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I am profoundly disappointed.
Once more, absolutely none of the PTB feedback was acted on.
Boil Over is now the next hot troll perk - still completely useless for anyone looking to play Dead By Daylight normally, but can be abused in several maps, especially with oak offerings, to basically replicate the old Breakdown bug and create self-pickup slugfests in unhookable areas. Such zones include RCPD library, Eyrie of Crows, Dead Dawg Saloon (potentially), Thompson House, and god knows what mischief will unfold on Haddonfield because that was disabled in the PTB. Again, I want to stress that this perk isn't good, and can't even be used on most maps - it's 100% going to be troll bait.
Dead Man's Switch can be effortlessly camped by Artist, which lets her facecamp someone to death and prevent gens from getting any progress, or force a hook trade in which she blocks the gens again. Doctor and Freddy also have the potentials to be game-stalling monsters with this, but Artist is the main problem case.
Gearhead's aura is harder to see than the old version of the perk even if the trigger conditions are better.
Buckle Up and Furtive Chase are still 100% useless. Wake Up and Distortion are still 90% useless.
And unsurprisingly, none of the addon nerfs were reverted. Mikhail's Eye needed to be 35% instead of 50% zombie movement speed because Twins are monsters at high MMR.
Why do we even have a PTB if absolutely none of the feedback is taken into account? You might as well just release everything to live immediately and then patch it in three months if something's busted, because that's what happens anyway.
Comments
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Worth noting that clown’s solvent jug change seemingly didn’t go through. If it did it would’ve had the same values as garish make up kit
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I Believe (although could be mistaken) that the PTB is to test for bugs and performance issues rather than balance issues. So it will hopefully be revisited in future if its problematic
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What about "Wake Up" was changed?
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I agree on Boil Over and Dead Man's Switch. Both perks have a very strong annoyance potential now.
Especially in the case of Dead Man's Switch, the Artist, Doctor, and Freddy with Class Photo have too much synergy with the perk IMO. They can run builds like Pain Resonance/Deadlock/Dead Man's Switch/Thrilling Tremors that cause gens to be blocked to an unfun and annoying degree. The game should be fun, and the synergy potential will make survivors feel as if they're hamsters running on a wheel.
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PTB's aren't there for feedback purposes, we've known this for a while. They're there to get hype for the next patch. Only about 10% of PTB feedback has ever been taken into account
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It makes you open the exit gate like 10% faster than it did before. Basically it makes you open the gate faster gooder.
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Oh.
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It was 15%, now it's 25%. Saves you a few seconds, but it's still wildly unattractive because it's a perk that doesn't help you throughout the match and doesn't have a massive, gamechanging effect like Adrenaline.
It's best used with Left Behind as a selfish strat, honestly.
This is my biggest gripe. The devs got giant flashing lights that said "hey, these two perks aren't fun at all, look at how they can be abused to create 30+ minute games" and slept on it. Not improving the bad perks is one thing, but not patching the busted ones is a sin.
I'm honestly considering 'crashing' when I see RCPD offerings in the next few days. I've never done that before in my life, but if the devs aren't going to patch their own bugs, then the onus is on me to protect myself from them. And god knows everyone's going to be trying it out while it's still fresh. I just want to do the event and tome in peace.
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I honestly only used wake up to find the exit gates. I never much paid attention to the speed thing.
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I especially don't understand the Dead Man's Switch change if we recall one of the main reasons for the Doctor rework: hostage situations. Players find it extremely unfun when they can't progress the game in a reasonable manner. The devs know this. They have changed killers in the past knowing that a certain amount of game delay is acceptable, but complete and repetitive stall is generally unacceptable to players. That's literally what Dead Man's Switch now allows on some killers. I don't understand their thinking at all here.
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It doesn't matter if it's only busted on one killer - people are going to use it on that killer because of that and it's going to be awful, the same way they're going to use Boil Over with RPD first and foremost. There's 'synergy' and then there's 'way more powerful than it was ever intended to be.'
The issue isn't that it's unbeatable, even if it's powerful, the issue is that it extends games beyond anything that's reasonable and confers a big advantage on top of that.
The DMS buff looked great before this, but I think they need to look at the perk's activation conditions and add a few conditionals that either prevent it from triggering in certain cases, or limit the number of gens it can affect in those cases (so if you're playing Trapper, it can block every gen, but if you're playing Artist, x gens are already blocked by the perk, and a survivor has crows when they let go of another gen, the effect doesn't trigger. Rough hash, but something like this. The other option is to nerf it back into obscurity.)
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Dms is going to be like lucky break. People vastly overestimate it's strength because it's annoying to go against.
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I'm quite surprised Deadman's Switch didn't receive a nerf before release. I suppose the reason is because the only killer who can really exploit that perk is Artist and having another procamper along with Bubba is not a problem for them.
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I don't care about DMS when it's not on Artist. It's good, but there's counterplay against the killers it's especially good on. Doc, you let go of the gen before the hook and anticipate the shock and then he can't use it again for a minute; Freddy, you tough it out with Class Photo and assume he's faking until/unless he shows up. Same with a fast killer like Blight or Billy that races across the map - don't get spooked, tough it out unless they're aiming for you. And for nearly everyone else, it's just going to be another above-average gen delay perk.
Artist's counterplay is "hardcore hide all game, skittering back into the bushes at even the hint of a terror radius, but also team-pile on gens like a mofo and BT-bodyblock unhooks with DS" or just "lol don't get caught."
Lucky Break is a tricky perk, but it's not a 30-minute match perk.
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So only one add-on change did not make it and it was a buff one. BHVR, ladies and gentlemen.
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Zombies get stuck on everything, in hooks, rocks.. i don't understand the logic behind the nerf. Could be that they think the AI is wonderful because they don't play their own game? lol
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If this is true and there are still maps with spots that can be abused and make it impossible to hook people, then I’m done believing that BHVR listens to the community. This is something that 1) is a real problem; 2) has been made widely known on the forums; and 3) should be very easy to fix. If this issue still isn’t fixed, then there’s just no point in ever providing feedback again because it’s clear that it will be ignored. I haven’t played after update yet to confirm if it’s still a problem, but if it hasn’t been fixed yet then it’s hopeless
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What are you talking about? DbD's AI is fantastic!
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Same can be said for the survivor meta perks especially DH and COH
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So I've thought about this one for a while, and ultimately, I can't fault that. There's nothing I can objectively quantify about how I think something like Ruin/Undying/Tinkerer Blight or Infectious/Starstruck Nurse is fair, but this isn't. All of those killer/perk synergies have counterplay, but so does Basement Bubba and Dead Man's Switch Artist. It all comes down to my personal opinion on what's reasonable to expect players to do and what isn't, and that's a worthless foundation for an argument.
I think my reasons for railing against DMS Artist are very similar to my reasons for hating Boil Over - they're too easy to pull off for their reward, they encourage a cheese strat over interactive or dynamic gameplay, and they stretch games out well past the point of anyone having fun with them. Both of them hinge on just flat out not letting the other team do their objective for obnoxiously long periods of time.
Though that brings up the question of Franklins/Hoarder Pinhead, because he was/is also a stall killer who'd drag matches out to death. I think the issue here is that Pinhead forever-hunt strategies live or die based on whether he's facing comms and they are not universally effective. While they certainly help him, I don't think the issue was actually Franklins or Hoarder - it was that it's stupidly hard to end a chain hunt once it gets going because the chains continue to harass the box holder, and that build made it so that you had to solve the box as soon as you picked it up or you'd get interrupted. All Franklins/Hoarder truly did was prevent a survivor from holding the box hostage and force them to time picking it up well. The fiddliness in actually solving the box, along with the box time addons, was what caused the strategy to work as well as it did. All of that said - I'm quite likely very wrong about this. I was on hiatus when Pinhead was first released and you actually faced him more than once in a blue moon, so I don't think I'm the best person to speak on this topic or how fair/busted that strat was/what was actually the lynchpin versus what was incidental.
As for DMS not being used in a week - yes and no? The difference between Boil Over and DMS is that Boil Over isn't a good perk. If you're not controlling the map and you're not running to areas the killer has to drop and doesn't have a hook right there anyway, it's a waste of a perk slot that will help you once every couple dozen matches. DMS is actually a good perk (albeit probably not meta), and alongside being a good perk, it opened up another powerful cheese strategy ala Basement Bubba. Less instadeath if you get caught, more that the Artist can just keep stalling the game over and over and over again and win through attrition unless survivors counter it with a specific strategy that takes ages or are good enough runners that her facecamp palooza kicks in too late (whereupon the team can sacrifice the facecamped player or grab then at the very last second of the second stage to avoid a second DMS.) Which is tricky, because Artist is an anti-loop killer.
And historically, low-effort strategies that have high returns attract players. Trolling rarely wins you games, but cheesing does. So if DMS facecamp Artist works, we'll be seeing her around.
I'm definitely skeptical that DMS will have a lasting place in the meta compared to, say, Pain Resonance, and it'll probably go the way of Lucky Break when it comes to killers who aren't Freddy/Doc/Artist. Artist is where I'm worried. I could be wrong. On its head, it does seem like it requires a little more skill than Basement Bubba, and it will also take longer, so there's a chance it just won't corner his market and widely appeal to the players that are interested in playing joyless slogs for 4ks. One hopes.
Overall, I'm just really unhappy that they've failed to take any action on any feedback beyond "we're not buffing Solvent Jug then" and that their stance on massive design oversights seems to be "lol, let's just go ahead with it and see what happens."
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Why do people always pretend BHVR never makes any changes to the patch between the ptb and when it releases to the live game when it doesn't happen once?
I mean fair enough, it does sometimes feel like the devs don't listen enough, and some changes really should happen but don't. But the devs also don't just have to listen to every feedback that people have immediately.
It is weird that Dead Man's Switch made it into the game though. That one I can see becoming very problematic.
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I don't know why anybody thinks the PTB is for balancing or testing anything. (Despite test being in the name) All the PTB is for is hype. If you've paid attention, the dev build of the game is actually -apparently- far ahead of live or even the PTB.
They've already decided on the path, they are just waiting to see if the community kicks up any rocks on the way.
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I am actually getting ready to hop in a match with twins just noticed they had tier 3 dms. I think i can get great value running around with vik.....i hope. Get back to ya on that. Dont have it on Artist/doc so lucky for survivors there. Got tier 1 on fred....I never have anything fun. Still dont have hoarder or franklin on Pinhead but have gone against it as a solo Survivor and thats a ######### snorefest.
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Surprised?
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Not to mention a small Clown buff that actually just...didn't get implemented at all.
At least Pinhead's voicelines are dope.
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PTB is largely just a gloried preview of the next patch. Been that way for over a year now.
It's sadly very rare that devs make changes to ptb content, because they need "stats" first and it really doesn't take "stats" to know that furtive chase is still useless.
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- Boil Over is probably mostly ok, if it ends up being broken in very specific locations in maps it's probably just a flag that that specific map needs an adjustment anyway regardless of Boil Over.
- Dead Man's Switch could possibly be an issue on Artist due to her unlimited range and ability to fire crows through obstacles. If it does present a problem, though, the solution is probably to tweak Artist's crows so they don't do damage beyond 35 meters, for example. She'd still be a solid killer even if she can't literally get an occasional snipe halfway across the map or more
- Gearhead showing survivor auras versus generator auras makes it inherently better in my opinion. You say the survivor aura is harder to see but when I use survivor aura perks I don't normally have trouble seeing them (except when there's one of those annoying halos created by a sacrifice or generator completion which block everything else).
- Furtive Chase is definitely still useless. Having less terror radius in a chase makes pretty much zero difference because the survivor you're chasing knows you're there. So who cares if the effect lasts longer in the match? A worthless effect that lasts a long time is still a worthless effect. They really need to consider revamping both this and Beast of Prey to have effects that don't give "stealth" during a chase. Stealth is primarily useful when you're NOT in a chase.
- To be fair to the devs they have the data on these add-ons that the people posting in these forums don't. They're saying they looked at lots of matches with and without specific add-ons and the ones they nerfed are the ones where the add-ons appeared to be having too great an impact on the kill/escape rates. It's not like they just randomly said "oh, this is popular, let's nerf it".
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but, how will streamers and content creators advertise the coming content if they just rushed it live? At least with calling it the PTB, the streamers and content creators look like they are playtesting, which brings them more views. They make it look fun and great generating DBD more customers/players. And all they had to do was release the content early, but is it early? When we all know when the PTB tends to go live anyways.
If I call a duck a chicken, it's surprising how many people find it a chicken.
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The thing that gets me is that they admitted in the last Q&A that per/addon changes take up no 'bandwidth.' It's not like tweaking the values would do anything in terms of time, they just didn't listen to the feedback, or care for it. Either way, we wait for the next chapter patch to see if anything comes of it.
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But given what the Devs have shown as the data they're basing decisions on, they need to take a Statistics 101 course.
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What data have the devs shown? Other than the one chart which they explicitly say every time they show it "we don't use this for balancing so take it with a grain of salt", what numbers are you referring to that they're releasing which they base decision on?
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That was my point - they keep talking about "the data shows" but never actually give any evidence.
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You said they need to take a Stats class. But all you really mean is their decisions go against your intuition. For all you know the data they have actually lines up with their changes though.
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If you really want to get annoyed, do the math on the BP rewards for the event, or take a look at the BP gains in the postgame lobby.
It's deliberately tuned to give killers almost nothing, while nearly doubling survivor BP gains. 750 BP on a hook (which doesn't even work half the time) compared to 3000 BP for a generator being done. That's...honestly, I'm not sure how to feel about this aside from insulted.
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They don't never do it, but this is the second time in a row where the community unanimously went "hey, there's a giant problem here!", they ignored it, and surprise surprise, there was indeed a giant problem.
I'm not bothered by this part, actually. The envelopes give hilariously high amounts of BP to everyone and killers have an advantage to finding them (survivors waste tons of early game time if they try), killers earn way more than survivors do on average, and also, you're going to get more event hooks than survivors will generators. You figure each survivor is only personally going to be there finish maybe 2 gens unless they were jockeying.
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That hasn't been my experience.
4 survivors, meaning that the second I head towards one, it pops before I get there. I've managed to get 2 envelopes in 16 games today, and that's with me trying to prioritize them. Wraith can't even open them without decloaking.
Play a few games, note the BPs after. You'll see what I mean, and why I'm legit fuming right now.
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I've been playing games all day. I was wrong about survivors not getting full BP when they don't personally complete a generator, and that stands to reason that they could be more generous with the hooks, but I'm still getting healthy BP on both sides.
I guess I've just been having better luck with the envelopes. As survivor, I spawn near others and I have to fight others for them, which I usually don't win. As killer, I spawn on my own side of the map and get free dibs on any envelopes that show up near me.
Wraith not being able to interact with event features while cloaked has always been very annoying, though. I'm still sad about the pumpkins.
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Boil over wouldn’t be bad if the trolls would stop abusing it.
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Furtive Chase would only work now on survivors who literally never look behind them 😄
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It's funny, I actually did give Beast of Prey a shot tonight for the hell of it. The only way I can see it possibly working is I get in a chase and, while in Bloodlust, if there's another survivor nearby I can use the Undetectability to switch targets and ambush them instead of continuing the chase on the original survivor. I gave that a whirl and it just seems really difficult to pull off. You have to hope there's another survivor close enough to the chase that your Bloodlust won't end before you get close to them, but also hope they are too involved doing a gen or whatever to not realize you're nearby and switching to them, and it can only be done after chasing the first survivor 12 seconds to get Bloodlust going. At best I think maybe, MAYBE I got a hit because a survivor ran past us in a chase? But I can't even be sure if it was due to Beast of Prey or just a typical altruistic body block attempt or something.
And the funny thing is Beast of Prey is Undetectability which is WAY better than Furtive Chase's effect of just reducing the size of the terror radius. And yet Beast of Prey is kind of worthless too, so just imagine how bad Furtive Chase is!
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Hey but guys we chagned the name of rank 20 to iron 4 and rank 1 to iridescnet 1, so thats good right?
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Yeah - it seems like every time people complain about broken things not being changed after the PTB, BHVR say the “need more data”. If the PTB isn’t a big enough sample size to collect the data needed to find out whether or not something is broken, OP, etc, then what’s the point of having one at all?
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I garuntee that almost none of the major streamers and content creators would mind the ptb not existing as long as new content coming out wasnt bug filled. Their views go up no matter what when new content comes out. That's how it works.
Idk why you are getting angry, trying to ######### on or to blame content creators for a problem that solely lies with bhvr.
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You are only disappointed because you had some expectations.
By now, you should know you cannot expect anything.
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Trolling is the only way to use the perk. If you're not bringing map offerings and intentionally running into second story areas where you know the killer will have trouble hooking you, it's a bad perk. If you leave it to chance and just play as you would normally, it's very unlikely to do anything.
I think if Furtive Chase conferred Undetectable in chase at enough tokens, it would be... well, it would be better. It would still be a pretty bad perk, but Beast of Prey's main sucking point is that it requires you to get into Bloodlust, which creates its own stack of problems. Furtive Chase giving flat Undetectable would sort of work like a killer version of Iron Will. No directional heartbeat in chase and no red stain. But losing the red stain is something that you can already mostly do by moonwalking, so that's not much, and then you can have maps like Ormond, Badham, or Gideon where it's all 100% worthless because every loop has visibility. It's not a recipe for a perk anyone would run; it'd just be another neverused perk instead of "adept Ghostface is a 2-perk run because #3 does nothing at all."
Mostly I think Furtive Chase just needs to be reworked from the ground up with a new effect. Stealth in chase is not helpful, especially in a meta that discourages switching targets. And when you do want to split (usually to kick someone off a generator), it's generally really easy to ambush nearby survivors from a chase even if they do hear your terror radius, because they think you're occupied and so they're not especially concerned about it or its fluctuations. If they do react quickly enough, they're either very alert and watching entrances, they're using Spine Chill, or they're on comms, and in all of those cases, Furtive Chase's -16m TR still isn't going to help you. It'd help you ambush a scared newbie player that has no idea what's going on and doesn't want to get close to your TR but feels safe outside it, but who needs a perk slot to handle that?
The sad thing is - I started playing a year ago, and when I first joined, I was very appreciative of BHVR's work and optimistic about the future, and I'd defend them from what I thought was an overly negative playerbase.
Now I'm as cynical as everyone else. It wasn't even a fast transformation - it was months of "I think that was a bad idea, but I'm sure they'll do something about it when they realize that", "I disagree with that, but I'm sure it won't be too bad", and "They have to fix this soon... right?"
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@Laluzi Yep, 100% agree on stealth mainly being useful between chases, not during them. Both Furtive Chase and Beast of Prey could use a revamp because of that.
I think if I had a pick, for Beast of Prey I’d go with having it either reduce the timer for Bloodlust ticks by 2/3/4 seconds or increase the movement bonus you get from Bloodlust increments by 1/2/3%. So it still thematically improves your Bloodlust but more directly.
Furtive Chase, why not give a passive +1% per token to movement speed in chase? No other perk does anything similar other than maybe Play With Your Food.
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Yes, because you are smart and reasonable you expect everybody else to see obvious problems and fix them ASAP.
It's a failing that afflicts a lot of people and it's hard to get rid of it. You'll get there though.
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Fog Whisperers. They literally are not allowed to say that.
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I mean yeah fog whisperers aren't allowed to be overly critical of bhvr on anything that's how they became fog whisperers. They aren't lying they just aren't saying as much as they could or being as harsh as some probably want to.
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Because the changes don't matter I mean now there's one new perk their already small tool kit compared to survivors given another handout that can abuse the map design yes dms can be problematic but only in certain builds and killers.
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