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Could PainRes + Pop (+ Grim/DMS) be finally acknowledged?

vBlossom_
vBlossom_ Member Posts: 607
edited April 2024 in Feedback and Suggestions

Or should we wait another month or two till something with this combo, that works on every killer, would be done?

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I've heard that BHVR wants to balance around 60% killrate, so why does most common killer builds have 63-67% killrate?

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Why isn't there nothing, no issue acknowledged that strategy:

Unavoidable PainRes into Unavoidable Grim Embrace into Unavoidable Pop

Works on every. single. killer? What's the counter to that?

Post edited by Rizzo on

Comments

  • I_CAME
    I_CAME Member Posts: 1,621
    edited April 2024

    DMS (and deadlock too) needs to nerfed down to 20 seconds. Too much value for a low effort perk and too much synergy with already strong perks. Pop needs to be on a token system like Pain Res. The perk was buffed twice recently with the 10% buff to pop itself and the fact that kicking gens is stronger now. It's strong enough now that it should not get unlimited uses. Killers being as strong as they are now also makes the perk even better. You get downs so much faster now that pop becomes incredibly oppressive. The best way to fix slowdown/regression in general would be a diminishing returns system but I doubt Behavior would be willing to put that much effort into it.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,734

    If you as Killer don't run at least 1 good gen slowdown perk, you are asking for trouble and don't be suprised the game ends in like 7 min with gates being open.

    What do you want the killer to run? Lets see the other same type of perks and why they are not run:

    • Call of Brine: Trash. Worthless +25% extra regression for short duration. You don't rly need info on that gen, just run Survelience instead if you need info on kicked gens.
    • Eruption: Too weak regression for the ammout work you have to put into it to make it worth using.
    • Hex Ruin: Too weak regression while being Hex, not worth a risk.
    • Oppresion: Meh effect for insane cooldown.
    • Overcharge: Weak regression and easy skillcheck that miss only madness skillcheks Doc or baby Survivors.
    • Thril: Too long cooldown.
    • Undone: F tier perk that isn't even worth running on skillcheck killers.

    Also some Killers use to run a lot STBFL and I bet that overnerfed it got didn't help killer diversity either.

    Some Killers who only use M2 rely on either slowdown or regression/block gen perks because they have no other option. What someone like Nurse should run?? Yes, nothing since 1/3 of perks don't work on M2 and more than 40% of all perks are weak or joke. Same goes for range killers. Huntress wants to run what? New STBLF prob not :P

  • StereoGang
    StereoGang Member Posts: 93

    Well Pain Res is worth an entire gen repair by itself and Pop can sometime be even stronger (depending of the situation ofc).

    The thing is that almost every others perks are nowhere close to give you that much, so why running them instead ¿

    A survivor can predrop palets to gain time at the start, and if you don't have a slow down to catch up, it's usually gg. Not saying that you can't win without regression perks, but it's way harder and way less consistant.

  • Souplet
    Souplet Member Posts: 345

    Even with those perks, gens fly really fast if you commit to a chase for too long

    If you get flashlighted/sabo its even worse, you cant even proc your perks

    And don't start me on the FTP/Buckle up combo that put you in a lose-lose situation

    These perks are fine.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Do you think the reward of these perk is as high as removing a survivor out of the match immediately?

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 262

    The constant posts about Pain Res Pop make me really want to know what exactly people want the killer meta to be. Remember what people over a year and a half ago were saying: "I don't like the Call of Brine Eruption meta. It's so unfun that the killer can get this massive amount of slowdown without doing anything. I miss when Pop was meta since it required the killer to get hooks to get the slowdown, that was such a healthy meta."

    Time passes and the meta changes from gen kick back to hooks = regression

    "I don't like Pain Res Pop meta. It's so unfun to see my nearly completed gen get obliterated by one perk."

    So it just leads me to ask what is people's ideal killer meta??? A meta with 0 good slowdown perks since it seems like every meta's gonna get complained about no matter what.

  • MaddieMage
    MaddieMage Member Posts: 691

    The game by design is set up for survivors to get hooked. Thats why the killer is faster than survivor. Of course people are gonna try to not get hooked but eventually someone is going down. If it were that easy for survivors to just “not get hooked” they would have done it.

    Not that I agree with the full OP btw (killers definitely need good slowdown perks) but your solution is just silly and unrealistic.

  • ad19970
    ad19970 Member Posts: 6,814

    Diminishing returns as in the more slowdown you stack, the less effective they become? I would definitely like to see a system like that too, that way slowdown perks wouldn't have top be nerfed themselves, but the stacking of slowdown perks wouldn't get out of hand so much.

  • ad19970
    ad19970 Member Posts: 6,814

    The thing I wonder the most is if it's a good idea to nerf perks like Pop or Pain Res, before nerfing tunneling and camping some more. You could argue that these slowdown perks encourage killers to not tunnel and camp, because they allow them to slow down the match enough. And the real issue is when these perks are used in conjunction with tunneling and camping.

    I do think stacking four slowdown perks can be overwhelming, but I kind of want BHVR to nerf tunneling and camping some more before nerfing slowdown perks, and then see where the game is at.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    there is staggering difference between a killer that

    → gets 10 hooks

    → triggers pain 3 times per match

    → kicks 6 gens with pop goes weasel

    → triggers grim embrace 3 times blocking all gens.

    vs

    → gets 3 hooks before end game.

    → triggers pain res 1 time

    → acquires 1 gen with pop goes weasel

    → blocks the gens 2 times.

    The gen perks are self-balanced by the survivor outplaying the killer. they directly gain value or lose value by how well the survivor plays the game in comparison to the killer. The statement is not a literal of "do not get hooked". it is minimizing the amount of hooks that the killer gets.

    Compare this to popular survivor perks that either automatically gain value every single game or gain value for losing i.e when it matters the most.

  • Xernoton
    Xernoton Member Posts: 5,965

    The problem is that nerfing one of the perks leads to people doubling down on the others. If we nerf all of them, then people will double down on using them in combination unless they get the Overcharge treatment and if that happens, then the game falls apart.

    We currently have 2 extremes and nothing in between. Either gens fly or they don't get done at all. Playing without slowdown absolutely doesn't work anymore. Survivors play at a highly increased efficiency, which naturally means that the match will be shorter, if the killer doesn't stop them.

    However, playing more efficient as a killer means slugging, camping and tunneling. "Just chase faster, bro." is not an achievable course of action because the chase time highly depends on your loadout and the survivor themself. Sure, I can run a bunch of chase perks but then I still lose the 1v4 because every second I spend in chase is another 3 charges on the gens. This also goes for traversing the map and hooking survivors. This all adds up.

    Meaning, this has to be fixed with either perks or base kit adjustments. Or both. Mindlessly nerfing one or more of these perks will not have the positive results, you think it will. Killers will lose more, yes, but not just by a little. There is a level of efficiency which survivors can achieve reliably, that the killer can only reach with luck and big mistakes from the survivors. So, if the survivors don't make these big mistakes they win by default, if there is nothing the killer can do to slow them down sufficiently. Which currently there isn't (other than maybe tunneling on a high tier killer).

  • caligraph
    caligraph Member Posts: 359

    Unavoidable is definitely a stretch. They only work if the killer gets a hook, which can be avoided.