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Stacking Regression Perks: How can we fix it?

BenOfMilam
BenOfMilam Member Posts: 911
edited August 2022 in Feedback and Suggestions

I was excited for the meta shake-up patch. For survivor, builds are now extremely varied and generally quite interesting to play against. It feels rewarding to understand perks and synergies to put together interesting builds, and also to counter them as killer.

However, killer builds replaced the four slowdown perks of yester-patch with the four slowdown perks of today. Nothing feels quite as bad as having your gen get to 90%, then hit by Jolt, then hit by Eruption, then hit by Pain Res, then hit by Dead Man's Switch. (that's 30 seconds of progress lost on top of being blocked for 30 seconds, for a total of 60 seconds of game delay... every time the killer downs and hooks a survivor.)

With the Thanatophobia nerf and Dying Light having never been good, I think we can safely say that repair speed% style slowdowns are not really an issue. Generator blocking perks are relatively fair. Having your 99'd gen get blocked in your face is frustrating, but when you come back 30 seconds later it will still be 99'd unless the killer kicked it. Call of Brine and Overcharge are relatively fine. They require a time investment from the killer to go to the gen and kick it, when time is at a premium for killer (on top of the perks being canceled by touching the gen and requiring them to be left alone for a long time to get value). Pop is fine for similar reasons, especially since it was nerfed to be ineffective unless the gen is close to done.

So, that means my issue mostly lies with the actual regression perks that take big chunks off your generator without much effort or cost on the part of the killer. Eruption takes 10%, Jolt takes 8%, and Pain Res takes 15%.

My solutions:

  • A): All "chunking" regression perks function like current Pop: the percentage chunked is relative to current progress, not total generator repair time.

OR:

  • B): After getting "chunked," generators have a brief period of "chunking immunity." I think something in the range of 30 seconds is reasonable. This means that killers cannot mindlessly stack chunking perks since they will counteract each other and make your build less effective for stacking multiple similar perks. If the killer still wants to use these perks together, they must use them intelligently and wait out the cooldown if they want to hit the same gen repeatedly.

What do you guys think?

Edit: For repair speed% slowdown, I forgot Gift of Pain and Pentimento exist. These are both mostly fine, since they have counterplay built into themselves. You can ignore Gift of Pain's downside by simply not healing, and you can prevent the killer from activating Pentimento by not cleansing totems.

Post edited by BenOfMilam on
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Comments

  • BenOfMilam
    BenOfMilam Member Posts: 911

    mfw I try to make a useful discussion and it gets banished to Feedback/Suggestions where posts go to die

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    “At no cost of the killer”.

    Jolt is awarded for winning the chase and downing a survivor. Take the killer away from active gens and it becomes obsolete.

    Pain res is rewarded again, by winning chases. Not always reliable as the spawns are random and you can get useless pain res hooks. I’ve gone entire games without getting pain res value because either they all spawned on the outskirts, or survivors just happen to never go down near them.

    Eruption again has to be activated by kicking a gen, then winning a chase.

    DMS is easy to counter, get in the habit of letting go of the gen just before hooking, then get back on it.

    I’ve personally never ran all four, I typically either run jolt + PR, or PR + DMS (because survivors still stay on gens for whatever reason.) Or I run full chase builds. But running all four regression perks leaves a lot of killers lacking in chase ability against a strong survivor that is skilled in chase, so I think full regression is hurtful, especially against prove.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    It is, indeed, at no cost to the killer. The killer is pretty much downing and hooking survivors 24/7, and only occasionally kicking gens if they have a high percentage on them. You are being disproportionately rewarded for something that you're supposed to do anyway by getting massive slowdown on top of that.

    It's kind of silly, but imagine if survivors had a perk that speeds up their gen repair speed for every window or pallet they vault in chase. On top of doing good, they are also doing exponentially good and will be able to slam gens much better once they break chase or get unhooked.

    I also don't run these builds, because they are low risk and high reward if you play a killer that has strong chase potential (and I'm a gambler at heart).

    You're just doing your job and doing it well, no sweat home boy.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    i just have you literal counters to all the regression, and reasons why it’s not always reliable to run. And you completely ignored my last portion. It is so easy to run a killer for multiple gens when they have no chase perks. And if a killer can’t get consistent downs, their regression perks become useless. And again, prove thyself is a counter to regression perks. My buddy runs prove and we usually have a gen done before the killer when finds a target. THAT is why killer can stack regression. The survivor has every tool to counter a full regression build, they just chose not to. Avoid solo q and pick up a SWF. SWF does not care about regression perks lmao.

  • Crowman
    Crowman Member Posts: 10,104

    Eruption requires the killer to have kicked that generator. Which even with the faster kick, can still put you behind in a chase as you need to down a survivor to get the Eruption po. And I have had games where I try to go for Eruption value only to have a gen I kicked finished before I got my down. I would say the 25 second incapitation effect tied to Eruption is the problematic part of this perk not the regression.

    Jolt requires you to down a survivor near a gen which is easier on some maps than others. Like good luck hitting more than 1 gen on Red Forest. Jolt also only works on M1 downs so a lot of killer who primary use their power cannot get value out of this perk.

    Then Pain Res requires hooking a survivor on the right hook. Which scourge hooks are really hit or miss as sometimes you get great spread of scourge hooks. Sometimes they are all on the other side of the map. Maps with multiple floors also make scourge hooks a pain to pull off at times. Though Pain Res is likely a bit overtuned atm and I wouldn't mind seeing it nerfed.

    I don't really see regression stacking perks to be an issue as many of the regression perks require specific set up from the killer that can be out of their own control at times. Not to mention the examples you picked from require the killer to down survivors in order to apply regression on gens.

    The only thing that might need to be looked at is Overcharge and Call of Brine stacking, because being able to stack multiple increased base regression got Overcharge's buff nerfed before going live.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    Exactly. Idk what’s so hard to comprehend about this. Lol

  • BenOfMilam
    BenOfMilam Member Posts: 911

    You don't need perks to win chases. Seriously, you don't. Most killers have powers that are strong enough that they don't really need any help in chase, to the point that there really isn't a big trade off for those killers to run all slowdown perks or even no perks at all. Weaker killers want things like Bamboozle or Enduring + Spirit Fury to deal with difficult loops, so the only time using a chase perk instead of a slowdown perk is a good choice in terms of cost-effectiveness if you're playing an M1 killer like Wraith or Ghost Face.

    You can't counter Jolt if you're the one on the gen, or if the survivor getting chased is getting zoned out and forced to loop near the gen or take a down when they otherwise could loop the killer for 30 additional seconds (not to mention 32m is a decently large range, although it shouldn't be reduced since it already can be hard to activate on certain maps).

    You can't counter Eruption unless you have perfect comms and teammates that actually listen, which 99% of players don't have.

    You can't counter Pain Res without body blocking or sabo, which is generally not even a good play in the first place since it can give the killer free snowball.

    DMS is reasonably counterable, but there's nothing stopping the killer from just forcing you off once they have someone on hook.

    Prove Thyself is not a counter to gen regression. Sure, you can do gens a whopping 6 seconds faster than you could without it, but there's actually nothing stopping the gen from getting nuked from orbit by regression perks while two guys are working on it.

    I pretty much only play swf if I am playing survivor. What if I want to play solo queue, though? Should I just go ######### myself instead?

    If a killer is kicking gens in the middle of a chase, they've got bigger issues than trying to get their Eruption proc.

    True, Jolt only works on killers that rely on M1. Which is, what, over half the killers in the game?

    Scourge hooks are indeed pretty hit or miss, but when they hit, and hit, and hit and there's literally nothing you can do because you're not a precognitive psychic and brought sabo and also happened in the right place at the right time when you should actually just be doing gens (then they just hook him on the other scourge hook close by)... doesn't feel good to play against.

    The reason why I am so against stacking regression perks is because it makes matches that would take 5 minutes into matches that take 15 to 20 minutes. Especially on killers with built in slowdown like Legion, Pinhead, and Pig. Not really that fun or enjoyable to slowly lose to a frosty eye Wraith that is terrible in chase, but is winning because the match has taken so long that there are no more pallets on the map.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    we just gotta agree to disagree. I’ve tried eruption, but I feel kicking gens is a waste of time early game. Jolt has been a nice perk for me, pain res is nice when the hooks have decent spawns. I see an average of atleast 2 proves in every match, and the survivors fly through gens. So I don’t really see the issue you’re having. Especially if you’re playing SWF.. there’s no reason regression perks should hurt y’all that bad, unless y’all just aren’t doing gens, or y’all suck in chase.

    You mentioned 5 min games… it sounds like you basically want to be able to gen rush all 5 gens with no chance at being slowed down and hit the gate and dip. What fun is a 5 minute game lmao?

  • Yippiekiyah
    Yippiekiyah Member Posts: 588

    What about Prove Thyself giving 30%+ repair speed for survivors just doing their objective.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    That’s what I’m saying, it literally takes 27 seconds off of repair speed. Even more when you stack more survivors.

  • Crowman
    Crowman Member Posts: 10,104

    If the wraith is bad in chase and the regression perks in question require the killer to win chases. Then your team not finishing the gens is not due to these regression perks as a killer taking too long to finish chases should see multiple gens pop before he can even get value from any of those regression perks.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091
    edited August 2022

    Another thread in this forum had the idea of capping action speed perks to prevent overstacking. Could something similar be used here for regression? Such as more gen damaging perks going off current progression as suggested here?

  • BenOfMilam
    BenOfMilam Member Posts: 911
    edited August 2022

    That's fair. My issue is mostly that playing against a Legion (or XYZ killer) with four slowdown perks for 20 minutes is simply so boring. Especially in back to back matches, it can get very draining.( and yes, my teammates will happily exclaim "I cleansed all five totems, guys! :D" when we have three gens left and everyone is on death hook.)

    I have no trouble controlling gens even with zero slowdown perks, so I'm never seeing gens fly in my games.

    I also don't like games that are so short I never get to be chased by the killer. Don't make up random things about me and argue with the imaginary version of me that only exists in your head. There's a happy medium, about an 8 to 12 minute game. Too much less is too short, too much more is too long.

    literal whataboutism lmfao. Prove is problematic, but at least it's risk/reward. Grouping up as survivor is pretty much always the worst possible play you can make, and Prove encourages grouping up. Two guys without Prove finish a gen in 52 seconds, two guys with one Prove finish it in 46 seconds. Not the end of the world, but it becomes an issues if you stack it with other perks and items

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    I will agree there, I’m primarily a killer main with a couple thousand hours. But I when I play survivor, I absolutely DREAD playing legion with slowdown. It is so beyond boring. But I’m terms of other killers, I don’t mind them running regression perks.

    I don’t see gens fly every game, I just more focus on chasing survivors and I change killers every game, and I don’t really see survivors struggling to get gens done unless they are either terrible in chase and I’m able to keep up pressure, or they just don’t do gens. But a cooperative team running prove, will fly through gens, even against a full regression build.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    That's kind of half my point, I suppose. A killer can play very badly and still 4k simply because they buy themselves so much extra time. It's like survivors stacking second chance perks last patch: despite actually being really bad, they still win by virtue of "out-perking" the other team

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    A bad killer will not get a 4k because of 4 regression perks. If they can’t succeed in chases, they won’t utilize those perks. Simple as that dawg.

  • Crowman
    Crowman Member Posts: 10,104

    They really aren't though. If you are seeing gens losing a ton of progress to pain res, surge, or eruption. Then the killer is getting downs frequently which means he's winning chases faster than you can finish gens. In which case he gets rewarded.

    If the wraith was truly bad at chases, you can easily finish multiple gens between the few chases he has.

    I've played games against killers who were legit bad at chases and they end up with 1-2 hooks by the time all 5 gens are completed.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    The killer will inevitably win the chase, no matter what. This is intended design. They can bloodlust 3 someone twice and get a down, despite really only holding W all game. Then, it doesn't really matter that the chase took forever since they can buy themselves minutes at a time with slowdown and regression perks.

    I've seen it happen, and it's really frustrating to play against. We're not even gonna get into face camping with Deadlock, ect.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    I mean look at what you just said… if I’m in chase long enough for the killer to get BL3 TWICE, there is no reason that 2-3 gens shouldn’t be popped. And I can tell you, a bad killer will not inevitably win the chase. I have ran bad killers who stupidly commit, for 5 gens. From the start of the match to the exit gates being opened. They can bloodlust all they want, I’ll just keep forcing pallet breaks. Sorry man but it just sounds like either your skill is lacking in chase, or your team isn’t doing gens. Don’t know what to tell ya lol

  • BenOfMilam
    BenOfMilam Member Posts: 911

    Gens take 90 seconds with no slowdown and no speed up. Even a very mediocre to bad killer can win a chase start to finish in that time. Then if they happen to go down in the wrong place, it's "boom boom" and you lost 25% progress on your gen and it's blocked by DMS.

    I'm not talking about killers that can't even land M1s, I'm talking about killers that let shack window get vaulted three times and then complain that survivor is OP.

    I really don't like the idea of players being carried by perks. It's quite boring and frustrating, like you're playing a trading card game and you're losing to someone who has never played before because they're using their brother's $5,000 deck.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    My problem isn't "skill issue + get vibe checked + ratio," it's not even a problem that magically only I'm having. I have no problem in chase, usually killers realize they need to drop me and they start ignoring me. I typically have no problem with teammates getting on gens. It's also not like I'm losing every game as survivor or my team is struggling to escape, I'm just sick of playing the same match for 20 minutes every other game.

    The problem is when the killer is at least decent and not asleep at the keyboard, they are inevitably going to get downs. Those downs then buy minutes at a time from having multiple slowdown perks. So if the killer is getting at least one down a minute (which is terrible time efficiency btw), they can keep the game stalled out long enough to kill someone and make the game take even longer due to the team having lesser effective generator progress per second.

    We're not even going to talk about also camping and/or tunneling on top of that, which takes little skill or effort and exponentially compounds value from slowdown perks (and exponentially compounds how much I want to play a different game).

  • Crowman
    Crowman Member Posts: 10,104

    The perks you are complaining about only help the killer if they are playing better than you.

    Also for the gen to lose 25% regression, it would have to be hit by eruption and pain res. Eruption incapacities you for 25 seconds so it's highly unlikely you'll get hit with pain res for it to get auto blocked by DMS since a killer can't carry a survivor longer than 16 seconds before they wiggle out.

    And I'm not talking about killers who can't even hit m1s. I played against an artist post 6.1.0 who chased me for about 2 gens (hitting me twice since I dead harded one of their hits), before they gave up and tried to chase my teammates until they eventually got their first down at 1 gen left. Being able to apply 25% regression to a single gen at that point in the game wouldn't have helped them. They spent too much time trying to get their first down that we had much more time to finish the last gen.

    You can think "bad" killers are being carried by perks, but the truth is that these perks only perform well when the killer is playing better.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    my b, I was talking about jolt + pain res. it's 23% which is... not that much less than 25%.

    A killer doesn't have to be playing better than you 100% of the time to win chase. The game is designed around survivors having to inevitably takes hits and downs at some point. Pallets are permanently destroyed, windows get blocked, killers get bloodlust. It can take a while, but even goated 4k+ hour survivors are going to go down.

    Not to mention that there are some chases where skill is simply not a factor. Sometimes you're doing a gen in a dead zone (because you need to break the three gen), and you get chased off it. All you can do is hold W and get hit, then you run into another dead zone and get hit again. Is the killer better than me because I am not a precognitive psychic? No, I was in a dead zone the size of Texas and I'm not currently running Windows of Opportunity. Survivors will inevitably go down, a match with 1 or even 0 hooks is an anomaly.

    Yes, I do think bad killers are getting carried by perks. A killer that is playing abysmally and getting one down at one gen is having a rough match, and it's pretty obvious I'm not talking about killers that are losing are magically making all the generators go to zero. It's killers that typically play quite bad and normally wouldn't stand a chance against a coordinated team, but they're able to repeatedly buy themselves time at least once a minute. I'm talking about games where if the killer didn't have those perks, they would have 100% lost very quickly.

    They happen pretty often. Killers that whiff at every window and pallet, stand in front of hook for 20 seconds only for the survivor to get unhooked anyway, try to tunnel a survivor that they really shouldn't try to tunnel, ect... but because they have so much extra time from stacking slowdown and regression perks, it doesn't actually matter that they make so many mistakes. They buy back all the time they wasted and then some. That's the kind of game I'm talking about, and they are very frustrating and unfun.

    It's like getting dead hard'd and ds'd by a survivor that clearly could not loop properly last patch, but you just lose because the other person is running XYZ perk.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    if a killer is getting one down per minute, against a SWF, then that killer is really good, or your SWF is terrible. 😂

  • BenOfMilam
    BenOfMilam Member Posts: 911

    One down a minute is doing terrible as killer. It's actually beyond terrible. One down every 30 to 45 seconds is what I would call "good pressure"

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    I’m actually convinced you’re either delusional, have no idea what you’re talking about, or in denial of your realistic skill level. Maybe all three.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    way to contribute to the conversation in a meaningful and helpful way

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    I’ve tried; but it’s like conversing with a brick wall. Your points have been made out to be invalid, and you just keep going lol.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    You have good points, but so do I. There's no reason to hop on name calling and being whiney when I don't fall over like a dead cat to every argument you make.

    Here's my points:

    Stacking regression stalls out the game and makes it way more boring and lengthy than it needs to be.

    • Counter Argument: Killers need regression to compete with Prove and other gen rush perks
    • Refutation: Killers are doing just fine against Prove with no regression perks by winning chases quickly

    Winning one chase and chunking a gen for 30% is too much reward for something that is also your main objective. Pop was nerfed for a reason.

    • Counter Argument: Eruption, Pain Resonance, and Jolt are too conditional to be used like that together.
    • Refutation: Eruption requires you to kick a gen, which takes very little time do and is convenient if you are patrolling gens anyway. Pain Resonance is held back by having poor RNG on occasions, but taking chases in the same area repeatedly ensures survivors will go down near your scourge hooks. You can also run Agitation. Jolt's 32m range is actually extremely generous, and you can ensure it goes off by sticking close to gens. The conditions for these perks are very lenient and easy to proc repeatedly.

    Stacking regression perks carries unskilled killers and wins matches for them that they otherwise would have lost.

    • Counter argument: Eruption, Pain Res, and Jolt require the killer to be doing well to get value out of them.
    • Refutation: Dead by Daylight is designed so that the killer will inevitably get downs. This means even if the killer is fairly mediocre or bad, they are still going to get decent value from these perks multiple times per match... barring matches where the killer chases one survivor the entire match and struggles intensely. These matches are outliers, and largely not relevant to the discussion of normal Dead by Daylight gameplay.

    Stupid counter arguments:

    • lol you're bad
    • lol your team is bad
    • lol if the killer is winning, they are obviously good and there's no possible way that they're getting carried by perks

    Does that about cover it?

  • AnchorTea
    AnchorTea Member Posts: 1,028

    Give slight nerfs to all of them. 90 sec gens was a big change and some regression perks are just overkill

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    Because majority of people don’t have issues with the points you’re making. I have gone against multiple killers running full slowdown and been completely fine.

  • BenOfMilam
    BenOfMilam Member Posts: 911
    edited August 2022

    So have I, but that's not the problem. I've played against four old dead hards, four old DS's, four Unbreakables, two Proves, two Adrenalines, and still 4k'd. It's not an issue of "oh I won so I guess it's not actually an issue."

    The problem is that it's boring to play against a killer like Legion or Pinhead stacking slowdown. That's it, that's all it will ever be. Boring games die, and I quite like Dead by Daylight and don't want it to die. So I'm proposing solutions to make the game more fun, and therefore less likely to die.

    It's not an issue of strength or power. Just like afk pig and other issues in the past that have been solved. It's about keeping the game fun and engaging. Nothing is fun about playing the same match for nearly half an hour.

    Post edited by BenOfMilam on
  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    Yes, we established slowdown legion is boring. But it’s not an issue with the other killers. Perform well in chase and it won’t be an issue.