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The one thing that bugs me about "balance changes"
Is that it seems like the devs mainly nerf perks that are used more often even if they aren't inherently broken or need nerfing. And when they do nerf perks, they completely gut them. I'm not sure if it's to force players to use other perks or what, but then the cycle continues - players use other perks so the meta changes and then the devs nerf those perks. I get that this is to be expected from a live game, but my problem with it is that they nerf perks that aren't problematic instead of buffing the countless useless perks that are out there.
Comments
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All of the perks that are getting nerfed in this next update did need changes though. And they did not completely destroy any of these perks either. They are all weaker, some were nerfed a bit harder than others, but they will all still be usable perks and some of them were barely nerfed at all.
Though I agree I hope we get some buffs to bad perks soon, there are still a lot of bad perks out there that need improvements.
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It's funny how they initially nerfed Pop to 20 % current from 25 % total progress and no one used it. So they buffed it to 30 %, and it helped.. because the Perk was popular again.. perhaps a bit overtuned.
So instead of using the middle ground of both versions they decided to nerf the Perk to it's initial state where no one used it. Seems really smart.
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I think the issue with this is more that they are making a mistake by trying to balance Pop around current generator progression.
The current Pop we have right now (30% of current progress) is undoubtedly too strong in its best case scenarios (where generators have a lot of progress and/or are almost finished). But in its worst case scenario (eg. generators without much progress) it doesn't have much impact, because 30% of a tiny amount of repair progress, is just a tiny amount of repair progress. It's just that Pop is so strong in its good scenarios that it's worth using it anyway and it's one of the best perks in the game because of that.
When it was 20% of current progress, it was pretty much similar in its worst case scenarios (where it didn't really do anything), but wasn't as good in its best case scenarios, so it was a lot less appealing.
I would honestly rather they nerf the regression percentage even more than they did but change it back to total progress again to make the perk's regression amount more consistent overall and always feeling like it does something useful for the killer, while also removing the best case scenarios that made the perk overpowered (there would be no more regressing an almost finished generator by like 29% or something).
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Considering other changes made in the meantime, namely additional 2.5% on genkick and removal of gentapping, you could argue this is the lower end of the middle ground. Generally I agree though - same thing happened to DS. They went straight back to 5s instead of trying 4s first only to do this now.
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It does kinda seem to me like they're not just balancing slowdown perks based on only their own merit, but how strong they are when combined with other slowdown perks. Which is fair I think, since running multiple slowdown perks is a fairly common thing.
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There's way too much focus on nerfing instead of buffing. All this nerfing just replaces one meta for another instead of what we really need which is a more diversified and large meta. If they just kept buffing all the bad perks instead of nerfing all the good ones we'd have way more options to choose from.
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That's my take away from all this, regardless of either side.
Strong stuff stays strong, the viable stuff will still be ran even if it gets nerfed, and all the useless perks continue to be neglected.
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The slowdown meta needed nerfs. Still those perks will be at the top of the loadout choices, cause slowdown is the easy choice.
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i am highly convinced that the dev do not want any diversification in meta especially on killer side where almost every single perk they nerfed is game-delay.
current progression is intended. Pop goes weasel is the save gen perk and eruption is "i kick gens below 30%" perk. There is also cob and overcharge to suppress gens but the base regression of 400% makes those other two perks not worth investing into.
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I know it’s intended. I’m saying they should revert it to total progress because it’s not possible to balance Pop properly with current progress. Basing it on current progress makes it useless on lower-progress gens and makes it OP on high-progress gens. I originally liked the change in 6.1.0 when they first changed it to current progress, but I changed my mind once I realized it was probably the reason that got it overbuffed to 30%.
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it is suppose to be OP on near finished gens and ineffective vs non-completed ones. Now it will just be less overpowered on completed gens. Notice that number they're giving it is 20% which is same number as pain res.
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They need stacking to be addressed, not nerfs. Honestly, they need buffs, but with limitations introduced to prevent stacking. Nerfs while keeping existing synergy just encourages people to double down on running multiple slowdowns to get value, while making them very strong but unable to synergize (like exhaustion perks) would encourage more perk diversity while preventing multi-slowdown builds.
Most people's problems aren't with any one perk, its with running 3-4 of them. Hence why they misguidedly nerfed almost all of them at once.
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Yeah, plus them nerfing Sloppy and STBFL pushing us even more into just stacking gen slow down. Distortion also completely countering info perks makes those pretty unappealing. In general I find most their chase perks very lackluster in terms of value compared to gen perks. Rapid Brutality, Bamboozle and sometimes Coup are the only ones I really see much value in and each is still very situational and killer dependent.
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The problem with nerfing the top 10 is there will always be a top 10.
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I agree. the latest chase perk is…. unbound. a perk that require to injure then you get 30 seconds of 5% haste after vaulting a window for 10 seconds. when you read perks like this, it is clear that your only suppose to use gen defence as killer.
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Because that's what the playerbase seems to ask for repeatedly. Nerfs to the perks they see too often. What they fail to realize is that the same standard will be held across the board. If you just play killer and complain that x- survivor perk is used too much and it needs a nerf, then you can bet that any frequently used killer perks will also be on the chopping block. And vice versa. It started with the survivor meta perk nerfs of update 6.1 and now here we are. It's like that meme where that guy shoots someone and then asks "why would (person/organisation/etc) do this?"
I'd love to see the playerbase come together and suggest to the devs how to improve on bad perks, but it's just constantly "nerf this!" instead
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It's the norm now. People realized how insanely strong running 3-4 slowdowns is and are doing it almost every match now. It's the most demoralizing thing ever when you load into a game against a higher tier killer and see this. There is some limited data to show how strong these combos are on nightlight. People who run 3-4 slowdowns have close to a 70% kill rate according to their data which is already notorious for being lower than official kill rates. I strongly doubt they are nerfing solely because of high pick rates. They probably have their own data to show how strong slowdown stacking is.
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Yeah the requirements on Unbound seems quite excessive. Like they could've just left it a flat 5% move speed buff duration on vault with a cooldown. That's it. The hit requirement just seems unnecessary.
Batteries Included - Range to gain the effect is too short. Needs to be larger to gain the effect more often and make the linger 10 seconds instead of 5.
Beast of Prey - Useless currently.
Dissolution - Too restricted by TR and 3 second buffer.
Brutal Strength and Enduring - I know people like these but honestly I think these are more feel good perks than anything. Their effect is too minor of an impact for the perk slot it's competing for. I think they need higher numbers or an additional effect.
Cruel Limits - Just bad.
Fire Up - Irrelevant numbers.
Game Afoot - Too niche when only on the Obsession.
Hex: Crowd Control - Not good enough for being a hex. Should also block fast vaults. Now that's scary enough to have an impact before it's cleansed.
Hubris - Duration way too short to get value from and once they know you have it they just pre drop the pallets and it never triggers again
I'm All Ears - Too long a cooldown. Cut it in half.
Machine Learning - Made terrible because it only lasts on one gen at a time. Also requires a preliminary kick just to activate.
Predator - Literal meme.
Yeah, so much bad.
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I did huge post with suggestions, almost no one gives a f. Anyway, devs are so slow, that i don't bother anymore, they will buff Unrelenting for 40% and we will eat it another year. Then they will remove 10 sec from Obsession. You can suggest as much as you want, but when even on a thing that pretty much all community agree with it takes years to improve somethings, it's just pointless.
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Batteries Included - Range to gain the effect is too short. Needs to be larger to gain the effect more often and make the linger 10 seconds instead of 5.
I think issue is the perk not working on incomplete generators. the perk is closest perk to usable in terms of chase perks that killer would consider running this perk over gen defence. Like I said, i don't think BVHR is interested in making any perks for killer relevant except gen defence & some aura information perks. Scream information perks seems off-limit.
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