Developer Update | May 2025

PTB_DeveloperUpdate_May2025.png

Click here for Português Brasileiro, 简体中文, 日本語, and Español.

The 9.0.0 Update will be here before we know it, so it's time once again to take a look at the notable gameplay changes you can expect from tomorrow’s Public Test Build. As with last time, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

Read on for all the details:

NEW FEATURES

Going Next Prevention.png
  • Added a system to identify whether a Survivor’s sacrifice is an intentional attempt at “going next”.
  • If a player is identified as intentionally “going next”, they will receive a Disconnection Penalty Point.
  • Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
    • Slippery Meat perk
    • Up the Ante perk
    • A Luck offering
  • Added “unlocks the ability to attempt to unhook yourself” effect to Luck offerings.
  • Survivors are no longer instantly killed after two struggle skill checks pass without any input.

Please note: The Disconnection Penalty system is not active on the PTB, so certain facets of the “going next” penalization will not be available to test.

DEV NOTE: We’ve made the above changes in order to tackle “going next” from two directions: penalizing repeat offenses and limiting exploitability of self-unhooks. By restricting early-match self-unhooks to specific perks and offerings, this still allows players to work it into their strategy while limiting cases where it’s used in bad faith.

Extreme Hiding Update.png
  • Updated AFK detection system.
  • Reminder: If a player is considered AFK crows will gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
  • Once a Survivor has 3 crows following them, they lose collision with other players.

DEV NOTE: With this updated system, we’ve adjusted how the game identifies players who have stopped contributing to a match. While the crow system largely functions as before, an additional effect at 3 crows prevents Survivors from intentionally griefing teammates with body blocking, while also preventing the Killer from holding Survivors hostage.

Bloodweb Spending Improvements.png
  • Added an Auto Bloodweb button which allows you to set how many levels you want to automatically progress through, Bloodpoints permitting.

DEV NOTE: It’s no secret this is one of the most common community requests, so we’re excited to put this in your hands! It’s what it says on the tin, so check out this GIF. Even better, we’ve removed some recurring pop-ups after you see them once to make your time in the Bloodweb even more snappy.

BloodwebSpendingImprovements.gif

Mori Update.png
  • Updated the Mori system so that it can now also be activated when 2 or more Survivors are dead, and the following occurs:
    • The second-last Survivor is Hooked and on Struggle Phase
    • The final Survivor is in one of the following states (Healthy, Injured or Dying)

DEV NOTE: With this change, Killers will be able to activate their Mori earlier – so long as victory is assured – removing the need to wait for any hooked Survivors to be Sacrificed. This will let players on both sides get back into the action sooner.

Map Offering Updates.png
  • Map offerings grant a flat percentage chance of being sent to the associated Realm. This chance is no longer a guarantee.
  • Map offerings no longer stack their effects.
  • Map and gameplay-affecting offerings are treated as secret during the loading screen reveal.

DEV NOTE: By making map and gameplay-affecting offerings secret on loading screens, our intention is to preserve the element of surprise, preventing the opposing role from starting the match with knowledge of your strategy.

Spawn Rules Updates.png
  • Adjusted the following spawn rules:
    • Survivors spawn as close together as possible
    • Survivors spawn on the same floor (where applicable)
    • The Killer will not spawn at the center of small maps
  • Changed the name of Shroud of Separation to Shroud of Vanishing and changed its effect to nullify offerings that change Survivor spawn locations.
  • Changed the name of Shroud of Binding to Shroud of Separation and changed its effect to spawn Survivors apart from one another.

DEV NOTE: With these changes to spawn rules, players will find their spawn locations to be more consistent when not affected by offerings.

We also know certain Shroud offerings have historically worked counter to what each role might want, so we’ve adjusted them to better line up with these expectations.

Gamma Adjustment Setting.png
  • Added a Video category to the Graphics Settings menu.
  • Added a Brightness setting to the Video category to adjust Gamma.

DEV NOTE: Dead by Daylight is a game that relies heavily on the play between light and dark, which can be difficult to strike a balance between when playing on console, given the more limited options available. To help alleviate this, we’ve added a setting for adjusting Gamma, which gives players more control over how light and dark elements are displayed.

GammaSetting_Menu.png GammaSetting_Lowest.png

Lowest Setting

GammaSetting_Highest.png

Highest Setting

Custom Match Improvements.png
  • Increased spectator slots in Custom Game to 5.
  • Added hotkey inputs to Custom Game spectating to quickly switch the view to a specific character and cycle through character views one-by-one.
  • Added controller support for the above improvements.

DEV NOTE: Not only is Custom Match a way to easily play with friends, it’s also a valuable tool for coordinating tournament play. To help streamline its use in these environments, we’ve added hotkey support to various methods of view-switching to make casting on-the-fly even easier. Plus, with increased spectator slots, tournament organizers have the option to give viewers visibility of all players in a match at once.

Even better, we have more improvements coming to Custom Match in a future update. Stay tuned for more on this!

KILLER UPDATES

The Artist.png
  • Adjusted several Add-Ons.

DEV NOTE: Overall, The Artist is in a solid place balance-wise and boasts useful add-ons that meaningfully change how her kit works. To encourage even more pick variety among these, we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

Stay tuned for the patch notes for specific details on these changes.

The Lich.png
  • All of The Lich’s Spells are available at the start of a Trial.
  • Reduced cooldowns of all Spells.
  • Dispelling Sphere's projectile moves quickly when first cast and slows down over time.
  • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere.
  • Increased the attack cooldown period after Fly ends.
  • Increased the duration and movement speed of Fly.
  • Adjusted Mage Hand hold time to make it consistent for both Killers and Survivors, resolving a known bug.
  • Increased the effects of Magic Items when casting the associated Spells.
  • Adjusted several Add-Ons.

DEV NOTE: For The Lich, much of his power focuses on providing utility over reliably injuring Survivors. We’ve adjusted his four Spells to increase the frequency with which they can be used to ensure there’s more spell-slinging, while quality-of-life adjustments help make these Spells feel smoother to use.

On the Survivor side of things, we also wanted to ensure Magic Items feel like more viable options for countering each Spell, so we’ve buffed them slightly.

PERK UPDATES

Killer Perks.png
  • Updated Call of Brine
  • Updated Dark Devotion
  • Updated Hex: Retribution
  • Updated Machine Learning
  • Updated Superior Anatomy
  • Updated Terminus
  • Updated Thrilling Tremors
  • Updated THWACK!

DEV NOTE: We’ve adjusted values on the above perks which boasted lower pick and kill rates to introduce small buffs to increase their viability. Stay tuned for the patch notes for specific details on these value changes.

Survivor Perks.png
  • Updated Botany Knowledge
  • Updated Champion of Light
  • Updated Counterforce
  • Updated Desperate Measures
  • Updated Empathic Connection
  • Updated Exultation
  • Updated Light-Footed

DEV NOTE: Similar to the above, we updated values on some perks with lower performance, introducing small buffs. We’ll share the exact values in the coming patch notes.

Until next time...

The Dead by Daylight Team

Comments

  • @MaddieMage said:

    So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.

    Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.

    I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?

    Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.

    Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.

    Sorry, but the 4% is a stupid idea from the start. It made sense when the game was more immersive but now its just a RNG chance to screw a match. Imagine a 4% chance of reducing a gen progress by 40% for every kick?

    If you really want to jump out of the hook yourself, run Deliverance.

    I hope they just chance the "luck offering parts" - maybe rework luck completly - since probably people on SoloQ will run luck offerings to kill themselves on hook if they feel like it.

  • Is the Blue colour on perks, items, etc being reverted? Many people do not like it and there were many complaints about this..

  • @foomongus said:

    https://us.v-cdn.net/6030815/uploads/HCY7CEILJ3XK/bloodweb-accesabilityt-cahnges.png

    So we are gonna see what the interaction behavior changes are in the stream?

    That's already a part of the game. Has been for a long time lol.

  • Amazing update, its what so many players have been dreaming of for many months 😄

  • @WhoSoup said:

    There's a lot of confusion from other people regarding the new mori conditions. It says the second survivor has to be "healthy, injured, or dying" for the finisher mori to activate. Some people are interpreting that as the killer can mori a healthy survivor. I assume it's just awkward phrasing and of course they have to be downed to be mori-able. Can you please clarify?

    Of course they have to be in the dying state still. All it says is it activates when there's 2 people and one of them can't do anything anymore.

  • "Go next prevention" is a massive buff for killers, again….

  • What exactly is go next? I'm slightly confused.

    Thanks!

  • It was so easy to implement the true go next prevention

    Leave the hook timer separated from the "kobe" timer. Each survivor has 3 chances to self unhook without changing anything on the hook timer
    During 2nd phase, just remove skill checks. If the survivor is on hook and the gates are opened or there are 2 survivors left, they can press a button to instantly die

  • overall this seams good but two things i find really wierd/bothersome

    1. removing 4% at all seams stupid. If the go next prevention worked as intended this is unnecessary
    2. Am I understanding the Mori update right that i can just Mori the fourth survivor after i hooked the third? Is Hatch just not an option now? What happned to the end game collapse for the last survivor? It says the Mori works when the last survivor is in the healthy state. Or does that one just not end the game than? Some clarification is definitely needed this is worded extremely scarily and makes me worried.
  • @DefiantEnd said:

    What exactly is go next? I'm slightly confused.

    Thanks!

    For example, if at the very start of the match your teammate Dwight is found by the killer, chased, downed and hooked, and they immediately start trying to unhook themselves with the intention of getting out of the game. And in struggle phase they deliberately miss skillchecks to speed up the sacrifice. That's the core of 'going next' that's being addressed here.

  • Oh ok! Thanks for clarifying that. I'm a newer player so wasn't sure.

    I look forward to trying it all out!

  • How exactly does having map and (presumably) shack offerings benefit the game in any way? I don't see how this change is good in the slightest.

  • Call of Brine is getting adjusted?

    Best update.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932573#Comment_3932573

    I am afraid too.

    Start the chanting, we have to manifest that only good will come from this change!!!

    It also surprises me that Artist's addons get a change before rather more problematic/stronger ones that have zero counterplay like three blink Nurse or speed Blight.

    My hope is they rework Matthias Babyshoes and leave Severed Hands alone. Also buffing/rework the less better ones. But it could be the complete opposite of just nerfing Severed Hands and buffing useless addons that rather need a rework.

  • Going next is annoying but the "remedy" brings many side-effects that are worse than the problem itself.

    1. It slightly buffs proxy-camping - not even 4% shortly before second phase
    2. It completely obliterates any chance in 3v1 where one is on hook, second is slugged, but third is in chase
    3. Allowing mori in 2v1, where one is hooked completely disables sneaky Unbreakable plays and the survivor can't unhook himself if on first hook.

    There might be more situations, where it is completely valid to "Kobe". I really hope BHVR take a BIG second look at these changes.

  • Why have an offering to allow survivors to spawn separate from each other when you've already recognized the large advantage it provides?

  • @ChaosWam said:

    Call of Brine is getting adjusted?

    Best update.

    Agreed I used to use that perk all the time when it first released, then everyone else jumped on board used it with overcharge and got it nerfed into oblivion.

  • @ThatRyanB said:

    This is something we'll be keeping an eye on, so I appreciate you flagging it as a concern on your end.

    Will we still have the option to spend bloodpoints as we do now?

    I like to select things I want, then use the auto spend for the rest of the web.

    Is bulk spending replacing this, or is it an additional option?

  • These changes look fantastic, but sadly I will keep bringing luck offerings, I’m sorry but I’m not playing against Blight as a soloQ player until you reign him in, it’s laughable that The Ghoul gets a power reset on pallet breaks and Blight doesn’t, it’s laughable Blight gets 5 rush attempts with an 8 second cooldown yet Chucky gets one dash attempt every 12 seconds. Every update I hope to see Blight the jack all trades master of many get toned down.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/5E4ME0778CYD/ptb-developerupdate-may2025.png

    The 9.0.0 Update will be here before we know it, so it's time once again to take a look at the notable gameplay changes you can expect from tomorrow’s Public Test Build. As with last time, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

    Read on for all the details:

    NEW FEATURES

    https://us.v-cdn.net/6030815/uploads/SIFI31WCV1HH/going-next-prevention.png

    • Added a system to identify whether a Survivor’s sacrifice is an intentional attempt at “going next”.
    • If a player is identified as intentionally “going next”, they will receive a Disconnection Penalty Point.
    • Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
      • Slippery Meat perk
      • Up the Ante perk
      • A Luck offering
    • Added “unlocks the ability to attempt to unhook yourself” effect to Luck offerings.
    • Survivors are no longer instantly killed after two struggle skill checks pass without any input.

    Please note: The Disconnection Penalty system is not active on the PTB, so certain facets of the “going next” penalization will not be available to test.

    DEV NOTE: We’ve made the above changes in order to tackle “going next” from two directions: penalizing repeat offenses and limiting exploitability of self-unhooks. By restricting early-match self-unhooks to specific perks and offerings, this still allows players to work it into their strategy while limiting cases where it’s used in bad faith.

    https://us.v-cdn.net/6030815/uploads/58VIEBM6PWNF/extreme-hiding-update.png

    • Updated AFK detection system.
    • Reminder: If a player is considered AFK crows will gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
    • Once a Survivor has 3 crows following them, they lose collision with other players.

    DEV NOTE: With this updated system, we’ve adjusted how the game identifies players who have stopped contributing to a match. While the crow system largely functions as before, an additional effect at 3 crows prevents Survivors from intentionally griefing teammates with body blocking, while also preventing the Killer from holding Survivors hostage.

    https://us.v-cdn.net/6030815/uploads/5JNW6CNFWYDT/bloodweb-spending-improvements.png

    • Added an Auto Bloodweb button which allows you to set how many levels you want to automatically progress through, Bloodpoints permitting.

    DEV NOTE: It’s no secret this is one of the most common community requests, so we’re excited to put this in your hands! It’s what it says on the tin, so check out this GIF. Even better, we’ve removed some recurring pop-ups after you see them once to make your time in the Bloodweb even more snappy.

    https://us.v-cdn.net/6030815/uploads/T3YIIVHARVI6/bloodwebspendingimprovements.gif

    https://us.v-cdn.net/6030815/uploads/WYJIZ2UKW42S/mori-update.png

    • Updated the Mori system so that it can now also be activated when 2 or more Survivors are dead, and the following occurs:
      • The second-last Survivor is Hooked and on Struggle Phase
      • The final Survivor is in one of the following states (Healthy, Injured or Dying)

    DEV NOTE: With this change, Killers will be able to activate their Mori earlier – so long as victory is assured – removing the need to wait for any hooked Survivors to be Sacrificed. This will let players on both sides get back into the action sooner.

    https://us.v-cdn.net/6030815/uploads/DNOKF458SR2C/map-offering-updates.png

    • Map offerings grant a flat percentage chance of being sent to the associated Realm. This chance is no longer a guarantee.
    • Map offerings no longer stack their effects.
    • Map and gameplay-affecting offerings are treated as secret during the loading screen reveal.

    DEV NOTE: By making map and gameplay-affecting offerings secret on loading screens, our intention is to preserve the element of surprise, preventing the opposing role from starting the match with knowledge of your strategy.

    https://us.v-cdn.net/6030815/uploads/KXGI0MXTDFJ2/spawn-rules-updates.png

    • Adjusted the following spawn rules:
      • Survivors spawn as close together as possible
      • Survivors spawn on the same floor (where applicable)
      • The Killer will not spawn at the center of small maps
    • Changed the name of Shroud of Separation to Shroud of Vanishing and changed its effect to nullify offerings that change Survivor spawn locations.
    • Changed the name of Shroud of Binding to Shroud of Separation and changed its effect to spawn Survivors apart from one another.

    DEV NOTE: With these changes to spawn rules, players will find their spawn locations to be more consistent when not affected by offerings.

    We also know certain Shroud offerings have historically worked counter to what each role might want, so we’ve adjusted them to better line up with these expectations.

    https://us.v-cdn.net/6030815/uploads/3TA8KYIHA5AJ/gamma-adjustment-setting.png

    • Added a Video category to the Graphics Settings menu.
    • Added a Brightness setting to the Video category to adjust Gamma.

    DEV NOTE: Dead by Daylight is a game that relies heavily on the play between light and dark, which can be difficult to strike a balance between when playing on console, given the more limited options available. To help alleviate this, we’ve added a setting for adjusting Gamma, which gives players more control over how light and dark elements are displayed.

    https://us.v-cdn.net/6030815/uploads/KLZQ6OOJ01A0/gammasetting-menu.png

    https://us.v-cdn.net/6030815/uploads/S0NYBM6ZGFJD/gammasetting-lowest.png

    Lowest Setting

    https://us.v-cdn.net/6030815/uploads/IALTCL5Z8ZW1/gammasetting-highest.png

    Highest Setting

    https://us.v-cdn.net/6030815/uploads/IFMB9VJTEIQH/custom-match-improvements.png

    • Increased spectator slots in Custom Game to 5.
    • Added hotkey inputs to Custom Game spectating to quickly switch the view to a specific character and cycle through character views one-by-one.
    • Added controller support for the above improvements.

    DEV NOTE: Not only is Custom Match a way to easily play with friends, it’s also a valuable tool for coordinating tournament play. To help streamline its use in these environments, we’ve added hotkey support to various methods of view-switching to make casting on-the-fly even easier. Plus, with increased spectator slots, tournament organizers have the option to give viewers visibility of all players in a match at once.

    Even better, we have more improvements coming to Custom Match in a future update. Stay tuned for more on this!

    KILLER UPDATES

    https://us.v-cdn.net/6030815/uploads/CIWHY0VHAIFD/the-artist.png

    • Adjusted several Add-Ons.

    DEV NOTE: Overall, The Artist is in a solid place balance-wise and boasts useful add-ons that meaningfully change how her kit works. To encourage even more pick variety among these, we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

    Stay tuned for the patch notes for specific details on these changes.

    https://us.v-cdn.net/6030815/uploads/LAISSZSCU5MQ/the-lich.png

    • All of The Lich’s Spells are available at the start of a Trial.
    • Reduced cooldowns of all Spells.
    • Dispelling Sphere's projectile moves quickly when first cast and slows down over time.
    • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere.
    • Increased the attack cooldown period after Fly ends.
    • Increased the duration and movement speed of Fly.
    • Adjusted Mage Hand hold time to make it consistent for both Killers and Survivors, resolving a known bug.
    • Increased the effects of Magic Items when casting the associated Spells.
    • Adjusted several Add-Ons.

    DEV NOTE: For The Lich, much of his power focuses on providing utility over reliably injuring Survivors. We’ve adjusted his four Spells to increase the frequency with which they can be used to ensure there’s more spell-slinging, while quality-of-life adjustments help make these Spells feel smoother to use.

    On the Survivor side of things, we also wanted to ensure Magic Items feel like more viable options for countering each Spell, so we’ve buffed them slightly.

    PERK UPDATES

    https://us.v-cdn.net/6030815/uploads/3JXRMS9CQKII/killer-perks.png

    • Updated Call of Brine
    • Updated Dark Devotion
    • Updated Hex: Retribution
    • Updated Machine Learning
    • Updated Superior Anatomy
    • Updated Terminus
    • Updated Thrilling Tremors
    • Updated THWACK!

    DEV NOTE: We’ve adjusted values on the above perks which boasted lower pick and kill rates to introduce small buffs to increase their viability. Stay tuned for the patch notes for specific details on these value changes.

    https://us.v-cdn.net/6030815/uploads/705APFS66Z5D/survivor-perks.png

    • Updated Botany Knowledge
    • Updated Champion of Light
    • Updated Counterforce
    • Updated Desperate Measures
    • Updated Empathic Connection
    • Updated Exultation
    • Updated Light-Footed

    DEV NOTE: Similar to the above, we updated values on some perks with lower performance, introducing small buffs. We’ll share the exact values in the coming patch notes.

    Until next time...

    The Dead by Daylight Team

    I‘m pleased with most of it, but I have to share my two cents.

    Let me start by saying I‘m glad you didn‘t remove self unhooks entirely, but why am I getting punished and robbed of my 3 self unhooks attempts when I didn‘t do it or only to give the other survivor hatch? It also doesn’t solve the problem. People will suddenly start using luck offerings to be able to kill themselves. My fix would be to remove struggle skill checks. Not only are they annoying, but they allow these players to go next faster. Then I would do a few changes to the unhook mechanic that only targets these types of players instead of removing the ability for everyone. I will suggest something in the ptb.

    I hope map offerings aren‘t useless now. 20% chance sounds very insignificant to me.

  • All of this looks pretty interesting, though I'm concerned the mori changes were made a little too early. Especially with anti-slug adjustments coming up soon, would it be better to hold on bringing those changes to live until everyone sees what those adjustments look like?

  • @XenSergal said:

    How exactly does having map and (presumably) shack offerings benefit the game in any way? I don't see how this change is good in the slightest.

    Survivors can send Killers to maps just to bully them and make themselves unhookable.

    For example, If a SWF bring a Badham map along with an offering to spawn the basement in Killer Shack, they can run down to the lower level of the preschool for safety. If the have Boil Over, the Killer won't be able to hook them.

  • The game is become least casual friendly and catered towards High MMR.

  • @ChaosWam said:

    Call of Brine is getting adjusted?

    Best update.

    😁 long overdue. I hope they increase the regression and make it possible to apply to more than one gen. Another thing could be to make it a mini ruin, that starts regressing a generator on which it is active when survivors leave them alone.

  • Removed the option to self-unhook on first hook stage unless they have one of the following equipped

    What about 2v1 scenarios when survivor gets hooked for the first time? For example I might want to give my teammate hatch, but I won't be able to do that if that's my first hook stage?

    Also what about the endgame? Survivor gets hooked for the first time during EGC, killer naturally camps them. Survivor could try get 4% and run towards exit and thus try to escape, but now they won't be able to do that anymore???

  • LIGHTFOOTED BUFFS I'VE BEEN HOPING FOR THIS TO HAPPEN FOREVER!!

    Praying they allow it to work while injured!

  • Killer sided like always. I will rejoice the day when everybody who plays survivor leaves this trash game.

  • Also the new Spawn rules is a massive buff to The Shape. It is bad enough I have to hear Tier II 10 seconds into a match currently. Survivors are going to be Tombstoned in record timing.

  • Now that survivors can't die on hook on purpose

    They will never touch a gen, they will run the entire map looking for chests to unlock and totems to cleanse, they will hide in lockers in front of the killer to die faster 😍 And the other players will be wasting their time in a match thats almost impossible to win but they don't know it

    In all seriousness, that issue needed to be addressed, but this "go next" mechanic was not it

  • @Spirit_IsTheBest said:

    LIGHTFOOTED BUFFS I'VE BEEN HOPING FOR THIS TO HAPPEN FOREVER!!

    Praying they allow it to work while injured!

    I hope so too. Maybe they make it an exhaustion perk or remove all downsides from it.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932669#Comment_3932669

    I hope so too. Maybe they make it an exhaustion perk or remove all downsides from it.

    I just want to be able to combo it with Iron Will and Light Weight for an easy to lose the killer type build while injured, I wanted that since the perks release haha, praying that happens!

  • The bloodpoints spending just need two more things for being perfect and I hope they release it in the future:

    • A checkbox for selecting which rarities you want to prioritize, because if you want ultra rare addons you still have to do it manually, for example.
    • A summary showing the items you have received and how many of each you earned when have spent a bulk of bloodpoints.
  • Why make changes purportedly for the good of the game then let people negate these changes with either one perk or one offering? It literally makes no sense.

    Sometimes it feels like the devs know what the best course of action is but are too scared of upsetting the playerbase to actually follow through.

  • Can someone explain to me the take that the 'Go Next' prevention is being viewed as Killer sided? I've played many games in recent weeks where the first person to go down kills themselves right away....you know what's killer sided, when there is only 3 survivors left at 5 gens.

    If the person get unhooked and goes afk, so be it. It's a distraction for the killer while everyone else works on gens.

  • Edit: I take it back what I previously said here, someone raised a point I had not considered and now I am not sure if these changes are actually good.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932583#Comment_3932583

    I’m also not saying that the goal is to get rid of it 100 percent. What I am saying is that this is going to unfairly punish genuine players and as someone above said, it removes so many great 4 percent moments that happen in this game, many that have turned the tide of matches and made them more exciting. So we’re making the game less exciting now to punish a minority of the player base who again, are likely still not going to contribute to the match in any meaningful way by being kept in the match.

    I really hope this doesn’t happen but right now it doesn’t look promising

    Genuine players are currently unfairly punished when teammates Go Next, and there will be less genuine players unfairly punished after Go Next is in the game, because the main reason why Go Next is so popular is being removed from the game.

    Those "great 4 percent moments" are the reason why I'm stuck slugging in a lot of games. I'm stuck bleeding people out, because if I place them on a hook, then they might 4%, but if I bleed them out on the ground, then I'm 100% guaranteed to win.

    Those "4 percent moments" are mostly just punishing killers that are trying to be nice to survivors, by hooking them instead of securing their win by slugging.

  • Great change! The only thing that is misleading is the "Extreme Hiding" category.

    When I read the category, I though of the following:

    -Survivors hiding in corner of the map though out the game without interreacting with the killer, gens, or going for saves.

    -2 survivors keeping the game hostage in a 2v1 scenario, forcing the killer to abandon game after 10 mins have passed.

    -drop/pick up item tech to prevent crows from spawning.

    Blocking a survivors in a specific area on the map by other survivors or the killer seems like it should be called Anti-body Blocking than Extreme Hiding. Otherwise, I welcome this change as well!

  • "Updated AFK detection system."

    Is this update going to address situations in which players get downed and hooked by a cheater during the camera pan before the match even starts and get banned for "being afk"?

  • Are y'all no longer developing unique lobby music for survivors? Orela Rose uses the default survivor theme.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446022/developer-update-may-2025

    What exactly means "adjustments to several Addons for Artist"? Is it is just some small tweaks or an Addon Update with some reworks?

    I main her since release and I'm really scared of this because it has the potential to be good but also awfully bad. In the past you nerfed some problematic addons to make them bad so they are technically no longer an issue instead of reworking them into something healthy and useful (e.g. instadown addons for Huntress and Clown).

    I also feel like she deserves some basekit changes since she became a bit outdated over the years. Is there a reason why you just change some addons instead of tweaking the basekit too?

    Came in just to write exactly the same thing.

    we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

    Pretty sure they will nerf Severed Hands and it's the only addon which helps her to be somewhere near low A tier.
    It's another Billy situation, where they were about to nerf his Engravings just because "oh it has high pick rate and performs better than other". Yeah, maybe because in both situations it's the only addon makes killer viable? Maybe because other 4-5 addons somewhat okish and other 15 are just garbage? Sadly there are like 5 Artist players in this game and this situation won't get enough attention.

  • @Rudjohns said:

    "Go next prevention" is a massive buff for killers, again….

    Personally I see it as a buff for survivors... maybe I'll not lose 20% of my games due to some rash throwing for content or giving up immediately cause they got outplayed by a Myers.

  • The go next prevention seems harsh for good players, and the players that have been going next, will just be even more mad that they are being held hostage in your game and either shut off the game, and stop playing it all together or be afk and not contribut to the game.

    And since this effects all players not being able to 4% chance off hook, how many players are going to say enough is enough and stop playing this game.

    If you keep taking instead of a non take solutions people will get tired of it and just go next to another video game.

  • @malikdelgaty22 said:

    Killer sided like always. I will rejoice the day when everybody who plays survivor leaves this trash game.

    So true I already hate this chapter update, literally super killer sided

  • Who will not be turining brightness and gamma settings to max?

  • @Lixadonna said:

    Also the new Spawn rules is a massive buff to The Shape. It is bad enough I have to hear Tier II 10 seconds into a match currently. Survivors are going to be Tombstoned in record timing.

    Shape can only stalk one surv at a time.

  • @Rudjohns said:

    Now that survivors can't die on hook on purpose

    They will never touch a gen, they will run the entire map looking for chests to unlock and totems to cleanse, they will hide in lockers in front of the killer to die faster 😍 And the other players will be wasting their time in a match thats almost impossible to win but they don't know it

    In all seriousness, that issue needed to be addressed, but this "go next" mechanic was not it

    True "Go Next" thing solves nothing, survivors that hate certain killers will find a way to end that match faster

  • @Mr_K said:

    Who will not be turining brightness and gamma settings to max?

    I'm thinking about making my game darker.

    If they aren't adding the New Moon Bouquet back, I'll do it myself.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932711#Comment_3932711

    I'm thinking about making my game darker.

    If they aren't adding the New Moon Bouquet back, I'll do it myself.

    Only affects you which could be a challenge. New Moon at lease affected everyone but would be impossible to bring back now with these settings.

  • @SpeedyThumbsGaming said:

    The go next prevention seems harsh for good players, and the players that have been going next, will just be even more mad that they are being held hostage in your game and either shut off the game, and stop playing it all together or be afk and not contribut to the game.

    And since this effects all players not being able to 4% chance off hook, how many players are going to say enough is enough and stop playing this game.

    If you keep taking instead of a non take solutions people will get tired of it and just go next to another video game.

    I agree, these new chapters updates don't solve the problems with the root, but simply complicate everything and create a semblance of a prison regime for players, what if the match is already over on 3 generators and the survivor wants to quickly go next through the hook? If he gets a penalty, he will go play marvel rivals…

  • @MaddieMage said:

    So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.

    Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.

    I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?

    Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.

    Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.

    There was a legion game that I had, at end game I saved my team mate and got hooked. I wanted her to leave and not risk dying so I took my chances and unhooked myself. We both got out. Now, i can no longer do that.? Plus, the fun out of 4% is taken out, because my friends and I (as long as one of us are near the hook) will take a chance just for fun, not if we're close to going 2nd though, it's just fun to unhook in the others face sometimes. But now we can't even have fun with it.

1 2 3 4 … 6