Please nerfs these gen regression perks

They make the game miserable and are way too op. Pop Goes the Weasel, Pain Res, Dead Man's Switch
Comments
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1: Dead Man's Switch isn't a regression perk, nor is it really good on it's own.
2: Pop and Pain Res, ever since the 7.5.0 update, are the only regression perks worth using as they give good regression per activation. With only 8 regression events per generator, using any other regression perks (or non-regression perk like Nowhere to Hide, Surveillance, Dragon's Grip, Trail of Torment, Unforeseen soon etc.) simply doesn't provide enough slowdown per uses at a higher level.
3: Pop and Pain Res, while arguably the only valid option outside of low MMR now, was always a common combo.
4: Let the weaker/M1 Killers have some options, it's bad enough that regression, non-regression kick perks, Sloppy Butcher and STBFL got killed (all perks that benefited weaker/M1 Killers far more than the powerhouses) are weaker, tunnelling is at an all-time high since 7.5.0, we do not need even more good Killer perks to be killed making tunnelling and proxy-camping even worse.
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Not an option. Nerfing slowdown is a sure way to make match times spiral out of control, which leads to more tunneling and camping, since killers couldn't expect a normal game anyway, forcing them to focus on quick kills to even have a chance.
Pain Res is mostly fine, so is Pop. Both are strong but they require the killer to actually progress the game in a meaningful way. DMS on its own isn't that good.
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What about buffing other regression perks, so there are options?
3-gen system destroyed most regression perks. There is not much you can do other than Pop/Pain res right now, which is just sad.
I loved using alternatives and trying to make it work, but you just get punished for it now, so why bother?
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Those perks are fine, other slow downs need to be brought up to their level. The limited kicks change also killed off other options and was a bad change imo.
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Literally just making the Anti-3-gen kick-in after the 4th gen is completed would fix all those perks being unusable (and also restoring the non-regression kick perks that got gutted at the same time). I'd take basic kicks going back to 2.5% if it's the price to pay, 5% isn't much anyway.
Someone trying to 3-gen with 4 slowdowns at the end would demolish their regression events and if they didn't chase & hook Survivors during the game then they would have to deal with a team in better shape than a Killer that ended up in a 3-gen that they didn't intentionally create.
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I would agree my friend! What if surge was 10% or 12%
eruption to 14% no cooldown since there is no incapacitated anyone and it counts for more than 1 regression event I presume right? (Never understood that)
I’d love to see oppression get some form of buff. Shorter cool down?
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buff CoB and Overcharge to previous values, reduce CD of oppresion
Eruption and Surge should be fixed by change of that 3-gen feature. Just make it work with one gen left, or make it work only towards kicking -> eruption / surge will not count for it.
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I hate when they nerfed overcharge with call of brine. If you use those perks together, I can understand why. But separately they should not be weakened.
Agreed on your changes too.
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Sloppy isn't even "killed", it's stupid the value it got for such little effort, a blanket debuff which is unremoveable is never good design. Let survivors remove it in some way then defend it. Which it has now, it's still going to be a good perk lmao
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Let survivors remove it in some way
Healing is how you remove it... Sloppy is useless if you use some healing perk and not just chase only build.
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Welcome to the stay injured meta... where people just rush out gens. Don't be so ignorant to why its one of the most used perks, it will be just as useful a minute and over is still a long time. I remember last time it was discussed it was "no one uses this perk ever."
If you want people to not heal, use broken, that's what it is there for.
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why its one of the most used perks
because it's one of very few decent generic perks any killer can use?
it will be just as useful a minute
Well, you talked about injured meta. This change will aim for injured meta more, because staying injured will get rid of it.
You think staying injured is an issue? So wanna nerf Adrenaline?
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Adrennaline can go for all I care, I main healer in this game and sloppy has been one of my biggest annoyances since the hemorhage rework for introducing new players to the game, telling them it's best to just stay injured as they are being tunneled out with no way to heal for the better part of the match, even if they do well to elude the killer is just completely unfair.
You are literally one of the people that makes this game so unapproachable for the casual playerbase, sloppy does nothing but enable what makes this game awful, unfun and uninteractive for people trying to learn.
Let people heal, engage in more chases, make more mistakes to learn, if you want to punish co-operative play there are perks like forced penance which targets the one trying to help rather than the one you are tunneling.
Go play plague.
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Ok let's use simple comparisons, assuming Survivors are using altruistic healing with NO healing perks or medkits (Botany Knowledge alone, a starter perk, completely nullifies Mangled);
Current Sloppy vs Inexperienced/Casual players: Provides slowdown by slowing down healing (by a few seconds), those kinds of players, due to inexperience and/or lack of confidence in their looping skills, will quickly heal when they can which will make them waste more time.
Current Sloppy vs Experienced/SWF players: Provides minimal slowdown due to those kinds of players being not only better at looping but also not hesitating to do gens instead of healing immediately, if Resilience is brought then being injured effectively shaves off a few seconds off of gens. However if/when they heal they HAVE to deal with the extra healing time eventually, possibly giving a hint of slowdown. This makes hit'n run playstyles semi-useful even against good players.
Now let's compare to what will happen (and what did happen during the PTB) with Mangled on a timer shall we?
Post-nerf Sloppy vs Inexperienced/Casual players: Provides slowdown by slowing down healing (by a few seconds), those kinds of players, due to inexperience and/or lack of confidence in their looping skills, will quickly heal when they can which will make them waste more time. Effectively making little to no difference from before it was on a timer.
Post-nerf Sloppy vs Experienced/SWF players: Provides effectively no slowdown due to those kinds of players being not only better at looping but also not hesitating to do gens instead of healing immediately, which means that if the Killer can't guarantee a down then experienced players will simply slam gens during the timer and get healed at normal speed after. With possibly Resilience this means that Sloppy Butcher might as well be a Survivor perk against good Survivors since no slowdown will be gained and Survivors will do gens faster until being healed at normal speed.
Now, let's follow the Killer logic here;
Why would weaker/M1 Killers (you know, the ones that actually used this perk commonly since powerful Killers like Nurse, Blight, Alien and Wesker don't really M1 that much since they don't really need to and using M1 attacks instead of their power is borderline handicapping themselves) use a perk that offers no slowdown as soon as Survivors know what they are doing? They can't afford to drop chase anymore since doing so would just mean that Survivors will repair gens injured while waiting out the timer and if they try to kick gens/use regression perks early (to compensate for anti-heal providing less slowdown) then they are setting themselves up for failure in the lategame if they can't guarantee at least 2 kills by the time the 4th gens is done.
So the obvious solution? More tunnelling out the first Survivor and use only Pop, Pain Res, Grim Embrace and something else (likely DMS), something that's been on the rise ever since 7.5.0 and that no one likes, not even Killers like to tunnel since it's boring and repetitive and only spreads toxicity.
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I don't care about healing.
I just want killers to have at least some decent generic perks.
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You have my blessing. Regression actually just makes bad players feeling powerful to an extent they think theyre good players. And games are just abyssmal to play.
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DMS doesn't need a nerf, it needs to be reworked.
Currently, it only has the one obnoxious combo, with Ultimate Weapon. But even if we fix that, it's constantly teetering on the edge of another obnoxious, unfair combo, and I just don't think that design is healthy. Ground-up rework it to do something else and change the name if you have to, it's just not healthy.
As for the other two, I wouldn't mind nerfing them as I'd love for the community to move away from worshipping regression perks as god-kings you need in every match, but I also do think that we're in a spot where just nerfing regression as a whole would be unfair. If the devs decided to tackle both toolboxes and the top regression perks in the same patch, I'd be on board for that, but I do think progression needs to be hit at the same time as regression at the moment.
We're not in a position where individual perks are problematic enough to be tackled solo, like in patch 6.7.0.
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I feel having more meaningful healing slowdown that isn't insanely uninteractive is the better solution than applying a blanket debuff which makes so many niche perks further useless (Resurgence and reactive healing).
By making it more enticing to heal as a meta, you will have people risking less time to be on gens and heal, especially in casual games. It also makes games less snowbally, the likes of Spirit making the perks extremely toxic honestly.
This perk needs to go to make way for better killer healing slowdown, we still have gift of pain, blood echo, leverage, coulrophobia. None of these perks compare to sloppy, infact so many addons don't even compare to sloppy's value. They even gave that explanation, it's just too good for what it does.
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None of these perks compare to sloppy
Well, that's because they are trash. There is a reason why almost noone plays them...
They are not really balancing standard we should aim for.
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The answer isn't to nerf good things, it's to buff useless things.
Buff Resurgence so that it's healing progress is impossible to regress (or at least make it so there's a time window during which the progress cannot regress).
Buff Reactive Healing the same way: any healing progress gained by the perk cannot be lost.
So many old worthless perks could be reworked or buffed to be at least decent and useable in current DBD.
Nerfing popular/good perks that weren't game-breaking without some sort of alternative is just inviting players to tunnel/camp more.
Sloppy wasn't game-breaking, it was a basic perk that Killers using basic attacks used in order to get some anti-heal without having to jump through hoops. After the next update, there's officially no remaining starter and free perks for Killers except for NOED (but ideally you don't want to use NOED too much since it's the ultimate crutch that essentially makes people not learn how to play the game.) that are good at most levels of play without making the game play itself. It doesn't deserve to get nerfed, especially a nerf that doesn't do anything when against newcomers but makes the perk arguably counterproductive against experienced players.
Variety is one of the main reasons DBD outlives every other assyms and the less variety there is, the less new players want to stick around.
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You throw around terms like "uninteractive" like buzzword in an online lifestyle magazine. You called Billys "chainsaw" uninteractive. Not saying that your word doesn't count, but its so extremely biased, that it loses a lot of its weight, imho.
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Pain Res for sure should be toned down a little bit.
I think Pop is fine.
Dead Man's Switch is....weird.. It's not even that good by itself, but there's always other perks out there that it synergizes really well with and allows the killer to take advantage of the full duration or almost that much at the very least. (Pain Res, Ultimate Weapon, Friends Till The End, Grim Embrace.) Maybe it should be reworked.
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I forgot to mention Corrupt Intervention. 3 GENERATORS BLOCKED FOR 120 SECONDS?! Then the killer can simply patrol the few gens remaining AT THE START. This is absolutely ridiculous. It's not even interactive, these perks passively prevent survivors from doing their one objective.
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Uninteractive, unfun, toxic, skillless... so many words have lost their meaning in DBD. I wonder what the next one will be.
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These days I really can't distinguish between irony and something said with a straight face. This community is at a point, were everything is possible, nothing is sacred.
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One Survivor will take over the chase, and the remaining Survivors will complete the generator. And once someone goes down, it's already invalid.
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