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Why should be the new survivor perks always useless?

Piruluk
Piruluk Member Posts: 995

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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Comments

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998
    edited April 2022

    If dead hard is Nerfed I'll just use lithe lol

    You have a fair point I suppose

    Post edited by humanbeing1704 on
  • Sakurra
    Sakurra Member Posts: 1,046

    I used to play more survivor because killer was kinda unfair. Now I'm going to play more killer, that's it.

  • Patrick1088
    Patrick1088 Member Posts: 628

    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.

  • dictep
    dictep Member Posts: 1,333

    Killers complaint about the new COH? No, it’s trash now

  • latigresa
    latigresa Member Posts: 88

    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.

  • dictep
    dictep Member Posts: 1,333

    Killers complaint about snowmen, don’t you remember?

  • Crowman
    Crowman Member Posts: 9,570
    edited April 2022

    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.

  • Tiufal
    Tiufal Member Posts: 1,252

    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.

  • jesterkind
    jesterkind Member Posts: 7,970

    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.

  • Ketrab2703
    Ketrab2703 Member Posts: 162

    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.

  • cburton311
    cburton311 Member Posts: 410

    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.

  • AsherFrost
    AsherFrost Member Posts: 2,340

    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.

  • dictep
    dictep Member Posts: 1,333

    Well, if I’m not incorrect, in the next patch for survs you will find... only nerfs

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    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.

  • Zozzy
    Zozzy Member Posts: 4,759

    You already reached peak game changing annoyance with your current perks.

  • Tsulan
    Tsulan Member Posts: 15,095

    CoH is useless thread number: 522315

    People REALLY like to overreact. The perk will still be meta. Even for solos.

  • fulltonon
    fulltonon Member Posts: 5,762

    It's basically quick self-care with buff to usual healing, pretty strong.

  • Zexbunny
    Zexbunny Member Posts: 209

    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.

  • Count_Dooki
    Count_Dooki Member Posts: 60
    edited April 2022

    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.

  • Stroggz
    Stroggz Member Posts: 500

    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.

  • MrDardon
    MrDardon Member Posts: 4,041

    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.

  • MilManson
    MilManson Member Posts: 939
    edited April 2022

    "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.

  • Munqaxus
    Munqaxus Member Posts: 2,752
    edited April 2022

    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.



  • DriplordDrew
    DriplordDrew Member Posts: 246

    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.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited April 2022

    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.

  • AsherFrost
    AsherFrost Member Posts: 2,340

    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.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    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.

  • AsherFrost
    AsherFrost Member Posts: 2,340

    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

  • randonly
    randonly Member Posts: 456

    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 <<

  • jesterkind
    jesterkind Member Posts: 7,970

    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.

  • AndyKuky
    AndyKuky Member Posts: 84

    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.

  • randonly
    randonly Member Posts: 456

    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.

  • GannTM
    GannTM Member Posts: 10,893

    Why is it always about streamers?

  • jesterkind
    jesterkind Member Posts: 7,970

    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.

  • AcoZnas94
    AcoZnas94 Member Posts: 27
    edited April 2022

    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

  • Munqaxus
    Munqaxus Member Posts: 2,752

    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.

  • Starrseed
    Starrseed Member Posts: 1,774

    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