Is balancing patch comming any soon?
I would really love to see some meta shake up.
Some QoL changes like decluttering the bloodwebs.
Some killer changes, perk changes. Some tweaks, some buffs maybe.
Is anything coming?
Correct me if I am wrong but since Krasue PTB we didn't get any meaningful changes… only new content.
Comments
Yeah, killer slowdown rebalanced and exhaustion perks weighed with utility/distraction would be great.
The first big patch we know of is the release of the community chapter.
So who knows, really.
I don't think "rebalancing" exhastion perks will happen. It should not.
I hope we get things to do then.
Why shouldnt exhaustion perks be rebalanced?
What's wrong with them? I know some people think two seconds of speed are overpowered, but they're really not.
I doubt it. There are so many perk changes that people have been asking for on a regular basis and nothing ever happens. There’s simply way too much content in the game now for BHVR to handle, so basically all they have time and resource for now is new content, skins and some occasional bug fixes.
Because they are one time use for each chase. They've been like this for loooong time.
Most exhaustion perks are fine sure, but that's because they usually need to be used in chase to get value. However the reigning champs Lithe and Sprint Burst are not only good in chase but are also very valuable outside of it to force a lot of killers to spend time catching up to you if they even want to begin chasing you. With exhaustion builds being a staple for any survivor build to help with chase, I think this added benefit in the macro game feels a bit much.
I don't think they need to be nerfed into the ground or anything like that, but I feel their flexibility warrants bumping their exhaustion timers up to 60 seconds instead of 40.
They have been nerfed already. Most of the newer killers make sprint obsolete. They have ranged attacks like Jason or just ignore it like Ghoul.
Have they been nerfed? SB hasn't been touched since they introduced exhaustion as a status effect, and Lithe last got a change in 2.6.0. They've gone untouched for a surprisingly long time.
Some newer killers have a way to bypass it yes, but it's still a meta pick for a reason. Not to mention that balancing killers around these perks creates bigger balance issues than just tweaking them directly to limit their uptime
Vigil exist.
Nerfed when????
I only recal dead hard and thats what 4-5 years since rework and its still top tier meta perk almost in every game and many survivors wonder majority of killers learned to wait it out or bait it and expect it often.
Yeah new killers have big utility but old ones get smoked by leftovers from pallet density and exhastion perks only hinder them more because they lack the powers to deal with them so this claim isnt that great.
Sprint burst was nerfed by adding killers that counter it? I just said that. And going by the trends BHVR will continue to add killers with bloated kits that counter perks like sprint burst.
Because Sprintburst and Lithe are used. Dead Hard for memes, but the rest of em is almost unused. I would like situational perks like Smash Hit and Balanced buffed and Sprintburst and Lithe nerfed.
Sprintburst is far from one-time use per chase by the way.
not a great argument for why exhaustion perks don’t need to be rebalanced.
the reality is just a set couple of exhaustion perks, and the biggest culprit why it’s still hated plenty nowadays is thanks to vigil imo. all neg effects disappear 66% faster, and everyone in a 16m range of that vigil player will also get it and have it longer for (i think 15s?)
the only exhaustion perk that needs rebalancing is i think sprint burst, and maybe lithe? those two have been in the spotlight for AGESSS, it’s about time to let other exhaustion perks like smash hit to have some play time.
oh yeah so screw every single killer added before the killers that counter sprint burst (excluding nurse). this logic makes ZERO sense, even if it’s an indirect nerf, over 20 killers still struggle going against SB & lithe. just because newer killers can catch up to them faster, does not mean all killers can.
Oh and they are nerfing Cross Examination, which I think is good in it's current state. BHVR is now listening to the people talking about EZ escape. Cause really, what's overpowered about Cross Examination? We finally get a fun perk to use and BHVR decides to nerf over the 20+ perks that are stronger.
You know what? Spring Burst is only two seconds. I'm getting tired of people like you acting it's this insurmountable task to chase a survivor with Sprint Burst. To me it's not even a deterrent. I don't care if a survivor has Sprint Burst. I still chase them cause Sprint Burst is a good perk, but it's just a good perk. Nothing special.
First of all, older Killers get mainly screwed by BHVR because they release more and more Killers who are stronger and overshadow the old Killers. Not too long ago some Killers got very, very minor Buffs which did not matter much and then Jason releases who powercreepes 30 Killers or so because of his bloated kit.
And second, you cannot just respond to it by nerfing more stuff on Survivor. If you nerf Sprint Burst for example, people will not suddenly start playing Trapper or Ghostface again, they will stick to their Blight or Jason and just win better than before. Nerfing more on the Survivor side is not a solution, the solution would be to bring the powerlevel of Killers closer to a middleground and then balance around that.
The issue is that this does not generate money for BHVR.
my point is that SB & lithe have been the dominant exhaustion perks since patch 2.6.0, so not only has other exhaustion perks been discouraged to use, but older killers will most definitely get played less if they always feel like they’re too slow to catch up to a survivor.
i absolutely agree only demolishing the survivor perks won’t fix anything, because just like you said, newer killers have 4-in-1 powers and some with just next to no weaknesses, so of course older killers will be played less.
older killers NEEEDDDDD love, they NEED big tweaks to not only modernize the numerical values of their kits, but to also significantly lower the strength and overbloated kits for newer killers. so like killers needing nerfs ofc would be nurse, and ones needing tweaks would be hag, trapper, etc.
what needs to happen is just cooldown changes for SB & lithe. SB should definitely be 60s bc of its great instant value, lithe could be increased to 50s, but other exhaustion perks should be buffed as well to be more appealing.
i don’t think you realize sprint burst lasts 3 seconds
Okay I was one second off. You really gonna nitpick that? The point is it's three seconds of haste. Not a dozen. Not half a dozen. Three seconds. You're saying three seconds of haste is what stopping you from winning chases?
Killers with catch up potencial exist since 2016 hillbilly so not kinda truth, sprint is countered mostly by killers that can catch up like dracula,krasue,wraith,billy,ghoul and not by killers with mobility to specific spot like freddy,springtrap.
Sprint got nerfed by exhastion not going away when running and that was it plus og 20 seconds cooldown got to 40 seconds on maxed sprintburst.
Sprint was meta since game release and buffed vigil still keeps it very popular and strong.
I really don't believe that exhaustion perks are the problem. We can't nerf surviviors more and more.
Killers already have very long queue times, meaning more and more people want to play killers less surviviors are playing.
People look at comp swfs and say that surviviors need nerfs. No, they do not.
Each new killers has bloated kit like someone mentioned before.
Playing killer is the easiest it has ever been in general.
I strongly believe that weaker killers need a buff, strong killers should stay as they are and do not touch surviviors, unless it's buffs to solo queue.
Nerfing exhaustion perks is just stupid.
Killers try to kill surviviors things one by one… current targets are exhaustions, vigil and StB.
Worked with cross examination, why wouldn't work for those too.. right?
Majority of killers can catch up or down you very quickly after sprint burst.
hillbilly, nurse, blight, clown, spirit, oni (in power), blight, twins as a victor, dredge, Singularity, lich, dark lord, ghoul, krasue, the first, wesker…
a lot of killers are ranged - huntress, unknown, trickster, animatronic, the first, deathslinger, demogorgon has great range too but you need to be accurate
what makes you think 1 second off isn’t impactful when the devs have quite literally reduced doctors recovery time on shock by like .05 seconds?
adrenaline got nerfed from 5s to 3s, so like i said before, the COOLDOWN of sprint burst should be increased, and vigil needs to be nerfed to 40% and slice the linger duration by over 50%. its time other exhaustion perks see the light of day.
Hitting sprint in range is bit difficult unless you have great aim and especialy prediction because sprint is 18 metersin 3 seconds so thats hard to hit especialy when survivor can use surrounding objects to get from dashes and projectiles.
You mention lot of killers can catch up but some you mentioned are super unreliable like dreadge cant unless you ran near or into locker, henry cant because his hitbox doesnt make it easy to hit you with that speed and his mobility has huge cooldown so you will have still lot of distance between you two.
Clown slows you but takes more time to catch up then wraith, lot of these killers need very specific situations to catch up like billy wont be able too catch up much on infoor map etc.
Sprint is great perk and gives you ability to gain massive distance to safety or doge attack that you wouldnt be able too normaly, if killer like huntress still hits you with axe while you are sprinting its your fault because is fricking hard to do.
Doubt it, they said they're giving up on balance changes when it comes to patches containing chapters
Dredge is one of the unreliable killers, you're right with that. I was wondering if I should put her on that list.
I decided to do that because as game progresses, dredge gets stronger and get the locks off the lockers.
Henry can and does hit running targets, you don't even need to be great at this killer - surviviors mess up a lot against him.
Clown uses yellow bottles now, they are better. This grants you 12-15% movement speed.
Surviviors can hide behind the objects and you are right, but that's where skill expression comes in.
You can still predict movement with a lot of killers and dash towards the place, you can hit over those objects aswell with a lot of killers.
Dreadge gets potencionaly stronger but theres no guarantee survivors lock all locker or he gets to most of them so he can remove the locks he is just rng.
Henry can hit it but you forget his attack by defoult is 0,6 seconds delayed and its hitbox area is 1,84 meters which survivor if sprinting covers 4 m/s so you can doge it by 0,5 seconds which is 2 meters distance and sprint makes you 6 m/s speed for 3 seconds thats 3 meters per 0,5 seconds.
So I dont know from what you have such faith that hitting survivor with sprintburst active is easy on henry, like I said its possible but it takes huge precisssion because that survivor can easily doge many things even double speed blight he can outmanuvere if he isnt bad. Not to mention henrys mobility isnt that great catch up tool compare to other vecans flight or wraith cloak mode.
Clown can boost himself and hinder you but it takes time to throw the bottle and switch for another one between effects he doesbt do both with one effect so he will get you faster but not that fast just by 12-14% depending on bottle he uses its no longer 15% without addons.
Yeah you can hit it but with sprintburst speed only fool runs straight in open against huntress with charged hatchet,jason with charged spear or wesker who has charged dash and objects exist on majority of maps thats one of reasons why huntress sucks more gor long shots nowdays theres more clutter on maps nowdays so unless that survivor doesnt pay attention and runs very predictibly he wont get hit and chances for that are slim.
Thats like saying hitting noscope while falling from sky with rifle is easy in fortnite, it realy isnt.
All these facts “maybe you can hit survivor who is using sprintburst” doesnt change how strong and good sprintburst realy is and how much it changes the game edpecialy when used right by experienced player or against killer who has no tools to somehow outplay it and must take it like pig or ghostface.
I really hope we do get some balance updates, especially to underused perks on both sides <3
3 seconds of running faster than a killer creates big discrepancies of killer roster strength. Sure, against nurse or blight it doesn't do much but that's a nurse and blight issue meanwhile a LOT of killers just suffer from the pre-run distance they allow. Sprint Burst and Lithe provide WAY too much value for how little input they require and when they can be ran on each survivor in the game is really strong. They should at least have an earning requirement for how powerful they are.
Those perks single handedly are the reasons why killer diversity is thinning since who wants to play hold W simulator? Play a killer with just better mobility, super oppressive chase power and a little mobility or a good mix of both. All this just stems from sprint burst and lithe being too strong.
You literally have to look at it like "Ok if this is used at least once every chase with a survivor how much time total does that waste for some killers over the coarse of the game" and you'll notice in the case of sprint burst or lithe it could easily add up to 2-3 minutes which is a LOT of time for such low skill investment.
RE. Exhaustion perk discussion…
The only killers that are truly punished by exhaustion perks are older killers who heavily rely on M1 and don’t have much anti-loop ability (Pig, Ghostface, Wraith, etc). If we nerf exhaustion perks based on that, the newer (already more powerful) killers will benefit significantly. Imagine going against a Ghoul or Blight with no exhaustion perks? Ggs. You can’t balance a game based on killers released years and years ago.
Instead of nerfing survivor perks, rework some of the older killers to make them more viable with the current iteration of the game.
Idc what anyone says, exhaustion perks are in a healthy state. They always have been (except old DH and pre-exhaustion mechanic). If you think a 2 second speed boost is game breaking…
Hey, us survivor mains have endured Pain Res/DMS for years now, if that’s staying, it’s only fair we get our exhaustion perks.
Yes, but it balances out. Say you go against a survivor and the chase is extended due to a use of Lithe… add up all the tokens from Pain Res and the time gens are locked with DMS… how much time in gen repair is lost to that? Not to make it an “us versus them” argument, but you gotta admit, the killer meta is just as frustrating to go against as it is to go against 4 exhaustion perks in a lobby.
2-3 mins is very generous. Sure, top MMR/P100 survivors you may get that, but mid MMR/casual players, an extra 2-3 mins due to exhaustion perks is unrealistic. I say this as a survivor who runs Lithe and whilst I’m fairly “good” at the game, 2-3 mins chase is unattainable for most players. A P3 Meg running Sprint Burst is hardly going to lose you the game.
I'm assuming you're referring to me so I'm going to say no just because high tiers are in the game doesn't balance out exhaustion especially in current pallet density. If it was 2021-2022 pallet counts MAYBE you could justify some exhaustion perks being as strong as they are now but when there's a pallet within a sprint burst distance nearly anywhere on the map…. no.
You also didn't read what I said in the second part. How much time TOTAL. 2-3 minutes extra wasted because over the coarse of the match you have to chase each person with an exhaustion perk extending each chase on average about 20 seconds for little to no input is insane. 20 seconds chasing or in other words up to 60 extra seconds of gen efficiency time. Trying to use pain res DMS as a comparison is just not equivalent either. If it was Dead Mans Switch in its strongest state sure but only blocking and regressing one gen by 20% is hardly the same thing and even then, that has a requirement of only unique hooks so only 4 per game while the strongest exhaustions requirements are no effort on the survivors end.
And I usually am more stressed at my teammates than I am killer builds as the average survivor in this game just is a VERY low bar in all honesty. So, trying to balance around them by saying (not you particularly) "oh this isn't so bad because X bad players use it and don't do well!' is not it.
This goes without saying I try to balance around people actually being competent. Not the P3 meg because balancing around bad players is just not healthy for a strictly PVP game.
Surviviors shouln not be pounching bags.
They need something else than pallets and windows, because a lot of killers dont care about them.
Like I said before, killer queue time is terrible because there is too much killers and not enough surviviors to fill the 1:4 player ratio that is required for a game.
Nerfing surviviors when their experience is a lot of the times unenjoyable and repetitive isn't healthy for the game.
It's not always 20-30 second longer chase because of exhaustion, this might be 5-10 sec longer chase and people will still die.
Killer mains should stop talking like they always play against eternal or praxis, that's just not the case for the 99% of your playtime.
You seem to forget that most of the games end at 4k3, 4k4, 4k5 and you have above 60% winrate by default.
Like you said - if average surviviors is low tier then how are we supposed to balance game around high tier surviviors?
They are minority.
Respectfully if an exhaustion perk only allows you to survive 10 seconds longer, skill issue. 3 second of haste should be plenty to reach a pallet/window especially in current pallet density. I say balance around competent survivors because we SHOULD be trying to push for people to get better and not settle for mediocrity and balance around it in a PVP game.
They announced before Jason dropped that they weren't going to do balancing changes with chapter drops anymore.
Today was 6 weeks after Jason dropped so this was the moment for big balance changes to happen, if we take BHVR at their word.
So we shouldn't expect any balance changes until 12 weeks from today.
Personally I don't expect much to change balance-wise for the rest of 2026.
This.
I want a pallet rebalance already. Perk shakeup would be nice and all, but the base game itself is flawed right now. Playing survivor is just hold W simulator and killer is pallet break simulator, its stupidly boring. And I'm saying that as someone who enjoys generators and skill checks. Idk how, but they managed to make chases boring on both sides, all in what I assume is an attempt to bring the top 3 best killer's win-rates down a good 5%. Just in that process they've brought us back to 2016 DBD where chases are near-impossible to win if a survivor knows correct pathing. Bloodlust is pointless if there's 5 pallets all within 10 meters of each other. Like, I never thought The Game or Hawkins Lab could get any more unfun to play on, but here we are.
It feels like the devs don't test their own changes for more than 2 minutes, then send it to PTB. And if there isn't an uproar from the community loud enough to be heard all the way in the depths of the Mariana Trench, then they don't change it before it goes live. So their solution? Don't make any changes at all anymore…
Pallet density has been getting worse, and worse, and worse. It feels like every match I play the RNG finds a new combination of pallet and tile spawns on survivor that leaves half of the map a barren wasteland, or on killer it somehow makes it so that every loop-able tile that can spawn does spawn. Doing a flat buff to the number of pallets, like it seems they did, has done nothing but make the game stale. Just like how they shrunk the size of almost every map just to add like 3 back-to-back mobility killers, BHVR has a tendency to forget what they were trying to achieve halfway through making changes, no matter how noble their intentions might be. Anti-slugging and anti-tunneling changes are a great example. They're all we've seen in terms of major balancing for the last year practically. And both of them were scrapped because, honestly, they were unnecessary and overkill. BHVR needs to ask WHY killers are slugging and tunneling, not how to remove slugging and tunneling.
Dead by Daylight has not been a hide and seek game for a long time now, its been balanced around chases for the majority of its life at this point. The reason balancing any killer outside of the top 3, or buffing survivors in any way, will both be meaningless currently is because the gameplay itself has desensitized chases. Now killers' only chance of winning is avoiding chase as much as possible, get one person out as quickly as you can, so then you can actually slow generator progress enough to afford kicking the map's 25+ pallets (also not an exaggeration, I once went in customs and counted 27 pallets on Trickster's Delusion)
Pallets were a resource, they should've stayed a resource, and should always be a resource. The fact that they are balancing the game itself around top tier killers instead of the top tier killers around the game is worrisome. All we can do is hope they don't waste anymore time and resources on remedying the game's issues (slugging/tunneling) and instead tackle the actual causes (pallets/perks/map design) of these issues.
All the other "meta shakeups" worked out so well.
No, I never said it gives me 10 seconds more.
It mostly happens to randoms and surviviors I go against.
If pallet density doesn't allow you to kill surviviors, that's skill issue. This work for both sides.
Why can't we push killers to get better, if they care much more to get wins? Even tho they win more than their 60% matches.
How is bloodlust useless? The whole point of bloodlust is to chase surviviors, not breaking the pallets.
Additional move speed is there to help you out playing around the pallet.
You're doing something wrong. If you stop breaking pallets, learn to play around killer's red light, start mind-gaming people you will start to win chases more frequently.
Pallet density doesn't matter if you can actually play around the pallets and can avoid getting stunned.
We are nowhere near 2016 DBD, because back when I started playing dbd I would be healing myself twice in one chase with green med-kit.
If we are taking about Trickster delusion, you might wanna count how many pallets are actually useable in there, because most of them are a free hit/down.
Shakeups definitely gave us some fresh air, new things to try, new builds to play.
Its not the two seconds of speed thats the problem, it's how often you can use them and the activation trigger for most of them
More calls for shackups. More post about "OP" builds.
The devs mentioned "live gameplay update" in their tweet for their community stream, so maybe tomorrow we will get more infos (stream starts at 1PM ET)
https://x.com/DeadbyDaylight/status/2079974864610263071
I know I said "you" but I meant that in general. And the reversal of "if pallet density doesn't allow you to kill survivors, thats a skill issue" just doesn't work for the majority of the roster in the game. A lot of killers COULD play around with less pallets as survivors would actually have to conserve resources more carefully or else that killer would become really strong in that part of the map. But now that there's one every few feet (Literally saw 8 all within a 30-meter width of disturbed ward) they become SIGNIFICANTLY weaker and that's no debate to oppose.
Also where's the stats that killers win more than 60% of their matches? BHVR has only ever given out kill rates (last stats were several months ago) which kill rate does not equal win rate. They may meet a 60% KILL goal but its not the same as a win.
I love how Behavior is now just using Krasue's release to justify adding less content and fewer balance changes to the game, and no one seems to really care. Ridiculous.
At this point I think the only thing lazier than Behavior itself is DbD's player base. Literally any perk that doesn't grant an immediate game-winning effect gets written off as bad or useless. Like people across both roles are so scared of having to put in literally any effort to win, it's insane.
If a new perk is perceived to be strong it gets complained about until it's nerfed into uselessness, so either way nothing changes. You either get crappy new perks or okay perks that get nerfed into being crappy. There isn't even any point in making changes if they allow community outrage over everything to dictate their decisions.