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The decrease in quality (balance, DLCs) is concerning
For the last 3 chapters we have had terrible addition to the game.
- The nerfs/buffs qre questionable, most of them are terrible gameplay wise and just add clunky and boring way of playing on both sides :
- Solo heal nerf = garbage, not fun at all
- Gen regression perk = faster gen rush, force killers to tunnel
- The new perks are terrible
- Nowhere to hide giving way too much info
- MFT busted, even stronger than the old DH
- Garbage perks for Singularity
- The new killers are terrible
- Singularity concept is funny, the execution is mediocre as its power is easily countered by the survivors
- Knight is garbage and weak
- Skull Merchant is awfull to play a and against
Honestly, there have been a huge decrease in quality throughout the last 12 months and the state of the game is actually really really bad. Nothing feels smooth and balanced and the community has become more and more toxic because of the game design choices you have made.
The fact that killers are tunneling and camping is 100% your fault BHVR, same for the fact that survivors are just stacking META perks over META perks cause the current survivors META is unbeatable (MFT, Hope, Resilience, PT).
The 3 last chapters have awful reviews on steam and to my mind it is well deserved, you shoud listen to the community and stop to pretend to do so while you actually do not, or at least, it takes way too long for you to balance things up.
Comments
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Skull Merchant is awfull to play
why? She seems similar to Legion to me.
I can't argue on playing against, but I don't see an issue in playing her. She is just M1 killer.
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Yeah I definitely think the game is in a bad state right now, however I think the reason for that is that it was always in a bad state and the mechanics they nerfed just covered it up.
Put simply the game is too binary, survivors need more critical objectives besides just sitting on a generator in the same location until it's finished, something that forces them to move around so the game progresses organically. Killers need more ways to counteract survivor progress than just downing or killing them.
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he is weak to shift-w so yeah that is consider weak by killer standards. he lacks anti-shift w gameplay with his guards.
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BHVR:
five minutes later: "Well boys, what's the new DLC gonna be?"
"idk, but I also don't care, people gonna buy it anyway"
"ok, Joe"
Half an hour later, The new killer:
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Solo Heal nerf was needed, and im saying this as a survivor main - medkits were far too powerful and the amount of pressure a single hit provided was essentially nulified in 90% of matches as long as anyone brought Circle of Healing, which many people did.
Nerfing regression was incredibly welcome - going into games against a combo of Thana, Pain Res, DMS and Pop made games last forever and if Skull Merchant had released when that was meta it would've been even worse than you recognise she is now.
Nowhere to Hide is strong but ultimately it's only effective if you're sitting around kicked gens, not going into lockers and then instantly go down when they see you - if you dislike it that much Distortion charges stacks from being in the killer's terror radius, something you'll do a lot if they're trying to milk Nowhere to Hide for value.
Whilst I agree MFT is incredibly powerful saying its stronger than "old DH" which could mean anything from regular exhaustion perk 3rd hit all the way up to free distance and infinite extra non-hits as long as your exhaustion came back fast enough is plainly wrong. Changes to the way Haste works, like only considering the strongest single effect or causing MFT to disable in the endgame, will bring the perk down to a reasonable level.
Singularity's perks are weak on the killer himself but Forced Hesitation is good on plenty of killers (Trickster, Bubba and Twins just off the top of my head), Genetic Limits lets you not have to worry about Exhaustion perks on freshly healed survivors, and Machine Learning is well-used on killers who benefit both from kicking builds and making solid distance against recently completed gens, like Oni.
Singularity's fine. I think a lot of people seem to think that nerfing EMPs into the dirt will make him more fun to play as when all it will actually do is encourage camping playstyles where he's a Skull Merchant with extra steps - you should be proactive when using his power and counteracting EMPs is easier now they've been further limited in their use.
No further comments on Knight or Skull Merchant, I don't play either of them so I can't comment on their power and Skull Merchant does absolutely suck to play against and as.
The fact that killers are camping is intended to be addressed, and that's ignoring the fact that killers have tunneled and camped since this game came out. Removing face-camping as a strategy will allow them to buff or nerf killers according to playstyles that don't center around "remove one survivor from the game repeat until 4k".
As for Survivors stacking meta perks, they've also done that from the game's release, but I do agree that we should see meta shakeups on a regular basis (ones that actually address weak perks, I'd like to actually see variety in builds but so many perks are just useless too much to justify their own existence).
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