The cooldown "Oppression" it's too much

pandorayr
pandorayr Member Posts: 630
edited February 2021 in General Discussions
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honestly I believe not a perk should with a cooldown greater than 60 seconds because 80 seconds makes this perk very useless.

What do u think about reduce the cooldown to 60 seconds?


I wanna read different opinions.

Comments

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    Well, during the next chapter, being chapter 19 they should be revisiting the twins and their perks (same with the survivors perks) so hopefully they will buff some of those mediocre perks!

  • If they lowered it's cooldown to 60 seconds and maybe made 50% of it's skill checks go in reverse (People have already adapted to a point after they know you have it, it never works again on them) it would be in a good spot.

    That won't happen though. They are super slow and struggle with making perk changes for some crazy reason, it takes years to get a tiny buff to a trash tier perk- even when they are fixed with nothing but the most minor of changes like a number value.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    I do get why it's so high, but ya even so should be reduced to 60 seconds.

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited February 2021

    Even just half of ruin would be something; since it regresses up to 4 gens and can't be cleansed.

    I think when the devs developed this they assumed that the sudden skill check would be good- and for the first week maybe it was but now it only works on people you could win against with no perks at all lol. That or like, on someone like doctor with a dedicated build for it.

  • Crowman
    Crowman Member Posts: 10,167

    It's not even just the the cooldown that hurts the perk. It's also the fact it will always proc when you kick a gen with it active even if there are no other gens with progression. On top of it's long cooldown, there's also a chance you don't even get any value from it.

  • IT's funny because it only bothers me with this perk, because it's actually almost really good. It's stuck on that barrier keeping it from being actually a very useful perk haha and it's a shame.

    I like the idea of having a ruin I have to engage in to use instead of a luck totem.

  • pandorayr
    pandorayr Member Posts: 630
    edited February 2021

    I understand 60 seconds is a lot but after from reduce cooldown maybe devs could start to check if can lower the cooldown, right now this perk not are viable.

    I want to listen ur opinion personal @Peanits xD

  • landromat
    landromat Member Posts: 2,193

    In game as fast as DBD there should not be a cooldown more than 60s. Looking at dragon's grip

  • Phasmamain
    Phasmamain Member Posts: 11,543

    Cooldown or not I still love using the perk. I feel like the devs were playing it safe similar to how they did with any means nessacary. It will probably be buffed

  • Also most people hit the skill check if they are on a gen and even if they are not and it goes off if they just keep working on it for like 2 seconds after the pop instead of immediately running, it will stop regressing anyways.

    So that is if it even DOES cause regression on the gens in the first place. Often you can kick a gen and literally get NOTHING out of it and still have to wait 80 seconds to try again.

  • Blueberry
    Blueberry Member Posts: 14,460

    Problem is if we're being realistic you are never getting 4 gens with its effect. At best you're getting the kicked gen and 2 more.

    Most of those gens will be tapped within seconds to stop the regression or they'll have succeeded the skill check in the first place.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    My biggest issue is the random generator part since it can trigger on generators not even worked out. If it only triggered on 3 random progressed generators it would be a lot better even without changing the cooldown

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited February 2021

    Okay so reevaluating how I felt about this perk, it's synergy with pop, and the game mechanics as a whole here is a thought:


    1. Generators kicked with pop regress at 125% of their normal rate
    2. Cooldown is 60 seconds
    3. If a skill check is failed that generator is blocked for 5/6/7 seconds.
    4. If still in need of a buff, I would make 50% of the skill checks move in reverse or the skill check size change between 50% smaller or bigger randomly; or something to make it slightly more unpredictable.


    The reason for these changes are so that the regression has meaning without just being ruin you can't cleanse; synergy with pop is better, and if a survivor fails a skill check (which is easy to succeed anyways) it has an ACTUAL consequence now as you will be able to chase them off of it or get close at least if they decide to stay, instead of them touching it to stop regression and then running away.

    How does everyone feel about that?

    Post edited by [Deleted User] on
  • NMCKE
    NMCKE Member Posts: 8,242

    Personally, they should replace the skill check with an explosion if it activates on the generator the survivor is working on. This would force the survivors to keep track of the perk CD in order to avoid it or they can take the gamble on RNG not picking their generator. 😅

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Gotta love an 80 second cooldown that can go on cooldown even if it doesn't do anything

    even if there are no other gens with progress or being worked on anywhere on the map kicking that one gen will put it on cooldown

    now thats what I call value

  • pandorayr
    pandorayr Member Posts: 630
    edited February 2021

    I'm satisfied with the skill checks in this perk offering a counterplay to survivors, the problem is successfully skillcheck is easy and should be very difficult but now the cooldown is the biggest problem.

  • NMCKE
    NMCKE Member Posts: 8,242

    That's why I don't like skill checks tied to perks because ideally anyone who's decent with them can make the perk underwhelming due to the fact there's no threat repairing a generator while this perk is in the game.

  • pandorayr
    pandorayr Member Posts: 630

    Definitely should be affect 3 generators with some progress, doesn't make sense to affect on generators with 0 progress.

    Imagine have a perk with a cooldown high and explode generators but nobody repair these gens... xD

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    Such a high cost for something that could easily do nothing lol and even if it triggers its not necessarily amazing either

  • bjorksnas
    bjorksnas Member Posts: 5,804
    edited February 2021

    could go a few ways to make it better

    1. have it effect all gens on the map
    2. have it effect 3 consistant gens like the closest or the farthest that have progress
    3. have a shorter cooldown
    4. have a 5% regression applied to kicked gens immediately (doesn't stack with pop)
    5. but mainly have it not go on cooldown when it does nothing

    any of these would make it a much more usable perk

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    1. That would honestly make it a borderline must have perk for generator suppression. Id have fun with it for sure but it would likely be too good for a lot of people.

  • pandorayr
    pandorayr Member Posts: 630

    I preffer this;


    When you damage a Generator up to 3 other random with progress Generators also begin regressing.

    If the affected Generators are being repaired, any Survivors repairing them receive a difficult Skill Check.

    Oppression has a cool-down of 60/50/40 seconds.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    So 3 have a shorter cooldown

  • MonsterInMyMind
    MonsterInMyMind Member Posts: 2,744

    Yeah i feel 60 seconds is somewhat reasonable but still the regression isn't that great.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,878

    A lot of perks are held back from being viable by unfortunate cool downs: Thrilling Tremors, Surge, Dragon's Grip, Blood Favour, I'm All Ears, etc. However, cutting off the cool downs would make them even more ridiculous. Oppression would let a combination of a wen-tapping survivor and constant gen-kicking killer give literally everybody constant difficult skillchecks in a disgusting three gen, Thrilling would let you block off generators literally forever by dribbling, surge is the exception in that it's not possible to get that many downs that quickly, Dragon's Grip would allow you to get everybody exposed very quickly, Blood Favour is so bad that no cooldown wouldn't even make it decent, and I'm All Ears would be insane on certain killers.

  • ukenicky
    ukenicky Member Posts: 1,352

    It needs a cool-down reduction. Nothing more nothing less.

    From there, base regression speed should be buffed by a certain amount (Nothing crazy) so that kicking gens is more worthwhile.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Personally, I think it’s fine. It’s very strong in a 3 or 4 gen set up. There has to be a cool down because of how many gens it can affect. My only issue is that it shouldn’t go on cooldown if no their gens are affected when kicking a gen.

  • Dustin
    Dustin Member Posts: 2,425

    Keep it at 80 seconds but let it combo with other perks like Pop Goes The Weasel and Overcharge. That way the name actually makes sense and the cooldown is then justified.

    I feel lowering the cooldown without any other changes would leave the perk in an underwhelming state that's my honest view of it.