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Is there a chance for some perks to be reverted?

It's rare to see perks reverted, but some of them from the mid-chapter screams undeserved nerfs. Example being 3 second DS stun time, Self-care taking 48 seconds, Ruin disabling after a person dies, pharmacy and calm Spirit "buffs"

Comments

  • eleventbh
    eleventbh Member Posts: 374

    DS is so bad and with Ruin nerfed and Pentimento in play there is no need to cleanse hexes anymore aside from Devour.

  • OrangeBear
    OrangeBear Member Posts: 2,793

    Number perk changes are possible to be reverted if the data and feedback is extremely negative.

    Pharmacy and Calm spirit are unlikely to be reverted because it probably took a little while to code that they don't want to go to waste. It's why Hillbilly probably still has overheat despite negative feedback and data to suggest lower than expected pickrate and low kill rate.

  • VideoGameMage
    VideoGameMage Member Posts: 358

    I just want pharmacy to have a token like residual manifest does. Why they didn't buff it so it gives a token when injured I don't understand. This perk still does nothing if your teammates opens most of the chests before you do.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    They did it with pain resonance. So they can definitely do it with self care or ds

    Pharmacy should have the rummaging effect from appraisal so that you can get a medkit even of your teammates already search the chest.

  • dugman
    dugman Member Posts: 9,713

    None of the perks mentioned would be reverted because their original versions were problematic so why would they want to go back to them?

    That said I could see them maybe doing some further tweaks (and note that they haven't ruled out additional changes, they're still monitoring everything.)

    • Decisive Strike I could see going up to 4 seconds, a compromised between where it was and where it is.
    • Self Care was underrated by a number of people on this forum because of players using it badly. Prior to the patch it was one of the top perks regardless of which MMR bracket you looked at. It's not like it was only used by new players who "didn't know better", it was used by the highest MMR players as well because it is honestly the most flexible of all the healing perks, allowing you to do healing actions on yourself anywhere and everywhere at will. No having to run to be in range of a Boon, no needing another survivor around to help, no medkit charges, just use it whenever you felt the need, even mid-chase for partial top offs and such. I can't speak to whether the current version could use a slight buff or not, but the old version was definitely better than a bunch of people think.
    • Ruin is probably too slow now. I think it turning off after one survivor dies is perfectly fine to keep in place but given that limitation it would probably be ok to put its regression speed back to 200% since it's only in place while all the survivors are in the match and can still be cleansed even then.
    • Pharmacy now can give multiple Green medkits instead of just one. Seems like a good change, what am I missing?
    • Calm Spirit could have that action speed penalty removed and not be overpowered.


  • Whitkey
    Whitkey Member Posts: 26

    "None of the perks mentioned would be reverted because their original versions were problematic so why would they want to go back to them?"

    meanwhile Scourge Hook: Pain Resonance laughing tears after reading this