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August Update Opinions

mizark3
mizark3 Member Posts: 2,253

Thana:

I think reverting the buff is good, however I disagree with the number split. In the Dev version you will get 2/2/2/14 (Total 2/4/6/20). I would propose 2/4/6/8 (Total 2/6/12/20). You get slowly rewarded for more injured survivors, and it scales, so it doesn't have the absurd jump from 6 to 20 total.

MoM:

I loved using a Sabo Breakout build with this, where I take the hit at the hook, then sabo and get my MoM hit when they hit me again after the sabo. I disagree with the assertion that when Injured the killer gets aura so they can "plan accordingly." If they are tunneling and you take a prot hit, they won't look at you. Additionally if they are not tunneling they won't see it since you are too close to reveal the aura, and you can even run in the open so your aura won't be revealed. Also the aura reveal used to be only active when fully healed after using it, now it will show up regardless. I would recommend altering the nerf to aura revealing to full heal while prepped, and remove the conspicuous action clause for 5s after taking a hit from healthy. That way killer can still see they have it, in advance, and survivor can still use it for sabo plays.

On a separate note this may be a huge indirect nerf to STBFL if it becomes meta. MoM is an obsession perk, so you are more likely to get obsession, forcing the killer to lose their juicy stacks all the more. With a dedicated Shadow Step CoH teammate this might buff sweaty SWF (since it negates the aura, you can be healed, and you can spare another perk slot) at the expense of solo queue.

Pain Res/Merciless/DMS:

While I personally like the DMS nerf, I think fixing Merciless Storm to end after X number of skill checks would have made more sense. There is a range for short and long checks total, and you can just set it as the short total for normal gen speed, no Thana/Dying Light slowdown. My guess is .5-.75s per skillcheck, so 18 total, but round it up to 20 to keep it even.

Clown:

Mah boi is done with his vacation with Maurice and decided to rejoin us!

Orange Glyph:

I have tinnitus so this was doubling up on me, and if I had to attempt multiple matches I would have gotten a massive headache. I think a permanent Whispers sound effect with no other sounds might be more fitting personally. The visuals didn't affect me, but I understand for those that it did.

Matchmaking Incentives:

Why not just give a 25-50% bloodrush until it is fixed. If it is supposed to range from 50-100 for either Surv or Killer, that would be 200-400% net bonus Surv, or 50-100% bonus Killer. So a fixed 25% would give an effective 125% net bonus for the match.

Comments

  • BadZilla
    BadZilla Member Posts: 467

    Having a faster killer match is much more important than bloodpoints, I'm tired of waiting 15 min everytime to only get queued against sabo squads..

  • Arkmenhah
    Arkmenhah Member Posts: 68

    What BHVR doesn't realise is that there is no such thing as "even pressure" It doesn't make any sense to make the big Thana debuff to stack at the fourth injury, especially when healing is so quick and easy. This is the same reason why Grim Embrace is #########. Strong effect, but requires even pressure, which is arguably one of the worst ways possible to play killer. In the particular case of Embrace, it should get played at 3 hooked instead of all 4, but less duration. And on Thana, If you get 1, 2 or 3 injured only, you have basically no value, and the 4th scales absurdly. One survivor can keep getting healed all the time and out of sight and the perk gives mediocre value.


    Mettle of Man always has been a meme. Yeah, it was completely bizarre to see your hit connecting, seeing the same results of normal endurance, but no deep wound. But eh, meme perk.


    Pain Resonance yeah, it made no sense to NOT interrupt the generator as it explodes, and the synergy with DMS coming back is good, if survivors can have perk synergy killers should have too. Not much to add on the duration nerf, only Artist and Nightmare were able to consistently lock 2 or more gens with DMS on any map. Merciless Storm, idk you all, but by itself I only ever get value on the very first gen where survivors don't expect it. Very rarely I get to interrupt a 90% gen to force a failed skillcheck and lock it.

  • mizark3
    mizark3 Member Posts: 2,253

    Even pressure Thana concept is why I suggest it scales getting more lethal with more pain, as opposed to the big prize of 4, it applies more and more each subsequent "stack".

    Exactly, why nerf meme perks like Calm Spirit and Mettle of Man?

    To be fair to Pain Res not interrupting gens, it has the same functionality as Jolt. Eruption technically doesn't either since you are incapacitated but that happens after the regression, so the gen is paused as opposed to starting to regress, as opposed to old Pain Res queuing the regression after the release but before DMS.