CakeIsTheRoad
CakeIsTheRoad
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IMG_0350.png IMG_0351.png IMG_0348.png IMG_0349.png IMG_0347.jpeg@Goremocker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112154#Comment_4112154
Wanted to add to points 7 and 6 that this also means slugging is very much a strategy for her. You're almost always better off getting more hits over sending people to Exile because Exile grants momentum. In my experience, this results in a Twins situation where you're either getting a 3 minute win, or an exit gate conga line. In good hands she feels too good where you dont even get to play with her mechanics, and against a good team she may as well be a loud mirror Myers.
The issue is even good hands can’t beat 4x good players. They have many more good hands than you do.
Trust me, I got both 4x swfs and a team of new players during MMR reset. I mean full sabo, flashy squads with DS and Unbreakables.
If I could post my matches from the DBD Stats I would, but it seems they haven’t updated it to include Judgment picture and perks. The slots look blank. Aurora is like that too.
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@Mandy said:
We tried to be very clear around the PTB time that this Killer is going to take some learning - its not a Killer that you're just going to pick up and play well instantly, it is very high skilled, probably one of the highest (if not the highest) in the game so far.
I know that's not for everyone, not everyone wants to put the time into learning how to play a killer - or has the time even with how busy life can get (yes that's me!), but we fully expect those who are putting the time in and can pick up this killer to be absolutely beasts with it. We also need to see how survivors are able to adapt to the power, its part of why we were looking at the vignette and what would be required there. Its going to take some time before things start to become apparent here.
Couple issues you should note as they aren’t skill related:
- This killer is VERY aura read dependent. If you can’t find people at long range she is the worst killer in the game. In order to guarantee you know where people are - aura read is a must. People are going to be running it because she is borderline unplayable without it. Kind of similar to GF , once the first gen hits goes through people will know to look out for I’ve been playing as and against her. She has many pain points.
- Her 110 and unforgiving cooldown to M1 after a M2 makes looping at short range a nightmare. Good survivors can loop her anywhere with a window or tile and have long chases. Her “180” tech is not consistent enough at short distances so you’d be better off with the backwards addon.
- The exile unhook protections are already being used as body-blocks. Ratting is also a problem.
- One person can liberate two people from exile at the same time. That means that two people in exile is actually worse than one in exile and one on hook.
- Her short range chase is so terrible that you leave chase most times to go for long range hits. Her M1 cooldown after a divine cast should be much shorter. Anyone getting too close to a killer should fear being hit.
- Her pillars are way too easy to see. You can HEAR and SEE it coming from ages away. I hardly see Judgments getting a 4k in any of my matches. She’s easier to loop than a Trapper and easier to dodge than Vecna2.
- Artist is a cross-map killer. Judgment is long-range. There is a difference and that should be more clearly communicated for players.
- People don’t seem to know that heresy blocks gate and get tilted because they didn’t read up on her power.
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@random1543 said:
Played today for a fair few matches over lunch and in evening/night and got 3 matches total against judgment.
Expecting the first few days to a least be judgment heavy, every release the first week has a lot of new killer.
Are people really giving up on the killer already?I’ve been playing as and against her. She has many pain points.
1: Aura read is a must have. Her power means nothing if you can’t find people at long range (her short range is so telegraphed and hard to hit that short range chases are NOT what you are ever going for, seriously just leave them). She’s very LOS and guesswork dependent. On maps with terrible LOS you’ll have to use map knowledge and guesswork to get hits.
2: Her 110 and unforgiving cooldown to M1 after a M2 makes looping at short range a nightmare. Good survivors can loop her anywhere with a window or tile and have long chases. Her “180” tech is not consistent enough at short distances so you’d be better off with the backwards addon. If you want a killer for mid-short range chases pick Wesker or something.
3: She has no map mobility so some extra gen defense or haste is a good idea.
4: Mindbreaker is one of a few perks that makes it so your own hits aren’t as telegraphed, and even then people will get off gens once they hear it. It has made my games less of a pain point so if you’re having issues run it or another blind/oblivious perk.
5: The exile unhook protections are already being used as body-blocks.
6: This is one of a few killers where I’d say you want to pour as many hooks into 2 specific people and go after them.
7: One person can liberate two people from exile at the same time. That means that two people in exile is actually worse than one in exile and one on hook.
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Absolutely! Parasyte would be a fantastic add!
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@ShanoaLegendaryPlz said:
For games ill add:
- Killer Instinct
- Rampage
- X-Com
- Contra
- Lolipop Chainsaw
- Bayonetta
- Metroid
- Onichanbara bikini zombie slayers 2
- Turok (Acclaim trilogy)
- Destroy all humans
- Hexen
- Dead island
- Baldurs gate 3
- Dead space
- Alone in the dark (2024)
- Dragon's Crown
- Bioshock
- Blazblue
- Blazing Chrome
- BloodRayne
- Bloodstained
- Carrion
- Disciples
- Duke Nukem
- The Evil Within
- Fatal Frame
- Fear effect
- Half-life
- Hitman
- House of the dead
- Killing Floor
- King of Fighters
- Legacy of Kain series
- Lovecraft's untold stories
- System Shock
- Metal gear solid
- Metal Slug
- Bloody Roar
- Onimusha
- Prototype
- Quake wars
- R.E.P.O
- Parasite Eve (now called the 3rd birthday)
- Rise of the Robots
- Samurai Shodown
- Sense: a cyberpunk ghost story
- Serious Sam
- Shadow Warrior
- The Sinking City
- Song of Horror
- Soul Calibur
- Warhammer Total War
- Warhammer 40k Dawn of War
- Strange Brigade
- Stubbs the Zombie
- Sword of the Stars
- Uncharted
- Countdown Vampires
- Prey (2006)
- Golden Axe
- Primal Rage
- Twisted Metal Black
- Eternal Darkness
- Blood West
- Sinisistar
For Anime/Tv/Movies ill add:
- Blood-C
- Highschool of the dead
- Parasite
- Elfen Lied
- Mirai Nikki (Future Diary)
- Tales from the Crypt Keeper
- Another
- Hellsing Ultimate
- Shiki
- Akame ga Kill
- Shaun of the dead
- Conan the barbarian
- Ghost in the Shell
- Muv Luv Alternative
- Bubblegum Crisis
- Bleach
- Witchblade
- Gungrave
- Screamers
- Pumpkinhead
- Godzilla
- Sinbad
- Willy's wonderland
- The Blob
- Tokkô
- Brynhildr
- Trinity Blood
- Red Sonja
- Pandorum
- Critters
- Mars attacks
- Hannibal
- Puppet Master
- From Dusk Till Dawn
- Gremlins
- Underworld
- Sin City
- The Leprechaun
- Candyman
- The X-Files
- Lost
- Scary Movie
- Tales from the Darkside
- The Outer Limmits
- The Twilight zone
- Cabin in the woods
- Heavy Metal / Heavy Metal 2000
- Black Lagoon
- Street Sharks
- Biker Mice from Mars
- Ninja Turtles
For Books / Comics I'll add :
- Doubt / Judge
- Stormdancer
- D&D Dragonlance
- Warhammer Von Carstein trilogy
- Warhammer Gotrek & Felix series
- Murcielago
- The League of Extraordinary Gentlemen
- Empire of the Vampire
- Watchmen
- Triage X
- A Dance in the Vampire Bund
- Franken Fran
- Übel Blatt
- Nevernight
- Marvel Zombies
- Magical Girl Apacolypse
To name a few.
Hellsing would be so fire! Conan and X-files are also good adds. And Destroy All Humans would be great. In the same vein I wonder if they could get the rights to War of the Worlds (the radio-broadcast).
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@jesterkind said:
Ooh, I love thinking about these!
My two biggest ones, one I've suggested constantly and one I've recently come to think would be awesome, are:
- Worm, a web novel by an author with the username Wildbow, with the protagonist Taylor Hebert as the killer.
- Primeval, a British TV show about portals opening leading to prehistoric time periods, with the show's unique "Future Predator" monster as the killer.
I'd be super down for either of these and I'm cooking a power/perks pitch for the Future Predator idly in my spare time, ha.
It seems I have a new show to watch. That sounds great!
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My brother wants to add: Repo the genetic opera and west world
I’d like to add: night gallery, twilight zone, Logan’s Run, and The Terminator.
And as map-only chapters we have:
- Waverly sanitorium
- Winchester mansion
- caves from movie The Descent
- Alcatraz
- Roanoke
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@ShanoaLegendaryPlz said:
Id love to see but never will : dino crisis, turok, x files, parasite eve
I’d love Dino Crisis. It might be more available than Jurassic Park. It could also be its own original chapter since Dino’s are real fossils and a BHVR take at reconstructing them would be cool. I’d be down for swarm based Compsagnathus killer or Night At The Museum style fossil dinosaur (on 2nd thought a bone fossil skin for a Dino chapter as legendary skin would go hard).
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@ShanoaLegendaryPlz said:
Id love to see but never will : dino crisis, turok, x files, parasite eve
Yes to all these please. Give me Scully and Mulder!
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@vol4r said:
Supernatural only atm
I love supernatural. Dean, Sam, and Cass would be welcome additions.
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@Xray said:
Having house of the dead at number 1 is absolutely based
https://us.v-cdn.net/6030815/uploads/WKKH1TC62BAZ/img-1005.jpeg
I played so much House of The Dead. The Sloth from #2 still haunts me. They could do any character for a chapter - Hydra, executioner, security guard, magician, heirophant, sloth, that flying guy with Karl the armor suit. Venice inspired map would be fire!
This guy…. Has so much flair and drama.
But this guy haunts me.
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Good picks. Agree.
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@jesterkind said:
For me, the dream collabs aren't super likely. I've mentioned the web novel Worm before, because its protagonist would make an incredible killer, and that has an extremely low chance if at all.
The more likely dream collab for me would be Doctor Who, it's an absolute classic of horror media and does deserve a spot. As far as I know licensing it can be weirdly difficult though, so it may not have a chance.
Much as I'd love it. Imagine how much variation you can get from survivor cosmetics and legendaries…love doctor who. Totally agree.
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@BlackRabies said:
I don't see the point of a map showcase and likely won't ever bother with it. Im fine with playing on random maps as u get quickly bored of anything if in play the same thing for even just a few hours.
HOWEVER, if it's a map that has an achievement tied to it such as The Walking Dead map or any other map that requires to repair a specific gen and escape or RPD since it's map achievement it the worst in the game to get then I works definitely see myself and lot more others playing the map show case to get that achievement.
I hadn’t even thought about map-specific achievements but that’s so true.
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Good Picks could be: Demon Slayer. Jujutsu Kaisen. Shiki. Shadow's House. Madoka Magica (although because its Psych Horror Magical Girl show it may be difficult due to age limitations).
Can we count Coraline since it is animated?
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That's really interesting. I'm curious to know if you've seen more Killer variety in this queue than in normal queue? I've seen a Bubba, Skull Merchant, Plague, Oni, Nemesis, and Knight. I rarely see some of these characters in normal queue.
And none of my teammates DCed in like 8 different matches.
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@CompetitifDBD said:
I like it because it garantees a balanced map for both sides.
I actually agree. The map seems fairly balanced with the weakest part being near the tower to the left of main. I quite like the map itself as well, small but in a good way.
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Some killers have other things they care about, like quests, BP farming, or working on trick shots. Some are just being friendly. Sometimes there are players where you have to "work for" their kindness — the type who play seriously but can 180 if you aren't taking it too seriously. There's also the hardcore ones who don't engage with sillyness at all. All that said, there are also killers with sass that will make you laugh out loud as they proceed to chase you. The same player could be any of these things.
My rule of thumb is that many players will match your energy, assuming you are fairly consistent. Most Killers will not 180 in a serious chase just as they are able to down you, but if you're being silly throughout the chase there's a chance they will too.
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@ThatRyanB said:
Hey folks! With regards to the pallet density changes, as you dig into the changes, if you run into anything that you're not digging please do let us know. We can make sure the feedback is shared with the team.
Importantly, the more specific you can be, the better. If there's a specific loop or tile that you feel is too strong, let us know which one it is - bonus points if you can provide screenshots!Was there a change to where you can’t hear generators being worked on in Xenomorphs tunnels anymore? I swear I can’t find anything about it. I play as Crysallis Xenomorph but can’t hear generators in tunnels at all while I used to be able to as normal skin Xenomorph. I mean can’t hear their passive roaring of the gens or the sound of survivors on them. This isn’t just some kind of Mandela Effect is it?
Also, has anyone else had strange moments where m1ing after getting out of a tunnel just glued your character in place for like 5 seconds? -
The lighting changes to auto haven will be a nice improvement. Could you also look at lerry’s windows? Sometimes they are super bright and hard to see anything out of.
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Could we get a foliage rework? I’d love to see stalking through corn stalks and some kind of opacity pass for foliage you’re directly standing in. It can be so hard to see if you playing any of the short killers. It’s also very confusing that some plants are walk through (like corn and some bushes) but others aren’t (like bamboo and some bushes). There isn’t really a consistent way to tell which are and aren’t walk-through able and some don’t even follow the same logic (corn and bamboo both have hard stalks that should make it difficult to pass). I wish that was more clearly communicated visually.
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@DNet89 said:
I would've liked the Elusive status effect to go live even if for 15 seconds.
I saw someone suggest that elusive could be disabled if anti-tunnel perks were in play to prevent people from using it aggressively, so I agree elusive could have been implemented in a way that could be fair. Personally I’d have liked to see like 10 seconds of elusive or something.
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@Skeleton23 said:
Please give ur Killer feedback on why would you uninstall the game and fill free to give experiences and Opinions.
This is a Judge free Zone and will be reported if a fight on Opinions begin. Please be respectful
im a fairly new player with around 700 hrs in the game. I started playing this year and have been playing for maybe 3 or 4 months? I originally started playing GF and Xeno. As updates came out however, Xeno was nearly butchered no reason and GF feels so unnecessarily rough due to the pallet density update and being revealed behind literal walls due to bugs and SURVs 3rd person camera. So I gravitated towards playing surv more and went from 50-50 to 70-30. Now I occasionally play Wesker, Ghoul, and Dracula. Even then I can barely get downs before 1 gen pops. On anything weaker than those it could be 1-2 gen pops before I win 1 chase. Killer makes my blood pressure rise it is that stressful. Meanwhile survivor is so much easier and actually fun. Sure the teammates may be trash sometimes but having good tutorials would fix some of that. There should be tutorial games for new players that force them to play as Dwight with Bond and Deja Vu equipt so you explain basic concepts: don’t run into active gens while in chase, keep an eye out for teammates in chase, don’t unhook next to killer, don’t heal under hook with ensuring you can make it away after. New players aren’t taught any of this by the game and either learn it themselves or through content creators.
In addition, the maps just suck. Corn can’t be stalked through and makes it hard to see. Some plants can’t be walked through like bamboo but other can be walked through. Many short killers have no compensation for half the screen being plants! Could we get an opacity pass on plants if you are standing directly in them? There’s maps with no line of sight breakers that hurt GhostFace and other stealth killers while also hurting SURVs against Nurse. Some maps are unnecessarily large, while others are too small or hard to navigate.
As a survivor I don’t run 2nd chance perks and find it more fun and challenging that way. There’s a difference in looping a killer for 2-3 gens with 2nd chance vs without and doing it without is so much more rewarding. There’s nothing more fun than being able to dodge Weskers that know the techs. It’s a true test of ability.
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This doesn't sound like a ban. If the game can't verify the files it means they aren't loading correctly or you have an issue with firewalls. Verify the steam files were correct, check firewall settings, and make sure VPN aren't causing issues if you use one. This could also be the Easy Anticheat being weird. Can you uninstall and redownload or download the game on a different computer/console and see if it loads you in? I would imagine you'd get an email about the ban or something to your account if that were the case.
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I like the new killer but there are 2 issues I find with her:
- People on hook still retain their infection
- Switching from head-attached to head-detached mode is way too accessible for the benefits it provides (mobility and anti-loop). If there was some kind of infection bar you had to meet in order to switch (similar to how Myers need a certain amount of stalk to Evil Incarnate) it may be better. If you made it to where hitting survivors consecutively with regurgitate filled the bar and it took maybe 3 hits total in order to transform and would reset when transformed, it would be better balanced IMO.
As SURV there are some things I have noticed and that is mainly the PALLETS. The added Pallet Spawns HELP MASSIVELY with High Tier Killers. Makes it way easier to run and have places to go. I sometimes wonder if it's overkill for Low Tier Killers, though. I'd love to see some older killers get some buffs to help them keep up like Demogorgon and Ghost Face.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001095#Comment_4001095
A two second buffer would not be a chain blind. That'd be a whole entire new blind at that point.
This does not encourage "skill expression". It removes it. Literally just look down and Chain Blinds don't apply.
Your light sensitivity issue can be fixed by adding a setting that makes flashlight blinds Fade to Black (like most modern games with a blinding effect). There's no reason it should affect balance.
You say this like blinding/stunning someone 3+ times in a row is normal. As previously mentioned, there wouldn’t be a buffer for the first 1-2 blinds, just after that.
Also, there should be a setting you change for sensitivity, but that doesn’t mean that 3+ consecutive blinds is stupid and should be changed.
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Well, I’ve made my points. If you don’t agree there’s not much left to say. You’re welcome to discuss among yourselves. Chai it up to matter of opinion I guess?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001086#Comment_4001086
Because Chain Blinds are possible to do regularly, and can buy you time if you manage to pull them off. Removing them would have an impact in general matches.
Chain Stuns require some level of coordination, but the level of investment required to pull them off is significant, so they aren't really overpowered.
However, you, as the killer, have the means to deal with them. Just because you personally haven't developed the game sense to look down when blinded, or play against Head On, doesn't mean it should be removed.
it’s not being removed. 2 second prevention would still mean chain blinds are possible with enough skill expression. I generally do not struggle with this problem anymore. It’s just a gap in design that makes me wonder why it was even left in to begin with. I don’t think it’s helpful, as both a survivor and killer player (especially because it tends to encourage toxicity and one-two blinds/stuns give you plenty of time to make distance. Anything after that is unnecessary.)
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@DeBecker said:
I dont see any situations outside of cheating where this would be legitimate. And basekit changes to prevent cheating isnt the way to go at all.
I did mention that there situations where this would useful. Mainly: light sensitivity, repeated restun/reblind groups, new players, or just having slower systems/internet (you can literally turn away and still get blinded anyway). I do admit that you’re right about the cheating thing, it was more of a bonus not a solution. Also, are there any potential downsides of my propesed 2-3 second window of no reblind/restun? Do you think that this would negatively impact gameplay? How would you make this idea meet the situations I describe but still be a good mechanic?
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@ReverseVelocity said:
Reblinds are easy to counter. Look down.
Head On chains are also not an issue because they require so much team investment to do. A bit frustrating at times but not really productive. 95%+ of Head On squads I face end up toast.
You should not use cheaters as an argument for balance mechanics. Those are entirely different areas.
So here’s my only question: do you think this would have negative impacts on the general match if killers could not restunned/reblinded for 2 seconds after their animation ended? I am of the opinion that it would no to very little negative impacts on most matches and help the once in a while match being less frustrating. In that case, why shouldn’t a mechanic with zero downsides for normal play and some upsides for the rare occasion be implemented?
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/456598/can-we-get-restun-reblind-protections
Is it that hard to look down while being blinded? You simply have to move the stick to the bottom or drag your mouse down, you don't even have to see anything for that xD
As mentioned it’s more for quality of life and anti-bully / anti-cheat. You can look down all you want but a cheater is gonna no-clip. You can pull people from lockers but a head-on squad is gonna head on. And if you’ve got slower internet you can turn around but the game doesn’t register it in time so you still get blinded (something I’ve had happened several times). The just look down response while a seemingly “simple” answer doesn’t actually address what I’ve proposed or the apparent necessity of reblinds anyway. Why do people NEED to be able to reblind 3 times in a row? They don’t. It’s overkill and disproportionately affects people with slower systems, light-sensitivity, or less skill. In short, it’s not for the one person who blinds the killer once or twice. That is a just look down situation. It’s the comically long string of blinds/stuns that shouldn’t be allowed. After some point it’s just too ridiculous.
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@Lexilogo said:
Restun protection I can get behind, if only as a preventative measure to stop any kind of Head On softlock exploit from happening in future. The only legitimate restun situation I can think of is a wiggle escape followed by a pallet smash, so I think it should be something like after 2 stuns in quick succession you get 2 seconds of stun immunity.
Reblinding I'm more iffy on because blind extensions have never been a strong strategy and there are legitimate uses for it. Some kind of weak version of it, like maybe all Killers build up blindness resistance if it's happening constantly, would be useful to reduce the strength of bully squad tactics against newer Killers, so I can support that.
I don't think either of these ideas should come in the form of the 10 second window like you suggest, that's IMO a bit long and can lead to these things actually being exploitable as a temporary buff by the Killer. (though, temporary stun immunity after getting stunned sounds like a neat idea for a Perk)
Maybe 10 seconds is too long. It would need to be active after the stun animation though, so 2 seconds from when stun animation ends maybe more reasonable or realistic. I don’t really have a way to test the numbers. I could see what you mean with smash hit, though wouldn’t the killer be in the let go animation for that 2 second restun protection anyway? Does smash hit still apply if they’re already in stun animation? As I said, I’m still fairly new so I might not get all the intricate stuff about perk and mechanic interactions.
Also it would be a cool perk, though having it basekit in a small portion and a perk on top that would lengthen the numbers would be better so it’s not locked behind progress or pay-to-play characters. This would be important for its use with new players.
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Let me know your ideas. Like if you think something similar to this could be cool in game.
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@FoxGhoul said:
Change the Tunneling Penalties to-
When a Survivor dies to a hook action or Mori before 4 total hook states, the remaining Survivors gain a 15% repair speed bonus.
When a Survivor that was previously hooked is Killed or Sacrificed, the Killer loses the ability to block, damage, or regress generators by any means.I'd say that the penalty for double-hooking kill should NOT be permanent blocking. Reducing gen kick limit for all gens from 8 to 4 would be better, especially if you blocked gen-regression perks.
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@SoGo said:
Ok, so I will write down my initial thoughts before giong to test the changes.
Tunneling nerfs:
- Survivors don't need the aura reveal on killers nor the immunity from Killer Instinct. It's just overkill and not really effective either.
- Not being able to see the hook status or the hook aura will fool exactly nobody. People can retain information. Might as well not do this.
- The Haste is NOT necessary. Do not overdo this. The extra gen regression seems high, but since perks are getting nerfed in return, it should balance out.
- The tunneling penaties will end up very nasty if kept unchecked. I would restrict the repair speed boost to deaths on 4 and less hooks, and not do the other one at all.
Slugging nerfs:
- All fine, aside one thing. The self recovery shouldn't be infinite after you get it. That will make Power Struggle hell.
Good that you are fixing dead zones. Next up, please decrease ths number of god pallets.
Perks:
- Survivor perk changes are all fine. The Hope nerf seems odd, but otherwise good stuff.
- THANK YOU for Ruin and All-Shaking Thunder buffs. I adore them!!
- Deerstalker could be left as is. Twins need it. Same with Leverage, it's not that crazy.
- WHY are you buffing Monitor in a way that ONLY benefits S or A tier killers with big TR? The small TR killers need that way more.
- Please, make it so Eruption only eats one gen kick instead of two, please. It will go to crap if this won't happen.
Lower tiers could benefit from more haste to help with crossing the map. Killers that can teleport or have high mobility don't really need it at all. While you may not think it's necessary, giving a good amount of haste with a good time frame for lower tiers will bring more of them out. M1s in particular could benefit from 10% haste for like 20-25 seconds so that they can move across the map and get the gen regression in or start a new chase. The gap between the benefits for low-tiers and high-tiers is simply not enough in the PTB as is.
The extra gen regression is 20% of CURRENT progression, not total. So it's not as good as it sounds.
The tunneling penalties need changes to both the numbers and methods. Instead of 6 hooks, you could do 4 max or cap it at generators (3 or more gens remaining).
The blocking generators & gen-regression perks is too harsh. You could MAYBE get away with reducing gen-kick limit, if you still wanted some kind of double-hook kill penalty.
As for picking yourself up, I completely agree. The progression needs to reset with fully healed or conspicuous actions at the very LEAST.
I like the ruin buff, but the nerfs to other gen perks is not called for considering the kick buff is 20% of CURRENT progression. If they want people not to tunnel/slug, reducing the gen-perks is NOT the way.
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@ThatRyanB said:
Bug Fixes
Audio
- Fixed an issue where the Pharmacy perk would remove chest SFX.
- Fixed an issue where The Dark Lord's Wolf Form would be silent.
- Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor.
- Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase.
- Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died.
- Fixed an issue where the "Geralt of Rivia" outfit voiceover at the start of a Trial would not trigger when playing against The Animatronic.
- Fixed an issue where Rick and Michonne Grimes' voiceover at the start of a Trial would not trigger when playing against The Animatronic.
- Fixed an issue where The Houndmaster's stunned voiceover would not play.
Bots Improvements
- Fixed an issue where bots were unable to move when a player disconnected in specific locations.
- Fixed multiple issues where bots would vault at undesired times.
- Survivor bots will now crawl toward pallets instead of toward other Survivors.
Characters
- Fixed an issue where certain VFX wouldn't play when switching between cosmetics.
- Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap.
- Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them.
- Fixed an issue where certain Killer power icons would not become transparent during cooldown.
- Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex.
- Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor.
- Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard.
- Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge.
- Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows.
- Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map.
- Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on.
- Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor.
- Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor.
- Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker.
- Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting.
- Fixed an issue where The Lich would display unselected spells after quickly choosing several.
- Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown.
- Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model.
- Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted.
- Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work.
- Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered.
- Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors.
Environment/Maps
- Fixed an issue in the Badham Preschool map where players could not drop through a hole.
- Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players.
Perks
- Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet.
- Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended.
- Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power.
- Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped.
- Fixed an issue where leaving a locker with Head On could be blocked by another Survivor.
- Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic.
Platforms
- Fixed an issue where input settings were incorrectly applied to newly created accounts.
UI
- Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait.
- Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons.
- Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked.
- Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player.
- Fixed an issue where the virtual keyboard would not load when adding a friend on Xbox touch interfaces.
- Fixed an issue where the matchmaking popup would display the wrong text.
- Improved animated smoke shader on tooltips.
Miscellaneous
- Fixed an issue where the game could softlock on the Tally Screen.
- Fixed an issue where spamming the ready button could result in a connection error message.
- Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position.
- Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
- Fixed an issue where Fog Vial VFX would display incorrectly when falling after use.
- Fixed an issue where some users could not unlock the Lost All Hope achievement.
As a 50/50 killer/surv player, the PTB numbers need some adjusting:
Why I Suggest These Changes:
6 hooks is a sacrifice in mid-late game (2-3 gens popped) when the turning point of the match is. This is far too late in the match to consider that someone is being "tunneled" and when the SURVs and Killer SHOULD be fighting for control of the match. 25% repair speed is insane considering this. This would be better in situations which are definitively tunneling (3-4 hooks, 3 or more remaining gens).
The unique hook haste buff is too low for killers like Ghostie and Trapper who can’t cross large maps. Up the duration to 20 seconds and it should be fine if it disables during chases.
Basekit bbq is nice but it should apply to all survivors except last person hooked.
Next I would suggest the anti-tunnel SURV buffs to last for 10-15 seconds (even less after a new survivor is hooked). This would ensure the mechanic disables when a SURV is out of danger and can’t be kept for any other purposes.
One other thing: anti-slug bar should reset once you have gotten up and are fully healed/conspicuous actions.
Do not block generators from regressing or being kicked. Dropping the gen-kick limit and disabling gen-regression perks would be sufficient to punish "tunnelers" while also not ending a match if someone accidently activates this through basekit Moris (like Condemn or Tombstone).
I really enjoy the new elusive status effect. As someone who runs lucky break/overcome this is more then enough to escape from being unhooked. Way too generous with the time on that.
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@ianapichana said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989558#Comment_3989558
“killer is dead” while all you have to do is not sug or tunnel 😂😂😂
Low Tiers spend so much time in chase and moving across the map that you MUST slug if people are waiting for the stun save. Question for you: Does the self-pickup still work if a healthy teammate is standing nearby forcing a killer to slug or lose their hook? IDK, the dev's didn't mention it in their post. Kind of important, if you ask me. The recovery thing would be fine in moderation, but the Killer should have a built in counter to teammates enabling slugs because they want saves.
The anti-tunnel stuff is questionable. Blocking off gens permanently at 6 hooks which is the equivalent of 2-3 gens done (assuming 2 hooks per gen pop for a non-tunneler)? Are they really saying that if you sac someone before 3 gens are done, it's gonna permanently shut-off surge/thrilling tremors/ruin and prevent kicking? That's insane. If it were 4 hooks I'd understand. There is no possible way that you can sac someone at 4 hooks without tunneling, so this would be much more clear and cookie-cutter, meaning that non-tunnelers wouldn't get punished.
Killer isn't dead, but this update kick's people who are already down if it stays as is. The tunneling/anti-slug doesn't account for situations where penalties could be applied to falsely identified instances of "toxic" tunneling/slugging such as the mentioned mid-game sacrifice and slugging to ensure safe-pick later.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990104#Comment_3990104
The skilled 4-mans are actually my only concern. But I also don't think the game should revolve around that small fraction of players. They're damn hard to deal with no matter what's in place anyway. They already do quite well as is. It's the mid level and soloqers that really need some help.
Most people in SoloQ don't even try to pallet save/locker save. It takes too much coordination for the rando to pull off. I've heard some people asking for the whole recovery thing to be halted if there are nearby survivors like it is with self-unhook attempts. Alternatively, you could also slow recovery rate near lockers and pallets to allow more time in case of those 4man SWF situations. I'm not too sure how I feel about either option since:
1 - a slugged survivor near a person on hook counts towards the halting self-unhook bar thing (that would need to be fixed if you are going this route). Also I could see a 3man slug situation where not gaining the recovery at all would be less than ideal (as I've been that SoloQ teammate forced to pick up 3 slugs)
2 - Slow/No recovery around pallets and lockers might be okay since you would still be able to crawl from those areas and then start recovering but I'm not sure how something like this would actually work out in game. This would only really set you back to square 1 because it doesn't actually address that SWFs can utilize slugging/pickups in specific ways to waste your time.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989547#Comment_3989547
Bad survivors need to be able to spend time in a match to improve, not die immediately because they were easy to tunnel. And bad killers have been rewarded by tunneling and slugging for a very, very long time.
I do agree to some extent. If the feature doesn’t hurt killers who try to avoid flashlights and locker stun saves by slugging until the pickup is possible, maybe it’ll be an okay change? But if it’s not accounting for that it’ll make 4man bully squads more difficult to catch and punish. Can’t pick because of stun and can’t chase because of antislug, a lose-lose through no fault of the killer.
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@Шиповник_колючий said:
Interesting changes, looking forward for them. The only question. Why do Blight, Nurse, Ghoul, Billy and Dracula are less rewarded for hooking individual survivors? Is it because you consider them stronger and more opressive than other killers, or is there some other reasons?
I would imagine it’s because they all have good mobility and need less help. A blight generally takes less advantage of and needs less of haste and bbq than a Ghosty or demogorgon. That’s a bonus IMO. Because what’s effective for higher tiers is barely noticeable for lower tiers. This should help all killers in the long run.
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@Jarky said:
I know a lot of killer mains are gonna hate this because it's been how the gameplay has been for 9 years now, but this is a healthy direction for the game.
Removing unenjoyable uninteractive and frustrating gameplay and encouraging healthier playstyles for both sides is ABSOLUTELY the direction they should be taking DBD. If this results in killers needing basekit buffs to their kits, or more buffs to encourage the anti-tunnel/anti-slug playstyles then so be it, do it. The game shouldn't remain with frustrating elements just because they've always existed.
And no, just use (x) perk is not the answer. Fixing gameplay issues with perk design has always been a negative of DBD imo (and yes, I also have that opinion for the killer side).
I don’t particularly hate this. I just hope they’ve taken flashlight/locker savers into account and self pickup won’t punish killers for searching the area before pickups. The basekit killer buffs will be so nice! I can’t believe no one is talking about basekit bbq, haste, and the fact that high tiers won’t get as much use out of it. It’s so major the person who came up with it should get a raise!
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@90bubbel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989553#Comment_3989553
It means that if you for example hook the same survivor twice in a row and they are sacrificed you can no longer regress or block any generator progress (Like kicking/ruin etc)
Is this back to back hooks? Hypothetically, if you tried chasing other survivors for 2 minutes lost chases and came back to the same person and hooked again, does this count? Is there a time counter to make sure it’s tunneling and not someone who is coming back to a survivor who has unhooked and healed after like 2 minutes?
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@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png
The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
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- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
- Added the option to enable or disable this mechanic in Custom Games.
- Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
- Gradually increases crawling speed for Survivors who are left in the Dying State.
- Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
- Updated several Survivor and Killer perks to account for these changes.
https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif
Passive recovery while crawling
https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif
Pick yourself up if you’ve been in the Dying State for 90 seconds
DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.
A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.
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- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.
The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.
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https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png
- Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.
DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.
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- Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
- New lore is unlocked each week within the active Tome.
DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.
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KILLER UPDATES
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- Replaced “Evil Within” with two modes that can be toggled with a button press:
- Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
- Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
- Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
- 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
- Unlocks Slaughtering Strike ability:
- Hold the power button to charge this ability, reducing movement speed.
- Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
- If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
- This ability can also be used to destroy pallets.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
- Adjusted some of the mechanics of stalking:
- Removed the limited pool of stalk points per Survivor.
- Reduced stalk range to 32m and removed distance modifier.
- Moving while stalking has increased movement speed but incurs a reduced stalk rate.
- Reworked his add-ons.
https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif
Slaughtering Strike in action
DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.
Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.
Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!
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- Increased activation time of the Afterpiece Antidote.
- Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.
DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.
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https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png
- Increased the additional time added to Weakened when injured by a UVX projectile.
- Increased movement speed recovery after teleporting.
- Increased camera vertical range.
- Adjusted several add-ons.
https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif
Increased vertical camera range in action
DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.
It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.
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- Vampire Form:
- Slightly reduced Hellfire cooldown.
- Increased total Hellfire pillars by 1.
- Reduced Hellfire charge movement speed.
- Slightly increased slowdown time after casting Hellfire.
- Wolf Form:
- Increased Pounce Attack charge time.
- Increased Scent Orb spawn time.
- Bat Form:
- Increased movement friction to make flying easier to control.
- Adjusted his add-ons.
DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.
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- When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.
DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.
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https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png
- Hooking a Survivor now spawns more blood orbs.
DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.
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- Updated various perks.
DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.
Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.
https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png
Until next time...
The Dead by Daylight Team
Please give whoever suggested the unique hook buffs a raise:
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
10/10 genius (specifically for the unique hook incentives). Thank the people who came up with unique hook buffs for me.
Are the downvotes SURVs who don't understand that hook incentives mean Killers have more freedom to mess around in matches? Do you want to see more Low Tiers like Ghostie/Pig/Trapper and mid tiers like Xeno/Demo, or do you want to play against only Nurses and Blights because they can actually make it across the map?
For my fellow players for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse, you are STILL GETTING haste/bqq/gen regression bonuses for Unique Hooks. You're still getting haste, just enough that suits your Killer's need. A flat buff that applies to everyone the same way would fail. For the haste to be noticeable on weak killers, it would have to be decently high which would be OP on high mobility Killers, hence why it would get nerfed quickly. Instead, you get your flat percent buff while we get ours and the two never shall meet. Let's stop putting sports cars into the biking lane, please.
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
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@ThatRyanB said:
Hello folks,
We have followed your conversations very closely about the state of the game of late, and we agree it’s not in the place we all would like it to be. Recent releases, including our most recent, have introduced frustrating new issues which have distracted from your enjoyment of DbD. We wanted to acknowledge this and let you in on the steps we'll be taking to resolve these issues in the short and long term.
Next Steps
- Along with posting this message, we are Kill Switching the following Perks which currently have issues:
- Streetwise
- Blood Rush
- Last Stand
- Tomorrow (August 6) we are releasing a hotfix to address a number of issues (see here for the patch notes) introduced recently.
- This hotfix will address the issues related to Streetwise and Last Stand, but we agree we should not wait any longer to activate the Kill Switch on them and are doing so now.
- We will also make small adjustments to Fog Vials, decreasing base fog opacity and the volume of ambient fog audio.
- Another hotfix is underway, scheduled to follow next week.
- Among others, this hotfix will address the Blood Rush issues you are currently experiencing in the game.
- Fog Vials will also be adjusted to add a limit to their uses in a Trial, moving away unlimited uses.
Processes Overhaul
As a result of your feedback and internal discussions on the same topic, we will immediately be rebuilding our internal Kill Switch process to be more nimble and better account for community sentiment. We understand you have an expectation of this tool that doesn’t match how we have been using it and wish to improve this.
Once we've settled on a new process, we will clearly communicate the criteria to trigger a Kill Switch to make sure your expectations are better in line with our actions.
Finally, we wanted to address the comments made by the team about the Kill Switch and Streetwise. We apologize for how these comments dismissed your feelings about the importance of quickly addressing Streetwise and further fanned the flames of an already tense topic.
We're grateful for your feedback, which helps us identify places where we can improve and re-evaluate our processes, changing course when it's needed to improve the Dead by Daylight experience for all. As a live game, we know this conversation is ongoing, and we appreciate you for being a part of it with us!
It's so good to hear that. Would you consider updating decreased fog offerings to apply to fog vials as well and give them to Killers as an option? Some people in the community have visibility issues with fog, in addition to some of the killer roster that naturally struggle with visibility as is, especially your short ones. I've also seen some suggestions that Shadowborn could be updated to include aura reading in thick fog, which would be fun to see. Having a Perk update to offer more options to play with and against this new item would be very exciting!
I'm hoping the various audio bugs and environmental bugs will be addressed in a future patch. Survivors sounds aren't accurate even when not in fog. You can get caught on literal air just by walking around the map or up stairs. Xeno's chrysalis skin can't hear generator progress in tunnels and Xeno as a whole gets caught on air when exiting a tunnel and M1ing a couple seconds after.
- Along with posting this message, we are Kill Switching the following Perks which currently have issues:
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959606#Comment_3959606
Thanks for the kind words! If you don't mind me asking, which changes would you say are falling into the latter category?
Just out of curiosity: Do you think if perks percent of effectiveness was based off the strength of a killer you faced instead of the perk level matches would be more fair? For example: Deja Vu was a 3% repair against low-tiers (Trapper) but a 6% repair against high-tier killers (Blight). Surge was 8% progression loss for high-tiers (Blight) but 12% for low-tiers (Trapper). That type of thing? I suppose you would have to sort all the killers into 3 categories based off how quickly they build up pressure/strength in a match, but I would assume the developers would have the best stats to backup that type of categorization anyway. I couldn't say if the idea is viable in anyway for DBD, it's more just an interesting thought experiment.
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@LockerLurk 3% may be the right amount. As someone who can't hack into BHVRs account to test it, I have no clue. I just assumed having the 10% in the 2v8 might be okay since there's half as many survivors in 1v4. It seems like a decent starting point and the only math I could do that has some logical support.
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Also, could we maybe get a 5% haste in Night Shroud for Ghost Face? It would be helpful to get around the map, as he feels really slow when you want to sneak up on people.
Please address corn blindness on your map. It's actually unbearable having to deal with a map full of it and not being to stalk unless you are close enough for a grab. This also hurts any short 1st person killer, like Xeno. The map is so unenjoyable because of how corn renders and blocks vision, and considering these killers play close the ground frequently, that's your main view most of the game. Seriously, when I load into a Cornfield match I want to disconnect its that bad.
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I have some thoughts on the recent perk changes as a Killer/Surv player:
Killer Changes:
Insidious - the reduced cooldown is fine but it won't really make it more worthy of a perk slot. It needs something extra. Some people have suggested making undetectable perks last longer, maybe by 6/4/2 seconds would help it become better.
Franklin's - removing the item charge loss is just unnecessary. Items themselves aren't a necessary tool in game and so losing or not having one at all doesn't mean the game is unplayable. It seems totally fine to keep the charge loss but maybe decrease the rate at which it loses charges to compensate for the aura change.
SURV Changes:
Any Means Necessary - this isn't enough of a change to make it more playable. Adding a secondary effect, like seeing the Killer's aura while raising a pallet would make it better.
Streetwise rework - the ability itself is okay but I think the additional charges should only apply to 1 item from a chest so that you can't just keep getting over-charged items and distributing them out to the team. Items are already an strong addition to a team.
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
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Me, the Xeno, trying to get to SURVs when my tunnel for that gen is on the other side of the map:




