Developer Update Was Pretty Good

A lot of the changes I felt like should have been made during the mid-chapter update are making their way into the game with the next chapter releasing.

Good job developers, "you did the good". But I do have some minor issues here and there which I will dive into, but do note, that I am still happy from all the information we got with the developer update.

  • Also, not sure why Reassurance needed a nerf that way, I feel as if just giving the survivor the option to opt out of Reassurance would have been better if someone was being held hostage on hook.
  • And Im really glad Mettle of Man is getting reverted, I didnt think it was insanely terrible. But Ive always had the mindset that they need to go back to what MoM did during the nerf PTB, where you gain stacks for it by unhooking survivors. It will reward survivor for being altruistic, which is nice.
  • And while Im super glad that basekit Borrowed Time got buffed (really is a nice to see), I still dont see how this counts as changing "camping and tunneling" when it only changes tunneling. I dont want to see camping and tunneling removed entire, I just want it to be the most effective playstyle. But overall it's still a good change nonetheless.
  • Also fixing some of the issues with Wesker was a given. I think we all saw this coming with how clunky he felt, and more importantly how awful the collision with objects was. Glad the developers went ahead and fixed these issues to make things flow better.

Comments

  • Basekit BT stops the killer from hitting the unhook survivor immediately that's the camping part of BT that it prevents.

  • Obviously devs is survivor sided.

    They reverse MoM nerf , but not reverse thanatophobia nerf.

    Old thanatophobia before patch 6.1.0 should return.

    Now thanatophobia is useless it get over nerfed , hopefully in future it will get changed.

  • Reassurance needed the nerf, because it was a perk that promoted an unhealthy gameplay style of leaving the survivor on hook. A single survivor could extend the hook very significantly due to the non-existent cooldown meaning that there was no real incentive to actually unhook the person on the hook with it.

    The survivor is a team of 4. They should be rescuing each other. The change to reassurance is still quite strong with the ability to pause the hook timer by 30s up to 6 times for a total of 3 minutes. However, you can only do that if you actually unhook your teammates.

    Plus it's more fitting. What's more reassuring, that your teammates will try to save you or that your teammates are going to leave you hanging out to dry?

  • @OrangeBear said:

    Basekit BT stops the killer from hitting the unhook survivor immediately that's the camping part of BT that it prevents.

    That would still be tunneling since an unhook occurred, not camping...

  • I am happy they fixed the grind the way I have been suggesting since the beginning. Take that mod that felt it "didn't make sense." Get wrecked, son.

  • I’m pretty pleased with all the changes in this update log.

  • @Cameragosha said:

    Obviously devs is survivor sided.

    They reverse MoM nerf , but not reverse thanatophobia nerf.

    Old thanatophobia before patch 6.1.0 should return.

    Now thanatophobia is useless it get over nerfed , hopefully in future it will get changed.

    The developers arent survivor sided, nor are they killer sided, they are just trying the balance the game the way they see fit. Granted, they dont always do a good job, they are only human and are prone to making mistakes and such.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148201#Comment_3148201

    That would still be tunneling since an unhook occurred, not camping...

    Being hit after an unhook and and instantly going down to just be put back on the hook is no different than just staying on the hook really.

  • The reassurance and better than new changes were pretty bad but everything else was good.

  • @Cameragosha said:

    Obviously devs is survivor sided.

    They reverse MoM nerf , but not reverse thanatophobia nerf.

    Old thanatophobia before patch 6.1.0 should return.

    Now thanatophobia is useless it get over nerfed , hopefully in future it will get changed.

    Did you miss that Wesker is going to be significantly better on live than he was on PTB from the changes they’re making and that they the new RPD maps are going to have fewer pallets? Not to mention that the last patch rework was a very significant buff for killers across the board.

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148210#Comment_3148210

    Being hit after an unhook and and instantly going down to just be put back on the hook is no different than just staying on the hook really.

    It forces a hook stage that shouldnt be forced at the time.

    If Im on hook being camped, reach second stage, get unhooked and immediately downed and hooked, then Im just dead. If I were being camped in that same situation, I would still be dead, but it would take another 60 seconds of being on the hook before I die, wasting the killer's time, giving the survivors more time to do generators and heal.

    There is a very clear difference.

  • @Crowman said:

    Reassurance needed the nerf, because it was a perk that promoted an unhealthy gameplay style of leaving the survivor on hook. A single survivor could extend the hook very significantly due to the non-existent cooldown meaning that there was no real incentive to actually unhook the person on the hook with it.

    The survivor is a team of 4. They should be rescuing each other. The change to reassurance is still quite strong with the ability to pause the hook timer by 30s up to 6 times for a total of 3 minutes. However, you can only do that if you actually unhook your teammates.

    Plus it's more fitting. What's more reassuring, that your teammates will try to save you or that your teammates are going to leave you hanging out to dry?

    There is 100% a reason to unhook the survivor of the killer is not camping.. if the killer is camping and people need to use this perk more than once, the perk would then be effective. Which is the point of the perk. There’s no point to leave a survivor on the hook other than if the killer was camping. Not sure how many times we have to tell this to you people

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148208#Comment_3148208

    There is 100% a reason to unhook the survivor of the killer is not camping.. if the killer is camping and people need to use this perk more than once, the perk would then be effective. Which is the point of the perk. There’s no point to leave a survivor on the hook other than if the killer was camping. Not sure how many times we have to tell this to you people

    If the killer is pressuring the hook and gens, then reassurance was only stalling out the game for no real reason. It was not healthy no matter how much you dislike killers camping as part of a strategy. I will say that facecamping especially on a killer like Leatherface is a problem that needs to be addressed, but a perk is not the answer to that. But outside of that issue, you can force a hook trade which is still very beneficial to the survivor team after gaining an extra 30 seconds via reassurance.

    Reassurance does the job it is designed to do. Give you extra time for teammates to get gens done and time to trade. If you fail to take advantage of the 30 seconds to save your teammate or get gens done, that is on you and your team.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148244#Comment_3148244

    If the killer is pressuring the hook and gens, then reassurance was only stalling out the game for no real reason. It was not healthy no matter how much you dislike killers camping as part of a strategy. I will say that facecamping especially on a killer like Leatherface is a problem that needs to be addressed, but a perk is not the answer to that. But outside of that issue, you can force a hook trade which is still very beneficial to the survivor team after gaining an extra 30 seconds via reassurance.

    Reassurance does the job it is designed to do. Give you extra time for teammates to get gens done and time to trade. If you fail to take advantage of the 30 seconds to save your teammate or get gens done, that is on you and your team.

    If the killer was pressuring gens and going back to the hook then you had enough time to unhook while the killer was checking on gens.. therefore reassurance wasn’t needed and then you can have 4 people doing gens or 1 person looping the killer while 3 other people are doing gens. Or better yet, not have 1 less person be able to save you because you “left them on hook” and then you actually ended up dying and now your both dead. There is no “unhealthy” gameplay besides MAYBE the occasional troll to a random survivor by purposefully keeping them on hook forever but that would not become a thing at all

  • Extra BT base kit time is a great change. Anything to counteract camping/tunneling is good. The players who are dead-set on tunneling just hit you out of your endurance immediately anyway, so the added speed boost is good too.

    The 33% Bloodweb node cost reduction is also a positive change. This moves the goalpost for unlocking teachable perks roughly back to where it was in the first place (1.1 million BP to reach level 40 before the big patch, increased to 1.6 million BP to reach P1/level 51 after the big patch, and back to ~1.1 million BP to reach P1/level 51 after this upcoming patch). So, it's a wash in terms of the grind getting better (and I should be clear in that "unlocking a character's teachable perks" is 90% of what I consider "the grind" that needs to be fixed), and then cheaper maintenance costs beyond that. I wish it were closer to a 50% Bloodweb cost reduction, but I'll take what I can get.

  • You don't think 10 seconds of endurance and 10 seconds of 10% haste does anything to deter camping and tunneling?

  • @Cameragosha said:

    Obviously devs is survivor sided.

    They reverse MoM nerf , but not reverse thanatophobia nerf.

    Old thanatophobia before patch 6.1.0 should return.

    Now thanatophobia is useless it get over nerfed , hopefully in future it will get changed.

    you keep making troll posts like these pls stop you said wesker is c tier