Patch notes are up (changes from PTB)

https://forum.deadbydaylight.com/en/kb/articles/286-5-0-0-resident-evil

Balance

  • Demogorgon add-on "Lifeguard Whistle" now reduces detection range from the portal by 1 meter.
  • Demogorgon add-on "Barb's Glasses" bonus reduced to 15% (from 20%).
  • Demogorgon add-on "Black Heart" bonus reduced to 15% (from 20%).
  • Demogorgon add-on "Vermillion Webcap" bonus undetectable duration increased to 3 seconds (from 1 second).
  • Demogorgon add-on "Rat Tail" bonus increased to 35% (from 25%).
  • The perk "Franklin's Demise" will no longer destroy items. Instead, it will drain charge from items over time and leave them empty.
  • Increased the duration of the perk "Lucky Break" to 40/50/60 seconds (up from 35/40/45).
  • Readjusted maximum turn rate per frame during Blight’s rush at large look angles.

CHANGES FROM PTB

Balance:

  • Killer - The Nemesis
  • Zombies respawn every 45 seconds (was 30 seconds) when destroyed by Survivors.
  • Zombies spend a maximum of 1.5 seconds in idle before starting to patrol (was up to 3 seconds)
  • Zombie audio range extended to 6 meters (was 5 meters)
  • Zombies now shrink their collision when blinded, allowing survivors to move past them in small areas
  • Hitting a Contaminated survivor with Tentacle Strike increases Mutation Rate (the same amount as hitting a zombie)
  • Perk - Lethal Pursuer
  • Duration increased to 7/8/9 seconds (was 5/6/7 seconds)
  • Perk - Hysteria
  • Triggers when healthy survivors are is put into the injured state by any means (previously triggered only by basic attacks)
  • Cooldown reduced to 30 seconds (was 60 seconds)
  • Perk - Eruption
  • Triggers when survivors enter the dying state by any means (previously triggered only by basic attacks)
  • Cooldown reduced to 30 seconds (was 90 seconds)
  • Incapacitated duration increased to 12/14/16 seconds (was 10/12/14 seconds)


Seems like reasonable nerfs to the zombies to make them less annoying on indoor maps. They also got rid of being able to completely deny T3 for Nemesis and buffed all of his perks (really, 2/3rd of his perks were better on different Killers since they required M1 to activate). Thoughts?

Tagged: Mod

Comments

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272228#Comment_2272228

    Yeah but why would a survivor escaping with an empty item affect you? It's good for both survivor and killer now the way I see it. Besides they only will die trying to collect their item.

    Oh wait was someone saying it wasn't a good change?

  • Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272241#Comment_2272241

    Dull and boring? For Survivors yes. But also effective as always.

    Can't argue that. However I don't enjoy treating the game as a job or becoming a meta slave in order to beat the other meta slaves and argue one is better than the other


    This is my preference and ultimately everyone is free to build however they want its all decided by what one is comfortable with

  • Wait. So, no minimum Zombie patrol distance from hooked survivors?

  • Franklin's nerf is kind of disappointing. Now survivors won't be rushing back to their key after being unhooked. They can pick it up whenever they feel like it. I feel like this is the point keys should've been nerfed at least a bit. Maybe require charges to open the hatch so Franklin's would still work on it.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272232#Comment_2272232

    1 meter is three feet; more than two pallet lengths combined with its base range. If you can't win with that, you are the problem.

    Oh no i am so noob killer.

  • I love what they did to Nemesis's perks and I'm very glad they listened to feedback on the cooldowns, but seriously? Franklins nerf while still doing nothing to stop keys? I never ran Franklins, but this is absurd. Meanwhile moris in their current state are still 'toxic' or whatever the hell.

    Seems like they didn't fix zombies' lack of collision when hitting survivors either, so getting stuck in a corner with a zombie is still an unsalvageable situation.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272199#Comment_2272199

    Only 1 add-on got buffed and its pointless one. Rat tail used to be 50% before it got nerfed to 25%. I am only sad for his barbed glasses change. it was my favorite add-on him :(

    Vermillion Webcap also got buffed. Increases undetectable duration by 3 seconds from 1 second.

  • @Mandy said:

    Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

    Then why not change the vaccine so it cant be destroyed and or dropped??

  • @Mandy said:

    Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

    That makes a little sense but why not make it so Vaccines don’t count as an item. The only items that should count as a item are Toolboxes, Medkits, Flashlights, Flashbangs, Firecrackers, Maps and keys because with those you can leave the match and keep them(except the flash bang?) so they should make it so the vaccine doesn’t count as a item.

  • @Mandy said:

    Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

    Does this mean fireworks won't be destroyed by Franklin's anymore?

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272299#Comment_2272299

    Does this mean fireworks won't be destroyed by Franklin's anymore?

    I believe so yes, for the same reasons - one use item

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272340#Comment_2272340

    I believe so yes, for the same reasons - one use item

    This makes me very happy since those are my favorite item. My swf teammate and I can go back to blinding eachother without killer ruining it. 😂

  • @Mandy said:

    Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

    But vaccination isn't even that significant? It's not like Plague; being sick against Nemesis does not have significant downsides beyond the inability to stealth indefinitely (which other killers already have in their basekit, so the removal of the option isn't anything new.) The dominant strategy in the PTB was just to stay sick and ignore it, because it actually denied Nemesis more of his power. Even though that's been fixed in the live update, survivors still aren't hurting very much from remaining sick. They can heal, Nemesis still takes two hits to down them.

    This has much farther-reaching consequences than cutting off a strategy to one killer that wouldn't even be that impactful in the games it was employed. If this was seriously a concern, the team could have made it so that vaccines were unaffected by Franklins and weren't dropped. This just destroyed the only counter to the most broken survivor item in the game. Killers either have to accept that all remaining survivors can up and leave the game early, or dodge the lobby. There's nothing else.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272299#Comment_2272299

    Does this mean fireworks won't be destroyed by Franklin's anymore?

    Seems like it, since they don't have charges and that is all that Franklin does now after hitting a survivor, removes charges over time. Which is honestly even more useless than having to camp an item for 90 seconds for it to be not a threat.

  • The nerf to Franklin's Demise was unnecessary, since, once you know the killer has it, all you have to do to completely nullify its effect is simply drop the item yourself either during or before an upcoming chase, and as long as you know where you left it, you'll never lose it to FD's effect. It was the EASIEST counter to a perk ever, but I guess the majority of survivors were too smooth brained to figure this out, so the devs (who have a history of overly coddling the players) took away the only tool killers had that could potentially counter the most overpowered items in the game. It also doesn't matter if it drains charges anymore since survivors can just recharge said items by 50% with Built to Last, which was introduced 2 chapters ago, so for the survivors using it, this is now a hard counter to FD.

    Sigh...

  • @Mandy said:

    Franklins was mostly changed due to Nemesis. With the vaccine being a single use, Franklins effectively destroyed the vaccine completely.

    1. It didn't destroy items instantly.
    2. Is being infected truly that big of a deal if you only have 4 chances to remove but, one person can loot all four chests then hide them.
    3. If it's that big of a deal why not make an exception, instead of buffing the most hated part of the game from a killer perspective.
  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272196#Comment_2272196

    https://forum.deadbydaylight.com/en/discussion/comment/2272197#Comment_2272197

    I personally bring 16 charges with medkit or 32 charges for 1/2 self heals. One hit on someone with a medkit and you lose 1 full heal chance. So that's a direct nerf to medkits. You recover a toolbox and you will have less charges now but in old case scenario, if you get it before timer runs out you get to keep full charge and "wait..killer has franklins. I'll use all my charges now" will be the mindset.

    Besides what's the difference between losing all charges and losing the item altogether except for keys?

    Eventually... they've been saying eventually for a year now. Yet moris are getting their second change in that same time frame. It doesn't take a rocket scientist to change keys. And now with this change, another thing has to be added to them.


    1. An animation for the hatch opening, 3-5 seconds depending on whether pink or purple key. Getting interrupted by hit or grab does not reset progress on opening hatch as key stays in the hatch.


    2. Charges required for key to open hatch. Both keys would need at least half charges to open hatch.


    3. Keys no longer can be found during active trial unless certain criteria is met. I'd say all totems cleansed, at least 2 survivors dead, and only one gen left to fix. All of this plus hatch opening animation creates pressure on the survivor as they take a gamble on if all totems are done and opening that last chest, getting gens done unless they are the last survivor in trial, and then beating the killer to the hatch and opening it before the killer downs them.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272282#Comment_2272282

    Vermillion Webcap also got buffed. Increases undetectable duration by 3 seconds from 1 second.

    yeah its pointless. you hear his footsteps when undetectable and he makes a sound when using portals. if you want stealth add-on, use his iri one that make it silent. I was using the lifeguard whistle for info and barbed glasses. both got weaker. apparently overperforming i guess... even though I don't think i'd win any strong team with him. just anti-fun changes.

  • So, they nerfed Demo, even though he was fine.

    They nerfed Blight even though he was fine.

    NEITHER OF THOSE WERE ON THE PTB.


    They nerfed Franklin's in order to buff Keys.


    Yeah, this seems like a shitshow patch.

  • @Northener1907 said:

    They are seriously not listening community again.

    We all said Trickster is weak killer in PTB time. And they released him weak.

    People keep said T3 is useless and powerless. It is not worth to get it. And again BHVR is not listening fans. Good Job!

    We also said that the perks were too weak, and they buffed all the killer perks. We also pointed out that Nemesis couldn't tear up if all survivors just stayed infected, so they fixed that and Nemesis can get some charge when hitting contaminated survivors as well.

    Don't just cherry pick examples to try and push your "devs don't care" agenda.

    They also buffed Trickster in a following hotfix.

  • Every time I think about buying a killer, they just confirm why I haven't bought any killers or content since like Clown or Spirit.

  • I'm glad they buffed Lucky Break back close to what it was in the ptb. 120 was too much but 45 was not enough. I feel 60 seconds is good and balanced

  • I love the hysteria change. Really looking forward to play with that.

1 2 ›