The so called meta shake-up perk changes didn't shake anything

It only changed what gen regression perks killers use and what second chance perks and gen rush perks survivors use.

Its still the same type of perks everyone uses every match.

I tried to play killer without gen regression perks and I can barely get 2 or 3 hooks before 4+ gens are done.

Comments

  • Well yeah. As long as the gameplay loop stays the same, the meta will always be gen regression perks on killer and anti tunnel/camp/gen rush perks on survivor. To change that, the game would need a massive overhaul which isn't something we can expect for a long time (assuming DBD even lasts another couple years).

  • You're not wrong but trying to stomp out the meta is a fool's errand.

    As long as a game has some kind of competition, there will ALWAYS be people looking to min/max their builds.

    That doesn't mean BHVR shouldn't try but with all due respect to the employees, BHVR is WAY too slow to making changes if their intention is to not have a meta. It's not an easy job (20+ killers with wildly different powers alone would be impossible to truly balance, not even considering SWF v Solo and low rank versus high rank meta) but BHVR sometimes takes literal years to change a perk that everyone but the most biased of biased players know is a problem.

  • Rather then think about why we run the perks we do they just saw a big number next to some of them

    Let me ask these questions...

    1) Why was Ruin used a lot?

    2) Why was Corrupt used a lot?

    3) Why was BBQ used a lot?

    4) Why was BT used a lot?

    5) Why was DH used a lot?

    6) Why was DS used a lot?

    If you want my answers then here goes

    1) Cause it offered more regression and it was automatic

    2) Cause of spawns and the Killer has nothing but surprise

    3) It awarded getting each Survivor hooked once in BP at the end of the match and it is an aura reading perk

    4) Cause of Tunnelers...

    5) Cause it extends the time in chase... which is what Survivors wanted in the first place (less time on Gens and more time in chase)

    6) Cause of Tunnelers...

  • The meta shakeup changed everything for survivors. Most of their good perks were nerfed, and the perks buffed in exchange remain subpar. Survivors don’t really have many ‘genrush’ perks; Hyper Focus is probably the only real contender. Prove Thyself removes the penalty for 2+ survivors working on a single gen and awards a blood point bonus in cooperative actions. But if I remember correctly, the time it saves is less than or equal to the time two or three survivors would have saved working on individual gens.

  • The fact is that unless the core gameplay changes, then nothing will change. No “meta perk shakeup” is going to change the fundamentals of the game.

    Much to the chagrin of survivors, camping and tunnelling will always be prevalent and on the other side at a certain point the game just becomes too easy for competent survivors to win against lower tier killers.

  • I don't know, before 6.1 85% of the survivors ran any combination of DH,BT, IW, DS, seasoned with a few Proof, Spinechill or the very occasional other exhaustion perk. Bully squads were also pretty fond of Head On, but that's it, tja meta was set in stone for years.

    On the killer side, of course, BBQ was set in stone basically over the whole roster, but besides that there were loads of different ways to tackle the kill all survivors problem.

    Post 6.1 I see way, way, WAY more survivor builds. Of course you will always have meta perks that a majority of the population uses, like DH or Windows or Proof (big uptick here), and the budding meta of Hyperfocus/Stake Out, but on the whole survivor builds are widely varied for the first time in years. DH is (again) the most widespread exhaustion perk by a wide margin in the higher MMR reaches, but all the other e-perks also make regular appearances.

    The killer situation post 6.1 is somewhat different, though. For the first time we have an actual killer meta in the likes of the kicking meta, ie CoB/Overcharge/Eruption plus possibly PainRes. Not every killer is running this combo, but it's universally useful with every killer and very oppressive. This is something that I actually don't like. Yes, it's that best combo, and that makes it by definition meta, but you can still run a variety of so many other builds and still be very successful.

    My favorite build with my main, Pyramid Head, is an extremely aggressive non-regression build. I use Lethal Pursuer/I am all Ears/Awakened Awareness/ Franklin's Demise and am very successful with it, but it has a high skill ceiling, ie it depends entirely on getting into the first chase ASAP and downing that first survivor before the first gen is done, so that I can interrupt that first pop as long as possible. AA helps a lot with ferreting out sneaky survivors and gives a surprising amount of follow up hits and downs of survivors that thought they were safely hidden and I might substitute it with the Knights gen kicking perk, but as I said, this build only works when you can reliably land your POTD shots and keep the chases short.