NERF KILLERS PERKS
There should be no reason a killer can 4 stack gen perks making it close to impossible to do gens all game, but survivors can't stack exhaustion perks honestly, I been playing for a long time I only made this account to make comments now because the people that main killers are dead crybabies but in reality, now at this point in the game killers that are just decent at the can throw on a killer like ghost face, the shape, the legion, or the pig and win, but if they are good killers then they use more overpowered killers like the nurse, the plague, or the spirit and jus end your loop entirely making the game really unfair for survivors because they end our only hope of getting away, but not to mention how unfair does this sound, survivors have to wait 40 seconds for exhaustion perks to come back but killers perks take 10 - 15 seconds making even easier to catch us like killers already move faster than us why do they also need they perks so fast, I'm not going to name them because there are so many, but there is one perk I have been running to lately that is lightborn I think perks like lightborn and lightborn should be like the killers exhausted perk and once active it take 30 - 40 seconds to reactivate like survivors exhausted perks
Comments
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I agree with not being able to stack gen slowdown perks. It's killing my enjoyment for the game.
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This will be a majorly spicy take for many here, so be ready for that.
However, I agree. The fact that killers can have multiple l blocking/explosion perks coupled with others that can give up to 400% regression is absolute BS. If the regression didn't stack to so much, then fine. But it does.
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Do you feel the same way about survivors stacking gen perks with toolboxes or healing perks with medkits? It could also be said that killers can't take chases because 3 gens will pop in 60 seconds or hit n run tactics can't work because people heal up in 5 seconds. Killers bring strong builds because survivors bring strong builds because killers bri...... it goes on forever. That's the nature of PvP games.
The lightborn thing is just weird. Stop trying to blind the killer at every pallet and window then that perk is completely useless. How does that even remotely compare to exhaustion perks? Makes no sense.
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Umm.. alright then… 🤔 Bro is complaining about lightborn.
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I think both need addressing and I think tool kits and medpacks need change (in fact I think many items could do with mixing up). I started a thread about this (which, to my annoyance got moved to the feedback section and got lost). But I suggested that tool boxes shouldn't impact repair speed, but rather lock in a % of repair. For example, the brown tool box will allow you to lo k in 10% of repair on one generator so the gen cannot regress beyond that point (I.e. it will regress back down to 10% minimum and stay there to be built back up again. It would not be useble mid repair to lock in repair at 50% though, if that makes sense) and medkits shouldn't stack with boons. I also thought boons should be changed so only one boon of each type can be up at any one time. So I think there is fair change to be made in the counter to a regression stacking nerf..
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If it's in the game, it's for use.
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So... Running more then 2 (I'm guessing) Slowdown perks is bad... also comparing it to exhaustion perks ok -cracks knuckles-
Running more then 2 slowdown perks- is somewhat needed... Gens can be done in 45 seconds (or less)... plus each one of them activates differently (for the most part)... plus repair speed is 1.0 for each survivor then 15% penalty for each other Survivor... plus the great skillcheck adding 1% bonus progression (it doesn't sound like much but imagine hitting 5-10 of them in a row)... and regression is .25 and can be stopped by Gen tapping... right
Comparing Slowdown perks to exhaustion perks shouldn't happen -apples to oranges-
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Only if we actually make it where you can keep gens under control with less slowdown. Because this would be a huge nerf to killer and make gens fly even harder.
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No.
Maybe killers wouldn't need to stack slowdowns if survivors didn't stack perks like hyperfocus, stake out, prove thyself, and BNP/Commodious toolboxes.
I do agree that being able to stack 4 slowdowns should be changed, but survivors being able to stack BNP and 4 gen perks needs to be changed as well if being able to stack slowdowns is changed.
Also, are you seriously complaining about lightborn? Just dont use the flashlight, its not that hard...
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Agreed. I could get behind the changes you're talkin about.....might be some potential there. Gen speeds have gone off the rails in both directions and it's definitely a problem. They gotta find some way to pull em back in.
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Sure as soon as exhaustion or survivor gen perks are gutted.
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yes, I feel to balance the game that healing perks shouldn't work with med-kits and gen perks shouldn't stack toolbox because I know that if I use the green toolbox with 32 charges, I add the addon for extra 12 and extra 8 and I won't use it until I Was hit and use resilience and rush the gen in like 40 seconds, but with healing perks stack you could use sloppy butcher to counter
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if it takes you 40 seconds to recatch a survivor you need to rethink how you're playing the game bc thats how long it takes to regain that perk
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Completely agree with the gen stacking perks, especially because they're powerful enough on their own, especially eruption which is overpowered anyway...
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Overcharge and Eruption suck by themselves.
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Sry, but i have the feeling you just read 400% and think it is way to powerful. Do you know what 400% regressionspeed is? It is the same as one survivor repairing a gen. So its in your opinion way to powerful, that a gen is regressing at the same speed one survivor is repairing? And btw, you can just stop that regression by tapping the gen. The killer has to kick the gen to start the regression most of the time.
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you can stack off the record, ds, dh and adrenaline, making you a tank (3 hits for the 1st hook, 4 hits for the 2nd hook if killer is tunneling and 3 hits for the 3rd hook if adrenaline will activate)... 10 hits in order to dispose of a single survivor aren't strong enough for you i guess... (all this without mentioning instaheals, bodyblocking and map loadouts)
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No one can say with a serious face that gen slowdown perks are powerful enough on their own.
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but you have to take to consider they nerfed dh making it pointless to use and ds is a dead perk nobody uses it anymore since the nerf adrenaline only activates in end game, making it a pointless perk. also they have to time dh right with 0.5 seconds before they are hit meaning if u jus lung attack u most likely making them use it to early and its pointless also
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DH is still the most used survivor perk. It requires more skill to use now.
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I never said dh isn't used I said it's easy to counter by just lunge attacking and I said its pointless to use it is very much used I just see has a survivor it's pointless when it is easy to counter.
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DH isn't pointless to use it just takes actual skill and timing to use properly. DS I agree they over nerfed it a bit too much but still can be useful in the correct situations.
But back to what you originally said.....the stacking of Gen Regression Perks isn't the problem it's only a symptom of multiple issues within the game.
•Stacking of Gen Speed Perks along with BNP and Tool Boxes make Gens go way too quickly even with the increase to repair times.
•Map Sizes that make any Killer that dosnt have a travel based power are forced to use the Regression Perks along with sadly 3-Gen locks to even stand a decent chance.
•Most of the Killers just are not suited for map coverage making it difficult to stand a snowballs chance in hell to cause any significant map pressure.
They need to start with Map design and balance them first so that all Killers can cause map pressure.
Then after that they can work on Gen Regression and Gen Speed Perks along with items to make them more balanced so Survivors don't feel like they instantly lost or Killers are feeling like they need to stack Regression Perks to stand a chance.
Then we can look at doing QoL on all Killers that are outdated or need major life support to be made more viable and adjust others to not be so "oppressive" (this is not to start the usual bs about certain killers so let's leave it as we know what I'm talking about)
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I think there are several problems than bring uns there.
First is that the first 3 gens are falling way to fast. In a game that takes like 15minutes, the first 3 gens normaly fall in 2-3 Minutes. So for the rest of the 12 Minutes gametime you are just protecting a handful of gens. When you dont have mutch gens, slowdown perks are ofcourse very very strong.
The Problem is that exhaustion perks makes it longer to catch a survivor. Perks like "Off the Record" are making hunting perks worser, perks like "Boon: Circle of Healing" make chases without a sucsessful down worse.
Before it was like this:
When I injure 1 Suv. 1 have to him and heal him, i chase 1 survivor. So only 1 surv can be at gen.
Now when i Injure 1 surv, and chase 1; 2 survivor can be at gens because the injured one can heal himself. That increses the pressure from the survivors on the killer massive. For that the killer needs, or wants to use slowdowns.
So when survivor are using perks, to counter chasing perks from the killer, its normal that slowdown perks are feeling stronger.
In my Opinion. Perks like "Call of Brine" can be nerfed because they dont need any skill. For Eruption you need a sucsessful chase. I also dont understand why call of brine starts with 200% regression and overcharge starts with 75% and slowly goes up to 200%
Also i think that slowdown perks, are only very strong with 3gen situations.
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I don't agree that it's in any way the same as one survivor repairing a gen - this takes 90s as base. With a good combination of regression perks gens can reduce from 90+% to next to nothing, or even nothing, in no time - especially when coupled with the likes of Eruption, Pain Resonance and Dead Man's Switch etc. which they are more than they arent. When you have to leave a gen to go rescue, heal, get someone off the ground, enter a chase etc it's very easy for a gen to regress to nothing in that time and for matches to snowball easily - especially when there are less gens.
Post edited by jajay119 on1 -
First we’d need to make it so stacking regression perks wasn’t necessary and then sure.
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Imma add on to you bc you forgot they say that they can't cover gens before most are done but they have perks like discordance which tells the killer when more than 1 person is on gen making it easier to find them and start chasing us they run a perk where we can't 2+ man gens to speed them up plus 3 gen perks then they get to know where we are almost all game because not everyone is going to realize that they are running discordance.
side note: I ran the legion with discordance, jolt, bitter murmur, and iron grasp. and I went on a 23-win streak and that made me realize that killers are way more op than survivors because I am good at survivor, but it just isn't going to happen because I keep coming across killers that are stacking gen perks, or simply is using op killers that are made to end the only survivors can get away like nurse goes thru walls making it pointless to even consider taking her to shack.
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it isn't tho 400% is a lot because we get into one chase and the gen is back to the start not to mention if you are soloing the gen
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But you are comparing base time with 1 survivor against perks. With 3 survivors and PT, the time to do a full gen is 32.97 seconds. That could mean by the time the killer end a chase with someone a gen would be done, and that is if you get to end the chase successfully in that time.
Also, is not something that you can agree or not, 400% regression is the same speed as survivor repairing it. A single survivor repair a gen at 1 c/s (1 charge per second), a gen regressing without any perk regress at -0.25 c/s. In other words, 4 times slower than repairing it, which takes 360 second to go from 99% to 0%. So, 400% regression is a little less than 90 seconds to go from 99% to 0%. There is nothing to discuss here, it is a fact.
That's why everyone right now is using those perks, because survivors are doing gens in less than 50 seconds (two survivors with PT is 46.04 till full repair) and on top of that they are using WoO so many of then don't even loop anymore, they just go pallet to pallet so not even Bloodlust would activate, making for the killer almost impossible to commit to chases without allowing the survivors to get a lot of gen progress done. So, you either stack gen regression to stop it, or by the time you go for your second hook you already lost the game.
Address the gen rushing meta, and then we can address the gen regression.
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it takes 90 charges to do a gen so it really 90 seconds for one survivor to do a gen
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It takes 90 seconds for a survivor to do a gen alone, with no great skill checks and no perks that increase gen speeds. Even a new survivor will hit great skill checks sometimes.
It takes 360 seconds for a killer to fully regress a gen with no regression perks, thats 6 minutes...
Even with COB it still takes 180 seconds for a killer to fully regress a gen.
Overcharge has to stay on the gen for 30 seconds to stack up to full regression...
It will take over 2 minutes to fully regress a generator with both COB and Overcharge if no survivor touches the generator.
I don't think you even have an argument anymore.
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You also forgot that it takes Killers 3 seconds to kick a gen.
Survivors can, literally, 'gen tap' in a single frame of animation. 1/60th of a second & they stopped the regression that took 3 seconds to start.
Just more proof the time economy is heavily weighted in Survivor favor, while there's already 4 of them that can do 4 different things at the same time. Which is more proof the devs have 0 clue how this game plays from a Killer perspective.
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True... your point being?...
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The thing is...there is nothing you can't agree, because its nothing about opinion, its about numbers and facts. Lets do a little example:
Lets say we have a gen on 90% progress. So we have a eruption regression of 10%, Scourge Hook PR 15%. Now we are at 65% (just to make it clear. Its a loss of 25 seconds progress if just 1 Survivor is repairing for 1 knockdown and the walk to the hook...in my opinion totally fine, because a solid survivor most of the time manages a loop of 25 seconds). Survivors who got hit by eruption can't tap the gen for 20 seconds (0,25 c/s x 20s = 5c / 5c = 5,56 %, lets make 6%) So we are at 59% progress. So i guess thats the meta for gen regression. We can also add pop to the calculation if the gen got tapped and it would be at round about 47% progress.
Yeah its a lot of regression, but its not even close to nothing! Its a loss of 43% -> 38,7 c (~39 s solo, 23 s duo, 20 s duo PT). But think about what the killer had to do to get this regression. Kick the gen, find the survivor, get a down on him, carry him to a scourge hook and kick it again.
I hope my example was kinda right. But i just want to show the total exaggeration of some people here.
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Well, well. May you tell me what slowdown perks did you run into to think this? Look, I have played as killer with one slowdown perk sometimes (deadlock, which is arguably one of the best ones) and let me tell you it was not enough to contain the genrushers. Then I paired it with the dead man's switch+pain resonance combo and still nothing.
About lightborn, when you see a lobby with 4 flashlights and you know you are going to be constantly blinded (maybe noone will be hooked because of that), which is annoying, you want to prevent that. But the counter is easy, DO NOT TRY TO BLIND THE KILLER, and he will have wasted one perk slot which could have been occupied by another slowdown perk.
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