Slugging interrupts the entire flow of the grind session.
I don't even care about tunneling or facecamping anymore, I just need to get into the next match but when killers slug, it interrupts the entire playsession and holds the gameflow hostage while I'm just supposed to wait to bleed out. No, I'm not going to waste a perk slot on an anti-slug perk because as a solo-queue survivor, I'm already forced to pick certain perks to ensure my own safety. I just need them to do something about slugging because it makes me as a casual solo grinder not even want to continue playing after even one match of it.
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I think slugging is fine, the only time its a problem is if the killer attempts to 4 man slug but most of the time people who do that aren't good enough to end the match fast enough so it tends to drag it out for a while longer than normal. It's a bit annoying but once slugging becomes less optimal than hooking, people will pretty much stop slugging as a whole unless someone is lurking or about to finish a gen.
Unfortunately, killers get punished for hooking so its a pretty popular strategy atm.
If you’re getting slugged and left on the ground for a long time, that’s a problem with your teammates, not the killer. Teammates can see your aura to come pick you up just like they see you on hook to come rescue you when you get hooked. Why are your teammates not coming to pick you up?? And getting slugged is way better than getting hooked because you don’t get a hook state to get you closer to elimination. This is why I am so confused about all the outrage about slugging. You should be glad that the killer is not hooking you! I always say that people who complain about slugging should try playing some killer matches, never hook anyone, and see how many matches you win.
Killers will go into games with builds specifically to 4 man slug. Thankfully Caulrophobia is getting nerfed, but it doesn't help that much in the end. If the killer they chose is strong enough or good enough at slugging and they are okay at playing them, they will probably win with a build like that. Just recently, in a 4 man SWF with one WGLF and a central Expo boon that was up for almost the entire game, my friends and I barely got 2 out after a 20-25 minute match against a slugging Blight with one of these builds.
This strategy is almost always used on killers that can win with it. No a slugging Ghost Face isn't going to accomplish this well. But a Blight, a Nurse, a Twins, or even a Bubba with Iri Flesh will. This is not on the teammates, the teammates will try their best. But the killer is actively trying to punish the teammates for picking up the survivors. I'm not going to be grateful I'm not getting hooked when half my build relies on hooks or unhooks. I'm not going to be grateful I'm not getting hooked when I'm 15 minutes into the game and I'm 5 seconds from bleeding out. I have 4 man slugged many times on Springtrap, a mid tier killer, without even going into games intending to do so simply because a survivor made a mistake or I was able to punish a team's altruism. It's situational, but it already happens sometimes. Now you try going against one of these often A-S tier killers with slugging builds, especially in solo queue, and see if you can win.
It's not nearly as common as hard tunneling or camping at 4-5 gens, but honestly it is the most boring and frustrating.
Kinda wish there was no hatch, just instant gates powered and EGC started when the third survivor is down in the 2v1. Force the game to end sooner and the killer to quickly hook the third and race the fourth to the gate
You say that as if the killer is going to just let them.
Prior to off-the-hook Endurance being basekitted, it was considered a survivor error to unhook someone in the killer's presence without BT. Same goes here. If someone tries to pick you up while the killer's camping you, that's costing you gen progress and is likely to end up with two slugs right next to each other.
Same as with old camping, the only correct move against such a play is to genrush. You are supposed to not pick up the slug unless you are sure they're not camped.
And even then, high mobility killers can camp from halfway across the map anyway...
Thats the reason I bring Wglf or Exponential to my matches to counter these strategies.
The OP talks about grinding, well what are they grinding? They are most likely grinding bloodpoints, quests or tome challenges, not wins or MMR gains.
When a killer picks you up and carries you to a hook you can gain a lot of bloodpoints in the Survival category for struggling on the shoulder and also unhooking also scores a lot of bloodpoints for your rescuer, both get denied by slugging.
So if a killer is refusing to hook and going for a 4 man slug to win they are denying survivors a lot of bloodpoints and quest progress because they can't do anything while slugged. And if you're playing SoloQ you never know if you're going to get picked up or how long it'll take.
But yeah we should be glad the killer isn't hooking us.
As much as I strongly disagree with the common complaints about slugging for a wide variety of reasons, even from the perspective of someone who plays primarily solo queue survivor at this point, this is a point I don't think anyone should disagree with at all. They NEED to update scoring events so that sticking around and playing correctly against these strategies is at the bare minimum rewarding on the BP end for the time investment.
Now, people might be asking, am I really saying they should give survivors free bloodpoints for being downed and sitting on the floor for a while? Yes, I am, wholeheartedly and unironically. We should be running the entity's pockets like we're mugging her in a back alley, give me my money BHVR.
survivors would have to forfeit a lot of their power to justify slugging being made unviable
Sabotage would have to just be removed, possibly even bodyblocking whilst carrying survs. Pallet saves would have to go, too, along with flipflop and power struggle. Decisive strike bodyblocking would need to be seriously looked at. Plenty of stuff I won't mention here
Killers having an alternative win condition to hooks is baked into the balancing, forcing pickups and hooks would be a huge change.
To increase efficiency i recommend a session of WoW Classic on your second monitor. That way the return value of your time invested can be maximized while being slugged.
Do people still play games for fun?
Remember to run Balatro on your third monitor just in case you need to macro on WoW
This man is efficienting!
I prefer to keep this forum up on my third monitor so I can monitor and contribute to the whining. :P
Yeah Slugging can be a vibe killer honestly, I get it, especially on the strongest killers.
Completely typed a post in the wrong thread while checking a tab, mildly embarrassed, just going to say I'm glad coulrophobia is getting nerfed as an aside with the edit because it was pretty egregious on killers with large TR for slugging strategies.
I need someone to make this a comic illustration
It's almost like...that is the point of slugging...forcing the survivor to stop working on a generator...🤯
They do it because the game let's them do it.
We do it because of the meta survivor perks which are very annoying to face like dh, ds, deliverance, shoulder the burden and more as well as getting pressure against the op gen rushing builds (like don't tell me tunneling/slugging is unfun when using those perks), 4 meta killer perks are not even close to 16 survivor meta perks.
I personally want hook incentives for not tunneling/slugging like maybe wesker getting 3 dashes for a minute after hooking a unique survivor or picking up a survivor in 20 seconds after downing them and you can't get this bonus anymore if you hook a survivor twice in row or kill before 6 hooks.
Calling slugging stalling the game is same as calling survivor hiding stalling the game (because they arent doing their objective and stopping killer from doing his, same thing). Its strategy thats getting more popular due to how many less perks survivors run around untislug while being packed with ds,dh,shoulder and by doing it these killers totaly doge those perks and go faster to next chase and cause preasure immideatly because someone has to go pick the slug ans another is being chased down while on hooking killer much pick up which is risky because save can happen and then waste few seconds going to the hook (which can be still dennied by survivors).
So I get why some go just full slug since 5 gens, some killers are designed to be sluggers like with oni you must get as much you can from his limited power so like 2-3 slugs is top becuase blood needs to be going, or twins are totaly designed 4man slugging killer I think its because downing with victor like across the half or the whole map htere isnt point going there with 4,6 m/s speed killer and waste 15-20 seconds just to have "hope" that survivor will be there still on the ground and then waste another 5-15 seconds to get hook thats why twins slug its their desing not becuase people like it, if people liked it there would be way more twin players because they are deffinitely in top 5 strongest killers and still nobody playes them because you must mostly slug and they are cluncky which people dislike.
Now lets expect these all downvotes and no constructive arguments as its usual here.
Calling slugging stalling the game is same as calling survivor hiding stalling the game (because they arent doing their objective and stopping killer from doing his, same thing).Both sides doing it are doing their objective survvior takes killers precious time away and stays safe so its plus for hi mand his team while killer slugging creates huge preasure (its one of few ways killer can create naturaly biggest preasure without any strong perks or addons and powers) and pulls survivors from gens which gives him more time to deal with the survivors.
Killers time is very precious thing and everyone who knows little whats DBD about knows that time is big deal here, more for killer but for survivor to becuase their health states and hook stages are their time plus what they can do (loop) to stall the killer from getting them and getting their time from them thus killing them and winning. So anyone who calls it "stalling" is absurd. You can kinda tell it for 4k but whats 4k, if killer can do it then its with game rules like 99 gen with blastmine to get that stun and do the gen in killes face that kinda simular thing, time wise no but the execution is same.
Reason why most of people here are totaly absurd is because devs failed to do reasoneable antislug like survivor baing able to pickhimself up from the ground in lets say 75-90 seconds, thats reasoneable but instead they add another X strong effects on downed survivor and totaly overdone it as always and then rather scrap it because their pros tested it and it would broke the game.
Another thing is slugging is one of very few ways how to deal with sabbo squads. What will you do then when you nerf it totaly, will you delete or nerf totaly sabbo addons and perks,items?
The game got lot of stuff through 10 years and its more complex then some people thing, like giving survivors 3 more pallets because top tier killers exist is fine for top tier killers but totaly destroyes weaker ones like pig,ghostface.
Like her I know its top tier players mostly but even he must have slug to even get chance to win becaue normal hook →chase→hook→repeat isnt working here and he is top tier blight by the way and look what he had on few gens remaining? few hooks and lot of pallets still existing
https://www.youtube.com/watch?v=KP9FXmsPsLs&t=2682sYeah I've heard the narrative. Survivors have perks therefore killers circumvent all of the intended gameplay flow because, again, the game continues to allow them to do so. If every halfway useful perk in the game is a problem than you have a problem with the entire game. Survivors are weaker than killers. They do need to have something useful in their arsenal. Survivors could be perkless and killers will then ask for them to be 3.8 or something. It never ends.
I'm not sure why we need global incentives just for playing the game as normal. Must people already do that. I don't need a cookie just for doing the thing I'm supposed to do.
If you're loading in intending to slug you probably aren't running hooking perks so not sure what that matters. I didn't say "killers are just mean". I'm saying any cheese this game allows will continue to happen unless it becomes unviable.
Just a quick thought on slugging. There are some situations where it is unavoidable and some situations where it is the best tactical choice. If changes were to be made, I could see a viable compromise being to allow survivors to pick themselves up after 70s, but doing so adds a hook state to the survivor and they are treated the same as having used deliverance to self unhook; granting the normal benefits of being unhooked but leaving them broken for 60s. Since it would cost a hook state, it wouldn't be available when on death hook and it would need to be disabled during end-game collapse but during regular play there is a risk vs reward scenario for the survivor. They don't have to wait on the ground for a rescue but they are one stage closer to death and can't reset for a full minute. I don't know if this has already been discussed but just wanted to throw it out there.
I do have the issue with the game as they refuse to nerf the broken stuff while continuing hand holding the survivors with stuff like pallets density. I agree that survivors are weaker than the killer and that they need the perks but not when they are overpowered and plays the game for them and rewards stuff like losing or ratting.
Killers objective is to kill, slugging/tunneling is killing so it is playing the game normally (i don't mind strong perks if survivors stop complaining about tunneling/slugging as those strategies are needed to have a chance against all of this and a bunch of pallets on a killer below A tier, A/S tier killers are the only ones that are to play without those strategies), you can say that killers have a 60% kill rate that proves the game is killer sided but the kill rate is only 60% (the kill rate bhvr wants) because of tunneling and slugging (if you check on nightlight the kill rates, majority of them are below 50% or just above 50% when those strategies are still in use by the majority even on A tier killers). The point of hook incentives is to make the game more fun with stuff like 3 dashes on wesker (you can't tell me this is not fun in 2v8) and reduce the amount of the annoying strategies but not making them punishing as they are required most of the time against stuff like gen rushing or bully squad (tunneling is literally rushing the objective like gen rushing so both are doing the objective but it doesn't change the fact that both are extremely strong).
Survivors are getting a cookie for doing what they are not supposed to do (getting hooked, they need to try survive and waste as much time as possible, using the perks like DS and dh is really not that hard and some more just free value) so this statement just doesn't make sense, deli is different but the issues with it are in end game basically which were not addressed and it's really easy to use.
Pallets existing is a problem. Perks being useful is a problem. Meanwhile maps have been shrunk, main buildings nerfed, and hit validation is killer sided. Is bloodlust hand holding? What about windows being blocked after three vaults? The game literally says "Oh sweetie you can't catch them? Here let me help you."
Depending on whose made up tier list you're referencing as that's an entirely opinion-based concept, about half the roster is A tier. That's quite a lot of "viable" killers. There are people who are great with every killer. Have you considered it's a player issue and not a character issue? If you want to play a more challenging killer, you should expect a more challenging time. I'll never understand why people whine about GF or Trapper as though they're legally obligated to play them. If they aren't enjoyable why play them?
First, do you know how Nightlight works? Second, are your own stats similar to those numbers?
Define gen rushing.
I don't know in what reality you expect survivors to go all match without being hooked. Knowing when to take aggro (and when it's your turn on the hook) is part of survivor macro. So is intentionally activating those perks.
The disease is the unwillingness of the devs to stop it. If you put on a slugging builds and load in against unsuspecting soloqers you'll probably win. It's a path of low resistance that allows you to avoid things about the game you don't like. Don't like sabos, pallet saves, or flashlights? Gen perks? Hook-based perks? Off hook protections? Picking up and walking to a hook? Well then just avoid the whole game and slug. The "problem" is that survivors might actually be able to act in the match. Slugging is an off button that makes a player unable to do anything and if you can get all four and they have no perks to help then that's a wrap. There's zero way to comeback. That's the problem with it.
"Refuse to nerf the broken stuff." Deli, sprint burst and vigil are getting hit next patch, and given what they've said about the midchapter, Resurgence is almost certainly going to be one of the only nerfs on their radar. Thrill is getting nerfed, coul is getting touched for some of the stronger mass slugging strategies, and NTH is getting tied to gen instead of the killer. As far as perk balance goes, the real problem perks for either design or balance reasons that aren't either already very likely or confirmed are Shoulder, Disso, Blood Favour, maaaybe the HyperStakeout interaction? By and large perk balance is only bad because most perks need to be brought UPWARDS, and we're getting a whole lot of buffs in the midchapter anyways.