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Revert Thrill of the Hunt as soon as you can

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Comments

  • LordGlint
    LordGlint Member Posts: 8,684

    Totems in general are RNG. The totems COULD be well hidden or could be right next to a gen. You MIGHT find ruin right away, or it might be haunted ground. If we're talking totem RNG in general, I don't really know what you could change about it.

  • BlackRose89
    BlackRose89 Member Posts: 519

    Personally, I wouldn't mind them walking this back… I'd rather have the extra bp over a buff thrill anyway. That's just me tho…honestly wish devs stop removing bp bonuses from perks. I still missed old BBQ and getting extra bp from hooking a new survivor.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    I think Thrill as a totem protection perk CAN stay, it certainly needs something because otherwise it's sort of useless and making it stronger isn't an issue. I just think not this strong. 14% is a little absurd, I think 10-12% would be fine. That way when stacked with other totem protecting perks like Undying or Dominance, it's not so terribly strong as to make cleansing take 47 seconds.

  • Juchu
    Juchu Member Posts: 3

    Everyone saying use counterforce please for the love of god play solo Q and see how little it helps especially with Undying. It has been endless Thrill/Pento/Undying/Devour. Since totems don't save progress the worst is sitting there for 40 seconds almost about to break it and doctor does his aoe.

    This is really a completely unfun build combo to play against when playing SoloQ. You can basically see devour coming and can't do anything about it.

  • BlackRose89
    BlackRose89 Member Posts: 519

    I do think 11% or 12% would be completely fair honestly as well. Do think 14% is little overkill honestly.

  • RFSa09
    RFSa09 Member Posts: 876

    I do think Thrill is overtuned, but you just showed that counterforce in fact counters it by reducing drastically the timer 🤷‍♂️ specially after the first totem, 14 to 22 seconds is noticeable, but it's much much faster than not using it

  • Matherios
    Matherios Member Posts: 23

    I like that you guys are complaining about nerfing thrill of the hunt but you are still genrushing the whole game (which is the most optimal thing to do) while the killer can't tunnel (which is the most optimal thing to do) because of ds/dh/otr/stb.
    Man stop crying about nerfing the killer because u need to get carried by perks and bad balancing of the game.

  • TWS001
    TWS001 Member Posts: 228

    I've not played a game yet where the totems have been cleansed even with Counterforce in my build every game and have faced it a lot now.

    I'm thinking the only real way to beat it is to do the gens as quickly as possible before they get the 5 stacks of Devour, which has worked once with a 3 man out and got to 1 or 2 gens left a couple of times. In solo queue this needs several long chases whilst hoping the killer keeps chasing someone that can evade them for a decent length of time and the other survivors sticking to gens. Solo queue being solo queue this rarely happens!

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    I agree, but why can't we tone down TotH while also buffing some of the counterperks? You never answered that.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 212
    edited December 4

    Sorry? I was never part of that discussion. Don't act like I've been dodging or ignoring questions I haven't even been asked in the first place. Anyway…

    I've said this in multiple places on other threads, but the REAL problem with totems is their placement. 90% of the time they're just out in the open, very easily visible as you are running across the map. 60% of the time, feels like they're RIGHT next to a gen. Can't tell you how many times I have ran a hex totem only to find it near a generator in plain sight.

    THIS IS THE PROBLEM. We need better hiding spots for totems, and we need more of them.

    Fiddling with the numbers on perks only does so much, but in this case, I'm afraid "toning down" is no good and the change needs to be utterly reverted. 28 seconds even feels like a bit too long, honestly. Because when you also run Face the Darkness, that still makes totems impossible to cleanse for those who are screaming. Even with resilience.

    Buffing the counter perks isn't really a solution either because then that's basically bhvr admitting there is a problem, but instead of fixing that problem, they replace it with an even worse bandaid fix by buffing certain perks that help cleanse totems. Trust me, we do not want a meta arms race of impossible-to-cleanse totems followed by perks that make cleansing totems super fast. Because then if you're running any sort of hex build, also running Thrill of the Hunt becomes mandatory, otherwise your totems get destroyed in 5 seconds by people who came with those counter perks.

    Remember, this is why hex builds are so often coupled with Hex: Undying. Because "RNG" is usually so bad that hex totems get found within the first 30 seconds of the match.

    Instead, completely revert the slowdown change. If you're actually interested, I've written a topic about how the devs could tweak Thrill of the Hunt and add another interesting effect here.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072

    totem placement will do exactly nothing vs a team that has maps or detective hutch. it doesn't matter where you place the totem and bvhr has new habit of putting aura-reading base-kit for totems like hex:plaything. the best compromise to totems is making totems a large time sink so that even though totems are likely to be erased if found, they'll at very least provide the killer with some side-objective to slow gens down. A side objective if you will.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 212
    edited December 4

    But hey, those are items and perks brought to "just counter" the nasty hex perks!

    Also, when certain totems make you downable in one hit, make chase ten times harder, or otherwise make skillchecks impossible, they aren't exactly side objectives.. then they become a necessity to cleanse, but then usually by time you realize it's too late.

  • vBlossom_
    vBlossom_ Member Posts: 510

    totem placement will do exactly nothing vs a team that has maps or detective hutch.

    . _.

    Yeah, survivors would have any value from items / perks.

    Aren't they supposed to provide value?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072

    no they don't. they are not necessary to cleanse.

    Aren't they supposed to provide value?

    what about killer perks? aren't they suppose to provide value? Or are they just suppose to be cleansed every game?

  • Oputeeva
    Oputeeva Member Posts: 154

    Please nerf it, every match is hex totems now, it's not fun, so boring

  • vBlossom_
    vBlossom_ Member Posts: 510

    Or are they just suppose to be cleansed every game?

    Yes, hex perks have that drawback to be cleansed, they are balanced around the fact that they can be cleansed, because Devour Hope or Third Seal would be too strong without possibility to be cleansed 🙂

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072

    the perk is still possible to cleanse. cleansing every game shouldn't be a given every single game.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 212
    edited December 5

    Well, without perks or items to help deal with totems, then they become even more obnoxious to deal with. You could spend MINUTES just trying to find one or two totems. And I'm not even taking into account the time to cleanse them yet.

    This is how DBD has always been. Both sides bring perks. Sometimes some perks are only useful against other perks. And sometimes those perks don't see any use because the other side hasn't brought the things they counter.

    Consider this: If I bring a full build to counter Thrill and the killer has no hex totems, I've pretty much brought 0 perks. As a survivor, I get extremely little value from things like maps, detectives hunch, or counterforce.

    But if the killer brings hex totems and I have the same build to counter them, the killer still gets value no matter what. This is absolutely guaranteed. Totems can still affect the match before they get cleansed. I can fail to cleanse the totems for one reason or another (being chased, interrupted by scream, etc). Or in the very worst case scenario, even if I manage to cleanse the totems, I've wasted oodles of time doing so, when I could have been doing gens instead.

    People bring deadlock for instance, which blocks a gen for 20 seconds. You pretty much only get value out of this perk 4 times. 80 seconds of survivor time wasted. Now how much time does buffed thrill waste for survivors? See the problem?

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    Friend that's a lot of words, and I'm not sure why you're so angry at me for responding to you responding to someone else who asked you to answer a question. I didn't even come at you angrily or with any amount of aggression.

    Now I'M confused.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    This is why TotH needs slight toning down, and then perks that can help against it should be buffed - so it has counterplay with perks, but is still meaningful and not TOO oppressive if you don't bring anti-hex. It's the same reason why Buckle the People got nerfed, CoH got nerfed, Pain Res got nerfed, and Grim-Pop-DMS got nerfed - because when used in some combos it's too strong, and if the other side didn't bring anything to help with it then it becomes too tough to handle.

    Let Killers have things, yes - TotH needed the buff, 10% was silly and not useful and we need more hex defense perks to make hexes more viable. BUT it still shouldn't be what it is now… 12% should be OK but not 14%.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 212

    So I actually respond to your questions, and you follow up by just saying it's a lot of words. Do you realize it took all those words to answer your questions? The dismissiveness is insulting, and I take it you didn't even bother reading.

    Hey I can play the same game. Why can't we buff thrill in other ways that don't make it completely and utterly exploitable with certain perks and strategies? Why hasn't anyone, you included, left even so much as a trollish comment on the suggestion thread that I linked? You still haven't answered that.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    Not interested anymore, Yama. Bye.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072
    edited December 5

    no. i do not see the problem.

    Consider this: If I bring a full build to counter Thrill and the killer has no hex totems, I've pretty much brought 0 perks. As a survivor, I get extremely little value from things like maps, detectives hunch, or counterforce.

    an entire perk build? All you bring is detective hutch and green map with Crystal bead. you start the match by repairing a gen and after that, you can see all totems aura's on the map. I bet 99% of killer will not know where dull totems spawn. So if a killer is defending totems, they're often only defending hex totems but for how thrill works, cleansing dull totems dramatically weakens the perk slow speed. Assuming your teammates are a little bit aware, flashing the maps totem aura is enough to begin team-wide totem cleansing of the map.

    cleansing totems is laughably easy. you delete an entire full killer perk load out for like…. 1/16th loadout.

    Survivors rarely bring these perks. they don't really need to. a killer bringing full hex build has no gen defence or very bad gen defence. Ruin is pathetic as gen defence. good player just do gens quickly and leave. I am not sure what i am suppose to say towards this.

    This is why TotH needs slight toning down, and then perks that can help against it should be buffed

    buffed… the anti-totem perks are already effective. Thrill is not oppressive. it does not need toning down. I mean if the totems aren't easy enough for you to destroy with anti-totem perks equipped, i suppose you could buff them. maybe it will help casual players. I do not know what dev think about the perk. I see these complaints as something like freddy release nerfs where when freddy first came to the game, casual said he was overpowered and he got knee jerk nerfed. same thing for thrill. In some ways, perfect timing since Freddy is getting rework Soon Tm.

    Post edited by Devil_hit11 on
  • Anti051
    Anti051 Member Posts: 691
    edited December 6

    Most valuable response and fact of the matter ^

    __________________________________________________________________________

    Also,

    Killers - Reread the effects of Thanatophobia.

    Survivors - Better Than New, Leader, Object of Obsession, Resilience, Spine Chill, Counterforce and Boon:Illumination can assist with totem cleansing speed.

    Post edited by Anti051 on