TigerSnake
TigerSnake
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- TigerSnake
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Comments
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Definitely needed replacements for the meta perks in order for people not to be upset about losing them. Gearhead’s better and definitely more worth considering, but still overall, mediocre.
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@ad19970 said:
The heal nerfs without regression perk nerfs would be insane. Not a good idea at all. It's needed. Even if the devs settle for less than 24 seconds, gen regression perks, at least the 3 that are getting touched, would still need to be nerfed.
”Heal nerfs” don’t slow down the game at all. 10 extra seconds to gens didn’t eliminate the need for gen regression, and 8-14 extra seconds for healing won’t do it either. You’re literally just making the killer role miserable and borderline unplayable. Course people won’t admit that cause of the 3 gen butthurt.
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383163#Comment_3383163
I mean we all lose mindgames from time to time. My point is red stain is in the game to serve a purpose and moonwalking is a player-created strategy unintended by the devs that directly negates it.
You know looping is an “unintended player created strategy” too right?
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383015#Comment_3383015
Pain res, i wish.
Brine and Overcharge without a full on rework can die on the hill.
Then give back Ruin and Pop. Some sort of costless regression or massive reward is needed. Can’t just partially forgo the survivor nerf without compensation for killers.
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Only if Pain Resonance’s nerf is reverted, and Overcharge and Call of Brine go to 150 max instead.
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Keep in mind successfully shielding damage with it will not deactivate it permanently. Get another safe unhook, and you can use it again. Definitely weaker, but not quite dead, especially when compared to PR, COB, and OC.
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I will not be pissed about this update if Pain Res, Call of Brine, and Overcharge aren’t nerfed as severely.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381952#Comment_3381952
At least, I can get gens done instead of playing 45 minute knight games.
I mean, if 5 minute games are somehow more fun then yeah, W update.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382037#Comment_3382037
Based on what?
I don't see any clear reasoning for one being better than the other. The differences seem like personal taste to me.
Kick vs no kick. You can also avoid giving the killer the notification by hitting greats.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382029#Comment_3382029
Surveillance and Call of Brine are pretty comparable, in my opinion. Surveillance gives you more immediate information, but Call of Brine gives you more noticeable and technically more up-to-date information while being on a timer, which Surveillance isn't.
I think the new Gearhead changes stand a chance of putting it up there too, so, killers who want generator information are going to have a pretty sizeable pool to pick from!
Personally, I think I'll prefer CoB over Surveillance, but I do like both perks.
Nah CoB’s terrible now. There’s no universe where it’s better than Surveillance.
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@jesterkind said:
There's no situation where 25% extra regression for 60 seconds is worth it, no, but there's plenty of situations where 60 seconds of loud noise notifications for every skill check is pretty useful.
Meta-worthy? Nah. Usable? Oh yeah, absolutely.
Just run Surveillance.
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@MrMori said:
DMS isn't as bad as people think. 30 seconds of gen block right after a hook can be very, very powerful. Especially on characters like Blight or Artist that can force survivors off quickly after a hook. I think the perk is fine as it is.
You’ll get 20 seconds at most without Pain Res. Crap perk.
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Medkits will still be strong. Doing this will just make them OP again.
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Too much work to rework them.
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They’re used heavily, so obviously they’re massive problems, right? That was literally (and I mean LITERALLY) the logic for all their nerfs, minus CoH. Stupid devs.
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Good. Maybe that’ll show them how ######### horse ######### their update is.
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@Sweet_Potato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381949#Comment_3381949
Corrupt is still best killer perk in the game. Deadlock is still working fine. Sloppy will be overpowered with new update.
I play "weak" killers mostly (Bubba, Doctor, Demogorgon, Wesker, Knight) and I had no problems to 4k most of my matches without kicking gens half of the time.
Corrupt and Deadlock aren’t good enough. They’re best for tunneling and camping play styles, playing for hooks isn’t possible with just those two.
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You can take back the Dead Hard nerf if I’m able to actually have some good gen regression perks.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381944#Comment_3381944
I wouldn't be opposed to seeing Ruin go up to 125%-150%, and Pop going up to 25% of current gen progression. That said, the genkick meta is the most stale meta I've ever seen in this game, and I'm glad this update kills it for good.
And yet we’re in for an even more stale meta. Enjoy seeing Corrupt, Deadlock, and Sloppy in literally everyone’s load out.
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@Sweet_Potato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381851#Comment_3381851
Stop spreading false information please. Killers can still do fine just switching their perks. Corrupt, Lethal, Sloppy, Deadlock are still very very good perks.
If killers really relied on wallking around and kicking gens with eruption, CoB, overcharge then it was definetely a skill issue.
Considering the other perks got butchered in 6.1 and Pain Res is also getting slaughtered, people did in fact “rely” on those perks cause there was virtually nothing else to run.
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@bunnyfengenthusiast said:
As a non genkicking killer, let COB and OC burn in the pits of hellfire.
Then bring back old Pop and Ruin.
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@ad19970 said:
I like the idea of increasing healing time and nerfing the best slowdown perks, meaning killers are more in charge of slowing the game down themselves by playing well.
But if 24 seconds is too much, I could see them reducing the healing time to 20 seconds.
It’s not gonna work though. You can play safe to avoid the 1st hit, rush gens while injured, and use medkits and We’ll Make It to stay healthy while mostly ignoring the speed reduction.
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They play safe af with SB and pre drop to avoid the 1st hit while their buddies hunk gens. Even if they do get hit, so what? You got SB and Resilience, just keeping doing those gens, use medkits or We’ll Make It if you need some heals going. No reason not to gen rush when there’s literally no good regression perks remaining. Additional 10 seconds to gens did nothing to stop gen rushing, and neither will an extra 8 or 14 seconds to healing.
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I know what they’re trying to shift the game into. I just already know that it’s not gonna work.
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Both sides are looking pretty pitiful ngl. Solo que’s can’t heal up as efficiently, and killers can’t defend gens as easily.
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@foods said:
just geeks farming drama views with doomsday reactions, stop listening to these no lifers
Nah, this update is legit gonna ruin the game for both survivors and killers. Have fun healing for 12000 years and getting gen rushed into oblivion.
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Game’s gonna be boring af with these changes.
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Yeah, no one asked for healing itself to get increased, and they’re really screwing us over by nerfing all the good regression perks.
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Agreed, but in exchange, PR, COB, and OC need less hefty nerfs.
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It’s funny. They hurt solo que with the killer buffs, then help them out a little with the HUD updates, only to screw them over again with healing changes. Shame. For every step forward BHVR takes, they end up taking two backwards.
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@squbax said:
So after the eruption change, which was completely justified but horribly executed, I and some others foresaw that pain res was gonna get nuked, when I said that a lot of people on here told me I was delusional and they won't do that, that all that was doomsaying and that we had to be realistic, LMAO all I can say is LMAO.
Me too brother. And boy were we right.
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Meta shifts are fine, but nerfing all the good perks till there’s virtually nothing left to run is dumb, especially when they’re really not giving us any alternatives.
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You act like killers aren’t getting equally screwed over too. They’re ######### both sides of the player base.
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Mega gen rush vs mega camping and tunneling. Sounds like fun.
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Corrupt Deadlock, and Sloppy ran by virtually everyone.
No Way Out, Gift of Pain, Jolt, and Pop seen here and there.
So in other words, a meta less varied than before. Yippee….
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Remember how much everyone was hating on 3 gens and DH? Idk about you guys, but they kinda sound better than what’s coming next.
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@Blueberry said:
While they did go way overboard nerfing PR unnecessarily as well as other slow downs I’m okay with it if the healing changes go through as hypothetically we’ll have base game slow down with how much more time healing is going to take or quicker downs if they don’t. This is how we get lower impact of gen regressions to where they’re not as required and allow more flexibility of perk choice. If these changes go through for healing I would expect further nerfs on the other gen slow down perks that haven’t been touched yet as well.
Spoiler alert: Longer heals won’t do anything.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/369041/about-the-new-patch
You are not seeing the bigger picture. Gen rushing won't be much of a problem as now survivor would need to spend more time healing, and with the changes to DH chases won't be such a burden. That's why they reduced regression perks to compensate.
For the "inexperience survivors" part that has a pretty easy solution: For them to gain experience. If you are going to quit a game because you can't win in your first days playing it then I think you should not play any PvP game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380540#Comment_3380540
Yeah, totally useless. Is not like it still is an infinite source of 50% bonus healing for almost free.
And what if they don’t heal and just focus all their energy into slamming the gens and leaving? Think about it, Resilience for the extra boost while injured, Sprint Burst to quickly get to a safe area, playing as safe as possible to prevent the killer from spreading damage. On top of that, medkits will probably still be useful, and We’ll Make It will also help survivors stay healthy. Killers are not gonna do well at all if they’re only left with crumbs as slowdown.
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What did it cost?
Pain Resonance, Call of Brine, and Overcharge.
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It definitely will be. This perk will be the best way to keep people healthy without having to waste 10,00 years. I'm excited for the update too, but as I've said before, I'm worried that without our best perks, keeping up with gens is going to be much harder. Also, it's looking like our meta will be even less varied than the metas before 6.1 and after 6.1 which really sucks. Guarantee it'll literally just be Corrupt, Deadlock, No Way Out, Sloppy used mostly, with the occasional Gift of Pain, Pop, or Jolt. On the flip side, you'll probably just see DH replaced with SB, and CoH replaced by We'll Make It. I think medkits will still be carried around a lot, but if not, then definitely more toolboxes.
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Overall, I’m excited and happy for the new changes, but I am worried that gen rushing may become even worse with all the good regression perks nerfed.
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@Mandy said:
Right now, nothing is set in stone - this is all going to a PTB to be tested prior to being finalised. So yes, changes can still be made.
Can we revert Pop, or make Call of Brine and Overcharge 150 too?
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380568#Comment_3380568
While CoB is still okay for information, CoB + OC is crap now for actual regression.
CoB alone will be 0.3125c/s for up to 60 seconds; if left for the entire 60 seconds, it’s only 3.75 extra charges of regression compared to normal (this was previously 15 extra, 30 total). The extra regression is 0.0625c/s, instead of 0.25c/s.
OC will start at 0.2125c/s and go up to 0.325c/s over 30 seconds, instead of 0.1875 to 0.5.
If you put them together, they stack additively, so you would start at 0.275c/s (0.2125 + 0.0625) and get up to 0.3875c/s for 30 seconds, then drop back to 0.325c/s (when CoB ends at the 60 second mark). With the previous iteration, either of these perks alone gave you 0.5c/s at max and 0.75c/s combined.
While I agree, there’s also no better replacements. So someone like Hag or SM might still use them since their entire kit is about defending gens.
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Sloppy Butcher. Pop looking nicer with all the other nerfs. You may still see Over Brine just because there’s nothing better to use, so might as well.
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I’m sure this was planned months in advance, but I just want to say to the dev team: Thank you! I never would’ve expected my suggestion to have become a reality literally the very next day though, so talk about a wicked coincidence.
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Corrupt, Deadlock, Sloppy/Gift of Pain are amazing now. Pop will probably be used a lot again since every other gen kick perk and Pain Res are gone. Call of Brine and Overcharge may still see play, but not cause they’re good, only because there’s nothing better to use, so might as well.
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It’s like they didn’t notice the nerfs to PR, COB, and OC. Substantial game play changes for both sides.
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Never mind the fact that killers lost their 3 best gen perks. I’m excited for these changes, although gen rushing may become even worse than it was before.
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What’s funny is Pop is now the best gen kick/damage perk, and CoB OC may still be used not because they’re good, but simply because there’s nothing better to use, so might as well, especially on someone like Hag or SM who defend areas.
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Have you not noticed how HARD the gen perks got slaughtered? There’s basically no good slowdown left for killer to run now.