June 2022 Patch is Absolutely Massive – Dead by Daylight



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What is this? Stop it, you’re not allowed to do good things DBD.
http://www.twitch.tv/ScottJund

0:00 Intro / Progression System
6:15 Generator Speeds
11:17 General Killer Improvements
15:35 Bloodlust Changes
17:21 Camping and Tunneling
21:12 All Perk Changes

#dbd #patch #deadbydaylight

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35 thoughts on “June 2022 Patch is Absolutely Massive – Dead by Daylight”

  1. If they want to incentivize people playing killer maybe they should just remove the mmr system. I don't play killer much because I hate being ran around in circles , have a pallet slammed on me, and only walk away with 3 hooks on average. Pretty sure there is a lot of people that swf and duo que. Which kind of defeats the point, especially if they are on voice coms. It essentially gives the survivors the equivalent of at least 1 or 2 perks that are always on. At the very least by making it random, you will more than likely find a missing link that you can abuse. Especially with some of the changes they are making like making BT base kit. Seems like I will always be paired against 2 good loopers, 1 I can decently down if I can find them, and the one member that I can never find.

    I just typically don't want to stress myself out playing killer, but I want to like playing killer. Seems like I had an easier time playing them when I first started and that was before the mmr system. Now I just hate it because I simply suffer. What I absolutely hate the most is the game consistently giving me killer dailies and refuses to give me survivor dailies just to push me into playing killer.

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  2. 19:27 I REALLY hope tofu does an in-between trials episode with Scott soon because they hold the exact opposite opinion on the efficiency of tunneling. Tofu thinks that tunneling will still be the most efficient way to play (even if it isn't fun)

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  3. I strongly feel that listing BBQ as a meta perk is completely missing the point of why people use it, and I think it's absurd for BBQ to get "nerfed" on that basis. I like that acknowledge it
    Also I feel like if a survivor dying now deactivates Ruin, why not just leave it at the normal reduction rate? Like… this is one step forward two steps back. As soon as they make a change that I'm happy to see, they immediately sully by doing something that just makes no sense and they have the audacity to call it "compensation"
    I would propose a different change. Let Ruin deactivate after a survivor dies, but also remove the hex aspect. Make it just a normal perk. I believe this is fair.

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  4. Sole Survivor could be such a cool perk but bhvr is incapable of giving it a substantial effect lol. The gate speed increase is fine enough but literally no one finishes the last gen when everyone else is dead. Might as well announce where you are to the killer

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  5. Omitting COH from the “meta” and buffing several healing perks shows BHVR does not understand that the meta includes fast healing and strong Medkits, not just second chance perks

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  6. I’m surprised that they only removed the bloodpoint bonus from the two perks that add 100% TOTAL bloodpoint bonus, but perks like prove thyself, distressing, and beast of prey and hex: thrill will still have their bonus

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  7. Honestly, I think removing BP bonuses from perks is a good thing. What I would like to see instead is that whenever a killer hooks a survivor it would grant a bloodpoint bonus for each individual survivor; I think that would encourage going after different survivors even more. And maybe something similar could be done for survivors as well.

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  8. 0:20 Yeah, I had pretty much the same reaction when I realized they were making actual good changes.

    4:30 I've been trying to get various character to P3 in preparation for this change, but now that I know more about it I'm not too worried. I'll need to P3 the characters I actually care about getting the "special icon" for that are not already P3 though. I'm not sure who I care about that isn't already P3 though… .

    6:01 Oof, bonus BP is disabled with cross-play off. Guess I won't be getting it then. I'm not turning cross-play on. Really bad experiences with console players while on PC so I'm not subjecting myself to that any more.

    8:00 I never wanted slower gens base, eighty seconds was enough. What needed to change were toolboxes and Prove Thyself, neither of which are getting changed this update. I do not think this extra ten seconds per gen is really going to matter too much with strong toolboxes and Prove Thyself not being changed.

    9:34 This was the gen solution I wanted, base-kit regression on a kick. At the value I wanted even.

    Proposed change: Bloodlust I happens at 16 seconds and Bloodlust II happens at 32 seconds and Bloodlust III is removed. I agree that Bloodlust III isn't really needed. By that point you should have dropped chase to go defend some gens.

    17:59 I tend to do a "B.T. check" on the person unhooked, if they go down that's on the person unhooking. I'm still probably going to be hitting people off hook just so they have to spend a bit more time mending.

    19:22 Today I learned a new word. "maulding".

    No real change to camping though. They talk about it alongside tunneling but did nothing to address it.

    22:40 One the one hand it's nice to have another Perk Slot, on the other less BP but on the third mutant hand less need for BP so I'm sort of eigh about this change. I'll probably still run it for the aura reading on some Killers, especially with the change being made to Lethal Pursuer that will be talked about later.

    24:50 I don't run Ruin at 200%, because it's so swingy. It's either up all game doing work or gone before you can even move with very little in-between. Didn't run it before, won't run it now so no change for me.

    26:30 With the Tinkerer change I might actually play against Blights running it. As it is right now if I'm against a ruin plus Undying plus Tinkerer Blight I just let them hook me and kill myself first hook. The change to Ruin alone wouldn't be enough to make me stop doing that but only having Tinkerer once per gen probably will.

    26:45 Exactly!

    I also really like the N.O.E.D. change but what I had really wanted to see what that the Exposed wasn't hidden. I still won't be running this Perk because of that and still find it to be super cheap.

    28:57 I'm still super happy from having learned about this yesterday. ~Happy Killer Main dance.~ No more Dead Hard For Distance! YES!

    30:54 It was ALREADY nerfed in that manner Scott, it is deactivated when the Gates are powered and not opened after all.

    34:35 Eruption really does not need a cooldown. But any buff is good.

    36:17 This Perk will always be an auto include for me because I hate the early game when I'm not in chase looking for people. I need to find some means of using the new ability, maybe with Barbeque like I said earlier.

    39:20 I was waiting for this! Your reaction at the start is perfect.

    Drat, low-key acceptance is the reaction. It is only a small change though so yeah, fair.

    40:30 You get a medkit! And you get a medkit! AND YOU GET A MEDKIT! Medkits for everyone!

    41:16 I am super happy with this one. Distortion is such an underrated Perk and I felt that the only thing holding it back was that three tokens was not enough and there was no way to get them back. So a way of getting back tokens is awesome.

    41:32 I think they have their buffed numbers reversed. Wouldn't be a dev update without at least one typo I guess.

    42:39 Actually Scott, you didn't finish reading the Perk change. No One Left Behind is now active when the Gates are powered not when they are opened so it's still end game but not the End Game Collapse.

    43:13 I am dreading this change. This is really the only change I personally have a problem with. It is going to suck on one-ten Killers.

    43:53 F

    Yeah, I was really supersized they did good as well.

    Thanks for the video Scott!

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