http://dbd.game/killswitch
Comprehensive Patch Feedback
To start off this game is bugged to an insane degree, to the point it doesn't feel like the developers play test, or regularly play the game they create.
General Opinion:
If the developers actually took in all the feedback from the PTB, like they did with the knight standard changes, instead of just pushing through barely modified versions of things like Clown, Fog Vials, Conviction etc. (that people gave extensive explanations about), the general balance of the patch would actually have been well received because there are actually a lot of good changes scattered throughout. However, the bugginess and general feeling of being ignored in the context of bug reports and feedback for the most problematic aspects have made this patch a mess.
New Perks:
- Apocalyptic Ingenuity
I appreciate that this perk was buffed from the PTB, but I think it still needs a buff/change. I would honestly make it not charge with rummaging but only take one chest so the time sink isn't too large and it wouldn't be too available.
- Come and Get Me!
Not very strong, but a cool perk for people who want to be chased.
- Teamwork: Toughen Up
Useful when playing with people you know, but pretty useless otherwise.
- Conviction
Over-tuned, and puts the killer into extremely frequent lose-lose situations when in play. Not to mention picking up or healing yourself also activates the perk, in addition to not correctly disabling plot twist. This perk is salvageable, but definitely needs heavy changes.
- Last Stand
This perk is pretty fun, and very satisfying to get saves with, but the vault speed modifier that seems to be built in needs to be removed.
- Teamwork: Throw Down
This perk is fine, I don't think it's that good, but I can see it getting value against stronger killers in end game or something. In most cases though most killers aren't catching up within that 10s regardless, but it might be a bit annoying with forced value.
Killer Updates:
- The Executioner
Great update no notes.
- The Clown
Afterpiece Antidote gas clouds activate way too fast, and the duration of Afterpiece Tonic hinder is still way too low encouraging mindless throwing yellow bottle at feet gameplay. Both should probably be reverted since the other changes to add-ons and base kit already make the dynamic between both bottles more balanced. I could also see activation being slightly faster at 1.7, but 1.0 is definitely too lenient, making it useable within the context of a even a round midsize loop without set up.
- The Pig
Good changes, but I still don't think its enough. Running Workshop Grease and Last Will feels like what the base-kit should be because that is actually pretty solid. Otherwise Ambush is still not super worth using.
- The Knight
Solid changes, but this killer definitely needs bug fix attention.
- The Oni
I like the slower feel, I still wish this was just a toggle option or an addon or something to make him more accessible, but this is probably the best iteration of the built in 180s.
Survivor Items
- Fog Vial
These are honestly awful, they do way too much especially against certain killers. I thought we were moving away from killer specific item counterplay. What is the difference between putting a fog vial down against Spirit or Dracula in bat form, and light burning an Artist crow? They also give too much value in general and cause accessibility issues for players. These need urgent changes.
- Key and Map Reworks
I honestly love these changes, great job on these reworks. For example, I have a build that I use Duty of Care on, and have bringing a broken key just to get bond to take a hit and still have a complete build.
Killer Perks:
- Insidious
Still useless, but a welcome change I guess.
- Hubris
Solid change that will probably see more use on certain killers.
- Dragon's Grip
Also a solid change on a strong, but underutilized perk.
- Overwhelming Presence
I actually really like this rework, but I do wish it was a bit stronger to justify its cooldown, like showing all exhausted survivor's auras within range instead of just the closest one.
- Franklin's Demise
I honestly don't know why this perk was destroyed with the strength of certain survivor items currently. I can't say I personally used it, but just nerfing it instead of working around the new charges system or adding a secondary effect that turns it into something useful is very disappointing.
Survivor Perks:
- Potential Energy
Solid change that I personally use more; I was initially worried it would be a bit too strong, and while it can be in some situations, I think those situations don't come often enough to need a nerf.
- Any Means Necessary, Better Together, and Still Sight
Great changes that will probably give these perks a bit more use.
- Built to Last
I think this change is a problem, but that's more because gen speed toolboxes and strong med-kits are a problem, so if those are going to receive changes I guess it is fine.
- Appraisal and Streetwise
A solid set of changes that makes an opening chest build solid, but there is a bug with Streetwise that allows infinite charges that needs to be fixed.
- Detective's Hunch
I honestly liked the map interaction with this perk, but I understand why it had to be removed and the compensation buff is welcome.
- Deja Vu
Nothing to really be said.
New Map:
- Fallen Refuge
This map does not feel like it was actually meant to be in the game, and the developers own messaging sort of confirmed that before. However, from a gameplay perspective it isn't that bad. There is a really tight 3 gen near the "Main Building" that needs to be addressed and there needs to be some sort of reusable tile placed in that back corner as well because there usually only one weak pallet that spawns there and creates a dead zone.
Features:
All the new features are welcome and well implemented.