http://dbd.game/killswitch
Merciless Storm is really bad.
So let's start off with the obvious which is while the perk has potential it's almost like Behavior was afraid of this being used like Deadmans Switch and Scourge Hook Pain Res so they dumbed it down heavily made it to where it's only once per generator and only 20 seconds?
Seriously, why would you ever consider using this perk over Deadmans, Scourge Hook Pain Res, Deadlock like what is suppose to make this perk stand far above these nothing. The only possible way you could use this perk is if you're Freddy with Tinkerer or Onryo with Tinkerer, that's literally the only time you can use it but why would you over all the perks listed above.
Merciless Storm should apply multiple times to a generator, it's not hard to hit the skill checks, people have had enough practice with the Yellow Glyphs and 20 seconds?? who decided this was a good idea 20 seconds compared to 45 with Deadmans and 30 with Deadlock nice Behavior.
Also 90% is insanely high for the skill checks to start.
Comments
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It's really not that bad, you just have to run other perks with it,which isn't even a bad thing. A lot of situational games occur in random matchmaking, people aren't going to always coordinate and understand what you are doing with perks until it's too late, but it's up to you to craft your own style around them. This perk happens to pair well with pop, Brine, and Tinkerer, just off the top of my head, and you will get value depending on the killer and how you use it.
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I think it only activating once per generator is fine, perks like Tinkerer are as obnoxious as they are because they don't have that limiting factor.
I would say that I think the 20 seconds might be too short, though. That might need buffing in the future.
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You realize once the randoms stop missing the skillchecks it's completely and utterly useless. Imma keep it a stack also there's not even a downside to missing a skill check wow 20 seconds it's blocked for let me just wait the block out and get right back on it and the best part is won't be effected with it again. It's super bad ngl.
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Once per generator kinda takes away the point of it tbh what's stopping a survivor missing it and waiting the 20 seconds which btw isn't that long and then finishing it needs more then just a time buff.
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Good! Means it will be buffed some day.
Happy about a new good perk? Don't be because it will be nerfed some day.
The glass is not half full it's half empty, always.
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It should block generator for 20 seconds after reaching 90% no matter what, but only happens once.
I think it'll be more useful this way.
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True, I still think this perk is by far the most underwhelming perk released to date ngl.
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Eh why would I run that over Deadlock, Deadmans/Pain Res. No point utterly useless ngl.
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Yeah it's really bad. You'll only miss a skill check if you're already not good at them
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Exactly totally agree the only other way is if a Freddy or Onryo with Tinkerer can get to you fast enough to hit you and force the missed skill check.
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Because you will practically make every generators to take 100 seconds first time, you'll mix it with pop or something so you can regress it afterwards.
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It should activate at 70% like Tinkerer. A generator at 90% is a lost generator despite being blocked, it is more a (bad) information perk than a gen protection perk.
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Yep can't agree more it needs something to make it worth it with how it is only two killers with tinkerer can even get value.
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How can you get pop value when they can just wait out the 20 seconds and finish it as it's at 85% if they miss a skill check and you'd have to be able to get over the gen fast enough to apply pop.
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It is not a perk to be used alone (at least not on non-map pressure/fast killers/no TP - m1 killers)
if you use only the 3 new perks, its like play with an base killers (with no perks), which is bad
You don't evaluate and ask for buffs because of the 3 unique perks of each killer, but with the synergies they create with others perks, and yes Merciless Storm is a pretty strong perk with Tinkerer, Thrilling Tremors and others. But alone and with fast killers, the perk manages to be strong enough working at 90%. No more buffs needed.
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20 seconds would be enough to get there and do a pop, and I said it should activate regardless of skill checks, basically making passive slowdown.
unlike deadlock, it will happen on every generators no matter what, so there is no way to circumvent this effect.
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20 seconds is approximately what Pain Resonance and PGTW do.
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what is useless and circumstantial today are Yoichi's perks, and one of them was nerfed in PTB and neither -alone or with other perks- it could be useful (I'm talking about the parental guidance)
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What's strong about 90% tinkerer that happening only once and without undetectable...? I don't get it.
Also I don't see how it synergize with those two perks either, can you explain that to me?
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i feel like the main reason they did this is so Impossible Skillcheck Doctor wont absolutely stomp new players, as this Perk in combination with that Killer and build could make it literally impossible for them to finish generators.
maybe we could make it so a generator this Perk got triggered on goes into a cooldown of, lets say 30 seconds, during which time Merciless Storm wont reactivate on it. that would allow it to reactivate on highly contested gens the Killer is trying to keep under lockdown, while it would allow newer players to finish the generators without instantly reactivating the Perk and getting screwed over again.
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This. I think the duration should be increased. 30 seconds would be good to start with and see how it goes from there
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There's really no reason for a perk like this to be a hard once per a gen.
Considering 90% is already almost done the survivors would either need to fail a skill check to drop it below 90% or get interrupted by killer and the regressed back down which can't happen immediately unless it's from pain resonance due to how blocked gens prevent all regression.
Honestly it seems like a case where the devs are trying to cater towards inexperienced survivors as to prevent them from completing the gen if they never manage to successfully break through the skill checks. Which just leaves another overall useless perk.
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It seems like it will bully the ######### out of console players.
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Okay, I'll give you some examples:
ex1 (tinkerer + Merciless Storm + Thrilling Tremors) : you get the information in enough time to get to the generator that is at 70% with the right killer, and manage to catch the survivors in the skill tests at 90%, making them miss and block the generator for 20 seconds. With enough skill, you can take down a survivor in the exact time the generator unlocked, grab the survivor, and block the generator again.
Ex2: you use the perk alone (Merciless Storm) in a blight/Nurse, it makes the survivors miss the skill by blocking the generator.
Ex3: Other synergies (pop, surge, eruption, opression, corrupt Intervention, Surveillance): And look how many other perks you can combine together: Pop (hooks and kick the unlocked generator), and you don't even need perks to hook the survivors in Scourge Hooks with right killers, just use Surge to take down the survivor on the time that generator was unlocked and with Oppression and Surveillance you have enought information about how many others generators survivors are working that you can kick (eruption) and activate merciless storm again and create a loop effect with generators once by once exploding at 90% at a time
Ex4: Or if you want to risk it, use ruin and zone the generator so as soon as it gets out of the block, it starts to regress, but which is unnecessary today, just use Call of Brine or eruption because then you can kick generator and have the same effect of the ruin perk.
there are many other examples, just don't invent using combos without any synergy (like use ruin + kick perks) or doing things in the wrong order (yes some combos are more casual than others)
Ps: merciless storm does not activate once in the entire match, it activates once on each of the generators that reach 90%, and then deactivates for those generators.
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I also considered that maybe lowering the threshold to about 80% might be a good change too, so you have a little more time to defend it after the timer elapses.
Either way, the fact that it only procs once per generator is totally fine imo.
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If you care about new players, remove skill check altogether, and there is plenty other problems too.
It's so strange their balancing decision is.
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I already replied, waiting for the comment to be approved by moderation
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if they reduce it to 80%, it will take a long time until 100% doing a lot of skill checks (at least if the survivor is alone doing the generator).
Ps: One thing I still don't know is if this perk works with lullabies and similar perks make it even more difficult.
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This perk should get reworked.
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I agree, it's almost useless against decent survivors.
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I feel like of all the examples you gave, the only one that has a little bit of use (and still not even that much) is Merciless Storm + Tinkerer. Anything that needs you to kick the generator or causes steady regression anti-synergizes with Merciless Storm blocking the gen, and Merciless Storm by itself is pure gimmick that is easy to overcome. It's certainly a cute perk, but certainly not good either by itself or with other perks.
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It's too late for perks like this
It would've been great back last year
I think if it only happens once a Gen then 80% should be more then enough...
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Agreed I have no idea how someone with more than 40 hours can get even affected by the perk.
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This and new players. If old ruin skill checks were too punishing for new players then merciless storm skill checks are probably just as or more punishing for new players.
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