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How did killers manage to win when gen lasted for 80 seconds?
Comments
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Well first off a lot of killer were not winning back then and it got so bad to a point basically no one was playing killer and survivor ques would be 20+ minuets just to find 1 match. That's what prompted the big buff patch in the first place.
But besides that, regression was a lot stronger and certain killers had absolutely disgusting add-ons like old Iri Hatchets.
Survivors playing badly was true but back then they were so strong it didn't really matter. Nowadays those same survivors either learned to play better or are losing a ton now because they refused to.
Matchmaking could also still give you really bad survivors even at red ranks since all it really required was playing the game a decent amount. I got to red ranks in like 2-3 weeks of starting the game which was wild. Similar story with most of my friends. One of them took like 2-3 months but they were pretty cheeks at the game even once they did make it.
It was basically use a busted set up if your killer could, play Nurse, get exceptionally bad survivors, or lose by default. Now it's generally better balance wise.
Tl;dr they either got lucky or were using something ridiculous that even survivors back then couldn't handle. At least assuming competent survivors.
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You yourself have previously admitted that you and your SWF would goof off and still win back in year 4 and I could go back in your posts to find it
Your problem is with having to try as hard as the killer has always had to try8 -
Killers used to actually be good at the game without relying on the default 4 slowdowns + hard tunneling.
Actually used to get outplayed at tiles instead of having someone bloodlust a pallet for the down thus saving them time.7 -
It was mainly the healing nerf.
Healing was a survivor inflicted slowdown (especially CoE). Removing the self heal from CoE was a big nerf for killers (advocated for by killer mains). The nerf made healing so horribly suboptimal, that the many, many the minutes spent booning CoE; running to CoE; and healing for 16 seconds, disappeared. That's probably a minute and a half of a survivor off gens when taking into account finding the totem. Not to mention having to re-boon.
Then, survivors quickly learned to play injured and focused on gens. So I'm not sure there's any going back.
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Every time this comes up, people act like healing was a timesink before.
You could heal yourself significantly faster than someone else healing you, multiple times a match, for very little overall investment. CoH only needed to be blessed once, by one person, and then everyone on the team could use it to heal SIGNIFICANTLY faster than 16 seconds each time.
Healing was a reasonably balanced timesink if you only looked at the sub-optimal (but still balanced) setups. The actual optimal setups just deleted any pressure from injuries with very little investment, and those two optimal tools were the only ones nerfed. Healing overall wasn't, and altruistic healing was buffed.
Healing wasn't meaningful slowdown while those tools existed, and, separately from that, now is not so weak that it isn't worth it. There are perfectly good healing tools, and those haven't even changed. There are even good self healing tools, they just aren't broken anymore.
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CoH only needed to be blessed (YOU HAVE TO WASTE TIME FINDING TOTEM) once (YOU HAVE TO WASTE TIME BLESSING TOTEM), by one person, and then everyone on the team could use it to heal
SIGNIFICANTLY faster than 16in 21 seconds each time (UNTILL KILLER INSTA-BROKE THE BOON).Fixed it for you <3
Also was this really that oppressive?
Also it wasn't 16 seconds, in last patch it was ~21 seconds
Honestly it wasn't even that oppressive, it was quite nice to have CoH but most of the time those Mikaelas were just silly.
And survivors had more variety in perks.
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Not gonna lie,looking back I'm surprised I ever got kills on Old Cornwind with Old Legion with 4x old Dead Hard and 4x Iron Will.
That Era of "survivors never group up ever and are silent and invincible" was terrible and often felt like it was impossible to get any sort of pressure going when nobody cares enough to heal.
We have it really good these days.
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So, a couple things.
First, finding the totem is a massively variable number. For some players that's actually noticeable and for others they'd know exactly where to check while doing other things so it's not an investment at all.
Second, blessing the totem isn't wasting time, it's spending it. You got that time back in the massively increased healing efficiency the entire team got afterwards, assuming it wasn't snuffed, which if you had halfway smart positioning it wouldn't. It would be placed away from the action, where the killer couldn't afford to go snuff it.
Third, the most important part. You're still just looking at CoH. On its own. Which, to be fair, was actually relatively balanced, those numbers were pretty okay if nothing else was used to boost them. The problem comes from the fact that it wasn't used on its own. Bare minimum, it was used in conjunction with medkits, which were already too strong even before CoH stacked with them to make them even stronger.
This is what I mean when I say healing was only a timesink if you weren't looking at the stronger stuff available, and the strongest stuff available still wasn't that much of an investment. All you needed in those days to make self healing completely busted was Circle of Healing and a good medkit with decent addons; and the good options for those last two elements were cheap, comparatively. A green medkit with two green addons was among the best stuff you could get here, it hardly required iridescents every match.
Add in anything else (like something to increase your medkit's longevity like Streetwise or Built to Last, or something to increase heal speed even further like Botany Knowledge) and things got even more nutty. I feel like I'm the only one who remembers the time period where you couldn't leave an injured survivor because of how quickly they'd heal, meaning the time you invested in the hit was wasted. They didn't have meaningfully limited self heals in either speed or number, making them massively self-sufficient in a way that totally broke the balance. This isn't just the killer perspective, either, I used this stuff as survivor and knew it was beyond justification.
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The killrate was 50% now it's 60%. It was harder.
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Medkits were the issue (mostly add-ons or green medkits). Which is why you didn't see me mention medkits in that post.
CoE was fine. The base self-heal time (16 seconds) was fine. Killing CoE and increasing self-healing base time by 50% pretty much forced survivors to play around less and focus on the main goal (gens).
No one is saying 4 second self-heals was balanced (or even 8 seconds for that matter), but the healing nerf was too much. Survivors used to heal up before getting on gens (in soloQ). Now it's not abnormal to see 3 injured survivors hammering away at gens.
This isn't fun for either side.
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CoH stacked with medkits, though. The only ways to fix that problem would be to either make CoH so restrictive that its number cannot be changed by any means, or to just remove the self heal entirely.
Personally, I think either would've been valid directions and both would've resulted in people claiming the perk was trash.
The point is, there was no timesink that got taken away. CoH wasn't ever used on its own by just one person, people ran medkits too, because of course they did. Why wouldn't they, when something so broken is so easily accessible? Hypothetically, sure, you'd see a timesink with CoH alone, but that timesink never realistically existed. Survivors absolutely healed up before getting on gens, because that took hilariously little time to do and they could do it alone. That wasn't balanced, and frankly, survivors staying injured is perfectly fine, you can capitalise on that as a killer.
As a brief aside, self heal base time wasn't adjusted. I'm not sure if you're referring to medkits and medkits alone being nerfed, or the PTB change that didn't go to live, but either way there's no change to self heal base time.
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I think the core of this is that gen slowdown is not an absolute must. It is just the easiest way to win a game, but you can absolutely be successful without running slow down. Also Ruin was mega strong back in the day, and run on almost 100% of killers.
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From the 6.7 notes
- General Healing
- Increase Survivor heal interaction seconds to charge from 16 to 24 seconds.
- Decrease the bonus on successful Healing skill checks from 5% to 3%.
That's a 50% increase in time.
2 - General Healing
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Circle made back a huge amount of time. It allowed whoever needed it to reset without much of a penalty to healing speed (it was like 5 seconds extra), while the rest of the team could continue doing the objective.
If a Survivor was remotely smart about it, then they could make snuffing the boon take way too long. Just because you had a Mikaela in your games that kept putting it up next to the killer every time it got snuffed doesn't mean it was a bad perk.
All things considered, I think Circle is in a really healthy spot. It's still good, and saves time on resets. It just requires people to actually get off of gens to be able to do them now.
I don't think Circle itself needs any changes, the use rate is pretty decent. Boons themselves could probably have their range extended, though. I'd rather see changes to the other, underwhelming Boon Perks.
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They never actually changed the base healing time though? It was tested on a PTB and was widely unpopular, so they reverted it and put a speed penalty on Medkits instead.
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General healing
- Reverted Survivor heal interaction seconds to charge from 24 to 16 seconds.
From the "Changes from PTB to Live" on the 6.7.0 update patch notes.
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Well that revert apparently didn't filter over to the medkits because they're still 24 charges to self-heal. Which is overkill couple that with CoE self-heal being removed, and it's lead to this ' get off the hook and sit on a gen' mentality we're seeing. Which has shortened the games and made it less fun for both sides.
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I mean, no, it didn't?
That nerf replaced the base healing nerf, only medkits are hit with that increase now. It's also not really overkill, that's still more efficient than someone else healing you, it just takes longer in real time.
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One big aspect is all slowdown perks were way stronger than what we have now.
I would say current gen times are same or faster than before.
Old mori was kinda broken. Many killers were nerfed since then too. I miss quick scope Deathslinger…0 -
- No basekit BT, making tunneling off the hook stronger
- No anti face camp mechanic, making camping stronger
- Gen defense perks were much better (200% ruin, being able to pain res multiple times, pop doing 25% of total progress,, thanatophobia actually being useful on more than 1 killer etc.)
- Matchmaking was different and didn't use mmr, so it was much rarer to get sweaty matches.
- Because MMR didn't exist, people didn't sweat as hard, sure you had your outliers, but in general the overall environment was more chill.
- Maps we actually probably more balanced ironically, as a whole anyway. Basically, everytime BHVR reworks a map, they usually make it a bit better. But by the time they rework a map, they released 3 broken ones with busted setups.
- Killers had several things that were pretty broken as well, moris, instadown huntress, instadown clown,,
- As time goes on, survivors get more and more efficient at playing. In general this game is actually relatively "balanced" when survivors actually "roleplay" playing a survivor. When they are scared of the killer, and want to avoid them, when they want to do totems instead of gens because totems are quieter, when they want to search a chest in hopes of getting a good item that will help them. Once you stop "roleplaying" the idea of balance goes out the window. And as the player base continues to mature, more and more of the game is optimized. And once optimize to its fullest potential, it is undeniable that this game favors, and always favored, survivors.
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I think Circle is in a really healthy spot. It's still good, I don't think Circle itself needs any changes, the use rate is pretty decent.
Let's see that again, mkay?
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Huge fan of your good faith topics and discussions!
A real breath of fresh air from all the 'US vs Them' and bitter users!
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There's a 137 survivor perks in total. In an ideal world where each perk is used equally, you would expect to see any single survivor perk in about 2.8% of games.
Not to mention it's very convenient you didn't show this line on the page.
In the last 14 days, 2.39% of Survivors have had it equipped making it the 38th most used Survivor perk in that time. Scroll down for more stats.
It's just out of the top 25% most used perks.
Overall, you're basically just confirming that CoH is indeed in a healthy spot.
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Seeing as how a good amount of the playerbase agrees that healing isn't worth it anymore; and CoE being pretty much gone from soloQ; I'd say that's evidence of overkill.
Has hammering gens always been the optimal playstyle? Yes. Did it get ALOT worse after the healing nerf? Yes. Is this healthy for the game? Probably not.
It's persisting through increased gen times and gen tapping nerfs.
And the Devs are probably hoping invocations will become the new survivor inflicted slowdown. So I wouldn't be surprised to see an invocation that heals in some way.
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Yeah don't mention the ludicrous amount of benefits that survivors now have - Basekit BT, anticamp, endless pallets and windows, 3 gens done after an easy W-key 90 second chase lol
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There is nothing wrong with this. Not every game needs to be a 10 minute sprint.
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Okay, but a surprising amount of the playerbase also doesn't seem to realise that the base healing nerf DIDN'T happen, so it's clearly possible that people agreeing healing isn't worth it anymore might not actually mean it's true.
As for people staying injured, it's fine. Unless they're bringing some of the unbalanced repair speed tools, which would be a problem anyway, them staying injured is a risk and something I can capitalise on as a killer.
It's worth mentioning that, anecdotally, survivors absolutely heal in my matches no matter which role I'm playing. I still see quite a few medkits specifically, too, because despite popular discourse on the forums, people in game seem to understand that they're still perfectly worth using and quite strong. Honestly, I even see some CoH still- I run it in solo queue, but I am a bit of an outlier. Even so, it does show up sometimes.
Healing tools are pretty good right now, you just can't self heal in broken speeds anymore. Seems pretty reasonable to me.
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Its not wrong that they want to win.
Its wrong that average killers think they're the top player, losing to the actual top survivors and want the Devs to balance around average killers who can 3-4K top survivors. Its always "have you ever play at high MMR against comp teams" or such.
You dont see average survivors want Devs to balance around them against Otz. Many survivors are entitled but not delusional.
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There's nothing wrong with enjoying the current state of healing. I'm simply pointing out that faster gen speeds in spite of various gen speed/perk nerfs directly correlate to the lower amount of healing.
Yes people still heal. No one is saying, healing has totally vanished from DBD altogether. But very few are still running across the map to get in the boon aura to self-heal. The people using charge add-ons with their medkits instead of speed add-ons are no longer healing themselves for 16 seconds (which was more reasonable to me) after each hit and unhook. Since they now have 2 heals max (without using perks).
This is alot of wasted time that now goes right into the first gen they come across not in the killers terror radius. The only thing that will fix the speed is the lure of survivability. Or annoying killer mechanics that will lead to more 4% and DCs (i.e SM).
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That's how the game has always been for Killers. If they make a mistake, it is usually very costly. Being able to recover from a mistake is most definitely a skill issue. Not everyone can do it or aren't familiar enough with a killer to be able to recover. Survivors can still make mistakes. I know. I make mistakes consistently, as well as goof off. I escape a little bit more than I die. Just depends on the challenge I'm attempting.
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I don't know, this does seem to rest on the assertion that there IS a spike of faster gen speeds.
I don't think I've noticed that, though. Survivors still spend time healing, survivors still generally stick on gens if I don't give them something else to do, my games don't feel like they're any faster than before. In fact, the last time my average game time changed (at least in a way I could notice) was 6.1.0. when they got a bit longer.
As an aside, nobody before was spending 16 seconds on a heal after hit and unhook, they were spending less. Slightly less if they only brought one speed addon for a regular medkit, and considerably less if they had a green medkit and/or more than one speed addon, which wasn't hard so people did it a lot. Again, there is no appreciable amount of wasted time that used to be spent on healing but now isn't, because healing was absurdly fast before.
That's the most important part of my argument, so I'll repeat it: The time that people invested in healing before 6.7.0 was minimal. It did not translate to appreciably slower gen speeds, because the downtime was so short. That was the entire problem 6.7.0 was fixing.
I'll also repeat that survivors choosing to stay injured and do gens is, on its own, perfectly fine when it happens. Assuming there aren't other problems with gen speeds, that gives the killer room to react.
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Even with that said, I wouldn't say the removal of self heal from COH was a bad thing. Hit and Run actually became viable again thanks to this change.
While the occasional poster has called Hit and Run "boring" gameplay because apparently chasing injured Survivors into strong tiles is fun and boring when they are near weak tiles, spreading injuries means the Killer isn't hardcore camping or tunneling which should already be a plus point.
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chasing injured Survivors into strong tiles
Into what?
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Main buildings, Shack, tiles that can be chained together etc
There was a thread sometime back where someone complained about stealth Killers choosing to chase an injured Survivor only when they were doing gens in a deadzone was "boring".0 -
Players used to hook trade. You had moris. Better los blocking terrain that lent itself to mindgames.
A lot has changed and not all of it for the better.
The game is still fun though.
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The hud update for knowing what the other survivors are doing, basekit BT, anti facecamp, no grabs in the hook when a survivor is unhooking, more strong anti tunnel perks like OTR, anti 3-gen, easier flashlight blinds and maybe more things I don't remember.
I'm not saying that all the changes I mentioned are bad, but insinuating that one of the two sides is the Behaviour's spoiled kid is wrong.
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To be honest, the whole game has changed a lot since then.
Perks, maps, mechanics, add-ons.
It's hard to say if it's easier or harder because it's a complete package.
I would say it's different and you have to adapt, which is a good thing.
Because they've changed one thing for the benefit of the killer/survivor, they've also changed other things for him in a negative way.
I can only remember that it was hard as a killer because the gens were literally flying. The loops were very violent.
As for healing, it always depends on the situation. Basically, you never want everyone to be injured so you can hang out. If the first person is dead, you'll usually have to focus on the Gens, because it's all about hanging, being chased, and rescuing. Healing only makes sense if you can stall the killer for at least 32 seconds or if you have to repair in a dead zone.
Overall, I think the game is better than it used to be.
The only thing I don't understand is why they don't rework weak killers/perks or killers/perks that are too strong. Sometimes they change things that are fine and don't touch things that really need it.
Then there would be more variety again.
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Because before, less people care about competitive? And now, lot of new player or old one just play for that and want to impose some kind of gampelya like this
So yeah, before, lot of people where just playing for chill reason, with friend even, just to have good game
But now, with this mentality, if you are not playing effenciency enought, you just got obliterate
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This is all quite the exaggeration.
The reason the game has gotten easier for killers is because back then the game was pretty damn survivor sided, so the game needed more changes in favor of the killer than in favor of survivor.
Also, survivors have gotten good things that weren't nerfed afterwards. Most of the times, the only things that got nerfed were stuff that were overpowered, like Made for This for example.
There is also definitely not a huge skill gap between survivor and killer. Both roles can be equally challenging and skillful. It is true that at low ranks killers have an easier time, but that's because of the game's design.
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