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Why did haste become so much more common?

Phasmamain
Phasmamain Member Posts: 11,531

Haste before was relegated to very specific perks that did not apply it often (Hope, Noed, devour and exhaustion mostly)

But for the past 2 years or so we’ve gotten an insane amount of new perks/add-ons using the effect.

My main issue with this is that most of the haste effects just aren’t readable in normal gameplay and can stack to create pretty inconsistent chases. I don’t have much issue with haste when it is very clear that it is active like with clown’s yellow bottle. But stuff like MFT, huntress’ add-ons and Skull merchant’s claw traps it just becomes very unpredictable and annoying to keep track of

That’s not even accounting for the killer perks. Game afoot, Unknown’s window perk, rapid brutality etc all give haste for different things that aren’t clear and give haste in different numbers and for different times. To be clear I’m not saying these perks are super strong but that having so many just adds too much variables to chase gameplay that don’t need to be there imo

Movement speed is essentially DBD’s time to kill so having so many unclear variables to me just muddies the gameplay and makes it hard to read. This isn’t even to mention subtle speed hacking. The main fix for this would be to simply make haste not stack and just take the highest number. Then you could buff the perk numbers as need be if they are too weak.

Comments

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 42

    I partially think the reason is because its an easy thing to slap onto a perk or addon. Don't know how to make this perk different from another perk? Put haste on it.

    Like nobody really uses Dark Theory, less than 1% even do, even though its 2% haste constantly while in 24 meter radius of the boon totem and that it lingers for 4 seconds afterwards. And Dark Theory even has the flavor text of: Your obsessive study of the paranormal has given you unprecedented knowledge of other Realms and planes of existence.

    "unprecedented knowledge" being "2% haste".

  • Yharwick
    Yharwick Member Posts: 521

    I think it's just because of design space issues, we've already more or less done every variation of gen regression and gen blocking in perk form so now we need every variation of haste and speeding up actions. I get they're easy to think of and implement but I just find recent perk design of the last 4 chapters or so completely uninspired as far as killers go, survivor perks have been fun they're just on the weaker side.

    I think the problem with killer perks is anything too complex and unique you start to wonder if it's infringing on potential killer power design space down the road. The best we have is hex perks but they're inherently weak due to being able to be destroyed so I'm not sure what the answer is. Maybe a new type of perk involving blood pools or crows? They're not especially important at the moment and it's a common mechanic for all killers so maybe there's something there idk.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    I'm not a fan of it, especially before the MFT nerf.

    Thankfully more of it has restrictions/conditions but I don't believe maps are designed with unrestricted haste in mind half the time.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,081

    My crackpot theory is that Bhvr wants even veteran players to have the rug pulled underneath them occasionally. Some people play in a super safe way and I just genuinely think haste is a bandaid to add uncertainty/chaos to chases.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,808

    You're kidding right?

    Killers complained for like 6 months that haste was the most broken, overpowered buff ever created. All while screaming for more killer buffs.

    So it should be no surprise that after a 3% haste perk gets deleted, that people are acting like 'what, is a permanent 5% speed increase for trickster supposed to do something? This is useless garbage.'

    Apparently 3% is still somehow a bigger buff than 5%, which pretty much sums up most of the haste discussions over the past year.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    I will say in general hast is more volatile for survivors just due to how looping works with their smaller hitboxes and how there can be 4 of them on a team.

    But yeah things like huntress’ haste add-ons and perks like batteries included should be reconsidered imo as all they do is make chases more inconsistent in an annoying way survivors can’t really account for

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,808

    Well it's not like the 3% stacked with more people having the perk. And it actively worked against the survivor of people would actively mind game tiles. You know, running at the killer faster.

    But apparently a simple mind game is way, way too complex for all of the 'max MMR' players out there. You could tell that from the way people complained about 'how strong it is holding w'.

    But that's the mentality that gives you all the haste buffs now. Haste was 'broken', and now magically it's not somehow. (It wasn't broken before, that's why)

  • Devil_hit11
    Devil_hit11 Member Posts: 8,855

    Huntress add-on change was mistake because ammo capacity did not need changing. The other perks are fine and do not need to be reconsidered.

    My main issue with this is that most of the haste effects just aren’t readable in normal gameplay and can stack to create pretty inconsistent chases.

    One of the most defining skills for survivor is the ability to calculate distance between killer and the survivor. Haste effects are readable in normal gameplay. Bloodlust is probably most common haste effect in the game and it virtually happens every single match.

  • Marioneo
    Marioneo Member Posts: 808

    So this just me being an old player of the game but all the killer addons that were turned into haste usually before gave useless status effect like Blindness for 30 seconds at least we got a better use

  • MalekithHatesSnow
    MalekithHatesSnow Member Posts: 253

    Its essentially a band aid fix for a perk/ability when bhvr has no idea how to fix it

    "how do we fix this perk? Idk give it a haste effect how do we fix trapper? Idk give him a haste effect"

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Bloodlust is expected though and has very clear intervals when it happens. Most haste perks aren’t like this however

  • Caiman
    Caiman Member Posts: 2,902

    BHVR seems to go through phases where they keep trying one idea, throwing it at the wall to see if it works, then backtracking and moving on to the next. Right now we're in the Haste phase. Haste perks, Haste add-ons, Haste powers, etc. Personally I really don't like them sticking Haste onto weak killer powers as a lazy buff, and the perks they're putting out are underwhelming.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,855
    edited May 25

    the perk are more predictable because every single one of them triggers off specific condition.

    gameafoot: triggers when your obsession and the killer breaks a pallet.

    rapid brutality: triggers when you get hit.

    The majority of haste perks also have limited duration so they're worse then bloodlust which bloodlust has unlimited duration and can stack up to higher boosts of speed. I don't understand your complaint/point.