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Looking Back At Patch 6.1.0 ~ Was The "Massive Meta Shake-Up" A Disaster?

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Comments

  • Reinami
    Reinami Member Posts: 5,638
    edited December 21

    On the killer side i'd like to see the gen kick perks be buffed back up. With the 3-gen system in place those perks would be far less oppressive today than they were back then.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,438

    Game became a ######### bore after that patch, so yeah.

  • Equinox_One
    Equinox_One Member Posts: 237

    Some. Eruption shouldn't double dip the charges and Surge might need a numbers bump as it eats charges too.

    Otherwise regression is in a good place overall. DMS+PR might be a tiny bit too good still and Grim probably needs a rework as it's a snowball machine.

    Game was way worse before.

    Yes, we need more perk variety but it was so much worse before.

    Killer no longer felt like a sandbag for SWFs and survivor felt a bit less binary between 'we escaped with 2 hooks' and 'we got murdered by a Nurse at 5gens' which was very much what it was like before.

  • ArkInk
    ArkInk Member Posts: 760
    edited December 24

    It's kind of hard for me to articulate exactly how I feel regarding this topic. I much prefer how the game currently works over pre 6.1 DBD, but the casual and more fun natured vibe people approached the game with was much more easygoing than it is now.

    I still have plenty of fun with the game, don't get me wrong, it just feels like some people act as if BHVR is forcing them to play 3 hours a day every day and then project that burnout they get from playing on others.

    Post edited by ArkInk on
  • DyingWish92
    DyingWish92 Member Posts: 794

    Dead Hard "for distance" was finally obliterated so I personally think it's the best update ever until the recent Myers changes.

  • KerJuice
    KerJuice Member Posts: 1,920

    Yes, it was a disaster. Perks were nerfed to the point that they were no longer being used. That’s not good. It would’ve been healthier for the game to buff unpopular perks to the level of Meta perks. That would’ve created variety. Take Territorial Imperative for example, it’s probably the least used perk in the game let alone on killer. Instead of nerfing say a gen defense perk, buff TI to a level where Killers will want to play with it and get value from it. What bothered me most were changes to some of my favorite perks that weren’t even Meta, nor did players complain about (Dark Sense was one of them).

  • Equinox_One
    Equinox_One Member Posts: 237

    Eh, some of this is right, most of this is well off the mark.

    • IW is just a problem perk and needs a rework. It's the reason I just cannot play Spirit anymore.
    • Ruin was absolutely needed. It got overnerfed, sure - but this thing was a nightmare if it spawned in a weird spot.
    • DS was a dumb nerf, partially reverted. 5 seconds back then…are the exact same as now. What? Time doesn't work like that.
    • Self care was absolutely overnerfed.

    It took the game into a few weird spaces but I think we're now in a decent spot - mostly. Slugging is getting a look, I really hope the devs finally fix the tricks to avoid AFK crows and do something about hiders.

    On the other hand, the way they handled Skull Merchant may be one of the pettiest, most meanspirited things the devs have ever done and I'm still pretty annoyed about it, especially with Mandy basically gloating about it on a stream.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,351

    No, 5 seconds nowadays are not the same as back then. Back then Killers were weaker, maps were more survivor-sided. 5 seconds were more valuable a few years ago.

  • Equinox_One
    Equinox_One Member Posts: 237

    Wouldn't that make 5 seconds more valuable now for survivors?

    I know that I find DS creates a hell of a lot of space still. Very rarely do I get caught after using it unless I make a mistake or they're on Blight or Nurse.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,087

    the cognitive bias where tinkerer, a non-gen defence perk that grants information+some stealth needs nerfs while ruin does not need nerf yet was one of they key slowdown perks in which your post ALSO complains about 3-4 slowdowns.

    tinkerer absolute did not need nerfs. if the goal is to move killer away from gen defence, virtually every non-gen defence perk needs to be buffed and killer need more base-kit gen defence buffs. 5% regression doesn't on gen-kicks doesn't cut it.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,351

    Tinkerer did need a Nerf. Sorry, it removed any gamesense needed if you get a notification whenever a Gen is at high progress, just to go there and let it reset with Ruin.

    Tinkerer was the problem with Ruin/Undying/Tinkerer. And not Ruin itself. If you think otherwise, you are simply wrong.

  • Ayodam
    Ayodam Member Posts: 3,203

    It was more valuable before because hook spawn logic was worse so survivors had to be slugged else the killer risked them wriggling free. Paired with Unbreakable, as DS often was back then, it put killers in losing situations because when those survivors got up they also had better loops as maps were much more forgiving for survivors. Maps are worse for survivors now, more hooks spawn and they spawn closer together, and most killers aren’t really affected by a 2.5 second stun now as they have strong catch up mechanics—paired with the other features I’ve mentioned. DS itself is less valuable because so much that helped bring it value before has changed (maps, killer mobility, hook spawning, etc). That was Aven’s point.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,895
    edited 2:00PM

    IMO the biggest failure of the 6.1.0 "meta shakeup" patch went beyond just the perks. This community tends to refer to "meta" as just the perks, items, and add-ons, which is fair enough. I think the patch had some good things (DH for distance removed, DS disabled in end game, "follow the notification" of tinkerer gone, as some examples).

    The 6.1.0 patch still has perk, item, and add-on issues, but the real failure imo was changing the way the game was played by the entire community.

    Killers largely stopped playing PVP and focused on generators. Gen kick meta for 8 months and 3 gen meta for a full year broke how people think and interact with the game entirely, even long after they were fixed. Before 6.1, the match focused on map pressure and chases. Survivors needed to (and had the time to) break all 5 totems on the map to "counter" noed.

    But that changed to territory control over generators entirely due to the 6.1.0 patch. Killers would drop chase to go make sure every gen had Eruption applied to it. Survivors learned that the only way to break these new strategies was to finish gens before the killer could lock down 3 together at the start.

    And this mentality over territory still persists today, even after numerous changes to maps, pallets, tile strength, nearly every survivor perk that has more than one post about it getting nerfed... The only thing some people still focus on is "just give back hostage level regression again". I've argued with people in the past week that somehow regression nerfs from 6-12 months ago are the "reason they're just slugging everyone now".

    And why not? Binding every key to "damage generator" and slamming your face on the keyboard is actually easier than chasing a player opponent.

    I think the 6.1.0 patch broke player mentality in an irreversible way. The players who want to play "gen kick simulator" want it back and don't actually want a PVP game (or, at least not a PVP game where the opponent has any autonomy over the outcome).

    That, imo, is the true "meta failure" of 6.1.0.

  • Equinox_One
    Equinox_One Member Posts: 237

    Yes and no. A big part involved a shift from Ruin to other perks.

    Kick meta revolved around Eruption. CoB and Overcharge were purely along for the ride.

    I saw a lot of PR back then too.

  • Pulsar
    Pulsar Member Posts: 20,907

    Yeah, the game got markedly less enjoyable and far more competitive as a result.

    Game went from being reasonably balanced to Killer-sided quick lol

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,895

    I mean, there are several reasons for this shift, sure. But almost every single one of them is in patch 6.1.

    Ruin nerf, tinkerer nerf, and BBQ BP changes all contributed to killers not applying as much map pressure.

    Pain res and pop were also hard meta before the patch and those were both adjusted in that patch as well.

    And, like you said, Eruption and overcharge were buffed. Eruption actually got triple buffed in short succession: increased chunk regression on down and increased incapacitation in 6.1, and then shortly later was buffed again to apply incapacitation before the regression, which really kicked off the gen kick meta.

    But, with the exception of the third Eruption buff, all of that, and the focus change to generators over chases, is entirely due to the 6.1 patch.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,326

    New player experience became more and more so worse, second chance meta the main solution to the games issues was targeted and the only thing put in its place was baseline borrowed time out of the 4 perks, gens got longer, chases got made shorter. killers kept getting buffed and buffed and buffed, Gen rushing perks got nerfed yet new problematic ones got made so the killer new player experience also got worse.

    6.1.0 is awful, the dedicated servers are awful (Looking at the Reddit AMA where the network engineer was like I DONT SEE AN ISSUE)

    Dead hard for distance is no different to dramaturgy for distance lmfao

  • Equinox_One
    Equinox_One Member Posts: 237

    Ruin and Tink were QQ'd about ENDLESSLY on the forums. So sure, but this is sort of a hell of survivors' own making.

    PR was still a monster of a perk. Pop, if I remember was really crap then it was buffed, then nerfed again.

    Eruption was the problem.

    OC wasn't even slightly OP and was thus a dumb nerf as it's now mostly worse than an empty slot.

    COB was another dumb nerf but it's merely crap now.

    Keep in mind that a lot of killers didn't use Ruin before the patch (I never did, it was too volatile) and instead ran PR+DMS. Post patch, I saw some kickers but still a lot of PR. I don't think it changed all that much, outside of Eruption being a horrible perk to go up against. Kicky meta also grew heavily out of NTH and the later PR nerfs, alongside Pop being good again.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,087

    the whole reason why people were running tinkerer was hex:ruin. the nerf just killed a non-gen defence perk.