Revision on endless 3 generator situations regarding Overcharge and Call of brine.
Old Overcharge
You are fuelled by your hate for progress.
Performing the Damage Generator Action on a generators applies Overcharge:
The next interacting with that Generator is faced with a difficult Skill.
Failing the Skill Check results in an immediate Progression loss of 3/4/5 %.
Succeeding the Skill Check grants no bonus Progression, but prevents the Generator from exploding.
After Overcharge is applied to a Generator, the following effect applies:
Increases the Regression speed from 75 % to 200 % over the next 30 seconds.
New Overcharge
You are fulled by your hate for progress.
performing the damage Generator Action on a generator applies overcharge:
Whenever a generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100% of the normal Regression speed for 45/60/75 seconds.
Old Call of Brine
Your psychic abilities influence technology in devastating ways.
After damaging a generator, Call of Brine activates for 60 seconds.
The Generator regresses at 150/175/200 % of the normal Regression speed and its aura is revealed to you.
Each time a Survivor completes a Good Skill on a Generator affected by Call of Brine, you receive a Loud Noise Notification.
New Call of Brine
Your psychic abilities influence technology in devastating ways.
After damaging a generator, If generator regression is uninterrupted for 60 seconds, the following effect is activated.
The generator loses 35%/40%/45% of its total progress.
Blocked generator pause the timer.
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New Surveillance:
Unlocks potential in your Aura-reading ability.
The Auras auras of regressing generators are highlighted in white.
If the Regression progress is interrupted on a Generator, its Aura will be highlighted in yellow for next 30/45/60 seconds. Each time a survivor completes a skill-check on a generator, The killer receives a Loud Noise Notification.
Surveillance increases the audible range of Survivors' Generator-repairing noises by 8 metres.
"Are you gonna behave?" — Amanda Young
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New Unnerving Presence
Your presence alone instills great fear.
Survivors repairing generator or healing within your Terror Radius suffer from the following effects:
All skill-checks become difficult skill-checks. Succeeding the skill-check does not grant extra progression.
Increases the Trigger odds of Skillcheck by 10 %.
Decreases the Success zone of Skill Checks by 40/50/60 %.
"Its presence befalls us."
One of the most game-breaking problems for survivor in current iteration of dbd is 3 generator situations. With addition of Overcharge and Call of brine, For the first time in dbd's history, Kicking generators is rewarding for the killer when equipping these perks.
The problem with generator kicking in normal gameplay is that generator regress too slowly to be rewarding for game tempo of the game. A killer that hooks a survivor often moves at 4.6 m/s where the killer spends a great deal of time to walk generators and kick them. In a 4vs1 asymmetrical game such as dead by daylight, the killer can spend up to 20 seconds to walk to generators. 20 seconds of walking time to generators as a killer amounts to 20% progression among two other survivors working on different generators. Collectively, this is net 40% progression of generator progress for kicking generators assuming that one survivor is hooked, 1 survivor is pressure off a generator and the other 2 survivor work on separate generator while a killer walks away from the hook to apply generator pressure.
A killer kicking a generator will regress at generator at 0.25 c/s per second. In order to regress 40% of a generator for a single generator kick. The killer must regress 36 seconds of a generator. At a 400% regression rate, the killer would take 144 seconds to regress 36 seconds of a generator. 144 seconds amount to roughly 2 minutes and 24 seconds. This is very long amount of time in dbd. For this reason, kicking generators as killer is often not advised. There is large mismatch in the amount of time the killer spends to kick generators compare to the reward for kicking a generator when the entire survivor team is efficient at the objective.
In normal dbd gameplay loop between hooking survivors and kicking generators, Overcharge and Call of brine are balanced perks because survivors are always able to progress generators faster then these perks are able to regress them. The distance between each generator allows survivors to be in multiple places at once and outwit the killer in positioning to progress the objective.
A 3 generator gameplay was often labelled by survivors as taking the game hostage by the killer. 1 hour matches where the killer is holding the game hostage by using these consistent regression perks in specific maps is borderline game-breaking.
Explanation of perk changes:
As a result, I am proposing a rework that re-purposes Overcharge and Call of brine.into different perks that succeeding in fulfill each of the perk's goals. Overcharge's difficult skill-check was designed to punish generator tapping, however the effectiveness of punishing generator tapping is ineffective as seasoned player are able to consistently hit the skill-check making the perk ineffective at doing its job. My version replaces the perk by making the perk automatically regress generators for 75 seconds if a survivor generator taps a regressing generator. The perk function similarly to current hex:ruin. This effect will disable the effectiveness of gen-tapping kicked generators mid-chase by survivors.
Call of brine is designed to be a perk that regresses a large amount of generator progression should survivor leave the generator unchecked. At current value, over 60 seconds, a generator an additional 15% when applied by this generator kick perk and 15% of regular regression will be applied amounting a total of 30% regression over 60 seconds. Suppose a generator is 80%, this perk will only regress generator to 50%. This does not punish the survivor nearly enough for leaving a generator unchecked but the perk is currently being used offensively in 3 gen situations. My iteration of the perk increases the reward by 3x amount in regression but reduces the ability for the perk to be used offensively in 3 gen situations.
The effects tracking effects of Call of brine has been moved to Surveillance, A perk designed to keep track of survivors that touch regressing generators. The harder skill-checks provided by overcharge has been moved over to Unnerving Presence where the purpose of this perk is to provide more difficult skill-checks when a survivor is working in the killer's terror radius. Both of these perk are not popular perks with a very bad play-rate selection. According to Nightlight, Surveillance has <1.25% usage and Unnerving presence ranges between less then 1-2%. This is good opportunity to improve lesser used perks into being more effective at their job.
Comments
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Your overcharge rework does literally nothing, no hard skillcheck only the base regression speed
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overcharge and call of brine are unhealthy perks because they have no limit to gen regression, no requirement to progress(down/hook) to progress the game and have an easy to trigger requirement for a strong effect in a specific environment. Hens video summarizes the problems as well. I agree with his analysis. I understood this problem would occur immediately after seeing the 6.1.0 perk update. I agree with hens video that the next 6.1 type patch will need address these two unhealthy generator regression perks. I knew about problem but I was hoping that nobody would abuse it, but its dbd. everything gets abused.
New overcharge prevents survivors from gen-tapping generators in 0.01 seconds and saves the killer kicking time if a generator is gen-tap between chase.
This is just my opinion on the problem. Gen-kicking being unrewarding in normal gameplay without perks. Gen-kicking being overly rewarding in 3 gen gameplay and my take on fixing the perks to be useful in normal gameplay but not abusing in hostage 3 gen situations.
Post edited by Devil_hit11 on0 -
You will not believe me, but I was thinking of the same thing just yesterday. I just did not find fortitude to write my topic about it. Also my solution would be a little different. From my POW, any single gen regression perk is not too strong. The "fun" begins, if you pair it with other regression perks. Also as you stated, kicking gens without any perk usually makes no sense.
So what if we boosted base gen regression by say 0.333c/s and nerfed all regression perks so, that if you used just 1 gen kicking perk (no matter if OC, CoB or any other regression perk), that your overall resulting regression would be just tiny bit better.
As a side product stacking multiple regressions would be less beneficial, but kicking gens without any perk more rewarding. What this means is, that gen regression perks would not be used so often and would no longer be so oppresive and it would open up possibility to take also chase perks or info perks or actual slowdown perks instead of just regression perks (like pentimento or deadlock).
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