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Wouldn't it be better if we had a cap on slowdown debuff
Right now we seem to be in a real awkward spot with slowdown perks. As seen with the new thana changes they don't seem to keen on making it very strong on it's own
And i can see why tbh on it's own it isn't a problem but when you start stacking them together they quickly spiral out of control
That leaves us in the awkward spot where slowdown perks aren't worth it unless you use them all and you create a forever freddy scenario
A possible fix could be to add a cap to how much slowdown a survivor can get.
For example if the cap was 25%
Then thana could be changed to 10% for the first injured survivor and then 5% for every injured survivor after that
Dying light could be buffed to 4% per stack and you would reach the cap after ~6 hooks
It would allow to buff perks without the fear of it being overwhelming. And allow more perks like this in the future as now we will never see another action speed debuff perk because of the stacking danger
Comments
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I think Scott Jund mentioned something similar in his video about the patch in regards to Thanataphobia. They already have a similar mechanic in place for the perk "We'll make it" so that it can't stack with other stuff. I agree that they should do something similar. Just make slowdown have a cap so that stacking it is much less effective, then you can buff the individual perks.
For example, i'd like to see thana be put to 7-8% per injury and keep the change they made so it doesn't slow healing. Then you could buff say Dying light to remove the benefits the obsession gets and buff the perk to 4-5%. It becomes different than Thana where it's benefit is permanent but thana is stronger. So early game thana is better, but late game Dying light becomes better. But now they can't stack as effectively (or at all).
This behaves similar to how ruin and pop don't really "stack" as you can't pop gens that are regressing due to ruin.
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The concept isn't bad the numbers are 25% is a difference of 20 seconds if you solo a gen... And how often do you even get everybody injured? I think making a max slowdown of 32% and giving thana 8% for each dying 6% for each and maybe buff freddys slowdown Addons again since they won't be oppressing anymore if the numbers are capped
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I feel that 25% would be fine taking into account that you would only need to use one perk to get to that point
Freeing up perk slots for other things
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20% - not 25% - is a difference of 20 seconds. If you think 20 seconds is OK, then the current PTB numbers are exactly what you want.
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25% is just not enough to validate a perk slot
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I mean the numbers can change it's more the concept that I'm getting at
That these kind of perks will never be able to be strong without making them overbearing when stacked and that adding a cap gets rid of that issue
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Huh? I never talked about seconds. Did you mean to quote the person above me?
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Isn't the time to complete a gen 80 seconds?
80 * 0,2 = 16
80 * 0,25 = 20
But I am probably missing some aspects in form of buff or rebuff since I don't play this game regularly anymore.
Edit: Ah forget it I mixed up time reduction with progress slow.
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Yes.
Read my PSA thread for an in-depth explanation: https://forum.deadbydaylight.com/en/discussion/195405/psa-how-to-properly-calculate-how-long-slowed-interactions-will-take#latest
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Yeah I mixed up time reduction and slowing down of progress.
Just edited my comment when you commented me ;P
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If they implement early game collapse they'll probably add something like a slowdown cap to stacking penalties. Otherwise, it would be incredibly hard to balance.
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