9.3.2 | Bugfix Patch Notes

932_PatchNotes_FORUM.png

Important

  • The Breakdown and Wicked perks have been re-enabled.
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Content

Killer Updates

The Skull Merchant

  • Increased the Undetectable duration to 8 seconds (was 6).
  • Decoupled the Undetectable status effect from Deploying a Drone.
    • Gain Undetectable when Recalling a Drone instead.
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Survivor Perk Updates

  • Breakdown:
    • Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for 4/5/6 seconds. A hook broken by this perk takes 180 seconds to respawn (Reverted to this version).
  • Wicked:
    • Your self-unhook attempts in the basement always succeed.
    • When you are unhooked or unhook yourself, you see the Killer's aura for 16/18/20 seconds (Reverted to this version).
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Archives and Events

  • The "Bone Chill" event returns Tuesday, December 9th at 11:00 AM Eastern.
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Environment / Maps

Pallet Density Changes

  • Evaluated and adjusted pallet loops on Autohaven Wreckers, Backwater Swamp, Crotus Prenn Asylum, The MacMillan Estate, Ormond, Red Forest, and Yamaoka Estate. These changes include:
    • Adjusted the length of loops that were too short and unsafe.
    • Prevented pallets from spawning against certain small objects, creating short and awkward loops.
    • Reviewed pallet randomization on certain tiles to provide more spawn variation.

Dev note: We've done another pass on pallet tiles and loops in order to find a middle ground between the last two updates. We will be closely monitoring the impact of these changes as we collect data and continue to adjust to find a sweet spot that feels great for both roles!

bar_red_2.png

Bug Fixes

Audio

  • Fixed an issue where The Deathslinger's power emitted static SFX from the Survivor POV.
  • Fixed an issue where the chainsaw SFX of The Cannibal could be heard globally throughout the map.
  • Fixed an issue where a sound alert played when The Knight's Guard Summon path creation reached 75% instead of 85%.
  • Fixed an issue where Vittorio Toscano's "Geralt of Rivia" outfit's chase start voiceover could be triggered at the same time as The Animatronic performed an axe grab.
  • Fixed an issue where The Unknown's voiceover layers were desynchronized.
  • Fixed an issue where entering and exiting the game credits replaced the Killer or Survivor music.
  • Fixed an issue where players emitted no sounds after quitting a Trail through the Match Details menu.

Characters

  • Fixed an issue where multiple characters had bright white hair when standing close to some light sources.
  • Fixed an issue where some Survivors' animations did not play correctly when infected by The Plague's Vile Purge.
  • Fixed an issue where The Deathslinger wouldn't display a rifle aiming animation from the Survivor POV.
  • Fixed an issue where Trevor Belmont's "Richter Belmont" Legendary outfit would not play its idle animation properly.
  • Fixed an issue where The Animatronic would not smile when getting ready to throw an axe.
  • Fixed an issue where The Animatronic's axe was briefly misaligned when hitting an unhooked Survivor.
  • Fixed an issue where the Security Camera HUD could appear when another player used a Security Camera when playing against The Animatronic.
  • Fixed an issue where The Animatronic's axe could trigger multiple score events when it passed near a Survivor.
  • Fixed an issue where The Animatronic's Reclaim Axe action became available too quickly when the axe was embedded in a Survivor.
  • Fixed an issue where The Animatronic could not hook a Survivor after grabbing them at the Exit Gate.
  • Fixed an issue where Jane Romero's "Home at Last" outfit did not have physics.
  • Fixed an issue where the sleeve of The Doctor’s "Fire Moon Doctor" outfit would stretch at the end of the Static Blast animation.
  • Fixed an issue where Nea Karlsson's tank top would warp while interacting with objects.
  • Fixed an issue where The Houndmaster's dog could get stuck after being sent to vault a window or pallet.
  • Fixed an issue where The Houndmaster's dog had a weaker pull when grabbing onto a Survivor if their game was running at a lower FPS.
  • Fixed an issue where the Survivor's animation would break when being pulled by The Houndmaster's dog.
  • Fixed an issue where The Dark Lord had two capes during his Mori preview.
  • Fixed an issue where The Knight could fall out of world when being stunned by a pallet immediately after summoning a Guard.
  • Fixed an issue where The Knight's Guards would not display their generator break animation when the Entity spikes start appearing.
  • Fixed an issue where Entity spikes were missing on the fourth generator break when using The Knight's Guards to damage a generator.
  • Fixed an issue where there was input delay when The Knight ordered a Guard to destroy a nearby wall or pallet.
  • Fixed an issue where Survivor could become invisible to spectators in Custom Game when switching the view to a Survivor while The Knight was ending a patrol path.
  • Fixed an issue where Victor was invisible during The Twins' Mori when Victor's return was on cooldown.
  • Fixed an issue where The Skull Merchant's Adaptive Lighting add-on did not increase the Undetectable status effect.
  • Fixed an issue where The Huntress could hit two Survivors at once with a hatchet.
  • Fixed an issue where Survivors were not revealed by Killer Instinct during The Legion's Feral Frenzy when in a transferred Terror Radius.
  • Fixed an issue where The Spirit's hands took up more space on-screen when the FOV setting was at 87.

Environment / Maps

  • Fixed an issue in the Forgotten Ruins map where The Nurse could Blink out of bounds near the astronomy room.
  • Fixed an issue in the Ironworks Of Misery map where characters couldn't navigate between a wooden spool and rock.
  • Fixed an issue in the Coal Tower map where the Nurse could Blink onto the ledge of the building and navigate through collisions.
  • Fixed an issue in The MacMillan Estate Realm where a generator could not be interacted with on one side.
  • Fixed an issue in the Dead Dawg Saloon map where The Ghoul would incorrectly bounce off certain objects.
  • Fixed an issue in The MacMillan Estate Realm where a character could spawn inside a rock.
  • Fixed an issue in the Gas Heaven map where purple placeholder objects were visible during Moris.
  • Fixed an issue in the Midwich Elementary School map where the Survivor's camera would become misaligned after being hit by one of The Knight's Guards in the courtyard.
  • Fixed an issue in the Mount Ormond Resort map where The Knight's camera could be misplaced when summoning a Guard on the chalet stairs.
  • Fixed an issue in the Toba Landing map where a collision with a small tree would interrupt The Hillbilly's Chainsaw Sprint.
  • Fixed an issue in the Dead Dawg Saloon map where Survivors could not vault off a balcony.
  • Fixed an issue in the Mount Ormond Resort map where a placeholder tile would appear.
  • Fixed an issue in the Garden of Joy map where The Knight's Guards could not navigate properly around a door of the shack.
  • Fixed an issue in the Family Residence map where players could land on top of certain objects.
  • Fixed an issue in the Garden of Joy map where the salt circle would not appear in the basement when using an Invocation perk.
  • Fixed an issue in the Nostromo Wreckage map where Survivors' bodies would clip out of a locker when entering.
  • Fixed an issue in the Yamaoka Estate Realm where The Twins' Victor could navigate under the small shrine structure.
  • Fixed an issue in The Underground Complex map where only one Dream Pallet would appear for The Nightmare.
  • Fixed an issue in the Azarov's Resting Place map where generator flood lights clipped through a building roof.
  • Fixed an issue in the Greenville Square map where Survivors could get stuck next to a hook in the theater.
  • Fixed an issue in the Grim Pantry map where collision on a wall was missing.
  • Fixed an issue in the Azarov's Resting Place map where a generator could not be kicked on one side.

Perks

  • Fixed an issue where there could be multiple Obsessions in a Trial when using perks that change the Obsession.

Platforms

  • Fixed an issue where players on the same platform couldn't add each other as friends.
  • Fixed an issue on PlayStation 5 where DualSense vibration was missing when haptic feedback was turned on.
  • Fixed an issue on Xbox where the game could soft lock when trying to start the Survivor Tutorial before installation has fully completed.
  • Fixed an issue on Xbox where the user would not be added to a session when joining or accepting a game invite while the game was in a suspended state.

Quests

  • Fixed an issue where unlocking chest challenges wouldn't progress when using a Key item.
  • Fixed an issue where the dates shown on quests would be displayed incorrectly.
  • Fixed an issue where healing quests earned progress from recovery while in the Dying State.

UI

  • Fixed an issue where The Animatronic's axe icon was missing when a Survivor had the axe embedded in them.
  • Fixed an issue where the healing icon stopped progressing when healing a Survivor from the Dying State.

Miscellaneous

  • Fixed an issue where Flashbangs and Firecrackers did not blind players when used too close to an object.
  • Fixed an issue where the AFK Crows would not dissolve properly when disappearing.

Comments

  • @ThatRyanB in the recent 9.3.0 patch, you fixed an issue with Artist where the flight patch of the Crows won't stop when the crow is placed on a dropped pallet. To fix this issue, you increased the height of placed crow a little bit. Now, we have the issue that placed Crows sometimes go up/go over obstacles and then fly way too high.

    I really don't know if this is intended or a bug, so I ask you here and maybe you could tell me more about it or give this feedback to the team because this change messes really hard with basically anything.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036908#Comment_4036908

    Perhaps people rush the gens because one of the surviviors is being tunneled? Ever thought of it?

    If no pressure is applied to multiple people, nothing is left to to but the gens.

    I literally don't even lose games as a killer, while my survivior games are just losing after losing - because I play solo queue lately.

    Those games are from yesterday only. I do not lose as a killer and I don't mostly even use full meta builds. Every game got me merciless killer with 4k's and some hatch given out.

    https://us.v-cdn.net/6030815/uploads/R2BN36H75J68/image.png

    https://us.v-cdn.net/6030815/uploads/MYWB8RE0KRKO/image.png

    If the survivors are smart and know what to do at the start of the game mostly SWF. They'll split up and 3 gens can pop by the time the time the killer can even get their first down. Then it forces killer players to resort to tunneling, camping or slugging. Doesn't happen that often though with random team mates or survivors being potatoes.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036908#Comment_4036908

    Survivor players having their feedback heard but not killers and the action of the devs shows it.

    The fact that the devs cancelled the tunnel/slug reduction twice shows otherwise. The Survivor buffs from 2+ years ago would be obsolete by today's standards.

    The 9.2 tunnel/slug reduction would have put the game in a much healthier state eventually. Yes, adjustments were needed, but it could have been made fairer for everyone if we (devs, Killers, and Survivors alike) had given it time to work with and work out the kinks rather than just shutting it down. Now we're all still stuck in the same boat, Survivors being frustrated with tunneling while Killers allegedly "need to" tunnel. We all know gen speeds are not the reason Killers tunnel, and that was just proven in one of my matches this morning when I got tunneled out by a Legion who ran all gen slowdown plus Legion pin. Why did he need to tunnel when he already had all the slowdown?

    This is why tunneling needs to be disincentivized sooner rather than later.

    I can agree that the survivors need something and this version was better but the biggest issue with it still was that it helped the survivors for the entire duration of the match. Best suggestion I've seen was to tie it to how many gens are completed. At 5/4 gens survivors get their protection since slugging and tunneling so early in the game is the worst, but after 2 or 3 gens are completed the protection is removed to give the killer a chance to make a comeback even if it means they have to tunnel and/or slug.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/7KNZTTPSU2UG/932-patchnotes-forum.png

    Important

    • The Breakdown and Wicked perks have been re-enabled.

    https://us.v-cdn.net/6030815/uploads/BZFJCJAX119F/bar-red-2.png

    Content

    Killer Updates

    The Skull Merchant

    • Increased the Undetectable duration to 8 seconds (was 6).
    • Decoupled the Undetectable status effect from Deploying a Drone.
      • Gain Undetectable when Recalling a Drone instead.

    https://us.v-cdn.net/6030815/uploads/JMDN1WX55TJL/bar-white.png

    Survivor Perk Updates

    • Breakdown:
      • Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for 4/5/6 seconds. A hook broken by this perk takes 180 seconds to respawn (Reverted to this version).
    • Wicked:
      • Your self-unhook attempts in the basement always succeed.
      • When you are unhooked or unhook yourself, you see the Killer's aura for 16/18/20 seconds (Reverted to this version).

    https://us.v-cdn.net/6030815/uploads/VE3D1ASYZ42S/bar-white.png

    Archives and Events

    • The "Bone Chill" event returns Tuesday, December 9th at 11:00 AM Eastern.

    https://us.v-cdn.net/6030815/uploads/X8O5NC1CF2HM/bar-white.png

    Environment / Maps

    Pallet Density Changes

    • Evaluated and adjusted pallet loops on Autohaven Wreckers, Backwater Swamp, Crotus Prenn Asylum, The MacMillan Estate, Ormond, Red Forest, and Yamaoka Estate. These changes include:
      • Adjusted the length of loops that were too short and unsafe.
      • Prevented pallets from spawning against certain small objects, creating short and awkward loops.
      • Reviewed pallet randomization on certain tiles to provide more spawn variation.

    Dev note: We've done another pass on pallet tiles and loops in order to find a middle ground between the last two updates. We will be closely monitoring the impact of these changes as we collect data and continue to adjust to find a sweet spot that feels great for both roles!

    https://us.v-cdn.net/6030815/uploads/GKL9QZPTUCUI/bar-red-2.png

    Bug Fixes

    Audio

    • Fixed an issue where The Deathslinger's power emitted static SFX from the Survivor POV.
    • Fixed an issue where the chainsaw SFX of The Cannibal could be heard globally throughout the map.
    • Fixed an issue where a sound alert played when The Knight's Guard Summon path creation reached 75% instead of 85%.
    • Fixed an issue where Vittorio Toscano's "Geralt of Rivia" outfit's chase start voiceover could be triggered at the same time as The Animatronic performed an axe grab.
    • Fixed an issue where The Unknown's voiceover layers were desynchronized.
    • Fixed an issue where entering and exiting the game credits replaced the Killer or Survivor music.
    • Fixed an issue where players emitted no sounds after quitting a Trail through the Match Details menu.

    Characters

    • Fixed an issue where multiple characters had bright white hair when standing close to some light sources.
    • Fixed an issue where some Survivors' animations did not play correctly when infected by The Plague's Vile Purge.
    • Fixed an issue where The Deathslinger wouldn't display a rifle aiming animation from the Survivor POV.
    • Fixed an issue where Trevor Belmont's "Richter Belmont" Legendary outfit would not play its idle animation properly.
    • Fixed an issue where The Animatronic would not smile when getting ready to throw an axe.
    • Fixed an issue where The Animatronic's axe was briefly misaligned when hitting an unhooked Survivor.
    • Fixed an issue where the Security Camera HUD could appear when another player used a Security Camera when playing against The Animatronic.
    • Fixed an issue where The Animatronic's axe could trigger multiple score events when it passed near a Survivor.
    • Fixed an issue where The Animatronic's Reclaim Axe action became available too quickly when the axe was embedded in a Survivor.
    • Fixed an issue where The Animatronic could not hook a Survivor after grabbing them at the Exit Gate.
    • Fixed an issue where Jane Romero's "Home at Last" outfit did not have physics.
    • Fixed an issue where the sleeve of The Doctor’s "Fire Moon Doctor" outfit would stretch at the end of the Static Blast animation.
    • Fixed an issue where Nea Karlsson's tank top would warp while interacting with objects.
    • Fixed an issue where The Houndmaster's dog could get stuck after being sent to vault a window or pallet.
    • Fixed an issue where The Houndmaster's dog had a weaker pull when grabbing onto a Survivor if their game was running at a lower FPS.
    • Fixed an issue where the Survivor's animation would break when being pulled by The Houndmaster's dog.
    • Fixed an issue where The Dark Lord had two capes during his Mori preview.
    • Fixed an issue where The Knight could fall out of world when being stunned by a pallet immediately after summoning a Guard.
    • Fixed an issue where The Knight's Guards would not display their generator break animation when the Entity spikes start appearing.
    • Fixed an issue where Entity spikes were missing on the fourth generator break when using The Knight's Guards to damage a generator.
    • Fixed an issue where there was input delay when The Knight ordered a Guard to destroy a nearby wall or pallet.
    • Fixed an issue where Survivor could become invisible to spectators in Custom Game when switching the view to a Survivor while The Knight was ending a patrol path.
    • Fixed an issue where Victor was invisible during The Twins' Mori when Victor's return was on cooldown.
    • Fixed an issue where The Skull Merchant's Adaptive Lighting add-on did not increase the Undetectable status effect.
    • Fixed an issue where The Huntress could hit two Survivors at once with a hatchet.
    • Fixed an issue where Survivors were not revealed by Killer Instinct during The Legion's Feral Frenzy when in a transferred Terror Radius.
    • Fixed an issue where The Spirit's hands took up more space on-screen when the FOV setting was at 87.

    Environment / Maps

    • Fixed an issue in the Forgotten Ruins map where The Nurse could Blink out of bounds near the astronomy room.
    • Fixed an issue in the Ironworks Of Misery map where characters couldn't navigate between a wooden spool and rock.
    • Fixed an issue in the Coal Tower map where the Nurse could Blink onto the ledge of the building and navigate through collisions.
    • Fixed an issue in The MacMillan Estate Realm where a generator could not be interacted with on one side.
    • Fixed an issue in the Dead Dawg Saloon map where The Ghoul would incorrectly bounce off certain objects.
    • Fixed an issue in The MacMillan Estate Realm where a character could spawn inside a rock.
    • Fixed an issue in the Gas Heaven map where purple placeholder objects were visible during Moris.
    • Fixed an issue in the Midwich Elementary School map where the Survivor's camera would become misaligned after being hit by one of The Knight's Guards in the courtyard.
    • Fixed an issue in the Mount Ormond Resort map where The Knight's camera could be misplaced when summoning a Guard on the chalet stairs.
    • Fixed an issue in the Toba Landing map where a collision with a small tree would interrupt The Hillbilly's Chainsaw Sprint.
    • Fixed an issue in the Dead Dawg Saloon map where Survivors could not vault off a balcony.
    • Fixed an issue in the Mount Ormond Resort map where a placeholder tile would appear.
    • Fixed an issue in the Garden of Joy map where The Knight's Guards could not navigate properly around a door of the shack.
    • Fixed an issue in the Family Residence map where players could land on top of certain objects.
    • Fixed an issue in the Garden of Joy map where the salt circle would not appear in the basement when using an Invocation perk.
    • Fixed an issue in the Nostromo Wreckage map where Survivors' bodies would clip out of a locker when entering.
    • Fixed an issue in the Yamaoka Estate Realm where The Twins' Victor could navigate under the small shrine structure.
    • Fixed an issue in The Underground Complex map where only one Dream Pallet would appear for The Nightmare.
    • Fixed an issue in the Azarov's Resting Place map where generator flood lights clipped through a building roof.
    • Fixed an issue in the Greenville Square map where Survivors could get stuck next to a hook in the theater.
    • Fixed an issue in the Grim Pantry map where collision on a wall was missing.
    • Fixed an issue in the Azarov's Resting Place map where a generator could not be kicked on one side.

    Perks

    • Fixed an issue where there could be multiple Obsessions in a Trial when using perks that change the Obsession.

    Platforms

    • Fixed an issue where players on the same platform couldn't add each other as friends.
    • Fixed an issue on PlayStation 5 where DualSense vibration was missing when haptic feedback was turned on.
    • Fixed an issue on Xbox where the game could soft lock when trying to start the Survivor Tutorial before installation has fully completed.
    • Fixed an issue on Xbox where the user would not be added to a session when joining or accepting a game invite while the game was in a suspended state.

    Quests

    • Fixed an issue where unlocking chest challenges wouldn't progress when using a Key item.
    • Fixed an issue where the dates shown on quests would be displayed incorrectly.
    • Fixed an issue where healing quests earned progress from recovery while in the Dying State.

    UI

    • Fixed an issue where The Animatronic's axe icon was missing when a Survivor had the axe embedded in them.
    • Fixed an issue where the healing icon stopped progressing when healing a Survivor from the Dying State.

    Miscellaneous

    • Fixed an issue where Flashbangs and Firecrackers did not blind players when used too close to an object.
    • Fixed an issue where the AFK Crows would not dissolve properly when disappearing.

    @ThatRyanB @Mandy since sound changes are never mentioned in the patch notes and it is always an up and down with them, I just wanna let you know that this patch made sounds much better and the fov issue where increasing the fov, sounds become more awkward is now much better - still distracted on max fov but much better then before patch. There are still some other sounds issues like Lara being much quieter than intended or footsteps are a bit messy but breathing sounds are really good now.

    Please, let the team that made it, know that they did a good job and I hope the next patch won't ruin it since you're on such a good way sound-wise.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036819#Comment_4036819

    unfortunately time constraints was the answer for the reason they were not initially in PTB - whilst we endeavour to get as much for the PTB as possible, sometimes things can only go to Live. It's not something that we want to do though, we'd much rather have things in a PTB where they can be tested and subsequently adjusted before going to live.

    Because for the Live release they had already been adjusted on that build, so had to be reverted, and there was no time prior to the release to get them reverted and tested - as certification processes mean that we need to get these things done early. So we kept them to the next available patch.

    The absolute mind-boggling thing about this whole thing is that you guys are always in a time-crunch because of a schedule you guys created. Like, you can just change the schedule to better suit the time it takes to fix/add the needed changes to fix/add whatever issue/thing it is. You guys, BHVR, are putting yourselves in this predicament.

    I'm 99% sure that everyone would rather wait a little while longer for patches/version updates if it meant that we'd be receiving well polished content where fixes and new releases actually work, when they drop. But, instead, because of this "time-crunch" we're given these half-baked updates where it seems a lot of the times it generates more bugs than was fixed.

    I understand that you probably have more design developers that can knock out more of the cosmetic/map/ui bugs, but honestly none of that even matters if that state of the game or QoL isn't good. From where I stand, it seems like the priority of issues isn't where it needs to be. Every time you release patches it seems like you worked or changed things that the majority of us didn't ask or cared for. But, maybe that's just you guys not being transparent enough with what's being worked on. Even the smallest of game studios have a less vague roadmap or trello board so that we can see, in real-time, what's going on.

    I know it's not my place but I just can't help but feel like the same "time-crunch because of arbitrary schedule" excuse isn't quite cutting it anymore. You either give a ######### about your game's future, or succumb to greed and let it take a long time to die. But if you choose the latter, then all the people that cared will be long gone because the game is just something we don't recognize anymore.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036908#Comment_4036908

    Survivor players having their feedback heard but not killers and the action of the devs shows it.

    The fact that the devs cancelled the tunnel/slug reduction twice shows otherwise. The Survivor buffs from 2+ years ago would be obsolete by today's standards.

    The 9.2 tunnel/slug reduction would have put the game in a much healthier state eventually. Yes, adjustments were needed, but it could have been made fairer for everyone if we (devs, Killers, and Survivors alike) had given it time to work with and work out the kinks rather than just shutting it down. Now we're all still stuck in the same boat, Survivors being frustrated with tunneling while Killers allegedly "need to" tunnel. We all know gen speeds are not the reason Killers tunnel, and that was just proven in one of my matches this morning when I got tunneled out by a Legion who ran all gen slowdown plus Legion pin. Why did he need to tunnel when he already had all the slowdown?

    This is why tunneling needs to be disincentivized sooner rather than later.

    These are very, very good points. It all comes down to playability vs observing. Killers will always see the end of the match, survivors may not. That survivor that got tunneled didn’t get much of a chance to play. He/she observed a few minutes of a match instead.

    So why am I playing a game that I can’t play? Killers are thinking that survivors are one collective entity when they aren’t, because that tunneled survivor could care less if the rest of their team escaped. They simply just wanted to play. But, the tunneling option is available to Killers so, why not? Regardless of how great their perk set-up is, they still get this benefit. Design flaw, or overpowered tactic?

    The community and the devs need to take a good look at this and realize that a game needs to be functional, playable, and actual fun. DBD is none of these things currently.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036771#Comment_4036771

    I'd love to dig into this a little more so I can make sure the feedback makes it to the right folks. Would you be able to elaborate on why you feel this is a nerf?

    Oh I play a little bit of skull merchant so I can help. Ok so the reason why this is a nerf is because attaching undetectable to drone removal applies opportunity cost to an already lackluster ability given the immediate effect of skull merchant chases. To elaborate, every time skull merchant puts down a drone she has to be IN THE SPOT WHERE SHE WANTS IT. See the problem? In all caps? She has to walk over to the space, so if you attach undetectable to removing drones, it not only forces you to either place dump drones to use for undetectable or makes you waste useful ones, but also adds a factor of you focusing your vision on other ######### but your objective when you gain undetectable. The change simultaneously adds clunk that does nothing to help with skill expression but also adds to player frustration when interacting with the power. To put it in a different way, it is emotionally exhaustive to constantly engage with systems that add complexity with no real depth.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036771#Comment_4036771

    I'd love to dig into this a little more so I can make sure the feedback makes it to the right folks. Would you be able to elaborate on why you feel this is a nerf?

    After trying it myself for awhile, I have come to the conclusion this was a bad idea. It feels awkward to utilize and pretty much runs counter-intuitive to what she is supposed to be doing. It might have been okay if a number of other changes were made to go along with it.

    That being said, nerfing her undetectable before this change was ALSO A BAD IDEA. Is it really that big of a problem to let be good a ONE THING? Who cares if she can have near permanent Undetectable? Several other killers can do that already. Yes, they have some manner of downside to go along with it. Want to know what her downside is?

    SHE IS TERRIBLE AT EVERYTHING ELSE.

    At this point, you might at well lean harder into the stealth killer aspects if you guys are too afraid to maintain her trap playstyle. At least that would maintain something of her identity rather than turning her into ANOTHER boring, repetative dash or projectile killer.

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