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Thrill of the Hunt isn't OP

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Comments

  • Prometheus1092
    Prometheus1092 Member Posts: 591

    Ruin adds a much needed slow down to the already too fast gen speeds. My point is if people worked on gens then the killer would need to defend them and totems. Personally with the way totems spawn currently I think this buff is fair. I'm fine with nerfing it if they did something about the spawn locations so survivors can't spawn in right next to a hex and disable it before it actually has any effect.

  • beater15
    beater15 Member Posts: 21

    "Designed to be countered by being found" which usually happens within the first 30 seconds of my matches, everyone seems to know all the totem spots in my MMR bracket. So I just bring meta perks such as corrupt, pain res, grim, etc. which gives me a way high win rate than any hex build. And now these same survivors are crying that it takes too long. 🤔

  • Reinami
    Reinami Member Posts: 5,644
    edited December 2

    Really it would be fixed if totem cleansing worked like invocation, where if you aren't on the totem it decreases slowly, that way if you only get slightly interrupted, by like a scream it doesn't start it over completely, but if a killer comes and stops you by chasing you away then it regresses further, but requires the killer to actually invest time to keep you off the totem. I feel like that would probably balance this much better. But knowing BHVR they'll just nerf thrill to be useless again making everyone go back to 4 slowdown perks.

  • Reinami
    Reinami Member Posts: 5,644

    The only hex worth it is devour. Ruin is horrible. Regression is 1/4th the rate of survivor Progression. Meaning that for ruin to regress an entire gen, it would take 360 seconds, not 90 seconds. The regression you get from ruin is very little. Even if survivors are off the gen for a full minute, they only need to hop back on for 15 seconds to counteract the ruin effect.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,143

    Nice to see others finally enjoy my thrill+face the Darkness combo that I've been running for 2 years

    I find it surprising that thrills numbers changed at all tbh it seemed a tad unnecessary even by my evil Pinhead standards

  • Prometheus1092
    Prometheus1092 Member Posts: 591

    But you can lose the hexs, albeit very difficult but it is possible. If anything it's an issue with face the darkness or totem cleansing mechanics. But thrill perk buff is great and pretty balanced imo especially as totems don't prevent gens from being completed. It's about balancing time better, work out if it's worth spending time to deal with hex or just concentrate on gens. This will differ on the situation, killer, map ect.

  • CrossTheSholf
    CrossTheSholf Member Posts: 316

    Is this the new thing survivors are complaining about? Really? Hexes?????

  • alpha5
    alpha5 Member Posts: 403

    If you have more than one totem then more than an entire gen did not get repaired. How many Pain Resses is that?

  • ratcoffee
    ratcoffee Member Posts: 1,601

    Ruin only regressed the gen at 1/4 the rate of repair speeds? Good. Could you imagine if killers could regress gens faster than survivors could repair them?

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,768

    Shoulder the burden is the lucky thing to complain about atm killer side, and Thrill is the complaint of the month for survivors.

    Survivors are saying Thrill is over tuned, killers are saying its the interactions with thrill, not thrill itself.

    Either BHVR retweaks Thrill to be useless again, as that's the only way they know how to fix perks, or they remove certain interactions.

    I will let you guess how BHVR handles those situations too: The same as water does, with the path of least resistance.

    Hexes in general are terribly designed in a game like this posing as a good PVP game. Its still a party game and BHVR doesn't seem to be wanting to change that. Unbalanced things like this will continue to come around. Im really not surprised. I just dislike the players are the ones who have to suffer through their inability to create a functioning game.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    the philosophy of killer getting value out of perks → imbalanced suggests that a hex that is not an empty perk slot is unfair. this can be applied to all perks but for the purposes of this thread, we will stay on topic within hexes.

    Hex:ruin is weak enough that the perk could be a basic mechanic where the totem is unclensable and experienced teams would still be able to escape. i have played games as killer where the totem stayed up the entire game and I still lost because the team focused gen and optimized the chase well enough to complete them. As for devour hope, i don't have much experience as killer where my devour hope stayed up and i lose but when playing survivor, there have many games in my experience that my soloq survivor team is efficient enough at generators to finish all 5 gens before devour hope triggers. if it does trigger, it is often in the end game. I know this sounds impossible or the classic "Killer played bad so you won" statement but i have fairely high consistency in being able to pull this off in soloq. Sure it is riskier

    Don't need to defend gens if survivors are stuck on totems.

    survivor don't need focus totems to defeat totems. It is not like these totems are impossible to cleanse either, just that they are not a given to cleanse every match like they typically are. you focus gens before totems when killer commits to totem defending and you can pressure to killer move away from chasing by baiting totem cleansing while doing gens in the background.

    Like the comparison is when survivors finish 80% gen and killer begins hovering and camping around that gen. if you have 1 survivor pressure the completion of that gen, other survivor can go to other gens and soft-complete progression on other gens because the killer isn't applying kill pressure and is choosing to camp the gen. the logic can be applied to totems.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,768

    Good to see some level headed killer mains players.

  • Madhatter920
    Madhatter920 Member Posts: 13

    Thrill of the Hunt is broken on specific killers. For most killers, it's fine.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,118

    I really don't understand why BHVR seems to have a recent obsession of buffing every perk imaginable to make them meta. The reality is (in my opinion) with so many perks, some simply have to be little more than meme perks with only niche value at best.

    We have all seen how different metas have become a nightmare for the game and changes have had to be made for the health of the game. So making 100+ perks meta in their own right is a recipe for a multi meta nightmare.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    i suspect that the perk was tested internally extensively but was not put on PTB because controversial strength that it has. If this was put on PTB, everyone would red flag saying the perk is too strong and needs to be immediately reverted before ever reaching live servers. I like the perk because it encourages killer to use d Expose perks(Devour hope) to win over standard game-delay perks you are all accustomed by now. there is some game-delay component to totems but that is somewhat inevitable when talking about totems.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    This is not how these builds should be buffed.

    Provides no follow-up.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    This makes the perk mandatory for hexes to be viable, and without hexes are still not viable…. which is still ass from a design perspective.

    why? the killer commits to a particular perk archetype and expects to get decent rewards from the archetype. Radianthero and Firellius are telling me that when you commit to this archetype, your should still have poor reward where survivor is entirely in control for your perks being relevant.

  • Firellius
    Firellius Member Posts: 4,540

    Radianthero and Firellius are telling me that when you commit to this archetype, your should still have poor reward where survivor is entirely in control for your perks being relevant.

    That's not what I've been saying at all! I've only said that the current situation is not okay. I've never been opposed to hexes getting buffed in a normal, fair way. Making a busted hex-defense perk that can make it physically impossible to cleanse hexes without Counterforce is just not it, also because, as mentioned, it makes that defense perk mandatory.

    I actually did make suggestions about buffing hex perks a long time ago. You need to be more mindful of what I'm actually saying, because you're projecting a strawman onto me.

  • radiantHero23
    radiantHero23 Member Posts: 4,499

    You almost never do that either.

    How can you buff hexes?

    • Rework devour. It only activates (becomes cleansable) after 3 stacks. Devour can only get 3 stacks
    • Buff / rework useless hexes like huntress lullaby
    • Create more totem locations, so that totem spawns are more unpredictable.
    • Make totems not cleansable in the first minute of the game.
    • Rework ruin : 200% regression, disables after a survivor is dead.

    These are just a few ideas.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    the dev did something similar to what i wanted for hex builds. in my opinion, removing hexes is too easy and too time efficient for survivor. what i suggested was adding an extra life for undying to re-kindle itself. they buffed thrill of the hunt instead which resulted in survivors being less time efficient in for removing hexes.

  • radiantHero23
    radiantHero23 Member Posts: 4,499
    edited December 3
  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    I am responding to your first comment.

    "You almost never do that either."

    1. Devour hope likely does not need rework, Maybe an increase of stack by 1 for the mori but i think it is fine as is.
    2. Part of reason why other perks fail to have much reward is because they're too fragile. I don't think hexes perk need more reward overall, maybe Hex:Retribution, Hex:Haunted grounds and Hex:Crowd control could use buffs but not urgent.
    3. Many of the maps have been touched upon or reworked. Hex totems remained weak despite said changes.
    4. Already exists in the form of hex:undying. Often the perk will at very least protect your totem if it spawns badly/gets cleansed early.
    5. I'd prefer base regression being increased over ruin being plaster fix to poor over-time regression.

  • radiantHero23
    radiantHero23 Member Posts: 4,499

    1.) I dislike, that devour can do absolutely nothing when it gets found before it reaches 3 stacks. The mori feels outdated at this point and is literally just overkill. Tone down the overkill mori and make it more consistent. Nothing wrong with that in my book.

    2.) Hexes are supposed to be high risk high reward. Perks like devour showcase that. They are supposed to be fragile. A lot of the hexes have the high risk but low reward. Therefore increase the reward to warrant the risk.

    3.) More totem spawn locations means more time survivors have top run around looking for themn because the spot are not that obvious. Some spawns are downright laughable. Swamp spawns are either in plain sight or on the edges of the map.

    4.) I want a basekit version. Using a specific perk to make it not gone before I can physically be there is not good design. Survivors can spot the totem and memorize the location but I want killers to have a fighting chance to defend it at least at the start of the match.

    5.) Ruin is a hex. Can we stay at discussing them and not base regression?

  • Firellius
    Firellius Member Posts: 4,540

    If TotH reduces your interaction speed by 70% and Calm Spirit increases that penalty by 30%, do you actually get -100% interaction speed, thus rendering the interaction impossible?

  • LeFennecFox
    LeFennecFox Member Posts: 1,302
    edited December 3

    How a game plays out when the killer runs Ruin Devour TOTH + FTD/Undying. People hop on a few gens → see killer is 99% using the new cheese build → get off gens because devour will end the game instantly → ruin regresses all gens → spend minutes of gen time cleansing → killer has 6-8 hooks by the time you cleanse or they get devour and you insta lose.

    The only hex worth it is devour. Ruin is horrible. Regression is 1/4th the rate of survivor Progression. Meaning that for ruin to regress an entire gen, it would take 360 seconds, not 90 seconds. The regression you get from ruin is very little. Even if survivors are off the gen for a full minute, they only need to hop back on for 15 seconds to counteract the ruin effect.

    VERY WRONG it might be niche on some of the killers but if you have any type of mobility/quick chases ruin is insanely strong

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    no. it is multiplicative of the 70%. it is like 79%-79.5% decrease to cleansing speed.

  • Firellius
    Firellius Member Posts: 4,540

    Oh, okay, so it merely increases the cleanse time to 66.7 seconds.

    Would've been an absolute BHVR moment if it did stack additively though.

  • Gaminboi2864
    Gaminboi2864 Member Posts: 27

    I ain't reading all these comments, but I will say this. Hex: Thrill of the Hunt should be nerfed, simply because it is genuinely impossible against The Singularity. Kind of like why aura reading perks have to be balanced around The Nurse. Still, kind of bummed that Hex: Thrill of the Hunt can't be strong. Like it's finally worth running but the only time it's worth running is when it is busted. A shame really.

  • CLHL
    CLHL Member Posts: 199

    The only Hex you need to worry about is Devour Hope, the rest can be perfectly ignored. And without a decent antigen, the game will most likely end before Devour Hope even gets the necessary tokens. This build is only working for the same reason that Pentimento works, people waste time pointlesly cleansing totems.

  • Gaminboi2864
    Gaminboi2864 Member Posts: 27

    Instead of nerfing Hex: Thrill of the Hunt, what if Counterforce was buffed instead?