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Please, don't nerf Hex: Thrill of the Hunt
The recent update that buffed the Hex: Thrill of the Hunt perk has not introduced any significant changes to the point of justifying its nerf. The adjustments maintain the perk’s identity without disrupting the game’s balance, while encouraging players to explore more strategic and creative builds.
1. Complaints reflect resistance to change:
In multiplayer games, it’s common for players to resist changes or new mechanics, often before taking the time to understand how they work or experimenting with them in their builds. This is particularly evident in Dead by Daylight, where creativity in builds is often overlooked in favor of meta builds. Instead of complaining, this is a great opportunity for players to explore the game's versatility.
2. Encouraging strategic diversity:
The buff paves the way for experimenting with non-traditional builds for both killers and survivors. Killers can explore hex-based perks that are often underestimated, while survivors are encouraged to find more creative ways to counter these strategies. This dynamic enriches the game experience and promotes a healthy cycle of learning and adaptation.
3. The resilience of hex builds:
Historically, hex-based perks have always struggled due to how easily they can be deactivated. With this minor buff, the perk finally has a chance to shine and bring more relevance to this build type. However, as soon as this opportunity arises, I noticed in this forum and in Facebook groups that part of the community starts calling for nerfs without considering the actual impact or giving time for the meta to stabilize.
Nerf TotH would not only be a premature reaction but also discourage the use of perks that foster strategic diversity. Instead of nerfing, it would be more enjoyable to encourage the community to experiment, learn, and adapt strategies.
Comments
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The only way thrill doesn't get nerfed is if totems in general get nerfed to not lose progress when interrupted, as is totems are effectively immortal with any killer who can interrupt totems consistently whether that be a result of mobility, screaming, or the ability to attack a totem cleanser from afar. Totems are balanced for their power level by the risk of having them disabled, thrill of the hunt effectively removes that risk.
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im sorry but but i already have to sit on gens for minutes at a time i rather not do the same with bones
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- The buff to thrill changes nothing about the versitility of the game. Gen regression builds make survivors have to sit on gens longer, thrill makes survivors have to sit on totems for longer. No difference apart from the fact ignoring totems in some games gets you killed
- No it doesn't, it encourages one of two things; having to bring nothing but anti-totem perks 'just in case' or encourages survivors to just ignore hex totems altogether; nothing new or creative here.
- The 'old' hex perks have struggled for relevence due to their fragile nature and lackluster effects (except devour arguably) but that's not true of all hex perks; hex plaything and pentimento have been meta staples for a good while now and have not struggled at all.
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Nope. Nerf it back.
It's completely broken when you know how to capitalize on it. Sometimes "resistance to change" is there for a very good reason.
There's also other ways they could have buffed Thrill, rather than just inflating numbers without thinking and increasing cleanse time exponentially.
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You'd think survivor mains would be more excited about killers not running gen regression or aura reading perks.
Doesn't matter what killer it is, they can't defend every objective on the map at once. Just do the gens and leave the hexes if they're that much of a pain.
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I'd rather deal with gen regression than Thrill + Devour Hope
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This post sounds like it was written with ChatGPT.
Anyway, Thrill is busted atm. It needs a buff from it's previous form but this isn't the way to go about it.
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Oh, it 100% was.
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Or just run 'Small Game,' 'Counter Force' or any other means of anti-totem approach and cleanse dull totems to weaken Thrill if it's really that much of an issue.
All I've seen since the update are cries from angry scrubs who refuse to pickup their tools and adapt. 30+ matches deep running Thrill/Crowd Control and I haven't seen a single totem hunting perk or even a damn map.
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You can't justify Thrill's buff if killers like singularity, blight, billy, trapper with bloody coil, demo with whistle, pinhead with long range chains or killers with teleporting ability.
Too many broken tactics to protect the totems, on top of 47 sec of cleansing time.
Did you guys ever went against singularity with his cameras? blight or billy with their free mobility? It's miserable to go against those with for example blood favor, crowd control, thrill and undying. It makes games too miserable for surviviors.
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It's pretty much just a waste of time you don't actually have trying to cleanse all the totems.
Best way I've found is Commodius Toolbox with charge and speed add ons, run Built To Last, Streetwise, Sprint Burst and either Deliverance or Resilience and smash the gens ASAP.
There's no Pain Res, Lethal and Corrupt to worry about, killers aren't patrolling gens much. Get to end game or as close to as possible and as long as someone can survive any length of time in chase you should be able to delay Devour long enough. Deliverance self unhook don't give them a stack.
Thats the best way I've found and was getting consistent 2+ outs every game yesterday.
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Doesn't matter what killer it is
I think you underestimate how devilishly clever the DBD community is with an effect like this. 😉
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And don't forget:
- Wraith with his very fast cloaked moving speed.
- Nurse with her blinking ability. Can get up and down stories in a pinch.
- Hag with her traps. There are certain addons that let her freely teleport to them.
- Meyers has no mobility, but oh boy he'll have a hayday stalking someone cleansing for 47 seconds.
- Our biggest MVP Dr. Herman Carter.
- Huntress sniping.
- Freddy, Sadako, Dredge, Unknown all teleporting to you to ruin your day.
- Pig and Ghost face sneaking up on you for the grab.
- Legion spotting your killer instinct from across the map and sprinting over.
- Pyramid head leaving trails of torment around the totems.
- Twins with Charlotte putting Victor on guard duty.
- Nemesis zombie rng shambling in to say hello.
- Artist and her crows.
- Knight sending his guards out on patrol.
- Houndmaster's Snug coming for your bones.
I'm sure there's more killers with less obvious strategies, and there's always Face the Darkness. As I've figured out, the person who is first hit, who curses all the other survivors, can run around without screaming every 25 seconds, so hey, good luck with your resilience and counterforce!
And actually, you are exactly right.
As I've told other people, it isn't healthy for the game. Because the totems take so ridiculously long to cleanse, instead of bothering and wasting all that time, survivors are probably just going to completely ignore them and rush gens harder. And what do killers love complaining about the most? Gen rushing!
I don't think the metas that are developing would be fun for either side.
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47 seconds wasted on cleansing a single totem is unacceptable considering that totem is a side objective and also a counter play to Hex perks.
No this doesn't encourage diversity all it does is kill an entire type of perks for survivors.
Boon perks = dead
Overzealous = dead
Inner strength = dead
Small game = dead
Add killers with the ability to cross the map and forget about cleansing totems against them.
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this is not a waste of time, you permanently remove the killer perk
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Watch I think Otzdarva's video on it. It is broken as hell and needs to be changed if not reverted back.
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It's the 38 seconds you get on the toten the 1st time before the killer checks it, then the 32 seconds you spend doing it again once the killer is chasing someone else, but then he's injured them so you scream, then the 3rd time you get to 35 seconds before the killer chases someone and spots you doing it. By this time you've already lost the game and may as well have sat in a locker or hidden in the corner of the map for 2 minutes doing absolutely nothing.
Clensing them all without being disturbed doesn't happen and vast majority of times loses you the game, Counterforce or not. Doing gens as quickly as possible and not going down instantly in chase is the most effective way to beat it as killer are not as focused on gens, or have the usual regression or defense perks.
Bringing more viable perks into the game for killer is definitely something that needs to be done. I play a decent amount of killer and I welcome this but TOTH needs toning down slightly from the numbers it has now.
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Oh yeah after wasting 300 seconds of being interrupted by the killer and killing 2 survivors, so it looks like cleanse Hex totem made up for it all! No, no one was able to cleanse Totem, and it was later revealed that the killer had prepared Pentimento just in case.
One thing I know about you is that you will defend this Hex no matter how game-breaking it is, you will make up any excuse and impose any complicated and difficult gameplay just to justify it.
Don't expect everyone to think the same way you do.
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So Killers constantly complain about genrushing, and yet making it impossible to cleans hex totems incentivizes genrushing even more.
Is that a problem?
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I mean, the perk as it stands clearly needs to be nerfed, some combos are straight up unlosable for killers as long as the killer isn't deliberately throwing.
I see several possible ideas:
- Bump it down to 12% per stack, in between where it was when it was underused and where it is now, with no further changes
- Remove stacks entirely and bump it back down to 50% as long as the hex still stands
- Make it not take up a hex totem, so the buff always persists (after bumping it down to something like 10% per stack)
- Have it not affect dull totems (still reveal that the perk is in play when touching a dull) so survivors can cleanse dulls at normal speed to chew through stacks quicker (though this runs into the problem of what if there are no dulls?)
- Bump it down by some unspecified amount, increase the base hex cleanse time, and have partially cleansed totems retain their progress (have them regress at 25-50% cleanse speed?)
In the order of least to most complex a fix.
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47 seconds of totem cleansing is absolutely ridiculous, a change is very much needed.
While it's true that hex builds are not really in the best spot (disregarding the Thrill buff), this is not the right way to go about fixing it.
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I was running counterforce because of this new buff. Even with the cleanse speed bonus, it takes ages. To the point where if i see a hex totem i gen rush as fast and effectively as possible and only save when in devour hope no token range
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One thing you don't realize is, that when I as a killer create my setup and it works (meaning it's not countered by e.g. survivors getting their map), then it's literally absolutely impossible to cleanse a hex. And I mean it like that I absolutely do not care what team eternal 4man coms group you could muster together. I can almost AFK and still be able to hold all 5 of my totems for as long as the game runs (until everyone gets killed/escaped or server shuts down). Literal 0 counterplay.
And as hexes are balanced around them being cleansable - then it means, that they are actually broken now with current thrill of the hunt.
So overall Thrill does not need to be nerfed per say. But if it stays like this, then some other mechanism needs to be created instead. Like hexes not resetting their cleanse progress. Or all hexes are significantly nerfed (to actually reflect their possible uncleansability - like say devour needs 8 stacks to actually allow you murdering people and no more exposed). Or all hexes cleanse themselves after some arbitrary time.And as to what build can make it even theoretically impossible to cleanse bones. Take doctor on gideon, double calm addons, distressing, thrill and every 47th seconds discharge it from the approximate middle of the map (this alone gives 0.33s time to cleanse - to circumvent it, either get in chase for 1+ second, or you will have to see bones that are directly at survivors last scream position)
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No, it definetly can't stay.
I wouldn't just nerf it, just return back to 10% and give it some additional small effect.2 -
Calm Spirit, Counterforce and Boon:Illumination assist with totem cleansing speed.
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How? Calm Spirit slows down cleansing speed.
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boons also take a long time to cast. INCREDIBLY LONG with calm spirit and when trying to overrwrite a hex totem. It seriously takes over two minutes.
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bestie are you even playing this game
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They already have confirmed they will even though counterforce counter it and every other hex build
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At the very least, if they're going to keep the Thrill buff the way it is, they need to make it so that the cleansing progress doesn't reset if it gets interrupted. Or perhaps slowly regress like gens when they're kicked. That would be a decent compromise, I think.
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my bad, I meant 'better than new.'
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What if I don't like Jill and don't wanna buy her cuz of that? Makes no sense, thrill is a free perks why i should pay for a character to counter it?
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This is actually a solid argument. A free perk should not require RNG luck in the shrine or several dollars to counter it, and not even fully counter it. I mean it does what? 20% faster cleanse when the new thrill is over twice that amount.
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Calm Spirit does not help it takes more time to cleanse them on top of thrill are you crazy?
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So true, thanks dear, glad to hear it, game should not be pay to counter certain things
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Is it my fault that the devs put a paywall on certain perks?
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Frankly people complained just as fiercly about Nemesis getting a whole extra 0.5m reach on his tentacle. I hope the screaming baby brigade is firmly ignored
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They are going to change the perk they mentioned it in someone's post. This perk is too much with certain hex builds
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Is there a link to that post? And did they say how they were going to change it (like revert the speed or rework it)?
Either way, it definitely needs a change. I just watched one streamer face a Houndmaster who had Face the Darkness and Ruin and her Fatty Meat add-on with Thrill of the Hunt. Survivors were constantly screaming, their attempts to cleanse totems were constantly interrupted without any physical interference from the Killer. I don't know what her fourth perk was, but imagine if it was Devour Hope. If that's not a busted build, I don't know what is.
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3
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"Why can't killers have one little buff to a perk?"
Data analysts at bhvr losing their minds when the numbers veer way off of 60%.
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Counterforce barely does anything. That 20% is also affected by thrill. So in fact it's effectively only 6% faster cleansing speed on first totem (the most problematic one). Or said in a different way, it affects bone cleansing to take 39s instead of 47s.
Like… Survivor "gambled" on killer taking some perk and countered it in best possible way to in fact not even properly counter it? (when counterforce is useless if killer does not take hex build). Does that remind you some other reverse situation from past? Like would you say Shattered hope was a good perk when it came out (or even right now)?
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proof dbd community likes the boring gen rushing meta and gen regression meta
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TBH I would rather see some of the antihex perks buffed a little.
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