Killer perk variety these days
I'm not in the "Eruption must be killed with fire" camp, but man it sure does get boring when every game as Surv you're going up against same old Eruption+CoB+Pain Res
9/10 killers are running this build, it's at the point you know in advance what you'll be facing when you're loading into the game. Makes one wonder how much money Eruption brought in as incentive to buy the DLC, huh? Probably not as much as Feng, but still
I've been playing since 2017, and never before have the Killer's perks in any given game been so predictable.
Comments
-
No, they aren't. Even at tip top MMR, where you're likely to see meta the most, it's at...I think 30% right now? Keep in mind that we've had specific perks at 70-80% usage for years too.
Eruption is a weird perk, in that it tends to turn winning games into stomps and not help much in losing games.
Yes, killers run deep regression right now. It's partially because info gets redundant and there aren't many good other perks that aren't regression (most of them are gimmicky), it's partially because gens are super fast at the moment with all the crazy new perks and all the viable non COB/PR/Eruption regression perks were nerfed into the ground.
This whole 'well BHVR made Eruption strong so people would buy a killer' is weird tinfoilhattery - and completely ignores the fact that for most of DbD's lifespan, nearly all the best perks were on shard killers.
Also - you've been playing since 2017 and...haven't seen more predictable killer loadouts? Uh...what?
For the longest time, it was Ruin/Pop/Ruin+Pop or go home. And then it was Ruin+Undying.
5 -
Honestly the problem is that most killers perks are just bad. There’s very little actually good perks for them to choose from. Killers feel pigeon holed into just a few perks. You’re also forced into at least a couple slow down perks as well which limits your open choices as well.
2 -
I hate seeing DH every game.
10 -
Agreed! I'm seeing those perks pretty much every game. It's making this game very unfun.
1 -
It's the same for both sides, survivor meta is pretty much the same as it was before the meta rework except Decisive Strike is replaced with Off the Record lol
5 -
Eh, kinda. Survivors are gonna run anti camping and anti tunneling perks until those stop being 'efficient strategies'. Chase/exhaustion perks will always be popular. The perks may rotate a bit, but the gameplay won't.
I'd say killer meta absolutely changed. It used to be the mantra that 'gens aren't worth kicking', but now a lot of killers prioritize kicking gens over chases. Even info perks like BBQ were replaced by nowhere to hide or a fourth slowdown, so the entire build revolves around regression instead hooks or pressure. Both perks and gameplay have shifted there.
1 -
It is still regression/slowdown meta though, and a big reason you didn't kick gens before is because Ruin did it for you, a lot of people used Pop Goes the Weasel.
Man, I remember when gens weren't even kickable. This game sure has changed in 7 years lmao
0 -
You can make the arguement for both sides really but even then I wouldn't both meta and killer perks are ran 90% of games, still a lot but not all the time. But that being said I will talk about the killer side of things, I suppose the reason why people run the gen kick combo is because it's extremely reliable to keep the game going longer and rewards doing well as the killer (getting hooks). So it's really a no-brainer to run any combination or all of the perks. I try to add a bit of variety in perks and usually keep to just using 1-2 slowdown perks but there are just gonna be games where you're gonna have very little input on the flow of the match unless you're a very good nurse, blight, wesker, etc etc. And it sucks, it really does. There are other perks I'd like to run too and other combinations but there's just a lot of killer perks that aren't worth running and if you wanna do meme builds, that's fine but you gotta come into the expectation that you're gonna perform poorly most matches anyway.
It's really a problem of how the objectives of the game are set out, for both survivors and killers everything basically revolves around the generators so everything becomes about speeding it up or slowing them down. There's an endgame for sure but it's such a small time frame, the game really needs secondary objectives or something for the early game that isn't just generators.
1 -
Because some how they nerfed Botany, Selfcare, Pharmacy.
While Solidarity, Resurgence, Reactive healing is useless to Haemorrhage.
I dont use COH, but its understandable
0 -
I wish survivors ran more anti-camp and anti-tunnel perks, but I barely see them. I sometimes see Unbreakable and DS, but the latter is seldom used as an anti-tunnel perk and more to bodyblock with impunity.
Botany barely got a nerf, it's more that it allowed insanely fast medkits that seldom ran out. It's still a very nice perk.
Selfcare shouldn't have gotten nerfed. But...ugh, if we're going back and forth on this, killer has way more of those cases.
The rest...I don't think anyone ever used those.
That said:
CoH needs a nerf. It's just a problem perk and I see it every single game.
DH is...annoying, and maybe a touch OP, but I do see other Ex perks and I still like my Lithe, as DH falls apart against instadown killers or certain addons/perks.
0 -
Botany
Botany used to buff Medkit, which is broken yes.
New Botany increase the boost from +33% to +50%, sounds alot, but lets do the math.
- +33% makes healing from 16sec to 12sec. Save 4sec per heal.
- +50% makes healing from 16sec to 10.5sec. Save 5.5sec per heal.
Which mean, that 17% (sounds huge) save only additional 1.5sec per heal. With the downgrade that Brown medkit no longer able to heal my self.
Now in this scenario. I get a Brown medkit from a chest. I cant heal myself from it, I have to give it to teammate. If I give the medkit to my teammate, why I should use Botany in the beginning? They can already self heal faster with the Brown medkit without the need of me following them to heal.
Pharmacy
I used to pair this perk with Ace in the hole, to get a strong Green medkit and gift to teammate. Now I have to be injured. Point is, its really hard to escape chase unless you're really good and force killer to give up chase. If you're really good in chase, is healing necessary?
Now if I get hooked, then unhooked. Why I should run, find, search a chest to get a Green medkit; while I can just sit there for 16sec and healed by teammate?
0 -
That 1.5 is actually quite substantial. Over a match, those seconds add up as that's time two survivors have to do other things. Yes, Botany doesn't play nice with items, and that's fine - it's incredible to bring if you're going empty handed or another item.
Pharmacy...sure. That was a weird change, and Santa builds are fun in a group but it was a weird, weak, gimmicky perk and still is. I'm not sure, but didn't it only use to work once though? If so, then I think the changes come out - at worst - about even.
2 -
So you just completely brain erased the era of Ruin/Undying/Tinkerer?
4 -
People seem to have very very short memories. Watching it in real time is very depressing.
3 -
Im sure I will not able to heal 10 times a match to save 15sec while I can heal myself and save my teammate 16sec on Gen. Thats not counting the time I have to find my teammate to heal me.
Any second save count, sure. But Im just explaining Botany got a huge nerf, not buff. Same to Pharmacy, I know its a meme perk that I use to gift people. But thats mean I play meme build.
The nerf forced me to stay away Pharmacy, Botany to use better perks. Back to the other person complain, they see CoH all the time, because they nerfs the already weak perks.
0