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This is an interesting idea. Endurance might not hold much value, but maybe even something small like a blindness effect on the killer if they have info perks, just to give the survivors a chance for a pick up or possible reset. This of course would come with something advantageous for the killer as well, pain res wouldn't be a bad idea, or maybe an automatic ruin on the gens ? I'm not sure.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864463#Comment_3864463
I'm sorry you've dealt with that frustration, it can definitely feel like some players are just trying to ruin the match for others (and some do, this is not DBD nor killer nor suvivor exclusive. It's a people thing, not a DBD thing), and it makes sense to push back and slug this way when multiple flashbangs, flashlights, or sabos are in play.
That said, I think the issue a lot of people bring up isn’t about those specific cases, but more about when slugging happens even if the team is playing normally. Some people use slugging as a punshiment, like you explained you do, but many also use slugging because it's easier than going for hooks, it circumvents a game mechanic all togther. Similar to tunneling, It's a path of least resistance, and you can deny many survivor perks from even activating by just keeping them incapacitaed on the ground. I don’t think wanting incentives to hook is asking for a ‘free card'.
Making more incentives to hook, rewarding killers for chases with multiple survivors and multiple hooks is absolutely a good thing and it's what the entire structure of the game is based around.
Yes exactly! I'm not saying that survivors are always angels, as they can play aggressively and use lots of plays like flashbang and sabos - in which slugging can become a tactic to force survivors to back away and reset, instead of all throwing themself at the killer as they know there is a consequence. I'm by no means trying to say that a 4k slug in scenarios where the survivors are only going for saves and all hovering around is the problem, because you can't blame the killer for trying to pick up but being unable too.
The problem is the normal games, which is what I've been experiencing. And some of these responses have fed into this, where a killer might experience a flashie save and then resort to wanting to be as cruel as possible to these people, when in reality these saves are also a game mechanic just like slugging can be a game mechanic. The problem is when this cruelty seeps in to the game and instead of just slugging it becomes a "i will wait out the 60 minute timer just so you get stuck here too". Yes, disconnecting is an option… but it really shouldn't have to be (if that makes sense). Why should this negativity feed off of both sides until one quits? Not to mention the time bans after. Both sides can definitely be cruel, and yes I do sympathise/empathise with killers who face bully squads who are only interested in dying and getting saves over and over (which also effectively halts the game) - I'm curious how often this happens as well? If anyone knows.
The main true problem where this comes in is solo queue. The lack of information on what the killer is actually doing because you don't have any communication is a problem. I find the chances for a successful save are also far far lower than with a group - as there are many things that go into one, like calling out location or if its a sabo play where the killer is headed. In solo queue, if someone gets a save its a miracle! haha. Lots of mistakes tend to happen!
And of course I'm not only saying that survivors should have help in these situations, because there are things that could help with killers optimisation (like their own HUD of hooks, especially with Shoulder the Burden now in play) - if a killer wants to tunnel they will tunnel. And if they tunnel and theres only 2 generators left it's understandable, that is their goal to make the game easier and effectively get more hooks afterward. At least tunneling causes hooks/opportunities for progression for both survivor and killer. I also think the anti-camp hook feature (as I mentioned in original post) isn't effective enough to really be necessary anyway. I definitely think it has encouraged this more brutal tactic among killers. Yes, it is unlucky for the camped/hooked survivor, but at least they aren't forced into DC'ing and can still help their team by not giving up and applying that pressure to camp, allowing gen progress. This makes it risky for the killer, whereas slugging is not as risky.
Summary (once again) - slugging bully squads? Sure! Bleeding out regular survivors? Not so sure.