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#DBD #Commentary #Rant
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By this point I don't see the gen and say: "Oh no I need to regress or block it". Rather than that I see them as social gathering point where you can find new friends with whom you can play catch the hatchet ^^
I feel like there needs to be some balance. I remember back in the early days of Dead by Daylight when kicking generators wasn't yet a thing, 99'd generators were rather irksome. Obviously, we still have kicking generators now, but if you have a generator 99'd, as soon as that entity blocker times out you have to run back and make sure nobody is just waiting, hovering over a blocked generator to pop it while you are off doing whatever else. And inversely, if you have nothing but generator regression, you sort of prioritize generators even if they are at 75% or so, and from the survivors, prospective having to fight to get to that level of progression just for it to be hit with Pop Goes the Weasel is annoying.
I feel like it is a difficult balancing act to have to deal with and though I have many ideas for the game, I do not envy Behavior.
I think this is why I've always preferred Surge over something like Pop, and Pain Resonance now that it's come out. I much prefer slowdown perks that don't require me to interact with the gen itself so I can instead just try and get into a chase.
But those slowdown perks just go to show that they don't always have to be babysitting perks, and to some degree I still feel like slowdown is a necessary evil just to be able to help maintain pressure. I do really like that we're getting more gen blocking perks though, it's a feature that felt somewhat underutilized until recently.
I get where you're coming from but nothing feels better than catching Pain Resonance+Pop on a gen Survivors were really counting on. Not to mention you are pretty much guaranteed to find whoever was in the area and get another chase started without delay. Blocking gens tends to make Survivors hide from me in bushes or lockers. It's the main reason I stopped using DMS.
I agree with you that blocking gens is more healthy but i think the huge problem is that survivors doing things like pallet or light save is inherently getting rid of progress the killer has made making them waste precious seconds in a chase they just did the only way i see of keeping perks the way they are and creating a different meta would be make the survivor health bar a health bar that very very slowly drains while on the ground and faster on hooks while each time downed a chunk is lost from the health pool until dead it would promote slugging even though they can be picked up because progress has been made and it will give perks like boon exponetial or unbreakable a little more use without feeling like either side is cheated and that dead hard feeling wont be as bad knowing that even when you down them you have to successfully pick them up and hook them to get anywhere super meta perks like ds will also be taken down a peg cause it will only keep your health from draining faster although that will still be an enticing factor for the killer to consider sorry for the book
Sometimes I use both regression and blocking if I have them
(Not all sports)
I dont mind pop as much as I do ruin, simply because its a painful side-objective that can pause the game very inconsistently, sometimes for a few seconds, maybe up to a few minutes. Pop is simply something you can acknowledge and act upon.
Gen blocking is way better. Not having to waste time by going to a gen to kick it does so much for killers.
On another note, I miss old ruin a lot. I wish they would bring it back. I'd rather face old ruin because at least I can try getting some progress on a gen by hitting great skill checks. It was also a gamble in a way. I might waste time missing great skill checks or blow up the gen or I could go look for the totem. It was fun, because I felt like I had a choice in how I wanted to play. With ruin now it feels like I HAVE to go look for the hex totem or else I'll suffer through being pushed off a gen and having to start all over.
Gen Blocking is much better and I think the Dev's agree which is why there focusing on it more. People just don't view it as better because it's not as visual. Seeing 25% go in a second is more exciting for people then blocking a gen for 20 seconds even though blocking a gen can be cost more progression on the gen to be lost. People see the little picture more then the big picture of things.