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Slugging counter?

So killer mains will immediately disagree with me about this and that's fine im prepared for the backlash but hear me out. I played this game since beta. ive watched and been dismayed at how this game has transformed. I always agreed hatch should be able to be shut. Thats fine. egc being completely killer centric was not what i was promised but that's not the reason for this post. The problem i have with our current state is a bastardization of a game mechanice to the end that its almost a regular occurance and after a recent heated discussion with my last killer ive come up with a solution. Slugging is a problem in this game whether intentional or not it is. Devs have to have seen it by now and know that its existing and thats not ok. Survivors dont expect to escape every match no. But without a chance to escape from the start what's the point? As one by one survivors are killed your chances dwindle and being the last survivor is hard enough during egc but to be downed and left down is ridiculous you are being forced to stay in a game and not able to do anything. Thats not right or ok. If devs wanna punish people for dcing then give survivors a way out of a match where they are being slugged or and this is the part killers are going to have a problem with cause it is a way of building a mechanic into the game to counter slugging. Give survivors base kits unbreakable. remove it as a perk and just build it into all survivors. I bet killers would think alot harder about slugging at that point wouldnt they? The last killer was like well just run unbreakable. My argument is this... why should a survivor main have to spend a perk slot to counter a game mechanic being abused by killer mains? You dont have to run a perk to slug (yes you could run deer stalker to make it easier but with the sound improvements and stuff anymore killers dont even need it) so why should survivors being penalized for a game mechanic killers are abusing. Unless you are trying to intentionally ruin the game for survivors? Again this is not me being mad at dying I die enough during egc or against good killer mains (who by the way dont need to slug). Im upset that i have to sit on the ground for 3 - 5 minutes and either get picked up only for me to get slugged again and left on the ground or for the killer to kill the other person since we're not allowed to DC. Fix this or risk losing the already dwindling survivor base.



  • TAGTAG Member Posts: 12,704

    Ez solution: Give Survivors the option to die once they've bled out a certain amount (probably at least half, maybe 2/3?)

  • FrostyFrosty Member Posts: 375

    I get where you're coming from. unfortunately there are justifiable reasons to slug someone, and having the ability to pick yourself up all the time would create more problems for survivors.

    If I down someone and there is someones else in a close proximity, I'll leave the slug and begin a chase. however, if I knew doing this would allow the slug to get up and run away, I'd probably hook and proxy camp and tunnel the first survivor every time.

  • PolarBearPolarBear Member Posts: 1,899

    Slugging is rarely useful in a match. You can't just start the game and decide "I'll just slug and never hook until I've downed everyone", it just won't work. By slugging this way the killer is hurting themselves more than the survivors as they aren't taking any hook stages off the survivors.

    Slugging can usually only be used as a way to clutch the game. You see the last 2 survivors, down one and chase the other. Sure it sucks for the survivor to have to wait until the killer downs their friend but I don't really see and easy fix. If they implemented the husk system and allowed the 2nd last survivor to disconnect if they're downed without a penalty.

  • UlvenDagothUlvenDagoth Member Posts: 3,535

    Use Unbreakable... or no mither (though be more careful with that.)

  • FibijeanFibijean Member Posts: 8,343

    It's not unreasonable to suggest that you use a perk to counter what you know to be one of the most common killer strategies. That's how perks become meta. That's why Ruin is meta, because it's a counter to one of the most common survivor strategies - genrushing.

    As someone stated above, if all four survivors managed to get downed at once, then they played badly. That's that. If all four survivors aren't downed at once, then they should be trying to pick each other up.

    Slugging is not only fine, but a bad strategy generally because it's easily counterable by good, well-coordinated survivors. Survivors have so many perks that help to counter slugging already, either directly or indirectly - No Mither, Unbreakable, Flip-Flop, Buckle Up, Bond, Empathy, etc. that it's really not that much of an issue.

    If you encounter it a lot, bring perks to counter it. That's not unfair, that's just smart play. And, for the record, I say all this as a heavy survivor main.

  • EbisekEbisek Member Posts: 103

    OK, but here is another problem. I have 4 perk slots.

    Borrowed time for cases when killer camping the hook.

    Decisive strike for cases of tunneling (also very often).

    Unbreakable for avoiding sluging.

    And last slot for calm spirit to fix broken doctor ability when you stacking though the doc is walking in different direction 30m away of you?

    Please add new perk to fix the hits over pallets and desync with server. Everyone will buy this new DLC to carry these perks to fix broken game.

  • AcesthetiicAcesthetiic Member Posts: 1,077

    Unbreakable base kit...? Yeah.. no.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    There is a difference between needing a perk slot so you don't auto lose from the start vs using a perk to cover a weakness of either you or the average team.

    You don't NEED a perk to counter slugging, since countering slugging just requires making sure at least 2 players aren't being slugged at any given moment, which just means 95%ing while slugged and staying away from other slugged Survivors if there is more than one while the other Survivors go in to pick you up.

    If you are in the point where none of the Survivors you are matched with are able to do this then yes taking Unbreakable is a valid stop-gap to solve the issue until more people learn to deal with the strategy better.

    Compare that to Prayer Beads where if you don't have Spine Chill you lose. Normally Spine Chill works to cover the weakness of being surprised without realizing the Killer is heading for you. The perk isn't the only way to do that but it is the easiest. But since the entire point of Prayer Beads is that it makes knowing the Killer is coming impossible that makes you rely on the Perk which is bad.

    But that's NOT what is happening here. Slugging is not strong enough that you can't win against it without a build to counter it, so using a build to cover it anyways is dealing with a personal weakness rather than being a required perk in general. And since you could have done fine without it, if you DON'T do fine without it then it's perfectly ok to use the perk. That's what it's there for.

  • SkeletalEliteSkeletalElite Member Posts: 2,316

    They should just add a concede button after you've been slugged for a minute or two without a DC punishment

  • EbisekEbisek Member Posts: 103

    In the case of a game against killers with poor map control?

    You're trying to make it rocket science. Sluging is easy. First downed is used like a lure. You have to be altruistic and save others. And this is that moment when you have two survivors in one place, same like a unhooking, healing.

    Argument "never stay together" is not valid for survivors. Also, sluging all 4 is harder. But when 3 or 2 survivors left? Its a common strategy to slug first one, find the hatch and waiting for moment when sluged survivor rise from ground.

  • LucamaLucama Member Posts: 461

    I mean, at that point it's the Survs misplaying and giving the killer a hug. If the killer is hovering around the slug just do gens, you'll do them faster than the surv bleeds out.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Slugging a single person is easy.

    Slugging an entire team is not. Even with 3 Survivors.

    And if there is only 2 Survivors left AND 1 is already down AND the gates aren't already powered then the Killer had to accomplish quite a bit to get there and you are in a losing position by design.

    The perk in this case is letting you sometimes win where you should lose. Since losing is the expected outcome in the 2v1 with 1 slugged example and is already balanced around the fact that you'd need a perk to come back from it in most cases is not a problem that needs solving.

    This is just like how a perk is needed to maintain yourself as a threat if the gates are powered with 4 Survivors alive, several if you want to capitalize on it properly. This isn't a problem since it being hard to win when you are losing is kinda just like... duh.

    And like you said it's basically just like unhooking. The difference between picking someone up from a slug and an unhook is that you can trade forever and if you get out then the Killer has accomplished nothing making the entire thing high risk.

  • EbisekEbisek Member Posts: 103
  • LucamaLucama Member Posts: 461

    And you ignored literally everyone else giving you solutions that take no perks.

  • Blackowt_9120Blackowt_9120 Member Posts: 300

    Hang on—you’re bringing a perk to specifically counter doc, who doesn’t show up very often, and NOT running an exhaustion perk? Borrowed time, I get it. Decisive strike, I definitely get it. Unbreakable, I understand. Calm spirit, ######### are you thinking? Wouldn’t you rather have sprint burst, adrenaline, dead hard, lithe, or balanced landing? Something that’s actually going to create distance? What rank are you?

  • CardgreyCardgrey Member Posts: 1,422

    Tenacity+open exit gate your welcome

  • EbisekEbisek Member Posts: 103

    I am not asking for build. I've just notice fact that 4 perks fixing the broken game mechanics. You need to use perks to fix the game. Not for you happy gameplay. I would like to be here and alive in that moment when tunneling, sluging and camping will be punished and my perk slots will be open for new opportunities.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    If killers only slugged when there were multiple other survivors still up that would be one thing but there is only one time killers slug and thats when your the next to last survivor you get left on the ground FORCED to stay in the game by the developers and the killer manipulating a game mechanic.. Its stupid.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    I dont know if i didnt make this clear in my original post or not. I dont care about slugging if there's multiple other survivors up because i always have the chance of getting healed up by another survivor. Its when the killer knows theres only one survivor left and they dont understand that they already have the advantage of egc so they leave you slugged and go look for the hatch and/or other survivor. FORCING you to not be able to do anything. If i could get myself up atleast id be able to play and if you hooked me atleast i could die. Being slugged is FAR worse than either option because we get punished for dcing but not being able to play is just as bad.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    Why should I have to waste a perk slot when the killers slugging is built into the game mechanics?

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    Please it is completely unreasonable, when they make slugging a perk we can talk but till then dont try to justify abusing a manipulating a game mechanic to get your way and denying other people the ability to play the game. Thats completely ignorant and showing yourself off as a killer main immediately. Atleast stop to think before you post a reply. YOU HAVE ALL THE ADVANTAGE you get egc which if you wanna take that argument im completely prepared. you do realize you hold the game hostage by slugging right? whats the person on the ground suppose to do? and if the killer is slugging its not just once he's slugging all match so there goes unbreakable. Either slugging needs to be dealt with, survivors need to be allowed to dc or give survivors something built in and if its a ######### ability fine im good with that. I just dont feel like watching the game and not playing it.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    just saying no to an idea isnt contributing. fix the problem.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    situational are you saying theres never a time when only 2 survivors are left alive and one goes down? cause that doesnt sound situational when the devs are literally going on stream to say that surivvors standardly only escape 1 out of 14 matches or something. that means that 13 times out of 14 theres a spot where the killer only has 2 survivors left and if one goes down then thats when slugging begins. ITS NOT SITUATIONAL its inevitable.

  • M1ghtyM4xM1ghtyM4x Member Posts: 85

    why would the killer hover around the slug its literally the one survivor he doesnt have to worry about. and slugging is more common when there are only 2 survivors left in the match. i dont get how people dont see what im talking about its not like its not happening in almost every match.

  • TragicSolitudeTragicSolitude Member Posts: 6,026

    First, I want to point out that slugging is not holding the game hostage. Holding the game hostage means the player being held hostage cannot end the game through normal means and is forced to disconnect. The bleedout timer when slugged is four minutes, after which you die. No disconnecting necessary. Holding the game hostage is a bannable offense so the term should be used correctly.

    Second, I agree that slugging is not fun for survivors. The game should give survivors the option, after being in the dying state for a certain amount of time, to "concede," leaving behind a husk and exiting the match; they get their points and are able to move on to a new match.

  • Yung_SlugYung_Slug Member Posts: 2,237

    I'd let the last survivor get hatch if the game didn't depip me for it.

  • UlvenDagothUlvenDagoth Member Posts: 3,535
  • RydogRydog Member Posts: 3,257

    LOL what? This sounds like a sanctioned, free disconnect mechanic that would just lead to a ton of Deerstalker + Knock Out builds.

    For the OP: The answer is Unbreakable, and/or your teammates picking you up.

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