We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Are killers going to receive basekits too?

Now that you're planning to buff Survivors and gave them Borrowed Time basically for free, you're planning on giving them Unbreakable. When will Killers be next for basekit buffs? Basekitting Corrupt Intervention would at least stop survivors from brute forcing the generators.

«1

Comments

  • The_Krapper
    The_Krapper Member Posts: 3,259

    I wouldn't say it is considering the effects are exactly the same as the perks, they're more watered down sure but so is BT after the base kit change and on top of that you lose the endurance if you do anything so it's not like it was a huge buff, just like what the killers got wasn't huge but it was still basekit buffs for all killers across the board

  • Xernoton
    Xernoton Member Posts: 5,887

    I think killers are in a pretty good spot overall. Basekit Unbreakable will definitely have an impact and the kill rates decrease a bit. But until we see how killers fair against that I'm against buffing killers in general again. I hope BHVR will work on a fix to the whole SoloQ situation before we take another look at killers.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    yeah the last one is the MAJOR buff. it has made games ALOT easier as killer.

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    I'm pretty sure at least 5% of that was from the dead hard changes alone, if I'm honest.

    The "basekit perks" killer got were all inconsequential buffs having anywhere from near zero up to 1/4th of their value added at basekit, but they got more of them. Survivor basekit was a hard meta perk getting 1/3rd (further updated to 2/3rds) of its effect while also getting an additional bonus movement speed bonus for its duration, and instead of getting multiple weaker ones basekit survivors got multiple rolled into OTR regarding their applications (IW and DS especially, even BT technically) while even still being able to use one of their old meta perks (DS) to reset the limitations they then put on them as a sanity check (Endurance.) The +10 seconds per gen is an extremely variable value amount, as it means anywhere from +20-50 seconds due to the nature of gens being able to be worked on simultaneously, and thats not even touching the +/- variation to gen speeds from various other sources.

    The way that perks killers got rolled into their basekit was done is extremely situational, and they weren't even worth taking as perks in their full strength versions (aside from Pop, which also got gutted in the process.) Their value is dependent entirely on chase cadences, which is why they have more of an impact at lower MMRs where survivors are less efficient in their movement and routing, while doing almost nothing at higher MMRs where survivors are able to make it to the next defense without the lost distance affecting the chase. Its unfortunately yet another situation where a change is done to affect the potential at high MMRs, but all it ends up doing is hurting the lower ones even further.

    There is more nuance to the changes to either side than people give credit to, because its too easy to fall victim to confirmation bias and single things out as "what changes the kill rates." Its why Peanits pops in to discussions about it every time they release stats, its all a very incomplete picture that never really has the weight in arguments that people think/assume/believe/want it to have.

    Edit: if I'm completely honest, i think the safest and most agreeable assumption to make off of a drastic performance statistic change like that is that "things changed a lot." Whether the number of variables was a lot or a little, significant changes like that mean that an adjustment period has been created, and further evaluation over time determines if the adjustment is reasonable or not. Some people never skipped a beat with Dead Hard, but others gave it up as worthless and are only just starting to relearn how to use it properly. Whenever there is a drastic change, people always "catch up" at their own pace, with the ones who take longer causing a massive initial change in statistical outcomes.

  • Rovend
    Rovend Member Posts: 1,064

    I'll say wait until Base unbreakable actually gets to the live server before complaining, i am pretty sure it will be nerfed to the ground.

  • Chadku
    Chadku Member Posts: 731

    Only basekit i'd want is Whispers but tbh after 10 Lethal Pursuer matches it's not hard to guess where survivors spawn.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Survivors also got half of guardian/babysitter basekit

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    It has the same issue as CoH has had since the moment it was conceived: it entirely changes how core gameplay mechanics work. Like you posit, it might be nowhere near as bad as people assume, but likewise if they don't change the right things about it, numbers adjustments will barely matter. It affects far more than it is supposed to, and those echoing effects (and how bhvr addresses them) are going to be the biggest determining factor.

    When they nerfed Reassurance for live it was done in a way specifically to prevent abuse, and that was what made people consider it worthless, while ironically if any form of basekit UB has multiple uses or too lax restrictions, the two would have had insane synergy due to being able to force lose/lose situations by dive bombing the hook and forcing the killer to facecamp/babysit them. Same with the Soul guard change in the UB PTB, if not for the 30 seconds limitation it would have created a perfect whack-a-mole loop from groups of 4 to become unkillable until they eventually bleed out, just like what ended up happening during the Boil Over PTB.

    The fact they seem to be getting better about those stipulations and sanity checks (granted, they are still very far behind on them overall) makes me hopeful that they have the right idea, just that they're still not very good at finding out and understanding those problems until the community does that type of playtesting for them.

  • Quizzy
    Quizzy Member Posts: 862

    Personally i hope the recovery for certain perks are adjusted as only unbreakable was changed. No change on exponential or no mither( which deserves a higher recovery since it will technically take longer to get up than currently.)

  • neb
    neb Member Posts: 790

    a bit weaker? mf its brutal strength 1. And these stbfl stacks are like 2 and 1/3 or something.

  • neb
    neb Member Posts: 790

    Allow me to elaborate since this person decided to leave out important details for some odd reason.


    The basekit stbfl is only 2 and 1/3 stacks, that's it. As opposed to the max 8 stacks STBFL can get.

    The basekit Brutal Strength is only Brutal Strength 1. For reference, Brutal Strength 3 is a 20% speed increase. Brutal Strength 1 is only a 10% speed increase. So in other words, it went from 2.6 seconds to 2.34 seconds. Insanely good, I know I know.

    The basekit PGTW is laughable, kicking a gen gives 2.5% flat regression. PGTW post nerf removes 20% of current gen progression. Twenty percent. Pre nerf PGTW removed 25% progress of the total progression.

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    You know that interactions used to be a lot slower, right? it used to take ages to do simple things like vault or pick survivors up. They weren't "giving mini versions of bamboozles vault bonus" when they fixed things like that, they were acknowledging that the current action speeds were too slow relative to the pace of the game around them. Perspective is very important when evaluating balance, especially when concerning numbers adjustments. Reminds me of when they sped up the pig's crouching speed and people claimed she was getting combat straps as basekit, especially since the addon was also weakened to keep it normalized with the change.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    .2 seconds off breaking pallets and gens, .3 seconds of successful attack cooldown, .5 seconds of regression per kick.

    Survivors got 10 seconds of bt and 10 speed boost for 10 seconds.

  • Nathan13
    Nathan13 Member Posts: 6,721

    I only think killers should get shattered hope basekit because I don’t think it’s fair that they have to waste a perk slot on something to counter boons.

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Individual killers need touch-ups before we give all killer basekit perks.

    I feel bad for Sadako just as much as anyone, but I really don't think Nurse needs the help.

  • Laluzi
    Laluzi Member Posts: 6,226

    I am extremely glad to hear that there will probably be a revised PTB before the Finishing Mori comes back. Awesome news.

  • Sandt21
    Sandt21 Member Posts: 761

    The question is, do these three killer buffs you mentioned have the potential to equal actual full perks being added to all four survivor's basekit. The answer to that is simply no, they are no where near equal

  • neb
    neb Member Posts: 790
    edited October 2022

    Why does that matter though, the point of this discussion isn't about how we had it worse way before, it's about how these "basekit perks" are actually just fractions of the actual perk. This is the equivalent to someone bringing up their problems, and then another person saying how that person's problems are invalid because people had it worse before. Huh?


    Instead of giving us such miniature versions of the perks basekit, why don't we get something like corrupt intervention basekit? You know, something that actually helps, as opposed to adding a ton of miniscule almost insignificant changes? I guarantee you if someone drops a pallet on you now vs before, they still will make it to another pallet or window when you break it. Nothing changes, the basekit brutal 1 might as well be placebo. It only somewhat pairs well when you equip the perk with it, but at that point what the hell was the point of making it basekit if im gonna have to equip the actual perk to make it work?

  • Sandt21
    Sandt21 Member Posts: 761

    Killers recieved a small percentage of those perks being added to their basekit. But in regard to "base kit Pop Goes the Weasel", kicking a gen take off 2.5 percent of the total progress of the gen. Calling that "Basekit Pop" is really disingenuous

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,984

    I have no problem with any of the survivors basekits, but none of those buffs are anywhere in the vicinity of being as strong as those perks.


    I agree with this for sure, it should always have been a thing.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    Basekit BT is just the bare minimum to discourage killers from tunneling survovors off of hook. And it doesn't even work that well, just adds another few seconds to the process, and maybe secures an escape in EGC. Basekit unbreakable doesn't sound too useful except for players who slug which is a pretty cheap tactic and tobhelpnone survivor have a chance to escape in the 2v1 scenario. Might cause twins some issues though. They could do with a buff when/if unbreakable basekit gets added.

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    Because again, they didn't consider it "giving a portion of a perk basekit" when it didn't change anything conceptually about the killer, it was straight up just a numbers adjustment. Compare that to BT, which gives an entirely different effect for free and the perspective changes entirely. Its part of the problem with numbers adjustment perks and addons in general, they become bandaid fixes to things that should be adjusted oturight, while the perks are supposed to be bonuses that change things conceptually. Addons kinda fall in the middle, which is why they're character specific.

    I also would appreciate if you didn't make accusations like you did at the end, especially considering I always try to be pretty careful about not using things to invalidates other's experiences, especially with this game. All I did was try to give perspective due to the fact that not everyone was playing this game long enough to even know how bad a lot of basekit functions were.

  • AverageAshEnjoyer
    AverageAshEnjoyer Member Posts: 427

    Longer generators, quicker M1 recovery, slightly faster pallet/wall/generator breaking, less speed boost after getting hit and a mini PGTW for kicking generators.


    Basekit BT is only strong if you play like an ass and base unbreakable is probably going to get nerfed before it even hits live servers.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    Notice how all the basekit stuff survivors have received are direct soft counters to BASE (allegedly) tactics that exist by simply spawning into a map.

    So I don't understand how the fact that survivors received these basekit small buffs warrants killers to have basekit stuff when they were just given buffs.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    Survivors best perks were nerfed to ground which was huge buff for killers and if you don't play killer you don't know obviously know how those things improve killer gaming experience. Ds I can say it was strong before but now it tingles bit. Dead hard extended chases and you couldn't do anything about it most of times. Now you can usually counter it but it's still annoying but now at least everyone does not use it.

    Killer basekit buffs does make difference in many close hits situations and just make the gaming experience better. Gen regression perks are even stronger than before and usually help you win but if match does not go well now you can just defend 3 gen area and eventually you can secure win I tried this in haddonfield and there was nothing survivors could done to win the gens were few meters apart.

  • fake
    fake Member Posts: 3,250

    I'm glad to hear that because multiple PTBs will get much more feedback, since until now, one PTB was done and then implemented with changes to the live version right after a month or so.

  • Ryuhi
    Ryuhi Member Posts: 3,895

    While thats certainly true, I think the scenario is more alluding to the two sides not having their issues given the same attention nor urgency, which isn't exactly the same thing. Its a big part of why when a problem affects both sides and only one gets attention, the other feels that they were ignored in the process as they addressed a symptom rather than a cause. Personally I don't think that the "devs are all survivor mains" or anything like that, but it certainly does seem (somewhat understandably) like they prioritize 4 out of every 5 customers more often.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    In which case, the 2 biggest issues that were focused on were gen speeds and scummy tactics. Gen speeds were hit, with +10s added to each generator and a 2.5% removal of progress on each kick. Scummy tactics, including stacking second chance perks and the notorious camping/tunneling, were also hit.

    The success at which this happened can be argued in great depth, but you cannot deny that an attempt was made to counter both of the major issues that both sides faced and complained about a lot in one massive patch (while they firmly stick their head in the sand and pretend that a lot of maps don't need massive changes). And these hits came in different forms, too, via perk nerfs, perk buffs, and basekit features.

    One side getting a perk basekit doesn't mean the other should also get that perk basekit, and locking yourself into that mentality severely limits the design you can go with. Survivors got one singularly massive basekit buff with the post-unhook Endurance, while killers got lots of much smaller basekit buffs with the instant gen regression, survivor speed boost removal, basic attack reduction, and animation speed increase.

    Hence my original comment, imho, still stands. Survivors getting basekit BT is not singularly justification for killers to get a perk basekit too, and anyone that believes both sides are entitled to equal changes in equal methods are people I am very happy are not on the balance team.

  • CoDismylife
    CoDismylife Member Posts: 327

    Hahahaha

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    Gen speeds weren't hit hard enough, nor should they have been. The problem with gen speeds is much more than numbers adjustments, its the fact that they are impossible to balance with how variable they are in either direction, including survivor deaths or incapacitations. The gen speed issue and all of the pressure situations it causes issues with for either side will never be fixed until it is normalized instead of continuously stacking more factors in both directions. My point isn't even about one side or the other, its about the fact that the impact of the changes was disproportionate because they didn't address what the actual problem is, they just tried addressing symptoms of said problem. Its not that I think you're wrong necessarily, I just think they didn't dig deep enough into the issue and made surface level attempts to fix small pieces of it and didn't even do so evenly.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    "My point isn't even about one side or the other, its about the fact that the impact of the changes was disproportionate because they didn't address what the actual problem is, they just tried addressing symptoms of said problem. Its not that I think you're wrong necessarily, I just think they didn't dig deep enough into the issue and made surface level attempts to fix small pieces of it and didn't even do so evenly. "

    And the best bit? The exact same thing happened with the basekit BT.

    Bubba can still fscexamo through the change and his Chainsaw will go through Endurance, same as always. DS was nerfed and Off The Record is useless at preventing tunneling if you're tunneled immediately off hook, because of the removal of Endurance stacking. It's now more effective to literally hit straight after a survivor has been unhooked than it was before 6.1.0 because of the DS nerfs. They somehow managed to make hardcore tunneling easier though thankfully it's a lot harder to do it on accident (thankfully imo because I personally don't like it).

    So... Typical BHVR changes ig?

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    Exactly. They don't address the root issue, just keep throwing more layers on it until the jenga tower isn't as lopsided anymore. Its a terrible balance approach which leads to why the meta exists in the first place, everybody needs to stack their advantages knowing their opponent needs to do the same. And in the end, there are still plenty of problems left and half the solutions don't even work well enough anyway.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,115

    the problem with gen speed is that 3 survivors that efficiently do the objective is overly rewarding for survivor at base-kit. each of them have 100% action speed. Supposedly action speed penalty for co-op generator did not exist, survivors stacking on generators would complete generators in 30 seconds from 3 man generators. this is why they have -15% penalty for co-op generators which pushes completion time for stacking 3 people on generators to 42.82(43 seconds) but with prove thyself, it takes away that penalty so a generator can still be completed in 32 seconds. Completing 1 generator every 32 seconds is really fast for being glued on generators. for comparison, self-care used to heal you in 32 seconds. Doing generator collectively is as fast as healing. survivors do not stack on generators all the time but the collective of 3 survivors always being on generators means that 3 generator get done in 90 seconds.

    collectively across 5(32 seconds) generators, a lot of killer simply do not have good enough chases to compete against survivor that are glued on generators. the numbers for 80 seconds were even faster, so in some respects, 90 seconds is an improvement to the game foundation. The foundation is better balanced from killer having less dependency on gen perks but it is not overly different from what it was before the update. its hard to figure how to balance generators because if your team is good at survivor, you race through generators as if they do not exist but if just one of your teammate is inefficient at the objective, the killer has significantly easier time winning the match. The survivor's total up-time on generator has huge variance between the fastest generators and slowest generators. 1 survivor doing generators takes 7 minutes and 20 seconds. that is absurd amount of time for 1 survivor to just do all 5 generators. the killer can easily for 12 hooks with 7 minute and 20 seconds to finish all 5 generators. The killer would have like 15 minute match. 2 survivors halves the time, so that is closer to like 7-8 minute match which is what you get in soloq a lot of the time. 3 people doing generators is like 4:30-5:30 minute match which is SWF-level efficiency.

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    yep. Its the inverse of "we can't do gens because the killer is running 4 slowdown perks," both are two sides of the same coin. Its a big part of why the +10 seconds per gen didn't do a whole lot, especially since even that has a variable value of 20-50 seconds depending on how many gens are worked on simultaneously. The game needs to stop being designed to have survivors be too efficient at 4 people and too inefficient by the time its down to 2, even the efficiency variable itself is lopsided based on the number of survivors (which is why so many strategies reverted to tunneling and camping, and now tunneling 2 as a compromise) and they need to stop throwing more +'s and -'s on top. Killers need to slow efficiency as fast as gosh dang possible while survivors need to capitalize on how strong they are before their numbers dwindle.

  • Hannacia
    Hannacia Member Posts: 1,324
    edited October 2022

    Only decisive strike was nerfed. Off the record does it's job for survivors now + it has 2 other perks build into it. DH is stronger now when you learn to use it properly. What perks were nerfed again? Endgame collapse should deactivate second chance perks, since they were giving survivors free escapes.

    Gen speeds got increased by 10 seconds. After that they came out with more perks to help gen speeds and honest i havent seen any change because of that 10 seconds. I see 3-4 prove thyselfs per match and hyperfocus, i see build to last and toolboxes. I see brand new parts. Gens go by fast. I don't run 4 slowdown perks...maybe i should.

    Killers lost good perks more than survivors did i'd say + the base perks killers got are a joke. Survivors are getting full meta perks as base which means right now they are literally running with 5 perks soon 6. This is far from fair.

    I'm not supporting giving ANYONE basekit perks anymore, but if they keep babysitting survivors by giving them strong meta perks as base i would like killers to see at least corrupted invention as base. ( toned down version)

  • Omans
    Omans Member Posts: 1,081

    SO many bad takes in this thread. Most of them by players who undoubtedly only play killer.