing at the mouth with your strings of bad grammatical strings of texts. If you can't be bothered to present your ideas in a serious fashion, why should we take your ideas seriously?
The abandon mechanic is a poorly implemented band-aid solution (abandon and magically MMR doesn't change) to an unsolved problem.
Without slug timers and without hatch survivor could only wait to die! How can you be so obtuse to not see that? Do you want your guaranteed 4K that badly?
I think an increase to five or six minutes is the best way to discourage slugfest builds with killers like billy.
I'm sorry for not speaking eloquent english with you, sir. I will be honest when I say I do not give a ######### about writing correct grammar, I am lightly speaking in a forum and making fun of a braindead person (you), and so this is not my priority. But seeing the way one treats the importance of the grammatical norms of the english language despite being able to understand what I said regardless, I will now make sure l speak with the utmost form just for you! Language which is not even my first one.
I will explain in an easier manner for a monkey like you, making it more understandable for low IQ, butthurt grown ass dudes such as yourself, what is conflicting in your text since you apparently can't comprehend what I previously wrote, sir.
"You also say it only benefits killers, but I disagree. As a survivor on the ground, it is nice to know that the misery has to end eventually."
The moment you say "the misery," you agree that the slugging phase is horrible, especially knowing that the killer doesn't plan on hooking you and will just leave you on the ground. When you say that this is a miserable scenario, it is only natural to assume that leaving or avoiding this scenario is the main priority.
Now let's be logical. Should we buff survivors on the ground to make it so they don't stay in that scenario, rework the slugging system, or make it easier to flee this horrible scenario (abandon)? I think the first option is not good, considering survivors already have a competitive edge in most scenarios, so let's go with the second or third one. How about that, little primate?
Now let's connect that with the slug timer situation. Logically, the slug timer being used for escaping this miserable scenario is more of a band-aid solution than the abandon system itself!
"How?" the little monkey may ask.
Well, having a player leave the match entirely, forcing the team into a 3v1, while having the most uninteractive four minutes of his life in any video game ever, and having the killer be rewarded for not interacting with the main objectives in the game because the scenario was "misery," is objectively worse than having a bot on the ground ready to be saved and having the game go on.
A bot will be 99% of the time better than nothing at all. Why a bot? Well, if you don't want to wait on the ground for a long time and have already been on the ground for a while, you will have the option to abandon, leaving a bot in your place. This is partially implemented already, because when you get downed plenty of times, you have the option to leave the match. So, slightly changing that to make it a timer is not hard at all.
And so, the "infinite slug timer" isn't an issue anymore. Look at that.
The fact that the abandon system doesn't correctly affect MMR (which is another joke that shouldn't be taken seriously, considering how flawed it is regardless) is a problem that already exists, regardless of whether this is added or not. So, it is something that should be fixed and shouldn't get in the way of future additions to the abandon system.
All of this should already prove that the timer is not, as you said, "a mechanic a necessary mechanic" (????). Therefore, it is conflicting.
Now you may ask: "But wouldn't this be a nerf to killers since they can't slug the whole lobby for four minutes and win?" It might be, for those who focus on doing that. However, the developers in this game do not balance the game or the hooking system considering slugging as a genuine strategy. Proof of that is that they are actively working on making the slugging strategy less viable with almost every other update, with another one upcoming at the moment I am typing this. So, normal gameplay will still have the same balancing, with hook-focused gameplay.
"Without slug timers and without hatch, survivors could only wait to die! How can you be so obtuse as to not see that? Do you want your guaranteed 4K that badly?"
I do not currently play killer often, and when I do, I always give hatch to the last survivor, so I wouldn't want a 4K "that badly." But anyways, as I mentioned previously, the hatch system is something that needs changing, especially with 2v1 scenarios building up to the hatch. If the hatch isn't removed or reworked, the way that a survivor/survivors stay slugged could be situational, with a timer—with maybe even less time than 4 minutes—appearing to make sure the wait isn't long and to force an earlier hatch contest.
In any case, even if the hatch stays unchanged, you can still add the same abandon feature for when you are slugged and there is only one other survivor alive, so you still wouldn't be stuck in a match.
All of your "soft lock" scenarios are way better fixed with having the option to substitute youself with a bot than having your team lose a whole survivor because the killer wasn't loved as a child.
i wont talk to your ass anymore, i can tell you are a loser irl too lmao, whatever reponse you make here will not be read as i will probably not open this forum in a long time again until i get mad at another dumb existing mechanic
Thank you for using your return key in this post. That's all I wanted.
Yes, I did say "the misery." Being on the ground is misery, but being on the ground with no bleedout timer would be worse than what we have now. Exactly how do you propose to change the slug scenario? According to your OP it should be just being on the ground with no bleedout timer. Or something vague about abandoning. Well, what is your idea exactly? Replace the bleedout timer with an abandon timer? And how long should that abandon timer be?
Let's say you set the abandon timer at 2 minutes and let's say it takes a teammate 1.9 minutes to get over to the slug and slug wants to go next so they just hold shift (or whatever the run button is on controller) preventing the teammate from picking them up until the abandon option becomes available which they promptly use? If you make the abandon timer 60 seconds or less some players might just hold shift the entire timer and abandon, have you thought about that?
I wouldn't ask "But wouldn't this be a nerf to killers since they can't slug the whole lobby for four minutes and win?" because I think it would be a BUFF to killers. When you replace a human player with a bot it's advantageous for the killer unless it's a survivor who went AFK or is actively throwing. Many survivors would just leave the bot slugged forever just as many survivors already don't bother to unhook bots.
Your idea is clearly undercooked. You can't actually be specific about what you want, and you respond to reasonable criticism with ad hominem attacks.