They said in the livestream theyre adjusting STBFL / sloppy / 3 gen

What will be left for killers?

Everything a killer can do it being removed. You got rid of regression, now its chase !

Comments

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595702#Comment_3595702

    I am not talking about Circle of Healing. This got butchered completely.

    But self-healing is not really viable anymore IMO. At least I notice that I lose more games when people self-heal. Which is fine, because self-healing was too strong before and altruistic Healing was never really an issue since it requires two people.

    But when we look at ho easily it is to apply mangled with Sloppy Butcher... The Killer has to do basically nothing to get the Slowdown. And it is no surprise that basically every Killer who is doing basic Attacks is using Mangled and every Killer who has an Add On which applies Mangled when using the power is using this Add On.

    And this is not because Mangled is fine, it is quite clear that Mangled is really strong. And Hemorrhage comes on top of it (at least with Sloppy Butcher).

    You were talking about healing being nerfed, so presumably - feel free to correct me if I'm wrong, sincerely - you're talking about patch 6.7.0, the patch that nerfed medkits and Circle of Healing. What I'm pointing out is that it only nerfed medkits and Circle (at least as far as healing goes), and both of those tools were made stronger at one kind of healing.

    Self healing is totally viable but that's not really my point, so I won't get into that unless you'd like to.

    Moving on to Sloppy Butcher and the Mangled status effect, let's actually look at healing tools in this scenario. All altruistic healing perks that were viable prior to patch 6.7.0 are still just as effective now, and that effectiveness is very high. Botany Knowledge alone completely undoes Mangled and helps a fair amount against Haemorrhage as long as you don't try to heal under the hook or out in the open, and something like We'll Make It will even allow you to counter Sloppy by healing under the hook if you're so inclined. That's just two readily available and freely accessible perks, let alone everything else. It's not even that you need those just to counter Sloppy Butcher, either- they're very strong perks in matches that don't have Sloppy, they're hardly wasted perk slots.

    What Sloppy Butcher actually does is disincentivise self healing through it. You can still do it, especially with the right tools, but it's risky. Altruistic healing is the counter to Sloppy even basekit, and if you add in healing perks, countering it becomes trivial. Healing was not heavily nerfed. At worst it's broken even. You just have to remember that altruistic healing is something you should be doing, and the perks that affect it can be very strong.

  • This kills the clown.

  • The proposed changes don’t feel good.

    Unless the other perks that are proposed to be changed offer more slowdown to Killers, there’s even less incentive to play the weaker Killers

  • You are right, only killers have the right to have issues that need to be addressed and unfun perks to deal with.

    Seriously, what post is this?

  • @bornagain234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595165#Comment_3595165

    I dont 3 gen from the start, but have many matches where survivors just slam the gens out as fast as they can and I only stand a chance because they werent paying attention to which gens and I get a 3 gen, but even then I can lose. A 3 gen is hard to defend because if you have 4 survivors alive, regression perks suck now so its hard to take it from 80%+, and while you're defending that one the others will get another gen going.

    You can be a smartass all you want, but itll be to the point where all killers have is info perks.

    Dont complain when you get nothing but S, A tier killers with good basekits.

    I think theyll add another gen.

    Are you serious only info perks? You dont use pop or pain res two of the still strongest perks in the game? No UW no friends till the end? Not to mention all the add ons that come with killer that make them better? Man I guess those three things were the only thing in the game that worked thats pretty crazy I dont know how I 4k without doing any of that stuff then.

  • Really nerfing low tier m1 killers because a few survivors were crying?

  • Devs have said before that 3 gen from the start strats were never an intended way of playing the game. So when the devs tell you you're playing the game wrong, I think it's expected that it's gonna be addressed. Also gen regression was nerfed because every single killer was stacking them and holding 3 gens for months on end, refusing to chase, so again not the way the game was intended to be played. Kind of brought that one on yourselves there.

    And it was kind of amusing that the latter gen regression meta came on the heels of update 6.1, where meta survivor perks (DH, DS, IW, SC, etc) were nerfed because most survivors were running them and the lack of variety was frustrating for killers.

  • They are nerfing STBFL which is a staple for me to make M1 killers feel playable to some degree. What a joke lmao.

  • @bornagain234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595199#Comment_3595199

    I agree, and I am not even a killer main - I am 50 / 50. As I said gen regression is pretty much dead, now theyre hitting the chase perks.

    Next will be info.

    Give me an extra 200% bp and ill just run a no perk mode to make the survivors happy. 300% and no perks no addons

    I already do this we are not the same lol

  • I never run addons, even on blight. I might have one of the highest killer played to no addons used in the game haha.

  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595186#Comment_3595186

    Are you serious only info perks? You dont use pop or pain res two of the still strongest perks in the game? No UW no friends till the end? Not to mention all the add ons that come with killer that make them better? Man I guess those three things were the only thing in the game that worked thats pretty crazy I dont know how I 4k without doing any of that stuff then.

    I use pain res sometimes, I find pop drags me away from the survivors too much though.

  • @bornagain234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595940#Comment_3595940

    I never run addons, even on blight. I might have one of the highest killer played to no addons used in the game haha.

    A man of refined taste I see

  • A large amount of killers cannot traverse the map quickly. 3 gen defense is practically mandatory for them. They can't afford to go chasing off gens miles away.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595726#Comment_3595726

    nightlight is not a good metric to go by.

    Nightlight is showing right now data from 21,482 games. And trapper has a 4.92% pick rate which means it is looking at 1056 games. This is hardly the amount of data you need to make any reasonable conclusions.

    You know what else nightlight also shows? That skull merchant, sadako, pig, and pyramid head all have a higher kill rate than nurse. Guess we should nerf them too?

    Sadako is getting changes, so maybe she is indeed overperforming. We'll see that.

    I am expecting some changes for SM as well. But Pig's kill-rate just looks fine.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595680#Comment_3595680

    You don't balance around the middle. That is not something that is sustainable. This video explains the concept a bit:

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    I timestamped the relevant section. They are talking about team fortress, but the concept still applies. Basically, if you look at the kinds of things that super good survivors are capable of doing and then nerf those things, you won't affect other survivors.

    For example. Lets look at killer shack. What is a way they could nerf killer shack that makes the structure much more dangerous for top tier survivor players without hurting low skill survivor players? How about making it so you can't see through it at all. Many of the maps have a ton of holes in the shack that survivors can see through that makes mindgaming it effectively impossible against a decent survivor.

    But, if they took that away, and they made the structure mindgamable, now a killer might stand more of a chance against a top tier survivor. But how would that impact the low skill survivors? Well it wouldn't because they aren't checking at these "check spots" for the killer anyway, they are busy running into shack, camping the pallet, and dropping it right as they get hit anyway and going down 5 seconds later. So doing such a change won't hurt them at all.

    On the flip side, low skill survivors vs high skill survivors. I still stand by that the greatest balance change that BHVR has ever done, was change ruin. Not nerfing it to 100%, that was stupid, i mean the change before that:

    https://us.v-cdn.net/6030815/uploads/YD4IQIBEYBF3/image.png

    This ruin was a staple among every killer. For those who remember Monto. You always took ruin every game to "slow the game down just a little bit" But look at the effect here. This made doing gens as a new player MISERABLE. First of all, you could actually end up LOSING ton of progress on gens just due to landing regular skill checks, so now you had to hit great skill checks. Well, low skill survivors can barely hit skill checks as it is, let alone great skill checks. On top of that, the other option is to find the totem, something which was much easier said than done as a new player. This lead to the "gen tapping" meta, where you spammed m1 on the gen, so that you wouldn't get a skill check.

    Obviously a horribly OP perk against newer/lesser skilled players.

    What about the high skilled ones though? They didn't really care. They could constantly hit great skill checks in their sleep anyway, so this perk wasn't really that good against them (it was still used because there just weren't any good perks back then) but the perk didn't really do anything against them, On top of that, these survivors generally knew ruin was in play every game so would immediately start looking for it, and since they memorized totem spawn locations, it would generally last maybe 30-40 seconds against these types of teams.

    So what change did they make?

    https://us.v-cdn.net/6030815/uploads/PNOVF2J695X9/image.png

    This massively nerfed ruin against low skill survivors but massively buffed it against high skill survivors. Because killers at a low level, weren't able to exploit this version of ruin to its full effectiveness. On top of that, it promoted healthy play that forced the killer to pressure multiple survivors and generators in order to get value, rather than just hard camping like the other one did. High skill killers were able to do this much better than lower skill killers, making the perk much strong in those higher level games.

    AFC is another example of this. In high tier games, facecamping is gonna lose you the game anyway, so its a bad strategy, but in low skill games it happens all the time. So the AFC nerfed this tactic in low level play, without really impacting high level play because it wasn't used there anyway.

    There are plenty of these types of changes that can be done on both sides to only affect the level of play that you are targeting for the change.

    You don't balance around the middle. That is not something that is sustainable. This video explains the concept a bit:

    Your whole post, and the video, read like you agree with the concept that we should balance around the middle. You're just arguing over semantics that I don't think anyone even disagrees with.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595703#Comment_3595703

    You don't balance around the middle. That is not something that is sustainable. This video explains the concept a bit:

    Your whole post, and the video, read like you agree with the concept that we should balance around the middle. You're just arguing over semantics that I don't think anyone even disagrees with.

    Incorrect


    Look at any multiplayer game. They always balance for the top while ACCOUNTING for the low level.


    For example in LoL there was a character that was super high win rate in lower tiers but never played at competitive level because he was terrible. The result was to rework the character entirely in a way that made him better at a high level but worse at a lower level.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596521#Comment_3596521

    Incorrect

    Look at any multiplayer game. They always balance for the top while ACCOUNTING for the low level.

    For example in LoL there was a character that was super high win rate in lower tiers but never played at competitive level because he was terrible. The result was to rework the character entirely in a way that made him better at a high level but worse at a lower level.

    Incorrect

    When you hear people say balance to the middle, what do you think they mean?

    I had a much longer post to go here, but I've gone through this loop with you before, and I now think that there is a fundamental misunderstanding of what balance to the middle means. Your argument about the shack is one of the best 'balance to the middle' arguments I've ever seen, yet you are saying you are against it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596559#Comment_3596559

    Incorrect

    When you hear people say balance to the middle, what do you think they mean?

    I had a much longer post to go here, but I've gone through this loop with you before, and I now think that there is a fundamental misunderstanding of what balance to the middle means. Your argument about the shack is one of the best 'balance to the middle' arguments I've ever seen, yet you are saying you are against it.

    When people say balance in the middle they mean the following:


    If something is super OP at a high level, but fine at a low level, then it is fine, and doesn't need changes

    If something is super OP at a low level, but underpowered at a high level, then it needs nerfs

    If something is super OP at a high level, super op at a low level, but mostly fine in the middle, then it is fine.

    When i say "low level" i mean the vast majority of the players.



    I disagree with all of these statements. Anyone who says "balance in the middle" also must BY DEFINITION also believe that nurse needs MASSIVE buffs. Because every time they release data for her, she is by far the lowest kill rate killer in the game. So my question to you is.


    Do you balance around top tier players or the "average" (majority) of players?


    If you balance around top tier players, then it is probably time to nerf blight and nurse while massively nerfing survivors as a whole, or massively buffing killers as a whole because teams like oracle and eternal exist and if they queued up for a game together they would probably have a near 100% win rate.

    If you balance around average (the majority/middle) of players, then nurse will need some massive buffs because she is by far the lowest kill rate killer in the game. And while we are at it, we need to be nerfing, sadako, pig, pinhead, plague, dredge, freddy, myers, legion etc.


    Now, do you honestly believe that killers like freddy and myers need NERFS? and that nurse needs BUFFS? Nobody here is going to defend that outside of a few people i disagree with but at least applaud their consistency on the matter, like pulsar.


    The point is, you cannot hold both of these statements to be true:

    • blight main on a 1k win streak is a problem. Team oracle on a 1k win streak is not a problem.


    You don't get to have it both ways. If you balance for the average player, you MUST take that to its only logical end point, and if you are not willing to do so, then you are just pure an simply biased toward survivors.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596580#Comment_3596580

    When people say balance in the middle they mean the following:

    If something is super OP at a high level, but fine at a low level, then it is fine, and doesn't need changes

    If something is super OP at a low level, but underpowered at a high level, then it needs nerfs

    If something is super OP at a high level, super op at a low level, but mostly fine in the middle, then it is fine.

    When i say "low level" i mean the vast majority of the players.

    I disagree with all of these statements. Anyone who says "balance in the middle" also must BY DEFINITION also believe that nurse needs MASSIVE buffs. Because every time they release data for her, she is by far the lowest kill rate killer in the game. So my question to you is.

    Do you balance around top tier players or the "average" (majority) of players?

    If you balance around top tier players, then it is probably time to nerf blight and nurse while massively nerfing survivors as a whole, or massively buffing killers as a whole because teams like oracle and eternal exist and if they queued up for a game together they would probably have a near 100% win rate.

    If you balance around average (the majority/middle) of players, then nurse will need some massive buffs because she is by far the lowest kill rate killer in the game. And while we are at it, we need to be nerfing, sadako, pig, pinhead, plague, dredge, freddy, myers, legion etc.

    Now, do you honestly believe that killers like freddy and myers need NERFS? and that nurse needs BUFFS? Nobody here is going to defend that outside of a few people i disagree with but at least applaud their consistency on the matter, like pulsar.

    The point is, you cannot hold both of these statements to be true:

    • blight main on a 1k win streak is a problem. Team oracle on a 1k win streak is not a problem.

    You don't get to have it both ways. If you balance for the average player, you MUST take that to its only logical end point, and if you are not willing to do so, then you are just pure an simply biased toward survivors.

    I disagree with all of these statements.

    Everything from this point on is a strawman you are arguing with. You're typing these really long posts without even seeing if you and the person you are arguing against are talking about the same thing.

    When people say balance in the middle they mean the following:

    You are being disingenuous to anyone you are arguing with if that list is the presumption you are going with.

    I keep going back and looking at your shack example from the prior page and thinking, yeah, balance to the middle, that's such an excellent example.

    Anyone who says "balance in the middle" also must BY DEFINITION also believe that nurse needs MASSIVE buffs.

    That's a false dichotomy, you are saying there are only two possibilities, and that isn't true. I'll give you two other scenarios someone could believe

    1: The Nurse should be reworked to be less punishing to start with but less powerful once mastered

    2: The BHVR design philosophy of some killers being stronger when a player has more practice in them is a good design. Basically, there should be starter and expert killer modes.

    I disagree with number 2, but it is a point of view someone could have that totally throws out your BY DEFINITION of what you think they need to be talking about.

  • @bornagain234 said:

    What will be left for killers?

    Everything a killer can do it being removed. You got rid of regression, now its chase !

    Regression is still one of the worst things in game. Dont make it look like killers werent able to have several exploting tactics.

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