What are your thoughts on the post-PTB Pain Res?
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Sorry if this is a silly question, but the changes that are being made from what was on the PTB, they haven't been tested on the PTB, right?
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Correct, these newest changes are going straight to live.
Pain Res will have the same 4-token system that it had on the PTB, but the regression will be 15/20/25% instead of 11/13/15%.
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I'm inclined to disagree with this, since that would mean the first four unique hooks period will proc it. This could cost it early game value depending on how far along a given gen is.
As a Scourge Hook you have a bit more control over when it procs, RNG placement aside.
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-"In a ironic twist they may actually have made the perk stronger then before."
Stronger than before would need to be like 40% per use. Why? Because if I hook meg on a scourge hook right now and then tunnel her and hook her again I get 30% in the current system and 25% in the new system.
-"You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one."
Or you play efficiently as killer and get 2 hooks on the same person and get more regression now then you would after the nerf.
-"The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors"
The only problem is that there is no basekit defense against survivors tunneling your generators. If they tunnel your gens then you need to tunnel them out.
In short you're saying : if survivors loot lots of chests and break dull totems for points then killer game play is fine. While that is a true statement it is not a realistic depiction of efficient survivor gameplay.
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Not necessarily they could of just finished a gen as your getting a down. There's going to be plenty of time were you don't proc thr 25%
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Any perk that's a gamble is considered a low tier perk for that reason people pick perks they know they will get value from.
You can just assume the best case scenario and say see that's why it's good. Just look at Grim Embrace if we assume the best case it's a super strong perk but you never hook all 4 survivors with 5 gens up.
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Hell yeah I'll keep using pain resonance. Regressing gens by 100% just by hooking 4 people, all without touching a gen? Sign me up.
People who complain about it losing value probably go like "but if i got 9 people on hook i would have gotten more regression you see?". The game's most likely already over at 9 hooks or it likely reached a treshhold where gen regression is hardly a factor anymore. Finally, unless you camp, you're not getting 9 hooks on scourge hooks in a single game.
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Seems trash to me. I didn't own Artist so I didn't have access to the perk, and now I don't intend to get her. Buying new killers in general seems like a waste of my shards right now anyway.
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DH is only a gamble if you are bad at using it, when you are good you will FORCE the value, unless you mean its a gamble if you will face legion/slinger,then you are correct.
Adrenaline is not that good for that reason.
And hex totems are a joke lmao, trying to say a perk can be strong and mentioning those inconsecuential perks is funny af, its literally been months since I saw a devour or ruin, and good ridance why use those meme perks.
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Thanks for confirming. Sorry I was probably asking a really obvious question 😀
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Dh isn't a gamble if used correctly and I almost never see noed. Look at hex perk if you want to think about gambling and that's why no one runs them
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True, not every perk that is a gamble it's bad, but most that are so dependent on RNG are, and my point was more on the side of hexes being absolutely laughable which if you would argue with me idk how anything except the new wave of hexes they have come up with and haunted can get any value if the survivor team is not incredibly bad.
New pain res is a shell of its former self, but so was pop and people said it will continue to be good, some people are still coping saying pop does get value, I think PR will go the same route.
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Idk guess well agree to disagree, on that note why do people even use oppression like not even trying to be mean, do people with more than 10 hours manage to fail the skillcheck?
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-"Adrenaline is one of the highest tier perks there is, that's why it's worth the risk running it."
Adrenaline is definitely worth the risk when you play in a SWF focused on gen rushing. Perks like this would be "ok" if SWF teams had the rule : no character, item, perk or offering repeats.
Survivors can finish the generators in under 3 minutes thanks to the stupidly high number of gen rush perks. And in the same breath more and more of the killer gen regression perks keep getting obliterated - which only increases the value of gen rushing perks.
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By definition sure it might be gambling but the chance been 70%-80% of getting use makes it low risk.
I don't see many hexes in my games but with totem spawns and thr high risk low reward of most hexes makes them bad. Just because you see perk don't make them good either. What happend in the games matter in that context did they go right away did the kill at least 3k most them matches or was it a 3 man out?
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It’s garbage
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I think it will be a fair perk now. Killers like to hang around survivors that are on scourge hooks and abuse it. This is a pretty good change.
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if they finish a gen as you are getting a down it means the next biggest gen is hit.
If that isn't above 25% then survivors aren't splitting up and being effecient.
The only time where it's concerning is when 3 gens pop at the same time right before you hook but how often does that happen.
If there is plenty of time where the highest progressed gen is below 25% then you don't really need regression anyway
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tunneling generators is all i needed to hear.
Sounds to me you relied to much on a cheese strat and are now forced to deal with survivors above your skill level.
Hardcore tunneling from the start is something that can backfire massively if survivors get stronger. 95% of genrush complaints are just killers who tunnel at the wrong time.
Genrush and tunneling gens are excuses you are giving yourself. If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks.
There are plenty of strategies against survivors "tunneling gens". Slugging being one of the biggest ones. Not many people talk about it but pay attention when you watch high level players. Almost every time they slug for pressure atleast once. That's one of the biggest things you can learn.
Hooking someone takes 6-21 seconds, that's ~7-23% times 3 of gen times you are giving the survivors for free when you hook somebody. A survivor slugged while you chase another means 3 survivors aren't on gens as someone has to pick the slug up. Slugging at the right time can turn any match around.
You still ofcourse want somebody dead asap but you need to do it while keeping the rest busy. Higher level players don't tunnel from the start, they look for the oppertunity to do so. Oppertunistic tunneling is very strong. Trying to force it leads to "genrushing". If you watch higher level streamers you'll notice this a lot. They make a snap judgement of when they tunnel. They pretty much never plan it from the start.
This probably won't matter cause you want to believe your own excuse too much but only you is holding you back from becoming better at the game
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Maybe I'm playing it on a few killers maybe not, haven't tested it. I would like it more if just need to hook another survivor but not every 4. It's already hard to find hook and scourge hook spawns sometimes.
I still need to find and hook the survivor in time. To avoid the last regression the last survivor just need to hide or have antihook perks while the other are doing the gens. I can still hook them, but I dont get anymore value from the perk. So its maybe one regression or 2 that are hitting and then I'm playing with 3 perks.
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-"tunneling generators is all i needed to hear."
Both sides tunnel in DBD. If you think it's fine for one side and not the other then you want the game to be unfair.
-"If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks."
You need a flag to go with that propaganda.
DBD works fine if nobody plays efficiently. If the survivors are efficient and you are not you will get stomped. If the survivors dont tunnel gens and the killer tunnels they get stomped.
I genrush all the time as survivor without genrush perks. It's a mindset where you look at the map and disassemble the 3 gen before it happens. You trade 1 hook for 1 generator and you're out very quickly. Most killers simply cannot handle efficient gen completion with mediocre looping. Nurse and Blight can do whatever they want because they are so much better than every other killer.
You act as if I have no idea what slugging is but I played killer without hooking anyone for a long time.
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I can totally agree that if you can keep devour up its one of the best perks in the game and imo that's how hexes should be high risk high reward but most other hex are high risk and low reward that's why most people down run them you are more likely to get value out of a nonhex then a hex. i wasn't really asking what happen i was just saying that if those killers running hexes lost most the games there's probably a correlation between the hexes and them losing.
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True, you have to be trolling to equip ruin.
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I know, I was around old ruin, in fact I have been around since we only had 3 killers, which is why I find so funny that ruin fell off so hard, went from being a stomping perk to being a slight inconvinnience in the best scenario.
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It's still a decent perk and I would run it still with a gen dependent type build.
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Id rather have only 15%, but 6 Scourge Hooks on the map than 25% with 4 Scourge Hooks on the map. I just have to mention Eyrie Hooks in Main Buildings Roof or Thompson House.
The RNG-Factor is always there.
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That's only because hex perks aren't really prevalent atm but totem spawns are still bad not as bad as they use to be though.
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I mean, pre-nerf Pop Goes the Weasel was still a B tier perk that was overshadowed by Hex Ruin
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Phahah pain res useless now. Its not even guaranteed and needs no tunneling = game finish before you use 4 times.
Your calculations based on 90 sec gens
Reality is 30 sec gens lol
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Very good esp when hook goes right after 30 sec gen and you hit 1% gen done....so much value
Even a full gen damage will be less reward the chase last
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Actually i was using ruin with the skull merchant and knight and got decent value. I will agree that most the time its a meme.Almost any hex perk on the swap is unfindable
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