http://dbd.game/killswitch
"Mandatory" gen repair\regression perks remove flexibility and makes it hard to run fun non meta
Suggestion: Removing generator regression and generator repair speed perks. Crazy sounding at first, but hear me out.
Survivors feel they have to bring repair speed perks due to longer gen speeds, then killers feel they have to bring gen perks to counter that. In the end, survivors are shooting themselves in the foot if they don't bring gen speed perks because killers are compelled to run gen perks, and killers are shooting themselves in the foot if they don't bring gen perks because survivors are compelled to run gen speed perks. It's a vicious cycle. For killers, they generally have to run 2 perks for gen control, especially the weaker M1 killers.
The big problem here, is both gen control and gen speed perks are just...not fun....nor interesting. They aren't engaging in any way...they just simply exist to counter something else that also simply exists. There's a load of interesting\fun perks that don't get use because there simply isn't room to use them with gen perks being "mandatory". They are also almost impossible to balance because killers can stack gen regression perks making it super oppressive, but if you balance the perks with that in mind, then you're gutting people who DON'T stack regression perks making just using one super weak.
For the sake of easier balance, and for the sake of actually making room for both survivors and killers to use perks...including room to play non-meta perks...can we have a discussion that involve removing generator regression\repair speed perks? It would free up perk slots and since generator speeds are always consistent, it's easier to balance. Perhaps generators will automatically regress if not being repaired. Perhaps killers get a "generator kick" per hook to help burst down a generator's progress for a set amount. This would change the game to killers managing their resources (kicks) as well instead of just survivors with their resources (pallets). It's hard to come up with something atm, so I'd welcome everyone's ideas. We're all so caught up on gen control - it'd be easier if the objectives were streamlined to make room for more engaging perks. How can we turn generator progress into a balance gameplay element without the need for perks relating to them?
For example, The Ghost Face has no chase power, and it's hard for him to patrol gens with no way to get around the map without manually running everywhere overtly...and sneaking around sacrifices precious time while survivors are on gens. While he's chasing down a mark, others are getting free passes to generator repairs. Due to this, he has to blow perks on generator control while he's running\sneaking around.
TLDR;
Generator perks are not engaging or fun for both sides, and considering how compelled both player types are to use them, it effectively forces players to use up to half their perks just for boring generator control, and the remaining 2 slots to be used as "must-have" meta perks. If generator objectives were baseline and consistent, it would leave far more room for both types of players to use more fun and engaging perks.
Comments
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With the new changes its not even really that bad. Gen perks are still strong, but it was a step in the right direction.
Ghostface is a good example. I would more likely use info perks like lethal on him or other perks to strenghten his chase like pwyf, than using 4 gen perks. Thats probably stronger. I still would use gen perks, but 2 out of 4 is not bad. Without gen perks i would use probably use 3 info perks, thats less variety.
Mixing instadown in a nurse build makes her also stronger.
Other killer best builds are still 4 gen perks. Bc they dont need the second category (chase perks) or cant use it well (M2-killer and instadown-perks) and the third category (info perks) can mostly replaced by game sense or tactics. (If you have a 3gen or camp/tunnel you dont need to find new survivor/the gen with the most progress).
But still i dont see every time ruin/undying, corrupt and pop so its getting better.
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Gen speed and heh regression perks are not two sides of the same coin. Speed is more impactful than regression cuz most regression perks only work on one gen at the same time whereas 3+ gens are receiving progress at the same time.
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Gen perks for both sides + toolboxes add to much variation in how fast gens get done. They should just be completely reworked in favor of normalizing gen speeds so an actual balance can be found.
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