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Was patch 6.1.0 a complete failure to you?

moulesfrites
moulesfrites Member Posts: 84
edited December 2023 in General Discussions

BHVR, I don't understand. You desperately wanted to shift the meta but now you're returning these perks to their former glory? Decisive strike, Pop goes the weasel, etcetera.

What's next, Hex: Ruin and Hex: Undying? I don't get your balance decision making here.

Comments

  • pale_hispanic
    pale_hispanic Member Posts: 149

    Not really. They nerfed w keying, buffed a whole bunch of killers, completely nerfed most meta perks, and made killer less clunky to play. Pop, DS, Dead Hard, Iron Will, Overcharge + COB, Spine Chill + Resilience are all in nerfed/ unusable states. Sloppy Butcher, Hope, WoW and Lithe went from off-meta to most used perks. Pain Res is a completely different perk now. We don’t even know what the DS changes are yet and considering they are coming later in the year, it is likely a rework. Either way the meta is different from pre-6.1.0.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 814

    Honestly they should’ve buffed perks only and they could try to find better alternatives to lowering a perks pickrates rather than nerfing it

    I’m still worried if any unnecessary nerfs happen to unproblematic perks just because they have a high pickrates

    and on top of that the update was flawed but they did a few good things but maybe buffing perks only could make people start using different perks

    Isn’t new pop like 30% progress removed from a gen (original pop was 25%)

  • NomiNomad
    NomiNomad Member Posts: 3,181

    30% of the current progress. Old Pop took 25% flat out.

    So, if the gen is at 50%, Pop only takes 15% of the total progress. If the gen is at, like, 80% it would tae around 25%

  • ProfessorDunwich
    ProfessorDunwich Member Posts: 1,514

    I’m really concerned they do not understand or play their own game.

  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    New Pop removes 30% of current progress which varies a lot in strength. Og Pop was 25% of maximum progress which always removed 20s worth of progress. New Pop needs the gen to be at 2/3 progress or more to match Old Pop.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 814

    Ohhhhh

    my mistake! I never noticed that was in the description

    I always thought it removed the progress instantly instead of the current progress (and I didn’t even know how the current progress thing worked)

  • Xernoton
    Xernoton Member Posts: 5,839

    Remember the time before they buffed Pop again? What was the meta back then? 3 gens and camping. Pop is an incentive not to camp and not to hold a 3 gen (mostly because you need downs for it to activate). 6.1.0 was not a failure but it wasn't the patch to lead us into a perfect utopia. They made the right decision with Pop because it makes the game healthier when the killer uses it.

    DS is in a similar spot to Pop. There are certain perk categories that are needed for a healthy game. Otherwise, one side will exploit this weakness and force the other to adapt by doing the same. Faster gens = faster kills and now that face camping is not an option anymore, there are only 2 other ways to kill faster. Tunneling is the more reliable option and since DS and OTR have fallen from grace, it's also quite easy and consistent.

  • mizark3
    mizark3 Member Posts: 2,253

    I mean, isn't that obvious from its face? 6.1 deleted balanced and fair perks to shake things up, and what rose in its place? Degen 3gen kick combo, tunneling at 5 gens nearly half of (my soloq) matches to this day, and more.

    I agree with the basekit changes of 6.1 (other than anti-tunnel Endurance not stacking, which was shortsighted to be kind, idiotic to be honest), but the perk changes were the worst batch the game has ever seen. We got nerfs to Pharmacy, Calm Spirit, Thanatophobia for no reason.

    Heck, Thana got nerfed so hard that the best users of it, now are instead the 'only' users of it, when they could have tuned it down to 4.5% per Surv at max rank to keep the additional gen time (additively) equal pre and post 80s->90s gen change.

    Even the Pop and PR are arguably in better positions than they used to be, as Pop gets more regression as long as the 4th piston moves (the only gens you should probably kick anyways), and new PR gives you an advantage hooks 1-6, and old gave an advantage hooks 7-12. With 6 hooks, you can either have all 4 PR'd with a kill, or all 4 PR'd with 2 on death hook, ready to be killed. A 3v1 is a free win for Killer, so that is just an easy win in my matches.

    Hopefully they simply roll back half of the nerfs to Ruin and DS, as 200% (remove on death still) and 5s stun (disabled in endgame still) are both more than useful and fair enough. Also I hope they revert Thana and Calm Spirit's nerfs as well. Thana back to 5% (or the adjusted 4.5%) per Surv, and Calm Spirit no longer slowing down totems/chests.

    (Personally I would also go as far as to have anti-tunnel still function in endgame [on both DS and OTR], as the Survs still have to open the gate with a CA which opens them up to being killed, or they must be rescued, which means the Killer can easily get the new hook on the rescuer instead. Plus it is so dumb to be hard tunneled off hook only for someone to pop the final gen seconds before you DS/OTR the Killer and die because they did the right thing. I'd even take an 'anti-tunnel features don't work off of Kobes/Deliv unless it is an anti-camp Kobe' in that trade if I had to.)

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,844

    6.1.0 killed Dead Hard

    That alone made it one of the best patches DBD has ever had

  • Devil_hit11
    Devil_hit11 Member Posts: 8,779

    DS is still strong perk vs 70% of the killer cast. The main difference is that decisive strike takes skill to use. you have to be good at looping m1 killers to profit from time-waste of DS. I don't think it is wise to buff DS. all that increasing stun time will do is extra-punish weak m1 killers that have poor catch-up post-stun.

    killer would need like old dying+pre-nerf ruin for all extra wasted time from chases. the meta of stacking second chances and stacking game-delay for killer is not healthy one. there needs to be less second chances and the game-progression speed for killer need to be normalized in some shape or form when the killer is successful at downing survivors quickly at base-kit.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Imo, no! I only say that because all they really did was update the meta instead of gutting it entirely.

    Survivor: Second chance/Chase perks

    Killer: Regression/Slowdown perks

    I was slowly getting back into DBD, but than that dev stream happened and I'm considering going back to the bench

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    The meta is still boring so nothing changed

  • Firellius
    Firellius Member Posts: 4,384

    Or, alternatively, you as killer could choose -not- to activate DS.


    As for the topic overall: 6.1 was well-intentioned and there were some good things in there, but Ruin going from 200 to 100% was definitely a terrible change, and DS going from 5 to 3 seconds was the literal worst change in DBD history.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,779

    that is entire problem with killer. the killer loses by not tunneling because there is not enough time to go for hooks. It is not question of not being able to trigger it. it is question of time. tunneling is most efficient way to slow the game down for killer. The killer is forced to activate DS because there is no other viable method of winning. The killer does not have enough map pressure in 4vs1 for their downs to be relevant game delay. The only way they get map pressure is killing one survivor off. DS is still strong perk because of that. It is only perk that survivor can effectively stack a 2nd exhaustion perk on top of regular exhaustion perk. I still use DS semi-regularly on survivor.

    SWF are not using DS because FTP+Buckle is superior and Background player with flashlights/flashbang. SWF still use DS. they're just using more team-oriented decisive strikes that are much more spammable.

  • CLHL
    CLHL Member Posts: 181
    edited December 2023

    The 6.1.0 update at least gave us new perks to use. Right now, they are nerfing things without offering anything in return. Surge has always been considered a mediocre antigen and now is one of the most used perks. At this rate we will be using even more mediocre perks, like Oppression.

    All the recent changes seem to have been made without considering the impact they will have on the game. You can't just introduce an anti-facecamp system and call it a day, you must first consider the impact that the camping had on the game balance and made further changes to compensate. Now they wan't to get rid of the 3-gen, but at the same time there are killers like Hag whose whole game depends on it.

  • Firellius
    Firellius Member Posts: 4,384

    That's a very sweeping assertion on the game's balance to be making, and I don't know if it matches reality. I never tunnel, and I won a fair share of my matches.

  • jonifire
    jonifire Member Posts: 1,437
    edited December 2023

    I don‘t like the changes nerfing everything doesn‘t make things balanced only boring.

    Also if you only nerf things the standard of strength of perks goes down and down and down. So people complain about everything that‘s above the standard.