We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Is Repressed Alliance actually any good?

gendoss
gendoss Member Posts: 2,270

I've always been really intrigued by Repressed Alliance because I despise Ruin and to a lesser extent PGTW. On paper it sounds like an awesome perk to me, if I want to go and get a save or a killer pushes me off a gen I can block it for 30 seconds and save that Ruin regression. However, in practice this doesn't seem like it will always turn out great especially if a killer is patrolling heavily and I use RA I couldn't actually work on the gen for 30 seconds and I'd be sitting around.

I also don't think it would be worth a perk slot and could replace any amazing perks like Spine Chill, Borrowed Time, or Iron Will. I would always feel like I would be wasting a slot.

So what do you think? Is it worth a perk slot especially for a Ruin hater like me? Or is it just another gimmicky perk and not worth the time?

Comments

  • Gwinty
    Gwinty Member Posts: 981

    The thing is that Repressed gets better when you are with a friend or two friends.

    You can tell them that you locked that Gen and that you are getting chased and they can get on your Gen and finish it. This makes it very strong with a bit communication.

    In SoloQ I would consider Repressed Alliance not that great as you depend on your team. With a good team it can save the day with bad teammates you wast a slot.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    If you consider how offten killers run Ruin or Pop and sometimes even these two perks together, RA is a great counter to it.

    It doesn't just stop the regress but it also tells the other Survivors that this gen needs to be work on and might finish it for you while you being chased or something.

    I think it is nice non-meta perk to counter meta perks that are very powerfull and important for the Killers.

  • Mooks
    Mooks Member Posts: 14,840

    With Blast Mine being a thing this perk completely lost it’s value for me.

    you get way to few uses out of it in one match and then it just really soft counters Pop and Ruin, not even efficiently.

    i liked the concept when it got revealed very much, and often tried to find use for the perk but ultimately I gave up on it

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Blast Mine vs RA is a joke perk. It is totaly fully countered by Ruin and If the killer has Pop it only eats like 3 seconds of the timer. Blast Mine is only good if the killer is greedy and want to Pop and then chase you OR when you want to troll him / fun build. Otherwise, RA is much more usefull than Blast Mine.

  • gendoss
    gendoss Member Posts: 2,270

    Yeah the problem with Blast Mine is that literally every killer will just pop the gen right after, it doesn't help with anything, it's just a joke perk.

  • xerav
    xerav Member Posts: 392

    Its great vs Pop goes the Weasel.

  • Mooks
    Mooks Member Posts: 14,840

    Fair take on Blast Mine I just like to use it and it buys some time to not get immediately chased. but I would still argue RA is. It actually useful against Pop or Ruin. It can just prevent one or two uses of pop, and then it also only protects one single gen. At least BM (funny abbreviation for it) feels more interactive. But I admit I just like it because it’s funny

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Blast Mine is a fun perk and you can use it a bit more offten for sure. The good serious use would be to get something like "sprint boost" away after killer is stunned and blind. I think these two perks have different purpose to run them (if being serious and not just for fun / troll). Blast Mine for running away from gen with good progress (when ruin is gone) & RA is the real gen protector. And yes, you can't protect like 3-4 pops per game. Usualy like 2, but that is good enough in my opinion.

  • BioX
    BioX Member Posts: 1,378

    just....try....it.....out

  • dragobv
    dragobv Member Posts: 304

    Not as good as you hope if it had the same time as pop it would be

  • NMCKE
    NMCKE Member Posts: 8,243
    edited June 2021

    I find RA damaging in most cases because when you block a generator for 30 seconds and start running away from the killer, you're preventing nearby teammates from finishing the generator.

    To visualize, if there's a survivor nearby waiting to jump on the generator you just left, they cannot finish it until the block timer expires. Just wasting more time and potentially allowing the killer to come back before the generator is completed. Even if the killer pops the generator, the amount of time wasted is still the same with or without the perk.

    I prefer Blast Mine since if the killer kicks, you gain distance. If the killer doesn't kick, they risk someone finishing it when they leave. Either way, they are put in a dangerous dilemma.