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Survivors getting continuous buffs per patch, killers get nerfed, nerfed, nerfed
Comments
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what part of this update was a survivor "buff"? id say both sides got equal treatment
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I don't think nerfing healing going to stop the genrushing I feel it going get a lot worst.
but hey maybe survivors will like waiting in lobby for 15 to 30 min for a match.
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To be fair, some killers got generally buffed this patch - including the nurse. I wouldn’t say this is the worst nerf for killers or that they are more nerfed, but I wish they would have kept self-healing a little higher than healing others, the medkit nerf probably won’t feel that different overall but without COH at least it always costs a resource now.. we’ll see if it’s worth basically losing regression perks.
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Jolt doesn't do that much in the grand scheme of things
8% to 2-3 Gens is the most optimal play but it doesn't happen vary often
8% of 90 charges isn't that much
8% X 90= 7.36
So a Gen loses 7 charges... so 3.5 to 7 extra seconds (give or take) of repair time
Now 3 Gens that lose 7 charges does cause a lot more problems
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Honest question
Why do you think there will not be an antihealing meta?
Because the only thing that was reverted was altruistic healing, not self heal. And medkits got hit the hardest with speed and efficience penalty and all addons nerf.
Full coordinated swf may not suffer this, but everyone else will definitely feel the changes, especially when most killers will run sloppy.
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From what I saw most people found that the self healing nerfs were fine however making all healing slower would end up terrible (particularly healing from a dying state). I believe the med-kit nerfs (med-kits people complained about) are still nerfed. You wouldn't be able to keep the same slowdown on gens while keeping slowdown on healing, it would make snowballing way too easy.
I get going against high tier SWF's suck and I would personally be fine with removing the ability to group in the regular queue (you can SWF in custom if need be) but trying to balance this game on a rotation with number adjustments it going to be a constant nightmare. I've seen other games try this and it never ends up working because you are constantly adding new content which flips the table over.
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New DH was never an issue. Simply wait it out. It was only an issue at pallets because you either had to eat the stun or give the survivor free distance.
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You see, the perks that you have mentioned are still usable/useful, especially if you are playing in a premade, but the perk about gen defense were literally destroyed, that's the main difference (and why most killers out there are being forced to play in the same way in every match in order to have a tiny chance of killing someone)... Now the game is stucked in only a singular type of gameplay: genrush and tunneling/camping. Keep touching things that didn't need a change and devs will find their game without killers... I'm still ashtonished every time that i see people keeping asking for nerfs about the killers, but this is how dbd is after all: the bigger part of the playerbase will be listened more, even about STUPID changes that will utterly worsened the current situation...
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Likewise, the perks on the Killer-side of things are also still useable in the right circumstances.
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They nerfed DH and medkits. At this point just zip it and get better. End of story. Although some weaker killers are in desperate needs of buffs for sure.
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Usable? No they aren't, not against decent people at least (maybe aganist newcomers, but in that case even a perkless trapper can still win). They were already weak before the nerf, now they are worthless
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Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?
Eh, pal, you said multiple times CoH is fine, not that strong or whatever it was. This kinda applies to you too, considering CoH is easily one of the most broken perk survivors had since MoM
Didn't read the rest of the thread and post btw just replying to that
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Was my argumentation about that wrong though?
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Yes, I main survivor
We all believe you
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Before the buff, you needed to spawn within arms reach of a totem, immediately cleanse it, and then repair nearly 2 full generators on your own before getting hit in order to break even on Overzealous (it took 175 seconds of repair time to offset the 14 seconds lost from cleansing the totem). If you went just 4 seconds out of your way to run to a totem, that number increases to 2.5 full generators just to break even. If one person is doing over half the total gen progress without once getting hit, there's a bigger problem for at least one of the two teams (either the survivors are mostly not doing gens or the killer is completely struggling to stop any gen progress, probably both)
With the buff, that number will be reduced to... 1.5 generators of progress to break even if you spawn with a totem in your lap, 2 full generators if you just take 4 extra seconds finding a totem.
Overzealous isn't a gen rush perk, it's a perk that makes doing secondary objectives for survivors slightly less punishing on their gen speeds.
Post edited by ratcoffee on2 -
Ah, no, not at all, that's why I tuned it towards you
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Overcharge and CoB were weak?
That's why they were used to hold games hostage, right?
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Killer and survivor mains love to downplay their favorite perks to make them seem as if they actually are totally terrible and not worth running. Because then the devs will not actually nerf them, right?
COB was overpowered as all heck but was nerfed a bit too hard. At this point I'd rather run Surveillance since it'll offer better info than COB does. Overcharge... I might have kept the regression numbers but increased the time it takes for full regression to occur, but the perk was not hit as hard, since the extra regression can still hurt a lot if you get survivors to never return to the affected generators.
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2 perks that can be COMPLETELY COUNTERED by pressing m1 a single time on the generator... yep, decisely OP /s ... if you feel that those 2 perks were op at this point i don't even know what to tell you... the only scenario that those 2 perks could be a problem is if you are aganist a skull merchant and the gens are really close to each other (and obviously both perks should be present in the match), otherwise those are 2 wasted slots... also i would call out map rng instead of blaming perks regarding this issue, but even then, survivors have the tools to avoid this situation (BNP with green toolboxes, hyperfocus and stake out, potential energy, etc etc)
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Huntress and Trickster run Iron Maiden all the time. Not all perks need to be equally good on every killer.
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uh huh.
That's why they had a high usage rate right? Because they were bad.
Oh yes, Survivors definitely have the tools to counter a Overbrine 3-gen. Would be a shame if they, you know, tried to be fun and NOT bring good stuff.
Oh, also, Potential Energy is a Killer perk.
Post edited by Rizzo on5 -
You honestly think that the Devs haven't played their game since 2017?
Post edited by Rizzo on1 -
again with stats... stats are meaningless in a game like this one... for your same logic the nurse should have been buffed instead of nerfed because she had one of the lowest killrate in the game... this is how much accurate are your precious stats... it's like saying that dead hard isn't problematic because now it's took only 34% of the times... it's a blatant lie
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Is there something wrong with being casual?
That's the majority of DBD's players. Seems fine to me that they address things that affect casuals.
Post edited by Rizzo on0 -
And yet, I guarantee you that if the stats showed the opposite, you'd be spouting something different.
I'm fairly certain you don't like stats because they contradict your narrative.
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I wasn't aware CoB was losing the Good Skill check intel, and OC was losing it's bonus skillcheck. Even Pain Res is getting buffed at 6 and under hooks, and only getting nerfed at 7+ (which if you aren't winning at 7+ hooks, you got bigger problems). Only unearned regression is being nerfed, and nothing is forcing tunneling or camping other than a lack of skill on the killer's part.
The theory of MMR does work against tunneling and camping, even if you disagree with escape based MMR like myself. If someone only gets kills as Facecamping Bubba, they will get Survivor's that survive more, either by hiding or looping. They never learned how to win chases, so more people will win against them. This concept also works with using shortcuts and/or crutches to win, instead of winning without them. Now to be fair, the matchmaking is loose enough that 'top MMR' is actually the top 25% of the playerbase, instead of <.1% in other games. That means if you reach the lower end of the 'top MMR' the skill difference is the equivalent of a Platinum League player going against Challenger players, it just isn't fair.
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Remind me again what i happening to all gen regression perks?
Oh that's right they are getting nerfed so hard they might as well not even exist.
Did you play back in 2016 when you couldn't kick generators? DBD will be like that because without kick perks you should basically never waste time kicking a generator.
Meanwhile gen rush perks did not get a 70% nerf like OC or a 75% nerf like CoB.
Toolboxes didn't become sabotage only and the BNP didn't get retired.
-"Gen rushing is still going to be a problem who cares if medkits getting nerfed when you have toolboxes hahahaha!!"
And that's exactly the problem because without Gen regression you will have no meaningful way to stall the survivor objective.
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That's not what I was responding to.
Survivors did not get buffed, sorry.
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i've nothing aganist casual players, but you can't balance the game around people that play this game for a total of 20 hours and cry for every thing that they consider unfair because they don0t have enough experience regarding to understand how the game works, period. (people are actually complaining about killer being unfun also for this reason)
btw saying this you are indirectly admitting that this game isn't balanced when there are regular players/people with a modicum of skill, you know?
no and you know why? because i see THE CONTEXT of the perks/items/powers, not the usage... i want to remember you that with this logic they erased the %bonus on bp from bbq, this alone GREATLY increased the number of camping and tunneling killers and they NERFED selfcare, a perk that was situational and considered bad just cause it was popular... i'll say this again for the last time: you cannot balance this game around statistics (or at least you technically can, but don't be surprised if it will become unfun in the long run) otherwise you'll end to kill this game, but eh, each one his own i guess, keep thinking that i want to belittle statistics cause they went aganist what i'm saying...
A killer CAN'T control how the game will go... in a single chase you'll end up loosing 3 gens if survivors aren't trolling and they are working on generators and this without even putting bs maps like garden of joy, badham, lery, etc etc... even killers that are considered a+ tier aren't able to do nothing aganist people that know how to play... this is a good example https://www.youtube.com/watch?v=F7pjrv4Fu3Y&pp=ygUZZGJkIG9uZSBzaG9ydCBjaGFzZSAzIGdlbg%3D%3D
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agree with this !
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20 hours is a new player, not a casual player.
The game is actually pretty fairly balanced when both sides are equally skilled and are trying equally as hard. It becomes imbalanced when those two things are not equivalent.
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An *outmatched* killer can't control how the game will go. That is moreso the flaw of our current MMR. The top 25% are all lumped in together, as I was getting to at the bottom of my previous post, in saying it is unfair. When killers learn how to run specific windows, how to use their power, when to swap chase targets, when to NOT kick a pallet or which side to kick it on, etc., they typically do quite well.
If Survivors are popping 3 gens in the first chase, they typically are 3 genning themselves, otherwise the Killer would have been able to disrupt the gens mid chase. Even without the hostage holding (in spirit) gen kick build, a 3 gen is quite easy to defend in general.
Garden of Pain and Borgo have the problem of too many pallets, but they are unsafe. Don't kick it and Bloodlust it if need be. Killers can get the kick after they get the down. Lery's has the different set of benefits and drawbacks of indoor maps. Killers can sneak up on people a lot easier, even when Survivors hear the TR without being a stealth killer. I got nothing to say about Badham though, those maps are straight up busted and should be altered. (Garden of Pain and Borgo should incorporate more fair windows instead of spamming pallets and god windows too, but they are still 'playable' more often than not.)
I don't find an argument of the extremes with one of the better survivors to be a compelling argument though, same if you linked Hens' sweat squad. Would you accept me listing Otzdarva's 50-win streak playlist, or SupaAlf on Nurse as proof Killer is too easy?
Even in that video you linked, the Legion continuously Frenzied on injured survivors without even chaining. That by no stretch of the imagination is a good killer. If that is your example of a killer unable to control the game, I agree. But no one playing that bad should be allowed to have control over how the game will go, unless their opposition is equally bad. Heck, even with the Weskers, most of them made massive misplays. One on Lery's kicked the pallet from the outside of the map instead of the inside, giving Ayron a free path to more pallets and windows. Is your argument people should win while continuously making huge mistakes?
Killer's loss is tied to them making mistakes (in general), while Survivor's loss is tied to any Survivor making mistakes (in general). It is all too easy to get a hook on that weaker Surv who predropped 3 pallets, then get an injury or down on their rescuer in the deadzone the newbie created.
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PR got a side grade. It's better in the early-game, you know, when Killer is weakest.
Med-Kits that heal once are exponentially less powerful than Med-Kits that heal 5 times and in under 16 seconds.
DH is an essentially dead perk. You will not see it often at all. It has a hypothetically strong effect but its gatekept by too many variables. A perk dependant on the Killers internet isn't good. You get two shots at it and if you whiff, that's it. It's not worth running over other more reliable perks anymore.
CoH lost the single most powerful effect in the game in exchange for, at bare minimum, a 30 second time investment to heal.
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-"DH is an essentially dead perk"
No it isn't. They were going to make it a dead perk and survivors cried.
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You sure like that narrative, but no, that doesn't appear to be the case.
People gave FEEDBACK. The feedback said that DH was too inconsistent, promoted hard tunneling/camping and pitted Survivors against each other in a competition for unhooks.
Even I gave that feedback, Killer main that I am, in the same thread where I gave feedback on PR.
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It de activates when you take a hit so if you wait it out you still have it for next chase if the killer leaves you
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-"Even I gave that feedback, Killer main that I am,"
I'm sorry but as a professional circus clown I don't believe for a second that you are a killer main.
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It does not work like that.
It deactivates if you use it at all. Like if you miss the DS skill check.
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I'll bite.
What would convince you?
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