The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Gen Slowdown - An Abysmal State of Meta Perks

Hens just released a video of his "best builds" for every killer. After sorting through the data, this is what I found:

  • Corrupt is present in 72.22% of builds
  • Pain Res is present in 61.11% of builds
  • Grim Embrace is present in 55.56% of builds
  • Ruin is present in 38.89% of builds
  • Undying is present in 27.78% of builds
  • Pentimento is present in 19.44% of builds
  • Sloppy Butcher is present in 13.89% of builds
  • BBQ, Rapid, and Blood Favor are all present in 11.11% of builds
  • The other 14 perks found were individually used less than 9% of the time

A total of 24 perks of the 124 total killer perks available were used. This is 19.35% of the total available killer perks that are being utilized for a competitive chance at winning.

Of the killers to buy for a new player:

  • Artist has a 100% return on investment, with all 3 of her perks being extremely meta
  • Blight has a 66.66% return on investment, with only 2 of his perks being meta
  • Both Hag and Plague have a 33.33% return on investment, with only 1 of each of their perks being meta (totem builds specifically)

The question of the decade is: why?
Why is the current state of the game allowed to exist like this? People act as if they don't know why the general feeling of the game is at an all time low for survivors, well here is the data. Survivors can barely finish a single generator before the killer snowball starts, meaning all gen progression is halted. Most of the time, killers win with at least 3 gens remaining.

I understand the need for gen regression, but this is way too much. The arbitrary 60% kill rate target across the board needs to be adjusted, or the base game mechanics of this game need to be overhauled. Introduce a secondary objective as an alternative win condition for both sides (not hatch). Make chases more interactive, giving agency to both survivor and killer. Give each map interactable elements unique to that specific realm that either act as a win condition or will help whichever side spent time interacting with said elements. ANYTHING so we can get away from this stale and boring gen slowdown meta. If all those options are off the table, corrupt and pain res both need significant nerfs.

What are the community's thoughts on this?

«1

Comments

  • Valuetown
    Valuetown Member Posts: 391

    I agree that there will always be a meta, but I do think that introducing a second objective to win for both sides would allow for more strategy during the match, rather than the bulk of a strategy being decided in the pregame lobby (perks), and I would prefer whatever that meta would be over seeing the same gen slowdown perks every match.

  • crogers271
    crogers271 Member Posts: 1,821

    It shouldn't really be surprising that whatever one person thinks is the ideal build is going to remain pretty constant between killers. You could group killers into a few broad categories and you'd expect even more perk similarity between them.

    As for why gen slowdown? It's the most predictable. On the far end of the other side is Hex: Devour Hope which can either win you a game on its own or be absolutely useless. Even something like Batteries Included might get a lot of value if you get into a couple of chases around gens, but also might not get anything. If you're looking for consistency (which the comp scene emphasizes and kill streaks require), you want perks that give you predictable levels of value.

  • Valuetown
    Valuetown Member Posts: 391

    If the perks were not effective, they would not be considered "best builds." Besides, you cannot tell me with a straight face that running corrupt + pain res on any killer doesn't yield results.

  • Valuetown
    Valuetown Member Posts: 391

    That's what the latter half of my post was talking about.

  • bjorksnas
    bjorksnas Member Posts: 5,616
    edited September 23

    Yeah some killers use perks better than others and in his opinion those perks slot in into the "best builds" for most killers

    This is just the preference of one guy though and there are plenty of other varieties / preferences / fun factor that leads to other perks being used. So while on paper they are some of the most effective builds / perks being used they only slot into ~25% or less of usage rates in reality and you can't really compare the gameplay data to real data because again its one person with thousands of hours using what is in their opinion the best build on the characters and not an actual conglomerate on all killers across all skill levels

    Id assume if there were survivor differences in the game the "best build" for every survivor would follow a similar pattern where the same perks see usage in every build

  • Valuetown
    Valuetown Member Posts: 391

    What would be the point of making a "best builds" video for the community if the target demographic was less than 10% of the playerbase? Same thing when Otz made his best all-around killer build a few months back that consisted of: Corrupt, Pain Res, Agitation, and Dead Man's. Now you're telling me Otz and Hens are only making content for high MMR, thousands of hour players? Based on their videos, I would disagree entirely. These builds are intended to be used at all skill levels for maximum value.

    As for "preference," this is the preference of anyone who wants to get a 3k every match, let alone a 4k. Less than 1% of players are logging in to play jumpscare myers. Less than 1% of players are logging in to play boop the snoot pig. If there were more players with different preferences on what they enjoyed in the game as killer, the community wouldn't be complaining about gen slowdown and Solo Q as much as they are currently.

  • Unknown2765
    Unknown2765 Member Posts: 2,478

    The weak chase killers absolutely need this. The strong ones dont. - but they can pick from the same list.

    I dont have a fix

  • CrossTheSholf
    CrossTheSholf Member Posts: 308

    Buff other Gen perks or buff killers or both.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,824

    I literally pointed this out in the meta perk around 6-8 months ago where i said that killer meta is ALL slowdown and has NO variation at all in any form of capacity. There is no BEST BUILD that isn't slowdown. it is either 3 slowdown or 4 slowdowns and only difference is some variation is type of slowdown because someone killer have trash mobility not use certain slowdown well.

    In the past, i remember having dialogue with @jesterkind about perks in dbd and how nightlight's stats in dbd for perk is first 10+ perks being slowdown and than a couple information perks showing up as "ok" fillers. So you would see like Pain res pop goes weasel, Sloppy butcher/eruption and than last perk is "Nowhere to hide". filler information. You see Corrupt+Deadlock+No way out and than like BBQ as filler perk. You see hex:plaything+Hex:Penti+Pain res+Grim embrace. It is just literally 4 stacked slowdown, nothing else.

    The only filler perk you see are Bamboozle, Brutal strength, nowhere to hide, bbq, Stbfl before it got nerfed and that is it. you see nothing else. So it is like 2 somewhat lousy chase perks, few solid information perks and then you have your sloppy butcher/stbfl perk. the killer meta is extremely blank in term of perk choice. you can argue that you can run other perks but when talking about perks, we're talking about VOLUNTARY meta choice perks where the perk is OPTIMAL. best in slot. Not, I am running this perk to run something else but the perk sucks/is unoptimal.

    there is suppose to be optimal choices that aren't just same perk stacked with different name but BVHR has yet to balance any of killer perks to create any variety in killer meta. All they have ever done is just look at top perk for killer and just nerf them. over and over. and over again. If something obscure becomes even remotely useful like current weave attunement, straight deletion.

    nothing in their optimal perk section is anything different from what killer meta has been for last 5-6 years. You really shouldn't be surprised. survivor was like this before 6.1.0 but they actually received actual buffs to perks over last years to make their meta choices more diverse. killer hasn't received any changes relevant to their perks other than nerfs. they have received killer buffs to killer themselves which is great but perk-wise, nothing has changed. the killer meta is probably weakest that it has ever been. impact-wise.

  • Sngfun
    Sngfun Member Posts: 344

    Survivors already struggle to learn all 38 killer Powers, what do you think would happen if they had to deal with more than 7 perks to deal with?

    Neccesary evil in my opinion

  • CursedPerson
    CursedPerson Member Posts: 156

    4 Slowdowns will always be the meta for killer.

    Killers get stronger as all the pallets get used up so any way to give yourself more time will always be the best play. Even when gen regression was at its peak killers were running 4 slowdowns. People also fail to mention all the new tiles they've been adding and replacing other tiles with are full of unsafe pallets. So gen regression is fine being nerfed to compensate. Cant have your cake and eat it too.

  • Prometheus1092
    Prometheus1092 Member Posts: 399

    I'd say they have been nerfed to a normal state. People still use them because they feel gens go too fast. Even with them I'm finding gens are flying, if I don't get a down in this first 45 seconds of the match I know I'm going to be up against it and makes me think "do I have time to get 12 hooks?" If the answer is no then I tunnel, slug or do what I need to do to win. I know some will use slowdown perks regardless and some will slug and tunnel regardless but these get used more if gens fly and the killers get the "your toxic" treatment.

  • Valuetown
    Valuetown Member Posts: 391

    I'm not surprised. Day 1 of patch 6.1.0 I knew the killer buffs were too much, because I knew they were going to snowball out of control. Here we are, 2 years later; and the only people defending gen slowdown at this degree are staunch killer mains who have not touched survivor for a single game outside of either tome challenges (where they do the challenge and go next) or killers that do not have enough experience and have 90 second chases.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,824

    like non-sense. killer winning at 3 gen remaining is survivor playing poorly. if you watch some higher level games, for example, take this tru3 game of nemesis. He wins with 1 gen remaining where 1 of gens is 70% but he dominates all the chases except Nancy's first chase which at shack… which… again is a survivor sided loop with little no to counter-play as time-sink. you can win loops but it wastes lot of time if survivor plays correctly in which she did.

    Can you guess why he won this game? It is how little friend, the gen defence perk. that is why player use gen defence perks because those perk are what give impact to change outcome of a match from losing to winning. Until bvhr makes other perks NOT named gen defence perks go from losing to winning. there is no reason for player to choose anything else. It is like if you told survivor to use Better than new over running idk, Deja vu. The player is not going to pick perks that are not useful and most killer perk that are not gen defence are better than new levels of irrelevancy. stop being surprised when all popular perk choices for killer are exactly the same type.

  • Valuetown
    Valuetown Member Posts: 391

    I don't think anyone is surprised by that. Despite Hens not using it once, I see pop almost every match for this very reason. My question is more along the lines of why does the game have to remain this way, and is there anything we'd rather have instead.

  • Yippiekiyah
    Yippiekiyah Member Posts: 488

    Gen defence perks are still too strong and basekit regression not strong enough. Toolboxes are in scandalous state and some of the strongest survivor gen rush perks like Hyperfocus and Resilience can do with getting toned down a bit.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749
    edited September 24
    • limit the amount of gen slowdown perks killers can use to 2
    • bring some strong basekit game mechanic to combat tunneling
    • increase gen times. by 20 charges?

    these would be my suggestions. assuming we aren't asking for further straight gen slowdown nerfs without anything else.

  • ControllerFeedback
    ControllerFeedback Member Posts: 130

    I don't think there is a good solution for gen slowdowns other than removing them from the game entirely and transforming them into an entirely new mechanic that's supplemental to other perks.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,807

    I agree with everything except the "almost immediately" part.

    Cobruption was meta for at least 8 months before they touched the first perk (Eruption). Even after that, it took nerfs to call of brine, overcharge, the first skull merchant rework, and adding the regression limit mechanic to finally kill off the 3-gen meta of holding games hostage.

    Between the gen kick meta and the 3 gen meta, it took them about a year. That's hardly "immediately".

  • CrossTheSholf
    CrossTheSholf Member Posts: 308

    Gen perks are buried in effectiveness. They are nowhere near as helpful

  • PreorderBonus
    PreorderBonus Member Posts: 320

    I like Henz, but his site and the builds he posts are kinda bad. Every build is just 'pink addons + Pain Res/Corrupt' — like, no surprise those are the 'best builds.' It’s always the same: 'best build for X' and it’s just 4 meta perks with a pink and purple addon. Can we please go back to builds that actually have some thought behind them, where the perks work together and with the killer you're playing?

    This is why I like Otzdarva's site more. He gives more variety in non-meta perks and brown/yellow addons, which are actually pretty good a lot of the time

  • BrightWolf
    BrightWolf Member Posts: 444

    The biggest problem is the difference between soloQ, low MMR and SWF.

    The mass nerfs to Gen regression, I feel, was made with High MMR and SWF (doubly so for high MMR SWF teams) in mind, to prevent the high MMR killers from dragging the game to a halt against "good" teams. Only problem is that in doing so it ends up ######### over low-mid MMR killers and SWF teams (because not every SWF you encounter is trying to be the next Team Eternal, more than likely in low-mid MMR you're dealing with a stack of friends who just want to play a couple of games together and not sweat their balls off.) These changes also screw with SoloQ, as they have to deal with the three other hockey pucks they get matched with, and pray that the killer also isn't sweating in expectations of encountering coordinated Solo's or being matched against the high MMR SWF.

    So yeah, as killer, choose to run quad slow-down and you have a higher chance of winning against good teams, but more often than not you'll just end up stomping a bunch of noobs. Don't run the slowdown, then you loose 2-3 gens in the first chase because of how fast the progression is now.

  • Rick1998
    Rick1998 Member Posts: 274

    i mean i never have issues either not sure if you assumed i did. I go on 100+ winstreaks all the time but i do run the meta builds as that's how i play on every game . Optimally

  • UndeddJester
    UndeddJester Member Posts: 3,365

    I feel like the pool of meta perks for survivor is about the same, I'm not really surprised/upset about it.

    Creating off meta builds is fun, and in order to do that, things have to be off meta 😅

  • Trickstom
    Trickstom Member Posts: 118

    Removing the BP Bonus from BBQ and WGLF was the worst decision BHVR has ever made for the health of this game.

  • GeneralV
    GeneralV Member Posts: 11,299

    Not sure if that was THE worst because there are other contenders, but one of the worst? Yes, definitely.

    Those perks were perfect, they encouraged killers to spread the pressure and survivors to be altruistic, and the reward even helped with the massive grind DBD has.

    No one wanted those perks to lose the BP stacks and I'm certain no one would complain if they were reverted.