http://dbd.game/killswitch
Scott Jund says the new patch is one sided...Devs confused...
Do YOU agree or disagree?
Comments
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Agree 100%. Against casuals or lower skilled people this isnt an issue but when you get survivors that just… do gens then suddenly the lower half of the roster is left in the dust even more after these changes. No matter what, a pitiful 5% blood lust (and probably 10% bbq stack) won't cause anyone to suddenly think "man I should walk across the map to POTENTIALLY find someone."
Or summed up, the reward doesn't match the effort.0 -
Agree.
These changes are only going to hurt normal players, but won't really curb tunneling or slugging at all. Original plan was better, but needed more testing. Possibly more than one iteration to allow for more than one idea or design philosophy.
Instead, we have changes that will not really do anything to affect tunneling or slugging, but WILL negatively impact normal Killers. The worst of both worlds, if you will.
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¯\_(ツ)_/¯
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I think he's right but I'm not sure one-sided is the right way to describe it. It does nearly nothing to make survivors lives easier in the face of boring gameplay, while also doing nearly nothing to actually discourage that boring gameplay or reward the more fun alternatives. It's, like, no-sided. It's joining the war on boring gameplay, on the side of the boredom
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Its easy to see what will get killer side and what will get survivor side when you read the patch notes and write it down. Best part is it wont solve hardcore tunneling but it will make tunneling harder and give killers more blood points if they dobt hook same survivor in the row so for me I will just start to focus on two survivors and there will be just hit or slug or hook for perk like noway out, pain res or grim etc. easy fix this will be new meta when tunneling will be nerfed even more.
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For the most part.
Overall, more bonuses for Survivor pain points and barely anything for Killers.
Camping:
- Agree on the slight trepidation of verticality.
- Overall fine with the change.
- Bonus: Killers can leverage this to "unhook" a survivors faster whom they think are being ignored by their teammates.
Tunneling:
- They need a clear cut definition of what their data shows, make a tweet about it or reddit post to clarify what those numbers actually mean. Otherwise that data is worthless. What was their hook distribution and hook order for that data?
- Did this take into account Survivors getting killed on hook as a result of not getting rescued?
- In the above scenario, was the Killer camping or not?
- I can see how survivors could probably feed into this data, with 2-3 players boneheadedly rescuing each other off hook and not waiting for their teammate with the least amount of hooks to step up. Making a tighter distribution of hook orders, but entirely as a result of the survivors action and not the Killer.
- Or a stealthy player ignoring their teammates and not taking any aggro.
- However I can also see how a Killer would leverage proxy-camping and information perks on-hook to use a survivor as bait, quickly down the rescuer, and then play off the hook moreso than patrol.
- The unhook benefits for Survivor would greatly increase the avoidance of Killer for the first hooked survivor in the above scenario until they consume them, which is good.
- I do enjoy that they're putting the onus on the Survivor.
Hook Benefits:
- Frankly, not getting the unique hook benefit is a detriment, and what should be used as the incentive to try for unique hooks, to the point that perhaps optimal gameplay would see you searching for this bonus, without any other opportunity provided by misplays of Survivors.
- This may be "cookie cutter", but this is the bloody goal of trying to shift player focus onto spreading hooks, they still can go for one survivor, but it would be less efficient, unless they misplayed (and efficiency is the name of the game in higher MMR's…)
- The problem is that BHVR betrayed their own goal of PLAYER AGENCY by giving all bonuses at once (in the last iteration), and not making the player choose which one, based on game-state and/or killer Power.
- T1 Bloodlust is rather… Pointless. Insofar as there is only one perk that currently augments it: Beast of Prey (and it actively works against a perk like Rapid Brutality). But I suspect they may be utilizing this to release Bloodlust Perks in the future, which will both target low MMR players as well as high MMR players. (Given now high MMR players have a method of reliably triggering it)
- Bloodlust doesn't help you target the next least hooked survivor. And may accidently make you run across a more recently hooked survivor.
- It only being bloodlust also works against player agency… again…
Slugging:
- In agreement. I like BHVR's approach, it addresses the niche bleed-out playstyle by making it ramp up the more slugging is used, while still allowing low ramp-up for selective slugging.
All in all, while I do like the changes, I can't help but notice that the only thing Killers got, was 15s of 5% haste on unique hook. that can't be used in chase (and will likely see moonwalking tech/camera tech to avoid triggering chase until on the survivor for the sake of efficiency)
I will welcome them, but it's a miss for Killer pain points to address tunneling.
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I want the previous version with improvements, like maybe more regression than 5 percent for killer for a unique hook or some kind of grim embrace thats brief, one of the popular perks to allow the killer to play fair
that way the anti tunnel can stay and be powerful, but there is more breathing room for the killer to play as expected too, give both sides more breathing room for mistakes, see how that goes.
Also hyper mobility is a (teehee) blight on this game and needs nursed (teehee) to healthy amounts like Wesker.0 -
What survivors get:
- Basekit Babysitter
- Basekit OTR
- Basekit Kindred (Anti-camp shows killer's around)
- Basekit Wicked
- Basekit unbreakable
What killers get:
- 5% speed boost that gets deactivated when you use power.
Yeah, if anyone says this update isn't one-sided...
Anyway I'll probably stop playing this game when this goes through. I don't think there's any way I can keep up with survivors' efficiency when they don't have to dedicate perk slots to antitunnel perks anymore..
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I genuinely don't see a reason why survivors should have basekit Wicked that WORKS THROUGH UNDETECTABLE!
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In the long run he really doesn't seem to care much about the changes. He's spends a lot of time complaining about how the devs communicate, which, yeah, samsies.
Though its a survivor quality of life patch, so being somewhat survivor sided is what I would expect it to be. We'll see what happens with syringes/styptics though if we're talking overall balance.
As a few others mentioned, I liked the concept of the prior patch more, though it could have used some refinement.
I do think he, along with a lot of commenters, get the idea of the unique hook benefits wrong. If the killers are getting a sizable buff with every unique hook, then it needs to be accompanied by a sizable challenge to escape the penalties (6 hooks), or otherwise things would swing wildly out of balance.
Right now the survivor buff is very situational, if the killer is not tunneling it really doesn't do anything (other than the aura read, and we'll see what they do with that). Thus the hook benefit also needs to be relatively small.
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