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Last dev stream proved DBD is on its last legs
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Survivors run unbreakable as their insurance policy for DS, since the main counter is to slug them.
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Did you miss the part where the trapper said the perk was basically pointless since it didn't hurt good survivors and was usually broken within the first minute?
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same trend is starting to reveal itself here, just not at warp speed like BL3. What's the point of trying to play killer if you can't prevent the matches from being over by the time you get 3 chases? everything out of their mouths is to the effect of "make things more challenging for the killer" and "more fun for survivor".
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As I said, Unbreakable is not required to make DS useful. At red ranks, ruin needs something else to even be remotely useful, and even then, it's trash tier.
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And you don't *need* surveillance for ruin to be useful, nor vice versa.
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No, you don't. Ruin is insidious and very powerful if ignored. You as the killer just need to push the survivors off of the gen for it to work.
DS does literally nothing if you don't tunnel off the hook. BT and DS are both 100% avoidable if you don't play like a jerk. I never get hit with either of them. They're completely wasted perks. The only reason they're "meta" is because most killers are toxic jerks... And only toxic jerks complain about them.
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"Ruin is insidious...until it gives the notification that it exists"
You must work for BHVR. And/or never play killer.
Also, there are situations where DS can not be avoided.
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I think people read too much into it.
If they're making the slowdown perks to have less synergy with one another it doesnt have to neccesarily mean they are gutting the perks.
They could make Pop have tokens, and have it reset a generator by 50% of it's current progress if they wanted, but wont work on gens already regressing etc.
Is this foreseeable? Possibly. It would definitely be it's own insurance and not synergize with other slowdown perks
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I mean it's not out of character for you to have double standards, so this reply doesn't surprise me.
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I think that's the point the others in the thread are getting at: they aren't touching survivor repair speed perk and item synergy, and there are WAY more of those to the point that one loan survivor can pop a gen solo in about 50 seconds. It's not ok to say the killer perks work too well together, and say nothing of that nonsense. It isn't balanced. There's a reason lobbies are so messed up. I don't play often, so my rank usually rests around 8 - 12. Last night, all my lobbies for 4 hours were nothing but ranks 4 - 7. That's not ok.
No new killers want to touch that, and new survivors are instantly being taught bad behavior and toxic tactics. I had a small-time streamer message me after I got an all rank 4 swf team on the new lerys calling me trash because I DC'ed after two minutes because three gens were already done and I couldn't find more than two people because the dedicated looper was acting as a spotter as well. They ran nothing. It pallets and jumps, and since there's no work arounds, you either have to follow them through the slow vault's, or walk all the way around big sections and risk losing them.
To that end, this susposed 'rebalance' of pallets is ridiculous. 7 palates in a row in less then a minute. I normally just go around them, but even on maps like the new Yamamoto map, it's just a pallet train. And wiggle time seems to have been quietly adjusted, as well, oddly in favor of the Killers.
I will say that I was surprised by the new ruin not being as useless as I thought it would, but it really only kicks in of you can find them.
Now I see why Friday the 13th is picking lobbies back up again.
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And apparently, DH, DS, By, Adre were said to be fine..... And one of them even mentioned ruin lasting the whole game.
Good lord, they play against rank 20s or something.
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Is it really free weekend? Oh boi. Nvm putting this away - INSIDIOUS EBONY MORI NOED BLOOD WARDEN CLOWN LETS GO
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Oh I don't disagree, except the part about deleting. I think a lot of survivor perks are too strong, especially when stacked perks synergize well with each other AND with teammates. I think the same is true for killer perks and how some combos are just way strong. I'd rather have gameplay that doesn't rely on perks and combos of perks, but that's another discussion.
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Damn. Is this game on it's last legs again?
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Honestly, not trying to read all your whining. Generator perks should go the way the devs are looking at. They should not stack, just like exhaustion perks don't. Both sides feel better when both of those do not stack. Maybe don't take a video game so seriously.
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Wow, no way. Note how those two are both killer perks, we're literally going to have nothing to try and slow games down if they ruin those two perks as well
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They better not ever touch spine chill otherwise I'm throwings hands lmao
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That's what I noticed when playing. We can't use anything that affects generators, for one, we can't even kick gens anymore until ruin is gone, so we are also already missing out on points thanks to that.
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If they nerf SpineChill in any way I’ll never play survivor again. No need to throw hands, no need to complain, I’ll just go try out Monster Hunter or purchase all of the Witcher games since I haven’t played them.
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Free weekend so those numbers aren't 100% accurate atm.
Not saying your wrong but the numbers are currently inaccurate due to people effectively demoing DBD atm increasing the numbers.
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Man that will be one long weekend.
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Given that before the free weekend it was more or less neutral player average(~1% or less gain from what I saw) so yes it does have an effect.
Sarcasm doesn't work when something does in fact effect numbers to a notable(If small) amount.
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Can you people just hurry up and quit already?
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Which translates to nerf. when UR+STBFL stacked, it was nerfed when they removed the synergy, as neither perk became worth running. They're insistent on gutting killers because they surround themselves with Yes Men
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Quick and quite (and iron will) is kinda must have for head on plays during a chase
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What are killers supposed to do? They're supposed to get better. This is the friendliest way they can tell the majority of the killer playerbase that they're ######### without looking rude. Stacking slowdown perks have been a problem for a while now and it's about time they're going away. I'd assume they'll change perks like pop, thana, etc when they also change toolboxes since they said they were looking into those too. Just get better, no killer NEEDS slowdown perks. Killer is braindead if you have 2 brain cells at the least.
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I agree that DS is a second chance perk but BT is not. If you hit someone with BT you were in close proximity either camping or proxying hook. For the hooked survivor BT is the only chance perk.
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OP with the sky is falling post. Please stop projecting your own wishes and feelings into the game. DBD is not dead, not even close.
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it is, they said "we will probably reduce the effectiveness of using them together but we still want them to be strong individually" sorta like how new crap ruin doesn't work with pop because you can't kick gens
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I don't think you know how much survivors can abuse BT. Its 100% a second chance perk.
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this will become a war
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@Fibijean I know you posted something along the line of hey wanted less gen slowdown perks, but I can't recall where so I was hoping you would clarify the issue for people.
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Needing a xan to recover from a dev team that is at this point all but come out and admitted to being biased to one role over the other, is not a solution.
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Oh yeah, sure thing. What they said was that they want to make slowdown perks less obnoxious when run together, but still useful individually. That was one of the things they were trying to do with changing Ruin so that it didn't synergise with perks like PGTW. So you could arguably interpret that removed synergy as an overall nerf, but it doesn't necessarily mean that all those perks will be made less powerful individually, and they may end up having heightened synergy with different perks, so it might not be a nerf at all. The devs on stream said nothing about making perks like PGTW, Thanatophobia, Dying Light, etc. less powerful, or "nerfing" them, they just don't want them to be as useful in combination with one another as they are now.
Here are some quotes from my summary post on the stream (bear in mind that these are my words, not theirs, but I believe them to be an accurate representation of what was said):
Having a lot of slowdown perks stacked together can be a problem, because it keeps survivors holding M1 on generators for so long that the gameplay starts to feel stale. Old Ruin, Pop Goes The Weasel, Dying Light and Thanatophobia is an example of one such build which makes generator progress feel “painfully slow”. So the goal over time is to make generator slowdown perks less “obnoxious” when run together, but still useful individually. The fact that the new Ruin doesn’t synergise with Pop Goes The Weasel is one example of this, and was a conscious design choice made for that reason. Running the two together is now more of an insurance policy than an effective combination.
Here is where this was discussed in the stream if you want to see it for yourself: https://youtu.be/3Aoe1H282oY?t=1650
It’s not impossible [that they will introduce more generator slowdown perks in the future], but if it does happen, the design team will have to be very careful about how any new perks they introduce interact with existing ones. They don’t want slowdown builds, with sets of four perks that all slow generator progression, to be meta anymore. One example of this initiative in action is the intentional removal of synergy between Pop Goes The Weasel and the new version of Ruin. Ideally, they would like to encourage more different and varied loadouts, and not have killer loadouts always be focused solely on slowing generator repairs.
Here is where this was discussed in the stream: https://youtu.be/3Aoe1H282oY?t=2556
And here's a link to my full summary post if anyone wants to read it instead of watching the entire stream: https://forum.deadbydaylight.com/en/discussion/123532/i-watched-the-dev-stream-so-you-dont-have-to-once-again/p1
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Set up a patreon because I would pay for those posts.
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@Fibijean thanks i couldn't remember, but I knew you could help.
@AsePlayer I see you saw the post before I got back.
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Haha thank you, that's very sweet. The devs have actually made their own summary post this time (they obviously stole my idea 😋) so it's possible that I might not be useful for much longer. However, mine was more detailed and quicker off the press, so I probably will still continue to make mine as long as people continue to find them helpful.
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No worries 👍️ Glad to be able to clear things up.
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Those defending DBD its like a meth addict saying meth is good but its awful and your dying inside the whole time...
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I know how BT can be used. We'll just agree to disagree, I guess.
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"Kinda". As in, not absolute.
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I mean against a 4head killer with just 10 hrs playtime u don't need it. Against competent killers its a must have (and still can get outplayed by a smart killer).
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Yep, its all about survivor 'fun'. Its never about that for the killer. Fun is also a bad metric to balance a competitive game on.
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I'm sorry, wasn't it on it's last legs during Last Breath?
Wasn't it on it's last legs when F13 came out?
Wasn't it on it's last legs when Last Year was announced?
Wasn't it on it's last legs they withheld all updates to focus on updating the engine?
Wasn't it on it's last legs when the universal pallet break buff came out and drove survivors away?
Wasn't it on it's last legs when the End Game Collapse Came out?
I'm sorry, what were we talking about again?
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We're talking about the doomers who insist on making these posts everytime a change they don't like happens in spite of 2019 being the most succesful year in the game's history playerbase wise and this month having even more players on average than any other month, ever.
But yeah killer exodus dead game yadda yadda
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