http://dbd.game/killswitch
Killers are mostly using Slow down perks, maybe we should find out why?
Sorry but I have never seen a gaming company that struggles that hard to understand problems in there own game.
In the last few Updates "Meta" perks got reworked so not every round everyone has to face the same stuff again and again. For killers it's mostly perks that in one way or another slow the game down
Ruin
thanatophobia
Eruption
Call of Brime
Dead man switch
Pain Resonance
Overcharge
Pop goes the Wesel
And probably some more I can't recall right now
All of these perks have something to do with slow down and all of them got nerfed or will be nerfed in the near future.
And well I can't say that I can't understand it completely. Thanatophobia legion for example was just painful to play against. Some of them really needed the nerfs/rework because they where to strong.
But I can't understand how the devs don't think about why killers use these perks so much. The General speed how fast a round is over/how fast gens can be completed is completely broken
A gen can take 90 seconds or with some perks and items SOLO in just 30 seconds.
And what is happening? Nothing. Killers are losing there slow down perks while gen items/perks from the survivor side are not getting looked at.
But here comes the best part
I can't even say that the devs are not thinking about the problem when we see the changes with healing in the next Update. They just don't understand the main problem with the game.
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I use slowdown perks because in my opinion there are no good chase perks. Every perk that looks like it might be good in chase either doesn't last long enough, or has a very tiny window to capitalize it on.
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which perks and items allow to do a solo gen in 30 sec?
But the answer to why is because it is easy, effective, allows to camp and fills whatever looping skill gap one may have. Same goes with tunneling.
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I am bit suprised they didn't buff Pop or Ruin since they both are much healthier perks than Gen kicking perks.
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https://youtu.be/VkDcgw_VaoM
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You're not connecting the dots.
Game balance in this game is broken due to power creep, both sides getting tools thst speed up their action, getting progressively more efficient. The result is that neither side has any options or variety to uow they complete their primary objective. Survivors have to genrush to mitigate oppressive gen regression, killers have to camp/tunnel to mitigate rapid healing. This needs to be reigned in, taken back to when the game was in a simpler state.
Healing and gen regression/slowdown are two sides of the same coin, each slows down the opponents primary objective. A survivor gaining a health state is like a gen losing 25% progress.
Nerfing healing and gen regession together is absolutely the smartest move, and it will slow down the game.
Survivors will spend more time healing, which means less time on gens. This means it's in the killers best interest to pressure survivors by injuring and chasing them. It makes chasing and spreading pressure more effective at prolonging the game. If survivors choose to stay injured to rush gens, the killer can capitalise on that and kill them more easily, snowballing quickly.
These changes will require both sides to adapt and stop relying on genrushing and tunneling.
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this is misleading. Though technically true, but time to find and cleanse totem, time while annoy your teammate to charge potential energy and transport to another gen is at least 44 seconds + nearly 30 sec to complete the actual gen. Plus you can only do it once and it takes all the perk slots. How can you perceive it as OP or unbalanced?
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However in reality, killers camp and tunnel because it is rewarding and easy. The extra time with heals will only incentivise this because 60 sec per hook phase stays the same.
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People always say this. That camping and tunnelling is inevitable because it offers a clear advantage over not tunnelling and camping, that it's simple maths.
This is at odds with the reality that A. camping and tunnelling isn't universal in every single game and B. camping and tunnelling is worse than it used to be, which is evidence that the state of the game is an influence over killers decisions to camp and tunnel, that it's not the cold hard equation that sophists like to theorise about.
Camping and tunnelling are costly for the killer. Camping alone can cost you two-three gens perk hook state, and tunnelling the wrong survivor risks an extended chase with second chances, dupes, bodyblocks and ultimately losing that survivor. And not least, they're boring for the killer. Most don't simply play to win at any cost, they play to have fun, otherwise everyone would just play Nurse.
Do they need to be more costly? Absolutely, but they don't need to be so costly that it balances the mathematical equation these e-philosophers are using to argue that camping and tunnelling are inevitable.
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Not sure what is the message of this, but - ok.
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One of these isn't even from 2022.
Srop posting bait.
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People stack gen regression because it's easy. They like to give themselves the best chance to win.
For most of your matches, PR on it's own is enough.
Also, a sub-30 Solo gen is nearly impossible in a live game.
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i think they devs understand very well that these are problems but they can't figure out a solution cuz that's just how the game is designed and would probably require a huge rework to prevent these problems however they're going in the right direction with most of what they've been changing.
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This ^ :)
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Cause bringing in a Toolbox with BNP and hitting great skillchecks can make Gens go quite fast
Then bringing up Prove Thyself and hitting great skillchecks can also make Gens go quite fast
Also base Gen progression is 1.0-2.2 charges per second
And base Gen regression is .25 charges per second
So yes I wonder why Killers are bringing multiple Gen regression perks
Also I wonder why Survivors are bringing Gen progression perks (Prove Thyself for the most part)
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Yeah I would say bar like a couple most the chase perks in the game are all trash and way, way undertuned to be worth running.
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Playing against a team that prioritizes gens is hard to counter. If you started chasing one that pressure just wouldn't be enough. Regression perks are an easy shortcut to that pressure.
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