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philward1953

philward1953

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philward1953
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  • @Ghoste said:

    If the player plays well enough, then they deserve it.

    Do they though? I guarantee the best Trapper/Myers/Clown player ain't hitting 1000 winstreak. A large part of this guy's success is due to his Killer of choice.

    True, but that doesn't make them deserve it less

  • @Piruluk said:

    Also did you know that devs aiming for 60% killrate?

    It'll be a 60% winrate if the player in question lose the next 666 matches in a row....

    And most killrates are around that, look at the chart BHVR released.

  • @MikeyBoi said:

    Getting 10 wins in a row in competitive gameplay against survivors who actually know how to counter blight is way more impressive then getting 1000 wins on a row against pub survivors who run and cant look behind them which was pretty much all his games trust.

    I believe you.

  • @Saiph said:

    There is some confusion in your topic.

    "If the player plays well enough, then they deserve it"

    I think we're all aligned on this.

    You know, there are also skilled solo queue survivors out there.

    Do you know what their longest winstreak is?

    I wouldn't have posted this if I saw that most people were aligned with that statement. Sadly, tons of people seemingly are not with that.

    I don't know what the longest win streak is, and I doubt it even breaches 100. I could be wrong though. But, if it is low, this is nothing new. Solo-Q is the "weakest" faction of players.

  • @I_CAME said:

    Do you think killers would be happy for a SWF if they achieved a 1000 game win streak? Or would the conversation immediately shift to how OP and broken SWF is?

    It would, but it shouldn't.

  • @Piruluk said:

    Is there any other multiplayer PvP game which allows a player to win 1000+ games in a row?

    Do you think the game is balanced?

    Its not about balance though. It should be, but how people are discussing this topic usually boils down to "This should be impossible". Should it be hard? Hell yes. But not impossible.

  • @Brokenbones said:

    Personally I don't understand why people even care

    My reaction essentially boiled down to, huh that's quite an accomplishment. Neat. Then I moved on

    I don't get why content creators care, I don't get why the twitter mob cares. This does not affect you at all, you can still just play the game and ignore it.

    I get that some people have taken this as a sign that 'oh blight is too strong, his addons are too strong' or 'no tunnelling and camping is too strong' like even if any of those are true, so what? BHVR has clearly shown they make changes to whatever they like whenever they feel like so crying about some dude winning a bunch of matches in a row isn't going to change that

    That's most of the DBD community for ya...

  • Pretty much, although a couple maps can definitely affect the overall fairness of the game.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398155#Comment_3398155

    what options are you specifically stating? gen placement/map size/pallet spawns?

    Nah I'm mostly talking about playstyles.

  • @imakepeoplehateme said:

    The maps are the most unbalanced part of present dbd,and to be honest it has always been an issue.While i would love for all the maps to be balanced,their map design philosophy obviously isn't concerned with balanced.Every map in recent history,new or reworked has been designed to favor survivors.

    On top of being impossible to alter all the maps,you would make the game insanely monotonous and repetitive,as unbalanced as they may be,every realms feels refreshing and aesthetically pleasing.

    "On top of being impossible to alter all the maps,you would make the game insanely monotonous and repetitive,as unbalanced as they may be,every realms feels refreshing and aesthetically pleasing."

    I agree with you on how maps should feel refreshing and aesthetically pleasing, but I feel that making them the same on a gameplay level would go a long way to reduce imbalanced aspects. There could still be variants of maps, but the changes in pallet/windows/etc. count should be super small. Variants would still give players something less monotonous while also increasing balance.

  • A fair game for me is just when both sides have options from the get-go.

    When options are taken away, the game can become a chore or overly stressful. Options should be taken and given by how good or bad a player plays.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397488#Comment_3397488

    Camping and tunneling can be effective tactics and require low effort to execute. Rather than make them ''ineffective'' or more demanding, better offer an alternative where applying pressure can be meaningful and not so tiresome.

    I'm yet to hear at least a single suggestion where survivor players could recommend something that would make killers not do these things and get rewarded properly for that. Instead they suggest that killer should be literally punished for every action in the game other than mindless chasing and constant target switching so everyone else can get their share of fun and then escape safely through exit gate.

    https://forums.bhvr.com/dead-by-daylight/discussion/371566/focus-less-on-penalizing-camping-and-tunneling#latest

    Okay now I want your opinion on my idea if you don't mind. I think we have a similar mindset.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397383#Comment_3397383

    Maybe having killer perks nerfed or gutted down every next patch could have something to do about it?

    Maybe some people want to have a fun game as killer with an actual chance of getting kills and not being a walking M1 clown with 2 or 3 hooks at the end of match every time.

    As if camping and tunneling is "fun". I know that's subjective but if it were legit fun killers wouldn't complain that they have to do it.

  • @bazarama said:

    As usual op puts killer perspective on game and is immediately inundated with toxic comments about their skill level.

    If you can't be constructive and/or have a proper conversation then don't say anything.

    Take your toxic/skill comments elsewhere and take a good hard look at yourself as to why you feel the need to bring down someone you don't agree with.

    This is what's wrong with the dbf community

    Their skill level could be a legit factor to take into account. So many player on both sides try to dodge the idea of "Hey, maybe they just need more practise".

  • @Pulsar said:

    It's unfortunate that people will use this patch as an excuse to camp more.

    Killers chase potential was massively buffed and what we get out of it is people realizing all they need to do is facecamp someone as Bubba.

    It sucks because a tons of killers aren't even willing to try other playstyles. Camping and tunneling have their place, but there are more fun options. At least during the early points of a round.

  • @TOFFU said:

    So i will camp on 5 gen with gen blocking perks as i have no more reason to leave hook and kick gen as well as no reason to down other surv and get pain res.

    So i camp 1 man then 2 man.

    Survs are reason this will go live

    Killers cant regress , dont get reward for chase . Only thing killer gets from chase is bully from pallets and bodyblocks

    Regress perks dead

    Hex perks dead

    Scourge hook perks dead

    What choice is left ....

    This is what I was talking about in my post about how killers tend to oppress themselves into playing with only two playstyles (camping and tunneling) when they don't even try to use others in another discussion thread.

    https://forums.bhvr.com/dead-by-daylight/discussion/371227/forcing-yourself-to-camp-and-tunnel-to-avoid-dh#latest

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395796#Comment_3395796

    Yeah, I don't think it'd be possible to forbid camping & tunneling altogether anyway, even if the devs wanted to (which I agree wouldn't be a good idea, camping, tunneling and slugging all have their place in the game and aren't always bad or unwaranted).

    I just don't think either side should have a certain playstyle taken from them 👍️

  • No way this is legit lol

  • @NovaKane said:

    Can we please get an anti Franklin's Demise perk? If a survivor wants to protect their item, let them use a perk slot. In most cases, it will just waste a perk slot, but I'd still like the option. Survivors can't remove the killer's add-ons, so let us protect our items if we choose to. Merci BHVR.

    Pretty sure we should stay away from perks that totally nullify the affects of others

  • @Annso_x said:

    The problem is that the game aims to be a balanced 4v1, so it'll always be much easier for a killer to win the quicker they turn the game into a 3v1. I agree ideally other strategies should be rewarded, but I can hardly imagine a strategy that would be as effective as killing a survivor as early as possible, without the strategy being absolutely OP.

    I do like your anti-camping idea, but really I think people who camp are doing it either to tunnel (so they won't stop doing it unless tunneling is punished or something else is better) or because they enjoy making people miserable more than they like winning the game.

    (On the other hand making playstyles "more fun" than camping can't really be that hard :P)

    I agree with you, and yeah obviously killing a survivor ASAP is the best strategy, but that would ideally be done with something more dynamic than camping or tunneling.

    If someone is doing it to make others miserable that's fine, and they can do that if they wish, but right now camping/tunneling seems to be an efficient way to do that AND win the game. The second part is the problem.

    I do think there would be a way to make other strategies that would be as effective as killing a survivor as early as possible, without the strategy being absolutely OP. Things would just maybe take some thought.

    I think it would be easier to boost strats that aren't camping or tunneling while also making camping and tunneling inefficient in certain scenarios where it isn't needed than trying to eliminate camping and tunneling all together.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395517#Comment_3395517

    And how can BHVR notice that "problem" of making those things ONLY options? only by removal of it.

    Let the survivors be OP, make killers ACTUALLY quit, that IS the only way to fix those things.

    Thanks for trolling

  • @fulltonon said:

    Or, stop "penalizing" it, but rather outright remove it through whatever means.

    There is literally no way to properly balance "other strategies" when all the data is largely skewed by the all those tactics, what we should do is literally just removing both camping and tunneling THEN try to balance things after that.

    I would never support removing it entirely because there are certain points in a match where camping or tunneling are legitimately the ONLY option a killer has. Lets say you get your first hook with 2 gens left, you maaaayyyy wanna camp if you really want a kill or to force some kind of pressure somehow. There could basically be endless examples like that which usually stem from a killer having an extreme disadvantage, which warrants the killer using extreme playstyles to make up for lost time or pressure.

    There would be no way to remove camping or tunneling from the game without making survivors INCREDIBLY strong in an OP way. Plus, I don't think its in the game's or dev's best interest to try and remove playstyles so long as they aren't technically exploiting glitches and such.

    I think "camping and tunneling" on their own are fine, and sometimes needed, but I'm NOT okay with "Camping and tunneling because its apparently the most efficient strategy from the get-go, and I've deduced this without trying any other playstyle".

    That is what I think the killer community needs to get away from, and the game should 100% support them trying to get away from it and actively reward them for doing so, and it should discourage them for camping and tunneling SPECIFICALLY when they are not in a position of extreme loss with little to no advantages.

    If you ask me, camping and tunneling should be provoked into being the last option, still and option as sometimes it is warranted, but the last one.

  • @Gandor said:

    I like the way you think, but I think your specific example does nothing.

    1, if killer is not (proxy) camping or tunneling, then there's no reason to leave survivor on hook. The sooner you get him down, the more effective time is the game 4v1 instead of 3v1.

    2, even if it did something, 15% is just not that much. In exteeme case that would be 51s instead of 60s. Realistically 55s instead of 60, because travel time, search for survivor, distance from hook, possible survivor pre-run, etc. Those 5s are a lot for camper (that will not get that) when all 3 other survivors will give those 5s to gens, but are absolutely meaningless in case of hook not being protected.

    Overall, I think that the solution of this problem crashes for a long time with meaningful anti-tunnel benefit, that can't be abused and that is beneficial enough to be worth it more then tunnel, but still not OP for killers, or not large enough to always just end the game on it's own (and I am starting to believe there's nothing that could solve this issue).

    I mostly agree with what you're saying, but...

    "1, if killer is not (proxy) camping or tunneling, then there's no reason to leave survivor on hook. The sooner you get him down, the more effective time is the game 4v1 instead of 3v1."

    I agree with the first part, but I believe that if there were more pressure for one survivor to go for a save instead of doing more progress on a gen, that might mean something. But that brings me to your second point...

    "2, even if it did something, 15% is just not that much. In exteeme case that would be 51s instead of 60s. Realistically 55s instead of 60, because travel time, search for survivor, distance from hook, possible survivor pre-run, etc. Those 5s are a lot for camper (that will not get that) when all 3 other survivors will give those 5s to gens, but are absolutely meaningless in case of hook not being protected."

    This is where I'm in total agreement with you. 15% is basically nothing lol. I'll admit I got too caught up with not usurping Monstrous Shrine when there is no reason I should have lmao. The percentages for both when a killer leaves and when a killer decides to camp would need to be much larger for there to be any substantial value.

    I think there are things that can be done to help with this issue, but they'd have to look pretty drastic.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395262#Comment_3395262

    Does the guard despawn on unhook, or simply beginning the animation?

    Because if the Knight is camping WITH a guard, it just sounds like an auto L. He might as well be playing Bubba

    Despawns on unhook.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395253#Comment_3395253

    Is this true?

    Survivors can just commit to unhook without fear of guard hitting them while in animation lock?

    I took a break during the Knight's release, so I don't know any of his idiosyncrasies. I assumed this was some BS abusable thing where I'd need to notify the Killer I was going for unhook, loop the guard until his Standard was capturable, and then go for an unsafe unhook as the Knight returns to hook.

    It is, but there can be unlucky instances where a guard can hit you before you unhook.

  • @Cassiopeiae said:

    Huhhh I don't think your teammates needed help, touching the hook despawns the guards.

    Nobody could have gotten to the hook without getting hit by the guard. Then the knight could have simply hit them.

  • "I can't coast through a chase because DH requires something new to work"

  • @Bot_Salvo88 said:

    If you get spotted by a guard, no matter where you are, you will get chased by it. The guard will phase through walls and pallets (except jailer, he's special).

    They will always begin the chase exactly where they spotted you

    This was on The Shattered Square, with nothing between me and the guard. Idk why it went straight towards where I was when I was so far away.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393372#Comment_3393372

    I mean they should be making changes to discourage tunneling if they ever want it to be reduced. Many killers tunnel because it's simply stronger than not tunneling. Making perk changes that keep tunneling as strong as it is and outright punishing killers more for not tunneling isn't the answer.

    For sure. They'd have to make drastic changes, and they should focus on discouraging tunneling while also making not tunneling legit better in a huge sense.

    They can't just oppress killers and stop there. They need to reinforce other playstyles as well.

  • @[Deleted User] said:

    I think the mindset of "needing to camp and tunnel" comes from the fact that it's the easiest and most streamlined way to beat an average solo queue team. Players feel like they have to do that because they can't manage a game at a macro level against decent players yet and they aren't in a place mechanically where they can reliably start and win X number of fresh chases. It creates a false feedback loop where they think it's the only way to win, when in reality it's a symptom of a skill deficit when it's the only way someone can win. Yes, sometimes you do have to camp or tunnel. But other times you have to split your pressure. And those players are often lost when they have to split their pressure and rely on their game sense.

    I'm speaking in broad generalities of course. Some players will still play that way after thousands of hours simply because they like to. Like I often say, the killer in that 300-1000 hour range doesn't know what they don't know. They just know that playing this one way increases their odds of winning in a broad sense unless they get survivors well above their skill range. And they're going to be matched up against anyone and everyone in all likelihood.

    You're right, and this NEEDS to change. Sadly, for people who like to tunnel and camp, there would need to be some MASSIVE changes done to make tunneling and camping in certain situations detrimental while also promoting other ways of playing.

  • @Krazzik said:

    New DH will totally encourage tunneling because if you get tunneled you can't use it. I understand they wanted to have a more consistant activation requirement than unhooking others, but if a killer tunnels you and hits through basekit BT, you now don't have DH.

    Then at worst, nothing changes from how killers seem to want to play now. Tunneling isn't encouraged more because of the DH change because killers will still tunnel anyways.

    Ironically, even without this DH rework live, they have literal tunnel vision. They think they MUST tunnel as if they are forced to.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371227/forcing-yourself-to-camp-and-tunnel-to-avoid-dh

    Because dead hard is still hard countered by camping, and then specifically hitting the survivor right off the hook, and then you only have to deal with 1 chase. The problem still is dead hard literally creates a situation where survivors get a 3rd health state at high level play, this is obviously too much and not balanced for this game in general. Because it is BY FAR the most powerful perk survivors have available to them (and still will be) i MUST play to counter it, if i want to win.

    I agree DH is now going to be countered by camping, it just is because of how it works. That makes sense.

    What I don't understand is why a huge portion of killers block themselves into seeing how camping and tunneling is the ONLY way to play as if they are forced to do it.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392709#Comment_3392709

    Personally I think this is because the devs who play killer camp and tunnel and they’re certainly not going to punish their own preferred playstyle within their own playerbase.

    I can't believe we're bordering on conspiracy theories now.

    Yeah that's just ridiculous

  • @Jinxed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392783#Comment_3392783

    I'm 100% sure that comms on this game would be insanely toxic. Base kit bond for anyone who's playing solo might be a good idea though for coordination, not for SWF though.

    There is a high chance they would be, but no other system will give survivors a high level of coordination. Basekit bond would be another great information tool, and the devs should probably investigate adding that, but it won't help too much with coordination.

  • Solo-Q teams will NEVER be able to coordinate as well as an SWF without voice comms.

    People can moan and cry about not wanting comms and that's fine, but there will never be an equal system for communicating.

    The key word is coordination, obviously things like the UI and such can give info, but they can't come close to really efficient coordination unless the team is totally goated.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392754#Comment_3392754

    Well yeah, I don't think that Dead Hard is the main cause of that sentiment, since it is Off the Record. Dead Hard can still be avoided depending on the situation, but with Off the Record you have to take the hit.

    Honestly I think they should make it so if you heal DH and OTR deactivate. I know that basically makes them the same perk but they're so close now anyways.

    Or there should be a timer for one of them. OTR has a timer rn so maybe DH should deactivate when healed? Idk I don't wanna make them the same perk.

  • @GlamourousLeviathan said:

    But that logically makes sense. If the survivors took a while to get the hook and you only need to camp for one minute to get a hook stage, it makes sense to do it since it's one less chase and one less Dead Hard usage. Therefore, this new Dead Hard encourages camping to some extent.

    I agree with your take, but I don't think that DH really adds much to that because killers do that now, and rightfully so.

    If I have a survivor on first hook, and I happen to be around them with 10-20 seconds left till 2nd stage, hell yeah I'm gonna camp for a sec.

    I think the new DH adds very little to that playstyle or sentiment as there is huge value from ensuring another hook stage regardless.

  • @DrFrozen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392613#Comment_3392613

    Yeah, DH still in the game, they just nerfed killer's perks

    And they nerfed DH

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392469#Comment_3392469

    Erm. Dont be selfish. That 1 survivor saving everyone for 6 max dh is definitely not helpful when everyone on a team can get 2 each. Thats much better to stabilize dh usage rate. Most would not bring ptb dh if they believe they wouldnt get the opportunity to save and get it. Now its guarenteed to get a dh activation for everyone.

    Yeah because a perk shouldn't give value to everyone who equips it. :/

    As if anything I said qualifies as "selfish"

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392479#Comment_3392479

    Pain Res did not get buffed.Its a rework at best.You need to keep in mind how inconsistent it will become.It only proks once on a different survivors,you need to hook them on one of the 4 hooks.It doesn't reward you for quick chases like before,and it lacks the ability to be delivered it where and when its needed like old pop.

    CoH is less powerful yes,but its still like a top 10 perk.Why didn't they leave it be,and murder a survivor perk for once,thats the point of my post.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392491#Comment_3392491

    Dh is weaker,no arguing here but its still annoying to face.They changed it so many times and yet it will still be used.Name a killer perk that received the same treatment.

    My point still stands,they are afraid to out right remove a survivor perk from the game,while they don't hesitate to do it to killer.

    "Pain Res did not get buffed.Its a rework at best.You need to keep in mind how inconsistent it will become.It only proks once on a different survivors,you need to hook them on one of the 4 hooks.It doesn't reward you for quick chases like before,and it lacks the ability to be delivered it where and when its needed like old pop."

    It did get buffed specifically from the last notes, but yes it is more of a rework.

  • @VoidOfMe said:

    Killer and survivor biassed threads like this shouldn't be allowed cause they don't make sense. Nothing the OP said makes sense. It seems like he's just wanting to create drama for nothing.

    It's so strange. People should be allowed to say whatever obviously but I don't think I've ever seen so much copium after a set of update notes before. Just... so many objectively wrong takes and leaps in logic.

  • @imakepeoplehateme said:

    Throwing balance completely out of the window of weather the changes are healthy or not,my biggest issue with the announced changes is the devs inability of nuking survivors perks the same way they do to killers.

    Ruin,pop,Eruption(it was decent before its first buff) were all nuked.

    Dms and thana went from universally usable perks to only working on 2 killers(Artist,doctor)(PLague,Legion)

    Tinkerer although still usable,lost a huge part of its appeal.I barely see it in my matches as a result

    CoB and overcharge barely save any time now,dead aswell

    I am perfectly fine with perks being buffed and nerfed as time goes by if the treatment was fair on both ends.Survivors however only lost like 3 perks in the span of years...

    Ds an Iron will recieved harsh changes,however they also released Off the record as an alternative that has the effects of 3 perks TWICE.

    Spine chill,it pains me that this perk got shafted,however it was innately toxic as it completely countered stealth killers

    With the upcoming changes Dh and CoH however did not get nuked.They are still usable in a different sense.

    CoH is now a reset point.The perk got a power budget #########,a rework if you will.You will still see it used in SWF to fully heal a team in 16 seconds.

    DH still keeps its annoying aspect of not being able to lunge with confidence,it's been meta since release and probably the most complained survivor perk,can't we just remove it already?

    "DH still keeps its annoying aspect of not being able to lunge with confidence,it's been meta since release and probably the most complained survivor perk,can't we just remove it already?"

    It's literally been killed off. You're only ever gonna encounter DH now if you're tunneling.

  • Yeah but its a max of 4 times. PR is still nerfed from what it is currently.

  • DH was literally just killed off.

    Pain Res. was just buffed from the last patch notes.

    COH is objectively less powerful.




    ...What are you talking about? Yes we've seen a lot of changes with killer perks, but the survivor perks you've complained about have been nerfed.

  • @Seraphor said:

    CoH: still nerfed

    DH: still nerfed

    Medkits: still nerfed

    Seriously, this is like when they teased basekit Unbreakable, a completely broken mechanic, and all the survivor mains had a meltdown when they realised their new OP toy wasn't actually coming out on live servers.

    Just because you were teased with a lottery win, doesn't mean the raise in your wages isn't still a net positive.

    Btw, weren't notorious killer mains complaining that the healing changes were a bad thing because it would just cause more genrushing?

    I just gotta say this is one of the most simple and best deconstructions of this take, and the killer complaints that have come.

  • @ironblade said:

    Survivors will get what they want eventually. A buff to Dead Hard, reverted the healing nerfs, buffed boon circle of healing, etc etc etc etc but let all the gen kicking perks drown in hellfire.

    A...a buff to DH? Ummm.... this did not happen. Each survivor can now use DH a max of 2 times, vs the max of 6 times in the prior update notes.

  • @ThanksForDaily said:

    With todays Developer update BHVR just killed Dead Hard.

    So now you get up to 2 uses IF you get unhooked and NOT get hit throught basekit BT because you can't use it in Endurance effect.

    In the previous Developer update you could use it up to 6 times.

    So now they encouraging camping instead of go to the unhooker. Good job BHVR.

    "Now they're encouraging camping" is just "Now they're encouraging not tunneling" but disgusted as a new complaint.

    And saying "So now they encouraging camping instead of go to the unhooker." is completely false. They're encouraging going for the unhooker because now they won't have DH ready, unlike the last update note's rendition of the perk.

    Obviously, if someone can't unhook, then the survivor that is hook can't use DH, but why not just go for the unhooker anyways? Idk why some people can't separate themselves from camping and tunneling. Yes, in a lot of cases it is viable, but isolating yourself into only 2 choices (camping and tunneling) is different then literally having no choices.

  • Any idea when this update will come out?

  • @GentlemanFridge said:

    Developer Update | April 2023 - BHVR

    Developer Update | April 2023

    https://us.v-cdn.net/6030815/uploads/M9MRCB6OZIOO/271201640-4700475550000980-8828790767346394243-n.jpg

    It’s been a little over a week since the Tools of Torment Mid-Chapter hit the Public Test Build (PTB), the server where we test out and fine tune upcoming changes before pushing them live. As always, our team has been combing through your feedback and identifying room for improvement before the update debuts on live servers. 

    We want to start by giving a huge thank you to everyone who took the time to leave detailed and constructive feedback. Thank you! Your feedback has helped shape this update’s release. In this month’s Developer Update, we’ll reveal all of the changes we’ve made to the Mid-Chapter between the PTB and live releases. 

    https://us.v-cdn.net/6030815/uploads/11CYL0EAJPZT/t-c3-a9l-c3-a9chargement.png

    Healing 

    Possibly the hottest topic since it was announced, the PTB raised the base healing time to 24 seconds from the usual 16 seconds. Some tweaks were made to Med-Kits with this in mind. Changing such a fundamental part of the game is a very touchy subject, so we kept an extra close eye on this change to see how it would play out. 

    After reviewing player feedback, we found that many of you agreed that the speed which you heal others was already in a good spot prior to the update. This change also had knock-on effects elsewhere in the game, making effects like Mangled and Hemorrhage stronger and making ‘slugging’ (leaving Survivors in the dying state) even more effective. 

    Therefore, we have reverted the base healing time to 16 seconds. 

    On the other hand, we found there was a lot of support for tuning down Med-Kits in particular. Med-Kits allowed Survivors to heal themselves multiple times whenever it was convenient to them, leaving their teammates free to work on Generators while they do so. We have decided to shift our focus to Med-Kits with a series of changes. 

    First and foremost, all Med-Kits will have a total of 24 charges (the same as the PTB). 

    Second, we’ve increased the healing speed bonus when healing others across all Med-Kits. The new bonus is as follows: 

    • Camping Aid Kit: Increases the speed that you heal others by 35%,  
    • First Aid Kit: Increases the speed that you heal others by 40%. 
    • Emergency Med-Kit: Increases the speed that you heal others by 45%. 
    • Ranger Med-Kit: Increases the speed that you heal others by 50%. 

    Third, all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing. This will reduce the number of times a Med-Kit can be used to heal yourself and make it take longer to do so. This means that a Med-Kit will by default grant one self heal over the span of 24 seconds (before factoring in Add-ons). 

    Combined, these changes will decrease the power of Med-Kits when used for self healing, but increase their power when used for healing teammates in return. (We all know you’ll probably continue using them for self heals, but at least the choice is there!) 

    Last but not least, in light of the tweaks above, we’ve made some adjustments to various Med-Kit Add-ons: 

    • Rubber Gloves: New effect – Increases the Great Skill Check success zone by 10%. 
    • Butterfly Tape: Increases healing speed by 5% (was 3%). 
    • Sponge: New effect – Increases the Great Skill Check success zone by 20%. 
    • Needle & Thread: 
    • Added effect – Increases progression bonus for succeeding a Great Skill Check by 5%. 
    • Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks. 
    • Medical Scissors: Increases healing speed by 10% (was 12%). 
    • Surgical Suture:  
    • Added effect – Increases progression bonus for succeeding a Great Skill Check by 10%. 
    • Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks. 
    • Abdominal Dressing: 
    • Increases healing speed by 15% (was 20%). 
    • Rarity increased to Very Rare (was Rare). 
    • Gel Dressings: 
    • Adds 16 charges to the Med-Kit (was 14). 
    • Rarity increased to Ultra Rare (was Rare). 
    • Anti-Hemorrhagic Syringe: While this Add-on is unchanged, please note that its healing speed will be reduced by the Med-Kit self healing penalty (resulting in a 24 second heal by default). 

    We hope these changes will tone down Med-Kits when used for self healing while making them more appealing for altruistic heals. 

    https://us.v-cdn.net/6030815/uploads/GIZMI47IVUPZ/t-c3-a9l-c3-a9chargement-281-29.png

    The Hillbilly 

    On the PTB, we tested out some changes for The Hillbilly, both toning down the overheat mechanic and adjusting two of his top performing Add-ons. While the overheat mechanic felt less oppressive, many of you raised concerns with the changes to the Engraving Add-ons, reminding us that these Add-ons allowed The Hillbilly’s power to be used in more situations. This overshadowed the overheat adjustments and made the whole package feel like a downgrade. 

    For the release, we have reverted the changes to the Death Engravings and Doom Engravings Add-ons. 

    We have kept the tweaks to the overheat mechanic to make it less limiting than before, making The Hillbilly feel better to play. 

    https://us.v-cdn.net/6030815/uploads/YDVEBFZD4JM8/t-c3-a9l-c3-a9chargement-282-29.png

    Perks 

    The PTB featured updates to various Perks, including some meta options for both Killer and Survivor. When it comes to toning down a powerful Perk, some level of contention is expected. But with that said, we’ve heard some very convincing arguments for a few of these perks, so we have done some fine tuning before the changes go live. 

    Dead Hard 

    Since reducing the Endurance effect any further would make Dead Hard too finicky to use, we instead opted to limit the number of times it could be used by requiring a safe unhook to activate the Perk. While this had the intended result of limiting the number of times it appeared in the match (and prevented it from being used in the first chase of the match), some of you pointed out that this new design indirectly encouraged the Killer to chase the unhooked Survivor. This makes a lot of sense; the unhooker may have activated their Dead Hard, but you can be sure that the unhooked Survivor does not have it. 

    For the update’s release, we have changed Dead Hard to instead activate when you are unhooked or unhook yourself. This way, the unhooked Survivor becomes less of a clear target for the Killer. 

    Scourge Hook: Pain Resonance 

    On the PTB, Pain Resonance was changed to only activate the first time each Survivor is placed on a Scourge Hook. This change was specifically made to reduce the number of times Pain Resonance could activate in a given match, especially later in the match when one or more Survivors were likely to be sacrificed. While this did have the intended result, many pointed out that this left the Perk in a fairly weak state, not quite stacking up to other regression Perks. 

    Considering Scourge Hook: Pain Resonance can now only activate four times in a match and requires the Killer to target different Survivors, we feel comfortable making it more rewarding for Killers who choose to take on the added challenge. 

    Therefore, we have increased the regression amount of Scourge Hook: Pain Resonance to 15/20/25% (was 11/13/15%).  

    We hope those who choose not to chase the unhooked Survivor will find this perk much more rewarding. 

    Boon: Circle of Healing 

    Since this Perk no longer grants the self-heal ability, Circle of Healing found itself in an awkward spot. The altruistic heal speed bonus was nice, but when you crunched the numbers, Circle of Healing rarely provided any benefit. A 50% healing speed bonus would only shave roughly 5 seconds off of a heal, but it’s easy to spend that much time running over to the Boon’s area of effect- and that doesn’t even begin to factor in the time it takes to set up. 

    With this in mind, we have increased the healing speed bonus on Circle of Healing to 50/75/100% (was 40/45/50%). 

    While this won’t make setting up or running to the Boon the optimal choice in every situation, we expect this to make it more impactful if the Boon is nearby. 

    Autohaven Wreckers 

    Last but not least, we managed to sneak one more change into the Autohaven Wreckers map updates. A while back, we added some new tiles to the realm. One of these new tiles- which featured a window and pallet- ended up being fairly unsafe. We rebalanced this tile, but it unfortunately didn’t make it into the PTB in time. However, an updated version of this tile will be available upon release. Take a look! 

    https://us.v-cdn.net/6030815/uploads/AU5E5QLXOAZS/microsoftteams-image-282-29.png

    With that, we’ve reached the end of the Developer Update. We want to once again thank everyone who gave the changes a try and left detailed and constructive feedback. Our team will continue to keep a close eye on things once the update goes live to ensure that everything goes smoothly. 

    Until next time… 

    The Dead by Daylight team 

    Nice changes! I think I'm down for all of them!

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