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New Thrill of the Hunt seems extremely broken

For those who don't know, Thrill of the Hunt got changed in the update today. Cleansing and blessing actions are now reduced by 14% per token instead of 10% in exchange for the bloodpoint bonus removed. I saw this coming and the change at first glance seemed reasonable, however, I genuinely think -14% per totem on the map is absolutely insane and has just pushed this perk well into the overtuned territory.

The math:

Old Thrill of the Hunt deducted -10% per totem which multiplied by 5 would put the maximum reduction penalty to -50% or .5 c/s making cleansing any totem take 28 seconds. (14 / .5 = 28.) With new Thrill of the Hunt deducting -14% however, the penalty would now be -70% making the time required to cleanse a totem 46 and a half seconds. (14 / .3 ~ 46.66.)

I could be overreacting, but this just seems ridiculous to me. Gives killers way too much time to be across the map doing something else while still having the time to go to the other side and defend the totem. And that's not even going over killer powers.

  • Trapper could have a trap underneath it to effectively get notified when they're going to begin cleansing it.
  • Wraith, Billy, Nurse, and many more have mobility to quickly traverse over and check periodically.
  • Doctor has static blast to force survivors off totems.
  • Artist has birds to damage survivors across map with.
  • Knight has guards to interrupt totem interactions with.
  • Singularity has pods that even if disabled could allow him to see if a totem's being cleansed or not.
  • Demo's portals give killer instinct which even with the Lifeguard Whistle rework would not be enough to stop him from defending totems due to the insane amount of time it takes to cleanse one.

And that's not even going over potential builds with other totems. Imagine this with Pentimento for instance.

Conclusion:

The buff needs to be reverted. I don't even think replacing it with any other effect is necessary as I think the old perk with old values was fine as is, so just revert it completely with no other changes.

To finish this off, I'm aware you could technically do all this even with the old values, but an extra almost 20 seconds gives way more time to be doing other things while still having the time to check on a totem and stop it from being cleansed. And even if my hypotheticals aren't actually that practical, who wants to spend 46 seconds cleansing one totem? Sounds horrible.

Comments

  • Choaron
    Choaron Member Posts: 383

    Looks like a pretext for them to nerf Pentimento later on.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,147

    Thanks for giving me a reason to brush off the ol Face the Darkness Pinhead, thank you for bringing this to my attention

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266

    Counterforce Meta inbound?🤔

  • Gandor
    Gandor Member Posts: 4,268
    edited November 2024

    There's 1 single test that has 2 parts.

    a, is doctor's shock cooldown always shorter then cleansing time?

    Here worst case scenario to blast survivors 45s cooldown + 2s charging time = 47s, compared to cleansing time of 46.66s + time to start cleansing = they are almost the same. This means if survivors do scream, doctor actually has to come check the totem, or have any survivor in his TR for at least 1s.

    b, Take doctor, give him double calm addons, add distressing and give him thrill of the hunt + devour hope + free perk slot. Then send him to small map - like Gideon meat plant. Now measure what part of map is available for him to give precisely 0% chance for survivors to ever cleanse any of his totems.

    Well the doctor in this case would have 59.8m radius (32 base TR+8 violet calm + 6 yellow calm all multiplied by additional 30% from distressing) and gideon meat plant is 2x square of size below 5000m^2. Meaning one side of the map is about 70m. It means that after quite some simplification (TR being circle and not square) doctor has about 10m distance on each corner of the map (it's more on corners, but totems are never at the exact corner or at the very edge of map), where he can't stay to be able to cover everything. At least he can't stay there at 47th second.

    I don't know about the rest of you, but to me this sounds quite broken. There's a killer that with very small limitation and just 1 additional perks and no more addons (and I agree that perks/addons limitation are substantial) can make sure you can't ever cleanse his devour hope EVEN IN THEORY if he does not screw up (all he has to do is not be on the edge of map every 47th second + if he interrupts anyone, just check that specific totem 1x in those 47s or have any survivor in his 23.4m TR for at least 1s).

    So basically after 2 hooks and 3 hits, he can outright murder survivor with literally 0 possible counter play. The only hope is, that the killer is so bad, that he never actually got hooks before all survivors got out OR survivors expected it and took perks against it (resilience, Better then new, counterforce and spine chill) and these don't even help that much (survivors will realistically be longer in his TR on small map) OR survivors were lucky that their huge map (what map in modern DBD is still huge btw?) got picked instead.

    Overall, I expect a lot of doctors once killers realize.

  • UndeddJester
    UndeddJester Member Posts: 3,523

    Counterforce considerations 🤔🤔🤔