Is 4 slowdown perks too much?

Unpopular opinion: There should really be a cap of some sort

similar to how survivors can bring multiple exhaustion perks but can’t stack them

there should be something similar put in place for certain slow down perks e.g Call of Brine, Eruption, Overcharge, Pain res ect

Maybe make it so when kicking a gen only 1 regression perks effect will take place, or if a gen is already regressing via Eruption then it can’t be damaged again with perks like Jolt or Pain res until the regression stops

Comments

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273378#Comment_3273378

    To be fair it's also painful to play against SWF, but nothing's going to be done about that 🤷‍♀️

    Remember when loads of slowdown perks got buffed and gens got a base 10 seconds added to their repair time?? Did that, or did that not make SWF easier to deal with?

  • This would not be an issue if we had 15 min max game

    The potential of 30+ min games with CoB + Eruption + any other gen perks to create 3+ slowdown builds is insane!

    AND THIS IS BOOOOOOOORING AS #########!!!

    Even worse than the original madness doctor!!!

  • My only thing is, 4 slowdown perks make a 3 gen extremely slow to finish. But survivors who have 1 boon can make a 3 gen significantly easier as survivors no longer need to heal each other and can just run to the opposite side of the map. 1 Survivor Perk out of 16 vs 4 Killer Perks out of 4. If all 4 survivors brought the best possible builds then the 3 gen wouldn't even be an issue.

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  • If Gen regression perks are taken,then bnp and purple toolboxes and hyper focus should be gotten rid of.

  • @TDtheDoc said:

    If Gen regression perks are taken,then bnp and purple toolboxes and hyper focus should be gotten rid of.

    Deal!

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273381#Comment_3273381

    Remember when loads of slowdown perks and gens got a base 10 seconds added to their repair time?? Did that, or did that not make SWF easier to deal with?

    And at the same time that happened the devs added a perk that allows you to solo gens in sub 50 seconds

  • @vBlossom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274109#Comment_3274109

    "can just run to the opposite side of the map"

    Ah yes, I'd just literally teleport to opposite site of the map.

    I don't understand what you mean, my argument is saying that a killer can't both protect a 3 gen and chase a survivor. If all 4 survivors are alive, the moment a killer comes to the gen they're on, if they pre run the killer really doesn't have much of a choice, if they chase then they're losing their last gen, if they don't then the survivors either gets hit and runs to the boon or the killer doesn't even hit them as they have to run to one of the other 2 gens that the survivors are pressuring.

    It doesn't take long for a survivor to get from one side of the map to the other if they pre run + getting the speed boost from being hit

  • No it is not, Eruption does not need a nerf either, will be trash if nerfed and basically useless. Most of these complaints come from a place of pure salt.

  • It depends.

    Four slowdowns is excessive af, especially on high mobility killers. However, there is a tradeoff the killer is making by not running other types of perks. On another killer (Huntress, for example), I'd rather they run four slowdown than 1-2 slowdown and aura perks.

    Imo, stacked slowdown is often annoying, but only really feels oppressive on killers like Nurse/Blight. I've only run four a few times, and only when I was testing how much of a jerk I could be, and not to actually win.

    And having a low mobility killer having to stop/break chase all the time to kick gens because they are running CoB/Eruption/Pop, etc. can often be pretty useful.

    So yeah, pretty context dependent.

  • @RaSavage42 said:

    If they make regression capped then Survivors Gen speeds should be capped as well... Cause it wouldn't make sense to cap regression but not progression

    But alas people won't see it that way...

    Maybe they can do that until they get around to fixing Maps

    Is gen rushing really that bad to cap it? Seriously.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273420#Comment_3273420

    Is gen rushing really that bad to cap it? Seriously.

    If regression is capped...

  • But survivors don't have anything compared to the killer. Most are conditional and have to go out of your way to get them, but killers get their's by doing their main objective.

    Eruption — Down a survivor

    Pain Res — Hook a survivor

    Jolt — Down a survivor

    Thana — Injure survivors

    These are all "win more" perks. Which can snowball to make 99% generators turn into 40% in a matter of a minute.

    Want to know my solution? Do what BHVR did to most haste perks. Each perk gives 7% haste, which gives an artificial cap of 21% for 4 haste perks.

    Each regression perks should be 7%, which would artificially cap them to 21%. Then buff the crap out of endgame killer perks because at least then the game aged well and didn't stay at 4 generators for 90% of the match.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274064#Comment_3274064

    I recently started running a meme build on Ghostface (my highest prestige next to Dredge) because I was getting bored of my Jolt / Thrilling Tremors / I'm All Ears / Lethal Pursuer build, which did me pretty well and often puts me against 'good survivors'.

    I think some call it GoCart Ghostface: Agitation, Play with Your Food, NOED and a wildcard, in my case Mad Grit, plus the add ons that increase movement speed while crouched and reduce my terror radius when crouched. If you're understanding it correctly, it's about moving as fast as possible, particularly while crouched, it's quite fun.

    I never expected it to work all that well, because as you say, good survivors crank out gens and easily out loop an M1 killer. But the thing is, 'good survivors' also play very altruistically and make bold rescue plays. The amount of pay off I got from Agitation and Mad grit alone is insane. As 'good survivors' see 'weak prey' in the form of a revealed Ghostface and fearlessly run right up to me to bodyblock, only to go down by the hook.

    Instead of getting genrushed, I frequently get several hooks before the first gen is done, which puts me in a decent position to utilise NOED when the exit gates are powered and they all run right up to me to reveal me and steal my power. I never even expected to get any use out of NOED, as I never run it usually, I only picked it for the movement speed buff. But when your dinner presents itself to you it's not polite to turn it away.

    Honestly I'm not sure why you thought to pull the "you're not as skilled as you think you are" card when MMR is as unreliable as it is right now. You can't really gauge your skill by the survivors you face when you can go from potatoes one game to P100 Neon Nea's the next. But the fact that you argument is that "you can't succeed as killer without slowdowns", yet I do... would seem to put a dent in your argument.

    Don't get me wrong, I get my fair share of frustrating games against survivors who simply play everything correctly and teabag me at the exit gates. My point is, in my experience, it's not reliant on the use of or absence of slowdown perks. It's usually my mistakes that lead to it, committing to chases I shouldn't, whiffing hits at the worst times, etc.

    I think the part that's unbelievable is regularly getting multiple hooks before any gens go, because it sounds like you're playing against Survivors who've developed a phobia of doing the objective.

  • If regression is capped , the killers will tunnel and facecamp even more then before.

  • @danielmaster87 said:

    You serious? It's not enough!

    Killers regularly lose, not from playing bad, but from actually beating survivors in chase nonstop. And they have 4 gen defence perks. So I don't know what to tell you, because the best blockage/regression you can put out right now as killer isn't even enough. It can be overcome.

    Have you ever considered your own skill being the problem?

  • @steamed_hamzzz said:

    Unpopular opinion: There should really be a cap of some sort

    similar to how survivors can bring multiple exhaustion perks but can’t stack them

    there should be something similar put in place for certain slow down perks e.g Call of Brine, Eruption, Overcharge, Pain res ect

    Maybe make it so when kicking a gen only 1 regression perks effect will take place, or if a gen is already regressing via Eruption then it can’t be damaged again with perks like Jolt or Pain res until the regression stops

    yes, i can't think of any killers where you actually want that much slowdown, you gotta have information perks and/or chase perks too so you can actually get hooks instead of just making the game take longer

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273360#Comment_3273360

    Funny how those 4 perks you mentioned are pretty much meta, like you could use deadlock for your gen block, but no one ever thinks of that do they?

    What else should I run on the weakest killer in the game? I cant even use all perks, because I have no Terror Radius in Dream. The biggest thing is his teleport, so I should know where to go or where to fake.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274038#Comment_3274038

    Have you ever considered your own skill being the problem?

    Many, many times. But eventually I wised up.

  • I usually get by running two Gen slowdown perks. I find that I play better that way as well.

    Sometimes I'll dabble into more, but they're generally more abstract slowdown like Plaything. Not something like CoB or Thana that directly affect gens.

  • The only problems for me are Eruption and Pentimento builds. And it's simple to tell why as i mostly play solo.

    Solos can't callout when they're almost going down so there is no real counter to Eruption. Solos do archives or cleanse everthing which glows or just do dull totems for Inner Healing, you can't stop that. At least at my level my mates let go from the gen against Pain Res.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274077#Comment_3274077

    I think the part that's unbelievable is regularly getting multiple hooks before any gens go, because it sounds like you're playing against Survivors who've developed a phobia of doing the objective.

    Well it entirely relies on interrupting that first gen and wasting their first minute or so of progress. It's a coin flip, like nearly everything in this game.

    Point is, not running regression perks isn't a forfeit of the game.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274260#Comment_3274260

    Well it entirely relies on interrupting that first gen and wasting their first minute or so of progress. It's a coin flip, like nearly everything in this game.

    Point is, not running regression perks isn't a forfeit of the game.

    See, that just comes across as 'my strategy works if they don't scarper for multiple gens immediately'.

  • @WeenieDog said:

    Don't be shy, put some more.

    I lost as killer, and I firmly believe I should have a 5th perk slot so I can run five slowdown perks.

  • Thing is, the problem is the core game design.

    3 gens take 90 seconds (3 survivors split on gens, 1 in chase) as soon as you push 1 survivor off a gen, the other one will take over.

    Killer at the start: Find a survivor, chase, hit, recover, chase, hit, recover, pick up, walk to a hook, hook, look for a new survivor, repeat. Let's say at BEST this all takes 60 seconds, you're still soooo far behind. And when people say "Yes, but not all survivors are efficient". Is that a player problem or a game design problem? So against survivors who actually try you should just lose? That doesn't sound right

  • @FreddyVoorhees said:

    If regression is capped , the killers will tunnel and facecamp even more then before.

    Killers will always tunnel and facecamp until the devs really focus in punishing these tactics, or make them less rewarding at least.

    Remember when most killers said before 6.1.0 that they were tunneling/camping only because they were forced with the 80sec gens?.

    And then bhvr upped gen times and buffed gen regressing perks and killers tunneled more than ever because they got more time to do it.

  • Cap on slowdown? Sure, right after applying extra 30 seconds on gen time, survivors gonna like it.

  • @sizzlingmario4 said:

    It is too much, but so is the exact opposite.

    A decent killer with 4 slowdowns is going to feel extremely oppressive against a group of survivors that aren’t bringing a bunch of strong meta perks and/or good toolboxes to speed up the gens.

    But a killer who doesn’t run a ton of slowdown is going to be miserable when they see a team with multiple toolboxes, BNPs, hyperfocus/stakeout combo, prove thyself, etc.

    Each side bringing strong stuff like that encourages the other side to do the same and it’s way out of control. Which leads me to my conclusion that the strongest perks, items, addons, etc. on both sides of the game are still overtuned. 4 slowdowns is absolutely ridiculous, but cutting 30 seconds off a gen is too.

    Well thats the difference between competitive and casuals.Its mmr fault a bunch of casual play vs Blight with the most broken stuff

  • I think the first thing BHVR needs to do is to increase the base Gen regression then work out the regression perks

    Make the Gen times 80 charges... then work on Gen slowdown perks (Thanatophobia, Dying Light, Gift Of Pain)

    Fix maps then work on Gen blocking perks (DMS, Deadlock, Corrupt, Thrilling Tremors)

    But all of that will take time (possibly a recoding of the game) to do... so capping Gen regression and Gen progression seems like the best thing for the game as of right now

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274218#Comment_3274218

    But survivors don't have anything compared to the killer. Most are conditional and have to go out of your way to get them, but killers get their's by doing their main objective.

    Eruption — Down a survivor

    Pain Res — Hook a survivor

    Jolt — Down a survivor

    Thana — Injure survivors

    These are all "win more" perks. Which can snowball to make 99% generators turn into 40% in a matter of a minute.

    Want to know my solution? Do what BHVR did to most haste perks. Each perk gives 7% haste, which gives an artificial cap of 21% for 4 haste perks.

    Each regression perks should be 7%, which would artificially cap them to 21%. Then buff the crap out of endgame killer perks because at least then the game aged well and didn't stay at 4 generators for 90% of the match.

    Yes as far as Solo's go most of what Survivors have are conditional

    But SWF's don't have that conditional element

    Eruption- kick Gens and hope they don't finish the Gen(s)

    Pain Res- Hooking a Survivor on a specific Hook

    Jolt- Downing a Survivor around incomplete Gens

    Thana- Yes injuring Survivors... but keeping them injured

    Now see if you said Dying Light I would've agreed with you...

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274250#Comment_3274250

    Yes as far as Solo's go most of what Survivors have are conditional

    But SWF's don't have that conditional element

    Eruption- kick Gens and hope they don't finish the Gen(s)

    Pain Res- Hooking a Survivor on a specific Hook

    Jolt- Downing a Survivor around incomplete Gens

    Thana- Yes injuring Survivors... but keeping them injured

    Now see if you said Dying Light I would've agreed with you...

    4man SWF is not the average survivor.

  • That's apart of my point though

    How is the Killer supposed to know

    Plus how are the Survivors supposed to know who the Killer is and how to counter the perks used... or even what perks the other Survivors are using

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274853#Comment_3274853

    That's apart of my point though

    How is the Killer supposed to know

    Plus how are the Survivors supposed to know who the Killer is and how to counter the perks used... or even what perks the other Survivors are using

    Survivors themselves don't even know when their team has a duo or triple SWF and that can also be miserable.


    I've never been against survivros knowing each other's perks and if survivors knew who the killer is it would make the game more manageable but I don't think most people here want to have their killer known (even if their perks remain a secret). If I was playing against Plague I'd know to not bring a medkit and I'd probably bring a toolbox.


    That wasn't the point I was making. My point was that the 4 slowdown build is usually defended because you cannot know when you play against SWF and I was simply saying that 4 man SWF which is what people mean when they say SWF (does anyone ever really complain about duo SWF unless they're running flashlights and going for locker saves which is out of the game anyway?), when it's the smallest group of players as far as survivors go but people either forget or don't wanna account for solo survivors which are at least 50% and might be even more who this build affects even more.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274250#Comment_3274250

    Yes as far as Solo's go most of what Survivors have are conditional

    But SWF's don't have that conditional element

    Eruption- kick Gens and hope they don't finish the Gen(s)

    Pain Res- Hooking a Survivor on a specific Hook

    Jolt- Downing a Survivor around incomplete Gens

    Thana- Yes injuring Survivors... but keeping them injured

    Now see if you said Dying Light I would've agreed with you...

    I see where you are coming from, but let's be real here, most killers can work around most conditions. If it was that much of a hassle, would killers use regression perks at all?

    Don't get me wrong, I think regression perks have a place in DBD, but using four of them is outrageous. I know you want to win, who doesn't? But can both sides come together and say this isn't healthy for the game? Survivors (especially SoloQ coff coff ERUPTION) are having to do an additional 1 - 3 extra generators, and killers can't use other cool perks without putting themselves at a disadvantage. Both sides clearly aren't happy.

    If each regression perk only gave 7% instant progress loss + regression afterwards, it would help out a lot. Then we can make endgame killer perks better, and other chase related perks to help shorten chase (which is more fun and indirectly helps with time management for the killer).

  • Same with boons, boons are so broken I don't know why they are in. You can remove all gen slow perks, do the same for boons please.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274797#Comment_3274797

    I see where you are coming from, but let's be real here, most killers can work around most conditions. If it was that much of a hassle, would killers use regression perks at all?

    Don't get me wrong, I think regression perks have a place in DBD, but using four of them is outrageous. I know you want to win, who doesn't? But can both sides come together and say this isn't healthy for the game? Survivors (especially SoloQ coff coff ERUPTION) are having to do an additional 1 - 3 extra generators, and killers can't use other cool perks without putting themselves at a disadvantage. Both sides clearly aren't happy.

    If each regression perk only gave 7% instant progress loss + regression afterwards, it would help out a lot. Then we can make endgame killer perks better, and other chase related perks to help shorten chase (which is more fun and indirectly helps with time management for the killer).

    Yea I don't agree with the 4 regression perk builds either

    I think so as well... But if they increase the Base Gen regression then they should be able to do more with regression perks

    Again I think that if they do that then they can focus on what each regression perk does...

    Call Of Brine could have increased Gen regression but take longer to kick and can only be applied to one Gen at a time

    Eruption could make the Gen that was effected by Eruption unrepairable for 15 seconds (Give or take)

    Overcharge could do the same as it does now... But 25% Gen regression to 100% Gen regression

    Ruin could either do 50% Gen regression but stays active until cleansed or 100% Gen regression but deactivate apon a Survivors death

    Oppression could do 100% Gen regression on the Gen kicked and 50% Gen regression on the other Gens effected

    But those are just off the top of my head changes I would do... Please be nice to me

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274992#Comment_3274992

    Yea I don't agree with the 4 regression perk builds either

    I think so as well... But if they increase the Base Gen regression then they should be able to do more with regression perks

    Again I think that if they do that then they can focus on what each regression perk does...

    Call Of Brine could have increased Gen regression but take longer to kick and can only be applied to one Gen at a time

    Eruption could make the Gen that was effected by Eruption unrepairable for 15 seconds (Give or take)

    Overcharge could do the same as it does now... But 25% Gen regression to 100% Gen regression

    Ruin could either do 50% Gen regression but stays active until cleansed or 100% Gen regression but deactivate apon a Survivors death

    Oppression could do 100% Gen regression on the Gen kicked and 50% Gen regression on the other Gens effected

    But those are just off the top of my head changes I would do... Please be nice to me

    Okay, here's what kicking a generator currently does:

    ▪︎Causes 2% progress loss

    ▪︎Applies regression at -0.25c/s

    I would be fine with buff these numbers to -5% progress loss and -0.4c/s if we tone down regression perks. Additionally, I'd like to see endgame perks buffed and other chase related killer perks.

    Call of Brine

    Kicking a generator causes it to regress 0.25c/s faster than normal for 40/50/60 seconds.

    Additionally, if a survivor stops repairing during that time, the generator will begin regressing.

    Eruption

    After kicking a generator, it becomes trapped until triggered.

    When putting a survivor into the dying state by any means, all trapped generators trigger, blocking for 10/15/20 seconds.

    Any survivor within 12 meters to these blocked generators will have their aura revealed.

    Overcharge

    After kicking a generator, it begins regressing at 0.25c/s up to 0.5c/s over 45 seconds.

    The next survivor that touches this generator will have to face 3/4/5 continuous skill checks.

    Ruin

    No changes.

    Oppression

    Shorten cool-down to 60/50/40 seconds and make the skill checks continuous (5 of them) to other generators.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275004#Comment_3275004

    Okay, here's what kicking a generator currently does:

    ▪︎Causes 2% progress loss

    ▪︎Applies regression at -0.25c/s

    I would be fine with buff these numbers to -5% progress loss and -0.4c/s if we tone down regression perks. Additionally, I'd like to see endgame perks buffed and other chase related killer perks.

    Call of Brine

    Kicking a generator causes it to regress 0.25c/s faster than normal for 40/50/60 seconds.

    Additionally, if a survivor stops repairing during that time, the generator will begin regressing.

    Eruption

    After kicking a generator, it becomes trapped until triggered.

    When putting a survivor into the dying state by any means, all trapped generators trigger, blocking for 10/15/20 seconds.

    Any survivor within 12 meters to these blocked generators will have their aura revealed.

    Overcharge

    After kicking a generator, it begins regressing at 0.25c/s up to 0.5c/s over 45 seconds.

    The next survivor that touches this generator will have to face 3/4/5 continuous skill checks.

    Ruin

    No changes.

    Oppression

    Shorten cool-down to 60/50/40 seconds and make the skill checks continuous (5 of them) to other generators.

    Wait are these your changes???

    I'd remove the -2.5% for every kick

    Call Of Brine- Just make it increase regression remove everything else and put it on Surveillance

    Eruption- Just make it so any Survivor can't repair any Gens effected... we need to stop with the Gen blocking perk at this point

    Also Blocked Gens don't regress... or they could make it so regression is applied to the Gens once the Blocked Gens aren't blocked anymore if not tapped

    Overcharge- I can get behind

    Ruin- Fair enough

    Oppression- I can also get behind

  • @Someissues said:

    Same with boons, boons are so broken I don't know why they are in. You can remove all gen slow perks, do the same for boons please.

    Which boons are broken? Dark Theory or Exponential?

  • I'd be completely fine with multiple slowdown not stacking if the same thing applied to survivors speed up effects.

    Prove thyself and a toolbox? Nope. Just one.

    Medkit and we'll make it? Nope. Just one.

    Got sprint burst? No haste effect after getting unhooked.

  • @Blueberry said:

    Instead of asking if 4 slow down perks is too much, we should be asking why they run them.

    The answer is an unbalanced game.

    With how overtuned gen speed is you essentially need multiple gen slow down perks to make the game last as long as it should be lasting at base without any perks.

    Is 4 gen slow down perks too much on a few of the top tier killers? Sure, I could see that. Is it too much on the other 90% of the killer roster? Absolutely not.

    Also DBD is all about time efficiency. IE you bring the perks that save you the most time. Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    And even better yet slow the games down enough to make them less necessary. On most killers you feel forced into slow down perks rather than getting to have fun and choose a unique build that fits your play style.

    Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    What chase perks do killer have that are relevant? Enduring spirit fury is too slow. PWYF has cooldown for gaining stacks and 3 stack limit. Coup the grace is too safe of chasing perk. Fire-up action speed is 4%, too small numbers for non-existent benefit. Most of instant down non-hex perks are highly conditional. Hubris is newest perk and it has 20 second of exposed.... Dragon grip has too long of cooldown. Make your choice becomes too obvious to be consistent. Trail of torment grants undetectable, but shows aura of the generator, defeating the purpose of the perk. Hysteria grants 30 seconds of oblivious but only on healthy to injured survivors, not every hit. Deathbound is another meme-tier oblivious perk.

    Most of the misc-type perks are just not very good. dev are too safe with all the killer perks. Too scared of Merciless storm becoming too strong.

  • As a solo survivor, I don't mind it that much tbh. If it causes the game to drag then it can get a bit frustrating but in general it keeps me on my toes.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273421#Comment_3273421

    Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    What chase perks do killer have that are relevant? Enduring spirit fury is too slow. PWYF has cooldown for gaining stacks and 3 stack limit. Coup the grace is too safe of chasing perk. Fire-up action speed is 4%, too small numbers for non-existent benefit. Most of instant down non-hex perks are highly conditional. Hubris is newest perk and it has 20 second of exposed.... Dragon grip has too long of cooldown. Make your choice becomes too obvious to be consistent. Trail of torment grants undetectable, but shows aura of the generator, defeating the purpose of the perk. Hysteria grants 30 seconds of oblivious but only on healthy to injured survivors, not every hit. Deathbound is another meme-tier oblivious perk.

    Most of the misc-type perks are just not very good. dev are too safe with all the killer perks. Too scared of Merciless storm becoming too strong.

    I agree there are a number of lackluster chase perks, but there are good ones as well. STBFL, lethal pursuer, bamboozle, superior anatomy, I'm all ears, and blood favor are anywhere from decent to great in just about any match. All focused on shortening chases, or getting into chase quickly.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275560#Comment_3275560

    I agree there are a number of lackluster chase perks, but there are good ones as well. STBFL, lethal pursuer, bamboozle, superior anatomy, I'm all ears, and blood favor are anywhere from decent to great in just about any match. All focused on shortening chases, or getting into chase quickly.

    I'm all ears, bamboozle and superior anatomy are all perks for windows. the more experienced you become at killer, the more you will avoid bs windows like garden of joy, autohaven fun-bus, haddonfield windows while learning to mindgame T-L type windows without needing the perk. Hex: blood favor is a hex perk. Hex perks do not last very long though effect is alright. Speaking of perks that do not last very long, Lethal pursuer is arguably worst hex perk because this aura perk lasts for 9 seconds and then disappears for entire game. whats more annoying about the recent buff to this perk is that they use this perk as justification to making other perks have low linger-aura numbers such as new Knight Hex:Face the darkness perk that has whopping 2 seconds of aura reading and then the perk sucks anyway with its -buffed- 4 second aura reading.

    Lastly, STBFL feels like a perk that should just be base-kit to every killer without using a perk slot. Weakens boring second-chance endurance & Health-state shift-w gameplay. This is like only chase-perk that killer use that has mild semblance of being useful. I just wish more chase-oriented perks were more effective rather then these more boring gen-defence type perks.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275672#Comment_3275672

    I'm all ears, bamboozle and superior anatomy are all perks for windows. the more experienced you become at killer, the more you will avoid bs windows like garden of joy, autohaven fun-bus, haddonfield windows while learning to mindgame T-L type windows without needing the perk. Hex: blood favor is a hex perk. Hex perks do not last very long though effect is alright. Speaking of perks that do not last very long, Lethal pursuer is arguably worst hex perk because this aura perk lasts for 9 seconds and then disappears for entire game. whats more annoying about the recent buff to this perk is that they use this perk as justification to making other perks have low linger-aura numbers such as new Knight Hex:Face the darkness perk that has whopping 2 seconds of aura reading and then the perk sucks anyway with its -buffed- 4 second aura reading.

    Lastly, STBFL feels like a perk that should just be base-kit to every killer without using a perk slot. Weakens boring second-chance endurance & Health-state shift-w gameplay. This is like only chase-perk that killer use that has mild semblance of being useful. I just wish more chase-oriented perks were more effective rather then these more boring gen-defence type perks.

    Survivors also want more chase oriented perks for survivors. I didn't like Vittorio's gen perks.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273421#Comment_3273421

    Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    What chase perks do killer have that are relevant? Enduring spirit fury is too slow. PWYF has cooldown for gaining stacks and 3 stack limit. Coup the grace is too safe of chasing perk. Fire-up action speed is 4%, too small numbers for non-existent benefit. Most of instant down non-hex perks are highly conditional. Hubris is newest perk and it has 20 second of exposed.... Dragon grip has too long of cooldown. Make your choice becomes too obvious to be consistent. Trail of torment grants undetectable, but shows aura of the generator, defeating the purpose of the perk. Hysteria grants 30 seconds of oblivious but only on healthy to injured survivors, not every hit. Deathbound is another meme-tier oblivious perk.

    Most of the misc-type perks are just not very good. dev are too safe with all the killer perks. Too scared of Merciless storm becoming too strong.

    Yeah that's basically what I'm saying. All the chase or information perks for killer are mostly all bad or way undertuned to be relevant bar some small exceptions.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275560#Comment_3275560

    Yeah that's basically what I'm saying. All the chase or information perks for killer are mostly all bad or way undertuned to be relevant bar some small exceptions.

    information perks? I mean nowhere to hide is 24 meter aura reading for 5 seconds after damaging a generator. BBQ is global aura reading after hooking. SC: Flood of rage is global wallhacks on unhook. Discordance triggers when 2 survivors on a generator. Whispers can help find the last survivor in the trial, though no way out does what whispers does but better. Surveillance highlight a generator in yellow when a survivor touches a regressing generator. Infectious fright makes survivor scream in terror radius. I would not say the info perks are under-tuned in the sense they do not find people.

    it is more that finding survivor is not main struggle of killer. its just base-line to be good at killer in my opinion.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276589#Comment_3276589

    information perks? I mean nowhere to hide is 24 meter aura reading for 5 seconds after damaging a generator. BBQ is global aura reading after hooking. SC: Flood of rage is global wallhacks on unhook. Discordance triggers when 2 survivors on a generator. Whispers can help find the last survivor in the trial, though no way out does what whispers does but better. Surveillance highlight a generator in yellow when a survivor touches a regressing generator. Infectious fright makes survivor scream in terror radius. I would not say the info perks are under-tuned in the sense they do not find people.

    it is more that finding survivor is not main struggle of killer. its just base-line to be good at killer in my opinion.

    Without the BP bonus, BBQ kinda sucks. It only tells you about people far away, who A) might move anyway, and B) are, y'know, far away. It's not repeatable without more downs, and often gives no real useful info.

  • Depends on the killer tbh, Like for instance on Artist i run Agitation , DMS , PR, Hex: Face the darkness or sometimes CoB. She doesn't need chase perks and info is already pretty good for her. So only really leaves slowdown and minimal info / utility perks at least for me.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276644#Comment_3276644

    Without the BP bonus, BBQ kinda sucks. It only tells you about people far away, who A) might move anyway, and B) are, y'know, far away. It's not repeatable without more downs, and often gives no real useful info.

    that is why people use it only on mobility killers... like blight with his blighted rushes but those killer work with 4 slowdown perks as well.

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