The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Killer gen regression not supposed to be ran?

2»

Comments

  • Katzengott
    Katzengott Member Posts: 1,210

    I asume you're on PC, checking survs hours before? Because as i said, if not, you never know what caliber you're going against. Still having 5 gens within the first down/hook doesn't mean anything. First gen could be on 75%, second one on 90% and a third one on 99% if they just split up. And then tell me just one reason not to tunnel and/or proxy camp. Just one. Remember, i'm playing KILLER.

  • jesterkind
    jesterkind Member Posts: 7,797

    I don't really bother checking survivor hours, personally. Decent chance the hours could be misleading, but honestly, the bigger reason is that I legitimately just don't care.

    Well, I can tell you one good reason not to proxy camp in that situation: You'll lose. They'll just bang out the other two generators, that's pretty obvious. As for tunnelling- again, you could, I'm not denying it's a solid option, but you'd get about as much from selective slugging and potentially clever use of your perks, depending what you're running.

    None of that really is relevant to the overall point, though, which is about perk builds. You'll still, after this patch, have plenty of viable slowdown as long as you're putting it in a proper build and paying proper attention to what killer you're playing, and as long as you aren't trying to do something obnoxious like CoB/Overcharge 3-gen camping.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Yeah sorry that's a killer mistake, says nothing about corrupt.

    If that Plague was a bit more aware and found the would be flashlightsaver you would have been in a situation of one slug one chased and the rest of the team having to clean up your mistake.

    All of your early pressure as survivors that's so strong would be thrown out of the window.

    Try going down on purpose against corrupt for the next 10 games you face it and tell me how it goes on avarage

  • Veinslay
    Veinslay Member Posts: 1,959
    edited April 2023

    Wow the game is easy when you play in a 4 man SWF of veteran players, what a startling revelation.

    Post edited by Rizzo on
  • Katzengott
    Katzengott Member Posts: 1,210

    That's my point, it depends on the survs. Even the killer sluggs me and goes for the flashlight, thats still 1-2 ppl on gens as corrupt is gone - 3 perks left for the killer at the start of the game. And i could have Unbreakable, killer doesn't know. Killer could camp/tunnel now. Idc as long my mates don't feed it. It's always in the power of the survs. Always. If my team is bad, no matter if solo or SWFs, we're not suppossed to win. (And the thing with corrupt is just one example, ofc i'm not that stupid to do this against every corrupt i see)

  • Ayodam
    Ayodam Member Posts: 3,102

    The aggregate kill rate is 63%. No killer has an individual kill rate below 53% (lowest, and IIRC that’s Nurse). Pinhead IIRC has the highest kill rate, at like 58% or something.

  • Ayodam
    Ayodam Member Posts: 3,102
    edited April 2023

    I can’t for the life of me understand why anyone believed killers would tunnel less when the one tool survivors really had to fight tunneling was taken from them, and killers were buffed across the board. I guess the confusion comes into play b/c ppl believed these killer mains when they said “we won’t tunnel we promise just buff us!” And then like they had a hand behind their back with their fingers crossed. Lol

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I'm asking if anyone else knows the difference

    I just don't understand why they are what they

    1.0-2.2 and .25 like why is it such an advantage

    No wonder why Killer players run 1 or more Gen regression perks

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    So healing should be even slower??? Totem cleansing????

    But then again Gens being the Survivors objective means that Killers should have more defense other then 4 Gen regression perks

  • mizark3
    mizark3 Member Posts: 2,253


    That Killer match pic kinda sums up what I've seen echoed often on the forums. "You need all these Meta perks/Killer pick/comp strats in order to win." The problem is too many Killers think that is the only thing you need, or don't know when they need each. They use CoB without Nowhere To Hide/OC, and use PR without Floods/Gift of Pain/Agitation. They demonstrate that they don't understand the fundamentals, while expecting free wins because "I'm using Meta". If you don't understand why something is good, it is likely to go unused, or even worse, misused.

  • mizark3
    mizark3 Member Posts: 2,253

    Hoping Killers would tunnel less - Yeah it was more like a pipedream, or buying a lottery ticket. You aren't gunna win, so what you are actually buying is the hope that you would win, or in this case the hope you won't get tunneled.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,772

    You're leaving out the biggest difference, which is that the killer gets that .25 regression as a passive damage over time effect. If you base kit kick and walk away, it continues to regress. If your perk damages the gen, that .25 regression ticks on it's own. Some of the most popular perks like Jolt or pain res make it so the killer never has to be near the gen in some cases to start regression.

    The *only* way to progress gens by survivors is to actively touch them. There is no perk, item, or strategy in the game that progresses gens without a survivor dedicated to holding m1 and do nothing else. There's even a penalty for having more survivors stack on a gen (even prove thyself doesn't completely remove this penalty).

    I don't think anyone wants 'equality' there. It would be dumb if the gen only regressed while the killer was holding the 'damage generator key' while actively standing at the gen, and it would just be broken if survivors could just tap a gen, walk away, and have it gain progress on it's own passively over time until the killer did something to stop it.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    I've run the second build a number of times to much success.

    ...but I could also go perkless and still be fine, so I can't really say how much value I get out of any one build. It gets me thinking about the game differently, and thats all I could really ask for

  • illNicola
    illNicola Member Posts: 482

    You have the same opinion as me, i.e. all the stuff to slow down/speed up generators shouldn't exist/should be limited. In my opinion, the devs should remove all the perks that speed up the generators, or rework them all, transforming them into "hyperfocus 2.0", i.e. requiring a lot of skill to speed up the generators. Slowdown shouldn't be romeved, because all slowdown perks require the killer to do certain actions. So if devs destroy every gen speed perk, killers doesn't have to bring 4 slowdowns and even silly nerfs like the pain resonance one would make sense because killers don't need as much gen regression anymore.

  • foods
    foods Member Posts: 73

    you can run slowdown but if it actually works and slows the game down survivors will cry and when survivors cry bhvr is quick to give them whatever they want

  • egg_
    egg_ Member Posts: 1,933

    We lose to other strong/veteran players too. Why should a player with less experience than us feel entitled to win against us, regardless of the perks or "tactics" they apply?

  • Veinslay
    Veinslay Member Posts: 1,959

    I said nothing about that. I took issue with you trash talking players your team is beating despite the fact that you're playing on ez mode where the game actually breaks down completely because of SWF coordination and experience

  • egg_
    egg_ Member Posts: 1,933

    It sounded like you implied it when saying the game is easy when competent survivors playing together are put against less experienced killers

    That's a matchmaking problem, and said killers should complain about that, but they shouldn't feel entitled to winning like some of the people in this thread seem to imply :)

  • PowZapBamWoofMeow
    PowZapBamWoofMeow Member Posts: 195

    The problem isn’t really about gen regression at all. It’s bigger than that.

    I’m an older Twins main player and I get to Iri 1 rank (or very close to it) every month and I don’t run any hexes or gen slow down.

    To me it goes like this, no matter the killer, no matter the perks:

    Competent skilled survivor team: Killer will most always 0-2k

    Not-so-skilled and competent: 3-4K most every time

    It’s not the gens going fast, it’s not so much the perks getting nerfed, it’s the fact that this is an asymmetrical game where 1 skilled killer player has to fight against and manage 4 other equally skilled players. 1 little mistake by the killer against a good team can lose the match . Not to mention the map.

    The perks are not really going to define if you win or lose. Perks are just 1 part of the equation.

    It comes down to skill PLUS balance issues , killer mobility, map size/balance/layout, THEN perks, etc.

    Killers should be viable and win 2k every game no matter who they play against . 0K and 4K should be rare. But they are not. The game is so unbalanced that good survivor teams usually steamroll killer and good killers wipe SoloQ. That has been the problem since time immemorial.

  • Davenport916
    Davenport916 Member Posts: 169

    The day they nerf Sloppy Butcher is the day I leave this game for good. Total Elmo move too. Dude has no place anywhere near the balance department. Have you seen that guy's streams as killer? Lol

  • I_CAME
    I_CAME Member Posts: 1,294

    This would be a fine argument in your fantasy world where every survivor is in a strong SWF and are actually coordinated. In the real world solo queue exists and it comprises half of the survivor playerbase. A solo team can not break a knight/skull merchant three gen if they heavily commit to protecting it. Definitely not on specific maps.

  • illNicola
    illNicola Member Posts: 482

    It's called "Skill issue". If survs are strong and know how to play, they can coordinate also without voice chat. If you only talk about Skully / Knight, these two are just bad designs and should be reworked completely.

    Also, half of the playerbase is soloq? Seriously? Do you even believe in this bullshit? Bro, if you play in soloq it doesn't mean that half of the playerbase is soloq. Try to play killer and tell me how many soloq you meet. When I play killer I always check the profiles if I can, and they are always swfs of minimum 3, or two swfs of 2 each.

  • Deathstroke
    Deathstroke Member Posts: 3,514
    edited April 2023

    The game is just extremely survivor sided that's all. When I used to play with my P100 4 man swf and all of them knew to just do gens and loop we almost always escaped even without communication and gens got done in less than 5 minutes often. We only lost to if killer managed to hyper tunnel or to sadako with comdemn stragedy with specific map offering or knight 3 genning. But if we would communicated we would done even better.

  • Spectralfx
    Spectralfx Member Posts: 605
    edited April 2023

    Survivor mains talk about these mystical, voodoo-like "good killers" like the fact that the entire arsenal Killers had wasn't nerfed for the past 5 patch straight.

    Name anything that is in the toolkit of the killers to add some time on the clock, nerfed into the ground.

    I ate a series of DH lately as people learn that its still quite viable.

    Yet, killers that run their gen perks are getting rekt because the nerf was way too heavy-handed and now gen pressure is officially dead as Survivors bring BNP and Prove thyself EVERY games.

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

    I also like Eruption on M2 killers like Billy, Huntress, or Oni, who get downs with their power. It does for them what Jolt does for M1s by turning any down into regression.

    For Ruin I've gotten some good use of it on an Artist build of Surveillance, Ruin, and Oppression. Last perk is Pain Res but I haven't tried it since its change so don't know if I'm keeping it yet.

    The idea is use Artist's ability to harass generators from almost anywhere on the map by causing regression from a distance and using Surveillance to monitor who gets back on something. Oppression is there for when Ruin inevitably goes down one way or another.

    While that goes against the theme of the thread by stacking multiple regression perks, it's stacking multiple regression perks for a specific purpose as opposed to doing so because you can.