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November Dev Update!

13

Comments

  • ratcoffee
    ratcoffee Member Posts: 1,469

    ironically, we are also pointing out how the us vs them mentality is incorrect. we are on the same side here

  • egg_
    egg_ Member Posts: 1,933

    I would just like to know if Garden of Joy is going to get a size reduction too or just some layout changes

    If they're removing some clutter and adjusting loops, the map will look pretty empty if they don't adjust the size too (considering it's pretty big anyway)

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    thank you! and you have fun playing as the bot without your hand-holding broken perk.

  • mizark3
    mizark3 Member Posts: 2,253

    Try me, I will run MfT / Desperate Measures / Lucky Break / Leader, and no Legion Main can stop me! MWUHAHAHAHA!

  • zarr
    zarr Member Posts: 996

    Quotation for the game being balanced around 40-second chases?

    I really am not a fan of dumbing down the game that much. It ignores a world of gameplay. The game can end in an instant without even involving much actual chaseplay. There are countless matches every day where chases last more than 40 seconds, and killers still end up killing everyone. It is asinine to try and "balance killers for 40-second chases", let alone balance the game around that. Not that I actually think it is even possible to achieve that with any reliability, no two chases are ever the same, I didn't literally mean Trickster chases may now always last exactly 30s, my point was more so to say skill might play even less of a role than it doesn't already now, with Trickster chases.

    What I was doing does not really constitute complaining. I was speaking to possibilities, stating concerns, and did point out myself that this will have to be seen in action. Trickster is already a killer not many people enjoy playing as or against, because the spamming hampers skill expression on both sides. But yes, there are also nerfs here, what with the increased amount of knives to lacerate and the lack of gradually increasing throw rate. Just how strong the new Main Event will be is also hard to gauge without seeing it in action. I just can't see it not be stronger than the current Main Event, which was rare to have an impact (which, granted, was an issue).

  • Reinami
    Reinami Member Posts: 5,503

    And you just keep going. You are assuming that the next update will be "survivor sided" but "also killers will get things too" again stop with that mentality.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,705

    Been a while since one of my threads got closed.

    Cool.

  • Reinami
    Reinami Member Posts: 5,503
    edited November 2023

    Dev said it once in a stream so i don't have a record of it, but it was stated at one point that is the goal which in theory means if every chase lasted 40 seconds on average, you would, on average, get a 2k, 2e. And if you do the math around the objectives and what each survivor is doing at any point in the game, 40 second chases checks out for a draw.

  • UndeddJester
    UndeddJester Member Posts: 3,313

    You did read it has no exhaustion condition now right? I'd say the fact you can take your normal exhaustion perk and have the extra cushion of MFT on top, that still makes it perfectly viable, especially combined with DH or OTR.

    What's really nice is the secondary effect actually makes sense to the perk now, the deep wound speed boost is actually relevant to the endurance effect.

    This change pushes it to become a skill players anti tunnel perk, as well as an anti-slug perk.

    You could even run it with We're Gonna Live Forever for laughs recreating a fast recovery version of Buckle Up... even though its no longer the borken meta redefining perk it was before, it is a perk that has interesting build synergies we can happily use for fun.

  • Tsulan
    Tsulan Member Posts: 15,095

    Don´t give them ideas...

    MfT won´t move from the top most used perks list. Still top tier. Since now you can combo it with other exhaustion perks.

  • zarr
    zarr Member Posts: 996


    I haven't heard of any such statement from the devs, and it would be curious, since it really is painfully reductive. I mean, even just thinking of having those 40-second chases on the same survivor would leave the game in a 3v1 scenario 2-3 minutes into a match, which completely changes the math. And the math on this is very unreliable to begin with, since again, there's a world of gameplay elements and scenarios that simple math doesn't account for that determine how matches unfold. Oni can in theory down everyone within the span of seconds, how would "balance math" account for this, which is just one example of countless other such. Not to mention that all of the attempts I've ever seen to math out the balance of this game have ignored tons of things, such as map traversal time, time to find gens, even very obvious things such as time to unhook and heal. And of course they have ignored these things, because they are impossible to mathematically quantify in principle.

    ...Anyway, I will wait and see on Trickster. For the record, I don't believe this will make him too strong overall, for that he simply lacks macrogame prowess. Just that it doesn't really solve the issue many players are having with this killer, and could indeed even exacerbate it. Personally I think a more interesting and engaging approach to Trickster would be to make it so that laceration regresses much more quickly and continually, but giving Trickster something to compensate, such as base ricochet and trajectory indicators for the knives. This would make it much more of a back-and-forth between the players.

  • LordGlint
    LordGlint Member Posts: 8,509
  • LordGlint
    LordGlint Member Posts: 8,509

    True, but before ppl weren't using it since it would turn off your MFT. Now that MFT isn't an exhaustion perk, you can pair it with anything. MFT+ sprint burst isn't a joke. I was just mentioning DH since it gives you more situations to proc deep wounds than bodyblocking after getting unhooked or something. It's kinda like how Nemesis helps prop up PWYF. Sure, you can get PWYF value from finding your obsession... but Nemesis makes it easier to get that value.

  • solarjin1
    solarjin1 Member Posts: 2,144

    The map changes sound good.

    MFT got gutted but that what the majority wanted for the most part.

    Trickster buff sound good but maybe a bit overkill.

    Overall pretty good changes health wise.

  • CrossTheSholf
    CrossTheSholf Member Posts: 306

    Please. bitching and moaning from surivivors has resulted in so many killer perks and add-ons getting screwed. and the xenomorph nerfs

  • MrDardon
    MrDardon Member Posts: 4,033

    Deathslinger has good anti loop. The 3 % won't bother him as much. It mostly hurts M1 Killers, so yeah.. Legion is kinda f'ed.

  • OrangeBear
    OrangeBear Member Posts: 2,761

    I just noticed something - the add-on "lucky blade" needs to be changed. Right now it's effect is increases by 0.3. If they don't change it will be better than the new waiting for you watch. Lucky blade is uncommon waiting for you watch is rare, so yeah.

  • Nazzzak
    Nazzzak Member Posts: 5,629

    Calm Spirit already penalises you, so no need for an activation requirement. The other 2, sure. Lethal Pursuer and Corrupt are another 2 with no requirements so chuck them in too I guess.

  • Nazzzak
    Nazzzak Member Posts: 5,629

    I have no issue with them addressing MFT. I'm aware of how tracking perks work. Was talking about BHVR seemingly addressing activation requirements.

  • Kaitsja
    Kaitsja Member Posts: 1,833

    Disappointed. On the one hand, it's not a big loss, on the other it hurts to have the only non-exhaustion perk that isn't a boon nerfed to the point of uselessness. Now, everyone's going to go back to their exhaustion perks and people are going to blame their losses on those instead.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,419
    edited November 2023

    Damn, they really going after mid perks with the nerf bat. Good thing I only use Sprint Burst.

  • IamFran
    IamFran Member Posts: 1,616

    Bye MfT!!!!!!!!!! 🤗

  • Ariel_Starshine
    Ariel_Starshine Member Posts: 937
    edited November 2023

    Seems sad. Like the fist attempt at destroying eruption until people said it's overkill.

    Whats up with killing perks so bad it just adds to perk bloat instead of balancing them? Is balancing really so difficult instead of just nerfing? They do this to both sides.

    Well, I won't be spending any more money and I've lots and lots of it. Again, a balance would suffice but making this just another perk to add bloat to the selection is a hard pass for me.

    I don't even use it, but this is just sad to see. Smh.


    Also so pleased to see Blight's add ons are still the same ^_______^


    Are female vaults fixed or are we still cool with giving killer gimp free hits on messed up vaulting?


    Nice work.

  • jesterkind
    jesterkind Member Posts: 7,802

    I see a lot of people say this, but you're the most recent so I'll ask you - can you actually name any perk they've nerfed so badly it's 'killed' them recently?

    For me, recently would be any time after 6.1.0, if that helps narrow it down. I see people say this, but I can't think of any examples myself.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,774

    Since/after 6.1.0, and strictly limited to perks that have been changed with significant usage impact: Thana, Eruption, Call of Brine, Reassurance and Scavenger (compared to PTB), prove thyself, circle of healing, and the second dead hard nerf. Depending on what you consider 'significant usage drop' you might also consider stealth changes to repressed alliance and blast mine in the list.

    If you're including the perks that changed in 6.1.0 then you can add ruin, tinkerer, pop, first dead hard nerf, iron will, calm spirit, botany knowledge, and DS.

    Some of these came back into popularity later, because of meta changes or were buffed back, but there was a drastic change in usage rates at the time these were nerfed.

  • jesterkind
    jesterkind Member Posts: 7,802

    Well, to be clear, I don't really care about pickrate, I care about strength. So, most of the perks on your list there definitely don't qualify; Eruption and Circle of Healing, for instance, are still extremely good perks regardless of how many people actually run them.

    For the rest, I'll cop to forgetting about Scavenger and Thana (I honestly forgot that Thana got changed after 6.1.0 to begin with), but the rest I don't think it's fair to say were killed. Prove wasn't good to begin with, Reassurance joins Eruption and CoH as extremely strong, Dead Hard is still decent, and CoB... I suppose you could count that as a perk that was 'killed' if you're really strict, but it's not like it's useless, just outclassed.

    That's kinda why I ask. I keep seeing people say that, but there haven't really been any instances of perks being nuked outside of Thana and arguably Scavenger if you count PTB changes. Most of those perks are either still good, or weren't actually good to begin with in the case of Prove specifically. (Still weird it got nerfed, that change still doesn't make sense to me. Must be a rare case of nerfing solely based on feedback.)

    It's the same with MFT, too. That one did get weakened more than some on this list, based on this dev update, but it's hardly looking to be useless. Just requires a little thought now instead of being passive and slapped into any build.

  • crogers271
    crogers271 Member Posts: 1,809

    Even Thana sees quite a bit of use and with Legion can be a good perk.

    With Prove, I wish they had just taken the bloodpoint bonus off and then evaluated how many people were still using it before any changes. Not that the 5% change makes a huge difference, but just silly to change both at the same time.

    That said, I feel like MFT has taken a pretty severe nerf, maybe on the level of CoB (which isn't a bad information perk for a teleporting killer, but otherwise was wrecked), but we'll see if it actually stays with the current design post PTB and how people play around it.

  • jesterkind
    jesterkind Member Posts: 7,802

    Well, yes. You've stumbled across my point.

    You can't fairly say these perks were killed, and that BHVR love to just nuke perks into uselessness instead of balancing them, because they don't do that. The perks that people cite are usually pretty good still, and perfectly viable. They're not by any reasonable definition nuked into uselessness, at best that's an unprovable opinion.

    It's worth mentioning that the conversations had with this rhetoric are not about pickrate, at most pickrate is used as a proxy meaure. They are about strength, that is the language used and that's why I kinda bristle at them. I wanted to hear out the evidence before committing to that position, though, hence my asking first.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,875

    New maps is still new content for survivors though. And we don’t even know if they will be killer sided yet. After all, Borgo became even more survivor sided in its PTB rework before they adjusted it. Unlikely, but we can’t really make assumptions yet and say that it’s “nothing new for survivors” when it’s still something new, just because it’s not broken anymore.

    And half the reason for the Trickster changes were to make him less annoying to play against as survivor.

    Of course I would’ve preferred survivors receive something such as some old perks getting some buffs, but after how much survivor has gotten these past few patches I think one patch with nothing new is fine.