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So....COB can only give you less than 4% regressions?

mustdogen
mustdogen Member Posts: 373
edited January 31 in Feedback and Suggestions

Uhh ... you zone out survivor from a gens like 1 minute?

And the value you gain from this perk is even less than 4%?

Can we rework the perk already?

The 75% nerf to this perk made it totally a joke.

Remember when they nerf Freddy's addon to 4%?

This is even worse than that.

Oh and don't forget the overcharge,if a survivor touch the gen in 20sec,the value you gain from this perk is <0, you literally bring a perk to make yourself weaker.

Post edited by Rizzo on
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Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,912

    They didn’t change Pain Res to current progress. It’s going to be 25% of total up to 4 times.

  • RaSavage42
    RaSavage42 Member Posts: 5,549
  • RaSavage42
    RaSavage42 Member Posts: 5,549

    And I changed it @sizzlingmario4

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,556

    They didn't have to nerf those perks that hard though, they should be 150%.

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,705

    Regarding Overcharge, I went through the effort to graph it.

    TL;DR you break even at 10 seconds. Anything after is a gain

  • RaSavage42
    RaSavage42 Member Posts: 5,549
  • DBD78
    DBD78 Member Posts: 3,464

    It was done to nerf 3 gen skulls and knights. So this perk should now be reworked perhaps more focused on info like it have now plus you see aura of all survivors on gens when someone touch a COB kicked gen. The regression is now useless so why not.

  • DBDVulture
    DBDVulture Member Posts: 2,437


    If we Nerfed the effect of all exhaustion perks by 70% do you think any survivors would still use them? They would have the same cooldown of course.

  • mustdogen
    mustdogen Member Posts: 373

    Not after 10sec.

    The lose between 0-10sec is = the gain between 10- 20sec, so you will only start to gain value after 20sec,if survivor touch it before that, you are nerfing yourself.

  • IronKnight55
    IronKnight55 Member Posts: 2,958
    edited April 2023

    Unfortunately, these nerfs had to happen. The perks were getting abused and making games miserable.

  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    Going against a three gen champ, those gen already take forever

  • Nazzzak
    Nazzzak Member Posts: 5,662

    They did it because they're nerfing popular perks to create more variety. If everyone and their mum didn't run the same perks every single game then they wouldn't touch them.

  • mustdogen
    mustdogen Member Posts: 373

    if they don't totally destroy those perks being destroyed in last few patches,i guess not everyone would use the same perk.

    Just like after the nerf in this patch, they will only cause people all use the same meta in next patch if there still be one.

  • mizark3
    mizark3 Member Posts: 2,253

    I think it is more accurate to say people don't like the game being held hostage in spirit, even if not by the strict letter.

    Pre 6.1.0 Pop/Ruin were the most fair forms of regression, and I don't like how they were changed only for popularity's sake.

    At first I was against the Pain Res changes, but then I realized it is a buff before 7 hooks. If you haven't won the game by 7 hooks, an extra pain res isn't gunna help you out enough to prevent that anyways. I understand the problem of hook trade camping, and this doesn't fully address that, but at least it comes close.

    CoB and OC are unearned regression, and unearned regression should be proportionately weaker than earned regression. This fits that without nerfing their unique features (Intel for CoB, Bonus Skillcheck for OC).

    The reason killers run regression is they don't have confidence in chase enough to win with 450-630 gen seconds (sometimes people split on final gens, and 630 accounts for all gens 99'd). Regression adds to that minimum and maximum. Pallets are a consumable resource, in the same respect as gen seconds are. The difference is you can 'rebuild' a gen before it pops, but you can't rebuild a pallet.

    The issue with modern map design, is they are based around pallets, not windows (other than a main building god window). Windows allow for skill expression on both sides, and pallets flatten that for the most part. The problem is many killers insta-kick pallets, rather than use their power or bloodlust filler pallets. That is my trick to winning Borgo/Garden of Pain mostly. Is it fun, no, is it effective, yes. When people realize they need to BL the boring filler pallets, or the maps utilize fair windows instead, then we can have better maps, and more confident killers that don't rely on 4 slowdown.

    Sadly this bad map pallet abuse is the survivor's equivalent of weaponizing fun against their opponent just as camping is killer's. It isn't exactly the same (unless they sent you to that map), because the survivor's choice is drop pallet or die, and Killer's is camp/pressure gens/chase rescuer. It also isn't truly equal, as camping can be done on any map (outside of 2 story maps with Reassurance in play), but both are still problems nonetheless.

    Honestly I am fine with nerfing exhaustion perks by ~70% as long as we use the same philosophy - don't touch the unique portion. That means all exhaustion perks have a T3 CD of ~120s instead of 40s. You get value once per hook state, or if the killer completely ignores you for 2 minutes of walking/not moving. I don't think unearned regression is the equivalent aspect as exhaustion, (this is dual-fortress gameplay being addressed, with CoH being adjusted on survivor side) but I don't know what would be a good counterpart adjustment.

  • mustdogen
    mustdogen Member Posts: 373

    Not fast enough......

    How fast it need to be enoughed?

    10sec to find survivor 20sec for each hit and 20sec for hooking survivor, it's sound really fast right?

    It already took 70sec,

    And survivor only need 450/4 sec to finish all gens.

    (Even we use 900/4 sec to calculate,which is double from the fastest situation , the killer can only got 3 hook in that speed.)

    It's literally can't be fast enough if both sides know how to play

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"Honestly I am fine with nerfing exhaustion perks by ~70% as long as we use the same philosophy"

    You don't seem to understand that a 70% nerf to sprint burst would reduce the active time to sprint by 70% and then you would have the standard cool down timer.

    That's what happened to Overcharge and CoB got a 75% nerf. Maybe Lithe should get a 75% nerf instead.

    Would you use lithe to get 1/4 of its current speed boost? I think not.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"Almost as if, after all the myriad nerfs to loops, pallets, and windows, you should be getting people down faster so you can generate this pressure... and if you can't... then you're the one getting outplayed"

    Run me through which maps got nerfed - oh that's right it never happened.


    There is one fair map in the whole game : Wrecker's Yard. This is the map where good survivors can win if they play smart or the killer can win if they play better.


    Garden of Joy is a complete Joke with windows that make the old Ironworks of Misery window look weak.


    Shelter woods back in 2016 had a 75% or higher kill rate because it was the only map in the game with no infinite loops (after the shack lost its 2nd window). Since 2016 that map got a lot more survivor sided and now with the release of the Skull Merchant it's just dumb.

  • Vampwire
    Vampwire Member Posts: 709

    I do think the perks needed to be tuned back due to them being the main culprit of the 3 gen meta. But, I agree that it's kind of pathetic. I wish they would make more regression perks like Pop. They should be stronger on gens with more progress rather than taking a gen at 20% back down to zero in a matter of seconds.

    I think removing the information part of CoB could've been a good change too. It's dumb that you basically got full control on a gen just for kicking it once. But all we can do is hope things change.

  • Canas
    Canas Member Posts: 1,021

    Can you please show me where they nerfed pallets and loops? Because every single new map release or rework has been ridden with godawful map design blatantly favoring one side in particular.

  • jesterkind
    jesterkind Member Posts: 7,836

    How does that relate to what I said? Exhaustion perks wouldn't have a secondary effect like Call of Brine does.

    That's a fair opinion, albeit one I disagree with, but everyone seems to just skip acknowledging that Call of Brine is in fact an information perk and doesn't just give a boost to regression. If you think that part isn't worth bringing or isn't enough for the perk to not need to be buffed, you do actually have to say that- and more than just say it, you need to make a case for it, too.

  • mustdogen
    mustdogen Member Posts: 373

    what?

    did not i just explain in the post you tag?

    the lose between 0-10sec = the gain between 10-20.

    if survivor touch the gen before 20 sec

    the gain from the perk is < 0


    if you really need more detail,here is the math.

    t = the time between survivor touch the gen and the killer kick the gen.

    overchage make the regression start from 85%(-15%) and end in 130%(+30%) in 30 secs

    => the % growing rate is 1.5%/sec.

    =>the lost from first 10sec =(100%(normal speeed)*10 - [(85%+100%)/2*10](overcharge speed) =1000% - 925% = the lost = 75% of normal speed regress 1sec = 0.25 *0.75 = 0.1875%

    =>the gain between 10-20sec = [(100%+115%)/2*10] - 100%*10 = 1075 % - 1000% = the gain = 75% of normal speed regress 1sec

    0.25 *0.75 = 0.1875%

    =>it need to take 20 sec to start to gain value from perk.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    If that's the case then why even have Gen regression in the first place?

    I think it's due to Survivors saying that they don't like holding M1

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Ok fair enough

    I don't think that COB and Overcharge are unearned... The Killer needs to spend time kicking Gens... Losing sight of Survivors

    Gen times are for both sides... but mostly Killer

    But to each their own

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,705

    Not from what I can gather.

    Okay, correct. You do start at 85% of 0.25, or rather, -0.2125c/s. The gain of 1.5% is 0.00375c/s which is added to the 0.2125c/s for 30 seconds, eventually adding up to 130% of 0.25 or 0.325c/s.

    If X is the amount of time the gen is regressing, I used the function -(0.2125+0.00375x)x and plugged it into a graphing calculator, and compared it to -0.25x. Both points started at 90, and the two lines intercepted at 10x with y equalling 87.5.

    Obviously, the Overcharge function stops being true at 30 seconds but the purpose of it was to determine when the deficit is overtaken by the gain during the 30 seconds.

    I am willing to believe I'm wrong, but there's my math.

  • mustdogen
    mustdogen Member Posts: 373

     -(0.2125+0.00375x)x part is wrong, 0.2125+0.00375x would be the regressing speed at the moment x,the avg regressing speed during 0~x should be (0.2125+0.2125+0.00375x)/2.

  • mizark3
    mizark3 Member Posts: 2,253

    No, I understand a 70% nerf to the non-unique aspect is the exhaustion timer. The unique facet is the speed boost activation method and duration. Sprint Burst is 3s on hitting shift/run button for console, Overcome 2s (extra) on getting hit, Smash Hit 4s on pallet stun, Balanced Landing 3s on a drop, Lithe is 3s on a non-slow vault, Head On is instead a stun for 3s, DH is instead Endurance only usable while injured.

    You are making a false equivalence of the regression numbers being the sprint/stun/endurance duration. The actual equivalent is the shared feature, the cooldown, the exhaustion timer. The intel on CoB isn't lasting for 15s, and the Skillcheck from OC isn't a 30% chance to be placed on the gen on kick, they both function fully still (albeit OC dropping from 15% to 14% regression on failure).

    The OC and CoB survivor nerf counterpart is CoH and the basekit item of medkits in their entirety. Both are addressing 'dual-fortress' gameplay as someone else put it. There could be an argument made for DH and PR being the 'equivalent', but when I did the math, I found PR is being buffed in my games. (More when I need it, less when I don't. Also I can just avoid a Scourge hook if I get too quick of a down at the start, and don't want to waste the regression.) It is being nerfed if the killer camps and hard tunnels off hook, and nerfed in toggle tunneling at the 4th hook. In normal gameplay though, it is only nerfed by the 7th hook. If you hook everyone at least once, the soonest someone dies is at 7 hooks, and the latest is at 9 hooks. Once someone is dead, I'd argue the game might as well be won for killer at that point in the majority of cases (with the main exception maybe for 1 gen remaining when placing the Survivor on their death hook).

    My reasoning for calling CoB and OC unearned, is because Pop and PR are gained on hook, and Eruption and Jolt on down. Even Ruin requires defending if you want to keep getting value, so you earn Ruin's regression through defending the Hex, and you can't defend ruin and gens at the same time. Each of my example regression/slowdown methods (other than Ruin) are gained through advancing the game (hook states, or downs which typically lead to hook states), rather than stagnation. Even with Ruin, once the hex is cleansed, it can't come back, while CoB and OC can keep rearing their heads regardless. I also think Deadlock is unearned, but I only find it a problem when paired with aggressive camping. I think Deadlock is overall healthy, because it addresses a killer dealing with survivor problem, splitting on gens. It also does what Eruption did in a healthier way, as the survivor can voluntarily 'incap' themselves by waiting out the timer, or find and progress another gen.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I mean yea... but then again the Survivors don't lose anything by interacting with Call Of Brine and Overcharge... other then give themselves away

    But I do understand why you say what you say

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"If that's the case then why even have Gen regression in the first place?"

    You might not remember but back in 2016 we didn't have it. What survivors did was 99% generators so the killer would waste time and patrol them.

    -"Exhaustion perks wouldn't have a secondary effect like Call of Brine does."

    No problem let's give them a new secondary info effect. Now when another survivor uses a perk that causes exhaustion you see their aura for one second.

    And then the movement speed effect of all suck perks (or the stun effect) is reduced by 70%.


    Would you use that? You would not. And that's the point.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"The OC and CoB survivor nerf counterpart is CoH and the basekit item of medkits in their entirety"

    Killers get perks to make gens take longer and survivors get perks to make chases get longer. Exhaustion perks are to killer what gen regression perks are to survivor. Both sides have a tool to make the other side's objective take longer but the killer tool is nerfed by 70% this patch. So why not nerf the survivor tool by the same amount.


    -"I understand a 70% nerf to the non-unique aspect is the exhaustion timer."

    Since it's literally my idea I'm saying the stun or movement component of those perks is what would be nerfed. The timers would stay the same however.

    You would never use Sprint burst with only 30% of the current effect and that's my point. You can dance around the issue indefinitely.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    No... I know

    I brought it up ironically

    Though I didn't play then

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,705

    CoB, sure. But considering Overcharge starts as a deficit, requiring you to defend it until the regression accelerates, I don't think it counts as being "unearned."

  • mizark3
    mizark3 Member Posts: 2,253

    The problem is I was trying to be more honest and fair with throwing a bone at 2 minute exhaustion.

    Killers get perks to make gens take longer - and Survivors get perks to make gens take shorter. (Eg. Hyperfocus/Overzealous/Resilience)

    Survivors get perks to make chases longer - and Killers get perks to make chases shorter. (Eg. Bamboozle/Spirit Fury/Exposed perks)

    Exhaustion perks are most certainly not the equivalent to regression, especially when you have a direct comparison available. I understand you were attempting a 'gotcha', but it is clearly in bad faith with false comparisons. I was giving you multiple outs, ('dual-fortress' OR shared facets) and you didn't take any.

    Would I use a perk that gives 1.8m of distance? No. That's why people don't use DS. Joking aside, would you play killer if you had to move at 106% Surv speed as an M1 Killer? Clearly no. I can make an absurd claim and act like I 'gotcha' too. OC and CoB are not having their unique parts decimated so it is clearly a false equivalence.

    But people can immediately gen tap and fail the skill check, tanking 14% from the get go with no limit on gen count or cooldown. I'd be fine with CoB and OC in their pre-nerf forms if they only functioned on 1 gen at a time, and the CD was reset when the gen stops regressing.

    The issue though is how they don't encourage ending the game with a reward for actually progressing it. They both encourage keeping things as they are, without requiring the game to come closer to ending.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"OC and CoB are not having their unique parts decimated so it is clearly a false equivalence."

    And that's where you're wrong. Nobody will use CoB or OC after the patch because you take them to regress generators and after a 70-75% nerf they wont do that.

    Killers do not kick generators with CoB to get info; they kick generators with CoB+OC because those perks absolutely destroy a generator's progress after about 30-40 seconds.

    You use Sprint Burst to create distance where none exists and if it only had 30% of it's current effect then nobody would use it for exactly the same reason.

  • jesterkind
    jesterkind Member Posts: 7,836

    I have to admit, I don't see how this comparison even could work.

    Call of Brine started out as a hybrid perk, offering both regression and information. The regression aspect ended up causing too many problems, and so now Call of Brine is an information perk.

    Laid out like that, it's pretty obvious why trying to talk about nerfing Exhaustion perks is a false equivalence. For starters, they're not hybrid perks where one half is causing problems, so there's no need to talk about changing them to begin with, and for another giving them a secondary effect that makes no mechanical or thematic sense is clearly very different to the perk already having a secondary effect.

    It's a false equivalence, and a weirdly unnecessary one? If you don't like CoB's information aspect you can just say that, this is weird.

  • mizark3
    mizark3 Member Posts: 2,253

    Regardless you recognize Killers are abusing a problem in design, (kick to DESTROY progress, not hinder or slow, but DESTROY without even the need to progress the game to a close with a hook or down) and the proposed nerf is aimed at tackling that problem part.

    No one *yet* has been crazy enough to claim exhaustion perks in and of themselves are a problem. Instead, the complaints have mostly been relegated to DH, because how bad it feels to be hit by it, knowing you've been outplayed. That's why I said tongue in cheek, that Killer should have basekit movespeed difference tanked by ~70% also at 106% (I wanted it to still be faster than T1 Myers though). So you could hopefully bring a mirror up to your own claims to see how absurd they are in saying exhaustion is the same realm.

    No one is arguing that an X% nerf wouldn't deal with the issue. Heck, DS got dropped to effectively 2s from 4s, (counting in the 1s shoulder drop) with a 50% nerf, and is worthless now too. The issue is DS is a solution to a problem (tunneling), but the unearned regression is the problem with CoB/OC. DS/Ruin/Pop/Self-Care's 'problem' was popularity, not strictly strength. That is why those were bad nerfs. Each of them getting a half-nerf would have been fine if popularity was the main driver. (DS no endgame, Pop to current OR 20%, Ruin death removal OR 100%, and Self-Care removing the Med-Kit efficiency.)

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    They didn't want players to use them for 3-gen, but were too lazy to rework them, so made them useless, so they don't have to worry about it anymore.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"Call of Brine started out as a hybrid perk, offering both regression and information."

    You keep pushing this narrative but nobody was using it for the information; they used it for regression.


    I said what if we made exhaustion perks a dual purpose information perk and nerfed the movement or stun ability by 70% - Would anyone use them?

    Nobody would use them even though they do something else but have a 70% nerfed ability and that's my point. You want to push the idea that a perk nerfed by 70-75% is still fine. Ok sure thing then let's nerf all the exhaustion perks.

    In before : Exhasution perks are not the same as gen regression perks. The problem is that exhaustion perks delay damage and prolong chases. Longer chases means more time on generators/healing/rescuing/opening doors.

    What do Exhaustion perks do? They give you extra time to delay so that someone not being focused in a chase has even more time to do whatever they are doing. Overall they create a time advantage for your team. Note: Kick perks that regress generators do the same thing for the killer.

    -"Regardless you recognize Killers are abusing a problem in design,"

    First of all I disagree with the word abuse as this is what the developers intended the game to be like after the 6.1 change. These perks allow you to have decent games with killers who are not "amazing" in chase like Nurse/Blight.

    The thing that happened is that survivors said, "I don't like this" and as usual it got nerfed to placate them.


    -"No one *yet* has been crazy enough to claim exhaustion perks in and of themselves are a problem."

    From a game design perspective there is a problem if both sides have tools to do opposing things and then you take the tools away from one side but not the other.

    Gen rushing perks didn't get 70% nerfs but gen regression perks did. Why did they not get equal treatment along with toolboxes?

    Back in the beginning of DBD we didn't have gen rush perks because the devs were afraid we would have a situation where someone could put XYZ together and finish a generator in 40 seconds that was supposed to take 90 seconds (Looking at you Hyperfocus).


    The bottom line here is that the devs caved to survivor pressure and delivered small survivor nerfs with massive killer nerfs.

    The irony is that this should be the part of the plan where killers get buffed (as that was the next step after solo players got put closer to SWF play).

  • mizark3
    mizark3 Member Posts: 2,253

    What the heck are you talking about 'decent' games with non-broken Killers? I literally just got done with a Ghostie win, (BNP+Syringe, don't remember the gen count on victory or map) A Pig win, (it was either 3 or 4 gens remaining on Suffo pit without me 3-genning) and a Clown win (2 or 3 gens remaining against BNP and I only got 2/12 pain res uses on Temple of Purgation) all three games during 100% Killer incentive if that affects anything. The only one of those games I had an early kill (before 7 hooks) was the Pig game where a Dwight babyraged and quit because his teammate screwed him over (I was gunna give him hatch cuz that Yui was a total scumbag, but tbf I don't know if that Yui was doing it out of malice or incompetence). Each of those games the only slowdown I brought was PR, but Pig I also brought Deadlock (to protect against multigen pops without traps on heads).

    'Genrush' perks and toolboxes not nerfed alongside regression - I totally agree toolboxes should be shifted more towards sabo than gen progression. I disagree with the notion of many perks actually being able to rush gens other than Hyperfocus+Stakeout+BTL. Prove Thyself is a Killer perk/BP perk in disguise, as grouping up gives the Killer far more value than the perk counters the detriment of (106s->92s two gens ignoring travel time compared to 90s perkless dual solo gens). Overzealous on Live needs 2.1 entire gens uninterrupted before getting value (1.05 if a hex, and even post buff I wouldn't plan on using it). Resilience I think is fair in that you only get the benefit while injured, so that is a good risk-reward for both sides. The only nerf I see deserving is making Hyperfocus a gen equivalent Autodidact, (doesn't work with toolboxes) but I've held that position since I saw the PTB videos and math. Also 'back in the good ole days' the BNP was 100% gen progress, not 25%.

    Minor Surv nerfs, massive Killer nerfs - Yeah Medkits are finally nearly balanced, CoH can't allow solo heals, DH might as well be deleted and Killers can't hold the game hostage in spirit anymore. I wouldn't say that's a massive Killer nerf unless you are talking about the low-skill players abusing near-free wins. Heck, when I did the math, PR is getting buffed for my playstyle (6 hooks and under the PR change is a buff, 7+ its a nerf, but at 7+ you typically killed 1 by then, so the game is won by default).

    The only ironic thing I see, is how people claim how necessary it is to camp and tunnel, and in doing so they raise the kill rates. We know BHVR likes to float balance around a 60% kill rate, so if Killers intentionally camp and tunnel to inflate the stats, they deny themselves the buffs they claim they need. That's partially why I refuse to do those intentionally.

    The main thing with exhaustion vs kicking, is that a consumable resource is used compared to a renewable on demand one. If they added a 40s CD (that refreshes on a surv tapping that gen) to CoB/OC instead of the regression nerfs, I'd be happy with that version also. Yes the time it takes to do anything can effect the times of everything else, but when there is a direct comparison available, (chase lengthening exhaustion vs chase shortening bamboozle/enduring/spirit fury/etc.) that direct comparison should be used instead.

  • jesterkind
    jesterkind Member Posts: 7,836

    It's not a narrative, it's literally just a fact. Call of Brine has always been a hybrid perk, the fact that a majority of people only cared about one half doesn't change that.

    You're not even giving appropriate information to Exhaustion perks in this ridiculous hypothetical, either. Since it would be information relevant to the time you use the perk - kicking a generator for CoB, meaning the information is when that generator is worked on again - then the equivalent would be seeing the Killer's aura for a handful of seconds once Exhausted. I don't know if anyone would run that, but it's a weird hypothetical considering the perk doesn't currently do that. That isn't how any of the Exhaustion perks are designed, but it is - and has been this whole time - the way CoB is designed.

    You keep bringing up that it's a 70% nerf (to one half, not to the whole perk, but still), but you don't seem to be acknowledging that it was a justified 70% nerf? 3-gen games have been a problem, there's no denying that, and something needed to be done about CoB and Overcharge. In the case of CoB, I think it now being pushed towards the other effect it's always had and people mostly ignored is one of the healthiest changes it could've gotten.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"You keep bringing up that it's a 70% nerf (to one half, not to the whole perk, but still), but you don't seem to be acknowledging that it was a justified 70% nerf? 3-gen games have been a problem, there's no denying that, and something needed to be done about CoB and Overcharge."


    A large number of maps in this game are "3 gen or GTFO". Most of the killers do not have the means to patrol generators unless they are close together. You will lose 2 generators in the first chase so you don't really have much time before the survivors win. If you hold a 3 gen on certain maps like Suffocation pit or Azarov's you can win if you defend that 3 gen setup until someone dies.

    Is it not a problem that most of the old killers need to tunnel one player out of the game vs efficient players?



    As I said before - nerfing one side's tools but not the others is a real bad idea. Toolboxes should have become sabo only and the gen rush perks should have gotten a 70% nerf if the gen regression perks got a 70% nerf.

    How about this : would anyone use Hyperfocus if you did not get extra skill checks from a toolbox and it only did 30% of what it does now?


    If we think about an alternate reality from a balance perspective - imagine a world where the gen regression didn't get touched but the gen rush perks got a 70% nerf. That would not be fair.


    -"the fact that a majority of people only cared about one half doesn't change that."

    The fact that nobody is using CoB for whatever it does besides gen regression matters because nobody will be using that perk after the mid chapter patch. The use rate will fall below 5% because it won't be worth 25% of your perk slots.

  • jesterkind
    jesterkind Member Posts: 7,836

    A large number? I can think of a few, Haddonfield and Azarov's are pretty heavily encouraged to 3-gen in their current state, but it's definitely not a large majority. Three or four at most. Even so, that doesn't really mean anything, you can hold a 3-gen on those maps without CoB/Overcharge and that combo of perks allows you to hold a 3-gen infinitely on any map, so... surely you're not saying CoB/Overcharge were fine and shouldn't be changed because of a handful of maps having kind of poor generator spreads?

    It would be a problem if old killers needed to tunnel someone out ASAP. Good thing that's not the case, eh?

    Okay, we're on firmer ground comparing regression perks to progression perks, so this is where we can start having a conversation. Now, nobody's going to deny (at least, nobody with any sense) that certain elements of generator progression are overtuned; some red herrings are thrown up that really aren't a problem, like Prove Thyself, but if we're in the realm of talking about toolboxes and Brand New Parts, yes, those things do need to be nerfed. IF this patch had taken a broad sweeping look at slowdown perks, not nerfing toolboxes as well at bare minimum would be a massive oversight, to put it mildly.

    However, what people keep ignoring is that this patch isn't touching all slowdown. It's fixing CoB/Overcharge, that's not a net loss for killers that aren't forcing infinite 3-gens, and it's touching Pain Resonance. All the other slowdown that exists in the game - Corrupt, Deadlock, Plaything/Pentimento, Eruption, Jolt, Gift of Pain, etcetera - they're all still there. That doesn't mean toolboxes aren't a problem, obviously, but it does make the one-to-one equivalence of "if slowdown is being nerfed, progression should be nerfed too" not apply, because slowdown isn't being nerfed. Three perks are being nerfed, and two of them obviously need it.

    Finally, I was never making any comment or reference to what CoB's new pickrate will be. I have, this whole time, literally just been acknowledging the basic fact that it has always had two effects.

This discussion has been closed.