The 4.6.0 PTB is now available on Steam. For full details, click here: https://forum.deadbydaylight.com/en/discussion/231267
Balance Team dropping the ball again

So you guys nerf pgtw because a 60 second timer is "too lenient", but are still keeping ds timer at 60 seconds 🙄. You also made us wait months for perk reworks because you wanted to give proper reworks and not just stat changes, but then you just do stat changes anyways 🙄. Don't even get me started on the nerf to ph's anti-loop ability. Jesus christ! How do you guys continue to show how clueless you guys are at balancing your game.
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I love how 0 survivor meta perks got touched but Pop gets nerfed because [BAD WORD] perks that reward you for playing good lmao.
Pgtw nerf isnt a big deal tbh, I usually kick a gen seconds after hooking, imo 45 seconds is more then enough time to get to a gen
Ph needed that nerf, he had no counterplay🤷
Im personally really happy with all the changes
There's still the PTB, not every change is set in stone for live.
Imagine thinking 45 seconds for Pop Goes the Braincell isnt enough.
And PHs changes are good. Making using his power actually more rewarding than faking it is a good thing.
All the balance changes were fine. 60 seconds for Pop was BS to begin with. They did something good with this patch on both sides
Um he does tho? His range attack goes in a straight line, so just move left or right and not get greedy at loops. That's like saying huntress has no counter because you won't stop running in a straight line during a chase.
The whole update sounds incredibly dumb.
If this delay is too long then while he's messing about pulling his sword out of the ground survivors will just be able to vault anyway and tbag you from the other side. His POTD will still be garbage because the aiming is too bad for it to be consistent. Why they compare him to Huntress I don't know when she has free aiming, unlimited range and her hatchets move faster without telegraphing the attack.
i do believe ds should get the same treatment as pop, both of them deserve this change.
If I drop the pallet I get hit by his power, if I dont drop it I get hit by his m1, How do I counter that?
It's not comparable to huntress because she has a cooldown after pulling a hatchet
imagine thinking i should be stunned after ive hooked 2 other people and find the survivor on a gen and they jump into a locker. See what i did there? :)
60 sec Pop is BS but DS is not
Another proof that devs are out of touch with their community
Lol, unlike most survivor perks, it actually rewarded a killer for doing a good job, so it definitely didn't need to be changed. Learn the game ffs, stop being a potato.
Can we talk about the change to Cruel Limits. I don't think changing its radius is going to make it better.
I'm interested in the Mindbreaker and Thantophobia change.
DS and PGTW are completely different perks, the fact that they share a similar timer doesn't make them comparable. Just reducing the timer for DS would have a much bigger impact, that perk need a less simple approach to make it fairer for both sides.
Okay, I may have left the game recently, but I honestly see no problems with these changes.
A lot of the number changes were pretty nice, even if it ultimately might not be enough for all of them to become good perks. Thanatophobia actually seems like a good perk for all Killers now, Trail Of Torment sounds like at least a B tier perk, and a lot of the perks for beginners have been buffed to be more viable (WGLF actually has an in-match effect now, pog).
Pop having a 45 second timer really isn't that devastating. This change only really nerfs Killers that already have low mobility to begin with (which, I mean, they can just use a bunch of other slowdown perks), but every top tier Killer will feel literally nothing from these changes.
DS having a 60 second timer isn't the problem. It's the fact that they can literally do a generator in your face at times and you can't do anything about it. The timer isn't the problem, it's the fact that there's no effective counterplay against someone who's smart. Having the high timer just worsens the effect a bit. If they were to hypothetically nerf Decisive Strike, they could lower the timer to 45 seconds, but that'd be boring and wouldn't stop the overarching problem of a lack of interactivity. They should nerf Decisive Strike by making it deactivate when you do something that progresses the game, because if you're doing that, you're not being tunneled and you're not trying to stop the Killer's progression.
And the Pyramid Head changes... well, they're not the most inventive thing they could've done, but they did offer a bit more interactivity than before. Now, there's actually a chance to avoid a hit because of the longer pause before being able to M1 normally. Plus, they did make it a bit less punishing to miss, and I believe this also means that when you actually hit someone, the cooldown will be shorter too. Unsure on that one, though.
Aside from a couple changes, this patch sounds terrible.
Withholding judgement on PH until we have numbers.
You mean like last PTB where they released an outdated version and then changed add-ons to live on their own without listening to feedback?
All this pop nerf is gonna do is make more people use ruin and undying.
Doesnt happen to me. :)
I dont use PGTW in Red Ranks. And I am a Potato. But if I can go to Rank 1 without PGTW, seems like you are the bigger one.
The PH nerf was done terribly. I'm fine with giving a cool down to cancelling his power, but they should have made ROJ easier to hit, since now, a good survivor will never get hit from ROJ.
Nah, according to this forum it is completely the same, because both Perks have the same timer. And Lucky Break from Yui is 3 times as good as DS; because the Timer is 180 seconds. Only the timer matters, the effects are different, but hey, the timer is the same, so compare those Perks to each other!
Yes, that is this forum.
I think PH's changes will be more of a buff rather then nerf overall but that's just my opinion. Once the changes are out it'll be more clear how impactfull each changes actually is.
On the pop nerf, tbh I agree with it more or less. I don't think that 60s on pop was opressive but devs have a point that you can chase and down another survivor and still get pop value pretty often (I've done it many times). 45s is still good enough for low mobility killers to cross the map and pop a far away gen so I think it will be ok.
Still, I'm hoping it's not all the perk changes there are in the patch and if it's only those mentioned that they'll do more of these perk update patches more often, they are needed.
You know what....
That's fair, if you know me, I'm a huge advocate for DS. I Love DS but...you're right.
"Too Lenient" but DS doesn't get touched? Pop went Meta after their awful decision on the Ruin Nerf and they're messing with it again?
That's unfair to killers. I agree.
They're the same, in a way. They both halt Objective Progression.
Again, they're the same, in a way.
Eh, its not that bad, even with pop tier I it is possible to kick gens at the other side of the map with 110% killers
What annoys me is that the other perk buffs are not good neither, I mean, the problem with Cruel Limits is not the range, rather, that its not good enough for a perk that can only activate 5 times per match and is situational AF. Same with mindbreaker, I hope they dont add just 3 or 5 seconds.
And no buff to surge :,(
The Thana-Change can be decent, depending on the numbers. And Trail of Torment also sounds quite decent, but I dont think that it will really be used.
Pops nerf makes sense and won't make a massive difference overall. The reasoning they gave made sense. You were able to run to a gen, down someone, kick the gen and then get another pop after hooking that survivor.
The PH changes also make sense. Hopefully this makes him feel more fun to play and against.
They also made good changes to perks also. Finally WGLF actually gives a good reward for using it.
Well played balance team. Actually some good changes made.
I dont know how I feel about losing the 15 seconds of pop yet but I DO NOT like touching thanataphobia. It was a slow down by spreading damage so now let's let them heal faster and negate your work as a killer easier....I'm not feeling this at all. When I don't want to play ruin or corrupt I like to play sloppy, thanat, and nurses....they are killing perk combos, you need a slow down while vs. good players
Yes but 90% of the time I see DS work it's when the killer tunnels off hook. While it can be a bit strong , if you're downing the person of hook straight away isn't that the point of the perk ? Also if you've had 3 hooks I'm a minute you're doing fine DS won't matter
You can always use Sloppy Butcher for Healing Speed Reduction, in fact, it is actually been used a lot with Thana (and used more often in general). And depending on the numbers, Thana can be decent, it still reduces the Gen Repair Speed and will get buffed in that aspect.
Pop is the best killer perk and still will be, the extra 15 seconds was nice to have but overall youll get just as much use out of it.