Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
PgtW desperately needs to get buffed this patch
Initially this PTB was looking terrible for both sides. Multiple perks dumpstered along with the healing changes and Billy changes that had nearly everyone up in arms due to just how bad they were.
But now... the Devs posted again. Base heal nerf and Billy nerf are gone which is fantastic. Honestly well done on that. Those shouldn't have ever been proposed. But they didn't stop there. Dead Hard is now looking a lot more akin to a version of Renewal that doesn't require you to heal someone else (aka a whole lot better than initially proposed) and CoH is looking to be useless to solos but very abusable for SWF... so probably a lot like old Object, where you won't see it often but seeing it as killer means you're going to have a terrible game.
Meanwhile... on the killer side they got a minor Pain Res buff that's still looking kinda meh. That's it. Between CoB and Overcharge nerfs and previous nerfs to Ruin, Pop, Thana, and Eruption, a lot of killers are wondering how exactly they're going to get back time spent on chases... and they're not really coming up with anything.
Short story, this is not looking like an even remotely fair patch. Some killers are not happy at all.
To make matters worse, DH could already be made a non issue after the first chase by hitting during base BT... but now killers can also avoid it completely by never letting an unhook happen or by bleeding out anyone they think might have it. Also it can't be used first chase. So well done... DH, one of the most hated survivor perks ever can be completely bypassed by tunneling, camping, or slugging.
In short, if this patch goes live as proposed, I am pretty certain that it will cause even more tunneling, camping, and slugging than ever before. Which is not a good thing.
Significantly buffing Pop Goes the Weasel is the easiest and fastest way to head this off. Firstly, it will make the patch feel more fair so you'll have less killers doing all that out of spite. Secondly, this will give killers an answer to "How do I make up chase time?" That isn't tunneling, slugging, or camping. Thirdly, Pop doesn't really work well with any of those three. To get value out of Pop, you need to hook so no slugging, then go to a gen to kick it so no camping, and there was probably a survivor at that gen you just kicked so it is more efficient to chase them instead of returning to hook so no tunneling.
Comments
-
100% disagree. Speaking strictly as a person that would like more wins on survivor, I would be totally for forgetting this patch. Overall healing nerf (medkits, CoH) is by far MUCH more impactful then regression perks nerf.
But I understand the need to go away from 3gen camping and going more for chase. Still. I think I will be playing more killer after this patch, because this patch is just another survivor nerf patch where killers have higher killrate then fair 50% anyway.
It's so mindboggling that so many people complain about the patch where it's very clear that this patch is another big win for killer side.
0 -
They're complaining because it isn't a big win for killers anymore.
Sure, medkits got nerfed, but they'll still be pretty strong. A addonless brown medkit will still save the team 8s and temporarily make the survivor holding it self sufficient. Throw on gel dressings and a heal speed add on and it'll be probably all the healing that survivor needs and save more than 16s.
On the topic of CoH... it is now 100% a dead perk for solos. The issue is that going against solos aren't the games killers worry about. They worry about facing coordinated SWFs... and the fact that CoH literally had its healing buff multiplied by 4 is crazy and hands a new tool to SWFs on a silver platter. That'll be an absolute massive loss for Killers when it does show up. Much like old Object of Obsession was.
1 -
I said so in other threads too. But think about it. What does CoH do for SWF? Aura read is pointless, because they can call out where they are. So what is left? +100% altruistic healing. Or said in a different way, 8s heal instead of 16s.
8s saved is not bad. But now if you have CoH on different side of map, that means long travel time. Basically if any of the 2 survivors that want to heal need to travel for at least 4s/heal, then there's 0 benefit from CoH (4s there, 4s back resulting in 8s).
Now this still isn't like very good perk but at this point it's still not bad. But you should factor in now booning (14s) and finding a totem (anything between 2s and minutes).
So after considering all this. Do you really thing that coordinated SWF will get any value out of it? Don't you think that perhaps it will be no comms SWF and soloQ that will get value out of it, because aura will tell your teammates healing is requested (cutting down search-teammate time considerably)?
0 -
Yes I do.
Step 1: burn eyre of crows offering.
Step 2: boon the top of Main.
Step 3: have easily accessible, very fast heals for everyone the rest of the game because it's pretty easy to get close to erye's main and it's not worth it for the Killer to go up there to temporarily turn it off.
1 -
again. How much sense does it make going up, boon there and then move every time to main just to save 8s? You will spend more time every time... Net benefit negative
0 -
Firstly, unless you're in a ridiculously far corner of the map, the odds of you being 44 meters away from the boon in the middle of the map is incredibly low. Secondly, even outside of the time efficiency, getting healed is pretty important to stop most killers from a potential snowball win. So doing the heal faster will be worth it just for less snowball potentialand less interrupt potential. Especially if the survivors can turn the game into a war of attrition. CoH will give a SWF a massive edge in that sort of game while killers are losing their war of attrition perks this patch.
1 -
Here's me pouring one out for Pop. It was unfairly destroyed and it was a good risk/reward perk that encouraged the killer to chase. You got good value for the perk and that's why nobody uses the current version (or eruption).
-"They're complaining because it isn't a big win for killers anymore."
Let's look at the big picture since the 6.1 patch.
-What got better for killer: you get 2 stacks of STBFL.
-What got better for survivor: You get free base kit tunnel protection with BT (to the point where BT is a dead perk that nobody takes). This free +10 seconds of protection gives more time than the +10 seconds required to finish a generator.
What killer perks have been obliterated? Pop, Ruin, PR, and Eruption are all effectively deleted.
What survivor perks got obliterated? Iron Will+ Spine Chill.
What survivor perks got nerfed but are still usable in certain situations : DH, DS, CoH,
Medkits will be nerfed but toolboxes are still OP (looking at you hyperfocus).
The meta shift overall deleted instant regression from killer. So now regression is kicking generators. This meta encourages camping and 3 gen tactics.
Just as a reminder: Pop encouraged chases and so did Eruption.
Eruption could have been changed so that when it went off it made generators regress for ~35 seconds and nobody would be able to interrupt them during that time. That would have been fair AND encourage the killer to have the safety to commit to a chase.
2 -
Pretty much this. However I don't think we're heading to a 3 gen meta because Call of Brine and Overcharge are also getting heavily nerfed and base regression isn't enough on its own.
Honestly I think Behavior has us on a path to a meta where killers make no attempt to defend gens at all. I don't know if this patch will quite get us there but it is taking us closer.
1 -
You are right. Problem is, that with CoH the heal will take longer than without it. If even 1 of the survivors is 16m away from their meeting point, you waste more time then you gain by +100% altruism. This disregards need to find totem, bless it and that it occupies perk slot.
Just wait and see. CoH will be totally dead in a month or two (it might be semi-usable for soloQ or no comms SWF just because of aura). Same way as people complained how blood rush is OP and look how "every lobby has 4x of them". It's just inefficient now. Especially for coordinated SWF that don't need to see aura to know where injured person is...
0