Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Who exactly play tests for BHVR?
I know the devs play their own game, it's ridiculous to think that they don't, but what kind of feedback do they rely on to make changes within the game? This PTB has so many questionable changes that it literally makes no sense.
How is it that when you take into consideration some of the strongest add-ons between killers like blight, spirit, Myers, etc, that you come to the conclusion that it's Billy - a killer with one of the lowest pick rates - that needs his best add-ons changed?
How do you look at the healing speed of a perk like self-care, and think that it's perfectly fine that it takes over a minute to heal?
How is it fine that altruistic healing takes the same amount of time to heal as self-healing with a medkit?
How is it fine that you nerf every major generator regression perk, but don't alter the items or perks that increase repair speeds?
How is it fine that dead hard requires not only an unhook to activate, but a safe unhook at that? All a killer has to do is tunnel to ensure that doesn't happen.
And what's really funny is how BHVR has already stated that there will be changes made before this goes live. Clearly they can see just how busted this game would be if everything stayed the way it was. I get that the PTB is there for testing purposes, but how did they not see just how busted a lot of these changes were prior to the PTB?
Like I said, I'm sure the devs play their own game, but how did anyone think that some of these changes were a good idea? How did game testers look at these changes and tell BHVR that this was healthy for the game? I just don't get it.
Comments
-
I sincerely think they rarely play pub matches.
8 -
They're testing in a closed server where they're all playing nice. They're always coordinated, even when not on comms, because they are playing as a team without that single random in there to sabotage the match.
They had a rarity with McLean who played DBD, both as killer and solo survivor. Most devs aren't playing the game they work on outside working hours.
They could use some of their 60+ fog whisperers that have signed NDAs to run ideas by before the devs put time/resources in and get to point where they aren't going to change/revert their decision. Using the fog whisperers they could easily tell the devs 1. The perk combos that would become issues with new/reworked perks/mechanics. 2. What negative/positive gameplay the new/reworked perks/mechanics would encourage. 3. What would/wouldn't be busted.
16 -
How is it that when you take into consideration some of the strongest add-ons between killers like blight, spirit, Myers, etc, that you come to the conclusion that it's Billy - a killer with one of the lowest pick rates - that needs his best add-ons changed?
They were looking into Billy and not those killers. They made changes on his add-ons because they saw issues with those add-ons with the data and thought it should be changed.
How is it fine that altruistic healing takes the same amount of time to heal as self-healing with a medkit?
Medkits are a limited resource which makes them being equal in healing speeds fine. Those items are balanced around them being a limited resources and not something that you will always heal with.
How is it fine that you nerf every major generator regression perk, but don't alter the items or perks that increase repair speeds?
Just because something wasn't changed in this patch doesn't mean it won't be.
And what's really funny is how BHVR has already stated that there will be changes made before this goes live. Clearly they can see just how busted this game would be if everything stayed the way it was.
They need to change the recovery speeds. They wouldn't be lying if they said changes will happen when players are clearly not ok with the Billy changes or slugging buffs. Saying that doesn't mean they will scrap the entire thing and they were just clueless on how the changes would impact the game.
0 -
For starters, nerfing add-ons for a killer that has a low pick rate doesn't make any sense when you have stronger add-ons that are borderline busted on much stronger killers making them even more efficient than they need to be.
Secondly, yes med kits are a limited resource, but you shouldn't be punished for working as a team. I'm fine with it taking 24 seconds to self heal, but having altruistic healing take the same amount of time means there's no benefit to heal as a team. Why stop working on the objective or put yourself at risk when you can just hoard a med kit and keep as far away from your team as possible should they get in danger?
These are ideas that have not been properly thought through. You don't need a handful of people to tell you that certain decisions are bad for the game. This is BHVR's game, and unless it's a radical idea like base kit unbreakable, then they shouldn't need us to tell them what works and what doesn't.
4 -
Does it really matter if he isn't played at a high amount if they saw him at 70% kill rate in the top 1% and 99% of those players were using double engraving? They were doing Billy changes and saw something that made them feel engravings needed nerfs.
Don't see how medkits being the same healing means you are being punished for group healing. You don't need a very limited resource to group heal.
0 -
Seen this floating around a bit so to correct this
You only lose the safe unhook bonus if the unhooked survivor goes down in 10 seconds, the basekit endurance is 10 seconds.
The only way you don't get dead hard on a unhook is if your team is trolling
1 -
Not if you have STBFL. If you have enough stacks then it won't take long at all to catch up and get that second hit in, especially if you're a high moving killer like blight, nurse, spirit, etc. Even Bubba with his high speed chainsaw add-ons are enough to catch up with an unhooked survivor.
3 -
Isn't DBD in the extended support part of its lifespan?
I don't think there is a full active development team working on it anymore, so they probably don't have dedicated testers.
3 -
It's us.
We are the playtesters.
That's what the PTB is.
1 -
They look at a spreadsheet
5 -
based on the credits, there are two full lobbys (killer + 4 survivor) of people that can test things. personally, I think it's way too small because you have to write reports in addition to testing.
1 -
Unless they recently got updated, the staff credits are severely outdated. Last time I checked, Not_Queen was still listed as the only lead community manager
2 -
All it needs is them versing a really good killer and good survs, i would love to see an event like this. Not a friendly match were everyone is just goofing around like they used to do. Doesn't need to be a tournament, but both sides should really want to win with no restriction on loadouts. They could do that on their twitch channel. I really think it could open their eyes when they would play against actually skilled players. And having a conversation after each match.
4 -
their "play test" is them playin 1 game then realizing billy is still to strong and needs nerfs
1 -
I did not know that. if they don't update their credits anymore that would be very sad.
1 -
That's not a bad idea. Having the developers versus their audience on a regular basis could be a real eye-opener for them, probably even more so than the information that is relayed through a PTB. Have matches that adhere to their own win and lose guidelines. According to BHVR kills and escapes equal wins, and having them versus a high MMR team under those guidelines would be something that I would love to see.
Who knows, maybe they might actually second-guess having the game balanced around kills and escapes? There's a good argument to be had in regards to balancing around hooks, because right now gen rushing, camping, and tunneling is what leads to wins, and as we all know those result in very boring matches.
3 -
I really dont think they know what theyre doing. They dont have anyone who has a clear direction. I have seen interviews with the head of gameplay people and they say thing that just make you think " ######### are you talking about ? "
They just change something, put it to PTB and see what happens and we need to suffer through it. There is just too much of a lack of logic to their "decisions"
For example adding 10s to gens, but making genrush builds the most powerful theyve ever been. Its like they just pull a number from nowhere, put it to PTB, see what happens and change it after.
4 -
DBD is an impossible game to balance. It's a problem most esport type games struggle with. There are basically four different groups of players, low MMR, medium MMR, people who think they're high MMR, and actual high MMR players. Which side is overpowered varies drastically from group to group. There are no changes that are going to make the game fun for all groups and the more you cater to one end of the spectrum, the worse you're going to make it for the other end.
The healing change would actually be really good for the highest levels (not including comp) where the survivors have a pretty significant advantage, but the change would make the game miserable for the other three groups.
0 -
Incorrect about stbfl
At max stacks the killer has a cooldown of 1.62 seconds
After being hit a survivor has a 1.65% muptiplier on their now 4.4 m/s movement speed for a total of 7.26 m/s for 1.8 seconds
Survivor made 11.76 m distance once a killer stops wiping their weapon and an additional 0.48 m in the remaining 0.18 seconds of their speedboost for a total of 12.23 m
Killer catches up at 0.2 m/s for 8.2 seconds and you get your safe unhook bonus when the killer is still 10.59 m away. After that it still takes about 17.65 seconds to catch up. For a total of 27.65 seconds after the first hit. So stbfl doesn't even come close to preventing you from getting your safe unhook.
It is true that killers like blight, spirit and nurse can do that. But in order for that to happen they need to hit the survivor pretty much instantly without using their power.
Or you know have alchemy ring on blight but that's an addon that should have been gutted ages ago.
Killers like trickster and huntress also can do it but that takes the survivor not taking cover
And you are also correct about Bubba but that's honestly a bubba issue. He really should lose stacks from hitting endurance effects.
Overall i still feel that it's not something to worry about. Even high speed killers need to be exactly there to get 2 hits in less then 10 seconds and need to play pretty much perfect while the survivor needs to make mistakes.
But fair is fair it is possible for them to do that so you got me there
0 -
I myself don't understand the additional 10 seconds on generators either. They added 10 seconds, and now they've nerfed every major generator regression perk without adjusting any items or perks that increase repair speeds. Surely BHVR can't think that those 10 seconds make up for that, right? Right? 🤨
0