http://dbd.game/killswitch
New Patch Notes: What are they aiming for the win rate for killers to be?
It seems like the amount of buffs to killers and hard nerfs to survivors continues as time goes on? The win rate is already between 55-60% for killers, leaning towards the higher side.
If we continue to drive survivors into the ground, why are we expecting them to stick around?
Comments
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last thing i heard around 60 is where we're supposed to be.. did i miss patch notes? what survivor nerfs were implemented?
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These changes to stacking builds really only affects survivors.. The nerfs to healing builds and gen speed builds is what is going to really mess with survivor win rate even more. There is nothing that helps people get better at chases. Most survivors only do chases when it's required and go down pretty quickly. There are only a few that actually take the time to learn to get better at mind games /running without relying on pallets (Mind you the pallet number has already decreased significantly) as well as their very clear introduction to micro-loops (even if they don't address it) where the killer can wrap around almost any loop and get a hit.
Some of those less inexperienced survivors rely on getting gens done to help the team and this nerf is going to just make it worse for survivors specifically.
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Ironically it might push people to drop the niche stacking builds and just run meta perks. I know I wont want to run goofy altruistic builds like botany+empathic connection for a whole 15% penalty. Might as well just run resilience, DS, and stay injured. No fun allowed
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as far as i know stakeout hyperfocus fast track is still busted but i guess i have to do research on what perks are affected since gen regression also is affected too
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Gen Regression outside of CoB/Overcharge should not be affected. Since something like Pain Res + PGTW would not stack. Stake Out/Hyperfocus + Fast Track are also not affected, since they dont really work like that.
What is affected is Haste-Stacking (both sides) or things like Desperate Measures + Botany Knowledge.
Overall, we have to wait until they do Buffs to those Perks to see if it is an overall Nerf or not. Since making things not stack is good (or less efficient when stacked), but this depends on what they do with the individual Perks. But overall it will affect more things on Survivor than Killer.
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Let's also not pretend to ignore that most killers run at least 2 aura reading perks. This does nothing to any of that.
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The buffs to killers was so minimal nobody is going to notice anything. I am not sure what survivor nerfs you are talking about in this patch…Everyone seems to be handed the same deck that will need tweak as time moves foward. This is how BHVR operates.
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Indeed. This is shaping up to be the anti-fun ptb.
I currently run four and yeah, I will be unaffected. I don't think a single one of my killer builds are touched by this.
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thana and dying light is also affected but unless it's a legion or a plague but from what i've seen haste stacking sort of died when swfs dropped dark theory + power of two(admittedly a powerful but niche combo) and usually low tiers run batteries and rapid especially 110 killers but i agree with a ton of healing perks besides resurgence (i think solidarity and reactive healing would probably still work) funnily enough champion of light and residual manifest still stacks and now i kinda want to make a list of what will and won't be stacked regardless on if people considet it viable
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And while I understand that, and don't really have a problem with it, this will be a harder impact to survivors. I understand that these forums are used more by killers, but I think survivors should not be continuously overlooked.
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That was my point.
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Honestly, I sincerely believe that unless you're in a super SWF or a highly skilled looper, the escaping part of the Survivor role is not for you anymore. You are just there as meat for the grinder to make up the numbers. So I just slap on some silly perks and hope I get some quests done before I go back to playing Killer (the only solo mode I find worth queuing for these days).
My current escape rate is sitting at around 20%. I've only been playing in the event however, which if the Killer is actually trying is pretty Killer sided this time around, imo.
Granted, most of the Killer buffs next patch (except for the Wesker ones) are not going to make a huge difference. But the direction of travel is to balance the game for SWFs and for the more recent power crept top tier Killers. I think this is why there's an effort to turn SoloQ into a watered down pseudo SWF with the new perk and Killer info in this PTB. It won't work because it ignores the important reasons why playing in a SWF is so strong but whatever, seems like that's what they're aiming for to me.
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perks on the survivor side that cannot be stacked i counted at least 33 and that isn't including aura perks chosen by reading the description not by viability * (means situational for both sides)
autodidact (60% healing progress)
babysitter* (gives 10% haste it may get hit)
bardic inspiration (1% at 2-10/11-19 2% and 20 is a 3%)
better than new (16% healing effect included)
blood pact (7% haste)
boon circle of healing (100% healing)
boon dark theory (3% haste)
boon exponential* (100% recovery speed)
botany (50% healing)
object of obsession (increases action speed for Cleansing, Healing, and Repairing actions by 6)
breakout* (6% haste when in 5 meters)
buckle up* (grants a 50% haste to the survivor from the downed state)
deja vu (6% repair speed)
desperate measures (increases your Action speeds for Healing and Unhooking by a stack-able 16/18/20 % per injured, dying, or hooked Survivor, up to a maximum of 64/72/80)
do no harm* (Increases your Altruistic Healing speed by 30/40/50 % per Hook Stage, up to a maximum of 60/80/100 %. it's not a boost to speed like botany but still speeds it up)
empathetic connection (Increases your Altruistic Healing speed by 25/30/35 %.)
flow state (Bless and cleanse totems 8/9/10 % faster.
- Heal 8/9/10 % faster.
Unhook Survivors 8/9/10 % faster.
friendly competition ( Increases the Repair speed of all participating Survivors, including yourself, by +5 % for 100/110/120 seconds.)
- hope (Grants a 3/4/5 % haste)
- hyperfocus (Increases the Skill Check Trigger odds and Pointer-Rotation speed by +4 % per Token each, up to a maximum of +24 %.
- Increases the Skill Check Bonus progression by 10/20/30 % of its base value per Token, up to a maximum of 60/120/180 %.
- leader(Increases their Action speeds for Cleansing, Gate-Opening, Healing, Sabotaging, Unhooking, and Unlocking by 20/25/30 )
- made for this (grants 3% haste in deep wounds)
- left behind (Action speeds for Healing and Unhooking by 50/75/100)
- prove thyself(ncreases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30)
- quick gambit (Increases the Repair speed of other Survivors by 3/4/5)
- resilience (ncreases the Action speeds for the following interactions by 3/6/9 repairing and healing)
- road life (ncreases your Healing speed by +100 % until you stop healing)
- spine chill (ncreases your Action speeds for Blessing, Cleansing, Gate-Opening, Healing, Repairing, Sabotaging, Unhooking, and Unlocking by 2/4/6)
- teamwork full circuit (5% repair speed bonus w another survivor)
- ncreases your Altruistic Healing speed by +100 %.teamwork power of two ( Grants a +5 in 16m)
- teamwork soft spoken (5% repair speed bonus w another survivor)
- unbreakable (Increases your Recovery speed by 25/30/35 %)
- we'll make it (ncreases your Altruistic Healing speed by +100 %.)
- we're gonna live forever (Increases your Healing speed by +100 %.healing a dying survivor)
Post edited by terumisan on0 -
killer perks not counting exposed oblivious or aura and i count undetectable since it has cooldowns and can stack a total of 55 perks affected chosen by reading the description not by viability
bamboozle (Increases your Vaulting speed by 5/10/15 %)
batteries included (Grants a +5 % haste)
beast of prey (grants undetectable dependent on bloodlust)
blood echo (all injured survivors suffer from exhausted and hemmorage status when another survivor is hooked for 20/25/30 seconds)
brutal strength (increases the Action speed by 10/15/20 %)
call of brine (Increases its Regression speed to 130/140/150 % of the default value)
coulrophobia (Reduces all Healing speeds by 30/40/50)
dying light (2/2.5/3 % per Token Action Speed penalty to Repairing, Healing, and Sabotaging, up to a maximum of 22/27.5/33)
dark arrogance (Increases the Vaulting speed by 15/20/25 %.)
dark devotion (grants undetectable for 45 seconds)
dead man's switch (blocks generator for 35 seconds)
deadlock (blocks gen with most progress for 25 sec)
eruption(nstantly regresses them by -10 % of their total Progression)
fire up (ncreases the Action speeds for the following interactions by a stack-able 4/5/6 % per Token, up to a maximum of 20/25/30% picking up survivors breaking objects vaulting)
forced hesitation ( auses all other Survivors within 16 metres of them suffer from a -20 % hindered for 10 sec)
forever entwined (Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.)
furtive chase (grants undetectable and 10% haste for 18 seconds)
game afoot (Grants a +7 % haste for 10 sec)
grim embrace (blocks gens for 10 seconds and at 4 tokens blocks gens for 40 seconds)
help wanted (Increases the Recovery speed of successful basic attacks by 25%)
devour hope (0 seconds after hooking a Survivor, you are granted a 3/4/5 % haste)
hex hive mind (All remaining generators explode, lose 6/8/10 % progess, and start regressing.)
hex noed (Grants a 2/3/4 % haste)
hex nothing but misery (Survivors damaged by a Basic Attack suffer from a -5 % hindered for 15 seconds)
hex overture of doom (grants undetectable for 30 sec)
hex pentimento (Reduces the Action speeds for Healing and Repairing by -20 %.at 1 token and Increase the strength of the Action Speed penalty by a stackable 1/2/3 % per Token, up to a maximum of 24/28/32%)
hex wrenched fate ( Reduces their Repair speed by 27/30/33 %. for obsession)
insidious (grants undetectable)
save the best for last (Grants a stack-able -4 % per Token Cool-down time reduction on successful Basic Attacks, up to a maximum of 24/28/32 %.)
knock out (Causes them to suffer from a -5 % hindered for 5 sec)
leverage (Reduces their Healing speeds by 20/25/30 %.)
machine learning (grants undetectable and 8% haste)
mad grit* (removes cooldown of missed basic attacks)
merciless storm (blocks the Generator for 16/18/20 seconds)
oppression (Randomly selects up to 4 additional Generators that will also start regressing)
overcharge (Increases the Regression speed from 85 % to 130 % of its default value over the next 30 seconds)
play with your food (Grants a stack-able 3/4/5% haste per Token, up to a maximum of 9/12/15 %)
pop goes the weasel (ncreases the regression amount by +15 % resulting in 20 % regression)
rapid brutality (rants you a +5 haste for 10 sec)
scourge hook gift of pain( hemorrhage for 90 sec Reduces their Action speeds for Healing and Repairing by 10/13/16 %.)
scourge hook pain resonance ( instantly regresses the Damaged Generator by 10/15/20 % of its total Progression)
secret project (gain undetectable for 30 seconds)
play with your food (gain a stack able 5% haste to a max of 15)
shadowborn (Grants a 6/8/10 haste for 10 sec)
sloppy butcher (inflicts hemorrhage and mangled for 90 sec)
superior anatomy (ncreases your Vaulting speed by 30/35/40 %)
surge (Instantly regresses all affected Generators by 6/7/8 %.)
thanatophobia (Incurs a stack-able 1/1.5/2 % Action-Speed penalty per injured, dying, or hooked Survivor for Cleansing, Repairing, and Sabotaging, up to a maximum of 4/6/8 %.)
tinkerer (grants undetectable for 16 sec)
trail of torment(grants undetectable until gen isn't regressing)
turn back the clock (After hooking a Survivor, for 40/50/60 seconds, press the Active Ability button to make a target generator within 20 meters explode, lose -10 % progress, and start regressing.)
unbound (grants 7% haste when vaulting for 10 sec)
undone (Instantly regresses the Damaged Generator by a stack-able -1 % of its total Progression per Token, up to a maximum of 18/24/30 %.Blocks the Damaged Generator for 1 second per Token, up to a maximum of 18/24/30 seconds.)
unforseen (grants undetectable for 30 sec)
unrelenting (Reduces the Cool-down time of missed attacks by 20/25/30 %.)
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