What are your thoughts on the post-PTB Pain Res?

Personally, I don't see myself using it anymore, even with a ever so slight buff. Getting a 20% gen regression 4 times (sometimes less then four) just doesn't seem like a good use of a perk slot for me. Maybe if it were 25-30, perhaps, but as it stands, i can't justify using one of four perk slots on it.

Comments

  • Sorry if this is a silly question, but the changes that are being made from what was on the PTB, they haven't been tested on the PTB, right?

  • @DangerScouse said:

    Sorry if this is a silly question, but the changes that are being made from what was on the PTB, they haven't been tested on the PTB, right?

    Correct, these newest changes are going straight to live.

    Pain Res will have the same 4-token system that it had on the PTB, but the regression will be 15/20/25% instead of 11/13/15%.

  • @Hannacia said:

    It should not be a scourge hook anymore. Many times i've lost value of scourge hook simply due to the hook placements. So i probably won't be using it.

    I'm inclined to disagree with this, since that would mean the first four unique hooks period will proc it. This could cost it early game value depending on how far along a given gen is.

    As a Scourge Hook you have a bit more control over when it procs, RNG placement aside.

  • @Sonzaishinai said:

    In a ironic twist they may actually have made the perk stronger then before.

    You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one. And i would say by the time you have 7 hooks you should already have won so what does it matter at that point?

    More important then that is that the vallue is more front loaded. The early game is the point killers struggle the most and there is no denying the early game of new PR is stronger then the old one.

    2 hooks for 50% vs the old 3 for 45%

    The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors

    -"In a ironic twist they may actually have made the perk stronger then before."

    Stronger than before would need to be like 40% per use. Why? Because if I hook meg on a scourge hook right now and then tunnel her and hook her again I get 30% in the current system and 25% in the new system.



    -"You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one."

    Or you play efficiently as killer and get 2 hooks on the same person and get more regression now then you would after the nerf.


    -"The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors"

    The only problem is that there is no basekit defense against survivors tunneling your generators. If they tunnel your gens then you need to tunnel them out.

    In short you're saying : if survivors loot lots of chests and break dull totems for points then killer game play is fine. While that is a true statement it is not a realistic depiction of efficient survivor gameplay.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393603#Comment_3393603

    If the gen with the highest amount of progress has less then 25% you're generally in a good spot. Cause that means survivors are doing gens one at a time and not splitting pressure or they are not doing gens at all.

    Not necessarily they could of just finished a gen as your getting a down. There's going to be plenty of time were you don't proc thr 25%

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393603#Comment_3393603

    Well all perks are a gamble, they're not a guarantee. They're just supposed to help you.

    So yes, I'm assuming the best case scenario of using the perk.

    Any perk that's a gamble is considered a low tier perk for that reason people pick perks they know they will get value from.

    You can just assume the best case scenario and say see that's why it's good. Just look at Grim Embrace if we assume the best case it's a super strong perk but you never hook all 4 survivors with 5 gens up.

  • Hell yeah I'll keep using pain resonance. Regressing gens by 100% just by hooking 4 people, all without touching a gen? Sign me up.

    People who complain about it losing value probably go like "but if i got 9 people on hook i would have gotten more regression you see?". The game's most likely already over at 9 hooks or it likely reached a treshhold where gen regression is hardly a factor anymore. Finally, unless you camp, you're not getting 9 hooks on scourge hooks in a single game.

  • Seems trash to me. I didn't own Artist so I didn't have access to the perk, and now I don't intend to get her. Buying new killers in general seems like a waste of my shards right now anyway.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394071#Comment_3394071

    DH is a gamble... it's the most used perk probably right now. Adrenaline is a gamble because you might not even make it to end game.

    NOED is a gamble, any Hex totem is a gamble, look at how many killers used them.

    Every perk in some way is a gamble. So that argument isn't that solid.

    DH is only a gamble if you are bad at using it, when you are good you will FORCE the value, unless you mean its a gamble if you will face legion/slinger,then you are correct.

    Adrenaline is not that good for that reason.

    And hex totems are a joke lmao, trying to say a perk can be strong and mentioning those inconsecuential perks is funny af, its literally been months since I saw a devour or ruin, and good ridance why use those meme perks.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393967#Comment_3393967

    Correct, these newest changes are going straight to live.

    Pain Res will have the same 4-token system that it had on the PTB, but the regression will be 15/20/25% instead of 11/13/15%.

    Thanks for confirming. Sorry I was probably asking a really obvious question 😀

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394071#Comment_3394071

    DH is a gamble... it's the most used perk probably right now. Adrenaline is a gamble because you might not even make it to end game.

    NOED is a gamble, any Hex totem is a gamble, look at how many killers used them.

    Every perk in some way is a gamble. So that argument isn't that solid.

    Dh isn't a gamble if used correctly and I almost never see noed. Look at hex perk if you want to think about gambling and that's why no one runs them

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394105#Comment_3394105

    Okay, Pain Reso... you're not guaranteed 15% gen regression if the highest gen is below 14%. Is it bad? Absolutely not. And LOL Adrenaline is one of the highest tier perks there is, that's why it's worth the risk running it.

    Literally every single perk you use is a gamble because why?

    1) You could be facing a killer that has no impact on that perk at all.

    2) Could be using a bad map for the intended perk and you don't get the right use out of it.

    3) Literally every survivor hook/healing perk can be countered by a camping/tunneling killer, or a killer with the right build. You gonna try and tell me that OTR is a low tier perk? Nope.

    You know what I'm saying, you're just trying to nitpick with your own opinions to try to prove me wrong. Not every perk that is a gamble is a low tier perk, and every player with even the slightest knowledge of the game knows that.

    True, not every perk that is a gamble it's bad, but most that are so dependent on RNG are, and my point was more on the side of hexes being absolutely laughable which if you would argue with me idk how anything except the new wave of hexes they have come up with and haunted can get any value if the survivor team is not incredibly bad.

    New pain res is a shell of its former self, but so was pop and people said it will continue to be good, some people are still coping saying pop does get value, I think PR will go the same route.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394128#Comment_3394128

    Oh well yeah, they're not up to Pain Res or Pop level that's for sure. Pain Res was definitely nerfed and will not be used as frequently. But I just think a 25% INSTANT regression from your hook, is amazing and the fact that killers can't use the same hook to camp and tunnel at is the thing that's frustrating the heck out of them. I'll continue to use Pop, CoB, and Oppression my killers. Imo, those are better gen regression perks.

    Up the power, lower the convenience. Just like CoH and medkits, I say it's fair now.

    Idk guess well agree to disagree, on that note why do people even use oppression like not even trying to be mean, do people with more than 10 hours manage to fail the skillcheck?

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394105#Comment_3394105

    Okay, Pain Reso... you're not guaranteed 15% gen regression if the highest gen is below 14%. Is it bad? Absolutely not. And LOL Adrenaline is one of the highest tier perks there is, that's why it's worth the risk running it.

    Literally every single perk you use is a gamble because why?

    1) You could be facing a killer that has no impact on that perk at all.

    2) Could be using a bad map for the intended perk and you don't get the right use out of it.

    3) Literally every survivor hook/healing perk can be countered by a camping/tunneling killer, or a killer with the right build. You gonna try and tell me that OTR is a low tier perk? Nope.

    You know what I'm saying, you're just trying to nitpick with your own opinions to try to prove me wrong. Not every perk that is a gamble is a low tier perk, and every player with even the slightest knowledge of the game knows that.

    -"Adrenaline is one of the highest tier perks there is, that's why it's worth the risk running it."

    Adrenaline is definitely worth the risk when you play in a SWF focused on gen rushing. Perks like this would be "ok" if SWF teams had the rule : no character, item, perk or offering repeats.

    Survivors can finish the generators in under 3 minutes thanks to the stupidly high number of gen rush perks. And in the same breath more and more of the killer gen regression perks keep getting obliterated - which only increases the value of gen rushing perks.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394123#Comment_3394123

    It's still a gamble though, it's not 100% guarantee that's my point.

    And Hex: Plaything I still see a lot, I still see Haunted Ground, I still see Devour Hope... we all don't play the same games that's why you can't say that for a matter of fact that all Hex totems are bad, maybe to you, but not to others.

    By definition sure it might be gambling but the chance been 70%-80% of getting use makes it low risk.

    I don't see many hexes in my games but with totem spawns and thr high risk low reward of most hexes makes them bad. Just because you see perk don't make them good either. What happend in the games matter in that context did they go right away did the kill at least 3k most them matches or was it a 3 man out?

  • It’s garbage

  • I think it will be a fair perk now. Killers like to hang around survivors that are on scourge hooks and abuse it. This is a pretty good change.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393607#Comment_3393607

    Not necessarily they could of just finished a gen as your getting a down. There's going to be plenty of time were you don't proc thr 25%

    if they finish a gen as you are getting a down it means the next biggest gen is hit.

    If that isn't above 25% then survivors aren't splitting up and being effecient.

    The only time where it's concerning is when 3 gens pop at the same time right before you hook but how often does that happen.

    If there is plenty of time where the highest progressed gen is below 25% then you don't really need regression anyway

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393520#Comment_3393520

    -"In a ironic twist they may actually have made the perk stronger then before."

    Stronger than before would need to be like 40% per use. Why? Because if I hook meg on a scourge hook right now and then tunnel her and hook her again I get 30% in the current system and 25% in the new system.

    -"You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one."

    Or you play efficiently as killer and get 2 hooks on the same person and get more regression now then you would after the nerf.

    -"The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors"

    The only problem is that there is no basekit defense against survivors tunneling your generators. If they tunnel your gens then you need to tunnel them out.

    In short you're saying : if survivors loot lots of chests and break dull totems for points then killer game play is fine. While that is a true statement it is not a realistic depiction of efficient survivor gameplay.

    tunneling generators is all i needed to hear.

    Sounds to me you relied to much on a cheese strat and are now forced to deal with survivors above your skill level.

    Hardcore tunneling from the start is something that can backfire massively if survivors get stronger. 95% of genrush complaints are just killers who tunnel at the wrong time.

    Genrush and tunneling gens are excuses you are giving yourself. If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks.

    There are plenty of strategies against survivors "tunneling gens". Slugging being one of the biggest ones. Not many people talk about it but pay attention when you watch high level players. Almost every time they slug for pressure atleast once. That's one of the biggest things you can learn.

    Hooking someone takes 6-21 seconds, that's ~7-23% times 3 of gen times you are giving the survivors for free when you hook somebody. A survivor slugged while you chase another means 3 survivors aren't on gens as someone has to pick the slug up. Slugging at the right time can turn any match around.

    You still ofcourse want somebody dead asap but you need to do it while keeping the rest busy. Higher level players don't tunnel from the start, they look for the oppertunity to do so. Oppertunistic tunneling is very strong. Trying to force it leads to "genrushing". If you watch higher level streamers you'll notice this a lot. They make a snap judgement of when they tunnel. They pretty much never plan it from the start.

    This probably won't matter cause you want to believe your own excuse too much but only you is holding you back from becoming better at the game

  • Maybe I'm playing it on a few killers maybe not, haven't tested it. I would like it more if just need to hook another survivor but not every 4. It's already hard to find hook and scourge hook spawns sometimes.

    I still need to find and hook the survivor in time. To avoid the last regression the last survivor just need to hide or have antihook perks while the other are doing the gens. I can still hook them, but I dont get anymore value from the perk. So its maybe one regression or 2 that are hitting and then I'm playing with 3 perks.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394053#Comment_3394053

    tunneling generators is all i needed to hear.

    Sounds to me you relied to much on a cheese strat and are now forced to deal with survivors above your skill level.

    Hardcore tunneling from the start is something that can backfire massively if survivors get stronger. 95% of genrush complaints are just killers who tunnel at the wrong time.

    Genrush and tunneling gens are excuses you are giving yourself. If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks.

    There are plenty of strategies against survivors "tunneling gens". Slugging being one of the biggest ones. Not many people talk about it but pay attention when you watch high level players. Almost every time they slug for pressure atleast once. That's one of the biggest things you can learn.

    Hooking someone takes 6-21 seconds, that's ~7-23% times 3 of gen times you are giving the survivors for free when you hook somebody. A survivor slugged while you chase another means 3 survivors aren't on gens as someone has to pick the slug up. Slugging at the right time can turn any match around.

    You still ofcourse want somebody dead asap but you need to do it while keeping the rest busy. Higher level players don't tunnel from the start, they look for the oppertunity to do so. Oppertunistic tunneling is very strong. Trying to force it leads to "genrushing". If you watch higher level streamers you'll notice this a lot. They make a snap judgement of when they tunnel. They pretty much never plan it from the start.

    This probably won't matter cause you want to believe your own excuse too much but only you is holding you back from becoming better at the game

    -"tunneling generators is all i needed to hear."

    Both sides tunnel in DBD. If you think it's fine for one side and not the other then you want the game to be unfair.


    -"If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks."

    You need a flag to go with that propaganda.

    DBD works fine if nobody plays efficiently. If the survivors are efficient and you are not you will get stomped. If the survivors dont tunnel gens and the killer tunnels they get stomped.


    I genrush all the time as survivor without genrush perks. It's a mindset where you look at the map and disassemble the 3 gen before it happens. You trade 1 hook for 1 generator and you're out very quickly. Most killers simply cannot handle efficient gen completion with mediocre looping. Nurse and Blight can do whatever they want because they are so much better than every other killer.


    You act as if I have no idea what slugging is but I played killer without hooking anyone for a long time.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394157#Comment_3394157

    It's good, and it works, people don't expect the skill check randomly when they're on the gen like that. It fails a lot of the time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394184#Comment_3394184

    If you can't find the totem in time, Devour Hope is an awesome perk. I still stand by my opinion that not all perks have to guarantee success to be good.

    Idk what happened in every single match. I don't keep a journal of every single match I play. Would you actually believe me if I said we lost all of them?

    I can totally agree that if you can keep devour up its one of the best perks in the game and imo that's how hexes should be high risk high reward but most other hex are high risk and low reward that's why most people down run them you are more likely to get value out of a nonhex then a hex. i wasn't really asking what happen i was just saying that if those killers running hexes lost most the games there's probably a correlation between the hexes and them losing.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394743#Comment_3394743

    Well, some did, some didn't. The ones that did really deserved it for guarding their totem so well. Probably thanks to perks like Thrill of the Hunt and Undying. The ones that lost I kind of feel bad for because deactivating a killer's whole perk is really demotivating, I know the feeling.

    I remember back in the day when it was common to spawn near the killer's Ruin, me or someone else disables it, and the killer instantly DCs. Those days are long gone though.

    True, you have to be trolling to equip ruin.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394924#Comment_3394924

    It used to be actually good, too good actually. It destroyed many players since you had to get a great skill check to advance your gen. With advanced survivors now though, they could still get a gen done pretty quick. There's really nothing you can do about them.

    I know, I was around old ruin, in fact I have been around since we only had 3 killers, which is why I find so funny that ruin fell off so hard, went from being a stomping perk to being a slight inconvinnience in the best scenario.

  • It's still a decent perk and I would run it still with a gen dependent type build.

  • Id rather have only 15%, but 6 Scourge Hooks on the map than 25% with 4 Scourge Hooks on the map. I just have to mention Eyrie Hooks in Main Buildings Roof or Thompson House.

    The RNG-Factor is always there.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394743#Comment_3394743

    Well, some did, some didn't. The ones that did really deserved it for guarding their totem so well. Probably thanks to perks like Thrill of the Hunt and Undying. The ones that lost I kind of feel bad for because deactivating a killer's whole perk is really demotivating, I know the feeling.

    I remember back in the day when it was common to spawn near the killer's Ruin, me or someone else disables it, and the killer instantly DCs. Those days are long gone though.

    That's only because hex perks aren't really prevalent atm but totem spawns are still bad not as bad as they use to be though.

  • @Volcz said:

    I think some people underestimate how strong 25% is and how much value that brings in real-time to the match. I think it will still be very strong/popular.

    I mean, pre-nerf Pop Goes the Weasel was still a B tier perk that was overshadowed by Hex Ruin

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393176#Comment_3393176

    25% of a gen is 22.5 seconds worth of progress, times 4 is 90 seconds which is a full generator.

    Grim Embrace blocks all of them for 40 however that’s not really equivalent to regression so it’s not really fair to just add these together.

    Assuming NWO has 4 tokens (which it would if you triggered Grim Embrace), that’s 60 seconds of no exit gates.

    Phahah pain res useless now. Its not even guaranteed and needs no tunneling = game finish before you use 4 times.

    Your calculations based on 90 sec gens

    Reality is 30 sec gens lol

  • @[Deleted User] said:

    It's still good. Its increased value per hook is equivalent to about 6 Pain Res hooks at its current value. Pair it with Grim Embrace to synergize the tokens and you have more than enough slowdown to win.

    Very good esp when hook goes right after 30 sec gen and you hit 1% gen done....so much value

    Even a full gen damage will be less reward the chase last

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395378#Comment_3395378

    Well gens get done too fast for Ruin to even matter anymore, but like I said back then it kicked most everyone's behind. Totem spawns can easily be memorized so that's the only reason I can think of that prevents killers from using them. I got destroyed by a Devour Hope earlier in a match today, it was on the swamp map though. Even I still have a hard time finding all the totems on that map.

    Actually i was using ruin with the skull merchant and knight and got decent value. I will agree that most the time its a meme.Almost any hex perk on the swap is unfindable

1 2 ›