Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
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

9.0.0 | PTB Patch Notes

2»

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    That just wastes time. If the killer stands completely to the side of a locker, spams the space bar, and strafes toward the locker, they’ll counter head on much faster.

  • Langweilig
    Langweilig Member Posts: 3,135

    Maybe but nobody does that and my point is about the crows spawning faster nerfing this perk not about the thing you describe.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    The anti-3 gen mechanic nerfed a bunch of generator perks, because those perks counted toward the kick limit.

    So it should be fine if some survivor perks get nerfed by the anti-hiding mechanic.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It’s not “us vs them”. It’s about showing a precedence that when a previous mechanic nerfed some perks, the majority of people felt that was fine, and the mechanic was more important than a few perks.

    This is the same situation. The hiding mechanic is more important than a few perks that might get nerfed from its existence.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Excessive Hiding should also include survivors that really aren’t trying to make a decent effort to repair generators.

    Some survivors will excessively hide, but also repair generators for a few seconds before running off to hide again. Those survivors aren’t making a solid effort to repair generators. That should still count as hiding.

  • CrypticGirl
    CrypticGirl Member Posts: 1,428

    I was just thinking this as well, that this anti-hiding will just kill any and all stealth builds and plays. Combined with the finisher mori being updated to instantly kill the last Survivor if their only remaining teammate is on hook, and the go-next prevention making it even harder for the one on hook to sacrifice themselves to give hatch, it makes 2v1's even more impossible than they already were.

    So the Killer simply wins a match by doing only half of their objective, which is beyond unfair.

    This is why I believe we'll see a lot of Survivors jumping ship with this patch, even ones who didn't frequently ragequit.

    And that influx of new players that are coming in for the FNAF chapter? They won't last long.

  • Langweilig
    Langweilig Member Posts: 3,135

    I don‘t think it will kill stealth builds, but lead to a lot of unfun situations for survivors like the 2vs1 situations… Pair that with the anti go next and you make it even worse. I also don‘t like the anti go next changes. Instead of only penalizing the people who deserve it they punish all players and not everything was bad about going next. This is my stand on how to fix it.

    https://forums.bhvr.com/dead-by-daylight/discussion/446335/anti-go-next-luck-change-different-approach-to-solve-it

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    If a survivor feels they are “unable to touch” a generator, then they are obviously excessively hiding.

    And it’s not fair if one of the survivors is trying to repair generators, and is placing themselves at risk, and the other survivor is hiding because they think it’s too dangerous to repair generators.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Yeah I feel this is a huge oversight, and you need to make adjustments to this perk to either accomodate these changes. Head on is one of my favourite perks and I'd be really sad if I couldn't use it anymore.

  • Metagamer
    Metagamer Member Posts: 123
    edited May 30

    You have options to increase medkit healing speed already, such as the newly buffed desperate measures, resilience, suture (these are already insanely overpowered btw, giving approx 2.5 heals at double the speed if you get just 2 skillchecks and hit them with medical suture + gel dressings) and speed addons. Medkits are at their core an extremely potent item and the PTB that botany had no downside showed how busted it made medkits, right after they were nerfed. Two 16 second self heals is kinda crazy for just 1 perk slot and an item you were already running 90% of the time anyway.

    Overall, medkit self heal speed shouldn't be affected by very many things, and if it is affected it should have some sort of trade off.

    Botany also is already a strong perk and a reliable personal choice for healing, the downside it has is the only thing stopping it from pretty much instantly becoming the best heal perk in the game (by a landslide).

  • screamingsimon
    screamingsimon Member Posts: 1

    i love the ptb EXCEPT for the 10 second afk timer. i feel like this completely defeats the ability to go for saves, i.e crouching near teammate as they go down and waiting for the killer to pick them up to get a stun. 10 seconds is barely even enough time to switch a song on my playlist as i am playing. even 30-45 seconds would be better but still far too short in my opinion… 10 is not enough and will ruin the ability to go for stealthy saves which will only result in more slugging! if somebody is afk for 60 seconds it is not going to compromise the entire game.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Good news for you! The patch notes were written super awkwardly, and it actually takes at least 60 seconds to get a crow.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Hi, Killer Main over here.

    On second thought? I am not okay with these Mori changes, I changed my mind. It's not a good idea to have the Killer able to insta kill someone if they have a Death Hooked Surv AND someone else on the ground, this incentivizes slugging for TWO Moris. Alternately, now it shifts the "waiting to Mori" issue up by one Survivor; if you have one on first hook and a Downed Death Hook Surv, now you have to wait until the first person goes to Second to be able to Mori.

    The only time you ought to be able to Mori like this is if someone is on the hook period and the last Survivor is in the round and you Down them. Once you Mori it should auto kill the person on Hook. That at least incentivizes hooking people, not slugging two people for two Moris (endgame and this one). It's not fair to Survivors to deal with this and does nothing to stop the slugging problem.

  • Blueberry
    Blueberry Member Posts: 14,459

    Why are we nerfing Artist? You're nerfing her only good addons and making her terrible ones, while better, still terrible. Just a nerf overall.

    Thrilling Tremors shouldn't have a cooldown at all and the duration needs to be increased significantly. We want to encourage killers to hook. This perk is still very bad. This buff is basically placebo.

  • CreatureFeature1972
    CreatureFeature1972 Member Posts: 8

    I Like this update very much. I got nothing to complain about here. But since I'm here.

    For a future update, May I make a few rework suggestions for some killer perks? These are just my ideas. If you like them, thanks. If you don't, whatever.

    • Septic Touch

    The Land of the Shadows subsumes all. Healing only delays the inevitable

    - While Septic Touch is Active, Your basic attack applies the broken status effect for 40/45/50 seconds. after hitting a survivor, Septic Touch enters a 60 second cooldown.

    (Do I even need to explain why this perk needs a rework? This perk is very useless in it's current state. It doesn't really do anything. Plus, I don't think that what the perk does, fits well with a perk call, "Septic Touch." Trust me. I think this fits very well)

    • Dominance

    The power you wield over the land strikes terror in the hearts of all who cross your path.

    - The first time each Chest and each Totem are interacted with by a Survivor, The Entity will block it for 8/12/16 seconds. The Aura of the blocked Prop is revealed to you in white.

    If a Hex Totem is cleansed, all generators explode and start regressing at normal speed, immediately loosing 10% of their repair progress.

    (Don't get me wrong, Dominance is a great perk. Blocking Hex Totems and chests can be very helpful. But I feel like it could use a bit more. Every now and then I think back to a line Dracula said in the very first episode of the Castlevania animated series. "You took that which I loved, so I will take from you, Everything you have. And everything you have everything been." So I thought, having a perk that adds a little payback after survivor takes down a Hex Totem would be pretty fitting for The Dark Lord.)

    • Hex: Wretched Fate

    You see your victims from afar and seek to prolong their suffering.

    - After one Generator is completed a random Dull Totem ignites into a Hex Totem, Cursing all survivors. Survivors within range 12/14/16 metres of a completed Generator becomes affected with the Exposed Status Effect. For the first 30 seconds after the Hex Totem is ignited, Only the Obsession can cleanse the Totem.

    (Hex: Wretched Fate isn't necessarily a bad Hex Perk. But I always felt like a Hex perk that only targets the Obsession just doesn't sound fun at all. If anything you're just saying F*** You to the Obsession. All other Hex Perks have an affect all other survivors. So why can't Wretched Fate do the same)

    • Undone

    Hope is the delusion that keeps its victims alive.

    - After destroying a pallet or breakable wall, gain 3 tokens up to a maximum of 18/24/30. After damaging a generator, any and all tokens you have are consumed and the Generator Instantly regresses the damaged Generator by a stack-able 1% of its total Progression per Token. The Generator also becomes blocked by the Entity for 1 second per Token.

    (A Perk that relies heavily on players being bad at the game. Yeah, not my cup of tea. Especially since throughout my time as a killer main, I have never encountered a survivor mess up so badly. It is literally impossible to get 30 tokens. So hopefully this makes things easier)

    That's all I got for now. Let me know what you think. I hope you liked these ideas. Hopefully they gave you some Ideas as well.

  • francesinhalover
    francesinhalover Member Posts: 376

    Disconnection Penalties (not in PTB)

    • Disconnection Penalties are now based on your last 20 matches played.
    • Each disconnect in this set of 20 matches counts as a disconnection penalty point.
    • Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).

    No just no. JUST NO. Why are you forcing me to play 20 matches to reset it? i play like 5 games a week. what??? if i find a cheater or a toxic killer or internet issues i need to do 20 matches to remove the penalty???? whaaat???

  • jesterkind
    jesterkind Member Posts: 9,521

    Doesn't that just mean you only accrue one extra point if you find another cheater or your internet crashes in the span of the next 20 matches? That only brings your penalty up from one minute to five minutes, as I understand it. Worst case scenario here you just spend some BP or go make a sandwich while you wait it out.

    Cheaters and hard internet crashes aren't that common, too, surely?

  • Skillfulstone
    Skillfulstone Member Posts: 1,127
    edited June 2

    After playing the PTB more to test stuff with friends, and reading/watching other people's experience, I really think the new tweaks to the "Anti-AFK" system are overkill and can easily affect normal gameplay.

    The reason why people asked for a look at an anti excessive hiding method was to deal with situations when, in endgame, two people would hide forever. Essentially forcing interactions to prevent getting crows no matter if you run/do totems/stealth between gens is putting unnecessary pressure. Even a single crow, due to the sound it makes in an impressive range, essentially makes hiding impossible if the Killer happens to be walking by.

    All the AFK crow system needed to be perfect was;

    Remove collision for a few seconds when 3 crows are accumulated.

    Dropping/picking up objects doesn't stop crows (Survivors need to move around at the very least, which prevents sitting still in a corner dropping items forever).

    Otherwise keep the current system.

    Like, after a bit of testing with friends, a Killer running a totem build (or just getting lucky and have a well-hidden Hex that can't be ignored like Devour Hope) literally forces Survivors to ignore the very dangerous totem and stick to gens in order to not get crows (and revealing themselves despite not being AFK and playing the game, doing something important) because the totem isn't in broad daylight. In such situations, and depending on the map, it's normal and even recommended to stop doing gens until the major threat is removed, and it can sometimes easily take more than a minute or two if you don't run everywhere while searching in order to avoid the Killer.

    I'm all for an anti-excessive hiding system, no one wants to waste minutes at the end but this is going overboard.

    Merely making item dropping/picking up and maybe increase the amount of movement needed to prevent crows would have been perfect to take care of the issue without affecting regular gameplay.

    Don't get me wrong, the collision removal was a magnificent addition, completely removing hostage-taking by bodyblock in one move. But the rest went too far.

    Side-note: it's also pretty annoying when trying to meme/farm with a friendly Killer and eventually (takes longer than normal but still) getting crows that will never go away until stopping to do a gen, kinda kills the mood.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited June 2

    I have a few concerns about Springtrap and after some testing, I am not convinced he settles into the low A to high B range that everyone seems to say he does. Let's look at this seriously:

    • The hatchet: First off, okay, this is cool and fun, and being able to instant grab people if you catch up and they can't get the hatchet out in time is nifty. But what about a single use hatchet that takes several seconds to respawn is better in any way to any Killer with a short range M2 like Unknown, Xenomorph, Dracula, Nemesis, etc.? How is that better than a ranged Killer like Huntress, who has more than one axe and can just down people in a couple hits with it anyway? It seems weaker than advertised. Very weak easily counterable antiloop.
    • The instant grab on the hatchet: People don't like it when Myers does this with Tombstone (since it leads to a Mori). They're going to get similarly annoyed when Springtrap does it as it's a guaranteed grab. Yes, it's cool and all, but in the long term Survivors will get sick of dealing with this. It's also going to lead to an increase in tunnelling with this Killer because Springtraps who are good with the hatchet will use it to, likely, tunnel people off the hook, bloodlust them, and grab them again. This could get very nasty with haste perks. Please reconsider this mechanic's fun and fairness factor, and how easily it can be used to tunnel like this.
    • The teleport with the doors: This is slower than some other Killers like Dredge and Sadako. It's also more easily disrupted than those Killers, with the drawback that like Sadako's TVs, it's influenced by chest spawn offerings. That's really unfair to this Killer, and doesn't feel good to be hit by. The doors are supposed to spawn by generators, but with the right offering they can spawn uselessly far away. That completely nerfs this Killer's map pressure. A Killer's power should not be able to be pre-countered with an offering this way.
    • Grabbing from a door a Survivor is on: This is similar to Dredge and fine, but my problem is what is keeping Survivors from finding a way to run around disabling doors so Springtrap not only can't do this, but can't even pressure the map with the doors?
    • The doors being usable by Survivors: What Survivor is going to risk using the door when they know Springtrap uses them and can intercept them for a free grab mid door use? It's a cool mechanic and all but it's like using lockers against Dredge - you don't do it, and Survivors will quickly learn this. They will understand that the counter is just to power down the doors and check cameras to find out where Springtrap is, but they will absolutely not use the doors to travel. They may however use the doors to bait him away from other generators being done, similar to how Survivors can use doing Pinhead's box to bait Pinhead away from crucial generators. This isn't the upside for the Killer or Survivors people think it is.
    • The cameras revealing Springtrap: This suffers from the same issues as Singu's biopods, revealing Ghostface, and staring down the Unknown - it can also be influenced by bots, as they will always reveal his aura this way. A Killer's power should not be counterable by bots being able to read them through walls.
    • 105% speed outside of the door teleport: This is almost worse than Sadako and makes Springtrap terribly weak around strong and tall wall loops. It means he functionally has no chase power and because he's tall and noisy, will easily be countered in chase if the Survivor can bait his hatchet for long enough. That isn't good for a chase down Killer in a chase heavy game.
    • His perks: None of them are very good or worth bringing in the state they're in on the PTB. Help Wanted sounds nice on paper but "Mad Grit/STBFL for 60 seconds after you kick a generator" isn't that strong on a Killer that moves at 105% speed. It's frankly much better to just run STBFL for M1 Killers, and this perk has no use on M2 Killers at all. Phantom Fear is hilarious as it's just Killer Scene Partner, but 2 seconds of Aura read is pretty bad unless you're trying to counter checkspotting - and even then it doesn't work because screaming doesn't prevent the Survivor from pulling a pallet down or vaulting. If screaming changed to do those things, this perk would be a lot better. It feels like a bandaid fix perk to hiding, something already countered by Survivors getting AFK crows for "extreme hiding" and that something like Nowhere to Hide or Predator do much better. Haywire's an awesome concept and something the community has asked for a lot - the regression of the exit gate switch. This has use in endgame builds, the problem is that it regresses much too slow! It should regress at the same rate as doing the exit gate switch, there is literally no reason it shouldn't. That way it forces Survivors to stick on the gate. The other issue with this perk is that it's going to be too easily abused by highly mobile Killers like Nurse or Blight, as they can patrol gates very easily. That makes going for gates at the end way way too dangerous. if anything the perk is gonna need a cooldown but a quicker regression to compensate, it's somehow too weak for many Killers and too strong for already strong Killers. And frankly, the exit gate regressing slowly if the Surv lets go should really just be basekit anyway.

    All this considered, I think with how easily bullied he'll be and how slow he is, he isn't at all an A or B tier. Try more like a low B to high C tier. I can think of several Killers with similar powers much stronger than his, but I can forgive all that if the Killer is fun. So is he fun?

    Oh hell Fazbearin' YES, he's fun…

  • FiveNightAtDwights
    FiveNightAtDwights Member Posts: 8

    Nurse, Blight, Huntress, etc. can hook someone and hit them twice within 6 seconds thanks to their broken kits and immediatly hook the survivor again leaving them on death hook. If kilers have base kits that help them to tunnel survivors out of the game within 6 seconds completly ruining their fun i don't see the issue with survivors healing in "6 seconds" after bringing medkit, medkit addons AND full perk builds to manage that fast heal.

    Killers don't need to bring a single perk to tunnel survivors out of the game.

  • Langweilig
    Langweilig Member Posts: 3,135
  • Blizer
    Blizer Member Posts: 77

    I agree with a couple things, but also:

    Isnt he a 110% with the axe and a 115% when hes thrown it? he isnt 105% (hes 4.4, and 4.6 without the axe).

    I do think hes gonna be really reliant on his add-ons (specifcally Foxy's hook and Celebrate Poster) to end chases quicker if need be (combine it with unbound, and yeah, it feels rough to deal with)

    His Doors i agree with, bad RNG spawns can ######### him, he can grab party streamers and Bonnies Guitar strings to counter-act his weaker doors, and make them much more potent, but it leaves the axe with very little.

    I acknowledge your point of the Axe grab (and something like ripped curtain and office phone) making tunneling scary.

    His biggest weakness to me is that hes REALLY reliant on his Add-ons and how good the player is at playing him, i think a bad springtrap will get mauled, while a good one can maul survivors quickly. His add-ons allow him to branch out into alot of different builds and can be viable i think, but you do sacrifice either his mobility or anti-loop to compensate for it.

    A Case of too many-good Add-ons that really make him better, but only two slots hinders him quite a bit in strength (which you can argue is good design, not making him oppresive in both mobility and anti-loop, and making killers either building for one or the other, going for both can help (Party Streamers, Foxy's Hook/Celebrate Poster).

    BHVR will likely release a patch this or next week, and we will see some changes based on what they got info wise, but i think its fair to say hes one of the more balanced killers they have launched on the PTB, though the argument is if hes on the stronger or weaker side of things on their end.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    We'll have to see. I think even released in this state he'd be fine - not EVERY Killer has to be an A tier, they just have to be fun and feel good to use for people who like them. If he ends up a C tier that's fine, but I think he'll settle around a mid to low B. He is balanced so far, if weak in a few spots, and you're right, it depends on who plays him… and that's great! That actually feels like most B to C tiers, they often need you to be decent at Killer to use them well. Perfect! More like this BHVR, less like Launch Kaneki and PTB Houndmaster. Fun is always better than just trying to always make a new super strong Killer…

    I think you're right, he's addon dependent and some of his power as stated does encourage tunnelling. The axe itself just does not feel very strong. I think it's fine to have a Killer that is addon dependent though - Myers is also all about his addons. I just think some of them could use some changes to discourage playing Five Gens at Tunneltrap's.

    Good catch, you're right, I double checked - 110% speed carrying axe, then 115% with no axe.

  • ad19970
    ad19970 Member Posts: 6,759

    Uhm ok? And how do you know that I am not? Vecna most certainly is my main.

  • Dionysusdog
    Dionysusdog Member Posts: 211

    I have played this game long enough to know anyone who starts complaining about buffs to their main is a survivor who doesn't want to verse that killer. When you play 50/50 killer survivor like me you start to recognize the mains shenanigans

  • Brokenbones
    Brokenbones Member Posts: 5,628

    You can main a Killer and still have complex opinions on their state of balance.

    Sadako mains (myself being one) hated one of the previous reworks because even though she was stronger, she was just boring to play and frustrating for survivors (The global condemn rework in case you're wondering which one).

  • Langweilig
    Langweilig Member Posts: 3,135

    Are you more a fan of her first version or her current version?

  • Brokenbones
    Brokenbones Member Posts: 5,628

    I think the current version we have is a good mix of what I liked from the first iteration improved upon. Stuff like stacks being locked in after hooks, condemn not just being based on the television you teleport to but anyone near a powered TV after a TP are really good improvements. Also being immune to pallet stuns while demanifested is a nice bonus.

    So I think I'm quite happy with the current way it works, though I know a lot of people don't really like sadako's lack of chase power but I'm an m1 killer enjoyer so that doesn't bother me too much.

  • Langweilig
    Langweilig Member Posts: 3,135
    edited June 5

    I‘m glad you are happy. I for my part wished they had kept her first versions design and improved it with numbers buffs, the anti stun and the condemned lock in. My old playstile is sadly due to the reworks no longer viable/possible.

  • Reinami
    Reinami Member Posts: 6,599

    Its definitely a side-grade in some ways. Being in a chase now means they can't re-vault a window over and over again and it will block the windows.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    No. It's not anywhere near a side grade. Without chase music, it's super easy to hear if a survivor ran past a pallet in a loop, or if they are waiting by the pallet. With chase music, it's going to be much much harder for Victor to avoid pallet stuns.

    Being able to block windows isn't anywhere near as valuable as being able to easily avoid pallet stuns.