Tamo
Tamo
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- Tamo
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I know many will complain or just simply try to say there's not enough switch players to worry about it but the reality is they've still been playing & are still a part of the community. The updates to come scare me because although I don't play on switch I have friends that do, they will not only be likely unable to play anymore but they will be completely shunned out of the game entirely because no decision to make a switch 2 version or port has or seems to be happening & the update will make the game redundant on Switch.
This is happening with a lot of things not just DbD where if you want to play something you're basically being told to buy an entire other piece of hardware, with all the kit for it, then the game plus dlc. It's maddening.
It really does need addressing, I know these updates are supposed to be a bit of a ways off still yet but it needs saying that some platforms will now be unable to play & why. I personally think it needs to be taken into account that people will still play on switch 2 if the option was there. Please listen Bhvr
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Matchmaking locked & derank from iri1 as well btw. Seriously what the hell!? It was literally a server outage. Not me, not anyone in the lobby.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084255#Comment_4084255
Most builds just feel terrible now because there's no concrete way to calculate on the fly what percentage increase or decrease a stat will apply, and the game does not show you until your build works in game.
I understand that this change was a way to mitigate stacking stats so that a new perk edition wouldn't facilitate having to rebalance other perks, but most of the time if you stack enough perks for something like healing for instance, you are lacking in other areas such as gen progression and are probably also lacking any second chance perks. This means a player has a clear strength, but also a clear weakness.
Ultimately, reverting the whole system feels like the right call. Only applying diminishing returns on some actions and not others feels bad in theory. Personally I want at least the recovery speed stacking to be reverted, I like to occasionally combo no mither + unbreakable + conviction + soul guard to attract the killer's attention for as long as possible. The diminishing returns makes it increasingly difficult to get off conviction, which already has a ticking timer on it.
I think at the end of the day, I think a lot of people would prefer the flat reversion of this system. The positives of the old system vastly outweigh the negatives.
I agree completely. This was nearly my whole point in the post, I feel survivors were affected greater than Killers due to the fact the most notable stacking affects killers use is just haste, whereas survivors focus gen speed, heal speed, haste also. Anyone focusing only one of these has a glaring flaw that being if they can't utilise it their perks are redundant, but that's the nature of crafting a build entirely around a sole purpose. It can be fun & can absolutely backfire.
What diminishing returns has done is made it painfully obvious 2 perks can stack but then the last two slots may as well be meta based perks because the rest of the stacks are near useless & likely by that point are so low percentages already that diminishing returns makes them redundant anyway. It makes for very boring samey builds, again more so on survivor side than killer. But the point stands though that even a killer focusing one stacking effect likely won't have anything to combat something else & if exploited could lose a game horribly. But why do that when those builds suck even more now. Just run the same meta all killers run & have at it.
Again I wouldn't hate a tweak to the diminishing returns system but it also feels like it'd just be easier to revert it. What should be a healthy idea for the game just hasn't been helped by the fact it has been done kind of poorly & has affected an entirely different issue making that worse instead, that being the fact niche perks are now even worse than before.
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@Drumbeat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084255#Comment_4084255
All low to mid pick rate perks you made niche builds worthless and only gave more reason to stick to meta only perks
This is literally my whole point. I appreciate that so many here actually understand what I mean.
The builds most affected are the ones that made use of the weaker perks in our line up which is something I assumed we were trying to encourage but here we are with diminishing returns only affecting those said perks. The usual strong perks or the basic meta is unaffected & therefore means games are getting boring just using the same stuff over & over because why run the fun stuff when it's not even fun because two of the perks are basically doing nothing for it now anyway.?
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@jesterkind said:
I promise, Diminishing Returns has had very little impact on build crafting.
Some of the more interesting and useful synergies don't involve stacking the same % effect, and the way the DR system works you can still very reasonably stack two in the same build if there's some reason you'd want to do that. I'm a big believer in build crafting, I think it's one of the most interesting and compelling parts of the game, and while some of my builds are affected on a strictly literal level absolutely none of them have been killed.
What kind of builds do you like, what's your playstyle? I'm more than willing to pitch some builds and synergies that still exist if you do really want to run something other than the meta.
I don't need build advice from someone who doesn't think that buildcrafting was affected by diminishing returns. Perks are made more viable or make for better use when they can be stacked with other similar perks. Weak perks will be weak but could be given some value or viability when paired with other perks. Many perks that stack though are never going to be used EVER because after the second perk the stack becomes practically redundant.
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I want to just say I did suggest a TIMED self uncage or the ability to move somehow, or better yet just have it be better programmed. I never said just let us unhook willy-nilly
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I just wanted to add I genuinely think Survivor got hit harder with diminishing returns. Gen regression isn't affected by diminishing returns as the meta is all different regression variations so it doesn't get hurt. Other than haste, what effects do killers stack consistently? Survivors are hit in the haste department too, gen speed, heal speed. So it overall is encouraging killers to basically play as they have been which I'm sure for them is still boring because the idea that they could relax & play something more silly buildcrafty was a possibility but instead survivors are now even those that otherwise would not are running the hard meta. DS + exhaustion on all of them, every game. Hyperfocus Stakeout Every game, because again it's unaffected by diminishing returns.
It limits what's worth using across the board yes but a lot more on survivor side which will then inevitably suck for killers going against the same meta builds on the whole team every single game. Which again I've already said but will make them play to combat all the time, because in some ways they HAVE TO.
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The immediate hit that came to my mind was a silly little self heal build.
Botany, Flow State, Desperate Measures & Resilience + a MedKit. The idea was mainly to heal myself super fast of course only limited to a couple times at most with the MedKit. It's a little like yikes that injured player already healed themselves but again it only happens twice. Literally every perk after Botany now though is hit by diminishing returns which to some degree is fair because it brings the build in line a bit more, however what hurts the most is resilience in this current situation, it only adds 9% to this build. But not with diminishing returns. Again to a degree it's fair that it shouldn't be too broken, the problem is though it was just a silly self heal build. "Self heal go brrr kinda thing y'know LOL" it's now not a build I would run at all because after Botany & whatever would be affected next between Flow State or Desperate Measures the build is basically redundant. Which of course then just leads to playing more meta perks.
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@HoodedWildKard said:
Dbd is a really bad choice if you want to relax. It's a pretty high stress game. I usualy go with palia, wandering village or jurassic world evolution 3 if i want to wind down.
Obvs the game is fun but a lot of it is dependant on the people you play with/against. Especially as survivor. My survivor games today were remarkably bad. Killers were particularly toxic and sweaty today. Experienced a lot of tunneling, BMing and a weirdly high number of rando team mates who were either straight up useless or simply DCd less than 3 minutes in. Plus 2 killers who seemed friendly and up for farming them just killed everyone once they'd maxed their points.
I agree, absolutely better choices for "relaxing" but what I meant was I was hoping to just play rather casually & farm some blood points up, teams will be good, teams will be bad. Killers might sweat, some might not. Normally I'm fine with however the match goes so long as it felt worth loading into y'know. These games tonight were just back to back - LOAD IN, GET CHASED, DOWNED, PICKED, TUNNEL, REPEAT TILL DEAD. It's an awful scenario every time, again maybe not all but most players paid to play this game & playing hook struggle simulator is not what I paid to do. This game can be a chill farming session sometimes, but clearly not tonight.
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Add another game to the list of tunneled tonight. A Trickster. The game for me has lasted less than 2minutes.
WHY!? Instantly chased, unfortunately downed, then proceeded to get tunneled TWICE!
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Interesting to find out it's not just me, that's several people today who all seem to have been getting badham & nostromo A LOT recently.
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@OrangeBear said:
It's a bug.
Is it?
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@Scrapinator said:
One of the best factors dbd has going for it is at risk with that spirit fury nerf. Please stop rewording perks to exclude powers, believe it or not that honestly makes perk design even MORE boring and harder having things not interact with powers at all. Let build variety EXIST. Or else killers are generally going to only run slow down and 1 or 2 perks that are only good for the killer they play.
I couldn't agree more. With how many perks became useless almost in the hands of certain killers, while it nerfed what could potentially be quite an oppressive combo for SPECIFIC Killers, it also ruined what I think is the best part about playing killer. The build crafting.
Making any killer majorly strong with a certain build is a huge part of the fun on that side I feel, by changing perks to no longer interact with killer powers makes them redundant & starts blending the meta into the only viable option. Which just sucks to be honest.
I am already so mad that map offerings are basically pointless because I feel as though it's part of a build in some unique cases for both sides (examples being Lery's or any indoor map really for jumpscare Myers, Open maps with plenty of free space for a Drift King Billy type thing, maps with loads of vaults for fast vault builds or maps with plenty of pallets for Spirit Fury hubris builds, the list goes on), if even more stuff gets changed there's basically no point trying to run anything unique on killers anymore, just pick the usual four perks & go get'em. Not a welcome change at all.
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@BongoBoys said:
The Community Stream revealed this new condition Killers who break pallets with there power will no longer be able to use perks like Spirit Fury
https://us.v-cdn.net/6030815/uploads/7I9740R04HPY/20260219-184510.jpg
I genuinely don't like the new wordings on things, if anything it's almost more confusing I feel. Especially with such silly terms as "Special-break" etc.
It's going to cause certain perks potentially to be way less viable just because of a change in the description. Like this one here for example, I swear like others that spirit fury worked with some killer powers still but now just because some wording differs it'll be less viable. I'd hate to think other perks would just be made awful, or entirely deaded by slightly changing the copied homework. No one asked for this kind of change & while I understand the idea is to make perks easy to understand, I'd honestly love to know what's so hard to figure out already? We're all playing the same game right? We're managing at the moment, it's not that bothersome, am I wrong?
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Wait so VECNA still has the same no cooldown to the attack that literally makes it impossible to evade him in chase, he can still just spam it? You've changed the cancel but not given it a cooldown. That's insane! Am I reading it wrong? I know you want to make your money BHVR but people are gonna quit real quick if every game is just spam vines for 10seconds till dead. If you watched any footage his zoning is ridiculously OP
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@ImWinston said:
- I've finished the challenges (I'm mostly referring to "use a void crystal to repair a gen") and I'll never go into the void again, it's just another waste of time. On paper it seems like a super advantageous mechanic, but in reality it's so "long" that you'd be quicker to manually repair the generators.🤣
I like a few others in here have finished the challenges & yeah won't be playing this event until the next lot need doing.
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@MashedBroccoli said:
the fact that killers also need 15 hooks in the void too. Like bhvr doesn't think about anything they do.
I got that out of the way before survivors stop going into the void even in the event. Such an awful challenge, they really haven't thought about any of this.
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THEY MADE FOG VIALS AN ACTUAL ITEM FOR SURVIVORS BUT COULDN'T EVEN MAKE THE HALLOWEEN FOG VIALS A THING WE COULD KEEP AS WELL WASTED POTENTIAL BHVR FFS
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@cogsturning said:
I haven't had a chance to play it yet but I'm guessing I'll do what I do every event: play enough to unlock stuff and not a bit more.
That's my plan too. I hate that they lock the quests behind unfun events again now too.
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So many cool things, aspects that made it intriguing. All wasted. Just a shame at this point.
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@Tamo said:
I actually kinda liked being able to name my builds, it made it easy to navigate back to some of my staple favourites that I don't change. This update though you can still name the presets but it reset them all that I had named already. I think it also removed some builds, I only know this because I have a build specifically for Christmas on Dwight that has been the same in the first slot for years. So I don't know if it's a bug anyway but every time you load up the game any named presets will be called preset 1,2,3 so on so on again. It's not game breaking or anything but I did like having my presets saved under a name tag that stayed permanently between sessions.
Also while we're at it if we're trying to bring it back properly can we also name our outfits?
I was basically asking if it was a bug, if they knew about it & were going to fix it to be the way it was again?
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I'd prefer just a bigger cooldown the item being infinite was really cool to me. I agree 4 charges would be something better than whatever their excuse for this is but I did like knowing the item wasn't just like everything else.
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@Rudjohns said:
LMAO
Please just remove the item completely and refund some bloodpoints
I would take even no bloodpoints if the item doesnt appear in my bloodweb anymore
Couldn't agree more. Went from a fun & a bit silly infinite item usage to nerfing the item effect to then further ruining it by adding a charges implement. Not just any amount though TWO a whole 2 charges. WOW! Amazing, back to Toolbox gen rushing & Medkit easy resets & mid chase shenanigans. People make the joke of this is why we can't have nice things but they gave us something fun & have done nothing but ruin it. I loved the idea of an infinite item just with a cooldown I thought that was just cool. I would love to know why we didn't just increase the cooldown? Why wasn't that the solution. But who are we to complain, survivors shouldn't have fun anyway, that's why Clown is still running around like Sonic every game.
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@UnicornMedal said:
I'm not a fan of how close the doors are to gens and the hatchet is overkill. But I also think that if they change/remove those mechanics, everyone will drop him.
I understand but I've said he doesn't need them removing in the past though. They just need seriously tweaking. The cooldowns need attention & the speed needs addressing. His overall power should just stay as is so to avoid him losing what they made, but he needs balancing properly. Again Ghoul was OP too & still has an easy go of it, they're not balancing anything right at the moment.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/453769/just-a-small-point-about-op-springtrap
Springtrap is a B tier killer at most. Hes essentially a weaker Huntress with a slightly better Xenomorph tp machanic. Also you are able to see if hes tping if the door screen is blinking
Not if it's facing away like it usually tends to be. He's not a weaker huntress at all either, the hitbox is the same if not worse. He also speeds up whenever he throws the thing. If he hits that too it's a free grab completely avoiding saves too. He's OP
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Couldn't agree more. Since release I've seen the new map TWICE neither time did the game go very well (playing survivor btw) so yeah I've barely seen it & never get the map as it is. Not to mention that once the queue was gone I don't think I've seen Freddy's Pizzeria many more times either. The separate queue would be great with each release, even if it only lasted a few days.
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This is not the comment section I was expecting when I posted this. I'm actually a little disappointed. I was just trying to bring up the fact that I feel we need game quality control right now instead of yet another bug filled update but apparently that's not a popular opinion. Sigh
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@100PercentBPMain said:
I agree about the vials and Clown but I just can't agree about springtrap. he's what I call a "killer designed for the survivor experience".
He definitely has the natural jumpscare elements that dbd should've always had, I just feel as though his power really needs some minor tweaks or potentially just some more sounds to listen out for just in case. Would be a massive help because otherwise he really is annoying to face. I won't bring up the argument of axe camping. I appreciate a difference in opinion though & must say not every killer will be everyones cup of tea for me Springtrap really bugs me but maybe not so much the next person. All fair enough
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Given that the plan was to have these perks updated to be used more often hopefully I feel as though that's gone the complete opposite way with Streetwise, the perk is fine as it is, I know it needed to accommodate the new key/map kinda but the rework having it only affect chest found items is really lame because although I don't mind having a rummage sometimes so many players don't look through chests so the perk just won't get used. It's great for extending the life of items right now, I just don't think I like a rework to a perk that's been fine as it is for as long as it has. Nea is an OG survivor, why change it this drastically now?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958641#Comment_3958641
It kind of makes it the same as Toolboxes and Medkits - as those are charge based not time based.
It's worded weirdly in the dev notes but I think you're right & I wouldn't mind that as much.
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While the changes to the key are pretty good the map is a bit odd, I think my greatest issue is legit the fact the "charges" talk is being changed. I don't want to feel like I have to save stacks to use my items at specific points, I like being able to use it until it runs out with the bar like the toolbox & medkit still do.
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He gets the Axe back so quick if you remove it, if you leave it in he can grab you way too easy because he's too quick without the hatchet. I also when he first came out started using overcome to counter but again you shouldn't have to just run perks to counter. He gets so much FREE miss or hit, that's not how it should just work it is BS. The no cooldown does not just mean the axe only though, I also mean the lack of interference between axe throwing &, being able to swing as well. He can do so almost immediately. It is ridiculous!
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@Roco45 said:
Well, now if they tunnel people out quick enough it'll cause that Surv to get a DC penalty so really all BHVR did was incentive it even more for toxic Killers lol
It'd be funny if it weren't so true
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@KingKongBananza said:
https://forums.bhvr.com/dead-by-daylight/discussion/448546/thank-you-abandon-feature
I believe that BHVR is killing their game on purpose so they can finally ditch this broken buggy crap game.
Couldn't agree more. Survivors are able to abandon the game leaving bots behind which as I already said I'm sure is super fun for the killer. But what more they push all these afk features & remove as much endgame chance from the last survivors as possible. They've made it so that you can end a game in a matter of seconds these days if you just don't want to play till the end. It's ludicrous but what more is indeed hurting the game, potentially finally killing it.
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@Tamo said:
All these comments yet no one is actually listening, it's not just ME it's happening to teammates, many of whom are likely better at looping than me they MAY dodge one hatchet but once it hits they get two tapped EASILY! The rest of the powers are fine, the killer has a few janky problems but that's no different to Twins etc. I mean specifically the hatchet grab, if thrown at you if it sticks you don't have time unless you're on top of a pallet to get anywhere without being slapped or grabbed. It's too quick & WAY too strong. It's not a Myers grab, he can use add-ons to increase his speed in those instances, we're not even talking about perk bonuses. I'm aware he needs time to be learnt, but that is a massive part of his power that is OP basically cannot be avoided unless in the circumstances I mentioned. All new things should have a learning curve but as I tried to say you can dodge a hatchet sure but once hit by it you may as well give up. That element of it is too strong.
All this btw without mentioning the fact that the hatchet was embedded stops you from interacting with anything other than the axe in your back. It's too strong & absolutely can be hit too easily. That's why that specifically is OP with this killer.
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All these comments yet no one is actually listening, it's not just ME it's happening to teammates, many of whom are likely better at looping than me they MAY dodge one hatchet but once it hits they get two tapped EASILY! The rest of the powers are fine, the killer has a few janky problems but that's no different to Twins etc. I mean specifically the hatchet grab, if thrown at you if it sticks you don't have time unless you're on top of a pallet to get anywhere without being slapped or grabbed. It's too quick & WAY too strong. It's not a Myers grab, he can use add-ons to increase his speed in those instances, we're not even talking about perk bonuses. I'm aware he needs time to be learnt, but that is a massive part of his power that is OP basically cannot be avoided unless in the circumstances I mentioned. All new things should have a learning curve but as I tried to say you can dodge a hatchet sure but once hit by it you may as well give up. That element of it is too strong.
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@Mooks said:
Well.. there are many players (people in general) that are so miserable that they get enjoyment out of making other people miserable. Often they disguise it but sometimes they are very blatant about it (like your example with Holding the game hostage)
Sadly currently the Game enables This behaviour though the devs have stated they will implement features that will make it harder to accomplish (or not at all without hacking) - eg losing collision when being idle for some time.
Yeah I know it's been mentioned. I more asked because it's happened a few times recently when I found it a LOT more rare before, is it like people want to do it as much as possible before it goes away? XD
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Well you see you can hide & usually a good way to do that if not in a locker is by crouching, I got blocked in & they just held me there. That's how. You act like that just shouldn't ever happen. I didn't intend for it.
That's how Terumisan
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@Minibeasty said:
There are proper ways to report someone if you think they're breaking the rules. This isn't one of them.
Did report them. They were breaking the rules too. I have the evidence. 10mins of me being held hostage in a corner.
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@Dwight_Fairfield said:
Is this the one where you have to get an end game hook save? I did it last night with no issues.
Yeah that's the one. I don't know what's happened then...
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877612#Comment_3877612
is waking up the unhooker before getting healed by him too much to ask?.. how is it "get gud"? It's the most basic counterplay
In so many scenarios the unhooker doesn't care & either just starts healing anyway or plays the stupid tic tac toe healing wake up game with me before in the end I just have to leave them anyway because Freddy comes back even without the teleport & I wasn't healed because the survivor wouldn't just let that happen. It's still all very annoying none the less.
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@BlackRose89 said:
Wish I could say the same but I honestly just dont like any of the skins in this rift. Might be because they are mostly for characters I don't own or care to play. If ppl enjoy it Im happy for them but this one is a skip for me.
Perfectly fair & I agree that's the only downside for me, I love the aesthetic but in terms of who gets the skins I wish it was characters I'm more likely to play.
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@ad19970 said:
He can only teleport to you if you are healing and asleep. After you are unhooked, you are always awake. Which means only the survivor who unhooked might be in the dream world. But the survivor that just got unhooked simply can wake up the survivor that unhooked and then Freddy can't teleport to the survivors anymore if they choose to heal.
Of course those are 5 seconds of extra time investment, or 7 if Freddy is using a certain addon, but I don't think it should become too much of a problem. I believe there are other killers that are still better at tunneling as well. Tunneling just needs to be adressed in general.
The bigger problem I see is his slugging potential. Unless I overlooked a change to Freddy's ability to teleport to healing survivors, he can still teleport to slugged survivors that are getting healed, which is horrendous game design.
I appreciate the clarification because the updates on this were unclear & I haven't played it myself.
Also though just to add since this post I have just finished yet another Freddy game in which a player quit due to immediately being tunneled. The healing at hook is what's doing it & I hate that it's working especially in this way that as I said is promoting them to tunnel, hence why the player quit. I would too I'll be honest it's not fair, it's not fun.
I really am anti-tunnel I don't feel we should be forced to run certain perks or just "get gud" to play this game. But that's everyone else's stance on it. Despite how miserable the experience is just getting tunneled all the time or having players be tunneled out every game. I agree it really goes need addressing, has done for a while & yet probably never will. It's such a shame, I think I'm done with this game. Thank you & ######### you BHVR, for never addressing this crap.
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Can we not all just agree to stop putting money into the game till this is resolved? I myself am now fearful of any money I might have put into the game in future. BHVR are really letting themselves down with this, not a good look & not a great situation to add to a growing list of recent problems.
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@Rawrbot5k said:
Every single event game, slug and tunnel without fail. The first one hooked gets tunneled out. We try to be altruistic and help out but we just lose because of it. This game doesn't reward survivors for working together when there's no incentive for killers not to tunnel. We just need to accept the fact that one person will get to wait 15 minutes for a game to start and spend the next 3 minutes on the ground or on hook. Rinse and repeat. Can there be an incentive of ANY KIND for killers to spread the hooks out? And now slug for the mori. Person 1 tunneled out person 2-3 is on the ground from trying to prevent the tunnel and the last survivor is hiding in a corner waiting for hatch. "Get rid of distortion to prevent hiding" ######### are we supposed to do when 3 are slugged? Try and pick up someone just to get downed ourselves? They wanted killers to get the upperhand and they got it in spades. Survivors are quickly losing reasons to keep playing survivor. No amount of X% bp is going to keep people playing for long. "60 million players" Most of which only come back for events just to get reminded of why they stopped playing in the first place.
I won't elaborate on all you've already said, I agree fully though. It's nice to see another opinion of the same. This event has sucked just like DbD for months if not years now, it's steadily been getting worse & I can't take it anymore. I get fed up in games & if I am one of the last two if I had to bet on it I'm usually the one waiting forever on the floor just to get Mori'd. It's just not fun anymore. I hate how much time I've put into this game, we're not going to talk about the money either. My heart goes out to you.
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I feel the same way, when I play killer I play as best I can but try not to do the things I dislike having done to me. While I know arguments can be made for times when it's "necessary" if it can be helped I'll just play the game as it plays. You get a flashy save or tbagging swf bunch & you think hmm, I'm gonna lock in just to get you two can play that game as it were XD but when all you or anyone else is trying to do is have fun especially in the events there's no need for it all.
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@Prometheus1092 said:
I had a match where 3 people brought same map offering, I thought "ok this is going to be a swf sweatfest". Hooked 1 guy and 2 gens popped... At that point I thought "nah tunnel time". Got 4k with 1 gen left and they complained I was being sweaty lol. Sorry but 3 map offerings and 2 gens done super fast in an event... Action and reaction.
This is the thing, while my post was in relation to a killer not having fun, the same can still be said for sure about swf teams that are sweating it out fast as well. It's crazy, it's like no one wants to play unless the game lasts 2mins. I feel for the killers that just want to play out a decent game & I feel for the survivors that aren't sweating either just trying to chill maybe goof around & just enjoy the event as a community.
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@danielmaster87 said:
First match I played against it, we did the Thrill totem, boon'd, did the Blood Favor totem, and did the Pentimento totems. The killer can't be everywhere at once, and if he's defending totems all game, he's giving up chase and gen pressure. It's not rocket science. "Oh no! The killers are running hex builds again! Let's complain about it til nerf, and then complain about what we had before!" You want variation, even though you're casuals and shouldn't care about balance, and then you complain about it.
Wow I'm so glad your first game against it went so well. This isn't just one game we're talking about, this isn't always a 4 or 3 person swf either. It's uncoordinated & long. The totems take forever now & while you say the killer focuses too much on totems it depends on the killers; Doctor, Knight, Houndmaster just to name a few don't even need to be there to stop you. Thrill - if not the first one gone makes for an immensely horrible time trying to get rid of potentially Devour or CC or Blood Favour, perks that can be strong on their own if not taken care of normally anyway. It's game after game of going against it too, so you moan about the variation argument. There is no variation if it's all just hex builds!
It's one perk that just needs changing given how annoying it's become since only a recent change. That's all. Hex builds don't need nerfing out of existence, just Thrill needs dialling back. Hopefully not enough to ruin it but just not THIS.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849028#Comment_3849028
I agree it needs to be dialed back a bit, but dear god, NOT nerfed into uselessness… let Hex perks have a chance to not be garbage for once.
I agree it needs to just be changed, if not just a happy in-between just an affect that still helps hex builds without them being excruciating to deal with. Again I only ask they killswitch it or whatever before the Christmas event due to how unfun it makes games. I completely agree though the perk wouldn't be killswitched because anythings' wrong with it, I just figured it'd be a quicker fix. Ideally a change for the perk to still be affective but not annoying would be the solution.
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That's not what's being said at all. This also shouldn't be a case of just getting used to it, it's busted. It's genuinely awful, it's not just a strong perk. There's some really strong perks out there they don't need nerfing.