http://dbd.game/killswitch
I can’t believe 9 years into this the devs are still releasing killers in this state
Are they embarrassed? Or is it just a cash grab?
Seems super obvious they knew how painful going against this killer would be considering I’ve seen constant 150% bonus bp for survivor queue AND they buffed survivor bp gain.
Though I gotta be honest, you certainly could have buffed a better perk than Red ######### Herring.
Comments
-
I personally believe they have massively underestimated console players, they stated they didn’t want the tentacle grab to be a skill shot because it would be too hard for console gamers to land hits, so they made the auto-aim the equivalent of a mobile game. Yet console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim, I don’t get it.
33 -
I am getting flashbacks from The Legion chapter release. New killer just is in your tail the whole time and no one can do anything. Before the obvious nerf that is coming, solo queue at least is unplayable.
24 -
This is definitely one of the most unfun patches in a LONG time they just constantly make Solo Q worse and worse and worse it's just a flip flop between Kaneki and Legion Kaneki and Legion non stop why even have the healthy state anymore at this point considering they have a fetish for killers that inflict deep wounds nowadays
30 -
Cash grab. It is sad how much they put greed before their players. Released the most broken killer despite survivor feedback that the game is terrible for survivors.
But hey, at least a new player can spend money and 4k every game regardless of the experience of the survivors. Killer is fun is all that matters.
22 -
I agree. As a console player, it isn't that hard to learn how to shoot skill shots and rapidly redirect with dash killers, especially if you max your sensitivity. The only thing that a MnK player can always do better is flick and 180 turn, I think.
15 -
Pretty obvious Pay to Win Chapter this time around.
21 -
You've said this in another topic, but I don't understand this. Surely BHVR would want every chapter to successful? Why should this one specifically be the one that they specifically chose to be 'pay to win'?
-11 -
I'd agree with you if EVERY Chapter was this way. They're capitalizing on the anime hype. I won't be surprised if they do the same exact thing with FNAF. Imagine the FNAF Killer is this easy to do well with. Money central! Can I blame them? No. Can I point out the blatant Pay to Win tactics. Of course.
2 -
I have no proof that this is intentional, but there is definitely a history of BHVR releasing busted things to sell a crapload of DLC’s and then nerfing later once everyone has bought it.
21 -
The unfortunate thing is, BHVR isn't the only company that does this. There are some like LoL that do it EVERY release of a new character.. I'd say majority of the time when BHVR releases a Killer on the weaker side it's because they generally don't understand the characters strengths and weaknesses and are just meeting the quota of "Gotta get this many Chapters out per year. We can fix it later."
4 -
You just now realized this?
0 -
console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim
Maybe some console players can, but a lot can't. Deathslinger and Xeno are miserable when I've attempted them, it's easy for survivors to dodge when they move faster than I can adjust the aim. I main Nemesis because 1. the zombies aren't hurt by the performance problems, and 2. his strafe. Without the strafe, I'd miss the majority of shots with his tentacle.
I tried to play with max sensitivity for at least a year if not a few years on PlayStation, and I even tried slowly raising it higher and higher over time so I could adjust, and I finally had to give in and put it back down to 80% or lower. It felt like the camera swung wildly and I had no control. On Switch I've always had to keep it very low because the fps can't keep up with fast camera movements.
It's not just about speed. Mouse allows for precision that an analog stick simply doesn't. I play Dying Light 2 on my laptop and whenever I pull out a firearm or need to make a precise shot, I take my hand off the controller and use the mouse. It takes no thought, no skill, it's smooth and easy to just head shot everything on the screen. And I'm not an fps player, I'm not an amazing gamer, hell my hands are shaky, but I can point and click, and tracking moving objects is a seamless experience when the mouse is basically an extension of my arm.
DbD doesn't even have dead zone or response curve settings, but it has ranged attack killers with very little room for error. It's madness. It's not just the analog stick, either. Console has input lag (I played Huntress on PC once… holy hell the way she immediately released that hatchet felt so good), low fps, and frame drops. The input lag is no joke, the difference in skill check timing between PlayStation and Switch is abominable. DbD's lack of optimization for console affects every aspect of gameplay.
5 -
I'm leaning toward it being a cash grab. This is the first anime chapter and they want to pull in as many new players as possible. It gets content creators on youtube, tiktok, etc talking about how INSANE the new killer is. "IS THE NEW TOKYO GHOUL KILLER THE STRONGEST KILLER IN THE GAME???" People see this and then everyone rushes out to buy it. They will nerf him once the initial sales die down.
11 -
Which is rich after they've spent 9 years ignoring Consoles and our requests to have some half decent controller settings or workable FPS.
14 -
it does make you wonder if they're wasting resources with ptbs if theyre just going to release them buggy and unbalanced as hell. welp!
8 -
Yeah, this is my take as well. I had a small feeling the past days, but it just got bigger over time. Because it just makes sense from a business perspective - you want to reach people who are not completionists/collectors and who might not enjoy Anime. Plus, Anime was quite controversial in DBD before, I feel that the amount of people who were against Anime in DBD were quite a lot compared to other media. Plus it is a licensed character, so people always have to spend actual money to get them.
And for those people who are not collectors/completionists or like Anime/Tokyo Ghoul, they need a different reason to buy the new Killer and this reason is that the Killer is very strong for not much effort. He is probably closest to Nurse we ever had and if we consider that the other Killers who can count as S-Tier (Blight and Billy) are way harder to play…
Also, they made the Killer very good useable on Console, which is not a bad thing perse, but it looks like they really wanted to make sure that Console players also buy the Chapter. Because previously they did not put that much effort into designing Killer Powers around Controllers.
Overall, I think it is not really believable that the Devs did not see that the Killer is completely overtuned, the Devs are not stupid. So I only have to assume that it was done intentionally. And it is not the first time that they made licensed content stronger to give an argument to buy it, even tho I think this is the first time they did it with a Killer. But I guess the uncertainty if an Anime-Chapter will sell well was the main reason for it.
10 -
It feels like a cash grab indeed.
It is the same case of Mettle of Man debacle with Ash, but this time it is a killer instead of a Perk.
What a coincidence that it always happens with paid content.
8 -
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
Honestly, though, I agree with you about optimization. The gulf between PS4 and PS5 is also massive, with most of the frame rate drops gone on the PS5 version, while the PS4 version can have games ruined by it. Lag's still there on PS5, though. I can hit the skill check button over the white zone and still only get a "good" result.
It's always felt like "functional" is the goal for console, considering the optimization of the console versions and the fact that the only adjustable setting we have is sensitivity.
I wish they'd try more with console versions, particularly FPS like you said. Switching to a higher FPS on Doom Eternal and Overwatch was a night and day difference. The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
1 -
It's really just incompetence.
1 -
This gutter trash killer is an abomination designed for the lowest of skill floors. This thing needs, on top of merciless nerfs that I hope make the players cry real tears of rage and sorrow, tweaks on its beyond absurd hitbox.
5 -
I’d phrase it differently, but yeah I'm more inclined to go with that they just didn't realise he'd be this strong.
Post edited by GentlemanFridge on2 -
Indeed.
Instead, as usual when it comes to console, they choose to do whatever is easiest.
1 -
Cash grab 100%. Lots of games do this. When Warzone was riding the crest of the Lockdown wave, you had a skin that was almost impossible to see in certain situations and extremely OP guns that you could only buy in the store. They got nerfed eventually but I'm sure they monitor when sales are started to drop and then do it.
Even if BHVR are less blatnent with it and nerf the Ghoul this or next week, this chapter must have made way more than the other recent ones. The sheer number of games against the ghoul, feels like 3 in 4, compared with how often you faced the likes of Singularity, Vecna, Dracula ect in the days after release tells you all you need to know.
I fully expect something similar or even worse to happen when FNAF comes along.
4 -
every live service game does this
Release something blatantly broken and then nerf it into unusable tier it’s the rainbow six siege special
watch the ghoul be awful to play in 2 weeks2 -
I legit think it's a cash grab, they were worried about this chapter not doing well, so they probably overtuned it to make sure it sold, especially after Houndmaster.
5 -
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
I envy you. Sincerely. I really wish I could use max sensitivity, but I probably would have struggled even in my prime. I'm considering again trying to slowly increase the sensitivity over time, but I think I'm simply unable to get past a certain point in terms of fine motor control and reaction time.
The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
Ugh, DbD's "aim dressing." It's not even aim assist, it's not useful, it's for appearances and it only costs us hits. I wish BHVR would fix it, there are years of complaints about hitting trees and rocks on these forums.
1 -
Obviously the Ghoul is overtuned, but I think people are just using confirmation bias here to see a pattern that doesn't really exist.
Beginning with the chapter I joined on, which is Pinhead:
- Hellraiser: Upper B tier killer, solid perks but nothing overpowered, hasn't really been nerfed in any way other than making solving the box easier while the Chain Hunt is rolling.
- Ringu: Sadako released in a notoriously bad state aside from a slugging playstyle which wasn't discovered for months. Her best perk was Call of Brine, and it didn't become meta until the big perk overhaul. Yoichi's perks are niche/mediocre.
- Resident Evil 2: Wesker is a strong but balanced killer with mediocre perks, hasn't really needed to be nerfed all that much, and his perks are mediocre. Ada has one interesting perk and two mediocre ones. Rebecca is the most noteworthy part of this chapter for the argument that people are making, because Hyperfocus is really strong when you build around it, and Reassurance is one of the best anti-camp perks in the game, but neither of them have been nerfed.
- Alien: Xenomorph got a pointless buff going from PTB to live which got rolled back shortly afterwards, and Xeno hasn't been touched since then aside from an ill-advised attempt at rebalancing it which got walked back. Ultimate Weapon was really blatantly overpowered on release and was obviously due for a nerf, so this is the first example I can think of for paid-only DLC which is deliberately tuned too strong. Xeno's other perks are niche and not problematic, and same goes for Ripley.
- Nicolas Cage: One of the best content drops in the game's history. Three fun, strong, but not overpowered perks which haven't been adjusted since he came out.
- Chucky: He was too strong on release, got reworked and was still very strong for several months until they over-nerfed him. They just re-buffed him and he's pretty strong again, but not on the level of Spirit like he used to be. His only noteworthy perk is Friends 'Til The End, which hasn't been nerfed.
- Alan Wake: Champion of Light is the only noteworthy perk, his other two are bad. If anything, this chapter is an argument against the idea they intentionally overpower paid DLC to nerf it later, because unless you're a flashlight lover, Alan has nothing to offer you.
- Dungeons & Dragons: Mage Hand was a little too good on release, but otherwise Vecna is pretty balanced and hasn't seen much in the way of adjustments. His perks are mediocre aside from Weave Attunement being an annoying solo queue stomper perk in its release state when combined with Franklins Demise. Aestri's perks are mostly meme perks.
- Tomb Raider: This is roughly on the same level as the Alan Wake content drop, with one decent perk which hasn't been nerfed and two bad perks.
- Castlevania: Dracula released strong, got a buff which made him overtuned, and then got nerfed into… still being really good, just less unfair. His and Trevor's perks are niche.
- Tokyo Ghoul: We'll have to see where this goes, this is one of the most blatantly overpowered things they've released since I began playing other than original Circle of Healing, but considering what I just listed, I don't see a pattern of this happening. His perks are niche to bad.
All in all, there are actually not that many blatantly OP things which needed to be walked back later, and some of them are from original chapters you can get with auric cells. Object of Obsession, Decisive Strike, Mettle of Man, Boon: Circle of Healing, Made For This, and Ultimate Weapon. Chucky got re-buffed so he doesn't count. It's really not a big list. Ghoul belongs on this list, but we don't know what their ultimate fate will be or how hard they'll be hit with the nerf bat.
3 -
I still think Lara deserved better, like a jump exhaustion to allow her to get up to hill elevations. It'd be a unique utility that would give survivors a fun new mobility option like the likes of Mobility killers have.
1 -
Don't forget to tell the owner of the license what you think about the new killer. In this case, please note that the license holder only speaks Japanese but is very keen to receive feedback.
-3 -
The new killer is OP and unfun. Just adding my feedback to the chorus.
5 -
Agreed, while I admit some console players are absolute god when it comes to moving the analogue sticks. Many just can't, or find the adjustments too irritating to hone in on. I play on PC but use a controller for comfort due to RSI issues, I can't play Trickster, Huntress, Xeno, Slinger or Nemmy very well, due to them being so cluncky with little to no controller support. Even when I adjust the settings on Steam or in the game, DbD controller support is just so lacklustre its insane.
I have no problem stating that Kaneki would be veiwed as weak or "acceptable" if he was a skillshot killer, because hey, it means he's another killer survivor mains can just brain-dead shift+w away from. Instead of actually engaging with their brains and learning how to out loop and out play him.
-3 -
No, we can't. Those killers' hitboxes are garbage. We have to wait til survivors are locked into an animation or a hallway where they can't dodge.
If you removed the auto-aim on Ghoul, I'm not sure if people would ever land that attack.
-9 -
So you don't want to balance. You want to destroy. Any other game, the method of balancing would be nerfing 1 thing, seeing how it sits with players, then nerf another if it's still not enough. This is exactly how Deathslinger lost his quickscope AND his lower TR in one go, and now you never see him.
-15 -
As I said in a comment somewhere above, I'm sure there are some god-tier console players who can aim like a beast with these killer. But certainly not all, not by a long shot.
If Kaneki was a skillshot killer, as said by the devs, he would have been clunky and incredibly bad to play as, especially on controller. If Hit-scan was taken away, Kaneki would go down hill so fast, he'd be on the pick rate of Freddy and Hag.
I believe he needs some adjustments, but he doesn't need to be gutted like Skull Merchant. Because so many people are just calling for him to be gutted or outright removed from the game.
-4 -
I understand how weird it feels in DBD. I think at one point I tried to up the sensitivity on DBD before I was really used to the idea of upping controller sensitivity, but it felt so wildly loose that I changed it back quickly. I've only put it back up and left it up after adjusting to having high controller sensitivity on all games. But I agree that it feels wild and loose at the beginning on max sensitivity.
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
1 -
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
I think Kaneki is the only killer with any sort of aim assist, and that's for his power. When you play killer and a survivor runs in such a way that your M1 gets yanked into hitting a tree, that's aim dressing. Here's a dev explaining it:
The reason aim dressing causes hits to miss is because (if I remember the explanation correctly) the system first checks to see if the survivor is in the cone, then it pulls the killer towards the survivor, then it checks again to see if the hit still connects.
Dead by Daylight's aim dressing wasn't coded to help killers get hits. It can only cost killers hits they should've gotten.
3 -
Sadly, we've seen this before: BHVR brings a new license killer that's almost S+ tier, that can compete with Nurse and Blight, that generates huge sales because they have a crushing power, then, after a month or two of their release, BHVR will announce that "after the new feedback" they have "decided" on balancing the killer and they just nerfed it to the ground (just like Chucky and his scamper ability, or Vecna and his Mage Hand power or his movement speed add ons)... And this will happen, and no one will play as Kaneki ever again because it will be "too difficult" to grasp his power without the auto aim, which would have never happened in the first place if people actually wanted to learn and master the new killer, instead of just taking the easy way out. These next couple of months will be miserable for survivors (especially the Solo Q players), but come the Anniversary and the Five Nights at Freddy's DLC, The Ghoul will be gutted, they would probably removed the auto aim, decreased his movement speed and increased the cool down after canceling his power and he will be replace by Springtrap all together.
-1 -
Chucky was a top 5 killer for a very long time after the Scamper nerf until they over-nerfed him a little bit ago, but he just got re-buffed. He's not as good as he used to be, but he's really solid right now, probably around the same tier as Wesker.
Vecna wasn't OP even at the height of Mage Hand's power.
Can you think of an example of this actually happening? Because I went through every licensed killer they've added since I began playing and I couldn't find one.
Like the next closest example would be Dracula, but Dracula is still really really good.
2 -
Ngl, he’s literally legion if he had 0.5 second fatigue. It’s dumb asf.
1 -
Thanks for that Dev post!
That's a very odd way to have coded hits. Making the game check that there's a survivor in a cone in front of the killer, then checking again to see if the hit connected seems like a strange combination of hitscan and projectile logic. I would have thought that the killer just moves forward in the direction they are facing, then the game checks once to see if the hit connected or not.
It's not surprising to see how the aim dressing can cause hits to whiff, given that survivors are moving and often trying to spin the killer in chase. Maybe there's a reason that the aim dressing system was built the way it was?
2 -
It explains why the killer can get cucked so badly when it comes to autoaim as well, so many times I've gone to hit a survivor and I've hit a wall instead because that's where the detection cone last saw them.
1 -
This killer is an insult to the game. NERF IT!
2 -
I played Nemesis competitively on the previous gen of systems and the Series X.
It is completely possible.
This shouldn't dissuade them from adding real Controller Settings or some kind of built in ReShade, for example. But to simply say it isn't possible is false.
5 -
Well, they got away with Nurse for 9 years now so they probably thought they could get away with it once again.
1 -
1
-
Tears of rage and sorrow? Bro…
I sure am glad BHVR released this chapter and then decided to hide in the bomb shelter if that's the kinda feedback they're gonna get
-1

