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What are Healthy gen regression/progression perks?
So, i kinda want to ask what are, in the communities eyes, good gen perks and i mean good in people actually use them, but are perfectly fine or mostly fine.
I am honest and already said that i don't like this regression/progression meta, but i think it's important to to establish what a good power level should be.
I personally would like the devs to expand the concept of a gen defense perk for survivors, basically a perk that doesn't make gens faster but counters regression, but thats another issue.
Comments
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First off Pain Resonance is the best gen regression perk for both sides it rewards the killer for hooking and gives a 15% total regression the highest in the game of gen perks. And it’s fair for survivors cause you can very easily out play it unlike eruption.
Next was the old PGTW back then you would hook a survivor and get a flat 25% regression total when kicking gen. It rewarded the killer for hooking and it was fair for survivors.
call of brine was also fair cause the outplay was just touch the gen but the bonus was it regresses incredibly quick with no downsides.
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CoB or OC (not both at the same time), pain res, jolt, dms, deadlock (except facecamp bubba), corrupt are all fine examples of good regression/gen stalling perks. Pop was a tiny bit too strong (25% from 90 is more then 25% from 80 that it was), but now it's underwhelming (making it 20% flat would be ok in my eyes - but again, combo w CoB/OC would be possible problem).
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Ruin (before the nerf)...
1) It's a totem so it can be cleansed
2) It was for Killers that got Gen pressure
3) It only increased the regression rate by .25 (Base Gen regression is .25) so it equals out to be .50
And yes to the others the person before me has said
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In general, 'healthy' perks are going to have restrictions on how/when they're used, and generally only do one specific thing.
Since I'm sure someone will misunderstand what I mean by 'restrictions', I mean like Pop Goes the Weasel (the previous meta kick perk pre nerf): a perk that only activates on a hook, can only be used on a single gen at a time, and must be used within 45s of that hook.
Seeing as we're talking about gen regression, let's take Jolt. The restriction is that it only works in a smallish area (not map wide, for ex.) and only causes gen regression. It doesn't debuff survivors, or give information, aura reading or anything like that. It just takes a bite out of nearby gens and starts regressing. It rewards the killer for chasing, and there's even counter play for when survivors realize the perk is in play. It's also a good perk, but not so strong that a killer is going to give up a chase the instant a survivor starts heading to where gens are already completed. The chase is more important than Jolt value.
It's when you break one or both of those guidelines is where you start getting problems. The obvious outlier that breaks all of these rules is Eruption. The perk has effectively no restrictions because the cooldown applies on down, not on kick. There's nothing preventing someone from applying Eruption to every gen on the map because the perk is always active to be used and never expires once applied. Getting a down is the trigger condition, not a restriction to it's use.
On top of that, Eruption does at least 4 things. The 'counter play' is passive slowdown (not touching that gen) since you may not have any idea if the gen is affected or not. The perk gives regression, which is it's main purpose (again, chunk + regression like Jolt). Then it can also debuff survivors to remove them from normal gameplay, and can makes them scream as a directional audio information cue to which gen is being worked on.
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Grim Embrace, honestly, it deserves a buff.
There's a LOT of potential ways to do this. Here's one
Grim Embrace has no base duration, for every novel survivor hooked it adds 10 seconds to its duration. Once a fourth survivor is hooked, Grim Embrace activates, blocking all gens for said duration while also regressing them at 200% speed (so 5-20 seconds of gen progress each.) If a survivor is dead, grim embrace never activates. If you want to be really spicy, make it activate again on 8 hooks with a halved duration, but that's probably excessive and would be a harmful change.
The goal is to make activating it more reliable because finding the 4th survivor is often very difficult, while still trying to make it something that rewards you for not tunneling. If you camp and just alternate between hooked and unhooker, you'll probably only get 20 seconds of block which is fair to me.
Although, before we buff any slowdown perks, we really should just nerf the oppressive ones and see what happens. I'd hate it for BHVR to fix the kicking meta while simultaneously introducing something just as OP and oppressive.
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Anything that isn't eruption feels very fair as survivor for me, unless im doing 4 man swf on discord and eruption becomes almost useless, i still think 200% ruin was fine, being a hex totem means you might lose it 10 secs into the game, and I'm gonna be honest,, prove thyself /hyperfocus/brand new parts are disgusting and should be addressed
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