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Looking Back At Patch 6.1.0 ~ Was The "Massive Meta Shake-Up" A Disaster?
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Ah. You felt.
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On the killer side i'd like to see the gen kick perks be buffed back up. With the 3-gen system in place those perks would be far less oppressive today than they were back then.
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the original perk was obsession perk that had same functionality of blocking gen for 45 second after letting go. Look i know your survivor bias and your trying correct me but please stop. The version your talking about is nerfed version post 6.1.
Actually, you're correct, it was 30 seconds in 6.1.2, and it was 45 before that, though it also lost the obsession tag in 5.5. That does mean the killer now has 20 seconds instead of 5 to get two survivors off two separate gens to get equal value to what the new perk is always going to offer.
my point is that killer changes were quality of life changes.
Reducing chase time to that extent is not a 'quality of life' change, that is a straight up balance change. You can't accuse me of bias and then turn around and claim that getting two stacks of STBFL as a basekit is 'QoL' when it serves to make chases much shorter.
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Game became a ######### bore after that patch, so yeah.
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Some. Eruption shouldn't double dip the charges and Surge might need a numbers bump as it eats charges too.
Otherwise regression is in a good place overall. DMS+PR might be a tiny bit too good still and Grim probably needs a rework as it's a snowball machine.
Game was way worse before.
Yes, we need more perk variety but it was so much worse before.
Killer no longer felt like a sandbag for SWFs and survivor felt a bit less binary between 'we escaped with 2 hooks' and 'we got murdered by a Nurse at 5gens' which was very much what it was like before.
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It's kind of hard for me to articulate exactly how I feel regarding this topic. I much prefer how the game currently works over pre 6.1 DBD, but the casual and more fun natured vibe people approached the game with was much more easygoing than it is now.
I still have plenty of fun with the game, don't get me wrong, it just feels like some people act as if BHVR is forcing them to play 3 hours a day every day and then project that burnout they get from playing on others.
Post edited by ArkInk on2 -
Dead Hard "for distance" was finally obliterated so I personally think it's the best update ever until the recent Myers changes.
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Yeah, "disaster" is a fitting term. In general, the Shake Up was not really a Shake Up. I dont consider it a Shake Up if the Meta on Killer Side goes from 3-4 Slowdowns to 3-4 Slowdowns, just different ones.
Then there were unneeded Nerfs on both sides, some of them at least partially reverted. Iron Will-Nerf was not needed at all, especially not the double nerf. They reverted one part, to make the Perk useable again, because anything below 100% Noise Reduction might as well be 0 when you have to hope to play against a Killer who uses Headphones.
Ruin was also not needed. Yes, Ruin/Undying/Tinkerer was oppressive, even with nerfed Undying. But the main culprit was Tinkerer and this got nerfed. Nothing more needed to be done.
DS was another pointless Nerf. The only thing people asked for was deactivating in Endgame (which I can understand, but personally disagree with), but nobody asked for it to be butchered to 3 seconds. And even now it is still weak, and it would be still weak with 5 seconds, since 5 seconds back then are not 5 seconds nowadays.
Self Care was another nonsense Nerf. The Perk was not efficient before and was even worse afterwards. For some reason people still play it, but the Nerf was not needed. I get that it had a high useage (which should never be the main reason for a Nerf), but as far as I know this was only on the Asia Servers. And the main reason why people run Self Care is because they dont want to or simply cannot rely on their teammates. And making it harder for those players is just wrong.
And those were just Meta-Perks. Some niche perks were also just butchered, Calm Spirit, Pharmacy and Botany Knowledge for example. And probably many more, because for some reason the Devs thought that getting a Medkit at the start of the Trial would be too good or being silent while doing Side Objectives would warrant a downside.
Meanwhile we got probably the worst Slowdown-Meta ever with the Eruption-Meta, where you basically had to try to lose as Killer and which was far worse than the Regression-Meta before.
So yeah, overall it was a big failure. I think the idea of big Perk changes is great, but they should just focus on making weak Perks stronger to create more variety and if they want to nerf popular Perks, those should be MINOR Nerfs. E.g. I think the most recent Nerfs to Slowdown-Perks was quite nice, they are still really strong and are still used, but they are weaker. This is a good way to balance things. Not to destroy the Perks.
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Yes, it was a disaster. Perks were nerfed to the point that they were no longer being used. That’s not good. It would’ve been healthier for the game to buff unpopular perks to the level of Meta perks. That would’ve created variety. Take Territorial Imperative for example, it’s probably the least used perk in the game let alone on killer. Instead of nerfing say a gen defense perk, buff TI to a level where Killers will want to play with it and get value from it. What bothered me most were changes to some of my favorite perks that weren’t even Meta, nor did players complain about (Dark Sense was one of them).
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Eh, some of this is right, most of this is well off the mark.
- IW is just a problem perk and needs a rework. It's the reason I just cannot play Spirit anymore.
- Ruin was absolutely needed. It got overnerfed, sure - but this thing was a nightmare if it spawned in a weird spot.
- DS was a dumb nerf, partially reverted. 5 seconds back then…are the exact same as now. What? Time doesn't work like that.
- Self care was absolutely overnerfed.
It took the game into a few weird spaces but I think we're now in a decent spot - mostly. Slugging is getting a look, I really hope the devs finally fix the tricks to avoid AFK crows and do something about hiders.
On the other hand, the way they handled Skull Merchant may be one of the pettiest, most meanspirited things the devs have ever done and I'm still pretty annoyed about it, especially with Mandy basically gloating about it on a stream.
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No, 5 seconds nowadays are not the same as back then. Back then Killers were weaker, maps were more survivor-sided. 5 seconds were more valuable a few years ago.
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Wouldn't that make 5 seconds more valuable now for survivors?
I know that I find DS creates a hell of a lot of space still. Very rarely do I get caught after using it unless I make a mistake or they're on Blight or Nurse.
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