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Call of brine compromise
What if it regressed at 200% for 30s and had a 30s cooldown? It used to do it for a minute when it was released and nobody had a problem with it. Before the overbrine nightmare.
Comments
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Or what if they just put it back to normal like it use to be. It didn’t need the nerf to begin with.
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I'm fine with that as well, but a lot of people lose their minds when you suggest even moderate buffs to bad regression perks.
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Cob and OC need their OG values back.
Just not when used together. Surge could use a small buff, eruption too due to the 8 regression events. Oppression needs to be 60 seconds.
I lowkey wish thana was 2.5 % or 3% but I am not sure if that is too much.
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I would say both overcharge and CoB can be reverted, when 3-gen feature basically limits their maximum use. They are just useless right now, even with reverted values, I wouldn't consider them good.
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Agreed 💯 my friend
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I hate that you don't feel any value from thana until you get all of them. Even as legion it sucks and you can bet your boots that atleast one guy helps religiously after every hit
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yeah I agree. You get a hit. 2% for thana…. Dejavú…6% oh they have resilience too? 9%…
Still absolutely weird Deja Vu's buff was never reverted like intend. It was only meant to exist as a temporary solution until Regress Events came in.1 -
This is true but within 3 gen limit, they were suppose to compensate killer by giving them better, more meaningful kicks at base. base-kit kicking still feels underwhelming.
For example, suppose regression was 350%. 350% = 0.2857 regress rate.
COB would be 0.37 regression rate. 0.37 = 255% regression.
if the player uses cob and overcharge where overcharge is at 30 seconds, regression would be 0.447(0.45). 0.45 is very close to 200%. 180% is close to old COB.
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I agree with the other players here that CoB and OC can be reverted (or at least make CoB around 175). These perks got nerfed due to the release of Skull Merchant and the general unhealthy genkickmeta. However, old Skull Merchant is gone and holding 3gen/kick gens endlessly is now much more difficult/impossible due to the 8kicklimit. Currently, these perks are rather useless but with a buff they would become better and killers would use them which would result in more variety.
I'm a little bit afraid of buffing Thana because this is a different story. Sitting endless on generators just feels so boring and is not very funny. I mean, yes you could say "it's not funny when you gen gets hit by pain and you have to repair more" but it still feels different. A healthy buff - in my opinion - could be to bring back old Thana with 5.5% penalty but make it a hex. This way the perk could be a strong one but survivors have more tools to deal with it.
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Progression and regression are not two sides of the same coin. Survivors don't need items or perks to finish gens rapidly. What they need is time, which second chance, exhaustion perks and map resources provide. Conversely killers without mobility need regression to function as ersatz map pressure, so those killers suffer more by the loss of regression options.
It frustrates me to see people simplifying it like this. The game is asymmetrical and each side does stuff differently. It's not a seesaw, it's not a coin, it's a tangerine and an apple.
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They def need buffed considering their total regression if no one touches either was nerfed 41% (COB) & 61% (OC). Returning to the original values would probably be too much considering the state of the game even with 8 regression limit.
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Now that we have the 3 gen limiter all those kick perks can just be reverted to their previous forms. The nerfs are no longer necessary since we can't hold 3 gens anymore.
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The limited number of Gen Kicks makes this perk unattractive even with a slight upward revision; a number around PoP is finally worth spending 1-2 precious kick times.
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agreed 💯
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