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The thrill of the hunt buff was needed

Chiefmummy
Chiefmummy Member Posts: 3
edited December 2 in Feedback and Suggestions

Finally as killer Hex builds are actually viable, like they were just hot garabge before, genuinley rubbish that was easily replaced with more valuable and longer lasting gen regression or blocking perks. Thrill of the hunt now allows us to keep our totems longer, theyre now actually a threat and give as much value as a regualr perk would. so many survivors crying about thrill of the hunt but i dont see why, like its a more braindead version of working on a gen and they spawn literally out in the open, what are you mad about? you've got perks to counter it and ways to distract the killer whilst a freind works on said totem. Thrill now allows the killer more time to chase and defend gens without bringing 4 gen slowdown perks, in half my killer games and survivor ones at least 2 gens on average are completed after the 1st chase win or lose it, adding an extra 200s to the match means survivors wont just keep blasting gens at 1million mph and and leave. if your gonna mention blight and blood favour blah blah blah, that synergy isnt the perk being OP but the killer being able to get maximum value out of it. Besides thrill requires you to use up a perk slot to buy 43 seconds per totem AND you have to bring another perk to make use of it, and usually undying to make even more use of it. The only way I'd accept a thrill nerf would be if they just removed it and added an extra 14s to every totem basekit so they actually can be defended now even if survivors spawn on said totems. But idk DBD in the last 2 years has leapfrogged away from being about fun builds and now is just sweaty meta builds on both sides

Post edited by Rizzo on

Comments

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 700

    I've played both sides with and against this new hex perk meta and I think it's fine against experienced survivors, even solo queue (which is what I see in most of my killer matches, at least). Hex perks have been a joke for a long time and decent survivors would either ignore them completely or if they couldn't, they would know exactly where to look for the totems (or they would spawn right next to a gen) and hexes were gone within first minute or two. Longer cleansing times make hex builds viable for the first time since original Undying.

    One possible idea to make it less oppressive against solo queue would be to scale the cleansing slowdown based on number of SWF together in a party. This has also been proposed for gen repair speeds to help make the playing field more level between solo queue and SWF. But of course, the survivor player population is far greater than the killer player population and everyone screams that you are "PUNISHING PEOPLE FOR PLAYING WITH THEIR FRIENDS" anytime you suggest a possible solution to make the game more fair for everyone. So nothing ever changes and we will forever continue to get things introduced into the game that SWF on comms can easily deal with but makes life miserable for solo queue players.

  • Reinami
    Reinami Member Posts: 5,638

    They should not balance the game differently for SWF or solo. If they want to do that, then they need to make them separate queues.

    Really the whole hex perk thing should get entirely reworked as a mechanic and start over.

  • vBlossom_
    vBlossom_ Member Posts: 511

    Thrill of the hunt now allows us to keep our totems longer, theyre now actually a threat 

    If I spend 30 seconds destroying a totem and my progress would be lost in some kind of a way, you can keep your totems for remainder of the trial because I doubt someone would want to play such unfun game.

  • ad19970
    ad19970 Member Posts: 6,463

    Maybe they can reduce it's value from 14% to 12 or 11 %, but 14% is clearly too much. It shouldn't take 46 seconds to cleanse one totem, that's just too much.

  • ad19970
    ad19970 Member Posts: 6,463

    Didn't Thrill of the Hunt already increase the totem cleanse time to something around 30 seconds when it was at 10%? I think I read somewhere it was 28 seconds or so. I think 30 seconds would still be manageable, but 46 seconds is definitely too much.

  • Linkdouken
    Linkdouken Member Posts: 174

    Totems should work like chests or even generators by keeping progress on how much they've been cleansed, that way certain killers wouldn't be as oppressive with interrupting cleansing as they currently are.

  • vBlossom_
    vBlossom_ Member Posts: 511

    I'm just saying that if something interrupts survivor and they spend that much of a time on a single totem (which would be probably replaced by Pentimento) idk how they still have willingness to play such game

  • ad19970
    ad19970 Member Posts: 6,463

    It would be nice if totem progress wasn't lost immediately on interruption, that way screams wouldn't be such a detriment to cleansing totems.

    I think if a totem takes 30 seconds to cleanse it would still be somewhat beareable, but 46 seconds of cleansing one totem, just to lose all progress on interruption is too much in my opinion.

  • Chiefmummy
    Chiefmummy Member Posts: 3

    isnt that the equivalent of fast healing buillds? survs just take hits run off and heal in 8s somehwere in a corner, that isnt fun but fast heals and insta heals arent being nerfed so i dont see your point, if i have to ignore gens to come defend totems then go do gens, if i need to ignore totems to protect gens then go do totems, its simple logic, survivors just hate having to work for their wins, they just want newbie killers thatll hold w all game

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 216

    No.

    There are many different powers, perks, and addons that make cleansing totems nearly impossible with thrill. Hex totems were always meant to be high risk, high reward perks that a killer could lose, but now survivors waste so much time, just to most likely get interrupted, that it's an unbearable lose-lose situation even if they manage to cleanse totems, or if they ignore them and attempt to gen rush.

    Yeah, totems felt weak, and this was primarily due to their placement. Simply making totems take 3x as long to cleanse, about 47 seconds, is NOT how you rebalance totems. This is how you utterly ruin the game.

  • Chiefmummy
    Chiefmummy Member Posts: 3

    tough, bring perks to counter it, i swear survivors will cry if there 1 for all all for 1 builds cant sabo balancded dead hard pallet stun blind super jump to narnia with insta heals all in 1 build, you dont like totem builds? then bring an anti totem perk, you have 16 between 4 of you and you have pre game chat to discuss this, its insane how entitled yall are, your mad that 16 perks between you cant counter 4 perks….killers have to build around survivors or play around their cancerous playstyles but survivors breakdown mentally if theyre inconvenienced slightly

  • Juchu
    Juchu Member Posts: 3

    I have brought totem builds and they still do not work at all. Killers with teleport abilities or patrol can lock the totem in. Basically they just come and wack you every 40 seconds and then you have to start over. I have brought a complete totem build and only seen value maybe once at the most against a full totem build.