WESKER BUFFS, GRIND REDUCED, PERK CHANGES! – Dead by Daylight Developer Update!



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WESKER BUFFS, GRIND REDUCED, PERK CHANGES! – Dead by Daylight Developer Update!

#dbd #residentevil

Patch notes: https://forum.deadbydaylight.com/en/kb/articles/348

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About Dead by Daylight
Dead by Daylight is a multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught, tortured and killed.

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37 thoughts on “WESKER BUFFS, GRIND REDUCED, PERK CHANGES! – Dead by Daylight Developer Update!”

  1. I am only gonna say a couple of opinions.

    Bloodweb: I dont care about those changes bacuse is pretty much an OK update. Since BBQ and WGLF bloodpoint bonus was removed, they trying to compensate with this update which I dont undertand. Also I still want the bloodweb change by not resetting the web back to small after you prestige, atleast for players who reached prestige 3 and up since they already got their perks.

    Perks: Mettle of Man was fine as it was after last update, acting like any other endurance effect perk. Just gotta learn how to use it without making any conspicuous action before getting a protection hit. Now with this update, the perk is gonna give an extra endurance ontop of any other endurance perk, unless i read that wrong. Lastly, the perk Better than New; doesnt make any sense about having this change at all after since they nerfed Thanatophobia. Having a total of 16% on the survivor, adding a full SWF with the same perk and theres not a notice saying it cant be stackable, along with any other perk like Prove Thyself it means all Gens are gonna be finished in one hell of a blink. Yes, killers have strong gen regression perks, but most of the time most specifically on High MMR swfs will have one or two steps ahead before we get to use the killer perks on time

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  2. I think the reduced prices is actually an amazing change to bloodwebs, now 1 mil BP pretty much = 1 prestige level. But I agree they really need to either make bloodwebs faster and maybe not as boring.
    Better than New looks like it won't buff repairing speeds btw.

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  3. I'm sorry if you unhook right I front of the killer you're gonna get punished. Unhooking when it's safe is the smart move and if the killer is camping have one person distracting the killer taking them across the map etc.

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  4. At the moment I have no issue with the Endurance/Haste buff, the original values didn't really help with the camping and tunneling issue it was supposed to fix. It may get abused by some players, but people said the same thing about Off The Record, and since the rework I haven't seen it much in my killer games. Granted this is a basekit change, so it may have more of an impact than Off The Record. But I can't be sure until it reaches live servers. The Wesker and Bloodweb changes look really good, and I pretty much like the rest of the changes. The only change I don't like was the nerf to Awaken Awareness, I understand why it was done, but I don't think that it should have been nerfed just because it make Strastruck/Lethal Nurse stronger (I also am not sure how I feel on the Reassurance Nerf, yeah a SWF could make it really broken, but it also may have lessened the amount of Basement Camping Leatherface).

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  5. They never said that there's gonna be a 16% gen repair speed with that change only for totems, healing, opening chests, and blessing. So unless they forgot to add it in the patch notes then yeah this could be bad but, if they intentionally removed gen repair speed than it may not be so bad.

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  6. Oof better than new got omega buffed. That is ridiculous. I’m not crazy about MOM either. Wesker buffs good. Grind reduction got better. Very good but better than new is cringe now. Is it me, or do you feel like this game is a rollercoaster after each update? Not a complaint but an observation. Relax m8 we’ll see ya tomorrow

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  7. Until the devs address the elephant in the room that is swf, things will continue to get worse for solo survivors and killers, yet remain almost unchanged for swf groups. How the devs still don't understand that hooks and not kills is the better gauge of skill (and would help with the camping issue) is beyond me. Don't get me wrong, some people will still camp and tunnel, but if they weren't being rewarded for it (as things are currently) things would somewhat improve.

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  8. So instead of giving killers incentive to go for multiple survivors to motivate the player base, they discourage them?
    Uninstalled for ever.
    Im done with this game.
    They actively discourage players using a valid strategy because they cant handle their own balancing well.
    This is so infuriating and to be honest predictable.
    I knew it was coming, but I waited for a solid year for things to improve.
    It just got worse and worse.
    For survivors or killer.

    They broke so many promises, i rather let the whole genre die, instead of supporting this trashgame any further.

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  9. I agree with giving a 10 seconds endurance and haste to unhooked survivors, but at least reward the killer for going for a fresh hook. More bloodpoints? Some slowdown on survivor repairing speed? Something

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  10. For me, only nerf I say reassurance should of gotten is deactivate it at endgame, it would be a good for us non campers that way

    Also better than new about to start the anti heal meta for killers XD wtf

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  11. I’m pretty sure they upped the endurance time because of shack basement. If you are hooked in the basement of the shack your endurance runs out before you can make it to shack window or pallet.

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  12. Wesker changes, awesome, he needed them, and he's not busted so it all works out.

    Base BT where it should be now, good change, should still be base game camping nerfs though.

    Cost reduction in the bloodwebs is awesome.

    I'm honestly most about about pallet reduction in RPD, 2 god pallets in the lobby?! Too much, so hopefully there is enough for survivors but the killer doesn't spend the whole game breaking pallets.

    Also, of course, perk changes not so great, Nurse blink hits need to be special attacks and honestly that fixes a lot of her busted issues.

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  13. I know camping and tunneling isn't fun but I also don't think survivors should be able to just run up and unhook in the killers face with little to no repercussions.

    Nothing like having devour hope and the survivors just unhook right away and then cleanse your totem cause it spawned within spitting distance of a generator.

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  14. 4:00 now I don't think "tunneling, camping and slugging" is not all that bad for the most part, there are times when the Survivors are gen rushing you and you have no hooks yet, of course I have to play dirty to get someone out asap. And also you always run into the survivor that you've recently hooked. For example, let's say I hooked Dwight, then he gets unhooked, 10 seconds later he run into me (most the time on purpose and add tea bagging for insult) well what the heck do you want me to do, ignore them? Especially when Dwight is the ONLY survivor that I've seen all game.

    To me Survivor mains needs to stop playing the victim card.

    And also I play to win not play nice, this is not minecraft.

    Rant over lol

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  15. Well…bloodpoints earned…even when doubled or whatever is still somehow also tied to your in game performance. Reducing the costs on the bloodweb helps you out, no matter how you are doing. That is at least my take/understanding here, so I understand why they chose this way around.

    But them removing Bloodpoint bonuses and arguing with "Well without them you couldn't afford much on the bloodweb so we removed them" is backwards to me either. But I guess in combination with the reduced costs it is okay? It still sounds weird. "You said you need this so we removed it" wait what? I was of the opinion that since the last update, there was NO MORE bonuses on any perk, I quickly learned that I was wrong and probably misunderstood something.

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  16. I like how bhvr ignores the reason why killers may tunnel or camp I'd say for the majority of us killers who play think that the reason why we may have to tunnel or camp/patrol a hook is because of map design most maps especially recent ones that are the problem too big and a lot of safe or god pallets if they really want to address tunneling and give survivors things like base bt atleast acknowledge your map design sucks and you should rework some of them

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