The Current Pace of Matches Makes Slowdown Feel Necessary.
I've been thinking about this for a while, and I feel like generator speeds are one of the main reasons regression perks are so common right now.
This isn't a "survivors are OP" post. Survivors are supposed to do generators, and if they're efficient, they should be rewarded for it. The problem is that generators can be completed so quickly that many killers feel forced into running slowdown perks every match.
A lot of killer builds end up looking very similar because of this. Pain Resonance, Grim Embrace, Pop Goes the Weasel, and other slowdown perks are everywhere. It's not necessarily because they're overpowered. It's because they give killers something they desperately need, time.
Think about a typical match. You spend some time finding your first survivor, commit to a chase, get the down, hook them, and suddenly a generator is already done. Sometimes a second generator is close to completion as well. Even when the chase wasn't bad, it can feel like the match is moving faster than you can realistically keep up with.
People often say killers should apply more pressure, but that's easier said than done. Most killers can't pressure every corner of the map at once. If survivors split up and work efficiently, generators will continue progressing while the killer is occupied somewhere else.
What stands out to me is how uncomfortable many killers feel when they don't bring regression perks. Running a full chase build or a fun meme build often feels like you're putting yourself at a disadvantage before the match even starts. That's usually a sign that something in the game's pacing isn't quite right.
I don't think generators need massive nerfs. Nobody wants matches that drag on forever. But I do think it's worth asking why slowdown perks have become so common. If a large portion of the killer player base feels like they need at least two regression perks every game, maybe the issue isn't the perks themselves. Maybe it's the amount of pressure generators can generate during normal gameplay.
Regression perks should be a choice. Some players should run them, some players shouldn't, and both approaches should feel viable. Right now, though, it feels like many killers bring slowdown not because they want to, but because they feel like they have to.
I'm curious what everyone else thinks. Are generator speeds fine where they are, or do you think they've reached a point where regression perks feel almost mandatory for a lot of killers?
Comments
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Then you realize that if you aren't on gens 99% of the time you just auto lose because maps are tinier and tinier and every killer has map travel + anti loop on loops that are getting weaker and weaker.
Additionally, totem builds are also pretty common too.
So yes, this does read as yet another 'Survivors are OP' thread.-11 -
I don't really think that's what I'm saying.
Survivors should be on generators most of the match. That's literally their objective. If survivors aren't doing gens, they're probably losing. I don't disagree with that.
My point is more about perk dependency than survivor strength. When a large number of killers feel like they need to dedicate 2-3 perk slots to slow down every game, that's usually a sign that something about the pacing is pushing them in that direction.
There are definitely killers with strong map mobility and anti loop, but there are also plenty of killers that don't have either. The roster isn't just Nurse, Blight, Wesker, and Dracula. A lot of killers still struggle to maintain pressure across larger maps when survivors split efficiently.
I'm also not arguing that survivors are overpowered. Survivors have their own issues right now, especially with how common hex builds, tunneling, and strong mobility killers can be.
All I'm really asking is whether regression perks have become too important to the average killer build. I think that's a different discussion from "survivors are OP."
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I think generator speeds are fine - it would be even more boring repairing gens if time was longer - but I do think that something needs to be done to nerf coordinated teams a bit. Past stats have shown that SWF at high MMR has a significantly higher escape rate than the 40% target, and it sure feels that way playing against good coordinated teams. I don’t think this will ever happen because SWF will be in an uproar complaining about being “punished” for playing with friends, not acknowledging their unfair advantage.
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If they were to increase base gen speeds (which has already happened before) killers would still run four slowdown and doing gens would be impossible without a gen build, which would narrow the survivor meta even more. As it is, diminishing returns has already nerfed bringing perks like Deja Vu, Teamwork: Full Circuit, Resilience, and Prove Thyself together. I run 2 regression perks on my main and 1-0 on everyone else and I do okay. I have to wonder what the KRs of people who feel the "need" to run four slowdowns are.
I think the biggest issue this game faces is players not understanding macro. A killer will allow themsleves to be dragged to an inactive corner of the map by a smart survivor, or they'll ego chase someone good without judging time, and then get mad at the game when three gens pop, when they were actually outplayed and don't realize it.
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I actually agree with part of this.
I don't think simply increasing generator repair times is the answer. Sitting on a generator for longer isn't exactly engaging gameplay, and I don't think most survivors would enjoy that.
Where I think the issue comes in is coordinated teams. A good SWF can share information instantly, call out killer location, identify perks early, coordinate saves, split generator pressure efficiently, and avoid unnecessary mistakes. None of that is against the rules, but it definitely creates a different experience compared to facing four solo queue survivors.
The challenge is that the game has to be balanced around both solo queue and SWF. If you nerf generators too much, solo queue gets hit hard. If you balance entirely around solo queue, coordinated groups can become extremely efficient.
That's partly why I think regression perks are so common. Many killers aren't bringing slowdown because they expect solo queue survivors to fly through gens. They're bringing it because they never know if the next lobby is going to be a highly coordinated team.
That said, I don't think SWF should be punished for playing with friends. The real goal should be closing the gap between solo queue and coordinated groups rather than directly nerfing one side. The smaller that gap becomes, the easier it is to balance the game overall.
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Its the same rhetoric used for tunneling, heard it before, no amount of carrot on a stick will deter people from using four slowdowns outside of an actual gutting of said perks.
It doesn't matter if there are 190 slow killers when the ten that are fast make up > 80% of matches. Any buff to 'low-tiers' will just buff the S tiers, and mind you, all the 'bad' killers still have good kill rates and are playable in the vast majority of matches outside of comp which is a tiny fraction of a fraction.-3 -
I agree that macro is important, and I think a lot of killers do throw games by overcommitting to bad chases or failing to identify which gens they need to defend.
The thing is that I don't think that really addresses my main point.
If the discussion was "why do some killers lose games?", then yes, macro is a huge part of the answer. But my post is about why regression perks are so common across the killer role as a whole.
Good macro and slowdown perks aren't competing explanations. In fact, the killers with the best macro are often the same players bringing slowdown because they understand how valuable time is.
Also, I don't think it's fair to assume that everyone who feels regression is important is just getting outplayed. If that were the case, we wouldn't see slowdown perks remain popular across skill levels, content creators, competitive players, and experienced killers who already understand map pressure and chase management.
A killer can make the correct decision, take a reasonable chase, secure a hook, and still lose significant generator progress during that time. That's not necessarily being outplayed. That's just how the objective system works.
I also think saying "I run 0-2 regression perks and do okay" isn't really evidence against the argument. There are players who do well with off-meta builds, just like there are survivors who do well without exhaustion perks. The question isn't whether it's possible. The question is why certain perk categories consistently dominate build usage.
If regression wasn't providing value, killers wouldn't keep bringing it. Players naturally gravitate toward perks that solve problems they regularly encounter.
So while I agree that a lot of killers need to improve their macro, I don't think "learn macro" fully explains why slowdown perks continue to be among the most common killer perks in the game. Those two things can both be true at the same time.
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Personally feel that gen speeds are fine. Usually gens only feel fast if A: im doing poorly, B: theres a squad of toolboxes and they happen to have gen perks, C: using a set up killer like Trapper, Hag, or Hux which is more because im probably setting up more than stopping them. People dont need to pressure the whole map at once but they do need to focus more on everything around them than simply "see target, chase target". Theres been SO many killers who've had to have seen me working on a nearby gen while they chase another and instead of breaking off for a bit to hit me or something, they instead continue to circle that rock, break pallet, then keep going for that specific runner. They don't put pressure on multiple ppl nor set up potentially future quicker downs bar pallet destruction.
Some gen regression is fine, it buys you breathing room after all, but i know for fact that theres a good number of players who hyper rely on stacking regression and when they dont have them think "gens go way to fast". They're good, but aren't necessary in general. Maybe for specific players, but people can do fine without them.
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How does buffing low tier killers (their abilities and add-ons) have any impact on the other killers?
We don’t know what the low-tier killer kill rates are because BHVR never shares the kill rates of all killers - just a select few. I’m curious what your kill rates are with some of the low-tier killers. Can you share a few? I’m curious to know how you came to the conclusion that they are “playable in the vast majority of matches”.2 -
I think you're actually proving my point.
If players keep running slowdown because it's the most efficient option no matter what, that suggests slowdown perks provide a huge amount of value. Players generally go toward whatever helps them win most consistently.
As for mobility killers, I agree they're common, but I don't think the strongest killers should be the benchmark for the entire role. Most killers don't have Nurse or Blight-level map control, and discussions about generator pressure usually involve the rest of the roster too.
I also don't think kill rates tell the full story. A killer can have a healthy kill rate while still feeling heavily incentivized to run certain perks. My argument isn't that killers are weak or survivors are overpowered. It's that regression perks seem to be one of the most universally valuable perk categories in the game, and I think it's fair to ask why that is.
Saying "good killers can manage without them" doesn't really answer why so many experienced killers still choose to run them in the first place.
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That's kind of my point. We don't actually have the data for most individual killers, so saying that low tier killers are perfectly fine because "they have good kill rates" is a difficult claim.
I'd also be careful about using overall kill rates as proof that a killer is healthy. Kill rates can be influenced by a lot of things outside of killer strength, including matchmaking, survivor mistakes, map RNG, perk usage, and playstyle choices like tunneling.
As for low tier killers being playable, I never said they weren't. Most killers can win matches. The question is how much effort, game knowledge, and optimization is required compared to stronger killers, and whether that affects perk choices.
That's really where my original point comes from. If a large number of killers, regardless of tier, are always using regression perks, I think it's worth discussing what makes those perks so valuable in the current game.
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There are definitely killers who tunnel vision one survivor for too long, ignore nearby survivors on gens, or fail to spread pressure effectively. That's a skill issue, not a generator speed issue.
Where I disagree is that this completely explains why regression perks are so popular. If the answer was simply "killers need better macro," I'd expect slowdown perks to become less common as players improve. Instead, some of the most experienced killer players still regularly run regression because extra time is valuable no matter how good you are playing.
I also don't think regression perks are strictly necessary to win. Plenty of players do well without them. My point has never been that killers can't win without slowdown. It's that slowdown perks provide consistent value in almost every match, which is why so many players choose them.
So, I think both things can be true. A lot of killers could improve and get better results, but that doesn't automatically mean generator pacing has no role in why regression perks are among the most common killer perks in the game.
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Maps were shrunk to accommodate immobile killers, instead this resulted in hyper-buffing mobile killers.
Survivors were changed to spawn together so that immobile killers could have an easier time initiating chase at the crucial part of the game. Instead, mobile killers are able to initiate chase within 20 seconds of a game starting.
Need I go on? If you play ten games and only lose three, the killer is fine, you should definitely not be losing the majority of your matches on killer, especially since people go on killstreaks with killers that aren't even A tier.Except there are far more workable perk set ups for killers than survivors, and your suggestion of nerfing gens (again) won't stop people from running four slowdowns.
People run that because its easy and efficient, not because the game is unplayable without them. Its the same reason why good players still run windows of opportunity, but windows is definitely not a need.-1 -
You talked about completely different things than I was talking about. I asked about how buffing low-tier killers, specifically their powers and add-ons, has any impact on the other killers. You answered with a non sequitur about maps and survivor spawns.
Also, can you share how you came to the conclusion that low-tier killers are “playable in a vast majority of matches outside of comp”? Is this your personal experience? Can you share some of your stats for a few low-tier killers that you play?
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The issue is that people are too sweaty. You can counteract by not being sweaty and playing quirky builds. Thats a motivation for other people to play funny sht too.
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I don't think they actually do feel a genuine need to bring them,even if they've convinced themselves of that. I think they bring them because the easiest way to win is to drag out the match as much as possible. Whereas for survivors, faster is best. The more time you spend in the match, the more opportunity the killer has to win. And anti gen is the only way to do that.
I also think that slowdown is far more valuable then most other builds by default. Survivor builds are more varied, and more likely to counter killer builds. You can bring a chase build but still have to deal with SB/Vigil/Finesse or a survivor with a full aura build who always knows where you are. You can bring an aura build, but survivors could bring shadow step and distortion and hide in lockers after hooks. But Pain Res has no counter. It's hitting the gen with the most progress no matter what. Eruption has no counter. Deadlock has no counter. TBTC has no counter. As long as you get some hooks these are nearly guaranteed value across all matches—and Deadlock rewards you for doing literally nothing—whereas other builds are more situational.
Survivors also absolutely have to do gens to leave. They can extend chases, they can hide, they can meme, but the gens do have to get done if they want to win. So bringing a build that counters the one true survivor objective is logical.
Lastly, I think many people are afraid to leave the meta. The best players I've ever known or gone against have been perkless. Adherence to a consistent sameness is, to me, fear-based. I run off meta perks on both roles and they do me much good because people don't expect them. I believe many killers overestimate how much they genuinely need these things. Especially an entire build that does one thing.
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The part you are missing is that the very existence of slowdown perks results in them being required. You will notice that people will simultaneously claim that slowdown perks are weak but then run them in every match, proving they are strong even if they are not as strong as they have previously been. Since they exist and are strong the game will become at least partially balanced around their usage. If the game wasn't balanced around their usage while simultaneously being strong perks you would see kill rates skyrocket. The only ways out are to delete them from the game, nerf them to actual uselessness, or in some other way limit the number the killer can bring and then alter gen speeds to account for the change. Until something like that happens gen regression/blocking perks will feel necessary because to some extent they are.
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The only way SWFs can have an "unfair" advantage is through bad matchmaking. If matchmaking worked, good killers would be matched with good SWFs. I play with a lot of different people across the full spectrum of skill levels and I do so because I like that social aspect, and I like those people, not because I want or get an advantage. And even upper MMR players usually sit below the 50% ER on average when stats release, which is pretty underwhelming for the best players.
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If the answer was simply "killers need better macro," I'd expect slowdown perks to become less common as players improve.
So heres the main reason why id disagree with this. When the game was arguably easier for killer such as the eruptoverbrine era people still used tactics to make the games easier for themselves. There was less actual chasing, more camping the gens, still the same tunneling. More people will do what makes the game easier for them and usually that just means more time while they do whatever.
While i'd personally love to keep going the pessimistic route, you've also hit the more positive route explanation. Simply that they're also just generally useful but that also means that the players who get better wouldn't stop using them. They're generally simple to use, no complication for value beyond kicking or downing (sans 1 perk i can think of) why stop using them just because your good?
It's that slowdown perks provide consistent value in almost every match, which is why so many players choose them.
So i was under the impression that your arguing that gens speeds are to fast and gen perks feel necessary. Am i incorrect?
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Have diminishing returns on slowdown/repair/healing perks.
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Slowdown is necessary, it always has been, it likely always will be. There's only one other alternative, and it's slowing down gen speed.
I was around when they added 10 more seconds to complete a gen but also nerfed a bunch of regression perks at the same time. Ruin got cut in half and disabled itself if a survivor died, Corrupt turned off if the killer got a down (aka how it works now, it used to persist if the killer got a down), Pop got nerfed and only dealt a portion of current progress instead of total, Pain Res had its ability to show you the location of a survivor who screamed removed.
This did eventually lead to the (rightfully) loathed genkick meta, but that wouldn't really come about for a few months. Just the 10 extra seconds on a generator nearly caused a survivor strike. If you think the current "go next" epidemic is bad, it was so much worse. It was legitimately hard to play out a match without several survivors giving up. I had friends who mostly play survivors quit the game over it and they never came back.
Quite simply, nobody wants gens to take longer, even if it comes with regression nerfs. The community doesn't understand that kind of nuance. They only know they have to sit on gens longer.
If you know of any solution other than mandatory slowdown or slower gens, I'd love to hear it.
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If players keep running slowdown because it's the most efficient option no matter what, that suggests slowdown perks provide a huge amount of value. Players generally go toward whatever helps them win most consistently.I think you are correct on consistent, but I don't think that necessitates a 'huge' value or what you bring up in the original post.
Slowdown will always provide value. A totem build might run up against survivors with cleanse perks, an aura read build might hit survivors who are just going to shift W, spreading pressure can run into a bunch of resistance players (or dedicated healer build, probably more common before diminishing returns).
Slowdown perks are always pretty good. Whether SWF or soloq, whatever the strategy, the slowdown perks are going to give stable value. That would remain true even if gen times changed. It doesn't hurt that this remains pretty consistent across killers, reinforcing how common it is.
You are guaranteed pretty reliable results with gen slowdown, why take a risk on a perk that might have slightly more situational value but also far more possible counters?
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Dimishining does work on these things, but only certain combos. Most popular builds are untouched. They intend to build on it so I'm sure we'll see more.
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You can but your matches will be all sweaty you will play dirty to keep up or you will chill with fun build and get destroyed in majority of your games.
With how mmr works it will take eges for many people with this change in gameplay to face survivors that bad for you to have normal chance with fun build.
Thats just sad truth.
You can do it but you will loose 10 games to win 2 and this huge difference makes it very frustrating for more people then tunning meta and having easier time to desl with meta, ofcourse you can have higher chance but you will slug and tunnel a lot more than with safe build with gen protection because its only way to gain preasure when you dont javf perks for that and this iseven more depending on killers you play like if you ghoul around or play other stronger killers that have strong power you can ofcourse run more less powerfull build and still have better chance to win then weaker killer with 4 slowdowns in general due to better powers of higher tier killers but wven with them you will sweat more.0 -
I agree that gens can fly by, but making them take longer isn't the answer. It just makes for boring Survivor gameplay. I actually think lowering gen repair times is the way to go, but it needs to be coupled with fixes elsewhere, because there are several compounding issues.
On the killer side:
The biggest problem is that too many solutions are tied to underused perks, and devs just gesture vaguely at them whenever someone complains. They could cut roughly a third of perks from the game and fold many of them into weaker basekit versions. This would need to come alongside nerfs to the most-used perks, or killer strength just skyrockets. Deadlock and Monstrous Shrine are good examples: some version of both probably should exist basekit, with Monstrous Shrine's effect gated to basement hooks specifically. Beyond perks: being injured should naturally slow down action speeds, and being inside a killer's terror radius should have some mechanical teeth. Something like erratic skill checks, more frequent skill checks, or a cap on great skill checks could all work. Killers without a TR would need separate consideration here.
On the survivor side:
Make gens faster, but add a secondary objective like scavenging parts from junk piles around the map so there's still something to engage with. Anti-camp and anti-tunnel protections need to be meaningfully stronger, though the hard part is designing them so they can't be weaponized to harass killers. Injured survivors should have access to more reliable self-healing options baseline, since the current perk dependency for recovery is pretty punishing. Hiding and stealth play could also use some love: crouching and breakline mechanics feel underdeveloped compared to how much the game rewards killers for tracking, so giving survivors better tools for actually going dark would add a real counterplay option. Finally, the looping toolkit could use more variety built into the base game
The throughline is that gen speed is a symptom. The actual problem is that too many systems are held together by perk band-aids, and stripping those out while adjusting base timings is the more honest fix.
What the game really needs is a 2.0, but they've got too much tied into the current game to do that, and there are too many big concurrent fixes needed so they just keep putting band-aids on various things.
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I get what you are trying to convey. Like if you played survivor today youd jump on a generator and it feels like it takes forever and a day to complete. So much stuff will happen while you are on that generator. Yet in another round youll start the match, be found first, start looping and see 2-3 generators finnish and by the time you go down theres alredy the next generator at 1/3rd done. And you wonder how the killers going to hook everyone 3 times each with only this much time left.
Yet other rounds where the killer brings slowdowns and catches someone quickly it starts a chain reaction of dispair where you can barely finnish the first generator before everyone is on deathhook.
Its gotten to a point where slowdown perks feel as necessary to some killers as antitunnel builds. Rather than just a game where you can bring whatever you want and still get results.
Like i can still play trapless/perkless trapper and still win, but i notice its mostly because of soloque errors. A swf would wipe the floor with me if they realised i wasnt using my power all game lol.
But aside from that what is the proposed solution? As gen speeds / tunneling has been dbds biggest balancing mystery since the beginning.
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Something else that also needs mentioning here is that a lot of non-slowdown perks are just not very good. Killer perks need to provide a lot of value because you can only bring four of them compared to the Survivors' sixteen, and most Killers don't have a power that's strong enough to win games by itself these days. So you need guaranteed or near-guaranteed perk value that's going to either slow down Survivors' objective of repairing generators and opening gates or accelerate your objective of downing, hooking and ultimately killing Survivors. There are unfortunately a lot of Killer perks that don't do that very well or at all: 'if you do x 10 times then there's a chance that the next time a Survivor does y within 20 metres you get a slight buff to z for the next 10 seconds' type perks are never going to compete because they barely ever work and just don't keep up with the stronger options on either side. Even hex perks aren't as popular as you'd expect because there's a substantial chance the awful spawn logic of totems puts them next to the Survivors at the stsart of the game and you lose them in the first 30 seconds of the Trial before they even do anything. I'm not going to use Jason's upcoming perks if they've not been strongly changed because they represent that same unrealistic perk design: their conditions are too onerous, their effects too weak and too counterable by Survivors. So it's far safer to stick to the same handful of perks that everyone has been using since they released despite BHVR's efforts at meta shakeups. I would like to see the strongest Killer perks nerfed or reworked, but the huge morass of useless or underpowered ones would need substantial buffs and changes to make the build environment more diverse, while also doing something about the consistency of map size and density so low-mobility Killers have a chance to interact with the game before the Survivors complete 3 gens.
Additionally, there's something to be said about the fact that a lot of the best Survivor perks are free right now, while a lot of the best Killer perks are not. Sprint Burst, Lithe, Adrenaline, Kindred, Prove Thyself, Deja Vu, Decisive Strike/Will To Live, Dead Hard, and Botany Knowledge are all on free Survivors or general perks so anyone can use them, while the top Killer perks are still paywalled or timegated behind iri shard investments. In fact there's only one effective slowdown perk available to beginner Killers or players who haven't paid for DLC: Deadlock AKA No Holds Barred and that's only because BHVR lost the Hellraiser license. Dying Light AKA Cull The Weak(?) is too weak to count, especially with diminishing returns.
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The problem is there's limited things a survivor can do to adjust to regression perks, compared to other forms of slowdown. I love a good anti-heal build, even on killers that wouldn't usually run it. I don't hit & run, but when I hit a survivor and see them use their haste to rush to the side of the map with no gens, I can privot knowing that if they come back they cannot afford to give me that hit again, and if they want to heal, it'll take time and likely get interrupted (Nurse's is my favourite perk in the game rn). Basically, I like my slowdown to come from pressure.
This usually results in me getting a few hookstates deep before the survivors start adjusting how they play to counter the build, and that doesn't include the cases where they just happened to bring a build that heavily counters this kind of pressure (dedicated heals, resurgence, multiple people with resilience).
Were I to go for slowdown specifically targeting gen progress, I'm bypassing all the indirect means and going straight for the objective of the game. It's guaranteed value, no playstyle adjustment needed from me and limited options for the survivors. Even pre-empting PR to avoid being forced into a scream or tapping a 0% gen to force a low-value DMS doesn't fully cancel out the value the killer gets. Pair this with a couple of perks for any playstyle you want, like Enfury for aggressive M1 chase/clearing resources or Sloppysteria for hit and run, and you might be a little less oppressive compared to a full dedicated build functioning at max value, but you're covered for the many many times it won't.
That's the issue, and why I feel no one really has a good solution, being both generalist and strong is always going to be better than being specialist and strong over multiple games. A shame, because the only regression perk I like is TBtC, and that's pure convenience.
I actually don't think regression/slowdown builds are overpowered. They're just too consistent.0 -
I think it would be a good idea to have a PTB or two where the 2v8 built-in slowdown/speed up is applied to 1v4 matches, just to see what the feeling is for both sides.
Diminishing Returns has affected gen rush builds due to the reduced skill check chance and progression, so even though it may be subtle, it will have an effect.
My matches vary wildly (solo queue) - however when teammates bring a "gen rush" build they often don't get to use it very well, and the last few generators go very slowly. That's how it is supposed to go once the killer is getting hooks and kills - the pressure builds and the last generators are the most difficult to get done.
It also depends how determined each side is to win, and both have to scope that out and adjust their tactics on the fly. Survivors have basically one way to move the match in their favour and that is completing generators, whereas killers have injuries, downs, hooks and kills which all can contribute to the slowdown.
From the stats last year they showed that basically only 50% of matches finish with all 5 generators complete. I think if this was any less, the match would become hopeless too quickly from the survivor side.
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few matches ago i played against 2 people with the same build
hyperfocus
stake out
fast track
overzealous
ive never seen gens fly by that fast in my life, now i dont usally run slowdown, i guess Undone is slowdown. i run weaker and underused perks so i can be partly to blame for my own downfall
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Yeah thankfully this is not every day! And Fast Track does not help anymore so that is a plus for killers. I also like running more interesting perks as killer.
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i am probaly the biggest Pain Resonance hater thats a killer main. I find perks like it just unsastifying to use and generally dont feel any regression it may do. i like weird perks. Biggest Undone defender
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It left every effect that doesnt stuck uneffected so things tgat are only one way use like pop regression or pain res are uneffected but if you run COB with overcharge then regression speed will get reduced from their stacking.
Thing is many of these strong gen deffence perks work individualy so mechanic that works against stacking same effects wont hurt them thats it nothing hard for thinking.
If there would be way to stack instant regression like pop+ some other perk then I believe it would effect it too but there realy isnt only maybe like eruption with surge how would work when being hit at the same time on single gen if they count individualy or games stack it Idk but even if didnt these two are weaker on regression effect but they are only two instant regression that can be hit on the single gen at one time because both trigger their effect when survivor goes down but thats rarity in these instant gen regression effects because they dont stack their effect at the same time almost all of them so they wont get effected by dimishing returns.
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I see more reasoneable mode where you have limted options like you can pick perks but like one can be aura or two, two can be gen deffence etc. and this changing like weekely to make more variety for both roles because full slowdown is same as full meta survivor build like unbreakable,ds,dh,deliverence or shoulder,resi its just annoying at same degree playing against same 16 perks and some like ds,dh are run by even whole team.
Dimishing returns devs create to stip stacking same effects so more perks can be stron on their own and they dont need to fear people stacking them with perks with simular effect creating busted combos like for healing or haste.
This would need either perk effect change which wont hsppen because of how many are there devs will more likely focus on new content, new feature which I cant imagine or most likely new gamemode where perk options are restricked like in comp DBD or something like that in simular manner so it would create that variety some seek here.
Slowdown in gen deffence wont be gone they give you time which is most important thing killer can have, more time equals more chances to do objective which equals higher chance to win its simple and it will be.
Then if you would remove gen deffence other time saving options would be run like endgame perks that again give you time which equals…….
Same story.
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I feel like DBD is at its best when games take longer than they do rn, because it gives both sides a chance to make their plays without having to worry about maximum efficiency every single time.
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They can just add in the mechanics from 2v8 where if one side is beating the other heavily gens slow down or speed up. Would need to add in some anti slug features or something but it'd be really easy if slowing games down is your goal.
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