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Should All Gen Regression Perks Be Changed to Regress x% of Current Progress?

Pop Goes the Weasel, now Eruption... Two "killed" generator regression perks.

Jolt and Pain Resonance do x% of total repairs. Call of Brine and Overcharge are different in that they increase regression speed, and an added 5% regression of total repairs for Overcharge if failed a skill check.

Because of this, I expect Call of Brine, Overcharge, and Pain Resonance will be by far the dominant generator regression perks (and the ones who want a little extra regression will also equip Jolt) post 6.6.0.

Now if this suggestion is approved, this'll greatly boost Call of Brine and Overcharge's popularity, requiring a rebalance too.

Fundamentally, killers will move along the chain of un-nerfed perks, and I'm wondering where and when the developers will take action.

Comments

  • SkeletalElite
    SkeletalElite Member Posts: 2,890

    No

    I wish they'd change both of those back even if they reduced the %

    Like 17.5% for pop

    8% for eruption

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    So...

    Pop- 15.5 charges would be removed all the time... I like that

    Eruption- 7.1 (7.192) charges would be removed... doesn't seem worth a spot... but multiple Gens being hit with Eruption at that % kinda makes sense

    BTW those numbers were taken from 89.9 (cause that's the highest a Gen can be and still be interacted apon by the Killer

    And Call Of Brine only increases the rate of regression by .25 charges making the total .50 charges per second... for 60 seconds which means a Gen would lose 30 charges

    Then Overcharge starts at 75% (which adds 0.1875 to the .25) then grows to 200% (which again increases the rate by half) in 30 seconds but stays 200% until it's fully regressed or a Survivors taps the Gen

  • Milo
    Milo Member Posts: 7,384

    The only change they needed to do was a revert.

    Instead they like to kill perks.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Jolt has inconsistent value anyway. Down at the corner of the map? No jolt. Map too big? No jolt. Survivor knows to run in a locker when they're about to go down? No jolt.

  • WashYourHands
    WashYourHands Member Posts: 263

    I'm not saying THEY SHOULD implement this change; I'm just being realistic considering the trend

  • wydyadoit
    wydyadoit Member Posts: 1,140

    in regards to the question in the title - no.

    perks should not be required to fit a specific set of universal rules.

    that ultimately leads to stale and boring gameplay.

    the more niche every perk is the more options will seem available. Universally aligning perks to a specific theme like having all hex perks be token based or all scourge hooks be in the same location, or all healing perks provide bloodpoints… these things make the game dull and decisions begin to come down to simply choosing the best perks.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    if they're looking change meta for killer, I do think they will weaken those perks purely because they are always the best option for killer. Their twitter post said that one perk should never be the best option. that statement to me sounds like foreshadowing of pain res and jolt changes.

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  • WashYourHands
    WashYourHands Member Posts: 263

    You're jumping to a pessimistic conclusion. I haven't said I want this change to happen. (I honestly should've put this topic in the Discussion section). Pop and Eruption are okay in niche circumstances. In a 99% gen, Pop does the most instant regression than other perks for it's 20% reduction. Post-nerf Eruption has a little of both regression and info; could be paired with Lethal Pursuer for an aggressive Infectious Fright-like playstyle. Every perk is viable; doesn't mean it's good.

  • Vampwire
    Vampwire Member Posts: 732

    It's an interesting idea. I've thought of it too. I think for certain perks with larger regression numbers, it's not a horrible idea. They should take off more of a further progressed gen and less for one with smaller progress. It'd make things a little more fair. Getting your half way done gen popped back in ye olden days kinda sucked. Losing all that time cus your teammates fed the myers tier 3 all game. But that was also followed with "at least it isn't ruin" lol.

    I think passive regression is overall better because it rewards killers for applying pressure. The issue with pain res right now is killers can tunnel a guy and put them on a scourge hook to buy about 20 seconds on a gen. Potentially more with DMS. So now they have more time to wait out the hook stage if they wish to camp, or just come back when said guy gets unhooked to do it again. Now you're down a person with maybe 3 gens left if the killer isn't horrible and knows when to tunnel.

    You didn't get pressure out of reworked ruin by tunneling or camping. It also made the match less stressful since you had ruin to regress things for you instead of kicking a gen a billion times. It also left open the choice of leaving up ruin for the time being but also risking it biting you in the ass. I appreciate the meta shake up, it was fresh for a while, but it really just turned into the same issue again. Killers stack slowdowns and tunnel while survivors heal themselves in seconds. Can't split pressure and most of your chases are going to get ######### by dead hard.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Here's a crazy thought : the killer should have base 1:1 regression if 4 survivors are alive.

    To give the killer 1/4th of one survivor's gen repair speed is laughable.

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  • DBDVulture
    DBDVulture Member Posts: 2,437

    You could just change either CoB or Overcharge to a perk where after you kick a generator then nobody can work that generator for X seconds. It would have a run time of like 30 seconds and have a refresh of at least 20 seconds after it ended before you could use it again.

    This would let a killer go to a generator with two people and kick it then chase one player. The other survivor can sit there for 30 seconds waiting in horror as the generator goes down by the same speed they repair it OR they run to a new generator.

    That would be a very healthy perk for the game because it would allow killers to defend generators.


    It's important to remember that tunneling happens because the gens are nearly impossible to defend vs smart players with four people alive. The hud changes made it ridiculously simple to make sure your team is always blasting generators.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,185

    Overcharge does not add, it's multiplying base. it's 75% of 0.25 charges (0.1875 overall), which then ramps up to 200% of 0.25 charges (0.5 overall)