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Why should be the new survivor perks always useless?
Circle of Healing nerfed to the ground.
Outside of that we got no new survivor perk for years.
If anything was a little usefull, then killer main streamers demanded nerfs, and new perks or buffed ones never made it into the meta.
Anyone remember Lucky Break? How streamers cried and got it nerfed. Never used because the pitiful timer.
Boil Over? Nerfed to please the streamers, now only usable in a very specific map with swf on comms.
Parental guidance nerfed before the release, useless.
Circle of Healing? Gone, maybe swf can make it work with great effort.
Meanwhile killers getting meta perks with every release.
The game losing playerbase because survivors can't take it anymore the never ending nerfs, and infinite buffs for killers.
What I see less solo, and more SWF, game bleeding survivor playerbase.
The only way is fun for survivors being on the comms.
What's the use for new survivor perks if always be useless?
Just release 6 killer perk LOL, at least every perk will be meta. Only killers allowed to have fun.
Just wait and see after Dead Hard nerfed, what will happen with playerbase
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If dead hard is Nerfed I'll just use lithe lol
You have a fair point I suppose
Post edited by humanbeing1704 on3 -
Because something more useful than DH/DS/BT/UB is literally a broken perk, as in CoH.
Also, less survivors are more or less healthier for playerbase, as it can fix k/s ratio in certain place.
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I guess the definition of "useless" and "meta" differs from person to person.
Also what killer get is not something better but just the same in a different flavor.
What does the 20th gen perk help when they all do the same and even exclude each other's effect half or all the time. Also the killer still only has 4 perk slots.
Coh is now the same, just one of many heal perks but not above all of them in terms of effectivity. Unlike it did until now like for example dh that outshines still most other exhaustion perks.
It still is a team wide self-care aka worth 4 perks lots instead of just the one for normal self-care. It just switched the accessability for the user themselves and spreads it to everybody else and therefore had to be limited in range and setup time.
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I used to play more survivor because killer was kinda unfair. Now I'm going to play more killer, that's it.
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COH is still viable but it is still more effective in it's current state. Compare this to when Undying was nerfed. It had to happen because you could have a hex totem up all match. That nerf completely changed how killers had to play, which is not the same in regards to COH nerf.
Boil over was abused with people going to RCPD Library constantly. This would force killers to bleed them out just to progress the game. Fun for both right?
Killers have more tools available to them (i.e. Scourge Hooks, Lethal Pursuer, etc.) But the meta is still similar (Ruin, Undying, Corrupt, Tinkerer, BBQ, PGTW, Sloppy Butcher) from when I first started playing in 2020. I think killers have started thinking more outside of the box. I love the recent updates on Plague and I play almost exclusively her Prayer Tablet add on style. Slap on Fearmonger and now you have an interesting match.
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As others have kinda stated, the problem is the survivor meta perks being to strong and overshadowing any good/interesting new surv perks. Most of the new ones aren’t actually useless but you play at a disadvantage when not equipping Meta perks.
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Lucky break is a meta perk and still one of the strongest survivor perk in the game. Its used in tournaments and competitive play frequently and has to be limited mostly.
Parental guidance is and was always a situation perk that CAN be strong in those certain situations, nothing has changed about it.
CoH will still be pretty good and the number changes wont do much to it.
Boil over was busted and made you unhookable on some maps.
Idk either you troll or your mindset is very limited and you just want to see top tier meta perks that are busted and carry your ass through the game like old DS or current dead hard. Maybe try to open up a little and play with other perks, its not like you are going to die immidaitly into the game, if you do then its more of a you problem not the perks.
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CoH is still a good perk it provides your whole team with self care and boost the speed you can heal each other all and that for just one perk slot.
Complaining that boil over got nerfed is just pathetic. With boil over even non swf people could steal the game for an eternity. is it fair to have zero chance of getting you to a hook because you have one perk without limit uses and you ran every chase to the same spot? No of course not.
And what great killer perk did we got?
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Killers complaint about the new COH? No, it’s trash now
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Every update introducing new mechanics and abilities for killers and survivors have to adapt. Killers never have to adapt because anything new gets nerfed. Its a stagnate culture that the devs allow to continue because they have conditioned killers to resist change.
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Wait so your point is that a perk is only good as long as it's so good that the other side has a problem with it big enough to complain? That's ridiculous. It's long since I heard a complain about bt or ds so these are trsh perks now nice. Same goes for lithe and sb both trash because the aren't so op that the other Side takes time to complain in the forum.
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Killers complaint about snowmen, don’t you remember?
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CoH deserves to be nerfed into the ground as long as boons remain infinite resources. And honestly 50% isn't even nerfed into the ground. It's still a better botany knowledge for healing speed and it applies to the entire team.
There's very little counterplay to coh meaning it cannot be a strong perk.
Also Boil Over was nerfed because it was literally creating situations where the killer couldn't hook survivors and was forced to slug the entire team. The perk is still buffed from its original values just no longer abuseable.
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Because it was a third health state that even completely counter some killer power like legion and Ghostface. Plus there was nothing in the event for the killer.
Let me ask you do you really think CoH was fine how it was? I mean if I had to say something I would go another approach to nerf it instead of just nerfing its numbers
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Its because killers are a whiny bunch. Survivors dont even have anything worthwhile that doesnt band aid fix any game flaws. And killers always complain about anything that may look worthwhile. Examples were given plenty in op. they even complain about situational things that dont work out well most of the times like Head-On. And if anything gets nerfed they just go to the next perk in row without any reasoning.
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Boil Over? Nerfed to please the streamers, now only usable in a very specific map with swf on comms.
Boil Over was never in a good state. Its buff didn't improve its performance in general play, only in bully squads. It had no reason to be changed the way it was.
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You're actually almost right there, you've hit on something that is true. See, survivors actually have a ton of worthwhile perks, I'd argue that if you picked any five random survivors the majority of their combined teachables are perfectly fine. Some may be more worthwhile in specific builds, some may be a little weaker, but they'll all do something and they'd all give some value, there are very few genuinely useless perks for either side in DBD.
The problem is, the survivor meta is a majority perks that cover for game flaws. Why run a perfectly serviceable perk like any of the genuinely decent and strong perks in OP's examples, if doing so would sacrifice a perk slot for something you might need? Some survivor meta perks are just OP, like current CoH and Dead Hard, but most cover for a very real gap. That's why the survivor meta is so stagnant, you feel punished for not bringing DS whenever you get tunnelled, you feel punished for your teammates not bringing BT for the same reason, and so on and so forth.
That's why current survivor perks feel underwhelming- they aren't, at all! It's been a long time since a survivor with genuinely useless teachables. It's just that they need to be legitimately overpowered to compete with the current meta.
Also, just to be clear, OP is wrong, all those perks are still perfectly serviceable.
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CoH is not nerfed into the ground, it got nerfed by about 5seconds throughout those two nerfs, this perk is still quite strong. They need to changed fundaments of the perk instead of values.
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Be thankful that new perks are useless for survivors. It means survivors don't have to spend any money. We just have to wait a few weeks for bhvr to nerf everything into the ground.
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New survivor = new skin possibility
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You mean that bit of seasonal fun where survivors got to hop in a snowman and meme around and have fun while getting extra protection before they were injured and killers got to... Not do that? Yeah, can't imagine why they would contain about such a thing. Frankly I think if they had done anything for killers, even something like snowballs that they could throw would have made it a lot more fun for everyone.
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Well, if I’m not incorrect, in the next patch for survs you will find... only nerfs
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Ah that extremely one sided event that grants survivors literal third health state that can counter both normal hit and power hit, while giving nothing to killers? I remember!
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Lucky break was nerfed due to its effects lasting so long it gave multiple perks in one with 0 downside. It gave too much freedom and was changed time wise (like pop)
Boil over, didnt need to be swf. Having a perk that makes certain areas unhookable is bad gameplay just in itself and needed a change.
COH had infinite, fast, big range through multiple floors and only one survivor needed to run it. I personally would of done it slighty differently but once again was needed.
Survivor gets alot of good perks, the only reason so many perks dont get used is you cant beat already insanely strong perks. DS, DH, BT, UB etc. Will likely always be meta but COH but all perks you're on about became meta through unfair mechanics.
Survivors arent leaving, killers are. While there should be 4 survivors to 1 killer its actually way higher than that, it's why the devs are actually making these changes and trying to find ways to encourage more people to play killer.
And is the survivor population drops over 1 perk getting nerfed (DH) doesnt that just show how much they rely on it and how broken it is? I personally cant wait for the DH change even as a survivor, why? Because more killers will climb MMR and I'll see a wider range.
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So the only reason you're playing survivor its because they have overpowered perks?
Talk about entitlement.
If you're not gonna play the game just because broken perks will be fixed then go play something else that will offer you an easy mode.
I still think coh is the best healing perk in the game
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You already reached peak game changing annoyance with your current perks.
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Oh no! A single patch out of the 24 per year doesn't have anything good for survivors? The horror! Why it's almost like they're not just trying to arbitrarily give both sides the same amount of buffs and nerfs each time and are actually focused on balancing issues in the game. How could they?
Congratulations, you have managed to find the DbD equivalent to "it's snowing so therefore climate change isn't real" though I appreciate that you don't even try to defend your nonsense and just jump to the next gimmick in the box as soon as it's pointed out that you are being ridiculous.
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CoH is useless thread number: 522315
People REALLY like to overreact. The perk will still be meta. Even for solos.
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It's basically quick self-care with buff to usual healing, pretty strong.
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Because they don't know how to make good survivor perks without making them too strong. Mostly because the devs aren't good at their own game. And that's why you'll only ever see about 12 survivor perks ever used except for the rare occasion where someone has an archive challenge or are doing an adept.
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Are you guys seriously complaining about the Circle of Healing change? Really?
In my personal opinion Circle of Healing gave the survivors way too much of an advantage. Even makes perks like self care less viable. The fact that changes would be made was inevitable.
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COH is still strong. It provides the whole team with healing, that means that you free the self care slot if you use it.
Boil over was just abused so it got nerfed.
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If you crutch on Meta Perks then yes, most Perks are useless.
If you don't rely on them, you can make many interesting builds, especially on Survivor side. I've tried, tested and came up with many interesting Survivor builds because F the Meta Perks, hopefully they'll all get nerfed, the majority of Survivor Perks are underrated or make some really fun builds.
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"Boil Over? Nerfed to please the streamers, now only usable in a very specific map with swf on comms."
No it was nerfed because it was overpowered, not because of streamers, streamers just highlighted the issue to BHVR how on some areas you literally couldn't hook a survivor and survivors were taking the game hostage to grief.
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CoH is not more useful than DH, DS and BT. In fact, survivors see it about 3 times less important than those perks. All the developers gave to you with this nerf is faster gen speeds.
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Most definitely was not a balanced update cause if you were going to down me I would run up high and force you to either walk the long way around and drop me or you would drop down and thus drop me. It can still be powerful if you are left slugged with flip flop on but meh other perks are better to bring.
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Ah yes, the perk that only needed to run on a player rather than entire team has 1/3 usage rate! what a miracle!
I'm pretty sure this is certainly how you should look at statistics and perfect interpretation of the data.
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I don't understand what you are saying.
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I believe He thinks the data you presented is skewed not because the perk isn't as popular, but because in any swf, only 1 person needs to bring it, unlike say, dh or D's, which every member has to bring to take advantage of, which will definitely drive down the usage.
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Ah, thanks for the translation. That could definitely be possible.
Unfortunately, I also feel as if Borrowed Time and/or Decisive Strike and an Endurance perk are required or you are seriously handicapping yourself.
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Honestly I feel like decisive is very overrated. I shared my build with you before so you know I don't bother taking it, as I feel like you end up developing bad Survivor habits by having it and the five second stun isn't really a big enough deterrent to tunneling to make it worth it for those bad habits, if that makes sense.
Borrowed time is definitely useful against camping killers but it's another perk that I think has the very strong potential to teach you bad habits
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At the time that Boil Over was buffed, I urgently agreed to the nerf, it was quite easy to not get hooked, even on Solo, the change was positive, because the devs solved the problematic aspect that was gaining a flat 1/4 of the progress when the killer falls from heights, keeping the aura distance increased..
But the nerf that removed 3 seconds in parental guidance still on PTB was a lot for a perk that is already extremely situational, meaningless change and without taking any relevant stats, since the perk did not arrive intact for the official server with 10 seconds.
Now CoH that had already been nerfed in healing percentage, receiving another nerf in the same aspect and not in controlling the amount of times it is placed on the map that as suggested by several people (token or Cd system).
And yes, CoH is still useful, but only for -- SWF--. The nerf killed the perk for SoloQ, because there's no way you can get the best of the perk all times that would be an ally to heal you on totem radius, otherwise the time you'll search for the totem + bless + heal yourself (and the killer can still snuff the boom, even if you bless the totem before taking damage), will make the situational perk less valuable than more robust options like Self-care or Inner Strength or Pharmarcy.
What do these two changes indicate? A balance aimed at High SWF, without taking into account any >> value of the perks in SoloQ <<
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I'm not sure I agree with that take. It was always a perk that was more valuable in SWF than solo, and I don't see that ratio changing in favour of SWF any more than it already was- the perk is still an infinite free better Self-Care for your whole team, and the random teammates that you group with know that the glowing blue beacon on the map is a place they can run to go heal without a medkit. That time save is still pretty good.
Assuming you're not placing it willy-nilly and make sure to bless away from the action, it's still a pretty solid perk. The only thing that's changed is that you can't use it to heal up absurdly fast, meaning you have to make sure the killer isn't directly on you when you start to heal. That's a good change, and one that won't be different between SWF and SoloQ.
What it has done is stopped CoH from being a selfish SoloQ perk, and I say that without judgement. Before, you could use it on yourself to cover for teammates not healing you and still come out ahead in terms of time saved, whereas now it's still good and still better than Self-Care, but a downgrade from getting an altruistic heal. That's also a good change, though, because if the whole team uses it the time-save still breaks in your favour.
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Weird, I must have missed the meta changing perk that came with Sudoku. Also, you can’t compare meta killer perks and meta survivor perks because all killers play differently. What is meta on Nurse isn’t meta on Trapper. Survivors on the other hand are just skins, they all play the same.
Not to mention survivor is the much easier role. You can run four non-meta perks with any survivor and be fine. Meanwhile if I play Trapper and run four weaker perks, it’s going to be a rough game.
Lastly, CoH is still a great perk. One survivor runs it and all four survivors have unlimited heals. Not to mention the time it makes killers waste looking for them.
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yes, the perk in SFW has always been more valuable than in SoloQ.
But in SoloQ, the damage will be much higher. Of course, it will still be a self-care slot for the entire survivors (and that's the point of boons, generating something valuable for everyone in exchange for time spent), but before thinking about the team, you have to think about yourself, since you can't communicate with anyone, and that's precisely why you have more robust options than CoH now.
And precisely because the nerf is targeting the wrong aspects, the perk will remain strong in the high MMR, since the people can communicate, use med-kit that stacks to heal each other on totem radius and continue making generators and blessing totems. It's actually a very subtle perk that involves healing, and if it's precious in SWF where you have your allies on your side, imagine in a SoloQ.
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Why is it always about streamers?
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But is that a bad thing? It's still a very good perk in SoloQ if you want to be a team player, but if your intent is to heal yourself first and foremost, you have more reliable options. That's a good thing, it encourages perk variety depending on how you want to play and what specific value you want to achieve.
Since it's still going to be a good perk in both SWF and SoloQ, I think that it being less of an obviously correct choice for any healing-related role in a loadout is a good thing. You bring Circle of Healing when you want the thing that Circle of Healing does, not just when you want an all-rounder healing perk.
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Omg what an entitled Survivor Main
Nerfed into the ground ROFL
totally
its a free 5. perk slot for 3 other survivors)they dont need to use Self care and can equip something else while still have the benefits + faster selfcare) so it is still OP and should have max relit number of 3
and not infinite
Your next Idea will be to nerf pig? XDD
or legion, legion op
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Nerfed CoH is a longer self-care in solo queue. CoH is good because it allows other players to not bring a healing perk or medkit. In solo queue, your best bet is a med-kit, self-care with a medkit or self-care with botany knowledge. It takes 3 heals from CoH before CoH is more efficient that Self-Care. (I'm adding 4 seconds on average to go to the CoH area of effect as a guestimate for travel time).
Self-Care and Botany Knowledge decreases your heal times to 24 seconds which is way better than CoH. It's going to take a lot of heals for CoH to ever beat Self-Care and Botany Knowledge. After 4 heals your at 28.5 effeciency from CoH, 27.8 effeciency at 5 heals.
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Ahh dont you dare to say that. Don't give them ideas. We will see a flood of threats about how op legion now is soon enough. So shhh
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