Did you guys seriously just revert the Batteries included change?
You said after the PTB it was going to deactivate in endgame because with all gens powered it was way too strong especially paired with NOED. Today it says you reverted that? Why? Am I misunderstanding?
Comments
-
Feedback from the nerf was immediately bad. At least that's what I remember, they announced it basically the day the Chucky DLC came out.
17 -
Of course it’s gonna be bad from killer mains. But if BHVR decided it was too strong in endgame, how is it not too strong still?
7 -
Batteries is an end game perk. It working well with other end game perks isn't that big of a deal. End game builds aren't even that good.
19 -
They already announced they were going to revert this change weeks ago when Chucky was released? Idk why you're that surprised.
1 -
My understanding is that they made that change from PTB because they didn't intend for it to be a endgame perk. But when people expressed that they wouldn't use it anymore they reverted it.
I reckon if the perk launched on PTB with the deactiviation clause, it would never have been changed. It's just that people expected for it to be a good perk for endgame and when it wasn't it was a dealbreaker so now it's become multi-purpose i suppose.
I think it will be fantastic endgame perk but not meta
4 -
I didn’t see it then. I don’t keep up with dbd news every single day, my apologies. I’d still like an explanation for how they said it was too strong before but now suddenly it’s not?
3 -
So, if I remember correctly, they announced the nerf when they released the changes from the PTB. That was before the chapter came out. People said they didn't like the change, but didn't have the chance to actually test it.
The day the chapter came out, they announced they were going to revert the change. This wasn't a 'killer main' thing, this was BHVR. Don't make it into a us vs them thing, it's needless and just going to make this hostile.
If the perk proves to be too strong, they'll change it again.
6 -
Double post
0 -
If the perk always had the deactivation condition, it would just be a bad perk no one would use. Chasing survivors around completed gens before the end of the game is not something you want to do often.
10 -
Yes, probably. But i think they would have buffed it in a different way. Because there already is a perk that speeds you up in endgame, NOED.
I think they just made this change to appease people and less for balance reasons. Which i think is fine because i don't think it'll be too strong anyway.
0 -
Okay but my question is how is it still not too strong at endgame? That was your original view on it but suddenly that changes due to complaints? Plus lots of the nerds you guys announce gets complaints but those don’t get reverted. Why was this one different?
4 -
The real answer was the perk was never an issue, that it got nerfed because survivors compared it to MFT, and reverting the nerf doesn’t help killers becuase the perk is still trash and not worth using.
And killers are worse off because the nerf was reverted, because it gives the illusion that BHVR “listened to feedback, and helped killers”, when they didn’t, because it’s still not a useful perk.
8 -
Okay but hear me out, what if we allowed end game builds to exist without complaining? The odds end game builds start dominating the meta is extremely unlikely so you're probably never gonna see it even with the nerf reversion. Do we start seeing Pop/Pain Res/Batteries/NOED start popping up? I suppose it's possible but I'm skeptical people will want to give up perks like Lethal, BBQ, Sloppy and Corrupt. This is mostly End Game enjoyers getting a W and they should be allowed to have it.
2 -
Hi!
For Batteries Included, we feel that we may have jumped the gun nerfing it from the PTB version. We'll be closely monitoring the situation on Live - and of course, we always want to hear feedback!
4 -
The bigger issue with end game builds is that trying to kill all 4 survivors after the gens are done is a much harder task and survivors can hide out No Way Out's timer, they can control when they open the exit gate to prevent bloodwarden, and if the gates are open can leave before bloodwarden triggers. NOED now shows it's aura and if it's not possible to cleanse it then it's best to let 1 survivor die and have the other 3 leave.
If you have a build that is effective at preventing gens from getting done, then it's much easier to snowball into a 4K because survivors can't just leave and avoid your perks.
6 -
BHVR cannot seem to do anything entirely on their own, and instead allow their playerbase to have strongest influence and, in most cases, basically decide what happens in their own game… which has created a tug of war where DBD is the rope, and each side is continuously pulling each other over the edge into the nerf abyss for a period of time.
4 -
The devs let us play survivor in their killer game long enough. Survivor bots will be the norm and killer players get their cake. At least we got a few years of playtime. Right?
3 -
Its still gonna be a bad/niche perk
0 -
You can always equip Hope if it upsets you that much.
0 -
By the time PARK is active at full power, the game is almost over.I welcome the unwinding of this nerf because the return has to be somewhat significant to bring in something that is useless in almost every situation, even at the cost of one precious slot.
0 -
Honestly, to me this is just MFT + Hope for Killers. Killers will now get a massive speed boost for much of the Endgame for "failing their objective". Personally I think this change should have also reverted MFT to what it was so both sides had a strong combo, but oh well. Now gonna run Batteries all the time to go with my NOED
5 -
Supporting us VS them....
Try again pls <3
4 -
Okay, I know you said that incomplete Generators would count towards this perk and make it "too strong". If that's what you're concerned about, I have an idea for a second rework:
BATTERIES INCLUDED
While within 12 metres of a completed Generator, gain +5% Haste - this lingers for 5 seconds after exiting the range.
UPDATE: Once the Exit Gates are powered, any Generators which weren't completed do not count towards the perk - i.e. blocked incomplete ones.
0 -
Because people are capable of changing their minds and adjusting changes according to poor feedback?
2 -
Looks like killers whined and got their way again.
At least we know why BHVR has been soooo hard at work on survivor bots.
3 -
Because Batteries on its own wasn't the problem.
The problem is that it's allowed to stack with other stuff, which is something they should remove for all haste perks imo.
1 -
If only it was done more often...
0 -
It's still not a good perk, and it's still not going to be used often.
5 -
I think it's going to be a fun niche perk that won't see a lot of use outside of meme builds. Honestly don't see why anyone could be all that worried about this perk.
I plan to use it to make my Legion comically fast in the endgame with NOED, Batteries Included, Rapid Brutality, Superior Anatomy and the BFFs add-on. Will it help me win any trials? No, but it'll still be pretty fun.
4 -
K
3 -
Scavenger was nerfed from PTB before release, and that stuck despite negative feedback from survivors. Can you guys keep this same "we'll closely monitor the situation on Live" energy going forward for survivor perks too instead of caving into knee jerk reactions? Thanks
1 -
them poor devs 🤣🤣🤣🤣🤣🤣
Damn if u do Damn if u dont
0 -
This perks helps noed it really needed against strong survivors who easily get rid of that hex. .
And it will help out with a carry build.
0 -
I don't think the perk going to be that big of a deal.
4 -
The perk already had two restrictions you have to be 12 meters near a gen and it only lasts for 5 seconds. To have a third restriction that made it not work after all the gens are completed was and is ridiculous. Especially when you compare it to other perks that do the same thing but for free like hope, play with your food, and rapid brutality.
Honestly they should also look into furtive chase as well since they were going to change it to 10% for 18 seconds after an obsession hook but currently it's 5% for the same duration. Which may not seem like much but really it ruined its individual use. However pairing it with friends till the end does have a good synergy making it better. Even if the perk didn't deserve the pre nerf.
0 -
Hope gives 7%, batteries included give 5% near a gen and 4% noed =109%.
Almost 110% like old MFT and hope. Difference killers don‘t have to do anything for it, they get it from survivors and survivors had to be injured or do all gens.
1 -
Can you please stop jumping the gun with trickster too, by over nerfing him just to over buff him again and ######### settle to something that doesn't make him extremely miserable to either play or play against?
That killer is always going to be unfun because it was a failed design to begin with. Just stop completely leaning the unfun part to one side over the other
This reads: revert again the timer to 10 seconds. No need to cater to even the most mediocre players, who can't even hit 1 of the 7493858304 knives trickster has within 10 seconds from the previous, and make it even easier to play him
0