http://dbd.game/killswitch
Another nerf to an alternative gen defense perks
So with pentimento going away now, what do we have left:
- Pain res
- Grim Embrace
- Dead man's
pretty much all that is left.
Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?
Can we please get the old ruin that made it regress style level of perk changes where perks that are OP against average players get nerfed against average players but buffed against high level players?
For example, do this change to pentimento (pending numbers changes) but make it so when a totem is rekindled it gets blocked for 30 seconds. It wouldn't hurt average solo queues because they probably are going to take longer than 30 seconds to find that totem and cleanse it anyway, and against high level coordinated teams, they can't immediately cleanse it 5 seconds after you light it.
Comments
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would rather gen perks be nerfed to be niche at best and gen speeds be generally slower tbh, theres no way gen perks wont end up just being optimal with the current way the game is set up no matter how much whack-a-mole is played with the back catalog
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It’s sad to see one perk after another going on the graveyard. I don’t get why the devs make one popular perk after another terrible instead of adding more variety to the game.
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For the past few months, I stopped using any gen regression, but 1 Pop.
I was finding myself being completely dependent on Pain res, all my killer builds were having this perk like it's built in.
Chaos shuffle also helped me with "pain res addiction".
BUT! I found myself in another addiction, which is called "Nowhere to hide". Welp, at least it works perfectly with Pop.
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I have been saying they need to do with gen defense perks (and anti-tunnel for that matter) what they do with many addons for killers. When addons are so good that they feel "required" to play a killer, the devs will often buff the basekit, and nerf the addon. With the final numbers changes being, with the addon, the numbers are effectively the same, and without it, they land somewhere between the halfway point of not having the addon, and having the addon.
For example if there was an addon that say, lowered the cooldown of a killers attack from 3 seconds to 2 seconds, and the addon felt "required" to play. They might lower the cooldown of the ability to 2.5 seconds, and then make the addon reduce it to 2 seconds. Making it so its still the same with the addon, but that without the addon, it feels much better. Making it so people would be incentivized to do other things.
This is precisely what they should do for gen defense perks and anti-tunnel perks. I'd argue tunneling should just be impossible from a gameplay persepctive, and then rework all of the anti-tunnel perks to do something else in general. But in the case of gen defense, do things like, buff base regression, buff the regression on kicking a gen, add a basekit corrupt that lasts a really short time, add some kind of basekit pain res-type effect on a fresh hook. Then go and nerf all the perks related to this.
This would lead to a much better healthier game where gen defense and anti-tunnel perks wouldn't be required and people might actually take fun unique builds instead of seeing the same 15 perks every game.
The problem is, they are just slowly taking away gen defense without doing anything to the basekit. And in the case of tunneling, they seem to refuse to do anything about it for some reason.
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”Just apply pressure! But not like that. Or like that. Oh with that perk? Nope! Come on, apply pressure! Oops but not like that either.”
Post edited by H2H on3 -
My biggest hope is that enough players will take the opportunity to tell the devs that hex totems need a basekit buff/change (not a band-aid fix like the perk Dominance) and to hope the devs will finally listen to us - which they did in the past like they made the cancle guard bug a feature for the Knight after enough players told them they should do it.
Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?
The developers try to balance the game for every playerbase but mostly for the average - at least from the changes they did. However, Pentimento is a huge problem for SoloQ that already suffers from so many problems. So, I can understand the change. Nevertheless, I rather wish they would introduce QoL changes for SoloQ to make it better for players instead of nerfing perks to make the game better for them. Yes, this would take more work but in the long run better for both sides.
But yeah, I get your point. I feel like the developers try to do the right thing but without thinking beyond that which means in this case with more nerf to other perks, the killer perk variety gets limited even more = regression perks become even more popular. They also nerfed the Mangled and Hemorrhage status effect which resulted in the issue that many perks and addons became nearly useless. I also feel like other status effect perks also got a big nerf with the Vigil buff since I see this perk quite often and it denied me some instadowns on survivors that didn't had the perk but were nearby a Vigil-user.
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I think it's premature to claim Pentimento's dead in the water before we've even seen what its new numbers are. There are definitely numbers it could have that'd make it worth running, especially since you're inherently pairing it with other hexes.
Overall, the state of killer perk variety is doing pretty well, and a lot of tools that get nerfed are still completely worth bringing if you're not expecting them to be big central cornerstones of your build. Pain Res, Grim Embrace, and DMS may be those and can stand on that pedestal, but perks like Deadlock, Eruption, Surge, Gift of Pain, and a couple more complement basekit pressure and slowdown perfectly fine.
That's obviously just slowdown, too, plenty of viable non-slowdown perks exist. Outside the scope of this change, but worth remembering.
Not to say nothing could improve, of course, just that I think the current state of things is being overblown here.
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They're balancing like it's a party game for low level play but using an mmr system. It's contradictory and messes up high level play where when it's good vs good players it's a dumpster fire of balance.
They either need to commit to the party game style and remove mmr, then sure, balance for low play since it's not punishing the top as much, or commit to competitive game play, keep mmr, and balance for the top. They're trying to be both at the same time and it doesn't work.
Or just make separate queues for each to solve all this. Ranked/Unranked. That's got its own issues that would need addressing though tbh.
MMR being based on kills still is also a fundamental flaw in the system itself.
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This had me rolling, so accurate. They want you to play in a specific way that is non viable if you care about winning vs good players.
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"This is precisely what they should do for gen defense perks and anti-tunnel perks. I'd argue tunneling should just be impossible from a gameplay persepctive, and then rework all of the anti-tunnel perks to do something else in general. But in the case of gen defense, do things like, buff base regression, buff the regression on kicking a gen, add a basekit corrupt that lasts a really short time, add some kind of basekit pain res-type effect on a fresh hook. Then go and nerf all the perks related to this."
This 100%. Been saying this for ages.
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I mean I wouldn't get hyperbolic with that and I don't think they want SWF to be the power role. I just think their understanding of what's balanced and what isn't is off.
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Don’t worry. Survivors have been crying for NTH to be nerfed too because 3 strong killers use it very well. Once they gut it, you won’t be addicted anymore.
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Another Hex Perk not worthy of being a Hex anymore. Awesome!
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Yeah I agree. They are making attempts to add more variety with perk buffs in patches so they have the right idea, but unfortunately most the bad perks they're buffing are still bad. They don't buff them enough to be good.
And honestly with how many perks could be made good by simply changing their numbers (there's a lot) and how little development time that actually takes you'd think we'd see a ton more perk changes. Perks that need fundamental design changes I more understand the slow speed.
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I don't disagree. I'm just talking their intent.
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Why are killer always overreacting on each and every nerf? We heared the same as regression perks were nerfed last time and what happened? The same perks are still played. and you dont even know the details yet. Killer bias in a nutshell.
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The same perks are still played because none of the other perks are better, but we just lose harder against good teams.
Why should an organized team of 4 on discord be the "power role"?
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Theyre arent. Otherwise proove it on legit scale.
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If killer still had the upper hand vs four other players who were organized and in comms what do you think would happen to the rest of the game?
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For me the big issue is the aura reading.
WHY?!
Now Pentimento will only be useful on TP or dash killers and you HAVE to bring something that will lit all totems and then go 0 to 5 in one go because if you don't survs will see the aura of the lit totems and cleanse/only viable way now is to get all 5 for the block effect.-1 -
Sorry yall i think im out the loop, is penti getting nerfed?
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Yeah tbh it feels like overkill. Like just the aura reading by itself is a massive nerf and fixes the entire issue they had with it which was new players. Not sure why they needed more nerfs on top of that.
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Why should an organized team of 4 on discord be the "power role"?
I have a better question: Do you want to play against anything OTHER than 4-man comp squads?
I know you're all proud that you got to high MMR, but you did so by stomping all over solo queue. And they're leaving because of it. Did you notice how high those survivor incentives are getting? I haven't seen a killer incentive in weeks…
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That part I am a bit more wary of, yeah. The rest of the changes sound pretty reasonable depending on the numbers, but the aura reading might be a touch too far.
Something to look at on the PTB for sure. It could be that the range on that aura reading is pretty small, too.
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I don't think it's only those 3.
Surge is pretty good, so is Corrupt and Deadlock.
On the other hand, we have Thanatophobia, Dying Light, Hex: Ruin, Hex: Huntress Lullaby, Eruption, Call of Brine, Overcharge, Thrilling Tremors, Hex: Wreched Fate and now also Pentimento, all of which are just not good enough.
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Not wrong. They essentially need to have a solo queue matchmaking system and a separate swf queue matchmaking system. For the swf one, either give killers more bp for the bigger challenge, or have perks work slightly differently (which is likely too big of an ask).
That being said, the community size is fairly small, so separate queue systems might do more harm than good.
Frankly, I'd just toss the whole mmr system except for newcomers which have their own queue. Instead of every match having to be a sweatfest, just have it be a mixed bag of sometimes you do well, sometimes it's a good balance, and sometimes you get completely owned. Just have it up in the air instead of designing the game be about giving you harder and harder opponents which end up dropping out multiple killer choice viability until you get your teeth kicked in and are out of options until you get mmr dumped enough to try to pick up those lower tier killers again.
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Well, aura reading is there for soloQ.
Thing is because of aura reading, they might be willing to give higher numbers to make it still valid perk.
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They are definitely not making it higher numbers lol. They said it was too much baked into the first rekindled totem, meaning they're lessening the first one and putting more into the later ones..which is basically completely irrelevant. Against good players you aren't sitting there with 2+ totems. You can basically ignore the entire 2-5 rekindled effects because realistically all you're getting is 1 up at a time on 95% of matches, so that first effect is the only thing that matters or anyone cares about.
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Not surprised to see so many downvotes on this. I guess all those who are downvoting would rather have even more tunneling and camping to apply pressure since every single decent slowdown perk seems to gets nerfed
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what do you mean by “killer bias”? People who actually play killer being understandably upset that every single decent slowdown perk gets nerfed? Maybe we should also talk about “survivor bias”’ from people who never play killer telling killer players that they shouldn’t “overreact” to unnecessary perk nerfs.
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There's a bunch of pretty solid alternative perks…
Pain Resonance
Dead Mans Grip
Grim Embrace
Surge
Dead Lock
Corrupt Intervention
Eruption
Call of Brine
Overcharge
Oppression
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There’s a very obvious trend in the strategy from BHVR here. Lots of recent changes, including this one, balancing the game around brand new survivor players. While the goal is noble (the experience for new survivor players is extremely frustrating), these changes also make high level killer play more difficult and force more camping and tunneling to apply pressure.
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I don't think it will be higher than now, I meant that it doesn't have to start at like 10% or so which would make it trash.
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Can we wait to see the numbers on Pentimento before we begin writing its obituary?
At the moment, I don't like using it because it is devastating towards solo queue. Allowing survivors to see the aura of the totem just bridges the gap between solo queue and SWF, who can communicate who cleansed what totem and where.
So with this change, as long as the slowdown remains good, then the perk should still be usable.
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Well I will say that if the 30% repair slow goes down to say 20% but it includes heal speed reduction 20% as they mentioned then that would be a fair trade imo. I just doubt they'll be that generous. The aura showing on them is gonna be a huge nerf regardless.
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Call of brine, Overcharge and Oppression are dogwater.
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Overcharge is actually really good paired with call of brine and oppression
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This is why if you see above i'm calling for balance decisions that nerf things at low level play that need to be nerfd, while buffing them at high level play that need to be buffed. And vice versa.
An example of this i would give is lets say, killer shack. Killer shack is typically one of the strongest structure, if not the strongest in most maps for survivors. Right? In the hands of a high skill survivor, they can usually, using checkspots, or seeing through the shack, force 3 vaults, before the hit or pallet drop happens, (obviously i'm not counting nurse/spirit which play by different rules, but the rest of the killer cast) wasting a solid 30 seconds of time just to get the pallet and not even land a hit. This is especially true when its connected to other strong tiles.
But, what are "average" skilled survivor players doing with killer shack? Are they looping it like crazy, using checkspots to vault 3 times and saving the pallet for the perfect time and wasting 30-60 seconds of a killers time? No, they are not. Usually they are quickly dropping the pallet, getting it broken, and the moving on or getting hit.
So based on that, what would happen if the devs "nerfed" the killer shack. Maybe by giving it a breakable wall, like the one in Dead Dawg on every map, or what if they removed the holes in it so survivors can't see through it anymore, and killers can properly mind game it. What will happen?
Well, in high level play killer shack become significantly weaker, killers can mindgame it, and its actually a threatening place for the survivor to be at and isn't just automatic safety that, if the killer chases there, they just throw the game.
What about in low skill play? What happens? Well, the survivors aren't using killer shack to that level of play anyway, they aren't using checkspots, and they aren't paying attention to where the killer is through the tiny holes in the walls. They are going to continue doing what they already do now, quickly dropping the pallet, and getting hit or moving on.
This is an example of a change that would "nerf" survivors at a high level (where it is needed) but doesn't actually hurt the survivors in the lower level of play.
There are many other changes that can work in the reverse as well which i could provide examples for, but you should get the general idea here. Its not a simple "just make gens take longer" or "just nerf or buff this perk"
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i listed the top 3.
- Surge is bad on most killers and survivors just take the killer away from gens making it do nothing.
- Deadlock is okish, but gen regression is far better than blocking in most cases.
- Corrupt only is valid for the first 20 seconds of a match, and realistically isn't as good as it seems as it causes survivors to split up faster when you want them together.
- Eruption is horrible since the nerfs, 10% regression is nothing when a down happens because hooking a survivor takes 20 seconds, and 10% is buying you 9.
- Call of brine is AWFUL and the fact that you listed it is laughable. Base regression is 4x slower than progression. So making it 125% means that to regress a gen from 0.25 c/s regression to 0.31 c/s. So congrats, you gained 1 second of time every 17 seconds
- Overcharge is useless in high level because they always hit the skill check
- See overcharge.
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They're not missing the skill check and even combined that's a very bad gen regress rate. Roughly half a survivor. That also requires you to actually kick gens, which is very costly throughout a match for your pressure.
If they reverted the Overcharge and Call of Brine nerfs since we have the gen kick limit now, then I'd agree they're solid.
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they tunnel and camp even with the slowdown
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Pain res isn't too great because you can literally get little to no value for the limited tokens. For example, if someone completes a gen just as you hook, the next generation could have very little progress if any which wastes the token. Also, smart survivors just do a decoy gen in the corner of the map to eat up all PR hits as a hard counter.
Dead man's is pretty good despite it getting a big nerf thanks to PR existing, but it's not a regression perk.
Grim Embrace i honestly don't like as it's annoying to go up against, but in general it's fine. Also not a regression perk.
Surge is okay as is, but its major problem is that it was changed awhile back to have no cooldown since it hitting multiple times is on survivors making mistakes...but with the 8 regression limit, now this backfires on the perk. If survivors make a mistake and double or even triple up on downs in an area (especially through perks to instantly pick people up off the ground and so on), surge can cause multiple gens at once to hit the 8 limit VERY early in a match. I've had 3 gens lose 3 of their 8 tokens within 20 seconds before....thats 3 gens with almost half of their tokens gone already because survivors were doing made for this shenanigans. Again, survivors can just weaponize surge against the killer for an easier late game.
Deadlock is fine as is, but again, not a regression perk.
Corrupt intervention is fine as is, and it's a dead perk for the rest of the match. Also isn't a regression perk.
Eruption - would be fine, but this has a double penalty towards the 8 regression limit. A single trigger of this eats up 2 of the 8 allotted regressions for the match. This essentially means running Eruption will make it impossible to regress gens by the end of the match where gen control is more vital. Effectively a dead perk.
Call of brine is entirely useless. At full power, it reduces a gen by 4 or so seconds. Dead perk when it comes to regression
Overcharge for regression is also incredibly low. Realistically, the only regression it actually does is if survivors are bad at skill checks and does absolutely nothing if survivors are at least half decent at the game. It's nice for a first surprise, but once survivors know you run it, it's a non issue for them.
Oppression [edit for accuracy - thank you jesterkind]. Oppression is regression, but all it does is base regression which is incredibly weak. Skill checks are a non issue for any seasoned survivor.
Post edited by RpTheHotrod on-1 -
Precisely why i said that tunneling needs to be "fixed" so it just isn't possible.
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To be honest, if first totem is anything lower than 20%, then I consider it dead perk… Next totems can be something like 2,5%, noone really cares about that.
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Oppression doesn't directly damage the generators it starts to regress (other than the one you kicked obviously) so it doesn't trigger regression events. With the vastly lowered cooldown it received a while ago, it's a not terrible perk, especially when combined with Surveillance.
It's not great, but it's workable.
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Base regression is a complete joke, 0.25 c/s, takes 4 seconds to remove 1 second off a gen. At high level play, ain't nobody missing that skill check. So the perk effectively does nothing other than start regression which is already garbage, but only if they aren't working a gen. Which, again, at high level, they will be.
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Base regression should definitely be higher but it's not nothing, and as I said- Oppression is most useful for pairing with Surveillance for info anyway.
I would not personally count Oppression on the list of legitimately useful slowdown perks, I just wanted to point out that it doesn't trigger the regression events system. It's fine, but not in ways where it's relevant to this conversation overall.
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Perfectly reasonable post but it obviously falls on deaf ears considering the obvious survivor bias on these forums.
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Oh that's great to hear! That's good news, then. Thank you for the correction. It's still an "okay" perk, but it's in the regression bucket even if base regression is incredibly weak.
I edited my post giving you credit on the oppression note update.
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Also, smart survivors just do a decoy gen in the corner of the map to eat up all PR hits as a hard counter.The 'hard' counter is taking a survivor out of the match for 80+ seconds to set up the target gen, not to mention someone going back and spending time on it to stop it from regressing so it can still take the next pain rez.
That is still a massive amount of value.
Surge is okay as is, but it's major problem is that it was changed awhile back to have no cooldown since it hitting multiple times is on survivors making mistakes...but with the 8 regression limit, now this backfires on the perk. If survivors make a mistake and double or even triple up on downs in an area (especially through perks to instantly pick people up off the ground and so on), surge can cause multiple gens at once to hit the 8 limit VERY early in a match. I've had a gen lose 3 of it's 8 tokens within 20 seconds before....thats 3 gens with almost half of their tokens gone already!And that's five tokens still remaining. Even if 3 survivors run back and commit the same mistake again, you still have two more tokens (and running out of tokens isn't a penalty, it's only when you need a 9th regression that it matters).
And if you had it trigger 3 times in 20 seconds, you got a lot of downs in a row, you're probably not just winning, but already won, you just got a massive amount of regression, and the gen kick limit is irrelevant.
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