jajay119
jajay119
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all iterations have come increasingly difficult to escape as killers have realised hanging up to tunnel and is a quick and rewarding strategy.
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@Stroggz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882415#Comment_3882415
not slugging needs adressing but hooking, make it fun again
do you think sitting on gens for 90 seconds is fun? It’s not.
Pick someone up - put them on a hook. It takes like 10 seconds on average. . It’s been that way since 2016 and hasn’t changed. I don’t see how it’s become ‘unfun’.
Hooks have revived so many buffs in recent years. It’s literally just an excuse.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882407#Comment_3882407
The bleed out mechanic is not there to let killers win the game, a killer's main objective is to sacrifice survivors to the entity. Bleeding out isn't a legitimate way to kill or sacrifice a survivor, and the game docks a killer when they do it.
Exactly. It’s there to make sure matches don’t go on forever just like the hatch and the EGC is. If killers are slugging 3 people and bleeding them out to win that to me is no different to me than when three survivors were escaping early through the hatch before it was nerfed.
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’if you don’t play as blight or nurse you lose 3 gens by the end of the first chase’
if you are chasing someone for 90 seconds, which is enough time for three survivors to do one gen each with no perks or tool kits (and in reality I’ll be longer because they’ll need to find the gen first) then that is not gen rushing - that is just doing the objective. There’s not all much else they’re going to do.If you’re seeing this a lot you need to bring more perks to help you improve in chase and probably corrupt intervention too.
Speaking as a survivor main I rarely see chases go on this long or gens pop this quick which leads me to think it’s a high MMR problem.
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@Stroggz said:
As for me: hooking became unfun, gen regression nerfed, but wasting surv time by constantly recovering works very well. And I don't have to waste 15 second to take some1 to hook. Balancing made this bed, I would prefer more powerful gen regres perks.
’hooking became unfun… wasting survivor time works well’
thank you for this wonderful example of the very attitude that is ruining the game and why slugging needs addressing. -
faster bleed out = promotes slugging and go next
Some sort of recovery = discourages slugging and encourages return to normal play.
This is the point I raise every time someone suggests bleed out as a solution to slugging.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882085#Comment_3882085
I have bad news.
Killers are doing just fine, even in High MMR. They are at or above BHVR's target of 60% KR.
Buffing gen regression isn't going to get people not to slug lol. It will make slugging even more prevalent. We saw that with CoB, Overcharge and Eruption. Three MASSIVELY overtuned perks that made Killer into super-easy mode. Did we see a reduction of tunneling? No. Why? Because players will always optimize the fun out of games.
If there's an oppressive strat, people will abuse it until they cannot.
This post hits the nail on the head for me. It’s exactly like when tunnelling was rife ‘because everyone was using dead hard and I have to counter it’ completely negating the fact that the rise in people using DH in the first place was to counter the growing trend of tunnelling. Did tunnelling stop when DH was nerfed? No, it continued and some killers even were happy to admit they were going to carry on tunnelling because it was ‘the most efficient play style’.
it’s the same now. There are so many excuses given about how ‘x,y,z has been nerfed, completely negating that it was the overuse of those elements that lead to that nerf in the first place, that they have to slug. However when the majority of the times you’re being slugged is at 5 gens, or for the 4k or because the killer is unhappy at how the match is going and just wants you all to bleed out, which is where we are at now, it needs review and even if other things changed and slugging stayed the same I don’t don’t killers would stop doing it because it’s too easy of a fallback. It can snowball a match quite easily in their favour.
Someone said in another thread that it’s not fair to label all killers that slug as ‘toxic’ and I agree - however slugging is now getting to a point where it is genuinely cresting a toxic environment. It seriously needs addressing because it’s harming the health of the game.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881387#Comment_3881387
I dont think you played long enough to say 3-genning killers were super rare.
my point was they weren’t rare. I was giving a list of things people have claimed were rare in an attempt for them not to be nerfed to make a parallel.
Clearly it made no difference whether those individuals who said it was rare thought so or not, because there was enough collective voice for BHVR to take action. It’s not going to be long before it’s the same here, in my opinion.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881349#Comment_3881349
Slugging is only an "easy" win, if Survivors use their tools to punish trying to hook as hard as possible. Slugging is not meta, as we see by the low useage of slugging perks. It is not completely unviable, but its still not nearly as good as hooking with gen regression/blockage.
you don’t need perks to slug. It’s literally an extension of every killers basekit.
If you mean there’s no prevalence of anti slugging perks - that’s because there’s only two and most of the time they’re not worth the perk slot.
As an aside, my first match of the day was against a slugging blight who repeatedly slugged us until we all bled out despite multiple efforts to get each other up, leave people down to do gens etc. he refused to hook. Ironic.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881383#Comment_3881383
They are.
And that is the exact same thing that i get told when i talk about SWF death squads that bully the killer constantly where they are lucky to even get a single hook "its rare"
Well here i am telling you the same thing. "Its rare"
The 3 man hatch escapes were rare - it still got nerfed. Bully flashlight squads were rare. It still got nerfed. Face camping killers were rare. It still got nerfed. Four man Distortion squads were rare. It still got nerfed. 3 genning killers were super rare - it still got nerfed.
The point is regardless of whether you individually think it’s rare or not doesn’t matter. There’s a growing amount of people who think it’s not as a collective. You can call it crying all you want, but it’ll eventually get changed because killers who play into this style with the sole intention of making things miserable for others, of which there is a growing amount, are facilitating it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881354#Comment_3881354
Those matches are rare, even when playing a slugging build usually you will start hooking once everyone is downed.
they’re really not at the moment - that’s the problem.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881349#Comment_3881349
How are the wins easy? Haven't you played the role?
The hatch nerf you're referring to was done because survivors almost never did all the gens, and still escaped. Compared to what it was back then, hatch is perfect now. I still don't like it, because it's a 3rd exit harder than the others for the killer to patrol, that appears even when the exits are already powered. But at least it isn't a instant escape for multiple people with gens still to go.
the hatch mechanic you’re talking about could only spawn when the number of gens completed was 1 greater than the number of survivors left in a match. So if 3 men were getting out 4 gens had to be done. If two survivors were escaping three gens had to be done. All you’ve done is further exemplify that if such a mechanic which, contrary to the belief of killers who have clearly gaslit themselves, involved a decent amount of work needed to be changed so too does slugging.
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all delaying the inevitable is going to do is mean the one who wants to leave will be absolutely useless until they can get out. It’d make matches worse imo.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881257#Comment_3881257
But most people who slug are doing it to win, just like with tunneling and camping. Assigning "toxic" to everyone who uses it is an unfair argument. And even if that was true, they could slug all along. Why address it only now, when it can be easily conflated with people who just want to win? Sure, survivors can gen rush a killer or flashlight save all the time with the intention of making them feel bad, but do we destroy survivors' abilities to do those things because of that? No.
Killers will be upset if slugging goes, because the devs have a track record of taking away all this stuff from killer, and not giving them other viable options. And when they nerf both a killer thing and a survivor thing at once, it's usually a 2:1 ratio, survivors getting the softer blow, the better deal.
I don't know what you mean by giving a peace offering to the unthinking toxic people. I don't think that'll work. But if it does, the more the merrier. I'd love to see more strategies that both sides can enjoy.
slugging doesn’t need ‘to go’ it needs to change.
just like the hatch didn’t go. It changed and was made weaker to promote a more healthy overall playstyle.There are times when killers genuinely need to slug- but not when it’s a deliberate case of running around the map and slugging everyone at 5 gens or slugging for the 4k.
Not all killers who slug are toxic. But unfortunately it’s now so prominent it’s fuelling a toxic feeling overall. It’s now equal to the 3 man hatch escape epidemic. If that needed to change, so does this.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881251#Comment_3881251
You aren't prevented from playing game on the ground, you can crawl around and teammates can heal you.
not if they’re all on the floor which is where we are at in a lot of matches now.
Call it whatever skill issue you want. It wasn’t a skill issue when three survivors used to escape through the hatch. That was nerfed and quite rightly so. This is exactly the same. It’s problematic snd it needs to change.
I’ve taken unbreakable. I’ve taken exponential and through combinations of slugging and camping it still no use.
We are at a place where literally any positive change for survivors provokes the response of: ‘this is just going to mean killers are going to have to slug more’ and when that happens it exposes the crutch.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881241#Comment_3881241
People already complained about slugging months ago. It's not like slugging began in 2025.
It got more intense recently due to some of the recent changes (shoulder the burden, claiming to fix flashbangs but making them even more bugged, flashbangs being at the highest usage rate ever, etc...)
Also, by the time we had basekit anti 3 genning we have already long been out of the 3 gen meta and in the pop pain res meta.
There’s always an excuse. Go back to three years ago before the big perk shake up and the excuse was Dead Hard. Killers have always found a justification to play like this. It’s tired, it’s boring and it needs to change. The fact that there is such a plethora of excuses for it is not doing anyone any favours.
The biggest and best example of this being a ‘because it’s easy and because I can’ mechanic is that it was rife in the last Chaos Shuffle when no one knew what they were going to get and no one could depend on a specific load out.
I understand killers don’t want their easy wins taken away, but survivors didn’t want the hatch to be nerfed and it was. Thing that are problematic need change.
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I agree DBD has far bigger issues. Also, like I said in a previous thread, until now BHVR’s philosophy has been ‘survivors can play as selfishly or as altruistically as they want’. This is literally the excuse they give every time someone calls for them to remove death by unhooking. What’s the difference though? The former allows and escape for survivors whilst the latter offers a sacrifice for killers. That’s legitimately the only reason I can think of why they’ve done such a double back from a buff to double the perk to a nerf to half it. People were clearly stacking Wake Up and Sole Survivor in the PTB and opening the doors too quickly. But id argue by that point, if you’re the only survivor left it’s fair game.
I’d also like to point out that not everyone who takes a WU and SS combo will be a ‘rat’ but there are far more survivors out there who seem to think they’re better at looping and stunning than they are. Or ones that race across the map to unhook when they’re still injured and on death hook rather than allowing the uninjured team mate who has only been hooked once to take the risk. There are way more of these players than the ‘rats’.
I tried the SS and WU combo for a while for this very reason, but I always do gens, I always unhook and pick up even if there’s only two of us and if the killer is trying to proxy. I just took it off because really it’s so situational you’re only ever really going in with two perks. -
how do you go from buffing a perk by double, to nerfing by half. Seriously, what is BHVR actually doing?
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866677#Comment_3866677
there is only a small portion of maps that have actually been made smaller.
hooks are way closer together than they used to be and now can never break permanently. How can you want MORE buffs? This is a completely unjustified comment
we are constantly talking about strength of hooks in survivor favor taking in mind how many hook related meta perks on survivor side there are and how hooking is actually more beneficial for survivors nowadays than for the killer, and you are still talking about hooks proximity and hook respawn (which is introduced as a bandaid for people forcing deadzones so that killer can't hook them)?
You really, and i mean really have 0 idea about what the core problem is, this statement from you absolutely proved it.
can you please explain to me what this abundance of meta hook perks there are for survivor?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866739#Comment_3866739
Then where were you going with your comments about map sizes and such? The RPD library situation was being discussed both because it was asked about, and it was a prime example of why there should always be at least 1-2 hooks available. The "now" is that killers are ok with hook distances and presence, while the OP was asking why they aren't less.
if you want to know where I am going, use your eyes and re read my initial comment as I mentioned my issue there.
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@TheSubstitute said:
So I just recently posted a thread about how many people think tunnelling is necessary in public matches. Posting a thread, of course, isn't scientific or anything like that but the majority of people (and by a significant margin) who responded said tunnelling was unnecessary overall.
I disagree with the position that tunnelling is necessary due to my personal experience but I at least understand their viewpoint. The people who feel it's necessary feel it's a necessary component of gameplay.
What I don't understand is why, whenever a suggestion is brought into place that combats tunnelling or someone complains about tunnelling, if somebody doesn't feel tunnelling is necessary why would somebody would defend tunnelling? Desire for easy wins, fear of the unknown?
It's kind of baffling to me that if the majority consensus is that tunnelling is not necessary then why is there so much pushback when getting rid of tunnelling or how unpleasant it is to be tunnelled is discussed.
but Killers only tunnelled because they had to counter dead hard… that was nerfed ages ago so tunnelling shouldn’t be happening now.
Except it is because it’s the easiest way to play the game and there is a subset of killers out there who can’t be bothered to try. They’ll come up with any excuse to justify it as we have seen with the above scenario.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866683#Comment_3866683
And decreasing hook counts would bring the issue back, which is what people are saying. You want to reintroduce a fixed problem. The extra irony is that if you got your way, slugging would be worse than even now.
I never once mentioned reducing the amount of hooks on a map.
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@TonTon said:
Blame survivors abusing dead zones and sabos and perks like breakdown.
Rpd unhookable library stairs was a terrible time
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865418#Comment_3865418
the RPD library has been gone for over a year now - possibly longer, maps have been made smaller, hooks are closer together than they ever were and now can never be broken permanently. Dead zones are nowhere near as much a problem as they used to be. Let’s base our arguments in the now - not problems that have largely been addressed in abundance in favour of killers already.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866644#Comment_3866644
The killer sided problem with slugging isn't that "hooks aren't valued enough". The killer sided problem is that the killer is sometimes forced to slug survivors for excessive amounts of time, and that isn't fun for either side of the game.
Teleporting slugged survivors to a 2v8 cage, fixes all the problems with excessively long slugging, because it removes it from the game. It's a good compromise for both sides of the game.
the slugging issue has nothing to do with slugging for genuine pressure. It has to do with killers slugging multiple players at 5/4 gens which is clearly done out of spite and is suffering and explosion right now or slugging for the 4K which is also rife. Those are the situations that need addressing and unfortunately it’s something that will probably need to impact the killer experience across the board. But there again the game has changed so much over the years I think this is just another change that needs to happen to protect the health of a game the devs clearly didn’t expect to last this long.
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@NarkoTri1er said:
please, just please, if there isn't anything being done about hooking/spreading hooks being buffed, 3v1 should NOT receive any buffs on survivor side. First fix the core problem and then, if tunneling still keeps existing, buff 3v1 for survivors
Maps have already been made smaller across the board, hooks are way closer together than they used to be and now can never break permanently. How can you want MORE buffs? This is a completely unjustified comment
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@Crowman said:
I don't see a survivor quitting epidemic. From all metrics that we can see, the playerbase is doing just fine.
most of the survivors I see quit do so when they’re about to get death hook so I’ll never understand it.
I see way more killers DC than survivors - normally when two gens have been done too quickly or they’re not getting a down quick enough.
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exactly. Developers usually balance games around the majority, not the minority. Being ‘the best’ doesn’t mean anything.
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@TwinsMain2004 said:
because a downed suvivor should never wiggle out unless the killer choses to go for a specific hook or there team forces the drop
the reason the wiggle is there is so killer cant pick and chose the most optimal hook spots
not so survivors have a chance at wiggling out on there own
Except we have now got to the point where perks like Sabo and Boil over are completely useless which shouldn’t be the case. I appreciate that the hooks used to be a problem and there used to be way more dead zones. But with the change to hooks that they always respawn I do think the proximity needs reviewing.
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a 4K should be the result of extraordinarily well played matches. Unfortunately they’re not and now too many people expect them as standard. As a result they’re finding ways to make it far too easy and imo that needs addressing.
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@Spare_Them_Mori_Me said:
Way too many of these types playing the game. Really kills the immersion of 'horror' with 'boring gamers' instead.
absolutely agree. This is a brilliant example of the attitude that’s ruining this game.
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killers should be able to see if people are in a party. If the my want to lobby dodge let them.
Texas Chainsaw lets you see who is in a party together and always has.
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I went against a billy yesterday who kept slugging us all until we bled out. I had Exponential running for a good chunk of the trial and it made absolutely no difference but I’m sure we’re soon to hear about how this isn’t an exaggerated problem, skill issue or fair play.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861925#Comment_3861925
I actually agree with this. Yes, it sucks for my Main - but horror is allowed to take place during the day too. In some cases it can be even darker than if it occurred at night.
That said, I want day and nighttime variants of EVERY map. I wanna see dark Ormond outside of Lights Out once in a while, please.
I’ve personally never felt daytime maps have a place in a game called dead by daylight.
I also think the devs took a look at cold wind and decided the corn was enough of a resource - except it provides no use whatsoever since it was thinned out.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861779#Comment_3861779
Killers don't slug because survivors hide. They slug because they know the hatch will spawn the moment 3rd survivor dies regardless if survivors hide or not. So to maximise chance of finding hatch before survivor does, the killer will slug to slow them down. Survivors hide because they know they can't do the gens with only 2 people left (suicide to try). So they hide and hope the other survivor dies first so the remaining survivor has a chance to get the hatch. So we know which came first, the hatch. That's the reason for both sides doing what they do. Why do survivors remain hidden when they know the killer won't look for them after about 15min? That's the issue, that's the time wasting without reason.
The rhetoric of ‘I need to slug because survivors hide and waste my time’ has always annoyed me as it’s a clear case of cause and correlation. Survivors hide because they know the killer is going to slug for the 4K. The proof of this is that in matches where killers don’t do this most survivors continue to play normally.
If the killer hooks the third survivor 90% of the time the last survivor will try and unhook in matches I play. Less often, but still very often, people will still try and pick you up even though it’s clear the killer is proxy camping and trying for the 4K. Survivors want to engage in normal gameplay. If you’re seeing survivors hiding in the majority of your matches as a killer then you’re likely slugging for the 4K a lot. It annoys me survivors are blamed on this scenario when killers are causing their own issues, most of the time.
The hatch has always been in the game and slugging for the 4k wasn’t a problem until the last couple of years. If the hatch was removed then the doors would be powered and survivors could still try to escape that way. So killers would still slug… and likely also expect wake up and sole survivor to be nerfed .
The game has been going on for so long now that it’s going to need to change and evolve - just as it did for killers when they added blood lust etc. it’s just how it goes. If killers don’t want slugging for the 4K to cause a change in the game, as I believe it will shortly, then they need to stop doing it so consistently and just re-engage in normal gameplay.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859122#Comment_3859122
Pointing things sarcastically out is not any sort of argument.
I'm trying to explain that yes, there are reasons a killer might slug for the 4k outside of them just being mean, namely not wanting to get BM'd by a sore winner or, more importantly, survivors taking the game hostage for an extended period by hiding for the hatch.
Note the poster above you. People are literally justifying taking the match hostage until the server closes in this situation because the killer, rather than slug for the 4k, risked hooking and got sabo'd. So clearly this is something that survivor players will do.
It's a lose/lose. And better to inconvenience someone for 4 minutes than have your time wasted for 20.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859089#Comment_3859089
Ah. So I can either risk having 20 minutes wasted…or I can slug for the 4k.
Thanks for proving my exact point I guess?
Every killer loses survivors sometimes, because there are perks (and also latency) which futz with tracking, some maps are very dark and/or cluttered etc. So if you're really justifying taking the game hostage for an extended period as some sort of…punishment for this, then yeah. Case closed.
I did not mean for it to be an argument. I meant for it to be an observation.
I’m not going to even entertain an argument with anyone who feels this is acceptable because we are never going to agree and we are never going to change each other’s minds. Not everything needs to be polemic.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859577#Comment_3859577
I am of the opposite opinion - mainly unsafe Pallets, but lots of them (and no Bloodlust, since this makes fair unsafe Pallets unfair).
The problem is if you have effective pallets, but not many of those, one bad Survivor who throws them fast can basically kill the entire team. But if you have loads of unsafe Pallets, a good player can get more out of them and a bad player will not kill their team by throwing them early.
I see why you feel this way but I have to disagree and maybe then there needs to be more a middle ground.
Most of the loops we have now, particularly on the edges are so pointless they may as well not be there. When you can drop a pallet and the killer has the time to walk about to your side of it by the time the animation is done then what’s the point?
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my biggest pet peeve this year has certainly been the massive uptick in unsafe loops.
I’d rather there have been a general reduction of pallets but have more effective ones.
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is the fog in the room with us?
…
in all seriousness though, it’s nice of the team to do this for their player base. -
@thrkeybs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859116#Comment_3859116
I agree with you! There could be a much more interesting and dynamic 2-survivor-remaining gameplay design.
Maybe the entity drops flamethrowers and other weapons from the sky, and the remaining survivors battle it out to the death — with the killer as the judge of who gets to escape?!
But the reality of the current game design is that you likely aren't escaping, and by the MMR rules (DBD has opaque and unclear "win" cons so you can't really blame players for trying to find some win con), a hatch is considered a draw, not a win.
Whilst your post was choc full of satire, you actually hit the nail on the head - the game should be more dynamic in how is plays as there are less survivors in the game.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858579#Comment_3858579
But you said, and I quote:
Now I've got two people playing hide and seek and stalling the game out rather than 1.
The first one of those two that you find you hook immediately. Thats it. Thats all it takes.
it’s hilarious we’ve now got people trying to justifying slugging at three people left.!Why even play the game at that point?
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”you already lost the game, there’s only two of you left”
This attitude in an of itself is a massive issue and contributing factor as to why the game has gone down the pan. There are still half of the team in play. There should be no way shape or form this should be considered a lost game. -
@AlexXHunter44 said:
I mean, I just played an epic solo q match against a slugging Huntress tonight.
I looped her pretty well a few times but she could have easily won if she just hooked people. Instead she got us all on two hooks with 3 gens left and tried to bleed us all out.
Fortunately, everyone on the team understood the assignment....except the bot we were stuck with from an early DC lmao
We rotated to pick up slugs, did gens during chases, and were able to break a nasty end game 3 gen thanks to my Deja Vu/Resilience combo and all 3 of us on the last gen while they tried to slug the bot.
We got a 4 out with everyone on death hook and seconds away from bleeding out.
Slugging is definitely counterable even in solo Q. Sometimes you just have to take charge and show your team you won't give up on them, and they return the favor. If you start hiding in a corner everyone just wants to go next.
it’s not counterable when everyone is downed with no way to get up which is the increasing problem people are actually worried about.
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I really miss the jolly inflatable snowmen. They’re much better than the current ones.
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@Prometheus1092 said:
Said it many times, way before mori update... Hatch gives reason to slug. Remove the hatch, remove the reason to slug the 3rd. It's also partly due to survivors hiding and avoiding gens for so long when it's 2 v 1 with multiple gens left knowing they lost the match (which is reportable). The killer needs more time to find the hiding survivor. So what is a killer to do? Kill the 3rd fast and allow the last rule breaking survivor to get a cheap hatch escape? Hell no lol if a survivor is going to play that way and hide then I will keep the 3rd survivor alive for as long as necessary to find the 4th.
As for how do you expect 1 survivor to do gens? You don't. If gens are not done and your whole team is wiped out then you have lost the match regardless if you get hatch or not as hatch isn't considered a win. accept it for the loss that it is, get it over with quickly and move onto the next match.
Always boils down to the argument of "greedy killers wanting 4k when they win v entitled survivors that want a hatch win when they lost"
Or, we make the main objective more accessible relative to how many survivors there are left so survivors don’t feel the need to hide out for the hatch. That is the REAL reason we end up in this statemate.
If the hatch were removed survivors would still try and escape via the doors, which would see an increase in sole survivor and wake up, and then Killers would moan they need to be nerfed. The conversation would then become ‘I need to slug because of Sole Survivor and Wake Up’ when the real reason they’re slugging is the reason they’re doing it now - they want an easy 4K. There’s always an excuse, but that’s always the reason.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856374#Comment_3856374
Oh ok so if the surrender button is not one of them and base kit ub then what is your better ways?
again, I’ve never said that. I do think providing a variation of Basekit UB is a solution, just as basekit deliverance has been for facecamping, but not in the way that was tried in the PTB where basically every one just had it. It should only come into play in a situation where 50% or more of players are slugged for ‘X’ amount of time. Then, the chance to recover from the dying state is given to ONE of those players chosen at random. This would be achieved via a continuous engagement with a mini game like the merciless storm style skill check or the Skull merchant’s multi input style ones.
this provides a fair balance as the killer can’t cover everyone and has no way of knowing who may get up. So they can’t just wait by the person who was slugged first to down them when they pop back up. The survivor who gets up therefore has a more fair chance of being able to pick up others and continue the normal play. If the killer then chooses to slug everyone again then the situation restarts. If the killer chooses to slug multiple people multiple times rather than hook then it’s a self inflicted ‘waste of time’. -
At what point did I say I don’t know what a surrender button does? I’m fully aware of what it does, I just completely disagree with the premise that it would be a healthy inclusion taking into account the potential (read: likely) ramifications that could have on already sweaty players. We should be discouraging disconnections and ways to keep players out the game and we should be encouraging a return to normal play. A ‘let me die quicker’ button would not achieve that and would be equal to suiciding on hook which is already a contentious issue.
I’ll repeat myself; there are better ways.
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I had a few really fun matches the other day, but today has been abysmal.
No effort by survivors to do gens and killers who are playing as sweaty as if they were in a competitive match. I get this is the mode to have fun and meme around in so I’m not too bothered if matches go on for some snow fights and stealthy snowmen as long as the killer is in on it too. But I don’t understand why, as a killer, you’d queue up for then mode to then just not engage. It’s a deliberate choice to ruin it for others at this point. It’s not like previous years where everyone had to engage regardless of if you wanted to or not. It’s been made its own thing.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856300#Comment_3856300
I do not get this logic at all that asking for a surrender option will encourage more slugging and if it does then survivors then will just kamikaze on hook even more, keep destroying solo q then wonder why dbd soon will be swf by light.
You’re honestly telling me, with the evidence the finisher mori has now provided us, you don’t see why allowing people to bleed out faster would further enable slugging? If you don’t then I feel you’re being wilfully ignorant. Slugging needs addressing, but providing the killer with yet more power for an easy win is not the way to do it. There are better solutions.
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this has been the tactic for years - the finisher mori just made people realise it more and made killers more unashamed to do it.
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never, because it’s a terrible idea that would further encourage slugging.