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Make DMS to work only when survivors leave the gen by themselves

And yes, it needs a time reduction, 50 seconds is so long

Comments

  • Amanova
    Amanova Member Posts: 379

    Fully agree I see it on every killers nowadays, very annoying

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Oh, so destroy its synergy with any other perk and reduce its effectiveness so that it goes back into the dumpster bin with CoB and Overcharge.

  • Amanova
    Amanova Member Posts: 379

    It should at least work instantly as before when you hook someone, because killers can just keep it infinitely and then push someone from a gen and it will still have those 50s block, sounds unfair and annoying

  • Callahan9116
    Callahan9116 Member Posts: 393

    No.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    How about we buff other gen protection/regression perks to be viable instead?

  • HoS
    HoS Member Posts: 42

    You know guys, you don't have to downvote every killer nerf even if you play killer and downvote every survivor nerf when you are a survivor.


    DMS is very strong at the moment. It works with PainRes and 50 seconds are indeed extremely long. Some killers are very oppressive with it and although it has some counter by just touching a random gen, in solo queue, you never know if anyone is aware and is gonna do that.

    It either needs to be a bit shorter or stops triggering with PainRes because in any case, killers with projectiles or mobility will get to that gen before you get the gen done more often than not.
    And if we remove painres interaction, we can extend the perk to 60s but from the moment the person is hooked. It's a bit dumb that the perk is active for 50 seconds even when the person got hooked 30 seconds earlier imo.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Then let it go back to blocking multiple gens. I'll bring FttE and Pain Res, and block 2 gens for a minute. Sound good?

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    that'd be a problem because most of other gen protection/regression perks are terrible designs.

    they either propagate horrible gameplay or scale disproportionately on high tier meta killers compared to everyone else.

    for example, if we had DMS synergy with PR butchered, it'd be a perk used mainly by high mobility killers or artist/singularity.

    perks like pop/eruption require killer to go out of their way to kick gens or reach the active gens fast enough after getting a hook which is also something higher tiers are more capable of doing.

    we need BHVR to design more healthy slowdowns to be new meta or figure out how to rework existing ones.

    otherwise nerfing what we have is an incredibly dumb idea.

  • Langweilig
    Langweilig Member Posts: 3,135

    I think you should get two stacks per hook up to 6. Each time a survivor leaves a gen, it gets blocked for 30 seconds and consumes a stack. That way it would be a sidegrade or buff. I never understood why they changed it in a way that it only works with pain res and I agree 50 seconds is too long right now.

  • Elan
    Elan Member Posts: 1,427

    As I posted many times. DMS is the most busted killer perk in whole game history, so is Vigil on survivor end. I really think they should revert some of those.

    DMS changes: Now starts timer upon hooking, instead of being pocket perk to trigger for whole time of 50s.

    Vigil changes: No longer stacks, decrease to 30 %, no longer affects exposed status effect.

  • Elan
    Elan Member Posts: 1,427

    This perk is fundamentaly so overtuned that I'm kinda scared of another perk of this level to exist.

  • Elan
    Elan Member Posts: 1,427

    It's way too strong perk. It's guaranteed to trigger and massively help holding three gen. Pretty much per 5 hooks you are able to hold objective hostage for 250s, which is insane. It can stay 50s, but must be reverted back to on hooking timer. I don't run this perk because how broken it is. As a killer main I would rage if there is perk that makes me unable to hook someone for 50s, so it's unfair to exist. If you ask me what perk to bring as killer every game to have highest chance to win, I'll always say DMS.

    Do you remember about you saying something about unfun perks in different section? This one belongs into this category.

  • Elan
    Elan Member Posts: 1,427

    FttE? It used to block multiple gens for 30s, but started as soon as someone was hooked. So overall it was insanely overtuned buff, something similiar to Boil Over. Perks like these shouldn't be in the game. Grim 4 stacks are 40s, MS is 20s, no way why perk that can trigger up to 11x per game in full strenght should be 50s.

  • Amanova
    Amanova Member Posts: 379
    edited July 23

    I'm fully agree with all of your posts, DMS is too strong and super annoying, only super sweaty killers runs it against soloq, especially Ghoul players who can easily trigger it

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  • Amanova
    Amanova Member Posts: 379

    It sounds so easy from your lips, this perk is really problematic compared to others😭

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I was hoping you'd ask. Okay, with Friends to the End, if you hook the obsession, then another random survivor screams and becomes the Obsession. Then, we'll have Pain Res equipped, of course, so the most progressed gen will explode and any survivors working it will scream.

    That means that not only can I get procs off of Pain Res to block the gen for a full minute, but I can also get a random survivor to scream and block their gen for a full minute, too. Oh, and that means that it'll be one random gen being worked with EVERY hook, not just first hooks like Pain Res. Then when you add in my fourth perk, Grim Embrace, that means that I can block literally every gen on the map that was being worked for a full minute when GE procs.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    There is a perk that makes someone unhookable for 60s. It's called Decisive Strike.

  • Elan
    Elan Member Posts: 1,427

    If I'm not mistaken, GE is 40s and DMS is 50s. Surely Friends can cause interuption, but it's already commonly used perk so I'm not sure why it would make any difference.

  • Elan
    Elan Member Posts: 1,427

    That's no correct again. D-strike lasts for 60s if survivor refuses to progress game, which favors killer more than him and also you can eat d-strike and hook him within 60s anyway. This is not valid argument.

  • SimpleYetKomplex
    SimpleYetKomplex Member Posts: 58

    No, just nerf its duration to 30 seconds or something, no need to add another requirement (especially since the perk is meant to counter gens with multiple survivors in them).

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Because instead of automatically hitting one gen with DMS due to Pain Res, I'd be hitting two. One would get interrupted with Pain Res, the other with FttE. Also, Grim Embrace procs DMS. So using GE and DMS together, with your proposed rework, would mean that all gens being worked when GE procs would get hit by DMS. You could block 3 or 4 gens with every hook. If that sounds alright with you, then let's make that change. If not, leave DMS how it is.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    And survivors can still progress the game on another gen. See? Nobody is a victim here.

  • Elan
    Elan Member Posts: 1,427
    edited July 25

    That is true, but it completely demolish solo q, stale game massively and makes 3 genning very viable, it's similiar problem to old eruption, while swf could call out downs to prevent the long lasting incapacitation, the solo q was completely demolished.. There shouldn't be that powerfull perks like DMS and Vigil. Both those are way too overtuned. DMS = 50s blocked gen = 50 % regression by blocking = 2.5 stack pain res. I'll tell you how most of my solo q games look. 4 people spawn and at best 2 people do gens, 1 is chased and someone is ratting somewhere. Now the survivor goes down quite quickly, get hooked, whole the gen progress is cut and now it's decision whether I have to go for save or not to block the gen. DMS needs to be 50s window upon hooking as it used to be, and still be insanely good perk. Vigil completely ruins killer builds around healing and exposed. If I run starstuck I don't understand why two survivors running Vigil should recover in 8s instead of 30s and why antiheal like GoP or Sloppy should be recovered so fast when they are already time based. Making it so it no longer stacks and is cut down to 30 % and removing exposed from that would me more than fair.

  • Elan
    Elan Member Posts: 1,427
    edited July 25

    Again, wrong. Pain res doesn't proc DMS if survivor let of gen when killer is hooking, but solo q exists making this perk hell. Mathematically getting 5 hooks = 250s of gen regression value = almost three extra generators progress worth stale. At 10 hooks it's 6 generators progress worth stale. Killers that can get fast downs (30 of 40 killers) simply cannot lose with this perk and don't even have to perform too well during the trial. I'm killer main, defending a lot of stuffs. But this particular perk is so fundamentaly broken, that I'm surprised it survived so long untouched, same with Vigil as I stated above.

  • Elan
    Elan Member Posts: 1,427

    My problem is that while surivors use quite variety of builds, eventhough you see Windows, Resilience, Lithe, Finesse and Vigil way more often still it's pretty wide perk choices. While killers have varieties of perks they can use to make the game feel more fun and not stale, they still use the same 5 perks. Literally 8 perks total you gonna see 95 % of killer games. And other perks getting huge buffs, making the variety of builds more interesting. And that's why killers should be incentived to run other builds than just Pain, corrupt, dms and one perk of choice. I'll leave some builds I ran recently:

    1. Save the best for last, rapid brutality, deadlock, thwack
    2. Rapid, Nowhere to hide, Nothing but misery, forever entwined
    3. Phantom fear. thwack, no way out, trail of torment
    4. unforseen, dark devotion, surge, claustrophobia
    5. blood favor, undying, dominance, thrill
  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Yeah, now run those builds against any decent 4 man and get tbagged at the gates 4 minutes after the match starts.

    Most of the perks you've listed are garbage. Straight garbage. Nothing but Misery? So one survivor out of the four spends an extra 30 seconds per gen. That's an okay effect, until you remember it's a Hex that ALSO gives itself away by showing off its aura. I used to like STBFL, until it got nerfed into being near useless. Now M2's lose you stacks, but you don't gain them, and 8 stacks count as much as 6 old ones. Phantom Fear is one of the most useless perks they've ever released. Why have aura reading if the sound bubble is going to block it anyways?

    Claustrophobia only ever gives you value if you're in an active chase when a gen gets done AND the survivor has to vault a window. I bet you get value out of that perk in 1/10 matches, and in the matches you do get value, it's just a single M1.

    My favorite build to run is FttE, Lethal Pursuer, Furtive Chase, and Nemesis. Loads of fun… but you'll get absolutely stomped by survivors who actually want to win.

    We don't use the same 5 perks over and over again because we WANT to, we use them because we want perks that will actually give value and help us win. I'll get value out of DMS every match. I'll get value out of Claustrophobia once in a blue moon. If Behavior wants us to use more perks, then make them actually worth using.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Why would it demolish Solo Q? It wouldn't if they paid attention. Let go of the gen when you see the killer hooking. And if that's somehow too difficult for you, let go of the gen when the killer picks up.

    And your story about your solo q woes isn't really my problem. We shouldn't balance the game around bad players.

  • Elan
    Elan Member Posts: 1,427

    This game is not competitive and shouldn't be balance around knowledge about every aspect of possible scenarios. As I mentioned it's like old eruption, while in teams it was useless perk, in solo q it's absolute stomper.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Oh, please. The game is very competitive. Any game that directly pits two opposing sides against each other is, by definition, competitive. Not only that, but considering how toxic survivors are when they win, I always play to win.