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So much negative emotion here for The Dredge to feed on... yep, another patch discussion

Bartlaus
Bartlaus Member Posts: 1,027
edited August 2022 in General Discussions

Hello dear forum members <3

First of all, I'm neither survivor main nor killer main, I play both sides equally. So plz don't trigger me with this 'us versus them' nonsense. I am experienced in this game and I don't need to watch any big streamers to know how the game works. Still, I'm not a DBD god who plays DBD 24/7 for professional reasons.

I'm tired of all the tearful posts of the past few days. A lot of people on the forum are going completely nuts. It's perfectly fine to complain about something and share your opinion. But that notorious crying because you just had a bad match is really annoying. People turn a blind eye to the facts and make baseless arguments.


BOTH sides benefit from the Patch. Yes, the patch isn't perfect, there are still things to tweak. For the most part, however, it is a step in the right direction.

Before I get questions about what the patch did better, I'll briefly go into the changes that are most important to me:


Dead Hard:

The perk is STILL very useful but less frustrating for the killers. The new DH finally requires skill and even gives you a speed boost if timed right. At first I thought it was trash. The first few days after the patch, I didn't see many people playing with it. Now I see it regularly again. Good survivors taught me how to use it properly, so I'm playing it again - and yes, it works well.


Solo Q:

The fact that the Solo Q can still be very annoying has nothing to do with the patch itself.

Blame it on those who are all constantly killing themselves or making an early DC. These people who don't do gens and only feel responsible for totems, chests and unhooks. Take a look in the mirror to see if you are one of those people.

*adds whiny noises from Dredge's Nightfall *

"boo hoo there are no buffs for Solo Q..."

Are you kidding me?!

  • Mini BT & Guardian Basekit: I can't tell you how many times I've escaped a camping killer or tanked a hit for the unhooker
  • Ruin Nerf - solo survivors now waste less time cuz they dont have to search for the totem. Ruin is overnerfed btw.
  • DMS+PR combo no longer exists. Yes, I played it a lot myself, but it was really annoying for the survivors.
  • NOED - fewer people are playing with it, cuz solo survivors can now find ur totem
  • OTR is the best anti tunnel perk. Of course, killers will tunnel you no matter if you have OTR and DS, but they have to waste more time/ gens to do it
  • Sole Survivor - lets me open gates I wouldn't otherwise be able to open
  • Lightweight - absolutely underestimated perk. I'm escaping a chase way more often than I did with the old Iron Will

I could go on and on, but I think most people here know the patch notes, or are at least able to read them themselves.


Killers:

Good survivors are still the power role in DBD unless you're playing Nurse or Blight with their best add-ons.

But to be fair, most of the killer mains act like they're just fighting Chuck Norris and the A-Team at Coldwind Farm all day long. I know those genophile gen jockey death squads, but these groups are pretty rare.

I mean killers were definitely buffed. Mini BS and STBFL are good quality of life changes, but they are not game breaking. When people do gens, you won't even realize they have 50 seconds more to do.

If I read here that the patch only brought disadvantages for killers and survivors, then I honestly don't take these people seriously, because the facts speak against it.


As I mentioned, the patch isn't perfect and there are indeed some things that can be improved:

  • 3sec. DS should be basekit and the perk should be reworked
  • Thanatophobia buff was unnecessary, especially since gens now take 90 seconds
  • Selfcare - plz remove it, people are still playing with selfcare against legion with Sloppy Butcher!!!
  • Iron Will - it should also work exhausted

Again, the list could go on, but I just wanted to give you a few examples.


I would simply wish that people would cry less here and argue more factually. And finally, you should always pay attention to your own performance. When I play badly myself and make wrong decisions, I don't blame the balancing for it.

With this in mind, I wish you a happy monday and thank you for reading <3

Comments

  • ad19970
    ad19970 Member Posts: 6,464

    The stuff survivor got in this patch don't even compare to the stuff that killers got this patch. At least in my opinion.

    The killer baseline buffs were great. All of them, except the bloodlust buff. It's great killers have a bit more time for their objective now at base, without slowdown perks. That was very much needed. The chase buffs were also all fantastic, especially since they help M1 killers in particular.

    However, the increase in gen times simply caused some other slowdown perks to become too strong. Thana is a problem, it shouldn't have been buffed, but nerfed. Pentimento is another big problem. And there are other slowdown perks that are currently just too strong.

    More importantly, in my opinion, Nothing was done about camping and tunneling.

    Actually, that's not quite true. Camping was actually buffed. But that's kind of it. The basekit endurance and haste do nothing way too often. Even on Eyrie of Crow, a map known to have loads of pallets, I had a Spirit easily waiting out the 5 seconds before I could reach a pallet or window. It's just not nearly enough.

    And camping being buffed is just as bad, if not even worse. When getting tunneled, I can at least play the game in some way. When a killer camps, I either just stare at a hook or at a gen.

    One very frustrating part for me regarding this patch is that it could have been so great. Killers got the buffs they needed, making them less dependent on slowdown perks, and generally making their normal and fair gameplay more viable. But survivors didn't get the same treatement. They have to potentially suffer through insane slowdown builds as well as camping and tunneling.

  • KerJuice
    KerJuice Member Posts: 1,931

    When we complain about solo que in this patch, it’s because it’s worse. We’ve been complaining about the solo experience for over a year now (because of MMR). We really resent it when players are dismissive of our frustration. We have a valid grievance. The whole “get gud” response is tiring. BHVR was heavy handed in a lot of the changes, so some of it does have to do with the patch. Ofc the entitled ragequitters are not helping the situation.

  • Bartlaus
    Bartlaus Member Posts: 1,027

    I agree with you on Thana and Pentimento. This is something the devs need to take a look at and I'm sure they will. What would u change to prevent camping?

  • Bartlaus
    Bartlaus Member Posts: 1,027

    Not gonna lie, it helps me a lot. Of course a killer can wait 5 seconds and then down you, that's true. But meanie tunnelers have done that before. Nevertheless, I often have the chance to reach a pallet or a vault in these 5 seconds with the mini speed bonus. Not to forget, I no longer have to take BT with me and can replace it with OTR, for example.

    I would literally rather have PR, DMS and old Ruin back if it meant not having to deal with the actual nightmare that is Eruption

    So you prefer to make a gen 90%, only to have it then be blocked by DMS + PR for 45 sec. so that the killer still has enough time to pop it? You want to go back to having solo randoms looking for a ruin totem all match instead of just going gens? I definitely don't want this!

  • Pulsar
    Pulsar Member Posts: 20,950

    The Killer wouldn't have time to use PGTW, actually.

    Likewise, I got good at finding totems after I did my totem experiment.


    Eruption, Overcharge, Call of Brine is far worse than anything but old Undying and Ruin.

    Super fast regression, plus 15% for missing Overcharge which I can't hit consistently (yes, it is different than DS) AND Eruption knocks 10% off plus it stops you from working on it for 25 seconds AND it can still be affected by things like Surge or PR?

  • Bartlaus
    Bartlaus Member Posts: 1,027

    But you have a mini PGTW base kit and, as you mentioned, Overcharge and CoB. That means you can start looking for a new gen right away and have wasted a lot of time. My Doc with the old PR + DMS was the most unfun experience for survivors.

    I'm still having trouble finding totems on some maps. I believe you are good at finding totems, but you still need to spend time searching the map. And if your random mates are all looking for the totem as well, no gens will be made. That's often time you don't have against strong killers. My random mates were almost always looking for the totems (I mostly play with bond), so I'm a bit traumatized 😂

  • Bartlaus
    Bartlaus Member Posts: 1,027

    Complaints about the Solo Q are as old as the Solo Q itself. I've complained about the Solo Q before, but it was because of the MMR hell I was trapped in for a long time. However, the patch mainly brings improvements for the Solo Q. Sure, camping and tunneling is still a thing. But the killers have also at 80 sec. camped and tunnelled. Most people overreact to the patch imo.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,877
    edited August 2022

    The only real problems i have with 6.1.0 are the following

    1. Basekit BT does nothing
    2. The killer buffs made camping and tunnelling a lot easier
    3. DS was nerfed for no good reason and OTR is a subpar substitute (continue huffing excessive amounts of Copeium OTR users, your "anti tunnel" perk is only good at stopping tunnelling when paired with Lucky Break or Overcome)
    4. Killers still run quad slowdown because there's simply no incentive to run anything else
    5. Thana's buff made Legion and Plague border on unfair and boring as hell


    Everything else was either a good change or a okay change,, i've been playing pretty much exclusively solo queue since 6.1.0 came out and the game really doesn't feel all that different, sure playing against Thana Legion or Thana Plague is more aggravating then before and killers are more prone to camping, but i still escape about as, if not slightly less, often as i did before

  • DredgeyEdgey
    DredgeyEdgey Member Posts: 1,373

    Whew I thought this post was about the dredge being broken or something

  • Bartlaus
    Bartlaus Member Posts: 1,027
  • ad19970
    ad19970 Member Posts: 6,464

    Camping can be a tricky thing to address. I hope that in future, if maps become more balanced for example, the devs keep looking at camping and tunneling, and nerf it as much as the game's balance allows them to nerf it. These strategies need to be discouraged as much as possible, but without making killers too weak again.

    I think right now, they should simply increase the hook phase duration from 60 seconds to 70 seconds, or 75 seconds. That would already be a bit of a nerf to camping, compared to how it was before the patch. To keep camping just as it was before the patch, you would have to increase th hook phase duration to 67,5 seconds, so 70 or even 75 seconds are more than reasonable. And then, very important, hook grabs, at least on healthy survivors, need to be removed. And also increase the unhooking time of survivors from 1,5 seconds to 1,2 seconds, because the hit cooldown was also decreased from 3 to 2,7 seconds.

    However, the increased hook phase duration and removal of hook grabs are the most important changes in my opinion. And they really shouldn't take a lot of work, like at all. So a very small part of me is hoping they'll nerf camping with the next chapter release, but I seriously doubt it. Which in return kind of kills all the hype I would have for Wesker.

    And when it comes to tunneling, the ideal solution, at some point, would be to have some baseline DS, with a 5 second stun duration, that would work after both unhooks, with a huge skill check so everybody could hit it. This way survivors would all have great chances to stay alive for long enough, and killers would be heavily discouraged to tunnel at all. It would be awesome. Because the game is the most fun for both sides, at least to a majority of players, if all 4 survivors can remain for at least a decent amount of time in the match, and killers are encouraged to go for hooks.

    However, the game is not there yet for such an anti-tunnel mechanic as baseline. It would take a fair amount of maps to become more balanced, and arguably some buffs to low tier killers, or maybe even some form of early game slowdown, before something like that could be added. However, increasing the endurance and haste status effect duration to 10 seconds would go a very long way, and that should definitely be ok with all the buffs killers received in the last patch.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    You know whats the fun part about basekit BT? The speed increase is detrimental against tunneling because while anyone can count to 5 sometimes you may make a mistake and count to 4,8 so you get hit while its still active but now you only need to pay attention to when someone starts running at regular speed because that means both base or perk BT are gone.

    They got rid of the Killers need to count to 5.