I Played The PTB So You Don't Have To!
This post is 90% data and 10% opinion. Opinions at the bottom.
I have played 4 games in the PTB (My usual amount), 2 killer and 2 survivor using whatever was changed or added.
NOTE: I do NOT own the Doctor and didn't get a chance to ask any killers about their experiences. If you have anything you'd like to add on your experience playing the Doctor, please do so! Any information I have on him is from survivor perspective.
Now, let's get into it!
PTB BUGS:
- sounds are bugged, again
- while playing the Spirit, the Yamaoka's Haunting icon was overlayed next to the progress bar for the phase action, and was really distracting. I have a custom power icon so it was even worse for me since it was really bright.
- when "snapping out of it" against the Doctor, the madness 3 sounds still play very loudly even though the survivor is no longer in madness 3.
NEW MAP:
- much too dark, but not Sanctum of Wrath level. mostly just has poor visibility due to ambient fog and dimness
- way too many ambient sounds, lots of which are too loud or too similar to gameplay sounds
- bad ambient sounds include dripping water, which sounds like a lit totem, banging doors, which is just very loud, crumbling rocks on walls, which sounds like someone walking
- hook auras are difficult to see. they don't outline the entire hook, and instead only show the top horizontal part and the hook itself. the base is not shown on the aura, and makes hooks difficult to find.
- again, some parts of the map are just really loud and hinder proper listening on both sides.
GATEKEEPER EMBLEM:
- i didn't really pay attention to this, but the changes don't seem to have much affect since I got Ruthless killer on the one trapper game I played where I got a 3k and all gens got completed. this change seems.. unecessary.
THE DOCTOR:
- the chase music is hard on my ears. it's very whiny and jarring
- chase music isnt as scary as I expected, more so annoying
- another survivor told me that they felt the madness sound was too loud, and once I experienced Madness 3 I agreed. It is much too loud and makes other sounds sound either far away or muffled.
- the shock sound when close to the killer is pretty loud, this could be annoying for some people.
- killer seems too slow, even from survivor perspective. he seemed to loose me too easily.
and now, the much awaited RUIN:
- it is much weaker than before
- someone else told me it is very strong with Surveilance now
- almost never lasts until endgame, even though that is what the devs want it to be used for now
- survivors commented that they did find it annoying, but it wasn't that bad. they did have to restart a couple generators, but they still completed them all and 1 managed to escape out the gates.
- I got lucky and the totem spawned in a hard to find spot on the Lery's map, so it didn't get cleansed. but it still did not really prevent gens from flying by.
- it is nice not to have to go and manually kick generators, but it renders PGTW useless. I didn't combo them on my second game but I did on the first, but ruin got cleansed in 20 seconds anyway.
- I think that it should be changed to a non-hex perk if it's supposed to be for the endgame. to balance this the regress speed could be reduced, but I personally think it's fine as-is if it were not a hex.
- if it is kept as a hex, totem spawns on certain maps (farm maps, autohaven wreckers) really must be reworked. otherwise the problem of spawning within 8 meters of a hex totem will destroy its usefulness.
MY OPINIONS (you don't have to care about this)
- Ruin was fine before. I play killer and survivor 60/40 and I never found it to be that bad, even when I was a new player. Either you find the totem, or you just power through it. I can now hit most great skillchecks and it was never a problem for me personally. As it is now, it's very weak and I may never use it again. It also renders PGTW completely useless unless the totem is cleansed, and wow, now you're out of ruin anyway.
- Old Lery's was my favourite map and now it's just as annoying as Hawkins. The sounds are very distracting and it's confusing and dark/foggy. Nobody used a fog offering during the games I played on it, and it still seems too foggy.
- The Doctor was always my least favourite killer to play against and his changes didn't make this any better for me. He may have even gotten worse, since his shock is no longer a cone, and instead is a circle around him. It makes it super easy for him to camp a hook during the EGC. I think the area that it covers is too large as of right now.
- I used a commodious toolbox in both survivor games and I got through at least 2 generators on my own each game. old ruin made me weary of when to use a good toolbox since I didn't want to waste it on the regressing of ruin skillchecks, so i'd hold onto it until the totem was found and then use it afterwards. Now that skillchecks are not affected, i have no reason not to use high-powered toolboxes and rush the heck out of the generators.
- I used to somewhat rely on ruin to give me extra time to get early hooks, but now it is as if i'm not using it at all. the point of old ruin was to slow down the speed at which generators were completed, but now it gives survivors more of an incentive to stay on a generator for the whole time and survivors now almost never get in the killers face. I haven't had anyone try to get my attention at all because all they want to do is stay on generators. Sure, that's their objective, but it seems like part of the regular gameplay is missing. They also don't go looking for the totem, so nobody is wasting more time like they normally would.
- ruinning Thrill of the Hunt and Ruin together is gonna be a dead build if they implement the changes.
- the PTB did not hide tally screen ranks, but if they do add this change, it'll just be the dev team's solution to fixing matchmaking. if we can't see ranks we can't complain about the bad matchmaking, riiiight?
please feel free to add anything I didn't mention or to state your own findings and opinions. thanks for reading if you got this far!
*edit: title change
Comments
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* i edited the first sentence for clarity.
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* title edited
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I'd really like for some people to give me their experience with the Doctor changes!
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Yeah, I am not a fan of the new map either from the killer-perpective. Same with Hawkins and Sanctum of Wrath. The visibility is bad, there is loads of backgrounds noises, which amplify the sound issues of this game even more. Truly immersed survivors will never be found now.
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I personally didn't lose anyone in the new Lery's but I did in the Sanctum of Wrath and Hawkins. It's too noisy and too dark. They tried to go for a spooky theme but it's just too hard to see.
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I have not played the ptb yet but these are my initial thoughts on the doctor and ruin changes.
The Doctor has always been on the weaker end of the killers. He does give good information and obviously if played well he's good but that is for any killer. I have read the changes and it seems that they made him weaker but I am not sure since I haven't played the ptb yet.
The ruin change seems ridiculous. I like both sides of the game. But it seems that gen rushing will be a lot easier now and ruin will probably not be used as much or not at all with the change. If the player wants gens to regress it is usually 1 maybe 2 gens and they will use Pop against it which is much more effective. Survivors can gen rush much easier because ruin wont slow them down and Corrupt Intervention only works on gens that arent being worked on.
It seems like killers have to be much more aggressive now which I think will hurt killers like the trapper or hag who have to set up. I think making ruin a non hex perk would be better if changed like this. My guess is that Discordance+PGTW will be used much more frequently now. That is my guess.
Remember, I have not played any of the changes this is ONLY based on what I read. I could be wrong on how this works now.
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I hope you get a chance to play the PTB Doctor if you wish to, since I want to know what he's like to play. I don't ever intend on buying him. Your observations on the patch notes are really helpful, thanks!
I do agree killers will have to play more aggressively, which i'm not excited about.. I like to play casually and try my best, and I don't like being sweaty as it gets tiring. Now, i'll have to play sweaty tryhard every game just to win. Really makes it unfun for killers.
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The static shock is actually about the same. Range add-ons no longer increase width. The circle around the Doctor is the new static blast that replaced the passive static field from treatment stance. It has a rather large cool down. It affects everyone in the killer's terror radius.
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Also, Monto released a video where he played new doctor and ruin + surveillance. Honestly, that's the only way I can think of to get good use out of it. Well, maybe thrilling tremors, since the regression works through it.
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I think the biggest problem of the change and most changes will be SWF. Ruin will make gens regress but 2 problems that I see. One is that it is still a hex so it easy to disable. And second is that most groups and survivors in general when one survivor gets chased will get back on the same gen with little to no penalty. That's what I'm scared about currently. How will killers slow down the game at the start in this state?
I always wanted doctor to be changed and hopefully this does put him in a better spot. So if anyone has knowledge on this change that would be great to know. Not really sure how the changes work and if it made him better or worse.
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I think that new ruin should've been an idea for a new perk, not a change to an existing one. old ruin was fine..
I keep telling people: Dead By Daylight is not a game that starts out easy. It will be difficult from day 1 and it seems that new players have a hard time accepting that.
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I don't like the new Lery's, either. The colors are so drab that it's not visually interesting, it's way too dark and foggy, and it has too much ambient noise; it's just a less maze-like version of Hawkins, now. It feels like it lost some (most? all?) of its personality.
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totally! it used to be this cool brightly lit creepy clinic with screams and silence. now it's dark. I liked that it was well lit before because thats what i think of when i think of a medical clinic. the lights are too bright.
I also noticed that they reused some of the Hawkins sounds, such as walking over piles of rubble and banging doors.
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I kinda wanted it to be changed a bit. It was too rng. Either less regression or maybe make it so that the skill checks are on a timer during ruin. I had times were the rng popped 3 skill checks in quick succession. I'm not that great at great skill checks. I play on console, and I've heard it's apparently harder. I didn't miss the skill checks, but got the regression checks, and lost about 30 seconds of gen time. But I really don't like what it's turned into. I play both sides, and really like Legion. But the only build I'm any good with for them is a slow down build, and ruin was a main stay for slowing down early games so I could get hooks for dying light.
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I could've lived with any other change to ruin but they chose the worst one. I agree.
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I like the new feel. But yeah, it's too dark. Honestly, now it feels more like it belongs to the doctor. I legit thought it was made for the nurse until a few weeks ago.
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Haven't played with the doctor yet but i can say that gatekeeper emblem is bugged right now
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I think it could work as is with the new changes if they also made it so great skill check zones were removed. That could potentially slow things down, as there are also toolbox add-ons that improve great check repair speeds. It's good as a map pressure perk now, but got rid of the whole reason it had been used in the first place.
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that would actually be a great idea. removing great skillchecks as part of the hex's effect would make it much better as is.
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Then it wouldn't really affect new players that much, as they're still learning, and experienced players need to look for the totem if they want their speed boost.
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I hope a dev reads this part!
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Think so. Hey @Almo, what do you think? Ruin disables great skill check zones.
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