Current Killer meta is unbearable for soloQ

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Every. single. game.

-25% Gen, Killer goes to gen ASAP, -30% kick, repeat.

You spawn, you hear Huntress hatched ready sound or even much better, Nurse noise coming to you like a truck.

Someone gets downed neaer you, -8% Gen, -25% Resonance and God forbidd if you had two gens with solid progress someonewhere or someone touched the regressed gen, BUM -30%.

How fun is doing gen of a size with 155%?!!! One unique hook eats 55% of a Gen... what the hell...

Maybe its not crazy on weaker killers, but on anyone in A tier and above its super oppresive.

If you teammates can't last long or someone gets downed at trades, you might as well never touched a gen in the last 100 seconds.

Comments

  • @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599897#Comment_3599897

    You've conveniently left out that gens were raised to 90 seconds and toolboxes were nerfed, among other things. The perks themselves might be weaker than they once were on paper, but that doesn't mean they still aren't too strong together today.

    Tool box nerf had little to no impact and there was not buffed Deja Vu and Hyperfocus back then and BNP could have been countered, they nerfed gen speed and buffed gen perks so is that rly a nerf? while gen regression got gutted so I still stand by my statement weakest regression meta that dbd has ever had.

  • @I_CAME said:

    They need to just limit how many slowdown/regression perks you can bring. Maybe two max. At least on higher tier killers. The devs have to know that all killers aren't created equal. If they aren't going to nerf nurse and blight significantly then at least make it so they can't stack four slowdown perks. It's basically a guaranteed loss unless the killer is exceptionally bad. They have to know that S tier killers running four slowdowns isn't fair. I don't think the issue is the perks as much as it is certain killers that Behavior is still stubbornly refusing to nerf. It's the same reason ultimate weapon is a big issue. At some point the devs have to acknowledge what the real problem is and make an actual effort to fix it.

    We should limit how many gen/chase perks survivors can bring, maybe 2 max.

  • @Gabe_Soma said:

    Survs have to complete 7/8 gens every game, PR+POP+JOLT is way too strong. This meta needs to be shaken up.

    This right here. Solo q is not balanced around having to do that many gens. Now add in if someone gets tunneled out early, it’s virtually impossible to win a lot of the time.

  • The combo is miserable to deal with. Sometimes it feels like if someone gets downed before the first generator is complete, the game may as well end right there because it's a domino effect of regression from there.

  • @please_explain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600165#Comment_3600165

    Tool box nerf had little to no impact and there was not buffed Deja Vu and Hyperfocus back then and BNP could have been countered, they nerfed gen speed and buffed gen perks so is that rly a nerf? while gen regression got gutted so I still stand by my statement weakest regression meta that dbd has ever had.

    And many maps have been gutted, most new killers have strong anti-loop even though some maps will leave entire zones with a few trash pallets and an LT wall, DS was gutted so tunneling is trivially easy to do in many situations, and stealth has basically been removed from the game unless you are running distortion + calm spirit because wallhack addons/perks are coming with almost every new killer and ultimate weapon is meta

    The regression perks are not as good as they used to be but survivors are weaker than ever so they don't have to be

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599388#Comment_3599388

    Yes, but do you realise just by equipicking this perk on any good Killer makes 5 gens ---> 6 gens by default every game and then you are on mercy that the Killer didn't bring any other of the strong regress perks and you also hope your teammates can last in chase longer than 30 seconds.

    Yeah and against any good survivors equipping this perk will have no effect because they'll sabo all your scourge hooks or be so strong loopers that you don't down any of them near a scourge hook. Skill issue

  • SWF ruins DBD... If a killer isn’t highly mobile, or can insta down to close the gap communication/coordination makes then they’ll struggle more.

    This is why killers camp, tunnel, and slug. Use Sloppy. Stacks gen regression. That’s the only way to face squads that can coordinate/communicate even remotely decent.

    Add “Solo Mode”. So there’s a “Chance” survivors can match up with friends if they ready at the same time. It is not always guaranteed. If you keep leaving lobbies to do this you get penalized. If you quit within the first minute of the match you get penalized too. End the nonsense and spoiled behavior.

    Killers who enter Solo lobbies would be encouraged to play different builds like Blindness. As they’re not worried about the sweaty SWFs that gen rush whenever killer dedicates to anything.

    Survivors will have to invest into more aura reading, and support. Plus the coordination won’t be as precise to ease stress on killers. Unless the survivors really really good. Some players don’t need comms, but most of this community is boosted by it. Let’s not lie to ourselves anymore.

    Punish the SWFs, not the Solos. Embrace solo. Make SWFs wait in lobbies all day. All they do is abuse mechanics, and bully killers that wanted to have fun. Which is why killers play the way they do.

  • @CrossTheSholf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600096#Comment_3600096

    We should limit how many gen/chase perks survivors can bring, maybe 2 max.

    This is completely fine by me if it meant I didn't have to play against another 4 slowdown blight.

  • My argument would be should you lose to players who aren't as good as you ? We see time and time again what a good Killer can do and what a good team of survivors can do. Both sides can win multiple matches in a row try harding. Bad killers get steamrolled, bad survivors get destroyed and dc etc. You basically want a party mode and that's what custom games are for.

  • If you're teammates are much weaker than the killer, you're likely going to lose a team game. Doesn't really matter what the killer is running.

    I've had solo q games facing killers with pain res and pop that still led to multiple escapes.

    But also what are killers really suppose to run? Generators are the only thing survivors have to do to win, so running anything other than gen protection doesn't really make a lot of sense. Information perks can be good, but you don't really need to dedicate all 4 slots to information perks either.

  • @TheycallmeLix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398921/current-killer-meta-is-unbearable-for-soloq

    Honestly, Pain Res and Pop should not stack. It’s really annoying when you know the Killer has it and when the game is already looking like a GG..

    Because survivors still can't stop working on a gen when someone is about to be hooked or they still can't refrain from tapping the gen again knowing the killer might be coming to said gen that was pain resd. A kill3r can't pop a gen unless the survivor touches it after being hit with Pain res. Survivors are just lazy and refuse to learn counters, get in the habit of mindlessly doing gens (any gen) to the point 3 gens are being looked at. The average survivor has less skill then the killer imo doesn't want to use their brain, is just there to have fun but crys when things don't go their way. Unhooks near the killer runs off the a strong loop while thier teammate gets tunneled because of it.

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