35 thoughts on “Patch 6.1.0 Looks Better and Better – Dead by Daylight”
In my opinion, they should remove the Bloodpoints cap and remove or further extend the BP earned in game. Whilst the changes currently are great, I still think having a cap to your reward is unnecessary.
As a Distortion gamer, I feel like it would be balanced to have more tokens at the start. It is crazy how quickly your tokens get eaten up with perks like lethal pursuer, the new locker perk, BBQ, add ons, etc. I’m not sure if they mentioned how quickly tokens recharge but the perk feels pretty bad after about 2 minutes.
Not sure I want to spend hundreds of hours learning all the new things that this game has become while unlearning what I've spent thousands of hours to pick up. My instincts are going to be totally changed. This is the perfect stimulus to push me to 'go play something else for a bit' like many of my other friends have done…
What if there was a perk called “Last Stand” where once the gates are active, and you’re in an injured state, you can charge the killer to hold them off for 3-4 seconds. The killer responds by mashing a button and instantly downs (or perhaps kills) the survivor. This is meant as a way to sacrifice to help another escape. I know it’s not all that ideal, but it could be a fun meme build
Good riddance dead hard you will not be missed at all please never come back dont even get the slightest idea of coming back stay in the shadow relm where u belong
I'm curious what their plan is for balancing injured survivor's volumes, because I think it's more than just the "volume" of the sound that makes the difference – the type of sound the survivor makes is also a big deal. For example, part of what makes Ace so quiet is not only the volume of his injured sounds, but also the fact that he doesn't "groan" like the other survivors. Rather than crying out like most survivors, he takes rapid breaths instead, huffing in and out, which is an inherently quieter sound than crying out it pain. And on the flip side, part of what makes a character like Jeff so loud is not only his injured sounds, but also the loud breaths he takes while running, injured or not. I think it's a little more complicated than just adjusting the volume of things, so we'll see how things turn out.
just wanted to bring up a point, with the endurance changes (which I think are a good thing), it makes me wonder why should I run MOM when I can run off the record? you actually have to work your ass off for MOM which some times leads to you throwing the game for it, compared to off the record where you simply get off the hook?
if I'm missing something please let me know, it just seems like an over sight to have some perks simply be better than others, rather than having each perk do it's own unique thing.
Finally I do want to mention that I like the endurance change, I just thought before MOM could finally have a viable use, if stacked with other endurance perks, but now it seems like MOM is just heavily out classed by other, simply put better perks, but no matter what, I will always love MOM.
I hate how they nerfed Overcharges "This is a nice option select for survivors, seems very reasonable" to "just run CoB".
About efficiency, did I understand it correctly that this basically means one second of healing uses up 1.2 charges while giving only 1 charge on "life"? Which would mean you couldn't get a full heal on yourself with a 16 charge medkit? Or am I drunk right now?
I miss the way spine chill was. It was super nice on solo que as a counter to sneaky killers and to killer-radius hiding perks, and while the percentage boost to vaulting speed wasn’t big, having it paired with resilience and/or dark theory was awesome for missing swings. Kinda sad to see it nerfed, as I didn’t see it being that overpowered to begin with.
I don't know why they nerfed overcharge so hard like. Yes it was too strong but now it's a worse call of brime with a skill check. Noone uses it for the skill check so people will just use call of brime and noones gonna use overcharge
They put the visual indicator on Spine Chill for people hard of hearing until they find a solution for them. But why aren't they just using the "hearts" inside the survivors on the mobile versions for that? Like you can toggle it on or off and it won't even give you any real advantage
In my opinion, they should remove the Bloodpoints cap and remove or further extend the BP earned in game. Whilst the changes currently are great, I still think having a cap to your reward is unnecessary.
As a Distortion gamer, I feel like it would be balanced to have more tokens at the start. It is crazy how quickly your tokens get eaten up with perks like lethal pursuer, the new locker perk, BBQ, add ons, etc. I’m not sure if they mentioned how quickly tokens recharge but the perk feels pretty bad after about 2 minutes.
Meanwhile elden ring is still dead
Iron will is a exhaustion perk now.
Not sure I want to spend hundreds of hours learning all the new things that this game has become while unlearning what I've spent thousands of hours to pick up. My instincts are going to be totally changed. This is the perfect stimulus to push me to 'go play something else for a bit' like many of my other friends have done…
Having crossplay off doesn't even work anymore, yet behavior won't fix it
It reminds me of the patch 7.0.0 except it's true. Really pretty good job BHVR.
What if there was a perk called “Last Stand” where once the gates are active, and you’re in an injured state, you can charge the killer to hold them off for 3-4 seconds. The killer responds by mashing a button and instantly downs (or perhaps kills) the survivor. This is meant as a way to sacrifice to help another escape. I know it’s not all that ideal, but it could be a fun meme build
A hearty “bless you” to that sneeze at the end of the video, Scott.
Demo stonks market just crashed
Good riddance dead hard you will not be missed at all please never come back dont even get the slightest idea of coming back stay in the shadow relm where u belong
I'm curious what their plan is for balancing injured survivor's volumes, because I think it's more than just the "volume" of the sound that makes the difference – the type of sound the survivor makes is also a big deal. For example, part of what makes Ace so quiet is not only the volume of his injured sounds, but also the fact that he doesn't "groan" like the other survivors. Rather than crying out like most survivors, he takes rapid breaths instead, huffing in and out, which is an inherently quieter sound than crying out it pain. And on the flip side, part of what makes a character like Jeff so loud is not only his injured sounds, but also the loud breaths he takes while running, injured or not. I think it's a little more complicated than just adjusting the volume of things, so we'll see how things turn out.
Surprised by your opinions. Lame.
I think they did a pretty good job so far.
finally…
dead hard is truly dead…
As someone who hates Dead Hard already, 0.5 seconds seems kinda harsh
"ah, cool, overcharge is actually gonna be worth a slot now".
Yeah, lmao
Scott you good ? what was that gag at the end of the video ?
just wanted to bring up a point, with the endurance changes (which I think are a good thing), it makes me wonder why should I run MOM when I can run off the record? you actually have to work your ass off for MOM which some times leads to you throwing the game for it, compared to off the record where you simply get off the hook?
if I'm missing something please let me know, it just seems like an over sight to have some perks simply be better than others, rather than having each perk do it's own unique thing.
Finally I do want to mention that I like the endurance change, I just thought before MOM could finally have a viable use, if stacked with other endurance perks, but now it seems like MOM is just heavily out classed by other, simply put better perks, but no matter what, I will always love MOM.
Botany change is the worst one. I hate perks having "penalty" within them, point of any perk is to bring you an advantage, not disadvantage.
I hate how they nerfed Overcharges "This is a nice option select for survivors, seems very reasonable" to "just run CoB".
About efficiency, did I understand it correctly that this basically means one second of healing uses up 1.2 charges while giving only 1 charge on "life"? Which would mean you couldn't get a full heal on yourself with a 16 charge medkit? Or am I drunk right now?
Does that mean when you are hit after having bt dead hard doesn’t work?
Get some fackin sleep Scott <3 Love you
I miss the way spine chill was. It was super nice on solo que as a counter to sneaky killers and to killer-radius hiding perks, and while the percentage boost to vaulting speed wasn’t big, having it paired with resilience and/or dark theory was awesome for missing swings. Kinda sad to see it nerfed, as I didn’t see it being that overpowered to begin with.
anyone thats been using deadhard all this time… you well and truly deserved this lol
I don't know why they nerfed overcharge so hard like. Yes it was too strong but now it's a worse call of brime with a skill check. Noone uses it for the skill check so people will just use call of brime and noones gonna use overcharge
I haven't played in a long while. What is this about BBQ and Chili being gone? Are all BP-increasing perks just removed?
Cat
1:06 i was so excited for that change what a prank
12:30 Green? You colorblind?
The puking at the end for saying "Good job Behavior" was great. 🤣
They put the visual indicator on Spine Chill for people hard of hearing until they find a solution for them. But why aren't they just using the "hearts" inside the survivors on the mobile versions for that? Like you can toggle it on or off and it won't even give you any real advantage
y even bother with this game I'm about to unsub
Ehh, Sprint burst was always better.
You can't overnerf Dead Hard. You could delete the perk entirely, and you still wouldn't be overnerfing Dead Hard.
Also, you gotta love Scott vomiting involuntarily after saying "Good stuff, BHVR."