Impressive killer buffs over the last months
Since the introduction of Pinhead and Artist, september 2021/ november 2021, killers didn't stop getting incredible new gen slowdown perks. Deadlock and Pain Resonance. And recently, january 2022, Dead man's Switch got buffed... and has an insane synergy with Pain Resonance. We got new combos to try with Pop, Ruin and Corrupt. Combos that work on all killers. But yeah, apparently, boons make the killers the weakest they've ever been... somehow.
*Edit: To avoid misunderstandings, those buffs are definitely a good thing.
Comments
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Deadlock was good, at least. The Pain Resonance and Dead Man Switch is so gimmicky.
Boons also suck. Except for Shadow Step.
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Considering those slowdowns are sidegrade at most, it doesn't really considered a "buff".
CoH, on the other hands, pretty much upgraded version of anything ever been, it's obviously a buff for survivors.
So if you think logically and with macro vision, killers are getting nerfed.
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I mean for legion you're discouraged for using your ability to stab n run to get multiple people wounded as they can just heal quickly so your basically encouraged to just use it on one person than slug them if multiple boons get set up
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Boons are alright except CoH. Only CoH makes game unfair for killers. Specially for hit and leave killers (Legion, Wraith)
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And coh is the one used the most
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Not gimmicky at all. Even killers with no mobility get good value from that combo.
Those slowdowns aren't sidegrade. They give so much time by blocking the gens.
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I am glad you enjoy it, but I do not run rng perks. For all I know, half the scourge hooks are going to be in a dead zone and I will lose one of the good ones after I tunnel someone out unless I purposely do not use it which is less value regardless.
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Honestly I'm curious on why they didn't make one of the basement hooks a scourge hook when introducing the system
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Hexes have a worse rng issue than scourge hooks in my opinion. But yeah, i can see the point.
Yeah, its such a shame.
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Survivors can fix other generators while gens being blocked, overall progress won't change with gen blocking.
And countering PR/DMS combo is extremely easy.
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Having used DMS on its own with Pig... i cannot agree that it don't give significant value. But that is just my experience.
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It CAN give good value, just that theoretically not a big impact.
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it could be a bit out of balance. Especially rewarding, knowing, if you face camp basement, not only you can perhaps trade survivor for a hook, but also regress gen.
Being lucky enough, you can down them both and proc twice
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You can always try to buff your own skill.
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Gen slowdowns and info perks only reward killers that have skills.
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That's actually a correct observation. I wanted to post for some time about this: Most killer perks are not well designed, they help you even more if you are doing well and don't help you at all if you are doing bad.
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Isn't it how it should be though?
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There should be more of helping wheel type of perks for killers, like bamboozle.
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Yeah maybe.
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If you want interesting matches where both sides can feel like they have some chance of success, then no.
If the killer is doing well the killer doesn't need even more help so that the survivors can be destroyed even faster. On the other hand if the killer is doing bad some help would be useful so that it is not completely hopeless for the killer and end up with 5 gens done and only 2 hooks.
These badly designed perks tend to move the game to the extremes: killer will be doing very well or very bad. Instead these perks and game mechanics should try to balance it and keep it somewhere in the middle.
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I feel sorry for your logic. Doesn't even make sense. I mean, in your world does.
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If Perks greatly help killers that does bad... it will even more help killers that are doing good. That's why you have to balance perks around killers making the good play in the first place.
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I feel sorry for you for not being able to understand a thing.
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I understand, a lot more than you. Have a good day.
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It's the devs reacting to the current gen speed by giving killers more bandaids instead of addressing the problem directly.
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I didn't know you understood the feeling of seeing someone who can't understand a thing.
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Please read again my comment.
I am explaining the exact opposite of what you say.
Perks should help if the player isn't doing well. They shouldn't help the player if the player is doing well to make them even stronger.
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I don't understand what you're trying to say. How can a perk enhances a bad player and not a good one? That is not how it works.
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Quick example, but I will create a separate post where I explain it better.
Badly designed killer perk: Pop goes the weasel. If you are doing well and manage to hook survivors you also get a lot of gen regression. If you are not doing so well then you get nothing: no hooks and no gen regression.
Well designed killer perk: Deadlock. The survivors manage to do a gen, i.e. they are doing well, therefore the killer gets some help by blocking a survivor gen.
A well designed perk helps you when you are doing badly / the other side is doing well.
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I played against a Freddy yesterday and I am 100% certain that if one of the other survivors hadn't lit CoH midway through the game, it would have ended in a loss for us (2-3 kills). But instead of losing the game, we won it (4 escapes).
Without CoH, we wouldn't have been able to heal up in time to body-block Freddy at the gate or even make it to the gate in time, as there were only 5 seconds left on the EGC timer.
So, sorry, but even with the nerf to healing speeds, CoH remains a game-changer. The nerf did nothing to address what makes it so powerful.
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You could argue the opposite. A perk that help when you're doing badly or the opponent does well is a bad perk... cause your opponent shouldn't be punished for playing well or you playing bad. And that you should only be rewarded when playing well in the first place. But i guess that's another topic.
Well, i just wanted to say that we talk a lot about survivors buffs with boons... when good buffs to overall killers also came into play.
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That's going against the philosophy from my comment: A game is fun when both sides feel that they have some chance for success. If you know that you have no chance of winning that's not really fun anymore, that's when AFK and DC starts to happen. Also when you know that basically you won the game no matter what, it is boring, because there is no challenge anymore.
Therefore perks and game mechanics should help that side which is doing poorly.
If the perks and game mechanics help that side which is doing better then it will get into a chain reaction kind of loop and the matches will be often decided early on and will move to a point of no return very quickly.
Example from another game: Counter strike. The side which starts to lose will get more money each round so that they can buy better weapons, while the winning side starts to get less and less money.
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Overall game balance is pretty good, but a lot of Killers are doing pretty poorly right now.
Every Hit N Run Killer is dead due to CoH, spreading pressure is impossible due to CoH. 3-Genning now barely works because of CoH
Wraith got nerfed, Deathslinger got nerfed, Freddy is a boring, weak mess of a Killer after his nerf, Nemesis got nerfed really hard for no reason, Clown got nerfed for no reason, Twins haven't gotten anything but nerfs ever since their release, Trickster got nerfed, Pinhead got nerfed, Pig got her Add-ons nerfed, Gearhead got nerfed, etc.
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NOED just illustrates how that logic doesn't apply really well in DBD.
Yeah, COH is still too strong... it needs nerfing. Each killer has their own issue, so i'll just stick to overall balance here. Cause even the weakest killers benefits a lot from the new additions (in my opinion).
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Not really, weak Killers are the Killer's that have been weak for a long time no matter the buffs to or around them. Trapper and Pig, for example, have been bottom tier since their introduction, Trapper less so as he was the only Killer at a point but that's beside the point, Myers, Clown and Legion also have been really low no matter what.
Overall Killer buffs don't help them because they have problems that can only be dealt with by buffing them as Killers, and the buffs they get are miniscule or are getting nerfed instead.
DMS buffs doesn't affect them, they can't pressure gens enough to get use from it, Hatch nerf doesn't affect them because good Survivors will mop the floor with them and get a 4E, DS nerf didn't affect them because they're M1 Killers and a DS stun is a life sentence, etc.
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Please try to be a bit more constructive and open minded. Throwing some random arguments to disprove me without even thinking about it...
Noed could be a well designed perk. The issues with the current implementation are: It maybe gives too much help to the killer. Also if there are only 1-2 survivors alive the killer is in quite a good spot even if all the gens are done and does not deserve additional help from noed.
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NOED giving too much help is biggest cosmic mind I have ever seen.
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So making all the survivors exposed is not a big help? Sure, whatever, there is no point in further discussing with you.
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It is not, too situational.
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I didn't try to say your position is wrong. You have interesting points for sure.
I play a lot of Pig/ Clown/ Trapper/ Myers... unless we are talking from a competitive perspective, they aren't that bad. They even have some pretty good add-ons combinations. So i do think they benefit from those buffs.
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Then Otzdarva has a cosmic mind. Go see his killer perks rating.
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It was tier 2 so not that strange, and he DOES have a cosmic mind for sure.
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He rated the perk s tier, as a dbd content creator who has several hours in the game. And he's a killer main. You should be a bit more humble about all of this.
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Honestly that's good considering MMR has been probably the biggest survivor buff in the history of DBD.
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S tier in what? definitely not what I was looking.
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Still worst of best, probably not too much.
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