May we have a sneak peak at the balance changes you guys are cooking

I understand the reasoning for not making any balance changes during a new release, but oh God, please just give us some crumbs of something please! ๐Ÿ™๐Ÿ˜ญ

Is Scavenger getting buffed, is Clown getting an add-on pass, is Skullmerchant getting that rework yet, are you still working on the anti-tunnel system?

What's going on?

Please, you want me to watch Jason's shack for 13 hours again? I'll do it just to see some balance changes man!

Comments

  • I would love survivour meta shift, current meta is like old gen kick meta on killers, very boring and annoying to face

  • Unironically yeah, if BHVR are deliberately going gaps with no balance changes, it would be cool to float prospective buffs/nerfs/reworks in front of the community, like they did Skull Merchant's rework.

    Eg. "We are unhappy with Vigil's current state, and want to figure out how to keep its appeal while dialing back its strength. We don't want it to hard counter specific Killers, and ideally, the cooperative buff should be what pushes Vigil into being a good Perk, not the ability to dial up personal strength in chase so much."

    I don't have the data or anything but at least anecdotally, even while people were dooming about SM potentially becoming dashslop I don't think there was that much unhelpful anger or etc, I think people were grateful we got a chance to give feedback before it ever made it to PTB

  • Their reasoning for deciding to do like three perk/killer passes a year is nonsense. There's dozens of common sense buffs you could give to weak perks and easy nerfs to meta ones without breaking the game.

    And even if a perk combo breaks the game: who cares? Hotfix it. At least it'll be chaos instead of stagnation for a while.

  • @Lexilogo said:

    Unironically yeah, if BHVR are deliberately going gaps with no balance changes, it would be cool to float prospective buffs/nerfs/reworks in front of the community, like they did Skull Merchant's rework.

    Eg. "We are unhappy with Vigil's current state, and want to figure out how to keep its appeal while dialing back its strength. We don't want it to hard counter specific Killers, and ideally, the cooperative buff should be what pushes Vigil into being a good Perk, not the ability to dial up personal strength in chase so much."

    I don't have the data or anything but at least anecdotally, even while people were dooming about SM potentially becoming dashslop I don't think there was that much unhelpful anger or etc, I think people were grateful we got a chance to give feedback before it ever made it to PTB

    Yeah I'm not a fan of the community dictating changes like this. At the end of the day they aren't professional game devs and i trust the community at large even less than BHVR to make good changes for the game. People get attached to their pet perks and don't want them changed.

  • My wishlist:

    SURVIVORS:

    โ†’ add cooldown to every exhaustion perks (sprint, balanced landing, lithe should be 60sโ€ฆ smash hit and drama might be 40s)

    โ†’ remove exposed and hindred from Vigil and nerf Vigil value to 20 %

    โ†’ cap max healing speed to 150 % for altruistic and 100 % for self healing

    โ†’ rework toolboxes (toolboxes are now consumable and will increase the repair speed of the generator to survivor who consumed toolbox on it - standard toolbox 2 %, engineer toolbox 4 %, commodius 6 %โ€ฆ any following perks would be diminished)

    โ†’ adjust problematic perks (DS down to 40s, shoulder the burden causing permanent exposed and so on.

    KILLERS:

    โ†’ reward hooking - 3 charges added to each remaining gen for every fresh hook

    โ†’ buff haste perks when dimishied returns is in the game (7 % for batteries, 10 % for game afoot and so on)

    โ†’ Increase all limited-exposed perks durations (Starstruck 60s, Ravenous 90s, Haunted Ground 90s and so on)

    โ†’ basekit mechanic that allows killers to move with 15 % haste when out of chase, this would balance gap between low and high mobility killers a bit

    โ†’ major buffs to Trapper, Skull Merchant, Ghost Face, Pig, Dredge, Onryo, Freddy, Hag, Leatherface, Legion, Huntress

    โ†’ small buffs to Nemesis, Alien, Krasue, Houndmaster, Knight, Myers, Plague, Chucky, Wraith, Deathslinger, Springtrap

    โ†’ add ons pass to Wraith, Huntress, Oni, Deathslinger, Doctor, Hag, Skull merchant

  • @Elan said:

    My wishlist:

    SURVIVORS:

    โ†’ add cooldown to every exhaustion perks (sprint, balanced landing, lithe should be 60sโ€ฆ smash hit and drama might be 40s)

    โ†’ remove exposed and hindred from Vigil and nerf Vigil value to 20 %

    โ†’ cap max healing speed to 150 % for altruistic and 100 % for self healing

    โ†’ rework toolboxes (toolboxes are now consumable and will increase the repair speed of the generator to survivor who consumed toolbox on it - standard toolbox 2 %, engineer toolbox 4 %, commodius 6 %โ€ฆ any following perks would be diminished)

    โ†’ adjust problematic perks (DS down to 40s, shoulder the burden causing permanent exposed and so on.

    KILLERS:

    โ†’ reward hooking - 3 charges added to each remaining gen for every fresh hook

    โ†’ buff haste perks when dimishied returns is in the game (7 % for batteries, 10 % for game afoot and so on)

    โ†’ Increase all limited-exposed perks durations (Starstruck 60s, Ravenous 90s, Haunted Ground 90s and so on)

    โ†’ basekit mechanic that allows killers to move with 15 % haste when out of chase, this would balance gap between low and high mobility killers a bit

    โ†’ major buffs to Trapper, Skull Merchant, Ghost Face, Pig, Dredge, Onryo, Freddy, Hag, Leatherface, Legion, Huntress

    โ†’ small buffs to Nemesis, Alien, Krasue, Houndmaster, Knight, Myers, Plague, Chucky, Wraith, Deathslinger, Springtrap

    โ†’ add ons pass to Wraith, Huntress, Oni, Deathslinger, Doctor, Hag, Skull merchant

    You definitely want to have triple queue times, which are now really long anyway.

    No one will want to play survivior if the role is nerfed to the ground.

    There are different games available and people will move somewhere else if their experience sucks.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084207#Comment_4084207

    You definitely want to have triple queue times, which are now really long anyway.

    No one will want to play survivior if the role is nerfed to the ground.

    There are different games available and people will move somewhere else if their experience sucks.

    Nothing there would be high nerf, just noticable yet reasonable nerf.

  • @Jay_Whyask said:

    I understand the reasoning for not making any balance changes during a new release, but oh God, please just give us some crumbs of something please! ๐Ÿ™๐Ÿ˜ญ

    Is Scavenger getting buffed, is Clown getting an add-on pass, is Skullmerchant getting that rework yet, are you still working on the anti-tunnel system?

    What's going on?

    Please, you want me to watch Jason's shack for 13 hours again? I'll do it just to see some balance changes man!

    Screenshot 2026-06-03 130144.png