Bhvr would have had a more successful time updating the game if they would have just focused on reworking all the bad perks and fixing bugs at this point as the core game changes for the most part have been a failure.
New Killer feels pretty strong with some clunkiness but solid overall and great mobility to boot, was a lot of fun to play.
New anti tunnel mechanics never really came into play but i can see issues with 10% haste for 30 seconds i would trim the time down to 10-15 seconds, but overall it had minimal impact to my games.
Unique hook bonuses felt great all around extra mobility and information on unique hooks was incredibly noticeable and impactful to every game. Even on killers like trapper felt great and even more so if playing a haste build or furtive chase perk. I would probably add a bit more haste to the lower tier killers or even adding a bit of undetectable like furtive has in order to help close the distance a bit more without predistancing. I would prefer to have a token or visual information for my next gen kick having extra damage though.
Tunneling penalties only ever came into play for 1 game which was a landslide in my favor due to a leaver early and bots being bots. The Repair speed felt okay but i would probably lower the repair buff to 20% instead of 25% instead. I never once had a survivor who was previously hooked die before the game was over so i never encountered not being able to regress gens, but the idea of being unable to regress gens especially to newer/average players could be a bit too heavy of a punishment where as the repair buff seems to be a better route. I would just swap it out with an additional repair or action buff of some kind, that can stack with the initial so if someone is hard tunneled early, the killer can still regress gens but will be going against some high gen pressure.
Anti Slugging came into play maybe once or twice but never was impactful. Seems like an okay change overall, you should be able to get something done in 90 seconds or come back to the slug if need be. I did slug when needed and the value was fine. Survivors crawling and recovering is a good change for the survivor side.
Myers feels much stronger than before but his Evil incarnate mini dash feels kind of clunky to use for plays but might just be skill issue atm until i play more. Pursuer mode was a lot of fun and opens up more builds that synergize.
New killer perks are okay at best with the exception of Ravenous which got value most games, though i do wish i could get two procs. BBQ and Chili felt amazing and would not mind even that portion being base kit because i def felt the want to run it every game just for the reward of spreading hooks. Extra base percent of gen kicks is great. Oppression felt great. Leverage nerf was not needed overall and i would prefer to be reverted. Ruin buff is good. All gen perks getting nerfed is a good way to go for the games health and build diversity as players will not need to rely on said perks as often, since its more front loaded in base kit, gen perks are still effective but less so now and its okay. monitor and abuse change seems out of pocket and countering the very killers it used to buff. The rest i didnt really get to paly just yet. Ghost notes could become problematic especially letting it stack with vigil and lightweight, expect to see it a ton on launch if it goes live.
This my initial thoughts on the PTB and im pretty okay with most of these things going to live to be tested more thoroughly. I played about 20 games all wins and felt fairly comfortable with all games but it is the ptb so grain of salt when playing games or winning a lot on ptb. I think the changes will change dbd for the better in the long term for both sides and i think a lot of the complaints before the ptb will have a bias going into it. It may also open up a better way of strengthening specific killers without buffing the already strong ones in the future, for example giving trapper or "D Tier" killers 30% gen kick and more haste. Being on live could prove things to be wrong but it felt great while playing and i had more fun while playing.
So much complaining before a thing has even hit PTB. Dbd needs to make massive changes in general and they need to be tested in ptb in order to do so. Stop crying before it hits live servers, give the feedback or cry after the ptb or during when you get to play it
Oh you have comprehension and all the information needed? Can you tell me the exact bonus damage percent after hooking a survivor to the next generator you damage? How about the haste % and duration? Or the perk rework that may go with these changes that we have no information on yet? The ptb and everything could be shit but we havent played it nor have all the information. So jumping on a crying bandwagon and stating you have insight just makes you look like an ass and dumb.
While it is unfortunate that this happened and the apology and this post should be done the real downside is that this is the standard track record for BHVR and that is what is mostly upsetting for most people. No one is surprised at how this happened or was handled and that should be the real eye opener. The game is in a very lucky position to not have any real competitors.
@DeadbyDaylight I personally enjoyed fog vials thought they added a lot of fun to the games. Unlimited uses just made them more of a core part of the game and wouldn't mind more thing like them in the future but def fine tune the add-on portion if needed.
The admin is most likely speaking on behalf of said company decision so not their direct fault but the company as a whole making this statement essentially is a pretty big fault to have at its core for sure. It has always been that way though since bhvr has had a hard time understanding dbd problems at a core level as well.
If you intentionally utilize a bug for an advantage in your games such as the streetwise situation, you are a loser. Simple as that. Yes I also held this opinion for when nemesis could stack PWYF without losing charges. Anything someone says to justify exploiting is just cope for themselves.
small percent in movement speed has a massive effect over the course of an entire game. Though I agree with The activation doesn't matter in general as it just changes where you would throw the bottle. Is it a big deal though? Not really, no. It will help him overall if players utilize bottles correctly but its not like he had a massive skill floor or ceiling before in general either.
One of the largest problems here as well is one of the justifications is simply the fact its not being used enough or that there are other things just as bad they are not kill switch lol. It def shows a lack of understand for their own game. Of course here is just a member explaining what has most likely been passed down so never harass them personally over the matter.
Clown changes are and feel like a net buff to the killer, remember in dbd mobility is king and haste is incredibly more powerful than hinder in every aspect of the game.
I've been asked on the whole games being harder thing for killer since its making its rounds again. No, games are not any harder currently.
No, you are not in some godly mmr and if you think you are and that's why you are losing you do not understand the mmr system. The game is in a fine place for killer players at the moment. Some changes i have disagreed about with specific killers.
No, you are not being gen rushed every game, most likely failing to apply pressure early or are seeing an early gen or two pop and freaking out and then misplaying.
Survivors spawning together is a net buff for killer, but if you find a solo survivor out at the start that's not on a gen you may lose a gen fast due to double or tripling up on a early gen. Not super efficient but can make games seem like they are going by faster at the start.
I've def had a pretty solid group or two actually save a game because of it. Insanely strong perk, thankfully most just misuse it or can't follow up play around it well enough. When played effectively though in tight games it can 100% sway the game hard. Not exactly a bad thing but it is one of the strongest perks in the game hands down.
There really should new mori animations whenever a new legendary cosmetic comes out for dbd killers. It's the only time in game we really get to see our purchase outside of the weapon. No reason we shouldn't get it and its the only thing that really justifies the price imo.
I do think springtraps throw indicator add on should be base kit, its not very intrusive screen wise and its helpful due to the crazy arcs the axes can take.