http://dbd.game/killswitch
So... They nerfed Gen Regression, but no change on Gen Speed??
I thought they gave Killers a basekit pop to compensate for Slug/Tunnel change, but then on the other hand they killed all Gen Regression Perks? Like why?
Why are you nerfing killer's best strategy PLUS killer's best build in the SAME PATCH?
Although personally I never bring any slowdown perks (I love chilling), but seriously I don't see killers being playable at high MMR if this goes through…
Comments
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I don't think it's fair to say all regression perks were killed. Eruption does look pretty useless now and Pain Res might be questionable, but Pop is now stackable with a basekit version of itself and they outright buffed Ruin and Oppression.
Slowdown is still in a really good spot overall at the moment on live servers, I think we can handle two perks getting nerfed in exchange for basekit buffs in theory. It's a matter of whether the effectiveness of the new stuff is high enough.
Though as an aside toolboxes really do need to be nerfed soon now. They're the one remaining problem with gen speeds and it's well past time it was fixed.
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Pain Res is now dead, merely 12% for all the time it takes carry survivor to Scourge Hook. Hell, what the actual hell.
Oppression's Buff is pretty useless, because a good survivor team NEVER repairs 5 Gens simultaneously. The correct way to buff it is to make it explode when kicked, not an easy skillcheck that's only effective at low MMR.
Ruin buff is pretty decent, but totem RNG really sucks, so it's very inconsistent unless you dedicate a full build to it.
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You have buffed Ruin, Grim Embrace is as good as ever and you got Basekit PGTW. How slow do Gens need to be for you and your 90 second chases?
Furthermore tunneling was never really a strategy when it was objectively the best way to play.
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pain res was always a meta crutch it was only a matter of time until balance would touch that perk
I'm happy to see tiny Oppression buffs for like, the 13th time in a row lol
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Based on the reactions at least, a reduction of hard tunneling will also mean that 2-3 of the survivors are no longer just left to their own devices to do nothing but gens while the killer puts all the pressure on one person.
People might actually find that pressuring survivors to stop them from doing gens coincidentally slows down gen progress.
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My point is, even if all that happens is that Pain Res and Eruption become useless… they're only two of the useful suite of slowdown perks and we got basekit slowdown, on top of the killer's ability to get perkless slowdown being improved
I'm not saying there weren't better ways to handle it - I'll be mentioning Eruption myself in a post I'm planning on making - I'm saying I think we're still coming out ahead as long as the basekit slowdown is useful.
EDIT: said "useful" instead of "useless", lol, complete opposite of what I meant
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numbers are nice, but what i love is seeing how numbers effect human bhvr; I remember people celebrated the 6.1 survivor nerfs, a few of us were naive to think we could finally goof off with Brutal EndFury but making generators take an extra 10 seconds just forced survivors to stop goofing off and prioritize gens. that numbers change felt net neutral in the end as a result of players adjusting to the objective nerfs to the survivor role.
luckily for me I feel like I'm just getting flat buffs so I'm not too worried
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You forget chases arent only time consuming thing for killer, walking to hook and getting across the map takes some time too and not every killer can ghoul around. Pain res is only 4 uses for each survivor fresh hook so it should be higher like 15%-20% gen regression anything under it should work like old pain res for each scorge hook regression.
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To be fair, we got a decent amount of buff's as killer (coming from someone who plays both sides). Yes pain res got nerf but, Ruin got a hefty buff also, which i was shocked.
I'm still questionable about the friendly competition buff. Seems a bit excessive in my opinion. At this rate, killers just need to overcome and adapt.
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If you're asking this question, then I think you haven't understood anything about what this patch aims to do.
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Long enough that I can comfortably go for 12 hooks without playing S-tier Killers.
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What I don't like about these perk tweaks is that they indeed became useless.
Instead of nerfing Pain Res and Eruption I think it's time to rework them for something useful.1 -
These changes aren't for that mythical top MMR area, they don't really look there primarily for balancing decisions, never have really. It definitely is coming down hard on both Tunneling and Slugging, which frustrated the largest chunks of players globally.
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Ok but lets be honest. How many killers will actually make use out of buffed ruin and oppression? And the basekit pop is honestly not too great. Sure it has no limit… but how many killers will actually get use out of it in the situations they need it most? That and got the new bardic inspiration like perk that makes gen efficiency better but at least for a cost and good positioning for it.
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Ruin? Basically all of them. Ruin's a good perk design, when the number's high enough to actually be directly useful. It's a bit less useful on someone like Trapper because he isn't interrupting generators as much, but pretty much any killer that isn't trap-based can use Ruin.
Oppression… I think will still need builds to support it, but it is getting better in those builds.
The basekit Pop isn't super potent on its own, it's just a neat extra. Really, the best slowdown killers are getting on this PTB is the basekit BBQ.
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I find it insane that, in a patch that is supposed to get rid of tunnelling (it doesn't even do its job the right way and is completely overkill) they nerf one of the handful of decent perks that actually incentivizes people to spread hooks into the Shadow Realm.
12% for a max of 4 times each trial? Completely worthless, low-mobility Killers won't even have time to get to the gen before all the regression is recovered and even surpassed.
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buffed ruin litterally is counterintuitive with the new basekit pop effect
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Well, yeah, it's always been incompatible with Pop while it's active.
That didn't stop the two from being a meta pair way back when. The idea then, as it would be now, is that Pop is your backup when Ruin gets cleansed.
The only difference between then and now, except for both effects being a little weaker, is that you don't need to spend two perks on it, you get one for free.
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Ive said it on other threads, but I think with these changes the dev did not consider low tier killers enjoyment whatsoever. All these perk nerfs ontop of the force play changes and survivor buffs is insane and the only message we get is "this just testing guys we can change the numbers still". So many killers I think just have low levels of trust that all this won't just go live as is and push killers to basically the same meta builds on the same killers since those will be the only viable options since the devs nerf everything else into the ground.
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I thought people want to balance around good Players? You said you have chases on a regular basis where 3 Gens pop, meaning that you take at least 90 seconds to down someone.
Again - how slow should Gens be so that you can go for 12 Hooks without playing S-Tier Killers? 3 minutes per Gen?
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So you're just to shame for no reason.
I said VERY CLEARLY that post was about BAD MATCHES.
You just made up a 90s number yourself, and now you're running around forcing it onto me by saying all my chases are 90s long.
Besides, do you really think any non-S-tier Killer can comfortably go for 12 hooks in current state?
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Dont mind him he doesntt get that survivors have all paletts and safe zones in the start of the match and if survivors spread and keep killer longer from getting down which are important because almost all good gen regressio and gen blocking perks are bound to getting hooks survivors can spread and do 2-3 gens I personaly say 3 gens when 2 are done and one across the map is +60% on killer with no mobility because I know I cant get all players from doing that gen and its matter of max minute when it will be done like situation when 2 gens left fro getting exit gates powered but two gens from four on the map are at 70% and are almost done so I know I dont have 2 whole gens but some people dont get that like in shop where something cost 39,9 euro and they are like yeah its just 30 something euro but I know the match and see its 40 euro.
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Right these changes take so much time from the killer in the early and middle game when trying to play fair. Paried with the gen regression perks nerfs its turning into a endgame simulator. As if you have even a slightly bad early game chase you basically have to make a comeback in the end game as that the only place killers still have some player agency left.
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All the focus on the "anti-tunnel' "anti-slugging" comes alongside a patch with so many bundled nerfs and on top of that, maps are being made overtly more pallet-filled, with double digit amount goals on even crotus prenn
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