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Some jerks rant about the Upcoming DBD Patch for September 2024
I mean no disrespect, these are just my ramblings on the upcoming patch. I'm speaking as a killer main who plays a good amount of survivor, probably fifty-fifty in terms of time spent.
Perk Reworks
Nice job adding uses to under used perks like Zanshin Tactics and Teamwork power of two. There's also perks like Genetic Limits which frankly sucked before the update, and that was perfectly fine. As a killer main, I complain and moan about exhaustion perks every time I see them (only to 100% use them myself as survivor), but using perks to counter perks is a sucky concept and makes it feel like perks are the middle man for fun in this game, rather than any fun. The rework to it would make it so exhaustion is applied when a survivor loses a health state. This is kind of a "Screw you" to Overcome, to a lesser extent Dead Hard, and Iron Will. Meanwhile, the probably strongest exhaustion perk, Sprint Burst is still good cause it will always give you map mobility at least, and it probably be unaffected by this. I kind of was okay with this perk never being used because the concept is bad, but now it means even more reason to use sprint burst instead of the others. Other people seem to like the change though, so you probably made the right call Behavior and I'm just rambling out my butt.
Than there's distortion. You have finally fixed the Passive playstyle aspect of this perk, making it so a perk that helps you hide doesn't let you stay out of chase all game whilst your teammates all die. However, to me this has the same problem as Genetic Limits, a perk that's sole purpose is to counter other perks. It might be one thing if the perk just stopped the killers uses of an aura reading, but it also punishes the killer by taking away scratch marks. Why did you give me aura reading perks if you were just going to punish me for using them? Again, people seem happy with this change, so I'm probably still just rambling out my butt.
PLEASE HEED THIS WARNING
Machine Learning is one of my favorite perks as killer, but god must it suck to fight. It is 10% haste for 60 seconds. That's not something that should be easy to unlock, but I rarely found uses pre buff because I couldn't find people in 30 seconds, or if I did, I finished chase, hooked them and left. Now, I can get serious use from this perk, but also, 10% haste on any killer is pretty insane, and now they're going to buff it to be easier use. This is an almost entirely unrelated tangent, but Perks should not be strong than killers. This perk is a lot of effort for something people use in YouTube build videos, and that's fine. It also kind of has some loose counter play where if you know the killer is Running Machine Learning, you can finish a generator you think is unfinished. However, this perk should never be good. It is meant for goofy builds, and feeling like your smart as killer because you made survivors finish your specific generator, and get rewarded with it's effects. I'm saying I don't want the buff, pls.
Killer Reworks:
Skull Merchant-
I hate SM, but also this just gutting her. When they reworked the Knight, they made it so he couldn't instantly plop guards down in a loop to remove all your options, but in exchange they buffed his ability to send guard's out into the distance for mind games. In other words, to me personally, they made him more fun to play as and against. With the Skull Merchant rework, they've nerfed her, but they haven't given her anything to work with now, other than limiting the visibility of Drone scan lines, which sounds incredibly frustrating to fight if I'm being honest. Again, I hate her, but just making it so she sucks to play isn't really a solution to her.
Hill Billy-
Fine. Hill Billy was to good or whatever. I know he synergizes with a bunch of meta perks, but truth be told I think that's a problem with the Perks and not the killer. Killers should be stronger than perks because they are the thing that is built with counterplay, whilst perks are just meant to strengthen the respective sides. To be Honest, I kind of wish they would go back through all the killers and for a lack of better word, raise their skill ceiling with buffs, as long as they could be countered. If overdrive is to strong to be countered, fine, rework it. But Billy being an S-tier is kind of like, "Oh no! One of the most fun killers to fight is super good! This might mean we see less Nurse, Blight, and Spirit."
Comments
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I've talked about SM enough the other day, so I will reply to Machine Learning instead.
I believe you're 100% right. I despise easy to obtain haste in all forms. MFT deserved it's nerf too, nobody can tell me otherwise. Machine Learning already has a full minute of Undetectable as is, and I think the haste is going to be the bigger issue.
Now, you could have it disable every time a survivor takes a health state, but personally I'd just remove the haste. I do like they're making it easier to use, because having more strong perks in different areas other than regression is always welcome, but the way this game functions with loops? Haste needs to be a reward for more riskier plays, like current MFT or Blood Pact. It also makes me worry that Teamwork: Power of Two will become a problem since it doesn't deactivate on injury with a pretty generous range on it, but I hope I'm wrong about that.Post edited by ChaosWam on0 -
Machine Learning will be alright. You still have to play around it in the right direction which means you have to give up a generator but the right one (not only with ML active but also one that you can give up). Sometimes you are in situations where you have to make the quick decision if you want a down or stop the chase to kick a nearly done Generator for the ML value. Also awkward situations where you want to kick a gen for the regress but not want to aplly ML. There can also be the issue that survivors forget about the ML Generator and you hope for nothing that will pop.
Survivors also have good counterplay against it as applying ML on a Generator has an animation that survivor can see and play around (keeping it 99% and finish a different one or force you to put the ML on a different gen). During the ML boost, you can not apply it on a different one which means in this moments Survivors can pop generators to reduce your value of the perk.
Overall, the perk forces the killer to think and make quick decisions. It also leaves counterplay on the survivorside. The Perk will be good after the buff but not unhealthy due to the issues and risk. In fact, these make the perk balance and fair. I also think even with the one kick buff you will get on average two times value from it and that's it.
I see power of two more of an issue because it is easy to get, hard to call out on the killerside but very powerful. Of cause, people can argue that's two survivors not on a gen but that doesn't matter because the killer needs downs and hooks for the pressure. If two survivors with 5% haste keep you busy that can be problematic. Even when you get the down, this down can be under a pallet and you know there is another survivor nearby that will deny you pick up. You can also drop a The Game offering as this perk works when one of you is on a different elevation. It is also that type of perk that is very powerful against weaker killers but mediocre against the stronger ones.
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I like a lot of this.
I guess Genetic limits won't fully counter DH if you just stay injured LOL, and maybe the meta ends up having to make a choice between healing or not as a survivor if this perk becomes common enough. Although I do agree more realistically it probably just decreases how much DH/IW is run which may in turn decrease GL itself.
To answer your distortion question as best as I could think: it's so people can still use a stealth playstyle. With this being nerfed as much as it is, the idea is probably to make constant stealth less viable. The scratch mark thing would likely only matter in chase unless there is some extra information being lost across the map, but I think many distortion players don't run in the open too much anyway. I can definitely agree about perks countering one another though. It does feel strange, but it's also probably nice to be able to have counterplay vs something you don't enjoy playing against. That's usually how I think of perks anyway: a way to solve common problems.
10000% on machine learning, it getting buffed is crazy. MFT haste wasn't good, and absolutely neither is this. Why more haste is coming into the game I don't know.
Billy doesn't have counterplay in overdrive and the way to properly play him atm is just farm overdrive and eat pallets and down people quickly. He needs to be made fun for both sides, because just predropping as a survivor or just zoning and eating pallets and backrevving as billy is not too interesting. Lots of possible ways to solve it, but these changes are not enough to get there.
Same goes for the twins changes.0 -
machine learning i predict will still be unpopular because it requires you to kick gens and you only 5 uses at max with like average being 1-2. i bet that nobody will use this perk and they'll buff it a 4th time. it has to be running meme at this point.
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I'll probably be running it on my stealth builds, personally. I'll get some mileage on it alongside Unforseen, I think.
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i have only used on tombstone myer's builds and didn't find any real value from the perk. i can't see myself using it on any killer. i randomed rolled the perk in chaos shuffle on 3 different killers. i activate the perk a couple times in those matches and didn't see anything special.
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The main thing that was keeping it back was the activation conditions.
As someone who enjoys trying to force every killer to be a stealth killer, this will probably be the best way to do it after the buff. Slap on Deadlock to see your next patrol spot, Unforseen, Furtive Chase or Dark Devotion to fill in other undetectable niches, maybe Surge or Pop depending on the killer to buy a little time and that 10% haste will help most killers sail around the map.
Given time I could probably craft a pretty oppressive stealth build with this change, which is exactly why I see the haste as a problem.0 -
i think activation condition is still bad. i rather the perk work like cruel limts where the perk triggers automatic on gen completion. even if duration was like nerfed to 30 seconds, it would be miles better then time sink of kicking gens.
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