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People are overreacting to (PTB) Forever Plague
Yeah, I said it. People are overreacting.
For the uninitiated, in PTB, gens were upped to 90 seconds and Thana was buffed from 5% to 5.5% per stack (20% to 22% at max)
An infamous combo is the likes of Pentimento (30% debuff) with Thana, and you get "Forever Plague" with a gen taking 165 seconds, almost 3 minutes.
Except... that's pretty much already a thing. It's not 165, but you can make gens take 143 seconds with both of perks on Plague/Legion. And I highly doubt many of you have SEEN a Forever Plague.
The reason is that a central crux of this build is Pentimento. As killer, you're banking on survivors choosing to cleanse totems which is fully possible NOT to happen, especially now that Ruin has been nerfed to a waste a perk slot. As such, despite its power, you don't see Pentimento often outside of gimmicky/predictable Plaything builds.
Forever Plague build has been in the game for months and hasn't been an issue. Ditto for Legion who can pretty much do the same thing in terms of slowdown (except mending is annoying, but that's a Deep Wound issue).
Now, if you wanna talk problematic, come with me, and let's talk Deadlock-NWO Facecamping...
Edit: I need to make something more clear. When I implicitly said this combo won't be problematic, I meant it in the sense that this combo won't see much use besides gimmicky/meme builds. The 165 gens is still stupid though. I'm more concerned that in the PTB, camping and tunnelling are more or less incentivized (some may argue a necessity too).
Comments
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Every scenario you mentioned above would be something I would immediately dodge, if I were given the foreknowledge. All three of the most boring killers DbD has to offer. Why they are buffing Thana on top of base gen times is beyond my comprehension.
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No I think it's definitely a problem. Thana should not be getting buffed with gen times already increaisng. If anything, it should be nerfed.
This update will also illustrate more than ever that there needs to be some kind of cap to stacking speed buffs and debuffs. For debuffs, I would suggest 30%. Decreasing healing or repairing beyond that is just very extreme.
And for buffs, it should be at the highest 100%. This would also solve the problem of Botany Knowledge and other healing perks stacking with medkit healing speeds, which is definitely needed. That way medkits couldn't have their healing increased any further.
The exceptions of course would be effects that have values higher than the caps, but those effects should then also not stack with any other buffs or debuffs.
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Like with the legendary 5 hit PTB survivors, this is something you can literally do right now. It's just slightly harder, and only different by a few percent.
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I dont see many survivors breaking totems, even with hex they usually take the time to boon over it. It takes a patient killer to hold off re-lighting totems so that the perk isn't immediately countered.
Then there is the killer's counter; smart survivors know when to use healing pools and to split gens. Map wide audio warnings tell survivors when they are at risk of sickness or injury.
Just seems like survivors really have to hand it to the killer for things to reach a dire point.
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The 5 hit ptb survivors isn't possible on live, most you can get is 4
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It got buffed 2 PERCENT, literally nothing... It's been fine forever and I use this build on my plague anyway.
People are complaining about a .5 percent increase per player holy mother of god. Revert it you'll notice absolutely zero difference I don't care.
Jesus. So 2 PERCENT better thana needs nerfed but 20 percent is fine? Is this a joke or something?
Plague is the goat regardless. Nerf all her perks I'll still destroy most. Her most OP build isn't that anyway. She patrols gens and has easy kick opportunities so I'd be worrying more about overcharge cob. I use pop cob on her right now and it's laughable how bad it wrecks alot of survivors.
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You do realise that 20% of 90 seconds is more than 20% of 80 seconds, right?
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Thana was receiving already an indirect buff given by generator times being upped to 90 seconds. So 4 stacks of Thana would've been 20% slower of a 90 seconds generator.
So yes, people ARE complaining of the additional buff it's given to Thana, because it's absolutely uncalled
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They wanted to change the meta because killers tend bring slowdown perks. So, they buffed other slowdown perks.
I'm sure that makes perfects sense in one of the worlds of the Entity's multiverse. It's beyond the comprehension of us peasants of this particular universe.
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Right and this applies to every killer in the game, I don't see the problem.
No offense but gens ######### fly with any competent team WITH thanatophobia and 10s more ain't doing anything when killer can only be on 1 survivor at a time.
Thanatophobia can be nerfed when prove thyself and other perks that speed up gens are nerfed.
/Thread
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Again, if we are wanting Thana nerfed that reduces gen times, then by all means, once prove thyself etc has been gutted.
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Your complaining about a killer perk that slows gens, yet you have a survivor perk that counters it and works for multiple survivors per gen.
Next joke please
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Increases your Repair speed by +15 % for each other Survivor within 4 metres of your location, up to a maximum of +45 %.
For reference, 4 survivors using this is 100x more busted than Thana, and will be very common post patch.
Now back to your survivor closest.
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I mean, maybe people would have less of a problem with it if you weren't essentially forced to stay injured all match by the simple fact that it's a Plague. Thana isn't much of an issue of most of the killer roster, but killers that have powers that pretty much force survivors to stay injured all match probably get a bit too much value from this perk.
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The 5 hit combo is a meme anyway,so that won't be a problem.
But the thing with Forever Plague and Legion is that players will probably be more aware of that combo now.Especially when content creators start to promote these kinds of builds once the patch hits live servers
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After this patch goes live, survivors will have three primary perks to speed up repair times: Prove Thyself, Resilience, and Overzealous.
Prove Thyself simply offsets the 15% repair penalty for multiple survivors on one generator. So while it may speed up that one generator, it is still less efficient than survivors spreading out on multiple generators.
Resilience is 9% faster, which is less than 10 seconds off of a full generator repair and requires staying injured.
Overzealous will require cleansing a hex totem for its strongest value (16%), and deactivates upon losing a health state. You will have to cleanse a hex totem then do one generator from start to finish uninterrupted just to break even. Two generators if it was a dull totem.
Also brought up by @Mat_Sella are Deja Vu, Stakeout, and Fast Track, which are even less reliable than these three.
I don’t see a problem with any of these. Especially considering killers are still getting a ton of gen defense perks buffed, even if a couple are being nerfed.
Post edited by GoshJosh on4 -
Deja Vu
Stake Out
Fast Track
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True, thank you! I will edit my post. But these are even worse than the three I mentioned.
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Thanatophobia and Dying Light are such boring perks.
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The DbD forums??? Overreacting???
nah thats cap
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Killers have perks to slow gens, survivors have perks and items to make them go faster. Nothing to see here.
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Sorry but if I get this ######### I'm feeding myself to the killer or afking
Old forever Freddy was a slog
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It doesn't sound like it should be a problem since there are counters to all of it. You can heal/cleanse to counter thank and as survivors die it weakens so it isn't overbearing in the endgame, and pentimento totems can be cleansed easily.
Yeah, you're going to have to do more than hold M1 and loop the main building now. That's the point of these changes and it's the fun part of the game.
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It's basically Forever Freddy all over again. Sitting on gens is boring as is, no need to make them impossible to do.
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This just goes to show that there are specific perks in this game that SHOULD NOT stack effects.
I am really surprised that whoever in the dev team didn't have a problem with this, considering that the theme of this update has been to "shake up the meta" ...never questioning why the meta exists aside from their usage stats.
NOT because of map design..... NOT because of mobility lacking in half the roster... totally not because of those things that are so obvious.
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