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"Thrill is a Problem" *Counterforce Exists*

Current flavour of the month thanks to a content creator slapping together a few matches of Hex Builds working against mediocre teams to convince people Thrill of the Hunt is unhealthy for the game after it's recent buffs.

Killers will most likely be using:
Thrill of the Hunt, Ruin, Pentimento and Devour Hope so a whole build dedicated to totems
Thrill of the Hunt - For each totem 14% speed penalty to cleansing and blessing
Ruin - Automatically regress Repair progress at 100%, not overly problematic It's just a Killer kicking gen minus the kick regression
Pentimento - Re-lighting broken totems gives you bonuses like reducing heal and gen speeds
Devour - 3 stacks allows insta down, 5 stacks allows Mori

How to counter this build:
1. If Totems are bothering you that much because you believe in the "If it glows it goes" schtick then Jill Valentine's perk "Counterforce" is now your best friend in the game.
Counterforce - You cleanse 20% faster, gain 20% per totem you cleanse and reveals the farthest totem from you for 4 seconds. If need be bring a Map too.

2. Simply ignore the totems. If you know the Killer has Ruin and you are not getting hit by Devour then you know you can ignore totems and just focus on gens as you normally would.

3. If you notice Devour early just go for immediate unhooks, Killer can't gain stacks with immediate unhooks they have to leave the area asap to get any value from it.

4. Rush gens as you usually would. Ruin isn't enough regression by itself against a solid Survivor team, Thrill is useless because you are not doing Totems, Penti is useless as no Totems are broke and Devour is getting no value because your team is efficient on gens and going for immediate unhooks.

I can't see this "Meta" lasting long if it can even be considered a Meta. It has so many holes to the point of in worst case scenario you needing to bring a perk to counter it. When Killers start to realise Counterforce is single handedly bricking on these Hex Builds they will stop trying to use it and go back to whatever they were using before.

But sadly despite these fairly obvious counters and ways to adapt around it people will simply ignore it and still demand nerfs.

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Comments

  • Arbmos1998
    Arbmos1998 Member Posts: 215
    edited December 3

    "If TOTH isn't tweaked down, it'll just lead the every single survivor bringing Commodiuses, BNPs, maybe Built to Last, Streetwise and every other gen rush perk and add on imaginable as well as dead hard, syringes, borrowed time in a bottle and everything else to extend chases. That will be all survivors will be able to bring."

    They do this anyways and have brought it in long before this TOTH buff was ever a thing? Nerfing TOTH what's stopping Survivors from bringing that stuff you mentioned afterwards? I go against green toolbox's and insta heals A LOT as is. If Thrill gets nerfed should also that stuff you mentioned be looked into as well?

  • Arbmos1998
    Arbmos1998 Member Posts: 215

    Can't say I have ever heard of those others you mentioned but there is one in particular creator known in the community that has released content on the "issue".

  • LordGlint
    LordGlint Member Posts: 8,694

    It's pretty easy to figure out the youtubers if you just look at their names and pfp, lol.

  • bm33
    bm33 Member Posts: 8,274

    Thrill is a base game perk. Pentimento, Devour, and Ruin are available on characters you can get with shards (console players get Hag for free in their version of the base game).

    Counterforce is from a character you have to spend real money on.

    Players should not be expected to counter things that are free in the base game or unlocked using shards with a perk they need to spend real money on. This applies to both sides.

  • buggybug
    buggybug Member Posts: 513
    edited December 3

    Especially when it is other streamers playing with either solo q or their group so that they can make these toxic ttv pathetic ytd videos to give said streamer a bad name

    There is a certain someone whos really good at it but I will not mention name but its lame how people do this

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    And all are of the same 1 opinion on every other issue as well, like game journalists. You're getting 1 viewpoint, spread across multiple people. There's no discussion to be had when everyone simply jumps to, and agrees to, the conclusion from the get go.

  • ratcoffee
    ratcoffee Member Posts: 1,611

    all are of the same 1 opinion… like game journalists

    ah, that explains a WHOLE lot

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    No, it doesn't sound like farming. It's you assuming that a survivor getting off hooks means the killer will tunnel (not always true). It's also assuming that the survivor can't take a chase for very long, and that their safest place is on hook. In both cases, it sounds like the entire team falls apart the moment the killer starts doing their job, or applies any amount of pressure. Ultra casual mindset. But we'll never give the benefit of the doubt to casual killers, no. It's only ever a dominating killer against helpless survivors, never the opposite.

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    It's literally 20% extra, and 20% more for each 1 you break. Meaning you breaking 1 totem makes the next totem break worlds easier.

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    Be that as it may, I and others have always sought out the path of least resistance with killer. If the build is as dominant as you make it sound, I expect most killers to be running it by the end of the month. But I'm doubtful, especially since the devs might just nerf it before then, because they don't like seeing killer changes play out and shift metas. They just knee jerk reaction to survivor complaints.

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

    Counterforce is a very strong option but you still need to the killer to completely ignore you while you spend 39s doing the first totem that can be interrupted. If you get chased or spend a lot of the game on hook there is no guarantee the 3 randoms are running it as well. Killer is still doing chases while he gets immense passive slowdown from his build so by the time you get them it's ggs.

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    Maybe we will, because there's so little that does benefit killer. I've debunked so many things: 3-gens, "solo weak," loop strength, kill rate, tunneling, "OP" killer perks, gen kick limit, and people keep parroting that exact same stuff like it's Gospel. I'll try to keep it short as I can, because I've said this like 100 times:

    Thrill is fine, because the killer's pressure is split between not only the gens but also his totems. If survivors can't find a window of time through all of that to do a gen or a totem, they deserve to lose.

    Old Eruption was mostly fine, because the killer spends all this time kicking gens instead of getting leads in chases, he has to down a survivor with people on those specific gens, and he has to do it before the gens get done. If survivors are just allowing the killer to waste all that time kicking every gen in-between each down, with unfavorable chases, and he's still winning, then they deserve to lose.

    3-gen/Skull Merchant was fine too. With 3-gens, you can avoid the entire situation before it even starts by 99'ing a far one, and pushing the 2 furthest apart that are in the 3-gen area. When the killer comes, you yo-yo. If they kick the gen then leave, you can get right back on it. If they commit to chasing you, both yours and the other gen are free to be pushed. Skull Merchant doesn't change a thing about that situation, other than the few seconds needed to disable her drones. The only thing wrong with her was that her scan tags never disappeared, like it Trickster's knives just stayed on you forever. Survivors complained about the complete wrong issues with her.

    The match y'all keep crutching on is really the biggest thing that disproves your point. "The top team in world couldn't do anythiiiinggg! Aaauuuggghhh!" Except they could. They could have 99'd and not purposefully 3-gen'd themselves. Didn't do it. The threw down pallets really fast on that side, even though them getting hit wouldn't have resulted in a down. They had to not get downed/hooked near the 3-gen, or at least use that opportunity to push gens hard. Didn't do it. I could have played that better than they did! Because every time Hens spectated a new survivor after that, what were they doing? Walking around, failing a flashlight save, doing nothing, not on gens. They really deserved to lose after all that, and they still didn't. Their opponent was M1 trash, and the whole SWF knew their game plan before the match started, and didn't do anything to counter it. I'm sorry, but they should never have got the "world's best title" after what I saw. I've seen random solos with more game sense and efficiency.

    So there you go, again. It was just obvious to me.

  • danielmaster87
    danielmaster87 Member Posts: 9,730

    No, dude. How is the killer gonna be checking his totem every 40 seconds but also getting crazy pressure on the gens? Y'all should be pressuring him in that case. Survivors could afford to do totems and gens before, and can do so again. And spending all game on hook? Y'all are basically arguing that extremely casual survivors should be beating good killers. If your teammates aren't good enough, blame MMR for that. But don't just blame all your losses on the killer's doing alone. They can't do much.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,876

    Is Shoulder The Burden getting addressed in an upcoming hotfix too? It's miserable when multiple people in the same game are stacking the perk on the same survivor, or are daisy chaining the perk (i.e. survivor B uses the perk on survivor A, then survivor C uses the perk on survivor B). And the perk inflicting exposed instead of broken, means the perk's downside is doesn't matter much against M2 killers because exposed doesn't work with M2 hits.

    It feels like we had two problematic perks this chapter, but one of the perks got so many more complaints, that the other perk is getting completely ignored.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,876

    I'm saying the downside should feel impactful for all killers. But if an M2 killer like Huntress uses their power on an exposed survivor, it only takes off one health state. But if the downside was broken instead of exposed, then the downside would feel impactful against M2 killers.

    This is supposed to be a high risk / high reward perk, but against M2 killers it's often just high reward.

  • ChuckingWong
    ChuckingWong Member Posts: 446
    edited December 3

    It is though.

    M1 killers are M2 killers just with an advantage.

    M2 killers dont HAVE to hit you with M2. They can (and should) just zone you and hit you with M1 if you shoulder someone.

    You can make the argument for nurse sure but this perk wont matter to her (if you are any good at her).

  • gurifruiityy
    gurifruiityy Member Posts: 14

    Once comp SWF have a slight obstacle where they can't mindlessly rush the generators, expect a nerf to happen. The whining from 4 survivors is greater than 1 killer.

  • gurifruiityy
    gurifruiityy Member Posts: 14
    edited December 3

    Everyone should listen to content creators like Otzdarva and Hens because they're always "right".

    Nobody can run different perks without complaining.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,876

    Many M2 killers, like Huntress and Trickster, have zero extra mobility, and therefore can’t easily zone people into M1 hits.

    Furthermore, it’s basically telling M2 killers that they’re better off ignoring their M2 power. And the M2 killers only have 40 seconds to get an M1, which often means the chase needs to be much faster than 40 seconds if the killer wasn’t heavily proxy camping, and therefore the killer needs to walk back to the hook to find the exposed survivor, before they can even start a chase. And since their killer is balanced around their M2 power, trying to win a chase that quickly with an M1 hit is often miserable.

  • ratcoffee
    ratcoffee Member Posts: 1,611

    Thanks for this update. I had been spam-playing Thrill + Undying + Devour Hope + some other hex (generally crowd control or blood favor) and recording the games to make the point. Knowing it's going to be addressed soon, I don't have to keep playing this build that feels just too good

  • BlackRose89
    BlackRose89 Member Posts: 519

    I hope this means yall doing a full revert while also adding the bp bonus back to the perk…I agree with everyone that the perk needs to be changed but I don't want it just to be reverted back to 10% and that is it. If it goes back to 10% plz add its bp bonus back to the perk.

  • Dreadnight
    Dreadnight Member Posts: 128

    Thrill should not have been buffed in numbers, but by eliminating its token system that makes no sense.

    Thrill being buffed from 10% to 14% gives the impression that they don't know their own game

  • stanheights
    stanheights Member Posts: 23

    Thank God, I thought I was gonna miss the Christmas event avoiding this whole current TotH meta.

  • Langweilg
    Langweilg Member Posts: 1,485

    Please don’t revert the buff completly and leave it with nothing. Thrill wasn’t strong enough prior to the buff to even being a hex. Make it 12% per stack or/and give it a secondary effect like for example; for each remaining dull/hex totem the generator, healing and sabotaging speeds are reduced by 3%. And please give it something, that makes this perk useful without other hexes if you make it 10%.

  • HolyDarky
    HolyDarky Member Posts: 849

    Could you also discuss the current state of hex totems in the game with the team? This is the first time ever hex totems feel really good and rewarding. Yes, the buff might be a bit too much but it also shows that hex totem need some kind of this power to feel better to use because without it they feel like extremly high risk for mediocre rewarding.

    We need a basekit change to hex totems to feel more reliable like not losing them because a survivor spawns next to it or the totem is easily found by the survivors because it spawned right next to a generator.

    A healthy change to make hex totems more reliable would make the metagame so much better because then we had more perk variety, different gameplay for both sides, and creativity.

  • Seph64
    Seph64 Member Posts: 6
    edited December 4

    Absolutely insane that the feedback from the forums is taken and changes to the perk are happening Soo quickly. You literally have not let enough time pass to actually get any meaningful data beyond survivors bitching because they have to adjust their playstyle. If this gets nerfed, you truely don't play or understand your own game. The survivors complaining are low skill level players who honestly just need to get good and stop complaining about anything killer related gets changed in the game.

    Post edited by BoxGhost on
  • radiantHero23
    radiantHero23 Member Posts: 4,504

    I responded the way I did because I was expecting as much.

    Thank you for the good laugh my friend 👉🐽

  • radiantHero23
    radiantHero23 Member Posts: 4,504

    Please let this be a lesson to test impactful changes like this on Ptb. Always.