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So, when Thrill of the Hunt buff is going to be reworked? :)

I hope BHVR that you aren't waiting 6 MONTHS to do something about it like you've waited for Eruption CoB Overcharge meta and early December I can see another update with nuking this new Hex Perks builds.

Or is this new meta?

From high risk high reward into absolutely no risk high reward?

If I don't have hope that the match I'm playing have any chance to be okay-ish, why should I even bother?

Let's wait for yet another wave of "omg why survivors are giving up" wave of posts here and on Reddit.

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Comments

  • sanees
    sanees Member Posts: 653

    Just imagine that the survivors have anti-totem perks

  • warp1die
    warp1die Member Posts: 502
    edited November 30

    So take the perks above to counter this. Killers take Lightborn to counter the warriors of light.

    In general, give the killers those perks that are worth the game on 12 hooks with a decent reward. Which contributed to the fun game of the survivor, but not at the expense of the killing side. Where does the killer get the idea I should be as far away from the hook as possible for the sake of the reward.

    Whose fault is it that only sad things are profitable?

    It's just that all you will achieve with nerfs is an increase in the Wesker and Huntress population. The eternal meta of slowdowns and auras. The emerging meta of slug. Campers and tunnelers who are getting better in sad tactics. Streamers who shoot videos on how to play slug on Singularity.

    All your nerfs do is remove players who are interested in chases and playing on 12 hooks. As a result, only those people who are ready to use cruel methods to achieve their goal remain on the side of the killer.

  • joel84
    joel84 Member Posts: 342

    I am absolutely with you and agree with you 100%. It is what it is. First they complain about gene regression. Now it's the totems. It's getting dumber and dumber.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 708

    Hex perks have been useless and dead for a while (with Plaything/Pentimento maybe an exception) because of how easy they are to find and remove. Half the time they spawn 5 feet away from a gen in plain view. This might actually make them somewhat relevant again.

    People are always going to complain about any change that makes them have to adapt and use something other than the busted meta they are used to.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 708

    There will be no self reflection, unfortunately. The forum is full of posts from players who clearly only play one side and have no ability to view things from the other side's perspective or realize when they are being hypocritical.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 708

    This is dramatic hyperbole. They're not "uncleansable" - they just take a little bit longer to cleanse than they used to, at the expense of the killer using a perk slot that they can't use for chase/regression and also will be permanently eliminated from the match after the totem gets broken.

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    They didn't wait long at all to change the "gen kick meta" and if we had a self-respecting community who valued skilled gameplay, those perks would still be in the game as they were, and would still not be meta. Noob stomp stuff is not the same as meta. If it was, why the massive disparity between killer and killer perk picks in comp, for years now?

    And inherently, picking hex perks is high risk. There's no amount of mental gymnastics you can use to change that, because the perks are permanently destroyable. Can you imagine killers destroying random things on the map and it being like, "Now you can't use Adrenaline. Now you can't use Dead Hard. Now you can't use DS. Because the killer destroyed this thing." It's funny because I complained about the Demogorgon nerfs (no, you're not dreaming, that really happened), and the reason its defenders cited was, "Cuz Demo hex builds are OP!" Really? That's the killer/build combo that's plaguing the game right now? Have you even seen a Demogorgon in the last 4 months? I've seen 1.

    The devs made a mistake not waiting til Counterforce's release to touch old Undying. Had they let it play out, they would have seen people using Counterforce to counter the hex, like clockwork. They will make the mistake again, now, if they do as you're suggesting they do. What do we complain about all the time? Knee jerk reactions from them. "People say this thing's OP?! Nerf, nerf, nerf! People say this thing's weak?! Buff, buff, buff!" The always overdo or underdo themselves, because you're pressuring them, over nothing, with the same voracity you would a legitimate game problem. Let a week pass, and see if people are still using hex builds. I won't be, because I know what's good and what isn't. Sadly, as can be observed here, most people play the game with their eyes and their mind closed.

  • Yggleif
    Yggleif Member Posts: 270

    I just wish BHVR would make some anti-totem perks ya know? Sucks there are zero and there's nothing you can do to help locate totems and cleanse them faster.

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 64

    \t

    lol, invocations in the basement are literally faster to perform than booning a totem with the new Thrill around, and only 14 seconds slower than cleansing.

  • Autharia
    Autharia Member Posts: 460

    The buff to this talent made plaything pentimento build just way to oppressive on any game.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 174

    Honestly, considering how quickly they threw out this buff and looking at how they've handled small changes before in the past, I'm pretty sure they can quickly undo it and I'm expecting it to be addressed in an upcoming bug fix patch. It won't last nearly as long as gen kick meta, or even MFT meta.

    That's actually a great idea, and probably the best way to buff the perk in a way that's not ridiculously overpowered like the current version is. (Although I personally think Thrill was perfect before, and therefore, I think no complimentary buff is necessary at all.)

  • LordGlint
    LordGlint Member Posts: 8,695

    Played afew games as Doc with full hex builds on The Game. It's been a pretty one sided beat down. I've seen teams beat it on other maps though.

  • Rogue11
    Rogue11 Member Posts: 1,485

    What was the old time to cleanse Thrill? Was it really that much of a difference?

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 598

    What the heck is BhVR thinking when they violently raised the numbers and gave them a messy enhancement without testing them in the PTB?

    FYI, CoH has been the top meta perk used by PT for over a year and OTR has not even been fixed yet after almost 2 years, the CoB & OC environment is better by comparison as it is still short and could be dealt with without allocating perk slots.

  • Autharia
    Autharia Member Posts: 460
    edited December 1

    It was 28 seconds with all 5 tokens before. The extra 4% more per token adds 230%ish time to cleanse from base as old thrill was an added 100% time to cleanse from base.

  • Firellius
    Firellius Member Posts: 4,544
  • warp1die
    warp1die Member Posts: 502

    What are the alternatives?

    Let's move towards buffing the anti-totem perks if you don't like them so much. Than nerfing what the killers liked and made them give up 4 slows and auras. Because otherwise the only new meta that threatens survivors is slug.

    To be fair, you can take all 4 slots of anti-totem perks. Do what the killer did by taking 4 totem perks. 4 out of 16 perks is a small price to pay to counter this tactic.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 896

    It could use maybe a slight reduction but otherwise, just let Killers have this. If Survivors can control hookstages, it's okay to let Killers control the round in ways that aren't gen regression.

    Rounds should never be less than 10 minutes.

  • UndeddJester
    UndeddJester Member Posts: 3,508

    Sure, and I will agree that I think hexes being stronger encourages usage of things like Maps for finding totems, which I think are a little underrated especially for sub 4000 hours players. That I think is a good think.

    To be fair, you can take all 4 slots of anti-totem perks. Do what the killer did by taking 4 totem perks. 4 out of 16 perks is a small price to pay to counter this tactic.

    It's not quite that simple, because Survivors don't know what they are up against, so you can't expect survivors to dedicate 4 perks just to totems, because by the nature of the game, survivors can't be sure you're going up against totems... Their builds have to be flexible by their very nature, and you have to juggle chase extension, killer info, survivor info, healing, anti-tunnel, anti-camp, anti-slug, anti-hex... and if you pick wrong, you're at a heavy disadvantage.

    I do actually play quirky builds all the time, I avoid all hard meta perks whenever possible, so I actually do run a number of the perks you mention from time to time, I'm bot at all against seeing them get more use...

    The problem I have with TotH buffed as it is, is it's rather inelegant... the same kind of thing as just increasing gen times by 20s... it's effective, but boring.

    Maybe if TotH only applied its huge slowdown to Hex totems, booning totems, but didn't apply to rekindled totems (Pentimento is strong enough) or cleansing dull totems, so that survivors could go find non hex totems and still fight TotH, that'd be interesting.

    I might make a thread on that.

  • Crowman
    Crowman Member Posts: 9,589

    so hexes will be the next complaint after aura reading.

  • Gardhome
    Gardhome Member Posts: 174

    Good, hexes are very weak already cause survivors can destroy them in 5 sec, so giving survivors side objective and harsh punish them if they dont do it its a good thing (for example thrill+devour)

  • warp1die
    warp1die Member Posts: 502
    edited December 1

    (The problem I have with TotH buffed as it is, is it's rather inelegant... the same kind of thing as just increasing gen times by 20s... it's effective, but boring.)

    You are right.

    The only problem is that the killers' side is mostly made up of people who value efficiency over fun. That is why we have misunderstandings with the survivors. We will give preference to efficiency over suffering for the sake of fun. That is why the survivor's game is like an eternal holiday of sad tactics.

    We need to focus on making the killers want to play 12 hooks with a decent reward. So that the survivors have fun, but not at the expense of the killer's game. Otherwise, the killers will simply continue to improve in sad tactics. No one will play to their own detriment.

    Post edited by warp1die on
  • vBlossom_
    vBlossom_ Member Posts: 519

    There is a machanic that was supposed to be High Risk - High Reward.

    Across all dbd years there are multiple hexes that are obnoxious with each other - Devour / Ruin / Plaything (1) protected by Undying (2) forcing player to cleanse so it could turn into Pentimento (3). This makes Hexes Lower Risk - High Reward, and Thrill (4) extends cleansing time drastically which turns this into No Risk - High Reward.

    I don't know how you could say that this is good change, but ok 💁

  • Xernoton
    Xernoton Member Posts: 5,896

    I thought of something like Thrill of the Hunt, Devour, maybe Ruin and Distressing. Distressing gives you a bit of an extra edge in case you get to one of the bigger maps. Addons would probably be Order and Calm.

    I haven't tested it yet (and I'm not sure I will because it sounds disgusting) but I have a feeling that most survivors simply won't be able to keep up with such a build.

  • vBlossom_
    vBlossom_ Member Posts: 519

    Given that totems take ~46 seconds to cleanse this would make them practically uncleansable.

    Imagine spending half of a gen time destroying totem only for whole this action to be nullified from another end of the map. And some people think it's a good change :)

  • SoGo
    SoGo Member Posts: 1,544
    edited December 1

    Of course someone already made a video about how "busted" it is.

    Anyway, it does NOT need a nuking. Reducing the numbers by a bit? Sure.

    But it doesn’t need to be outright removed form existence just because it’s powerful in 2 situations: On Doctor and with Face the Darkness.

    My suggestion, reduce it to 12% per token. No less. And, ofc, FIX TOTEM SPAWNS. There is a reason every Hex build has a defense perk in it.