What’s with every Killer running Pain Res and Pop?

Like EVERY GAME the Killer has this combo and it makes completing gens really impossible. And on top of that, they also tunnel at 5-4 gens.. When is this combo gonna get nerfed? I thought there was a ‘MeTa ShAkEuP’ every 6 months so the game doesn’t get stale.

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Comments

  • Rudjohns
    Rudjohns Member Posts: 2,097
    edited December 2023

    Just don't touch the gen that explode with Pain, for the most part

    Nothing better than troll the killer by leaving the gen regressing

    Seriously, there was a game once with the last gen at about 90% of progress and it exploded with Pain. I ran off but this solo queue teammate didn't realize the killer would definitely Pop the gen, they went to repair again. The killer came towards the gen and found the 3rd injured teammate. The killer downed them, picked them up, but dropped and kick the gen. Picked them up again, the other teammate touched the gen, the 3rd teammate died on hook and the killer went back to kick the gen again. 2 Pops in like 30 seconds. I don't need to say that gen regressed to almost nothing and we all died.

    Just a tip, if the killer has Pain and Pop, just let the gen regress, unless they are very far away from the gen.

  • I_CAME
    I_CAME Member Posts: 1,287

    Cause it's incredibly strong despite some killer mains hilariously trying to claim that gen regression is currently weak. I run it on all my killer builds as well.

  • WeenieDog
    WeenieDog Member Posts: 2,184

    Because the meta never really changes. It's always just shifting to the other slowdown or the other exhaustion or what ever is next in the same category.

  • OrangeBear
    OrangeBear Member Posts: 2,738

    I personally don't run the two together usually (because they conflict) but i know why both are strong. They are the only effective ways to deal with a gen that is nearly done. The 2.5% gen damage that killers get from kicking a gen is just not enough. You can turn around and then the gen gets done.

  • Grigerbest
    Grigerbest Member Posts: 1,698

    Strong and comfortable to use perks. You forgot Dead Lock btw.

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 379

    Pain Res, Pop, Deadlock, Brine, Surge, Ruin, etc, gives multiple options to regress and block gens. Pain + Res + Deadlock is probably overkill or too much of an hassle when you want to pop the next highest progressing gen and it's blocked but yeah it's there. Survivors have strong perks outside of just gen progression, so not just chase perks, but Gens fly by so fast that gen regression is mainly the priority pick and of course killers will run the optimal build.

  • not_Queef
    not_Queef Member Posts: 826

    Because it's absurdly strong and pretty much guarantees a 4k, especially if you tunnel somebody out and still have three stacks of Pain Res.

    I've pretty much abandoned survivor until these perks get nerfed.

    Repairing 7-8 gens every game is just incredibly tedious.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    Really imposible my mmr as killer have no problem at all they even have the luxury to repair injured.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 814

    Wait is every killer getting value from pop and pain res?

    *cries in pyramid head*

  • DBD78
    DBD78 Member Posts: 3,463

    Perhaps a strong combo? Very strange question

  • Reinami
    Reinami Member Posts: 5,482

    I mentioned this in a previous thread but survivor mains told me i was wrong.


    The meta shakeup was pointless. All it did was change which perks were used, but the perks that are still used are functionally the same. Killers still take 3-4 gen slowdown perks, its just now instead of it being ruin or cob/oc/eruption its pain res/pop. Still regressing gens functionally, but slightly different.


    Survivors still run perks that allow them to rush gens (resilience/hyperfocus/adrenaline (takes away the punishment of not healing)) or extend chases (windows/any exhaustion perk) or to prevent the killer from "killing" (DS/OTR/UB).


    You'll still see functionally the same perks every game, its just that the perks may change. This will continue to happen regardless of how many meta shakeups they do, until the fundamental game is completely changed such that these perks are no longer necessary.


    Ideally, the game should be balanced in such a way that both sides can take 0 perks, 0 items, 0 addons and win 50% of the time.

  • Azulra
    Azulra Member Posts: 504

    It's due to all the regression perks in the game(with the minor exception to Surge) being horrible from their extremely heavy nerfs. Pain Res and Pop are the main two regression perks that are viable anymore until either BHVR adds new/better gen regression perks or they buff CoB and/or Overcharge.

  • LordGlint
    LordGlint Member Posts: 8,467

    Keep in mind that while many perks differ based off what killer you play, these ones don't so you're going to see a higher overall usage since you can get basically equal value no matter who you play.

  • GeneralV
    GeneralV Member Posts: 11,075

    Pop has returned to the meta?

    Based.

  • Xernoton
    Xernoton Member Posts: 5,818

    More meta = more wins. And people like winning.

  • Rudjohns
    Rudjohns Member Posts: 2,097
  • pigslittlepet
    pigslittlepet Member Posts: 483

    Ruin undying, cob overcharge eruption, pain reso pop. Dead hard, resilience mft. Both sides will always have a meta based on whatever is strongest. When they get nerfed a new meta will pop up and people will complain about it until they nerf that on too. It's a unending cycle. Just enjoy the ride and never get addicted to any perks.

  • Volcz
    Volcz Member Posts: 1,182

    Not really fair to complain about killer meta when survivors do the exact same thing.

    & no its not impossible to do gens against that build.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Without slowdown or regression the match ends in 5 minutes and both perks have already been nerfed.

    As for tunneling, survivors are just gonna have to deal with it, because tunneling is a direct product of regression not being enough.

    6.1.0 update didn't change the meta. The meta stayed the same for both sides, other perks serving the function just got the spotlight

  • Chaosrider
    Chaosrider Member Posts: 489

    Cause devs thought that a huge regression meta is fun to play against.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 814

    Oh yeah I often do this strat as a way to take advantage of PH’s built in mori BUT recently I played like a few minutes of dbd recently for the first time in a while and I’ve been enjoying running deadlock on PH after someone recommended it here! It’s probably my favorite slowdown to run on him now :D

  • Maelstrom808
    Maelstrom808 Member Posts: 685

    And your evidence for that is what? Nerfing almost every regression perk?

  • CLHL
    CLHL Member Posts: 177

    In my opinion these perks are overrated, because the only way to take advantage of them is having the lead and continously downing survivors. Although it doesn't surprise me considering the alternatives: Ruin is tremendously weak and self-deactivates, Overcharge and CoB where overnerfed, Surge doesn't work on half the cast, Thanatophobia only works on Plague, Oppression is a bad joke, Dying Light and Pentimento are meme build material...

    Deadlock is way better, you always get full value from it. And I think Gift of Pain is really underrated.

  • robrob909
    robrob909 Member Posts: 79

    Not true if the survivors 99 a gen then you don't get much value from it

  • Dogma_loki
    Dogma_loki Member Posts: 436

    Hyperbole much?

    Theres not "multiple god pallets" on any map Ive ever played.

  • Rudjohns
    Rudjohns Member Posts: 2,097

    Break pallets to turn the map into a dead zone

    And thats why the game is a killer sided map

  • Ryuhi
    Ryuhi Member Posts: 3,807
    edited December 2023

    You're conflating my argument. again, I never said anything about the map's balance. I was just correcting a statement.

  • Akumakaji
    Akumakaji Member Posts: 5,435

    What is this huge regression meta you are speaking off, though? I am curious.

  • Bartolomeo87
    Bartolomeo87 Member Posts: 35

    As already mentioned, these perks give you an actual shot at winning when going against a strong team while still being able to go for some chases. I even throw Deadlock in there. Even with this build and consistent 30-45 second chases all it takes is for a coordinated team to continuously split up on gens and even though you’re averaging quick chases it’ll still be a close game half the time just due to gen speed and them spreading out on gens. Oh and don’t let one of them make it to a god pallet or something and actually manage a chase longer than 30 seconds while their 3 teammates are all split on separate gens. God forbid the swf decides to run buckle up+for the people.

    Literally all this combo does is reward the killer for good chases. If you can’t get downs relatively quickly these perks really won’t do much to stop a strong swf, and again even if you do that still doesn’t necessarily mean you’ll win.

    I’m only really talking about these perks in regards to swfs because with the new mmr changes I feel it’s all I go against at this point. It’s an arms race tbh. You start wearing Kevlar we start buying armor piercing rounds. Essentially killers will always be attempting to up the ante at the same rate survivors do, and vice versa.

    I do wish off meta builds or non gen regression builds were more viable against a good team but they just aren’t. Until some fundamental changes take place that make it so that gen defense is not a requirement to win against a strong team we will always be stuck in this arms race.

    That being said, I have been enjoying running a full chase build recently. Furtive, Friends, Nemesis, and Rancor. Extremely fun chase build but I’ve only been able to get success on Wesker and Xeno, so killers that already have strong chase and map traversal which is part of the issue. These fun little builds that killers would like to use are often times only viable on killers that are already quite strong.

  • Reinami
    Reinami Member Posts: 5,482
    edited December 2023

    Most maps have:


    • A killer shack
    • A main building with a god pallet
    • Jungle gyms

    All of these are not mindgameable by any killer that isn't nurse but when speaking about "god pallets" nurse shouldn't really come into the equation.


    Every forced pallet break adds at minimum 20 seconds to a chase. So all you need to do is force a single pallet break, then run into a corner of the map, and by the time the killer hooks you, it will have been about 2 minutes (when you factor in the time it took the killer to find you) meaning 3 gens finished by the other survivors.

  • Akumakaji
    Akumakaji Member Posts: 5,435

    Ironically, Thanatophobia again works on all killers, because most survivors refuse to heal. Its so wild...

  • Crowman
    Crowman Member Posts: 9,511

    The only thing survivors must to do win the game is to repair generators. Thus killers run generator protection perks, because they are guaranteed value.

  • caligraph
    caligraph Member Posts: 359

    Because they are the only viable regression perks for non m1 killers. I guess theres eruption but its kinda mid for the most part. Its a good thing that all meta regression perks take a hook or down for activation. At least you can outplay the regression by lasting longer in chase than the regression is worth. Not like my soloQ teammates know that.

  • caligraph
    caligraph Member Posts: 359

    I would kill to replace half those pallets with vaults. There is so much more skill into vault looping than full LOS pallet loops. Which is pretty much the entire map...

  • GeneralV
    GeneralV Member Posts: 11,075

    Yep, I've managed to get some value from Thanatophobia earlier today, as I like to pair it with A Nurse's Calling.

    It is an old trick, but sometimes it still works.