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BHVR Dev Responds To Suggestions From A Long Time Player [JENDE]

Jendenise suggestions: http://www.twitlonger.com/show/n_1sqjl4n

Thanks for the feedback! We really appreciate getting perspective like this from our veteran players. Here are some thoughts on some of the issues you brought to our attention:

Map Balance
We hear you on this. We're working on lots of changes over on the level design side of things. I look forward to the day where seeing Fractured Cowshed elicits a better reaction than groans and eye rolls!

Bloodlust
This mechanic has been pretty controversial since it was introduced. It addresses some real issues in the game, but it has its own problems as well. We discussed toning it down on a recent dev stream (no link, sorry). Right now, bloodlust tiers up at 15, 30, and 45 seconds of chase, for a bonus of +0.2, +0.6 and +1.2 m/s respectively. The proposed change would bring the tier times down to 12, 24, and 36 seconds, and bonuses down to +0.2, +0.4 and +0.6 m/s. This change didn't make it to the PTB, but we haven't ruled it out yet. Let us know what you think!

Pallet Throw Delay
Overall, we're quite pleased with the pallet changes in patch 2.0.0. That being said, your post highlights two of the things that still need work: Responsiveness of the pallet drop and unfair-looking hits through pallets. They're both slated to be addressed in upcoming balance updates.

Trapper Traps
Regardless of how many traps the Trapper can carry by default, I think adding a third bag add-on at common is an improvement. I like the idea of increasing his default carry capacity, and it was one of the options we discussed when designing his update. We didn't go for it this time, and we'll see how the changes we did make affect his play style and results before we make any more changes.

Exhaustion
We have gotten a lot of feedback about the change to Exhaustion to stop it from recovering while running. We had originally talked about a change for Sprint Burst specifically, and came back with something that affects many perks instead, including the perks that usually compete with Sprint Burst for a slot in players' loadouts. It's not a change we take lightly.

A lot of the debate I've read revolves around how this change affects Sprint Burst compared to the other exhaustion perks. Initial rumours of an "Activatable Sprint Burst" turned out to be pretty strongly exaggerated (some players may have assumed that just holding shift while standing still would satisfy the running condition. It does not) and personally I believe Sprint Burst is the perk most heavily affected by the change. Since it triggers so easily while playing the game normally, it's by far the most likely of the perks to have exhaustion up when a chase begins. To have it ready when a player needs it, it'll require more attention (and probably more walking!) than the others.

All that being said, we know this is a big change and we'll be looking for feedback about how these perks play once the change goes live. Also, as you pointed out, certain killer add-ons that inflict exhaustion may need to be adjusted in light of the change.

Freddy
We're all in agreement that Freddy needs some attention!
The upcoming mid-chapter patch includes updates for two killers, and we're planning to do more of these updates in future patches. I can't share the plan for Freddy yet, but he's definitely on the list.

Rank / Devotion Rewards
We want this too!

False Chainsaw
I imagine pretty much every Billy player has experienced that moment where a seemingly perfect chainsaw connection mysteriously does no damage to the survivor who may have just activated sprint burst or did a particularly sick spin right at the tip of the chainsaw detection zone. Stefan Horvath and I were actually looking into this recently to make sure we fully understood what the cause was. It involves some tricky bits of the attack and detection system, but once we can safely fix this issue, we will. The phantom chainsaws have gone on long enough!

Report Feature
Agreed. Better reporting and moderation tools are being worked on right now.

Add-on Stacking
Bonuses like Nurse's range or the Huntress' wind-up are stackable by design. The current paradigm for most bonus types is to identify the farthest a mechanic can be safely pushed, then split that bonus across the two top add-ons of that type. This increases the number of viable add-on combinations. As it turns out, Huntress wind-up time is not a safe variable to push very far.

1-3 Survivor Games
I can't say it's as high a priority as some of the other items on this list, but I agree that it feels pretty bad to start a game and see that there are only 3 survivors in it. I don't have anything to announce about this yet.

Thanks again for writing up your thoughts constructively. We appreciate it!

See you in the fog!
-McLean

Comments

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266

    First, if they play the bloodlust, to get the stacks faster but we get less speed, they should rework many maps and eliminate "infinities" and many windows, as well as some pallets, but the survivors have the ability to defend themselves.

    I think that modifying many of the current maps and correcting some structures will give the killer a great advantage and that the killers appreciate it!

  • Someissues
    Someissues Member Posts: 1,604

    They can honestly take away Bloodlust but many of the spots would need to be heavily adjusted since they are infinite without it, literally so many spots

    Very disappointed to hear about the Devs on Trapper's part, basically they are telling you to use Trapper bags for every game and that is the only solution. We are only asking to increase his base carrying trap capacity (not starting traps), that wouldn't be overpowered and he is still bad if you don't want to take a bag add-on. So one of your slot is already sacrificed to the bag add-on, forget about using add-ons like increase disarm time etc

    Add-ing a third common bag option does nothing when his base default kit is bad, he will still be bad on Tournaments because you waste so much time picking traps one by one

    Regarding Exhaution people don't understand some spots with Balanced landing makes some spots almost infinite, but required a very experienced survivor and only only 1-2 maps

    Hag rework is good so good job, but trapper is not since his default kit is still not fixed!

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266

    @Someissues said:
    They can honestly take away Bloodlust but many of the spots would need to be heavily adjusted since they are infinite without it, literally so many spots

    Very disappointed to hear about the Devs on Trapper's part, basically they are telling you to use Trapper bags for every game and that is the only solution. We are only asking to increase his base carrying trap capacity (not starting traps), that wouldn't be overpowered and he is still bad if you don't want to take a bag add-on. So one of your slot is already sacrificed to the bag add-on, forget about using add-ons like increase disarm time etc

    Add-ing a third common bag option does nothing when his base default kit is bad, he will still be bad on Tournaments because you waste so much time picking traps one by one

    Regarding Exhaution people don't understand some spots with Balanced landing makes some spots almost infinite, but required a very experienced survivor and only only 1-2 maps

    Hag rework is good so good job, but trapper is not since his default kit is still not fixed!

    There are still many things in the game unbalanced: maps, many windows, infinities, many pallets on X maps ...

    Also the killers have no defense against the survivors when they begin to repair engines, the ruin does not work is a perk "garbage" ....

  • azazer
    azazer Member Posts: 446
    @Th3Nightmare
    Thanks for the update. With all the suggestions and chatter on the forums it's great to see actual response from the dev team and to have solid facts. 
  • theArashi
    theArashi Member Posts: 998

    It feels that trapper got the short end of the stick in that patch.
    They could have at least increase trap hitbox to block the paths for BOTH survivor and killer and not killer only.

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    Hm, I would have appreciated more feedback on the topic of map design as that's my biggest problem with the game, but eh. Glad someone responded at least, I think Jen raised a lot of good points.

    The better map design is, the less need for bloodlust there is.

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266

    @ASpazNamedSteve said:
    Hm, I would have appreciated more feedback on the topic of map design as that's my biggest problem with the game, but eh. Glad someone responded at least, I think Jen raised a lot of good points.

    The better map design is, the less need for bloodlust there is.

    Yeah, redesign the maps is a good option.

  • Judgement
    Judgement Member Posts: 955
    edited July 2018
    theArashi said:

    It feels that trapper got the short end of the stick in that patch.
    They could have at least increase trap hitbox to block the paths for BOTH survivor and killer and not killer only.

    Actually they shouldn’t make Trapper susceptible to being trapped to begin with.
    Thing about how long he’s been killing in the name of the Entity.
    And with Iridescent Stone coming up, a trap could open up right under his feet and trap him in the middle of a chase just like that.
    Trapper should not be hit by his own traps, ever.
    Post edited by Judgement on