Another nerf to an alternative gen defense perks

So with pentimento going away now, what do we have left:

  • Pain res
  • Grim Embrace
  • Dead man's

pretty much all that is left.

Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?

Can we please get the old ruin that made it regress style level of perk changes where perks that are OP against average players get nerfed against average players but buffed against high level players?

For example, do this change to pentimento (pending numbers changes) but make it so when a totem is rekindled it gets blocked for 30 seconds. It wouldn't hurt average solo queues because they probably are going to take longer than 30 seconds to find that totem and cleanse it anyway, and against high level coordinated teams, they can't immediately cleanse it 5 seconds after you light it.

Comments

  • @jesterkind said:

    I think it's premature to claim Pentimento's dead in the water before we've even seen what its new numbers are. There are definitely numbers it could have that'd make it worth running, especially since you're inherently pairing it with other hexes.

    Overall, the state of killer perk variety is doing pretty well, and a lot of tools that get nerfed are still completely worth bringing if you're not expecting them to be big central cornerstones of your build. Pain Res, Grim Embrace, and DMS may be those and can stand on that pedestal, but perks like Deadlock, Eruption, Surge, Gift of Pain, and a couple more complement basekit pressure and slowdown perfectly fine.

    That's obviously just slowdown, too, plenty of viable non-slowdown perks exist. Outside the scope of this change, but worth remembering.

    Not to say nothing could improve, of course, just that I think the current state of things is being overblown here.

    It's dead, Jim. You arent ever getting 5 stacks of pentimento. Never. It's one of the hardest things you can try to do as killer.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909343#Comment_3909343

    It's dead, Jim. You arent ever getting 5 stacks of pentimento. Never. It's one of the hardest things you can try to do as killer.

    Well, the obvious question there is, why are you assuming you'll need to get 5 stacks of Pentimento?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909647#Comment_3909647

    Well, the obvious question there is, why are you assuming you'll need to get 5 stacks of Pentimento?

    thats the way they made it sound. You will need 5 stacks to get the full effect and even at 30% it isnt nuts. The only reason it is used is that every other viable option was nerfed into the dirt and at least this particular hex can be kept up for most of a match.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909652#Comment_3909652

    thats the way they made it sound. You will need 5 stacks to get the full effect and even at 30% it isnt nuts. The only reason it is used is that every other viable option was nerfed into the dirt and at least this particular hex can be kept up for most of a match.

    We don't actually know how this scales, so it's premature to say that it's dead in the water.

    30% is a nuts number, by the way, that's almost the largest amount of % slowdown you can get from a single perk. You don't need the 30% for it to be worth running, it being 30% is just what makes it incredibly strong.

    Personally, I would say it starting at or above 10% would maintain it being useful. Any higher than that for the first stack and the perk's just still flat out good.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909662#Comment_3909662

    We don't actually know how this scales, so it's premature to say that it's dead in the water.

    30% is a nuts number, by the way, that's almost the largest amount of % slowdown you can get from a single perk. You don't need the 30% for it to be worth running, it being 30% is just what makes it incredibly strong.

    Personally, I would say it starting at or above 10% would maintain it being useful. Any higher than that for the first stack and the perk's just still flat out good.

    Deleted.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909665#Comment_3909665

    Thanks for confirming that continueing to talk to you on this subject is a waste of my time. 10%? Are you insane?

    Real aggressive, man, it's pretty unpleasant.

  • 10% would make it one of the worst gen regression perks in the game. It would still be better than call of brine because being worse than that would be allmost impossible, but considering how awful hexes are in general right now…. Yikes. Pentimento must be ran with other hex perks and that combined with how weak hexes are makes your take of 10% particularly awful.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909692#Comment_3909692

    10% would make it one of the worst gen regression perks in the game. It would still be better than call of brine because being worse than that would be allmost impossible, but considering how awful hexes are in general right now…. Yikes. Pentimento must be ran with other hex perks makes your take of 10% particularly awful.

    Not to be pedantic, but it's not a regression perk, it's a slowdown perk. Call of Brine is a regression perk (literally but not meaningfully, because it's numbers are so bad you'd only ever run it for its info), so you wouldn't compare them directly.

    10% on a slowdown perk, as in, making the repair go slower, isn't that bad. My assumption is that the next totem gives a noticeable chunk too - and to be fair, it's also an assumption - so since getting to two stacks is pretty realistically doable, that'd mean the perk is still pretty usable.

    Higher than 10% and it just starts out still strong, obviously. 10% is what I'd call the minimum for it to not be a dead perk. Just from idle speculation, obviously, I'd need to test it on the PTB either way.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909694#Comment_3909694

    Not to be pedantic, but it's not a regression perk, it's a slowdown perk. Call of Brine is a regression perk (literally but not meaningfully, because it's numbers are so bad you'd only ever run it for its info), so you wouldn't compare them directly.

    10% on a slowdown perk, as in, making the repair go slower, isn't that bad. My assumption is that the next totem gives a noticeable chunk too - and to be fair, it's also an assumption - so since getting to two stacks is pretty realistically doable, that'd mean the perk is still pretty usable.

    Higher than 10% and it just starts out still strong, obviously. 10% is what I'd call the minimum for it to not be a dead perk. Just from idle speculation, obviously, I'd need to test it on the PTB either way.

    It's worth just stating again that you get gen slowdown and healing slowdown from the first totem. The latter is not nearly as valuable as the former, but its not worthless.

    My thoughts on possibilities

    5% per totem - probably a dead perk

    10% per totem - usable, but considerably weaker. If they added the recovery and gate slowdown the perk currently can potentially have, I'd say this number would be good.

    15% per totem - Where I think it should be at. Not broken, not worthless.

    20% per totem - Kind of impossible as this creates a hypothetical 100% slowdown (presuming that all of the totems are added together and then applied)

    I actually hope, though don't expect, them to create some type of tier situation. The first is worth 12.5%, then 10% (22.5% total), and so on in decreasing values.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909697#Comment_3909697

    It's worth just stating again that you get gen slowdown and healing slowdown from the first totem. The latter is not nearly as valuable as the former, but its not worthless.

    My thoughts on possibilities

    5% per totem - probably a dead perk

    10% per totem - usable, but considerably weaker. If they added the recovery and gate slowdown the perk currently can potentially have, I'd say this number would be good.

    15% per totem - Where I think it should be at. Not broken, not worthless.

    20% per totem - Kind of impossible as this creates a hypothetical 100% slowdown (presuming that all of the totems are added together and then applied)

    I actually hope, though don't expect, them to create some type of tier situation. The first is worth 12.5%, then 10% (22.5% total), and so on in decreasing values.

    That's a good point, and worth bringing up- it definitely helps a bit.

    I'd broadly agree with that rundown, too, I think 15% would probably be best but 10% would also be worthwhile.

    It'd be most interesting if the gains per stack are uneven, so the starting the number can be a bit higher, like you say. I'm honestly getting more and more curious what the real numbers actually are, now, I want to see what they've done here.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909502#Comment_3909502

    i listed the top 3.

    • Surge is bad on most killers and survivors just take the killer away from gens making it do nothing.
    • Deadlock is okish, but gen regression is far better than blocking in most cases.
    • Corrupt only is valid for the first 20 seconds of a match, and realistically isn't as good as it seems as it causes survivors to split up faster when you want them together.
    • Eruption is horrible since the nerfs, 10% regression is nothing when a down happens because hooking a survivor takes 20 seconds, and 10% is buying you 9.
    • Call of brine is AWFUL and the fact that you listed it is laughable. Base regression is 4x slower than progression. So making it 125% means that to regress a gen from 0.25 c/s regression to 0.31 c/s. So congrats, you gained 1 second of time every 17 seconds
    • Overcharge is useless in high level because they always hit the skill check
    • See overcharge.

    I think you should change your post to "they took away my free asf gen slowdown"

    I use these perks on killer and never have any issues. Also, value from perks varies from game to game on both Survivor and Killer. You're not always going to get value from each equipped perk, but when you do… you question why you'd ever run anything else. You cant just say "all these perks are garbage" - because they're not and I see people winning with them against me all the time, and vice versa.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909662#Comment_3909662

    We don't actually know how this scales, so it's premature to say that it's dead in the water.

    30% is a nuts number, by the way, that's almost the largest amount of % slowdown you can get from a single perk. You don't need the 30% for it to be worth running, it being 30% is just what makes it incredibly strong.

    Personally, I would say it starting at or above 10% would maintain it being useful. Any higher than that for the first stack and the perk's just still flat out good.

    Almost like hexes shold be stronger given that they can be cleansed. It still awful that they nerfed ruin the way they did.

    Look at all the hex perks, the only one worth taking is devour and even then its really just RNG that can win you the game.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909665#Comment_3909665

    Almost like hexes shold be stronger given that they can be cleansed. It still awful that they nerfed ruin the way they did.

    Look at all the hex perks, the only one worth taking is devour and even then its really just RNG that can win you the game.

    I can understand what you're saying, but cleansing Pentimento has to be done multiple times just to get rid of the extremely potent slowdown. The trade is SUPPOSED to be a powerful effect you cleanse ONCE to get rid of it, that's the basic idea of hexes.

    I'm not saying that hexes don't need help because they absolutely do, but with the way Pentimento is currently designed, it's actually standing in the way of that. Hexes being improved from basically any angle with current Pentimento in the game just makes the already very powerful perk even stronger.

    Making each cleanse more actually impactful (while still maintaining the timesink of multiple cleanses) and instead making multiple lit totems a focus instead of a safety net is a good first step to actually being able to safely buff hexes as a mechanic, hypothetically.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910033#Comment_3910033

    I can understand what you're saying, but cleansing Pentimento has to be done multiple times just to get rid of the extremely potent slowdown. The trade is SUPPOSED to be a powerful effect you cleanse ONCE to get rid of it, that's the basic idea of hexes.

    I'm not saying that hexes don't need help because they absolutely do, but with the way Pentimento is currently designed, it's actually standing in the way of that. Hexes being improved from basically any angle with current Pentimento in the game just makes the already very powerful perk even stronger.

    Making each cleanse more actually impactful (while still maintaining the timesink of multiple cleanses) and instead making multiple lit totems a focus instead of a safety net is a good first step to actually being able to safely buff hexes as a mechanic, hypothetically.

    The point of pentimento is specifically to force the survivors to stop doing gens to do the secondary objective because it is more efficient to do so. What happens if that number is too low? I'd bet we hit a point where suvivors just don't both to cleanse it. The good teams already ignore plaything because then they'd know they have to deal with pentimento.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910035#Comment_3910035

    The point of pentimento is specifically to force the survivors to stop doing gens to do the secondary objective because it is more efficient to do so. What happens if that number is too low? I'd bet we hit a point where suvivors just don't both to cleanse it. The good teams already ignore plaything because then they'd know they have to deal with pentimento.

    If it's below a certain point, yes, the perk won't be worth running.

    However, that point isn't 30% flat. Anything high enough to make the slowdown legitimately noticeable is going to push survivors to go cleanse, which is itself more slowdown— and if it doesn't, you just get noticeably slower gens.

    We have to know what the numbers are before we can form a conclusion here, they're too important to the perk's strength.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909400#Comment_3909400

    what do you mean by “killer bias”? People who actually play killer being understandably upset that every single decent slowdown perk gets nerfed? Maybe we should also talk about “survivor bias”’ from people who never play killer telling killer players that they shouldn’t “overreact” to unnecessary perk nerfs.

    You clearly know what I mean, so dont play dumb.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909452#Comment_3909452

    This is why if you see above i'm calling for balance decisions that nerf things at low level play that need to be nerfd, while buffing them at high level play that need to be buffed. And vice versa.

    An example of this i would give is lets say, killer shack. Killer shack is typically one of the strongest structure, if not the strongest in most maps for survivors. Right? In the hands of a high skill survivor, they can usually, using checkspots, or seeing through the shack, force 3 vaults, before the hit or pallet drop happens, (obviously i'm not counting nurse/spirit which play by different rules, but the rest of the killer cast) wasting a solid 30 seconds of time just to get the pallet and not even land a hit. This is especially true when its connected to other strong tiles.

    But, what are "average" skilled survivor players doing with killer shack? Are they looping it like crazy, using checkspots to vault 3 times and saving the pallet for the perfect time and wasting 30-60 seconds of a killers time? No, they are not. Usually they are quickly dropping the pallet, getting it broken, and the moving on or getting hit.

    So based on that, what would happen if the devs "nerfed" the killer shack. Maybe by giving it a breakable wall, like the one in Dead Dawg on every map, or what if they removed the holes in it so survivors can't see through it anymore, and killers can properly mind game it. What will happen?

    Well, in high level play killer shack become significantly weaker, killers can mindgame it, and its actually a threatening place for the survivor to be at and isn't just automatic safety that, if the killer chases there, they just throw the game.

    What about in low skill play? What happens? Well, the survivors aren't using killer shack to that level of play anyway, they aren't using checkspots, and they aren't paying attention to where the killer is through the tiny holes in the walls. They are going to continue doing what they already do now, quickly dropping the pallet, and getting hit or moving on.

    This is an example of a change that would "nerf" survivors at a high level (where it is needed) but doesn't actually hurt the survivors in the lower level of play.

    There are many other changes that can work in the reverse as well which i could provide examples for, but you should get the general idea here. Its not a simple "just make gens take longer" or "just nerf or buff this perk"

    But why do survivors need to get nerfed at a high level? Is it not understood that killers being stronger than SWF makes it so there's no reason to play anything but killer.

    The trade-off is that killer can easily win vs uncoordinated teams and easily win vs mediocre SWFs, but is challenged by competitive SWFs. Competitive SWFs are a tiny minority of a minority, meaning that anyone, experienced or otherwise, can pick up killer and have a good chance of winning not only one, but several games at any given time on any killer. That's good design. I genuinely feel like if you're on a loss streak as a killer player its a skill issue.

    For suvivors the idea is that the more coordinated you play, the higher your chance of escaping is. Nerfing things like shack just removes any incentive to learn how to play the game. That's not even considering coordinated SWFs don't even have egregious winstreaks either.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909535#Comment_3909535

    But why do survivors need to get nerfed at a high level? Is it not understood that killers being stronger than SWF makes it so there's no reason to play anything but killer.

    The trade-off is that killer can easily win vs uncoordinated teams and easily win vs mediocre SWFs, but is challenged by competitive SWFs. Competitive SWFs are a tiny minority of a minority, meaning that anyone, experienced or otherwise, can pick up killer and have a good chance of winning not only one, but several games at any given time on any killer. That's good design. I genuinely feel like if you're on a loss streak as a killer player its a skill issue.

    For suvivors the idea is that the more coordinated you play, the higher your chance of escaping is. Nerfing things like shack just removes any incentive to learn how to play the game. That's not even considering coordinated SWFs don't even have egregious winstreaks either.

    Because the only viable killer(s) at that level is nurse and blight? Is that not a problem to you?

    So these teams are rare, and we should balance around the average level players.

    Then by definition you must contend with the following fact:

    If you balance the game around average players, then nurse needs massive buffs, because she is often one of the lowest, if not the lowest kill rate killer in the game when looking at average level players. Unless of course you mean the game should be balanced around average level "SURVIVOR" players but high level killer players, in which case you are obviously holding some massive biases.

    Lastly, you didn't try to refute anything i said, read what i wrote. And explain to me how nerfing killer shack would hurt the lower skilled players. You said it removes incentive to learn the game. Like, what? 1 structure being slightly nerfed suddenly makes it so there is no point in learning the game? You can't maybe learn the game by learning how the structure works in this different state. That doesn't make any sense.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910728#Comment_3910728

    Because the only viable killer(s) at that level is nurse and blight? Is that not a problem to you?

    So these teams are rare, and we should balance around the average level players.

    Then by definition you must contend with the following fact:

    If you balance the game around average players, then nurse needs massive buffs, because she is often one of the lowest, if not the lowest kill rate killer in the game when looking at average level players. Unless of course you mean the game should be balanced around average level "SURVIVOR" players but high level killer players, in which case you are obviously holding some massive biases.

    Lastly, you didn't try to refute anything i said, read what i wrote. And explain to me how nerfing killer shack would hurt the lower skilled players. You said it removes incentive to learn the game. Like, what? 1 structure being slightly nerfed suddenly makes it so there is no point in learning the game? You can't maybe learn the game by learning how the structure works in this different state. That doesn't make any sense.

    At what level? Are you saying a high mmr killer player will lose the majority of their games purely because of killer pick? Or are we talking competitive?

    If we are talking comp, they have their own rules. It doesn't matter nor is it related to the normal gameplay by any capacity.

    Otherwise, as far as I know stats relating to high mmr indicate killers are doing fine there too and nothing would suggest it's purely because of nurse/Blight. Sure you may have a harder time running weaker killers but the same could be said for survivors running non meta perks.

    My point is that if a killer can queue up in any mmr, pick whatever they want, and still win most of their games, there is no reason to nerf survivors at a higher level, especially since any nerfs will undoubtedly trickle down no matter how targeted it might seem.

    And yes, it's way easier to be bad at survivor than killer. Maybe not in the past, but with maps and perks continuing to get weaker, killer has never been easier to win with especially considering tunneling/camping which have a low skill floor to begin with.

    Considering how easy it is for killers to tunnel/camp their way into high mmr I definitely think there's merit to balancing around high level killers and average/below average survivors.

    I don't have the stats but I'd be confident estimating that the proportion of high mmr killers to high mmr survivors would be skewed in favor of the killers.

    There's too many factors that influence survivor success, which is why the most successful survivors are in swfs and why they're too rare to be balancing point.

    As far your second point, it removes the desire to learn because the result would be marginally better than an average player because the structure is so weak.

    Shack is also one of the only static strong loops in the game, several maps would become Haddonfield tier if shack was no longer strong.

    The only reason why DDS shack has the breakable door is because the main building is extremely close to it and the devs had the foresight to see how it'd be problematic.

    Nerfing Shack on Rotten Fields would be nonsensical.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911196#Comment_3911196

    At what level? Are you saying a high mmr killer player will lose the majority of their games purely because of killer pick? Or are we talking competitive?

    If we are talking comp, they have their own rules. It doesn't matter nor is it related to the normal gameplay by any capacity.

    Otherwise, as far as I know stats relating to high mmr indicate killers are doing fine there too and nothing would suggest it's purely because of nurse/Blight. Sure you may have a harder time running weaker killers but the same could be said for survivors running non meta perks.

    My point is that if a killer can queue up in any mmr, pick whatever they want, and still win most of their games, there is no reason to nerf survivors at a higher level, especially since any nerfs will undoubtedly trickle down no matter how targeted it might seem.

    And yes, it's way easier to be bad at survivor than killer. Maybe not in the past, but with maps and perks continuing to get weaker, killer has never been easier to win with especially considering tunneling/camping which have a low skill floor to begin with.

    Considering how easy it is for killers to tunnel/camp their way into high mmr I definitely think there's merit to balancing around high level killers and average/below average survivors.

    I don't have the stats but I'd be confident estimating that the proportion of high mmr killers to high mmr survivors would be skewed in favor of the killers.

    There's too many factors that influence survivor success, which is why the most successful survivors are in swfs and why they're too rare to be balancing point.

    As far your second point, it removes the desire to learn because the result would be marginally better than an average player because the structure is so weak.

    Shack is also one of the only static strong loops in the game, several maps would become Haddonfield tier if shack was no longer strong.

    The only reason why DDS shack has the breakable door is because the main building is extremely close to it and the devs had the foresight to see how it'd be problematic.

    Nerfing Shack on Rotten Fields would be nonsensical.

    So you are just biased then. You think we should balance the game around what the highest level killers are capable of, but what average survivor players can do.

    At least you are consistent. But i'm sorry, that is pure bias.

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