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A buff/nerf to killer slowdown perks

bjorksnas
bjorksnas Member Posts: 5,615
edited November 2020 in Feedback and Suggestions

Buff, Slowdown perks become more effective alone

Nerf for each addition slowdown perk you have they are less effective

Example of perks alone

Dead mans switch after hooking the obsession this perk activates for 35/40/45 seconds or half as long on a non obsession while activated if a survivor stops repairing a not fully completed gen it becomes blocked for the rest of dead man switches duration.

Surge alone, Downing a survivor damages gens within 40 meters and instantly regresses them by 8/10/12% (no cooldown, no basic attack + more range + more slowdown)

Pop alone, After hooking a survivor the next generator that you damage within 40/50/60 seconds instantly regresses by 25%

Surge + Pop together

Surge, downing a survivor damages gens within 32 meters and instantly regresses them by 8% 60/50/40 second cooldown (no basic attack requirement)

Pop, After hooking a survivor the next generator that you damage within 35/40/45 seconds instantly regresses by 25% 

Basically the more slowdown perks you have the less effective and more restrictive they are but using them alone is strong to encourage build diversity

Example of what having 4 slowdown perks together might look like

Surge, downing a survivor with a basic attack causes a random gen within 32 meters to instantly regress by 8%, this effect has a cooldown of 60/50/40 seconds and goes on cooldown regardless on if a gen was in range or not

Pop, after hooking a survivor the next generator that you damage within 20/25/30 seconds instantly regresses by 20%

Corrupt intervention, the farthest 2 gens at the start of the game are blocked for 60/75/90 seconds

Thrilling tremors, When picking up survivor generators outside of your terror radius are blocked for 12 seconds this effect has a 100/80/60 second cooldown

Hex Ruin, generators within 24 meters begin regressing at 150% speed when not being worked on

(undying does count as a slowdown perk for the sake of ruin undying)

Post edited by Mandy on

Comments

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    Problem with the buff to surge is that it would become really strong like that, imagine a snowballing Oni with IF and Surge, it would probably be the best user of surge.

    And well making gen regression perks weaker because you pair them is not a good idea and it would be a massive nerf to killers.

    A dev once said "we nerf pop because you have so much time to decide how to use it" and now you want it weaker?

    Corrupt weaker as well? 2 gens? Nah my man, there are still a lot of big maps.

    If this were to happen then survivor side will have to get massive nerf as well, UB + DS? You use one or the other but you can't use both, then adrenaline at the end? You either only get haste or the 1 health state not both.

    And TT is not a slowdown, it's a stall perk and before you say (but Stall doesn't exist in dbd) yeah neither does an anti momentum.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    stalling is a form of slowdown?

    also the perks are weaker when you are running MORE slowdown perks together

    individual perks would be stronger because they support build diversity in not bringing only slowdown perks

    Example on if corrupt was used alone, At the start of the trial the furthest 3 gens are blocked for 120/135/150 seconds, if a gen is completed while this perk is still active block another unblocked gen at random until this perks duration ends

    also if an oni is snowballing an entire team some gen slowdown is the least of your worries

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    Considering survivors can still work in some gens when TT is up I don't think it's a slowdown since if the gen is already regressing you won't benefit from it.

    The thing is that using 2 slowdowns now a days can be a must, example if I'm playing trapper I would probably need both corrupt and pop since I'm no god at using him, so that would be weaker for an already decently weak killer.

    The corrupt idea is good for killers imo but then you are not thinking of the other side since "corrupt is OP" it would probably create some kind of bad behaviour (yes more), considering there are already some people who outwait CI it would be worse for the survivor side.

    I think the best way to make slowdown perks is what the devs are already working, the reverse endgame collapse.

  • Withered8
    Withered8 Member Posts: 1,241

    Seems more like this ruines pop and surge and good regression perks but let’s ruin undying still provide broken gen regression.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    at the bottom I made sure to say Undying pared with ruin counts as an additional slowdown perk so for example the effect might be

    Hex ruin with no undying 225% generator regression speed when not being worked on

    Hex ruin with undying 150% regression speed with ruin undying

  • bjorksnas
    bjorksnas Member Posts: 5,615

    Having 2 slowdown perks would be around the same powerlevel as it already is, but depending on the perk its a small buff so surge being terrible doesn't have to worry about basic attacks and pop is normal

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I kinda support that since I usually run one slow down perk.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    It does support that kind of playstyle quite well, which slowdown perks are some of your favorite to run alone and ill see if I can't theory craft a single slowdown perk version

  • IMhereRUN
    IMhereRUN Member Posts: 606

    i understand your logic, but don’t think slowdowns are a big issue right now. Also, this should be in the FEEDBACK & SUGGESTIONS category.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited November 2020

    slowdown perks are fine and there shouldn't be perk to perk effects for the sake of simplicity

    i agree that a perk like surge should be buffed but there is nothing wrong with having multiple slowdown perks, can you imagine how long the list of changes based on what perks your running when you look at a slowdown perk? it just wouldn't look right and as we get more unique slowdown perks the list would just get longer and longer.

    I understand that it's not too fun to go against a ton of slowdown but there are other perks that are a problem together as well like DS+UB and while both those perks are fine by themselves they are OP as hell together. a simple change to DS to make it so repairing disables it would fix that.

    stalling is not the same as gen regression, sure they stop the progress on gens if a survivor tries to get on it but they don't set back progress and the only one that can stop progress before it begins reasonable is corrupt intervention which is a one time perk and doesn't need a nerf or buff from running other stalling/slowdown perks.

    stalling perks are very weak on their own and are paired up with other stalling or slowdown perks to make up for that so nerfing that combo is actually nerfing stalling as a whole which is not a good change even if you did buff them when they are used by themselves. the only real exception is corrupt intervention but as said that perk is completely fine as it is.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    As I do agree that "slowdown" perks do need (but it's kinda of a strong word to use here) some sort of change to make them "solo" perks... there's only so far it can go before one single perk is "too strong"

    @IMhereRUN the Feedback hardly get traffic so I much prefer to have a "general discussion" before it does eventually does get moved

    @bjorksnas I too have a few ideas on this topic... would like to exchange our ideas further

  • bjorksnas
    bjorksnas Member Posts: 5,615

    alright what ideas would you like more information on, I can come up with pretty much anything because I have nothing but voices in my head.. I mean ideas

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    1) I still haven't met all of the voices in my head... lol

    2) My ideas are more centered around MM and ranking

    3) I don't have all perks unlocked yet so I can't say much on them... But

    Corrupt Intervention Will eventually need to be changed into something else due to the devs talking about "reverse endgame collapse"

    The made the change to Pop due to having time to search for the "perfect" gen to kick... hopefully DS gets something similar (also adding an deactivation condition like being fully healed/ entering a locker)

    Ruin: the biggest boom or bust perk (IMO) by itself... Shouldn't be by itself but not stacked with another "slowdown" perk

    Surge... I like the change... can't say I have anything to add to it (one of the perks I don't have yet)

    So how about Dying Light cause I think that lessening the bonus to the obsession would be good

  • bjorksnas
    bjorksnas Member Posts: 5,615

    Ill just answer these in a random order so you are confused the whole time

    heres 4 version of dying light, the number on the left is how many slowdown perks you have

    1 Hooking a survivor gives a 2.5/3.3.5% slowdown to all survivors until the obsession dies

    2 Current dying light but with the numbers being 2.5/3/3.5

    3 Current dying light

    4 Current dying light but hooking the obsession pauses the effect for 30 seconds

    Ruin alone

    Gens not being worked on regress at 225% speed

    Ruin with undying gens not being worked on regress at 175% speed

    other slowdown perks don't affect ruin only undying

    I can only hope they make ds have a condition to deactivate when working on gens or getting in a locker

    For MM reasons having stronger individual slowdown perks rather than just bring 4 every game would encourage more build diversity even at high MMRs which would mean the game would still be interesting

    Having stronger individual slowdown perks also helps people who haven't quite rounded out their collections to still have impactful slowdown even if they don't have the 4 slowdown perks they want

  • Holylock
    Holylock Member Posts: 82

    the idea of buffing perks and stoping synergic between them is nice (a way to erase slowdown legion and freddy or general slowdown builds), but your ideas seems not work so great because some combos it's not that strong before and after is so weak.

  • priere
    priere Member Posts: 34

    There's a big problem that gen repair speed is x3 before killer downs first survivor - which mostly means game starts at 4 gen. There were good old days of old ruin who perfectly counters this problem... but it caused late game problem, so reworked.

    And another problem that before tunnel&kill any survivor, gen speed is near 1.5x, which means 90 * 4 / 1.5 = 240 seconds needed to gens be done.

    So, one game, without killer-survivor skill gap, is about 300 seconds in theory.

    To make game longer, there must be tunneling (first kill, accurately)... which is countered by DC. That's why DC is one of best perks. And as be tunneled is not fun, devs didn't want to encourge it.

    So devs make a dicision. Give killers gen regressing perks which is best when killer don't tunnel-camping!

    Now you understand why every gen-regressing perks should be VERY POWERFUL, but CANNOT STACKED?

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    My MM and ranking comes down to expanding the ranks... Might encourage some players to come back

    Restricting MM would be possible with expanded ranks... with more ranks there would be more separation between the colors

    Also expanding the ranks can mean the devs can adjust Pips per color... also add in a double depip for the higher ranks might be a thing

    SWF's should be restricted to match colors... Red's with Red's (Brown's with Brown's).... also Red's can't SWF with Brown's

    Adding a casual mode with this version of MM wouldn't be terrible... though it would make that frustrating in of itself

    Adding a free camera to KYF's for the spectator would help with those players whom want to make content or those players whom want to help out fellow players

  • bjorksnas
    bjorksnas Member Posts: 5,615

    that is currently some of the biggest problems this game faces, early game progress is too fast and incentivizes killing a survivor early for long games

    however the only thing that fixed that problem was old ruin which forced early game progression to go at a fixed rate or not at all

    However you can still play nice for a while as long as you make up the difference with skill, as blight I usually manage around 5-6 hooks before I bother trying to kill a survivor and I have even had games where everyone gets first hook before anyone gets second hook, and everyone gets second hook before anyone gets deathhook and still win, the only thing that makes up the difference is skill and being able to use the tools the killer you play provides.

  • RocketPenguin
    RocketPenguin Member Posts: 374

    As a survivor main sounds good lol.

    Just dont add DH on there because people call it a 2nd chance perk but it basically does the job of ever other exaustion perk.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    I mean it would probably have to include dead hard just because its a bit too strong, having a perk that makes most 50/50s go 100% in favor of survivor at the press of a button to turn a 50/50 that they lost into a 50/50 that they won as a perk is too strong on paper

  • RocketPenguin
    RocketPenguin Member Posts: 374

    Well personally i feel like its just used to extend the chase like all others, like look at balanced landing it makes a 0% chance from falling off a high place into a 100% to extend the chase, i know DH is usable more often but when balanced is use its way more effective for when it works. and dh can fail if the killer expects it.

    A 2nd chance perk to me is after you got downed you pick yourself up, after you got hook you escape, after you get slugged adrenaline picks you back up, after you get tunneled(well sometimes) you get off the killers shoulder.

    So basically things that are after a chase or something coconut said something you need another survivor to help you with to do, i just personally feel like DH fits more into the exaustion category than the 2nd chance one though i see why people see call dodging an attack as a 2nd chance.

    Definetly baised do to it being my most used perk.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    Personally I don't hate or love DH too much but as a perk its really strong and unlike most other exhaustion perks that make situations like that 100% instead of 50/50 DHs activation requirement being the strongest because you can activate it as long as you are injured makes it just a step above the other ones.

    Let me theory craft some versions because I think you might think if its bunched in it would be gutted like a fish

    1 Normal Dead hard with a 50/40/30 second exhaustion

    2 Normal Dead hard

    3 Dead hard with a 70/60/50 second exhaustion

    4 Dead hard with a 70/60/50 second exhaustion but you can only use it once until you are fully healed again

    Alone as a second chance perk it would be even stronger for the shorter cooldown but if you are stacking it with 2-3 other meta perks is when it starts being worse then current state

    Being that its activation requirement is very lenient and its strength is very high among exhaustion perks that would be the only reason to have it be included

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    I dont know why people think DH is a 2nd chance perk. The moment you know they have it, it's very easy to bait it.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    just because it can be baited and made useless out in the open doesn't mean thats the reason its not a second chance perk, when used correctly it turns a 50/50 mindgame into a 100% survivor favor and can extend a chase by reaching a pallet or window and buying more time for the survivor aka a second chance

  • batax90
    batax90 Member Posts: 879

    You legit want to nerf the build i use the more often corrupted intervention, surge, pgtw and thrilling tremors this is the build i mostly usr on freddy and i use the same on ph exept remove surge for im all ear or nurse calling. So im not the biggest fan to this kind of change

  • bjorksnas
    bjorksnas Member Posts: 5,615

    if you use 4 slowdown perks on freddy im not the biggest fan of you either

  • batax90
    batax90 Member Posts: 879

    This is the best way to counter the 4 second chance perk survivor use

  • bjorksnas
    bjorksnas Member Posts: 5,615
  • batax90
    batax90 Member Posts: 879

    For me i always expect survivor to have DS, IW, DH, BT, SB, UB, SG, adrenaline, OoO in the lobby, best item with addon and its a swf like that im never suprise when i see the end game screen

  • bjorksnas
    bjorksnas Member Posts: 5,615

    Yea always prepare for the 1/100 games that you go against a swf and make the other 99/100 suffer, sounds good to me

  • IshinSolarc
    IshinSolarc Member Posts: 114
    edited November 2020

    Well, a buff to slowdowns could be nice, but only if the gens speeds were normal. The reason killers run slowdown perks is because without it, the games just end too fast, what even is the point of playing if in 2 chases the match is over.