August Developer Update thoughts

Looks like the first round of post-patch balance tweaks are already announced! Going through them

Thanatophobia will be receiving a rework in the 6.1.2 Update: Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds.

This change will make Thanatophobia nearly as potent as before if all Survivors are injured but will require more effort on the Killer’s part to get full value.

Interesting change. So basically it’s going back to a 20% max instead of 22%, and on top on that if only 1 to 3 survivors are injured it is much less effective. This will definitely make the perk less popular, how much it hurts Legion Thana or Plague Thana combos remains to be seen since that will depend on how often they have literally all four survivors injured during a match. (It’s a good chunk of a match typically but not 100% of the time.)

Taking 2 protection hits will now activate Mettle of Man, granting the Endurance status effect. While the Endurance effect is active, your aura will be revealed to the Killer when they are further than 12/14/16m away. Like other Endurance effects, performing a Conspicuous Action will cause it to deactivate prematurely, and it will not protect you from entering the dying state if you already have Deep Wounds.

With this change, Mettle of Man will now work exactly like other Endurance perks, forcing the Survivor to make a choice between saving their Mettle of Man and working on generators. Since this will make it a little weaker, we have reduced the number of protection hits required to compensate. The aura reading effect is also active immediately rather than after you heal allowing the Killer to anticipate Mettle of Man and plan accordingly. We believe these changes will make the perk both easier to use and more interesting to play around.

I’m not as up on Mettle of Man’s working as other perks but this definitely sounds like a nerf. Sorry Ash mains. 😞

However, this change caused an unexpected combination to appear. Since this new version allowed the Survivors to continue working on the generator, Merciless Storm would continue spawning an excessive amount of skill checks (nearly 40!) after the generator regresses.

To remedy this, we are restoring Pain Resonance’s generator interruption, though the Killer will still not receive a notification. This will cause Merciless Storm to no longer combo with Pain Resonance. 

That said, this would bring back the combo of Pain Resonance and Dead Man’s Switch. Therefore, we’ll be reducing the duration of Dead Man’s Switch to 20/25/30 seconds in order to make the perk combo less oppressive than it previously was.

So good news for Pain Resonance overall, bad news for Dead Man’s Switch. It might be ok though, Dead Man’s Switch at 30 seconds still gives slowdown. 🤷‍♂️

In 6.1.2, this issue is now resolved, and The Clown will be available to play once again.

Nuff said, yay!

Tome 12: Discordance includes all-new orange glyph challenges. We’ve seen some reports of motion sickness caused by the swirling VFX after interacting with these glyphs. Alongside the 6.1.2 Update, we will be temporarily swapping out these glyph challenges for a different one while we retool the visuals. If you’ve already completed this challenge, don’t worry; the challenge will remain completed! The orange glyph is expected to return with improved effects in the following update.

I didn’t experience the motion sickness issue personally but I get it. Glad they’re adjusting it.

Matchmaking Incentives reward you with additional Bloodpoints for playing whichever role is in demand at the time. When the Mid-Chapter launched, these incentives were not working as intended, granting 100% bonus Bloodpoints to Survivors at all times, including when there were more Survivors playing than Killers. This had an adverse effect on matchmaking: While Killer queue times were fairly quick, Survivor queue times skyrocketed. The system needed to be disabled after several hours.

We have investigated this issue and found the cause, but unfortunately it won’t make the deadline for the 6.1.2 Update. Matchmaking Incentives will be re-enabled on the 6.2.0 Public Test Build, then on the live version of the game if everything goes smoothly.

I’m a bit surprised the fix wasn’t simple enough to make it into the 6.1.2 patch, just goes to show you can never tell how complicated a bug is to resolve. Ah well, at least they figured it out. 🤷‍♂️


Earlier this month, we launched our largest balance patch to date, making changes to 40 perks- including the meta- and various base game mechanics. With such a major shake-up, we have been keeping an extra close eye on feedback and performance since the update released to ensure that nothing gets out of hand. Now that…


Comments

  • I’m disappointed the DS stun timer wasn’t reverted.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107125#Comment_3107125

    How are you keeping all four survivors injured while you hard tunnel someone?

    Plague doesnt let you heal, Legion can do the same and its by far too easy to run around hitting those non-injured and returning to the hook. do you even play this game?

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107280#Comment_3107280

    Plague doesnt let you heal, Legion can do the same and its by far too easy to run around hitting those non-injured and returning to the hook. do you even play this game?

    Do YOU even play this game? If Legion is running around hitting all those non-injured people they're not actually tunneling the person you're saying they're tunneling. And if they DO hard tunnel a survivor they're not stopping the other survivors from having at least one of them be healed. (And it only takes one survivor to heal to slash the penalty from 20% to 6%.)

    Also Plague doesn't stop people from healing, they can use the fountains hypothetically any time. You just have to be a little careful on the timing of when you use the fountain.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107344#Comment_3107344

    Do YOU even play this game? If Legion is running around hitting all those non-injured people they're not actually tunneling the person you're saying they're tunneling. And if they DO hard tunnel a survivor they're not stopping the other survivors from having at least one of them be healed. (And it only takes one survivor to heal to slash the penalty from 20% to 6%.)

    Also Plague doesn't stop people from healing, they can use the fountains hypothetically any time. You just have to be a little careful on the timing of when you use the fountain.

    I guess this isnt worth any further discussion as your totally naive on any matter how the game is palyed.

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