The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Feedback on the new Patch

Knight: Map of the Realm and Call to Arms need to be basekit. It is nice that Map of the Realm is half basekit but you still need the extra 2meters, especially for Assassin and Carnifix. There is a reason why every Knight player uses these Addons because he needs them to have a usable power. The bug that he can summon another Guard while one is active needs also to return because it is a good feature. Alternatively, give him something with which he can recall a Guard faster to summon a new Guard. Why can Skull Merchant recall her Drones from the otherside of the map, why can Singularity destroy his Biopods so easily, or why can Charlotte recall Victor, but Knight has to be next to his Guard and hit him or otherwise he has to wait the patrol time? Why can he not have this QoL ability? The new feature "distracted a guard by passing near a Window or downed Pallet" needs to be removed. It feel so pathetic how easy survivors can counter your power and how easy they can hold it hostage. The hunt timer needs also to reduce from 3x to 2x. When you play Knight, it is so difficult to be part of the chase when the survivor is hunted by a Guard. One of the plays I liked was when the Guard chases the survivor in the right direction and you could come from the other direction to get the hit or to pull of a double tap. Now it feels like you get punished when you're part of the chase. The Guards barly get a hit on survivors and using them as "keep the survivor busy" feels so unsatisfying. Basically, you have to watch how an AI Guard chases a survivor for you. This feels so wrong. It is also so pathetic that Knight still has so many bugs and his Guards get stuck on so many points that we've already reported and you still don't fix them.

Singularity: You did a good job with this killer and I have little to complain about except for one thing: The Soma Family Addon needs a rework because this Addon makes tunnling so easy. When a survivor gets unhooked and you go back to the hook, the survivors will leave the area. Due to this, there is no anticamping restriction for the Biopods which means Singularity can tag the unhooked survivors: Now this survivor suffers from Deep Wound which means no basekit BT, OTR, or Dead Hard. The survivors is also a little bit slower for 3sec. This Addon is too unhealthy and needs a rework.

I'm All Ears: Reducing the cooldown was a good step but you also need to reduce the trigger range from 48meters to at least 24meters. You use this perk directly in chase and not from the other side of the map.

Darkness Revealed: Even though the longer aura duration feels good, it was not the buff that this Perk needed. It needs a larger range around lockers to be usable because lockers are so unreliable on so many maps that other Perks such as BBQ or NWTH are just reliable. If you don't increase the range around lockers, it will still be a bad perk that nobody will use.

Machine Learning: the buff is really nice but it is still difficult to get value from it. When you have the boost, you cannot setup a new Machine Learning for later - this feature is fine because it gives the survivors the oppotunity to pop some generators to give you less Machine Learning. You have to wait until its over and then kick two generators. This is especially for killers with no good mobility very difficult and a huge time investment. Then there is also the problem that you have to give the survivors the right generator and not the wrong one. There is also always the risk that survivors give up on that generator or forget it. You also need either a Gen Addon or Tinkerer to know which generator is a good target and even then it's a risk. Survivors have the easiest counterplay against the perk: don't finish the generator. It would be much better when the perk gets immediately active on the generator you kick and not on the second one. Overall, the Perk is still very difficult to use because you have to make so many decisions and think two or even three steps ahead. This is way too much and will be the reason why many players won't use this Perk even though the 60sec of Haste and Undetecable are very good.

Iron Will: Even though the exhaustion part still exsits, it is so stupid that you brought this Perk back. Iron Will removes an important part of game experience and knowledge. Grunts of pain enables the killer to track the survivors better (besides Scatch Marks which is very important since Scratch Marks are still buggy). This sound cue is very important on killers like Spirit, Knight, Artist, or Pyramid Head. It is also so bizarre that injured survivors have better stealth and chase advantage than healthy survivors even though beeing injured should rather be a risk than a reward. It's so ridiculous too that you will bring back old Stridor with the mindset that this Perk should counter Iron Will. Nobody will use this Perk in order to counter Iron Will. Have you not learned from Shattered Hope? It's like touching a hot stove and realizing you're going to burn yourself. You then buy a new hotplate and want to see if you get burned on it too when it's hot. You need to change this Perk because it is just so unhealthy for the game and it does not matter if this perk will have a high usage or not. It is not healthy for the metagame. Some suggestions how to change it:

  • Remove the exhaustion part and turn it back to 75%
  • Make it so that injured survivors sound like healthy survivors with normal breathing sounds and remove the exhaustion part.
  • Make it like Lucky Break and give it a timer. You can reset the timer by healing other survivors.

Resurgence & Solidarity: The buffs are nice but not what the perks needed. It would be better when you get the healbonus but Haemorrhage cannot remove it. Haemorrhage can remove the additional heal (e.g. from selfhealing or healed by another survivor) but not the Bonus Resurgence and Solidarity provide. This would make the perks much better.

New UI: I hate it and it is rather confusing than helpful. I miss the old short cut to the customization while the new placed customization tab feels so misplaced. The exta BP info in the right cornor is also too red and hurts my eyes. Why do you want your game to be so penetratingly red? I also don't like the fact that Vecna is the first killer and then comes Trapper. Yes, you can change the order with the filters but it gets reset everytime you open the game. This is so annoying. The Addon icons on the Scoreboard are also too tiny.

The Rift: I am super happy about this new rift. Every cosmetic fits so well the theme and looks amazing. The Yui and Spirit cosmetic look wonderful and have cool animations in the game, which is a great detail. The team did a great job! I'm also happy about the 200 levels which provide extra BP and the 2500 Iri Shards! Overall, I am very happy about the fast and constant improvment.

Bugs: This patch brought many new bugs into the game and some of them ruin the game like the no BT basekit after unhooking or generators get repaired out of nowhere. However, I saw your post on Twitter and I appreciate your hard work in fixing these bugs as quickly as possible. You can be really proud of this and the rift too and we are grateful to you for that.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821
    edited July 17

    I don't feel like i need map of the realm anymore. It is good QOL add-on. What I need is LESS COOLDOWN on my guards. There so many situations where my carnifex is on cooldown and i cannot use his pallet break to get the hit. there is many cases where i see a place to use assassin at generator and he is cooldown. there are times where i am waiting in corner of the map for my jailer to comeback so i can pincer.

    these cooldown. man.

  • HolyDarky
    HolyDarky Member Posts: 747

    True. I knew I forgot something. Year the cooldown feels so awful. I understand why his power has a cooldown but it is way too long. In my opinion it could be good when the guard that you just used has this cooldown timer but the other two have a quicker cooldown.