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Why do all gen perks automatically start REGRESSING gens?
Why is Eruption starting to regress gens in addition to -10% to every kicked generator?
This way generators are not regressed by -10%, but by -10% +25 seconds (with incapacitated gives 0.25 charge per second i.e. an extra -6.25% (in addition with Call Of Brine this effect is twice as much).
Why can a generator that is already regressing get another -10% (Eruption) / -15% (Pain Res) / -8% (Jolt)?
Remove the "starts to regress" bit and add that this bit is only used for example with current Ruin.
There is no perk that DOES NOT regress generators after damage, and I don't know why regression is put on just damaging generators by any means and not by specifically kicking gens.
In this way, generator perks are very oppressive - they damage the generator and start to regress it. Remove the second part and give, for example, ruin-like dedicated generator regression perks that unlocks "regressing" for x seconds after some kind of action. Currently Ruin has this effect and it works as long as the hex totem is not destroyed.
For this, make it so that the generator will regress only after being kicked.
Comments
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take gen regression away and you wont see any killers to play against anymore.
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Because they don't regress if it interrupts a survivors progress. Jolt, Pain Res, Eruption, and more all don't begin the regression if the effect happens while a Survivor is on the generator.
Fun fact 💫
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For a second I thought Sluzzy had been reborn via a blossom.
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I play sometimes without any regression perks or only with one but they don't need nerf expect eruption.
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That is actually no longer the case. That changed with this patch.
So now Eruption continues to regress the gen while you’re incapacitated meaning it’s now even more of a problem than it was before. Not a fan of the change at all.
They forgot it in the patchnotes, but it was there in the PTB patchnotes so it’s not a bug either.
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Oh well that's unfortunate, you can tell how invested I was in this ptb can't you
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you are either top 1% player or dont care about anything that happens each round at all.
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Shhhh don't use logic that's frowned upon in the forums....I thought you knew that already.
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Because only doing one or the other would make all regression perks terrible.
Jolt, for instance, being only -8% at all would mean that it's only ~7-8s of progress lost and no pressure actually applied to Survivors to come over to this gen before MORE progress is lost. That's not much threat. And if something only starts regression under highly specific circumstances, it's liable to do nothing at all as a single tap negates it.
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Baseline regression is so bad that this is far from being an issue. After one full minute of regression you only take off 15 seconds of a gen, and even then for some reason gen tapping still exists so you'll rarely get that much. I agree stacking slowdowns and Eruption as a whole need to be looked at, but this isn't the way to do it.
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If you understand how pressure works, you're willing to play scummy, and are playing a killer that can snowball hard you can play with 0-1 gen defense perks depending on the killer (Corrupt Intervention on setup killers like Trapper/Hag is still pretty mandatory) and still do fine if survivors make even one mistake. Two people on the ground/hooked = 0 people on gens (2 waiting, 1 saving, 1 getting chased), and as long as you can keep that up then it doesn't matter how many gens you lost.
At that point if your killer is a strong camper (Billy, Bubba, Trickster, Huntress, Plague, 99'd Myers, 99'd Ghostface, Basement Trapper/Hag, Pinky Finger Clown, Oni, Iri Tag Blight) you can camp two people to death at the same time and win pretty quickly from there, or if your killer is high mobility with strong chase you can just go for more downs (Starstruck Nurse, Alch Ring Blight, MDR Spirit, Oni, Twins if survivors injured, maybe Billy if you're really good)
Also, honorable mention to Pinhead who has none of that but can get massive slowdown on medium sized maps from chain hunts with Hoarder if they understand box spawn logic and know where the survivors were when the box spawned
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Because it's a killer sided game and they purposely want it to be massively unbalanced as they've said
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If u are going to say something dumb, don't say it.
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Well idk if its still a thing with current eruption but with its pre buff form... you wouldn't get any passive regression on the gen at all if you incapacitated someone with it. It would simply do the 6% but since the frame you scream is also the frame the gen is considered to be "regressing" you technically "worked" on the gen to stop the gen from regressing.
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Sooo are we not going to mention DMS or Corrupt two killer gen perks that don't regress gens but instead block it but if your going with perks that involve kicking the gen then what's the point of having to kick it for a perk to activate and not having it regress. It wouldn't make sense in the slightest killer perks that involve gens most of the time damage it because it makes sure it slows survivors down or at least test their brain to see if they mess up.
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"(in addition with Call Of Brine this effect is twice as much)."
You can't apply perks via other perks, so no, Call Of Brine doesn't make Eruption worse.
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If Eruption blew a gen, a killer can't then go to that gen and kick it to apply CoB unless it was tapped or worked on.
And the complaints about Eruption is getting really tiresome. It used to be 16 seconds incapacitated and IT SUCKED. Now it's a problem because the survivor can be hooked and the killer still has a chance to save that gen. The only thing I'd do to change it is have it be a set time it's applied to a kicked gen, like Overcharge or Call of Brine. 45 seconds applied to gen, if it doesn't get activated, gen goes back to normal. Other than that, I find the complaints laughable considering the amount of repair speed perks in almost every game. I'm rarely incapacitated by Eruption. Just have to pay attention, just like with the DMS/pain Res combo.
I'd also change all the perks that are charged up or applied so if they're not activated, they have no cooldown period. Blast Mine, Eruption, Dragon's Grip (and put its cooldown to 60 seconds if activated after the 60 seconds of exposure). Basically, if these perks are never activated after being applied, there's no reason to not be able to use them. Blast Mine was fine when it was 'bugged'. Losing it when it wasn't even triggered is just ludicrous. Same applies to Dragon's Grip. It can only be applied to one gen. If that gen never gets touched for 60 seconds, why does the killer have to wait 80 MORE seconds to apply it again? It only being applicable to one gen prevents any abuse from it.
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Basic regression is so slow anyways. It’s not 1:1 compared to a survivor repair. What you are asking is a huge nerf that would promote a 3 gen kick meta with heavy camp / proxy camp into the 3 gen.
Remember when you guys complained about old Ruin / Undying meta ? You got Eruption instead. So maybe you should be careful about what you are complaining about.
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Literally all he said was the only one that needed nerfed was Eruption? All the rest are fine.
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Would it be fair if I said "Remember when you guys complained about old DS? You got old MoM instead. So maybe you should be careful about what you are complaining about." Would that automatically mean that original MoM was a fair perk? Because it certainly wasn't. Your point is moot at best.
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"i can play without gen regression it aint that hard"
sure thats why killers need at least 1 or 2 gen regression perks to slow the game down enough to get anything done.
Nice paper theory examples, but what if survivors just rush gens and what if you dont get em in time? Not anyone can get downs within the first 15 seconds in a chase.
I feel the casual medicore playerbase is way underrepresented in this forum.
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Let me answer with a question:
Why does stopping the regression takes literally a tap and not about 2-3 seconds of uninterrupted repair.
Why does applying regression takes longer (Killer's time is 4times as value as survivor's due to the game design) while a survivor can literally negate it DURING A CHASE without waste of any time?
Yeah, untill this is adressed, all the perks should keep applying regression.
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If you're a casual mediocre killer player facing survivors that are efficient on gens and don't make any mistakes (BIG if btw, even survivors past the MMR soft-cap make mistakes) then yes you're going to lose, that's just good game design. The alternative would be to suggest that even strong, efficient 4 man SWFs should lose against casual mediocre killers.
In the last 1000 killer games I've played though I can count on one hand the number of times I've been matched against that type of team, and in those games I still could have secured a 1k if I was willing to facecamp the first down instead of trying to go for downs to generate enough pressure to swing the game back in my favor.
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Because that's how the perks work.
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The regression and 10% regressing on Eruption is not the problem.
Its 25sec incapacitate.
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Im not sure if its changed, but I've been on gens when pain res and such go off in this patch and gens do regress after even if youre holding the button. Not sure why, could be a bug
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