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Hoarder and Oppression need a positive change

These two perks from the Twins do very little in their current state.

Let's start with Oppression, this perk sends out difficult skill checks to 3 random generators with the hopes they fail the sudden appearance of it and cause a gen explosion/regression to them followed by an 80 second cool down at tier 3.

This would be good if skilled players weren't skilled on the checks because all this ends up doing is giving them a great skill check instead and speeding up gen progression. It needs to do something to the skill check instead with a higher chance of failing it. Mainly an affect that helps other killers besides doctor.

It is good against new players who haven't mastered or at least don't have the reaction down yet to pass the check. My matches against higher skilled players basically help them get out in 5 minutes, especially if they bring toolboxes and perks that speed up repair times.

The perk is called Oppression. Make it live up to that name for the Killer instead of being an assist for skilled survivors.

Moving to Hoarder next, we had a perk that brought item rarity down while making more chests. it gets changed and…all the change did was get a bigger radius and loses the rarity decrease, which is fine on the rarity part.

Now though it tells me when someone who is really far away gets a item off the ground or opens a chest. Meanwhile, survivors get 2 more chests to plunder from.

Why would I want to give survivors more chests to get more options from during a trial? It should do something detrimental to their chances of survival during the trial with chests. Maybe reduce the chest count instead and have it take longer to open a chest? Hoarding generally means they don't want to lose the items after all, not give out more items.

This and Oppression is why they need to be changed to be more in favor of the killer. They do not help killer anymore than a nail in the head, except for Pinhead, he loves that stuff.

I do not know what your plans are devs for making perks get changed around again, however, PLEASE put these on priority to be better than they are.

As always a hand clasp from across the miles,

Triglav`

Comments

  • ChaosWam
    ChaosWam Member Posts: 1,842

    Skillchecks are pretty easy to manage, so I don't understand why oppression has a cooldown to begin with. Not like you can repeatedly kick a gen anyway.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Oppression would be fine with way lower cooldown. It's not about skill checks, but it would be basically ruin on kicking gens.

    80 is just insane for that effect. Make it 40 and it might be viable.

  • glitchboi
    glitchboi Member Posts: 6,023
    edited March 30

    A cool idea for Hoarder I had is to make it so that after hitting a survivor wielding a non-limited item by any means, they are given the Incapacitated status effect. In order to get rid of it, they have to drop the item and the status effect goes away immediately. The Entity blocks the dropped item (similar to the old animation with Franklin's Demise where it takes the item) for 20 seconds. The killer is also able to see the aura of dropped items map-wide, working as a tracking device in a way. If used with Franklin's Demise, Hoarder will not activate the Incapacitated Status Effect because the item was already dropped.

    For its old effects, buff the chest and item pickup notification to be map-wide. Keep the ability to add more chests to the trial because it adds more opportunities to actually track survivors when they open chests.

  • Blueberry
    Blueberry Member Posts: 13,608
    edited March 30

    I tend to want to move away from skill check perks since it hurts new players more while being useless against good players. We kind of want the total opposite of that.

    Let me know what y'all think about this idea.

    Oppression - When you kick a generator, that generator and 3 other random generators will all have their current generator progress equalized between them and begin regressing.

    So the actual gen regression as we all know is nearly irrelevant with how slow it is, but this effect would essentially keep spreading the progress over multiple gens. So if you had a gen at 80 seconds of progress, this perk would put them all at 20 seconds. A quite weird effect. It might not even need a cooldown since we're limited on kicks and it's not actually giving "regression" per say, just spreading it out.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Oppression - When you kick a generator, that generator and 3 other random generators will all have their current generator progress equalized between them and begin regressing.

    That sounds cool and could actually be worth that high cooldown. I would still prefer to lower it a little tho.

  • Blueberry
    Blueberry Member Posts: 13,608

    Well seeing as it isn't actually "regressing" per say, just spreading it around and we're limited on kicks, does it even need a cooldown?

  • VomitMommy
    VomitMommy Member Posts: 2,257
    edited March 31

    I mean, you can't kick it again as long it's regressing and there is 3-gen feature, so probably not.
    It might be really annoying to play against it. Imagine you get hit 99% gen with pop and this version. If you are unlucky, you get back to 23%.

    It would be really funny to kick 5% gen and just see it increase progression, because you also managed to hit high % gen.

  • Blueberry
    Blueberry Member Posts: 13,608

    That would be funny lol.

    Might be annoying to see it drop from 99 to 23 but the progress at least isn't lost, now you've got that much progress on all the gens. Also requires kick time and is limited. Idk it would be a unique effect.

  • Skillfulstone
    Skillfulstone Member Posts: 787

    I mean, the "Anti-3-gen" system basically voids any kick perk that doesn't grant some serious regression/slowdown reliably (the reason why Pain Res/Pop are basically the only regression perks left worth using against decent teams, especially on weaker/M1 Killers) so any change that doesn't make the perk powerful enough to warrant being a limited resource just won't change much about it's viability and pickrate past a certain threshold of experience.

    Quite frankly, the perk as it is now is useable at a low level but still pretty weak, all it needs to be at least half-decent against the average players is to lower the cooldown and remove the Great skillcheck bar so the Survivors can't use the perk against you, just nullify the loss.

    It still wouldn't be viable past the average player but at least it would make it a tad more reliable. If the Anti-3-gen just kicked-in during the last gen then it would be another story.