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70 seconds hook states duration. Let's talk about it.
Comments
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What are you referring to when you say that they decided to make camping more effective?
The last time they did buffs to offset gen perk nerfs to my recollection was 6.1.0, and all those buffs were aimed at making chasing more effective. I can't think of any patch where the devs either said outright they wanted to make camping more effective, or even just implied it with their actions. What am I missing here?
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Killers are doing good currently. There is no need to buff Slowdown-Perks.
That Forum User xXxKillerMain69xXx is not doing well does not mean that Killer as a whole is in a bad spot.
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chasing didn't do anything. the main key line in 6.1.0 was this line: "Many players feel like generators are powered too quickly without these perks, so we knew we needed to look at generators before making any perks changes. SLOWDOWN PERKS SHOULD BE AN OPTION, BUT NOT THE ONLY OPTION TO STAY COMPETITIVE."
So how did they do that to make slowdown an option but not only option to stay competitive. They buffed camping. that is how. a killer that cannot defend generators will camp more and by doing that, he'll slowdown the game by regressing hooks.
There is little bit of irony in last sentence because a killer that is relying less of passive slowdown mechanics is interacting less with survivor. I know last sentence suggests that you are suppose interact more but the effect is quite opposite. The less defence you bring, the less time you have as killer to interact with the survivor. This makes sense because the game ends faster.
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I mean, in 6.1.0 they also labelled the basekit Borrowed Time as a nerf to tunnelling and camping, which signals pretty clearly that they wanted to make camping weaker.
They'd then go on to actually weaken camping by implementing the anti-facecamp meter, further signalling that the devs don't want people to be camping. The fact that the lengthened gen timers incidentally made camping slightly stronger was an oversight, not an intention.
The devs actively encourage chases to spread your pressure, which is incidentally the stronger way of playing anyway. Even if you think camping did get stronger, there's no basis at all for claiming the devs intentionally made it stronger specifically to compensate for a lack of slowdown perks.
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It's a very good and long overdue change that's only going to affect killers that camp a lot (aka "securing a hook stage").
As stated in the dev update, the gen time changes were technically a direct buff to camping, which is a playstyle the devs do not want to encourage, so they are making this change that should have come out years ago with the gen time change.
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I don't know why killers mains would actually complain about this beyond a kneejerk reaction that every single change billed as pro-survivor must be a bad thing for them. I get why BHVR didn't make this change in 6.1, and I have mixed feelings about it now. Hook timers increases are good for discouraging camping, but it only punishes hard camping, and I think we're well past the point where good killers understand that letting the save happen and tunneling the survivor off hook is way faster, and safer, than camping for the whole hook state. So, I don't expect much of a change from this, at best it makes forcing struggle a little harder.
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You realise that killer presence is slowdown, right?
A survivor doing a gen won't stop doing that until the killer does something about it. Maybe that something is hooking a teammate so they need to go save, but the best way is to apply map pressure and chase the person who would otherwise be doing gens.
The whole problem with slowdown perks in recent years had been that killers want to stand near the hook and do effectively nothing while the perks do all the work for them. Stand hear the hook until someone comes by, and you've done minimal map pressure and only interact with the survivors who aren't staying on gens.
What is this expectation that survivors should just stand afk until you're ready to deal with them? Go chase them down and push them off of gens.
Stop waiting around by hooks and go chase survivors. It's getting to the point where the devs need to hang this as a sign in the lobby, since apparently people aren't getting the point.
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The incentive to leave hook is risking generators being popped and triggering the hooked survivor's built-in Deliverance.
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The fact that the lengthened gen timers incidentally made camping slightly stronger was an oversight, not an intention.
No, this is intentional. the longer gen times means that early game for killer is less volatile meaning that killer is less likely to lose 3 gens at very start of the game. this means that killer is capable of camping early on if he does well early on the chase. This forces survivor to attempt to play altruism around hooks and if they try gen-rush, the killer can forcibly regress hooks punishing gen-rushing.
The devs actively encourage chases to spread your pressure, which is incidentally the stronger way of playing anyway.
Wrong, they actively keep nerfing generator defence perks punishing killer for spreading pressure. Just look at all Scourge hook pain res nerfs, Pop goes weasel than some might even start talking about eruption, hex:ruin, dead man switch, grim embrace, etc. etc. they nerf all gen defence, the killer camp more, now they nerf camping. right? what. you nerf all the perk related to spreading pressure then complain that killer is camping because they're not getting reward for spreading pressure.
it is simple formula, buff gen defence →killer is more rewarding for spreading pressure. Nerf gen defence → killer camps more.
Ideally, the killer should not spending entire load out of gen defence perk so that they can go for aggressive chasing and win but that does not seem to be in the cards. Instead, nerfing camping.
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Again, what you're describing there is incidental, not intentional. The devs wanted to weaken camping with the basekit Borrowed Time, and separately, wanted to incentivise chases by buffing all those numbers. This is observable, they say as much in the dev notes.
As to everything else, I think the issue here is that you're viewing gen perks as a necessity for spreading pressure, when the reality of the situation - at least after all the nerfs - is that it's the other way around. You need to be spreading pressure for gen defence perks to do all that much. If you aren't occupying multiple survivors at once and slowing down gen repair that way, the amount of extra time regression perks buy you isn't enough to overcome that, and it shouldn't be. The only exceptions to this concept are unbalanced cheese strategies like tunnelling and camping… hence those getting nerfed.
As an aside, you can win by going for aggressive chasing as long as you're actually good at it. So, that's short chases on top of knowing where survivors are and keeping them occupied. I'm not talking hypothetically here, either, I run very little slowdown and I don't camp or tunnel, but I win a respectable amount of my games. If I lose, it's almost always because I wasn't doing well enough in chase, not because you need to camp to overcome gen defence nerfs.
In general, I think a lot of killer players could do with remembering that gens are not their objective, survivors are. Spread your pressure across your objective, not your opponent's objective.
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It won't make tunnelling more needed because those who think that are most likely (with a few exceptions) to tunnel regardless the reason.
It's more of a QoL change which will give Survivors a tiny edge against any Killer prefering to hang around a hooked survivor instead of hunting. It's unlikely to make any huge difference, but it may make those who do camp think twice about what they want to do, without making it completely useless.
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They DO have an incentive to leave hooks and not tunnel and camp. Its called pressuring survivors. Its really easy, you have 1 person on the hook, so you chase another survivor and now 3 people cannot waste time on gens.
For survivors to leave someone on hook for 70 seconds, without you already having hooked someone else, means that either a lot of pallets have been destroyed by you, aka easy downs next time a survivor goes there, or you have been royally outplayed.
This 10 extra seconds is additional pressure to leave the hook, because you literally cannot afford to stay in 1 place for 70 seconds.4 -
Lol, no, you punish that by not camping and tunneling, but chasing other survivors. If they want to stick on gens till the last second, you now have a 10 second extra window to chase and thus more ways to get rid of pallets for free.
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This is a bigger change than people are giving it credit for now that we have anti face camp. I've had so many times where the anti face camp ALMOST triggered. That extra ten seconds will be massive considering it's for every hook stage. It will be huge if they ever add the anti camp meter to the HUD. The amount of extra time you can get on gens with this will also be a great overall buff for survivors.
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I don't camp and I dislike campers, but I don't think the increase in hook time was the anti-camp buff anyone needed. I think it just makes hooks less urgent and decreases the survivor gen disruption that spreading hooks causes. It's not the end of the world for me, but I don't think it was a good change.
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What annoys me here is how people like you arent realizing they're all buffs for meme perks you've probably seen once in your life, save for flashbang and blast mine.
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As an aside, you can win by going for aggressive chasing as long as you're actually good at it
by good at it, you mean killer has to play completely flawless with 0 mistakes and survivor can fail almost every single chase as quickly as possible while still just completing all generators anyway. The survivor can still easily hook-trade and all generator will be done.
You need to be spreading pressure for gen defence perks to do all that much.
The generator defence perk don't do enough towards spreading pressure. Camping does more then the gen perks. that is why player are opting to camp more because it is more efficient way to punish gen-rushing. This is also a way for killer to punish survivor misplays at chases in early stages of the game. The dev have this backwards. killer is punishing survivor. not survivor punishing killer. the survivor is the one failing chases.
The more imbalanced the base game is, the more killer will use cheesy shortcuts such as Tunneling and Camping.
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It's a buff to gen speeds as survivors now have 10 extra seconds to chill on gens before making the save.
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No, I explained what I mean. Reasonably short chases, not very much downtime searching for survivors, and a good sense for where most of the repair is happening so you're not chasing one survivor on the opposite side of the map to the other three.
If camping does do more than gen perks - which honestly I find questionable if the survivors don't play into it - that's an excellent reason to nerf camping like this. We don't want camping to be desirable, after all.
The game may have its imbalances still, but it's improved by leaps and bounds since I started playing about four years ago. At this point in the game, the killer needs no shortcuts at all. They don't need gen perks, they don't need tunnelling, they don't need camping. They just need a good understanding of the macro game and a coherent build.
As an aside, there's no punishing genrushing, if the survivors are bringing the tools to do that then they're just getting that much repair done. I'm not blind to toolboxes being unbalanced with a genrush build, but you don't beat that by camping, so we don't have to be concerned about that situation for this particular change.
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by good at it, you mean killer has to play completely flawless with 0 mistakes and survivor can fail almost every single chase as quickly as possible while still just completing all generators anyway. The survivor can still easily hook-trade and all generator will be done.
If survivors are making that many mistakes then they're going to be dying unless the killer makes a grievous mistake or two.
The generator defence perk don't do enough towards spreading pressure. Camping does more then the gen perks. that is why player are opting to camp more because it is more efficient way to punish gen-rushing. This is also a way for killer to punish survivor misplays at chases in early stages of the game. The dev have this backwards. killer is punishing survivor. not survivor punishing killer. the survivor is the one failing chases.
That's cause the Killer needs to be spreading pressure by quickly and efficiently hunting survivors down. Players are opting to camp more because many are straight up refusing to learn how to play any other way.
The more imbalanced the base game is, the more killer will use cheesy shortcuts such as Tunneling and Camping.
Well this is just our opinion here but we don't think anything short of extremely buffing killers to the point of being broken will stop a majority from looking for cheesy shortcuts. We got a question: What all of the game is unbalanced to you?
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Long overdue change, should have happened when the gen time was increased. It's a buff for survivor, but hardly an unreasonable one and should hopefully help (albeit small) soloq.
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Good change. It doesn't impact most games, if the killer leaves the hook it the game is the same. Survivors still want to get the unhook as quickly as possible unless camping or tunneling are a risk. It weakens a style of gameplay that people generally find unfun which is healthy game design.
I'll be interested to see how it impacts the Western comp scene because they can't just ignore it like they do the anti-face camp system.
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At this point in the game, the killer needs no shortcuts at all.
right.. i don't agree.
As an aside, there's no punishing genrushing, if the survivors are bringing the tools to do that then they're just getting that much repair done. I'm not blind to toolboxes being unbalanced with a genrush build,
yes there is. it is called camping. typically when survivor rush generators, your left as killer with 3 gen with 1 guy on the hook.
That's cause the Killer needs to be spreading pressure by quickly and efficiently hunting survivors down. Players are opting to camp more because many are straight up refusing to learn how to play any other way.
No, it is because generator defence perks keep getting nerfed which is punishing the killer for spreading pressure. I explained this already. It like stocks.
You have Tunneling stocks, Slugging stocks, Camping stocks, and Leave hook pressure stocks. The generator nerf are pushing leave hook pressure stocks down and increasing Camping stocks up.
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I'm gonna have to disagree with that. If the survivors brought toolboxes + the accompanying perks, you're gonna be left with one gen at most, because the whole point of the build is that they do generators significantly faster than normal.
You'd have three gens, maybe down to two depending on how long the first chase took, if they aren't genrushing and just stick on generators to punish your camping.
You don't punish anything by camping, you're just rolling the dice on whether the survivors care enough to counter you. It's a boring, uninteractive cheese tactic and there's nothing wrong with it going.
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rolling dice is better than no dice at all. I am not opposed to camping nerfs but i am opposed to having no counter-play towards gen-rushing. camping was clear well defined tactic to deal with this gameplay and now it is becoming worse. Survivors reckless pushing a survivor towards second stage →tunnel out of the game into 3vs1 might allow killer to comeback in end game. this change reduces odds of that occuring.
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As we can already see, its just for forum user to use it as excuse for what they do or not do. Lets be honest, 10s more on hook does nothing in favor of survivors. Why do killers camp? a) They have no confidence in themselfs and b) got influenced by other bad players that camping is necessary c) they want to annoy other players or d) they try to secure their endgame kill. None if this would be influenced by a mere 10s. And it doesnt change the fact that the average survivor player makes bad choices while a killer is camping.
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Yet those who've never needed to rely on those gen defence perks are still fine and dandy. Since there's obviously a way to play effectively without camping or relying on stacking slowdown, what is the excuse then? They obviously do not want to learn the other way.
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Very good change if survivors leave someone hooked long time it means game is 3vs1 so still it will be best to save early and killer likely gets another down in that 70 seconds if he isn't camping. This change should happened when gens were increased from 80 to 90s. It will punish those killers who tunnel/camp.
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You're talking about genrushing, the scenario where the survivors are not only taking the steps to counter camping, but they're significantly more effective at it.
There's no dice rolling it if you're doing it in response to a match with three or four toolboxes. They're just going to crank out the gens and then come get the save. Camping doesn't punish anything except for survivors that prefer to goof around trying to get the killer's attention.
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This is a much-needed change. It should have happened back when the generator times were adjusted. This is definitely a positive change and shouldn't significantly impact those who do not camp.
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Camping doesn't punish anything except for survivors that prefer to goof around trying to get the killer's attention.
if camping doesn't punish anything significant, than why change it? Your making it sound like it is not impactful. Something with low impact clearly does not need changes.
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If only people knew how to use time on hook and wouldn't unhook super early most of the time.
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Their reasoning was a common concern back when gen times were increased. I guess they've noticed over the past couple of years, even with an antifacecamp measure, that it's a discrepancy that does need addressing
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"Too strong" and "unhealthy" are two different things. Facecamping, for instance, hasn't actually been strong since it was changed to no longer block unhooks, but the fact remained until the AFC mechanic that a killer deciding to facecamp basically ruins your match. The same applies to regular camping, to a lesser degree; it may not outright ruin whole matches anymore, but it's also not engaging or interactive gameplay.
There's also the fact that camping in its current state does punish something. It punishes solo queue players for their teammates deciding to be idiots and spam vaults to get the killer's attention, as I said in the message you're quoting. It doesn't take coordination to beat camping, but it does take each individual survivor knowing what is required and wanting to do it, which means you can be completely out of luck if your teammates decide it'd be more fun to point at the killer to both ensure their hooked teammate doesn't get their AFC Deliverance and that the team is likely to die because they weren't doing generators.
Finally, some players - including you, in this discussion - think that camping punishes certain actions, so they're going to try to do it, leading to an intensifying of the first two points.
All these reasons mean punishing camping is a good idea even if it isn't reliably game-winning.
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It’s not very much but it is something. For most teams they will still probably unhook right away. It will slightly weaken the strategy of Killers who leave the hook then return to confirm second stage.
It’s a good change. It teaches Survivors to let their friends cook a bit more while also nudging the Killer to spread pressure. This is actually a change I wanted for the Light’s Out mode.
The change is an educational one. I like it.
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We hear this alot. Survivor gets x buff, killer mains come here saying they're now going to tunnel/slug/whatever even more now in punishment. It never happens.
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right so survivor misplay. why is exactly shouldn't killer be rewarded with hook regression? A survivor that is spamming vaults and not playing well should be losing. i also don't think 10 second has any impact for soloq team games for when a survivor is throwing game. it is way out of context in regards to discussion.
Our conversation was talking about how camping can be used as means to counter gen-rushing/efficient generator gameplay and how generator before friends is stronger. In summary, when the survivor goes down early in the chase, I am still suppose to be on backfoot as killer despite the other side misplaying. If i decide to play aggressively and chase for hooks, i am still on backfoot because of survivor objective to the killer's objective of hooks vs generators due to generator defence changes.
you get reduced pressure from hooks from this new hook change and you already nerfed many generator defence perks in 6.1 and continue to nerf existing generator defence perks post 6.1. 10 second of generator is not meaningful when perks that added more time are worse. I get punished for survivor playing poorly and i don't get reward as much for playing aggressively. explain that logic.
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I'm not sure what you're talking about here. When I talk about a survivor spamming vaults and being an idiot, I am talking about survivors doing that IN RESPONSE TO the killer having decided to camp, just to be clear.
Camping is dull, not strong. The killer's doing nothing but standing or maybe pacing at a specific radius near the hook, and the survivors only have two choices: Try + inevitably fail to get the killer's attention and lose, or stick on generators and leave. Camping doesn't punish genrushing, because the generators go too quickly, and in fact camping is itself punished by the survivors just doing generators and leaving. If the survivors have the means to genrush on top of just doing gens, the killer absolutely just loses by default.
To your last sentence, this is the point where I really have to disagree with you on a fundamental level. The amount of pressure you get from hooks with ten extra seconds on the timer is either completely unchanged if survivors play like normal, or increased if survivors decide to neglect saves to pump gens. You get more pressure from punishing their risky behaviour, because you get more survivors dragged off generators to react.
That's what pressure is, for the record, it's survivors who aren't doing generators because you forced them to do something else. If someone's stuck on a hook and you get a down before someone's even running towards that hook for the rescue, that's an incredible situation for you. If survivors are neglecting saves to stick on gens, that's more likely to happen, not less.
I'd like to pull back and acknowledge the phrasing "gen-rushing/efficient generator play", because those two things shouldn't be considered interchangeable like that. Camping doesn't punish either, to be clear, but genrushing is survivors bringing the best possible tools to do the gens substantially faster than they'd get just playing normally.
To tackle efficient gameplay without genrushing, though, I'm still not sure where this idea that you'd be "on the back foot" comes from. If someone goes down early, that's great for you, because you can now go chase someone else and stall out generator repair before it can even really get going. I'm genuinely not sure where you're supposedly on the back foot in this scenario, you categorically do not need to stick by the hook and force second stage if you get an early down. Getting an early down makes that tremendously less necessary, even, that's kind of the best case scenario for the killer, you do not need to try and force an unreliable crutch when you're already doing really well. I'd appreciate some elaboration on what you mean here?
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Should only be death hook timer, survivors greeding the 1st stage forcing a stage 2 is not that impactful in the grand scheme of matches but dying because someone was 2 inches away from a save is
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For Killer, there are significant advantages to reducing the number of survivors by one as early as possible. The camp tunnel controversy will not end without providing further incentives for the act of patrolling the map and chasing survivors at a large distance from the hook.
I disagree because the above will not be solved by making the same oppressive changes as before that only punish killers by lengthening the time of the hook stage this time. If it is to be implemented, there are many ways to do it, for example, shortening the time in the opposite direction if you are a certain distance away from the hook, or knowing the location of other survivors when hooking (= easier to head towards and sabotage Gen), etc.
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Getting an early down makes that tremendously less necessary, even, that's kind of the best case scenario for the killer, you do not need to try and force an unreliable crutch when you're already doing really well. I'd appreciate some elaboration on what you mean here?
It is simple. the survivor played chase poorly. Me leaving the hook to chase other survivors is inherent risk towards failing the chase. If survivor outplays me, the person that is on hook will get unhooked and i am back with no hooks and no pressure. that is called being on backfoot. Killer playing aggressively is constantly on the backfoot because they're not capitalize off any hook pressure. they're relying on their ability to brute force every chase which can work if you win every single chase very quickly.
My question is why I should be playing on the backfoot with low rewards and high risk. If camping gives same rewards as playing aggressively… why wouldn't you be camping? right? that is whole issue. generator defence makes more rewarding for the killer to brute force chases and get rewards for said brute force chases. With rewards being so low and risk being high, it puts killer in lose/lose where they could lose from playing aggressive and they will lose for playing defensive.
Camping is dull, not strong.
Something that is not strong does not need nerfs. The dev do not agree with this sentiment hence they are nerfing camping. You cannot tell me otherwise. 10 extra second on doing generator is 10 extra second doing gens across 3 gens. It does not sound like much but every second does counts in this game.
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slug seems more worth
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I mean, sure, but the thing that puts you on the back foot is you failing to play well in your next chase, not the fact that you left the hook. Leaving the hook is the default expectation and a requirement to play killer well, it's not a risk.
Camping also does not give you the same rewards as playing aggressively. Remember, camping gives you practically nothing if survivors just all make the simple decision to stick on separate generators instead of running into you. Playing aggressively doesn't require your opponents to make a boneheadedly stupid move, it just gives you that value as a reward for your gameplay.
Remember, again, the PRESSURE from a hook comes from occupying MULTIPLE survivors. Camping your first hook gives you ZERO pressure if the survivors all just stick on their generators. Conversely, leaving the hook and starting a new chase at LEAST gives you the pressure of an extra survivor occupied.
What's being described here is not "brute force", it's extremely basic killer gameplay strategy. You don't need gen defence if you're actually playing the macro game decently well, and the gen defence that does exist in the game is more than enough if you understand it's supposed to enhance your basekit slowdown, not replace it.
Finally, I'd like to address your last comment, and mostly I just want to point out that this is one of the biggest flaws in logic I see pop up in a lot of game communities. There's this temptation to consider a buff "the thing you do if something's too weak" and a nerf "the thing you do if something's too strong", while also strictly defining every single change that happens as necessarily one of those two things, but that's a very narrow and unhelpful way of viewing game balance.
Game balance, for all games not just DBD, is about improving the quality of the game and the experience of its players. Sometimes that's about things being too strong or too weak, sure, but sometimes it's about flaws in the game that aren't strictly about strength. Like, for example, a dull tactic that a player can choose to subject the rest of the match to that may not win them the game but does remove a huge amount of interaction and a majority of the game's depth. Camping is one of those tactics. For another example, the last two survivors excessively hiding is one of those tactics too.
Where possible, it's appropriate to fix those things even though they aren't too strong, and sometimes that's going to include nerfs. As long as it doesn't affect anything else - which this example doesn't - there's no reason to be against that.
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It never happens because camping/tunneling/slugging have always been en vogue. Those tactics never really stopped happening.
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Game balance, for all games not just DBD, is about improving the quality of the game and the experience of its players. Sometimes that's about things being too strong or too weak, sure, but sometimes it's about flaws in the game that aren't strictly about strength.
This is extremely well said.
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I mean, sure, but the thing that puts you on the back foot is you failing to play well in your next chase, not the fact that you left the hook. Leaving the hook is the default expectation and a requirement to play killer well, it's not a risk.
default expectation. why is it default expectation for killer to play for the fun of survivors? the dev should be rewarding killer to leave on their own accord to acquire hook-states. right now they're punishing the killer.
Camping also does not give you the same rewards as playing aggressively. Remember, camping gives you practically nothing if survivors just all make the simple decision to stick on separate generators instead of running into you. Playing aggressively doesn't require your opponents to make a boneheadedly stupid move, it just gives you that value as a reward for your gameplay.
it gives you the ability to pressure hook regression. In other words, regressing hook is more likely. your conclusion is missing component is killer gameplay.
the reason why they are doing this change according to the post is to combat camping but increase time to generator is related to killer's generator defence perks being nerfed. we nerfed generator defence perks and traded additional time to generators. this means that either generator defence perks now need to be buffed or camping should the stay the same. Pop goes weasel should go to 15% max generator progression per kick and Pain res should be usable an unlimited amount times for total of 14%. alternatively, the perks stay weaker and killer gets advantage through camping.
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10 more seconds for me to observe scenery whilst I die on first hook stage in solo lol
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It's the default expectation because of the second thing I said: It's a requirement for playing killer well. It's not actually just about survivor fun, it's a combination of the fact that you need to spread pressure to play well - so the game's mechanics should nudge players towards learning that fact - and the fact that the killer sticking in one place and not engaging with the game is fairly obviously bad for the game's health.
Can I ask here briefly, you've said it a few times, what on earth does "hook regression" mean? I'm legitimately not sure what you mean by this, so I'd appreciate some clarification.
Moving on, the increase to generator time wasn't a strict "we nerfed regression perks so we increased gen times" trade, most evidenced by the fact that several regression perks were BUFFED in that patch. It was as they said it was back in that patch's developer update: To make generator regression as a class of perks feel less necessary, while still being an option. It was part of a cohesive suite of changes that all existed to support each other, with the goal of encouraging players to generate their slowdown through their gameplay, not just from their perks.
Considering that, there's no reason to start talking about regression perks in relation to this change. We're not trading anything away with this new change because we were never meant to be camping, and camping isn't necessary to win right now either.
Even if we were to assume that the increase to generator time was a strict trade back in 6.1… camping still doesn't enter this equation. The trade was to give you more time to create basekit slowdown via spreading pressure, not to let you camp more. Even if we were to go a step further and assume that the trade didn't work out that way, the answer is still not to let killers camp, and camping would still need to be addressed— and that's a huge if, to be clear, the trade worked just fine in reality.
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Can I ask here briefly, you've said it a few times, what on earth does "hook regression" mean? I'm legitimately not sure what you mean by this, so I'd appreciate some clarification.
the time it takes to go between hook states. there is first hook, second stage and death hook. I am refering to 60 seconds of the timer between hook stage 1 and stage 2. this includes stage 2 to stage 3.
I do not agree with the change. it looks like freebie for survivors where they successful nerf killer perks and now get longer hook stages to further entice generator efficiency.
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Ah, the hook timer, got it.
The thing about the hook timer is that it rarely actually matters for you, as the killer. Your expectation should be that the survivor who is currently hooked will be rescued, and it's just a matter of how much damage you can do to the team's efficiency on generators before that happens.
That's why it's better for you that they're stuck on there longer. You aren't milling around waiting for them to be unhooked, you're going and chasing survivors. What you get out of this situation is enhanced by the hooked survivor dangling there for longer, because you're the thing that damages generator efficiency. The more survivors you have out of the action at any given moment, the better, generally speaking.
It's not a freebie for survivors because, frankly, if they make any decisions based on the timer being longer, they're putting themselves at extreme risk of the killer dismantling their gen efficiency and putting them at a time deficit because they need to scramble to reset. You could hypothetically call this change a noob trap enticing players into making bad decisions, if you wanted to be dramatic.
Their generator efficiency in this scenario is up to you. Will you camp and let them use those ten extra seconds? Or will you go disrupt them and generate pressure by chasing? They don't automatically just get ten extra seconds on generators without being interrupted, because it's your job to interrupt them.
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