http://dbd.game/killswitch
Time to balance gen perks
Déja Vu - 3 % (was 6 %)
Resilience - remove repair speed
Hyperfocus - decrease bonus to 10 % (was 30 %)
Prove thyself - decrease repair speed bonus to 5 % (was 10 %)
Fast track - grants 1 token per hook, token grants 1 % perma progress chunked
Bardic - decrease bonus to 0, 0.5, 1 % (was 1, 2, 3 %)
Weaving spiders - decrease progress to 5 % (was 10 %)
Quick gambit - decrease bonus to 2 % (was 5 %)
Specialist - 1 token grants 1 % (was 3 %)
Eleven's, Dustin's and Thalita's perk down to 2 % from 5 %
Comments
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For what reason?
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And where is the Regression nerfs on the killer side?
Oh wait they have been buffed. (ruin, POP)
This is as balanced as a seesaw with a giant rock on one side and a feather on the other.-1 -
Because it's needed?
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Killer perks don't need nerfs they are at point where they are balanced without being too strong. If any changes they might see some little buffs.
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Nah, not at all.
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Are we doing this AGAIN?
Nerfing things like Specialist and Weaving Spiders is enough to throw the credibility of this post off a cliff.
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You do realize survivors can only bring 4 perks? I've said it time and time again, people using a full gen build is a sitting duck. If you are struggling with a sitting duck with no WOO, no exhaustion, nothing for defense and just efficiency like we can talk about it @Elan .
3% for Deja Vu is pitiful, like why is Deja Vu catching strays?
And Prove Thyself? LOL.
Edit: Yeah, I see you Elan. You think you're being sneaky, but your bias is showing. Go look in the mirror and tell me why gen efficiency needs to be nerfed, but not gen regression (and I say this as a person who doesn't mind gen regression) but you've clearly lost the plot.
Making me wanna go play my Cheryl build and repress the gen in your face, that's how disappointed I am. Tsk, tsk, tsk - shame on you, @Elan .
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Do you feel like removing charges permanently is a good thing? It's not. Proposed changes would still leave the perk decent choice but not overpowered or does killer get perk that automatically kills survivor when gen is done? Don't think so. But survivor side is handholded by busted perks that require no skill to be used. Just poor design.
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Decent choice? HA! Don't make me laugh.
The Invocation is one of the worst perks in the entire game because it's a giant neon sign calling the killer to tunnel out the schmuck who ran No Mither but worse. 80 second gens don't solve a 3v1.
And Specialist requires so many things to align, PLUS the numbers are kind of eh, so already it is an unpopular choice, but with your uber-nerfs, it might as well not exist.
You are searching for problems in places where there are none.
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Gen completion speed (without progression perks) easily outpaces hooking speed and was already extremely unfair before the recent pallet increase which further exacerbated the issue. Ruin is a hex, hex perks are a joke. The Change of scaled reduction to flat reduction on pop means very little when gen defense is artificially limited (not to mention the fast track buff which applies dire consequences to hooking when stacked with other permanent progress features). It feels like a 200-hour survivor player is in charge of balance decisions.
A word to the wise: Fighting to preserve a biased game state does not help the longevity of any multiplayer game.
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Weaving is an objective time loss now. 7*5 = 35s vs 60s investment and broken making your chases shorter. There's already very little reason to use this perk and you want it to be even more useless, yes?
Also we're nerfing Friendly Competition?? Specialist? Quick Gambit? We're making it so that bardic has a chance to do literally nothing??
I would've preferred measured, well reasoned changes to namesearching every perk for the word "generator" and nerfing it if it does anything to the gen speed.
In future just advocate for these perks to be removed, that seems to be your intended goal.
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Generally speaking, I think gen speed perks are more unhealthy in their design than gen regression perks. Mainly because gen regression always shows itself to survivors. Survivors will always know that gen regression is at play. Also, because the requirement of gen regression is actually outplaying your opponent, for the reward of further stalling the game. In the case of ruin, it's at least a pretty significant risk. And in the case of Overcharge, Call of Brine and Oppression, the effect is relatively minor, they still announce themselves to survivors, and survivors can undo the effects relatively easily.
Gen speed perks, on the other hand, either have no requirement at all, or the requirement is minuscule, or the requirement is basically doing poorly to be rewarded. And for most of them, the killer has NO way of telling they are at play. So the macro of having a general idea of how long gens take to be repaired just gets destroyed without the killer having much of a say in it.
Imo I think the only 3 gen speed perks that are healthy are Quick Gambit since it has a hefty skill requirement. Weaving Spiders because it has a hefty price and it actually tells the killer that is at play. And Potential Energy, because it has a decent time investment and the risk is high.
Imo, all gen progression perks should get reworked into other effects except for those 3. Weaving Spiders needs a decent buff to make it more usable and if most gen progression perks were to disappear, it'd be okay to buff this perk. Potential Energy could use a slight buff. Quick Gambit is fine as is.
Gen regression could get nerfed a bit to compensate. Ruin could go back to 100% or maybe 125%. Pop could go down to 10%. Pain Res can go down to 15%. DMS needs to go because it synergyses too well with Pain Res. Surge I think is fine as is. Deadlock is not a healthy perk because it doesn't reward good play, itjust stalls by existing, either rework it or nerf it. Turn Back the Clock is a healthy perk and can stay as is. Eruption is fine because of the requirement, and because it essentially means you're doing 2 gen damage events every time you use it, so you get the gen block quicker. Oppression is fine as is. Call of Brine and Overcharge are fine as they are imo. Pentimento is fine as it is as well. Dying light is fine as is. And I don't know if I'm forgetting any.For the most part gen regression is relatively healthy in design. There is a lot of Plan A/Plan B, perk combos, but for the most part they have anti-synergy, which is good. And their requirement is for the most part healthy, you outplay a survivor, down them/get a hook, you get rewarded with the ability to further stall. Though, if most gen speed perks get reworked, it'd even be good to have gen regression perks have a bit more anti-synergy. Things like making it so gens that are regressing can't blow up, for instance, would instantly create anti-synergy with a bunch of perks. You could make it so gens that are regressing cannot be blocked by DMS, which instantly makes it not work with Pain Res in case you wanna leave DMS as is.
Toolboxes would 100% need to be reworked or nerfed as well if you nerf gen regression perks. Because you could still just get 4 tool boxes and BMPs and just blow up gens very quickly for no good reason.
So yeah, overall I agree with you that gen speed perks are unhealthy and I really don't like them. I see where some commenters are coming from talking about gen regression perks, though, I agree with you that for the most part gen regression is healthy even if it could be toned down a little bit if most gen speed perks were reworked.0