Revert Thrill of the Hunt as soon as you can
Not even 24h that they are already all abusing this new hex combo build with Thrill of the Hunt that makes sure to cleanse totems at an unprecedentedly slow rate and makes matches of unbelievable misery. To cleanse a totem now takes half the time to repair a generator, do this multiple time because of Pentimento and you literally spend the game touching more totems than gens.
Can we please re-examing this change as soon as possible, without having to wait 6 months as it happened with Eruption / Cob-Overcharge / Weave Attunement / Ultimate Weapon ?
Comments
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how about using anti totem perks?
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How about no? Perk is fine, only solo potato can complain about it
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How about no?
Why killers have counterplay to everything but I have to bring anti-totem perk to have slightly chance to have normal game or have no use from it at all?
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lmao
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So you have the problem that the killer takes all the perks to protect the totems and instead of taking 1 of 16 perk and completely disabling its build, you cry, if the killer devoted his entire build to totems and their protection (make a surprised face) the totems will be well protected
And no, no one is taking away your counter game, you still can break totems just a little slower, and at best you can break the hunt in 1 try and completely unlevel the entire build8 -
- I have 4 perk slots, not 16.
- "and completely disabling its build" could you please show me one perk that completely disables this whole build?
- "just a little slower" - 46 seconds instead of 14. Imagine when survivors could repair gens "just a little faster".
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if its not Pentimento or Devour Hope hex, its not worth to be cleansed. So its only your fault to try cleanse Thrill of the Hunt, plus its good slowdown to not let survivor stack on the gens and let them pop for 5 sec.
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You know, there is a perk that counters this, right?
Counterforce (Jill Valentine).7 -
I forgot that I can see if totem I am cleansing is Devour, Undying or Ruin, thx
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Why do killers bring exhaustion perks then? Lightborn?
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No it's not because starting penalty is -70%:
- 14 second base cleansing time → 46.6 seconds with no totem destroyed → 39 seconds with Counterforce (+20%).
- Next totem → ~32 seconds cleansing time (if it wasn't Thrill) → ~23 seconds with Counterforce (+40%).
- Next totem → ~24 seconds cleansing time (if it still wasn't Thrill) → 15 seconds with Counterforce (+60%).
So after 2 broken totems you still cleanse them slower than with no perk at all.
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Why is using something already abusing it?
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The problem is that you need to pay $5, because Jill is a licensed character.
I don't know it seems they are creating a problem to sell the solution.
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Can't speak for OP but that's literally what I've been doing tonight, and it's barely made a lick of difference. I just spend all game chasing and cleansing totems while my team dies off. Bringing a Rainbow map with Counterforce is when I actually started making a difference but those arent in unlimited supply. If you think this is appealing gameplay I don't know what to say. A team requiring a dedicated totem cleanser to counter the hex build/s in question is going to get old fast.
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On top of the anti-tunnel perks.
And the anti-camp perks.
And the anti-slug perks.
And the anti-aura read perks.
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Remember all the posts we had from survivor players complaining about STB getting nerfed because of "crying killer mains"?
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What you call abusing, we call working as intended.
If we use a totem protection perk, you can use a anti totem perk to counter it. Problem solvedPick your counters carefully. You're not meant to counter everything under the sun
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Just spin a wheel of torture and hope the killer you get matched against doesn't use one of the instawins that fell outside your perk budget. Fantastic design.
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I mean, are you asking for counters for most killer strategies to be built into the survivor basekit, so you can then use perks to counter the remaining of said killer strategies, so all your bases are covered, no matter the circumstance? I agree, "Fantastic design" 🙄
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If the killer gets a chunk of these tactics basekit and they're as broken as they are, yes.
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Enlighten me. What "chunks of tactics" do killers have basekit that are broken?
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Tunnel, camp, slug. Are you new to DBD?
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People still bring anti - aura perks?
Not gonna lie, I'm not using anti tunnel-, anti camp- or anti slugging perks. The fun thing? In most games, I don't need them. In the games I would, yes. My bad that I didn't use them.
Most of my matches, I'm using 2 healing, one chase and an info perk.
If the killer wants to know where I am, they can come and try to get my butt. 🔥🐽🔥
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I hope those of you defending this change are looking forward to an increase in the already unbearable amount of disconnects and hook suicides.
Many survivors already opt to go next against Legion because of his whopping 12 second constant mend time. How do you think most players will react if they have to spend most of their time on totems for the majority of matches? (real fun and interactive gameplay, not even a skill check to keep your attention).
I know precisely what I'll be doing if I'm facing it on a regular basis. I'll be greeting the killer with open arms for a nice big hug.9 -
I really wish I had a counterplay to Off the Record and Shoulder the Burden, even if it was a perk...
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Not revert.
Reduce.
12% is a good middle ground.
Mind you, it lost the bloodpoint boost, aka, the only reason someone ran it over Undying.
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oh this is for sure gonna be nerfed / walked back. Just give it time.
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This is what happens when BHVR listens to the rage bot bait accounts on balance.
The entire match is now about cleansing totems.
I want some freedom in my builds for survivor but I have ran out of perk slots for that.6 -
it's strong, sorta. I've not had many games where I've been able to get full value out of a hex thrill/devour build, they usually end up cleansing all of my totems by 2/3 gens, sooner depending on the map. Had 1 game where they took out all my totems at 5 gens and I was perk-less all game.
it's an interesting thing to balance. On one hand, ~46 seconds to dedicate to a single objective that is not a gen is pretty rough. On the other hand, you could luck out and cleanse devour first or thrill and make them perk less shortly after.
unfortunately, it's one of those things that is punshing to solo players and those with a lower game iq (aka people who absolutely cannot play while having plaything), but manageable for swfs.
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Off the record: dont tunnel
shoulder the burden: tunnel the user4 -
There is literally 1 totem in the game that is worth clearing (devouring hope) if you don't suspect devouring hope just ignore all totems
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Yea theres no way that this is a real response.
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You're so strong for continuing to argue the same basic points over and over, I would go insane. 🤣🤣
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Well, that’s it, by ignoring totems you free yourself 40+ seconds + waste at least 1 killer perk slot + if the killer has pentemento (and it often does) then not only do you free yourself 80+ seconds (original totem + penti) so you also force the killer to play with a maximum of 2 perks
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DbD is not a counterpick game
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Really quick in end game NOED I guess you just leave it on the field if you see it and someones on the hook?
Blood favor see it just run past? Leave it up all match?
Penti before 2 gens?
Face the darkness pig?Huntress lulaby Doctor?
You either, are the people I am talking about in my original response. Or dont really play the game. Take your pick but you have no idea what you are talking about when you say "yea you only cleanse devouring and nothing else"8 -
We have.
Don't tunnel. Problem solved.
I usually go with We'll Make It, Adrenaline, Iron Will and Decisive Strike.
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Just played this game.
So much fun : Yun-Jin dc'd at 5 gens and we got demolished right after. Claudette managed to get the hatch.7 -
Common misconception but Pentimention doesn’t give you your ToTH speed back.
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We went from an Aura reading power creep to a Totem power creep. Only a matter of time before we enter an anti-heal power creep.
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so younonly used killer examples hu ? What about made for this , background player , frp buckle up
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I used killer examples beacause TotH is a killer perk; btw all those you mentioned have been reverted/nerfed eventually too, so this perk should receive the same treatment.
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So let me get all these complaint posts straight.
Survivors are allowed to bring whatever they want and be as strong as they want with their meta perks.
But the second Killer gets anything new, nope it needs to be nerfed into the ground too strong we can't learn to play around it or simply accept that we can't win every match even in SWF.
And we can't just ask the devs to buff the counter perks to them because…?
Make it make sense,
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Because when survivors get 'as strong as they want', they peak at a sub-50% escape rate. So yeah, they're allowed to be 'as strong as they want', since the absolute highest they can achieve is just barely strong enough to be balanced.
Killers are averaging better kill rates and win rates, so further buffs tend to get pushback.
Hope that clarified it for you.
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50% is lowest possible escape rate for 4 man swf. that's worst you can do. that stat says nothing about what cieling is. Like even Hens did a video where he did soloq survivor and he observed that he was escaping 60% of the time when soloq average is 40%. you can significantly outperform for what stats say.
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No, 50% was the average, not the lowest point.
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I will not be replying to the obvious Survivor Mains angry they can't get a 60%+ escape rate with their SWF when them being in a SWF and having coordination is WHY they can get a higher escape rate than SoloQ in the first place.
The game is horror themed. The game is an assymetrical game. Killers must always be stronger than Survivors, if you can't handle that then why are you playing Survivor? If you think Killer is so easy and that 60% killrates are really too much or guaranteed all the time, why not try playing Killer and see how far you can actually streak? And don't cheat by playing someone like Blight or Nurse or Billy with four slowdown or full aura either. Bring what you think is a non-sweaty Killer build, play the way you think Killers should play to make Survivors happy, then come back here and tell everyone how "easy" it is to get a 60% killrate average out of that.
I'll wait.
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I will not be replying to the obvious Survivor Mains angry they can't get a 60%+ escape rate with their SWF when them being in a SWF and having coordination is WHY they can get a higher escape rate than SoloQ in the first place.
Again, high MMR 4-man SWF averaged just under 50% escape rate. You are barking up the wrong tree.
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Using a perk =/= abusing a perk
It's not the player's fault that this perk is broken and as long as there isn't a bug that they use to give themself an advantage, I really wouldn't say anyone is abusing it.
Abusing would apply to OoO + Blood Pact in 2022, where you would permanently reveal the killer's aura. Or OoO and whatever other perk it was that allowed you to disconnect your teammates.
With that said, I agree that Thrill of the Hunt has to be nerfed / reworked immediately. That's just beyond ridiculous.
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In addition to what @Firellius said:
Hens video was a 60% escape rate overall (rate for all survivors, whether or not Hens escaped) and he was excluding matches with early quits while seemingly keeping matches if the killer quit (it's impossible to tell in an edited video without the raw video data).
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