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Thoughts on ds change?

Asssblasster625
Asssblasster625 Member Posts: 629
edited February 2021 in Feedback and Suggestions

Basically title I think the change is fair

Comments

  • CheyeneKL
    CheyeneKL Member Posts: 723

    I'm cool with it EXCEPT for 2-3 things.

    I really hope that you must work on a gen for at least 1-2 total seconds before DS wears off, rather than having it deactivate instantly upon tapping a gen, because if you play on controller, due to the fact that you have many different actions bound to the same buttons, here is a serious issue with accidentally touching a gen when you mean to take a vault if a gen is placed near a window (think shack window with a gen in the middle of shack). It isn't so much a problem on good PCs, but if you play console or on an older PC with lower performance and worse framerate, you WILL have games where you are pulled onto the gen rather than to the window. I used to play on the switch and it happened to me more often than I liked, no matter how aware I was and how hard I tried to avoid it. You just can't fight poor performance and frame drops perfectly well 100% of the time.


    And then, I really don't like the deactivation upon unhooking. Like, I kind of get it? DS is now exclusively anti-tunnel rather than having any other possible uses. But ngl, I think it is a pretty bad direction to take the perk, especially when you consider that multiple other "incapacitated" effects (tier 3 madness, victor latched on) still allow you to unhook even when you are unable to perform most other actions. Solo queue can already be extremely selfish, and now you're going to have people refusing to go for unhooks just because they don't want to lose DS, regardless of whether it matters or not if they have it. I definitely foresee a LOT of players going to second hook phase or even just getting sacrificed when they otherwise could have been rescued, simply because information is low in solo and someone on death hook with DS active will not want to risk losing it if they aren't 100% sure they won't need it, you know?


    In the same vein, I don't REALLY have an issue with the heal deactivation, either, but I also think it's going to have some negative effects in solo queue. You're now shooting yourself in the foot if you run a healing build- someone with Autodidact/Desperate Measures/Empathy/etc., will ALWAYS heal the other injured survivor first if you both are injured, because they can do so very, very quickly. But they now will no longer have the favor returned to them, at least not for a good while, as I don't imagine most survivors will want to lose DS so quickly, so the unhooker will stay injured rather than getting healed, even if they have an opportunity to be healed.


    Anyways, I'm cool with the deactivation on totem cleansing, gen work (aside from the possibility that you might deactivate it upon a single accidental gen tap, I hope it will be slightly more than that), and hook sabotaging, but I'm not too excited for how the gameplay will shift when it comes to altruistic actions, as DS now COMPLETELY discourages any altruism. Anyone who doesn't buy that can play solo queue for a while if they don't know how completely selfish other players can be LMAO, I have no doubt that DS users will, more often than not, attempt to retain DS as long as possible rather than lose it on a heal or an unhook, even when they're quite possibly at no risk of being downed within the remainder of their DS timer. Like I already said, information is low in solo queue and many players will understandably be unwilling to lose DS prematurely.


    If I could change one single thing about the entire change, it would be to remove the unhook deactivation. Perhaps I will be pleasantly surprised, but I do think that the unhook deactivation is going to lead to more negativity in solo queue.


    Sorry for the long reply but that's my onion 🌰