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Terrible perk design lately: BK, Calm Spirit
So what's the whole point of perks then?
I thought if you equip perk it makes you better/stronger. It should give you an ability you wouldn't have otherwise.
Calm Spirit: You dont make sounds, but you become super unefficent for the whole team
- Like seriously? Since when can Killer hear a survivor blessing? It's already pretty quiet. Also I never saw a Killer interrupting a cleansing action because he heared it. He most likely saw it or went to the totem to check it. And I guarantee you that no one would play Calm Spirit just because you are silent when you cleanse/bless/sabotage. No one.
Botany Knowledge: You heal faster but you lose 1/5 of your medkit charges. Like. What? This doesn't even makes any sense with the perk's name itself.
- So if you run a brown Medkit or a green one it won't heal you anymore? the ultra rare Ranger medkit (yea ultra rare bc you have to spent 1M bloodpoints to get like 1 or 2 of them.) You lose the whole second heal, the purpose of this medkit. That's a terrible design and you just do it to nerf the meta.
- "it doesn't makes sense but at least it's not meta anymore LOL"
You could not just nerf the heal speed and keep the effiency right? It's the speed that makes it a good perk bc you save so much time. You could just revert the change into 50% efficency and 20% slower heal. it's still a nerf but at least it's still a perk.
I could go on and on. But nerfing perks into oblivion just so that no one will play it anymore is a very wrong direction fot his game. The Selfcare change was unnessecary and so the Iron Will change. You couldve gave them another purpose and still keep it on a good-perk-level. You could've made bad and boring to play perks better and far more valid to play instead. Like I said. People would choose to play "This is Not Happening" if it was 50% at anytime for everything and if it would increase your odds receiving skill checks.
Thanks BHVR. You successfully removed fun and tremendously ruined the solo q experience. Thanks. That's what we needed all the time.
Comments
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Calm Spirit, sure, yeah that baffles me.
Botany, no. It should not work with medkits, that's it. Medkits are already busted as it, we don't need botany breaking them further. Botany has it's own uses and it is not for medkits anymore. It is still a great perk regardless of that.
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They should just leave botany knowledge the way it is - 30% faster heal plus the item efficiency.
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Agreed, my friend... I am feeling very bummed as a solo survivor player with this new update :(
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To be fair, I’ve very occasionally caught someone cleansing a totem because I heard them. But yeah, it’s not common.
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You know what, this just changed my mind. I think I agree with the calm spirit nerf now. I've had plenty situations where I could easily hear a totem or chest and would get the instant chase. With calm spirit, that is out the window and should take a little more time. It's the risk of going for the chest/totem that gives it it's place in that game, not the guarantee.
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While Calm Spirit doesn't need a penalty that steep (or even possibly at all), hearing people cleansing totems and opening chests absolutely happens every once in a while, so being able to do those things silently isn't nothing. Still, the 30% debuff to those action speeds is not a great change.
Botany Knowledge, though, this perk change is an actively great one. Taking away its synergy with medkits will go a long way towards curbing the rampant problem with self-heal speeds in this game, and since it had its healing speed buff increased, it's now even better at healing your teammates-- on top of being something you can pair with CoH for faster speeds there too. It's a perk that now has a niche that is both way more fair, and where it's more effective than before.
Iron Will is still good and Self-Care needed a nerf so people would stop using it, too.
Solo queue will be fine. They still have plenty of tools to cover the actual gaps of solo play.
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Here's the deal.
Old Botany worked nicely along with medkits. It wasn't meta, but if you wanted to go all in on being the team's medic you'd bring it.
New Botany actively makes it impossible to use medkits along with it. In spite of doing that instead of peacefully coexisting with medkits like autodidactic or solidarity do... it is no where near strong enough to be a somewhat acceptable replacement.
That's the issue. Botany has anti synergy with the best healing in the game and isn't strong enough to stand on its own.
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they should've made calm spirit increase blessing speeds instead, to be honest. I don't like these new penalties they're inserting into survivor perks that provide no interesting decision making for survivors. there's nothing fun about losing medkit charges or cleansing/blessing even slower than before. the tradeoffs are pitiful at best and not worth it for the benefits you receive.
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I need more people to scream about the Calm Spirit nerfs. I will be very upset if they keep it like that for live :/
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Just change your build, if you want medkits, run StrWise, Built to Last, Desperate Measures and what ever perk. If you don't want medkits, then botany, Desperate Measures, whatever else. The build synergy is still there.
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I wouldn’t go that far, I think they probably could have just made Calm Spirit allow you to interact with totems and chests quietly without the action speed slowdown. It would be an ok benefit but not overpowered.
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Nah, you done did it now haha. My mind is changed. Before, I was right there with you, now I feel differently. 15% debuff would be fine though.
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Calm Spirit doesn't need the downside. It should just make these things silent without making you waste more time on them. It is already pretty worthless because there s nearly no situation where you'd do one of these actions and the killer is in hearing range.
Botany knowledge though I am not too sure. imo it should be like this:
- on self-heal without med-kit it should work
- on self-heal with med-kit it should apply its downside
- on altruistic heal without med-kit it should work
- on altruistic heal with a med-kit the downside SHOULD NOT apply
The nerf should only affect self-healing with a med-kit imo and then it is fine.
Also med-kits in general should maybe get tuned down a bit
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Except the synergies aren't there. At the moment, every good healing perk works with medkits so it is just a question of do you want BK or a medkit.
Now, if they buffed some stuff so a hand healing build was an option, then count me in.
Stuff like making Solidarity do 75%, Botany doubles the chance of skill checks so it plays nice with Autodidactic, Autodidactic buffed so it essentially starts with one token, SC buffed up a bit to 40% instead of 35%... then I could see Botany being anti medkit.
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Horrible game design recently
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The synergies aren't there for healing yourself. They very much are there for healing others, because a flat 50% increase is a pretty huge deal. It'll also play really nicely with Circle of Healing, as that doesn't require using a medkit to get the self-heal ability and already provides a boost for healing others.
Botany Knowledge is not dead. Hell, it already makes perks like Solidarity more appealing on its own, because while Solidarity only heals up to half, getting up to half 50% faster shaves even more time off the return heal. I'm not at all against these options being buffed (except SC, that needed to be nuked), but it's just an overreaction to say that BK is being ruined, plain and simple.
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No... the synergies are not there period.
The only two Perks in the game that would prefer Botany over a medkit is Solidarity and the now butchered Self Care. That's it. And they suck.
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As well as anything else that boosts healing speeds in general. Not to mention that it is now a dramatically better pick on its own for healing your teammates, since a 50% boost is enough that it's going to give you pretty noticeable value on altruistic heals if you bring nothing else to supplement it.
Since that's what it's for now. Altruistic heals, the kind you probably aren't using a medkit for anyway.
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How is this not being clear to you guys? Sure, I could pair Botany with We'll Make It, Desperate Measures, and Empathetic Connection... but I could also pair those Perks with a medkit instead and have even better healing that I can use on myself if necessary, which is just better.
Running new Botany with a medkit is a bad idea, so obviously the question to answer is when would I rather have Botany over a medkit. I personally am coming up with nothing.
New Botany's opportunity cost is competing with medkits and is losing. Badly.
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If you pair those perks with a medkit, you will eventually run out of charges. Maybe you've got a good one with some solid addons so that's less likely, but if you bring Botany Knowledge instead, you'll have a permanent 50% healing boost and have your item slot cleared up for something else.
The answer to "When would you rather have Botany over a medkit" is "when you want to be a team healer", or "when you want to make CoH better". It has a use- maybe you personally won't use it, but to claim that it couldn't be used effectively by anyone is just blatantly false.
If you want to heal yourself, bring a medkit. If you want to heal others (or pair with CoH), bring Botany Knowledge. I'm not sure how that isn't clear to people.
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To your last paragraph: the heck do I do if I want to do both? Best answer I've got is We'll Make It and a medkit... which doesn't function if I'm not the one getting the unhooks... or Desperate Measures and a medkit which barely functions if DM only has one stack.
Currently on the live server I can load up with Botany, SC, and a brown medkit and be pretty good at healing anyone anywhere which is nice and comfy, but no where near meta or OP. Why is my ability to do that getting deleted?
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I never bring in items so new botany is perfect for me. I play for the challenge and fun, I feel some items break the challenge.
Medkit with botany was dumb, it should have been nerfed. They could have nerfed medkits, which would have been better, but I like the change regardless.
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You bring a medkit and sacrifice the upper limits of how good you can be at altruistic healing?
I don't think the concept of "you can't be equally good at everything" is even particularly new for this game. You don't have to bring BK to be acceptably good at healing your teammates- you don't need to bring anything at all, honestly, altruistic heals don't take that long at base. It's a shame your moderate build is going to be shaken up (though since you're using one of the most frequently used perks of all time that really should've been expected), but it's a little disingenuous to act like that was the main function of BK.
Your build isn't unfair. Someone who brings old BK and a green medkit with speed and charge addons is bringing something that's unfair and warrants changing- and that's current BK, not buffed 50% BK.
Like I said, you personally not wanting to use it doesn't make this a bad change.
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That build isn't equally good at everything because this game is much more than just healing. It only has two slots left for chase, Gen progress, anti tunnel, anti slug, info, or whatever else. This build is going to find itself wanting in at least a few of those areas. However, burning 2 perk slots and my item slot to be a jack of all trades healer seems fine to me.
I had a naive assumption that the devs would realize *why* SC was used as much as it was and either not touch it or give it a small nerf at most. Not... dumpster the perk.
It IS a bad change though. Let's be honest, medkits are the strongest item in the game by a huge margin. Anything that actively discourages you from bringing one had better be really amazing or synergize really hard with other things that encourage using other items... and new Botany does neither.
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Yeah... that one probably makes the least sense out of all of them. They could have given it the buff without the downside and it would be decent at most.
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If they only nerfed SC a little bit, people wouldn't stop using it.
I'm sure you'll find replacements for this build. You aren't lacking in options, if you care to rethink how you approach them, so ultimately re-shifting Botany Knowledge to an altruistic perk is fine. The death of one moderate build is a pretty small price to pay for shaking up the meta and breathing new variety into the game's perk builds, after all.
BK has really strong use cases now, I don't think I'm going to repeat that again after this. Healing your teammates 50% faster with no requirement or condition beyond doing so by hand is a very considerable buff, and it still plays nicely with any healing source that isn't a medkit. That makes it still a very very good perk you just have to use differently.
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Crazy that they won't nerf medkits instead of BK. Medkits is a bit OP, not the buffed BK.
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Don't really see the problem with Botany Knowledge honestly. Medkits are already ridiculously strong, and the 50% increased healing will still make this perk worth running. I guess they could have just left the perk where it is now before the patch, with the 33% healing speed and medkit efficiancy increase.
The downside to Calm Spirit is baffling though, those effects do not warrant a speed reduction in cleansing/blessing and opening chests.
I still think the biggest problem with this new patch for solo queue survivor, or even survivor in general, is the lack of proper baseline nerfs to camping and tunneling, with camping even being buffed. That's worse than any perk nerf, even if some, like the nerf to Self Care and DS, are definitely bad.
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Same
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They strive to destroy this game with every update.
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