http://dbd.game/killswitch
Just noticed something.
Went over some older threads and noticed how people complained about the old Undying. How survivors had to sacrifice 1 perk slot (Small Game or Detectives Hunch) to counter 2 killer perks (Undying + Ruin) and how unfair that was. Asking them to switch 1 perk...
Fast forward to now, and i see streamers come up with gen slowdown builds that contain 4 slowdown perks. Nothing else. No chase, tracking, anti heal or endgame perks. Just gen slowdown.
Weird how things shifted.
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Yeah, really surprised that Players went to the easiest way of playing DBD - stack Slowdown on top of Slowdown.
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Did they shift? Survivors still refuse to do totems to counter the build they hate that is super common.
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That's every game that has a multiplayer. People notice everyone is running the same thing ever match. Someone complain for nerfs. The devs nerf it. People quickly run to what's next in line. The cycle continues.
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No, what i mean is. That changing 1 perk was deemed unbearable for survivors. But killers are expected to change their whole build by stacking slowdown perks and people just are like:
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Worst part is there are no gen slowdown perks in the default selection of perks, if you are new you need to follow the guides online to find teachables that can actually let you play the game normally.
Gens will never change because BHVR makes money when fresh installs crack and buy Auric cells for Killers (Plague, Blight, Hag, Clown) for basic slowdown if the grind for shards takes too long.
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I wonder if the devs will now nerf gen slowdown perks or instead look at the reason WHY killers stack slowdown perks.
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Players cry "nerf NOED" all the time because they need to find/cleanse totems to prevent it, of course they would freak out with one that made them need to cleanse every totem to stop a hex.
I still see undying/ruin pretty frequently even after the nerf. Also plenty of NOED because why cleanse the dull totem next to the gen you were working on?
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It ain't the dbd forums unless someone is gatekeeping skill.
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Survivors think that tunneling and camping are a problem now wait till the slow downs get a nerf, but that all depends on what the almighty "Stats" will say.
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Sorry, it is the easiest way to play Killer. The longer the game is, the stronger is the Killer. If you stack Slowdowns, you prolong the game, removing ressources, Health States, etc., which makes it easier to reach the point to shift the game into your favor as Killer.
Another way would be to down players quickly, but this is more difficult.
Post edited by Aven_Fallen on7 -
Has anything really changed? People are still complaining about ruin+undying, because they still don't want to find and cleanse hex totems despite having access to perks and even an item that makes finding them easy.
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But Undying isn´t nearly as powerful as it used to be. Not even close.
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It just reminds me on how killers had to adapt to old DS by dribbling survivors. (which was nerfed)
Then killers had to adapt to flashlights by always looking at a wall, since Lightborn did nothing. Years later they finally fixed Lightborn.
I really wonder what the stats show.
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So giving yourself more time is now making the game EASIER for you. By giving yourself more of a chance against Survivors.
Right, that makes sense. /s
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Main issue on why slowdown perks are used so often is because about 80% of the killers we have basically need them to survive against good survivors
However to the ones that are not apart of the 80% tend to use them as it makes the game more calm and not feel like slugging is required or are sweaty as all hell
However to this day I still will encourage people to use other perks than the exact same 4 perks on both sides as it just gets boring for both sides at that point then you wonder “why is dbd so boring”
But people also need to understand that not every single killer uses the same build, most of my builds consists of ShadowBorne and enduring because this game needs an FoV setting and I eat pallets for breakfast, some of my friends tend to use devour hope, etc etc.
For it to be possible to have both sides not need anti-slowdown or slowdown is so simple but from what I noticed it would take way too damn long to fix it now as a good portion of dbd’s killers are anti-chase now, all we need is killers like Blight who have both anti-chase and map mobility then we can nerf the slowdown perks, allowing more killer diversity and more perk diversity
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Yeah it got nerfed and forces survivors to have to cleanse two totems flat now. But that's still too much for survivors.
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They didnt look at why killers run ruin when they nerfed it way back when. I doubt they will look now.
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Of course you make the game easier for you when you try to turn it into a battle of attrition instead of getting fast downs by simply being better than the Survivors.
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Don´t act like the M1 Killers had any chance of doing that if your team is solid. Even if you suck at looping you can just predrop and by 2-3 gens worth of time almost every time.
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But even if you get fast downs, you're still running against the clock.
What the ######### are you talking about? I barely miss as Huntress and I still feel the need to use Pop. I barely lose as Wraith and I still use Surge and Oppression.
If survivors are efficient on generators (which they often are if you're playing against a team who wants to win and play optimally), you have at most 8 minutes before the game is done. And that is assuming that there is only one survivor on each generator. But that's not always the case is it? Good survivors always splits up to trump perks like Discordance and to be more efficient on generators.
You know how much time you can give by predropping pallets? 2-3 generators can fly by because you're chasing one survivor and the other three are working on generators.
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If you would have read, I talked about stacking Slowdown-Perks. Not saying about not running any Slowdown-Perks. I also use Corrupt Intervention on almost all Killers, it is not like I am not using Slowdown-Perks.
But if your build is Corrupt Intervention, Ruin, Undying, PGTW, you are just trying to prolong the game to a point where the Survivors are out of/very low on ressources, which makes it very easy to catch them.
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And what necessarily is wrong with that?
If that build is working fine for them then it's working for them.
And it's not like those perks are without risk as well. Corrupt can force a Killer to chase a survivor in a part of the map where they cannot simultaneously pressure generators while in a chase. Ruin and Undying can be removed. And you can't use pop when a Survivor can't be caught.
You still need to be able to catch survivors, and generatosr will most likely be completed before pallets run out because of a little thing known as WINDOWS
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Considering how bad gen times are im not surprised. Makes games more relaxing for killers.
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Okay okay, lets take a look at those perks:
Corrupt is gone after 2 minutes. It shifts what gens get done first and can sometimes prevent a 3 gen (bad spawn).
Pop is a "safety net" after Undying and Ruin got cleansed. The killer still needs hooks (a lot of them) to get some significant advantage out of it.
Undying and Ruin only work when the killer constantly switches targets. So unless the killer does a hit&run, he won´t get much out of it. Now WHEN he does hit&run, survivors will instantly go back to the gen they got chased away from. Often they don´t heal and prefer to finish that gen which is at 80% completion. Before they go for a heal. With that exact build, the killer can maybe squeeze out a few minutes. But it won´t be deceisive against good survivors.
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I remember that. The argument was that old Ruin was bad for new players. Whats their argument now, when new players don´t have access to gen slowdown?
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The year is 2021.
Some are still reeling from the Undying change.
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Only problem with old Undying was that killers got to see survivors who were close to Hex totems which made it almost impossible to cleanse totems against Mint Rag Hag as a solo survivor. I would keep the dull totem aura reading and buff Undying to be as it was. It made Thrill of the Hunt completely useless.
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I´ve seen survivors complain about the aura reading of old Undying. Once the respawn effect was removed, the aura reading suddenly wasn´t a problem anymore. Which shows that it never was a problem to begin with.
Why not remove the aura reading and turn the respawn effect on again? Next chapter contains 3 gen slowdown perks. So the devs see that there is an issue. Why not reverse the nerf and admit that it was a mistake?
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Because now you can see their aura when being close to dull totems and before it was being close at hex totems. There is huge different to see auras of survivors cleansing dull totems than seeing them to cleanse hex totem. It made "protecting" hex totems way too easy unless there was swf with coms and cleansing bot hexes at same time. That's why people complained about aura reading. Undying should be as it was before and it should keep dull totem aura reading as well imo.
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Those days where you needed to cleanse Ruin 4 times..
Main problem I had with it was even though those 2 perks were very very strong people still run Tinkerer, Corrupt, Pop etc with it. They'd also run it on killers like Hag, Nurse, Spirit etc.
The strongest perks in this game are gen slowdown perks. If streamers/other players want to win then they'll bring 4 gen perks, even before the Undying change.
Also I personally love the new Undying change when it comes to Devour Hope.
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The PGTW nerf was the most no sense nerf I've ever seen
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The developers are incompetent? What a shocker.
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4 Slow down perks is boring. Just run 4 Exposed perks or End game perks.
I prefer to play a fast Gen game that constantly being exposed or stuck with unable to open Gates when Noed is in play.
I can 3-4k with under 6 hooks as Trapper with End game build. Most killer care about 4k, 4 hooks can be a 4k. Isnt that what you're looking for?
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So whats the problem of those perks you named? Pop doesn´t work until you have cleansed both undying and ruin. Corrupt is gone after 2 minutes and Tinkerer forces the killer to break chases to go to that gen thats about to get finished.
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Killers shouldn´t get a 4k with a bare minimum of hooks. 12 hooks would be idially the best option as everyone would have a nice match with playtime and bloodpoints. Wouldn´t you agree?
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Killer can 12 hooks with the first 3 hooks go to a single survivor.
As I mean for End game build, I like getting false hope match, than a hopeless match.
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I have no immediate problem with them. You mentioned that now people only run 4 gen slowdown perks. No chase, healing or end game perks. All I'm saying is before the Undying change this was still the case. The Undying change has nothing to do with why people feel the need to run 4 slowdown perks. If people want to win by any means, then they'll run the best perks which are all slowdown.
I personally like the direction they took with Undying since it gave Devour Hope a lot more reason to be run. Ruin never is suppose to last the whole game and that happened far too often with old Undying.
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Am I the only one who likes to do totems?
I agree it sucks to feel like you don't have a choice about which perks you run, because you just get destroyed if you try to do something fun.
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Thats where you are wrong. The devs called Ruin a "endgame perk" that "applies gen pressure when there are only a few gens left". But Ruin never lasts on its own until the later stages of the match.
When asked about whats fun, survivors said: chases are fun. However, tracking perks to get more chases are not viable, because killers "have" to stack slowdown perks in order to squeeze out a few more seconds out of a match.
In other words: the current gen rush (or doing gens efficiently) meta ruins the fun for both sides.
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No, you´re not alone. I also like hunting totems. But i noticed that the spawns got easier to find over time.
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I'm not sure I understand, what was the PGTW nerf? Is it new? I don't believe that perk needs to be nerfed personally.
I've been saying this for a while now, my favorite matches as Killer are those where I get all 12 hooks on Survivors and it's a nice long competitive match.
When I play Survivor I too love doing Totems, for the longest time I had Small Game always equipped when I used to play. I don't use it anymore, and I find less Totems now, but when I see one I always try to do it.
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I hate how this forum can just delete a full thing of text.. ok time to repeat myself.
Chases are the fun part about this game, it's why people give killers with very little chase interaction like Spirit a lot of crap.
My point still stands that if old Undying was still in the game people would still feel like they "have" to run 4 slowdown perks. No matter what they do to gens to increase their time to be completed, 4 slowdown perks is the meta and people would continue to use it. Changing Undying is not the reason our meta is the way it is and the game would be in a worse place overall if it stayed the same.
The meta is just the meta. If the devs removed all gen slowdown perks tomorrow and nerfed gen speeds extremely hard, there would still be perks that people feel they "have" to run because this game will never be properly balanced.
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It has been nerfed months ago, it used to last 60 seconds, now it is 45 seconds
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They like to leave out that chases are only fun when they have the advantage, two health states, multiple second chance perks available and plenty of resources are left on the map. They don’t like chases when it interferes with their objective, the killer is doing a good job and they’re all on deaths door.
If they truly enjoyed chases, as they claim, they’d never complain about Tinkerer.
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Oh okay, yeah I remember that, though honestly that's really not too much of a nerf.
I mean, sure it can take off the ability to chase/down a Survivor sometimes and THEN kick the gen and hook the new Survivor and kick another gen right after, which was nice, but I still almost always get that Pop kick in if I remember that I am running it!
My issue with Pop is that I always forget that I'm running it all together hahah xD
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I mean, if they reversed the Undying change, i would run Undying Ruin as killer and Small Game/Detectives Hunch as survivor. Despite all the complaints about the Undying Ruin meta, i had a lot of fun during that time. I remember a match where i cleansed 5 hex totems alone. While my team took turns on the hook. They made no effort to do gens and instead farmed each other in front of the killer. Later they complained about "OP Combo".
The way i see it, they either have to nerf gen speed, give survivors an additional objective or have to buff the gen slowdown perks. But keeping it the way it is now, is just sad.
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No one would have complained about the pop nerf, if it wasn´t for the reason the devs gave: "because killers can do to much other stuff during that minute".
Especially since DS has a 60 second timer which is ok.
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I admit, i also like chases. What i don´t like is running in circles. Some people think, that running 12 times around the same pallet is a good chase. But that just feels boring. A good chase should go over several tiles and allow both sides to mindgame.
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You need some friends to rush gen.
Currently fix gen speed is toxic and abnormal.
This gen speed force killer to carry control gen skill.
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I think a good indication of a good chase for me as Survivor/Killer is when I feel like I've outsmarted my opponent.
Like you said, it's boring if you just run around the same tile over and over again. But even if I go down, I like my chase to end in a way that makes it feel like I've tipped the game in my favour. Either with my teammates completing three gens in a row (the most satisfying to hear as Survivor, but also the most dreadful thing to hear as Killer)
Or as Killer, taking down a Survivor by just outsmarting them and mindgaming them.
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