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Peanits
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I can give some context for both of these.
For Inner Focus, some folks discovered that by running Perks like Plot Twist, a coordinated group could repeatedly lose a health state and heal each other while a Survivor is being chased, granting them essentially permanent aura reading on the Killer. While creative, it's not the gameplay we wanted to encourage, so we made a very targeted change to the Perk to prevent that. The overwhelming majority of health state losses will be a the hands of the Killer, so this should have little to no impact of normal usage.
For We're Gonna Live Forever, many people realized that by running this with Made for This, both the dying Survivor and the rescuer could be protected with Endurance. This alone isn't a problem, but when you add in the increased healing speed from We're Gonna Live Forever, it made it possible for Survivors to pick each other up very aggressively in just a few seconds - in some cases when working together, faster than the Killer could down them.
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@ponzukun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827524#Comment_3827524
It depends on the content, but it is very well thought out, so it would be a waste to say that you have checked it out and that is the end of it
We take note of the feedback they give the same as we would for any other language. The key points get combined with the feedback from all around the world and shared with the appropriate teams. The same goes for all other forms of feedback too, including forum & social media posts; everyone's opinion is equally valid even if it's not edited into a video.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825086#Comment_3825086
Since you shared which four other killers will get a tweak in the next update, could you answer if there will be other stuff within the next patches that is not listened on the roadmap like reworking maps, items or addons?
I can't really give a definitive answer here, but there very well could be more than is shown here. We try to show everything we can, but sometimes things get shuffled around and new things added. So while this is the up to date roadmap for now, there's always a chance for surprises.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824996#Comment_3824996
Bring back old freddy. He was so much better thematically.
To set expectations, I can confirm that this is not old Freddy returning.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825059#Comment_3825059
Is there any reason why you're not showing the full list of killers getting changed next month?
In this case, it's simply because the updates have gotten too big for this roadmap format and there's not enough room to squeeze everything in there. We'd like to show everything in the future, but didn't have the time to come up with a brand new layout this time around.
We'll share the full list with all the details in the dev update before the PTB, in any case.
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@SkeletonDance said:
Does Plague and Cenobite are still getting tweaks? Nothing changed right?
These two have been postponed until a later update.
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For a bit of context, we typically try to avoid setting movement speeds to unusual numbers like 4.5m/s. It's not a hard rule and there are some exceptions, like Killers who aren't meant to chase without using their Powers, but we try not to deviate from it unless we have a good reason to.
A big part of this is that the consistency in movement speeds makes it easier to transfer your skills from one Killer to another. If you've played a 4.4m/s Killer before, you could play another and have a good feel for how long it'll take to catch up and judge the safety of loops. This is one less thing you have to worry about learning for each new Killer. The same goes for Survivors, where they can use what they know about other Killers of that speed to determine their next move.
A good example of this in action is when Haste or Hindered comes into play in a chase. It makes it much easier to misjudge whether you'll make it back to the pallet/window in time.
That's not to say that it's out of the question, but we try not to break this consistency unless we have a very good reason to.
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@Seraphor said:
DS gets removed on Conspicuous Actions, not healing specifically.
The action of healing is a conspicuous action.
Recovering from the dying state is not. Automatically gaining a health state is not. That's what's happening with Plot Twist.
It's the same reason DS won't deactivate if another survivor heals you, or if you use Inner Stength or Second Wind to gain a health state.
Bingo. Conspicuous actions are tied to the interactions specifically, not a change in health states, and recovering and healing are two separate actions. Healing is considered a conspicuous action and recovering is not.
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Hey folks, we appreciate all of you who have shared your thoughts so far! I just wanted to hop in really quick as ask you to please share any feedback you have in the Reddit thread as well if you haven't already. Opinions often differ from one platform to another, so I'd really encourage you to make sure your voice is heard by contributing in the original thread, even if it's just by upvoting posts you agree with.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816469#Comment_3816469
But the killer would eventually find you when he is patrolling gens. It’s not like you are just hidden somewhere random when doing gens.
It's assumed that if you're trying to avoid the Killer, you would get off the generator and hide somewhere nearby when you hear them approaching.
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Others have beat me to it, but I can confirm what has already been said. With no generators left to patrol and the gates already open, there's no practical reason for the Killer to leave the hook and it would be incredibly risky for them to do so. If the Survivor gets unhooked, you're unlikely to catch them or a different Survivor before they can run out the gates, especially if they take hits for each other.
At this point in the match, the gloves are off and it's sudden death. The Killer really can't afford to walk away and let that person be unhooked, so we don't feel it's fair to penalize them for staying close by at that point in the match.
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@Skillfulstone said:
While nice to hear that it'll be shorter, it still doesn't change the fact that not only are there less tokens but also that the majority of the playerbase will end up on a hook after nearly every chases anyway(losing chase for a second because of stun, LOS or distance doesn't count) unless someone else takes chase or the Killer decides that another target is easier (likely by going back to a possible hooked/recently unhooked Survivor or hearing an injured Survivor mid-chase) which basically means that outside of good players that can actually make the Killer drop chase reliably the perk will have (a maximum) of 6 uses throughout the whole trial.
Reducing the ability to hide and avoid chase is merely making the experience worse for newcomers/casual players, especially when/if they don't have friends to play with. If the goal is to prevent players from hiding the entire match then just tying token recharge to gen repair (and increasing the requirement to like 40-45 sec spent on a gen per token, so a full gen would replenish 2 tokens if uninterrupted) would be perfect since it would encourage people to contribute to keep their aura block and useless Survivors would eventually lose their protection, to get it back they would need to put themselves in the Killer's path by doing gens.
Most people can't loop and definitely can't escape chase reliably but anyone can repair gens. Not everybody wants to engage in frequent chases because they know they'll go down quickly (and probably get shunned in the post-game chat out of spite) and that a sneaky gen-doer is way more useful than a dead teammate. With Distortion requiring chases (which means getting hooked rather quickly in most cases) it just kills the perk for players that use it normally but doesn't really change the core issue of useless players hiding all match, they'll just spend more time in lockers than before and be just as useless if not even more.
For full transparency, tying it to generator repairs is not something we're considering at this time. One of the main intentions behind the change to Distortion was to ensure that Survivors using it don't go the entire match without ever interacting with the Killer - or at the very least, if they do manage it, that it's because they did an excellent job of sneaking around, not just having Distortion do the heavy lifting.
While stealthing around is fine in moderation, staying hidden for the entire match can negatively affect the other Survivors by forcing the Killer to chase them more often. This is why it now recharges by being chased; it'll make you harder to find, but not forever. Tying it to generator repairs would bring back the same issue of being able to sustain the perk indefinitely without ever interacting with the Killer.
To manage expectations, Distortion is not intended to make your aura always impossible to read or allow you to avoid chases for the entire match. You will need to mix in lockers and/or misleading the Killer when your aura is revealed to do so.
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I can confirm this is not a bug. The Endurance from Off the Record protects them from the next damage that would down them. If they are fully healed, it is intended for the first hit to injure them, the second hit to give them deep wounds, and the third hit to down them.
They would need another Survivor to heal them for that to happen, though, as self-healing is a conspicuous action and would have cancelled Off the Record prematurely.
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First off, thank you to everyone who took the time to leave feedback!
30 seconds in chase per token is a little steep, so we'll be adjusting Distortion's recharge time to 15 seconds per token in an upcoming patch. This should make it a little easier to get your tokens back after you've been found.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815651#Comment_3815651
I'm almost certain that something is off here. The incentive has behaved quite weird indeed ever since Lights Out and I honestly find it hard to believe that it's only because the 1:4 ratio is so closely matched.
For as long as I have played the game, the survivor queue time has always been relatively short during the day (small exception in summer 2021) and the killer queue time was always shorter during the night. This has also been mirrored by the incentive and I have no reason to believe that this has changed.
Now though I will sometimes get a 25% to 50% survivor incentive during the night even though my survivor queue time is about 2 minutes long, where as a killer I get into a match pretty much instantly. Generally speaking the 100% incentive has been quite rare for me lately.
It is definitely worth keeping an eye on.
Don't worry, we're investigating just in case!
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it's niche enough that I don't expect BHVR will do something about it.
PLOT TWIST! I'm here to confirm that this is not intended. Skill checks related to Killer powers are typically exempt from Perks. We're going to look into this.
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To confirm, Bloodpoint Incentives have not been changed. The incentive you see is personalized to you and is based on what is needed most in your region & skill level at that moment. The lower the bonus, the closer the queue is to being evenly distributed.
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It does not. Corrective Action is purely to prevent other people's missed skill checks.
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It takes additional work to add each Killer to 2v8 in order to ensure that their powers work correctly. The first time around, we focused on the 5 Killers that are available to everyone for free so everyone could experience the mode fully. These next few Killers are ones which take less time to implement, allowing us to expand the available roster more quickly to address the concerns about Killer variety from the first run.
More complex Killers with effects like The Doctor's Madness or The Plague's Sickness, or Killers with special objects or mechanics like The Pig's Reverse Bear Traps and Jigsaw Boxes, would take more time to implement as they weren't created with 2v8 in mind, needing special considerations before they can be added. For instance, many Killer effects appear on the Survivors' portraits; this is fine when they're alone, but doesn't work when two different Killer effects are applied on top of one another. Or from a gameplay perspective, something like The Doctor's Madness might prevent a Survivor from removing their Reverse Bear Trap, which may not be ideal.
Licensed Killers also need to be discussed with their respective licensors as while they may be fine with their character appearing a 1v4 game, they may not want their character appearing alongside other Killers (or other licensed Killers). They aren't out of the question, but it's something that would need to be discussed first.
In short, we're working to expand the Killer roster in 2v8 as quickly as possible first, but we don't want to cut corners. These Killers fit into the mode much more easily and allow us expand the options faster. We plan to continue adding new Killers with each iteration.
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Corrective Action no longer works with the build you're thinking of since it turns missed skill checks into good skill checks, not greats. This would provide no additional progress to the generator.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811872#Comment_3811872
- Do you start the match with 2 tokens?
- Is the duration buff from 10 to 12 going live?
It starts with one token, and yes the duration is still increased to 12 seconds.
- Do you start the match with 2 tokens?
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We've reverted the movement speed change and condensed some of the HUD icons to clean it up. These just weren't mentioned in the post for the sake of length since they were very minor changes and had very little discussion compared to other topics during the PTB.
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I can confirm that a token recharges over the course of 30 seconds while chased. They do not recharge immediately.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811805#Comment_3811805
When will we get to see the next roadmap?
Hopefully soon! I don't have a date to share since we're looking to share it as soon as it's ready, but it is already well underway.
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We have a bundle of tweaks planned for him in the not too distant future and will share more details when it's closer. We're also preparing an updated roadmap to give you a better idea of when you can expect them, so keep your eyes peeled for that.
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This already exists! The outfits in the Artists from the Fog collection are all designed by artists from the community. Beyond that, there's more than enough winners from past contests to fill out a collection on their own.
Turning one of these designs into cosmetics you can actually wear is a long process and is way easier said than done, though, so we have to be a little selective in which ones we bring in. We've still got plenty of ideas for outfits we want to see as well. But by no means is it out of the question.
I'm really glad all of you got to join in on the voting this year because now everyone knows how difficult it is to pick a winner when there's so many amazing entries. 😁
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Mori offerings no longer grant the ability to mori Survivors in the middle of a match, but Perks like Devour Hope or Rancor do still allow you to kill additional Survivors.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797433#Comment_3797433
Does Bloodrush activate no matter the health state? It's not really clear from the patch notes to be honest.
So if I'm getting it right, in the next update it should activate for 60 seconds after getting unhooked, you then can press a button no matter the health-state to instantly recover from all exhaustion, is that right?
Correct! Your health state would not matter.
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@TragicSolitude said:
Wait, is We're Gonna Live Forever now basically just pre-gutted Buckle Up, or am I misreading this?
Not quite. The old Buckle Up protected both the healer and the person who was healed, meaning when paired with For the People, you could run in, instantly pick someone up, and both of you would be safe thanks to the Endurance. We're Gonna Live Forever only protects the person who was picked up - the healer would still be in danger.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797057#Comment_3797057
Does that mean it will sometimes feel like infinite tokens in chases? If I try to use the new Predator perk against a Distortion user, are they literally just going to have a token available every single time Predator can activate?
And it looks like Distortion will still suppress scratch marks, which means a Predator user is going to feel super awful against a Distortion user.
The intended behaviour for Distortion is that it would recharge when a chase starts, not continually refresh while you're being chased. So in this case, unless you reveal their aura in some other way during the chase, it would counter Predator. Though Predator would leave them defenseless against any other aura reading effects afterward.
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@sleepy_knight said:
So am I correct in thinking that distortion will now be exclusively used to counter I'm all ears? There are so many perks now, are there any other aura perks that would trigger in an active chase? Not counting accidentally running in front of a totem with undying active.
To clarify, Distortion recharges by being chased. It's not active only while you're being chased.
For example, Distortion can block your aura from being revealed by BBQ, then it deactivates. The next time you're chased, it will reactivate and stay active until it blocks your aura from being revealed again.
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As a fellow ancient alpha/beta player, I can confirm that no such item existed. Is it possible you were thinking of Saboteur? It would similarly make a loud noise notification and was pretty powerful at the time (leaving hooks permanently sabotaged). It's the closest thing I can think of that fits the description.
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Not instead, our regular pre-PTB Developer Update is still happening later this week as always. These stats are just a fun bonus.
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The short answer would be that it varies from one Killer to another.
The longer answer is that it typically follows a logarithmic curve where you gain rating more quickly at the beginning and that growth slows with each match played. There isn't really a definitive point where you settle. As your rating becomes more accurate and adjusts less with each match, you're also getting better with that Killer, so you'll continue to climb (albeit more slowly).
It's not quite possible to put a number on it because it can vary depending on a number of factors. A Killer that's easy to pick up and easy to master might reach that plateau sooner than others, meanwhile a Killer that's more complicated and has a lot of room to grow may take more matches to flatten out. You'll likely find yourself in the right ballpark fairly quickly (within a few days of playing them), but this is not where you'll stay. You will continue to improve and climb with practice.
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If you're referring to the cosmetics at the end of that video, it's worth noting that there are two versions of them:
- A generic version that everyone owns.
- The original version that is visually identical, but has a special artifact rarity.
It's totally normal to have the generic versions, but the artifact version could only be obtained through a code.
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I can confirm that there is no new map coming with this Chapter or for Lights Out. Lights Out uses a rotation of existing maps. You would normally see the castle in the distance whenever the Killer is The Dark Lord, but it's not accessible and it may be a wee bit hard to see in the dark.
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The description text is currently bugged, but the actual effects of the add-on have not changed. It is still a 50% recovery speed increase.
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@VomitMommy said:
I am fine with bat form, but some add-ons definitely needed changes...
For transparency, there are Add-On changes as well! We typically don't list them out in these posts to keep the length down, but everything that's changing will be in the patch notes.
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These are live now! We'll be posting news about them shortly.
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Others have beat me to it, but it's intended for direct hits to be insignificant for The Unknown and this is not something that we're looking to change at this time. This was done to a) encourage use of the blast zone & ricochet effects, and b) to differentiate this power from other ranged Killers.
If you're after meaty direct hits, a Killer like The Huntress or The Deathslinger may be more up your alley. It's not the intention for The Unknown, however.
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Yes, your progress will be transferred regardless of which platform you play on.
This even includes unlocking unique perks via prestiging a DLC character. For example, if you own The Trickster on your Switch but not on Steam, and you prestige The Trickster to unlock his unique perks, you'll have access to those perks on Steam even if you don't own him there. (You would still need to buy The Trickster to play him on other platforms, though.)
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I can confirm that it is still happening, but the date listed there is incorrect. Our apologies for that mixup.
You can expect it to begin tomorrow.
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@I_mean_yeah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780004#Comment_3780004
But I didn't suggest making massive changes to the live game, just making massive changes to the PTB and then adding what feels good and polished enough
Yeah the game is popular, yeah people play it, but it gets pretty boring pretty quick, as there's barely anything new being added to the game.
Adjusting a few seconds or a few % on some perks, or adding niche perks that nobody will ever use, and even if they use, they will only get value once every couple of games doesn't do anything to the game.
You can basically take a 3-5 month pause from the game, come back, and everything will be mostly the same
I understand what you're suggesting, and to some extent we agree, but if I could add to this: Trying out bold new things isn't free. Any change that we spend time programming, adding animation, art, SFX or any other work to that goes to the PTB and gets scrapped is time that is effectively wasted. That time could have gone into other improvement that would have actually gone live.
The reality is there's only so much time to work on changes between each update. We pack as much as we can into each one and there's always more we want to do.
Lately we've taken to doing smaller incremental changes to a larger number of Perks and Killers most of the time rather than large ones to only one or two. There's a couple reasons why we do this:
- People who use those Killers/Perks get more frequent changes without having to wait for a large scale rework which may be pushed back repeatedly until there's enough room for it.
- It allows us to see how a set of balance changes affects things before committing to further changes and risking over buffing or over nerfing something. (For context, the PTB does not use ranked matchmaking and people take time to adjust, so we can only learn so much.)
- Smaller bundles of changes tend to be safer and have less risk of being reverted, meaning more changes actually make it to the live game.
To the last point in the original post, having fewer things that need to change between PTB and live is a good thing. It means that they're in a safe enough spot that we can monitor how they play out in the live game. I want to stress the fact that nothing that goes live is final, everything is subject to change if needed. On the flipside, pushing a ton of changes to the PTB and having to backtrack most of them before they go live is a bad thing for development because it takes time and resources to a) make those changes in the first place, and b) rework or revert those changes before the live release. Both take development time away from other positive changes we could be making. It's also worth noting that the window between PTB to live is fairly small due to certification, so we don't have the luxury of making massive changes between the two.
I absolutely get the sentiment, and there are times where we test larger changes without intending to push them live. But our goal is to get as close to the target as possible with the first try, then fine tune from there.
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We definitely don't want perks stepping on each other's toes, but I do want to take a second to clarify that Eyes of Belmont and Dark Sense do not do the same thing. Eyes of Belmont reveals the Killer as soon as a generator is completed. Dark Sense, meanwhile, activates when a generator is completed and only reveals the Killer's aura the next time they approach you. While they would effectively activate at the same time if you're being chased, Dark Sense would typically be used as a warning that the Killer is approaching while Eyes of Belmont may reveal that they're busy chasing a Survivor on the other side of the map.
We do have quite a large Perk update coming soon, though! As Nazzzak mentioned, we'll be updating around 20 lesser Perks (mostly lesser used ones) at once. We'll share more on this when the time comes.
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I can dispel this theory: No, the reason isn't Iridescent Shards. If you play enough to get every character with Shards, that's awesome and we're happy you enjoy the game enough to do so, we appreciate you just for playing. This isn't something we're worried about, that's why Iridescent Shards are there in the first place.
In reality, we love both creating new original content and bringing iconic characters into the game. There are times where we get a lot of opportunities to work with some really cool franchises and we don't want to say no to any of them, and there are times where we have more time to work on our own original stuff. Some years we have more licenses, some less. It fluctuates from year to year.
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It does have it, but I'm glad to hear it feels nice!
To quickly touch on the question at the end, pretty much any casual game (or game with a casual queue) has some form of hidden MMR. Simply put, not having MMR it totally fine if you're a really good player, but it's absolutely brutal if you're on the lower end and constantly getting matched with people who are way better than you. It's sole purpose is to keep those people apart so everyone can have a fair chance, nothing more. It's also why we don't show it to you, it's not something you should care about or stress over.
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This is a great question, and the answer to it is a little long and comes in a couple parts.
The first is that releasing an update on all platforms requires us to send the update out for certification on each platform. This would add a pretty substantial delay before we can get it into your hands for testing, which in turn reduces the window of time we have to make changes until the update is properly released (any follow up update would also need to go through the certification process). Releasing a PTB in a separate branch on Steam does not have this requirement, so we can put the latest and most polished build out for testing very easily.
Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes. If something doesn't pan out on the PTB, it's no big deal; we can tone it down or revert it before the update is released. In the meantime, you can switch back to live servers once you're done testing and it no longer affects you. Meanwhile if something is pushed directly to the main game and turns out to be way too powerful, it could take a week or more before we're able to release another patch to fix it. You'd have no choice but to go against it until then.
To be very clear, updates are not ready to be released by the time the PTB rolls around. The last few weeks are a very important time for fine tuning, polish, and bug fixes. This means the PTB build will often contain bugs that are planned to be fixed before the update releases. We wouldn't not feel comfortable releasing the update at the time of the PTB on all platforms with some of those issues present. Having it on a separate test build allows us to start collecting feedback and prepare things for the release despite a few extra bugs being present.
@Aven_Fallen said:
PTBs are only there for the hype, nothing more. The Devs only have a few days to implement any changes from the PTB to Live and I would guess that most changes are in the pipeline already (e.g. during the Blight-PTB the PTB featured an outdated version of Blight, so there was not really a point in testing it anyway).
I can safely say that it's not for hype. It's far more exciting to have everyone experience it at the same time rather than splitting up people's first experiences between a PTB and live release. PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
@not_Queef said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776565#Comment_3776565
No, PTBs have been a part of the game since 2016, long before Ash.
This is true, though PTBs at first were a little different than they are now. It was not standard for new Chapters to have a PTB before they released, this only became a recurring thing with the Curtain Call Chapter on the second anniversary.
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@The_Krapper said:
I'm not sure because I haven't ran it in a long time but the perk undying used to transfer the hex to another totem but idk if it still does I rarely use hex perks and even when I do that usually isn't one of them, but it may not even do that anymore.
Undying still does this. Essentially the first Hex totem cleansed will always be Undying.
Though Pentimento works a little differently. Any hexes that are cleansed are gone, Pentimento just rebuilds the totem and hexes it with Pentimento.
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Chocolate_Cosmos beat me to it, but typically when we create a Killer with multiple powers, they each tend to be weaker or more situational to compensate. In this case, although he has three forms with their own abilities, there's a right time and a wrong time to use each one. The added flexibility of having various powers to adapt to any situation is offset by their strength being slightly lower than traditional single power Killers.
We definitely don't want to give a Killer several full strength powers. Power creep isn't something we want either.