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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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The current state of slowdown perks is strange

Right now, slowdown perks feel like they are balanced around gens not going too quickly at a baseline level, allowing for more Killer perk diversity. Makes sense right? If regression and slowdown aren't mandatory, then that means you can pick more of a variety of perks or just what you want to play with, and just have slowdown as a viable option if you want it.


Instead, it feels more like slowdown is really weak in general (Call of Brine only adding 25% to an already very slow base regression? Ruin only base regression AND cleansable?) ON TOP OF gens going too quickly. In other words, it feels to me as if slowdown/gen regression is balanced around an ideal state of the game that doesn't actually exist right now. 90 seconds is too fast for Pop to be 20% of *current* progress. It's too fast for Ruin to be cleansable *and* only provide base regression rate.


Thoughts?

Comments

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited March 30

    I personally feel like slowdown perks are fine at the moment, they strike a good balance between slowing down the match without being too overbearing.

    If you give Killers the ability to massively slowdown matches naturally through basekit changes without changing slowdown to compensate, Killers will still opt into running 4 slowdown perks not because they are mandatory but because they lead to wins with minimal effort.

    Similar issues fundamentally existed for Survivor, back when maps had consistent infinite loops and triple the amount of pallets, Survivors would still opt into bringing the strongest perks to "win more". Remember that original DS, a 4th Hook State, existed when infinite loops were a thing, and people would still use both.

    Eventually this stuff did get nerfed, but my point isnt about the content itself but moreso the idea that players will opt into perks and items that make winning easier regardless if it becomes necessary, this is applicable to both sides. Because "necessary" and "unnecessary" does not matter if you are playing to win, or at least that is generally the mindset of most players.

    Realistically, if matches were slowed down further because of basekit, a LOT of changes would be need to be made to perks to make them weaker, which I think a lot of players would be upset by that since it would make a lot of people that players grinded for and unlocked "effectively useless." I also feel like some issues involving Generators being boring would also have to be addressed, since that seems to already be a common complaint, and it would also be made further worse.