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BHVR, equal problems require equal solutions, the "new players" problem...
boy oh boy, you know something isn't right when ya boy himself steps out of his forever hiatus from the forums to make a discussion about the 3.5.0 changes.
let me just skip everything about it and jump to the ruin changes.
With the 3.5.0 patch Ruin will now always apply a regress on gens that aren't being worked on and increasing the overall regress for up to 2 times the normal regress speed.
their motive for this change is the following:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
now I'm gonna get hated for this, but I can agree with the change, helping out new players is a good thing, if new players get overwhelmed with a high difficulty, they might get discuraged from continuing to play...
HOWEVER
this change is just confusing, if the change was done to aid new players in order to make the experience more fun for them, then why didn't they touch on aiding new killer players?
WHY didn't they touch Decisive Strike (which is practically a 60 second immunity perk)? WHY didn't they touch Adrenaline (it being a free heal+sprint burst that is activated by doing nothing)?
new killer players have to deal with DS and adrenaline, while survivor have (or had since 3.5.0 is gonna change it) to deal with ruin
by only changing/tweaking ruin you're only fixing half of the problem.
equal problems require equal solutions BHVR, you want to make things right? nerf DS and Adrenaline as well as ruin to aid ALL new players.
I'm not mad about the ruin changes, just very VERY confused.
Comments
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There never has and never will and never should be a rule that every time BHVR makes a change to killer or survivor, they have to make some "equal" change to other side.
(Not that Survivors have anything close to Ruin, anyway)
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You are right, DS is better than ruin. And it is simple logic that if one side is nerfed over and over, that balance is broken.
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I completely agree although be prepared for a lot of people just saying:
1) Don't tunnel: Which yes DS can certainly aid with tunneling but some people need to realize that DS isn't purely an anti-tunnel perk and quite a lot of times killers are hit with it because survivors with 60 seconds of immunity make dumb plays which isn't tunneling at all. New players having to deal with this would be a nightmare.
2) Adrenaline rewards survivors for completing their objective: True and false. You could not touch a single gen all game and still get rewarded and for what? Being annoying following the killer or being super aggressive? Or even better when the killer closes the hatch, you've failed to do gens and failed to find hatch but still get rewarded with Adrenaline. New players will be hurt by this because optimal SWF groups take advantage of Adrenaline to just bully killers sometimes.
Although I do see why BHVR did this which is great to bring in new players you can't just focus on making the survivors fun better, you need to realize there is a person playing killer too. You need to aid both sides and not solely one side.
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Takes longer to find the hex totem than the ds stun, not to mention the regression affects all survivors. I would argue DS is not better, but also a much needed perk until killers stop tunneling
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DS is not only affecting tunneling. Unless your definition is completely bias.
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So doing 5 gens to get Adrenaline activate is nothing? OKAY!
And DS istn a problem for new players, just if they decide to play the most cheap way to never get any skill as killer.
there isnt any problem on this side. dont imagine things, dude.
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No, it obviously can be used in non tunneling situations, but I would say so what. Why should I have to waste a slot on a perk only to counter if the killer wants to be a jerk? It's only a one time use anyway. I don't even run it very often as there are other perks I find more useful and fun.
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I don't know, why should a killer have you use a perk because bhvr refuses to acknowledge gens are too quick?
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There shouldn't, no, and I don't agree with OPs DS. However, in this regard, Ruin is the equal to gen speed. Most killers run Ruin due to how fast gens go. This is one of the cases where one side should come with a balancing act on the other.
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the only way for them to fix this mess is to add a cosmetic for adam.
#AdamNeedsLove
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You didn't account for finding the survivor, chasing him, and then downing then again before DS is used. That takes longer then getting rid of a totem. And tunneling is not as prevelent as you think.
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Well played
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I really don't think new killer players need as much help unless matchmaking is putting them against good survivors though.
This is a false equivalence. New survivor players struggle because the game mechanics are already stacked against them until they learn how to run tiles. Seasoned killer players struggle because the game is stacked against them in quite a few maps when the survivors are good - which they should be if they're getting matched against seasoned killers.
So we should aim to make changes that favors new survivors and seasoned killers. There's no assist for new killer players because they don't need it if they're versing survivors of a similar level.
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A killer has to hunt and down players anyway, so there's no need to account for that as it's standard gameplay anyway.
the only time that should be accounted for is the additional chase time that happens AFTER DS is used... which CAN be, but isn't always, less time than it takes to hunt down a totem.
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New killers can have Rancor or mories and easily satisfy their killer needs. 4k is not balanced, if its the problem.
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The same totem that spawns in the middle of the map? Yeah that's real hard to find
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