http://dbd.game/killswitch
My Take On Upcoming Changes
Visual Heartbeat - Great
Bloodweb - Great
Map Changes - Cool. Whatever.
Healing Changes - I'm mostly fine with the medkit changes. I think the baseline heal taking 24 seconds might be a bit much though. That's a 50% increase in heal time. Could we maybe try 20 seconds and see how that feels for a couple months? If we really are going with 24 second heals then it's also time to look at some other things related to heals like mangled might need nerfed and self care might need unnerfed. I'm kind of fine with Circle of Healing, but I think the bonus to healing should be even higher if survivors can't heal themselves. Maybe 75% bonus.
Gearhead - Cool. Whatever. Still probably won't see much play but it's an improvement.
Overcharge and Call of Brine - Unnecessary. I could see toning down the regression to 150% but I think they are going overboard here.
Pain Resonance - Unnecessary. Even when I play as survivor, I never felt this particular perk was unfair or too oppressive. It hit the sweet spot of good but fair.
Overzealous - Cool. Whatever. Boons probably won't see as much play with Circle of Healing nerf anyway.
Dead Hard - This change will absolutely kill the perk. That will make some people happy and enrage others. I fall somewhere in between. I can't use this perk as a survivor. My internet connection just isn't good enough to reliably use it. So the change will mostly impact me as a killer. Not having to worry about Dead Hard is nice, but at the same time I think some of the charm of the game will be lost. Most of the time Dead Hard can be played around. At the absolute minimum, I think if they are going to make it so you need to unhook a survivor first to activate the perk then it should no longer be an exhaustion perk. It's only fair.
Killer Updates - Everything but Hillbilly is fine. This guy doesn't need a nerf. I suppose the devil is in the details with Hag. How long will it take to erase a trap? Better be at least 10 seconds. Survivors shouldn't be able to casually erase the killer's power. Hag is barely played as is.
Comments
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I haven’t looked at the updates tbh. Been too busy working and taking care of private matters.
ive said this before - deadhard should be a one time use perk like decisive strike not an exhaustion perk. If you use it and you’re hit then you become injured and broken, but not downed. If you don’t get hit then you can use it again. Basically an alternative to mettle of man. Or whatever. Yes it would destroy the perk, but people hate it as it is so it doesn’t matter.
now… if dbd matches became slower and more tactical then that’s another story. But with how fast games are and how many get out of jail free cards a good team can have there needs to be a limiter.
the rest idk. I’ll have to look into what they’re changing.
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You can read about the changes here:
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People say things like "This will absolutely kill the perk" like that's a bad thing.
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There are over 100 perks on EACH SIDE.
Think about that for a second. You get 4 perks OUT OF A HUNDRED you can run every game. If the death of ONE of those is a big deal, it's time to seriously address why it is a big deal and why it's death is probably good for the game.
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Too many players are slaves to the meta, on both sides.
Survivors entirely reliant on Dead Hard and CoH, who can't function without them, and killers entirely reliant on meta slowdown perks and can't function without them. This patch should be a wake up call to all of them.
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I agree. I run Circle of Healing. I run it for the same reasons it will be nerfed. And I'm fine with that. Will I stop running it? Yes.
I've survived a lot of nerfs. I used to run Spine Chill. Then it got nerfed, and now I don't. I will find something else. I mean, that is kind of the point of a meta shakeup.
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Okay. I’ve had a chance to read it finally.
my thoughts are:
Blood web - I’ll have to see. Sounds mostly good.
heartbeat - it’s the thing from mobile. If it works its works. Whatever. Now we just need to make it so blind player can play. Hellen kellar would be proud. I’m getting older and my arthritis and hearing/vision will eventually cripple me to not being able to play these types of games without assistances… in fact it’s already happened to some degree. makes me nervous.
healing - might be a good way to make the game last longer, but will need way wayyy more overhauling to other mechanics. I’m actually hoping it does what they say it will to some degree. Though… when the game has a perk called no mither and players still escape…
Autohaven maps - honestly… i worry about how generic it might start to feel if they dont really make the “main building” pop. Because it’s getting to where maps have 2 unique buildings at most and the rest is just wall and window maze tile segments. What makes each map different from the other for me is: gas station, bus carcass, lodge, wall of cars, bulldozer, and… I think that’s it. Mounds are on multiple maps. Maze tiles are a staple for every map. Killer shack is a generic common piece. And… yeah that’s everything.
- side note: corn, combine, hay bales, barn, and the 2 main buildings (cowshed and house) on cornfields.
- Haddonfield: the houses on both sides. Very iconic and unique
- red forest: trees. The 2 story gym cabin, the purgation temple, the ranger cabin, and… i think that’s it for me. The new killer map is whatever. Haven’t played it enough.
- dead dog saloon is iconic and very unique. along with dredge’s, artist’s, resident evil’s, pig’s, freddy’s, ormond, leiry’s, and probably another i’m forgetting.
- the macmillan estate ones are forgettable. I think they have the giant water plant, the mine shaft basement, and… idk the giant building that is like a huge manor? Can’t remember it at all.
- swamp has a boat, a dock, a pier, and… reeds. And that weird trapdoor room and the other maze basement thing for the main building. Pretty unique, but a lot of the stuff in it is annoying to deal with.
- i liked the stranger things map for what it’s worth. Also anything else is either slipping my mind or it is so small it escapes my perception.
killer changes - i’ll have to see. Most of the stuff they changed seems to be pointless as it doesn’t fix the issues with the overall character. Freddy is the biggest clown of the entire patch note list from what i saw. Blindness doesn’t do anything. It never has. It never will. Of all the debuffs it is the least oppressive. At least mend makes you panic heal. If they’re going to change the numvers they should just make it grant undetectable to freddy or something.
perk changes are… debatable. They’re apparently nerfing the speed of gen decay in relation to the speed of heals. Which in theory should slow matches down and punish bait players that play tag rather than hide and seek.
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I for one will be dropping Pain Ress on my artist and instead try the new gearhead with LP, DMS and Darkness revealed, and try to make the most out of the gen blocking and auras.
Other that probably, give Hex:face the darkness another go with Thrill of the Hunt, LP and DMS. Throw in mangled addon and should interrupt other survivors healing / cleansing every 25 seconds. Believe healing with mangled is 30 seconds now. Also good counter to people who will be bringing inner healing now over CoH.
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I don't have a problem with shaking up the meta. But I do take issue with change just for the sake of change. Pain Res, Overcharge, and Call of Brine feels like that type of change. None of them were actually all that problematic. Killers will just run whatever other perk that slows down the game instead. Are we going to just always nerf whatever gen slow down perk is most popular every couple patches? Is Corrupt Intervention, Jolt, Hex: Pentimento on the chopping block next (or whatever the top 3 killer perks that interact with generators are played next)?
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... Overcharge, and Call of Brine feels like that type of change.
They don't at all. If you've been paying attention, these are the biggest targets for complaints against 3 genning, and frankly they should not be able to stack the way they do, it's a fault in the design of two very similar perks. They do the same thing, they stack, they can't be balanced independently and together at the same time. They're simply too oppressive when used together.
Pain Res I get the issues with, however this is arguably the strongest gen regression perk in the game right now, and in the spirit of nerfing both healing and regression (both sides of the same coin and a necessary change for game health) then it obviously has to be nerfed to some degree. I don't necessarily agree that it's the best way to nerf it, but the way it'll work now will actively encourage spreading hooks among survivors, aka, not tunnelling. That's not a bad thing.
Corrupt Intervention is probably the healthiest slowdown perk in the game (next to Ruin but no one uses that), and shouldn't see any further changes. Jolt and Pentimento however should arguably be next, as they can both be very oppressive in the right hands. If the nerfs to healing speed end up being more impactful than the nerfs to regression, then tackling the new meta regression perks wouldn't be out of the question. I've always been a big fan of Jolt, it's the main regression perk I use, and I never understood why it lost it's cooldown in 6.1. (you can bet I capitalised on it, but I never needed that kind of buff) THAT seemed like it was just to "change the meta" change for the sake of change, along with the Ruin and Pop changes. But these changes now, do not at all.
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There is a huge chunk of perks that do not see any use, and they are not improved with the removal of others.
Think of it this way: No matter how badly you nerf Dead Hard, Red Herring will -never- be a good or worthwhile perk.
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While this is true, it's also a nonsequitur.
Why would anyone expect Red Herring to see an uptake from a Dead Hard nerf?
Instead, you'll see an uptake in Sprint Burst, Lithe, Balanced Landing, maybe even Overcome. Plus Dead Hard isn't going to be completely dead like some people are exaggerating. Five for the price of one, is a benefit.
Likewise, Circle of Healing will see much less use, but instead, we'll get more Inner Healing, more We'll Make It, more Botany Knowledge, etc. Maybe even some Autodidact! All good things. But you certainly wouldn't expect to see more Object of Obsession instead.
It's not an either or, the top performing perks should be nerfed for these reasons. But likewise, the lowest performing perks like Red Herring should be buffed. Unfortunately the latter isn't the highest priority.
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I predict Dead Hard dropping massively in popularity for 2 weeks before people start using again, raising once again to the top 3 or 5 most used perks, killers complaining again about it (Because Dead Hard's issue isn't a balancing one, it's a satisfaction one. People hate that DH makes them feel like they "lost" something they thought they "won", regardless of whether or not they lost the mindgame), rescue fights, and potentially a new disconnect category being "Someone else stole my rescue to charge my Dead Hard and I'm petty".
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Maybe not, but that doesn't justify Dead Hard's existence. Hit negation shouldn't be in the game in any way, shape, or form. I don't even agree with the Styptic Agent, but even that has several barriers behind it in the form of needing to bring a medkit, and add-on, only working once, etc.
Hit negation is a terrible idea.
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