Read more Dead by Daylight ➜ https://deadbydaylight.mgn.tv
How good exactly are slowdown perks? This video goes into the details. Big thanks to my friends Nyzechu, Ev3ntic, Lionnek for recording and providing their POV for this.
Watch live: https://www.twitch.tv/Otzdarva
Join our community: http://discord.gg/Otzdarva
Thumbnail 3D render by the lovely Ev3ntic:
https://www.twitch.tv/Ev3ntic
source
Why wasn't plague mentioned on the list of best killers to use thana?
Different killers may make better use of the perks. Analyzing that could be interesting.
Also: The value of some perks rises in combination with others! Thanatophobia AND ruin together, how much stronger gets thana? How much stronger gets ruin? How much can you stack these effects and what values could you get by it?
It's hard to say whether or not the disparity is a problem aside from Dying light specifically being terrible and in need of a buff/rework. People have figured out that Thana effectively makes gen regression perks stronger. So while Thana wasn't terribly impactful on its own, it would make say, pop stronger. If 2-3 survivors are constantly injured, a Pop-Thana combo would save close to 140 seconds, being comparable to a full uptime ruin, but without the RNG. Maybe Thana needs to be incorporated more into killer builds.
I think there's more slowdown perks than this…
I know its very situation depend and hard to quantify the value but just here wondering surge & pop which one can slow down more when it comes to ghostface (or some others M1 killer).
So would Thanatophobia, Dying Light, Pop And Ruin be a decent build on Legion?
To play successfully with ruin, you need to use undying, this takes the place of two perks and usually destroyed by the middle of the game. At the same time, the pop still saves a lot of time, it cannot be broken and you have a place for one more perk.
You kinda feel forced to bring ruin at red ranks nowadays or the game is too fast imo but ruin is not the problem it's the game itself gens are too fast to do if the team is coordinated. I can feel that ruin should be baseline in a weaker form and not a totem gens should regress by themselves if they're not touched
on my opinion corrupt is the best protect gen in the game use it with pop or ruin +pop +corrupt and chase perk you never loose match
There is a german streamer named gammalunatic. He always says how bad ruin is.
Lmao
Would you determine the average amount of time the Hex lasts, please? Maybe Ruin on average is still best.
Pop and Ruin are repair-only perks, so they should slow repairs more. Pop can’t be cleansed, so Ruin should be much stronger since it’s a risk/reward perk.
Was hoping for the ten hours long video but ok.
Now can you do a video on how fast generators can be done? Gen spread, Survivor spread, and perks seem like some likely factors.
I'll continue using pop. Ruin is far too unreliable. Even if it doesn't get cleansed, if you can't continually pressure gens, you get no value from it. Great video.
I think the (full game lasting) ruin, thano and dying light analysis are valuable, but pop facilitates a different playstyle and can make it worth it to drop a chase and go half way across the map to deny a gen pop and easily pick up a chase with whoever is nearby. So I can't say I think it's good to analyze the efficacy of pop based on this match due to the fact that if it had been in play it would have likely altered the overall pathing and likely the information the nurse would be receiving via her other perks as well.
I do think that some of these perks could be better. I generally dislike the concept of hexes, but they work at a casual fucking around level. I just generally prefer to have the chances I have of winning the match not be determined by rng where I either gain a massive boost or waste one of the most crucial perks in my build. Makes the win or loss just feel like luck and is very unsatisfying. Although hex protection options make that less bad, even though it's still not the greatest set up. But ruin fills the role of a hex at least granting potency in exchange for lacking reliability, so that is fine.
Thano and dying should be buffed as depicted here by their lacking performance in comparison to the meta (Even when imo you're taking a humble view of pop). Thano should still effect healing, the devs reason for removing it so survivors had some method of counterplay seemed idiotic considering it was not ever anything resembling a hard uncounterable perk. Also with the plethora of healing perks (inner strength, we'll make it, second wind, resurgence just to name a few) survivors very much do have many counters to it.
Dying light imo should have a minor numbers buff and not buff the obsession. There is no logical reason the obsession should be made stronger as a way of balancing out a perk that at it's best rivals one of the least remarkable slowdown perks.
I think the disparity between the perks is fine.
THe only large outlier of the four is Ruin, which deserves to be better as it is a hex perk.
You see, I need the matches to last 3 hours, so I will be using all of them at the exact same time. I am simply built different
I’d have ruin as a base game mechanic. You want killers being active and in chase then you there needs to be an incentive for pushing survivors off of gens. You want to avoid so called “tunneling” make BT a base game mechanic. There are definite changes that could be made to balance the wild disparity at the top end. I’d go further. Killer is too easy at low end. It’s too hard at high end. So change the dynamics as you rank up. Rank 11-20. No ruin as a base mechanic but all unhooks immediately give BT. Rank 10-1 you only get BT as a perk. Killer gets ruin as a game mechanic. Not cleansable. And yes obviously you take a survivor average for placement 1,2,19,20 is 10.5 so you in the second rank. 1,8, 11,12 is 8 so you also in the second placement. Ruin and BT are just examples as are two tiers. You could have more tiers and more complex rule sets but the idea is you make it harder on survivor where appropriate as well as easier where appropriate. Try to balance the game out
I don't think ruin should be weaker, I think the rest should be stronger
I think you are making many mistakes with the statistical analysis.
First of all the survivors and killers playstyle adapt to the slowdown perks which are used. This can go in both ways. Survivors may take hits to finish a gen because of ruin or pop. Survivors may decide to heal more often because of thana.
On the other hand killers play towards a 3 gen strat with pop, but try to spread the pressure as long as ruin is up.
Secondly it depends not only on the killer, but also on the map and on the examined games. In a game which ends in a 4k with 2 gens left, pop might not be very useful.
Thirdly the numbers are hard to compare, because ruin could be cleansed and the killer needs to actively spend time to use pop.
Lastly I have some questions about your calculations for pop, thana, etc.:
– Did you consider that Thana being active forces the survivors to work on a specific gen longer and so get punished by the debuff for longer? You can't just add up all the time gens are repaired (while survivors are injured) in this actual game to get the total slowdown.
– Did you take progress on gens into consideration, which didn't ended up being finished? For instance when you are on a gen at 80%, while another gen (the last one) gets finished, the thana slowdown wouldn't have mattered. Pop on the other hand is applied to the most important gen in most cases.
– … (This list goes on forever.)
In the end I think you would get much more meaningful data, if you just play each slowdown perk in 10 consecutive games with he same killer.