Slowdown perks are new NOED, but worse.
It's way too annoying, i had games where killers straight up carried on slowdown.
I mean really, i had majority games where killers were running 3+ slowdown perks.
I respect NOED because it's only last final moments of the session, but this new crap work almost the intire game.
JESUS
Comments
-
Eruption needs a timer in the worst way, or the incapacitated status needs to not be a thing. Putting a player in timeout for 25 seconds on top of 10% regression is absurd. It completely eliminates the need for game sense in the late game. Take any chase you want as long as you've kicked the gens in the 3 gen.
The Call of Brine/Overcharge synergy is way too much. I've had to do gens 2 or 3 times over because of these perks.
6 -
Dead man switch + anything gen related.
I have no info, at all. As soon i tap out, boom you can't that gen for 30 secs, sucks to be you.
0 -
Three or more slowdown/regression perks has always been the meta.
That being said, not opposed to further balance to avoid stacking of slowdown/regression.
2 -
They actually were not before 6.1.0.
Devs just did pointed the way by buffing the most annoying ones.
0 -
The ironic thing is for weaker killers, especially m1 killers with no map travel power, while before they could get away without gen regression perks, now that survivors are all brining gen speed builds now the weaker killers HAVE to run gen regression perks to compete. I hate running gen regression...less room for creative and non meta perks. However, as a ghost face main, all the extra time spent sneaking around and loop chases requires some sense of automated gen control....especially with the massive nerf ghost face got hit with on the spinechill buff removing his stealth once he's within 36 meters of a survivor.
0 -
Perhaps we've stumbled upon two different versions of Dead by Daylight then. Since, in my own experience, which is substantiated by the pick rates of perks revealed by Behavior, the most common perks I ran into were things such as:
Hex: Ruin, Pop Goes the Weasel, Corrupt Intervention, Scourge Hook: Pain Resonance, Jolt, Dead Lock, etc. etc..
As well as perks that aren't explicitly slow down like Hex: Undying and Tinkerer.
It was incredibly common for Blights, for instance, to use a build consisting of Hex: Ruin, Hex: Undying, and Pop Goes the Weasel for when Ruin has been completely eliminated from the game. In fact, one can argue that the only reason three slow down perks was so common, is because of the Blood Point bonus from Barbecue and Chili. Otherwise, four would have been more common.
2 -
Slow down perks has ALWAYS been the meta, you honestly prefer one perk giving a free win which wasn't earned over having the killer make their entire build focused on defending the sole objective of the game? Thats wild
2 -
What?! Lol Hex ruin + Undying + Pop + Tinkerer was META, or just pop + tinkerer + Scourge + optional. It was the meta
2 -
We must have played different game then, i saw PoP and Unduying for sue. Full Get builds were really rare.
0 -
Eruption in late game sounds kinda meh. You kick a gen and then what? It didnt get any real regression, and now you are on a timer to find and down some one before its completed or you basically did nothing.
0 -
Killers have always needed to run gen slowdown unless they’re using an S tier killer. Now survivors are struggling because they can’t loop for nearly as long with the DH crutch gone. They will adapt.
1 -
Call of Brine/Overcharge isn't that much stronger than Call of Brine/Pop used to be, but nobody ran that because everyone kept saying that CoB was a worthless perk. And at least compared to Ruin/Undying, you actually have to kick the gens, and they don't work well with Surveillance.
Excellent survivors will still slam out two or three gens in your first chase if you're playing a low-mobility killer with no antiloop and didn't have the sense to run a borderline-broken slowdown build. But this means you can actually be competitive with lower-tier killers, and I also don't feel like I have to tunnel someone out of the game immediately. I can be perfectly content to just hook two people twice and then go chase someone else.
Isn't that what survivors wanted?
1 -
Overcharge and brine literally have nothing on splitting up which is still very viable...
0 -
Really depends on the map and level of control the killer has. I never cross Azarovs or Suffo Pit until it's a 3v1 for example
0 -
I’ve never liked eruption as a perk, mainly because it affects solo players far more than swfs since teammates on comms can call out when they’re about to be downed. It never received much attention before because no one really used it, but on the rare occasion I would see it it basically guaranteed that I wouldn’t have fun that match. 25 seconds of doing nothing is ridiculous especially when combined with 10% regression.
I’m just glad PTB overcharge didn’t make it to live. It’s bugged rn though and is doing more than its supposed to, so I’m waiting to see if brine + overcharge becomes more tolerable after it’s fixed. Probably will still be very strong though, and I don’t feel like the slowdown meta was properly addressed at all when all the old meta slowdown perks were just replaced with new ones.
0 -
Id argue it works great if the survivor is stupid enough to bang his head on the same gen over and over. Maybe you should have switched it up and ran the killer for a bit.
Working as intended
0