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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

bhvr why do you hate fun?

DEMONANCE
DEMONANCE Member Posts: 856
IMG_20250410_163726.jpg

and why are the devs using the excuse of new players for so many questionable changes rn?

yes fnaf chapter gonna bring many players and you should focus on making the experience better which you are with the many of the qol changes.

but this change doesn't fall into that it just hurts niche haste builds that are not even strong on either side and limits a lot of fun perk/power/addon synergies just making the game feel more stale and limiting for both new and existing players.

if certain perks are problematic with their speeds nerf them but killing whole builds is not it, who even complained about this?

and what would happen to singularity's overclock speed if they decide to use a perk like rapid or Play with your food for example does it just take the Perk's value making his basekit speed useless?

remember when bhvr also stopped bamboozle from speeding up power vaults? and they nerf flashbang angles which were not even what was bad about the perk but leaving flashbang locker saves as is?

please rethink this change it's not needed

the only time i think haste and hindered stacking were a problem was with pre nerf skull merchant but otherwise it doesn't hurt anybody.

Comments

  • Langweilig
    Langweilig Member Posts: 3,141

    I dislike haste no longer stacking too, but I will give it a try if it means we finally get a boon dark theory buff.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,648
    edited April 10

    if certain perks are problematic with their speeds nerf them but killing whole builds is not it, who even complained about this?

    Disagree. IMO if combinations become problematic, removing the ability to combine things is overall more healthy than nerfing the individual Perks. E.g. if Made for This (old) and Hope were problematic together it is better to not make them stack instead of nerfing both. Because this will also impact the strength of Perks for people who only run one of those.

  • buggybug
    buggybug Member Posts: 1,222
    edited April 10

    Good because if survivors shouldn't be able to so should killers not be able to. I hope this applies to killers too.

  • supersonic853
    supersonic853 Member Posts: 5,775

    Good riddance really. I've said this for years. The whole "faster than killer" build was not healthy because it was never gonna do anything against top tier vs low tier killers. Same as hindered slowing you to the point you can't basically move at all. It's better to choose 1 to apply to you so people can tell what's happening and it doesn't have insane impact on the match overall.

  • DEMONANCE
    DEMONANCE Member Posts: 856

    well i did say they weren't strong on either side (except for pre nerf mft as that Perk was so easy to activate) current one is fine

    i think survivors especially should be able to stack haste perks because the haste perks they have are already pretty niche and require cooms or strict conditions to activate

    like power of two and blood pact when do you even see these perks being used or causing a problem lol.

  • Smoe
    Smoe Member Posts: 3,307
    edited April 10

    Good ######### riddance, i have nothing but pure disdain for both hinder and haste stacking, it was some of the most annoying ######### to go up against in this game.

    The sooner they're gone, the better.

  • HeroLives
    HeroLives Member Posts: 3,233

    does the haste stacking count for both sides or just one?

  • DEMONANCE
    DEMONANCE Member Posts: 856
    edited April 10

    dark theory could be buffed without this change

    the devs thought it was ok for survivors to have 3% permanent haste just for being injured but thought a 2% haste in a limited range was too much to be buffed??

    dark theory could easily be made 5% and it still wouldn't be too strong.

  • Crowman
    Crowman Member Posts: 10,106

    MFT was nerfed, because it was too powerful. Really bad example to bring it up.

  • HeroLives
    HeroLives Member Posts: 3,233
  • sethrollins
    sethrollins Member Posts: 55

    Does it affects killers too?

  • Rogue11
    Rogue11 Member Posts: 1,968

    So any thoughts regarding the inconsistency with every other perk/item/add on that effects the same values stacking? Gen repair speed, healing speed, unhooking, opening gates, totems. Anything effecting these stacks currently. And btw stacking 4 slowdown perks is and always has been way stronger than haste perks.

  • Langweilig
    Langweilig Member Posts: 3,141

    MFT was only strong against weak killers. Against stronger ones it didn’t do much.

  • DEMONANCE
    DEMONANCE Member Posts: 856
    edited April 10

    it stayed in the game for like half a year i think before the devs thought it needed a change after millions of complaints from players so..

    plus i believe you could run 4 haste perks as a solo survivor rn and they still wouldn't even reach pre nerf mft in strength

    haste stacking is not strong as haste perks release with very strict conditions especially for survivors.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    It's a good change that's been a long time coming.

    Now do progression and slowdown.

  • buggybug
    buggybug Member Posts: 1,222

    I wish they consider nerfing aura stacking too, sick of huntress with 24 hours free info.

  • CLHL
    CLHL Member Posts: 429
    edited April 10

    This change should be extend to healing, repair and regression.

  • DEMONANCE
    DEMONANCE Member Posts: 856

    i totally agree, i hate to see fun aspects of the game getting removed for the purpose of streamlining the game for new players making the game way too basic and boring when dbd has a very good balance of being easy to get into but having a high skill and game knowledge cap.

    same when cosmetic description were made way too simple like "she kinda liked the pink hair" not adding anything to character lore and that got many complaints from the community.

    i wish bhvr would stop trying to make dbd follow the stable of every other popular pvp games out there.

  • HeroLives
    HeroLives Member Posts: 3,233

    they can take the long road, but honestly I wish they would make perk slots dedicated to categories to stop all the heavy anti/haste/prog/aura/info/slowdown/stealth on both sides cook up. It would probably makes things so much easier to balance.

  • Flawless_
    Flawless_ Member Posts: 349

    This 1000%. I thought they had finally realized when 2v8 came out and everyone was having a ton of fun without having to deal with all the cheese. Not to mention it would incentivize more variety in loadouts. Like I don’t think anyone would oppose to 4 slowdowns or 4 haste/endurance not being a thing anymore but removing stacking altogether is just boring af.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 10

    I have hope there will still be options for synergy builds, it just won’t allow people to go too heavy in the paint anymore to the point balancing is so complex it stops progress on either side. There’s a lot of mad scientists out there. It will probably help with balancing killers a lot too.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    It's a step in the right direction.

    And honestly, I think either making things not stack at all, or simply putting a hard cap on modifiers is something they should've started doing years ago.

    Removing stacking is the "easy" fix, but could be confusing for newer players if there isn't also some feedback in game to say that certain perks don't work together. Although, if they were to cap speeds they'd have the same problem, admittedly.

    The reason I don't like "categories" is there are too many hybrid perks. As an example: are Eruption and call of brine regression or information? They're both… but if you do that, you can just stack them in separate slots again, which kind of defeats the point of trying to prevent stacking categories at all.

  • HeroLives
    HeroLives Member Posts: 3,233

    I see your point but I don’t think it impossible to make the perk “buckets” to account for the dual wielding perks, while still allowing build flexibility so people can have fun and experiment. 🧪 Distortion comes to mind off the top of my head on survivor side that’s a dual wielding perk as well. Maybe one of the slots could be made for dual function perks? Then like support? Defense? Information? Idk I’m cooking. It’s just a thought.

  • terumisan
    terumisan Member Posts: 2,209

    actually haste stacking was broken since if you're a 110 killer there was nothing you could do. but i didn't know that hindered stacking was a thing since the numbers were so low and the duration was so short it didn't make a difference so i never thought about it

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    Support could work. I'm not fully opposed to the idea of categories, I just personally think it would be easier to cap things like progression and regression speeds.

    A cap still allows player agency to pick a build, even one that hyper focuses on one aspect of the game, but limits the impact that kind of specialization can have.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    this is an awesome change we saw how bad haste stacking was with made for this hope

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 10

    I think there’s a few ways they can do things and ultimately agree with you, that capping is a good starting point. I’m open to trying things as well and not opposed. The truth is something has to happen to help the new players/casuals while accounting for fluxes at the top given how liberal the match-making is for the sake of q times. I think it’s a good point to launch from.

  • terumisan
    terumisan Member Posts: 2,209

    they already capped slowdown with the 8 gen kick limit and if you bring eruption or if survivors are in a specific area with surge you don't have gen regression anymore

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    Yeah, and that was a good start.

    Things like penti and thana stacking is a big part why thana got nerfed, because almost 3 minutes for a single gen was obscene.

    This also, BTW, applies to progression: so things like deja Vu, prove, etc no longer stack either.

    It feels like some people really, really want this to apply to survivors only (for "gen rushing" and haste), yet then melt down when it also gets applied to killers.

  • terumisan
    terumisan Member Posts: 2,209

    true but killers usually melt down because they nerf gen regression without nerfing gen speeds and then when killers just swapped to slug builds they just nerfed that right away making killers just go back to gen regression

  • DEMONANCE
    DEMONANCE Member Posts: 856

    it makes sense for gens but i really disapprove of them doing it for niche fun builds that might occasionally get value.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    nerf gen regression without nerfing gen speeds

    This is simply, just untrue. If anything, it's exactly backwards.

    They added extra time to gens and gave killers the strongest regression meets we've ever seen in the same patch (6.1).

    They nerfed prove and completely deleted BNP by request as well.

    What happened in reality is that they nerfed gen speeds and giga buffed regression at the same time, and then had to walk back regression when killers were literally holding games hostage.

    Since those nerfs, they've also made huge strides to reduce chases: maps and entire realms reworked, pallets are vastly weaker, tile spawn logic prevents chaining as much, base kit killer buffs in almost every patch for a year or more now. They're even nerfing map offerings by request.

    Most 2025 killers will always go toward regression, and insist or even demand gen kick meta levels of regression back, on top of the changes that have happened since.

    People spend every advantage to win, boosting their MMR way, way above their skill level, and then complain about gen speeds and regression. They've made chases so much easier, and that's not what (some) people actually want. They don't want a PVP challenge, they want to play pve gen kick simulator for an hour and call it a PVP win.

  • Nomade
    Nomade Member Posts: 329

    It said haste and hindered effects no longer stack. It didn't say no longer stacks for survivor or no longer stacks for killer. That means these effects no longer stack period, for both sides. This does hurt some killers too but overall I feel it is a rather healthy change that will lead to some perks being a lot easier to balance.

  • RainehDaze
    RainehDaze Member Posts: 2,695

    If by "balance" you mean "everyone only uses whichever applicable effect is easiest for them to grab and everything else is completely worthless and never to be touched", sure.

  • CLHL
    CLHL Member Posts: 429
    edited April 10

    lol at the down votes. I guess people love to carry four perks for the same function and we won't read any more complaints in the forum about it. The Hag with Waterlogged Shoe, Batteries Included and Play with Your Food is the finest definition of a fun match. Same for Forever Legion and the never ending healing times or the loved gen-kick meta... Oh, the good old days.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,965

    It sucks now because there aren’t any good Haste perks really, but in the long run it’s probably for the best.

    It lets them release stronger Haste perks and helps prevent another MFT situation.

    But it does suck that it makes Rapid Brutality weaker on killers like Clown and Singularity.

    Hopefully the weaker Haste perks like Dark Theory and Battieries Included get some adjustments soon to compensate.

  • crogers271
    crogers271 Member Posts: 3,262

    like power of two and blood pact when do you even see these perks being used or causing a problem lol.

    It's not about frequency, it's about severity.

    While rare, when combined in a SWF its way overpowered making survivors uncatchable.

    It's the exact type of change they should be making to the game. A change that will address a limited number of players who have made something problematic, while not really impacting the vast majority of the player base, is low hanging fruit for improving the game.

    You can still run silly, niche builds if you want. You just can't turn that silly, niche build into an overpowered monster if you have a SWF to cooperate on it.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    It seems better to have a single perk do something well rather than stack two weak perks to get value in some niche situation. I'd prefer stronger perks, but as long as perks can be stacked, they can't be strong. Stacking is a balancing nightmare. I'm amazed they've been allowed to stack for so long.

  • DEMONANCE
    DEMONANCE Member Posts: 856

    I am willing to be on copium for now and wait to see if they could actually make the lesser used haste perks like blood pact, dark theory and power of two actually useful outside swf or stacking

    but if you buff haste perks to being useful on their own that might just become too powerful

    and if you don't then this change just seals the deal on these perks making them have 0% pick rate.