Every Change I Would Make To DBD If I Was That Person In Charge

So, we all know that due to programming and time constraints the developers cannot implement a major change to several killers and perks and maps all in one update. But this is just my happy little dream land where I control fate, so here is a list of every single change I would make if I was in charge of, well, making those changes. Feel free to let me know what you think of them (and devs I would love for these ideas to at least be considered).

This was made as of Patch 6.2.0, before any information about 6.3.0 came out. If there's any overlapping, that's why.

This post has been spurred on because of my absolute distain for the state of the game at the moment.

This post is Part One. There will be the remainder of the post in the comments. Please note that technical limitations prevented me from posting it all together. If you notice any formatting errors, they will be edited out swiftly, and simply exist to give me time to claim the top comment.

Oh, and before anyone accuses me of copying Kizu then I need you to know she copied me actually </3

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accessibility

Accessibility is something we don't talk about much, but we will be making an overhaul to a lot of our gameplay systems to allow for a more accessible gameplay experience. BHVR Interactive as a company believes that everyone should have the chance to play whatever game they like, and so we aim to make out game far more accessible in the future. Our goal is to even the playing field and allow everyone an even chance.

hard of hearing

Players who are hard of hearing have often struggled with Dead By Daylight, as a lot of the gameplay is audio focused. While we can't solve everything, we have a few changes aimed to relieve HOH players of some of these difficulties:

  • Option for Mono or Directional audio in the settings. Previously players would have to rely on third party software or hope their hardware understood, and it could cause audio bugs and sound effects being missed entirely. Partially deaf players should find this easier to deal with.
  • A visual Heart appears within Survivor Models to represent the Terror Radius, and the visual intensity and physical beating of the heart will increase as the Terror Radius becomes more intense. This can be disabled in Settings.
  • -The perk Spine Chill has now had it's Terror Radius indicator removed. It should now function as we intended during the 6.1.0 Update.
  • When within 16m of the killer, when they begin breaking a pallet, generator, breakable wall, or begin to open a locker, their location is revealed for 0.8s. Revealing locations for Killers not through our Aura system is something brand new, but hopefully we'll be able to implement it into perks soon. Think of it as a reveal similar to Rancor or Infectious Fright. This is something that a player would be able to easily tell has happened via sound, but cannot do so if they are hard of hearing. We do not feel it would be too much of a buff to survivors to implement this, although there may be minor number tweaks later on, and if necessary killers will be buffed later.
  • -The perk Alert is not being changed, as it does not follow the same system. Alert will still grant Aura reading.

photosensitivity

Photosensitivity is a topic that's come up very frequently recently, and we'd like to reassure you that we understand. While in the past we've attempted to help rectify this issue, we can now see that our efforts weren't enough. We are therefore proud to present a new "Photosensitivity Mode", which is an optional extra in the in-game settings. This mode:

  • Changes the VFX on The Doctor and The Onryō to be more photosensitive friendly. Instead of simply decreasing the intensity, we have replaced their VFX to have far smoother, slower, and less jarring transitions.
  • Flickering lights will now flicker substantially slower, or in some cases simply be permanently dark. This is to reduce the possibility of a seizure hazard. Affected lights include those found on Midwich Elementary School, Haddonfield, Badham Preschool, and Léry's Memorial Institute.

Moreover, we are making the following changes to the base game, for everyone:

  • Fixed a bug where the menu would speed up and cause issues for those with photosensitivity.
  • Standardised flickering lights. Some lights would flicker far quicker and others far slower than we intended- this should now be fixed and flicker speeds will be far more consistent across the board.
  • Flashlights now have a three-click policy before they cannot be used against for 1 second. We know that sometimes clicking is necessary, to greet a fellow survivor or to adjust the timing used for a flashlight blind, however excessive clicking can cause issues. We will monitor this on the PTB and implement feedback on if these measures aren't tough enough in the first hotfix.
  • The photosensitivity warning is now present upon every boot up of the game.

phobia mode

We don't want to be limited in our killer designs- after all, this is a horror game, and if we don't want our characters to get stale then we will eventually need to cross into territory that can be potentially difficult to deal with. We already have this with The Clown and The Plague, but a few of our upcoming killers (no spoilers here, sorry folks) may also pose this issue. Therefore, we are making the choice to implement a "Phobia Mode" into settings. Currently, this mode will only be available for The Clown, The Plague, and The Artist, however if there is demand for more then we shall comply.

Phobia Mode, to put it simply, will disadvantage the player slightly by turning the related killer into an animationless, textureless blob. It will be around the same height and width of the related killer, but will have no animations and look more like their capsule hitbox with a weapon attached. It will have generic SFX and VFX and will essentially remove any and all trace of issue from the character while providing no tangible benefit to the player.

This will, hopefully, allow us to get far more creative with killer designs and create a more horrifying experience than ever before, delving into more horror tropes and fresh ideas, however we can always keep this optional mode in mind for players who find it too much, particularly when phobias are involved.

motion sickness

Motion sickness has been a common cause for complaint for killers, as it can give players headaches, nausea, and in some cases prevent them from playing certain killers, or the role entirely. Therefore, we are adding an FOV slider into the settings menu.

Currently, the default killer FOV is set to 87°, and with Shadowborn can be increased to 102°. The slider will now come with the option to set the FOV anywhere between 60° and 120°.

  • The perk Shadowborn has been completely removed and replaced with a new perk: "Sympathetic Torture", which we feel still fits The Wraith thematically. This perk allows the killer to unhook any survivor up to 4 times per trial, and upon doing so will cut their remaining Bleedout TImer in half and slow their generator progression by 10/15/20%, but will double the duration of their post-unhook Endurance and Haste.

Moreover, eye strain has been another cause for concern, so we are also adding in the option of a gamma slider. This will allow players to adjust their in-game brightness to suit them and their monitor.

While we are aware some players will use these to gain an advantage, we feel that this is something we are willing to sacrifice for the better health of our players and to enable more people to play the killer role.

skill checks

As you will see later into this post, we are making the decision to touch upon skill checks, at last. In addition to the changes we are making later into this post, we are also adjusting them like this:

  • Skill Checks will now have a visual que as well as an audio que.
  • There will be an option in Settings to bind all 4 Skill Check bindings to a single button.
  • There will be an option in Settings to remove the randomisation on Great Skill Check success zone placement, and instead force it to remain in a consistent spot randomly chosen at the start of the Trial.

Gameplay changes

generators

So, generators! Everyone loves them, right? Except, well, they don't- there have been many complaints that generators are boring and uninteractive, and skill checks in particular are a poor attempt at a quick time event. Therefore, the following changes will be made to help improve gameplay interactivity:

  • Generators will now take 85 seconds to complete.
  • Upon reaching 90% completion, continuous Skill Checks will appear to the survivors, similarly to how Merciless Storm currently works. Failing a Skill Check will not block the generator, however this effect is not limited to once per generator. Moreover, these Skill Checks will begin large, however will become smaller with every successful consecutive Skill Check.
  • -The perk "Merciless Storm" causes this effect to trigger at 80% completion, and will block the generator if a survivor is interrupted by any means. The generator being blocked by The Entity can only be triggered once per Generator.
  • Once completed, a generator must be connected to an Exit Gate. The survivor who repaired the generator (the first survivor who began repairs if multiple survivors repaired the generator) receives the Power Cord, a new limited item which does not replace the currently held item. Holding a Power Cord grants the survivor the Electrified status effect, which we'll discuss more later.
  • A Power Cord can be connected to an exit gate via a short interaction, at which point a survivor may decide to continue to hold the Power Cord or drop it using the Drop Item button. Dropping a Power Cord will always take priority to dropping a held item. Upon losing a Health State, a Survivor will always drop the Power Cord.
  • Power Cords can be connected to one, or both, exit gates. An exit gate can have a maximum of 5 Power Cords, and for each connected Power Cord it will increase Exit Gate opening speed by 2%, up to a maximum of 10%. An Exit Gate must have a minimum of 3 Power Cords connected to it, or else it will not be powered when all Generators are completed.
  • If a generator has an attached Power Cord, a survivor is able to return to that generator to collect another Power Cord.

skill checks

  • Skill Checks will now have 4 button bindings in the menu. A Skill Check could use any of these 4 buttons as the required success button.
  • The Great Skill Check success zone will now be randomised. It can be anywhere on the Skill Check bar, though will always be connected to the Good Skill Check success zone.
  • Continuous Skill Checks will always use the same key binding as the first.

We hope these changes will help keep the gameplay feel interactive and allow survivors to do more in a trial. While holding one button for 85 seconds isn't ideal, we hope the new Skill Checks will improve upon the experience, and shall be monitoring feedback closely.

regression

The regression speed in Dead By Daylight has often been a point of contention, and we have been listening! We will be making the following changes:

  • Generators now regress at a speed of 0.5c/s, an increase of 100%.
  • Overcharge now causes generators to begin regressing at 50% of the initial speed (0.25c/s) and increase until regression is at 150% speed (0.75c/s).
  • Call of Brine now causes generators to begin regressing at 150% speed (0.75c/s). When combined, Call of Brine and Overcharge can cause generators to reach a maximum of 200% speed (1c/s).
  • Hex: Ruin now causes generators to regress at 100% across the board automatically, and no longer is removed upon a survivor dying. Instead, Hex: Ruin will only activate when there are 3/4/5 generators remaining on the map (or 1/2/3 generators left to complete). If there is no available Dull Totem to bind Hex: Ruin to, then a Reanimated Totem is spawned at random.
  • Kicking a generator now removes 2% of the maximum progress (down from 2.5%)- we feel that improving the speed of subsequent regression has lowered the need for the initial burst just a smidge.

choice restrictions

Perk combinations can be incredibly powerful in the right hands, sometimes even too powerful. We want to continue to make fun, interesting perks that synergise well with each other, but also want a system in place that can quickly react to overbearing combinations. As such, we are implementing a new Choice Restriction system, that is controlled on our end similarly to the Killswitch and so won't require installing a new version to update.

For example, recently we wanted to nerf Scourge Hook: Pain Resonance, as we found the combination with Dead Man's Switch to be a bit much. But in doing so, we created an interaction with Merciless Storm that wasn't at all what we wanted, so partially reverted the nerf and instead nerfed Dead Man's Switch also. Under this new system, we would instead be able to simply disable the choice of using both perks in combination with each other, and allow both to retain their initial strength.

With that in mind, we will only be implementing only one perk Choice Restrictions on launch. This is because we're still not sure on the best course of action to take, as we really like the design of the perk involved but recognise just how out of hand it has gotten:

  • Hyperfocus can no longer be used with the perks: Stake Out, This Is Not Happening, Spine Chill, Fast Track, Overzealous, or Prove Thyself.

Choice Restrictions are simply there to allow us to quickly hit a combination that feels too strong, even if just on certain killers, until we can find a way to nerf it that works best in a following update.

This system should enable us to have more creativity and freedom with new perks and their numbers, without worrying about breaking anything.

maps

Maps are... an issue, to say the least. Some maps are incredibly survivor sided and others massively favour the killer. To put it simply, maps cause a major imbalance in average kill rates per player, so we're aiming to standardise maps and make the experience more consistent and balanced across Realms.

general changes

This section will cover the changes being made to all maps, where applicable:

  • Tiles which usually spawn around the edge of the map, including Z-Walls and Log Tiles, will now be able to spawn on the inside of the map too.
  • Similarly, tiles which usually spawn inside of the map may now spawn around the outside.
  • We have adjusted our tile generation system to now split areas of the map into "chunks" and ensure that no one chunk of the map is too powerful, while other chunks are too weak. This means that there should be far less Jungle Gyms that players can chain together, but similarly far fewer dead zones where there's nothing for players to utilise.
  • We have consulted our Fog Whisperers and greatly improved Totem spawn locations.

specific changes

This section will cover changes being made to specific Realms and maps:

  • Autohaven Wreckers: Added in new tile layouts, similar to those that can be found on other maps.
  • -Azarov's Resting Place: Widened the middle section.
  • -Wrecker's Yard: Increased map size.
  • Coldwind Farm: Added in new tile layouts, similar to those that can be found on other maps.
  • Coldwind Farm: Changed layout of all maps to spread out corn and tiles better.
  • -Fractured Cowshed: Reduced the amount of strong loops this map can spawn.
  • The Macmillain Estate:
  • -Groaning Storehouse: Rebalanced map layout to make it more balanced.
  • -Shelter Woods: Increased the amount of loops this map can spawn.
  • -Shelter Woods: Decreased map size.
  • -Suffocation Pit: Weakened middle of map significantly.
  • -Suffocation Pit: Strengthened edge of map significantly.
  • Crotus Press Asylumn: Added in new tile layouts, similar to those that can be found on other maps.
  • -Disturbed Ward: Removed Breakable Walls in the main building.
  • -Disturbed Ward: Decreased map size significantly.
  • -Father Campbell's Chapel: Removed Breakable Walls in the main building.
  • Haddonfield:
  • -Lampkin Lane: Weakened windows of many houses.
  • -Lampkin Lane: Added in more pallets in-between houses.
  • Backwater Swamp: Added in new tile layouts, similar to those that can be found on other maps.
  • Backwater Swamp: Increased minimum and maximum tile count.
  • Backwater Swamp: Massively increased tile spawns at centre of map.
  • -Grim Pantry: Weakened upstairs main building significantly.
  • Red Forest:
  • -Mother's Dwelling: Massively decreased map size.
  • -Mother's Dwelling: Prevented strong window variations from spawning.
  • Springwood: Combined all map varients into one map: Badham Preschool
  • -Badham Preschool: Weakened main building.
  • -Badham Preschool: Removed breakable walls around main building.
  • -Badham Preschool: Removed the house with the basement. This will instead spawn another multi-story house.
  • Gideon Meat Packing Plant:
  • -The Game: Increased amount of windows that can spawn.
  • -The Game: Massively decreased amount of pallets that can spawn.
  • -The Game: Weakened a lot of pallets.
  • -The Game: Added more opportunity for Jungle Gyms to spawn.
  • Yamaoka Estate:
  • -Family Residence: Reduced map size.
  • Ormond:
  • -Mount Ormond Resort: Weakened main building significantly.
  • Grave of Glenvale:
  • -Dead Dawg Saloon: Reduced Breakable Wall count.
  • -Dead Dawg Saloon: Massively weakened main building.
  • -Dead Dawg Saloon: Increased amount of pallets that can spawn.
  • -Dead Dawg Saloon: Increased strength of pallets that can spawn.
  • -Dead Dawg Saloon: Reduced amount of platform Generators that can spawn.
  • Raccoon City:
  • -Raccoon City Police Station East Wing: Added more windows that can spawn.
  • -Raccoon City Police Station West Wing: Reduced size significantly, cutting out a lot of the outside area and East Wing.
  • Forsaken Boneyard: Darkened the map
  • Forsaken Boneyard: Added in new tile layouts, similar to those that can be found on other maps.
  • -Eyrie of Crows: Massively weakened main building.
  • -Eyrie of Crows: Massively weakened filler tiles.
  • -Eyrie of Crows: Massively lowered maximum pallet amount.
  • -Eyrie of Crows: Shrunk map significantly.
  • Withered Isle:
  • -Garden of Joy: Reduced map size.
  • -Garden of Joy: Weakened main building.

killers

  • After hooking a survivor, all survivors outside of a 40m range have their aura revealed for 4 seconds.

We've found that providing a reason for killers to leave the hook did, in fact, assist in the reduction of camping. Therefore, we are adding back an incentive for killers to leave the hook.

  • Bloodlust has been removed

Having seriously hit map sizes, pallet strength, and hopefully most of the connected tile spawns in the game to make them substantially more fair to the killer, we feel that we can finally remove Bloodlust as it's an archaeic system around from the earliest days of Dead By Daylight.

  • The furthest 3 generators from your location are blocked at the beginning of the map for 40 seconds, or until a survivor is placed into the Dying State, whichever comes first.

Corrupt Intervention is a great help for killers who need the time to help set up an area to lock down, so we're giving a small amount of breathing room at the very start to help prevent the survivor snowball from happening quite so fast.

The Trapper | bear trap

  • Traps now spawn closer to the centre of the map and already is well-hidden places specifically chosen by our Fog Whisperers.
  • The Trapper can carry up to 6 Bear Traps by default.
  • An injured survivor who steps into a Bear Trap will be affected by the Deep Wound status effect.
  • Serrated Jaws now applies to anyone caught in a Bear Trap.
  • Trapper Bag allows carrying up to 7 Bear Traps.
  • Rusted Jaws now applies to anyone caught in a Bear Trap.

The Wraith | wailing bell

  • Removed Lightburn.
  • Increased post-uncloak Speed Boost duration to 1.25 seconds.
  • Stunning The Wraith with a pallet no longer has an increased stun time.
  • Increased Action Speed while cloaked by 20%.
  • "Shadow Dance"- White and "Shadow Dance"- Blood now also affect the time to search Lockers.

The Hillbilly | Chainsaw

  • Fixed bugs relating to his animations.
  • Once the Chainsaw has overheated, increase the charge time of the Chainsaw by 30%. This replaces the previous effect, which would prevent the Chainsaw from being used.
  • The Chainsaw now cools while a Chainsaw Sprint is active, instead of increaing Overheat.
  • Punctured Muffler now decreases the Charge Speed penalty to 20%.
  • Big Buckle now decreases Chainsaw charge time by 5%.
  • Mother's Helpers now decreases Chainsaw charge time by 8%.
  • Leafy Mash now increases movement speed by 0.2m/s while the Chainsaw is Overheated.
  • Black Grease now increases movement speed while charging the Chainsaw by 0.3m/s
  • Tuned Carburettor now decreases Chainsaw charge time by 11%, and no longer has a movement speed penalty.
  • Pighouse Gloves now prevents The Hillbilly from being affected by Overheat.
  • Fixed a bug with Apex Muffler where a Chainsaw Sprint started outside of the Terror Radius would remain silent even when in the Terror Radius, and vice-versa.

The nurse | spencer's last breath

  • Increased base movement speed to 4.4m/s.
  • Reduced Terror Radius to 24m.
  • Reduced initial Blink distance to 12m.
  • Reduced Chain Blink distance to 8m.
  • The effect of the Add-On "Jenner's Last Breath" is now basekit.
  • Blink charge time has been reduced accordingly.
  • Removed Lightburn.
  • Lunges made during the Chain Blink window are now consistent with all other lunges. Previously, these would be slightly shorter than usual due to being made with no momentum.
  • Blinking into the middle of an object will now cause The Nurse to blink through the object where applicable, instead of stopping in front of it.
  • Pocket Watch now also increases the distance that a Chain Blink can travel.
  • Dull Bracelet now increases the distance that the Chain Blink can travel to 12m, but reduces the distance that the initial Blink can travel to 8m. Charge times are adjusted accordingly.
  • Catatonic Boy's Treasure now reduces Fatigue duration by 0.25s.
  • Bad Man Keepsake now reveals the aura of any Survivor hit after the initial Blink for 4s.
  • Spasmodic Breath now increases the Movement speed of The Nurse to 4.8m/s.
  • Ataxic Respiration now reduces Fatigue from all sources by 0.25s.
  • Anxious Gasp now causes survivors within 4m of The Nurse's Blink destination and initial location to scream.
  • Jenner's Last Breath now increases the distance of the initial Blink to 20m, but reduces the distance of the Chain Blink to 4m. Charge times are adjusted accordingly.
  • Campbell's Last Breath's effect is now optional, and pressing the Power Button during the Blink will activate it's effects. It now can be used even without a fully-charged Blink, and will cause the Chain Blink to be the same charge rate as the initial Blink.
  • Torn Bookmark now reduces The Nurse's movement speed to 3.5m/s, increases the initial Blink distance to 20m, increases the Chain Blink distance to 12m, and adjusts charge times accordingly. Trumps all other add-ons.
  • Matchbox now increases The Nurse's movement speed to 4.6m/s, removes one Chain Blink, and increases the initial blink distance to 20m. Trumps all other add-ons, except for Torn Bookmark.
  • Achievement "From the void she kills" has been changed to "From the void she stalks".
  • -In a public match, chain 2 blinks and hit a Survivor 30 times while Undetectable.
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The shape | evil within

  • Removed Tier 1 of Evil Within entirely. Formerly Tier 2 is now known as original and formerly Tier 3 is now known as "Risen".
  • The Shape begins the trial with the Undetectable effect, which lasts for 60 seconds. This will be cut short if The Shape is Risen.
  • Increased Terror Radius to 32m.
  • After the Undetectable effect wears off, The Shape's Terror Radius will slowly expand to the 32m range over the course of another 60 seconds. This will be cut short if The Shape is Risen.
  • The Shape can now stalk a fully-drained survivor at 50% the regular speed.
  • Survivors will slowly regenerate Stalk at 0.25% each second. This begins after they haven't been stalked for 10 seconds and are not in a chase. This is paused while The Shape is Risen.
  • When not stalking, the Power Meter will slowly drain back down until it is half filled at a rate of 0.25c/s.
  • Boyfriend's Memo now prevents The Shape from receiving Undetectable. Gain 100% bonus bloodpoints in the Deviousness Category.
  • Blond Hair: Updated wording to reflect new terminology.
  • Glass Fragment: Increases the effect of the Undetectable effect at the start of the trial by 60s. The Shape's Terror Radius no longer slowly expands. Undetectable is still cancelled if The Shape is Risen.
  • Hair Brush: Updated wording to reflect new terminology.
  • Dead Rabbit: Decreases The Shape's Terror Radius to 24m. While The Shape is Risen, increase the Terror Radius to 40m.
  • Mirror Shard: Updated wording to reflect new terminology.
  • Judith's Journal: Increases the rate Survivors regenerate stalk to 0.5c/s.
  • Hair Bow: Updated wording to reflect new terminology.
  • Vanity Mirror: Updated wording to reflect new terminology.
  • Tombstone Piece: Fully-drained Survivors can be stalked at 75% rate.
  • Lock of Hair: Updated wording to reflect new terminology.
  • Scratched Mirror: Reduces the speed of the Power drain by 0.125c/s.
  • Judith's Tombstone: Fully-drained Survivors can be stalked at 100% rate.
  • Fragrant Tuft of hair: The Shape no longer begins the Trial Undetectable. The Shape's Terror Radius no longer expands. The Shape begins the Trial Risen. The Shape is permanently Risen.
  • Achievement "Evil Incarnate" has been changed to "Evil Never Rests".
  • -"In a public match, have The Shape rise, and then kill a survivor by your own hand within 60 seconds."
  • Added a new Judith's Tombstone charm, only unlockable to players who already achieved "Evil Incarnate" prior to the change. These players will also be compensated 100,000 Bloodpoints. This charm will only return if any of The Shape's achievements change again.
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the hag | blackened catalyst

  • Prevents The Hag from placing a trap within 8m of a hooked survivor. Traps already placed will be instantly triggered.

the doctor | carter's spark

  • Survivors who are shocked by Shock Therapy or Static Blast suffer from the Electrified status effect for 30 seconds.

the huntress | hunting hatchet

  • Soldier's Puttee now increases movement speed for every missing Hatchet by 0.04m/s, up to a maximum of 0.2m/s.
  • Iridescent Head now reduces maximum Hatchets to 1, which can be increased up to 3 with add-ons. Survivors hit by Hatchets outside of a 24m range are automatically put into the Dying State.
  • Adjusted Hitbox shape to be more cylindrical instead of spherical.

The nightmare | dream demon

These changes have the official @GeneralV seal of approval.

  • Awake survivors do not see or hear The Nightmare.
  • Once targeted by Dream Demon, survivors enter the Dream Transition, which lasts for 5 seconds.
  • During the Dream Transition, survivors will intermittently see The Nightmare, getting a glimpse every 1s for 0.5s.
  • A survivor will automatically enter the Dream Transition after 90 seconds has passed.
  • After the Dream Transition, a survivor falls asleep.
  • A sleeping survivor:
  • -Has their aura revealed to The Nightmare when further than 60m away.
  • -Suffer an Action Speed penalty of 30%.
  • -Sees the aura of all Alarm Clocks.
  • Sleeping survivors can get hooked or interact with an Alarm clock to wake themselves up.
  • Awake survivors can also wake up sleeping survivors.
  • Awake survivors can interact with any Alarm Clock to reset their Microsleep timer.
  • Survivors who wake up via the Alarm Clock are protected from Microsleep for 30 seconds. They can still be manually entered into the Dream Transition.
  • Retains the Dream Projection and Dream Snare abilities.
  • The Nightmare's movement speed is only reduced when placing a Dream Snare after it has been fully charged.
  • Sheep Block now reduces the Dream Transition time to 4.5s. Trumps all other add-ons, except for Unicorn Block.
  • Garden Rake now increases the range at which The Nightmare can pull survivors to sleep by 2.5m.
  • Prototype Claws now increases the range at which The Nightmare can pull survivors to sleep by 5m.
  • Outdoor Rope now grants an additional 4% Action Speed penalty.
  • Cat Block reduces the Dream Transition time by 0.5s.
  • Unicorn Block reduces the Dream Transition time to 3.5s. Trumps all other add-ons.
  • Paint Thinner now increases the range at which The Nightmare can pull survivors to sleep by 7.5m.
  • Jump Rope now adds an additional 6% Action Speed penalty.
  • Pill Bottle now prevents sleeping survivors seeing The Nightmare until he is within 32m.
  • Swing Chains now adds an additional 2% Action Speed penalty per sleeping Survivor.
  • "Z" Block now reduces the Dream Transition time by 1.5s.
  • Red Paint Brush now reduces Microsleep timer to 60s, and removes Microsleep protection from Alarm Clocks.
  • Black Box now causes all survivors who were unhooked, or who unhooked themselves, to enter into the Dream Transition. Increases duration of Dream Transition by 2s.

The pig | jigsaw's baptism

  • Reverse Bear Traps placed after the Exit Gates have been powered will automatically activate.
  • While a Reverse Bear Trap is on a survivor, the Endgame Collapse will permanently move at 50% speed.
  • Updated Reverse Bear Trap UI to properly reflect the length of the timer. This will change if the timer length changes.
  • Amanda's Secret now causes Reverse Bear Traps to be automatically activated regardless of generator completion.

The clown | the afterpiece tonic

  • Split ammunition count of the Afterpiece Tonic and the Afterpiece Antidote. The Afterpiece Tonic has a maximum of 4 bottles and the Afterpiece Antidote has a maximum of 2 bottles.
  • Reloading will reload both pools simultaniously.

The spirit | yamaoka's haunting

  • Exiting Phase-Walk will always reduce power to 0%.
  • Increased recharge rate of Yamaoka's Haunting to 0.5c/s, meaning it now takes 10 seconds to fully recharge.
  • While Phase-Walking, all sound effects are played as mono sound instead of directionally.
  • Reworked Passive Phasing to be a controlled action and has been renamed to Distorted Phase. Press the Active Ability button while Yamaoka's Haunting is fully charged to consume 50% of the power bar and begin phasing in and out of view for 2 seconds.
  • Increased the rarity of Origami Crane to Uncommon.
  • Juniper Bonsai now extends the duration of Distorted Phase by 1 seconds and reduces the consumption to 35% of Yamaoka's Haunting.
  • Increased the rarity of Rin's Broken Watch to Rare.
  • Increased the rarity of Rusty Flute to Very Rare.
  • Extended the range of Senko Hanabi to 8m and it's duration to 15 seconds.
  • Uchiwa now has a new effect:
  • -Reveals the aura of any survivors within 16m of your Husk when you exit a Phase-Walk for 3 seconds.
  • Reduced the rarity of Dried Cherry Blossom to Common. Dried Cherry Blossom allows The Spirit to still see Scratch Marks and shows pools of blood while Phase Walking, however reduces all sound made to 0%. No longer shows Killer Instinct while phasing.
  • Combined the effects of Uchiwa and and Kintsugi Teacup into the Kintsugi Teacup add-on.
  • Mother-Daughter Ring no longer removes Scratch Marks, but only increases Movement speed during Phase-Walk by 10%. Mother-Daughter Ring now allows Yamaoka's Haunting to be used, even when not fully charged.


Comments

  • thoughts:

    phobia mode is interesting. never heard of a game doing anything like it before. not against it as long as there's no advantage to using it

    wouldn't hillbilly's addon changes bring back instasaw? i don't think we need that back

    i'm sorry but choice restriction sounds really bad. having agency taken away from the player like that would suck. it's justifiable for the killswitch to prevent abusing game breaking issues but perk combos that aren't causing bugs or abuse don't need a system like this

    map changes are good

    some of the shape changes are good, i could see them being applied to current myers (reduced stalking for drained survivors, stalk regeneration, etc.) but a lot of the add-ons seem to have lost what made them unique (particularly scratched mirror). tombstone piece was busted but judith's tombstone requires so much setup and only really works well in conjunction with fragrant tuft of hair. i say combine the effects of those into one add-on and give the hair tuft a different effect altogether. the one proposed here would easily be the strongest add-on in the game. the achievement change and charm also don't sound great to me, we don't need more exclusives of any kind

    really only on board with blight's add-on changes, the rest are kinda iffy imo. iri tag might actually be stronger with 4 rushes, usually you intentionally have to use all your rushes to get value from it even when you have an opportunity for an early hit


    perk changes are mostly good but:

    breakdown change is horrible

    decisive does not need to be meta again

    lithe is strong enough in its current state imo, although with the resilience change this might be okay

    prove thyself change is unclear. is it just a number reduction or a different effect?

    forced penance change is kinda eh, i'd prefer it to remain unchanged except the broken effect lasts until the survivor is downed.

    play with your food change sounds like it'd be pretty strong. wouldn't this just be a permanent %15 speed bonus for killers without special attacks?

    trail of torment just shouldn't show the generator aura. the undetectable ends after a hit so it's only good for 1 stealth hit anyways.


    i'm on board with most of this but i think there are definitely some issues

  • @AnneBonny said:

    thoughts:

    phobia mode is interesting. never heard of a game doing anything like it before. not against it as long as there's no advantage to using it

    wouldn't hillbilly's addon changes bring back instasaw? i don't think we need that back

    i'm sorry but choice restriction sounds really bad. having agency taken away from the player like that would suck. it's justifiable for the killswitch to prevent abusing game breaking issues but perk combos that aren't causing bugs or abuse don't need a system like this

    map changes are good

    some of the shape changes are good, i could see them being applied to current myers (reduced stalking for drained survivors, stalk regeneration, etc.) but a lot of the add-ons seem to have lost what made them unique (particularly scratched mirror). tombstone piece was busted but judith's tombstone requires so much setup and only really works well in conjunction with fragrant tuft of hair. i say combine the effects of those into one add-on and give the hair tuft a different effect altogether. the one proposed here would easily be the strongest add-on in the game. the achievement change and charm also don't sound great to me, we don't need more exclusives of any kind

    really only on board with blight's add-on changes, the rest are kinda iffy imo. iri tag might actually be stronger with 4 rushes, usually you intentionally have to use all your rushes to get value from it even when you have an opportunity for an early hit

    perk changes are mostly good but:

    breakdown change is horrible

    decisive does not need to be meta again

    lithe is strong enough in its current state imo, although with the resilience change this might be okay

    prove thyself change is unclear. is it just a number reduction or a different effect?

    forced penance change is kinda eh, i'd prefer it to remain unchanged except the broken effect lasts until the survivor is downed.

    play with your food change sounds like it'd be pretty strong. wouldn't this just be a permanent %15 speed bonus for killers without special attacks?

    trail of torment just shouldn't show the generator aura. the undetectable ends after a hit so it's only good for 1 stealth hit anyways.

    i'm on board with most of this but i think there are definitely some issues

    why should DS NOT be meta? is there anything wrong with a fair anti tunnel that cant be forced/abused like OTR?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210894#Comment_3210894

    why should DS NOT be meta? is there anything wrong with a fair anti tunnel that cant be forced/abused like OTR?

    i don't mind fair anti-tunnel perks but i do mind when it's the same perk for years. kinda gets boring running the same thing over and over again, and with how prevalent tunneling is it'd retake its place as a required perk slot to avoid it

    i want options i guess is what i'm saying

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211023#Comment_3211023

    i don't mind fair anti-tunnel perks but i do mind when it's the same perk for years. kinda gets boring running the same thing over and over again, and with how prevalent tunneling is it'd retake its place as a required perk slot to avoid it

    i want options i guess is what i'm saying

    DS is good for the game and needs to be strong imo. simple and clear

  • Where was I again? Didn’t find time to read more than one paragraph until now..


    Map changes: I guess everyone agrees here though some changes need testing obviously with how the tiles actually turn out etc. Nothing notably to add.

    Basekit BBQ auras I don’t like. It’s still very strong on certain killers while others can’t really utilize it. And the killers it’s strong on don’t need any buffs (well.. maybe some of them, but not this kind of buff).

    Bloodlust removal I don’t know - depends on how the other changes play out obviously. But iirc even the test weekend kinda resulted in pretty much no noticeable differences? So yeah. Get rid of it.

    Corrupt basekit - haven’t read the perk change but I agree in its current form it shouldn’t be broken if it was base.

    For killer changes I am not in any way a killer main nor am I focusing enough on one/few killers to be good at them (I don’t even know most of the addons and just slap on whatever) - so not much input here from me but some specific ones

    Nurse - idk I think she shouldn’t become another normal walking speed killer and should stay special. Always liked the idea to change some addon and turning her blink attacks into special hits. Also I think Hit detection needs some adjustments as I am pretty sure Mouse has super high advantage over Controller taking away much skill for M&K players.

    Nightmare - pretty much in line with a rework suggestion I did iirc. Wonder how GeneralV approved the alarmclocks - was pretty sure they were against them completely.

    Pig - still think her crouch/ambush needs some QoL improvements. Though I don’t think traps should automatically activate in EGC. Maybe they could get a different effect during EGC?

    Pyramid Head - Obsidian Goblet seems pretty OP or am I missing something? Maybe make it so that it can’t injure and break something with one hit?

    Onryo - permanent killer instinct could become pretty annoying/possibly abusable by swf squads?

    Mettle of Man like endurance upon being unhooked sounds interesting and would definitely love to see it tested!

    Medkit nerfs also agreed.

    Electrified - I may not understand it correctly? Who is screaming/incapacitated if one electrified and another survivor ‚meet‘? And the status will jump over?

    SoloQ improvements - too much auras for my taste, I would rather see the status indicators first without the other changes and see what changes/if further improvements need to be added

    Blindness - i would leave the aura reading blindness with the restricted view

    Perks - won’t read those today.

    Map offerings - let them stay as they are and see if they are still a major problem with the map changes proposed

    Deep Wounds - sure why not.

    Server Validation - Yes.

  • @Mooks said:

    Where was I again? Didn’t find time to read more than one paragraph until now..

    Map changes: I guess everyone agrees here though some changes need testing obviously with how the tiles actually turn out etc. Nothing notably to add.

    Basekit BBQ auras I don’t like. It’s still very strong on certain killers while others can’t really utilize it. And the killers it’s strong on don’t need any buffs (well.. maybe some of them, but not this kind of buff).

    Bloodlust removal I don’t know - depends on how the other changes play out obviously. But iirc even the test weekend kinda resulted in pretty much no noticeable differences? So yeah. Get rid of it.

    Corrupt basekit - haven’t read the perk change but I agree in its current form it shouldn’t be broken if it was base.

    For killer changes I am not in any way a killer main nor am I focusing enough on one/few killers to be good at them (I don’t even know most of the addons and just slap on whatever) - so not much input here from me but some specific ones

    Nurse - idk I think she shouldn’t become another normal walking speed killer and should stay special. Always liked the idea to change some addon and turning her blink attacks into special hits. Also I think Hit detection needs some adjustments as I am pretty sure Mouse has super high advantage over Controller taking away much skill for M&K players.

    Nightmare - pretty much in line with a rework suggestion I did iirc. Wonder how GeneralV approved the alarmclocks - was pretty sure they were against them completely.

    Pig - still think her crouch/ambush needs some QoL improvements. Though I don’t think traps should automatically activate in EGC. Maybe they could get a different effect during EGC?

    Pyramid Head - Obsidian Goblet seems pretty OP or am I missing something? Maybe make it so that it can’t injure and break something with one hit?

    Onryo - permanent killer instinct could become pretty annoying/possibly abusable by swf squads?

    Mettle of Man like endurance upon being unhooked sounds interesting and would definitely love to see it tested!

    Medkit nerfs also agreed.

    Electrified - I may not understand it correctly? Who is screaming/incapacitated if one electrified and another survivor ‚meet‘? And the status will jump over?

    SoloQ improvements - too much auras for my taste, I would rather see the status indicators first without the other changes and see what changes/if further improvements need to be added

    Blindness - i would leave the aura reading blindness with the restricted view

    Perks - won’t read those today.

    Map offerings - let them stay as they are and see if they are still a major problem with the map changes proposed

    Deep Wounds - sure why not.

    Server Validation - Yes.

    not going to reply to everything but

    Onryo - I meant while fully condemned. That was my fault for not making it clear.

    Currently a fully condemned survivor has killer instinct for 6 seconds. This change would make it permanent while they're at full condemnation.

    Electrified - so to explain it i'll use Survivor 1 and Survivor 2.

    Survivor 1 has the Electrified status for 20 seconds. After 10 seconds, Survivor 2 comes within the trigger range, and so Survivor 2 screams and becomes Incapacitated for 5 seconds. Survivor 2 is now affected by the Electrified status for 20 seconds (which does begin at the same time as the Incapacitated), and will tick down independently from Survivor 1. Theoretically this could create an infinite loop of never losing your Electrified status but that requires a lot of terrible play and not being able to find a locker to hide in until it expires.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211573#Comment_3211573

    Onryo - I meant while fully condemned. That was my fault for not making it clear.

    Currently a fully condemned survivor has killer instinct for 6 seconds. This change would make it permanent while they're at full condemnation.

    Electrified - so to explain it i'll use Survivor 1 and Survivor 2.

    Survivor 1 has the Electrified status for 20 seconds. After 10 seconds, Survivor 2 comes within the trigger range, and so Survivor 2 screams and becomes Incapacitated for 5 seconds. Survivor 2 is now affected by the Electrified status for 20 seconds (which does begin at the same time as the Incapacitated), and will tick down independently from Survivor 1. Theoretically this could create an infinite loop of never losing your Electrified status but that requires a lot of terrible play and not being able to find a locker to hide in until it expires.

    Onryo - I meant while fully condemned. That was my fault for not making it clear.

    No I understood it this way. Though I imagined a see group, one keeping the killer busy, the other building condemned for killer instinct but with their mates info and having the tv to remove condemned from them in reach.

    Electrified would only be possible to affect one other survivor, right? Otherwise two swf might be able to troll another survivor with it.

  • I really like those ideas for Spirit, especially the Uchiwa changes.

  • The effort this must have taken is very impressive. And I have to say there are a good amount of neat ideas here.

    However, I have to be honest here, if this was an actual patch in DBD, I would be pretty disappointed with it. Most notably, while the solo survivor buffs are definitely big, I feel this would be way too killer sided. But there are certain issues in particular I think are problematic here.

    I think my biggest gripe here are the changes to skill checks. I agree with the intent though. Making gen interactions more interesting would be awesome. But these would also make them more challenging in my opinion, and that is an absolute no go. There is already a balance gap between low and high ranks, with kill rates getting higher the lower in rank you go. This would elavate this problem to a new level, especially the merciless storm basekit idea. So I do not think this would work at all.

    The second objective you suggest here sounds great. I do not know why the electrifying status effect is needed, not a fan of that at all to be honest, but I do like the idea of attaching power cords to exit gates. It would be a much more interesting side objective, as it has you moving around the map, which in return increases the risk of interacting with the killer. I also think this second objective wouldn't hurt solo survivors more than swf survivors, unlike the much suggested searching for gen parts suggestion, which is another big plus. However I think something like that is very unrealistic to ever be implemented, especially considering the map changes this might need. If it wouldn't need any map changes, maybe this could be realistic, but only in the very distant future I fear.

    But that second objective, on top of 85 second gens, on top of highly buffed regression, on top of an early game slowdown, seems way too much to me, even with all the suggested solo survivor buffs. I feel killers would have way too much time for their objective in that case. I also think that the survivor buffs are way too few. I think if BHVR would want to implement at least most of these killer buffs, tunneling and camping would have to be nerfed so much more. In fact, unless I missed it, you didn't suggest to increase the hook phase duration at all. Camping and tunneling would be so onsanely overpowered.

    Increase the hook phase duration of each survivor from 60 to 90 or maybe even 100 seconds, and give survivors a basekit DS, with a 5 second stun duration, that is activateable twice, then I could see all these killer buffs at once maybe working, though even then, I fear certain buffs, like the regression buff, might be a bit too much at once.

    With that said, there are good ideas here. The basekit anti-tunnel mechanic giving the same endurance effect as Mettle of Man for example sounds good, I feel that could even work right now at the moment, if survivors lost collision during those 10 seconds as well. The solo survivor buffs sound generally great, though I would much rather prefer some ping system over constant aura reading personally. And again, I do really like the idea of the second objective, and feel like that, in addition to decreasing gens to 80 seconds, could really be a good starting point for survivors objectives, some time in the future. BHVR could have a look at other factors, such as an early game slowdown, some time later then, when they also further nerf camping and tunneling.

    I also like the idea of trying to balance maps less in the killers favor, instead increasing the objective time of survivors. This does leave room for bigger maps. But I do think that maps like Garden of Joy wouldn't need it's size reduced either. And some other maps would need their sizes increased, especially Dead Dawg Saloon, which is already arguably a killer sided map, even when the killer doesn't tunnel and camp.

    But as one, complete patch, I think this would hurt the game a lot, at least once the novelty of all the new features wears off. I think this patch would sky rocket killer queue times to insane levels, because of the lacking nerfs to camping and tunneling, despite the insane buffs to killers.

    I also think this is very, very unrealistic, but I am sure you yourself are aware of that. I think what actually needs to happen are changes to the five main problems in DBD: Camping, tunneling, solo survivors, map balance, and the early game. Camping and tunneling need to be continuously nerfed, but of course only as much as the current state of killers allows them to be nerfed. Solo survivors need to be buffed to the level of swf as much as possible, to create a much better foundation for the game's future balance. And maps also really need to be balanced much better, also to create a much better foundation for the game's future balance. And if possible, depending on how maps are balanced, some early game slowdown like you suggested could also be added to the game.

    A second objective would definitely be awesome, and a fun new addition. But it would also be a much less time efficient solution as opposed to simply balancing maps more to make them fairer on killers. Right now, there are still a fair amount of maps that are, or can be, survivor sided, if the killer does not camp and tunnel. This does however also depend on which killers is being used. A lot of maps are pretty survivor sided for Sadako for example. For a killer like Pyramid Head, or Wesker, maps on average are definitely more balanced. And that's another thing, there are aspects like map design, and killer balance, that really cause big balance gaps, and adding a second objective does not improve that aspect at all. Balancing killers and maps however does.

    So i think the much more efficient solution to improve killers is to simply balance the survivor sided maps more fairly, reducing them in size a bit, and working on the tiles that spawn on each map, which also further incentivizes killers to go for chases, and not camp hooks. Meanwhile, camping and tunneling, as well as solo survivors continuously need to be looked at as well. And last but not least, I think some form of early slow down would also bery very much appreciated, of course depending on how much camping and tunneling get nerfed, and how maps get balanced.

    I also think the next step the devs need to take at the moment, considering queue times and kill rates, are some more adequate nerfs to camping and tunneling. Especially camping now needs some decent basekit nerfs, since it even was buffed in the 6.1.0 update. And for tunneling, I think simply buffing DS back to 5 seconds would do the trick for now, considering the basekit BT was also buffed already. As explained, these strategies also can't be nerfed into the ground, because of current map balance, right now they just need to be made a bit fairer and more manageable, considering how cheap those tactics are.

  • I'm curious, what is the point of Wesker's infection if it no longer hinders at max? Does it just do nothing? The hinder is a good threat of his power compared to other killers that just have things like exposed or perma injured.

  • I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.

  • @RonMan32 said:

    I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.

    Removed Deathslinger's ammo as having a functional gun proved to be too strong.

    There,the unspoken change we all wanted

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212493#Comment_3212493

    Removed Deathslinger's ammo as having a gun proved to be too strong.

    There,the unspoken change we all wanted

    Thanks.

  • I hate the map suggestions the most, because you’re trying to kill map variety and uniqueness.

    And survivors would never be happy with your map idea. If they can’t chain multiple tiles together, they’re going to call it a deadzone, but if everywhere on the map has an opportunity to chain tiles, then it’s too strong. And this would force BHVR to hard nerf unique buildings so much that they might as well not exist anymore.

    Map dead zones are in the game for a reason. Some places on the map should be more dangerous for survivors than others, and some generators should be more dangerous than others.

    And certain tiles are sometimes restricted to certain parts of the map, to ensure these dead zones can exist. Some parts of the map shouldn’t have any strong vaults, so the survivors can eventually run out of resources in those areas.

  • "We have consulted our Fog Whisperers..." That part made me laugh. I can't see BHVR being that smart tbh.. I really hate to say it but Dead By Daylight will die LONG before HALF of these changes ever happen. xD Might as well make a brand new game..

  • @RonMan32 said:

    I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.

    "Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration)."

    From a comment on Page 2. You'll notice that Ghostface and Legion are also lacking (and probably some others) - I simply don't play them enough to know what I'd change, and I've never tried to either.

    For Legion it's slightly different. My Legion consultant was my ex and since we broke up like 3 months ago (?) I haven't played them nor do I have someone to speak to about it lmao.

    But genuinely, I don't know enough about Deathslinger to make proper changes and I'm not reverting the nerfs simply because I absolutely despised old Slinger.

  • @Lochnload_exe said:

    I'm curious, what is the point of Wesker's infection if it no longer hinders at max? Does it just do nothing? The hinder is a good threat of his power compared to other killers that just have things like exposed or perma injured.

    At full infection you still get instantly picked up if he hits you with his power. What's essentially being Exposed is a pretty big threat regardless, especially with a slightly increased grab box.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212493#Comment_3212493

    "Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration)."

    From a comment on Page 2. You'll notice that Ghostface and Legion are also lacking (and probably some others) - I simply don't play them enough to know what I'd change, and I've never tried to either.

    For Legion it's slightly different. My Legion consultant was my ex and since we broke up like 3 months ago (?) I haven't played them nor do I have someone to speak to about it lmao.

    But genuinely, I don't know enough about Deathslinger to make proper changes and I'm not reverting the nerfs simply because I absolutely despised old Slinger.

    Despising old 'slinger is fair. Poor guy needs changes more than most of the killers you did actual propose changes for though.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212700#Comment_3212700

    Despising old 'slinger is fair. Poor guy needs changes more than most of the killers you did actual propose changes for though.

    Oh, I don't doubt that. But like, I left Hyperfocus mostly unchanged because I don't actually know how to effectively nerf it without making it completely useless nor do I know how to rework it into something different. It's the same with Slinger, I just don't know enough on how to buff and/or rework him

  • I gotta leave a like because of the dedication and thoroughness. Just be warned you can't make posts like these without hearing, "I'm sure glad you're not a dev."

  • @danielmaster87 said:

    I gotta leave a like because of the dedication and thoroughness. Just be warned you can't make posts like these without hearing, "I'm sure glad you're not a dev."

    Oh don't worry, I was prepared for those comments. I'm shocked there hasn't been more of them, actually.

    And thank you, I appreciate it!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212737#Comment_3212737

    Oh don't worry, I was prepared for those comments. I'm shocked there hasn't been more of them, actually.

    And thank you, I appreciate it!

    i think people just like you more tbh

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212451#Comment_3212451

    At full infection you still get instantly picked up if he hits you with his power. What's essentially being Exposed is a pretty big threat regardless, especially with a slightly increased grab box.

    I still dont get why people keep saying "this will make full infection worthless and not scary"

    like hello this is literaly plague's entire power pretty much

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