9.0.0 | PTB Patch Notes

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Important

  • Progress & save data information has been copied from the Live game to our PTB servers on 20 May 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
  • Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
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Content

New Killer - The Animatronic

KILLER POWER: FAZBEAR'S FRIGHT

  • The Animatronic lived to kill, even when his mechanical costume became his tomb.

SPECIAL ABILITY: FIRE AXE

  • The Animatronic is armed with a Fire Axe that he can throw at Survivors. If the Axe hits a Survivor, the weapon becomes embedded in them, leaving the Survivor vulnerable. Survivors must remove the Axe before they can be healed.

MAP FEATURE: SECURITY SYSTEM

  • At the start of the trial, 7 Security Doors are spawned randomly throughout the map. These doors can be accessed by both Survivors and The Animatronic.
  • Each Security Door has a Camera attached to it. Interacting with the Door gives the Survivor access to the Camera View, allowing the Survivor to cycle through every Camera in the map, travel to the Door they are currently looking through, and potentially reveal The Animatronic's aura to the team.
  • Using the Cameras and Doors too often will deplete the limited battery power available, forcing Survivors to wait until the system reboots. The Animatronic may travel between Security Doors with or without battery power.
  • If The Animatronic enters a Security Door, they may choose to exit from any other Door in the map. Moving to a Door already in use by a Survivor will cause The Animatronic to grab that Survivor.
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New Killer Perks

Help Wanted:

  • When you damage a generator, it becomes compromised:
    • When the compromised generator is completed, your successful basic attack cooldowns are 25/25/25% faster for 40/50/60 seconds.

Phantom Fear:

  • When a Survivor within your Terror Radius looks at you, they scream and you see their aura for 2/2/2 seconds.
    • This perk has a 80/70/60 second cooldown.

Haywire:

  • Exit gates switches with at least 50% progress regress at a rate of 40/45/50% of gate opening speed.
    • While they are regressing, Survivors see the exit gate lights flicker randomly.
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New Map - Freddy Fazbear's Pizza

  • The rotting brainchild of a sadistic murderer still stands over the grassy plains. A place of joy for some, and unspeakable terror for others. Do not let the bright colors and parlor tricks deceive you; many have died within these walls, and many more will die still.
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Quality of Life Improvements

 AFK Crow System Update

  • Survivors are considered AFK when not interacting within the last 10 seconds.
  • While AFK, Survivors accrue AFK points, during which crows gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
  • AFK points increase more slowly while moving or while in proximity to the Killer.
  • After 90 seconds, the Survivor reaches 3 crows and Loud Noises trigger at regular intervals.
  • Additionally, the Survivor loses collision with other players for 10 seconds.
  • Completing interactions removes AFK points.
  • Crows are removed as AFK points decrease.
  • This system is disabled when the Hatch spawns or when End Game Collapse is triggered by any means.

Bloodweb Spending Improvements

  • Added an Auto Bloodweb button available after prestiging any one character for the first time, enabling players to automatically progress to a selected character level, Bloodpoints permitting.
  • Removed the following pop-ups across all other characters after they have been shown for the first time:
    • “The Bloodweb” introductory pop-up
    • “Unpredictability” pop-up
    • Perk slot unlocks

Disconnection Penalties (not in PTB)

  • Disconnection Penalties are now based on your last 20 matches played.
  • Each disconnect in this set of 20 matches counts as a disconnection penalty point.
  • Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).

Gamma Setting

  • Upon launch, new gamma calibration popup will be presented to all players.
  • This visual setting can be accessed at all times via the Settings menu, under the Graphics tab.

"Going Next" Prevention

  • Added a system to detect Survivors who intentionally die early in the match.
  • When a Survivor is determined to be doing this, they receive a disconnection penalty and lose one full grade. Note: This is disabled during the PTB.
  • The Attempt Unhook ability is now only available in the following circumstances:
    • Two Survivors remain in the Trial.
    • A Survivor's Luck is increased with an Offering.
    • A Survivor has equipped the Slippery Meat or Up the Ante perk.
  • When more than two Survivors remain, they may struggle while on a hook, but with no chance of escape or penalty for failure.
  • Letting two struggle skill checks pass without any input will no longer instantly kill you.
  • The Abandoned score event (given to Survivors when a teammate disconnects) is now also granted when a Survivor gives up via this system.
  • Increased the Abandoned score event to 2,000 Bloodpoints (was 600).

Mori Update

  • Near the end of a Trial, the Killer can now activate a Mori when at least 2 Survivors are alive (up from 1 Survivor alive):
    • 1 Survivor must be alive (Healthy, Injured or Dying)
    • 1 Survivor or more must be Hooked, and on Struggle Phase
  • When the above criteria are met, starting a Mori on a Survivor will now immediately start the Sacrifice of remaining Hooked Survivors in the Struggle Phase.
  • Dev note: The change means that you do not need to wait for the hooked Survivor to be Sacrificed to be able to trigger a Mori.

Offerings Updates

  • All Realm/Map offerings now grant a flat 20% chance to be sent the associated Realm/Map.
  • Duplicate Realm & Map offerings no longer stack.
  • Most gameplay-altering offerings are now treated as secret during the loading screen reveal.

Spawn Rules

  • Survivors now spawn within 12m of each other by default, when possible.
  • Survivors now spawn on the same floor as each other by default, when possible.
  • The Survivor offering, Shroud of Binding, has been replaced with a new offering, the Shroud of Separation. Its new effect causes Survivors to spawn apart from one another.
    • Any owned Shrouds of Binding are converted to Shrouds of Separation.
  • The Killer offering, Shroud of Separation, has been replaced with a new offering, the Shroud of Vanishing. Its new effect causes all Survivor spawn offerings to be rejected by The Entity.
    • Any owned Shrouds of Separation are converted to Shrouds of Vanishing.

Spectator Mode

  • Increased spectator slots in Custom Game to 5.
  • Hotkeys have been assigned in Spectator Mode to make changing between players easier.
  • Looping between players using the top bar while in Spectator Mode can now be done via hotkey.
  • Added controller support for the above improvements.

Voiceover Language Setting

  • "Voice Language" is a new setting added under the General tab.
  • French can now be chosen for voiceovers on select characters:
    • Sable Ward, Gabriel Soma, The Good Guy, The Good Gal, Ellen Ripley & Rain are now available.
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Gameplay Features

Killer Updates

The Artist Add-Ons

  • The Automatic Drawing add-on now reduces the cooldown time of Birds of Torment by 1.75 seconds after idle Dire Crows disintegrate (was 1.5 seconds).
  • The Untitled Agony add-on now makes swarmed Survivors suffer from a 10% Hindered status effect for 1.5 seconds (was 15%).
  • The Matias' Baby Shoes add-on now reveals the auras of Survivors within 4 meters of idle Dire Crows for 3 seconds (was 5 meters).
  • The Ink Egg add-on now reduces the time before idle Dire Crows disintegrate by 1 seconds (was 2 seconds).
  • The Severed Hands add-on now causes Survivors coming within 2 meters of swarmed Survivors to become swarmed too (was 3 meters).
  • The Iridescent Feather add-on no longer reduces the number of summonable Dire Crows (used to reduce Dire Crow summons by 1).

The Lich

  • All of The Lich's Spells are now available at the start of a Trial (was 15 seconds starting cooldown).
  • Decreased Dispelling Sphere cooldown to 30 seconds (was 35 seconds).
  • Decreased Fly cooldown to 20 seconds (was 25 seconds).
  • Decreased Mage Hand cooldown to 35 seconds (was 40 seconds).
  • Decreased Flight of the Damned cooldown to 30 seconds (was 35 seconds).
  • Removed the interaction time locking the Killer's camera when activating Dispelling Sphere (was 2 seconds).
  • Updated Dispelling Sphere's projectile to move quickly when first cast and slows down over the following 3 seconds, in order to spend less time revealing the area immediately in front of the Killer.
  • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere to 5 seconds (was 3 seconds).
  • Increased the end interaction time of Fly to 2.75 seconds (was 2.5 seconds).
  • Increased the duration of Fly to 5 seconds (was 4 seconds).
  • Fixed a bug which prevented The Lich from reaching the intended movement speed (8.0 m/s) when casting Fly.
  • Fixed a bug which made the Survivor pallet interaction delay inconsistent for both Killers and Survivors after lifting a pallet with Mage Hand.
  • Increased the duration of the Survivor pallet interaction delay after lifting a pallet with Mage Hand to 0.55 second (was 0.15 second).
  • Increased The Lich's aura reveal duration to 2 seconds when the associated Spell is cast for each Magic Item (was 1.5 seconds).
  • Increased the duration of Haste to 4 seconds for Survivors equipped with Boots or Gauntlets of the Interloper when The Lich activates Mage Hand (was 3.5 seconds).

The Lich Add-ons

  • The Trickster's Glove add-on now increases the time Mage Hand holds a pallet up by 0.3 second (was 0.5 second).
  • The Crystal Ball add-on now increases the Killer Instinct effect by an additional 1 second when a Survivor is revealed by Dispelling Sphere (was 3 seconds).
  • The Potion of Speed add-on now decreases the period where you cannot attack after casting Fly by 0.15 seconds (was 0.3 seconds).
  • The Ring of Telekinesis add-on now increases your vaulting speed by 10% for the next 10 seconds when using the Mage Hand Spell on an upright pallet (was 8 seconds).
  • The Ring of Spell Storing add-on decreases the cooldown of all spells by 1 second (was 2 seconds).
  • The Cloak of Elvenkind add-on now decreases Terror Radius by 22 meters when activating the Fly spell (was 8 meters).
  • The Boots of Speed add-on now grants you 3% Haste for 2 seconds when casting Mage Hand (was 5%).
  • The Staff of Withering add-on now causes Exhaustion for 30 seconds to Survivors who enter the radius of Dispelling Sphere (was 20 seconds).
  • The Pearl of Power add-on now decreases the remaining cooldown for your spells by 2 seconds each time you land a basic attack (was 3 seconds).
  • The Robe of Eyes add-on now reveals the auras of Survivors within 6 meters of a treasure chest for 4 seconds each time you cast a spell (was 3 seconds).
  • The Dragontooth Dagger add-on now applies Haemorrhage and Mangled status effects to Survivors hit with a basic attack while holding a Magic Item for 60 seconds (was 45 seconds).
  • The Cloak of Invisibility add-on now activates Undetectable for 20 seconds each time all of your spells are on cooldown at the same time (was 10 seconds).

The Twins

  • Victor is now able to trigger chases with Survivors.
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Killer Perks

Call of Brine

  • Increased duration to 70 seconds (was 60 seconds).
  • Increased bonus Generator regression to 130/140/150% (was 115/120/125%).

Thrilling Tremors

  • Reduced cooldown to 40/35/30 seconds (was 100/80/60 seconds).

Superior Anatomy

  • Increased area of detection to 12 meters (was 8 meters).
  • Decreased cooldown to 25 seconds (was 30 seconds).

Dark Devotion

  • Increased duration of Terror Radius transfer to Obsession to 35/40/45 seconds (was 20/25/30 seconds).
  • Increased size of transferred Terror Radius to 40 meters (was 32 meters).

Hex: Retribution

  • Increased Oblivious duration caused by Survivor interacting with Dull or Hex Totems to 40/50/60 seconds (was 35/40/45 seconds).
  • Increased Survivor aura reveal triggered by Hex Totem removal to 20 seconds (was 15 seconds).

Machine Learning

  • Decreased Haste value to 8% (was 10%).
  • Increased duration to 40/50/60 seconds (was 30/35/40 seconds).

Remember Me

  • Updated description to more accurately reflect its in-game effect.

Terminus

  • Increased Broken duration once exit gates are open to 35/40/45 seconds (was 20/25/30 seconds).

THWACK!

  • Increased reveal area to 36 meters (was 24 meters).
  • Increased Survivor aura reveal to 4/5/6 seconds (was 3/4/5 seconds).
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Survivor Perks

Botany Knowledge

  • Healing item efficiency reduction removed (was 20%).

Champion of Light

  • Decreased cooldown to 60/50/40 seconds (was 80/70/60 seconds).

Light-footed

  • Decreased cooldown to 14/12/10 seconds (was 28/24/20 seconds).

Desperate Measures

  • Increased scaling bonus speed to healing and unhook actions to 16/18/20% (was 10/12/14%).

Exultation

  • Increased the item recharge amount for stunning the Killer with a pallet to 75% (was 25%).
  • Decreased cooldown to 30/25/20 seconds (was 40/35/30 seconds).

Counterforce

  • Increased bonus Totem cleansing speed to 25% (was 20%).
  • Increased furthest Totem aura reveal duration to 10/12/14 seconds (was 2/3/4 seconds).
  • Increased stackable Totem cleansing speed bonus to 25% (was 20%).

Empathic Connection

  • Injured Survivor(s) can now see the aura of Survivor(s) with Empathic Connection anywhere on a map (was 32/64/96 meters).
  • Updated healing speed bonus to other Survivors to 25/30/35% across Tiers (was 30% across all Tiers).
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Emblem Updates

Lightbringer:

  • Performing an Invocation now awards 0.8 Lightbringer points per percent of progress.
  • Being chased while a teammate performs an Invocation now awards 0.4 Lightbringer points per percent of progress.
  • Blessing a Totem for the first time now awards 50 Lightbringer points.
  • Being chased while a teammate blesses a Totem for the first time now awards 25 Lightbringer points.
  • Increased Lightbringer points earned when a teammate repairs a Generator while you are being chased to 0.5 per percent of progress (was 0.33).
  • Decreased Lightbringer points earned for repairing generators to 0.8 per percent of progress (was 1).
  • Increased Lightbringer points earned when other Survivors cleanse a Dull Totem while you are chased to 10 (was 5).
  • Increased Lightbringer points earned when other Survivors cleanse a Hex Totem while you are chased to 25 (was 10).

Evader:

  • Increased Evader points earned after a 15 second chase to 60 (was 25).
  • Increased Evader chase multiplier at 10 meters to 1x (was 0.6x).
  • Decreased Evader chase multiplier at 6 meters to 1x (was 1.2x).
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Map Showcase

  • Added new Map Game Mode that allows for players to queue up for a single, predetermined map.
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Bug Fixes

Audio

  • Fixed an issue where The Plague's Corrupt Purge activation sound effect would play multiple time in a row when all Pools of Devotion were corrupted.
  • Fixed an issue where The Huntress' Were-Elk outfit lullaby was quieter than her other outfits.

Character

  • Fixed an issue where the Madness tier up animation would not trigger on Survivors when playing against The Doctor.
  • Fixed an issue where The Nightmare's left hand would snap briefly when aiming at a Dream Pallet.
  • Fixed an issue where Rupture could be activated while dropping a pallet as The Nightmare.
  • Fixed an issue where Awake Survivors could heal Sleeping Survivors after the "Wake Up" interaction was interrupted.
  • Fixed an issue where The Nightmare was unable to use Dream Projection in Trials.
  • Fixed an issue where The Trickster did not have a fatigued animation after ending a Main Event.
  • Fixed an issue where The Dark Lord could see the lute floating when a Survivor was using Bardic Inspiration while in Bat form.
  • Fixed an issue where The Lich's Spell indicator became distorted when changing window modes on an ultra wide monitor.
  • Fixed an issue where pallets would shake after lifting a pallet with The Lich's Mage Hand.
  • Fixed an issue where the animation for The Lich's Mage Hand would repeat after raising a pallet.
  • Fixed an issue where the activation prompt for the Eye of Vecna was not clearly labeled.
  • Fixed an issue where the grace period to drop a pallet after it was raised by The Lich's Mage Hand was inconsistent.
  • Fixed an issue where The Houndmaster's dog would appear to slide when charging the Chase command while blocked by obstacles.

Environment/Maps

  • Fixed an issue in the Coldwind Farm Realm where players could not vault in the combine harvester.
  • Fixed an issue in the Autohaven Wreckers Realm where players could not vault in the crashed bus.
  • Fixed an issue in the Toba Landing map where a placeholder tile would appear.

Perks

  • Fixed an issue where the durability icon remained visible after emptying a Toolbox with the Streetwise perk equipped.
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Known Issues

  • The Dark Lord has been disabled.
  • Several localizations are incomplete.

Comments

  • @Argamer said:

    i really love this changes but i would revert the botany knowledge changes 😅 its very broken to heal yourself in 6 seconds with a medkit

    Hmm, where do you get 6 seconds from?
    As far as I know, Botany gives you normal self-healing speed (100%) instead of 66%. So, instead of spending 24 seconds to heal yourself, you slash it down to 16 seconds, and since there are no other perks that specifically buff self-healing with a medkit, I'd say it is fair to change Botany into what is proposed on the PTB.
    Removing that efficiency debuff that could only be countered with Streetwise is a nice QoL for a very under-used perk.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935220#Comment_3935220

    The counterplay for head on is to bait survivors to jump out and miss their head on. The crows shouldn‘t be a thing in this situation and especially not get buffed to make head on deactivate even faster. I‘m not talking about the anti hiding stuff, that‘s probably fine, but head on doesn’t deserve this nerf.

    That just wastes time. If the killer stands completely to the side of a locker, spams the space bar, and strafes toward the locker, they’ll counter head on much faster.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935223#Comment_3935223

    That just wastes time. If the killer stands completely to the side of a locker, spams the space bar, and strafes toward the locker, they’ll counter head on much faster.

    Maybe but nobody does that and my point is about the crows spawning faster nerfing this perk not about the thing you describe.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935226#Comment_3935226

    Maybe but nobody does that and my point is about the crows spawning faster nerfing this perk not about the thing you describe.

    The anti-3 gen mechanic nerfed a bunch of generator perks, because those perks counted toward the kick limit.

    So it should be fine if some survivor perks get nerfed by the anti-hiding mechanic.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935227#Comment_3935227

    The anti-3 gen mechanic nerfed a bunch of generator perks, because those perks counted toward the kick limit.

    So it should be fine if some survivor perks get nerfed by the anti-hiding mechanic.

    Your us vs them doesn‘t help. I‘m just agreeing to disagree here.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935231#Comment_3935231

    Your us vs them doesn‘t help. I‘m just agreeing to disagree here.

    It’s not “us vs them”. It’s about showing a precedence that when a previous mechanic nerfed some perks, the majority of people felt that was fine, and the mechanic was more important than a few perks.

    This is the same situation. The hiding mechanic is more important than a few perks that might get nerfed from its existence.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935232#Comment_3935232

    It’s not “us vs them”. It’s about showing a precedence that when a previous mechanic nerfed some perks, the majority of people felt that was fine, and the mechanic was more important than a few perks.

    This is the same situation. The hiding mechanic is more important than a few perks that might get nerfed from its existence.

    I complained about hook grabs being removed and I still think hook grabs were a great mechanic. I complained about the anti 3 gen mechanic affecting surge and eruption negatively, but the gen kick limit was also needed to be fair.

    The new mechanic from what I‘ve heard triggers too easily/fast and affects hiding as a mechanic too much. The only time hiding was a problem is when some people do not do gens and rat somewhere. Every other form of hiding was fine.

    Also this anti hiding makes the situation of slugging for the 4 k even worse and even more frustrating. Like the survivors have no chance to do anything in these situations already and behavior decided to make it even worse for them.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935235#Comment_3935235

    I complained about hook grabs being removed and I still think hook grabs were a great mechanic. I complained about the anti 3 gen mechanic affecting surge and eruption negatively, but the gen kick limit was also needed to be fair.

    The new mechanic from what I‘ve heard triggers too easily/fast and affects hiding as a mechanic too much. The only time hiding was a problem is when some people do not do gens and rat somewhere. Every other form of hiding was fine.

    Also this anti hiding makes the situation of slugging for the 4 k even worse and even more frustrating. Like the survivors have no chance to do anything in these situations already and behavior decided to make it even worse for them.

    Excessive Hiding should also include survivors that really aren’t trying to make a decent effort to repair generators.

    Some survivors will excessively hide, but also repair generators for a few seconds before running off to hide again. Those survivors aren’t making a solid effort to repair generators. That should still count as hiding.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935280#Comment_3935280

    Excessive Hiding should also include survivors that really aren’t trying to make a decent effort to repair generators.

    Some survivors will excessively hide, but also repair generators for a few seconds before running off to hide again. Those survivors aren’t making a solid effort to repair generators. That should still count as hiding.

    I don‘t have a problem with survivors doing gens and being so good at hiding that the killer doesn‘t find them while searching them for ages. This can be as good as looping or even better. The only thing that is annoying is when some survivors barely ever touch a gen, where I agree with you, but to be fair in some situations killers camp gens so much that you are unable to touch them.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935235#Comment_3935235

    I complained about hook grabs being removed and I still think hook grabs were a great mechanic. I complained about the anti 3 gen mechanic affecting surge and eruption negatively, but the gen kick limit was also needed to be fair.

    The new mechanic from what I‘ve heard triggers too easily/fast and affects hiding as a mechanic too much. The only time hiding was a problem is when some people do not do gens and rat somewhere. Every other form of hiding was fine.

    Also this anti hiding makes the situation of slugging for the 4 k even worse and even more frustrating. Like the survivors have no chance to do anything in these situations already and behavior decided to make it even worse for them.

    I was just thinking this as well, that this anti-hiding will just kill any and all stealth builds and plays. Combined with the finisher mori being updated to instantly kill the last Survivor if their only remaining teammate is on hook, and the go-next prevention making it even harder for the one on hook to sacrifice themselves to give hatch, it makes 2v1's even more impossible than they already were.

    So the Killer simply wins a match by doing only half of their objective, which is beyond unfair.

    This is why I believe we'll see a lot of Survivors jumping ship with this patch, even ones who didn't frequently ragequit.

    And that influx of new players that are coming in for the FNAF chapter? They won't last long.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935280#Comment_3935280

    I was just thinking this as well, that this anti-hiding will just kill any and all stealth builds and plays. Combined with the finisher mori being updated to instantly kill the last Survivor if their only remaining teammate is on hook, and the go-next prevention making it even harder for the one on hook to sacrifice themselves to give hatch, it makes 2v1's even more impossible than they already were.

    So the Killer simply wins a match by doing only half of their objective, which is beyond unfair.

    This is why I believe we'll see a lot of Survivors jumping ship with this patch, even ones who didn't frequently ragequit.

    And that influx of new players that are coming in for the FNAF chapter? They won't last long.

    I don‘t think it will kill stealth builds, but lead to a lot of unfun situations for survivors like the 2vs1 situations… Pair that with the anti go next and you make it even worse. I also don‘t like the anti go next changes. Instead of only penalizing the people who deserve it they punish all players and not everything was bad about going next. This is my stand on how to fix it.

    https://forums.bhvr.com/dead-by-daylight/discussion/446335/anti-go-next-luck-change-different-approach-to-solve-it

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935314#Comment_3935314

    I don‘t have a problem with survivors doing gens and being so good at hiding that the killer doesn‘t find them while searching them for ages. This can be as good as looping or even better. The only thing that is annoying is when some survivors barely ever touch a gen, where I agree with you, but to be fair in some situations killers camp gens so much that you are unable to touch them.

    If a survivor feels they are “unable to touch” a generator, then they are obviously excessively hiding.

    And it’s not fair if one of the survivors is trying to repair generators, and is placing themselves at risk, and the other survivor is hiding because they think it’s too dangerous to repair generators.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935172#Comment_3935172

    If the killer knows you’re in a specific locker with head-on, they can just go completely to the side of the locker, mash the space bar, and strafe towards the locker. The survivor won’t be able to react to that with a head-on.

    Also, if a killer knows you’re in a specific locker with head-on, do you think head-on should force the killer to wait a long time for crows to appear, and have zero counter play besides that?

    Doesn't work with a controller

  • @Langweilig said:

    Can you please look at head on with the anti hiding changes. Crows deactivates this perk and the killer can just wait in front of the locker to easily grab you out of it as soon as the crows appear. This shouldn’t be a thing, especially when the crows appear faster.

    Yeah I feel this is a huge oversight, and you need to make adjustments to this perk to either accomodate these changes. Head on is one of my favourite perks and I'd be really sad if I couldn't use it anymore.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933379#Comment_3933379

    Hmm, where do you get 6 seconds from?
    As far as I know, Botany gives you normal self-healing speed (100%) instead of 66%. So, instead of spending 24 seconds to heal yourself, you slash it down to 16 seconds, and since there are no other perks that specifically buff self-healing with a medkit, I'd say it is fair to change Botany into what is proposed on the PTB.
    Removing that efficiency debuff that could only be countered with Streetwise is a nice QoL for a very under-used perk.

    You have options to increase medkit healing speed already, such as the newly buffed desperate measures, resilience, suture (these are already insanely overpowered btw, giving approx 2.5 heals at double the speed if you get just 2 skillchecks and hit them with medical suture + gel dressings) and speed addons. Medkits are at their core an extremely potent item and the PTB that botany had no downside showed how busted it made medkits, right after they were nerfed. Two 16 second self heals is kinda crazy for just 1 perk slot and an item you were already running 90% of the time anyway.

    Overall, medkit self heal speed shouldn't be affected by very many things, and if it is affected it should have some sort of trade off.

    Botany also is already a strong perk and a reliable personal choice for healing, the downside it has is the only thing stopping it from pretty much instantly becoming the best heal perk in the game (by a landslide).

  • i love the ptb EXCEPT for the 10 second afk timer. i feel like this completely defeats the ability to go for saves, i.e crouching near teammate as they go down and waiting for the killer to pick them up to get a stun. 10 seconds is barely even enough time to switch a song on my playlist as i am playing. even 30-45 seconds would be better but still far too short in my opinion… 10 is not enough and will ruin the ability to go for stealthy saves which will only result in more slugging! if somebody is afk for 60 seconds it is not going to compromise the entire game.

  • @screamingsimon said:

    i love the ptb EXCEPT for the 10 second afk timer. i feel like this completely defeats the ability to go for saves, i.e crouching near teammate as they go down and waiting for the killer to pick them up to get a stun. 10 seconds is barely even enough time to switch a song on my playlist as i am playing. even 30-45 seconds would be better but still far too short in my opinion… 10 is not enough and will ruin the ability to go for stealthy saves which will only result in more slugging! if somebody is afk for 60 seconds it is not going to compromise the entire game.

    Good news for you! The patch notes were written super awkwardly, and it actually takes at least 60 seconds to get a crow.

  • Hi, Killer Main over here.

    On second thought? I am not okay with these Mori changes, I changed my mind. It's not a good idea to have the Killer able to insta kill someone if they have a Death Hooked Surv AND someone else on the ground, this incentivizes slugging for TWO Moris. Alternately, now it shifts the "waiting to Mori" issue up by one Survivor; if you have one on first hook and a Downed Death Hook Surv, now you have to wait until the first person goes to Second to be able to Mori.

    The only time you ought to be able to Mori like this is if someone is on the hook period and the last Survivor is in the round and you Down them. Once you Mori it should auto kill the person on Hook. That at least incentivizes hooking people, not slugging two people for two Moris (endgame and this one). It's not fair to Survivors to deal with this and does nothing to stop the slugging problem.

  • Why are we nerfing Artist? You're nerfing her only good addons and making her terrible ones, while better, still terrible. Just a nerf overall.

    Thrilling Tremors shouldn't have a cooldown at all and the duration needs to be increased significantly. We want to encourage killers to hook. This perk is still very bad. This buff is basically placebo.

  • I Like this update very much. I got nothing to complain about here. But since I'm here.

    For a future update, May I make a few rework suggestions for some killer perks? These are just my ideas. If you like them, thanks. If you don't, whatever.

    • Septic Touch

    The Land of the Shadows subsumes all. Healing only delays the inevitable

    - While Septic Touch is Active, Your basic attack applies the broken status effect for 40/45/50 seconds. after hitting a survivor, Septic Touch enters a 60 second cooldown.

    (Do I even need to explain why this perk needs a rework? This perk is very useless in it's current state. It doesn't really do anything. Plus, I don't think that what the perk does, fits well with a perk call, "Septic Touch." Trust me. I think this fits very well)

    • Dominance

    The power you wield over the land strikes terror in the hearts of all who cross your path.

    - The first time each Chest and each Totem are interacted with by a Survivor, The Entity will block it for 8/12/16 seconds. The Aura of the blocked Prop is revealed to you in white.

    If a Hex Totem is cleansed, all generators explode and start regressing at normal speed, immediately loosing 10% of their repair progress.

    (Don't get me wrong, Dominance is a great perk. Blocking Hex Totems and chests can be very helpful. But I feel like it could use a bit more. Every now and then I think back to a line Dracula said in the very first episode of the Castlevania animated series. "You took that which I loved, so I will take from you, Everything you have. And everything you have everything been." So I thought, having a perk that adds a little payback after survivor takes down a Hex Totem would be pretty fitting for The Dark Lord.)

    • Hex: Wretched Fate

    You see your victims from afar and seek to prolong their suffering.

    - After one Generator is completed a random Dull Totem ignites into a Hex Totem, Cursing all survivors. Survivors within range 12/14/16 metres of a completed Generator becomes affected with the Exposed Status Effect. For the first 30 seconds after the Hex Totem is ignited, Only the Obsession can cleanse the Totem.

    (Hex: Wretched Fate isn't necessarily a bad Hex Perk. But I always felt like a Hex perk that only targets the Obsession just doesn't sound fun at all. If anything you're just saying F*** You to the Obsession. All other Hex Perks have an affect all other survivors. So why can't Wretched Fate do the same)

    • Undone

    Hope is the delusion that keeps its victims alive.

    - After destroying a pallet or breakable wall, gain 3 tokens up to a maximum of 18/24/30. After damaging a generator, any and all tokens you have are consumed and the Generator Instantly regresses the damaged Generator by a stack-able 1% of its total Progression per Token. The Generator also becomes blocked by the Entity for 1 second per Token.

    (A Perk that relies heavily on players being bad at the game. Yeah, not my cup of tea. Especially since throughout my time as a killer main, I have never encountered a survivor mess up so badly. It is literally impossible to get 30 tokens. So hopefully this makes things easier)

    That's all I got for now. Let me know what you think. I hope you liked these ideas. Hopefully they gave you some Ideas as well.

  • Disconnection Penalties (not in PTB)

    • Disconnection Penalties are now based on your last 20 matches played.
    • Each disconnect in this set of 20 matches counts as a disconnection penalty point.
    • Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).

    No just no. JUST NO. Why are you forcing me to play 20 matches to reset it? i play like 5 games a week. what??? if i find a cheater or a toxic killer or internet issues i need to do 20 matches to remove the penalty???? whaaat???

  • @francesinhalover said:

    Disconnection Penalties (not in PTB)

    • Disconnection Penalties are now based on your last 20 matches played.
    • Each disconnect in this set of 20 matches counts as a disconnection penalty point.
    • Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).

    No just no. JUST NO. Why are you forcing me to play 20 matches to reset it? i play like 5 games a week. what??? if i find a cheater or a toxic killer or internet issues i need to do 20 matches to remove the penalty???? whaaat???

    Doesn't that just mean you only accrue one extra point if you find another cheater or your internet crashes in the span of the next 20 matches? That only brings your penalty up from one minute to five minutes, as I understand it. Worst case scenario here you just spend some BP or go make a sandwich while you wait it out.

    Cheaters and hard internet crashes aren't that common, too, surely?

  • @CrossTheSholf said:

    The artist nerfs (cause that's what they honestly are) are baffling to me. What did she do to deserve this?

    She stole my wife :(

  • After playing the PTB more to test stuff with friends, and reading/watching other people's experience, I really think the new tweaks to the "Anti-AFK" system are overkill and can easily affect normal gameplay.

    The reason why people asked for a look at an anti excessive hiding method was to deal with situations when, in endgame, two people would hide forever. Essentially forcing interactions to prevent getting crows no matter if you run/do totems/stealth between gens is putting unnecessary pressure. Even a single crow, due to the sound it makes in an impressive range, essentially makes hiding impossible if the Killer happens to be walking by.

    All the AFK crow system needed to be perfect was;

    Remove collision for a few seconds when 3 crows are accumulated.

    Dropping/picking up objects doesn't stop crows (Survivors need to move around at the very least, which prevents sitting still in a corner dropping items forever).

    Otherwise keep the current system.

    Like, after a bit of testing with friends, a Killer running a totem build (or just getting lucky and have a well-hidden Hex that can't be ignored like Devour Hope) literally forces Survivors to ignore the very dangerous totem and stick to gens in order to not get crows (and revealing themselves despite not being AFK and playing the game, doing something important) because the totem isn't in broad daylight. In such situations, and depending on the map, it's normal and even recommended to stop doing gens until the major threat is removed, and it can sometimes easily take more than a minute or two if you don't run everywhere while searching in order to avoid the Killer.

    I'm all for an anti-excessive hiding system, no one wants to waste minutes at the end but this is going overboard.

    Merely making item dropping/picking up and maybe increase the amount of movement needed to prevent crows would have been perfect to take care of the issue without affecting regular gameplay.

    Don't get me wrong, the collision removal was a magnificent addition, completely removing hostage-taking by bodyblock in one move. But the rest went too far.

    Side-note: it's also pretty annoying when trying to meme/farm with a friendly Killer and eventually (takes longer than normal but still) getting crows that will never go away until stopping to do a gen, kinda kills the mood.

  • I have a few concerns about Springtrap and after some testing, I am not convinced he settles into the low A to high B range that everyone seems to say he does. Let's look at this seriously:

    • The hatchet: First off, okay, this is cool and fun, and being able to instant grab people if you catch up and they can't get the hatchet out in time is nifty. But what about a single use hatchet that takes several seconds to respawn is better in any way to any Killer with a short range M2 like Unknown, Xenomorph, Dracula, Nemesis, etc.? How is that better than a ranged Killer like Huntress, who has more than one axe and can just down people in a couple hits with it anyway? It seems weaker than advertised. Very weak easily counterable antiloop.
    • The instant grab on the hatchet: People don't like it when Myers does this with Tombstone (since it leads to a Mori). They're going to get similarly annoyed when Springtrap does it as it's a guaranteed grab. Yes, it's cool and all, but in the long term Survivors will get sick of dealing with this. It's also going to lead to an increase in tunnelling with this Killer because Springtraps who are good with the hatchet will use it to, likely, tunnel people off the hook, bloodlust them, and grab them again. This could get very nasty with haste perks. Please reconsider this mechanic's fun and fairness factor, and how easily it can be used to tunnel like this.
    • The teleport with the doors: This is slower than some other Killers like Dredge and Sadako. It's also more easily disrupted than those Killers, with the drawback that like Sadako's TVs, it's influenced by chest spawn offerings. That's really unfair to this Killer, and doesn't feel good to be hit by. The doors are supposed to spawn by generators, but with the right offering they can spawn uselessly far away. That completely nerfs this Killer's map pressure. A Killer's power should not be able to be pre-countered with an offering this way.
    • Grabbing from a door a Survivor is on: This is similar to Dredge and fine, but my problem is what is keeping Survivors from finding a way to run around disabling doors so Springtrap not only can't do this, but can't even pressure the map with the doors?
    • The doors being usable by Survivors: What Survivor is going to risk using the door when they know Springtrap uses them and can intercept them for a free grab mid door use? It's a cool mechanic and all but it's like using lockers against Dredge - you don't do it, and Survivors will quickly learn this. They will understand that the counter is just to power down the doors and check cameras to find out where Springtrap is, but they will absolutely not use the doors to travel. They may however use the doors to bait him away from other generators being done, similar to how Survivors can use doing Pinhead's box to bait Pinhead away from crucial generators. This isn't the upside for the Killer or Survivors people think it is.
    • The cameras revealing Springtrap: This suffers from the same issues as Singu's biopods, revealing Ghostface, and staring down the Unknown - it can also be influenced by bots, as they will always reveal his aura this way. A Killer's power should not be counterable by bots being able to read them through walls.
    • 105% speed outside of the door teleport: This is almost worse than Sadako and makes Springtrap terribly weak around strong and tall wall loops. It means he functionally has no chase power and because he's tall and noisy, will easily be countered in chase if the Survivor can bait his hatchet for long enough. That isn't good for a chase down Killer in a chase heavy game.
    • His perks: None of them are very good or worth bringing in the state they're in on the PTB. Help Wanted sounds nice on paper but "Mad Grit/STBFL for 60 seconds after you kick a generator" isn't that strong on a Killer that moves at 105% speed. It's frankly much better to just run STBFL for M1 Killers, and this perk has no use on M2 Killers at all. Phantom Fear is hilarious as it's just Killer Scene Partner, but 2 seconds of Aura read is pretty bad unless you're trying to counter checkspotting - and even then it doesn't work because screaming doesn't prevent the Survivor from pulling a pallet down or vaulting. If screaming changed to do those things, this perk would be a lot better. It feels like a bandaid fix perk to hiding, something already countered by Survivors getting AFK crows for "extreme hiding" and that something like Nowhere to Hide or Predator do much better. Haywire's an awesome concept and something the community has asked for a lot - the regression of the exit gate switch. This has use in endgame builds, the problem is that it regresses much too slow! It should regress at the same rate as doing the exit gate switch, there is literally no reason it shouldn't. That way it forces Survivors to stick on the gate. The other issue with this perk is that it's going to be too easily abused by highly mobile Killers like Nurse or Blight, as they can patrol gates very easily. That makes going for gates at the end way way too dangerous. if anything the perk is gonna need a cooldown but a quicker regression to compensate, it's somehow too weak for many Killers and too strong for already strong Killers. And frankly, the exit gate regressing slowly if the Surv lets go should really just be basekit anyway.

    All this considered, I think with how easily bullied he'll be and how slow he is, he isn't at all an A or B tier. Try more like a low B to high C tier. I can think of several Killers with similar powers much stronger than his, but I can forgive all that if the Killer is fun. So is he fun?

    Oh hell Fazbearin' YES, he's fun…

  • @Argamer said:

    i really love this changes but i would revert the botany knowledge changes 😅 its very broken to heal yourself in 6 seconds with a medkit

    Nurse, Blight, Huntress, etc. can hook someone and hit them twice within 6 seconds thanks to their broken kits and immediatly hook the survivor again leaving them on death hook. If kilers have base kits that help them to tunnel survivors out of the game within 6 seconds completly ruining their fun i don't see the issue with survivors healing in "6 seconds" after bringing medkit, medkit addons AND full perk builds to manage that fast heal.

    Killers don't need to bring a single perk to tunnel survivors out of the game.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934770#Comment_3934770

    I know but how did it play it if you tested them.

    Was it mostly that they did nothing or did you still get the maps most of the time?

    Well it's 20% so a one in five chance

  • So we know have like 20 more useless offerings great

  • @LockerLurk said:

    I have a few concerns about Springtrap and after some testing, I am not convinced he settles into the low A to high B range that everyone seems to say he does. Let's look at this seriously:

    • The hatchet: First off, okay, this is cool and fun, and being able to instant grab people if you catch up and they can't get the hatchet out in time is nifty. But what about a single use hatchet that takes several seconds to respawn is better in any way to any Killer with a short range M2 like Unknown, Xenomorph, Dracula, Nemesis, etc.? How is that better than a ranged Killer like Huntress, who has more than one axe and can just down people in a couple hits with it anyway? It seems weaker than advertised. Very weak easily counterable antiloop.
    • The instant grab on the hatchet: People don't like it when Myers does this with Tombstone (since it leads to a Mori). They're going to get similarly annoyed when Springtrap does it as it's a guaranteed grab. Yes, it's cool and all, but in the long term Survivors will get sick of dealing with this. It's also going to lead to an increase in tunnelling with this Killer because Springtraps who are good with the hatchet will use it to, likely, tunnel people off the hook, bloodlust them, and grab them again. This could get very nasty with haste perks. Please reconsider this mechanic's fun and fairness factor, and how easily it can be used to tunnel like this.
    • The teleport with the doors: This is slower than some other Killers like Dredge and Sadako. It's also more easily disrupted than those Killers, with the drawback that like Sadako's TVs, it's influenced by chest spawn offerings. That's really unfair to this Killer, and doesn't feel good to be hit by. The doors are supposed to spawn by generators, but with the right offering they can spawn uselessly far away. That completely nerfs this Killer's map pressure. A Killer's power should not be able to be pre-countered with an offering this way.
    • Grabbing from a door a Survivor is on: This is similar to Dredge and fine, but my problem is what is keeping Survivors from finding a way to run around disabling doors so Springtrap not only can't do this, but can't even pressure the map with the doors?
    • The doors being usable by Survivors: What Survivor is going to risk using the door when they know Springtrap uses them and can intercept them for a free grab mid door use? It's a cool mechanic and all but it's like using lockers against Dredge - you don't do it, and Survivors will quickly learn this. They will understand that the counter is just to power down the doors and check cameras to find out where Springtrap is, but they will absolutely not use the doors to travel. They may however use the doors to bait him away from other generators being done, similar to how Survivors can use doing Pinhead's box to bait Pinhead away from crucial generators. This isn't the upside for the Killer or Survivors people think it is.
    • The cameras revealing Springtrap: This suffers from the same issues as Singu's biopods, revealing Ghostface, and staring down the Unknown - it can also be influenced by bots, as they will always reveal his aura this way. A Killer's power should not be counterable by bots being able to read them through walls.
    • 105% speed outside of the door teleport: This is almost worse than Sadako and makes Springtrap terribly weak around strong and tall wall loops. It means he functionally has no chase power and because he's tall and noisy, will easily be countered in chase if the Survivor can bait his hatchet for long enough. That isn't good for a chase down Killer in a chase heavy game.
    • His perks: None of them are very good or worth bringing in the state they're in on the PTB. Help Wanted sounds nice on paper but "Mad Grit/STBFL for 60 seconds after you kick a generator" isn't that strong on a Killer that moves at 105% speed. It's frankly much better to just run STBFL for M1 Killers, and this perk has no use on M2 Killers at all. Phantom Fear is hilarious as it's just Killer Scene Partner, but 2 seconds of Aura read is pretty bad unless you're trying to counter checkspotting - and even then it doesn't work because screaming doesn't prevent the Survivor from pulling a pallet down or vaulting. If screaming changed to do those things, this perk would be a lot better. It feels like a bandaid fix perk to hiding, something already countered by Survivors getting AFK crows for "extreme hiding" and that something like Nowhere to Hide or Predator do much better. Haywire's an awesome concept and something the community has asked for a lot - the regression of the exit gate switch. This has use in endgame builds, the problem is that it regresses much too slow! It should regress at the same rate as doing the exit gate switch, there is literally no reason it shouldn't. That way it forces Survivors to stick on the gate. The other issue with this perk is that it's going to be too easily abused by highly mobile Killers like Nurse or Blight, as they can patrol gates very easily. That makes going for gates at the end way way too dangerous. if anything the perk is gonna need a cooldown but a quicker regression to compensate, it's somehow too weak for many Killers and too strong for already strong Killers. And frankly, the exit gate regressing slowly if the Surv lets go should really just be basekit anyway.

    All this considered, I think with how easily bullied he'll be and how slow he is, he isn't at all an A or B tier. Try more like a low B to high C tier. I can think of several Killers with similar powers much stronger than his, but I can forgive all that if the Killer is fun. So is he fun?

    Oh hell Fazbearin' YES, he's fun…

    I agree with a couple things, but also:

    Isnt he a 110% with the axe and a 115% when hes thrown it? he isnt 105% (hes 4.4, and 4.6 without the axe).

    I do think hes gonna be really reliant on his add-ons (specifcally Foxy's hook and Celebrate Poster) to end chases quicker if need be (combine it with unbound, and yeah, it feels rough to deal with)

    His Doors i agree with, bad RNG spawns can ######### him, he can grab party streamers and Bonnies Guitar strings to counter-act his weaker doors, and make them much more potent, but it leaves the axe with very little.

    I acknowledge your point of the Axe grab (and something like ripped curtain and office phone) making tunneling scary.

    His biggest weakness to me is that hes REALLY reliant on his Add-ons and how good the player is at playing him, i think a bad springtrap will get mauled, while a good one can maul survivors quickly. His add-ons allow him to branch out into alot of different builds and can be viable i think, but you do sacrifice either his mobility or anti-loop to compensate for it.

    A Case of too many-good Add-ons that really make him better, but only two slots hinders him quite a bit in strength (which you can argue is good design, not making him oppresive in both mobility and anti-loop, and making killers either building for one or the other, going for both can help (Party Streamers, Foxy's Hook/Celebrate Poster).

    BHVR will likely release a patch this or next week, and we will see some changes based on what they got info wise, but i think its fair to say hes one of the more balanced killers they have launched on the PTB, though the argument is if hes on the stronger or weaker side of things on their end.

  • @Blizer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937357#Comment_3937357

    I agree with a couple things, but also:

    Isnt he a 110% with the axe and a 115% when hes thrown it? he isnt 105% (hes 4.4, and 4.6 without the axe).

    I do think hes gonna be really reliant on his add-ons (specifcally Foxy's hook and Celebrate Poster) to end chases quicker if need be (combine it with unbound, and yeah, it feels rough to deal with)

    His Doors i agree with, bad RNG spawns can ######### him, he can grab party streamers and Bonnies Guitar strings to counter-act his weaker doors, and make them much more potent, but it leaves the axe with very little.

    I acknowledge your point of the Axe grab (and something like ripped curtain and office phone) making tunneling scary.

    His biggest weakness to me is that hes REALLY reliant on his Add-ons and how good the player is at playing him, i think a bad springtrap will get mauled, while a good one can maul survivors quickly. His add-ons allow him to branch out into alot of different builds and can be viable i think, but you do sacrifice either his mobility or anti-loop to compensate for it.

    A Case of too many-good Add-ons that really make him better, but only two slots hinders him quite a bit in strength (which you can argue is good design, not making him oppresive in both mobility and anti-loop, and making killers either building for one or the other, going for both can help (Party Streamers, Foxy's Hook/Celebrate Poster).

    BHVR will likely release a patch this or next week, and we will see some changes based on what they got info wise, but i think its fair to say hes one of the more balanced killers they have launched on the PTB, though the argument is if hes on the stronger or weaker side of things on their end.

    We'll have to see. I think even released in this state he'd be fine - not EVERY Killer has to be an A tier, they just have to be fun and feel good to use for people who like them. If he ends up a C tier that's fine, but I think he'll settle around a mid to low B. He is balanced so far, if weak in a few spots, and you're right, it depends on who plays him… and that's great! That actually feels like most B to C tiers, they often need you to be decent at Killer to use them well. Perfect! More like this BHVR, less like Launch Kaneki and PTB Houndmaster. Fun is always better than just trying to always make a new super strong Killer…

    I think you're right, he's addon dependent and some of his power as stated does encourage tunnelling. The axe itself just does not feel very strong. I think it's fine to have a Killer that is addon dependent though - Myers is also all about his addons. I just think some of them could use some changes to discourage playing Five Gens at Tunneltrap's.

    Good catch, you're right, I double checked - 110% speed carrying axe, then 115% with no axe.

  • @ad19970 said:

    As a Vecna main myself, right out of the gate I just want to warn BHVR about Mage Hand being possibly a bit too strong now, with the bug fix and buff it is receiving. Now that survivors can't punish Vecna's that use Mage Hand on reaction, the mindgame of whether Vecna uses Mage Hand or not, and whether survivors should throw down the pallet or not, could go lost because of this. Since he doesn't have to predict the pallet drop anymore but instead can react to it.

    I think a good compensation nerf is too slightly decrease Vecna's movement speed during his post cast cooldown of Mage Hand, from 3.68 M/S to let's say 3.28 M/S. That would make Mage Hand fairer for both sides, allowing both sides to have some counterplay.

    Also a bit disappointed with the buffs to the items. I was kind of hoping that the other items would also give survivors a small haste effect when the corresponding spell was used.

    YoYou Aren't a Vecna main

  • Uhm ok? And how do you know that I am not? Vecna most certainly is my main.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938391#Comment_3938391

    Uhm ok? And how do you know that I am not? Vecna most certainly is my main.

    I have played this game long enough to know anyone who starts complaining about buffs to their main is a survivor who doesn't want to verse that killer. When you play 50/50 killer survivor like me you start to recognize the mains shenanigans

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938404#Comment_3938404

    I have played this game long enough to know anyone who starts complaining about buffs to their main is a survivor who doesn't want to verse that killer. When you play 50/50 killer survivor like me you start to recognize the mains shenanigans

    You can main a Killer and still have complex opinions on their state of balance.

    Sadako mains (myself being one) hated one of the previous reworks because even though she was stronger, she was just boring to play and frustrating for survivors (The global condemn rework in case you're wondering which one).

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938407#Comment_3938407

    You can main a Killer and still have complex opinions on their state of balance.

    Sadako mains (myself being one) hated one of the previous reworks because even though she was stronger, she was just boring to play and frustrating for survivors (The global condemn rework in case you're wondering which one).

    Are you more a fan of her first version or her current version?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938939#Comment_3938939

    Are you more a fan of her first version or her current version?

    I think the current version we have is a good mix of what I liked from the first iteration improved upon. Stuff like stacks being locked in after hooks, condemn not just being based on the television you teleport to but anyone near a powered TV after a TP are really good improvements. Also being immune to pallet stuns while demanifested is a nice bonus.

    So I think I'm quite happy with the current way it works, though I know a lot of people don't really like sadako's lack of chase power but I'm an m1 killer enjoyer so that doesn't bother me too much.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938943#Comment_3938943

    I think the current version we have is a good mix of what I liked from the first iteration improved upon. Stuff like stacks being locked in after hooks, condemn not just being based on the television you teleport to but anyone near a powered TV after a TP are really good improvements. Also being immune to pallet stuns while demanifested is a nice bonus.

    So I think I'm quite happy with the current way it works, though I know a lot of people don't really like sadako's lack of chase power but I'm an m1 killer enjoyer so that doesn't bother me too much.

    I‘m glad you are happy. I for my part wished they had kept her first versions design and improved it with numbers buffs, the anti stun and the condemned lock in. My old playstile is sadly due to the reworks no longer viable/possible.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933485#Comment_3933485

    No way devs would be this clueless about their own game (r-right?). It clearly was meant as a nerf to the killer.

    Its definitely a side-grade in some ways. Being in a chase now means they can't re-vault a window over and over again and it will block the windows.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933528#Comment_3933528

    Its definitely a side-grade in some ways. Being in a chase now means they can't re-vault a window over and over again and it will block the windows.

    No. It's not anywhere near a side grade. Without chase music, it's super easy to hear if a survivor ran past a pallet in a loop, or if they are waiting by the pallet. With chase music, it's going to be much much harder for Victor to avoid pallet stuns.

    Being able to block windows isn't anywhere near as valuable as being able to easily avoid pallet stuns.

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