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Overall PTB feedback

Elan
Elan Member Posts: 1,746

Diminishing returns - big dissapointment. While it limits full healing builds, full gen speed builds etc., you barely see any of those, so the game will feel almost same as before. Killers should be completely excluded from diminishing returns. If Clown runs antidote with batteries, perk is already weakend. Survivors have 16 perks together, killer only 4. Most problematic combos will remain untouched.

Auras, see other perks - fine change, nothing outstanding.

Nerfs:

Blight - absolutely unreasonable nerfs, his main problems were add ons that been reworked and tweaked and I'd somewhat understand if double speed add ons are touched, but Blight's kit is at spot where it didn't need nerfs and simply is reflected by how many years his kit was not touched, because it wasn't needed. This will only push more games against Ghoul, which isn't something I'm happy about.

Nurse - it's fine, will make blinks more skillfull and spamming attacks after blinks less rewarding. I still feel main issue with nurse is her ability to demolish people with aura builds.

Buffs:

Doctor - this doesn't even seem as a buff, so minimal you don't even feel it. He deserves 0.6s delay basekit and disciplines to do something else.

Bubba - exact same, minimal 2.5 % haste or something won't help his weakness. Bubba should be able to destroy windows or have more charges base.

Ghostface - same, killer is weak compared to others and ability cooldown isn't the problem. He needs some bonuses when being stealthy and marking players.

Unknown - this is probably a safe way to buff him, make him more reliable without stepping too far away. We'll see. I'd like his teleport cooldown to be buffed.

Wesker - strange character to buff after he got buffs at the end of the last year but those changes were also quite minor while overall multieffective. Give Wesker third dash and add debuff to be fully infected so he's not powercrept by better dash killers.

Skull Merchant - don't even bother comment on this one.

Demo - actually some pretty nice changes. Paired with last buffs he might feel better to play, he will never be top tier, because other killers do the same but better, however he can still be in better spot, so I'm all in.

Springtrap - promised buffs are laughable with add ons being also nerfed, buffed cameras are still pointless to use. Springtrap should have unlimited stealth and lose it for some period once revealed. His axe grab attack needs better range, triggering killer instinct should do something more. Very tiny changes, while Springtrap isn't the weakest killer he still deserves more if touched.

Fast track nerf:

Not enough, the main issue is how the perk works and how free it is. Old version had same value as you have now but you remove progress rather than add it. The issue is that perk is either too strong or too weak. If you have bad teammates the perk was op, if you have teammates that are good and killer gets 2-3 hooks, you get 6-9 % of gen, which you can easily run bardic, hyper or something else that will give you way better results. It shouldn't punish either side when equipped. Simly can work that if you are unhooked and injured, you can press active ability button to remove 5 % from generator and suffer broken for 90s. I'm not fan of the perk design at all, neither as killer, neither as survivor. So in the end the perk will be equivalent to old version no one played but more problematic.

Whole this midchapter is huge dissapointment. Diminishing will hurt killers for not running stacked slowdown and weaken perks with specific killers that are mostly already on weaker side, while not affecting busted survivor combos at all. Buffs to killers are either nothing or very safe, no perks changes, no meta shakeup… just nothing, it feels like we had ST ch. 2 for last one year and that's it, very stale and boring state of the game, reason why I moved away from it.

Comments

  • Shirtless_Myers
    Shirtless_Myers Member Posts: 505
    edited April 8

    I disagree with the notion that killers should be excluded, only because they are killers. Diminishing returns should affect both roles, or be scrapped. I personally feel there should be hard caps on various speed values, rather than diminishing returns.

  • dbd900bach
    dbd900bach Member Posts: 990

    I think you're heavily missing the point of diminishing returns. While there isn't an immediate impact on the point of reducing the efficiency of full gen jocky or healing builds, thats only part of it.

    It does a lot more than just limiting specific builds. Firstly, it ensures that absurd percentages are far more difficult to reach so perks and perk synergies don't go out of control. This makes balancing so much easier, and allows two things. Perks will be able to be buffed or changed to be more standalone, and less reliant on synergy to be functional. It also makes balancing far more easier in the future when more and more perks are inevitably introduced. Its probably a massive pain having to account for so many perks and how they interact, part of it being to prevent broken synergies and having to tone down a perk because of those synergies. Now the devs can feel more safe in releasing stronger perks that won't break the game because the synergy is reduced.

    This is a long term health change. I hope people can easily recongnize that.