General Discussions

General Discussions

What are Some Recent Good/Bad Changes?

Member Posts: 309

Can be big or small, for example I like the release of Houndmaster, I think she's really fun and I really wish BHVR focused for on originals and whatnot, and another example being I'm not a fan of the generator-being-blocked-from-damage-after-too-many-hits mechanic now.

What'd'y'all think?

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  • Member Posts: 309
  • Member Posts: 441

    wait my bad I thought this meant only good changes. Yes nemesis buff was a great change. He is way more fun to play now. And he was one of my mains before already

  • Member Posts: 27

    Good changes:

    • Freddy's rework as a whole

    • Most of the recent killer tweaks, especially Myers

    • Most of the recent perk balancing

    • Rarity adjustment for Sacraficial Ward

    • Surrender option

    • Survivor action HUD update

    • Default and prestige outfits being presented as sets in the cosmetic menu

    • Removal of Deep Wound darkening filter


    Bad changes:

    • I genuinely can't think of something bad, anything I would like to mention is getting changed with the next chapter so I guess they did a pretty good job in the last few months.

  • Member Posts: 1,344

    gen kick limit is awful i came back to the game and found out it was in there now i have to sweat even harder

  • Member Posts: 309

    Defenitely a huge fan of the sacrificial ward change, as one who does not have much map knowledge, being taken to a map feels like getting on a train and suddenly being in a different country where I don't speak the language.

    yeah its been very annoying sometimes but I've just been playing more unpredictably to avoid it

  • Member Posts: 462

    Good changes:

    -Freddy update

    -Survivor HUD update

    -Myers update

    Bad changes:

    -Nemesis buffs

    -Houndmaster releasing (and to this day still being) in an unfinished, broken, non-functioning state

  • Member Posts: 464

    Well, it was put in there for a reason, thanks to Skull Merchant and Knight players abusing 3-gen setups.
    Personally, I think it is a good change, and it is possible to play around it.

    But I do understand the frustration it has caused for some players, since it affects all killers.

  • Member Posts: 15

    (bad change) STBFL the reduce speed is okay but not being able to use M2 on obsession without losing stack was pretty BS

  • Member Posts: 15

    thats why you're suppose to spread your gens out. its not abuse, its preparing for worst case scenario which would be the endgame power-struggle. I think people say its abuse because they're unable to lure the killer away for teammates to complete last gen but the killer is too smart for that

  • Member Posts: 464

    The thing is that survivors didn't get the chance to spread out gens, thanks to SM going to the area with the 3 closest gens, setting up her drones, and locking it down for the entire match. That was the playstyle.
    Case in point, when a streamer managed to lock down the game for 50 minutes against arguably the best survivor team in the world, something had to change.

  • Member Posts: 513

    I think Freddy's rework was really really well handled - he feels good both in power level and in how he feels to play.

    I think for bad? The reaction to Houndmaster being buggy by buffing her. I think she's been overbuffed pretty hard and will need to be brought back in with time.

  • Member Posts: 513
    edited March 24

    if you cant work with 8 regression events (which you can max value out of with perks) you kinda deserve to lose - surge is 64% of the gen, well used pops can easily clear 100% of the gen, etc etc

  • Member Posts: 4,757

    Good change:

    • Pig gets a 24m TR.
  • Member Posts: 760

    Good

    • Freddy rework.
    • Deep Wound overhaul.
    • Doctor's Static Blast CD buff.
    • Sacrificial Wards becoming common rarity.
    • Skull Merchant's upcoming rework seems quite neat, though we are yet to see.
    • Improvement of the survivor HUD.
    • Myers update.

    Bad

    • Finisher mori. I don't mind the mori, I mind being slugged while I have to wait for the hooked survivor to finally die. I wish killers already had the choice to mori you before the other survivor dies if they're already hooked and in the struggle phase.
    • Houndmaster's messy release + some insane buffs to compensate how buggy she is.

    I think this is more or less what I think.

  • Member Posts: 7,193

    As a long time Mikey main, him getting some love and attention with those buffs was a huge W.

    I loathe the finisher mori. Has just encouraged slugging.

  • Member Posts: 1,082

    Agree with others that finisher mori was a bad change. Nobody was asking for this and it encourages boring/unfun gameplay, yet the devs did it anyway.

    I do think most of the other recent changes have been good, but I think BHVR have been focused on the wrong things. Improving the SBMM system and matchmaking should have been priority #1 and nothing else worked on until that is fixed. But after years there is still no indication that the devs plan to ever change this terrible system.

  • Member Posts: 1,344

    i wasn't there for that i got back before they nerfed her into the ground with the 1 scan change tho but they destroyed gen regression by putting a limit and curb stomped skull merchant anyway.

    can we remove the limit now?

  • Member Posts: 1,344

    pop is garbage since they changed how it regressed from 25% total of a gen meaning a cylinder to whatever value (i assume 25) of current value meaning even if it's a gen that's 99% you won't get much from it

    surge eats through gens if you down people in the same area

    eruption is unusable

    the only thing that can get past regression events is ruin and that lasts 2 minutes at most

  • Member Posts: 743

    Agreed. I find the finisher mori to be almost strictly negative in terms of its impact on gameplay and experience, with essentially no net benefit. I've even started to see a lot of people deciding to dc during the finisher mori when I watch streamers who go out of their way not to tunnel or slug for 4k. And these are reasonably skilled players who haven't been slugged for 4k or subjected to any other bm. There was even a large segment of the community who had no wish to revisit the finisher mori after the first attempt to introduce it.

    Admittedly, I find the game health initiative to be highly positive, especially now that BHVR is taking advantage of its ability to crowd-source feedback from the playerbase to help predict unanticipated flaws with potential updates. Having said that, it's always a balancing act to ensure we get pleasantly surprised by fun, thematically fitting content, while also taking these steps. It seems like they're doing well and paying plenty attention to the PTB as well though, so I'm looking forward to how the health initiative plays out.

  • Member Posts: 464

    I think the gen-kick limit could be removed now, considering the problematic killers has been dealt with.

    I too agree that the finisher mori was very bad for the game. The amount of killers who leave you slugged in the end, only to go for the finisher mori pretty much ballooned overnight when it got implemented.

  • Member Posts: 513

    considering the problematic killers has been dealt with.

    Singularity can still hold a 3 gen even with the kick limit in place.

  • Member Posts: 513
    edited March 25

    Pop assuming you kick the gen at 60% gets you to 96% of that generator when it blocks.

    Do you need more than 6 gens to stand a chance? Or way more, if you're using genblock and other regression on top to hit other gens?

  • Member Posts: 323

    Bad change: Removing fog from maps. What a terrible terrible decision. Way to kill the "horror" vibes lol

  • Member Posts: 1,804
    edited March 25

    All good changes, but personally I really wish they would have put the self-unhook bar into the survivor HUD update somehow. Proxy camping is still too powerful against solos since they can't coordinate or really know when it's happening while SWF can play around it with ease in most cases, the exact scenario that the survivor HUD was created for. I just feel like letting the self-unhook bar of the person on hook become visible after 25% progress has been reached is a no brainer.

    That would help newer players understand that hanging around the hook is bad too, since it would prevent the bar from filling and they could see that.

  • Member Posts: 411

    BAD:

    • I remember stbfl to be least liked change by me. I really loved the perk
    • new tiles in farms
    • haddonfield, farm changes
    • adding ruins, terrible map, free win for the killer
    • Spine chill change
    • dead hard change in general
    • iron will first change, then making it exhaust-dependent
    • Singularity buff

    GOOD:

    • Sloppy change
    • anticamping system
    • Blight nerfs (but he needs more)
    • Killer buffs - myers, ghostface, pig (after all those nerfs),
  • Member Posts: 2,011

    Bad:

    • Wake Up Nerf
    • Stealth Change to make it easier to pull survivors off gens (window was increased even after a second survivor lets go- even with great ping on every player in lobby)
    • Adding more Aura perks (on both sides) to the game

    Good:

    • Quality of cosmetics are getting back to the quality we are accustomed to (some even exceeding)
    • Music continues to be top notch
    • More frequent blood hunts/feasts
    • Bringing older rift cosmetics to the store for purchase
  • Member Posts: 305

    A good Change was the hound master. I like playing against her, and all houndmasters have personality when they her. The only annoying thing I'd say about her getting caught by that damn dog. It's almost impossible to get free and it's often a guaranteed hit.

    Personally, I'd prefer if getting bit by the dog was more like Deathslinger in the sense that it's easier to break free from.

    A bad change? Finisher Moris. I can't explain to you how annoying it is, seeing more frequent instances of Killers slugging the second-to-last survivor just to get a free mori. I will never agree with that update for as long as I continue to play this game.
    (Besides the fact that Killers had the Mori offering for a reason, that was just a free handout to killers for no reason.)

  • Member Posts: 1,344

    depends on the killer also i want to not be limited on how many times i can regress gens since that means i can only defend the gens 8 times before i just lose

    can we do the opposite and limit survivor healing to 8 times max including deep wounds? do you think that would be fun or fair to survivors?

  • Member Posts: 1,009

    good changes:

    • Freddy rework
    • Knock Out rework

    bad changes:

    • Houndmaster getting number buffs instead of bugfixes (she is now overtuned and has way too short cooldowns)
    • +10s hook timeers (what was the point of this change that heavily impacted flow of the matches?)
    • StB introduction (this perk was basically introduced with good intentions, but during the worst possible times where spreading hooks is already the most punished it ever was)
  • Member Posts: 973

    Good = skull merchant changes and future rework

    Quick and quiet and dance with me up coming buff.

    Vigil= Though I don't use exhaust perks no more solid change

    Mend hud= so glad I do not have to ruin my eyes anymore

    Action hud such as booning vs cleanse or killer property is good.

    Bad= distortion nerfed but not lightborn

    Wake up= even though I never ran this perk It's nerf was just ?

    Hound master= overbuffed now so I can't stand her

    Legion and chucky= getting unneeded buffs

    Singularity over buffs with emps constantly nerfed and worthless

    Knight = Still annoying and no skill and all of them runs that add on that gives undetectable so they can easily down you since the guard is so loud and chase music on top of it makes it that you don't know where he is coming.

    Cold wind and haden field all trash

    Finisher Mori= Am sure I do not gotta explain why this is not even bad it is ultimately the worst thing to exist in the game period.

  • Member Posts: 464

    100% with you on the aura perks.
    I remember the time when BBQ and Bitter Murmur were pretty much the only killer perks that was aura revealing, and you had Dark Sense and Alert for survivor. Object of Obsession was sort of a double-edged sword, at least for survivors who weren't too good at looping.

  • Member Posts: 2

    I always hated this new wiggle. Bring back the old side to side joystick wiggle off shoulder for console. Idc if killers are crybabies tough luck. Eat ur broccoli Lil tike

  • Member Posts: 7,113

    how do you manage to even reach the limit

    I usually have 1 or 2 regression perks on and even then I only reach it in like 1 out of 10 games and at that point it doesnt matter since I already won

  • Member Posts: 818
    edited March 25

    Bad:
    -Skully, Chucky, Xeno changes
    yes, I am going to count Xeno, they stil tried to do it

    Good:
    -Dracula, Kaneki design
    -Legion buffs

  • Member Posts: 309

    I understand why they changed it but sometimes I miss it too. I kinda wish you could turn in back in the settings.

  • Member Posts: 13,706
    edited March 27

    Bad Change:

    The double stack of nerfing all the gen kick perks while also having gen kick limits. Not talking each individually, but stacked.

    IE if we have the gen kick limit, then those nerfs to the gen kick perks are completely unnecessary and should be reverted. We don't need both.

    Another bad: Removing the tape destruction on hit for Sadako. Removes tape counter play and gives no negative to tape holding.

  • Member Posts: 2,011

    Yes, bro- although Aura perks add variety- there are too many. They have a big impact on the way the game is played, and contribute to a lot of player frustrations.

    I believe within the next year, the DBD community is going to be sick of all the aura reading and start to voice more grievances with them.

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