Should All Gen Regression Perks Be Changed to Regress x% of Current Progress?

Pop Goes the Weasel, now Eruption... Two "killed" generator regression perks.

Jolt and Pain Resonance do x% of total repairs. Call of Brine and Overcharge are different in that they increase regression speed, and an added 5% regression of total repairs for Overcharge if failed a skill check.

Because of this, I expect Call of Brine, Overcharge, and Pain Resonance will be by far the dominant generator regression perks (and the ones who want a little extra regression will also equip Jolt) post 6.6.0.

Now if this suggestion is approved, this'll greatly boost Call of Brine and Overcharge's popularity, requiring a rebalance too.

Fundamentally, killers will move along the chain of un-nerfed perks, and I'm wondering where and when the developers will take action.

Comments

  • I'm not convinced that "popularity" necessarily means that a perk is overpowered and requires a nerf. I think that if you nerfed these perks without any form of compensation then a lot of Killers would struggle to keep up with an efficient survivor team.

  • @WashYourHands said:

    Pop Goes the Weasel, now Eruption... Two "killed" generator regression perks.

    Jolt and Pain Resonance do x% of total repairs. Call of Brine and Overcharge are different in that they increase regression speed, and an added 5% regression of total repairs for Overcharge if failed a skill check.

    Because of this, I expect Call of Brine, Overcharge, and Pain Resonance will be by far the dominant generator regression perks (and the ones who want a little extra regression will also equip Jolt) post 6.6.0.

    Now if this suggestion is approved, this'll greatly boost Call of Brine and Overcharge's popularity, requiring a rebalance too.

    Fundamentally, killers will move along the chain of un-nerfed perks, and I'm wondering where and when the developers will take action.

    Nobody used pop after the 6.0 rework because it went to current repairs. Eruption will go exactly the same way when the patch hits.

  • No

    I wish they'd change both of those back even if they reduced the %

    Like 17.5% for pop

    8% for eruption

  • So...

    Pop- 15.5 charges would be removed all the time... I like that

    Eruption- 7.1 (7.192) charges would be removed... doesn't seem worth a spot... but multiple Gens being hit with Eruption at that % kinda makes sense

    BTW those numbers were taken from 89.9 (cause that's the highest a Gen can be and still be interacted apon by the Killer

    And Call Of Brine only increases the rate of regression by .25 charges making the total .50 charges per second... for 60 seconds which means a Gen would lose 30 charges

    Then Overcharge starts at 75% (which adds 0.1875 to the .25) then grows to 200% (which again increases the rate by half) in 30 seconds but stays 200% until it's fully regressed or a Survivors taps the Gen

  • @SkeletalElite said:

    No

    I wish they'd change both of those back even if they reduced the %

    Like 17.5% for pop

    8% for eruption

    The only change they needed to do was a revert.

    Instead they like to kill perks.

  • Jolt has inconsistent value anyway. Down at the corner of the map? No jolt. Map too big? No jolt. Survivor knows to run in a locker when they're about to go down? No jolt.

  • @[Deleted User] said:

    I can promise that if you end up gutting all regression perks like this, killer will essentially be a dead role. Gens don't just sit around at 99% all the time for maximum % current progress reduction.

    "When the developers will take action". Such a weird statement to make. These are the mindsets getting killer perks nerfed over and over again.

    I'm not saying THEY SHOULD implement this change; I'm just being realistic considering the trend

  • @WashYourHands said:

    Pop Goes the Weasel, now Eruption... Two "killed" generator regression perks.

    Jolt and Pain Resonance do x% of total repairs. Call of Brine and Overcharge are different in that they increase regression speed, and an added 5% regression of total repairs for Overcharge if failed a skill check.

    Because of this, I expect Call of Brine, Overcharge, and Pain Resonance will be by far the dominant generator regression perks (and the ones who want a little extra regression will also equip Jolt) post 6.6.0.

    Now if this suggestion is approved, this'll greatly boost Call of Brine and Overcharge's popularity, requiring a rebalance too.

    Fundamentally, killers will move along the chain of un-nerfed perks, and I'm wondering where and when the developers will take action.

    in regards to the question in the title - no.

    perks should not be required to fit a specific set of universal rules.

    that ultimately leads to stale and boring gameplay.

    the more niche every perk is the more options will seem available. Universally aligning perks to a specific theme like having all hex perks be token based or all scourge hooks be in the same location, or all healing perks provide bloodpoints… these things make the game dull and decisions begin to come down to simply choosing the best perks.

  • if they're looking change meta for killer, I do think they will weaken those perks purely because they are always the best option for killer. Their twitter post said that one perk should never be the best option. that statement to me sounds like foreshadowing of pain res and jolt changes.

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  • @birkineer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/365466/should-all-gen-regression-perks-be-changed-to-regress-x-of-current-progress

    "Killed"? In quotations?

    These perks are UNDEINABLY killed. Current regression will ALWAYS kill a perk. 20% of current will, on a 99ed generator, only get rid of 19 seconds. And thats only at 99. Half? 9 seconds. a quarter? 5. Seconds.

    Want the values for new eruption? cut the previous ones in half, AGAIN.

    You... you want ALL regression perks to be like this? This has to be a troll, I just cant understand how someone could think this...

    Generators dont just stop being repaired, you know. Playing killer with no slowdown/stall is absolute hell against good survivors, because everyone is preparing for the 4 man SWF or the comp nurse and wants a chance against it. Meaning anything below there will be unbearable for either side.

    I just have this really nagging feeling you just dont play killer often. I dont mean to sound entitled or anything, thats just how this comes across.

    "Killed" In quotations makes it seem like you think either of these perks are still viable... eruptions practically doesnt even regress and gives info at the worst possible time, forcing you to slug to get value or completely ignore it. And pop... oh how you have fallen my dearest. For an entire hook it doesnt regress nearly enough. The entire point of old pop was so that you could commit to chase, win, pop kick a gen and make up for the time in chase. Now its just a pathetic perk, objectively worse than pain res (arguably and imo the most balanced slowdown perk).

    Are we going to nerf things based on pickrates? People run things because their good, yeah... but something being good doesnt make it overpowered. Pain Res rewards good play and snowballing and punishes survivor mistakes, windows is soloq heaven. I guess since windows has a 30% pickrate, it must be overpowered and they should bring back the cooldown.

    This post acts as if the simple idea of slowdown existing and being impactful is bad, or OP lacks the understanding that slowdown is part of the game and that this idea is simply just a bad one.

    You're jumping to a pessimistic conclusion. I haven't said I want this change to happen. (I honestly should've put this topic in the Discussion section). Pop and Eruption are okay in niche circumstances. In a 99% gen, Pop does the most instant regression than other perks for it's 20% reduction. Post-nerf Eruption has a little of both regression and info; could be paired with Lethal Pursuer for an aggressive Infectious Fright-like playstyle. Every perk is viable; doesn't mean it's good.

  • It's an interesting idea. I've thought of it too. I think for certain perks with larger regression numbers, it's not a horrible idea. They should take off more of a further progressed gen and less for one with smaller progress. It'd make things a little more fair. Getting your half way done gen popped back in ye olden days kinda sucked. Losing all that time cus your teammates fed the myers tier 3 all game. But that was also followed with "at least it isn't ruin" lol.

    I think passive regression is overall better because it rewards killers for applying pressure. The issue with pain res right now is killers can tunnel a guy and put them on a scourge hook to buy about 20 seconds on a gen. Potentially more with DMS. So now they have more time to wait out the hook stage if they wish to camp, or just come back when said guy gets unhooked to do it again. Now you're down a person with maybe 3 gens left if the killer isn't horrible and knows when to tunnel.

    You didn't get pressure out of reworked ruin by tunneling or camping. It also made the match less stressful since you had ruin to regress things for you instead of kicking a gen a billion times. It also left open the choice of leaving up ruin for the time being but also risking it biting you in the ass. I appreciate the meta shake up, it was fresh for a while, but it really just turned into the same issue again. Killers stack slowdowns and tunnel while survivors heal themselves in seconds. Can't split pressure and most of your chases are going to get ######### by dead hard.

  • Here's a crazy thought : the killer should have base 1:1 regression if 4 survivors are alive.

    To give the killer 1/4th of one survivor's gen repair speed is laughable.

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  • @birkineer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351480#Comment_3351480

    I would agree except the regression from CoB is half of that and thats already been shown to be quite powerful. I think if killers just had base 150% auto regression (like ruin) and could kick for an instant 5% (similar to overcharge) then base regression would be fine.

    More things should be balanced around living survivors, though.

    You could just change either CoB or Overcharge to a perk where after you kick a generator then nobody can work that generator for X seconds. It would have a run time of like 30 seconds and have a refresh of at least 20 seconds after it ended before you could use it again.

    This would let a killer go to a generator with two people and kick it then chase one player. The other survivor can sit there for 30 seconds waiting in horror as the generator goes down by the same speed they repair it OR they run to a new generator.

    That would be a very healthy perk for the game because it would allow killers to defend generators.


    It's important to remember that tunneling happens because the gens are nearly impossible to defend vs smart players with four people alive. The hud changes made it ridiculously simple to make sure your team is always blasting generators.

  • @RaSavage42 said:

    So...

    Pop- 15.5 charges would be removed all the time... I like that

    Eruption- 7.1 (7.192) charges would be removed... doesn't seem worth a spot... but multiple Gens being hit with Eruption at that % kinda makes sense

    BTW those numbers were taken from 89.9 (cause that's the highest a Gen can be and still be interacted apon by the Killer

    And Call Of Brine only increases the rate of regression by .25 charges making the total .50 charges per second... for 60 seconds which means a Gen would lose 30 charges

    Then Overcharge starts at 75% (which adds 0.1875 to the .25) then grows to 200% (which again increases the rate by half) in 30 seconds but stays 200% until it's fully regressed or a Survivors taps the Gen

    Overcharge does not add, it's multiplying base. it's 75% of 0.25 charges (0.1875 overall), which then ramps up to 200% of 0.25 charges (0.5 overall)

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350940#Comment_3350940

    Overcharge does not add, it's multiplying base. it's 75% of 0.25 charges (0.1875 overall), which then ramps up to 200% of 0.25 charges (0.5 overall)

    ok... thanks