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Former meta perks that can make a comeback

i find it pretty cool that bhvr nerfed pop and ds previously and made those perks absolute trash and then they buffed them recently to make them much better and healthy. What other previous meta perk do you think can be buffed to be better and healthy. For me i think ruin can make a comeback on the killer side. For the survivor side? I honestly dont know

What do yall think?

Comments

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    i also think eruption could make a comeback in the killer side, by making incapacitated like 5-10 seconds because tbh no one really complained about the first version of the perk. And yeah your idea for iron will sounds fine. And yeah pharmacy is terrible but much like alot of awful perks, they need buffs

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    how about buffing regression rate to 200%? this means that ruin regress gens at 200% and kicking gens become more rewarding.

  • OrangeBear
    OrangeBear Member Posts: 2,854

    Thanataphobia was truly ruined in 6.1.2. The changes they made were in response to legion and plague using it, but what they did is make the perk terrible on basically every other killer and hardly worth running on legion and plague.

    Not really sure how it should be changed but it should be changed in a way that makes it more applicable to all killers and it should reward hit and run.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 815

    ruin and thana should make a comeback

  • GeneralV
    GeneralV Member Posts: 11,698

    Ruin, the king of slowing the game down (just a little bit) should definitely make a comeback. But not the Ruin we have today, no. The old Ruin is a far better option.

    Iron Will also needs a comeback. I'll never truly understand why this perk was nerfed, it wasn't needed. Iron Will was fine as it is, and I think it could use a reversion.

    A Nurse's Calling is also worth mentioning, for those who remember the old days when it was still meta.

    And Self-Care, of course. This perk has truly fallen from grace, ever since the healing changes around Spirit's release, but before that the perk was fine as it was.

    Honorable mention: Barbecue & Chili. It hasn't truly left the meta like the others, but it definitely needs its Bloodpoint gains back. That was peak perk design, the best we've ever had.

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    damn self care is a great pick, didnt think about that one

  • supersonic853
    supersonic853 Member Posts: 5,547

    I mean the point of hexs is they can just be cleanses. Thats what removes them permanently. Especially with how fixed the spawns are now. If ruin is never found the killer must have insane pressure or a lucky spawn. I feel like disabling a perk because "they have already won" could go for a lot of perks. But probably not the high risk-high reward of hexs. Personal opinion though.

  • GeneralV
    GeneralV Member Posts: 11,698

    It went from one of the best perks in the game to one of the worst, and that is truly a shame.

    This one is for the OGs, my friend. I remember leveling up Hag for it, and just how good it was.

    I wish they'd never changed it.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 815

    agreed and with how most of the perks that got nerfed during the meta shakeup patch are now slowly getting buffed/reverted

    It’s time for hex ruin to also get buffed to its old self

  • Xernoton
    Xernoton Member Posts: 5,884

    Both Pop and DS are a necessary evil in so far that they create a stale meta, if they aren't ever nerfed to make way for something different but nerfing them creates different issues.

    Pop rewards killers for hooking survivors and leaving the hook to kick a gen. DS helps survivors deal with tunneling.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,344

    Yeah…no.

    Ruin was a strong Perk with 200% Regression, having it baseline would be too much.

    Yeah, weird opinion, but it would involve nerfing a Killer-Perk, so I get it.

    Seriously, it is

    a) extremely unlikely that it happens anyway that a Survivor is dead before Ruin is cleansed and

    b) at this point the Killer is in a VERY good Spot and will most likely win the game. So why make it harder for the remaining Survivors when they will lose anyway?

    And well, there are still really good Totem Spawns out there. But of course nobody ever talks about them.

  • GeneralV
    GeneralV Member Posts: 11,698

    I agree.

    And honestly it is a good thing that some perks are getting reverted. The game has been needing this for a while now.

    And well, there are still really good Totem Spawns out there. But of course nobody ever talks about them.

    I think the bad outweighs the good on this one, at least for most players. And while Totem Spawns were never perfect, we used to have some really good ones.

    I was talking about this with @Tsulan , quite a while ago. You, my friend, has been playing DBD for a long time so you probably remember some of them: hidden within the bushes on Badham, among crates on Coal Tower, some decent spots on Léry's, and so on.

    But some of them don't even spawn anymore, so it is hard to use Hex perks effectively.

  • Ayodam
    Ayodam Member Posts: 3,200

    Spine Chill.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,889

    Absolutely not.

    They've already buffed dry gen kicks three times already, with 2.5%, then 5% chunks, then added anti-gen tapping on top of that.

    If anything we should have learned over the past two years is that there are players who absolutely love to play gen kick simulator, and the devs clearly don't want that. Let's not continue to buff gen kicking and head straight back to that kind of play style.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    why? the generators are blocked after 8 regression events. all you have to do is exhaust the kicks. what this would benefit is kicking gens outside of 3 gen so i can be rewarded for choosing kick gens.

    it is not baseline. you have to kick the gen to gain benefit. You still have to equip hex:ruin to benefit from said change. I do think ruin needs some nerfs in 3 gens though when defending totem. So I suggest that ruin cleanses itself when 2 gens are remaining.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,138

    I feel like IW deserved a nerf at the time, but they monkey paw nerfed it and went overboard to push a new meta. Either 75% noise OR exhaust would have been fine, but both was just excessive.

    I personally think losing the Exhaust restriction is the for the best just like you. Iron Will would be so clutch for Lucky Break, Overcome and Quick n Quiet gamers. I think some people underestimate how good 75% can be still.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,889

    Because the gameplay for killers is supposed to be the survivors: chase, hooks, injuries.

    There are absolutely players who hyper focus on gens and will take anything as an excuse to go back to incessant gen defense. It's the same reason that just nerfing Eruption didn't stop the gen kick meta, and they had to go further with COB and overcharge. (Which, btw, you're arguing that old COB should be base kit, essentially)

    Even with the current state of the game, there are players crying about wanting more kicks in a game, or that it should be bypassable if you have 4 or more gens. They still didn't get the message that survivors are the killers objective.

    There's zero reason to continue to buff gen kicks. None.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    i don't see the harm in rewarding a defensive play-style if the defensive play-style is balanced/winnable.

    There are absolutely players who hyper focus on gens and will take anything as an excuse to go back to incessant gen defense.

    so? let the player do that. The player will eventually lose after they hit 8 regression limit assuming survivor still playing to progress the game.

    Because the gameplay for killers is supposed to be the survivors: chase, hooks, injuries.

    the gameplay for killer will still be about chases, hooks and injuries. They will just add 1 extra element. kicking gens.

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    yeah i think self care is like 45 seconds, thats way too much

  • Nebula
    Nebula Member Posts: 1,400

    Gen regression perks are already dominant, why in the world would making old Call of Brine basekit be a good idea? Gen kick meta should never, ever come back. It is the pinnacle of stale gameplay.

  • GreyBigfoot
    GreyBigfoot Member Posts: 954

    Iron Will should stay at 75% but have no strings attached. Or let it have 100% but keep the conditional bonus. One but not both.

  • Blueberry
    Blueberry Member Posts: 13,671

    Honestly Iron Will at 100% I'd like to try if it also applied Exhausted to you so you couldn't run an Exhaustion perk.

  • TieBreaker
    TieBreaker Member Posts: 994

    I hope BHVR does another large perk overhaul. I want more perks combos to experiment with. So many of them are just meh.

  • Marioneo
    Marioneo Member Posts: 808

    200% i thought was the balanced for regression perks 300% was overkill and 150%-175% was a nothing burger

  • Marioneo
    Marioneo Member Posts: 808

    Gen kicks has a limit now so i think it could be a fair thing

  • Blueberry
    Blueberry Member Posts: 13,671

    Now that there's a gen kick limit honestly all the perks related to kicking gens need buffs or reverts to their older stronger selves, bar Pop which is already fine.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073
    edited April 1

    part of the reason why they're dominate is because killer base kit regression is awful. perhaps you should explain why having higher base regression is a bad idea? gen-kick meta was not inherently bad but endlessly stalling the game was not healthy. the games took too long and war of attrition was too difficult on certain maps with close gen spawn.

    By no means was any gen-setup unbreakable but the effort to win the match as survivor was disproportionate to effort required for killer to kick gens and drag game on. Now that this gameplay is limited to 8 gen-kicks, the gen-kick mechanic can be buffed to be more relevant in regular hook-chase-injury gameplay without being overbearing in hyper defensive gameplay styles.

    previously, i would been against ever buffing base regression speed but dev went ahead and did that anyway through perks. Now I think it is fine to buff gen regression speed now that kick regression is more limited.

    Post edited by Devil_hit11 on
  • vpnlolniceban
    vpnlolniceban Applicant Posts: 11

    ruin blowing up after the killer gets a kill is dumb you're just punished for playing well like current version of corrupt. how about we don't punish killers being good at the game and buff both perks back to their old selfs?

  • JeanGreyarea
    JeanGreyarea Member Posts: 498

    i want another another perk overhaul but just buffs. No nerfs like calm spirit and pharmacy

  • Mazoobi
    Mazoobi Member Posts: 1,568

    Self-Care.

    The devs only nerfed it because it had a high pick-rate…

  • Mr_K
    Mr_K Member Posts: 9,245

    Don't think 2s and a cool animation is going bring back those that dropped it.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,138

    Feels bad man because I'm addicted to kicking gens, whether it's to alert Zombies for Call of Brine or because I'm trying to get some Trail/Machine Learning/Unforeseen value.

    I don't care if I regress gens by 0%, I just have a yellow Gen addiction.

  • Bardon
    Bardon Member Posts: 1,004

    Now that we have the "8 hits and a gen is untouchable by the killer" Call of Brine should be brought back to it's original state.

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  • MB666
    MB666 Member Posts: 968
    edited April 2

    spine chill; they can just bring back the 6% increased vaulting speed easily, making the perk a bit more appealing on experienced to average players without damaging killers that much BUT punishing people with bad connection. cough cough VPN killers.

    the reason why it was so popular back them outside of people wanting to get chase …was because people were tired of getting hit on windows / pallets that visually shouldn't connect even when fully away of the window and still getting hit due to ping / server issues / the lack of validation on vaults since killer had priorty due to the old peer to peer code; so the perk was mostly a band aid to prevent unfair hits on windows / pallet. (IMO).

    vaults were so smooth with that perk.

  • mizark3
    mizark3 Member Posts: 2,253

    The sad thing is they buffed Thana from 5% to 5.5% per Surv in 6.1. That was obviously too much in combination with 10 extra seconds on gens (that 6.1 added), so they could have buffed it by simply not touching it. Then if was still an issue, they could have nerfed it to maintain parity with pre 6.1 power by dropping it to 4.5% per Surv. ~4s at 1, ~9 at 2, ~14s at 3, and ~20s at 4. (See picture for full chart). Instead they picked the worst option to make the best users of Thana now practically the only users of it. (I still think 4.5% per Surv would be perfect, as it would be just as strong as it used to be in terms of additive gen slowdown.)