What do you think about the upcoming changes?
- GAME INFO
By PeanitsLast Updated: 3:55 pm
The next update features an especially large number of Perk tweaks & reworks on top of our usual Killer tweaks & new features. In this post, we’ll dig into each of the changes and share our reasoning behind them.
- [NEW] The Killer can now perform a Mori on the final Survivor without using an Offering.
- [NEW] Objects obstructing the camera during the Mori animation will fade away.
- [REWORK] Memento Mori Offerings have a new effect: Gain a large Bloodpoint bonus when performing a Mori on the final Survivor.
Dev note: When the Finishing Mori system was tested previously, many found it and the surrounding gameplay changes to have too large of an effect on the match. We have scaled back this system to better suit what players expected from it: Killers now have the option to kill the final Survivor if they so choose. This will provide some visual flair and create a satisfying end to a match.
Since this change would make Memento Mori Offerings obsolete, we have reworked them to instead reward the Killer with a large amount of Bloodpoints (based on their rarity) when a Mori is performed.
We have also added a new mechanic which hides nearby objects when a Mori is happening to prevent rocks, crates, and other things from rudely standing in the way so you can see these kills in all their glory.
Survivor Perks
- [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
- [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
- [REMOVED] Teamwork: Power of Two no longer has a cooldown (was 180/160/140 seconds).
- [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: This Perk grants a speed boost to both Survivors after healing as long as they stick together. This alone is pretty conditional, so we have removed the cooldown entirely and removed the added deactivation clause to simplify the Perk and make it feel better to use. We’ve also increased the range slightly to make it a little easier to maintain.
- [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
- [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
- [REMOVED] Teamwork: Collective Stealth no longer has a cooldown (was 180/160/140 seconds).
- [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: We have given a similar treatment to Teamwork: Collective Stealth: Healing and staying near each other is already quite the demand, so we have removed the unnecessary cooldown and health state conditions. The range will match other Teamwork Perks for consistency.
- [CHANGE] Now applies to Survivors within 8 meters (was cooperating on the same action).
- [CHANGE] Prevented failed Skill Checks now become Great Skill Checks (was Good Skill Checks).
Dev note: Corrective Action previously only prevented progress lost from other Survivors’ missed Skill Checks. This could be great when playing with a new friend, but not very useful for more experienced players. We have changed the result to a Great Skill Check to provide a marginal progress boost whenever the Perk activates, giving it some value in higher end matches.
- [CHANGE] Increased aura reading duration to 6/8/10 seconds (was 3/4/5 seconds).
- [REMOVED] Removed range requirement.
Dev note: This Perk previously required you to be within 32 meters of the Survivor who loses a health state, meaning you would often know where the Killer is anyway. We have removed this condition: This will make Inner Focus a useful tool for keeping track of the Killer’s whereabouts regardless of where they are in the map.
- [CHANGE] Increased healing speed bonus to 150% (was 100%).
Dev note: Survivors aren’t left in the dying state often, so we want to make sure this Perk is effective when the situation arises.
- [REMOVED] Endurance effect no longer needs to be activated.
- [NEW] Added a 30 second cooldown to the Endurance effect.
Dev note: The Endurance aspect of the Perk made the Perk overly complicated to make use of, so we have replaced this with a cooldown instead. This cooldown only applies to the Endurance effect, not the healing speed increase.
- [NEW] When you first start repairing a generator, see the Killer’s aura for 6 seconds.
- [CHANGE] Increased duration to 10/12/14 seconds (was 6/8/10 seconds).
Dev note: To make Poised more appealing, we’re introducing a new effect in addition to the original one: When you first start repairing a generator, you’ll see the Killer’s aura. This will help keep tabs on where they are throughout the match.
We’ve also increased the duration of the original effect to help you cover more ground without leaving tracks.
- [CHANGE] Blood Rush now activates for 40/50/60 seconds after being unhooked (previously activated permanently when you were one hook away from death).
- [NEW] Blood Rush now deactivates upon performing a Conspicuous Action.
- [NEW] Blood Rush now deactivates when the exit gates are powered.
- [REMOVED] Blood Rush no longer heals or provides the Broken Status Effect.
Dev note: This Perk had a lot of effects and an equally strict set of conditions. We have simplified it to focus on the Exhaustion recovery which tended to be the main appeal for the Perk.
To allow this effect to happen more often, Blood Rush now activates for a set duration after you are unhooked. Killers will want to be careful not to chase Blood Rush users after they are unhooked since they will be harder to catch. This effect will be disabled if the Survivor performs a Conspicuous Action or if the exit gates are powered.
- [NEW] When chased, see the auras of other Survivors.
- [NEW] Quick Gambit now has a 60 second cooldown upon losing a health state.
- [CHANGE] Reduced repair speed bonus to 3/4/5% (was 6/7/8%).
- [REMOVED] Repair speed bonus no longer has a limited range.
Dev note: Quick Gambit previously required Survivors to lead the Killer toward the generator in order to get any benefit. This was very risky and often resulted in the Killer chasing those Survivors instead. This Perk no longer has a range requirement and now shows the auras of other Survivors so you can do the opposite – keep the Killer away from them!
To balance this out, Quick Gambit will now go on cooldown upon losing a health state, making it more challenging to keep active and providing the Killer a way to play around it.
- [REWORK] Distortion no longer has tokens and instead deactivates once used until the next time you are chased.
- [CHANGE] Increased duration to 8/10/12 seconds (was 6/8/10 seconds).
Dev note: Distortion counters a lot of Perks & Add-Ons. The token system and recharge mechanic makes Distortion far too effective and allows Survivors to go unseen for the entire match.
To limit its effectiveness, we have removed the token system and made it so Distortion only reactivates upon being chased. We have extended the duration slightly to help account for longer aura reading effects to compensate.
- [CHANGE] Now suppresses grunts of pain and pools of blood as long as you are in the locker. This effect lingers for 30 seconds after exiting the locker (was 10 seconds after entering).
- [REMOVED] No longer reveals Survivors or generator auras.
Dev note: Lucky Star’s short duration often meant it would wear off before the Killer left the area. It will now stay active as long as you are in the locker and linger for a set duration after you leave.
Killer Perks
- [REWORK] Anytime a Survivor loses a health state, they suffer from the Exhaustion for 6/7/8 seconds.
Dev note: Genetic Limits previously affected Survivors who healed, which often lead to the Exhausted effect expiring before they could be chased. It will now apply to Survivors who lose a health state instead, but with a shorter duration. This will provide more consistent value, though skilled Survivors may be able to outlast the effect.
- [REWORK] When a Survivor performs an unhook, their healing speed is reduced by 30/40/50% for 30 seconds.
Dev note: Leverage used to gain strength as the match went on. This made Leverage ineffective early on, often only becoming effective when the match was nearly won anyway. We have reworked it to be much simpler and provide consistent value. Leverage now discourages Survivors from healing directly under the hook.
- [REWORK] THWACK! now starts with 3 tokens. Gain 1 token upon hooking a Survivor. When breaking a pallet or breakable wall, consume one token and cause Survivor within 24 meters to scream and reveal their location for 3/4/5 seconds.
Dev note: THWACK! used to only activate once per hook, leading to it often being wasted. By introducing tokens, Killers can store these uses for later and potentially use it more than once in a chase.
- [CHANGE] The most recently damaged generator becomes Compromised.
Dev note: Machine Learning previously required you to damage one generator to activate it, then another to Compromise it. This made it awkward to use. To simplify this, the most recently damaged generator will always be Compromised. Only one generator can be Compromised at a time.
- [REMOVED] Deathbound no longer has a distance requirement to activate.
- [REMOVED] Deathbound no longer has a duration and instead deactivates when the healer is hooked.
Dev note: This Perk’s range condition made it inconsistent to use. To simplify it and give it a nice boost in strength, we have removed both the range requirement and the duration.
- [REWORK] When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, their aura is revealed for 6/8/10 seconds.
Dev note: Revealing pallets and windows was much less useful for Killers than Survivors since the Killer is present every time a pallet is broken. We have reworked this Perk to instead reveal Survivor auras near dropped pallets. This will provide some useful info during a chase and allow for some interesting mindgames.
- [CHANGE] Now applies only to the first Survivors who stops repairing a generator.
- [CHANGE] Increased duration to 40/45/50 seconds (was 35/40/45 seconds).
Dev note: Dead Man’s Switch provides a very powerful effect but can sometimes get out of hand when combined with other Perks. We have changed it to activate only on the first Survivor who stops repairing to limit how powerful it can be and increased its duration to compensate.
- [REMOVED] Blood Echo no longer has a cooldown.
- [CHANGE] Reduced duration to 20/25/30 seconds.
Dev note: Blood Echo previously had a long cooldown. This felt unnecessary since the requirement of hooking a Survivor itself spaced out its activations. This has been removed, allowing the Perk to activate more frequently, and reduced the duration slightly to compensate.
- [REWORK] The last 3/4/5 vaults which Survivors rush vault are blocked by The Entity. This lasts until the hex totem is cleansed.
Dev note: In vault-heavy areas, it was possible for Survivors to outlast the effect by linking together multiple windows. Going forward, the most recently vaulted windows will be blocked until the hex is cleansed.
- [REWORK] When a Survivor escapes a chase, reveal their aura for 6 seconds. This Perk then goes on cooldown for 60/50/40 seconds.
Dev note: Predator has always caused mixed feelings; some feel like tighter scratch marks make tracking easier, others find it makes finding Survivors harder. We have given this a new effect which will be more useful for all.
Those struggling to keep track of Survivors will find Predator handy for giving them a second chance, meanwhile more experienced players may find some use by intentionally breaking chase.
Killer Updates
- [CHANGE] Decreased Hindered penalty when scanned by a drone to 5% (was 10%).
- [REMOVED] The Skull Merchant no longer gains Haste when scanning a Survivor.
Dev note: These two effects combined to create a huge speed difference between the Killer and Survivors. We have removed one and toned the other down to a fairer level.
- [CHANGE] Reduced number of drone scan lines to 1 (was 2).
- [CHANGE] Drones are now always in their active state.
- [CHANGE] Drone scan lines are now invisible beyond 16 meters.
Dev note: Being unable to see drone scan lines made them very difficult to play around accordingly. Scan lines will now always be visible when nearby and invisible when out of range. Additionally, we have reduced the number of scan lines per drone to allow for more counterplay.
- [CHANGE] Decreased time before Overdrive starts to dissipate to 8 seconds (was 15 seconds).
- [CHANGE] Decreased Overdrive movement speed to 11.5m/s (was 13m/s).
- [CHANGE] Decreased Overdrive charges gained while revving and sprinting to 1.5/second (was 2/second).
- [CHANGE] Increased Chainsaw missed attack cooldown to 2.7 seconds (was 2.5 seconds).
Dev note: It’s been great seeing The Hillbilly’s rise in popularity! Now that he’s had some time to settle, we’ve identified a few aspects of his new Overdrive mechanic that could use some fine tuning.
Overdrive tended to kick in very frequently, staying active for a large portion of the match. These changes will make the Overdrive mechanic a little less common and provide less of a speed boost when it is active.
We’ve also increased the missed attack cooldown slightly to make it harder to follow up a missed Chainsaw with a basic attack.
- [CHANGE] Increased Victor’s cooldown when crushed to 20 seconds (was 15 seconds).
- [CHANGE] Increased cooldown after Victor downs a Survivor to 3.2 seconds (was 2.7 seconds).
Dev note: Following their update earlier this year, The Twins saw a sharp increase in lethality. To keep them in check, have slightly increased how long it takes for Victor to recover after downing a Survivor. We have also slightly increased how long it takes for Victor to become available after being crushed by a Survivor to make it more impactful when a Survivor manages to pull it off.
- [NEW] HUD update to display Teleport cooldown & Hallucination spawn time.
- [CHANGE] Movement speed now decreases sooner when charging your Power.
- [CHANGE] Increased teleport recovery speed by 15%.
- [CHANGE] Adjustments to Blurry Photo and Vanishing Box Add-Ons.
- [CHANGE] Improved visual and audio feedback when using UVX.
Dev note: We tend to revisit Killers a few months after they release and see if they need any balance changes. It turns out The Unknown is already in a pretty good spot and is well liked by players, so that makes our job easy this time around!
Tapping the Power button can postpone a Hallucination from spawning, but to a Survivor it appears as if you’re about to launch UVX. This forces Survivors to constantly dodge and lose distance without slowing down the Killer. We have reduced the window before the Killer slows down while charging their Power. This will make it harder to tap the Power button without slowing down while focusing on a chase.
We noticed that the Blurry Photo Add-On is a fan-favourite, so we have incorporated part of its effect into the basekit and toned it down to compensate. This will allow more freedom to experiment with other Add-Ons without missing out. We have also toned down the Vanishing Box Add-On which was on the stronger side, by adding a tradeoff increase to Hallucination spawn time.
Lastly, we’ve improved the VFX and SFX when using UVX (that’s a lot of X’s). This doesn’t affect balance, but will make it clearer to newer Unknown players that hitting Survivors with the blast is how you apply Weakened and deal damage, not with airborne hits.



















































Comments
I made a post about all the Aura Reading perks for both sides. You're welcome to take a look if you're interested.
Also @Peanits I think you and all the other devs should take a look. And with the latest PTB where you are gutting Distortion, and then adding 2 MORE Aura reading opportunities for Killers, a bit severe, don't you think?
https://forums.bhvr.com/dead-by-daylight/discussion/425174/to-devs-distortion-and-aura-reading-very-long-post#latest
Correct! Your health state would not matter.
Yippee! :D
if a player has sprint burst 99%, For the people and We're gonna live forever, a survivor can die under pallet, be picked up in front of the killer during attack cooldown and then killer is pallet stunned not allowing killer to hit the person.
And the Devs didn't see this as problematic… why?
We really do not need instantly recharging Lithe twice in a chase just because someone got off the hook recently. There's too many times where sometimes the only person a Killer can find has JUST gotten off hook through no fault of their own, and not for lack of trying.
And this is the LEAST problematic buff this update. When are you and the other Devs going to STOP kicking all strong Killer perks in the metaphorical nards, and start giving Killers a means to control matches that now fly super fast? When are we going to see a reduction to perks, items, and tools Survivors ONLY use to genrush?
Can DS get nerfed back down to 3 seconds? The new Blood Rush is a much healthier anti-tunnel perk than DS, because survivors can't weaponize the perk against the killer like they can with DS.
I keep seeing survivors weaponizing DS against me with aggressive bodyblocking, and I would much rather them use Blood Rush, since that is an actual anti-tunnel perk.
@Peanits
This question isn't directly in relation to the changes seen this patch, but rather seeking information on what hasn't been in any recent patch notes. Many of us Pig players have been wondering where her RBT has gone in lobby. The beartrap Amanda holds in lobby has been missing for many months now, coming up almost on a year. Many patch notes have passed with no fixes yet. This issue has been well documented, reported in the bug section, and we still have no word on any updates on if/when fixes are coming or any official acknowledgement. Is there any information you can share with us here or at least alleviate some of our concern on this pesky visual bug?
Here is a photo with it in her hand in lobby before and missing from her hand after.
Before:
After (Missing RBT):
Thank you for your time in advance if you do end up responding to this.
I mean just like Twins, they can't fix bad design. The parts of the bad design that are fixable have (partially) been addressed. The only exception IMO is the single drone scan line. I don't think that is the right move, and I would welcome the double scan back if all the other problems are addressed. As a temp nerf though, I think its fine (as long as it remains temporary).
I think the problematic lockdown is accommodated by the auto-reset. If they add manual resets, then I think that is a two-birds one-stone fix. The problem is too many Killers aren't fun at all for Survivors. I just can't be bothered if a Killer that isn't fun for Survivors isn't fun for the Killer at the same time.
As far as 'every SM is doing this to ruin people's lives', it is hyperbole, sure, but rooted in truth. I don't play Nurse (barring tomes/dailies), because I know how unenjoyable it is to go against her. If I know how much of a bad time I am subjecting others to, and make that conscious decision to still go through with it, then it has to be intentional. The problem is most SM's I go against 'earn the hate' because they bleedout for the 4K. Its hard to think someone isn't going in to be a jerk, when everyone else putting on that same pair of pants acts the same negative way.
Deathbound may have the unintentional consequence of never deactivating if the killer intends to slug everyone instead of hooking?
Please just let yellow mori be removed as an offering and the others the same, we don't need to make mori's more rare. People will play dirtier to make sure they get to see them and the fun ones that people like seeing and being a part of like Ghostface's will barely happen or no one will be able to meme about it.
100% my thoughts
you think every killer sucks so ofc you think that
while it is bad design, what I’m talking about right now is there very poor mishandling of balance, rather than fix any of her issues, they decided to gut her in the hopes people would stop playing her, and focus on a rework in 1-2 years. It’s awful and hostile balancing, and I want a refund on my blood points
Like I said, they are fixing 2/4 of her issues. Now she just needs sound cues in stealth, and Drones to require a manual reset.
If they kept her in as is, I'd want a total refund of all the money I've spent on the game, and this 'hostile balancing' is much less detrimental than the alternative.
I actually put in a support ticket for a Meg skin refund way way way back when they changed her character model, and they said (basically) since it was a live game, they can do WHATEVER they want, and we just have to deal with it, too bad so sad.
My honest advice is quit spending money/time before things get worse, because in my time with the game, it (net) largely has.
fixing an issue would require her to be in an atleast usable state, not one where her kneecaps are broken, and using her power makes her actively weaker in chase. Keeping the hindered at 10%, adding sound cues to when she places a drone, KILLING THE HASTE, allowing survivors to remove scans via hacking and a making it a single scan line and there you go, a C tier killer, no need for a rework, but this isn’t health design, she was an unhealthy killer but doing this feels like a slap in the face for anyone who invested any amount of blood points into her, I want my blood points back, if they plan to leave her in a near unusable state, while keeping everything that made her toxic was the worst case scenario.
Also, I am sorry about your meg, you deserve a refund.
The problem with her Hindered is that it currently provides 60% total, compared to Clown/Freddy's ~45%. They could either halve the strength or duration of the Hindered, and they chose the strength. I would accept the duration instead of stregth, but both provide the same total value over time.
I play mostly Ghostface, but also Trapper/Clown/Legion/Dredge/Myers/Singularity are among my most common. These 'unsuably bad' Killers aren't remotely that bad, and SM would still be better (than them) even with the 4 categories of nerfs she honestly needs. I can still get 74% winrate before the gens pop, not even counting endgame wins. I actually really wanted to add her to my repertoire, but I also don't play Spirit or Nurse because I hate annoying people to that extreme. Hopefully she becomes not annoying to go against, then I can enjoy her on both sides, instead of not at all.
see the problem with 5% Hindered is that it comes at the cost of bloodlust, and the thing is, the killer have 5% speed is WAY better than the survivor having 5% hindered, the slow she applies is way too weak to warrant using her power.
My understanding of Bloodlust is that it only would drop if you throw out a new Drone. If they get scanned from an already existing Drone, it wouldn't drop, say an existing Bloodlust 2. I don't have SM gameplay recorded from the Killer end, so I can't double check (and bots don't help test such a specific circumstance as this); but I'm pretty sure you can still accrue Bloodlust no problem while also benefiting from Hindered.
you see, normally that wouldn’t be a problem since with 2 scan lines it’s impossible to dodge (which is problematic) I actually like the single scan line because it forces skull merchant players to use… actual skill, not as much as huntress, or spirit, but actual skill in terms of timing and placement of the drone, and timing when it comes to switching directions, it requires actual zoning skills and line ups rather than the spit out the drone playstyle. Removing a scan line actually a REALLY good change, however, due to the single scan line, dodging it is really easy, and every time you switch you reset bloodlust (last I tested, it’s been awhile since I played SM tbh)
This brings me to my issue, she is still absolutely a noob stomper still, they didn’t fix any of the issues that made her toxic, they just made her chase weaker.
I mean any Killer with on demand stealth doesn't need a chase feature as well. Stealth (when used correctly) is an alternative to chase, that changes the formula from 'how much time did this save in chase vs powerless M1 chase' to 'how much time spent taking an alternative path was lost to guarantee a hit'. Many times as Ghosty, I spend ~8s extra for a stealthier route, and it saved me my ~20s for a normal chase hit. That's a 60% efficiency increase of lethality, from proper use of stealth. Heck, even if I'm bad and it only has a 50% chance of success, it still works out over time. I spend 20+8 on failed stealth 1, and +8 on successful stealth 2, for 36s vs 40s of 2 normal 20s chases.
Mori changes were both unnecessary and unwanted. They're not nearly as bad as the previous iteration, and I'm happy we aren't getting the whole slug situation with ruined DH and Rancor again. But they're still pointless negative changes, and I don't get why mori offerings themselves are being changed into yet more bloodpoint offerings, which will be vastly inferior to puddings simply because they are conditional. A pudding is a guaranteed extra 20-35k - even when a killer performs badly, they'll score near 20k. If a killer nails the round, that'll be closer to the 40k ceiling. So if an offering is only going to give me bloodpoints if I get a 4k, it better be giving me double that.
Just scrap the offering changes and it'd be fine. Let me use an ebony to mori all four survivors, whether I want that because I want to deny DS and pallet saves, whether I want that to show off the new killer's mori to everyone, or whether I want that because I want a survivor to come play Bardic Inspiration while their teammate gets stabbed.
RIP to prop mori kills, sometimes survivors crawling under a table and getting dragged out or getting roasted over a fire barrel was what made the mori great.
Distortion was overnerfed. Changing it so that tokens recharge in chase would have fixed every actual problem with the perk - survivors religiously avoiding aggro all game. The fact that Distortion actually worked to counter aura perks was not a problem.
I don't mind DMS getting nerfed? I guess? Not sure how I feel about this one. Removes room for killer synergies, which is a shame, but at the same time, I won't really miss it.
The perk buffs mostly look good, and I'm excited to try the new Crowd Control in particular, but I don't really get what's going on with Blood Rush now. And Zanshin Tactics sounds overpowered. There's no cooldown on it? Just 10 seconds of wallhacks every time the survivor goes near a pallet? There are way too many killers nowadays who can hit over pallets that can use this info without any opportunity cost.
if I can be completely honest, as much as I like skull merchant, she could do without the stealth, it’s absolutely not needed, and it’s only there cause the original, the WAY original part of her kit included stealth (for some reason) same as the haste, there is no reason skull merchant needs the stealth, it’s clunky and unnecessary, and it conflicts with a perk that genuinely makes her pretty good.
They need to scrap the haste and undetectable, it doesn’t work, it just doesn’t fit her kit at all.
I mean her entire kit is cobbled together with scraps and duct-tape. That's kinda why we are where we are now. If they actually had a good idea for the Killer beyond 'area lockdown' from the onset, she never would have been a problem. They have scrambled to make her a stealth Killer and a loop denial Killer and a Chase Killer all while keeping the area lockdown aspect, and she just needs 1 focused vision.
The problem is also since she was drawn and quartered in 4 different directions, that you get fans of her right leg, pulling against the fans of her left arm, pulling against fans of her left leg, pulling against fans of her right arm, all cheered on by people who just want her dead, leaving her a mangled mess of poor design. There is no making her whole, since too many people want different things out of her.
I feel the exact same way about the Moris. It could be me but I’m not seeing a lot of enthusiasm for the new Mori system.
you know what she could really use? Focus, she does way too many things and it’s overwhelming for survivors, take out the stealth, take out the haste, and focus on the Claw traps and the hindered, focus on rewarding good placement, and good timing when switching, focus on what makes her good, and clean up the clunkiness.
Live service games suck imo and are the ruination of the gaming industry. Now if days gamers don't own nothing, pretty much every thing we spend our money on can be taken from us in a second. Developers can get away with anything with no consequences bc their game is "live service" I miss the days of the PS2 and 360 man…
Bringing the radar up to 4.6 from 4.4 to remove the self-slowdown would help in that regard. That way in a sense she partially is getting that 5% haste back in another form. I'm not even against her having stealth, its just everyone with basekit stealth has sound cues other than her, and that is a horrible design flaw. If she had a sound cue, her stealth would be fine.
I'm with you there. Completed games on release. Plus all the couch co-op games that were good from playing with a friend alone.
she doesn’t lose speed using the radar?
The wiki says it slows her down to 4.4? Maybe they didn't keep up with previous patches, and I can't visually tell the difference very effectively. Oh nevermind, they left the original power information on the same page and I control-f'ed 4.4 from memory, my mistake.
DMS is over nerfed. Skull Merchant is slaughtered.
DMS got buffed? yeah it only activates on 1 generator, but now its gonna be INSANE with pain res
Finisher Mori is ass.
Just turn the yellow basekit and THAT'S IT!
forgot to add up to my statement, Zanshin and Predator rework should definitely not reach live servers. Perma aura reading on loops is just nuts
I don't think there can ever be enthusiasm for such a system. It just seems so wrong, so…Un-DBD. Maybe it's just me, but I believe if it isn't broke, don't fix it.
i win a lot so probably
actually i just realized ts because i usually use that perk as survivor
I think most the changes to perks are great. There are valid concerns about corrective action that should be looked at before it goes live. I'm not a big fan of changes to Skull Merchant. I'm good with making it so the killer can freely mori the last survivor. That just makes logical sense. But I think the green and iridescent mori should still work like they used to. I don't see why it has to be one or the other. These things I don't agree with aren't deal breakers for me though. I rarely play skull merchant or use mori offerings.
When I'm playing killer, I would be thrilled if all 4 survivors ran Quick Gambit. I can think of a lot worse perks to go up against.
I’m ok with most of the changes except for Distortion. I always felt like Distortion should have started you out with 5 tokens instead of 3. Needing to be chased now in order to get another use out of it, kind of kills the perk. The amount of aura reads that will be given off you in a match, does not justify utilizing a spot to equip it. I don’t agree with the assumption that players can go all match without having their aura read. Only way that is happening with 3 tokens is if the player was purposely seeking out the killer’s terror radius to keep it recharged; who does that?
I don't care about most of the changes, but the Mori being changed to once per match needs to be put in the trash. Make yellow mori basekit and then leave green and iri skulls alone.
Overall pretty solid.
I think it's amazing that they're finally giving some serious attention to the worst and least used perks in the game on both sides. And despite what people think, the Twins and Hillbilly nerfs were warranted as they are both very strong killers, even if Twins are still unpopular.
But SM was nerfed way too hard, Hillbilly didn't need his boots addons nerfed, and some perks will probably be a bit too strong. I get the idea behind the finisher mori and mori offering changes, but the way they are in the PTB now is not good.
BHVR are listening to feedback and have commented on a few of these controversial changes in the forums, and I'm sure they'll fix the biggest issues before it hits live. I'm looking forward to it.