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The gen defense nerfs will lead to slugging.

Reinami
Reinami Member Posts: 5,524
edited May 9 in General Discussions

I'm calling it now.

The new meta will be slugging.

Deadlock isn't really that good of a perk, grim embrace was okish, the only ones worth anything were pop and pain res.

I really think people underestimate how long it takes killers to do anything. Do you know how long it takes to hook a survivor?

  • 2.7 wipe animation
  • 3 second pickup animation
  • ~10 seconds to walk to a scourge hook (a little more than half the bar, sometimes more sometimes less, but scourge hooks are harder to get to sometimes)
  • 1.5 second hook animation

Now, even if you KNOW exactly where the gen is that popped, and assume its only half a map away from you. Lets say its the gen on the very middle of the map. How long does it take to walk to that gen? About 11 seconds.

So you have

2.7 + 3 + 10 + 1.5 + 11 = 28.2 seconds.

What is pain res NOW? 22 seconds off a gen.

Pain res LITERALLY does not pay for itself most of the time. Now you want to nerf it even more?

Any on top of that you want to nerf pop back to uselessness? When pop was at 20% nobody used it for a reason, 20% of CURRENT is nothing.

The only reason that "pain res is in nearly 40% of games" is because it is the "best" gen defense perk. But the game is LITERALLY BALANCED AROUDN THE IDEA THAT KILLERS MUST BRING GEN DEFENSE" Even top tier players and streamers basically admit this. Scott, otz, etc. all say that the game is balanced around killers bringing gen defense. Try not bringing gen defense some time in any high mmr game and watch you get destroyed.

I WANT to bring other perks, i DO NOT WANT to have to bring gen defense every game. PLEASE do the following:

  • Nerf all of these perks harder. YES HARDER, cut them down even more. And nerf the other ones while you are at it
  • BUFF the basekit gen kick to 10%
  • BUFF the basekit gen regression to 200%

Make it like you have just done with leatherface. NERF THE ADDONS (in this case the perks) AND BUFF THE BASEKIT.

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Comments

  • HexHuntressThighs
    HexHuntressThighs Member Posts: 1,245

    Don’t argue tbh, you’ll never win. I like your ideas tho, base kick should’ve always been 10% considering you’re giving up valuable time to start a Gen regressing that can be immediately stopped by a survivor hiding nearby while you take a chase.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,805

    slugging someone takes 4 minutes. it is absurd amount of time that even hooking and getting hit by DS is faster then 4 minute slugging.

    i don't think perk changes will do anything besides kill pop goes weasel. that means you'll see more pain res/grim embrace/deadlock.

  • Reinami
    Reinami Member Posts: 5,524
    edited May 9
  • Reinami
    Reinami Member Posts: 5,524
    edited May 9

    Yeah, and again, if you keep nerfing these things, all you will see is MORE of the thing you are complaining about as more and more things become less viable.

    2 things can be true at the same time.

    3 killers in the game are a little to powerful when you stack multiple slowdowns.

    32 killers are too weak unless you bring 2 slowdown perks.

    Which one seems like the bigger problem to tackle? Guess we should nerf slowdowns more without addressing the 32 killers? What do you think will happen? You'll see more of the 3 killers you are complaining about.

  • jesterkind
    jesterkind Member Posts: 7,817

    That's not the bias I'm referring to, I laid that out pretty clearly.

  • SignedUp4PTBFeedback
    SignedUp4PTBFeedback Member Posts: 58

    The solution is buffing the lower performing killers.
    They're already doing it this patch with Bubba, Slinger, last patch with numerous killers, Billy rework that made him among the top tier ones, they've been doing it for months now so it looks to me like par for the course.

  • ratcoffee
    ratcoffee Member Posts: 1,470

    Scott Jund tends to be a really good litmus test for the side people tend to argue in favor of.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Literally nerf every strategy that is not "fair lul" from regression to slugging , so we can have 150 seconds gen time basekit

  • Reinami
    Reinami Member Posts: 5,524
    edited May 9

    Watch a few videos and comments scott jund makes, now do the same for tru3ta1ent. If there was a spectrum, you'd probably see this:

    survivor sided                                                middle                                                              killer sided
    |———————————————————————||———————————————————————|
    
    On that spectrum, i'd put several content creators around this:
                         |———————————————————————||———————————————————————|
                ayrun/hens     scott             coconut   otz            tru3ta1ent
    

    EDIT: i should also note this isn't to throw shade at any of these creators, i watch most of them. And this is obviously just an opinion of mine and could be up for debate, but i don't think its really relevant to this thread. I'm simply stating that there is a spectrum of bias and this is where, based on the content i have seen, that each of these content creators falls in, in my opinion.

  • SignedUp4PTBFeedback
    SignedUp4PTBFeedback Member Posts: 58

    This is only valid for chase #1, a case where tunneling is going on, or a chase that lasted for quite too long.
    Otherwise, the survivors' activities are as follows:
    1 on the hook
    1 going for the rescue
    1 in chase
    1 remaining to do gens.

    This is generally how killers win games. And this is why tunneling is so effective when done quickly enough, 3v1 there's no one that can do gens, there always has to be someone who rescues a hooked survivor and someone to keep the killer's attention while the rescue is happening.

  • ChaosWam
    ChaosWam Member Posts: 1,842

    Even that is kind of a bad idea, if you think about it.

    Sure, if there was a cure-all for slugging and regression, then you have a new problem: Slow gameplay. Survivors having to sit still for 150 seconds and tap a skill check every so often, and killers having to locate a survivor and go through every pallet loop/window loop before a down (speaking at a decent MMR point of view) and be punished for doing anything except immediately going for hooks since regression would be pointless. (In this hypothetical scenario I should add)

    Not to mention it doesn't fix high mobility top tier killers being far more viable in this scenario than killers like Freddy or Trapper. In reality, DBD is a difficult game to balance because of killer power differences.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    I'm not gonna care, ultimately there is only just the choice between extremely fast chase, ridiculous amount of gen regression, or extremely long base generator time

    I suppose this game is basically flawed from baseline, if anything the concept of hooks and generators are flawed

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,545

    Me running up to the 2 slugs with MFT + WGLF:

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,545

    Correction: Me running up to the 2 slugs with MFT, WGLF and Open-Handed.

  • ChaosWam
    ChaosWam Member Posts: 1,842

    That actually makes me wanna make a point.

    I had a match against a Wraith running knock out and ONLY going for slugs until endgame while I brought DS/Flip Flop/Unbreakable/Power Struggle in a soloQ match on RPD West Wing. His full build was Knock Out/Sloppy Butcher/Deer Stalker/Nurses Calling. We actually got a 4 escape despite this, and you can thank the indicator HUD for this.

    I assume the other survivors realized this early as well, and we managed to coordinate with no communication that gens > pickups. Once Wraith was in a new chase, someone went to search for the survivor to pick up. Thanks to bleedout being so long, nobody even dropped below 20%. Meanwhile, 2 survivors ran gen progression and we managed to hit the most important gens first, the middle ones, and put us in a perfect position to reach anyone being slugged.

    Once endgame hit, Wraith tried to go for hooks. Thankfully I was his target and there were still plenty of pallets for me to use.

    My main point being, even with that setup, SoloQ can coordinate thanks to recent additions. My usual survivor matches with me running Hyperfocus/Streetwise/Built To Last/Deja Vu and a kitted out toolbox are usually ties or 3-4 escapes against lower tier killers and losses/1-2 escapes against high tiers even with the current gen regression builds. If that Wraith brought Surge or Eruption he may have had a better chance with that slug build, but ultimately survivors have the edge even in that scenario.

  • North85
    North85 Member Posts: 111

    B-but the cosmetic sales! WON'T SOMEONE PLEASE THINK OF THE COSMETIC SALES???

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    absolutely not. you balance for the top.

    you just make it fun for the bottom.

  • Reinami
    Reinami Member Posts: 5,524
    edited May 9

    Its simply a statement as to how long killer actions actually takes, if you look at other posts, you'll see the main point is quite simply the game goes TOO FAST if you do not have gen defense and aren't playing nurse, which is why every game has gen defense. And the game should not be balanced around that fact, they should buff basekit gen defense and nerf all of the perks, so you'll start to see a wider variety of perks and builds.

    The point is that, if you continue to make it so killers aren't even able to gain any time by hooking, then why bother hooking at all? Which is the point of this thread.