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Thrill of the Hunt

indieeden7
indieeden7 Member Posts: 3,600
edited December 2024 in Feedback and Suggestions

I might be jumping the gun a bit here, but this perk seems like it's s almost on par with original Undying. If the killer has any sort of detection or mobility power, you CANNOT cleanse hexes. SWF may be able to coordinate synchronised cleansing, but this buff hurts solo players IMMENSELY.

Post edited by Rizzo on
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Comments

  • adam1233467
    adam1233467 Member Posts: 1,396

    I might considering using Counterforce for now, it takes FOREVER to cleanse one single totem…

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited November 2024

    because it was agree to be too strong vs swf. I personally did not think it was too strong because time sink to kick gens needs high rewards to merit the risk /opportunity cost of entering chase sooner. surprise, surprise, the perk is seen very little. base-kit gen-kick rewards are too little and perk isn't good enough to stand on its own.

  • wakesafe
    wakesafe Member Posts: 116

    I love Hexes and decided to test Hex builds with the Huntmaster and her scream add on for 6 hours straight while my brother watched. Worst game was a 2k against a super stack. It’s gonna be everywhere once YouTubers start making videos on it.

  • Reinami
    Reinami Member Posts: 6,608

    Because you should always balance the game around what the best players are capable of, not the average player.

    Do you think nurse needs a nerf too?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846
    edited November 2024

    Maybe they should try 12%. This would be 35 seconds at 5 tokens which is still a buff from what it was before, but not as insane.

    The old notification now would probably be too much in combination with the cleansing speed even if reverted back to 10%/token. Demo's Lifeguard Whistle which just got nerfed for that exact reason is evidence enough of that, so it'd probably still be too abusable on certain killers.

    Back when it had the notification the cleansing speed penalty was only 30% at max (it was 6% per token), which is only 20 seconds of cleansing time.

  • zarr
    zarr Member Posts: 1,088

    Yeah, unless there's a notable cooldown of 20 or so seconds on the notification, I agree, it'd not be feasible in this day and age where many killers exist that can quickly or instantly return to their totems or force survivors off by other means, as well as with the power level of various Hexes today. Even back in the day Thrill + Devour was broken on Nurse and Billy, people just fortunately almost never used them.

    12% would certainly be more reasonable, although personally I would like if "Thrill Of The Hunt" did something for, well, the hunt. So a couple of % faster pallet breaks, window vaults, hit or stun recovery, hell, faster Bloodlust acquisition. Just a neat little something to make it more attractive to run beyond protecting other Hexes that actually do something.

  • Depressedlegion
    Depressedlegion Member Posts: 339

    Just got back from a DbD break, what did they do to thrill?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    of course your going to tell me that deleting a killers entire perk build quickly is fair and balanced. It is like What the heck BVHR, Why can't i delete my opponent perk load out easily with no effort? rigged.

  • joel84
    joel84 Member Posts: 342

    Why do single players always get dragged into every little thing? This is so ridiculous. How about this one?: Remove everything directly and put the murderer in a corner..... It's always the same here in this Forum. SWF players will ALWAYS have an advantage no matter how well the developers balance the game. Imagine if solos were on the same level ?.... for crying out loud.

    It would be hell, im sry

  • Brimp
    Brimp Member Posts: 3,554
    edited November 2024

    Counter force: Even through thrill by the time you cleanse the 2nd one you already counteracted thrill there is no stack limit so eventually you get to the point of doing totems in literal seconds.

    Post edited by Brimp on
  • Brokenbones
    Brokenbones Member Posts: 5,629

    Thrill was already in a good spot prior to this buff if you ask me, couple this with Pentimento being a meta staple now and one of the newest perks that blocks a totem the first time someone touches it for an extra 15 seconds yeah I can see hex builds getting really irritating

    Pentimento builds are even stronger now if you use thrill

  • Brokenbones
    Brokenbones Member Posts: 5,629
    edited November 2024

    Basically they removed all the extra bp bonuses from perks like no one left behind, thrill etc and gave them a small compensation number buff. In thrill of the hunts case, it went from 10% slower cleansing speed per totem to 14%. From 50% to 70%

    This also causes a bit of an issue with one of thrill's built in counter-measures; cleansing dull totems to weaken it. Since Pentimento is a meta staple for many killers/builds right now, it's an extremely bad idea to go around cleansing dull totems. Especially if you're wasting a lot of time in the process.

  • Vishlumbra
    Vishlumbra Member Posts: 248

    Maybe they should delete every hex perk, I mean, is not convinient cleansing totems. Lets do that.

  • Glaive
    Glaive Member Posts: 160

    Just faced a Nemesis using a totem build, with zombies also helping, he was completely carried by this perk, the soloQ team was running for for minutes at a time but the constant cleaning and pentimento dragged the game on for so long I gave up.

  • Bookern
    Bookern Member Posts: 372

    If Thrill gets nerfed wont people just swap for Dominance instead?

  • solarjin1
    solarjin1 Member Posts: 2,390

    ran into a hound master who kept sending the dog to check totems. Game was laughable.

    over 40 seconds to cleanse just so they can penti. I run object when i play so i went near a dull fully expecting undying vs the hound master.......and 🤣🤣🤣🤣 of course it was undying/devour OF courseeeeee.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    killers are already nerfed. a vast majority of killer are balanced around soloq which is why they're terrible vs swf because something that is balanced around poor play will not do well against good play because it wasn't balanced around good play.

    they're not so tiny if you play killer at higher level because those player are the player winning every match so if your killer and your winning every match. your playing vs that level on regular basis. 2 man and 3 man swf can also be somewhat challenging to defeat so it is not just 4 mans.

  • Langweilig
    Langweilig Member Posts: 3,139

    I used thrill of the hunt, ruin, thana (for extra slow cleansing speed) and the scream perk from knight on Sadako yesterday. The survivors wasted like 3mins to cleans one totem and the game was on paused while they tried to remove one. In the end I won with 3 gens remaining, but I’ve decided to let the last two go.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    wouldve been nice if they made thrill much weaker, but made it so it isnt a hex. current one is horrendous

    it's annoying to gamble your hex protection on a hex that can be broken first.

  • Reinami
    Reinami Member Posts: 6,608
    edited November 2024

    Its a simple argument that nobody has been able to refute yet. You cannot hold the simultaneous belief that the game should be balanced around average level players, but also think that nurse also needs nerfs. If you do, you are biased and misguided.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited November 2024

    They could add a secondary effect, that makes healing, sabotaging and gens slower by 3% for each remaining totem. Then it would be a good hex.

    I agree with your point tho, I would just prefer they buff it in a more interesting way, so it can shine on its own.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    yeah, i was never a fan of this perk.

    i honestly dislike the concept of hexes a lot, it's not a fun kind of gambling. wish that a bunch of hex perks werent hex and balanced normally.

  • Halloulle
    Halloulle Member Posts: 1,443

    I came back for 2v8, enjoyed that one.... and idk, if that doubled down slowdown is where it's gonna be at then I'll probably just play even less of the regular game mode than before.

    the whole "balanced around the top players " thing is all good and well but as long as there are killers that can interrupt cleansing every 40-ish seconds the perk and the associated builds are busted without justification.

    Even if you have a swf with at least two players with counterforce simultaneously cleansing a hex totem so that at least one goes through that's two perk slots blocked and at least a minute of the match wasted. That's beyond op. It's making a killer more oppressive than a 3v1 at five gens *right at the beginning of the match* when killer is supposed to be weakest.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited November 2024

    The gamble is fine as long as the effects are at least high risk - high reward, but there lies the problem. Most of them are high risk - medium/low reward.

    Retribution and Two can play are hexes, that I wished hex didn’t spawn a hex totem.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223

    That is my stance as well. Nurse with her current power can never be balanced with buffs or nerfs. Her power is too fundamentally broken as she ignores a large majority of key game elements and basically plays an entirely separate "game".

    A rework that makes her both more accessible for new players while also making it so she can't simply ignore almost everything in her path, is the only way she'll ever be balanced.

  • SoGo
    SoGo Member Posts: 4,258

    The perk has 2 synergies: with Face the Darkness, and Doctor because of course it does.

    Unless you use of of these, the totem is getting cleansed even with Thrill in play. You can try to sit on the totem, but what good will that do to you?

  • Reinami
    Reinami Member Posts: 6,608

    There is obviously nuance. But it is always the same people who think that "solo queue needs help" and "average survivor blah blah" who also say "nerf nurse" and "blight hug tech OP" when "Average" level killers are not playing those killers to that level.

  • Brimp
    Brimp Member Posts: 3,554

    Idk I see survivors constantly full reset and have 20 second chases and still get down to 1 gen and gates. From the looks of those games people have plenty of time to do totems if they lasted just 20 seconds longer.

  • Brimp
    Brimp Member Posts: 3,554
    edited November 2024

    These survivors were throwing by the time they realized. This wasn't a perk issue it was the survivors not recognizing the perks because ruin regression is basically nothing.

    @Langweilg

  • Reinami
    Reinami Member Posts: 6,608
    edited November 2024

    Because doing so doesn't hurt the low level players and only makes the game better.

    For example, in DBD terms, lets look at a structure like killer shack. Killer shack is one of the strongest structures in the game for survivors. Against a standard m1 killer a good survivor will be able to stand at the various "check spots" that exist at killer shack, to effectively guarantee that they get 3 vaults. You can't mindgame a checkspot if done properly. So they get the 3 vaults, block the window, then either get hit, or drop the pallet. This can waste about 30-45 seconds of a killer's time just to land the hit, or get the pallet drop.

    Now mind you, this is against a very good survivor who knows how to abuse the power of killer shack.

    Now, what is a relatively newer, lower skill "average" survivor going to do at killer shack? Probably not utilize the check spots, get mind-gamed immediately, and get hit after 5-10 seconds. Or they predrop the pallet which will "Waste it" as people often experience in lower level games.

    What happens if you nerf killer shack, to maybe, give it a breakable wall, like the one in dead dog, or shorten the structure so these check spots are far less effective? Well, you made it now much weaker in the hands of that higher level skilled survivor, but the lower level survivor is still going to get hit in 5-10 seconds, or predrop the pallet anyway. So nerfing the structure, did not hurt this low level survivor in any way.

    One of my favorite videos talking about balance decisions talks about this for TF2:

    The logic still applies, the low level player isn't "doing that to begin with" to make the structure powerful, so if you nerf the structure, it doesn't hurt the low level player.

    This also can work in the reverse as well. For example, I thought the change from the old old ruin (the one that caused the skill check shenanigans) to the previous version of ruin (with the 200% regression) was actually an amazing change. The old old ruin, hurt the average low skill players the most, and was far too powerful for the average team to go against. It was so bad that people often resorted to "gen tapping" to avoid getting the skill checks so they could power through the gens, or the entire beginning of the game was spent searching for that totem, where, if it wasn't found quickly, the survivors would just lose.

    But in high level games, where the survivors can do great skill checks all the time, it didn't really affect them, all it did was slow down the gens slightly because the didn't get the bonuses from landing the great skill checks. Also, they often had good memories of the totem spots of which, at the time, they were much less numerous, making it really easy to see which spawn setups you had on the various maps, and you could usually see ruin cleansed in the first 20-30 seconds of a match in most higher level matches.

    This made the perk pretty bad against higher level survivors. But then they changed it to the regression one, which made it so, in lower level games, where killers weren't as skilled and would have a harder time capitalizing on the regression by pressuring the gens (remember the regression only works if the survivors aren't on the gen), the perk would actually be weaker. But, in higher level games, where the killer would be much more experienced at pressuring gens and able to make the regression work better, it was actually a big buff. Effectively this nerfed the perk in low level games, where it was too strong, and buffed it in high level games, where it was too weak.

    This is how balance should work, you make decisions, keeping in mind all skill levels, and balance things in such a way that the game is fair at the highest levels, while also keeping in mind things at the lower level that are frustrating to deal with. When something is frustrating at a low level, it is a candidate for something that needs a rework.