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Balance Team dropping the ball again

helix43
helix43 Member Posts: 180
edited September 2020 in General Discussions

So you guys nerf pgtw because a 60 second timer is "too lenient", but are still keeping ds timer at 60 seconds 🙄. You also made us wait months for perk reworks because you wanted to give proper reworks and not just stat changes, but then you just do stat changes anyways 🙄. Don't even get me started on the nerf to ph's anti-loop ability. Jesus christ! How do you guys continue to show how clueless you guys are at balancing your game.

Comments

  • Respectfulnancymain
    Respectfulnancymain Member Posts: 1,816
    edited September 2020

    Pgtw nerf isnt a big deal tbh, I usually kick a gen seconds after hooking, imo 45 seconds is more then enough time to get to a gen

    Ph needed that nerf, he had no counterplay🤷

    Im personally really happy with all the changes

    Post edited by Respectfulnancymain on
  • Mew
    Mew Member Posts: 1,833

    There's still the PTB, not every change is set in stone for live.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    All the balance changes were fine. 60 seconds for Pop was BS to begin with. They did something good with this patch on both sides

  • helix43
    helix43 Member Posts: 180

    Um he does tho? His range attack goes in a straight line, so just move left or right and not get greedy at loops. That's like saying huntress has no counter because you won't stop running in a straight line during a chase.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    i do believe ds should get the same treatment as pop, both of them deserve this change.

  • Respectfulnancymain
    Respectfulnancymain Member Posts: 1,816

    If I drop the pallet I get hit by his power, if I dont drop it I get hit by his m1, How do I counter that?

    It's not comparable to huntress because she has a cooldown after pulling a hatchet

  • supersonic853
    supersonic853 Member Posts: 5,547
    edited September 2020

    imagine thinking i should be stunned after ive hooked 2 other people and find the survivor on a gen and they jump into a locker. See what i did there? :)

  • PanicSquid
    PanicSquid Member Posts: 655

    Can we talk about the change to Cruel Limits. I don't think changing its radius is going to make it better.


    I'm interested in the Mindbreaker and Thantophobia change.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited September 2020

    DS and PGTW are completely different perks, the fact that they share a similar timer doesn't make them comparable. Just reducing the timer for DS would have a much bigger impact, that perk need a less simple approach to make it fairer for both sides.

  • ManyAchievables
    ManyAchievables Member Posts: 667

    Okay, I may have left the game recently, but I honestly see no problems with these changes.

    A lot of the number changes were pretty nice, even if it ultimately might not be enough for all of them to become good perks. Thanatophobia actually seems like a good perk for all Killers now, Trail Of Torment sounds like at least a B tier perk, and a lot of the perks for beginners have been buffed to be more viable (WGLF actually has an in-match effect now, pog).

    Pop having a 45 second timer really isn't that devastating. This change only really nerfs Killers that already have low mobility to begin with (which, I mean, they can just use a bunch of other slowdown perks), but every top tier Killer will feel literally nothing from these changes.

    DS having a 60 second timer isn't the problem. It's the fact that they can literally do a generator in your face at times and you can't do anything about it. The timer isn't the problem, it's the fact that there's no effective counterplay against someone who's smart. Having the high timer just worsens the effect a bit. If they were to hypothetically nerf Decisive Strike, they could lower the timer to 45 seconds, but that'd be boring and wouldn't stop the overarching problem of a lack of interactivity. They should nerf Decisive Strike by making it deactivate when you do something that progresses the game, because if you're doing that, you're not being tunneled and you're not trying to stop the Killer's progression.

    And the Pyramid Head changes... well, they're not the most inventive thing they could've done, but they did offer a bit more interactivity than before. Now, there's actually a chance to avoid a hit because of the longer pause before being able to M1 normally. Plus, they did make it a bit less punishing to miss, and I believe this also means that when you actually hit someone, the cooldown will be shorter too. Unsure on that one, though.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    Aside from a couple changes, this patch sounds terrible.

    Withholding judgement on PH until we have numbers.

  • MegHasCuteFeet
    MegHasCuteFeet Member Posts: 369

    You mean like last PTB where they released an outdated version and then changed add-ons to live on their own without listening to feedback?

  • ShrekTheThird69
    ShrekTheThird69 Member Posts: 327

    All this pop nerf is gonna do is make more people use ruin and undying.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344

    Doesnt happen to me. :)

    I dont use PGTW in Red Ranks. And I am a Potato. But if I can go to Rank 1 without PGTW, seems like you are the bigger one.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    The PH nerf was done terribly. I'm fine with giving a cool down to cancelling his power, but they should have made ROJ easier to hit, since now, a good survivor will never get hit from ROJ.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344

    Nah, according to this forum it is completely the same, because both Perks have the same timer. And Lucky Break from Yui is 3 times as good as DS; because the Timer is 180 seconds. Only the timer matters, the effects are different, but hey, the timer is the same, so compare those Perks to each other!

    Yes, that is this forum.

  • Kebek
    Kebek Member Posts: 3,676

    I think PH's changes will be more of a buff rather then nerf overall but that's just my opinion. Once the changes are out it'll be more clear how impactfull each changes actually is.

    On the pop nerf, tbh I agree with it more or less. I don't think that 60s on pop was opressive but devs have a point that you can chase and down another survivor and still get pop value pretty often (I've done it many times). 45s is still good enough for low mobility killers to cross the map and pop a far away gen so I think it will be ok.

    Still, I'm hoping it's not all the perk changes there are in the patch and if it's only those mentioned that they'll do more of these perk update patches more often, they are needed.

  • BigBrainMegMain
    BigBrainMegMain Member Posts: 3,826
    edited September 2020

    You know what....

    That's fair, if you know me, I'm a huge advocate for DS. I Love DS but...you're right.

    "Too Lenient" but DS doesn't get touched? Pop went Meta after their awful decision on the Ruin Nerf and they're messing with it again?

    That's unfair to killers. I agree.

    They're the same, in a way. They both halt Objective Progression.

    Again, they're the same, in a way.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    Eh, its not that bad, even with pop tier I it is possible to kick gens at the other side of the map with 110% killers

    What annoys me is that the other perk buffs are not good neither, I mean, the problem with Cruel Limits is not the range, rather, that its not good enough for a perk that can only activate 5 times per match and is situational AF. Same with mindbreaker, I hope they dont add just 3 or 5 seconds.

    And no buff to surge :,(

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344
    edited September 2020

    The Thana-Change can be decent, depending on the numbers. And Trail of Torment also sounds quite decent, but I dont think that it will really be used.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Pops nerf makes sense and won't make a massive difference overall. The reasoning they gave made sense. You were able to run to a gen, down someone, kick the gen and then get another pop after hooking that survivor.

    The PH changes also make sense. Hopefully this makes him feel more fun to play and against.

    They also made good changes to perks also. Finally WGLF actually gives a good reward for using it.

    Well played balance team. Actually some good changes made.

  • jackal470
    jackal470 Member Posts: 122

    I dont know how I feel about losing the 15 seconds of pop yet but I DO NOT like touching thanataphobia. It was a slow down by spreading damage so now let's let them heal faster and negate your work as a killer easier....I'm not feeling this at all. When I don't want to play ruin or corrupt I like to play sloppy, thanat, and nurses....they are killing perk combos, you need a slow down while vs. good players

  • ccactus623
    ccactus623 Member Posts: 214

    Yes but 90% of the time I see DS work it's when the killer tunnels off hook. While it can be a bit strong , if you're downing the person of hook straight away isn't that the point of the perk ? Also if you've had 3 hooks I'm a minute you're doing fine DS won't matter

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344

    You can always use Sloppy Butcher for Healing Speed Reduction, in fact, it is actually been used a lot with Thana (and used more often in general). And depending on the numbers, Thana can be decent, it still reduces the Gen Repair Speed and will get buffed in that aspect.

  • ccactus623
    ccactus623 Member Posts: 214

    Pop is the best killer perk and still will be, the extra 15 seconds was nice to have but overall youll get just as much use out of it.

  • jackal470
    jackal470 Member Posts: 122

    Ive been reading ya thoughts for a while on here and have seen no one else say this but I love Lucky Break too, match it with iron will and quick and quite is actually fun and it's one reason I love this game. With all the perks we are able to try, so many different combos can make a new experience and keep the juices flowing

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    To be honest I think the trail of torment buff can be excellent, especially if combined with dragons grip.

    I also think thana can be great but I want to see those numbers.

  • helix43
    helix43 Member Posts: 180

    Mate, gen speeds have big an issue for years, but instead of fixing them killer are told by potatoes like you to "JuSt UsE PoP", what are killers suppose to do when the devs then nerf these perks without touching gen speeds? You want another killer strike? Because that's how you get one. I don't use pop myself because I find gens are already done before it can be used, which is why it never needed changing in the first place. Get your head out of your arse

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Pop OP, OoO is fair and balanced - BHVR interactive

    Just admit it, it's all about the money. More money in keeping BS survivor perks strong.

    The PyramidHead nerf is such a disgusting business practice. You knew you were gonna gut him but left him until you had suckered enough people into buying it. I might as well just go play an EA game if as a customer I'm going to be treat like dirt.

  • jackal470
    jackal470 Member Posts: 122

    I already mentioned that in my build I use sloppy and know what it does but combing it with thanat makes it usable against high level play...Im concerned that like many things it will be overdone...imo I don't think it was a perk that needed changing

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344

    I am completely fine with just using Iron Will, the main problem I have with Lucky Break is that it has a Timer. A Perk which removes Blood (aside from No Mither) was wished for so long, and once released, it had a Timer of 180 seconds. (Even tho, I can understand the Devs for being careful with that, in general they are really careful when releasing new Perks).

    I am always thinking, why should someone take the Perk over another? But I like the changes to Trail of Torment, especially because the Undetectable does only wear off when the Gen is touched (which might waste time of a Survivor or allow to set up a Trap at said Gen) or when put into the Dying State, meaning the Killer will not only get 1 hit out of it.

    Thana it 100% depends on the numbers. If they change it from 4% fo 5%, its basically nothing. But a higher number (6% like planned for a while or even more) might work out.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Almost half of my games the past week have had a coldwind or ormond offering. When one side keeps using offerings for 2 specific realms it should tell you how unbalanced they are but nope, gotta go nerf killers first.

  • KingFrost
    KingFrost Member Posts: 3,014

    My thoughts on the changes:

    -Pyramid Head... it depends on the numbers ultimately. But I do like that they give and they take instead of just taking. Making his power less punishing to miss makes his power easier to use. Seems like a fair trade-off to me.

    -Trail of Torment Buff is pretty nice. Now has Synergy with Dragon's Grip. It's a bit of a risk without it though, because you could have very limited undetectable time if the survivors just gen tap. On the other hand... the killer could be waiting. And how many people go to a yellow gen now?

    -Forced Penance is another nice buff. Not sure its enough to make it a good perk, but it doesn't make it worse.

    -Blood Pact seems like a nerf for Solo's. Right now the duration is 10 seconds. If you go in opposite directions, you'll be 16 meters apart in less than 4 seconds. I guess you'll still have it as long as you're still healing each other up in case the killer shows up, so there's that I guess. But I'm not sure this makes it more viable for use.

    -Any Means Necessary needed a shorter cooldown. 60 seconds seems fine to me. makes me hope in the future they take a look at diversion. I think they should just give it a strict cooldown instead of making you build it up. That'd make it a little less terrible to use.

    -Cruel Limits probably still not a viable perk on most builds, but has a little more potential now at least.

    -For the people should've granted points to begin with.

    -Mindbreaker it depends on the duration. I still feel they need to change it to working on any generator, and not just one with less than 50%. That'd make it at least useful. Otherwise survivors can just wait it out while working on the same generator.

    -Not sure about the Slippery Meat buff. I hate when survivors try to escape on their own. Ultimately this just makes survivors send themselves to early second stage.

    -I feel like Thana would be better off if they kept the anti-healing portion of it, but made it a separate number. Not sure why they couldn't do that. Really depends on how much they raised those numbers for generators if this perk will be useful or useless.

    -WGLF needed a new effect. Finally gets one, though I think it'd be an effect better on Buckle Up. I'm wondering what new scoring events there are for this one. Hopefully there's more than 1. Should be: Finish healing a survivor, Complete a Generator, and maybe one more.

    -Technician change is fine. Works for newbies.

    -Pop's nerf... I don't like it. How much time will the lower tiers get now? Cause right now Tier 1 is 40 seconds. So if Tier 3 is now 45 seconds, how little time will people unfortunate enough not to have Tier 3 pop get? That doesn't seem very fair. Even if they change it to 45/40/35 seconds, that's not a lot of time to find a generator to kick. Even now I have times where I barely hit a pop with a 60 second duration. Lowering it in Tier 1 just makes Tier 1 practically useless. 60 seconds isn't overbearing. It's not like the perk has an effect over the period of that duration. It just has an effect ONCE during that duration. It's a change I really don't like.

  • ElementDoom
    ElementDoom Member Posts: 166

    Ah yes a 1-2% buff to some perks that are irredeemably bad by design and a couple unneeded killer nerfs. Pretty standard mid chapter patch

    If the thanatophobia buff is somewhat substantial Plague might actually be able to use her power on occasion. That's how I know it'll still be absolute garbage if not weaker.

    Oh yeah and Inb4 we get 20 or so "ThE pTB Is JUSt A TeST gUys" threads.

  • helix43
    helix43 Member Posts: 180

    You don't even need map offering anymore. Most of my games have been on coldwind since the update. I've even noticed streamers I watch experience the same issues. Seems like they broke map rng again.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    if it wasn't obvious that they're weakening killer perks. the perk could have 10% per stack but whats the point if you can't keep people injured, you'll always be at 1 stack as this perk already provides psychology to heal even if # mean very little. I didn't even understand what they meant by lose-lose because its only 4% healing reduction which is like nothing. Pop goes weasel, another perk to help with generators, became worse. PH obviously got gutted as expected. Nothing major on survivor sided was harmed, We're gonna live forever got a nice quality of life change for players that farm blood points as survivor with it. Just another slap in the face killer patch as if playing killer wasn't hard enough.

  • OBX
    OBX Member Posts: 854

    Yup. This way more people buy the dlc that will then get the “we find too many people are using .....” and nerf it.

    we have seen this act before. Nothing new here