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Killer Perk changes to take us away from the Regression meta
No matter really likes the current killer meta it's boring for killers it's boring for survivors and we just need to get away from regression and gen stall in general I feel so I looked over all the perks and here's some changes I would make to some currently really bad perks get us to a more fun chase oriented meta.
Predator: You see scratchmarks for 1/2/3 seconds longer
Territorial Imperative: You see the aura of any survivors when they enter the basement and for an additional 3/4/5 seconds after they leave the basement
Beast of Prey: After putting a survivor in the dying state gain the undetectable status effect for 30 seconds
Hangman's Trick: After being unhooked that survivor gains the broken status effect for 12/15/18 seconds
Unrelenting: increases the cooldown of missed basic attacks by 20/25/30% (now includes when you hit an object)
Brutal Strength: Break Pallets, Walls and Generators 20/25/30% faster
Enduring: Reduce Pallet Stun Duration by 40/45/50%, being pallet stunned while holding a survivor no longer causes you to drop the survivor
Bamboozle: Increases vaulting speed by 5/10/15% and blocks that window for 6/8/10 seconds (one window at a time limit removed)
Hex: Crowd Control: Whenever a survivor vaults a window or pallet they suffer from the hindered status effect (-4%) for 2/3/4 seconds
Eruption: Incapacitated effect reduced to 9/12/15 seconds / Cooldown increased to 40 seconds
Call of Brine: Regression rate decreased to 100/125/150%
Scourge Hook Pain Res: gen progress loss reduced to 8/10/12%
Thoughts? Would this lead to more chases and less kicking gens and camping? Would it lead to a worse meta? What do you think? Keep some of these changes and ditch others?
Comments
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The problem with moving away from the 'gen stall meta' is that it then leaves Killers with less time to kill Survivors.
That's the point of the gen stall meta; to buy Killers more time. The way the game works is that Survivors try to escape ASAP because the longer they stay, the greater the chance they die.
Survivors can, working as a team, pop all gens in under 6 minutes. That's, literally, less time than it takes 3 Survivors to die if they don't speed up Stage 1 or 2.
If that META is to change, it will only be because Killers no longer NEED to stall. But until that happens; the best Killer loadouts will require ways to slow down gens.
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I want the game to move away from "buy time" meta (gen stall/regression and exhaustion and gen repair boost) but i think the game would need many many changes to the perks and base game in order for the game to feel similarly as balanced. The perk overhaul that we got did not really change the type of perks people use. Instead of ruin undying, it's eruption and call of brine, instead of DS it's Off The Record. Based on the statistics report they seem pretty comfortable with the way the game is right now. At this rate i don't think the game is ever moving away from this type of meta.
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Bad perk changes. The main issue is the early game is way too favored for survivors. Basekit corrupt needs to be a thing, with perk corrupt blocking one or even two more gens. This simple change will do wonders to fix the pace of the game.
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So basically nobody is allowed to do a gen before the killer gets a down? That doesn't really seem fun for the survivors if they literally have to wait for the killer to do things before they can do thier objective.
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If you consider that having 4 open gens "not being able to do a gen", then yeah, no one can do a gen until killer gets a down.
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The only change needed is:
Disappear all regresion and slow down perk.
Disappear all Gen speed perks.
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Then what about Prove Thyself, Stakeout, Toolboxes, BNP's... ETC
Call Of Brine only needs to remove the information part and have that part be put on Surveillance... it can keep the Gen regression seems that it only lasts for 60 seconds
The Gen regression perks need to be strong but have no synergy with other Gen regression perks (IMO)
Overcharge needs to make the skillcheck go away if the survivor lets go of the Gen but lose the regression... or just do away with the skillcheck
I can agree with Eruption
Deadlock could be lowered by like 10 seconds (give or take)
Oh seems we are going down this route... revert the Gen charges back to 80... buff base Gen regression... and revert the base chase changes
Limiting one side doesn't do much to the issue... cause that's what happened:
1) .25 charges per second of base Gen regression... but 1.0 charges per second Gen progression
2) Putting Gen regression as perks can only go so far... where Survivor can either hit great skillchecks and bring Toolboxes
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Who is actually asking for an end to the "gen stall" meta? No one that I can see.
I liked the gen stall meta that was Undying Ruin. I got to search for totems which I didn't find boring or I could choose to power through Ruin and risk the regression if the killer showed up.
People are asking for an end to the gen kick meta. The meta that sees killers running Overcharge, Call of Brine and Eruption and mindlessly kicking gens and forgoing chases. Survivors can find themselves stuck cycles of being chased off the gen and then returning to the gen after the killer kicks it until the killer kicks the gens the want to kick before going for an Eruption proc, then the survivor has to try to guess when their teammate is going to go down or eat 25 seconds of incapacitation if not both.
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????
If you make corrupt basekit and make corrupt do what you suggest that only leaves 2 gens left for survivors to work on and they'd have to run across the map to do them and that's not taking into consideration sometimes gens are only for one person that just sounds like trouble.
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Keeping exhaustion perks does not sound fair to me.
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Hangman's Trick: After being unhooked that survivor gains the broken status effect for 12/15/18 seconds
Coming from an over-1k-hours killer main, this would be an incredibly unhealthy change. Tunneling needs to be made harder, not easier.
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I may be assuming how this would play out incorrectly but I actually think it might decrease tunneling because it forces the survivor to run away instead of healing under the hook when the killer often comes back after an unhook so given that, they have to actually hide for 18 seconds and then heal. It's meant to encourage them to run away and not be found while delaying the heal for the killer to buy time. If the killer is basically already at the hook when the unhook happens and wants to tunnel this change doesn't do anything to effect that.
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It's interesting that you apparently see no need to touch any Survivor perks. Regression has become meta due to the insane speed in which Survivors can complete gens and how heavily they own the early game, which forces the killer into a high-pressure gameplay to stand a chance of doing well. It's a vicious cycle but it starts with Survivors.
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So it's a killer perk.... that effectively benefits survivors? Why would any killer run it, then?
Survivors already get 10s of haste and endurance, which should be plenty of motivation to GTFO.
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It doesn't benefit survivors other than encouraging them to do what they should probably be doing anyway which if they run to a boon after getting unhooked it then delays that heal but quite a bit. So it's meant to buy time for the killer in a way that's healthier for both sides.
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Most those perks are still bad and 99% of killers would still run those nerfed versions of the gen slow downs over them. The true problem is that killers don’t have enough time to kill. Until we address that core problem no one’s going to stop stacking slow down. Stacked gen slow down is required against good survivors. Maps generally speaking need to be shrunk down in size tremendously and loops be made way less safe. Most pallets when dropped should be a 50/50 of who’s better, currently it’s more like a 90/10 for most dropped pallets which forces a break. Most maps are also way too large for any killer without map mobility to have any chance of actually applying pressure.
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It's not that I don't think any survivor needs to be nerfed I just wanted to focus on making some unused killer perks more appealing in ways that didn't involves gen regression.
When it comes to survivor perks I actually think the only one that has to be nerfed is Prove Thyself and maybe Hyperfocus needs to be studied a lot more otherwise they're all fine I think. I think the real problem with survivors is items are too strong so I'd probably focus on nerfing toolboxes and med-kits rather than perks. BNPs and Syringes for sure need nerfs as well as Green Med-kits and Commodious Toolboxes.
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Then it should be basekit, IMO. It seems like it would be a wash for the killer, so -- again -- why would they run it when they could run something that gives them an advantage without also giving the survivors an advantage?
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"Brutal Strength: Break Pallets, Walls and Generators 20/25/30% faster
Enduring: Reduce Pallet Stun Duration by 40/45/50%, being pallet stunned while holding a survivor no longer causes you to drop the survivor
Bamboozle: Increases vaulting speed by 5/10/15% and blocks that window for 6/8/10 seconds (one window at a time limit removed)"
Brutal is actually like as fast as killers should ever be able to break pallets. The perk is pretty good imo.
Please don't turn enduring into a lightborn tier perk. it's fine as it is, it can force survivors to stay at unsafe loops even if you stun them.
Bamsnoozle should be outright removed from the game. i would outright rather play against eruption than this perk. so boring.
Other than these 3 and pain res nerf, i think the other changes are good
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Nah, it's OK.
Make Gen completion time a constant, with the ONLY thing affecting it being multiple survivors working together.
Then make hook progression also a constant with the only thing affecting being unhooks. Survivors can still attempt to unhook themselves up to 2 times but loose 2000 survival BP per failed attempt. Failing skill checks during struggle phase deducts 200 points while hitting them adds 200.
Make total hook progression 115 seconds so that a face camping killer can be realistically punished by loosing up to 3 gens while still giving time to the survivors to mount a last moment save.
Then, balance everything else around this. Chase perks, info perks, hexes, boons, exhaustion, utility, everything goes except Gen time and hook progression modifiers.
Going wild while at the same time preserving balance would be a lot easier if the two things that can end the game are a constant value.
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That Bamboozle chance is a nerf more than a buff. I would rather keep the 16 second block than have the ability to block multiple windows.
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The issue with wanting to shift away from gen slowdown is the killers themselves. Anyone left without mobility, or sub-par mobility is left in the dust. Sure you can buff these useless perks to help them out, but they're still limited to their base abilities and stats.
To move away from this current meta, we have to consider why it's needed and the fact that it doesn't just boil down to perks.
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