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Gen regression perks nerfed: BHVR is kidding, right?
Gens are going too fast, I´m coming from 5 defeats in a row... 3 thousand hours playing this game and what I get?
SWFs, broken iridescent add-ons, insta gens, Prove Thyself stacking with Resilience and Survivors commiting gens and body blocking.
I do fast chases? So what? Gens goes faster. Now I won´t use anymore the 3 best gen regression perks because BHVR is NERFING THEM (OMG WHY?).
Do the devs ever play this game?
You´re killing this game little by little. Heal nerfs were necessary, but gen regression perks are ALL RUINED!
Ruin + Undying was good? Well... Nerf it!
Pop Goes the Weasel was good? Well... Nerf it!
Corrupt Intervention was good? Well... Nerf it!
Dead Man Switch + Pain Ressonance was good? Well... Nerf both!
Oh! We buffed Eruption... But you know what? It became too good... Well... Nerf it!
Oh no! Now killers are using Call of Brine + Overcharge? Well... Nerf it!
And you know what? Nerf Pain Ressonance AGAIN!
How long until you nerf Jolt? Stupid devs!
Comments
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We have:
- Survivor (shorter): - - - Gentime - - - : (longer) Killer
- Survivor (longer): - - - Chasetime - - - : (shorter) Killer
- Survivor (shorter): - - - Healtime - - - : (longer) Killer
They nerf DH which shorter chase time, all heal get 8sec longer per healing in general
- Survivor (longer): - - - - - -> Chasetime : (shorter) Killer
- Survivor (shorter): - - - - - -> Healtime : (longer) Killer
Its easy to understand they nerf Gen time
- Survivor (shorter): Gentime <- - - - - -: (longer) Killer
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Survivors still can bring so many perks and toolboxes with add ons that gens are still ridiculously fast. I really don´t think that is necessary enumerate here all gen speed perks right?
Dead hard is nerfed? Yeah, hell yeah, but after how long? 6 years? LoL and believe me, it will still used alot. But you know something? You can use Sprint Burst, Overcome, Lithe, Smash Hit, Balance Landing... There are alot of good exaustion perks to be used... And how many good perks for gen regressions killers will have? Hmmm Jolt? How you would feel with ALL this exaustion perks were little by little one after another being nerfed for years?!
Heals are nerfed? Yeah, they were ADD ONS stronger than perks! Absurd! Wanna fast heal? There is alot of perks that will allow you to heal faster.
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How about you wait and see how things turn out before complaining about gen time. They butchered circle of healing and base healing speed so you'll be able to apply pressure without using a full load out of gen regression perks.
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Killers can bring many perks to extend a healing equal to half a Gen for each hit you get. If you bring perks/addon/item to justify the nerf isnt enough.
I dont know why DH not being nerfed for years is the reason they should nerf other aspect further. It is like you want the other side suffer because you felt suffered, than you want the game to be balanced
Items and addons should be stronger than Perks. Perks are one time purchase, Items and especially Addons is gone after a match.
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I mean let's be real, trying to fight gen speed with regression perks was a mistake.
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Man, gens will be done with survivors injuried or healthy... Being injuried doesn´t change anything at gens speed. They should nerf gen speed perks, that´s what I´m trying to say, or at least not nerf ALL gen regression perks from killers time after time like they did with Thanatophobia, Tinkerer and many other else.
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"I´m coming from 5 defeats in a row... 3 thousand hours playing this game"
Not gonna lie, this sounds like a skill issue to me. Is your MMR inflated?
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Correct, being injured doesnt change the Gen speed. It changes the chase speed, especially combined with the nerf of DH.
This is what I play most of the time as killer
5 matches, 11 kills, 9 escapes. No tunnel, no camp. Really close to what Devs want with 55% kill rate. Its just that really easy to get kills.
Just a reminding, Devs want kill rate to be 60%. Unskilled survivors using multiple 2nd chance to inflate their MMR to play against Otz and get hard beating. Unskilled killers using multiple slowdown and tunneling to inflate their MMR to play against squads of Zubat, Ayrun. Its up to both side understand they're not supposed to have so high kill rate / escape rate.
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I usually play with mid or weak killers like Wraith, Clown, Freddy, Pig and Trapper mostly. At least 1k hours playing Trapper... I don´t enjoy Spirit, Nurse and Blight games... My MMR is inflated? Maybe, I never do derrank or something stupid like that, I´m brazilian and I face alot good and well knowed streamers from Brazil (wich makes me answer your question about MMR inflated with a big yes).
Maybe I´m bad and the game is very well balanced and all the changes are fine. ;)
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The heal nerfs without regression perk nerfs would be insane. Not a good idea at all. It's needed. Even if the devs settle for less than 24 seconds, gen regression perks, at least the 3 that are getting touched, would still need to be nerfed.
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You're getting basekit gen slowdown and shorter chases instead. Because either survivors waste time healing (especially if killers equip anti-healing perks), which means less people on gens, or survivors prioritise gens while injured and chases are now one hit downs. Pallets will be dropped faster so dead zones will form earlier in the game. Hook trading will be near impossible for new and solo players when injured, because healing will take too long, so camping got buffed and more people will die on hook. Just chuck on a couple anti-healing perks and new and solo players will never see endgame. You actually got a pretty sweet deal.
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Dont really get how people cannot understand this.
Call of Brine is probably the best Perk when it comes to 3-genning (after Eruption got nerfed, before the Nerf Eruption was the best Perk for 3-genning). Gen gets kicked, Survivor gets chased away (most likely injured), they have to heal and when they come back, the Gen lost a lot of progress. Would be even more with nerfed Healing.
Possible inflation due to the high use of Slowdown-Perks.
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”Heal nerfs” don’t slow down the game at all. 10 extra seconds to gens didn’t eliminate the need for gen regression, and 8-14 extra seconds for healing won’t do it either. You’re literally just making the killer role miserable and borderline unplayable. Course people won’t admit that cause of the 3 gen butthurt.
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I definitely disagree with that. Even at the highest ranks, survivors still sometimes need to heal. And increasing the healing time will slow down the game. Those extra seconds will quickly add up. There is a reason why medkits in particular are so strong at the moment.
If survivors do not heal, then matches will indeed be quicker, but killers will also be able to end matches much quicker, by "kill rushing" survivors. You can easily snowball as killer if every survivor is 1-shot. Especially as a killer with some chase power, or as a stealth killer. Stealth killers aren't in the best place at the moment, but a nerf to healing will surely help them out in particular.
The execution might not be perfect, but I think the direction BHVR is going is a good one. I just think 24 seconds will be too much, 20 seconds would probably be more reasonable. But if I had to guess, I would say that BHVR already has a 20 second heal time as a back up plan ready. And they just want to see how far they can actually push the healing time with the ptb.
I do hope they buff the regression of PR as well a bit, to 20%.
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You are right and almost 100%... The point is that strong squads don´t give a ######### for playing injuried. They will simple bring tool boxes with brand new pieces, speed gens perks and resilience. First chases will be a freak show of pre drop pallets and the game will be the same thing it´s now, but with a small difference: It will be much faster.
Good survivors don´t care about playing wounded, that´s where my complains relly, the only defense for fast gens are all dead while tool boxes and speed gens don´t. Of course healings are abusively fastest right now, they should nerf it, maybe not so dramaticaly.
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Yeah, it's just the usual overreaction to impactful changes that will affect the game's meta. It's both sides really. I find it fascinating to see both complaints about gen regression perks being nerfed hard and healing being nerfed to 24 seconds. It seems like both groups of people don't really see the big picture, considering all the changes together.
The healing nerf could be too much, but the idea is to add more slowdown to the killers basekit, and more skillful slowdown, because you have to play well as killer and spread damage to really get use of the increased healing speed, and take away some of the slowdown that perks provide, which should especially nerf the dreaded 3 gen meta.
I am still predicting that healing will end up at 20 seconds, and maybe PR will have it's regression buffed to 20%. I am fine with CoB and Overcharge being nerfed so hard however, as the 3 gen meta really isn't very fun, and I really like the rework of PR because it encourages going for different survivors. I think these changes are heading into the right direction, they probably will just need some more tweaks.
That and there are still some compensation changes that need to happen as well, mainly nerfs to camping and mangled, which will otherwise be buffed indirectly.
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Medkits are strong cause you don't have to find someone else to heal you, that part of its not been eliminated, and if anything, it's even more important to carry one around than it was before so you can suck through the 24-30 seconds by yourself instead of with someone else. Good luck snowballing with a trash can killer, especially if survivors play super safe to avoid the 1st hit even happening in the 1st place. The fact that you want the only complimentary "slowdown" killers are getting nerfed without any compensation like less severe nerfs to the 3 gen perks really tells me you don't know what you're talking about. Also, Pain Res is trash now cause a perk you can only use 4 times is stupid design, especially on one that already has flaws. Increasing regression won't improve that fact. Crazy how prominent the 3 gen butthurt is in this thread, especially when current Overcharge isn't even that good by itself. People just call anything killer's have that are good "unhealthy" lol.
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Let's be honest here, you seem to be the most butthurt out of all people in this thread.
I have already explained why I think these changes are good. If you disagree, fine, but in the end it's just too bad for you. BHVR will surely still change things before this update goes live, but I doubt they will just revert the update and not go in the direction they clearly want to go in with this game.
The main reason why medkits are so strong is because you cut the time it takes to heal in half. Instead of two survivors healing for 16 seconds, only one survivor has to waste time healing for 16 seconds. But it gets even worse when people use addons like crazy.
Now that part hasn't changed, but by increasing heal times in general, and by greatly restricting how many times you can heal yourself with medkits, medkits will be less of a problem. That coupled with the fact that healing generally will take longer now, and killers will be able to apply much more pressure themselves by playing well. And as compensation, the best slowdown perks are all getting nerfed, which in my opinion is a good thing.
We'll have to wait and see how exactly this plays out on the ptb. I still believe 20 second healing time would be fairer, but who knows. I definitely like the direction that BHVR is going with these changes.
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The answer is and always has been to give survivors a secondary objective to slow the game down. If both the survivors and the killer load in without perks, Survivors have the upper-hand.
The killer has to guess where the survivors are in order to get their first chase going, while survivors already know where gens are. By time the killer gets their first chase going, at least two of the gens are at 50% or more.
If Survivors had to find generator parts to get their objective going, then that means the killer has more time to find the survivors. It affords the killer more time to get the ball rolling on their objective by increasing the legwork required for the other side to get their objective started.
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The changes will only be good if they are the full 24 seconds. Having 20 second basekit healing won’t be enough for injuries to feel like they matter, especially if survivors start bringing more healing speed perks.
This game needs to encourage killers to chase survivors more. This requires healing speeds to be slow enough that survivors feel like it’s an inconvenience. If the healing nerfs are so weak that survivors are fine with it, then they won’t be enough to motivate killers to chase survivors more.
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I don't mind the gen perks being nerfed, but what im little afraid is going to happen that they take down the healing from 24 seconds to 20, but wont fix the gen perks to 150% or so.
Killers will need that extra 8 seconds to healing if 3 of their most powerful gen slowdown perks are getting nerfed by 75%-70%.
We could just wait and see what happens and panic later right :)
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I don’t even think 24-30 seconds of healing will make up for the loss of slowdown. We have no good perks, and even less variety than before 6.1. Way to go BHVR.
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They will never implement such secundary objective, they´ve already tried, and failed it. In my humble opinion survivors should spawn far from the gens, and not right in front of it (as it ALWAYS happens).
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Pain Ressonance nerf is bizarre, first because you must down a survivor to be able to use it, second because is not guaranteed you will have the Scourge Hooks close from where you are, a really think that maybe a cool down would be better, mainly to avoid camping and hooking another survivor on the same hook again.
Hurts me alot wasting time doing a long chase and then letting the survivor go and get healed after 10 seconds while I lost 2 gens. If you don´t wanna to get rushed as a killer you have 3 options: Corrupt Intervention (more defensive), Lethal Pursuir (more agressive) and Deadlock (that will give you 30 seconds to down someone before next gen pumps). A killer don´t have too many options when facing 12 other different perks full of second chances and massive add-ons that allows 25% of a gen or 3 heals in seconds. It´s insane bro... Take a look and see: Survivors playing with frinds laughing, listening music, telling jokes and in the other side you have a desperate player having 100% of attention because ONE little mistake can ruin his whole game. This is not balanced...
And before someone say that I don´t want people having fun with the game I want to say that ALL players should have fun, not just the survivors.
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Many times i used pain ress and never even got value out of it due to hooks being in bad places, so yeah i agree this change will make pain ress useless.
Why would anyone use a RNG perk like this which gives very little value after the nerf only 4 times.
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Man, devs are kind dumb, that´s the only possible answer... They could make everything better with better add-ons (not that crazy ######### like pinky finger or hatchets instadown) but add-ons that applies blindness, incapacitation or broken status. There are so many useless add-ons for killers that could be better.
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You wanna know why the +10 seconds of gen time didn't reduce the need for slowdowns?
Because the same patch that added that gentime also made BT obsolete, killed DS, and by extension, made unbreakable extremely unreliable. With killers getting the green light to slug, camp, and especially tunnel, survivors had to adjust to games where killers could cut corners to kill much faster.
Hence the increase in BNP, Prove Thyself, and other means of genrush.
It's perfectly balanced, you see? It's not what -anyone- wanted or asked for, but it is balanced.
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They don´t want killers using it... LoL
So they basically kill it, like they did with Ruin. That Ruin nerf was BIZARRE! Ruin was a #########' Hex! How long a Hex stays in a game? 1 minute? LoL
Devs, do you pretend to make killers do more chases? I´m with you! I love chases than camp survivors or gens, but for God, give me a hope that I will not spend 1 minute kicking predropped God pallets ou going up and down stairs with insane possibility of connections between the strongest loops in the game like that stupid and bad designed RCPD.
Killers camp 3 gens not because they like it, they do because that´s the only thing that allows them to have a real chance.
All face camp, tunneling and 3 gen mechanic is YOUR DEVS FAULT!
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BHVR devs believes that survivors will stop doing gens to heal each other LoL... Man, I play against SWFs and survivors with 4, 5, 6 k hours, they play the whole game wounded with no problem! They know all the routes, connected loops and the healthest ones body blocks and tank for each other. At high level slow down heals won´t do NOTHING... And I say you something man: This will only make survivors more agressive with gen speed, because that will be their only chance to win, some kind of reverse 3 gen camp.
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What a load of #########. You call giving a free anti-tunnel perk as basekit that’s better than the original “obsolete”??? DS isn’t even that bad, and how on earth did you get to the conclusion that UB is somehow weaker too? 10 seconds didn’t do anything cause it’s incredibly insignificant when hold M1 as much as possible is miles easier than sacrificing survivors, especially without “foul play”.
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Survivors will have soon Unbreakable freely in their kits man. It´s pretty easy to avoid tunnel: Body block and hook alternance, survivors do it all the time, at least good squads.
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Old DS was broken. Don't sit there and tell me it wasnt. I got so many free escapes due to old DS and old DH it was ridiculous.
Those perks needed to be toned down and they arent the reason gens still go by fast. Reason is that there is perk called prove thyself which i see usually at least 2 people have. Also toolboxes and brand new parts havent been fixed. Still ridiculously OP.
I even see some hyperfocus stakeout builds. ( not as big issue as prove thyself is though ) .
Survivors got BT as basekit so they literally got meta perk always with them and could replace bt in their kits.
Killers have been asking shadowborn as basekit...SHADOWBORN but they havent gotten it. Survivors might get a second META perk as basekit..while killers havent gotten 1 tiny shadowborn.
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BT, the perk, became obsolete, yes. And yes, DS IS that bad. It's the most easily counterplayed perk by far, only working if the killer actively invests in making it trigger, and now when it does fire, it hardly does enough to justify both its cost, and how hard it is to get it to trigger. UB was mostly picked alongside DS because of the easiest way to sidestep DS, which is to leave the tunnel target slugged. Without DS forcing killers to not pick up, UB becomes less valuable too.
This is the point: Prior to 6.1, 75% of a meta load-out did nothing to help survivors against a killer who was not slugging, camping or tunnelling. But since one of those became baseline (Not necessarily improving its function against any killer that can count to ten), one got deleted, and the other lost the perk it needed to synergise with, that's three perk slots freed up for survivors.
OTR did not become a proper replacement for DS because of basekit BT giving tunnellers a solid option to just disable OTR, so what did those three slots get filled by?
Hyperfocus, Stakeout, Prove Thyself, CoH, or chase extending perks.
I once took three protection hits in one chase, was not enough to get the killer to not tunnel.
You can't stop a killer from tunnelling, period.
Old DS? Which old DS? Because that perk has gone through a ton of revisions. If you're referring to the old old old DS, the one that was just a plain 'get out of killer grasp' free card? Absolutely broken.
If you're referring to old old DS, the one that gave you 60 seconds of 'get out of killer grasp' free card after getting unhooked, no questions asked? That was broken too.
If you're referring to old DS, the one that gave you 60 seconds of 'get out of killer grasp' free card, but disabled itself the moment you did anything to help your teammates? That was absolutely not broken, barring maybe the EGC use. If you got hit by that outside of EGC, that was your own damn fault as killer for tunnelling. And that EGC use got clipped from it the same patch it had its value cut in half.
Those perks needed to be toned down and they arent the reason gens still go by fast. Reason is that there is perk called prove thyself which i see usually at least 2 people have. Also toolboxes and brand new parts havent been fixed. Still ridiculously OP.
They're not going to get fixed. They're never going to get fixed. This is the balance point BHVR is aiming for. Killers tunnel, camp and slug to cut corners to their victory, and survivors are expected to do the same on the opposite side.
The stuff you're complaining about isn't 'ridiculously OP', because it's perfectly balanced with 'ridiculously OP' stuff on the other side. Maybe you don't like these tactics, and I'm right there with you, but it's what we're stuck with.
Killers have been asking shadowborn as basekit...SHADOWBORN but they havent gotten it. Survivors might get a second META perk as basekit..while killers havent gotten 1 tiny shadowborn.
No, you didn't get Shadowborn. You did get innate 12.5% repair speed slowdown, and a portion of STBFL and Brutal Strength basekit, and you're about to get double sloppy butcher basekit.
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Survivors spawning far from the gens doesn't slow the game down enough to matter. At most, it's 10 seconds for them to find a generator. In stark contrast to the time it takes a killer to get their first chase started, it's a drop in the proverbial bucket.
Bhvr's attempt at making a secondary objective for survivors was bones, which was rather silly since it detracts from the main objective rather than acting as a requirement for the main objective.
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Your post is so clear that your a Killer main. You don’t even give a fk about Survivor nerfs coming and only care about your gen regression perks..
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You're supposed to, anything less than 2 gens before 1st hook is a landslide win for the killer.
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Well the problem with healing is being addressed in this patch. That's the point.
I think the changes in general are good. Just from early impressions, before even playing the ptb, I believe that the healing time should be 20 seconds, and PR should have it's regression buffed to 20%.
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I would argue it should be 20 seconds, with healing speed perks maybe nerfed a litte. But maybe you are right. I do think that 20 seconds would be enough though to properly reward killers with injuries. I mean those are extra 4 seconds per injury. However, we'll see in the ptb.
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Well these healing changes will make some killer perks much stronger than they already are. Sloppy is definitely going to get an uptick in use, as well as Coulrophobia and maybe even Thanatophobia + Dying light. Corrupt and Deadlock are also very strong now, and tbh I doubt the will see any changes. Ruin is also a bit better as the increased healing means the Generators will be untouched longer. Forced penance will be better, for reasons already mentioned.
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I play alot both roles, I usually go for the role that gives more bloodpoints. I see alot of killers got smashed in quick games with 2, 3 or 4 hooks before the gens pop. Some times they kill one or two survivors generally camping ou tunneling. It's a miserable experience. And as a survivor I really get blushed healing myself alone in 8 seconds after giving the killer a 40 seconds chase.
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They will nerf Sloppy.
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Pretty obvious that regression was nerfed as part of healing being nerfed. Part of their attempt to change the meta. If you revert regression nerfs, you need to revert the healing ones and vise versa.
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the devs said that?
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