http://dbd.game/killswitch
Slowdown buff revisting
As you may know with upcoming stranger things ch. 2 new genrush are will come into game, probably the fastest and most unhealthy genrush era ever, even more than old BNP old toolboxes, with this coming he need to talk about buffing slowdown perks to compensate if such a broken survivor perks come into game.
- Pain resonance
Damage per token 20 % →35 %
- Pop goes the weasel
Damage applied 20 % - 40 %
- Corrupt intervention
remove deactivation upon downing someone
- Surge
Damage applied 8 % → 15 %
- Dead mans switch
Increase blocked time by 30s (70s total)
- Ruin
Increase passive regression 150 % → 225 %
- Grim embrace
Increase token based blocking by 10s and fully stacked blocking by 30s
- Eruption
Damage increased 10 % → 15 %
- Deadlock
→ Increase blocking time by 30s
- No Way Out
Increase exits being blocked for 20s base and then by 20s for each survivor
- Gift of pain
Increase penalty to 25 %
- Thanatophobia
→ rework to give 7 % debuff per each injured survivor
- Call of Brine
→ Passive regression 150 % to 225 %
- Overcharge
→ Passive regression increased 125 % to 200 %
- Pentimento
→ Each stack gives 35 % speed debuff + 10 % per each other token
- Dying light
→ Increase penalty 3 % → 5 %
- Turn back the clock
Damage increased 10 % → 20 %
Comments
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It's only 5% and you need to have someone working on the same gen with you, both perks are trash.
1 -
the teamwork perks you mean? they turn the -15% debuff into -10%* in exchange for buffs that don't actually make the gens go by faster, so they're actually a straight debuff compared to perkless gen splitting, i thought. one of them makes working gens harder to hear and the other one makes it easier to hit good skill checks, not even greats.
a huge step away from "the most busted genrush era ever" lmao - you release on game release BNPs did 100% of the gen right?
i don't think anyone will use the teamwork perks tbh - deja's a more consistent slot in builds and for full genrush setups they're subpar to splitting gens anyways. i'd love to know your math on the gen speeds, though. it must be some real scary numbers to justify buffing nearly every relevant slowdown to 150% of its current values.
* yes i know thats not how debuff speeds and buff speeds stack. its close enough.2 -
They stack, which makes them insanely overpowered. You can play with friend and utilize those speeds:
Base - 15 % debuff
Teamwork 4x = 20 %
Deja Vu 2x = 12 %
Prove = 10 %
Resilience = 9 %
etc.
So you can repair gens in pair with 40 % + permanent speed. It's absolutely overtuned and will make gens being repaired shorter than heals.
-4 -
One thing though, it requires 2 survivors to fully commit to this build. If one is occupied, it goes to waste. If one gets tunneled out, it goes to waste.
Sure, it's simpler than Hyperfocus builds, but it requires you to be glued to your teammate at all times.
0 -
Do you really think it's worth it for the four survivors to start the match and do the first gen together?
If the killer finds all four of them, he will interrupt the only generator being worked on in the match, and he will find everyone. Your example is very bad. Obviously, the generator will be completed quickly when there are four survivors on the same generator and everyone has a perk for doing gens faster. That is very specific, and you will never see that in your life.btw hyper focus and stake out are only 2 perks and this combo can make basically the same gen speed as 4 survivors doing the same gen if you are lucky.
3 -
Which might be no problem in swf.
-2 -
Neither is putting on Bardic and 1234 on one teammate, giving the other teammate the usual genrush perks plus a cracked toolbox, and fixing gens fast by yourself while the teammate contributes elsewhere (on a different gen, healing, chase…)
SWFs can make even Slippery Meat or Still Sight seem OP. Does not mean that they are.
0