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Bardon

Bardon

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  • The fact that you got the math wrong has already been covered by another poster - and my other points?

  • "Tunneling and facecamping has gone up rapidly, cause when you facecamp, killers now have even better chances of winning, cause all gens take in general 1min longer getting finished."

    All gens take an extra full minute longer getting finished? They only added 10 seconds to the gen time, I'd very much like to see your explanation as to how they've increased that to an additional 60 seconds.

    "is there anyone who can tell me, that using dh, ds, iron will and resilience isn´t a complete other gameplay now??"

    "As I said. I ran dh, ds, resilience and iron will most of the time in my 6000h."

    And here we have the crux of the complaint. Yes, the gameplay for a build using meta perks has changed when the meta perks are changed, that's a given! The fact that you've used that ultra-meta combo for most of your 6000 hours shows that you were in a rut.

    The entire point of this release was to change the meta and improve kill rates. It certainly sounds like Mission Accomplished.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107698#Comment_3107698

    sorry but i guess youve never been on an indor map huh? you dont see zombies or know where they are and they can destroy you. its very unsatisfying and unfun

    You can hear the zombies and the only way they could be near but you not seeing them is they're around a corner. Perhaps looking first?

    And yes, I've faced Nemmy in Midwich. Admittedly the zombies are a little more effective than on an open map but still, if they manage to trap you in a corner then the fault isn't on the zombie's design and their frankly stupid AI.

  • Well, you could look in the "Bug Reports" section...

  • On the contrary, they're so slow and stupid (as zombies should be!) if you get into a situation where they've bodyblocked you then that's entirely on you.

  • Why did you make the same thread twice?

  • Everyone does remember that the devs specifically stated that they were trying to balance things by improving killers as the kill rates were lower than they want, right?

    So they said they were improving killers and they did that, while still giving survivors some buffs both basekit & perkwise.

  • For those saying that this patch was unbalanced in favour of killers - it was. Deliberately. The devs made it very clear that kill rates were lower than they want IE things were survivor-sided and they wanted to balance things out.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098233#Comment_3098233

    You're not listening or you don't understand. It's not entitled to let the killer have a chance at winning. It is pretty entitled to say is to say the killer being forced into a lose-lose is fine, that's saying "survivors should win this situation every time".

    Letting the survivors get a free unhook when you know they're right there and ready to save will lose you the game. Hence survivors will be ready for the save all the time, like the last time they tried that solution.

    Its not solved by "JuSt DoNt CamP". Its not just camping, you're losing all pressure you built up immediately because otherwise you give the survivors infinite gen time since they no longer have to worry about saving until you let them. You are putting the killer in a position where either way they are losing the game, camp or not.

    Letting survivors get instant saves every single hook will lose the game. Letting them get gen time will lose you the game. There is no way for a killer to win in your system without the survivors letting them.

    Your "solution" does more harm than good unless you only care about survivors.

    Not to mention that with CoH still insanely OP there is no point to hit & run or wounding multiple survivors - 30 seconds later they're fully healed and back bodyblocking.

  • The devs have added incentives to camp/tunnel by removing the BP from BBQ, as an example. Before the killer had an incentive to go after every survivor ASAP to ensure they got those sweet BP so tunnelling from the start wasn't a good idea. Now - why not? No loss to the killer.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094683#Comment_3094683

    I already explained what the issue is in original post at the top:

    "Now the question is: will BHVR give solos basic communication tools and make it into more fair and enjoyable game or will it be always that easy to camp a win in this hockey game?"

    If you don't see an issue with being able to easily camp a 4k, I don't know what to tell you.

    Easily camp a 4k when two survivors DC - yeah. That's not on the killer.

  • The devs specifically stated that they wanted to improve kill rates so it's looking like they've kept their promise.


    The list you put forward - please point out where they'd promise to address them?

  • @GentlemanFridge said:

    Are y’all forgetting the perk is bugged right now? It’s not supposed to fully light up the moment the killer is in range. It’s supposed get increasingly more filled in as the TR gets more intense.

    what happened to my keyboard holy-

    If it's a known bug then why isn't it listed in the Bug Reporting list?


    The description clearly states "When the Killer is within 36 metres of your location, Spine Chill activates, lighting up its icon."

    Sounds like they intended it to be this way.

    IE Broken AF.

  • @Whitkey said:

    "It gives everyone experimentation amd freedom to practice characters and perks they've never tried because of the previous Meta."

    meanwhile all the killer noobs with now 3218941398047890347819471 training wheels: ye im gonna switch my 4 gen slowdown perks to 4 new slowdown perks.

    meanwhile surv: everything got nerfed to the ground, had to ACTUALLY change their build even maybe playstyle.

    yep, definitely a fair patch am i right? :)

    Given that the devs specifically stated that one of the goals of this patch was to improve kill rates why did you expect it to be a perfectly "fair" patch?

  • @Libervita said:

    https://forum.deadbydaylight.com/en/discussion/336043/the-true-reason-survivors-are-threatening-to-quit-and-find-a-diffrent-game

    I agree with you.

    It does offer different ways to play.

    But unfortunately, when the killer chooses camping and tunnels, all good intentions are destroyed.

    When the killer is "clearly" vulnerable, I will always offer advice on improvement.

    I also provide advice all the time when survivors are "obviously" vulnerable.

    Now, it is the moment when the killer camping and tunnel, the killer is not punished, and the survivors are powerless to resist.

    The way generators are repaired needs to be changed.

    And the killer can't have the advantage of camping and tunnel.

    Given that both camping and tunnelling are legitimate strategies (especially tunnelling since MMR only values kills) why should killers be punished for those playstyles?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079742#Comment_3079742

    Killers are at fault for camping and tunneling.

    Are you gonna tell me a facecamping killer didnt have a chance to walk away? I'm sure that's why they already had insidious in their kit wasnt it?

    "Killers are at fault for camping and tunnelling"

    You do know that both camping and tunnelling are perfectly legitimate strategies, as confirmed by the devs, right?

    Okay facecamping isn't great but it's also not very efficient use of the killer's time, hence why it's important to distinguish between facecamping and proxy camping.

    But regardless, neither strategies are toxic. For tunnelling in particular, blame the devs - when they made Killer MMR solely dependent on kills it makes the most sense to eliminate people one at a time and improve your odds with each death. Add in the insanity that is CoH which renders the hit & run playstyle unusable what do you expect?

  • I very deliberately leave if I see a TTV or obvious streamer, I'm a relatively inexperienced killer and I've had quite enough of a streamer bagging me out the entire game - I went to see the VOD a few times and without fail they've been completed arses about it. I know I'm not experienced and make mistakes I don't need their entire audience laughing at me thanks.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060858#Comment_3060858

    Just hook the damn survivor! If you have 2 people or more downed, you are already winning, you do not need to go slug everybody to death. God damn you people are so petty with your strawman arguments. Like really, so if you don't get a 4k so what? Is a 2k not enough? Is not getting kills that bad? What exactly do you want as killer? Just spawn all survivors on hooks the moment you spawn in the match? Maybe we should remove the exit gates, gens could just be there so survivors have something to do while you go on a murder spree.

    Like really, you portray losing as if it's this huge deal, yet even when losing you are still moving, chasing, doing stuff. Survivors can't do anything while slugged or camped or tunneled. They don't earn BP, they don't interact with the killer or other survivors, they have nothing. I think on average survivors in this game spend more time just doing nothing than actually participating in a match at how rampant all this tunneling, camping and slugging has become.

    So have you heard about this brand new thing called "Decisive Strike"?

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057109#Comment_3057109

    That assumes people run Botany Knowledge. They gave it massive anti synergy with medkits which I'm pretty sure will dumpster the perk.

    Like I'm legit feeling that current day Botany is just better.

    I'm willing to bet we'll see a lot of Botany Knowledge + CoH for pure healing insanity

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056892#Comment_3056892

    It's reduced. It's been mathematically proven repeatedly.

    What folks are not really getting is that the emphasis for the economy rework has been about making perk acquisition significantly easier and more cost-effective, with costs offset into other areas. It will benefit the community health immensely to make it easier for folks to unlock their perks on everybody without the cost to do so spiraling out of control exponentially (see the original post where they said it takes about 4h of gametime per day to spread all new perks to all characters per chapter compared to the about 1h per day now).

    Things like the prestige cost and the removal of BP from WGLF/BBQ are offsets to help control the amount of relief that redesigning the economy to treat perks as more accessible than before (rather than on an approximately even playing field with everything else)

    And of course while it does somewhat reduce the cost of collecting perks it makes addons, especially the actually decent ones, much more expensive. So much for reducing overall grind.

  • @Ruma said:

    Atleast now we can prove that we only used BBQ for the Bloodpoints. :(

    And the truly insane thing is, removing that aspect of BBQ also removes the anti-camping/tunnelling nature of original BBQ - now there's no incentive to hook each survivor at least once as a priority so camp/tunnel away!

  • @burt0r said:

    Ruin got nerfed just all the other top 5 used perks on both sides. Exactly because of this point "top 5 perks used the most", no matter why or how.

    They just took a sledgehammer and reduced all those perks to nothing and buffed others to nearly DIRECTLY replace them.

    Instead of the more productive solution of nerfing the meta down and simultaneously buffing some other perks up to a slightly less powerful state and therefore create a bigger used perk variety.

    But no, they just change "what" we are going to see just as often as the current meta.

    It's going to be the same boring repeating loadouts but they will look different and the devs can pat their shoulders because they "changed the meta".

    With the one minor exception that they actually buffed BT - okay OTR is a far better version but still, BT was definitely top 5 but got a buff.

  • I've been running Plague a lot since the devs refuse to fix the OP insanity that is CoH - which will now be even stronger with the buffed Botany Knowledge.

  • The thing is, by removing the BP bonus from BBQ you are going to increase the amount of camping/tunnelling that takes place. Old BBQ had a strong incentive to ensure that the killer made sure to hook each survivor at least once, usually as quickly as possible to ensure that they got full stacks.

    Now? No reason to spread out hooks, camp away!

  • @GrimReaperJr1232 said:

    This post just goes over why Boons are powerful perks, something everyone knew (minus Dark Theory).

    The problem people have is Circle of Healing and how it affects killers.

    There are many killers that rely on spreading injuries to help generate pressure. You see this commonly on killers such as Wraith or Onryo, although it applies to almost every killer to some extent.

    CoH shuts this down. You cannot keep a team injured (barring the anti-healing duo, Plague and Legion) because this perk allows for reliable and quick self-resets. ESPECIALLY if you bring medkits.

    This in of itself might not be seen as a problem if there were a way to counter this.... except there's not. You can snuff a boon, but CoH is unique in that it's best when it's placed AWAY from the killer's patrol zone, making snuffing "Free time" for survivors as the killer has to give up pressuring gens for several moments to get rid of 1 perk.

    To add insult to injury, that perk can be endlessly replaced, again and again, making the killer's investment worthless. Survivors already experienced a similar level of frustration with the original release of Undying; you could cleanse a totem 4 times and still not get rid of Ruin until you did all 5 totems. Only this time, there's no limit unless you bring Shattered Hope, a perk that literally does nothing unless a boon is in play. To demonstrate the absurdity, imagine if survivors had to bring a perk to cleanse totems (having 0 secondary effects or utility) AND if every totem perk were locked behind DLCs, making that perk even more circumstantial.

    Rather than adding levels of depth for both sides, Boons strengthen survivors while being extremely frustrating to killers. Unable to spread injuries, killers will play the dreaded high-tier/anti-loop killers that survivors despise (Nurse, Neme, Pyramid Head, etc) out of sheer necessity, making both sides unhappy in the long run.

    So no, I do not agree that Circle of Healing is a good and/or healthy perk.

    You raise many good points, in particular I will point out the plight of poor Hag and Trapper in regards to CoH. Both of the rely on the "Hit & Run" strategy and both are highly territorial killers who are not what you'd call highly mobile, making the impact of having to trudge halfway across the map away from their defended area, find & snuff the boon only to have it relit before they're even halfway back to their traps is just heartbreaking.

  • It makes CoH even more broken across the board for all types of healing.

  • @Adjatha said:

    Hexes are a complete joke at this point, and ruin is the Pagliacci of the bunch.

    The only one not useless, incredibly niche, or nerfed to near-uselessness is Devour Hope. And don't worry: people will complain that one into an early grave as well soon enough.

    Even if you leave out the hilariously imbalance of Boons, the whole "big risk for big reward" is just flat-out not true any more.

    One Internet Point for your excellent use of Pagliacci in a post!

  • So the OP hasn't seen the thread proving mathematically that the new grind is actually worse.

    Even disregarding that, the 50kBP just to unlock the "privilege" of crappy brown-only small webs for at least 20 levels is a major step backwards. Why do we have a penalty of several matches worth of BP for an enforced prestige that is the only way to get more addons - trash ones at first yes, but still the only way to get addons.

    For perks it does look a bit better but we're not all Otz running without addons for most games.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/3042346#Comment_3042346

    Again, CoH got nerfed 3 times in 6 months because it was living rent free on killers heads.

    And yet none of those "nerfs" actually did anything to reduce the massively OP effect of the perk. The last one in particular was a joke - less than 2 seconds longer for Self-Care in the boon area and even less impact on the other healing.

  • @[Deleted User] said:

    I thought this when the dev update came out.

    Just hit the bodyblocking survivor, they'll have to mend.

    But then PTB rolled around and we learned that the perk has it's original effects plus it's new effect.

    THEN i realised people can use it with mettle of man, i hit an injured survivor 3 times as trapper with endurance and i just knew this perk was too much.

    I think the part about this perk that angers me the most is how dumb the buff is. They change borrowed time and nerf decisive strike but then they buff off the record to be better than them simultaneously.

    I'm heavily considering quitting the game if it goes live, but if it does, maybe you are right in that it wont be so bad.

    Not to mention that the only downside of OTR, that you can't progress the game without losing OTR, has absolutely zero effect in endgame so it's a win-win situation - and because OTR doesn't deactivate in the endgame it's an even better version of DS (plus being a better Iron Will + a better BT).

    It's an insanely powerful perk with no real downsides and a huge potential for abuse.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035947#Comment_3035947

    Oh no, you are not aware of the killrates. Look back on the introduction of the SBMM: "survivors will escape roughly 50% of their games, killers, well, a bit different, but they should be killing a bit more than half". The killrates posted were 2.2 kills on average. That killrate is lower than they expected, but still higher than 2. On average, since most killers can basically guarantee 1 kill, their average is 2.5(10/4) where survivors range from everyone dying and everyone escaping, so 2 on average (10/5). Also note that they didn't mention that the escaperates for individual survivors were higher than expected. Which means that on a large scale, survivors were dying half the time on average. Normally you'd expect that number to be the same, but that is assuming both sides are being played equally. It's perfectly possible for the escaperates to be fine while killrates are not due to having disproportionate players.

    As for Otz's builds, well, they weren't meta. I'd say that you should look at Dowsey this time, as Dowsey has been experimenting more with the new meta, where Otz has been trying out perks that would benefit from the speed changes in theory, but don't really.

    Forced Penance with Thanatophobia alone slows down games massively. Add Pentimento to it, then Ruin or Call of Brine, and it's quite easy to guarantee kills. Just force a 3-gen around Ruin, Thana makes them want to cleanse it very early on, giving space for Pentimento, which slows the game down to 160 seconds for solo gens.

    It's gonna be a bit of a boring meta if endurance remains stackable and the slowdown perks aren't adjusted

    " Just force a 3-gen around Ruin, Thana makes them want to cleanse it very early on, giving space for Pentimento, which slows the game down to 160 seconds for solo gens."

    How are you supposed to force a 3-gen around Ruin when it vanished after the first kill? If you're down to 4 gens done but no kills yet the game's pretty much over, killer lost.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041084#Comment_3041084

    Do not expect any nerfs on CoH anytime soon. The perk got 3 nerfs on a 6 month period, and killers a new perk to destroy boon totems.

    The "nerfs" resulted in a grand total of 2 seconds longer self-care and even less impact on the other healing rates - plus with new improved Botany you can take both and get Original CoH speeds, which is just insane given that the stated intent of this change is to improve kill rates a bit. Between this and the nuttery of Endurance Chaining this patch is so survivor-based it's not even funny.

  • @Peanits said:

    I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.

    But this new "revert to tiny bloodwebs" also means you have to wade your way through many bloodwebs in order to start getting the actually good addons, rather than getting 1,000 padded jaws on Trapper as an example.

  • @Gamall said:

    OTR is fine, it's anti tunnel perk and 80 seconds doing nothing is worth for killer. Less than 24 hours and already complain?

    That 80 seconds of doing nothing at the start of the game is one thing, but in endgame it's massively OP. Even if you ignore that this one perk is now better DS, better BT and better Iron Will in one perk that can be chained with DH, MoM etc.

  • OTR as it currently stands in the PTB is better BT, better DS and better Iron Will for 80 seconds. It's absolutely insane and will become the absolute top meta perk across the board.

    And for all that claim "But you can't progress the game if you have OTR active!" you can easily get healed by your team-mates and become the Designated BodyBlocker, plus of course it's a guaranteed escape if activated in the endgame.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3038158#Comment_3038158

    OTR stacking as in the ptb is confirmed unintended. It will just be a self-BT and the meta will be to swing immediately, to then down and tunnel through an inconsequential DS.

    Overall, anti-tunnel is arguably weaker than current BT+DS on live. It just doesn't appear like so because PTB is bugged and endurance stacks.

    Stacking is confirmed as not as intended and according to @Peanits doesn't occur. Also according to him endurance chaining is as intended, so yes we're looking at 4-6 hits before downing. Man, the bully squads are going to love this.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035703#Comment_3035703

    An easy solution would be to either make Endurance proc Deep Wound, and you cannot use another Endurance effect until Deep Wound is mended, or have a debuff like Exhaustion so you can't use two Endurance effects in a row.

    Sadly, Penits has confirmed that chaining Endurance effects is as intended, though they're listening to feedback. I have made it very clear that 4-6 health states before downing is insane. :)

  • DS stun duration was originally 3 seconds. It got buffed to 5 seconds because Enduring was affecting it, making it useless. When the Enduring bug was fixed, they neglected to revert the stun duration.

    This part of the change just reverts DS to it's original duration, which also brings it into line with pallet stun duration.

    But yeah, I suspect they also just want to force the meta to change. Which it most definitely will now that they've confirmed that you can chain Endurance hits to require 4-5 hits for a down.

  • The DS stun was originally 3 seconds. They buffed it to 5 because Enduring affected it. When the Enduring bug was fixed they "forgot" to revert the stun duration back to the original.

    This stun duration change is just reverting to the original. It also brings it in line with pallet stuns.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037489#Comment_3037489

    When we talk about intended behaviour, we don't mean to say that this is the best way. Intended behaviour is more about what is or is not a bug. If something falls outside of the intended behaviour, then it is a bug and needs to be fixed.

    Beyond that, it all comes down to feedback, and I'm here to collect feedback whether you love it or hate it.

    Okay, one vote for "Completely, totally and absolutely hate this" It's hard enough as a noobie killer (Just over 100 hours) without having to take 4 hits to down a survivor.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3034333#Comment_3034333

    Ah I missed it when I read the patch notes. Well rip Botany. Another of my favorite perks is dead.

    Hardly dead - imagine how monstrous it'll be with CoH!

  • @Famalama1234 said:

    Basically wondering if stuff like demos shred, billy chainsaw and blights lethal rush have been affect in how quickly they break pallets, or is it only the kick interaction that is affected? Would take away one of the main benefits of demo and bubba at least slightly imo, where it really shines. Would appreciate an answer very much :)

    Add Nemmy into that question as well!

  • @sonata93 said:

    I think the new OTR should be nerfed down to 60 seconds (or less), but the actual concept of the perk is just fine.

    The new DH is absolute garbage; I guarantee there will be a decrease in its usage amongst survivors. All the original issues with the perk (DH 'for distance', ignoring Trapper traps, etc.) are no more. I think the new one takes far more skill to use as you have to time it precisely with a killer attack.

    The new BT base kit is long overdue. Objectively, that can't be abused because it only lasts a few seconds and punishes killers who try and hit survivors straight off the hook. When equipped with the new BT perk, I agree it has the potential to cause some problems but we'll see.

    Does the new DH still eat the killers power IE Nemmy's tentacle not breaking a downed pallet if the survivor DH's on the other side etc?

  • I was a Billy main until they ruined him. Now my man DemoDog is my favorite and I don't think that's going to change.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3033013#Comment_3033013

    Because killers have a wider meta in general? I don't get the BT buff, and they seemingly forgot Guardian existed, but when you look at the actual nerfs applied, only Ruin is no longer viable on the killer side, while on the survivor side, Iron Will, Spine Chill, Decisive Strike, and Self-Care got nerfed into the ground.

    Plus killers got an array of basekit buffs (longer gens, less cooldown, faster kicking, immediate 2.5% gen regression, survivors get less distance on hit) while survivors only got one buff (5s of BT, which is incredibly easy to wait out and too short to effectively bodyblock with.)

    You can't honestly claim that this is a survivor-sided update.

    Iron Will just got changed to no longer be a "100% success" which no other perk has ever been, so hardly nerfed to the ground. Crouch or get behind a wall & you're still silent.

    Spine Chill has been updated since the initial description to assist those who've used it as an aid for the hard of hearing etc so no longer a nerf.

    DS had a minor nerf I'll agree but again hardly nerfed to the ground. It's brokenly OP if allowed in the EGC and the reversion to the original 3-second stun is long overdue - it only went to 5 because Enduring affected it incorrectly, the Enduring bug got fixed yonks ago but the buff on stun time never got reverted as it should have. It also brings the stun duration in line with pallet stuns etc for more consistency.

    Self-Care did indeed get a nerf but be honest, why would anyone take Self-Care when CoH gives all the benefits plus vastly faster healing for the entire survivor team? Why on earth did CoH not get touched when it's the most oppressive perk after Dead Hard - especially if you add the new Botany Knowledge to it which brings the healing speed to ludicrous levels.


    Please note that the survivor basekit BT also now includes haste, which means that you get longer distance from the BT.

    The killer basekit changes are more extensive than survivors but the devs specifically stated that kill rates are lower than they want so to call this killer sided when overall killers still got fewer buffs and more nerfs (especially meta nerfs) is questionable at best - but to be honest I think we're going to have to just agree to disagree.

    Bring on the PTB! I'm particularly curious about new Dead Hard and whether it's a nerf, relatively neutral or a buff and VERY much interested to see if it still eats a killer's power like Nemmy's tentacle not breaking a downed pallet if the survivor hits DH as the tentacle should hit them.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032725#Comment_3032725

    You're reading too much into that. BBQ without the bloodpoints bonus is a decent aura reading perk. Doesn't fit all killers, counterable, but fairly reliable information when you're ready to find a new chase or pressure a gen. WGLF without the bloodpoint bonus is one of the most niche healing perks imaginable - double heal speed only on dying survivors, who the killer usually picks up immediately, who will have already recovered some amount of progress by the time you reach them if the killer doesn't and often take less than a second to pick up anyway. Does WGLF have clutch uses, yes, would anyone run it for the odd chance it'll happen in any given match, no.

    I wouldn't complain if BBQ got a buff to replace what it lost, but of the two, it's clear to me which perk needed it more.

    Given that Killers got 7 meta perks nerfed while Survivors got 5 nerfed and one buffed (BT).

    Killers got 10 non-meta perks buffed but Survivors got 16 non-meta perks buffed.

    Hardly an equitable "balance" move across the board.

  • @gilgamer said:

    Easily the change I hate the most in the mid-chapter. If they didn't want people to choose BBQ for the BP then make the mechanic base kit. I get the new changes will make the game less grindy but without BBQ for people who ran it every game the game is actually more grindy, as long as you aren't getting the BP bonus from the role incentive.

    I'll admit I hate this change but I kinda feel that they ruined Ruin even worse.

    What's truly annoying is that WGLF lost it's BP bonus but got a buff while BBQ lost it's BP bonus and got nothing. Hmm, which side do the devs favour?

  • @Shaaei said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023286#Comment_3023286

    I just want to clarify the way self care works with healing speed is not 50% + 33% = 83%. It's multiplicitive, not additive. Self care + botany is still much worse than before. Going from about 66% down to 52%

    If you dont believe me, look at circle of healing. You unlock the self care option, and heal 50% faster, right? With self care you'd think its 100% speed, but no, its the exact same speed. You still have a red bar, and its still slower than a medkit.

    But why would anyone take self-care + botany when you could take CoH + Botany and get pre-nerf (not that it really was a nerf) CoH speeds for *all* healing for the entire team that's infinitely renewable?

  • @MrMori said:

    They should make the speedboost 10% and the basekit BT 10 seconds, with BT extending by another 10 seconds and giving another 10% speedboost. The speedboost should not be lost when hit, I assume it won't be on the basekit speedboost anyway.

    So you want the new BT to give an unhooked survivor +20% speed for 20 seconds? You think the survivor should be faster than the killer for 20 seconds? That's just nuts, sorry that's broken AF.

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