10.2.0 PTB Feedback

  • Please let us know if you have any feedback about any Survivor perk changes - the more specific, the better. Thank you!
    99 comments 2,980 views last activity
  • I feel keeping this as short as I can would be best so I'll try I aim to suggest changes that hopefully can be easy to implement, like number changes, that can make it to live build in time. Although idk how game development works so forgive me. The sole survivor changes and buffs: I believe the token requirement is too limiting, there are situations where as a solo q your team can die really
    2 comments 37 views last activity
  • Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!
    75 comments 1,754 views last activity
  • Insidious is a perk I really want to like, but it's still underwhelming after the buff. Even with the new lingering effect, it doesn't need to trigger after 2 seconds; revert that part to 1 second again, and it will be fairly useful Additionally, a suggestion that I've seen floating around that I really like is to give it a Lethal Pursuer-type effect where, instead of the perk lingering for
    20 comments 175 views last activity
  • In your own words: " Previously Stake Out put a limitation on design space, removing any difficulty from great Skill Checks " You definitely reworked Stake Out for this purpose. This Is Not Happening buff makes it some sort of a crutch now. You are still not hitting Great Skill Checks in a skillful way and now it makes so Hyperfocus is a greater menace than it was before since you can be in
    14 comments 164 views last activity
  • Will they be called PTBs but will really just be previews of what is to come? Where do you plan on getting coherent feedback from? Discord, Reddit, Twitter and the Steam forums won't give you that. Just for content creators to advertise your game for you while you mostly continue to ignore their suggestions?
    5 comments 94 views last activity
  • now in PTB: while you are not on Death Hook , press the Active Ability button while standing in front of a Hooked Survivor to unhook them and trigger the following effects: Trade 1 Hook Stage with the other Survivor to their benefit. broken Status Effect for 160/140/120 seconds. Shoulder the Burden is then deactivated for all Survivors. but, after use STB deactivated for all Sur
    10 comments 89 views last activity
  • Probably last time I talk about it because I don't want all this to be for nothing, idk how likely I will be heard by the devs, idk if more or less talking about it will help or not, but it's like always on my mind tho because I used this perk alot for many years of dbd solo q, i truly believe this is the wrong change for this perk and I know Im not the only one. Premonition had its own players
    1 comments 34 views last activity
  • While holding a depleted Toolbox , Scavenger activates: Succeeding at Great Repairing Skill Checks grants 1 Token , up to a maximum of 5 Tokens . Reaching the maximum number of Tokens automatically consumes them and fully recharges the Toolbox . Recharging a Toolbox will reduce your Repair speed by -50 % for 40 / 35 / 30 seconds . Scavenger grants the ability to rummage t
    22 comments 141 views last activity
  • The nerf to Windows of Opportunity is a change made for no good reason. The perk was never overpowered; it is being changed simply because it is widely used. This change will primarily impact new players, and the way it was announced is misleading: even when combining it with Five Moves Ahead, you cannot achieve the original effect. Both perks have cooldowns that disable aura reading, and the rea
    11 comments 341 views last activity
  • To be specific, I'm not talking about the shift from Exposed to Broken. That nerf(? sidegrade?) isn't something I particularly mind. What I'm referring to here is the change where one person using StB turns off everyone else's StB. Even setting aside that it's wholly unnecessary for this perk - multiple uses only even can happen in scenarios that aren't actively throwing is when someone's tunn
    60 comments 802 views last activity
  • I see no one really talking about this, so here I go. I posted this on ptb category since I mention ptb affected perks. And I can't post in feedback and suggestion for some reason. Stealth and undetectable killers, add ons and perks etc can stomp solo q due to the lack of comms, much less than swf gets. Especially on indoor maps. The new intent system can help, but there's not many great option
    7 comments 115 views last activity
  • Or is there no point in posting here anymore if we want our feedback to potentially have an impact on the game? Thats the main reason why I came here as I thought this would be the best and most professional place to have a chance at being heard by the people who develop dbd. Will at least the ptb feedback still be taken into account? When this place does end, can anyone recommend the best plac
    2 comments 55 views last activity
  • Just some quick feedback about the player intent wheel on controller - it was a little difficult to activate having to let go of D-Pad right while holding the direction (example video below), it would be good to have a linger on the input so that letting go of both would select the chosen option. Tears of the Kingdom nails this. It would also be easier for controller users if the wheel segments
    0 comments 13 views last activity
  • NOW: Whenever at least one Survivor is either injured, dying, or hooked, Thanatophobia activates. While active, all Survivors suffer from the following primary effect: Incurs a stack-able 1/1.5/2 % Action-Speed penalty per injured, dying, or hooked Survivor for Cleansing, Repairing, and Sabotaging, up to a maximum of 4/6/8 %. If all four Survivors are either injured, dying, or hooked, they su
    5 comments 42 views last activity
  • There are some perks in this update that have improved interaction with chest, and even perks that were not mentioned in this update. But what still puzzles me is why the developers don't add more chests by default? If the developers want to encourage interaction with chests to the point that they nerf Dominance so that survivors don't get punished for touching the chest, then why don't they add
    8 comments 73 views last activity
  • Im sorry but you overkilled shoulder. It shouldnt be capped to 1 use if you cant see the survivors perks in pre game lobby. That is just horrible for solo q.
    11 comments 171 views last activity
  • The decision to split Windows of Opportunity's auras and put window vaults on a 30-40 second cooldown is a massive misstep for game health. Windows of Opportunity is used frequently because map RNG can be highly unpredictable for survivors without team communication. Forcing survivors to spend two perk slots just to see basic chase resources is an artificial nerf that penalizes casual players. I
    9 comments 125 views last activity
  • I saw a video about it from Paulie, that the tome challanges had a countdown on the ptb? DON'T REMOVE THE CHALLANGES, PLEASE!!!! After having unlocked every character and every perk, those challanges are one of few things that give me something to work towards. And no, the new "quest" do not count! I hardly ever look at those, bc you get them done anyway by just playing normally. The tome cha
    0 comments 12 views last activity
  • I am absolutely in love with the change to whispers. For a long time now, I've wanted a base mechanic of some kind to allow killers with low mobility, such as Ghostface, to be able to get haste to move around the map faster to shorten the gap between lower tier killers and higher tier ones such as Blight. The fact we are getting a perk to allow this to happen in any capacity is a good start. Howe
    5 comments 100 views last activity
  • May be wrong place to ask this but its a ptb affected perk so, yeah just wondering if it's intended to or not or if its bugged that it doesn't right now, currently believe it doesn't in the ptb, but I've heard people and me confused on the wording of the perk, since they got rid of the "clear line of sight" wording. I saw people hope it means at least it works thru walls but now only once every
    0 comments 21 views last activity
  • Stake out had fine combos with stuff like corrective action, fogwise, medkit progression addons. It's major problem was only with hyperfocus. So coming into this patch they decided to nuke stake out removing it from all those combos. But also buffed this is not happening to fit the exact same niche because it raises greats by 30%. Seen people who never even use stake out maxing 5 greats because o
    14 comments 251 views last activity
  • Short and simple discussion but has Hardened (Lara Croft perk) been power crept by Calm Spirit's buff?
    2 comments 33 views last activity
  • I must first be within the killer terror radius, and I must be close to the killer within 24 meters, and I must stay for 15 seconds in order to gain one token, and the killer must not chase me. Just for 4% extra progress that easy to miss? And if you miss, you lose 4% extra progress. This seems too risky for a small benefit. You can just go and repair the generator and make more progress than
    23 comments 228 views last activity
  • (Yes this is a long one, feel free to skip to the parts you care about) Now that it's been a few days, I'd like to look at the PTB as a whole after having time to play with a lot of the PTB myself and watch others and their ideas as well. And as a whole, the PTB will be great for the game, and if we get recurring perk update patches like this it will make the diversity of matches so much better.
    16 comments 228 views last activity
  • Distressing buff was an ok buff and I have absolutely no complaints about it. However, since this diminishing returns is a thing, you can nerf it by giving it a 20% larger terror radius and buff coulrophobia by giving it a 20% larger terror radius and possibly nerf the skill check pointer speed down to 20 or 25% because it would be a bit too much for newer players
    4 comments 82 views last activity
  • Removing the ability to Abandon when slugged 3 times is a HUGE mistake. I just had a match where the killer slugged all but 1 player repeatedly and it was a nightmare not having the option to Abandon. If this change is implemented, there is no way any sane survivor player would not abandon and take the DC penalty, which will only lead to even fewer survivor players in the queue - either held hos
    6 comments 151 views last activity
  • People have mentioned it, but the haste, although nice, still isn't really useful. That, combined with the fact that this perk detects hooked survivors, just makes it a little annoying. Please increase the haste to something around the 10 to 20 % range because it can't be used in a chase anyway. And please make its so hooked survivors don't trigger this perk. That it, great changes, just need
    4 comments 54 views last activity
  • This is more of a suggestion for another PTB because pushing something like this to live with no testing is an ass idea. The amount of speed Fire Up can increase is kinda limited because if increased too much (like to 10%), it could break balance with other perks. So here's a new idea to buff this perk more or change it if needed Add more stats it increases; this means that the values don't h
    0 comments 21 views last activity
  • I've used most of the survivor perks affected by the PTB changes for a few games each, and while some are mostly QoL changes, there are some that I feel there is something that needs to be said and changed. As of now I haven't had the chance to use a good amount of the killer perks that have been changed, so I am keeping this to survivor perks and will be skipping over the perks I don't believe n
    5 comments 92 views last activity
  • Here's my main thoughts from perks that got affected that I ran before: Premonition: me and people used this as solo q without comms to help with undetectable killer detection, always thought 30 seconds was too long of a cooldown, now its 60 seconds? Would much prefer if the aura is removed and we can have a shorter cooldown than 30 seconds. I used this perk for years but it feels gutted now. I
    0 comments 21 views last activity
  • Hi, background on me. Comp, ladder, ranked, and crossoff enjoyer/player. 6k hours. play both roles at a very high level. Passion for player skill expression, agency, and balance. I will be honest, i have not been having fun lately playing dbd and much of this patch will probably make it less so. And if some of the things in this patch go through, i most likely if not definitely will uninstall bec
    3 comments 61 views last activity
  • Here's my main thoughts from perks that got affected that I ran before: Premonition: me and people used this as solo q without comms to help with undetectable killer detection, always thought 30 seconds was too long of a cooldown, now its 60 seconds? Would much prefer if the aura is removed and we can have a shorter cooldown than 30 seconds. I used this perk for years but it feels gutted now. I
    0 comments 21 views last activity
  • The new whispers buffs is good, but not good enough for it to to be worth on equipping I definitely think increasing it by an extra 5 percent might actually make this perk worth running, giving low mobility killers explore around the map faster
    6 comments 131 views last activity
  • I'm not saying all will be equally oppressive, but the m1 perk changes can already be felt on live with the Celestial Witness + STBFL combo, these new m1 perks are a great direction for the game I just worry some killers may synergise a bit too well with them considering their mobility. I'm not saying nerf the perks btw, but these killers may need to be kept an eye on coz of their chase potenti
    15 comments 174 views last activity
  • Shattered Hope (Rework) Whenever you snuff a Boon Totem, it is destroyed. Whenever a Totem is blessed, cleansed or destroyed: (NEW) Dull Totems are blocked for 16/18/20 s. (NEW) Hex Totems are blocked for 16/18/20 s. (NEW) You see the Auras of Boon Totems for 16/18/20 s. (NEW) I fully understand the developers' desire to make it usable and of real benefit rather tha
    18 comments 244 views last activity
  • Borrowed Time (Rework) Whenever you gain Deep Wound while you have Endurance passively mend over 40/35/30 s . Dev Note: We added Elusive to the list of unhook protections previously but didn't like the idea of Borrowed Time extending it's duration. Instead we've opted to rework the perk to an entirely new effect. I really don't know how this perk is useful; its effect isn't rea
    11 comments 207 views last activity
  • I feel like new Knockout discouraging interaction between survivors and certain killer. While it has a good effect to make survivors to loop, some killers have anti loop ability and can force survivor to leave the loop immediately after dropping pallet. Also, some pallet is quite unsafe and survivors need to play for stun to gain some distance. But 20% hindered effect can negate this playstyl
    1 comments 31 views last activity
  • I've been enjoying the player intent wheel! My largest feedback is that I want more Slots, or a second page. I want to be able to use all of the phrases made because all of them are super useful! I hate that I have to decide between choosing informative, gameplay/action-driven phrases like "Hex!" and "Boon!" or "Gate!" versus friendly social phrases like "Thanks" and "Nice". I would love to se
    5 comments 93 views last activity
  • As people have mentioned it'd be really fun with the memes of everyone going "Damn!" when someone goes down, even if you had a volume toggle for voices or w/e, could tie it into the voiceline toggle for characters in general. I'd personally love to express myself as the characters I play if even it was proximity based, I love the characters of DBD, and would love to hear them more. I know peopl
    2 comments 31 views last activity
  • I just had a good thought about this perk, an amazing rework with some really punishing downsides. Not disrespect to the developers but I don't like the rework, I know it was a strong perk before but only being able to use it once per match is something I am not a fan of. Rework 1 The perk should be like it was a while ago, where you don't even need to be hooked. You take a hook state from an
    4 comments 71 views last activity
  • Now that dissolution is getting gutted can we take a look at krasue and kaneki, can we do something to help krasue with vaults while she is in her power and can we let kaneki body block the pallet after he vaults like every other special vaulting killer? Quite frankly there is no reason that kaneki shouldn't be able to body block the pallet after vaulting, survivors shouldn't be able to revault f
    4 comments 81 views last activity
  • Note: I consider this issue relevant, as the 10.2.0 perk changes were promised alongside the 9.6.0 diminishing return changes and the Clown is unable to use some of these perks. In 9.6.0, Clown players lost access to the ability to use haste perks. Rapid Brutality, PWYF, Batteries Included, Machine Learning, Furtive Chase, etc. were no longer worth running with some being worse than individual a
    12 comments 111 views last activity
  • Many loops are too short and sometimes you have to drop a pallet to stun the killer and gain distance, but this perk is a lose-lose situation for survivors. You ran away? Killer just go around the pallet and catch up easily, you decided to stay on the loop? Killers will blood lust until they hit you because loops are shorter than lunges. And is gonna be a nightmare on S tier killers
    28 comments 536 views last activity
  • needing a basic and it only being 15s instead of 20 makes the perk wayyyyy toooo niche/ difficult to use, definetly needs one of the changes reverted
    7 comments 133 views last activity
  • This breathes a lot of new life to unused or weak perks, and gives some much needed balance for others, and it would be awesome to see this kind of effort put into the killer rooster! Giving some overtuned killers some much needed nerfs, as well as making the weaker killers around more viable would have VERY deep impacts in the game's balance and people's enjoyability of it.
    5 comments 111 views last activity
  • This is a very dangerous precedent and may pave the way for more of the same in the future. It may start with Shoulder the Burden and seem harmless, but slowly and gradually we will see more perks deactivated for all survivors when one survivor use the same perk that the others have. This is an unfair design; survivors cannot see each other's perks before the match. Even if the developers allow
    7 comments 112 views last activity
  • For the new PTB, I have noticed a sound playing whenever I hook, pick up or down the obsession, and when they are unhooked. Assuming this is intentional, I would like the option in the settings to turn it off, because I find the sound irritating, especially since it happens so often.
    0 comments 11 views last activity
  • I feel its importnt to give information to your teamates when the killer leaves you to go for someone else, especially if its a stealth killer with no terror radius. You could be losing chase mid-chase with fixated, sift tech etc but the killer has not dropped chase, and you cant tell them that currently thx.
    2 comments 41 views last activity
  • This has always been a problem in my opinion and with the new Premonition in PTB (and recently Cross-Examination) I'm seeing more and more unintended interactions that trigger effects not intended by design. For example, when a killer mind game by doubling back around a wall, or even just breaking line of sight for slightly more than a few seconds at a maze tile or a tall loop (which happens al
    9 comments 67 views last activity
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