290% REGRESSION, 8% SLOWER REPAIRS & QUICK CHASES! Dead by Daylight



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34 thoughts on “290% REGRESSION, 8% SLOWER REPAIRS & QUICK CHASES! Dead by Daylight”

  1. I've been doing an Anti-Deadhard Wraith build lately. Dragon's Grip, Call of Brine and Make Your Choice. Only go for exposed targets. At the start of the game, don't go for the first chase you see, find the first gen they've worked on and go for a Dragon's Grip play. After the first hook, go for as many Call of Brine gen-kicks as you can until they unhook and then go for the MYC person.

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  2. I’m a killer main but I think making all hooks scourge hooks that never break, along with their current effects, would be too much. They’d def need to break and their abilities would maybe beed to be tweaked

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  3. The crazy thing is you're playing a killer that can actually traverse the map to contest these gens at a decent speed along with your regression but they still got it down to 1 gen. Yet gen speeds namely the stacking mechanics for them isn't a problem -_-.

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  4. Though these guys were definitely quick to get back on damaged gens, over-time regression must've played a non-zero part as well, so it's probably even higher than 290% total.

    Another issue is that this is when people tend to bring up the "well you're not supposed to 4k every match" argument, while even with this insanely focused build, the cost of a single mistake is so disproportionate. If a survivor misses a vault, they lose anywhere between like 10-30 seconds of chase time. And that's just one out of 4 not being efficient at that point in time, with the rest sitting on gens(as they should, that's not the players' fault ofc). On the other hand, if as a killer, you run into a decisive by accident, misspace a pallet drop or whatever little thing out of the million you need to focus on, you might lose the entire chase and miss out on taking a survivor out of the game for a good 30 seconds, as well as pressure at least one other member of their team to rescue.

    One last thought on perspective is that most killers you see the stat breakdowns of are yt/twitch killer mains who are likely considerably better than your average matchup and I've seen people strawman the shit out of that and say that killers are too powerful, just based on the "pseudo-pro" killers' stats.

    Rant over, justice for killers. Keep doing what you're doing and spread the real numbers, TrU3❤❤

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  5. I don't really care for gen regression now. The most efficient perks as killer lately are the 'no touchy' builds like Dead Mans, merciless Storm, Grim Embrace, Deadlock, etc. They literally can't gen rush if the gens are blocked and I find these perks to be much better than the old pop/ruin/pain resonance meta, and most of the no touch perks are completely autonomous or little interaction from the killer themselves so you can focus on a chase.

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  6. People watch a game like this and say "well tru3 didn't play well enough so of course they got all the gens" when you have chases like 0:42 with continuous regression perks. As a bare minimum scourge should be 5-6 hooks + basement hooks with the effect and the odds of them being around the whole map better and not in one spot.

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  7. I think addons that cause exhaustion and oblivious that reveal GF are the best against top mmr survivors. Total hit and run GF and no needing to stalk. Just a waste of time

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  8. It seems that you were playing too "nice" by letting people live as long as they do, going for the unhooked survivor is BM in my eyes and I see why you do that but a couple were sitting on death hook for a bit too. taking out just one survivor can grind gen progress to a halt.

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  9. No malintent with this comment but, scourge hooks are supposed to be rewarding you for going out of your way to hook someone somewhere specific. If every hook was scourge then there would be no point in the "scourge hook" as a concept as it would just be like any other hook perk like bbq or make your choice, just hook and reap the benefits. Maybe RNG of the spawning could be better so they're more spread out over the map, scourges can definitely see some quality of life changes in the future if behaviour is willing to do so (probably not).

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  10. I still support your idea from a while back to change the hook counter a little bit to where it detects actual hooks and next phase hooks, ie on the hook too long. It's just easier bc sometimes it'll be on your mind whether or not you got that hook or if they hit next stage when you're chasing someone

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  11. I really do want to be objective, so this is a genuine question. Is True’s point in this video that gen speed should be slower? This Wraith build was all about slow down & regression and the gens almost got done. Is the conclusion supposed to be that DBD games shouldn’t be this close? If that’s correct, how many gens should the survivors have reasonably been able to complete, using this game as an example?

    I’m just trying to understand what True specifically believes that the time to complete a generator should be? Where is the sweet spot and what is the expected result?

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  12. So the summary of this video is that survivors need another objective that they have to do before they escape? Or the gens take longer the higher mmr you are at?

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  13. So you basically regress almost 300% which is 3 gens. They did almost 8 gens here and you still struggle to win. But yeah. Survivors is fine. Keep nerfing killers ! Those devs man. Like you say many times, this is madness.

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  14. The man is playing fucking Flawless with gen defence yet they still poping gens like no tomorrow they really need to fix this shit its so sad

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  15. Unfortunately that's how the game is when you play for fun and don't tunnel any survivor..gens fly even with quick downs and slowdown perks. I wish they would change the speed on gens when 2 survivors are on it cause it's ridiculous.

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