Dev Update: April 2024 PTB Changes; Thoughts?

Developer Update | April 2024 PTB

CA_DBD_0324_Bacon_Update_Overview_Live_16_9 copie.jpg

As the 7.7.0 Update approaches, we’ve prepared some adjustments after going through the feedback we’ve collected during the Public Test Build (PTB).

TheTwins.png
  • [REVERTED] Victor no longer latches onto Survivors who are put into the dying state.
  • [REVERTED] Victor once again latches onto Survivors who are injured by his pounce.
  • [REVERTED] Charlotte no longer gains Haste when Victor is latched onto a Survivor.


Dev note: We have received a lot of comments about The Twins’ strength during the PTB. We have made the decision to revert the changes to Victor’s pounce and keep the various quality of life improvements (faster switching between Charlotte and Victor, ability to recall Victor, and Add-on adjustments & base kit inclusion). We may revisit The Twins in a future update, if necessary, but these smaller tweaks will make The Twins feel better to play for the time being.

CA_DBD_0224_ApplePie_Frame_Footer.png TheBlight.png
  • [CHANGED] Summoning Stone Addon – this will increase the initial rush duration by 0.5s (was 1s)
  • [CHANGED] Soul Chemical Addon – this increases the initial Rush speed by 5% down from 10% on the PTB

Dev note: Feedback around The Blight often centered on the two addons and his improved collision detection. We made some adjustments to the addons to slightly lower their strength whilst still maintaining their usefulness. The Blight’s collision detection will remain as it was on the PTB, and we will continue with our ongoing efforts to improve this collision across all maps.

CA_DBD_0224_ApplePie_Frame_Footer.png DecisiveStrike.png
  • [REMOVED] Decisive Strike no longer has a new animation.

Dev note: This PTB featured a new animation for Decisive Strike in which the Survivor would stab the Killer to free themselves. This animation had too much of an effect on the Perk’s expected behaviour (adding a delay before the Survivor wiggled free). We have decided to remove the animation for Decisive Strike before the update is released. The stun time for the Perk will remain at 5 seconds for the time being.

CA_DBD_0224_ApplePie_Frame_Footer.png UltimateWeapon.png

Note: The following changes will be part of a future update. The Perk will remain as it was on the PTB in the meantime.

  • [REVERTED] Affected Survivors will once again scream instead of having their aura revealed.
  • [CHANGE] Now affects Survivors within 32m of the locker (previously inside the Killer’s Terror Radius).

Dev note: We received some mixed feedback during the PTB; while the Perk was less appealing for some Killers, it remained a strong choice for Killers with high mobility. To make its strength a little more even across more Killers, we’ve changed Ultimate Weapon to be based on the locker’s position rather than the Killer’s. This way Killers without traversal abilities or with a smaller Terror Radius can take advantage of the Perk more consistently without it being excessive on highly mobile Killers.
With this in mind, we have also brought back the scream to allow it to synergize with other Perks once again.

Comments

  • 5 second DS = everyone should get tunneled out of the game.

    I’ve had so many people weaponize DS against me in the past, when I wasn’t trying to tunnel. I do not want to make that mistake again. Everyone should get tunneled right off the hook, just in case they might want to weaponize DS against me.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703034#Comment_3703034

    To be fair, they did try something different, and it didn't work, which they ahve reverted to go back to tne drawing board. Seems like a good outcome for Twins.

    All other changes are good ammendments to the PTB state.

    Ultimate weapon could go back to its old cooldown of 60 with this change. Glad to see it losing strength on Scream Pig and the insane mobility killers. I like this change cause it serves as a locker based version of Nowhere to Hide, and could find usage on Doctor and Wesker.

    Decisive Strike animation removal was smart for now. I'm not against the idea of an animation but it needs to be way amoother and be made to look much better. Rather than a slow lift and stab, it needs to be integrated properly. The skill check needs to trigger immediately on pick up, and on success blend the pick animation with a vastly improved and much faster/forceful stab animation.

    All in all, a good update in relation to the PTB changes.

    Here is the thing a lot of ppl including Twin mains like Lynix said that this rework was going to be bad for Twin the second they saw the dev blog about it. If so many ppl could see the issues with the rework before they even tested than why didn't the devs see this? Someone on the dev team at some point doing the planning of this rework had to relieve how strong it was going to make twins and how much it would completely change how twins would play. This is why I said it was a failure bc the version of the rework we got should never made it to the ptb to begin with. In fact, a lot of twin mains have been saying they never really wanted a rework they just wanted QoL changes, these changes could been done two years ago instead of wasting so much dev time on a rework that was clearly going to fail. That dev time could been used on so many other killers who needed the help and now they have waited for their turn for no reason since all they waiting has been reduced to a few QoL changes.

    Don't get me wrong I'm all for the devs to take risks and try things but I think it dumb that these changes took two years just for it to fail so badly that they had to walk every single one of them back. I will praise them for listening to feedback and realizing their mistakes but I will not praise them on this update. The update is a failure in my opinion bc it should never gotten to this point in the first place. There is nothing in this update that is exciting or to look forward to. Twin mains getting their QoL change sure but it took two years, UW imo is dead and I don't see any reason to run it, and the time on the new animation for DS was wasted bc they had to remove it as well. Hopefully, the anniversary update is going to be juicy to make up for the fact this update is so empty and is huge disappointment. I really don't see a reason to come back to dbd right now since there is nothing new or fun in this update. I might as well just stay on OW2.

  • How so?

    It’s still got the increased cool down which makes it kind of meh in my opinion.

  • @Coffeecrashing said:

    5 second DS = everyone should get tunneled out of the game.

    I’ve had so many people weaponize DS against me in the past, when I wasn’t trying to tunnel. I do not want to make that mistake again. Everyone should get tunneled right off the hook, just in case they might want to weaponize DS against me.

    I personally always thought protection hits should deactivate ds waaay before conspicuous action

  • Such a pity waiting all this time for the Twins rework and almost everything is reverted. Couldn't they find a middle ground between live twins and their PTB version?

    Like letting Victor latch onto downed survivors as an OPTION while giving Charlotte haste for a couple of seconds.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086

    The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.

    Oh good. Thanks for the update on this.

  • Will survivors still be able to hold Victor hostage?

    One of the absolute worst parts about current Twins is that if Victor latches onto a survivor, and that survivor refuses to crush Victor, then Charlotte needs to wait 30 seconds before being able to recall Victor.

  • Can't wait for everyone to stack DS again so I'm forced to slug whoever bodyblocks/goats me into a chase post-hook. Ahahaha…

    Maybe I should learn more Nurse…

  • I’ll be running sloppy and knockout. 🙏🏼

  • @Coffeecrashing said:

    5 second DS = everyone should get tunneled out of the game.

    I’ve had so many people weaponize DS against me in the past, when I wasn’t trying to tunnel. I do not want to make that mistake again. Everyone should get tunneled right off the hook, just in case they might want to weaponize DS against me.

    Lmao it’s so funny to me how every time a survivor perk gets a buff it’s always followed by posts of “welp now I’m gonna tunnel everyone out!”

    When had that ever not happened? 🤣🤣 Tunnelers were always gonna tunnel regardless. This is no longer the threat that you think it is

  • While I'm thankful the Twins changes were partly reverted, I do think it signals a need for the devs to self-scout a bit. Make no mistake, somebody higher up is, in all likelihood, pretty unhappy that dev resources were sunk into a rework that was clearly a non-starter to players as soon as they were able to test. How do you bridge the gap between internal playtesting+game knowledge and the playerbase? Because there is very clearly a gap, as evidenced by the initial iteration of the Twins rework. There's no way that was greenlit after being tested in a skilled play session. Absolutely no way.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703136#Comment_3703136

    Lmao it’s so funny to me how every time a survivor perk gets a buff it’s always followed by posts of “welp now I’m gonna tunnel everyone out!”

    When had that ever not happened? 🤣🤣 Tunnelers were always gonna tunnel regardless. This is no longer the threat that you think it is

    Tunneling is literally the counter play to weaponized DS. It’s so damaging for the killer, for a healthy survivor to aggressively body block with OTR + DS + DH, that it’s better to just tunnel everyone off the hook, to prevent that combo from happening.

    And it’s not a threat. It’s what I literally ended up doing every game, before the DS nerf, because I had so many survivors weaponize DS against me.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703136#Comment_3703136

    Lmao it’s so funny to me how every time a survivor perk gets a buff it’s always followed by posts of “welp now I’m gonna tunnel everyone out!”

    When had that ever not happened? 🤣🤣 Tunnelers were always gonna tunnel regardless. This is no longer the threat that you think it is

    And the killers who don't tunnel and get DS weaponized against them via bodyblocks? Killers who already suffer from spreading hooks and may need to tunnel at 1 gen left? Compared to killers who can completely ignore it like Nurse, Blight, Spirit or any killer with a fast/ranged power?

    I had to live through DS being weaponized as well, trying to play as fair as possible for survivors. This was a problem and most likely will become another problem when mixed with OTR.

  • @Coffeecrashing said:

    5 second DS = everyone should get tunneled out of the game.

    I’ve had so many people weaponize DS against me in the past, when I wasn’t trying to tunnel. I do not want to make that mistake again. Everyone should get tunneled right off the hook, just in case they might want to weaponize DS against me.

    That's what concerns me too. If I don't have a choice, then I'll tunnel them, get through their DS and kill them anyway. I don't care, if I lose the match in the process. That person is going to die. It's the same way I deal with people that use No Mither and make themselves unhookable.

  • @Nerfpopalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703164#Comment_3703164

    bro you do realize just slug the decisive user and leave them on the floor weaponizing decisive isn’t as big of a deal as you guys make it out to be

    The thing is we don't WANT that to be an option. Most of us who have this issue play the game as fair as possible. Not to mention, how long until survivors get sick of killers doing this to counter the combo? We also have survivors who take a hit and then hide in a locker to save their DS for when you grab them, or stay alive if you leave. On top of it, there's always the current Buckle up+FTP combo that makes it a moot point.

    There was a better way to balance DS: Disable the killer's power for x seconds and allow the survivor to move immediately after hitting the DS skillcheck so they get the full stun duration.

  • @ChaosWam said:

    Can't wait for everyone to stack DS again so I'm forced to slug whoever bodyblocks/goats me into a chase post-hook. Ahahaha…

    Maybe I should learn more Nurse…

    That’s why I mentioned sloppy and knockout will be our best friend :)

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703129#Comment_3703129

    How so?

    It’s still got the increased cool down which makes it kind of meh in my opinion.

    It'll have the same cooldown it has now even at 60 seconds. People keep thinking that current UW has a 30 second cooldown, but it does not, it has a 60 second cooldown in practice.

    Basically, the way the current version works is, you open the locker and then for 30 seconds it activates, making survivors scream. But then AFTER that 30 seconds, it starts its 30 second cooldown. This means that you get to use it once per minute, effectively having a 60 second cooldown.

    The new one, is tied to lockers, meaning that, when you open a locker, it is extremely unlikely that all 4 survivors don't just immediately scream. 32 meters is a terror radius, that is a massive distance. Its probably not possible to be more than 32 meters from a locker save for a handful of maps that just have terrible locker placement (RIP dredge). So what that will mean is. You open a locker, all the survivors are pretty much gonna scream, and then 60 seconds later you can do it again.

    What this results in, is that the perk is still usable about once a minute, and you get to know where everyone is, it still gives blindness, and now its not tied to YOUR terror radius, so its actually better now on killers like huntress and stealth killers, while technically being slightly worse for wesker (although i'd still argue better because you can see screams from across the map), but its a situational thing, a nerf one way a buff another. Depends on how you use it.

  • @Nerfpopalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703164#Comment_3703164

    bro you do realize just slug the decisive user and leave them on the floor weaponizing decisive isn’t as big of a deal as you guys make it out to be

    It’s really not. There’s a clear and easy counter to it in slugging but of course everyone is like “I’m just gonna tunnel them out right off the hook it’s the only way!!”

    lol no, it’s just what you want to do to punish survivors for getting a buff to a perk you hate. 🤣🤣🤣 That’s how it always is here. Anytime a survivor perk gets a buff that they don’t like people decide to punish the survivors for using it. If that’s what you’re gonna do then do it, whatever. But let’s stop pretending that you’re only doing it because that’s the “only way to counter it now” when it clearly isn’t. Own up. 😆

  • I was always optimistic that they'd eventually realize how busted Blight is and give him a proper nerf. It's still crazy to see that he was actually nerfed by a significant amount. That alone makes this an amazing update. Now we can focus on finally putting the Nurse to rest.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703141#Comment_3703141

    It'll have the same cooldown it has now even at 60 seconds. People keep thinking that current UW has a 30 second cooldown, but it does not, it has a 60 second cooldown in practice.

    Basically, the way the current version works is, you open the locker and then for 30 seconds it activates, making survivors scream. But then AFTER that 30 seconds, it starts its 30 second cooldown. This means that you get to use it once per minute, effectively having a 60 second cooldown.

    The new one, is tied to lockers, meaning that, when you open a locker, it is extremely unlikely that all 4 survivors don't just immediately scream. 32 meters is a terror radius, that is a massive distance. Its probably not possible to be more than 32 meters from a locker save for a handful of maps that just have terrible locker placement (RIP dredge). So what that will mean is. You open a locker, all the survivors are pretty much gonna scream, and then 60 seconds later you can do it again.

    What this results in, is that the perk is still usable about once a minute, and you get to know where everyone is, it still gives blindness, and now its not tied to YOUR terror radius, so its actually better now on killers like huntress and stealth killers.

    Unless I’m misreading it, it’s only tied to the locker you open. It’s not 32 metres from every locker, it’s 32 metres from the locker you open. Which isn’t a very useful effect especially on a 60 second cool down.

  • @Nerfpopalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703153#Comment_3703153

    they really thought they ate this up I made a post thanking the devs for the buff I have begged for on this forum for two years and had a guy saying he’s gonna camp with tombstone every game like bruh we do not care

    Thought they ate and left no crumbs. Like nah B we been here before 🤣


    IMG_0387.gif
  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703173#Comment_3703173

    It’s really not. There’s a clear and easy counter to it in slugging but of course everyone is like “I’m just gonna tunnel them out right off the hook it’s the only way!!”

    lol no, it’s just what you want to do to punish survivors for getting a buff to a perk you hate. 🤣🤣🤣 That’s how it always is here. Anytime a survivor perk gets a buff that they don’t like people decide to punish the survivors for using it. If that’s what you’re gonna do then do it, whatever. But let’s stop pretending that you’re only doing it because that’s the “only way to counter it now” when it clearly isn’t. Own up. 😆

    It’s mathematically better to just pick up survivors, and risk the chance of DS. Slugging a survivor that doesn’t have DS is a lot of wasted time, and you might need to do this twice per survivor. Even if a survivor does have DS, it’s much faster to just eat the DS, than it would be to leave the survivor slugged and wander around the map looking for someone else.

  • as usual.
    Devs: we will do this, this and this for this, this and this, and then never mind.... lol
    I haven't played dbd for a year now, I'll be back from time to time but not because of these "changes".

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703191#Comment_3703191

    It’s mathematically better to just pick up survivors, and risk the chance of DS. Slugging a survivor that doesn’t have DS is a lot of wasted time, and you might need to do this twice per survivor. Even if a survivor does have DS, it’s much faster to just eat the DS, than it would be to leave the survivor slugged and wander around the map looking for someone else.

    How are you wandering around the map looking for someone else when the player who weaponized DS did it do bodyblock for their teammate presumably? You were already chasing that teammate of theirs.

    And if the DS user ran into you while you weren't chasing anyone, then, take your free pressure with them following you around for nothing?

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703173#Comment_3703173

    It’s really not. There’s a clear and easy counter to it in slugging but of course everyone is like “I’m just gonna tunnel them out right off the hook it’s the only way!!”

    lol no, it’s just what you want to do to punish survivors for getting a buff to a perk you hate. 🤣🤣🤣 That’s how it always is here. Anytime a survivor perk gets a buff that they don’t like people decide to punish the survivors for using it. If that’s what you’re gonna do then do it, whatever. But let’s stop pretending that you’re only doing it because that’s the “only way to counter it now” when it clearly isn’t. Own up. 😆

    What is better: 1 survivor progressing the game while 1 bodyblocks, another is chased and the last comes to pick them up while the killer cannot progress their objective or 3 people on gens with 1 person going down, which triggers Pain Res + Pop and let's the killer progress? Spoiler alert: Option 1. The killer doesn't progress and they don't get their slowdown perks to activate for a while.

    Even then, if you honestly think it's worse than not going for the bodyblock, then there would be no harm in fixing that in some way.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086

    The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.

    Super, great that you are doing that. It is really not worth it to buff camping that much just for the griefing player you encounter once in a blue moon. (Seriously, I got griefed by this like 4 weeks ago and before that it happened at least one year has passed)

    I would propose to just add a limit of how often the Unhook can be attempted. 6 times should be alright, this is more than enough to try to go for an Unhook without it being too much to allow griefing.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703136#Comment_3703136

    Lmao it’s so funny to me how every time a survivor perk gets a buff it’s always followed by posts of “welp now I’m gonna tunnel everyone out!”

    When had that ever not happened? 🤣🤣 Tunnelers were always gonna tunnel regardless. This is no longer the threat that you think it is

    This is a common threat done by Killer Mains. Goes back years already. Whenever Survivors receive a Buff or Killers receive a substancial Nerf (which is something which happens very rarely), people say they will no tunnel or will now have to tunnel every game.

    In the end they are already tunneling anyway, so who cares. In the end, 5 second DS will not be as impactful as it was before because every Killer player nowadays knows that just powering through DS is still the best play.

  • @SignedUp4PTBFeedback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703202#Comment_3703202

    How are you wandering around the map looking for someone else when the player who weaponized DS did it do bodyblock for their teammate presumably? You were already chasing that teammate of theirs.

    And if the DS user ran into you while you weren't chasing anyone, then, take your free pressure with them following you around for nothing?

    Or I could just skip all that, and tunnel people off the hook, so I don’t need to deal with weaponized DS.

  • @[Deleted User] said:

    While I'm thankful the Twins changes were partly reverted, I do think it signals a need for the devs to self-scout a bit. Make no mistake, somebody higher up is, in all likelihood, pretty unhappy that dev resources were sunk into a rework that was clearly a non-starter to players as soon as they were able to test. How do you bridge the gap between internal playtesting+game knowledge and the playerbase? Because there is very clearly a gap, as evidenced by the initial iteration of the Twins rework. There's no way that was greenlit after being tested in a skilled play session. Absolutely no way.

    100% agreed. It is quite obvious that it was not really tested through. Things which end up on the PTB should be in a very refined state and just finetuning should be happening from PTB to Live where the Players can give their input so that the Devs can see how they missed something.

    But it cannot have been tested that much if basically everyone after playing one game of Twins knows that the changes were not good for the game.

    IMO some players (maybe Supertesters which are under NDA) should have access to the newest changes and should give feedback on them. Players from all MMR-Brackets. And those should test those things before they even hit the PTB.

    (For example in World of Tanks there are Supertesters who get access to new tanks before they are in the game. Those are picked from every Skill Bracket, so you have very good players, but also players who are way below average. And they get to test the Tanks on the Live Servers and give feedback about them afterwards. Obviously testing things on the Live-version of the game is not possible in DBD, but it should be possible on special Test Builds for those testers which are only available for a certain amount of time)

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703153#Comment_3703153

    This is a common threat done by Killer Mains. Goes back years already. Whenever Survivors receive a Buff or Killers receive a substancial Nerf (which is something which happens very rarely), people say they will no tunnel or will now have to tunnel every game.

    In the end they are already tunneling anyway, so who cares. In the end, 5 second DS will not be as impactful as it was before because every Killer player nowadays knows that just powering through DS is still the best play.

    I play both sides and had to deal with it, what is this gaslighting?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703159#Comment_3703159

    100% agreed. It is quite obvious that it was not really tested through. Things which end up on the PTB should be in a very refined state and just finetuning should be happening from PTB to Live where the Players can give their input so that the Devs can see how they missed something.

    But it cannot have been tested that much if basically everyone after playing one game of Twins knows that the changes were not good for the game.

    IMO some players (maybe Supertesters which are under NDA) should have access to the newest changes and should give feedback on them. Players from all MMR-Brackets. And those should test those things before they even hit the PTB.

    (For example in World of Tanks there are Supertesters who get access to new tanks before they are in the game. Those are picked from every Skill Bracket, so you have very good players, but also players who are way below average. And they get to test the Tanks on the Live Servers and give feedback about them afterwards. Obviously testing things on the Live-version of the game is not possible in DBD, but it should be possible on special Test Builds for those testers which are only available for a certain amount of time)

    I agree they need ppl to test this stuff before it hits a ptb for the public to test it. I believe OW also does things like inviting streamers and others who play the game a lot to test changes before they hit live. I remember hearing back when Sombra had her rework ppl coming out and saying that the devs tested a lot of different ideas with her before they decided on what became the final rework version. If only BHVR did this with twins we would had a much better update for them than what we getting now, a 2 year QoL update.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703207#Comment_3703207

    Or I could just skip all that, and tunnel people off the hook, so I don’t need to deal with weaponized DS.

    Ok? What I catch from your responses is that you were gonna tunnel anyway no matter what and that you think DS is not powerful enough to deter you from doing it.

  • Happy to hear that Twins won't be the next Skull Merchant.

    DS animation removal is fantastic.

    UW is still going to be incredibly annoying to play against, I'm hoping all the content creators dunk on it and people will not equip it due to herd mentality.

  • @SignedUp4PTBFeedback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703216#Comment_3703216

    Ok? What I catch from your responses is that you were gonna tunnel anyway no matter what and that you think DS is not powerful enough to deter you from doing it.

    The killer doesn’t know if a survivor has DS, so unless a very large percentage of players are using DS, then the killer is better of just picking players up and risking DS.

    The only way DS could actually be a tunneling deterrent, is if the killer knows which people have an active DS, so they 100% know if they could be punished if they picked up a survivor.

  • @Chocolate_Cosmos said:

    The good about Twins changes: they reverted all this horrible changes that shoudn't pass even to PTB. Would take one testing match to see this is not way to go.

    The sad about Twins changes: It took 2 years to do small QoL update.

    If you think about these changes for 5minutes you know that it would go that way. So they wasted 2 years (!) for nothing. Havent they seen that this would happen? If no, then bruh, sad. If yes, why wasting time doing this.

  • Nothing on Haddonfield? Wasn't it something that had something bad for both sides to something bad completely for one side?

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703220#Comment_3703220

    I agree they need ppl to test this stuff before it hits a ptb for the public to test it. I believe OW also does things like inviting streamers and others who play the game a lot to test changes before they hit live. I remember hearing back when Sombra had her rework ppl coming out and saying that the devs tested a lot of different ideas with her before they decided on what became the final rework version. If only BHVR did this with twins we would had a much better update for them than what we getting now, a 2 year QoL update.

    Yeah, something like that. I dont know how it is dealt in Overwatch, but it should not be streamed. Because "Work in progress" in DBD always translates to "The Devs promised", which is really not the case. So if people test stuff before the actual PTB, they should do it in private and not be able to leak it or show it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703226#Comment_3703226

    Yeah, something like that. I dont know how it is dealt in Overwatch, but it should not be streamed. Because "Work in progress" in DBD always translates to "The Devs promised", which is really not the case. So if people test stuff before the actual PTB, they should do it in private and not be able to leak it or show it.

    Oh no the streamers dont stream what they get to play or test. They are under an NDA and are just invited to try changes out and give feedback. Its not all streamers either i believe, I think the OW devs invite others who have a background in playing the game. At least this the impression I get since few streamer I watch talk about what they tested after their NDA ran out and the update has already went public.

  • [REVERTED] 7.7.0 Patch

  • Viktor can be used for a short period of time (40 secs).

    When the control on Viktor, everything the same with Charlotte, but Viktor cant be damaged, cant be countered by lockers (will down injured survs)

    Viktor dies when the control going back to Charlotte, or when the time has ended.

    Cooldown for ability 30 secs for example. Timings still in progress.

    As a result - slug gaming solved, disgusting playstyle with lockers solved.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086

    The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.

    If you guys want to address the unhooking spam, just keep the option for the hooked survivor to unhook themselves (first hook) even if a teammate is spamming the action, and leave the skill checks (2nd hook) running even if the unhook action is taking place. So even with the spamming unhook by the trolling teammate, you could just not hit the skill checks

  • @Olroth said:

    Viktor can be used for a short period of time (40 secs).

    When the control on Viktor, everything the same with Charlotte, but Viktor cant be damaged, cant be countered by lockers (will down injured survs)

    Viktor dies when the control going back to Charlotte, or when the time has ended.

    Cooldown for ability 30 secs for example. Timings still in progress.

    As a result - slug gaming solved, disgusting playstyle with lockers solved.

    Or just make Victor kickable within a 3 second window after a successful pounce by other surivors and not the survivor that was just hit and keep the other changes, Charlotte getting Haste and Victor Pinning down a survivor on a knockdown.

  • People seem to be forgetting that we're also getting an engine update to Unreal 5 (unless that's also been reverted?). That's pretty significant in my view, especially if it improves performance for the older platforms (but I guess we'll see about that). It also seems like the engine upgrade caused a lot of new bugs, which probably didn't help with other things this patch if they had to devote more resources towards fixing them.

    I don't have much else to say except that I actually don't think UW nerf is all that bad. Still seems decently strong to me and it's not at all a dead perk. I stopped equipping it on my Huntress. Eventually I just felt guilty running it as some Survivors seem to absolutely hate this perk in its current form and would give up early. With the nerf, hopefully I won't have that problem anymore.

    Although it's a bit sad that the Twins rework hasn't been a success, I'm glad the QoL changes will still go through. That's all I really wanted from a Twins update anyway.

  • Feels really, really small for an entire mid chapter update. Hopefully we still have the “recall Victor at any time”, meaning no longer can Victor be taken hostage. As well as the reduced stun on downing a survivor with them. If we have all that as well Twins should feel much better for newer players wanting to try them. Unfortunately just jumping in a locker will still be a thing though.

  • I'm gonna be honest, this is not gonna change anything, Twins players will still be the same. DS can be good now yeah but it feels like an underwhelming patch.

  • It should be extremely concerning that we're going into the 8th anniversary of this game and having almost an entire midchapter patch reverted from PTB. I don't know how you work on a game for 8 years and still can't do things like match an animation to not interfere with the actual perk duration or not realize massively buffing victor in that way was a mistake. This comes after blood moon needing to be adjusted which is certainly not the first time an event has had to be adjusted, I believe it was last anni they had to massively lower the community challenge numbers? Might have been the one before I don't fully remember.

    My main point is if this midchapter was an isolated incident that would be one thing but over and over we're seeing botched PTBs and events and I think we're way past the point where BHVR has any excuse to not be including and listening to the 5k+ hour players when they first plan these perk and killer changes.

    You know it's bad that one the best things to come out of this year was a billy rework that's literally just reverting an overheat mechanic nobody wanted in the first place.

  • @ChaosWam said:

    Can't wait for everyone to stack DS again so I'm forced to slug whoever bodyblocks/goats me into a chase post-hook. Ahahaha…

    Maybe I should learn more Nurse…

    pyramid head counters DS

    Can’t bodyblock with DS if they can’t use it in the first place

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703173#Comment_3703173

    It’s really not. There’s a clear and easy counter to it in slugging but of course everyone is like “I’m just gonna tunnel them out right off the hook it’s the only way!!”

    lol no, it’s just what you want to do to punish survivors for getting a buff to a perk you hate. 🤣🤣🤣 That’s how it always is here. Anytime a survivor perk gets a buff that they don’t like people decide to punish the survivors for using it. If that’s what you’re gonna do then do it, whatever. But let’s stop pretending that you’re only doing it because that’s the “only way to counter it now” when it clearly isn’t. Own up. 😆

    Kid named plot twist, you go down with DS, so either they slug and you get healed to full back or they pick you up and get DS, nice counter mate.

    However in that case the correct option is to eat the DS, and if Im being honest this change doesnt do much, why? Because you should normally tunnel the weak link, and pub warriors are so bad at the game even if they got a DS at a jungle gym they will go down in less than a minute.

    This change is incredibly unbalance for good survivors but since they are as rare as twins players for soloq its ok.

  • So we still get an unnecessary Adrenaline nerf, again a half-baked DS, another entirely trashed map. Devs never fail to undercut expectations.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703207#Comment_3703207

    Or I could just skip all that, and tunnel people off the hook, so I don’t need to deal with weaponized DS.

    It kinda seems like you were gonna do that regardless.

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