Developer Update | July 2025

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The 9.1.0 Update is approaching, so let’s dive into the notable gameplay changes you can expect from the upcoming Public Test Build. Plus, 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 

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  • Added a new equippable item for Survivors: the Fog Vial. Its effects include: 
    • Using a Fog Vial causes a fog cloud to expand outward from the point where it was used, dissipating after a set time 
    • Scratch marks do not spawn within a fog cloud 
    • Audio is muffled for anyone within a fog cloud 
    • The auras of players within a fog cloud cannot be read by other players 
  • The Fog Vial has a cooldown which recharges over time once used 
  • Added item rarities and add-ons. 

DEV NOTE: The Fog Vial specializes in creating confusion and breaking line of sight. When it’s activated, this fog obscures your surroundings while still allowing for limited visibility within your immediate vicinity. By moving to a single, recharging use, Survivors can use the Fog Vial multiple times per Trial and don’t have to be quite so precious about saving charges, letting them be more in the moment with their vial uses. 

Stay tuned for patch notes for more information about Fog Vial rarities and add-ons.

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  • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
  • Adjusted the uses for this item to cover the following: 
    • Channel the Key to consume 1 charge and reveal Survivor auras for a limited time 
    • When near a closed hatch, consume 1 charge to unlock it 
    • Consume 1 charge to quickly unlock a chest and gain an item of Rare rarity or higher. Once a chest has been unlocked with a Key it: 
      • Is revealed to nearby Survivors 
      • Can be rummaged in by 1 other Survivor to gain an additional item of Rare rarity or higher 
  • Adjusted the effects of individual item rarities and several add-ons. 

DEV NOTE: Keys stood out as the least-used Survivor items and were typically outclassed by other options. We’ve reworked them to offer a wider range of utility and tap into players’ yearning for higher-rarity items. 

Now, the “charge” system is easier to track (think of it as “uses” rather than “use time”) and the aura-reading capabilities of Keys are improved, while also adding some team-wide utility. In addition to making it easier for the equipped player to get quality items from chests, Keys also extend that opportunity to a single teammate. 

Stay tuned for the patch notes for details on Key and Map item rarities and add-ons.

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  • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
  • Adjusted the uses for this item to cover the following: 
    • Channel the Map to consume 1 charge and reveal nearby pallet and vault auras to yourself for a limited time 
    • While auras are revealed, press the Use Item button again to create a beam of light (only visible to Survivors), revealing the auras of generators within the beam’s range to all Survivors 
  • Adjusted the effects of individual item rarities and several add-ons. 

DEV NOTE: Similar to Keys, Maps stood out as an underutilized item which didn’t fit into beginner or experienced player kits. With this change, Maps retain the spirit of giving players an awareness of their surroundings, making their effects more consistent, and extending some value to teammates. Now, there’s no need to “track” objects before they show up.

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  • Increased total number of Character Customization presets to 7 
  • Increased total number of Loadout presets to 7 
  • Added the ability to change preset names 

DEV NOTE: Whether it’s the pursuit of fashion or prepping perks for every situation, we wanted to make it easier to save your faves. Don’t worry, your existing presets will be ported into this updated system. 

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  • Added mouse and keyboard support on the following console platforms: 
    • PlayStation 4 
    • PlayStation 5 
    • Xbox One 
    • Xbox Series X|S 

Please note: This feature is not available on the PTB, as it is only playable on Steam. 

DEV NOTE: Quite self-explanatory, we’ve extended full mouse and keyboard support to a number of console platforms so that players have more choice in how they approach gameplay.

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  • Added hotkey inputs to Custom Game spectating to switch to the Killer’s perspective. 
  • Added spectators hotkeys representation next to players portraits, to improve usability 
  • Added the option to toggle spectator hotkeys visibility and adjust them in the Input Binding menu. 
  • Added a visual indicator to show spectators who they are viewing. 
  • Shows dead Survivor icons if joining as a spectator after getting sacrificed. 

DEV NOTE: Following up on last update’s changes to Custom Games, we’ve introduced more improvements to make view-switching and tournament casting even easier. This also ensures viewers have more information about what they’re seeing.

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KILLER UPDATES 

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  • Increased Punishment of the Damned's range 
  • Increased the duration of Rites of Judgment’s trail drawing and trail lifetime 
  • Decreased Rites of Judgement's movement speed 
  • Added Haste and Endurance effects to Survivors saved from a cage 
  • Added input buffering to: 
    • Transition from Punishment of the Damned to Rites of Judgment 
    • Begin caging or killing a Survivor when the prompt is available 
  • Reworked his add-ons. 

DEV NOTE: We’ve heard your feedback that The Executioner’s add-ons could use more variety – range shouldn’t feel like the only viable option. In addition to making range increases basekit, we’ve reworked his add-ons to introduce more interesting options, like adjusting the spread of Punishment of the Damned, or triggering effects on misses. 

Outside of these changes (keep an eye out for the patch notes for add-on details!), we’ve made some quality-of-life adjustments and slightly reduced his zoning potential.

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  • Increased movement speed while reloading bottle 
  • Decreased bottle reload time 
  • Adjusted the effects of yellow bottles: 
    • Increased Haste effect 
    • Increased the distance and speed that smoke spreads to 
    • Increased activation speed 
  • Adjusted the effects of purple bottles: 
    • Decreased the Hindered effect 
    • Decreased how long the Hindered effect lingers after leaving smoke 
  • Added input buffering to: 
    • Charging a bottle throw 
    • Reloading bottles 
  • Adjusted several add-ons. 

DEV NOTE: When it comes to The Clown’s power, his purple bottles see much more use than his yellow ones across skill levels. To better incentivize their use, we’ve given the yellow bottles a quicker activation, greater speed boost and wider effective range, coupled with some base speed increases. To compensate, purple bottles have received a slight nerf, requiring a little more throw control to get their full value.

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  • Increased maximum patrol path length 
  • Increased path drawing speed, acceleration, and strafe speed 
  • The Carnifex’s Standard spawns slower 
  • The Assassin and Jailor’s Standards spawn quicker 
  • Added input buffering to: 
    • Drawing a patrol path 
  • Adjusted Call to Arms add-on. 

DEV NOTE: Drawing patrol paths is an important part of The Knight’s gameplay, so we’ve made it feel snappier and extended its range slightly, making Call to Arms partially basekit. We’ve also adjusted Standard spawn times for each Guard. In particular, the Standards for the two chase-focused Guards will spawn quicker to help give Survivors a little more counterplay during double team scenarios where they tend to be at their strongest.

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  • Increased crouched movement speed 
  • Increased speed of crouching and un-crouching 
  • Increased the speed at which the Terror Radius fades when crouching 
  • Increased Ambush movement speed 
  • Added input buffering to: 
    • Crouching 
    • Charging an Ambush attack 
  • Adjusted several add-ons. 

DEV NOTE: Yes, we know. We buffed Pig. Outside of her traps, her ability to surprise Survivors is an important part of her appeal. By increasing her speed and making her Terror Radius fade quicker while sneaking, she’ll have more chances to act on unprepared Survivors.

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PERK UPDATES 

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  • Updated Any Means Necessary 
  • Updated Appraisal 
  • Updated Better Together 
  • Updated Built to Last 
  • Updated Déjà Vu 
  • Updated Detective’s Hunch 
  • Updated Potential Energy 
  • Updated Still Sight 
  • Reworked Streetwise 

DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes. 

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

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  • Updated Dragon’s Grip 
  • Updated Franklin’s Demise 
  • Updated Hubris 
  • Updated Insidious 
  • Reworked Overwhelming Presence 
  • Updated Scourge Hook: Hangman’s Trick 

DEV NOTE: Similar to the above, we’ve buffed some perks which boasted lower pick rates and adjusted certain perks that affect items so they’re compatible with the recent changes.

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Until next time... 

The Dead by Daylight Team

Comments

  • Cages really need more use. Quickhooking is offset by the fact that they also get quick and safe rescues from them. There is way too much of a tradeoff. The reason people would use them is for tunneling, which I'm glad is being nerfed, but there's nothing to compensate for this.

  • @DarKStaR350z said:

    Can’t believe Clown got a nerf and PH slowing down when using trails sounds awful.
    I’m guessing the ‘buffs’ will be like the Unknown changes where they add something to base kit but then nerf the addons and it’s actually an overall nerf when the new base is combined with the addons 😭

    At least Deja Vu got buffed so gens will go even faster 😂

    PH already slows down when using trails. He's 110 during it so he'll now be 105, I suppose.

  • I consider Pyramid Head to be my main killer, so naturally when changes for him are planned, I'm all ears (and I sincerely wish for as little changes as possible as I think he's fine the way he is).
    First thoughts: I actually don't need a higher base-range of Punishment of the Dead. I consider him to be a short- to mid-range killer. Of course, extra range is good on him and it's a clear buff, but I personally dislike changes that could change the general feel of a character.
    I'm honestly a little concerned about nerfing his zonig abilities. It's an aspect of each ranged killer to be able to do that, and this sounds like it's just taking away a tactical component of the killer (feels borderline like taking away one way of interaction, and each time this happens, it can make a killer less diverse to play).
    Basekit BT and speed on cage: sure, anything that discourages hard-tunneling, I'm basically on board - the main feature of the cage is not having to pick up a survivor, and secondary: please keep the feature that hook-perks (both killer and survivor) don't trigger for cages. It's such a nice tactical component in my opinion.

    On another notice: I don't mind the new equipment (Fog-Jar). I'm sure bhvr will be able to balance them out to make them not feel OP.
    However, one thing I find a bit concerning is that it's self-recharging. One aspect of DBD that I really enjoy is that at the start of a match, the survivors have all resources at their disposal, and they just diminish over time (health-states, hook-states, pallets, item-charges). And this jar in its currently planned state break with this. It might feel more like a perk that is available the whole match. No need to keep track of the charges as they will come back.
    Might you consider making them charge-based like the other items? you have like 16s throughout the match and can switch it on and off, and when the charges are used up, the item becomes useless, just like all other items
    (and on that note: how come even a basic flashlight has so many charges that it suffices for like 10 blinds? can we cut all flashlight-charges in half please? That's been bugging me for years xD)

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958641#Comment_3958641

    It kind of makes it the same as Toolboxes and Medkits - as those are charge based not time based.

    I love the way this update looks! I am excited for it! Will there be……*coughs* bug fixes in this update too? :)

    Slides over slowly to take a peek at your computer monitor - HoundMommy, are you in there? <3 Haha

  • NOOOOO!!! Not my Overwhelming Presence! What are you doing to it?

    I mean, I'm probably one of the only Players that uses it, but dang-it, It's crucial to my Anti-item builds! When equipped on Doc or Wesker, with maximum TR, it ensures survivors can't get full use out of their items, meaning Slower gens, Less healing, Less Flashlight blind attempts, etc, instead survivors adopt the counter strategy of either running across the map away from me to try and heal, or simply don't use their items at all… Which is what I want!

    Survivors who bring in items tend to have a plan for them, OP is one of only 2 perks that throws a wrench into said plans… And you've listed BOTH for getting changes, while also Buffing Items and Survivors Item enhancing perks?

    The "item meta" is gonna go crazy next patch, and I fear, due to the changes to the killers only counter perks, will likely go uncontested… sigh, this is gonna be painful for killer players isn't it?

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958717#Comment_3958717

    The unhealthy part of her kit is her ability to hard tunnel someone to death once they've been trapped. If she moves faster than survivors when crouched, there's zero chance of the survivor being able to remove the trap. She will just follow them whilst crouch walking, till their head pops.

    It's not something that most Pig's do, as it can cause you to throw the match. But it's a pretty easy way to ensure that at least one survivor has a miserable match, with no real counterplay.

    Killer spends entire match to get a head pop or just tunnel them normally without tossing the whole match away and people can still just do gens then leave giving them hatch. This is a nonexistent problem in reality.

  • Another patch with kidnap tech still existing; and untouched kaneki scamper.. hatch offerings still hidden so good luck trying to get a 4k without slugging

  • I’ve been playing Survivor long enough to know when something is actually improving the experience — and this update just isn’t it.

    Calling this a “Quality of Life” update feels more like marketing than reality. The new item is a neat idea on paper, but one smoke vial doesn’t change how frustrating the core gameplay still is. Survivors are still stuck in solo queue roulette, dealing with constant camping, tunneling, and overwhelming slowdown — and none of that was addressed.

    Instead of tools to help with coordination or more meaningful baseline changes, we get another niche item and a few adjustments to Keys. It feels like surface-level polish when what we really need is structural repair.

    If this is what we’re calling QoL now, I worry that the bigger problems are just being ignored.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958741#Comment_3958741

    Killer spends entire match to get a head pop or just tunnel them normally without tossing the whole match away and people can still just do gens then leave giving them hatch. This is a nonexistent problem in reality.

    That does sound like a best case scenario. Getting trapped and followed early-game till pop, won't get beaten by gen rush, into hatch. Then there's solo survivors not being able to coordinate. Less experienced survivors already find Pig hard to understand. I think countering it consistently would be almost impossible in most cases outside of a strong SWF, or getting trapped late game.

    As I said, it's not a common thing to occur. Most Pig players play her because they enjoy her character. Those kinds of players aren't usually into making others miserable. I only referenced it because someone asked how her kit can be problematic, and that's the one thing in her kit that can be an issue.

  • buff demo portals or rework them

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958674#Comment_3958674

    ”Game sense” is a fake term. There’s no visual, scratchmarks, audio, or aura reading. What exactly am I suppose to base the game sense off of? Psychic powers?

    How am I supposed to follow one specific person, when multiple people are purposely running through the same area, trying to confuse the killer into chasing the wrong person?

    are mindgames also a fake term to you? you see them drop grenade, they're about to try something, play the game enough to understand what options they might go for and develop a behavior that counteracts to the most amount / most popular ways survivor might play around grenade and use whichever remaining clues there are to get back to chasing asap.

    i played the event vs both iterations of the grenades, it's not rocket science to get a decent idea of how survivors might behave.

    i swear, sometimes dbd players are just on a whole other level of disconnect from the very game they're playing.

  • @IrisLP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958686#Comment_3958686

    TBH, I need them to nerf the Knight more, add a CD or something because ALL the Knights I face play the same thing: slugging. Playing soloQ against a Knight like that is annoying and a pain, and it's learned over the internet (ty choy 🙄). If they have to nerf it more so they learn to play something other than slugging, then they should.
    And to be fair. The rest of the things you talk about in other killers are moved that way because most of those who play those killers abuse the system. It happened with the pig and the cages (when they blocked one), it happened with the clown who practically had no end of bottles with certain addons and perks, it happened with Pyramid who abused the zero immunity of cages to tunnel... etc. It's not about "improving the game," it's about preventing the abuse of certain mechanics that the players themselves have generated. It happens on both sides; in Survivor they did the same thing several times. Basically, those who play well pay because of those who abuse the system.

    Knight is already a mediocre killer. There is no point in nerfing him just because you can't play against him. He is not even a popular slugger since you kinda have to depend on survivors being incompetent and getting downed by your guards, which almost never happens against decent survivors.

    And no, the rest of the killers aren't abused, or aren't anymore. Pig could only bodyblock jigsaw boxes before they made the spawn default be 5, and that's was a good change. But there is NO reason as to why they nerfed the other aspects of her kit further, even though she was already a bad killer.

    Pyramid head tunnels survivors who leave the cage's because that's the point of that mechanic, so they are not abusing it, it is working as intended. Also, you have to walk on the trail for him to send you to a cage, so if you really want to get the base BT then you should prioritize not walking on it. Hence why the best players prefer to go down a bit quicker than to step on the trail. Finally, even if the survivors gets sent to a cage, their teammates can still bodyblock them if the Pyramid decides to tunnel. Come on, there is so much the game can hold the survivors hand without them having to have any skill to play the game.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958824#Comment_3958824

    Knight is already a mediocre killer. There is no point in nerfing him just because you can't play against him. He is not even a popular slugger since you kinda have to depend on survivors being incompetent and getting downed by your guards, which almost never happens against decent survivors.

    And no, the rest of the killers aren't abused, or aren't anymore. Pig could only bodyblock jigsaw boxes before they made the spawn default be 5, and that's was a good change. But there is NO reason as to why they nerfed the other aspects of her kit further, even though she was already a bad killer.

    Pyramid head tunnels survivors who leave the cage's because that's the point of that mechanic, so they are not abusing it, it is working as intended. Also, you have to walk on the trail for him to send you to a cage, so if you really want to get the base BT then you should prioritize not walking on it. Hence why the best players prefer to go down a bit quicker than to step on the trail. Finally, even if the survivors gets sent to a cage, their teammates can still bodyblock them if the Pyramid decides to tunnel. Come on, there is so much the game can hold the survivors hand without them having to have any skill to play the game.

    To be fair, Pig's received exactly one direct nerf in over five years, and every other changes she's received has either been a direct buff or an indirect buff (with a few QoL things thrown in here and there too). There's only one aspect of her kit that was nerfed at all in that time frame, the box changes were overall a buff.

  • So Executioner and Clown who are already mid tier are getting nerfed???

    Nerfing Clown's hindered bottles and Executioner's speed while using judgement is really bad for them. This is more of a nerf to them than a buff which they really didn't need.

  • @havoc said:

    So Executioner and Clown who are already mid tier are getting nerfed???

    Nerfing Clown's hindered bottles and Executioner's speed while using judgement is really bad for them. This is more of a nerf to them than a buff which they really didn't need.

    Personally I'd be inclined to wait and see for the PTB. Those specific changes are nerfs, but the other changes do look quite nice.

    I can't speak to Executioner since I don't play him, but for Clown, faster reload, faster movement speed while reloading, and quicker activation on yellow bottles are all really nice changes. How good Clown is after these changes depends really heavily on the numbers, hypothetically he could be coming out ahead here fairly noticeably.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958840#Comment_3958840

    No, I completely understand what you meant. And you were talking about Compensation and Killers got Compensation in the same Patch.

    They removed the ability to kick Gens an unlimited amount of time and as Compensation, Kicks were made stronger and Survivors cannot tap the Gen to stop Regression (something which you ignore btw., it is VERY impactful that Survivors cannot tap the Gen mid-chase anymore to stop the Regression, they have to repair at least 5% to stop the Regression).

    So you were asking for Compensation, but you already got it. And the Compensation was better than what Killers actually lost, since the Regression Limit is completely irrelevant most of the time, unless you go for heavy 3-Gens from the start.

    The issue is some killers can't afford to kick gens, and it's always the already weak m1 killers who don't have map traversal. Due to this, they usually need to run surge, but surge can lock up a gen excessively quick. I have personally seen a gen lose nearly half of the allotted regressions events within 20 seconds just because of bad survivor play, but naturally the survivors had unbreakable, so only one hook was gained by it all while the gen is already halfway being permanently blocked within the first few minutes of the game.

    The regression limit negatively affects the killers who are already weak. They already can't afford to patrol gens super far away. Survivors know this and will lwave those far gens last. This means the only place survivors are, and the only place gens are getting done are in the central part of the map. That means those weak m1 killers with no map traversal are effectively forced to focus on a smaller number of gens, and with perks like surge, have a much higher chance at reaching the limit than stronger killers...even if they aren't even close to doing 3 gen camping which is, per the devs, was supposed to only kick in to punish killers who refuses to participate in normal gameplay by sitting at gens and refusing to do chases and hooking.

  • i-used-to-pray-for-times-like-this-i-used-to-pray.gif

    PYRAMIND HEAD ADDON REWORK!!!

    • Adjusted the effects of purple bottles: 
      • Decreased the Hindered effect 
      • Decreased how long the Hindered effect lingers after leaving smoke 
      • DEV NOTE: When it comes to The Clown’s power, his purple bottles see much more use than his yellow ones across skill levels. To better incentivize their use, we’ve given the yellow bottles a quicker activation, greater speed boost and wider effective range, coupled with some base speed increases. To compensate, purple bottles have received a slight nerf, requiring a little more throw control to get their full value.

    So, I'm a main clown and have 300-400 hours on it, well, let's kill a tier 4 killer, because why should developers play their own game if they can look at useless statistics and make changes to the killers based on them? Yellow bottles cannot be used and no one will ever use them unless they dissipate almost instantly, namely 0.5 seconds maximum after they hit the ground, they cannot be used in pursuit in any way, if a survivor sees that a clown throws a yellow bottle under himself, he immediately begins to drag himself to another structure, and considering that the clown still needs to wait for the yellow bottle to dissipate + switch to a purple one and throw it, the survivor runs to another structure in 8 out of 10 cases. I don't know what will happen with the percentage of the purple bottle slowdown deterioration, but if it's higher than at least 3 percent, this killer will be officially recorded in the tier list "the developers don't play their game and make changes to useless statistics".In general, the change looks like the clown is simply breaking his main ability (purple bottle and the slowdown from it) by adding useless improvements like fast walking during reload and reducing the reload, you can understand that if the clown can't slow down the survivor enough, he doesn't need a quick reload, he doesn't have the main ability to catch the survivor. Give him at least an instant reload, he won't catch faster because of the small slowdown. I don't know why I wrote this considering that it most likely won't change anything.....

    • Adjusted the effects of purple bottles: 
      • Decreased the Hindered effect 
      • Decreased how long the Hindered effect lingers after leaving smoke 

    In short, the clown was simply nerfed without giving him ANY improvements, since the improvements to fast reload and fast walking while reloading will not help him catch a survivor in any way, just like yellow bottles that NO ONE will use anyway, the patch note about the clown should simply look like this: "Hello everyone, we are nerfing the main ability of a tier 4 killer without giving him ANYTHING useful

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/ISSZSQ5NR2LF/910-developerupdate.jpg

    The 9.1.0 Update is approaching, so let’s dive into the notable gameplay changes you can expect from the upcoming Public Test Build. Plus, 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/HB53NFQXUI6A/devupdate-newsurvivoritemfogvial.png

    • Added a new equippable item for Survivors: the Fog Vial. Its effects include: 
      • Using a Fog Vial causes a fog cloud to expand outward from the point where it was used, dissipating after a set time 
      • Scratch marks do not spawn within a fog cloud 
      • Audio is muffled for anyone within a fog cloud 
      • The auras of players within a fog cloud cannot be read by other players 
    • The Fog Vial has a cooldown which recharges over time once used 
    • Added item rarities and add-ons. 

    DEV NOTE: The Fog Vial specializes in creating confusion and breaking line of sight. When it’s activated, this fog obscures your surroundings while still allowing for limited visibility within your immediate vicinity. By moving to a single, recharging use, Survivors can use the Fog Vial multiple times per Trial and don’t have to be quite so precious about saving charges, letting them be more in the moment with their vial uses. 

    Stay tuned for patch notes for more information about Fog Vial rarities and add-ons.

    https://us.v-cdn.net/6030815/uploads/AHYVNKSDG389/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/9DDHECS26V3E/devupdate-survivoritemupdatekeys.png

    • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
    • Adjusted the uses for this item to cover the following: 
      • Channel the Key to consume 1 charge and reveal Survivor auras for a limited time 
      • When near a closed hatch, consume 1 charge to unlock it 
      • Consume 1 charge to quickly unlock a chest and gain an item of Rare rarity or higher. Once a chest has been unlocked with a Key it: 
        • Is revealed to nearby Survivors 
        • Can be rummaged in by 1 other Survivor to gain an additional item of Rare rarity or higher 
    • Adjusted the effects of individual item rarities and several add-ons. 

    DEV NOTE: Keys stood out as the least-used Survivor items and were typically outclassed by other options. We’ve reworked them to offer a wider range of utility and tap into players’ yearning for higher-rarity items. 

    Now, the “charge” system is easier to track (think of it as “uses” rather than “use time”) and the aura-reading capabilities of Keys are improved, while also adding some team-wide utility. In addition to making it easier for the equipped player to get quality items from chests, Keys also extend that opportunity to a single teammate. 

    Stay tuned for the patch notes for details on Key and Map item rarities and add-ons.

    https://us.v-cdn.net/6030815/uploads/N75WI387V64C/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/YBLC7GQOLL52/devupdate-survivoritemupdatemaps.png

    • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
    • Adjusted the uses for this item to cover the following: 
      • Channel the Map to consume 1 charge and reveal nearby pallet and vault auras to yourself for a limited time 
      • While auras are revealed, press the Use Item button again to create a beam of light (only visible to Survivors), revealing the auras of generators within the beam’s range to all Survivors 
    • Adjusted the effects of individual item rarities and several add-ons. 

    DEV NOTE: Similar to Keys, Maps stood out as an underutilized item which didn’t fit into beginner or experienced player kits. With this change, Maps retain the spirit of giving players an awareness of their surroundings, making their effects more consistent, and extending some value to teammates. Now, there’s no need to “track” objects before they show up.

    https://us.v-cdn.net/6030815/uploads/S5TFAFXVK9TE/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/NG7DRRGBHAH5/devupdate-presetimprovements.png

    • Increased total number of Character Customization presets to 7 
    • Increased total number of Loadout presets to 7 
    • Added the ability to change preset names 

    DEV NOTE: Whether it’s the pursuit of fashion or prepping perks for every situation, we wanted to make it easier to save your faves. Don’t worry, your existing presets will be ported into this updated system. 

    https://us.v-cdn.net/6030815/uploads/ZXC2AMD8WFBV/devupdate-presetimprovementsscreenshot.png

    https://us.v-cdn.net/6030815/uploads/N3HVNU36AD4T/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/4ND6F6MH9VEJ/devupdate-keyboardandmouseonconsoles.png

    • Added mouse and keyboard support on the following console platforms: 
      • PlayStation 4 
      • PlayStation 5 
      • Xbox One 
      • Xbox Series X|S 

    Please note: This feature is not available on the PTB, as it is only playable on Steam. 

    DEV NOTE: Quite self-explanatory, we’ve extended full mouse and keyboard support to a number of console platforms so that players have more choice in how they approach gameplay.

    https://us.v-cdn.net/6030815/uploads/1T961138ERNU/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/JAWN66SC8J2E/devupdate-custommatchimprovements.png

    • Added hotkey inputs to Custom Game spectating to switch to the Killer’s perspective. 
    • Added spectators hotkeys representation next to players portraits, to improve usability 
    • Added the option to toggle spectator hotkeys visibility and adjust them in the Input Binding menu. 
    • Added a visual indicator to show spectators who they are viewing. 
    • Shows dead Survivor icons if joining as a spectator after getting sacrificed. 

    DEV NOTE: Following up on last update’s changes to Custom Games, we’ve introduced more improvements to make view-switching and tournament casting even easier. This also ensures viewers have more information about what they’re seeing.

    https://us.v-cdn.net/6030815/uploads/4IME46D46DGE/devupdate-frame.png

    KILLER UPDATES 

    https://us.v-cdn.net/6030815/uploads/TJLZ061UGINV/devupdate-theexecutioner.png

    • Increased Punishment of the Damned's range 
    • Increased the duration of Rites of Judgment’s trail drawing and trail lifetime 
    • Decreased Rites of Judgement's movement speed 
    • Added Haste and Endurance effects to Survivors saved from a cage 
    • Added input buffering to: 
      • Transition from Punishment of the Damned to Rites of Judgment 
      • Begin caging or killing a Survivor when the prompt is available 
    • Reworked his add-ons. 

    DEV NOTE: We’ve heard your feedback that The Executioner’s add-ons could use more variety – range shouldn’t feel like the only viable option. In addition to making range increases basekit, we’ve reworked his add-ons to introduce more interesting options, like adjusting the spread of Punishment of the Damned, or triggering effects on misses. 

    Outside of these changes (keep an eye out for the patch notes for add-on details!), we’ve made some quality-of-life adjustments and slightly reduced his zoning potential.

    https://us.v-cdn.net/6030815/uploads/IUJJQQ952BIW/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/BIRK1CYBXO5R/devupdate-theclown.png

    • Increased movement speed while reloading bottle 
    • Decreased bottle reload time 
    • Adjusted the effects of yellow bottles: 
      • Increased Haste effect 
      • Increased the distance and speed that smoke spreads to 
      • Increased activation speed 
    • Adjusted the effects of purple bottles: 
      • Decreased the Hindered effect 
      • Decreased how long the Hindered effect lingers after leaving smoke 
    • Added input buffering to: 
      • Charging a bottle throw 
      • Reloading bottles 
    • Adjusted several add-ons. 

    DEV NOTE: When it comes to The Clown’s power, his purple bottles see much more use than his yellow ones across skill levels. To better incentivize their use, we’ve given the yellow bottles a quicker activation, greater speed boost and wider effective range, coupled with some base speed increases. To compensate, purple bottles have received a slight nerf, requiring a little more throw control to get their full value.

    https://us.v-cdn.net/6030815/uploads/USM8CATFE6TJ/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/ZTPMLJ9T6ZVW/devupdate-theknight.png

    • Increased maximum patrol path length 
    • Increased path drawing speed, acceleration, and strafe speed 
    • The Carnifex’s Standard spawns slower 
    • The Assassin and Jailor’s Standards spawn quicker 
    • Added input buffering to: 
      • Drawing a patrol path 
    • Adjusted Call to Arms add-on. 

    DEV NOTE: Drawing patrol paths is an important part of The Knight’s gameplay, so we’ve made it feel snappier and extended its range slightly, making Call to Arms partially basekit. We’ve also adjusted Standard spawn times for each Guard. In particular, the Standards for the two chase-focused Guards will spawn quicker to help give Survivors a little more counterplay during double team scenarios where they tend to be at their strongest.

    https://us.v-cdn.net/6030815/uploads/6ZXL6FYNNYE4/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/7TZLSAG66GET/devupdate-thepig.png

    • Increased crouched movement speed 
    • Increased speed of crouching and un-crouching 
    • Increased the speed at which the Terror Radius fades when crouching 
    • Increased Ambush movement speed 
    • Added input buffering to: 
      • Crouching 
      • Charging an Ambush attack 
    • Adjusted several add-ons. 

    DEV NOTE: Yes, we know. We buffed Pig. Outside of her traps, her ability to surprise Survivors is an important part of her appeal. By increasing her speed and making her Terror Radius fade quicker while sneaking, she’ll have more chances to act on unprepared Survivors.

    https://us.v-cdn.net/6030815/uploads/SVQ4QWPRDB5I/devupdate-frame.png

    PERK UPDATES 

    https://us.v-cdn.net/6030815/uploads/P9LT782D10OJ/devupdate-survivorperks.png

    • Updated Any Means Necessary 
    • Updated Appraisal 
    • Updated Better Together 
    • Updated Built to Last 
    • Updated Déjà Vu 
    • Updated Detective’s Hunch 
    • Updated Potential Energy 
    • Updated Still Sight 
    • Reworked Streetwise 

    DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes. 

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

    https://us.v-cdn.net/6030815/uploads/5ADEPZKHW24F/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/RLPGHXMYZ9T6/devupdate-killerperks.png

    • Updated Dragon’s Grip 
    • Updated Franklin’s Demise 
    • Updated Hubris 
    • Updated Insidious 
    • Reworked Overwhelming Presence 
    • Updated Scourge Hook: Hangman’s Trick 

    DEV NOTE: Similar to the above, we’ve buffed some perks which boasted lower pick rates and adjusted certain perks that affect items so they’re compatible with the recent changes.

    https://us.v-cdn.net/6030815/uploads/X7P1QG669HOB/devupdate-frame.png

    Until next time... 

    The Dead by Daylight Team

    a bit sad that killers get to kill off genrushing with nerfing BTL and "reworking" streetwise

    but kaneki is left nowhere to be seen with a nerf with every survivor begging for springtrap then a ghoul, makes sense.

    if you think the "item changes are for survivors", not really, they still need to buff chests perk and chests in general to spawn ideally grouped together in basemet and have maps be more useful like revealing the aura of ONE gen for an unlimited amount of time for x charges.

    the smoke bomb was boring in halloween and 2v8, this wont change when it comes to the base game, unless they make it busted on release with addons (DOUBT), it will probably be 4th in item used by survivors, its basically another side-grade for the flashlight.

    i hope the walking dead survivors dont have complete ######### perks or get gutted by killer mains whining to get it gutted post ptb.
    let it be the meta for a week and then nerf it if you really have to.

  • @Barakuda666 said:

    • Adjusted the effects of purple bottles: 
      • Decreased the Hindered effect 
      • Decreased how long the Hindered effect lingers after leaving smoke 

    In short, the clown was simply nerfed without giving him ANY improvements, since the improvements to fast reload and fast walking while reloading will not help him catch a survivor in any way, just like yellow bottles that NO ONE will use anyway, the patch note about the clown should simply look like this: "Hello everyone, we are nerfing the main ability of a tier 4 killer without giving him ANYTHING useful

    Maybe wait for the full numbers first instead of panicking. If purple bottle is losing 1 or 2% then it overall is a buff. If it's losing 5%/1sec or more then yeah it's likely an overall nerf.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958695#Comment_3958695

    are mindgames also a fake term to you? you see them drop grenade, they're about to try something, play the game enough to understand what options they might go for and develop a behavior that counteracts to the most amount / most popular ways survivor might play around grenade and use whichever remaining clues there are to get back to chasing asap.

    i played the event vs both iterations of the grenades, it's not rocket science to get a decent idea of how survivors might behave.

    i swear, sometimes dbd players are just on a whole other level of disconnect from the very game they're playing.

    How is the killer supposed to see the fog vial drop, if the killer is getting ambushed by a teammate? The person being chased isn’t dropping the first fog vial. If they drop a vial, they would be dropping a 2nd vial, to make the concealed area larger.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958906#Comment_3958906

    How is the killer supposed to see the fog vial drop, if the killer is getting ambushed by a teammate? The person being chased isn’t dropping the first fog vial. If they drop a vial, they would be dropping a 2nd vial, to make the concealed area larger.

    oh no something you also need to learn to be able to expect and adjust to and then play around accordingly.

  • @UndeddJester said:

    I wonder if Pyramid Head cages will trigger off the hook perks? 🤔🤔🤔

    I assume not... but not sure.

    The same as they currently work in the game, Pyramid Head's cages will not trigger hook/unhook perks.

  • @coolgue1 said:

    I’ve been playing Survivor long enough to know when something is actually improving the experience — and this update just isn’t it.

    Calling this a “Quality of Life” update feels more like marketing than reality. The new item is a neat idea on paper, but one smoke vial doesn’t change how frustrating the core gameplay still is. Survivors are still stuck in solo queue roulette, dealing with constant camping, tunneling, and overwhelming slowdown — and none of that was addressed.

    Instead of tools to help with coordination or more meaningful baseline changes, we get another niche item and a few adjustments to Keys. It feels like surface-level polish when what we really need is structural repair.

    If this is what we’re calling QoL now, I worry that the bigger problems are just being ignored.

    My thoughts exactly. Unless the new survivors introduce some game changing perks (which they most likely won't) this update isn't really changing anything about the survivor experience.

  • @neljx5 said:

    please don't tell me they're going to add a buffed version of an already annoying event item to the base game and then gut franklin's

    They said they're gonna buff Franklin's.

  • will there be a forum post about the changes in specific coming in the Quality of Life Initiative Phase: 2 like how Mandy made one for the Phase 1 Initiative?

  • Played clown for years, probably my 5th most played killer, in all those years i've thrown 1 yellow bottle! (I realise he didn't have them on release)

    After 1 yellow bottle it was blindingly obvious I should play as I always did & just pretend they don't exsist! (Easy to do why waste time & bottles switching!) If these changes go through i'll drop Clown & be down to only 4 main killers.

    I already play what most consider the weakest killers in the game, buffing yellow doesn't make them more viable, nerfing purple makes clown less so!

  • I love how petrified killer mains become the second survivors have anything added that might bring the escape rate closer to 50%. it's like they're so used to having their hand held with the forced kill rates that the thought of the average match being well balanced terrifies them.

    that said, I hope deja vu don't get nerfed. it's the king of breaking 3 gens and though it does get used a fair but it's underrated due to unconditional repair speed increase, cut down time locating gens and quickly breaking 3 gen clusters from the beginning of the match without needing to run around the map to see hidden gen spawn locations

  • The executioner is a good killer that didn't need to be touched. Adding range but slowing him down is terrible. Also adding endurance to a cage that is supposed to not have hook properties. Literally took away the essence of the killer.


    The clown is a good killer but not a great one. I survive most of the time against clowns. Playing clown is fun cause these bully survivors always want to loop killer shack or some loop on the map. We need more hindering killers to be honest. Instead we reduce an effect that already barely exist in the game. Freddy Krueger is a better version of clown anyways so I don't care much.


    Slowing down the carnifex makes it pointless cause it's only used to destroy pallets.


    Fog Vial looks miserable on paper. You don't even have to play the game to see the problem. I don't think the game is sided either way right now but I will say SWF's are on top. There is nothing you can do about background player, sabateur, flashes, and everything. Can't even pick up a survivor and if you try slugging then they spread and pick up the survivor. Mind you it probably took a minute to down the survivor. 2 gens done without a single hook. I can only imagine a stack of fog vials just making a chase practically impossible. Built to Last is about to flourish. Imagine going to damage a generator, getting blast mined and when you aren't blind anymore, stare into fog with no indication as to where to go.


    I have a really high kill rate and survive rate so i'm not saying things I don't know. Not liking this update at all. We'll see how it goes, though.

  • @jedimaster505 said:

    I love how petrified killer mains become the second survivors have anything added that might bring the escape rate closer to 50%. it's like they're so used to having their hand held with the forced kill rates that the thought of the average match being well balanced terrifies them.

    that said, I hope deja vu don't get nerfed. it's the king of breaking 3 gens and though it does get used a fair but it's underrated due to unconditional repair speed increase, cut down time locating gens and quickly breaking 3 gen clusters from the beginning of the match without needing to run around the map to see hidden gen spawn locations

    Any competent 4 man SWF should easily have a 50%+ escape rate. Soloqueue and SWF will always have a divide, the idea that the game should be balanced around 4 soloqueues who can't communicate, make constant mistakes and often don't even bring a full load out, having a 50% escape rate makes no sense. In addition to making no thematic sense, competetive games like dbd should be balanced around people trying to win. Yeah, we should balance for casuals too, but not at the complete detriment for, not just top level play, but even just high MMR play.

    Currently if both sides are strong the game is relatively well balanced.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958649#Comment_3958649

    I love the way this update looks! I am excited for it! Will there be……*coughs* bug fixes in this update too? :)

    Slides over slowly to take a peek at your computer monitor - HoundMommy, are you in there? <3 Haha

    yes there will most definitely be bug fixes, the details of everything will be on the patch notes

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958997#Comment_3958997

    Any competent 4 man SWF should easily have a 50%+ escape rate. Soloqueue and SWF will always have a divide, the idea that the game should be balanced around 4 soloqueues who can't communicate, make constant mistakes and often don't even bring a full load out, having a 50% escape rate makes no sense. In addition to making no thematic sense, competetive games like dbd should be balanced around people trying to win. Yeah, we should balance for casuals too, but not at the complete detriment for, not just top level play, but even just high MMR play.

    Currently if both sides are strong the game is relatively well balanced.

    high MMR 4 stacks have only an average 48 percent escape rate so that's not even true as even the most competent 4 man swfs average below 50. I don't even expect the devs to balance around solo q, but balancing around 50% average escape rate with swf and solos combined, the entire survivor player base, is perfectly sensible

  • @Barakuda666 said:

    • Adjusted the effects of purple bottles: 
      • Decreased the Hindered effect 
      • Decreased how long the Hindered effect lingers after leaving smoke 

    In short, the clown was simply nerfed without giving him ANY improvements, since the improvements to fast reload and fast walking while reloading will not help him catch a survivor in any way, just like yellow bottles that NO ONE will use anyway, the patch note about the clown should simply look like this: "Hello everyone, we are nerfing the main ability of a tier 4 killer without giving him ANYTHING useful

    xD, I repeat do NOT nerf the Clown's purple bottle… I will not use yellow I refuse to switch bottles mid chase

  • Nerfing knight, an at maximum B tier killer just doesn't make sense. Carnifex standard taking longer to spawn means nothing, you need him for pallets you aren't using him for hunts.

    Assassin and jailer standard spawning quicker makes using guards for hunts a pointless action. You already waste more time getting in range and setting up the hunt, than a survivor does just running in a circle with the garbage guard A.I and grabbing the standard, and you're making that quicker. So then in an attempt to make the double team scenario weaker, you're just incentivizing people to do the double team scenario since the only thing the standard spawning quicker does, is make hunts worse, when the knight is off chasing someone else.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958941#Comment_3958941

    xD, I repeat do NOT nerf the Clown's purple bottle… I will not use yellow I refuse to switch bottles mid chase

    I mean, this is up to you if you want to play a Killer worse than he is… Go for it. I also dont use Blinks for Nurse.

  • I'm incredibly happy that I switched to being a survivor main. This is gonna be a great 2nd half of 2025!

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959034#Comment_3959034

    I mean, this is up to you if you want to play a Killer worse than he is… Go for it. I also dont use Blinks for Nurse.

    On the one hand, I 100% agree with you that not fully utilizing a Killer's kit is generally a bad idea.

    BUT

    Clown was and always has been a slowdown killer primarily and that's how a lot of people have played him and like to play him. People feeling like they are getting punished for their playstyle/to force them to use the yellow bottles is a pretty understandable frustration to have.

    Making Clown a haste centric killer first instead seems like a bad move.

  • @YukariTheAlpaca said:

    No way you guys actually nerfed Clown. Ain't no way.

    The purple bottles aren't "good", they are just less mediocre than the yellow ones.

    Yeah I'm confused by this move as well tbh.

    @radiantHero23 said:

    We, the society of swine, will take a close look at those buffs and evaluate them thoroughly.

    Thank you for looking into her 👉🐽

    I'm excited for this as well. Even if it doesn't buff her in a practical sense I'll be happy for Pig to just feel a bit better to play.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958674#Comment_3958674

    ”Game sense” is a fake term. There’s no visual, scratchmarks, audio, or aura reading. What exactly am I suppose to base the game sense off of? Psychic powers?

    How am I supposed to follow one specific person, when multiple people are purposely running through the same area, trying to confuse the killer into chasing the wrong person?

    Bro what? Game sense is 100% a real thing. Like when you look at the state of things and can predict which gen the survivor is on. Or when you anticipate the killers next move. It's literally just describing you picking up on how your opponent tends to play.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958674#Comment_3958674

    ”Game sense” is a fake term. There’s no visual, scratchmarks, audio, or aura reading. What exactly am I suppose to base the game sense off of? Psychic powers?

    How am I supposed to follow one specific person, when multiple people are purposely running through the same area, trying to confuse the killer into chasing the wrong person?

    No it's not.

    Game sense is a fundemental part of DBD as a whole, how can you just say it's not a thing. That's ridiculous.

  • KBM support on console is great, but now every console (killer) player is encouraged to go out and buy new hardware. Which feels kinda lame. Really need controller settings still.

  • BHVR really hates Spirit, don't they? Got nerfed the hardest out of all of the old S tiers, Quiet Mode, and now Fog Vials. Fun.

  • @HexPectoPatronum said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646

    Where do you read something about a buff? It only says "Updated Déjà Vu".

    They already confirmed it's not getting a buff and it's from the bottom of the perk bit that said and I quote "DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes."

    I couldn't think of a way it interested with the maps/keys at the time so went with the only other option of them "help buff them up" which considering they buffed vigil the other patch which was is seen about as much as Deja, led me to believe it would be buffed.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958712#Comment_3958712

    Not really.

    Both bottles were helping the same way, so with that line of thinking both bottles are unfair.

    Plus, predropping is always ideal against him, so the counterplay is still the same.

    I do hate the blurring effect as it hurts my eyes. That said nerfing the purple bottles is a massive hit to Clown. I hope they realize that and revert/never push that to live.

    @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958717#Comment_3958717

    The unhealthy part of her kit is her ability to hard tunnel someone to death once they've been trapped. If she moves faster than survivors when crouched, there's zero chance of the survivor being able to remove the trap. She will just follow them whilst crouch walking, till their head pops.

    It's not something that most Pig's do, as it can cause you to throw the match. But it's a pretty easy way to ensure that at least one survivor has a miserable match, with no real counterplay.

    That's quite the edge case. Not really something that demands a full rework. They could simply add a timer pause based on proximity.

    @JustRight said:

    So the hook perks work on cages now too, right?

    Well it doesn't say any unhook perks work on cages so I doubt it. That said I think they should work with the exception of Scourge Hook perks.

  • I don't like the nerf to clowns purple bottle....

    It's the only thing he really has going for him...

    The yellow bottle isn't good because it helps survivors too.

    And the knight changes make him weaker...

    And why make pyramid head slower?

  • I think too many people underestimate the yellow bottle. There are ways to utilize the yellow bottle that doesn't benefit the survivors, but it takes more skill than just throwing purple bottles at the survivor. Utilizing both bottles can turn many safe loops into downs.

    However, the nerf to purple bottles is still bad because the reason doesn't justify it. Behavior sees that many clowns don't use the yellow bottles, because yellow bottles take significant more effort to make work. Buffing yellow bottles so they are easier to use while leaving purple bottles alone is all that needed. It's unnecessary to nerf purple bottles just to make yellow bottles better.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958695#Comment_3958695

    No it's not.

    Game sense is a fundemental part of DBD as a whole, how can you just say it's not a thing. That's ridiculous.

    When solo q survivors ask for more information on what their teammates are doing, why aren’t you telling them they should just use their game sense?

    When BHVR added a Survivor HUD, why didn’t you tell everyone it was unnecessary, because solo q survivors could use their game sense to know what their teammates were doing?

    And why aren’t you asking for Windows of Opportunity to be nerfed, because survivors should be using their game sense to find windows and pallets?

    Why it is that whenever people say to use game sense, it’s always saying the killer should be having it?

  • I am most looking forward to the bump up to 7 customization presets AND labeling. I am a cosmetics junkie, so this is appreciated.

  • As someone who plays the Clown a lot and uses both bottles, having the yellow bottles activate faster is detrimental for him. The activation time prevent the survivor from accidentally gaining haste.

    And no need to say that the nerf to the purple bottles is totally random and unnecessary. To try to get one of the bottles to be used more, you are hurting those who already use both. Those who didn't play around the yellow bottles will simply play something else.

    This logic is as absurd as pretending to make people use more Freddy's pallets by nerfing his snares.

  • Is there like any chance the Nurse / her add ons will be fixed soon? This has been basically ignored for 6 months at this point. She is completely broken with her random teleports after blinking. I am confused how it even came to this and why it has not been fixed for 6 months now, although it was reported in January right away. As a Nurse main this is extremely frustrating and does look like you simply don't care? Nerf's and buff's everywhere all the time.. but a completely broken killer ability is ignored for 6 months? How can you guys even explain this?

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