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That Pain Resonance nerf...

Zokenay
Zokenay Member Posts: 1,158
edited March 2023 in Feedback and Suggestions

Yeah... idk about that one, while it was definitely used often (largely cause the other options were next to useless...) i dont think it was that problematic of a perk, it would destroy a team that played recklessly sure, but other than that, its still a perk that affected only one gen, and required both a down and getting to a Scourge Hook, the latter which could be impossible in some situations due to RNG.

Now it only works once per survivor... thats a MASSIVE nerf, that straight up just killed the perk.

Comments

  • philward1953
    philward1953 Member Posts: 208

    I'd increase it to maybe 6 hooks, which is two survivors dead. I think that'd be okay.

    Idk, I still wanna see then nerf in action.

  • rinnai
    rinnai Member Posts: 50

    who cares, games incredibly killer favoured you still wont loose your matches

  • BlueRose
    BlueRose Member Posts: 658

    I hate tbh...I really don't know what to run now for regression. If you had to nerf Pain Res why now just make it where it doesn't proc if the survivor is dead on hook? I'm honestly lost now on what to bring for regression now :-/ They didn't buff a single killer perk other than gearhead and I think I hate gearhead XD

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    I wonder if there shouldn't be some way to regain tokens, like start with 4 and gain one for each unique survivor hooked for a total of 8 potentially.

  • ays12151
    ays12151 Member Posts: 678

    Pain resonance was balanced perk. You downed Survivor. You hooked Survivor. You got award for that... With other perks like Call Of Brine, Pain Resonance was strong, because this 15% would give a chance to apply Call Of Brine on the gen (or Pop/Eruption whatever). Now, without Call Of Brine/Overcharge i'ts not a thing.

    This nerf is a joke, shouldn't happened...

  • ad19970
    ad19970 Member Posts: 6,464

    This nerf is surely also because of the nerf to healing. So it might be fine, now that killers can slow down matches more by injuring survivors, provided survivors still have enough reason to heal.

  • Marik1987
    Marik1987 Member Posts: 1,700

    I can see the rise of Sloppy Butcher and Jolt in the upcoming patch, 100% sure.

  • jinx3d
    jinx3d Member Posts: 519
    edited March 2023

    killer favored? killer had 3 meta perks gutted this update

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  • Chordyceps
    Chordyceps Member Posts: 1,715

    The Pain Resonance thing was basically the only thing I took issue with for this update. It feels weird to take a perk that already only triggers on specific hooks and then add ANOTHER condition to that. Now to get use out of it you have to not only down people in a specific area, you have to down specific people in a specific area.

  • Zokenay
    Zokenay Member Posts: 1,158
  • Caiman
    Caiman Member Posts: 2,959

    Bring back Pain Res revealing survivors on the exploded gen. It was taken away for providing too much information constantly, now it's not constant anymore.

  • MrMori
    MrMori Member Posts: 1,691

    I like the change, it's about time.

    But, maybe we could buff it to 20%, now that it is far harder to activate. You can only get it 4 times per match, and only on survivors you haven't hooked, and only on Scourge Hooks. That's a lot of requirements for 15%.

  • cwvowel
    cwvowel Member Posts: 2

    Not a fan of the perk only working once per survivor (60% total regression possible). Hook RNG can really mess you over so you may not even get the full value of the perk. I do, however, like the idea of the token system and perhaps that idea can be expanded with ways for killers to earn tokens. A couple of quick ideas could revolve around chase or completed gens. Here's a couple of ideas:

    So lets start the trial with 2 tokens with a max of 2. I'm keeping the number low just to reduce regression procs in close succession.

    A killer gains a token for every 30 seconds of chase (numbers to be adjusted for balance)

    OR

    For each gen completed gain a token

    Personally I like the chase token idea as it promotes more killer-survivor interaction. Strong killers or insta-down killers may not see as much use from the perk but their quick downs could create pressure in other ways.

    Just remember that hook RNG still a big factor with the perk.

  • ImprobableCarny
    ImprobableCarny Member Posts: 45

    The Pain Res nerf feels hugely unnecessary. The thing that made it annoying was that it was often paired with 3 other gen perks. Now making it once-per-survivor AND still restricted to scourge hooks? That's brutal. Just give it a cooldown or something.

  • Zokenay
    Zokenay Member Posts: 1,158

    That would have killed the perk just as well.

    Current progression is just bad, thats why Pop rarely ever gets used, and why Eruption was changed back to total rather than current progress.

  • Marik1987
    Marik1987 Member Posts: 1,700

    Just give killers 6 Scourge Hooks to increase their chances of actually getting the 4 hooks OR increase the numbers to 25%.

  • mizark3
    mizark3 Member Posts: 2,253

    The problem with the current SH:PR, is that it encourages camping and boring 3-genning. If you facecamp into a hook trade, you recycle the SH:PR. You are disproportionately rewarded for doing nothing.

    I assume they don't have the technology to swap Scourge Hooks, because that would be the change I would recommend. Once you use a Scourge Hook, it converts to a normal hook, and can never be a Scourge Hook again. A different hook then becomes a Scourge Hook until it, in turn, is also used. That way SH camping isn't unfairly rewarded, barring Monstrous Shrine, which I don't have a problem with.

  • ShroudedGhostFace
    ShroudedGhostFace Member, Alpha Surveyor Posts: 135

    This is a great idea. More hooks around the map so you can get value from the 4 uses of the perk.

  • Blueberry
    Blueberry Member Posts: 13,671

    While they did go way overboard nerfing PR unnecessarily as well as other slow downs I’m okay with it if the healing changes go through as hypothetically we’ll have base game slow down with how much more time healing is going to take or quicker downs if they don’t. This is how we get lower impact of gen regressions to where they’re not as required and allow more flexibility of perk choice. If these changes go through for healing I would expect further nerfs on the other gen slow down perks that haven’t been touched yet as well.

  • TigerSnake
    TigerSnake Member Posts: 531
  • Green_Sliche
    Green_Sliche Member Posts: 686

    Another perk goes to the garbage bin. Along with Hex Ruin, Corrupt Intervention and all others that received this special treatment.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065
    edited March 2023

    Yeah. Honestly I think CoH could have been nerfed more simply by changing it to "it only effects the last gen kicked" so you can't have multiple gens regressing at top speed.

    I like this idea personally. At least that way by the time you've used it up you've either got 2 survivors dead, 3 on death hook, or anything in between.

    I think current progress might be better with Pain Res in particular than others. Since it always affects the farthest along gen you'll always get max possible value out of it, however much or little that may be.

  • Batusalen
    Batusalen Member Posts: 1,323
    edited March 2023

    This. With the nerf to healing and DH you would down survivors more now, so you would get the effect more often making it do a lot of regression.

    The only thing I would change is for it to not be an "Scourge Hook" perk anymore. If it is now token based and limited to the first hook, at least allow for the effect to trigger in any hook.

    Post edited by Batusalen on
  • Blueberry
    Blueberry Member Posts: 13,671

    Yeah this is essentially my thoughts as well and why I’m more okay with all the gen regression nerfs if they’re coming along with the heal changes. This makes gen regression less necessary but only if you’re good at chase and pressuring the map. As you touched on as well, provided they have enough reason to heal. They could potentially ignore this and just gen rush. I could’ve seen some more incentive on healing like a hypothetical “you do gens 10% slower while injured” kind of thing. This said though I like the concept they’re going for and we can wait and test it out on the PTB to see if something like that would even be necessary.

    I feel like both sides are just seeing “my gen regression nerfed” or “my healing nerfed” without realizing those things were nerfed in correlation with one another so those nerfs aren’t as bad as they may seem on face value when they realize the changes the other side got. Like yeah healing will take much longer, but now gens are going to also go much faster with all the regression getting nerfed and vice versa.

  • ad19970
    ad19970 Member Posts: 6,464

    This I definitely agree with. People are overreacting as always, and I also do not believe the argument that solo queue is dead now, considering that altruistic heal was nerfed just as much. The only thing I really dislike is the fact you can't heal yourself with CoH anymore, that needs to come back, because the healing nerf already indirectly nerfs CoH enough.

    I predict that BHVR already has a 20 second heal as a back up plan though, and is going with 24 seconds to see how far they can push heal times. I do agree that 24 seconds might be a bit much. I just hope that if they reduce the healing time to 20 seconds, they also look at perks like PR, maybe buffing them a bit somewhere else. PR could do 20% regression instead of 15% for example.

    I also want Pop buffed a litte, it's arguably the healthiest slowdown perk in the game.

  • Zokenay
    Zokenay Member Posts: 1,158

    Thing is, the ability to heal yourself infinitely is just too strong, and it often leads to stale situations, where theres no progress from either side.

  • ad19970
    ad19970 Member Posts: 6,464

    I simply disagree. I think it's important for CoH to allow self healing, because of solo survivors. If the healing time is increased enough, and it would be, it wouldn't be that bad anymore.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited March 2023

    I pretty much agree with all of that other than CoH. I think the self healing on CoH was the entire core problem with the perk.

    With how much outrage the survivor community is giving I doubt they’ll stick with the 24 seconds either. I also expect them to cave and lower to 20. Although I disagree with lowering it to 20. I think people are overreacting a lot.

    If they do however pull back on the heal changes then I expect them to pull back on the gen regression nerfs as well as the healing changes were the only reason I was okay with them.

    Ideally I’d rather them go through with all of it though.

    Other than the Billy changes, idk what’s up with that.

  • TigerSnake
    TigerSnake Member Posts: 531

    They play safe af with SB and pre drop to avoid the 1st hit while their buddies hunk gens. Even if they do get hit, so what? You got SB and Resilience, just keeping doing those gens, use medkits or We’ll Make It if you need some heals going. No reason not to gen rush when there’s literally no good regression perks remaining. Additional 10 seconds to gens did nothing to stop gen rushing, and neither will an extra 8 or 14 seconds to healing.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,326

    I feel like pain resonance's change was done to try and take away incentive to tunnel, it also took away from Pop goes the weasel too. Pop still works on all hooks too

  • ad19970
    ad19970 Member Posts: 6,464

    24 seconds seems tough though. We'll have to wait and see in the ptb. But I'd rather have 20 seconds than them reverting it to 16 seconds.

    Regarding CoH, I think that self healing is a must, since it helps solo queue in particular.

  • Zokenay
    Zokenay Member Posts: 1,158

    The new aura change literally helps solo survivors more than anyone, you simply cant heal yourself with it.

    If you want infinite heals, theres Self Care waiting for you.

  • Technature
    Technature Member Posts: 619

    I see people saying "Increase scourge hooks" and that's not bad, but all they have to do is program scourge hooks so that "Scourge Hooks don't spawn "adjacent" to one another unless they literally cannot spawn without being adjacent to another hook" and the big problems with the perk are gone.

    This way Scourge hooks would be spread out and if you can't reach one it's not because all four of them picked the corner on the other side of the map that the survivors are avoiding for some reason.

  • Ghoste
    Ghoste Member Posts: 2,135

    A single Self Care will take 68 seconds. Add in Sloppy Butcher and it takes 85 seconds - an entire gen worth of time. Anyone running Self Care after this patch is literally sandbagging their team. In fact, healing in general will be pointless. Might as well stay injured and gen-rush instead.

  • ad19970
    ad19970 Member Posts: 6,464

    I disagree, the aura change is nice but not enough. Self Care shouldn't lose it's self heal, too harsh for solo queue.

    Self Care is not an option, that will take way, way too long. It's literally going to be the worst perk in the game.

  • Zokenay
    Zokenay Member Posts: 1,158

    Solo Q already got a mayor buff with the Icons, and this doesnt apply just to Solo Q, it also applies to SWF, being able to heal yourself as many times as you want at any decent speed is simply too strong, if you want to heal yourself that desperately then bring a medkit or have others heal you.

  • ad19970
    ad19970 Member Posts: 6,464

    I get that, but I still think this nerf hurts solo queue much more than swf.

    The healing nerf indirectly nerfs CoH enough already, no need to butcher the perk

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    I think leaving PR as a Scourge Hook while restricting its use to once per survivor is a bit too hard. SH are RNG based and often hard to get to if they are on one side of the map (I literally had it that 3 hooks were on one side of Haddonfield behind the houses and only one on the street).

    So they should either buff the numbers or remove the SH part.