Which Gen Progression Perk will get nerfed next?
This Update 3 Gen Regression perks got nerfed because they where basically in every Match. I understand that some perks when they are too strong have to get nerfed but...
Does BHVR not see the real problem or do they just ignore it?
In the last few Updates again and again Gen Regression perks got nerfed and instead of thinking about why Killers use them they just press the Nerf Button the moment the perk becomes too popular.
Gen Speeds are a problem. I don't know a solution to fix the Problem but slowly it's time that the people who made the game should have a solution but months and months pass and nothing happens. Survivors get more and more Tools and perks to make gens faster while killers lose there stuff.
I can just imagine that Surge, Gearhead, Scourge Hook: Gift of Pain and Deadlock are the next perks that get nerfed
Comments
There’s no real solution to the issue. Either gen perks are the best because their numbers are high or gen perks are the best because they work with the naturally longer gen times
The best fix imo is just map balance. If chases are more skill based and killers can pressure gens easier then gens will naturally go slower but not feel slower
Your problem is not generators, chases. If you finish chases faster, then you will have more pressure on survivors.
Because one survivor is on hook. One have to go for save. One in chase. And atm only one is doing gen. If you keep give objectives to survivors like this example, gens should not be problem.
But you can't end chases faster because BHVR have no idea about balancing maps.
I don't think gen progression perks need nerfs (save for Hyperfocus' interaction with toolboxes).
I think the toolboxes need nerfs.
And as others have said, probably map balance to help with chases.
Buffing killer's chase potential will inevitably make low mmr even more killer-sided, so it probably will require a certain amount of calculations to find the sweet spot that buffs medium skilled killers without making escaping impossible for low skill survivors.
Deadlock 100% is gone next.
It's just lie, trutalent had an experiment where he didn't camp or tunnel + didn't use slow gen perks.
the survivors were constantly wrong (they made 20+ serious mistakes) during this time tru was wrong 4 times in 50/50 situations
and in such scenarios he lost
if a killer with 10000h who played against often mistaken survivors (his chase time was no more than 20 seconds) could not win what you want from ordinary killers?
Call of Brine and Overcharge were nerfed for balance reasons, not pickrate reasons. I think BHVR also had balance/health related issues with cycling survivors on the same Pain Res hook, too? Not sure on that front. Anyway; two of three were categorically nerfed because they needed to be nerfed, not for pickrate.
Killers have plenty of slowdown, especially if you look at perks that aren't directly tied to generators as well. That being said, toolboxes specifically really do need to be nerfed, and map design is still a problem.
I mean...there aren't many left to nerf tbh
The thing is, why is Gen speed a problem?
Let me ask you this, what is your usual outcome of a match at the moment?
And more importantly, what should it be?
My killer matches are really easy in most cases, i think my kill rate is around 80%, and thats because i dont slug for a 4k, and every other match someone gets out.
Sadly, my solo survivor games are matching those results, since the number of matches where i escape have taken a deep dive down. Sure, it is because every other match someone hook suicides or outright dcs, nonetheless that is the outcome.
So, if i am anywhere near average, the kill rates are rather high, and increasing gen times would shift that even more into the direction of the killer.
So i think the devs are aware of the issue, but might have another goal or view on what a balanced match is than you have.
did he count these mistakes or did you? from what ive seen from his videos, its usually click bait
Gen speed hasn't really ever been the issue. It's a symptom of map balance. And trying to put a bandaid over it with gen perks creates other problems. It would be a massive undertaking for them to balance the maps for all killers at all levels of play, and there's no revenue to be gained from it. Why would they do it when they can release a slowdown perk in DLC form and charge for it?
Maps are broken on multiple levels. It would take a lot of dev resources to fix, and I'm not even sure they have the deep understanding of survivor play to identify the issues. Shack window still spawns facing the inside of the map on Cowshed. Shack window still spawns facing a filler into an L/T wall on Sanctum of Wrath. They're still making maps with giant filler structures next to safe pallets (Borgo). You can run around a giant slab of rock 3 or 4 times before you even have to play a safe tile on Borgo. I could keep going for an entire thesis on DbD map balance. They would have to understand tile alignment and tile rotation on top of individual tile balance. I don't think they're there because they're still making these mistakes in year 7.
But even if you got them to a point of thinking about the map balance, the elephant in the room is the global kill rate. Players just don't optimize DbD that much. For every one player that chains tiles, you have 5 players who manage to get hooked 3 times without dropping a single pallet and 5 killers who haven't even heard of zoning.
I mean not really a regression perk but gearhead will get nuked once people realize it's not useless anymore, so people will complain, and it will go back to being a perk that just exists.
Bookies favourite would be Jolt or deadlock. I see Jolt a lot, plus I run it on Knight.
I don't care the guy you mentioned, come with your opinion and your tests. Not with others. Thanks.
Agreed
i heard eruption was over performing again hehe
Toolboxes need an add-on pass like medkits got. Brand New Part needs a hefty nerf if not an outright scrap and rework. On top of that, other items like maps and keys need reworking to make them more viable options so maybe once in a while a survivor will bring one of those instead of the usual medkit/toolbox/flashlight.