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Gen Regression Nerfs Didn't Solve Anything and Will Increase Pain Resonance Usage

YayC
YayC Member Posts: 116

Instead of asking why every killer was running pain res and pop, you just nerfed them (then buffed toolboxes at the same time lol).

They are running them because against good survivors gens go too fast and because every other gen regression perk is either less than useless or heavily situational. The result is pop and pain resonance is not only in every single match still because they are still the only good gen regression perks, but now they are combo'd more than ever with other slow down AND anyone who only ran one of these perks (I myself only ran pop) are now forced to run more gen regression to compensate so you've actually taken your "40% of loadouts have pain res" and increased it because you just made all the other options even worse.

I've played about 8 survivor matches today, all but 1 aura huntress had pop and pain res. Not only this, but almost all also had corrupt too and the ones not also running corrupt were running dead mans switch and grim embrace with pop and pain resonance. Before it was pop and pain res with 2 other perks (rarely more slowdown). It is now ALWAYS 3-4 slowdown perks. You didn't solve the problem of everyone running these perks because the reason they need to still exists and all the other slowdown is terrible even after you just mass nerfed the last remaining good slowdown.

Why every other slowdown perk isn't used:

  • Eruption literally takes longer to put on a generator than it will ever give you back since 10% regression is 9 seconds of progress taken off it and it takes longer than 9 seconds to walk to the gen to kick it. If you kick it instead of chasing the person who jumped off it you will lose more than 9 seconds in distance kicking it. Then you get a down on a survivor, it blows up the generator and for some reason it then goes on cooldown. So even in the time you hook the downed survivor and walk to the generator, eruption is still on cooldown meaning you then need to wait around to kick the gen to apply it on the generator again which most of the time wasted well over 9 seconds doing this (if the gen didn't pop while getting the down). THEN it also counts as 2 gen regression events on it so you can only kick a gen 4 times when using this perk.
    The cherry on the cake is the aura read ability it has which is so beyond useless it's not even funny. The bubble appearing showing you've blown a gen up with eruption literally covers up the aura read of eruption. There is literally no situation where this perk is ever worth running and is outclassed by jolt heavily. The reason it was used before the nerf was the incapacitation. Those 20s of the gen not being able to be repaired alongside the regressing gave you enough time to hook the survivor and go and pressure the gen with a perk like pop. Now the gen blows up, you either slug on the ground to go re-pressure the gen or more often than not you just lose the gen in the time it takes to hook and pressure the gen.

  • Jolt/Surge is too map dependant to be used on it's own consistently. If you're not slugging (so you can chain down someone by a gen to activate jolt multiple times) or not on a 2 story map it's very hard to get consistent value with it. Meaning it is often combo'd with the stronger gen regression for either alittle extra or to buy enough time to hit the gen with the stronger gen regression of pop and/or pain res.

  • Call of Brine got absolutely destroyed when it got nerfed and the maximum amount of extra regression you get with it if the gen isn't interrupted it's whole uptime is 3.75 seconds… It isn't even used for regression anymore only the info of which only the knight and nemesis zombie attraction can find consistent usage for.

  • Overcharge is in a similar situation to call of brine but atleast it has the difficult skill check which you don't get as much value from since no-one taps gens mid chase to prevent them regressing anymore which is where you got the most value out this mechanic.

  • Undone, the new perk is so beyond useless not even doctors can get good value from it. Any perk that requires survivors to mess up something as basic as a skill check is never going to be consistent enough to be useful. Let alone one where they need to mess up multiple skill checks to gain tokens AND then you need to go kick a gen to apply it.

  • Ruin is a hex perk which means you need to sacrifice a second perk for undying to have it longer than 30 seconds and due to the fact it can be cleansed, it's too inconsistent to be used by people consistently.

So now every single match is identical and it's incredibly boring. It's also incredibly boring playing killer and being forced to run these perks because if you don't you lose all your gens instantly. I had a situation today where I found someone in under 20 seconds (as fast as I possibly could in that match), downed them in under 20 seconds and pain res'd a gen taking a full 20% off it's progress. Went almost straight to that gen (which was the closest one to me) and it was still 80% progressed.

And since I know people will call me a liar, here's the proof (I even added time codes)

How can you look at this BHVR and decide the gen regression being overpowered is the reason everyone and their grandma is running gen regression?

All this change has done is made every match be quad slowdown or 3 slowdown (still including pain res and pop), tunnelling and slugging have become much more lucrative since you now need to build pressure elsewhere and discouraged people running weaker killers even more. Any killer who ran less gen regression runs more, any killer who ran pop pain res is running more and all while putting so much pressure on the killer you're resorted to playing in the sweatiest, most optimised and anti-fun way possible.

Not even mentioning how getting these perks to activate is even harder with un-counterable sabo speeds, background player (which was actually problematic) still has the exact same problem of they can move too fast to be able to check for it and had the 1 "counterplay" of grabbing while it's on cooldown removed with lower exhaustion times AND the perk that put a brand new part on every gen buffed so much you can do it in under 40 seconds.

Comments

  • MrT1412
    MrT1412 Member Posts: 111

    If their vision of the game is less gen slowdown via perks, that's great. I just hope we get some buffs for weaker killers. It's very difficult to pressure generators adequately on some.

  • YayC
    YayC Member Posts: 116

    But if that's their vision, mass nerfing all the gen slowdown so you HAVE to stack them together is the complete polar opposite way of addressing the problem. You don't nerf the only gen regression that's usable on it's own to unusable levels, buff the items that progress generators and a perk that puts a perma buff on every single generator and expect killers to use less slowdown.

    There needs to be either basekit buffs to killers gen slowdown so they don't feel the need to run the perks as much in the first place, nerfs to gen progression from the survivor so again they don't feel the need to use them and/or big buffs to gen regression when used on it's own but diminishing returns when stacking.