http://dbd.game/killswitch
Deadlock is 100% getting nerfed after next patch
Despite the changes, gen slowdown will still be needed and Deadlock is the only option. There isn't a single killer that the perk is bad on. Deadlock will be the best non-specific killer perk, and every killer will run it. It is 100% getting nerfed probably 8-9 months after the next patch.
Comments
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The perk is kinda trash once you get tempo. If you have good pressure it's basically just one person that will be on gens and that will make the proc do nothing.
I see the perk only good for camping, and for good killers they will run things like PR, sloppy, CI, jolt, etc. Best to amplify your pressure and mitigate the loss of gens early while you ramp and have your natural slowdown from downing players do the heavy lifting.
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Don't worry, though. Slippery Meat will get a nerf to compensate for it, and they'll buff Shadowborn an extra one degree on top of that.
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Deadlock is countered by genrush. I don't use it anymore since in about all my games survs make 6 generators instead of 5, so deadlock activates to block a generator when there is another equally well placed
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I still say Deadlock is completely overrated. Every time I use the perk it feels it does nothing at all. Gens don't feel like they slow down at all. Even had one match where the survivors was able to do the last two gens at the exact same time and completely bypassing Deadlock. Honestly even with slowdown being nerfed I really don't see myself running Deadlock bc I just don't feel like it's that great of a perk to begin with.
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DL is by far the best gen slow down in the game. It’s lowest value point (everyone on one gen) is quite rare as that’s non efficient, it’s mid point of at least one person getting blocked is extremely common and already makes it the best slow down in the game, and it’s best scenario of blocking a gen with 2 people on it is not that uncommon and makes the perk definitely blow the rest out in comparison. It’s also one of the few perks that is giving you value regardless of what you do. This makes it one of the only counters to the squads that just pre drop every single pallet since that prevents the value of other gen regression perks.
Honestly if you were to ever only run 1 gen slow down perk DL is almost always the objectively best choice, it’s not even close.
That all said should it be nerfed? Well it is very good as I went over, but the problem is like I said earlier, it’s nearly the only counter to just pre dropping pallets. So until that’s fixed I don’t think DL should be touched as it’s currently necessary with those groups.
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The Devs have already proved they don't like Gens slowed down and games taking too long hence why a second round of regression nerfs without any look at Gen speed perks, Tool boxes, and BNP.
If DL gains popularity as the next Gen Regression perk it will get nerfed like all the others. BHVR needs to come out and say HOW they want the game to be played because obviously how players are playing it now is not what they want.
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It's useful at the start of the match... IMO
But as soon as (some) Survivors see that you are using it they will plan around it
And as soon as that happens Killers will no longer use the perk
Unless Killers come up with a way... I have a few ideas
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True. They keep nerfing regression without giving killers another way to slow them down or fixing their speed in the first place. Hince why as they nerf them tunneling just keeps getting more and more prevalent as the last resort.
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I don't find it to be particularly OP or anything.
It's just sort of boring. No interaction from the Killer or Survivors.
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Yea they are just making the issues worse in the long run
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Some day in the future, playing perkless will be more powerful than with a full loadout.
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It's pretty sad but probably true. They've shown they nerf simply based on pick rate so whatever gen slowdown becomes meta is destined to get nerfed. Jolt and Deadlock are my guesses for the next meta perks and then a patch or two later likely to get gutted.
Don't get me wrong there's still other options but... like it's getting to the point where why bother, y'know? Whatever good perks you find and run are just gonna get nerfed with no buffs to other perks.
My mistake, we got a minor buff to Gearhead so it's fine :)
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my impression is that deadlock will be the new hex:ruin+pop goes weasel. old hex:ruin and pop goes weasel had poor synergy because you couldn't kick gens and regress them with ruin but people ran that anyway because individual perks were strong enough to produce value over lesser perks. now you will just see same thing where its deadlock+pain res+jolt. 3 perks that have wonky synergy but people still use them in same build because there is just nothing else for killer to run.
Some people might still run 3 gen kick builds in favour pop goes weasel+eruption but personally, I haven't seen pop and eruption in same build for awhile. regardless, I do not think that gen regression is that powerful anymore and slowdown that is acquired through gen defence in perks is significant weaker.
that means that you can potentially run non-gen defence builds and you might potentially do better then a killer player that runs gen defence simply because.... the numerical impact is not really there anymore. kill-rushing and tunneling is likely to produce more impact on outcome on the match over spreading hooks so the way you play killer ultimately will be more relevant then the perk selection.
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Well, it hasn't happened yet. But you might as well just assume it's gonna happen. That way you can feel annoyed before and after the nerf has occurred. That's like double the annoyance. Bargain.
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Tunneling increased when Killer mains said it wouldn't be necessary with the 6.1.0 changes, because the sweaty ones were abusing the lack of DS being a disincentive anymore. Even then generators went from 80->90s, clearly making gens take longer isn't working, maybe we need to lower them instead /s. Tunneling increases whenever bad Killers can't learn how to play. Sure, at the very tippy top tournament level, sweaty SWFs may have an advantage over all. The problem is the vast majority of games aren't that difficult, and are quite winnable. Tunneling is more often a bad player's first resort than last resort. As long as the design flaw of tunneling is better rewarded than going for another Survivor, people will abuse that. When tunneling is less fruitful than going after anyone else, then that aspect will be fixed.
To an extent the Pain Res change fixes that, as mathematically, the total regression is better at 6 hooks or fewer, and worse at 7. Honestly people often die by then, and the latest a Survivor can die is at 9 hooks, which essentially is a Killer win at that point as long as more than 1 gen remains. They are only nerfing unearned regression in the upcoming patch. Now Ruin and Pop were more than fair, and buffed Eruption provided more prevented gen progress than Pop. If Pop needed to even be touched, (which I don't think it did) clearly Eruption needed tuning. The main issue is Killers aren't meant to play security guard for generators, they are meant to hunt down and kill Survivors. Too many players are focused on avoiding a loss, instead of advancing a win, that it backfires and sets them up for failure. 3-gen perks allowed a monkey with a spacebar to bore Survivors to death, instead of actually chasing them down.
Just chase people, it isn't too hard, maybe bring a lethality perk to make up for a Killer/personal weakness or synergy. If I suck at dealing with pallets, maybe I should bring Enduring and/or Spirit Fury, same with windows and Bamboozle. Or synergize Bamboozle with Legion or Wesker's vault. The game starts with effectively 4 gens being progressed, or 4 gen seconds per real second. A chased Survivor drops that to 3, and a hooked survivor drops that to 2, (Hook, gen, gen, rescuer) and an intercepted hook rescuer drops that further to 1. Leveraging that pressure is the main way to win without slowdown. Another method of gaining pressure, even if you don't intend to tunnel, is to interrupt a hemorrhage heal. Most Survivors will want to heal up to feel safe, and this makes their past time worthless. Also running methods of hemorrhage help prevent that annoying heal in your face.
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Do you even pay attention WHY certain perks get nerfed?
CoB & Overcharge got hammered bc they made 3-genning an unbearable experience. Highly problematic, so changing that was necessary. Where the perks hit to hard? Most likely yeah, but the move to nerf them was justified.
PR change is hardly a nerf. It gives you more regression at the start of the game now, where killer is at it's weakest. It's more healthy now since it incentives hooking different ppl. And it cannot be "cheesed" so easily anymore by camping a scourge hooked survivor and forcing trades. Overall a healthy change, with more or less maintaining its strength. You are only better with old PR from the seventh hook onward. And I would argue you won't need that to win the game. Or not every hook before gave you any value.
Eruption was very miserable to play against with that long incapacitated effect. SWF could play around it (by calling out when to go down), but solo Q couldn't. Incap effect makes sense for having victor attached, where it's on you to remove the effect or not. But having it proc on you seemingly random without anything you can do excpect doing literally nothing, that needed to be changed.
I could go on. What all perk that were nerfed have in common: They were in some way or another problematic or unhealthy for the game, so they got changed.
And so we come to DL: What aspect of that perk is unhealthy or problematic? I can't see anything. It's very limited (only 4 activations), can be countered /dealed with, esp. with new activity hud. There's NO NEED to nerf it. So I don't expect it being changed. Yes, bhvr seems to change perks when they are picked often, but imo that was NEVER the ONLY reason for a perk change.
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You didn't explain why Pain Res got nerfed. It's a big nerf since you can't tunnel with it anymore and that's a massive nerf since tunneling is by far the strongest strategy.
"You are only better with old PR from the seventh hook onward."
That assumes that you hooked a unique survivor every time in the first 4 hooks, which is extremely unlikely.
Only Overcharge, CoB, and Eruption was warranted in their nerfs due to the perma 3 gen. Other slowdown perks mainly got nerfed due to high usage:
Corrupt Intervention: literally no one knew why it got nerfed. It's similar enough to Deadlock that Deadlock could get nerfed for the same reason.
Hex Ruin: it was only a problem with Tinkerer due to the perma Tinkerer but Tinkerer got nerfed, which fixed the problem, and they still nerfed Ruin. Ruin was fine since you couldn't stack it with other gen kicking perks.
Pop Goes the Weasel: it was a B tier perk at the time and it got nerfed multiple times purely since it was popular
Thana: Thana was a bad perk that almost no one used before it was buffed and got very popular on Plague and Legion, people complained, and instead of reverting the buff, they nerfed it into oblivion.
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Dead hard and CoH made killer an "unbearable" experience, and dead hard in particular has been around for years. When they did finally deign to nerf them, they gave them both the lightest possible slap on the wrist. Dead hard's activation condition now means that you're absolutely still going to see a lot of it in games, and CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing. I don't think the devs actually care about what is or isn't unhealthy or miserable to play against, they just care about what pissess off survivors the most, since they're the ones buying the most cosmetics.
If the devs actually cared about what was or wasn't healthy then pop and thana and ruin and corrupt would have never gotten nerfed, but here we are.
Deadlock is a totally fine perk. There's nothing wrong with it. That doesn't matter. Killers are going to start running it more which means survivors will see it in more games, which means that it'll suddenly become "oppressive". Hell, you can see people making the arguments for a nerf already. It's "not interactive" and its slowdown "isn't earned", because absolutely every single thing killers have absolutely needs to have some sort of counterplay. God forbid killers every have something that's just strong, that can force survivors into a tough spot. The same thing's going to happen to jolt by the way, mark my words, and once those two get nerfed, I don't know, I imagine plaything/pentimento will be up next on the chopping block.
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Do people actually think CoH is still going to be used that commonly? It's mostly only going to be used in swfs. You cannot communicate to randos about going to the boon unless you have aura reading on them... and swfs are a minority of players.
Sure, healspeeds in swfs might go up, but I'm going to be honest, I run thrill of the hunt and i feel that discourages solo booners enough, new CoH isn't worth the time efficiency unless it's a swf lol, and if it's a swf odds are I lose anyways unless they're altruistic so i don't really care.
Also, why do people keep whining about the corrupt nerf on the forums, I don't get it? Sure, it deactivates after a down but if you deactivate it that means you got a quick down, which is a lot of pressure already. People think having the whole 90s PLUS getting a quick down is healthy, y'all are wild. With new corrupt you get to pick either quick down or full 90s and it makes the killer have to think (crazy thought) about what they want more. I'd argue the decision making of corrupt makes it more fun to use and play against, so I see it as a win-win. Do people really still cry over its nerf when it's still a good perk? Weird.
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"You can't tunnel with it anymore"
Who uses PR for tunneling? That's totally ineffective, since you won't get much hooks when the tunneled survivor is competent. If you really want to tunnel, DL makes way more sense! Current PR excells with proxy camping and hook trading at a scourge hook, that's where it can get really oppressive. And thats somewhat mitigated with the midchapter patch.
"That assumes that you hooked a unique survivor every time in the first 4 hooks, which is extremely unlikely."
You got that wrong. It does not need to be the first 4 hooks. You get the effect the first time a survivor gets hooked on one of the scourge hooks. It does not have to be the first hook of the survivor. You hook a surv on a normal hook, then later hook them on a scourge, and will proc the effect. So you can make the active decision if a scourge is worth it now or not (giuven that you are close enough to a white hook to decide).
Yes, it gets more difficult the more survs you have hooked, and maybe you won't have the chance to hook the forth until all gens were done. But even if it's just 3 hooks with new PR (which honestly is not so difficult and will happen in most games), thats still the equivalent of 5 old PR hooks. So in order to be better off with old PR, you have to get 6 Scourge hooks. Thats double of the amount of hooks, not taking into account instances were you don't have a scourge available (this danger is the same for 3 and 6 hooks, but it's more likely to miss one scourge the more hooks you want to get).
For two hooks it's similar: To get better results with old PR, you have to hook four times instead of two. Hooking two different survivors in two subsequent hooks is trivial, just wait at a scourge for the rescuer, getting four old PR hooks can be way more difficult. Overall you have to spend less time to get roughly the same amount regression, compared to old PR, simply because its means less chases, downs and hooks (as long as you do not tunnel). With the drawback of it being deactivated ones all have been hooked once. You will and have to use it more strategically, but strength-wise it's nearly the same.
CI had the most insignificant nerf of all the perks. If DL should really get a similar nerf, then we have nothing to fear.
Ruin was a problem on it's own, esp combined with undying on high mobilty killers, Tinkerer would just magnify it. I'll admit that it did not have to receive both nerfs simultaniously. But we are talking about a perk (combo) that was used in more than 50% of killer loadouts. It was not just popular, it was so much stronger than any alternative.
Pop I agree, you had to work for it, and the change to 20% of current progress really hurt it. It did not deserve it. But lets not forget this and Ruin were part of the first real perk overhaul DbD had, with the goal to "shake up the meta". And when thats the goal, you cannot let the second most used gen defense perk after ruin be untouched.
Thana buffed was EXTREMELY annoying on Plague and Legion, but that may also be somewhat magnified by the basekit changes that were introduced at the same time. Right now it's pathetic, I agree, but a perk like that will always be too weak on some and too oppressive on other killers. You cannot balance that one. They tried to change it so you are incentived to keep all injured. Which is really difficult when not Legion or Plague. But maybe with changes top medkits and CoH this perk may be a bit better.
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"Lightest possible slap on the wrist"
You cannot use DH in your first chase, that alone is a HEFTY nerf! You cannot tank a hit with it, so you will go down faster, AND the killer won't hesitate to lunge at you in your first chase as well! So even in situations where you would be able to squeez out another loop bc of the killer hesitating in fear of current DH, thats not possible anymore in the first chase. They will swing at you when in range, and get the down if you not manage to 360 or something else.
On top of that, you will only get an activation when being unhooked. So thats max two. And only IF you got hooked. So no DH shenanigans at end game to protect a teammate or unhook someone when you did not get hooked once.
How anyone can describe all this new limitations to DH as "just a slight nerf" is beyond me.
"CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing"
CoH speed does only apply to altruistic healing. And altruistic healing is not an issue, since it keeps at least two surfs busy. Fast solo heals are the issue, since it does not pressure the other survivors. With the CoH and medkit changes, solo heals will be significantly slower.
I don't expect any DL nerf. For one, there's nothing wrong with it, for two, with the DH and healing changes, chase oriented builds and playstyles are stronger, so there's just no need to run so much gen defense.
And if they should really nerf DL in the future, you may come back to me and slap the biggest "TOLD YOU SO" in my face.
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I dont think Deadlock is going to get nerfed.
Whenever I run into it, it doesnt really benefit the killer,. It's just kinda annoying.
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I don't expect any DL nerf. For one, there's nothing wrong with it,
The Hillbilly mains would like to speak to you.
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Yes, they nerfed beast marks in the ptb, and reverted it after negative feedback. Besides, they toned down overheat, so it's a net buff with the next midchapter.
If you are referring to the rework some while ago, the overheat was added to prevent spamming chainsaw and face camping with revved chainsaw, and addon changes were made bc. double rev speed was totally busted. So there was indeed "something wrong with it". It was not a nerf just bc of high pick rate. Yes, the rework was too much and gutted billy play. But that does not change the fact that Billy had some issues which had to be resolved, at least in the devs eyes.
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You didn't explain why Pain Res got nerfed. It's a big nerf since you can't tunnel with it anymore and that's a massive nerf since tunneling is by far the strongest strategy.You kind of explain it yourself. Tunneling is the strongest strategy and BHVR doesn't want it to be. If you don't tunnel PR is an improvement, if you do it is a nerf.
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What?
Even without tunnel it is still a nerf.
A big nerf.
In most of match,you won't really hook four of different survivor, even you are not tunneling.
So the ruined PR will be a 2~3 used perk.
And have to force yourself hooking different survivor to get a 2~3 used perk.
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Let's say you hook 3 survivors (if you only manage to hook 2 survivors during a game you're either tunneling or have lost). That is a 75% reduction.
You would need to get to 6 hooks to surpass that with current PR. The only combos that get you there without downing a 4th survivor are 3/2/1, 3/3, or 2/2/2. In situation one and two you're now in a position where you don't need the PR value, situation 3 is a weird one where it looks like one of the survivors is just hiding.
Of course there is more to it than that. Bad luck on hook placement might mean you don't surpass the value until the 7th or 8th hook. Bad luck on hook placement doesn't matter as much with new PR because all you need is one time to get value out of it.
But there's even more than raw numbers. Killers main complaint is that gens fly way too quickly in the early game - now you have the option to hit gens for more impact early in the game. Killers have much less need of getting gen slowdown late in the game, while taking it away gives survivors a chance.
And then if you do hook 4 survivors, the numbers become even more stark.
And have to force yourself hooking different survivor to get a 2~3 used perk.Yes, that's the point. You can still tunnel if you want, but you don't get gen slow down on top of it.
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First of all
Who teach you the math?PE teacher?
75/15 = 5 not 6.
Second.
Do you know why killer said that gen flying in early state?
Why gen will feel bit slower in the late game?
It is because killer is already tunneling some one out of game or killer is defense 3 gens.
So what will happen if the killer using the new PR ?
Either killer doesn't tunnel someone else,so after you run out of 4 token the gens still flying or the killer run out of token when the killer playing the key part of game ---the three gens state.
They make PR become a early game gen delay perk,but also force killer not to do what they should do in early game to active it.
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And even after the nerfs, it's still only used on Legion and Plague, because they're the only ones who can get some value from it 🙃
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The time will come where everything got nerfed.
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Yeah that's kinda my problem with it too.
It's such a equip and forget perk
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Personal take but I don't see this. It maybe the best generic catch all perk but unlike pain res or OC + CoB this doesn't often beat killer specific options. Artist would still rather DMS, Trapper still perfers corrupt and Wraith still wants jolt more. The issue isn't good generic perks but generic perks that are better than the options that depend more on synergy, mind you these synergies weren't weak it was that these other generic options were that much better than anything else.
The only change I could see it getting is a change to make it less effective with face camping. Face camping the first survivor is a cheese stratergy generally as it fails if people do gens but deadlock does help prevent this in a significant way, with their being little potential for other forms of counterplay. Some slight requirement (such as requiring you to injure survivors between activations) could help but is awkward to introduce.
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