So survivors nerf update became killer nerf update? KEKW

There were only two things I cared the most about in this update: DH and CoH.

DH: so one rescue gives two activations at once? Wow, so we keep seeing this ######### perk in every chase except first two? You know what, BHVR? I'm not sure that you thought about it, but the killers for 7 years of the game have deserved the right to swing at a injured survivor without being afraid to give him a third stage of health. That's was the biggest problem with this perk and it is now still here. To justify this buff by tunneling is very stupid, because it does not work and has never worked this way, but with this update I'll be tunneling a lot more on killers.

CoH: You make healing as it was (imo all healing should be 20 sec, but ok, i don't really care much about this revert), but still decided to buff CoH? 8 seconds to one survivors to be healed? 16 seconds on two? You're a little late with April Fools' jokes, to be honest. Well, two CoHs on the map and now hits doesn't matter even more than before lmao

Yeah, and "but when you crunched the numbers, Circle of Healing rarely provided any benefit." Yeah, you know what? CoB NOW SAVING YOU 4 SECONDS provided that no one touched the generator for a whole minute. How about this numbers? Yeah, you don't care.

PR "buff" still garbage, too situational and pointless. 3 times more weaker than old Pop. And this is if you do not remember that you have only 4 hooks on the map, the spawns of which do not allow you to use this perk the whole game sometimes. At this point, 10 times more weaker, than old Pop.

So lets most boosted survivors perks stay as it was with minor adjustments. Lets revert healing, because before ptb we see problems with it, but now every problem magically disappeared and began to look balanced again lol. Lets destroy all killers regress perk to oblivion and one more time buff survivors genrush perks. (29% Resilience + Overzealous (with cleansed hex) still do nothing about it, wow, really balanced. My new build btw). A small nerf of medkits, which will hardly be noticeable, because 2 CoH on the map and you will be better than before the update. Back to meta, yeah, cool.

Words can't describe how this news turns the whole update upside down. This is absurd and ridiculous. Well, I'll continue to sit on survivors much more and win matches with one button with my swf.

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392450#Comment_3392450

    CoH is now a risk reward perk.

    You need to take the time to set up a Boon and you need two Survivors to heal with it. All of that is essentially free time for me as a Killer.

    I expect this to be a somewhat fair patch, though it is difficult to tell. I don't expect it to affect my kill rates much.

    Also remember they need to get to the area. To hear some people talk, you'd think it covers the whole map.

  • i'm only concerned about the boons because coh is still gonna be an issue. you are still going to have to snuff the damn totem 15 times because only 1 person can put it up a million times if they want to

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398362#Comment_3398362

    Here is a secret many people don't seem to realise while playing with these kind of perks.

    The perks do in fact not deactivate when someone dies. You are in no obligation to get all your tokens out before killing someone.

    You can have someone dead by hook 5 and be ahead of current PR all the time with less hook rng.

    You can have someone dead on hook 4 and only have one hook you are behind current PR to then instantly negate it on the next hook.

    Comparing it to Grim Embrace is silly, Embrace does nothing untill everyone is hooked. The new Pr does.

    My point is that if you are playing to win, you will be targeting one survivor and will get a maximum of 25% regression, if you’re lucky with hook placement. Once it’s a 3 v1, it probably doesn’t matter if you get more scourge hooks since the game is over.

  • @NerfDHalready said:

    i'm only concerned about the boons because coh is still gonna be an issue. you are still going to have to snuff the damn totem 15 times because only 1 person can put it up a million times if they want to

    Unless they get multiple heals out of it, every time they boon, it slows them down.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398528#Comment_3398528

    My point is that if you are playing to win, you will be targeting one survivor and will get a maximum of 25% regression, if you’re lucky with hook placement. Once it’s a 3 v1, it probably doesn’t matter if you get more scourge hooks since the game is over.

    That's playing to win against weaker survivors, against stronger survivors that's playing to get genrushed.

    If you are not getting a down while the first survivor is hooked against good teams that don't rescue asap you are already losing. If they leave people on hooks for 45 seconds per stage and you stand there waiting to tunnel them out you'll look at having 1 or zero gens left by the time you are done

    Ideally you want to get a kill after 4-5 hooks and pain res is pretty much the same or better when you play like that

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398297#Comment_3398297

    So you'd rather have a harder time in harder matches and an easier time in easy matches than having some amelioration between the two?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398386#Comment_3398386

    It was most certainly not enough, since Botany Knowledge offered the same value, just without any range restrictions, set-up time or counterplay. It'd be incredibly inefficient, putting it more in line with Autodidact, No Mither and Potential Energy.

    I’d rather the number of people using DH be lowered as much as possible, and the original PTB DH would have done this much better than the new DH.

    And the average number of DH activations per match would be lower with the original PTB DH, especially if multiple people brought the perk to the same game.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398708#Comment_3398708

    That's playing to win against weaker survivors, against stronger survivors that's playing to get genrushed.

    If you are not getting a down while the first survivor is hooked against good teams that don't rescue asap you are already losing. If they leave people on hooks for 45 seconds per stage and you stand there waiting to tunnel them out you'll look at having 1 or zero gens left by the time you are done

    Ideally you want to get a kill after 4-5 hooks and pain res is pretty much the same or better when you play like that

    That’s not my experience. I win almost all of my killer games by staying close to the hook/a gen spread. The “spreading pressure” thing is a losing strategy.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394328#Comment_3394328

    New DH is a huge un-nerf, compared to original PTB DH.

    In the original PTB version, people that equip dead hard might get 0 activations from it, if they didn't safe unhook anyone. In the newer version, every survivor that equips dead hard gets 2 activations for free.

    There are still multiple szenarios in which someone will not be able to use their dead hard at all in a match: never being hooked, being the last one the Killer hooks, not being unhooked for example because of a camping LF, if the Killer tunnels right after the unhook (hits them in deep wound and chasing them to hook them again).

    Also being camped in second state means you can only use it once.

  • There were some people saying, they nerf COB+OC. Others thought its SH PR with DMS. BHRV be like.

    why-not-both-why-not.gif


  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398758#Comment_3398758

    That’s not my experience. I win almost all of my killer games by staying close to the hook/a gen spread. The “spreading pressure” thing is a losing strategy.

    I can't speak for your experience but i know from mine that hard tunneling can backfire massively against good survivors.

    And it's the same for pretty much every person i watch playing at high level too. None of them go into the game with the mindset of having their first 3 hooks on the same survivor.

    They'll do it ofcourse if the survivors hand it on a silver platter but they know it's a trap against good swfers.

    Otz mentioned this on his video when he did the no tunnel experiment i believe. Against the highest level survivors hardcore tunneling doesn't work.

    Also i'm having a bit of a deja vu here and i'm not the best with names so sorry if i'm mixing you up with someone else but i remember another convertation with someone with a nurse profile picture.

    Obviously this doesn't apply to nurse, she can do whatever she wants. It's not the same game she is playing

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398792#Comment_3398792

    I can't speak for your experience but i know from mine that hard tunneling can backfire massively against good survivors.

    And it's the same for pretty much every person i watch playing at high level too. None of them go into the game with the mindset of having their first 3 hooks on the same survivor.

    They'll do it ofcourse if the survivors hand it on a silver platter but they know it's a trap against good swfers.

    Otz mentioned this on his video when he did the no tunnel experiment i believe. Against the highest level survivors hardcore tunneling doesn't work.

    Also i'm having a bit of a deja vu here and i'm not the best with names so sorry if i'm mixing you up with someone else but i remember another convertation with someone with a nurse profile picture.

    Obviously this doesn't apply to nurse, she can do whatever she wants. It's not the same game she is playing

    I’ve been playing since 2018, and I’m pretty sure I’m at high MMR considering my win rate. My experience has been the opposite: the nicer I play, the more likely I lose. Nurse lets me play more for hooks, but you have to be defensive with most other killers.

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394335#Comment_3394335

    There are still multiple szenarios in which someone will not be able to use their dead hard at all in a match: never being hooked, being the last one the Killer hooks, not being unhooked for example because of a camping LF, if the Killer tunnels right after the unhook (hits them in deep wound and chasing them to hook them again).

    Also being camped in second state means you can only use it once.

    None of that is relevant. If the original PTB version went live, survivors would realize they can easily get stuck with zero activations, and would drop the perk.

    It’s the same thing with devour hope. Yes there are scenarios where the killer gets 5 stacks and can mori survivors, but killers are more likely to remember all the games where they didn’t get a chance to mori any survivors.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398297#Comment_3398297

    So you'd rather have a harder time in harder matches and an easier time in easy matches than having some amelioration between the two?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398386#Comment_3398386

    It was most certainly not enough, since Botany Knowledge offered the same value, just without any range restrictions, set-up time or counterplay. It'd be incredibly inefficient, putting it more in line with Autodidact, No Mither and Potential Energy.

    Yeah, but the aura reading makes it worth it,. It become a info + healing perk around an area, which i think is great. Of course, this is for SoloQ. For SWF Botany would be better anyway.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398793#Comment_3398793

    None of that is relevant. If the original PTB version went live, survivors would realize they can easily get stuck with zero activations, and would drop the perk.

    It’s the same thing with devour hope. Yes there are scenarios where the killer gets 5 stacks and can mori survivors, but killers are more likely to remember all the games where they didn’t get a chance to mori any survivors.

    Yeah but that was my point: Survivors will still experience matches where they get no uses, so they will drop the perk (I think simply the announcement of a nerf makes some people drop a perk, even if the perk is still good, but that is a different topic).

    So the question is: Is your szenario of not getting an unhook more common than the szenarios I mentioned? And honestly I don't know. In the last two solo survivor matches I played I would have gotten the same amount of uses out of dead hard with both versions so I'm not sure that it makes a big difference, but two rounds is obviously a very small sample.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398870#Comment_3398870

    I’ve been playing since 2018, and I’m pretty sure I’m at high MMR considering my win rate. My experience has been the opposite: the nicer I play, the more likely I lose. Nurse lets me play more for hooks, but you have to be defensive with most other killers.

    Big difference between playing nice and ignoring all but one survivor

    All it takes is a single hook on another survivor and new pain res is more of a side grade then a nerf

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398958#Comment_3398958

    Yeah but that was my point: Survivors will still experience matches where they get no uses, so they will drop the perk (I think simply the announcement of a nerf makes some people drop a perk, even if the perk is still good, but that is a different topic).

    So the question is: Is your szenario of not getting an unhook more common than the szenarios I mentioned? And honestly I don't know. In the last two solo survivor matches I played I would have gotten the same amount of uses out of dead hard with both versions so I'm not sure that it makes a big difference, but two rounds is obviously a very small sample.

    Live DH has an average of 1 activation per hook state, so scenarios like “survivor never got unhooked” would have lowered live DH’s activations too.

    And it takes way more time and effort to reliably get an unhook before every chase (especially in solo q), than it is to passively get activations for free. And it’s even more time and effort if 2 solo q survivors bring original PTB DH and are fighting each other to get unhooks.

    And if all 4 survivors bring original PTB DH, then it would be a total mess for everyone, because there would be 8 activations that could possibly be available, which averages to 2 activations per survivors, at which point the original PTB’s best scenario is what new DH can easily give for free. And original PTB DH would have been a nightmare for 4 survivors to coordinate, and survivors could very easily miss out on activations.

    And original PTB DH would also be worse then new DH if the killer is proxy camping, but doesn’t hit the survivor immediately after being unhooked, because the original PTB DH wouldn’t have given a free activation for being unhooked.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392450#Comment_3392450

    CoH is now a risk reward perk.

    You need to take the time to set up a Boon and you need two Survivors to heal with it. All of that is essentially free time for me as a Killer.

    I expect this to be a somewhat fair patch, though it is difficult to tell. I don't expect it to affect my kill rates much.

    If you really say that survivors need that 12 seconds to bless totem and it is that big downside, make boons have duration and disappear after this time!

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399324#Comment_3399324

    Live DH has an average of 1 activation per hook state, so scenarios like “survivor never got unhooked” would have lowered live DH’s activations too.

    And it takes way more time and effort to reliably get an unhook before every chase (especially in solo q), than it is to passively get activations for free. And it’s even more time and effort if 2 solo q survivors bring original PTB DH and are fighting each other to get unhooks.

    And if all 4 survivors bring original PTB DH, then it would be a total mess for everyone, because there would be 8 activations that could possibly be available, which averages to 2 activations per survivors, at which point the original PTB’s best scenario is what new DH can easily give for free. And original PTB DH would have been a nightmare for 4 survivors to coordinate, and survivors could very easily miss out on activations.

    And original PTB DH would also be worse then new DH if the killer is proxy camping, but doesn’t hit the survivor immediately after being unhooked, because the original PTB DH wouldn’t have given a free activation for being unhooked.

    Live Dead Hard has a great many more activations than just one per hook state, because it activates as soon as you're injured. You're conflating activations with uses, which is another reason you're under the impression this isn't a gigantic nerf.

    Survivors currently get activations of Dead Hard for free on live. The difference is that now they only get two uses of Dead Hard as well. Or, to be even more accurate, two attempted uses per match.

    To the overall point of the PTB DH possibly giving zero uses - what you're missing there is that this new version of the perk has more restrictions than the PTB version, not fewer. You may get two attempts without having to get an unhook, but you have zero control over when those activations are and cannot use them in your first chase or without being hooked between them. The previous version could easily keep someone off the hook multiple times if they're proactive about getting unhooks, and that is stronger than the current version.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393715#Comment_3393715

    I mean mostly i see Is these 4 perks. Adrealine, Dead Hard, Unbreakable and resilience or windows. These are the 4-5 perks i see mostly. So i wouldnt say survivors are using "many" interesting perks. I wish people would. I really do wish the game would allow both sides to use whatever they want to, but sad truth is killers need gen regression and survivors need perks to help with camping and tunneling.

    I just personally don't think this next patch is fair towards killer and keep in mind im mostly survivor player. SoloQ too or i play with my BF so duo. I hate matches that are too easy. i like challenge. I like endgames where both sides are fighting until the end.

    They should have kept the DH nerf and they should have kept the CoH nerf.

    Sweety you are killer main- stop pretending. This is getting old. Impersonating somekind Mother Fairest “survivor main”.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399324#Comment_3399324

    Live DH has an average of 1 activation per hook state, so scenarios like “survivor never got unhooked” would have lowered live DH’s activations too.

    And it takes way more time and effort to reliably get an unhook before every chase (especially in solo q), than it is to passively get activations for free. And it’s even more time and effort if 2 solo q survivors bring original PTB DH and are fighting each other to get unhooks.

    And if all 4 survivors bring original PTB DH, then it would be a total mess for everyone, because there would be 8 activations that could possibly be available, which averages to 2 activations per survivors, at which point the original PTB’s best scenario is what new DH can easily give for free. And original PTB DH would have been a nightmare for 4 survivors to coordinate, and survivors could very easily miss out on activations.

    And original PTB DH would also be worse then new DH if the killer is proxy camping, but doesn’t hit the survivor immediately after being unhooked, because the original PTB DH wouldn’t have given a free activation for being unhooked.

    literally remember unhooker also has dead hard avaliable

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393721#Comment_3393721

    Sweety you are killer main- stop pretending. This is getting old. Impersonating somekind Mother Fairest “survivor main”.

    Darling i have P100 Megladon and i haven't played killer in weeks. My highest killer is P20 spirit. I play both sides but i play 70/30 survivor and atm im not playing ANY killer.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399563#Comment_3399563

    Live Dead Hard has a great many more activations than just one per hook state, because it activates as soon as you're injured. You're conflating activations with uses, which is another reason you're under the impression this isn't a gigantic nerf.

    Survivors currently get activations of Dead Hard for free on live. The difference is that now they only get two uses of Dead Hard as well. Or, to be even more accurate, two attempted uses per match.

    To the overall point of the PTB DH possibly giving zero uses - what you're missing there is that this new version of the perk has more restrictions than the PTB version, not fewer. You may get two attempts without having to get an unhook, but you have zero control over when those activations are and cannot use them in your first chase or without being hooked between them. The previous version could easily keep someone off the hook multiple times if they're proactive about getting unhooks, and that is stronger than the current version.

    We know that new DH is largely considered an un-nerf, because so many survivors went from "I can't believe BHVR is trying to kill this game" to "thank you BHVR for listening to our feedback". BHVR was so heavy with the survivor un-nerfs that they have completely failed to make injuries feel like they matter, even though that was supposed to be the entire point of this meta shakeup.

    If the survivor community largely felt new DH was weaker than original PTB DH, then these forums would have been flooded with survivor complaints.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399587#Comment_3399587

    We know that new DH is largely considered an un-nerf, because so many survivors went from "I can't believe BHVR is trying to kill this game" to "thank you BHVR for listening to our feedback". BHVR was so heavy with the survivor un-nerfs that they have completely failed to make injuries feel like they matter, even though that was supposed to be the entire point of this meta shakeup.

    If the survivor community largely felt new DH was weaker than original PTB DH, then these forums would have been flooded with survivor complaints.

    You know as well as I do that the comments about killing the game and listening to feedback were primarily about the healing changes.

    As for people's outcry, I'll admit, I'm surprised. There's no real argument for this version of Dead Hard being anything but a gigantic nerf, so I am legitimately taken aback that we're not seeing more complaints about it. Hell, it was nerfed from the PTB too, given that you no longer have any control over when you even get to attempt to use it.

    I can't say why people aren't mad. People blew up like crazy when DS first had its Conspicuous Actions nerf implemented, and that was leagues lighter of a touch than this, so I really would've expected more outcry. Maybe the healing changes really did just overshadow it, or something.

  • @DrFrozen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399563#Comment_3399563

    literally remember unhooker also has dead hard avaliable

    pretty sure you don't get it from unhooking others anymore, it works like otr -active after you get off a hook.

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