About the new Patch

Is it possible that the upcoming Patch will change? It's horrible for both sides.

Healing is nerfed and Gen Slowdown Perks too? Who thought that was a good Idea? Now Killers have to deal with a massive Genrush Meta. And on the lower Ranks for new/inexperienced Survivor it will frustrating to play, since its even more killer sided on lower Ranks now. New/inexperienced Survivor don't always do Gens when possible, they get in chases really quick and if they manage to hide/escape for a while, then they barely cant even heal now.

Comments

  • I exclusive bought Mikaela for the healing boon, and u gonna nerf it so its gonna be useless?! Then i want my money back!!!

  • @ehe said:

    Yeah, if this goes through then all of the good slowdown perks will have been deleted. Im expecting endgame builds to be very popular on the ptb, because the gens are definitely 100% popping so you better benefit from it. Probably rancour+noed+no way out+blood warden. it'll just be a pendulum, going back and forth between survivors slamming the killer half the game then getting slammed right back in endgame. no fun or anyone.

    I run rancor + no way out + remember me + game afoot

    Works better imo

  • @HansLollos2 said:

    Is it possible that the upcoming Patch will change? It's horrible for both sides.

    Healing is nerfed and Gen Slowdown Perks too? Who thought that was a good Idea? Now Killers have to deal with a massive Genrush Meta. And on the lower Ranks for new/inexperienced Survivor it will frustrating to play, since its even more killer sided on lower Ranks now. New/inexperienced Survivor don't always do Gens when possible, they get in chases really quick and if they manage to hide/escape for a while, then they barely cant even heal now.

    You are not seeing the bigger picture. Gen rushing won't be much of a problem as now survivor would need to spend more time healing, and with the changes to DH chases won't be such a burden. That's why they reduced regression perks to compensate.

    For the "inexperience survivors" part that has a pretty easy solution: For them to gain experience. If you are going to quit a game because you can't win in your first days playing it then I think you should not play any PvP game.

    @Vultz said:

    I exclusive bought Mikaela for the healing boon, and u gonna nerf it so its gonna be useless?! Then i want my money back!!!

    Yeah, totally useless. Is not like it is still an infinite source of 50% bonus healing for almost free.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380656#Comment_3380656

    lmao completely forgot about the afk easy kills strat w game afoot and rancor.

    And they're ACTUAL KILLS, none of that lame sacrifice bs

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380656#Comment_3380656

    lmao completely forgot about the afk easy kills strat w game afoot and rancor.

    "AFK easy kills"


    You still have to win a chase against every one of those survivors AT ENDGAME.

  • People complain about 3 gen stalemates.

    BHVR responds by nerfing everything that caused 3 gen stalemates.

    People are now complaining about these perks being nerfed.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369041/about-the-new-patch

    You are not seeing the bigger picture. Gen rushing won't be much of a problem as now survivor would need to spend more time healing, and with the changes to DH chases won't be such a burden. That's why they reduced regression perks to compensate.

    For the "inexperience survivors" part that has a pretty easy solution: For them to gain experience. If you are going to quit a game because you can't win in your first days playing it then I think you should not play any PvP game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380540#Comment_3380540

    Yeah, totally useless. Is not like it still is an infinite source of 50% bonus healing for almost free.

    And what if they don’t heal and just focus all their energy into slamming the gens and leaving? Think about it, Resilience for the extra boost while injured, Sprint Burst to quickly get to a safe area, playing as safe as possible to prevent the killer from spreading damage. On top of that, medkits will probably still be useful, and We’ll Make It will also help survivors stay healthy. Killers are not gonna do well at all if they’re only left with crumbs as slowdown.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380659#Comment_3380659

    And what if they don’t heal and just focus all their energy into slamming the gens and leaving? Think about it, Resilience for the extra boost while injured, Sprint Burst to quickly get to a safe area, playing as safe as possible to prevent the killer from spreading damage. On top of that, medkits will probably still be useful, and We’ll Make It will also help survivors stay healthy. Killers are not gonna do well at all if they’re only left with crumbs as slowdown.

    Then they would stay injured and you can easily take some of that gen rushing pressure back, as now you will down them with just one hit. Now it would be easier to apply pressure to survivors, and that pressure would pile on more than before. That's the difference. Before, they can gen rush at the same time they would heal and remove any pressure you could inflict on them in seconds. Now, they would have to chose to pressure the killer or remove some of the pressure the killer have on them.

    Also, remember they also changed DH, which means that being injured isn't as safe as it was before, which makes the "injured gen rushing" more risky.

    In short, regression wouldn't be as necessary even if they decide to genrush as now you would down them more easily than before and return that pressure to them. At least in theory, we will have to see when the patch is out.

  • Gen regression perks are a crutch for bad players. They, as well as slowdown in general, are the killer's second chance perks. Now to be fair, some perks aren't so much as 2nd chance perks, as to give any chance at all perks. Those perks targeting design flaws (DS to tunneling, Reassurance to camping, etc.) where the risk/reward ratio is off, are examples of good Survivor 2nd chance perks, but arguably should have a basekit fix. A basekit flaw equivalent for Killer is Corrupt Intervention for Trapper.

    Good killer second chance perks are like No Way Out, giving you extra time for the perk, but also for each different Surv you hooked. Another good killer second chance perk is Pop Goes The Weasel, as you need a hook AND gen kick to get your reward. The problem is the 0 risk all reward low hanging fruits of Overcharge and Call of Brine (and to an extent camping Scourge Hooks for hook trades). The unique valuable parts are not getting nerfed there (Overcharge skill check tanking progress, Call of Brine Intel), just the needlessly overbuffed portions.

    As far as healing, altruism should remain untouched at 16 basekit seconds. You are already losing time by having an ally heal you, so the risk/reward ratio is flawed. It is more risky to group up as Survivor, as you can have 2 people forced to run at the cost of 1 chase. It should be faster to heal through altruism than alone, using the same resources at hand. This still isn't quite equal, but at least it is a step in the right direction.

    There are also a few strange choices, like the DH change incentivizing tunneling further, and nerfing Billy while buffing Nurse. To be fair though, there are a decent number of good changes, like to the autohaven problem maps, and a basekit method of disarming hag traps. I just hope the silent parts are understood to largely be considered fine to BHVR, and the loud parts are fixed or at least addressed. As far as people getting loud about regression getting nerfed, I think it is because they have grown to rely on those crutches, and are unable to stand without them. They are afraid to learn to walk again, and would rather remain in their power fantasy, abusing exploits of poor design.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369041/about-the-new-patch

    You are not seeing the bigger picture. Gen rushing won't be much of a problem as now survivor would need to spend more time healing, and with the changes to DH chases won't be such a burden. That's why they reduced regression perks to compensate.

    For the "inexperience survivors" part that has a pretty easy solution: For them to gain experience. If you are going to quit a game because you can't win in your first days playing it then I think you should not play any PvP game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380540#Comment_3380540

    Yeah, totally useless. Is not like it still is an infinite source of 50% bonus healing for almost free.

    In some games right after the patch, maybe.

    But the long term effect is that health states are incredibly more valuable. Being healthy is worth roughly half a gen of progress, not directly, but because it'll only be worth healing if both survivors need it, and at that point a 48 second (base) heal to top off both of you is negligibly different from spending that time doing a gen together in 53 seconds (again, with no perks).

    Add in perks and it's even more efficient to do gens: sloppy makes a single heal 30s *if* it doesn't get interrupted. Hex: face the darkness alone will do that for free if the killer is afk across the map.

    Regardless, being healthy is infinitely more valuable. People will quickly learn to comp drop every pallet and deny any hit whatsoever. Sprint burst to delay the chase at all, pallets to stay healthy, and your team bangs out gens with Prove, resilience, toolboxes, and BNP. I hope you like jigsaw pieces, the 1300s, and joyful gardens. You're going there every match.

    It'll be either that or never escape again, because tunneling and camping again get buffed by increasing survivor times. And people will tunnel every game because 'they have to' and 'gens fly' faster than ever before. Shoot, people will tunnel just to deny possible dead hard.

    If that sounds familiar, that's how every competitive game of DBD is played.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380659#Comment_3380659

    In some games right after the patch, maybe.

    But the long term effect is that health states are incredibly more valuable. Being healthy is worth roughly half a gen of progress, not directly, but because it'll only be worth healing if both survivors need it, and at that point a 48 second (base) heal to top off both of you is negligibly different from spending that time doing a gen together in 53 seconds (again, with no perks).

    Add in perks and it's even more efficient to do gens: sloppy makes a single heal 30s *if* it doesn't get interrupted. Hex: face the darkness alone will do that for free if the killer is afk across the map.

    Regardless, being healthy is infinitely more valuable. People will quickly learn to comp drop every pallet and deny any hit whatsoever. Sprint burst to delay the chase at all, pallets to stay healthy, and your team bangs out gens with Prove, resilience, toolboxes, and BNP. I hope you like jigsaw pieces, the 1300s, and joyful gardens. You're going there every match.

    It'll be either that or never escape again, because tunneling and camping again get buffed by increasing survivor times. And people will tunnel every game because 'they have to' and 'gens fly' faster than ever before. Shoot, people will tunnel just to deny possible dead hard.

    If that sounds familiar, that's how every competitive game of DBD is played.

    Regardless, being healthy is infinitely more valuable. People will quickly learn to comp drop every pallet and deny any hit whatsoever. [...] It'll be either that or never escape again

    Good. That would mean people would have to learn the game and get good at it instead of relying on the game to make it easy for them. DbD is a competitive game (in a PvP sense, not in a tournament pro level competitive sense) and people should aim to adapt to the game, not for the game to adapt to them so they can "have their fun".

    Also, one thing that nobody is saying is that you now knows when the killer is busy chasing someone or not and the progression of gens thanks to the hud icons. In other words, you know when you can spend that extra time healing or when you need to push that gen even if you are injured.

    because tunneling and camping again get buffed by increasing survivor times

    I don't agree with this part. Tunneling and camping would be as viable as they are right now, and their viability would always depend of how survivors play.

    Even now, true tunneling (getting someone right after unhook) is just possible and convenient if someone unhook when you are close. If they do not, with the Endurance and Haste on unhook, it will be better to chase other survivor as the one that got unhooked would make the chase longer. And camping always have being a viable strat because of what I call "over altruism". No matter how impossible the save is, survivor would try to pull it off to the point where a possible 1k transform in a 4k just because they all need to be 4 while going through the exit gates.

    Camping would also suffer an extra hit, as now you don't have any regression perks to back you up. If survivors punish the camping by doing gens, you have less chances to be able to recover at the end game. You talk about the importance of stay healthy for survivors, but are not seeing how much gens done is going to hurt the killer now. Every second you spent not chasing survivors and hurting them now is allowing survivors do work that you won't be able to revert. Your main way to pressure survivors would be chasing and hurting them, so by camping you would only be letting them getting more pressure on you that you are inflicting on them. Let's not forget that gen progression won't be nerfed in any way, and even without any perk or a toolbox 3 survivors can do a gen in 42 seconds.

    And last but not least, you said it yourself: People would learn to not get hit at all, making more difficult to being not only tunneled or camped, but to be hooked in the first place.

    I reaffirm my point: You people are not seeing the bigger picture. Nobody is saying that some additional changes and balancing won't be needed after the patch release, but you all are so focused in the "survivors got nerfed" part that don't even take in count what all of the changes would mean for not only survivors, but killers as well. In paper, it is a well balanced change that would solve a lot of the problems that this game have being suffering for a long time. We will see what happens when it goes live.