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Is it me or
Gen regression perks should not be nerfed, but what they need is limit more on how much they can be regressed?
Regression perks for me arent that strong, the problem when killers stack 4 of them. Devs already do it well with Survivors' speed boost perks (Exhaustion status) and endurance (given Deep wound that can not stacked). 8 regression events is a good start. But perhaps we need more limited and keep the regression perks strong so the best advice is use only 2 of them and leave other 2 perks slot for something else.
Comments
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Agreed, the focus should be on breaking up synergy, instead of nerfing them into the ground. The current approach doesn't do anything to discourage stacking 4, it honestly encourages it due to how they're getting weaker across the board. The idea behind gen regression/blocking is to allow more time for chases and less stressful macro play, whose necessity/desirability isn't going anywhere alongside these changes.
They're making portions of addons basekit while nerfing the addons (to both reduce their necessity while encouraging more build variety) and its usually seen as a positive change when they do. Why this can't be applied to perk categories like gen regression/blocking is beyond me, especially since they already do it with exhaustion like you mentioned. The only real problem is that they would have to be sufficiently strong, to match the limitation, which people would still complain about.
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Is it time to have specific perk slots for specific perk types? I wouldn't be against it tbh. It would help shake up the most used perks I think. Many concerns around perk categorisation though.
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I have thought about it, but there are 2 problems
- It will limited perk builds because of fixed slots.
- Later years perks have multiple purpose (such as UW with blindness and aura, or MFT with endurance and haste). If equipping MFT makes you unable to use OTR and Hope or Exhaustion. MFT would straight up go to low tier.
Limit to the base is what it need. Something like a Gen can only regressed 90sec, the total regression time of the whole match is 400sec. Or survivors can not make a healing faster than 200%, or Gen progress can not make it faster than 200% (given 2 survivor would be 170% speed, and with Prove thyself gives 190% at maximum, would be pointless to have 3 survivors on a Gen)
My point is to make it far less useful when using the same categories perks.
Slowdowns are so strong, so there is no reason to not use 4 slowdowns.
Slowdowns are so weak, now they must use 4 slowdowns.
Set a hard limit is what the game needs.
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Limiting/preventing stacking was what I meant regarding breaking up synergy, in case it was not clear.
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Unless they decided to make make regression actually skill at this point in dbd most matches are just the killer trying to force trade for pop value all game and pain rez and grim so they need to adress that first mabe u need to be in chase with one for so long before regression perks activate. So people can just add 5 minutes to a match they don't even want to put effort into playing
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I think a good start would be PTB testing gen regression perks not being able to procc on gens that are actively regressing.
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The regression need to stay strong so players can pick what perk best fit there killer. (M1 killer or slinger might like jolt, pop on Mobility killers, pain res on anyone) Like u said the main problem is stacking to many but you can't limit builds by only allowing x amount of gen regression perks. I like your comparison to exhaustion perks and it really show how powerful perks can be kept in line. I think the main problem is the same gen keep getting hit with res/pop trapping one person in a endless loop of repairing it. The regression should be spread out more to other gens in my opinion. My proposal the same gen can only experience one regression event every 35 seconds (excluding kicks). This way even if u stacking regression the same gen can't be repeatedly target with little down time
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you cant. Killers’ gameplay involves hit, down and hook survivor, kick a gen, open a locker…pretty much it. The thing is killers tend to make a hit or down as easy as possible. Which is force to trade hook, or tunneling forces another teammate body block for a free hit .ect
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I am glad they are actually addressing slow down, however I do agree that it was the wrong way.
It will make slow down stacking weaker which is good, but at the same time it makes NOT stacking it weaker and the best way to make up for that is to stack them. So while it made stacking weaker, it also kind of encourages it more.
An Exhaustion type thing could be interesting to see, although I don’t know how it would work.
Maybe something like “Restricted” where after using a certain perk, such as Pop or Pain Res, to regress a gen the “Restricted” status effect activates for X amount of seconds. During this time these perks do not activate (however base kit regression is still untouched). And then they can adjust the perks as needed. Maybe some perks like Surge could be unaffected or have a reduced timer as they aren’t as powerful.
You still could stack slow down, but you would need to be more strategic in order to get full use out of them.
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Actually, having a form of Exhausted for the killer side is a damn good idea and I think it's the best way to balance slowdown perks rather than lowering numbers.
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The better nerf in my opinion would have been, that both perks deactivate upon a survivors death. This gives the killer a strong fighting chance when all survivors are active but doesnt make them overbearing when the survivors are placed in a 3v1 scenario.
Both pop and pain res needed nerfs though.
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"Regression perks for me arent that strong, the problem when killers stack 4 of them."
Which they do pretty much every game.
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Why would you;
Nerf gen regression
Buff invocation ( 7x BNP in 60 seconds )
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Never thought about applying an effect similar to "exhaustion" to killers to manage multiple regression stacking. - But I very much like the idea. Either by vortue of an actual status effect - or by effectively building it into how regression perks work in general. The end result should be that more than two regression perks just don't make any sense because you won't get the additional value. — For all I care they can actually increase the base-kick-regression a little in return (+2 or 3%); since that does count toward the 8-regression-events-limit. They can do that - but they can do that only so often.
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This is likely the best way to do it.
Although, ironically, if they even hinted at this kind of system killers would suddenly want the anti gen tap mechanic removed.
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I know why you suggest this, but trust me you don't want locked perk slots.
This change puts BHVR directly responsible for the meta and gameplay, rather than meta and playstyles being natural and organic.
Lots of games try to do this role lock type of thing, and it almost always backfires. Overwatch being probably the strongest example.
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So something like 100% instant regression max for each generator I think
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I didnt say locking perk slot for catagories. But limit the total time a Gen can regress, or total of all Gen time. So you can only use 2 slowdown perk, since more than that would be useless because of the limit.
- Survivors need to do 5 Gens. Not 7.
- You as survivor do not want to get Broken for the rest of trial at 5 Gens.
- Do it at later of the match where 1-2 Gens left only save 20sec. At that time a Dwight is already death, you dont do Invocation when Meg is on hook and Clau is in chase.
The buff Invocation needs is Broken for 1 hook stage, thats it. Not the timer.
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pop, pain res, and grim embrace all require hooks (skill)
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No, it's not skill. It's not that hard to catch a survivior.
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