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Each chapter has a habit of having a gen rush perk in a, already heavy gen speed environment.

For the past few chapters, every chapter keeps getting some sort of gen rushing perk. BHVR already acknowledged that gen speeds were a problem and tried to correct it with +10 seconds to repair time, but then follow it up with perk after perk to increase repair times.

Gens are flying by super fast as it is, and M1 killers usually lose on average 2 gens by the time they can get a down with how strong pallets and loops are.

Could y'all please consider breaking the pattern of adding more and more gen rushing perks as chapters arrive?

Comments

  • Gandor
    Gandor Member Posts: 4,261

    But which one of those gen perks is actually helpful? Overzelous takes 14s and gives you 9s per gen (and you can't get hit) making it net negative. Potential energy gives you 20s but takes away 30s + you can loose it all. Friendly competition will speedup gen progress by whooping 3,75s if somehow 2 generators are touching each other (so you can use full 75s of 5% boost).

    The only recent perk that is useful at all is hyperfocus - and even this one is gatekept by how hard it is to use it efficiently.

    Overall - why are you even complaining about them? All but hyperfocus are absolute trash-tier and their pickrate clearly shows it. Not counting hyperfocus the only one that is niche-useful is only overzelous when combined with inner healing or some totem perk (but totem builds are unpopular, because hexes are weak and inner healing is also not exactly extremely good too) - making all of them just bad (again - hyperfocus is the exception). Those basekit 10s is MUCH worse/stronger then the benefit from the other 3 perks combined

  • Mooks
    Mooks Member Posts: 14,800

    BHVR already acknowledged that gen speeds were a problem and tried to correct it with +10 seconds to repair time

    thats not just a fact like that. They adjusted gen speeds while also changing other base stuff in the very same update iirc, like swiping animation, speed of survs after being hit. So that wasn’t just an acknowledgment that there indeed was a problem with gen speeds.


    (Fun fact: something they actually directly acknowledged to be a problem was facecamping and since they acknowledged it they never made any actual efforts to tackle this issue - instead they made facecamping stronger with longer gen times)

  • MarylinMonhoe
    MarylinMonhoe Member Posts: 132

    It has nothing to do with gen perks, as said above, all gens perks are quite bad (maybe prove thyself is good if you face a swf).

    But it's more a killer issue. If you face 4 survs and chase one for too long, if the 3 others do gens, then yes you will lost 3 gens if the chased surv was decent but more importantly, if you are committing to this chase

    Yes the said "gen rush" perks will shave off a few seconds, but if the killer lets the surv sit on their gen, he allows them to complete it

    So as a M1, you need to either use gen regression perks or know when to drop a chase if it takes too long

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,932
    edited May 2023

    Oh I agree, they aren't terribly helpful. They are just a waste in general. I'd rather see alternative creative perks for the survivors instead of another wasted perk of yet "another gen repair perk for some reason because we must have at least one every chapter".


    Gen regression perks were practically removed last patch, so M1 killers are pretty much out of options. Some say PR is still decent, but the problem is you can get absolutely 0% regression on a token and it still get eaten up. If survivors just completed a gen, then you're also at a situation where you might NOT want to hook that person on a scourge hook since you won't get any use out of it...but then what do you do? Permanently lose a token for no value, or slug the survivor? A bit silly killers are actively discouraged from hooking for the first time on a scourge hook.