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The gen regression and slowdown meta

Hey all,

I am currently trying to do a challenge which requires I load up on three perks which do not affect the generators. I usually try to run two or three regression perks. I was curious how the game would go, and I'm here to tell you that generators can be completed way too quickly. So, that's why killers are running all these gen regression perks. Mainly because if they didn't, they would never win. Please don't call this a skill issue. I didn't have problems or need for gen regression perks as a killer before the shake-up.

Are other killers finding the same issue?

*Please don't let this devolve into what other threads on this topic have.

Comments

  • th3
    th3 Member Posts: 1,845

    Well i'm not sure but after the 6.1 update killers had no issue running stacked gen regression perks even when gens take longer than ever before. Perhaps you feel this way because your opponents are bringing perks/items to compensate for the majority of the games where its a killer running a stacked regression build.

  • TigerSnake
    TigerSnake Member Posts: 531

    BHVR's gonna have to do far more than just 90 second gens and 2.5% progress loss on kicks if they want slowdown to be less mandatory for killer.

  • DyingWish92
    DyingWish92 Member Posts: 777

    They need to stop adding perks that speed up gens for starters.

  • Droneinthrwind
    Droneinthrwind Member Posts: 104

    No, I don't.


    I run no heal build on dredge with nurses, boon shatter, Franklin's and sloppy and only lose matches on artists map an badham because m1 killer gets f'ed on those maps. I'd say my win rate(3k or more) is about 80%. If not for terrible map design it would be higher.

    First 3 gens does complete fastish but when chaos begins and survivors usually crumbles trying to heal each other and me popping out from nowhere. I made circle of healing my perk because it's pretty obviuos where boon is put.

    And I basically play dumb m1 killer, don't really mind game just go through pallets fast in chases to get hits in and only when start teleporting around map trying to catch survivors off guard.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 515

    Yes the generators can be done too quickly. This is only one of the problems here, its not even the biggest one.

    I think the perks can stay as is, if other issues are addressed.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 1,947

    I don't run full regression builds at all, I find it utterly boring to go against and boring to only run gen perks.

    That being said, I usually lose 2x gens pretty fast and maybe even a third by the time someone is finally on a hook. But once someone is on a hook then someone has to come and get them off that hook, so by that alone I have halved gen progression. Now if I find the survivor coming for the unhook or one on a gen then they are down to literally one survivor on gens. This is where slugging can be powerful too but I hate to do that as it isn't fun either.

    I understand why killers run regression builds but the problems come when say as I just versed before, you get a Nurse running full slowdown builds including Eruption. As solo survivors this is pretty much a losing game from the start and this should never be the case in any match.

    I wonder if the first gens should take longer and progressively reduce in time required as each one gets done? Perhaps make gen perks like exhaustion perks where it makes no sense to stack them for the most part? Maybe make it so killers like Nurse or Blight literally cannot use more than one slowdown but allow weaker killers to use 2?

    I dunno, just some thoughts but something needs to change I know that much.


    Oh and nerf Eruption now

  • Well simply put. 5 gens Pop under 2 or 3 minute. if you're really good at chase you can use Chase Perks to catch them quickly but then again you'd have to Slug and buy yourself some time in order to get a win


    without gen regression Perks game would end super fast and not on your favor so if you want my advice don't do the challenge and walk away

  • Why nerf eruption? can you explain why the only Useful perk of the game should be nerfed?

  • xfireturtlex
    xfireturtlex Member Posts: 419

    It is a war of attrition....I don't know that they can do anything about it short of seriously nerfing/reworking perks on both sides. Toolboxes need to be toned down a bit too. I couldn't tell you the last time I played a killer match that I didn't see at least one Omega Toolbox at the end. I do fairly well without stacked gen perks in either role, but I can totally see the issues. Most players don't have the experience to counter gen builds. (Not a dig, it's just really hard unless you've learned how to scatter pressure. That takes time)

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 1,947

    If you don't understand why this perk is completely broken, there probably is no possible way to explain anything to you with all due respect

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    There are 25 Survivor Perks that deal with Gens (Gen speed, Gen aura, Gen blocking, Skillchecks)

    There are 32 Killer Perks that deal with Gens (Gen Speed, Gen aura, Gen blocking, Skillchecks, and Regression)

    But I can be wrong...

  • HugTechLover
    HugTechLover Member Posts: 2,482

    Some games, teams absolutely fly through the gens. But majority of the time not really. Many of my games are won at 2-3 gens left. Pain res is my only regression perk, and I do not kick gens.

  • Akumakaji
    Akumakaji Member Posts: 5,462

    In essence the meta shakeup was a success, as eventually a new meta rose, the gen regression and/or kick meta. This is what you as a Survivor can expect to face, and this is what most suevivors will try to counter, that's why gens without gen regression tend to fly like crazy.

    It's called a meta for this reason and is a bit like how you might have played against 3 tough as nails SWF seal team 7s, and your next game pair you off with a total baby survivor group: till you notice what's going on, your normal modus operandi will have utterly stomped them with no chance of recovery at 5 gens.

    In the same vain a full Gen rushing squad will totally fly over your head if you aren't prepared for it.

    On a comfort pick like Clown or Nemesis, going without any gen regression or slowdown is basically an attempt in futility, but on Pyramid Head, my main, I actually play without any. This is only possible by playing very, very, VERY aggressive and always keep the pressure up.

    My Pyramid Head build is Lethal Pursuer/ I am all Ears / Awakened Awareness/ Nowhere to hide. Basically I start the first chase immediately, usually with the gen that 2 or 3 survivors jump on, and try to keep the first chase as short as possible. With all this info perks ferreting out sneaky suevivors, I am basically guaranteed to start the second chase by the time I hook that first one and kick the gen. After that I just play it by ear and sometimes try to visit one of the other gens that I know a suevivors spawned at.

    Sometimes I get stomped, but most of the time I'll keep the ball in my possession and can pressure the suevivors so much that they can't smash gens, even if their lifes depended on it (fufu which it actually does), and they usually falter. But good groups can counter this, might get a successful flashlight safe or delay that first down till 3 gens pop, and haha OK, no plan is fool proof, and nothing always go your way, but my Pyramid Head is a cold, calculating and utterly ruthless killer! ... Well, unless survivors crouch and give up and do something cute, then I let them be :P

    But make no mistake, I get stomped myself often enough by good SWFs and they will never fail to remember me how utterly worthless I am with losing that bad while having 1.7k hours in the game. Well, then you very much.

  • usesPython
    usesPython Member Posts: 121

    You can do very well without gen regression as killer, it just requires survivors to make a mistake in positioning at any point to allow you to snowball and then have short enough chases for the rest of the game to prevent them from resetting.

    On Wraith I alternate between running gen regression (Shadowborn/Jolt/Scourge Hook: Pain Resonance/Agitation) and backpack build (Shadowborn/Mad Grit/Agitation/Iron Grasp) with a 50% kill rate with gen regression and a 68% kill rate with the backpack build. (If I wasn't addicted to Shadowborn I'd replace it with DMS/Deadlock for gen regression or BBQ/Awakened Awareness for a serious backpack build)

    While you probably could be getting high kill rates with Call of Brine + Eruption + Nowhere to Hide, it doesn't fit my playstyle of applying constant pressure, since in order to use genkick perks you have to ease up on pressuring survivors in order to go kick gens.

    Backpack build however can very quickly snowball a game if you can get a surprise down or multiple hits while carrying a survivor, since you get a huge amount of pressure through those injures/downs (Hook + whole team injured means they can't save until they reset, hook + slug at hook means you can basically force hook trades until you get hit with Deliverance or Unbreakable while not getting genrushed). Even if survivors successfully reset at that point you can generally burn through 3+ hook states during this time while no gens are getting done and win from there as long as you're having productive chases.