We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

The Gen Perk Nerfs Have Made Playing B Tier And Lower Killers Feel Miserable

It's pretty simple, I think Pop was way over nerfed and pain res didn't need it at all. These perks where finally healthy after we went from Ruin Undying Meta to the HORRIBLE gen kick meta with old eruption overcharge call of brine.

Those perks required to do nothing but push of gens and not actually chase but pop and pain res actually rewarded chases.

It just feels like low tier killers have no options left. I'm fine playing A tier killers but rip variety. All I've been seeing on the survivor side now is tunneling at 5 gens since it's all they really have left they can do. Either that or slugging but that is more rare

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    Maybe they're going buff base gen defence. perhaps reason that they're weakening gen defence is for some room on base game changes.

  • Cali88
    Cali88 Member Posts: 21

    ^

    Pop/pain res eating a third of a gen in mere seconds in conjunction were too impactful and deserved to be toned down. At this point we need to await more basekit buffs to C tier killers (more traps able to be carried on Trapper, a Myers revamp etc) for increased variety, which might be on the horizon given the most recent Bubba buffs

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Doubt it. This is kinda impossible to change in major way exactly because of massive power level differences between killers. Nurse x Trapper

    I kinda liked Scott's idea to create new killer specific parameter (kinda like TR, movement speed) that would affect kick and regression speed %.

    Basically only flaw is that BHVR would need to be able determine how strong killer is...

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    one of the worst idea's ever. Let's make it so that weaker killer have to use Hex:Ruin+Surge because they have 300% regression to further pigeon hold them into gen defence. The stronger killer are just as susceptible to gen-rush as weaker killers. The difference is that stronger killer have a chance to win while weaker killer get looped and lose.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Idea is not bad, just your approach is terrible....

    We talk about 1-3% changes for kick and 0.15 differences on regression rates. Which could be enough for many killers.

    There is no need to use this for nerfs anyway.

    The difference is that stronger killer have a chance to win while weaker killer get looped and lose.

    So it seems like strong killers don't need major buffs....

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    all the killer universally need generator buffs. you can argue for some of the killer needing chase nerfs but that is about it.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Then you can buff them all with this feature too if needed.

    But you are not able to come up with way of slowdown that would help top tier killers in same amount compare to other killers. They will always be able to benefit from it more, which doesn't make sense to do.

  • UndeddJester
    UndeddJester Member Posts: 3,496
    edited June 7

    This would have been my nerf.

    The problem is mobile chase killers can down and hook, get a pain res, and then race away, exert pressure and score hits, maybe even downs while that first player is on hook. Then as soon as they unhooked, race back and tunnel that player out, while still getting all of Pain Res's value.

    Disabling when a player dies is a natural anti-tunnel tool, as the rest of Pain Res's design already helped the killer maintain pressure even while not tunneling.

    I haven't felt the nerfs really myself, as I'm not super competitive anyway. I always play to win, but I often give hatch or let 2 escape once I have 10 hooks, so I don't tend to run more than 1 gen slowdown perk anyway... but I imagine for people who have been, their probably experiencing a bit of a system shock right now.

    I have found I now freely throw Pain Res and Pop into my builds without it feeling cheesy now... so that is good.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598

    BhVR adjustments are consistent. All base kit effects, perks, and item buffs for survivors will now be of greatest benefit to VCPTs, and only killers that do not suffer from higher tier mobility will be able to withstand use.

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580
    edited June 8

    Every single day I hope, pray, eagerly await, get on my knees begging crying and screaming for something, ANYTHING to help Ghostface not have to crutch on slowdown.

    Please BHVR. My boy. I appreciate the QoL buffs, really, but he needs more, this isn't fair. You did Pig, you did Bubba. Now they can hold their own.

    Please, please help Ghostface. If anyone deserves the help and some looking at his clunkier bits of the Reveal as a popular M1 Licensed Killer, it's him. Especially since it's pretty clear you're never touching Myers.

  • Skitten56
    Skitten56 Member Posts: 383

    Having Pain Res or Grim Embrace disable when a survivor dies would be the best way to balance them. Let them be strong for killers who spread hooks, but punish players who use them to tunnel someone out and then get oppressive slowdown on the last 3 survivors.

    Pop would be fine at 25% I feel, but it does have a nasty ability to destroy gens if survivors mess up recuses and the killer snowballs with it. Maybe buff the regression back up to where it was before at 30% but add a 40sec or so cooldown after the perk is used/deactivated before it can be reactivated again?

  • YayC
    YayC Member Posts: 123

    This is a terrible argument because even if it is the case, they should've done the basekit buffs at the same time. Right now playing killer is absolutely miserable and so is playing survivor because killers need to do more things to make up for the lack of pressure. The result is quad slowdown every match and way, way more slugging, tunnelling and proxy camping.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Being a licensed killer, it's highly unlikely Myers will get a rework. It really depends on how much freedom BHVR has with the license.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    idk. if they nerf gen defence enough, player might complain that killer's map presence is trash and that the games are too fast. either way, i only run pain res/grim embrace for most of my killers, so it hasn't affect me that much. I don't really kick gens outside of 3 gens because it is not really worth it imo.

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580

    People are already complaining gens are too fast and these nerfs didn't help.

    I'm of the opinion that the nerfs to Pain Res were fine, and I sorta get the nerf to Grim Embrace but I think it wasn't needed - if anything buff it a bit more. Pop was too much, set it at 25%. Deadlock being touched at all is questionable - did they mix it up with Dead Man's Switch, the ACTUALLY problematic perk with Pain Res?

    Either buff basekit regression more, or return these to some of their former values and make it harder to combo some of them. There ARE still gen control options in the game but it's frustrating there isn't one that's strong, yet Survivors seem to have all these strong gen progression things or tools they can stack in a SWF to counter even one of these Killer perks. Some perks have questionable progression bonuses too, which aren't necessary to make the perk useful.

    Rebalance toolboxes across the board like with medkits. Remove the speed buff from Deja Vu as that was only a fix for 3genning, or keep it but have it no higher than 3%. Reduce Resilience's buff to 3% - nothing that easy to activate should be more than 3% because you can stack these buffs with items and other perks. Stuff that has a risk attached, like Potential Energy, can stay as it is because there's a chance you could lose the benefit. This will put perks like Resilience in line with perks like Bardic Inspiration, Fast Track, and other similar gen progression perks like Hyperfocus. You shouldn't be able to stack a Commodious box, a bunch of progression perks, and a BNP that way for something like an absurd 50-100% generator progression speed or more that knocks what should take maybe a minute or so down to 40 seconds. Do this, and I promise there will be a lot less need for Killers to run generator slowdown because gens won't go as fast, AND Survivors still get the dopamine hit of generators progressing at a good enough pace - they just need to think about what they bring now.