Running 3-4 regression perks doesn't do what you think
This is more of a PSA post and of course people can run what they want but I can't help but think there's some correlation between people complaining about gen speeds and people running 3/4 regression or slowdown perks I keep seeing.
I feel like people do builds like these and then wonder why gens still fly and my question to you is "How long are your chases on average?" because I wouldn't be surprised if that happens if people are just trying to stack all this slowdown but then they have nothing for chase and you can run Pain Res/Pop/Surge/Corrupt all you want but if all your chases are a minute plus that doesn't really mean much of anything.
I think the concept of pressure is often overlooked in favor of "well if gens don't pop I'll win eventually" and no? It doesn't work that way? It is true longer games favor the killer but go watch the infamous 50 minute skull merchant game to understand what I'm talking about. Yes that game was miserable but it resulted in a 0k because the killer refused to apply any pressure in favor of "gen progress not allowed".
Equip 1 or 2 chase perks and focus on keeping people injured or on hooks while keeping your chases sub 30 seconds and tell me that doesn't slow gens down and give you better results than constantly worrying about gens. Put in a simple way, gens arn't too fast you're just being too slow to get downs.
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Keep chases below 30 seconds. Mmhhh sounds like this instantly eliminates all m1 killers.
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m1 killers are very good at this with the right build.
I play clown with STBFL and rapid brutality and chases don't last lnog when they make 0 distance after a hit.
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I feel like it's worth pointing out that a lot of people conflate gen perks with gen regression perk.
Imo, the best build is PGTW, Corrupt, PR and either NOED or NWO.
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And this is why it's the healthiest meta on killer side. Slowdown do nothing, if your chases are bad.
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If you can keep your chases under 30 seconds, you don't need any regression perk to begin with. I agree with your point of view, but for me that's a problem, these perks should slow down the game and not make your stomping stronger.
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I pull it off on Dredge, SM, and Singularity as well on a consistent basis.
I could probably pull it off on the other M1 killers but I'm not as interested in playing them, I know I could def do it on Wraith but maybe it would be hard on Freddy or Doctor but that's more of an issue with those killers.
I'll be honest the STBFL nerf is probably just going from 8 stacks to 6 and that doesn't really change much.
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You use that build?
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I feel like YMMV with something like that.
Most of the killers who post here are already running 3-4 slowdown perks, but they lack the game sense, experience, and/or skill to make effective use of them.
Like discussions about kicking gens mid chase (giving survivors a free head start), or literal video of people wandering the map blindly because they brought nothing for information. Just slapping on lethal would save a ton of killers the 45-60 seconds they spend being useless at the start of the match (while survivors do gens, shockingly).
Pop and pain res are great perks, but if the player is playing with their feet and getting a hit every 2 minutes, there's absolutely better perks that won't be a dead slot.
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It is probably the least healthy meta for Killers. And even hurts the bad and mediocre Killers. They get pushed into higher MMR due to their Slowdown-Perks and then reach the point where they dont work anymore (the best Slowdown-Perks only really work if you get Downs and Hooks).
Because you are not really good at the game when you need to drag it out to 20 minutes to win.
And then we get people in higher MMR-Regions where they dont belong who end up here, because they thought they just lost against a Comp-SWF.
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I couldn't agree more, there are hardcore diminishing returns with three or four gen defence perks stacked in the same build. If you're doing well enough to get value out of all that, you don't need them, and if you aren't you'd be better served with a more balanced build.
If you want to prioritise gen defence, you'd still want at least one perk for info and at least one perk for chase, but ideally you'd be crafting a build that works with itself in terms of synergy. Bring, say, Pop if you want, but maybe consider other gen kick perks to pair with it like Nowhere to Hide or even something like Trail of Torment if you want to get fancy. Hell, I've gotten a ton of value out of running Furtive Chase/Nemesis/BBQ/Lethal on the right killers, and there's no slowdown in that build at all.
Info perks are nigh essential, no matter what. All the gen regression in the world won't help you if you're stumbling around blindly and taking too long in chase, we're fully out of the meta where you can stall the game without getting downs at this point. Four gen defence perks is a handicap at worst, redundant at best.
The current state of potential perk variety is really healthy at the moment. It just requires people to choose to use the plethora of good options available to them, and a lot of players just aren't doing that.
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Get pushed into higher MMR due to perks that do nothing if you are bad in chasing. Yeah, make sense.
Also wish you from my heart to stack in old Eruption, Overcharge and COB meta, if THIS meta is "least healthy" for you.
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I mean, everyone can do Gens. But not many Survivors can be good in chases. But when you slow down the Gens as much that even a mediocre Killer can get Downs, they will obviously gain more MMR. And at some point, they go against Survivors who are decent in chases. And MAYBE they can still win, because of that much Slowdown. And then they go against Survivors who are good in Chases. And then suddenly they will not win anymore.
Stacking of Slowdown-Perks just pushes you in regions you should not belong.
Since you mention the Eruption/CoB/Overcharge-Meta (which was even more unhealthy, I would agree, I have totally forgotten about this), you should have remembered that Killers were really overwhelmed afterwards. Because they lost a Perk Combination where you would basically have to try to lose, but since they got so many Kills, they went against really good Survivors. So their MMR needed adjustment.
When the Devs decide to nerf Slowdown-Perks once more (and I mean actually nerfing them and not just shifting from the 4 Slowdown-Perks A, B, C and D to the 4 Slowdown-Perks E, F, G and H), you will see the same thing. Killer players overwhelmed because they are not carried anymore by Mass-Slowdown.
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But then everyone complains that killers don't "earn" their perks by already being good enough to win without them.
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This will inevitably turn into "But what if I'm on (X killer without a chase power) on (X map with tons of safe pallets)" because DhD discussions are impossible without immediately bringing up the most extreme example for someone's favored role. But I see what OP is getting at. Since the Ruin nerf, the effective slowdowns only do their job if you're getting downs in a timely manner. And since Eruption was rightfully nerfed, you can't go on a year long chase and lose nothing.
4 slowdowns won't hurt you if you're really good at killer and can still get downs without chase perks or tracking. But it can also boost less skilled players into MMR brackets they can't compete in. I think that's where a lot of the "3 gens pop on my first chase every game" posts come from. That should only be happening once in a blue moon in a public match.
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If I'm trying to win, yeah, I'd use something like that.
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I mean, that's true but generally I assume people are capable of using the perks properly.
But you're definitely right about a lot of people couldn't use it properly.
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I've not heard people in large numbers complaining that a hook requirement for pop and pain res isn't 'earning' the perk. (Usually it was that the perk is getting too much value)
Not 'earning' your perk was during the gen kick meta, where call of brine, Eruption, and overcharge had the 'cost' of kicking a gen, could literally be applied to every gen on the map at once without ever getting into chase, and the cooldown was basically non-existent. Even with blast mine, a meme perk, the devs seemed to understand that having a condition up front before you could even use or apply the perk at all was a good thing.
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Or perks change or the game gets balanced for charses to not take longer than 30 seconds... I don't want short games, so I bet for the first option.
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You expressed my experience better then I could. I mostly play by the creed "aggression is my gen regression" and my most used build is Pyramid Head with Lethal/IamAllEars and any variety of NowhereToHide, UW, Friends, NWO or even Blood Warden when I feel cheeky or just one POP or PainRes. The gameplan is to get into the survivors hair ASAP and never stop harassing them, idealy having a 80% chase uptime and constantly chasing and hooking someone.
But this build heavily hinges on the first chase: if I somehow ran into the 4k hour survivor, then it doesn't look so good. And good SWFs groups who just slam gens are always a tough cookie and I lose more against them as not, but overall this playstyle is more fun to me then endlessly stalling the game.
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I still mourn my old blastmine days, where you got it refunded when its timer ran out, but today with the extra long timer, thats kinda ok. The interrim period where you just had a short uptime though before it fizzled out of existence was very painful and sad.
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Thats one thing i didn´t like about the gen kick meta. A killer who gets a lot of hooks doesn´t really need the regression of PoP. Meanwhile a killer who would need that regression, because he doesn´t get a lot of hooks, just struggles.
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On every killer?
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That's simply false. If survivors are actually focusing on gens, fast chases aren't enough. I can find and end chases pretty quickly on my Huntress but without any gen slowdown, gens pop quickly anyway.
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Not all of them, but most. Any Killer that M1's really. Three of those perks have crazy synergy (PR, PGTW and NWO) and Corrupt just tells me where Survivors spawn pretty much.
Also might throw in Deadlock over NWO if it's a team I know is good.
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Im rather a fan of finding killer specific builds.
Having one general build mostly fails to serve its purpose from what I have experienced so far.
For m1 killers I like STBFL + surge.
Works wonders.
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Generally agree. I don't think the gen regression perks are bad, but they don't strike me quite as critical as others do. The survivors need to spend ~450 seconds on generators (likely less with toolboxes, perks, great skill checks) - regressing gens is one way to stop that, but if you keep the survivors off gens you accomplish the same goal in a different fashion.
When a killer is running pain res and pop there's also the issue of whether you can get to the hook/gen in time. As a survivor its always interesting to be watching the HUD, finish a gen, see a survivor get hooked, and then have a gen with very little progress get hit.
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