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Thoughts on 8.3.0

XombieJoker
XombieJoker Member Posts: 57
edited September 19 in Feedback and Suggestions

Finisher Mori - This is a good addition and better execution than the previous attempt. However it feels bad to take away peoples wish to mori all 4 survivors, not to mention the proposed rewards for performing the finisher mori offerings are abysmally low. Instead we should generally keep them the same, Cypress allowing you to kill 1 survivor on death hook and upgrade it to Rare. Ivory allowing you mori 2 survivors on death hook and upgrade it to Very Rare. Finally Ebony allowing you to mori 3 survivors on death hook, BUT all 3 offering having an extra stipulation such as you must have a minimum hook stage counter of at least 6 to perform the mori so that we don't get a tunneled situation of the killer using the mori on a survivor that he only earned 2 hook stages on. Obviously the Ebony allows 3 because you can mori the final survivor base game.

Blood Echo, Deathbound, Dead Man's Switch, Genetic Limits, Leverage, Inner Focus, Lucky Star - These are all fine and not a big deal.

Zanshin Tactics - Better than its mostly useless old effect but prominently better on killers like Artist, Executioner, etc.

Thwack - A little more useful but the trade off of the scream over the aura reveal is a nerf but meh, probably still not going to use it myself.

Predator - Now is leaning more towards a beginner killer perk as it is a teachable from a base game killer unlock. Although I've noticed that if you down the survivor you're chasing, it activates which is useless as you JUST downed that survivor so of course you're going to know where they are without the aura. I've also noticed that if you started chase with multiple survivors when you end the chase by losing the chase or downing the survivor, you will see the auras of the other survivors you had started chase with. I am not sure if this was intentional but on strong killers like nurse, this could lead to tunneling.

Machine Learning - MUCH BETTER simpler activation.

Hex: Crowd Control - An interesting change making the perk better but against coordinated teams, it will not be as effective. Theoretically while chasing a survivor, one can be repairing a gen in a TL wall and vault the 2 windows, another can be in be in another tile with a gen and a window and vault and block that window. Final survivor can be in killer shack and block that window leaving the chased survivor to suffer only one blocked window as their team can continue to vault other windows and block those ones that won't affect the chased survivor. If they can figure out to only block windows in the killer terror radius and reduce the max blocked windows to 3, then this would be better.

Poised - I'm fine with this change, my only concern is a survivor jumping on a gen the first second of the match and seeing trapper setting up. Maybe the perk is not active for the first 10 seconds of the trial.

Teamwork: Power of Two & Collective Stealth - This is fine, it still requires 2 survivors to NOT be doing gens so its effects do not matter.

We're Gonna Live Forever - Removing the requirement to activate making this perk easier to make use of is good, but I can foresee pairing this with Made For This to heal a survivor on the ground, tank a hit and then finish healing them to gain Endurance from MFT as well as Endurance to the healed survivor since WGLF is getting a +50% speed increase. Not to mention MFT move speed boost.

Quick Gambit - Not the biggest problem but honestly I do not feel like the other survivors should be getting a free speed boost to repair speed while the Gambit holder is being chased across the map. I think a better effect would be: When you stop repairing a generator, for X seconds if you are being chased by the killer, the generator you stopped repairing gains a +Y% to repair speed.

Distortion - A lot of people disagree with this change, but I like that players who use this perk to hide HAVE to interact with the killer to get their perk usage back. Too many times I've had to tunnel the unhooked survivor because of distortion protecting the unhooking survivor who slinks away to hide after the rescue when my Floods of Rage proc. Not everyone uses this perk to never interact with the killer, but the ones who do are absolutely bad in chase and forced this change onto this perk. I hate survivors who hide and refuse to do their objective.

Blood Rush - I am fine with the changes to this perk EXCEPT that the removal of the cost to remove the Exhaustion. Having a Survivor gain double Sprint Burst off hook or Lithe is too massive an advantage. It makes a great anti-tunnel perk, but there honestly has to be SOME cost to use a perk that gives you access to double Exhaustion perk usage. How soon til we get survivors double Head On with this?

Corrective Action - The biggest problem with this PTB, I can understand changing it from working on the same generator with a survivor to an 8 meter radius, but good god WHY did it go from turning failed skill checks from good to GREAT?! Why are we rewarding survivors for failing? Not only does this perk stack with other copies of it, but the amount of synergies with this perk. Hyper Focus. Stake Out. This is the absolute nail in the coffin that when team members of BHVR are given tasks to change perks/add-ons, they completely ignore the existence of other perks in the game. This perk CAN NOT go live the way it is.

Twins - I am not a Twins player but these nerfs seem so unnecessary. Twins pick rate is no where near close enough to warrant these nerfs when Nurse exits.

Unknown - I also am not an Unknown player but most of these changes are good, BUT why do we have a HUD element to display when you can fire the UVX when we already have one to tell us when we can pull out the UVX cannon? It's good that we got 2 new elements showcasing the cool down of the Teleport and spawning of the Hallucinations, but with that, why do we need the side screen visual for the Hallucination spawns? The change to the Blurry Photo becoming slightly base kit and the add-on nerfed do not match what he use to have. Old combo made his Teleport recovery 0.85 seconds with the add-on and in the PTB it's like 1.2. Also the 80% longer Hallucination spawn time seems a bit much for the Vanishing Box add-on, maybe 40-50%.

Billy - The nerfs are slight and the conception that he's dead is gravely over-estimated. Less than he is now but still leagues better than Overheat Billy. Sad to see his turn rate add-ons nerfed though.

Skull Merchant - I don't like her, never did, played every version of her that came out and they were all bad. Her latest before this PTB was like old Knight where he gets to a loop and poops out a Guard. But SM is not stopped in place when she deploys a Drone and survivors can still get out of line of sight when Knight dropped a Guard at a loop allowing them to run to the next tile. SM just does not lose momentum when deploying a drone making the loop really unsafe. She is simply brain dead this way and very boring. She is not strong, but she gets massive reward for absolutely very little effort. I know defenders are gonna say "oh, you're just low MMR and can not test her to her highest". I have been playing for a long time and don't care about MMR but am likely in the high mid MMR LIKE 80% OF EVERYONE ELSE. I personally only thought she needed one of her Haste and Hindered lowered and removed as well as her undetectable. All undetectable killers have their tells, Myers has breathing, Ghostface has their cloak flapping, Onryo has lullaby, Chucky giggles, Pig has to stand up or roar giving warning and Wraith has to decloak. SM makes little to no sound while undetectable. I do not mind or care for all the nerfs she is getting until her rework, BUT removing a scan line from a Drone seems a little cherry on top the nerf mountain. Maybe speed up rotation speed of Drones by 15-20% base.

Post edited by XombieJoker on

Comments

  • devilhand
    devilhand Member Posts: 2

    There's one thing that I am very curious about for this update. If Corrective Action results in a missed skill check becoming a great skill check for a person, wouldn't that mean that it would loop infinitely with two people on a gen and they purposely missed skill checks to make sure they become great skill checks and regain tokens like that? If it is how I think it is, Genrushing is going to become even bigger than it already is.

  • Valimure
    Valimure Member Posts: 125

    There's no way it can go live.

    https://www.reddit.com/r/deadbydaylight/comments/1fj2ygd/theres_no_way_these_devs_play_their_game_now_lets/

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    All, almost all, the changes stink except for the basekit Cypress and overall mori system giving points (everything else about it is hideous), some perk changes, and the Billy changes (he needed some toning down).