My thoughts as a survivor on the patch.
Hiya! Before i get into the nitty and gritty, or anything particularly serious about this patch. I do want to give a little disclaimer:
I am not someone who ever used or relied on Deadhard (Unless for a challenge), Decisive Strike, Spine chill, Self-Care, Iron Will. The reason I am stating is, is to establish that I felt largely unaffected in my 'direct' gameplay because those perks were hardly in my kits.
For reference, I found that Hope, Lithe, OTR and We'll Make It are a very good combination and have been escaping every single game that I've played.
Some survivors are still trying to make DH work (and kinda throwing the game for it), but I've seen most of the perks that were nerfed largely dropped out of kits. There has been an over-reliance on Gen Regression from killers, which alternatively forces the survivors to focus harder on gen-rushing. As a matter of fact, I believe that killers are being disproportionately boosted with their buffs. I am by no means a great survivor, I could never 360, or juke killers that well, I'd like to call myself predictable too. But.. These killers have no game awareness, barely any chase confidence and have given up chases on me more often than not - I am nearly always the last survivor to lose my first hook state, if to lose any at all.
But these easy killers that are ending up in my games are by no means because of their skill - as evident with how they perform, but because have been given a hell ton of crutches that have made the game super easy in LOW MMR. This is also all coming at the expense of the survivors that have had their 'crutches removed' and are 'not nearly as skillful as they thought'. This is not healthy for the game, my escape rate has been from roughly around 50% to about 90% now because my games are dead easy.
BHVR has unironically made gen-rushing even more effective and prevalent in game, I still witness 2-3 gen pops before 1-2 hooks happen simply because the quality of killers has gone down in my games and they cannot keep up in chase, or even refuse to do simple things like breaking a pallet. By trying to nerf gen rushing, it's been made even more important to do so.
Please, revert this patch. Work on how to nerf/buff these perks in a different way. This is not the way, and it's not nearly as fun as the game used to be. I don't feel challenged whatsoever, I am a SOLO-Q player at large too, before someone tries to accuse me of being a sweaty SWF player.
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I witnessed the first new DS against a Nurse tonight. A Yui got tunneled at five gens (of course) and hit the Nurse with DS. Four seconds later she was back on the floor.
Didn't see that coming.
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Bringing those perks is genuinely throwing the game.
Witnessed a Nea get messed up by Deadhard whilst she was about to escape because Deadhard actually slows you down because you get stuck in the animation momentarily.
It's just sad.
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I definitely agree that this isn't the way to go about buffing killers. I can't recall being consistently killed by killers who were this bad prior to the patch. I've seen killers lose 3 gens in their first chase and then get bailed out by the stacked regressions for the rest of the game. There has to be some expectation that a killer needs to play well in order to compete.
Survivor just doesn't feel rewarding at all right now. You can do everything you're supposed to do and it just won't matter because they have a bunch of stacked perks to blow away half the progress you made while they took a stupid chase all the way across the map from their 3 gen. It's hard to articulate how poorly a killer has to play to lose right now with a good build.
I've played this game for 4000 hours. I've played both roles at the competitive level. I'd like to think I have some experience. Balancing around the absolute lowest common denominator of one role isn't the way to go. There has to be some meritocracy in any pvp game. If you play poorly and make poor decisions, you should lose.
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I don't think the patch needs to be reverted. I think they just released too much at one time. The perk reworks are fine, they could have released that this week and then observed stats for several weeks or so. Lots of players on this forum say meta perks carried many survivors to their wins, and that's why alot are struggling. If that is true then the perk reworks would have been all that the game needed. However, if it's not true, and kill rates were still too low, then the devs could have rolled out the killer chase buffs.
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I'm currently going with Renewal + We'll Make It combo to skip healing or Self-Care + Botany Knowledge in case I do fail to be the one to unhook.
Although the quality of killers has somewhat decreased, the situations when I've been hardcore tunneled even at five generators up have greatly increased aswell. Like, I don't even know what to do..
Other survivors do know that I have We'll Make It, but they do still wanna be the ones to unhook and screw us over, because by the time we both heal the unhooked survivor, the killer's back.. Yup, and focused on the unhooked survivor. Even throwing all three of us (the other survivor runs there too in the end) isn't enough to convince him or her to switch the targets.
As for camping, most killers have been going back'n'forth in around twenty meter proximity 24/7, refusing to leave the area and let us unhook. That's fine and all, but it's not fine when the entire team throws themselves at the hook. As if it wasn't enough, the hooked survivor gives up early, once again screwing us all over.
Although the kill rates in matches that I do play are at above 75%, I have never expected that such an overwhelming majority of players were carried by Dead Hard so much! Just like you, I have never bothered with it and were running Self-Care and Botany Knowledge combo with WGLF and Kindred. That's what I've wanted to mention too.. Kindred. Why the hawk nobody uses Kindred in Solo Queue?!..
Besides extreme tunneling and proxy camping, there's almost nothing new on my side, like the sudden increase in Thanatophobia (80%+), We'll Make It (around 33% more frequently used), Prove Thyself (50 - 75% usage) and players giving up early just because they do happen to get tunneled. Also, why'd you even tunnel at five or four generators? I have stopped encountering Anna and her hatchets, but face the Legion and Plague pretty much 24/7.. If not, it's between the Nurse and Amanda.. Nothing else, no variety whatsoever. I don't even face Billy with chainsaws or basement trappers anymore.
I do strongly doubt that I can make other players to focus more on the generators than on blessing totems while bein' healthy, as well as to stop the killers, who're already dominating with over a 5-hook streak per a completed generator, but what am I supposed to do, besides manually looking for SWF premade at this point? This feels like a dead end.. I'm not gonna lie, I'm not even having fun with such a hardcore tunneling, it's as if there was a Tournament or something! To get back to the main menu with less than ~4k score, getting farmed, having players purposefully screwing over each other.. Just, yikes.
As for the killer queues, I haven't bothered with it yet, the queues were really long to force me to give up on playin' the other side.. But I do doubt, there'll be such a big difference, unless I put certain killers and perks to use, like Susie with Thanatophobia, Adiris with Thanatophobia, or tunnel really hard, as if my life would've been dependable on it.
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First thank you for a detailed honest critique instead of doomposting, it's nice to see for a change.
Second I agree they went too hard on the gen regression in this patch, not sure what the point of increasing gen times was if they were gonna buff gen regression as well. I also agree it's boosting some bad killers.
I don't think the patch has to be scrapped entirely as there are good things in here. DH nerf is good, killer base kit buffs are good as well as buffs to lightweight and distortion and lucky break. It's also having a positive change in toxicity levels in the game which is worth something IMO.
I think what we need from BHVR is something historically they haven't been good at which is to admit something didn't work. I hope they look at this patch and are able to recognize what hasn't worked and take it out and try something else. Not all of it mind you but just refine what they did here instead of thier usual "we did the thing so you're stuck with it for better or worse" deal. Make looping challenging for survivors IMO but help them out with increased info in exchange and either keep the currentgen speeds or current slowdownperks but not both.
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that Is what I mean, they are forcing gen rushing even more with this patch than ever before.
it is absolutely horrible, killers with no real game sense or knowledge how to pressure the gens/survivors properly.
games so far have been 1. Full on tunnel/facecamp 2. Full regression build.
you try to engage in chases and the killers will drop you. You try to bodyblock for the survivor that is being tunnelled, and they will literally ignore you to get to them or whack you and walk through you
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Pretty sure most of the kill-rates were already sitting at average (or a bit above), but BHVR decided that they wanted kill rates to be higher.
Also, I think you majorly missed the point of my post. There will be several survivors that never relied on those perks, or those that will swiftly adjust and learn how to counter all of this - which is to do the thing that the entire patch was trying to balance aka Gen Rush. Majority of what the patchnotes were aimed for, such as reducing gen-rushing, reducing tunnelling and camping have done the polar opposite.
Is that not problematic to you?
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Yeah. I doubt they will do that though, they've never ever gone back on a patch as far as I'm aware.
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Exactly - agree 100%
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i'm getting killers that clearly have less loop knowledge than i do winning anyway because of the changes to bloodlust and the nerf to injury distance. many loops are now easy for killers to simply hold W at instead of learning how to mindgame them properly or breaking the pallet. they don't have to do anything.
imo they should never have touched the injury distance or bloodlust at all, it's leading to horrible situations where you can't even make it to a tile or loop before you go down again. it's especially bad when going up against hypermobile or projectile killers.
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i'm so fed up with the incompetence from this team. they don't know how the game works, they don't know how to balance it and they throw some things in the air and hope it lands on it feet
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100% just played a match against blight it's actually a joke you can't even get to a loop, they need to revert the chase buffs not the generators
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Ironically, a lot of killers would generally prefer to have bloodlust removed.
But even with these direct buffs to chase, I'm not having games with killers that want to participate in a chase that immediately won't result in a down. Killers have been directly disengaging from chases to instead challenge the survivors who are doing generators, and it's leading to completely boring and 1-dimensional gameplay.
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Bloodlust removal, however, would be requiring a proper map balancement.. Something, that'd force devs to hire one of the best players or to play the game on themselves, which ain't gonna happen anytime soon. You can't balance the game around newbies, afterall..
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? The maps have continuously been reworked in favour of killer, it doesn't seem like you were here for that. They were made smaller, infinites were removed, and pallet/window spawns were reduced in MOST maps.
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See, and that's what I'd agree with, but not what I've meant with term proper balancement.
Some maps do still favour a lot of survivor sided tiles and vice-versa. Examples are Badham Preschool, Léry's Memorial Institute, Shelter Woods, etcetera.
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Pretty sure this update has introduced new tiles tho?
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I have noticed new tiles in Shelter Woods, but that's all.. So far. Even though the tiles are somewhat survivor sided, Shelter Woods is still a dangerous map for survivors..
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In BHVR's own words bloodlust barely has an impact on the game and when it does, it was to the killer's detriment. They won't need to rebalance maps on account of bloodlust.
"Finally, we’ve tweaked Bloodlust to increase in power quicker than before. In most chases Bloodlust does not activate, though there are rare cases where it can be necessary. The long build up often leaves the Killer in a bad spot even if they eventually get a hit." - BHVR
Bloodlust is just a band-aid fix that doesn't work, and has gated changes to the game because it exists. If bloodlust were removed, killers would end up in a bad spot less frequently.
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I have 4k hours in dbd and I have to say this patch has been absolutely miserable. I love the change to the meta but there was overwhelming too many buffs to killer.
Camping and tunneling has always been an easy way for a bad killer to DRAMATICALLY swing game outcomes with minimal effort.
Now that gens take longer but hook states are still the same amount of time its absurd the reward that bad killers get from low hanging fruit.
The one thing I've never understood about this game is why minimal effort is so highly rewarding for killer?
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