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Do you think there will be any compensation for killer if thrill of the hunt gets nerfed?
Hopefully there will be more than just houndmaster fixes and thrill of the hunt nerfs in the next patch.
For example, reversing the nerfs to Dracula's hellfire or Michael's tombestone.
At least give the houndmaster some buff, not just only fix her.
Because Thrill of the hunt was nerfed due to complaints from the main survivor.
Comments
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I'd say Thrill of the Hunt will be nerfed because the devs never intended for it to be used to help make totems uncleansable. They likely intended it as a support for hex totems in early game, where sometimes survivors unfortunately spawn right next to hexes and take them out of the game very quick. I doubt their intention was to turn games into totem cleansing simulators. That's why it will be nerfed. Not sure why you'd need compensation, you've only had it for like a week. You'll survive.
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Compensation… for what, exactly? If they made each hook state 5 seconds and people complained, would you say that reverting it back to 70 would require "compensation" in some way? No, that would be lunacy.
Everything else mentioned in your post is completely unrelated to Thrill.
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Thrill is hopefully getting nerfed because it's straith up too strong.
Not because players of one role complained about it.
Players of both roles complain about it with good reasoning.
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I'd say no, cause it's nothing to do with sides.
When it comes to balance every player should forget their personal biases and their "side", and try to objectively assess the gameplay from a neutral standpoint. Anyone who has made up their mind before discussing the issue is a fool, and should not base their decision based on a particular "side".
If this is how you approach balance, the entire concept of "compensation" makes 0 sense.
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Compensation for what specifically?
Thrill should just be rolled back to its prior version and it will be fine.
No idea why Dracula, Shape or Houndmaster need to be lumped into changes over a perk.
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It has to be nerfed honestly. Especially for solo queue players its super unfun atm. You can only counter so much with ur build. Atm you need to bring DS, OTR cause tunneling is still super prevelent, you need to bring unbreakable cause the slug meta becomes more and more present, Shoulder the Burden to stop your teammates from being tunneled out at 5 gens and now you also need to bring counterforce to stand a chance against a full totem build.
The entire solo queue build atm is literary decided by the need to have to potentially counter every possible killer meta. Which shouldnt be the point of perks tbh
Post edited by SweetbutaPsycho on15 -
Compensation for changing something that didn't even get tested on the PTB and ended up clearly needing more time in the oven?
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why would there be lol
this once again reinforces my theory that some people think the real game of DBD is "make sure your side gets the most buffs." just because something that got overbuffed is being rightfully reverted, does not mean that you need to get additional buffs to offset the power-spike that never should have happened in the first place
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LoL, are you new around here pal?
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No, there won't be any and I advise you not to use this perk in your games.
If you have a lot of 4k your MMR will skyrocket and you'd be paired with more competent survivors.
But if you were reliant on one perk that was busted…. well, you'd have a hard time when it's nerfed.2 -
I won’t mention the person but there already complaining that there knee jerk nerfing the perk & is complaining that the survivor meta took years to nerf & there nerfing the killer perk after a week.
completely ignoring that the gen kick meta wasn’t nerfed until 6-7 months later11 -
If we just go back to "old" Thrill, hex builds will be useless and dead just like they were before it got buffed. Thrill needs to be more powerful than it was, so maybe somewhere in between old and new version would be a good spot for it so that it's not irrelevant like it was before.
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0. hexes will just go back to being irrelevant beyond hex:pentimento. The best way to use hexes is to NOT use hexes and just let survivors break totems so you can-relit them only for them to be destroyed again. that is what will happen if they nerf thrill. it will be dead perk.
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Let's just hope it won't get Thana treatment. It already will be good step, knowing BHVR.
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No and hexes will go back to being irrelevant because survivors don't actually want other objectives no matter how much they claim otherwise.
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This is more a matter of poor phrasing.
Survivors say they want "other objectives" and mean something other than gens and staring at a progress bar. Collect parts to repair the gate, a scavenger hunt, something new.
Killers want "other objectives" and tend to mean they want extra things for survivors to do, which are also mandatory to escaping and give survivors no benefit for having done them. This interpretation is indistinguishable from just "more gens".
You're responding that the survivors want the second one, and I don't think anyone has ever meant that except killers.
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People say they want other objectives, but the truth is, the state of the game is in no position for it, and the Thrill buff proves it. If it becomes a totem-cleansing simulator, Survivors can't do their main objective, which results in their loss.
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Nah, killer only get nerfed and punished they dont get something in return. Something like Circle of healing stays in for a year giving everyone a Self-Care for free and additional healing if you heal a other player, but killer stuff allways gets nerfed fast.
It is because only 1/5 of the playerbase is killer and 4/5 are survivor.
Hexes will go back into beeing to weak and irrelevant because they are way to easy to clean and nobody will play em anymore. Suv. only want to play against the same 4 perks again and again and again.
I mean thrill of the hunt doesnt have a better killrate as Painres or Pop, but its something new and survivors dont like to adept their gameplay.
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Current side objectives in the game aren't worth the time investment and rarely impact the outcome of a match. When survivors ask for side objectives they want ones that can actually influence the match or give a reward like 50% more BP or something.
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Because anytime anything takes y'all off gens, y'all call it a *blank* simulator. The game is in position for it. The players aren't, because they're ultra casual, can't multitask, can't strategize, and if anything in the game is hard for them, the devs say, "Well, we can't have that!" and fix it for them.
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There won't be. Nerfs only get "compensation" if it's for survivors. Even if killers get compensatory buffs, they're done away with sooner or later, because of complaints of "overuse" or "OP." Look at Pop going from 25% of total to 30% of current. "That's too strong!" And now it's back down to 20%, less than its original number AND only does current progress.
The 6.1.0 buffs for killer are probably the best example. What buffs have killers kept from that, in their base and in their perks? Basically none. Those miniscule little buffs to kicking and attack recovery; that's it. But hear it from any survivors, and they're like "OMG! The game became unplayable after that!" yet they still play and complain about the game.
You're also right that these nerfs are getting put in due to complaints alone. There's been little, if any, real argument or testing to justify all these killer nerfs. It's just feelings-based and exaggerated nonsense, talking about "The killer has 3-4 hooks or everyone slugged before 1 gen is done!" and stuff like that. Literally how? How is your team playing that bad? And the funny thing is they still blame the killer, like it's something he did. In reality, I don't think there's any build, strategy, or efficient play that killer can do that's gonna give him anything close to that lead. It's only if the killer is going against way lower caliber teams than himself. Just watch high level survivors vs high level killer. The killer 100% is gonna be sweating from match start to end, whereas survivors are only ever sweating if they're the 1 out of 4 in chase. The rest of the time they're chill, on gens, on hook, or healing. They're not complaining about killers being too strong, at least I hope they're not. It's mostly the casuals, who couldn't buy their team 30 seconds of time if their life depended on it.
So I think killers are gonna get that Thrill nerf, in face of countless losses/tough matches with it against competent survivors, and they'll get nothing in exchange for it. They've been getting nothing all year, and survivors still claim that THEY are the ones getting dealt a bad hand.
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If killers are really complaining about it, I truly question what they have to gain, because it's not "a more balanced game." Most of us are in agreement "the gens are too fast!" So then why would they ask for a side objective perk to be nerfed? It spells absolute nonsense. I don't even think they believe in what they're asking for.
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I agree. Killers are reliant on perks like this to win. Because the game's not balanced for them to win using regular stuff. Do you really think it's only noob-ish killers who complain about this stuff? Will you not even consider that in matches where both killers and survivors are actually playing well, the survivors have the advantage?
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Yep. That claim of there's is now debunked. We're not humoring another objective for them anymore, because clearly they're gonna throw it back in killers' faces and get the change removed. The game will have to be balanced, if ever, in other ways.
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“The players aren't, because they're ultra casual, can't multitask, can't strategize, and if anything in the game is hard for them”
Yeah the person that has stated before how there are no good killers in the game is saying how survivors are just terrible at the game. How ironic
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they need to find a way for totems to not be broken easily but not be defend indefinitely. I say buff dominance totem blocking to 90sec bare minimum. This will give hexs some good protection but it still will be easy to destroy after the timer up. Devour hope is way too strong to be protected the whole match. (rest in peace devour demo)
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Because the "gen kick meta" was propped up by ultra casuals and survivor-biased conmen. It's basically saying, "The killer spends all this time going around the whole map kicking gens, the survivors let him, without taking advantage of the resulting massive time lead they now have, and then blame the killer's build for their loss." Sounds like incompetence and inadequacy to me. You can't handle the killer kicking gens? But when 'most people' believe that killer is the root of all the game's problems, never the survivors, this nonsense just gets accepted as gospel.
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I feel like the only thing Houndmaster could use besides bug fixes is maybe the dog could go further, and the redirect window could use a buff. Currently the window to redirect is quite small. Adding like 1.5 seconds to that would be nice.
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Can you tell me how 47 seconds of M1-pressing on top of 90 seconds of M1-pressing are actually another objective? People would be happy for another objective, however, it should
a) not be more M1-pressing and
b) not be ON TOP of the existing Generators.
E.g. if they ever decide to bring a second objective, it should be clear that the Gen Time would need to be decreased. And regarding Hex-Perks… It should be clear that Hex-Perks are not only relevant when they are basically impossible to cleanse.8 -
Sadly the only secondary objective is Plaything.
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Well, in theory, the reason they made the change was because the perk was underpowered/underutilitized. So just nerfing it back to where it was just makes the perk bad again. Personally i think they should try meeting in the middle, it was 10%, they buffed it to 14%, lets try 12% and see where that lands us. But knowing BHVR they will probably nerf it down to 8% and make it even more useless like they did thana.
They did this thana, they buffed it because it was bad, buffed it a bit too much, then nerfed it to be worse than it was before the buff.
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The game will and cannot be balanced. Not sure why this is still being chased. You can't balance a game like this in a meaningfully competitive way.
And this is why the comp side of dbd is why there's so many meta problems and such. Remove the comp side of things, and its actually a pretty fun game.
And lol, the claim is still there. Would just rather the 'other objectives' be fair and not something broken that some players apparently can't win without. Skill issue, indeed.
BHVR is abysmal with their 'nerfing's'. I hope Thrill isn't tossed in the Grave also, just adjust it BHVR. Just an adjustment. Please you gotta get this one right.
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It was a short sighted buff, I don't like the combinations that it ends up creating but I like the general idea of it, I wouldn't mind it if the totems didn't instant reset progress if you have thrill so the killer has to personally interrupt
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Did Survivor receive compensation for We're Gonna Live Forever being nerfed?
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Compensation? Killers have BEEN getting compensation patch after patch, lol.
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You can't "Remove the comp side" people are always going to want to play to win. And BHVR created this problem by doing MMR. MMR literally by design, makes it so when you win, your next match will in theory be more difficult than the previous one (not literally every single time, but statistically it trends that way) Thus creating a mentality where, to win, you have to optimize the fun out of the game.
This game has always worked best from a fun standpoint when the survivors "roleplay" a survivor, and act like a person would if they were really in the situation they are in. But it hasn't been like that for many years at this point.
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What compensation? They don't need to that. This perk is overbuffed and they just need to bring it to line.
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TOTH only hurts hexes more. You have 4 survivors in a game and if even just one survivor comes prepared with Counterforce and/or Small Game and/or a map because theyre expecting TOTH, then imagine how that goes down for the killer who just has Ruin. It will make hexes not worth running at all unless they are paired with TOTH.
Most players agree that hexes can be taken out of a game way too fast. Reverting TOTH doesn't mean that's it, that the devs are washing their hands at trying to address this. It simply means TOTH wasn't the correct way to address this (and frankly should have been tested in PTB before going live).
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No it doesnt TOTH makes hexes possible. Yes atm its a bit overtweaked but a weak TOTH is not worth playing. 10 is too weak, 14 seems a bit to strong. Somewhere in the middle is the balance of it. But that wont happen. toth will be gutted bring back how it was before and noone will play hexes anymore.
Reverting TOTH doesn't mean that's it, that the devs are washing their hands at trying to address this
No they dont because its very easy to adress. They could have increased the time before
You have 4 survivors in a game and if even just one survivor comes prepared with Counterforce and/or Small Game
I dont see a problem with that. Buff Counterforce even more. TOTH has a pickrate of around 3,3% that makes every 30 games you play against a killer who uses it. If you want bring counterforce 29times in vain, just to get 1 time a benefit for it, it should be rewarded and be strong-
But how i say, this wont happen. They will just remove the buff and nobody will play hexes.
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I personally have around 80-90% of my total playtime (which is 4k hours at this point in time) solely on killer. I get a lot of s**t for this when I play survivor because I'm so bad despite my hour count.
I have no problem with a good side objective for survivors. I agree, that if survivors play coordinated, that gens fly and most killers don't stand a chance.
However. This is not how you buff a side objective. This is not how hexes should be buffed. Making them almost uncleansable (100% uncleansable on some killers) is not healthy game design. Hexes are supposed to be high risk high reward. Some hexes are high risk low reward like huntress lullaby. This is bad as well.
Thrill however takes the risk completely out of the equation and makes hex builds a no-brainer.
To answer your question. Biased players defend this perk buff. People that want this game to be healthier and an overall more enjoyable experience call it out for what it is. A mistake that should be reverted.
But hey. People always defend stuff that is clearly too strong.Old Mft, old dh, old eruption, old boil over, old mettle, old undying... The list goes on. Gladly I can write "old" in front of all of them.
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To specifically answer the question about 6.1.0: Almost all of them.
To my recollection, none of the basekit buffs have been reverted or adjusted. The break action speed increase, weapon wipe animation speed increase, and post-hit sprint duration for survivor decrease have all remained.
When it comes to perks, most of those are actually still in the state they were around 6.1.0's release. Looking just at the perk buffs, we have:
- Coulrophobia (Unchanged)
- Dark Devotion (Unchanged)
- Eruption (Nerfed since then)
- Jolt (Functionally unchanged)
- Knock Out (Unchanged even though it really should've been lol)
- Lethal Pursuer (Unchanged)
- Monstrous Shrine (Unchanged)
- Overcharge (Nerfed)
- Pop Goes The Weasel (Nerfed)
- Gift of Pain (Caught a stray with the Mangled nerf, but wasn't itself changed)
- Pain Resonance (Reworked)
- Thanataphobia (Nerfed)
That's twelve perks, of which only four were nerfed since the patch's release and one was sidegraded a short while later. Sure, stuff like Dark Devotion never really pierced the meta, but that's not all that's on this list, there's some genuinely strong stuff here too.
Not very much of 6.1.0's killer adjustments have actually been reverted or adjusted since then, mostly just the problematic stuff- and not even all the problematic stuff since Knock Out is still around.
Killers also, do, when appropriate, get compensatory buffs. The operative phrase here is "when appropriate", because compensatory buffs are only a tactic to employ when you want power to shift instead of go down. Thrill wasn't tested and seems a little overbearing, it doesn't necessarily need a compensatory buff. If it gets one, I would personally argue it should get one on a PTB where it can actually be tested.
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Everyone saying "WHY DOES IT NEED COMPENSATION?!?!?!!?" Probably because nerfing a perk back into F tier from S tier just creates another useless perk that will never be touched and is a waste of a slot. Sorry but I think if they revert it they shouldn't make it a totem, its just not worth a slot otherwise.
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"Reverting TOTH doesn't mean that's it, that the devs are washing their hands at trying to address this" except it kinda does. BHVR HATES making secondary changes once something didn't work out. This WAS their way of trying to address it, it didn't work, so they're done and will simply move onto something else.
Twins and Freddy took years to address and it was simply small number tweaks for Twins that didn't address any of their issues really and they're just leaving them at that. They dont like giving third chances to things and extremely rarely do so they tried once to fix the totems, the problem still exists, they'll just do something else.1 -
That rarely ever happens, and it shouldn't happen.
Thrill is overtuned, therefore it needs a nerf. No need for compensation buffs this time.
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So we just go back to making hexes unusable garbage, then?
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Hopefully not. But it's BHVR at that point, and we all know how that usually goes. Regardless, in the grand scheme of things, this whole mess isn't the players fault, but we're the ones having to deal with it. I'm just worried what's next after this situation is dealt with.
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Why on earth would you think anyone is entitled to "compensation" because something that is completely broken is corrected lmao?!
A lot of people in these discussions seem to forget Hex perks are high risk/high reward. If you bring Devour for example, you aren't simply entitled to 5 stacks, sometimes your totem gets found and others you do indeed get to mori everyone. This is the trade off with running Hex perks.
Be grateful the totems don't spawn next to gens where survivors spawn or other very obvious places like they did years ago!
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Hex perks are designed around powerful effects that can be removed.
They are supposed to be removed, that is the counterplay against them. Thrill of the Hunt completely eliminating the risk of running hexes isn't balanced, it is unhealthy for the game.
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It's hardly a legal matter, and "compensation" has no place in a scenario where balance is considered for a particular perk.
The problem lies with how it works alongside certain perks, making it a tedious and unbalanced perk. Honestly, BHVR would be better off reverting the perk and adding the BP bonus back.
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Compensation for what? Making the game as miserable as possible to all survivors? This forum is really beyond any help.
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