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Vibe Check on Resilience?
I'm seeing this perk on at least one Survivor in pretty much all of my games. If I'm not playing a very oppressive killer, gens go by scarily fast, especially since regression perks have been nerfed, and after the event everyone seems to have a million Commodious Toolboxes with Brand New Parts. What's more, Resilience can make chases pretty painful when you keep missing what feel like guaranteed hits at windows. Alternatively, instead of bringing a toolbox to delete a gen in 30 seconds, the Survivor brings a medkit and the moment they feel pressured, they just pop one of their million syringes to heal while in chase or one of their million styptics to get a free health state. And with the upcoming changes to Iron Will (which will make an injured Survivor quieter than a healthy one), I'm worried we'll end up back in an 'injured meta' like we were with Made for This.
Now of course this means little for a Blight or Nurse (you see where this is going) who don't care about a boost to vault speed and can outpace Survivors' generator progress, but for weaker Killers (and weaker Killer players, myself included) who might not be able to convert injuries into downs consistently, Killers who injure passively (like Trapper and Plague) or tend to injure consecutively before going for downs (like Legion and Twins), I could see it becoming a real problem.
Am I alone in thinking this? Does Resilience need adjustment, and if so, in what way?
Comments
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I don't think Resilience needs an adjustment at the moment. One of it's best pairings, Adrenaline, got nerfed pretty recently.
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I really don't think Adrenaline is that much worse for SWF. It's definitely way worse for soloQ.
But if I see multiple survivors not healing in my game, I know there will be an issue.
Does resilience really need gen speed? You could change it to 10%, but remove gen speed.
I definitely find annoying to see injured survivor working on gen just to heal last % when I get nearby. Mainly when sloppy was nerfed.
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I wrote in the PTB Feedbacksector a post about Iron Will and part of it was that with the upcoming Iron Will buff we will probably going back to a metagame where staying injured is not that big of a deal - in fact - gives you more advantage than beeing healthy (Iron Will makes survivors quieter than healthy survivors while Resilience makes survivors better at chase). Resilience/Unbreakable/WoO, Iron Will, DH, and DS/Off The Record will probably become the new meta build on the survivorside. You can pair this with a medkit, especially when playing Resilience, to 99% yourself since besides Sloppy Butcher no other Haemorrhage Addons or Perks are common or bothers you for too long. I personally think this is not healthy.
In case of Resilience, it is a Perk that you will most likely see on rather good survivors since they are good at chase and know how much of a difference this Perk can make. In this way it is similar to old Background Player and FTP+BU you won't see it on rather shy survivors. As a result, some players and the developers don't understand how strong 9% can be while the players that use it know how good it is. It is also extremely funny that the developers nerfed Pop because it was too free but keeping Resilience and buffing Iron Will. In my opinion, Resilience should get either a nerf or rework. In terms of syringes and toolboxes: Syringes need a rework because getting a heal for free is so powerful while toolboxes are in general super strong. But this is something some players hate to see because they know how strong it is and want to prevent any possible nerf. However, as you said the stronger killers in Nurse, Blight, and Billy don't really mind the stupid strong stuff on the survivorside because they can still down you but the weaker ones suffer from this. But this is something that happens on both sides. Some killers have super strong Addons that should not exist like Plague's Iridecent Seal Addon, Billy's Lowpro Addon, or Wesker's Iridecent Uroboros Vial. But this is something no one really talks about it because it is not so present like Nurse or Blight. I am also surprised that no one is talking about how strong the new Singularity's Soma Family Photo Addon will be because it enables Singularity to tunnel so easily. It is also so funny that the developers nerfed Wesker's infection last patch to reduce his tunnel ability but then one patch later they give a strong killer a powerful tunnel Addon. Idk, maybe I'm exaggerating it but it still does not feel right.
Adrenaline is still a strong and common Perk because it gives you so much value (extending a chase, greeding a generator, don't wasting time with healing, reaching an exitgate faster ect.). It is similar to PainRes, the nerf is not big of a deal it is still a great perk.
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I would hate to see it nerfed. It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces (against everyone but instadown killers, anyway) and even the gen speed boost isn't as scary as it looks unless it's against a coordinated team, in which case gen speeds were already going to be scary just from survivor behavior. Gen speed perks are rarely the problem; stacked SWF is. There's a problem when you get four players stacking Resilience with Hyperfocus and Stake Out and maybe a few Prove Thyselves, but individually those perks are not strong and nerfing them just creates more weak perks that can only be used when stacked, which is the opposite of what anyone should want. Maybe nerf toolboxes, maybe cap maximum gen speed, maybe make gen speed perks come with the side effect of generating fewer skill checks, but in and of itself, Resilience is balanced. Gens get done slightly faster, but that survivor takes half as long to down when pressured - maybe 3/4 if they're good enough to use the vault speed bonus and they're in a good spot.
Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing strat that negates Resilience's actual drawback, though the return of Iron Will presents another problem of making staying injured all game significantly less dangerous than it's supposed to be.
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It's a very nice all-around perk with a strong tradeoff - incentivizing staying injured while slamming gens is balanced for the risk that introduces
There is not really any risk if survivor has a medkit. I can just stay 1% away from getting healed and heal when killers get nearby. Against most killers at least.
Applying permanent hemorrhage could be a potential tradeoff to combat the 99ing
Well, that's not a thing anymore.
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Does resilience really need gen speed? You could change it to 10%, but remove gen speed.
I don't feel like it should or if it does it shouldn't stack with Prove thyself, toolboxes and dejavu. Its too much. The odds of a survivor being injured is high. Especially against legion or plague.
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I don't see why they couldn't bake it into the perk a la No Mither and permanent Broken. It's not like they're mechanically incapable of adding the effect that way, and the survivor is choosing to accept the debuff in selecting the perk so there's no argument to be made about oppressive tactics or whatever their reasoning was for ruining Mangled/Hemorrhage in the first place.
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I'll use it alongside Deja Vu, which I almost never take out of my build, just to make the gens go faster. Because gen speed is such an issue in solo for some reason. But other than that, it's almost a hindrance because stupid teammates will keep wanting to heal you when you clearly don't need it. So I'll just take it off when I get tired of that happening, or need to switch out for a meta perk.
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All your writing seems to prove that iridescent items are OP, and resilience barely affects that
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Dang ol' survivors. . . Survivin' an' such.
The nerve of 'em. Hauk tuah
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I think it's fine as is, since the 9% buff isn't that big a deal for most of the categories it affects. The gen speed buff can be a little nutty with a toolbox and other perks like Deja Vu, but it isn't anything near the plagues of the past, so I'm fine with it tbh.
It'll pair nice with Lara's new vault perk when that comes, so I'm looking forward to trying that out!
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Resilience is Fired-Up for survivors, a perk that will undoubtedly provides benefits when needed. Survivors rely on perks such as this to have an edge during chases, activating when a 9% difference is important. Remaining injured to take advantage of these benefits goes both ways as any surprise visit from the killer can render this perk useless, and players should be rewarded for taking that risk to crank out gens faster.
tldr; I'd focus more on playing around/building around gen defense before making a boogeyman out of a 9% boost.
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Agree completely. Injured survivors are easier to find, and tend to have shorter chases. It's hardly a bad thing for killers, and is risky for survivors.
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Its very strong and synergises with other gen rush perks/items. Can maybe nerf it to 6% or buff the numbers and remove the gen speed part.
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"It'll pair nice with Lara's new vault perk when that comes, so I'm looking forward to trying that out!"
How? One of them only works when healthy, the other one only works when injured.
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Exactly, it's a nice way to guarantee consistently faster vaults regardless of health states.
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🦅②💦
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It's nearly the only thing that increases the vaultspeed, I think it's okay how it is. The speedboost is for most players just a boost to their ping (means they react fast enough and shouldn't be hit but ping says yes you should: well not with resilience). Of course it's pretty insane if you already have a perfect ping, but at that point if you're able to make the killer miss by inches a high amount of the time I'd say it's skill and therefore okay xD
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The remaining injured "meta" isnt going to come back because of iron will. It was used primarily in chase. If it does come back due to iron will it just means that they have to heal any time they want to play altruistically or god forbid you decide to chase them. 99ing the heal is admittedly annoying but only standout survivors do it usually because the other ones that have medkits have syringes or styptics.
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For some reason BHVR has no system for limiting stacking. If synergy is too good, at least one perk always ends up getting nuked.
Prove, Resilience and Deja Vu are fine. The toolboxes are the problem. Nuke those and leave the rest intact.
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Ugh the new perk seriously only works when healthy? I seriously wish they’d stop with that restriction for some perks I remember when fixated was like that for a couple years
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To be fair, I cannot really estimate if the requirements are too harsh. Because 20% Vault Speed Increase + 9% for Resilience sounds kinda nutty. But then it would still have a big Cooldown, so making it work while injured will probably be alright. Well, we will see in 2030, when they remove that requirement, because nobody used the Perk for years.
But yeah, it is a shame, this holds the Perk back a lot. You might not even get value out of it at all.
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We’re complaining about resilience now? You’ve gotta be kidding me.
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