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Changes you think were unnecessary?

Brutha
Brutha Member Posts: 188

Personally I only have two I can think of.

  1. Freddy's rework, instead of trying to just addon to his power and give some QoL changes they just hit him with a load of nerfs and then reworked him, completely unnecessary.
  2. Just the Realm Beyond update, the old graphics made map atmospheres feel scarier and just looked cooler I mean yeah model updates and stuff were probably necessary but I think the maps should've kept they're old color and atmosphere.

Comments

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    honestly changing botany knowledge I still wish it was its original version with efficiency still as a stat boost

  • Blueberry
    Blueberry Member Posts: 13,668

    Implementing MMR. The vast majority of the community does not like it and wishes we’d go back to the old rank system.

  • Royval
    Royval Member Posts: 733

    changing Autohaven color just the old scheme was way better imo.

  • glitchboi
    glitchboi Member Posts: 6,023
    edited June 29

    The rework for Built to Last. A perfectly fine, balanced, fun, and unique perk, turned into a generic locker perk. It may have been weaker, but it felt way better to use.
    Old Built to Last was unique in the sense that it felt like a third add-on for your item at the cost of a perk slot. It worked passively rather than requiring you to do a second objective to activate it. The new one is just so forgettable.

    Post edited by glitchboi on
  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    I also preferred the old version for on the fly flashlight recharge

  • glitchboi
    glitchboi Member Posts: 6,023

    It was really cool and well-designed when it launched. Felt like a portable battery pack for your item.

    The worst part is that nobody asked for BtL to be reworked. People probably asked it to be buffed at best (though I think it was fine as it was).

  • Laluzi
    Laluzi Member Posts: 6,223

    Self-Care nerf when it was already painful to watch in action. Blast Mine losing its progress if the killer doesn't kick the gen, when previously it only lost progress if the mine went off. Pop Goes The Weasel nerf… twice. Daytime Coldwind and Ormond.

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    All killer nerfs with the exception of maybe Nurse.

  • TheArbiter
    TheArbiter Member Posts: 2,616

    Huntress getting buffed for literally no reason outta nowhere????????

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,068
    edited June 29

    Legions Iri pin losing its global terrius.

  • Brutha
    Brutha Member Posts: 188

    About Freddy, I don't care about what tier they are or power level. I care about fun, old Freddy was fun and unique and now he's the most boring killer in the game and like I said his old power could have easily worked if Bhvr took the time to addon to it and just give him stuff to use on sleeping survivors. And I'm not the only one who thinks he's boring he's the second least played killer in the game. Again that's just my personal opinion

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    MMR in theory works perfect for this game. But this version has just been terrible. Always sweaty as killer because gen speed (because they balance on rock bottom survivors), and always sweaty as survivor (because you're trying, the killer's trying, and your teammates are not). This is what you get when you balance off just kills and escapes, because you're looking purely at outcomes instead of what actually went down during the match. How many games have survivors thrown, giving the killer 2-3 free kills trying to save 1 guy, after owning him all match? How many matches has a survivor died for no reason, because their 3 teammates couldn't pull off an absolutely free endgame save, or because they couldn't get their Adrenaline/Hope to prock in time because that last gen that should've taken 1 minute to do took 3? So we need to start looking at other factors like gen speed, hooks, and SWF, make MMR strict again so that 100-hour players aren't constantly put with 3000 hour players, and only then will we be able to start having really good balance again like we had when MMR first dropped.

    The old ranking system was terrible, and was basically random matchmaking. Don't you remember the years and years of having it, where nothing was being balanced properly because the devs had essentially no data to go off of? We'd have the same problems with it that we have now, twice over. "Oh, I didn't bring meta perks vs this decent team. Guess I lose." And "Aw man, I feel bad for bringing meta because these guys took 10 minutes to do 2 gens." We need some level of consistency in our matchmaking. The game will never be balanced otherwise. Put the players with game knowledge and experience in the highest MMR, the day-1/month-1 beginners in the lowest, and the up-and-coming learners somewhere in-between.

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,030

    The latest Haddonfield rework. It was heavily over nerfed. Map is just a tiny dead zone now.

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    Them killing Mangled like that is basically sending a message that killers splitting pressure is a bad thing. For noobs, yeah, because with experienced players the strategy was never an issue as they could each hold their own when the killer came. So what's the alternative to splitting damage? Tunneling, which everyone is also against, and has been nerfed because of base BT and all manner of anti-tunnel perks. So killer has no good options right now.

    I'm guessing the reason they nerfed Prove Thyself is because it was overkill with SWF and useless in solo. In solo for some reason, survivors are allergic to working on gens together while that perk is in play. SWF right now though can still use Prove Thyself because of the communication. If we look at it when compared to Deja Vu, the model gen speed perk in my eyes, it's a bit better.

  • jesterkind
    jesterkind Member Posts: 7,830

    I mean, no, you can absolutely still split pressure, and it's still the best thing to do. Splitting pressure is about pushing multiple survivors to act at once, it's not about slowing down a specific action. Killer's in a good spot, and even still has some good anti-heal, Mangled is just harder to use for no reason.

    As for Prove Thyself, I disagree, SWF also didn't get much use out of it unless used very sparingly. PT is only useful - and was only useful prior to its nerf - when used on the last generator. Before then, you're spending extra time on generators unnecessarily by grouping up, and making it easier for the killer to interrupt you too.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    I could write an essay.

    1. MMR. Simple as that. Rank-based Matchmaking was fine with a meaningful Rank Reset (back in the day it was 10 Ranks or so, from Rank 1 to Rank 10 or 11). You had great games for the first three weeks after Rank Reset and only the last week was wonky. They first made the Rank Reset smaller, which meant that bad players were back in Red Ranks faster and then introduced MMR. And the way it is implemented is just dumb. It was clear that there is no way to do an accurate system, simply because there are too many factors. But basing it solely on Kills and Escapes is the worst. I can run the Killer around for 5 Gens and die to NOED and will be the worst player on our team. Or I can get 9 Hooks and a 1K and am worse than a Killer who camped their first Hook until death and got a second hook and Kill via NOED.
    2. Addition of other versions for MacmIllan. The maps were perfect, the best Realm. And all the second variations suck for one reason or another.
    3. Coldwind in Daylight. Maps were too bright anyway, I was joking years ago that it is not really "Dead by Daylight" with that brightness and then they introduced daytime maps. Coldwind really is the ugliest realm by far including the non-reworked Swamp.
    4. Haddonfield-Rework. The map was not that bad before the latest Rework. Then they went to town on it and did everything at once. Now Haddonfield is probably the most killersided Map.
    5. Nerfing already niche Perks - mainly things like Botany Knowledge, Calm Spirit and Pharmacy. Those Perks were totally fine before and they decided to "buff" them, but added a Nerf to all of them. I think the worst one is Pharmacy that it is only active when injured, meaning at the time you would actually need a Medkit there might be no chest anymore.
    6. 1 or 2 of the three Nerfs to Adrenaline. IMO Adrenaline would have been fine with just removing the abiliy to wake up against Freddy. But adding that it does not work when being unhooked or the reduction of the Speedboost is just too much. If they really wanted one of those would have been fine, but not both. In the end, Adrenaline is a Perk which might not even activate and only activates onces in Endgame. It should be stronger.
    7. Adding Voicelines to basically every character now. Some are just outright annoying (e.g. Alan Wake, who ist just screaming all the time). Would be better if they would actually have an option to mute those characters.
    8. Giving Nurse a Mangled Add On after removing her synergy with Sloppy Butcher. I dont know who was the mind behind this, but giving her basically the Perk she just lost as an Add On was just a really weird move.

  • Smoe
    Smoe Member Posts: 2,913
    edited June 29

    imo, bhvr didn't take the realm beyond reworks far enough, they should have removed all map tints, overhaul'd all Killers graphically and their animations (old killers especially), kept the Survivor animation for the turning locomotion that got cut from the ptb that introduced the updated Survivor movement animations and quite frankly, should have updated even more of their animations such as healing animation, teammate interaction animation and opening of the exit gate animation.

    Also hard agree, the Freddy rework was absolutely warranted as he was just uninteractive and just overall badly designed, people can call him fun all they want even though fun is subjective, but it doesn't change that he was objectively nothing more than a glorified M1 killer with extra steps and with an easily avoidable slowdown debuff slapped on with no means of capitalizing on it.

  • Laluzi
    Laluzi Member Posts: 6,223
    edited June 29

    Oh man, the voicelines. I agree with most of these already (I thought the initial Haddonfield rework was pretty okay, it had bad elements for both sides but it was balanced compared to how it used to be and how it is now), and the Pharmacy nerf continues to blow my mind two years later, but you're so right and you should say it. The voicelines were awesome the first and second time they did it, because it was a novelty, and you were hearing all these iconic characters say iconic lines in a silent game. Now everyone is jabbering on and it just feels so cheesy and overwrought. I don't know why, but Vecna in particular makes me cringe. He'd be so much more imposing if he wasn't cliche villain hamming it up.

    I think giving survivors any voicelines outside the lobby was a mistake, and the killers that do have lines should say them much less than they currently do (looking at you, Chucky.) The silence was a big part of the atmosphere of this game and the addition of all these cocky voicelines moves the feel more towards a typical choose-your-fighter game.

  • GreyBigfoot
    GreyBigfoot Member Posts: 954

    Adept Achievements needing 4 kills as opposed to a double pip wasn't completely necessary.

    I had a dominating game last night, and could have gotten the double pip without needing all 4 kills because somebody gave up very early. I could have spared someone which I really wanted to because it was so one-sided.