See? I told you

Survivors will get what they want eventually. A buff to Dead Hard, reverted the healing nerfs, buffed boon circle of healing, etc etc etc etc but let all the gen kicking perks drown in hellfire.

Comments

  • @AnchorTea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392427#Comment_3392427

    Whether you're being sarcastic or not, gen-regress perks are just a necessity at higher-level/against coordinating SWFs

    Depends on what killer you're running. Most of the top builds for better killers largely just focus on finding surivors ASAP to keep the pressure rolling. Best builds for killers like nurse and huntress, for example, all just use aura perks for the most part. The better you are, the less gen slowdown you need because you can keep the pressure up.

  • I don't see anyone specially survivors that were extremely emotional at the healing changes on all popular social media making a stand for gen defense perks to be reverted or anything. I'm sure they will say something eventually.. /s

  • I just want to know in advance if I'm playing against 3-4 SWF's or just a normal soloq game.

    If it's just a regular match then I don't mind, these changes should be enough and nerfs to Overcharge and CoB won't hurt me personally that much.

    If it's against SWFs yeah, good luck and goodbye. Coordinated healing and even less tools to slow down gens? You will find my killer in the basement and me not wasting my time.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393191#Comment_3393191

    They can, they just need to be careful about it, I think. It needs to be constructive.

    I can't really say anything when it comes to certain content creators that people like to bring up. I've seen people banned for that and I'm not trying to follow suit.

    I'm always of the mind that if you need to ban people for criticizing content creators, or as a creator you can get banned or in trouble (like what happened to DOWSEY) then there is an issue with the team.


    I think it comes down to the hallucinated positions of authority, and privileges' associated with being in the industry: if the Emperor is naked, tell him that he is. But I understand your position. I've made direct posts about a CERTAIN Community Manager here mispronouncing Otzdarva's name as if he had no idea who they were, saying it super confused, which-- yeah, didn't look good.

  • Ultimately the gen rush meta completely ruins this game for killers. If you want to stop it, something needs to be done about chases too.

    Any half decent survivor can loop, vault and stun a killer for 2 gens easy. Next chase, 2 more gens. Do the maths.

  • This is not only about survivors and "they" did not get everything.

    Dead Hard is still nerfed, Med-Kits are still nerfed, Cycle of Healing still got the worst aspect cutted down.

    Those are 3 aspects about survivors, one which is basekit that got a straight L out of this patch. Killers only got perks nerfed which can be replaced or you can adapt to the changes. Survivor now need to adapt to another change to their basekit, because let us be real: Most survivor who played to "win" were running a med-kit (green with extra charges). Also Hillbilly got his changes to his add-ons reverted leaving him with a straight buff and Pain Res got a buff (it is still a net-nerf by the way).


    Not even most Killers wanted them to go through with the nerf to healing (24 seconds). Most wanted to go for 20 seconds or no changes to altruistic healing at all.

    Sure, Cycle of Healing go a buff. But you can adjust to that as a Killer with ease now. Not to mention that with one of the main Boons getting kicked all Hexes are getting a "shadow buff".

    If you play a Killer with a strong lethality you can even capitalize from the changes: Bubba going to a Cycle of Healing and getting undetectable somehow along the way and getting the jump on two survivors seems fine, same for Killers like Oni, Hillbilly, Ghostface...you get the idea.


    @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392742#Comment_3392742

    Depends on what killer you're running. Most of the top builds for better killers largely just focus on finding surivors ASAP to keep the pressure rolling. Best builds for killers like nurse and huntress, for example, all just use aura perks for the most part. The better you are, the less gen slowdown you need because you can keep the pressure up.

    This sums up my playstyle with Oni as well as Ghostface: Slap on Lethal Pursuier and go.

    I also would always suggest people to run only 1 regression perk (maybe Corrupt Intervention). When I started the game I ran max regression + NoeD like the noob I was. This hindered my growth with certain Killers very much as the perks carried be to good. Once I went away from that and down to a single regression perk I was forced to get better and it helped me a lot...

    @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392407#Comment_3392407

    -"CoH: still nerfed, DH: still nerfed, Medkits: still nerfed"

    Let's look at the big picture since the 6.1 patch.

    What killer things got Obliterated?

    Pop, PR, Eruption, Ruin.

    What killer things got better : 2 stacks of stbfl for free (make the perk base kit /cough).

    What things for survivor got Obliterated?

    CoH and medkits got nuked but they 100% deserved it. Green medkits healing in 8 seconds is beyond stupid when it takes 20-30 seconds to get a hit vs a strong player.

    What got better for Survivor?

    They got 10 seconds of BT base kit so now nobody runs BT. Survivors always have 5 perks now and the killer has 4 perks. That means the game is 20 perks vs 4 perks.

    What got a slap on the wrist twice?

    DH will still be a stupid strong perk. It needs to get equal treatment to what happened with Ruin, PR or Eruption to the point that its usage goes down to 5% or lower.

    You ignore that Killers also got a buff by making their pallet breaks faster.

    Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks...

    I am quit happy as a Killer.

  • @VoidOfMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392498#Comment_3392498

    It's ridiculous, now they're blaming survivors for the change, like if only the survivors saw the problems with a lot of the nerfs done in the last PTB

    https://us.v-cdn.net/6030815/uploads/L2SQ4C62TZGT/killermains.jpg

    Even the ones that are way more killer-sided and positive about the PTB changes like SpooknJukes agreed that the healing nerf was too much.

    And the DH "buff" some people are talking about, like what buff? It can be used only twice in a match now lolololol they go so far as to deny the Pain Res change wasn't a buff, like, it got busted in the regression, when you boost something is it a buff or a nerf?

    Some people shouldn't be playing this, they can't handle it.

    I agree, the changes were far too much and to their credit it appears they have been listening.

    I don't play DBD at all lately but follow updates to some extent but I do remember the old days where the devs would get an idea, the community would react with horror and make great suggestions... then they devs would do what they wanted anyway and it was inevitably a disaster.

    At least they appear to be listening now, so if changes that happen turn out to be really bad they will themselves be changed. Though you can never please everyone of course

  • @MonsterDilf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393243#Comment_3393243

    I'm always of the mind that if you need to ban people for criticizing content creators, or as a creator you can get banned or in trouble (like what happened to DOWSEY) then there is an issue with the team.

    I think it comes down to the hallucinated positions of authority, and privileges' associated with being in the industry: if the Emperor is naked, tell him that he is. But I understand your position. I've made direct posts about a CERTAIN Community Manager here mispronouncing Otzdarva's name as if he had no idea who they were, saying it super confused, which-- yeah, didn't look good.

    Regarding his main DbD content on youtube, Otz goes by Not Otzdarva. That’s the recurring joke on his channel that the person in question was referencing. You’re reading way too much into that.

  • Really sad.

    I was hyped for this patch, but bhvr really choose to kneel down again.

    Playing killer is really becoming a punishment.

  • @Bjorkenny said:

    Really fckng sad.

    I was hyped for this patch, but bhvr really choose to kneel down again.

    Playing killer is really becoming a punishment.

    *me on my 10th 4k in a row with enduring spirit fury shadowborne no way out billy also both saw charge speed addons* yeah killer without hard regression really sucks.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392426#Comment_3392426

    ^ this comment is correct. If you've got that use out of Pain Res that early in the match, then you're already in a very strong position. 25% regression is pretty big, and definitely a big buff from the PTB version.

    i just wish all scourge hook perks applied to basement hooks. I’d be more likely to run them if they were.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371210/see-i-told-you

    How is it fair to call buffs to all those things you described?

    You cant use Dead hard in the first chase, only 2 uses max, still has all the conditions it previously had(be injured, not exausted, not deep wounded) and you still need to time the 0.5 window.

    Altruistic healing was changed to 16sec, self heal with medkits remains at 24 and all med addons were nerfed.

    The main strength of COH (infinite self heal) was removed. The 100% altruist heal bonus was given so you can at least consider booning a totem instead of a running botany or desperate measures.

    And pain resonance was given a buff with 25%.

    It's not meant to be a fair statement. They use inflammatory language and omit information so they can justify making a post to complain.

  • Pain resonance is now worthless. Sure you get 10% more progress per hook but now it's only 4 uses at most with it also having more conditions for it and you might hook someone on scourge hook when it will not do anything but you lose the hook benefit. Such a terrible change.


    COH is a lateral change. A nerf to solo play and buff to SWF which is the exact opposite direction I'd address this. Healing should have slowed across the board some (altruistic slower but not 24, maybe 18 or 20 seconds). The medkit addons seem like net buffs for the most part although some nerfs. Glad solo healing is slower and no longer given in CoH, but the additional buff to speed of heals was not needed.


    DH is a technical nerf but minimally. I don't think I've had a game with someone successfully DH on me more than twice in a long time. I could potentially see this change more encouraging camping hooks than discouraging.


    Bill changes are nice.


    Overall dislike this patch though

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392477#Comment_3392477

    It's not meant to be a fair statement. They use inflammatory language and omit information so they can justify making a post to complain.

    The problem is that in the original PTB, dead hard was massively nerfed, and then on the one week update, dead hard got a huge un-nerf.

    The original PTB dead hard would have finally given the perk the massive nerf it deserved…. but because of the huge un-nerf, it’s good enough again that I’m still potentially dealing with it every single game.

  • Did you really just say DH got buffed? Yea cause that's going to deter killers from just tunneling the unhooked person knowing they won't have DH. Lol alright man. 👍️

  • @Volcz said:

    Did you really just say DH got buffed? Yea cause that's going to deter killers from just tunneling the unhooked person knowing they won't have DH. Lol alright man. 👍️

    "Yea cause that's going to deter killers from just tunneling the unhooked person knowing they won't have DH."

    ?

    You do realize that as of the recent changes to the update the unhooked person will actually be the only person who has DH right?

  • Here's my problem with all of this. It's very obvious the healing changes were intended to slow the game down without slowing down gens. They wanted to reduce or outright remove gen slow downs but they knew for a fact that games would become unplayable for killers otherwise. Were these changes short sighted? Perhaps but it doesn't change the fact that gen regression perks are still being gutted and now the healing slow down is being undone.

    So what we end up with is perk nerfs (most of these are good) and medkit nerfs NOT healing nerfs. Medkits were bonkers overpowered for a very very long time and absolutely needed to be nerfed but none of these changes effect a match's *SPEED* in a good way.

    I absolutely hate using gen regression perks but pretending the game isn't balanced around you using them is just willful ignorance because it absolutely is. This update is going to be really bad for the game, I imagine other than the top tier killers most all of them will drop off completely and you will only ever get the sweaty killers because all the rest of them quit. I think nerfing COB/OC and NOT doing anything else to slow the game down is just foolish, extremely foolish.

  • Remember when this was supposed to be a meta shake-up?

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408

    25% total regression on one generator once per survivor assuming hook RNG works out in your favor is, in fact, quite a lot to scoff at

    100% total regression really isn't that big a deal. Especially when Prove exists

  • @ironblade said:

    Survivors will get what they want eventually. A buff to Dead Hard, reverted the healing nerfs, buffed boon circle of healing, etc etc etc etc but let all the gen kicking perks drown in hellfire.

    This is factually incorrect on so many levels. DH is still nerfed, arguably worse so a 4th nerf in total and CoH requires multiple people off gens instead of one. You have a point with regression since that's something I've been mentioning for a while but don't lie and say Survivor get what they want. Do you know how many killer players weren't like the changes ALONGSIDE survivors? You physically cannot make this argument when literal proof exists to counter you

  • @Gwinty said:

    This is not only about survivors and "they" did not get everything.

    Dead Hard is still nerfed, Med-Kits are still nerfed, Cycle of Healing still got the worst aspect cutted down.

    Those are 3 aspects about survivors, one which is basekit that got a straight L out of this patch. Killers only got perks nerfed which can be replaced or you can adapt to the changes. Survivor now need to adapt to another change to their basekit, because let us be real: Most survivor who played to "win" were running a med-kit (green with extra charges). Also Hillbilly got his changes to his add-ons reverted leaving him with a straight buff and Pain Res got a buff (it is still a net-nerf by the way).

    Not even most Killers wanted them to go through with the nerf to healing (24 seconds). Most wanted to go for 20 seconds or no changes to altruistic healing at all.

    Sure, Cycle of Healing go a buff. But you can adjust to that as a Killer with ease now. Not to mention that with one of the main Boons getting kicked all Hexes are getting a "shadow buff".

    If you play a Killer with a strong lethality you can even capitalize from the changes: Bubba going to a Cycle of Healing and getting undetectable somehow along the way and getting the jump on two survivors seems fine, same for Killers like Oni, Hillbilly, Ghostface...you get the idea.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393544#Comment_3393544

    This sums up my playstyle with Oni as well as Ghostface: Slap on Lethal Pursuier and go.

    I also would always suggest people to run only 1 regression perk (maybe Corrupt Intervention). When I started the game I ran max regression + NoeD like the noob I was. This hindered my growth with certain Killers very much as the perks carried be to good. Once I went away from that and down to a single regression perk I was forced to get better and it helped me a lot...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393536#Comment_3393536

    You ignore that Killers also got a buff by making their pallet breaks faster.

    Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks...

    I am quit happy as a Killer.

    -"You ignore that Killers also got a buff by making their pallet breaks faster."

    Truetalent made a video on this using Wraith to have maximum speed pallet breaking and even with something like 100% faster breaking it made no difference in chase. So the 10% pallet break speed was literally nothing.


    "Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks..."

    Survivors also got base kit borrowed time - which was a meta perk. But now almost nobody uses BT because the base kit effect is so strong.

    Every unhook gives the survivors +10 seconds. So while survivors "lost" 10 seconds across five generators they "gained" 10 seconds off the hook about 8 times per match. That's a net loss of 30 seconds.


    The devs could have given killer base kit Fire Up or base kit Save the Best for last. Instead they gave paltry buffs that basically change nothing in the grand scheme of things.


    Survivors now have 5 perks each thanks to base kit BT and the killer has 4 perks. Overall patch 6.1 was one step forward and two steps back for killer.


    @Caiman said:

    Remember when this was supposed to be a meta shake-up?

    Exactly. DH needs to go down in usuage to where Pop is right now - dead.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393574#Comment_3393574

    -"You ignore that Killers also got a buff by making their pallet breaks faster."

    Truetalent made a video on this using Wraith to have maximum speed pallet breaking and even with something like 100% faster breaking it made no difference in chase. So the 10% pallet break speed was literally nothing.

    "Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks..."

    Survivors also got base kit borrowed time - which was a meta perk. But now almost nobody uses BT because the base kit effect is so strong.

    Every unhook gives the survivors +10 seconds. So while survivors "lost" 10 seconds across five generators they "gained" 10 seconds off the hook about 8 times per match. That's a net loss of 30 seconds.

    The devs could have given killer base kit Fire Up or base kit Save the Best for last. Instead they gave paltry buffs that basically change nothing in the grand scheme of things.

    Survivors now have 5 perks each thanks to base kit BT and the killer has 4 perks. Overall patch 6.1 was one step forward and two steps back for killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394036#Comment_3394036

    Exactly. DH needs to go down in usuage to where Pop is right now - dead.

    Then he's a bad Wraith player.


    Also, Killers did get basekit STBFL. 2 stacks of it.

    With all your bemoaning, I take it you wouldn't care if all the Killer changes from 6.1.0 were reverted

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394161#Comment_3394161

    Then he's a bad Wraith player.

    Also, Killers did get basekit STBFL. 2 stacks of it.

    With all your bemoaning, I take it you wouldn't care if all the Killer changes from 6.1.0 were reverted

    -"Then he's a bad Wraith player."

    Ah yes certainly that is the issue. He has nearly 9k hours played and has been playing Wraith for 6 years. He plays DBD for a living - he must be bad at it. LOL.


    -"Also, Killers did get basekit STBFL. 2 stacks of it."

    So why not give survivors 2 seconds of BT? That's because 2 seconds of BT would not be useful. They could have just made STBFL base kit and it would have made killer a lot more enjoyable.


    -"I take it you wouldn't care if all the Killer changes from 6.1.0 were reverted"

    Against SWF teams killer was stronger before rather than after 6.1 but became better against solo players until the HuD update.


    The upcoming patch will make killer "less unfun" but won't revitalize the role.

    To make killer "fun" they need to go through with the second part of the plan. Just to remind you - Step one was to make Solo queue survivors closer to SWF players. The HuD update did that.

    Step two was : Buff killers.


    So where are the big killer buffs? I'd totally be fine with : here are +2 perk slots.

  • It's funny how people repeatedly says "skill issue" when there IS extreme gap in average skill levels of survivors across all regions tbh, no wonder dev can't see what this game really is when 80% of players don't know jackshit.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408

    25% total regression on one generator once per survivor assuming hook RNG works out in your favor is, in fact, quite a lot to scoff at

    Yeah, it's gonna be pretty dead. I know I won't use it. At the very least I think that if uses are going to be limited, they should remove the Scourge Hook part, and have it trigger on any hook.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394163#Comment_3394163

    -"Then he's a bad Wraith player."

    Ah yes certainly that is the issue. He has nearly 9k hours played and has been playing Wraith for 6 years. He plays DBD for a living - he must be bad at it. LOL.

    -"Also, Killers did get basekit STBFL. 2 stacks of it."

    So why not give survivors 2 seconds of BT? That's because 2 seconds of BT would not be useful. They could have just made STBFL base kit and it would have made killer a lot more enjoyable.

    -"I take it you wouldn't care if all the Killer changes from 6.1.0 were reverted"

    Against SWF teams killer was stronger before rather than after 6.1 but became better against solo players until the HuD update.

    The upcoming patch will make killer "less unfun" but won't revitalize the role.

    To make killer "fun" they need to go through with the second part of the plan. Just to remind you - Step one was to make Solo queue survivors closer to SWF players. The HuD update did that.

    Step two was : Buff killers.

    So where are the big killer buffs? I'd totally be fine with : here are +2 perk slots.

    Yes. For anyone looking in, I'm saying this respectfully and I mean no ill by it. He plays DBD like it's 2018. The game has evolved past him and he isn't interested in catching up. I respect that he plays his own way. Playing DBD for a long time doesn't immediately make you good nor does playing it for a living.


    You are comparing 2 seconds of BT with two stacks of STBFL. These things cannot be compared directly. They are completely different.

  • Reported for trash talking a content creator

  • @Veinslay said:

    Reported for trash talking a content creator

    OP didn't say anyone's name?

  • I mean, yes. BHVR allowed the survivor player base become this spoiled. They created this monster, let them deal with it.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393574#Comment_3393574

    -"You ignore that Killers also got a buff by making their pallet breaks faster."

    Truetalent made a video on this using Wraith to have maximum speed pallet breaking and even with something like 100% faster breaking it made no difference in chase. So the 10% pallet break speed was literally nothing.

    "Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks..."

    Survivors also got base kit borrowed time - which was a meta perk. But now almost nobody uses BT because the base kit effect is so strong.

    Every unhook gives the survivors +10 seconds. So while survivors "lost" 10 seconds across five generators they "gained" 10 seconds off the hook about 8 times per match. That's a net loss of 30 seconds.

    The devs could have given killer base kit Fire Up or base kit Save the Best for last. Instead they gave paltry buffs that basically change nothing in the grand scheme of things.

    Survivors now have 5 perks each thanks to base kit BT and the killer has 4 perks. Overall patch 6.1 was one step forward and two steps back for killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394036#Comment_3394036

    Exactly. DH needs to go down in usuage to where Pop is right now - dead.

    You know what is funny about that Borrowed Time base kit? When talking about the possibility of making BT basekit, the devs also mentioned how difficult the early game is for killer. Then the community said that BT should be made basekit alongside Corrupt Intervention. BT got added as basekit and Corrupt got nerfed.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392420#Comment_3392420

    100% total regression really isn't that big a deal. Especially when Prove exists

    trying to use prove slows down gens - 90 seconds for 2 solo gens vs 92 seconds plus running time for 2 duo gens with prove

  • COB and OC should have been capped at 150% not 125%. That just kills it.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394150#Comment_3394150

    trying to use prove slows down gens - 90 seconds for 2 solo gens vs 92 seconds plus running time for 2 duo gens with prove

    You might not know this, but surprisingly killers can't regress already finished gen.

  • @CrossTheSholf said:

    COB and OC should have been capped at 150% not 125%. That just kills it.

    I wouldn't mind if CoB and OC were nerfed by 70% if base kit kicking a gen was 1:1 regression with survivor repair - if 4 survivors are alive. Reduce the effect by 25% whenever someone dies.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394161#Comment_3394161

    You know what is funny about that Borrowed Time base kit? When talking about the possibility of making BT basekit, the devs also mentioned how difficult the early game is for killer. Then the community said that BT should be made basekit alongside Corrupt Intervention. BT got added as basekit and Corrupt got nerfed.

    Corrupt got nerfed because " survivors didn't like it".


    They should have given killers Base kit dead lock - that way both sides have objective tunneling protection.

  • 2 uses of dead hard = gen done

    25% pain res is a lot less then effort you need to put even if gen 99% ....good chase is 40 sec. ....its even less regression then chase duration....not even counting 30 sec gens or if chase was not perfect.....

    Heals? Swf will still make insta heals with COH

    AND WHO CARES about heal with 30 sec gens....

  • All regress perks dead.

    Pain ress dead bec of 4 uses each surv and % dont matter .

    So as i cant do anything with gens now eith my nemesis for example...as i cant kick and i cant pain res...i will camp

  • @TOFFU said:

    2 uses of dead hard = gen done

    25% pain res is a lot less then effort you need to put even if gen 99% ....good chase is 40 sec. ....its even less regression then chase duration....not even counting 30 sec gens or if chase was not perfect.....

    Heals? Swf will still make insta heals with COH

    AND WHO CARES about heal with 30 sec gens....

    Gens aren't done in 30 seconds often.

    A good chase is not 40 seconds.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394150#Comment_3394150

    trying to use prove slows down gens - 90 seconds for 2 solo gens vs 92 seconds plus running time for 2 duo gens with prove

    Use this same argument for toolboxes with Prove and dedicated builds just to speed up gens. Prove is a problem considering how neutered killer regression got.

  • @TOFFU said:

    All regress perks dead.

    Pain ress dead bec of 4 uses each surv and % dont matter .

    So as i cant do anything with gens now eith my nemesis for example...as i cant kick and i cant pain res...i will camp

    Knowing how Nemesis players play, I'm pretty sure you guys camp as default anyway with said regression perks

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394368#Comment_3394368

    You might not know this, but surprisingly killers can't regress already finished gen.

    you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs

    @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394368#Comment_3394368

    Use this same argument for toolboxes with Prove and dedicated builds just to speed up gens. Prove is a problem considering how neutered killer regression got.

    yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.

    "Prove slows down generators"

    "oh but what if you decide to also bring things that speed up generators"

    then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.

    people run prove thyself for the BP bonus, not because of gen speed buffs

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394380#Comment_3394380

    you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394794#Comment_3394794

    yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.

    "Prove slows down generators"

    "oh but what if you decide to also bring things that speed up generators"

    then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.

    people run prove thyself for the BP bonus, not because of gen speed buffs

    lmao, what kind of killers can chase two survivors at once.

    and if you actually played the game, you'd know 46 seconds absolute time largely outweighs 2 additional total seconds, that is exactly why penalty has been added too.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394380#Comment_3394380

    you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394794#Comment_3394794

    yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.

    "Prove slows down generators"

    "oh but what if you decide to also bring things that speed up generators"

    then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.

    people run prove thyself for the BP bonus, not because of gen speed buffs

    I don’t agree with you, but even if you're right, you do not take into account two points: there are killers against whom it is more profitable to repair gens together; there are generators that the killer doesn't care about. When you play against mobile killers who can easily come to an important generator and prevent its progress, you need to repair them together to finish them as quickly as possible. Not every generator on the map is important to the killer, because he cannot break and protect every generator on the map. And here Prove is a great help which breaks the timings for killer.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394380#Comment_3394380

    you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394794#Comment_3394794

    yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.

    "Prove slows down generators"

    "oh but what if you decide to also bring things that speed up generators"

    then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.

    people run prove thyself for the BP bonus, not because of gen speed buffs

    As someone who runs prove during bp events, fair but cmon. People are definitely running it for gen speed up

  • People forget that no Dead Hard in the first chase is huge. Getting that first hook is what starts actually slowing gens down and starts to move the game more in the killer's favour. If you don't tunnel then it's the first two chases with no DH.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392420#Comment_3392420

    100% total regression really isn't that big a deal. Especially when Prove exists

    "90 seconds time saved isn't a big deal when a perk exist that saves 7 seconds per gen by playing innefficient."

    What?

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392759#Comment_3392759

    How is this in any way evidence of good play? 2 escaped. Also, just because the majority of survivors are bad doesn’t mean we should look the other way when it comes to comp teams. It doesn’t justify getting the killer demolished by top % survivors.

    Just so i know what your point is, what match result, given equal skill between killer and survivor, should be the norm?

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392799#Comment_3392799

    Just so i know what your point is, what match result, given equal skill between killer and survivor, should be the norm?

    It should be able to either way, rather than the killer has an impossible match.

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  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392426#Comment_3392426

    ^ this comment is correct. If you've got that use out of Pain Res that early in the match, then you're already in a very strong position. 25% regression is pretty big, and definitely a big buff from the PTB version.

    at that point old pop was MUCH better because it granted that effect on the gen that YOU wanted to save, not to mention that it could be activated more than 4 times AND wasn't dependent by certain condictions that could deny the use of the perk (in the scourge hook's case the positions of said hooks, that's pure rng and most of the times will screw you badly)... Both perks incentivized a fun gameplay based on mixed hooks (meaning no camp and tunnel) and devs nerf them just because they were meta, so please, don't even try to justify unneeded nerfs, we know that devs don't even play their same game enough to understand how things works at medium/high mmr, otherwise they won't even did maps so much safe in the 1st place...

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