Proposed Changes to Slowdown Perks

Slowdown perks are frustrating to play against when stacked, and I think a few perks are a little overtuned right now.

  • Pain Resonance: Reduced from 15% to 12%. No longer interrupts/causes screaming, so DMS combo no longer works. Wouldn't affect higher level lobbies, but that combo is a complete noobstomper and feels awful to play against.
  • Merciless Storm: Now activates for a set 10 seconds instead of "until the generator is completed". This solves its interaction with Pain Resonance, which is why the scream on Pain Res came back after being removed in the first place.
  • Eruption: Incapacitated reduced to 10 seconds. It's just miserable for solos to deal with, and 10 seconds is still valuable.
  • Overcharge: Grows from 100% to 200% over 40 seconds, instead of 75% to 200% over 30 seconds. Just a tweak because I think reducing your base regression on kicks is a little backwards.
  • Deadlock: Reduced to 25 seconds. 20 would be too low, but 30 feels too high, there's a reason most high level builds include Deadlock right now, and that's because it's very strong when coupled with the longer gen times.

On the survivor side, I would remove/rework Brand New Parts and make Hyperfocus not work with Toolboxes, and maybe look into even bigger changes to the strongest toolboxes such as Commodious Toolbox with Speed and Charge addons.

Thoughts?

Comments

  • @MrMori said:

    Slowdown perks are frustrating to play against when stacked, and I think a few perks are a little overtuned right now.

    • Pain Resonance: Reduced from 15% to 12%. No longer interrupts/causes screaming, so DMS combo no longer works. Wouldn't affect higher level lobbies, but that combo is a complete noobstomper and feels awful to play against.
    • Merciless Storm: Now activates for a set 10 seconds instead of "until the generator is completed". This solves its interaction with Pain Resonance, which is why the scream on Pain Res came back after being removed in the first place.
    • Eruption: Incapacitated reduced to 10 seconds. It's just miserable for solos to deal with, and 10 seconds is still valuable.
    • Overcharge: Grows from 100% to 200% over 40 seconds, instead of 75% to 200% over 30 seconds. Just a tweak because I think reducing your base regression on kicks is a little backwards.
    • Deadlock: Reduced to 25 seconds. 20 would be too low, but 30 feels too high, there's a reason most high level builds include Deadlock right now, and that's because it's very strong when coupled with the longer gen times.

    On the survivor side, I would remove/rework Brand New Parts and make Hyperfocus not work with Toolboxes, and maybe look into even bigger changes to the strongest toolboxes such as Commodious Toolbox with Speed and Charge addons.

    Thoughts?

    My thoughts are that gen regression meta is overdue to be nerfed. It's unhealthy that killers can realistically prolong the game to 30 minutes. That getting out of 3gen is now absurdly hard and basically impossible in soloQ that does not immediately know what to do.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/354364/proposed-changes-to-slowdown-perks

    My thoughts are that gen regression meta is overdue to be nerfed. It's unhealthy that killers can realistically prolong the game to 30 minutes. That getting out of 3gen is now absurdly hard and basically impossible in soloQ that does not immediately know what to do.

    what do you suggest killers run to have a chance at winning through hooks?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260992#Comment_3260992

    what do you suggest killers run to have a chance at winning through hooks?

    Baboozle, corrupt, deadlock and i am all ears is fine build that just isn't meta, because specifically regression perks are that much stronger.

    And there are many other fine perks that could substitute this regression meta

  • None of these suggestions are reasonable.


    Slowdown is the only defense non-mobility killers have against even semi-skilled players.


    While you are chasing your first Survivor, you have three players completely unmolested to work on three different generators simultaneously. If you cannot get your first hook in 90 seconds, you've lost 60% of the generators.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261085#Comment_3261085

    Baboozle, corrupt, deadlock and i am all ears is fine build that just isn't meta, because specifically regression perks are that much stronger.

    And there are many other fine perks that could substitute this regression meta

    there are many other fine perks that could substitute this regression meta

    your insane.

  • Remove the hyperfocus + stakeout synergy too and that sounds solid, honestly.

    Hyperfocus by definition should be a skillful perk. Band-aiding mistakes with stakeout takes that away and makes it too strong.

    My only other thing after that is I still think CoB + overcharge combined is too much. But yes I’ve been saying for a while that the strongest gen slowdowns and speedups on each side are very overtuned.

  • @WesCravenFan said:

    None of these suggestions are reasonable.

    Slowdown is the only defense non-mobility killers have against even semi-skilled players.

    While you are chasing your first Survivor, you have three players completely unmolested to work on three different generators simultaneously. If you cannot get your first hook in 90 seconds, you've lost 60% of the generators.

    Completely disagree, you'll see top streamers and many good players often only run 2 slowdown perks because they use tools like tunneling and camping to make up for it, or in fact use tracking perks to make better decisions.

    If you're playing in super high MMR, then one of the issues is that a maxed out toolbox, or just BNP on multiple survivors makes the gens go far too quickly without slowdown, and that's an issue, but that should be rebalanced as well. Maybe at the same time as the slowdown perk nerfs.

    I think "general slowdown perks" like Pain Res, Deadlock and Eruption should be toned down to not always be a no-brainer, whereas "specialized" slowdown like DMS can remain a bit stronger as they are powerful in the hands of the right killers.

  • @MrMori said:

    Slowdown perks are frustrating to play against when stacked, and I think a few perks are a little overtuned right now.

    • Pain Resonance: Reduced from 15% to 12%. No longer interrupts/causes screaming, so DMS combo no longer works. Wouldn't affect higher level lobbies, but that combo is a complete noobstomper and feels awful to play against.
    • Merciless Storm: Now activates for a set 10 seconds instead of "until the generator is completed". This solves its interaction with Pain Resonance, which is why the scream on Pain Res came back after being removed in the first place.
    • Eruption: Incapacitated reduced to 10 seconds. It's just miserable for solos to deal with, and 10 seconds is still valuable.
    • Overcharge: Grows from 100% to 200% over 40 seconds, instead of 75% to 200% over 30 seconds. Just a tweak because I think reducing your base regression on kicks is a little backwards.
    • Deadlock: Reduced to 25 seconds. 20 would be too low, but 30 feels too high, there's a reason most high level builds include Deadlock right now, and that's because it's very strong when coupled with the longer gen times.

    On the survivor side, I would remove/rework Brand New Parts and make Hyperfocus not work with Toolboxes, and maybe look into even bigger changes to the strongest toolboxes such as Commodious Toolbox with Speed and Charge addons.

    Thoughts?

    Agree with item and toolbox nerfs and eruption changes (should probably be reworked honestly to not be as bad for solos). You could in theory do all of these nerfs as long as you fix the maps.