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Let's talk.

Botiz
Botiz Member Posts: 499

No circlejerky conversations, no bait, let's just talk. Why do you hate the new update? In my honest opinion I think this update is fantastic and is a step in the right direction for the future of the game.

The reason I think this - is because, with multiple people on a generator, some games they can go insanely fast, especially if you're going against a SWF, and as the devs themselves mentioned, and as we saw with Otz with Clown, a gen was done before he got to the other side of the map before this PTB. The debuff isn't too over-the-top, buying us killers up to 8 more seconds. Once again, you guys can literally bring Stake Out for the Great Skill Checks, Prove Thyself and/or Toolboxes to help speed up the gens anyways, so I personally don't see the issue here however am more than welcome to address and discuss the issues you guys have.

A major thing I see people having issues with is the decrease in map size. Some maps, such as Rotten Fields, and even Mother's Dwelling are huge, giving killers like Trapper, Hag, maybe even Huntress, Deathslinger, and Demogorgon issues due to their ability set-up and reduced movement speed. As mentioned above, the debuff isn't too over-the-top for the gen speed debuff, therefore reducing the size of some maps will help to give the killers who struggle a bit extra of a chance at protecting the gens on some of the previously bigger maps.

It kinda confuses me why Mother's Dwelling didn't get a size change considering that's about the same size as Rotten Fields was. I see some people also having issues about Billy and Oni becoming stronger on these maps, and I do agree, they very well may become stronger, we'll just have to see how it pans out as time goes on.

Some maps literally needed changes because of how strong some of the loops were. Ironworks and Rancid were probably some of the worst. A lot of people call these infinites, however others like to correct them and say they're not infinites, which is true. However, if you were to chase them around this loop, you'd lose probably about 3 minutes of time until you finally get them down, giving their teammates plenty of time to do gens and ultimately you'll most likely have lost the game at that point. These were loops that needed addressing because they were just simply too strong.

Comments

  • Splinterverse
    Splinterverse Member Posts: 445

    I would like to see some changes to the maps for survivor mains as well . . . like can we put more than just pallet vaults on the top floor of The Game? Also, how about fixing the supposed "terror radius sounds different based on which floor the killer is on"? It doesn't work as advertised.

    Honestly, I think these changes will drive a lot of survivor mains away, but whatever. I'll try it and see what I think before I choose to leave.

  • Cheers
    Cheers Member Posts: 3,426

    We also need Shelter Woods and Hawkins to have more safe pallets. Shelter woods simply has nothing in the middle and Hawkins, even when I play killer I know it will be an easy and boring game.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    There are a series of deadzones and utterly useless windows now. Thats not how its supposed to be.

  • Cheeki_Beaky_Bird
    Cheeki_Beaky_Bird Member Posts: 148

    Try being aware of your surroundings, paying attention to where the killer is/ought to be, and not getting caught out of position. You can't expect every point on the map to be perfectly safe.

  • Cheeki_Beaky_Bird
    Cheeki_Beaky_Bird Member Posts: 148

    I wasn't aware there WAS a mechanic for TR sounding different when the killer's on a different floor. I've never heard mention of it before, and I don't think it's meant to be present. Where did you hear of this?

    As far as driving players away, the devs have little choice but to finally start to take steps to make killer more playable - there are so few killer players left that they've been having to match green killers against full teams of red rank survivors, for lack of anyone else to put them against.

  • gantes
    gantes Member Posts: 1,611

    It's funny that people are complaining about Oni and Billy getting stronger since they benefit the least from these changes. It's negligible for a Hillbilly to have to run 20 meters more or less. It's a HUGE deal for a Huntress, a Deathslinger or even any 115% killer with no mobility.

    The top tiers barely even care about map size changes. It's both the weaker killers and the slower killers who notice things like this.

  • LemeTheMeme
    LemeTheMeme Member Posts: 403

    The only issue I have, is the amount of deadzones, and the size of said dead zones. I don't think dead zones are healthy for the game, especially when there are gens in them. However, I'm happy they have reduced the map sizes and the ability to loop multiple tiles at once. The game is going in the right direction, which is great, but the problems like: deadzones, bloodlust, killer mobility, perk adjustments, etc are still issues needing to be addressed.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944


    I like these changes as well but they need to implement the new rank/matchmaking system as soon as possible,because now randoms wasting pallets will be a death sentence and ruin your game as solo survivor.

    Also i would like the devs to consider removing bloodlust on the newly balanced maps because adding bloodlust on top of few pallets,more dead zones and no god loops seems way to much and not that fair.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I think that it's a bit overkill to both reduce map size AND the number of jungle gyms. Mobility killers will just solidify their place as the best in the game. Other killers will become more viable, but if we have smaller maps and more open spaces, then those that can move faster will still dominate.

    The gen-speed reduction does sound pretty decent, though.

  • Splinterverse
    Splinterverse Member Posts: 445

    It was mentioned in one of the patch notes at some point after the Saw chapter. I don't remember which one though. They referenced The Game map and how it should sound different if the killer is on the floor above/below you as opposed to the same floor. I think it was also because they were planning more multi-level maps.

  • GrannyonAcid
    GrannyonAcid Member Posts: 476

    I like what I read in patch notes. I don't PTB or watch streamers. So I really don't know what is going on with all the complaints. But when the patch goes live we'll know more. It's probably best to not stress over things before it goes live. From what I hear and read on the forums is that normally a killer is brought out strong. But gets nerfed hard before it's ever released. Sure there will be changes before it goes live.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    I just hope they add more breakable walls because some of the new breaking animation are really dope

  • Oicimau
    Oicimau Member Posts: 897

    The only thing they implemented last year was that the TR distance now considers X and Y axis, while before it was just X axis.

  • Demogordon_Ramsay
    Demogordon_Ramsay Member Posts: 1,503
    edited April 2020

    The map changes feel aesthetic at best and backfired at worst (see Marth's video about the Ironworks window getting buffed), the Rift is by far the laziest one so far with mostly recolors and what few original skins there are looking like piles of flaming garbage, and the tiny little QoL buff will probably just end up giving BHVR a platform to say "We buffed Legion so shut up" when people tell them he's still one of the absolute most garbage Killers known to mankind.

  • Dzeikor
    Dzeikor Member Posts: 704

    no one complains,except entitled survivors who think should have it easy with broken exploits like god loops while gen rushing on the whole map