8.6.0 PTB Feedback

8.6.0 PTB Feedback

Thoughts regarding the upcoming patch

Member Posts: 21
edited March 12 in 8.6.0 PTB Feedback

Hello, all. I make this post with hopes to discuss the proposed PTB changes, specifically in regards to the Xenomorph, but this will effect other killers as well. I'm also going to talk a bit about what I'd personally want to see coming from BHVR in the near future.

For a little perspective, I am what most would consider a "very new player". I got invested as soon as a friend told me Dracula was coming to the game, and I started around the latter half of the first 2v8 event. I have about 500 hours, I like killer way more than survivor, and I will definitely admit to not being the most skilled player, but it's players like me that BHVR is going to have a lot MORE of with the upcoming FNAF chapter, so I feel like sharing my position is very important.

First off, let's talk about the Xenomorph nerfs. I personally didn't like this killer much to begin with, but the tunnel system is very interesting, and there are times when getting a tail whip feels very nice, I just personally prefer other killers. Currently, Xenomorph is a bottom 5 least played killer, and these nerfs are going to absolutely gut him.

Every experienced player I have watched on Twitch speak on this manner said the nerfs were way too heavy-handed, and undeserved. It has gotten to the point where I actively was spending time playing Xenomorph before the nerfs so I could use up all of my Bloody Party Streamers for him, it was that bad. I'm sure there are many other players like me inflating Xenomorph's pick rate right now as well.

I find it very shocking that BHVR would nerf a killer in this manner while not addressing the interaction between these killers and offerings that spawn chests. This has been documented for 2 years (see video below). In previous posts, BHVR staff have indicated that this is not a bug, but an intentional feature. I personally do not believe this to be true, but assuming it is, it's frankly terrible game design. It isn't communicated at all to players, and it's an interaction that will cause killers to lose valuable map control through stuff like Sadako's TVs, Freddy's Alarm Clocks, Plague's Fountains, and Xenomorph's Tunnels spawning in places where they don't provide the intended generator pressure through something they had no control over. If this is intentional game design, as a new player, I must ask that you PLEASE walk this back.

On top of this, a precedent has been running for the past few months that cannot be ignored. Xenomorph is the third killer in a row that BHVR has applied heavy-handed nerfs to, running the skill expression of the killer, the other two being Skull Merchant and Chucky. Some players will say Skull Merchant is different because of how her previous playstyle was annoying to some or that Chucky is different because of his meta strength at the time. It is nonetheless a pattern of behavior of BHVR heavily nerfing content, licensed or not, months after the players have purchased the content, with a large community outcry against these nerfs. These nerfs have made Skull Merchant to widely be considered the weakest killer in the game, and caused Chucky to go from one of the most popular killers in the game, to a bottom 15 pick, according to Nightlight.gg with a 1.79% pick rate:

As someone who has come to DBD explicitly BECAUSE one of my favorite characters joined the fog, this standard grows increasingly concerning. It is certainly going to effect my choice to purchase either the Ghoul or the upcoming FNAF content unless addressed properly. Given the fact that Castlevania was your most recent crossover before Tokyo Ghoul, I'm sure that many fans that have been around much longer than me share my sentiments, and this is a sentiment BHVR will definitely want to address before the FNAF chapter releases. My hope is that my feedback manifests in some choices for Phase 1 or Phase 2 of the Project Health initiative. Thank you for your time.

Post edited by Rizzo on
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Comments

  • At least with Skully BHVR admited it's a bandaid nerf, and they will rework her for the better in the future. New Xeno changes IF they go live (which I hope they don't) will just stay there.

    And what I really hate is how new turrets pertty much guarantee that you lose your power. With other killers that can completely lose their power you at least can adjust your gameplay to save it. With Unknown and Ghostface you can try to hide out of sight, and their cooldown is pretty low. Also The Unknown can refresh weakend with every successful UVX hit. With Singularity you can respawn biopods really quickly, and with no downtime. With new Heat depletion Xeno WILL lose tail attack within every 2-3 turrets. And the only way to gain it back is to go out of your way, find a tunnel and spend time there.

    And that's really frustrating. Because objectively, destroying turrets as soon as you see them is the right counterplay. You get rewarded with keeping your power, survivors get rewarded with extra time to run to safe loops. But now, no matter how right you counter turrets, they WILL disarm you. That's seems just unfair, tbh

  • Member Posts: 21

    I understand BHVR's reasoning for bandaid nerfing Skull Merchant, but as a consumer, I feel that doing such heavy-handed nerfs with no quality of life and minimal counterbalancing while they work on that isn't a good precedent. Gutting characters so heavily isn't something that will be enjoyable for anyone investing time, bloodpoints, or Auric Cells/Iri Shards into a killer.

    I feel like this pattern needs to be thoroughly addressed and fast

  • Member Posts: 3

    Bhrv nerfing xeno meanwhile nurse still exist is crazy ngl

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