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Pain Res and Grim Embrace

So, maybe not the first post by me about this, but both these perks should either need a rework for the sake of a meta shake up, or at the very least discourage tunnelling at 5 gens by disabling both effects once someone is dead.

I genuinely dont see a reason for either effect to be active once someone is dead. Pain Res isnt hard to pull off with changes to hook spawns, and blocking generators once 1-2 survivors are dead is just killing any game pacing.

The only reasons I hear for them being active are the same reasons that were given on why DS shouldnt be disabled in the endgame "but I equipped it, I should be able to use it". "I earned the effect, so I should use it".

There isnt a single reason for Pain Res or Grim to be active after a kill, that doesnt also apply to DS being active in endgame. Therefor, it should not be active after a kill. Prevents tunnelling early on, as it actively punishes tunnelling by removing perks.

Comments

  • XDgamer018
    XDgamer018 Member Posts: 705

    then we should also do something about hyperfocus+stakeout and other gen progression perks tbh

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Nope, there's still a lot of gen regression perks that are viable, they are just less viable than Pain Res+Grim.

    Gen progression perks in general barely impact the game. It's RARE that you lose a gen that you wouldnt already have lost. If you want to be pedantic, we should do something against Commodius Toolboxes and their event versions. Which, yes, we should. You can run 16 gen progression perks, and you still wouldnt match up against the impact Commodius with Wire spool.

    And to combat 16 gen progression perks in terms of impact, you kinda just need Surge. With the exception of Hyperfocus+Stake Out, but that's only strong if you're against a killer with a MASSIVE terror radius, otherwise it requires you following the killer for 60 seconds to reduce your generator time from 90 seconds to 25 seconds with BNP and a Commodius(oh, look, there it is again).

    So, that's 60 seconds+20 seconds making it 75 seconds.
    You know what also gets you 75 seconds? Just using Commodius+BNP.

    Seriously, gen progression perks are barely worth talking about. Gen times are barely worth talking about(except for Commodius). Most of the times gens go "too fast" is due to either insane survivor coordination(in which case, you would have lost anyway) or because the killer is lacking the ability to down survivors fast enough(also in which case, you should have lost, and no perks should buy you enough time to win there because that skews winrates, making the killer seem ok when in reality the killer is just too weak).
    Both are not a problem with gen progression perks.

  • XDgamer018
    XDgamer018 Member Posts: 705

    in general i think the game should be less reliant or "decided" by gen progression/regression perks and or addons/items(with addons). for example a ghoul can handle a match against a meta squad just fine. a pig cannot. (maps play into this aswel but thats another thing). i think its high time for killers to gain something to work towards outside of kills. (and escapes) for survivoes.
    something that rewards you for "taking your time" so to speak. Like the more rescues you do as a survivor the more "aware" you get of your seroundings (crows would be less active killers would be easier to spot (directional terror radius as an example) and for killer you could get something like a shorter m1 cooldown or a sort of 'shrine" where if you get x amount of hooks before a kill you could get a permanent buff (unless the survivors interact with that shrine to counteract it)

  • Zuiphrode
    Zuiphrode Member Posts: 525
    edited December 21

    Pain Resonance literally is the opposite of a tunnelling perk since it only works once per person.

  • drag27
    drag27 Member Posts: 190

    still flabbergasted that ppl still think PR is strong and/or OP

  • runningguy
    runningguy Member Posts: 900

    its only op when people go down in 10 seconds. if im the only one on a gen, my 3 team mates go down fast, the gen im working on isnt getting done. But when that happens, it wouldnt matter that the gen isnt getting done because even if that 1 gen gets done, its unlikely im going to be able to do the rest when my team is dropping like flies.

  • drag27
    drag27 Member Posts: 190
  • runningguy
    runningguy Member Posts: 900

    that or throwing the match…. but i get blamed for sitting on a gen on the other side of the map lol

  • TheTom20
    TheTom20 Member Posts: 683

    Should all gen repair speed perks an tool boxes deactivate when a gen is done?

  • runningguy
    runningguy Member Posts: 900

    yes lol i mean a lot of people use the toolbox on the first gen anyway then its empty so cant use it on another without a perk to recharge it

  • drag27
    drag27 Member Posts: 190

    lol well of course its always the fault of the one guy doing the objective while everyone else is getting needlessly downed

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,987

    Pain res is last good slowdown perk that was released and it's a long time ago…

    How are people surprised there is no variety?

    Meta shake up by nerfing best perks is terrible idea. They did it once and it failed hard. They had to buff most of those perk back anyway…
    Create alternatives by buffing weak perks. Issue is most perks in DBD are terrible by design and can't be saved by number changes.

    Funny you seem to want mate shake up only for killers… It's almost as you simply want to nerf killer meta perks.
    Wanna nerf the most picked survivor perks too? That would be fun to watch on forum.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    It is strong, it actually got stronger because of hook spawns were adjusted and scourge hooks were made less likely to spawn close to each other. Where before, you could figure out where scourges spawned and lead chase as far away from those hooks as possible. Nowadays, its rare to see someone get hooked for a first time and not trigger PR.

    On top of that, the other reason PR is strong, is because it requires nothing and applied 20% for free, even if the generator is already regressing, even if it's a mobility killer. Imagine a survivor finishes a generator and gets healed. We already have a perk like that, Adrenaline and people still call it strong because its a free heal at the end of the game.

    If PR worked in a way where it regressed ALL gens by 10% instead of 1 gen by 20%, it would be both a stronger perk while also less viable with DMS and less annoying to face. Or PR could work the way it does right now, but it removes the scourge hook so the same hook cannot be used multiple times unless you bring Jagged Compass.

    Basically, Pop got nerfed because mobility killers spammed it and were the only ones actively enjoying the regression. Pain Res has the same issue. Its not strong enough for non-mobility, too strong for mobility. It needs changing

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Yet people tunnel someone out with pain res, and thanks to pain res existing, they dont really get punished for it.

    In short, tunnelling is easier because of pain res. With Pop, you need to interact with a generator. With painres, you can mindlessly tunnel, especially with killers like Nurse, Ghoul and Blight, and even if survivors rush gens because you tunnel, you can still come back thanks to pain res. Not even talking that it stacks with Ruin.

    Besides, if it's not a tunnelling perk, then you shouldnt see any issues with pain res being disabled once someone dies, right? If you lose out on 1 stack, that's not too bad. The only people who should actively see an issue with Pain Res getting disabled are tunnellers. Just switch to Pop.