Opinion: Scourge Hook: Pain Resonance Isn't Worth it Anymore – Dead by Daylight



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28 thoughts on “Opinion: Scourge Hook: Pain Resonance Isn't Worth it Anymore – Dead by Daylight”

  1. I don't really think Pain Res' popularity has much to do w/ its strength, but I think it's a testament to the community generally wanting to chase multiple survivors and feel rewarded for doing so. Players want an actual reason to engage w/ the game in the most entertaining way, as opposed to camping, tunneling, slugging, etc. Killers aren't rewarded that much for interacting w/ all of the survivors. Pain Resonance doing literally anything somewhat detrimental to the survivor's progress is just more fun than half of the other perks in the game.

    Kicking gens or defending totems isn't something a lot of killers want to manage to at least have a halfway decent chance of winning, and I think most would prefer to just have more chill chase opportunities where they don't fear every gen popping because they dared try to let a survivor who they haven't chased yet have some fun.

    I think there are some quality of life tweaks Scourge Hooks could use that'd make them feel consistently more satisfying– such as attempting to distribute them evenly across the map (or maybe more hook locations? [let basement hooks always be Scourges plzzzzzz])– but overall I think the design of the perk is generally pretty fun and engaging. 🙂

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  2. I mean realistically if the survivors are good they should counter you bringing pain res by sticking gens cuz like you said if it takes an extra 10 seconds to get to a hook that’s 20% of 2 gens by 2 survivors not only nullifying the damage you just put out but also giving you one less kick

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  3. I feel like I don't even agree with the basis of your argument. Other slowdowns have been nerfed way harder than Pain Res and because of the token system it's the only perk that you can kinda guarantee doing at least 80% of progress worth of slowdown. Deadlock is good but it requires survivors to finish gens and even then, it's not guaranteed to have value from it and other slowdowns like the gen kick ones or Hex Ruin has been nerfed to the point they aren't good by themselves. You usually must run both kick perks together to get any tangible value out of them and even then survivors can just hop on the gen, not miss the difficult skillcheck and nullify your perks. Ruin is hit or miss due to the inherent difficulty of running a hex build. It can have a ton of value over the course of the game or it can be cleansed in 15 seconds.

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  4. It feels like even just a perk like wretched fate on its own is a better much more consistent perk than pain res. It is guaranteed to go off and costs no time from the killer or bad rng to get value from. It also has synergy with totem builds.

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  5. Recently had a Myers game; I ran Tinkerer and Pop, and psychologically I think it’s what made me win. I only got one important Tinkerer proc, and it lead me to stop a duo. One player got cornered and I got one Pop. For the rest of the game, I knew survivors were hoping to finish off that gen and I kept interrupting them.
    Pain Res as regression is very low brain about which generators are in progress. It’s “I just chase survivor”. A lot of killers would improve their gameplay learning which generators are being worked on and pressure based on that.

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  6. I understand why you don’t need pain res maining wraith but when you don’t run it on non map control killers patrolling gens can lose you the game if the survivors rotate right. Pain res is so helpful cuz you get to explode a gen across the map, with a survivor on hook, and while that’s happening you’ll probably get into chase with another survivor forcing one of the two players on gens to get the unhook slowing down another gen that can then be kicked with pop or eruption.

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  7. Just FYI there is only one perk on DBDLeague that is banned for not only tier 1 killers, but also tier 2 and tier 3 and you guessed it right – it's Pain Res. Hmm, I wonder why…

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  8. Wretched Fate + Pentimento is 10x better than Pain Resonance

    Throw in Undying just to fuck with them

    You can then choose either Devour if you want to just end the game ASAP, more slowdown, some info like Nowhere To Hide/Barbecue, or Dominance (after its upcoming buff) which will make totems take 30 seconds minimum to cleanse

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  9. i agree with this, but i think we underestimate the value of not needing to walk back to a gen to kick it. if i run pop often the walk back to the gen will be enough time for the gen to pop, if pr had more consistent hook placements i think itd be a 10x better perk

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  10. Never liked this perk, purely because i hate the scourge hook generation.
    To me it's a completly worthless perk if you run it without agitation, because the generation will fuck you over otherwise.

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