From a 4 year devoted Mikey main

I am both very happy and a little apprehensive that Bhvr after so many years of giving no attention at all to our favorite boogeyman are FINALLY doing a pass on Mikey's add ons. He has a lot of add ons that are pretty meh or useless that could do with changes - Jewelry box, tacky earrings, vanity mirror etc.

Please do not ruin his good add ons like J. Myers memorial, hair bow, dead rabbit, and of course the ultimate fun add on Scratched Mirror. These add ons are all fine and enhance his gameplay. I know tombstone piece is likely top of the list for the chopping block as its one of the most controversial killer add ons in the game. Tombstone itself is probably not going anywhere as its a necessity for the Evil Incarnate achievement.

Lastly since you guys are finally giving Mikey some attention, could you give him a few little buffs too please. He does not need a full on rework. He just needs the Wraith treatment where a few little tweaks would put him in a comfortable spot.

  • Let him start with his tier 1 at 99%. That way Mikey has the option to stay in the tier 1 oblivious status for as long as he wants and maybe get a spicy gen grab or something (I've gotten many when in tier 1), or he can just tap into tier 2 the moment he spots a survivor if he prefers.
  • Remove the stalk cap on survivors, or at the very least DRAMATICALLY increase it. Bubba and Billy are not limited on how many times they can chainsaw down someone. Oni is not limited on how much blood he can collect per match. Extend Mikey the same courtesy with his stalk.
  • When in tier 3 give him faster pallet breaking speed to compliment the extended lunge and the fast vault speed. Tier 3 is Mikey at his most powerful so make him a total beast and have him chew through pallets quicker, too.

That's all he needs. Don't need to reinvent the wheel with him. Just those handful of little tweaks. Its coming up to October. Give the boogeyman a treat in his favorite season.

Comments

  • They can’t change his tombstone addons cause evil incarnate will be impossible to do without those addons

  • I expect a nerf to Tombstone Piece and a buff to a lot of his addons. Those speed while stalking and aura addons (except for Scratched) are really bad.

  • @Chilli_man2400 said:

    They can’t change his tombstone addons cause evil incarnate will be impossible to do without those addons

    You only need one of those. The Tombstone itself is alright, because of the Downsides. The Tombstone Piece can easily be nerfed.

  • @Chilli_man2400 said:

    They can’t change his tombstone addons cause evil incarnate will be impossible to do without those addons

    They can change tombstone piece. Which is the most controversial of his add ons. But yeah tombstone needs to stay for the achievement. Unless they change the achievement which is not likely.

  • Wait where did you hear this from?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514023#Comment_2514023

    You only need one of those. The Tombstone itself is alright, because of the Downsides. The Tombstone Piece can easily be nerfed.

    They can still nerf the addon but they can’t give it a new affect cause the achievement would be impossible

  • @GHOSTfaceP3 said:

    Wait where did you hear this from?

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/SRZMCXMMSGRQ/announcement.png

    We’re back with another Developer Update, a series of posts outlining some of the upcoming changes to Dead by Daylight. You read that title correctly, this is part one; there’s so much to cover this time around that we couldn’t fit it all in one post. (And the writer passed out halfway through typing this.)

    Killer Updates

    https://us.v-cdn.net/6030815/uploads/10MY7H7HUVMF/bannertrapper.png

    The Trapper 

    Starting things off with a bang (or rather, a snap), we’ve made a series of small changes to The Trapper. 

    Did you know that the number of bear traps that spawn on the map is random? That’s right, each trial will spawn between 4-6 bear traps at random. Now you can take this interesting little fact and completely forget about it because that’s no longer how it works: now, 6 traps will always spawn (not including the traps you load in carrying). This takes away some of the random element in playing The Trapper and makes each match feel more consistent.

    Having more traps is great and all, but wouldn’t it be nice to carry more than one without add-ons? We sure think so. The Trapper will now be able to carry—and start with—two bear traps by default. This will help you get up and running quicker without relying on add-ons. The Trapper’s bag add-ons have been adjusted or repurposed accordingly. 

    Finally, on the subject of add-ons, we’ve done a pass on some of his least used add-ons and either increased their effects, removed their downsides, or gave them new effects entirely.

    https://us.v-cdn.net/6030815/uploads/X0ZSX42FN75L/trapperaddons.png

    https://us.v-cdn.net/6030815/uploads/C7DBLEUF4P6F/patchnotesdividersmolwhite.png

    https://us.v-cdn.net/6030815/uploads/N8FDR460T3Q2/bannerspirit.png

    The Spirit 

    The Spirit has been a strong Killer since her release, and with that in mind, we’ve made some changes that aim to increase her skill ceiling whilst also giving Survivors some counterplay. 

    When close to The Spirit’s husk, Survivors will not receive any indication that The Spirit is phase walking. Originally this was intended to be a fun mind game (“Is she using her power, or is she faking it?”), though in practice, it often doesn’t feel that way. This lack of feedback forces you to make a guess and hope it pays off, which can be great when it works out in your favour, but can also feel awful when it doesn’t. 

    To add more skill into The Spirit’s counterplay, we’re making two changes: 

    1. Any Survivor within 24m of The Spirit will now hear a directional phase sound. This lets you know whether or not she is phasing and also gives you a rough idea of which direction she’s coming from. 
    2. The Spirit’s footsteps will now kick up dust while she is phasing. Keen Survivors may be able to pinpoint where she is, but tall grass and other obstacles may make it difficult. 

    These two changes aim to add more skill into playing as and against The Spirit and reduce the reliance on ‘coin flips’ (where you make a guess and hope it pays off). 

    Additionally, we’ve done a pass on some of The Spirit’s add-ons to bring them more in line and make the lesser used add-ons more appealing. Like The Trapper, some of these changes are small tweaks while others are completely new effects.

    https://us.v-cdn.net/6030815/uploads/9S7JHZV184C9/spiritaddons.png

    https://us.v-cdn.net/6030815/uploads/8YTMVQWM5ZD8/patchnotesdivider.png

    https://us.v-cdn.net/6030815/uploads/AW12ROXVLTQ8/banneraddons.png

    Killer Add-ons Update 

    What does moderately mean? How much more is tremendously compared to considerably? If you ever found yourself in this situation, you’re not alone. We used descriptive words like these to keep descriptions simple, but they end up causing just as much confusion since it’s not immediately clear how much they’re doing. With that in mind, we have done a pass on all Killer add-ons to list their exact effects. We plan to extend this to the rest of the game—Items, perks, etc.—in the future. 

    On top of that, Killer add-ons that apply a status effect will now have a brief description of what that status effect does. 

    While our designers were going through hundreds of Killer add-ons one by one to update their descriptions, they also noted down a few for changes as well. There’s far too many to list here, but we’ve changed some add-ons for the following Killers: 

    • The Hillbilly 
    • The Nurse 
    • The Shape 
    • The Hag 
    • The Oni 
    • The Blight 
    • The Wraith 
    • The Pig 
    • The Ghost Face 

    These changes focus mostly on unused add-ons, or add-ons that are too weak/powerful.

    https://us.v-cdn.net/6030815/uploads/2EHO2W1OON09/patchnotesdivider.png

    https://us.v-cdn.net/6030815/uploads/JMS35MSSKPNS/bannerperks.png

    Perks Updates 

    Variety is the spice of life, and incidentally, Dead by Daylight matches too. In an ongoing effort to give you more options to choose from, we’re updating a huge list of perks. Without further ado, let’s run through some of them quickly: 

    Vigil 

    Nice and simple: We’re increasing the recovery rate from 10/15/20% to 20/25/30%. Additionally, Vigil will now increase the recovery rate of the Broken, Exposed, and Oblivious status effects as well (where applicable). In short, more situations where it’s useful, and even faster recovery too. 

    Babysitter/Guardian 

    Another small tweak: The rescued Survivor will now receive a speed boost for 4/6/8 seconds in addition to not leaving Scratch Marks or Pools of Blood. The aura reading duration has also been doubled. 

    For the People 

    For the People can create some amazing moments, but the trade-off of being Broken can make it very risky to justify using. We’re decreasing the duration of the Broken status effect from 110/100/90 seconds to 80/70/60 seconds. 

    Hex: Retribution 

    Previously, Hex: Retribution would only make a Survivor Oblivious if they cleansed a dull totem. Now, interacting with any kind of totem will make them Oblivious. Additionally, we’ve increased the aura reading duration once a hex totem is cleansed to 15 seconds. 

    Hex: Blood Favor 

    This perk shipped with very safe conditions so it didn’t get out of control. Upon reflection, we feel comfortable with removing some of these restrictions. Hex: Blood Favor will no longer have a cooldown, and will also activate upon successful Special Attacks as well. 

    Hex: The Third Seal 

    Just like the above, we’ve added Special Attacks to Hex: Third Seal as well. This should make the perk more practical on Killers that focus more on dealing damage with their power. 

    Hex: Thrill of the Hunt 

    With Boon perks making their way to the game (more on this soon!), we decided to give Thrill of the Hunt some love by extending the speed penalty from Cleansing to Blessing as well.

    https://us.v-cdn.net/6030815/uploads/UBSSKAL0J967/patchnotesdivider.png

    Item & Character Kill Switch 

    Last but not least, let’s talk about a game health feature: The Item & Character Kill Switch. With over 50 playable characters and their cosmetics, nearly 200 perks and hundreds more add-ons and offerings in the game, sometimes things do break. Rarely, things will break in a way that makes them exploitable, and that can make the next week or two before a fix really rough. 

    Enter the Kill Switch. (It’s actually a lot nicer than it sounds!) 

    The Kill Switch allows us to disable anything that’s causing an issue without needing an update. When something breaks and becomes exploitable, we switch it off until it is fixed. This is something we’ve been able to do with maps for a while now to great effect. Disabled items & characters will be clearly marked and cannot be selected. 

    What this means to you: When that one thing breaks and people start to abuse it, you won’t have to play against it for a week or two until there’s a fix.

     

    With that, we’ll give you a break from reading for today. But we’re just getting started. There’s a lot more to cover, so come back Monday for part 2. 

    The Dead by Daylight team 


    Latest Developer update.

  • To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

  • @Peanits said:

    To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

    Sadge. That's disappointing.

  • @Peanits said:

    To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

    Not to be that guy but is that really YEARS of work?

  • @Chilli_man2400 said:

    They can’t change his tombstone addons cause evil incarnate will be impossible to do without those addons

    They're allowed to change the achievement if it's impossible to complete, I'm pretty sure.

  • Kind of. It takes a lot of time to do anything in game development. Every single addon needs to be thought out, coded, stress tested, implemented, bug tested, and then finally shipped. They likely have to do that with every single addon they change. It would take a very long time to do that for every single addon on a huge swathe of killers.

  • @Peanits said:

    To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

    "years of work squeezed into a single update"

    "YEARS"

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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514023#Comment_2514023

    They're allowed to change the achievement if it's impossible to complete, I'm pretty sure.

    Yeah but in the case of Evil Incarnate it is possible to do even without tombstone piece.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514325#Comment_2514325

    Yeah but in the case of Evil Incarnate it is possible to do even without tombstone piece.

    From what I understand, it is impossible to do the achievement without the Tombstone add-ons. If both Tombstone add-ons get changed to not let Myers insta-Mori, the achievement becomes impossible.

  • For some companies it is.

  • It does take quite a while to change so much. Add-ons are pretty small and easy to overlook in the game, but there's a bunch of work behind the scenes that goes into updating them. I'll greatly simplify things, but you'd need to:

    • Figure out which add-ons need changes
    • Create new designs for those add-ons
    • Scope them to see how long they'll take to implement
    • Make the changes
    • Playtest the changes, re-iterate until they're in a good spot
    • QA the changes
    • Have everything localized
    • Ship the changes

    Multiply that by up to 20 for each Killer, then multiply it by the number of Killers getting changes, and it quickly adds up to be a lot of work. Some simpler changes (like number tweaks) can be pretty quick and skip some steps, but some larger add-on changes can end up taking just as much time as a perk.

    Though the real catch here is the scoping bit: Setting aside time for add-ons means taking time away from other features & balance changes that you'd probably want. Going absolutely wild on add-ons balancing would end up with less perk/Killer balancing, so it's important to strike a balance (no pun intended).

    TL;DR: Simple on the surface, loads of work in practice.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514317#Comment_2514317

    It does take quite a while to change so much. Add-ons are pretty small and easy to overlook in the game, but there's a bunch of work behind the scenes that goes into updating them. I'll greatly simplify things, but you'd need to:

    • Figure out which add-ons need changes
    • Create new designs for those add-ons
    • Scope them to see how long they'll take to implement
    • Make the changes
    • Playtest the changes, re-iterate until they're in a good spot
    • QA the changes
    • Have everything localized
    • Ship the changes

    Multiply that by up to 20 for each Killer, then multiply it by the number of Killers getting changes, and it quickly adds up to be a lot of work. Some simpler changes (like number tweaks) can be pretty quick and skip some steps, but some larger add-on changes can end up taking just as much time as a perk.

    Though the real catch here is the scoping bit: Setting aside time for add-ons means taking time away from other features & balance changes that you'd probably want. Going absolutely wild on add-ons balancing would end up with less perk/Killer balancing, so it's important to strike a balance (no pun intended).

    TL;DR: Simple on the surface, loads of work in practice.

    Can u reveal about how u choose what should be changed? Is it killer win rates, survivors escape rates or are there any statistics on what perks/addons players use?

  • People really be thinking that they just crack their knuckles, smash a keyboard for 5 minutes and that they flawlessly made a dozen changes while spending the rest of the time drinking coffee

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514317#Comment_2514317

    It does take quite a while to change so much. Add-ons are pretty small and easy to overlook in the game, but there's a bunch of work behind the scenes that goes into updating them. I'll greatly simplify things, but you'd need to:

    • Figure out which add-ons need changes
    • Create new designs for those add-ons
    • Scope them to see how long they'll take to implement
    • Make the changes
    • Playtest the changes, re-iterate until they're in a good spot
    • QA the changes
    • Have everything localized
    • Ship the changes

    Multiply that by up to 20 for each Killer, then multiply it by the number of Killers getting changes, and it quickly adds up to be a lot of work. Some simpler changes (like number tweaks) can be pretty quick and skip some steps, but some larger add-on changes can end up taking just as much time as a perk.

    Though the real catch here is the scoping bit: Setting aside time for add-ons means taking time away from other features & balance changes that you'd probably want. Going absolutely wild on add-ons balancing would end up with less perk/Killer balancing, so it's important to strike a balance (no pun intended).

    TL;DR: Simple on the surface, loads of work in practice.

    I also don't mean to be that guy, but I feel like the players do those first two steps all the time. Everyone from the forums to Reddit to YouTube are constantly giving good ideas for balance changes.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514409#Comment_2514409

    Can u reveal about how u choose what should be changed? Is it killer win rates, survivors escape rates or are there any statistics on what perks/addons players use?

    In short, yes and no.

    We've got detailed statistics, but ultimately it always comes down to a mix of stats and feedback. Stats typically show us where to look, not so much what should be done/whether it's a problem. For that, we turn to feedback & gameplay.

    For example, say there's two really popular add-ons on a Killer, but they're not actually that powerful (kill rates relatively unchanged). That might suggest that it's not overpowered, but rather that people feel they're a huge QOL improvement, so we'd look into it and see if that's the case. (And if that's the case, that might be a good time to take part of the add-on and integrate it into the basekit so people don't feel they need to rely on those specific add-ons as much, for instance.) Alternatively, those two add-ons might just be wicked fun to play with, which is why it's important to do further research and look at feedback & gameplay.

    So to summarize, we've got stats, but that's not all we base decisions on.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514426#Comment_2514426

    In short, yes and no.

    We've got detailed statistics, but ultimately it always comes down to a mix of stats and feedback. Stats typically show us where to look, not so much what should be done/whether it's a problem. For that, we turn to feedback & gameplay.

    For example, say there's two really popular add-ons on a Killer, but they're not actually that powerful (kill rates relatively unchanged). That might suggest that it's not overpowered, but rather that people feel they're a huge QOL improvement, so we'd look into it and see if that's the case. (And if that's the case, that might be a good time to take part of the add-on and integrate it into the basekit so people don't feel they need to rely on those specific add-ons as much, for instance.) Alternatively, those two add-ons might just be wicked fun to play with, which is why it's important to do further research and look at feedback & gameplay.

    So to summarize, we've got stats, but that's not all we base decisions on.

    I really hope that's the case with Mikey. That you guys have incorporated something useful from his add ons into his base kit.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514409#Comment_2514409

    I also don't mean to be that guy, but I feel like the players do those first two steps all the time. Everyone from the forums to Reddit to YouTube are constantly giving good ideas for balance changes.

    They do, and it's wonderful and I love to see it and hope they keep at it. Sometimes those changes even make it into the game. Giving The Trapper two traps by default is one that we've seen a lot of, even.

    Though on the other hand, people will often have varying opinions on things. You don't have to look far- even on the forums- to find people disagreeing about a suggestion or balance. The design team needs to take everyone's opinions into account and make a decision which is as unbiased as possible. So while there's plenty of people happy to share their two cents (and we're also happy to read them), we still need to sit down and think things through before we slap 'em into the game haphazardly and hope they work out.

  • Am I the only one who really dislikes the 'all or nothing' approach to balance BHVR takes?

    Nothing ever gets adjusted, it's a full rework or it's untouched.

    So many other games do balance so much better, things are overperforming? Maybe a value gets lowered by 5%. Something isn't getting used? Maybe try bumping it up a little and see if it works better.

    Instead we get "this perk is being used too much, here's an entirely new perk with the same name, maybe it'll do better?" Like Corrupt seems to be in every single match these days, is the solution to change how it works, or maybe fiddle with the numbers and make it a little shorter and see if it loses a little popularity. Borrowed Time is on every other survivor. Does it need it's 50th mechanical rework in when it triggers, and how the debuff works, or would 1-2 seconds less of endurance encourage people to use it more safely or consider not bringing it?

    Look at Freddy, he was overperforming, that's certain, but rather than dropping some numbers on some add ons, or just slowing him when he places traps, every add on that didn't have a basically laughable effect was deleted.

    That's why going over add ons is "years" of work.

  • *fingers crossed for GF*

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514442#Comment_2514442

    They do, and it's wonderful and I love to see it and hope they keep at it. Sometimes those changes even make it into the game. Giving The Trapper two traps by default is one that we've seen a lot of, even.

    Though on the other hand, people will often have varying opinions on things. You don't have to look far- even on the forums- to find people disagreeing about a suggestion or balance. The design team needs to take everyone's opinions into account and make a decision which is as unbiased as possible. So while there's plenty of people happy to share their two cents (and we're also happy to read them), we still need to sit down and think things through before we slap 'em into the game haphazardly and hope they work out.

    Do you have any idea of when we'll see part 2 of the Developer update?