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Elan

Elan

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Elan
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  • It's still very good perk when out of resources. But to have more consistency you rather run inner healing or medkit. Road Life is still more of off meta gimmicky way to heal, just now serves without building around it. 14s is still decent side effect of progressing game, just less accessable to casual players. I'm overall very dissapointed with this midchapter. Help Wanted, Machine Learning didn't need nerf, This Is Not Happening didn't need nerf. I'll guess we have maybe some boon rising but they are still meh, faster replacing won't change fact that most boons suck and you have to equip one of the worst for it's secondary effect. I tested out Knockout and it's nothing crazy. Nothing but misery, undone and Whispers changes are very nice and I'll glady insert them into my builds.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121446#Comment_4121446

    If you want a visualization for killer meta perks, here it is (note that I made these before the PTB went Live, so Thrill is most definitely a nerf now).

    https://us.v-cdn.net/6030815/uploads/0181FTIM12Z7/screenshot-2026-10-05-155906.png

    This is not accounting for the fact that Nowhere to Hide is still one of the top 5 used perks on NightLight because it is still strong, and also 10.2.0 sees a lot more strong killer perks contesting the meta than survivor perks.

    Why you marked those perks? NTH is still insanely braindead free aura without needing any form of game sense, blood favor is still extremely strong just you will have to basic attack before rushing into your power, DMS is actually still the most unhealthy perk as it constantly keeps objective hostage on good killers or bad teams.

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121389#Comment_4121389

    Why Stronger? It can have the same zone as great skill check. It wouldn't just synergize with other perks

    Hitting "difficult skillcheck" is easier than hitting great. If it's smaller than ds/oppression skillcheck it would be a dead perk and only perk that reward hitting fast greats.

  • @SkeletonDance said:

    Hyperfocus needs to have special skill checks so it doesn't synergize with perks that buffs great skill checks.

    This would make Hyperfocus stronger on it's own while massively removing it's skill ceiling.

  • new STB

    Start with 3 tokens, if you are hooked STB deactivates. Whenever other survivor is hooked you lose one token, if all tokens are lost the perk deactivates. Successfull STB inflict exposed for 60s.

    Would be best way to make the perk limited while still providing counter to tunneling a single guy.

  • @T1MEXII said:

    I know that recently the 10.2.0 PTB live changes has been announced and with it came a nerf to the perk This Is Not Happening. They are going to remove remove the Great basic Skill zone increase.

    The developers said and I quote We noticed the concerns about This is Not Happening when combined with Hyperfocus, and as a result have decided to remove the great basic skill check zone.

    Some how they made the perk even worse than it was before the buff, which is crazy. I have a suggestion to fix this.

    • Keep This Is Not Happening the same.
    • Make Hyperfocus only work when Healthy.

    With this change the perks This Is Not Happening and Hyperfocus stays the same when healthy but is nerfed when injured. It is overall a nerf but not one that effects This Is Not Happening. Second idea I had is to add a condition to Hyperfocus. Such as a short cooldown when hitting a good skill check. Like maybe a short 5 second cooldown.

    Hyperfocus was never the issue, it has very high skill ceiling that very few people can achieve and stake out compeltely purpose of this build with even providing more bonus than intended. I don't know where devs saw those concerns when there was single threat about this and it was massively downvoted. Hyperfocus doesn't need nerf it already does way less than other perks but I guess let's remove the only perk that makes doing gens somewhat different and interactive rather than just staring at the progress bar for more than minute. Stake out nerf was the way to go as that perk made many other perks way easier, including hyperfocus. On the other hand TINH isn't any problematic with hyperfocus and your suggestion makes no sense because if it was worth people would run that combo all the time and no one did.

  • @indieeden7 said:

    I have a huge issue with the Devs likening Hyperfocus + TINH to Hyperfocus + Stake Out. Making Great skill checks easier to hit is practically incomparable to making good skill checks = great skill checks. In addition to this, why are TINH and Stake Out being changed when Hyperfocus is the common denominator in both scenarios??

    Hyperfocus and TINH is existing in game for ages but wasn't used because it doesn't provide extra progress. People massively overrate hyperfocus. Hyperfocus gives 0/0.3/0.6/0.9/1.2/1.5/1.8 % per stack with insane difficulty to hit those, you rely on skill check rng and so on on the other hand bardic gives 1-3 % meaning 4+ tokens as hyperfocus without any great skillcheck requirement, still rely on skillchecks but does better than hyperfocus. 1-2-3-4 gives skillcheck every 2s = 1 % progress every 2s if hitting great = 45s gen if constantly hitting greats. Do you really think Hyperfocus + TINH would be issue when you can already use better perks to get more progress. Bardic + Hyperfocus gives 1/1.3/1.6./1.9/2.3/2.5/2.8 to 3/3.3/3.6/3.9.4.3/4.5/4.8 % while hyperfocus and tinh gives maximum 1.8 %. So if someone desperately want to run genrush build this one isn't even the best. And if you run Hyperfocus + 1234 + TINH then you sacrifice 3 perk slots for 50s gen while having no support tool for chase or antitunnel. Killer players heavily overrate the remains of genrush options as it sounds crazy on paper but it's not. If you have two people insane at hitting greats running both instruments and commodius toolbox then yeah, that's close to what old genrush allowed to do. Speaking of people stacking streetwise to have 90 % more charges on 320 charges toolboxes. Odd that new killers can't see what games used to be when they shout genrush and sweat perks. Do you remember old DH? 12 free dashes into pallets or windows when barely any killer have option to stop it as there was no slop dash projectile. Please. I'm still defending weak killers but the game is not survivor biased by any means. And if you say top tier 4man with best perks then I'll ask you if those games are easy to win what would solo q and casual games look like?

  • @cogsturning said:

    Recent survivor meta nerfs include SB, Vigil, and Deliverence. Upcoming nerfs include StB (Broken is a nerf) and WoO. Cross Examinarion and FT were nerfed almost instantly. Self-Perservtion got a slightly longer second in the sun before its soon-to-be nerf. Basekit BT was nerfed to make tunneling easier than ever. But yeah, the bias is favoring survivors. Sure.

    As much as this is true you miss the main point. B-S tier killers will celebrate while lower killers won't notice much changes. Sprint Burst imo wasn't the issue, the issue was sprint burst and vigil combined. Sprint burst technically received two heavy nerfs. Which result in less frustration on lower tier killers and that's a good change. Killers got DMS nerfed (hopefully) as it can be triggered by so many perks and add ons and keeping objective hostage whole game just isn't good design. DMS will still synergize well with grim that will guarantee 50s block per each first hook and then killers will have to work on blocking them which will mostly affect lower tiers again sadly.

  • @MrMori said:

    Man do I have a lot to say to this, so buckle up if you find in depth perk discussion interesting…

    I had pretty much nothing but praises to say seeing the PTB patch notes, other than Windows and BT, but seeing these changes is super disappointing.

    First of all, weird and awkward wording with Windows of Opportunity and Borrowed Time. The WoO changes were bad and I was happy to read that they'll "stay the same" the same way BT will "stay the same", but then I reread and see that they're doubling down on removing pallet reading. I just don't get why. Extremely few players find Windows to be a problem, and if it really is an issue, keeping it how it is in live and then nerfing it to say 24m would be more than sufficient. Reverting BT makes sense though, but still.

    Then to the perk changes. Dark Arrogance was one of the most exciting perk changes this patch, and now the one interesting upside that makes it actually worth running over Bamboozle or even the now buffed Superior Anatomy is suddenly removed. Why? If 25% was too much, which I don't think it was, why not try 15% or 20%? Why preemptively cull the perk like this? It's reactionary, overly catious, boring and disappointing to see. On top of that, thematically, wouldn't it make more sense to make it say, 25% reduction on successful hits, but 25% increase in whiff recovery on missed hits instead to add to the whole "get punished more for making mistakes" theme, while keeping the powerful effects? That would be both balance and interesting for both sides. And on top of removing this upside, we keep the 25% longer stuns instead of 15%, so it's overall just a weaker perk than before now. Disappointing change.

    This Is Not Happening changes are also not good. I was actually pleasantly surprised when I saw the changes in the PTB, a simple but solid buff to make it more consistent. The literal only time having 30% bigger skillchecks permanently may potentially have become a problem is with Hyperfocus but to be completely honest, at this point bring it on. This perk has been dead content since its inception, so why not just release it and see how it fares? The literal only reason to run this perk is for the great skillchecks, so removing them makes the perk completely pointless. And if you're not willing to change Hyperfocus, you could at the very least, just you could have with Dark Arrogance, have tried to simply tone the numbers down on the effect that you deemed too powerful instead of completely removing the effect entirely. Would 10% bigger skillchecks have been too powerful? 20%? Why not at least try that, before making the perk useless again?

    As for Shoulder the Burden, it's a hot topic. But the "once per match" downside from the PTB, despite what a lot of players who may not even have ever used the perk or ever been in a match with two shoulders at the same time, is not a soloq nerf, it's a SWF nerf, particularly high level SWF. Removing this downside you added is misguided and misses the problem point of the perk entirely, which is that stacking the perk in a group to force hook spread regardless of if the killer tunnels or not is too strong. Now with this downside removed, this problem point is back. Sure, some more casual players will complain that "Why am I being punished for my teammates also bringing the perk?" but they miss the point entirely that multiple solos bringing Shoulder is rare, and that if another player gets to use their Shoulder, that's already a very good thing for the survivor team. I get the idea that it feels bad to be "punished" for someone else also bringing a perk and then you don't get to use it, but that only makes sense if you don't look at the survivor team as a team, and only think of yourself. If you think of the survivors as a team, you'll be happy that your teammate got their hook state exchanged in the first place, even if you weren't the one to do it.

    At the same time, I actually think making survivors become injured and broken from using Shoulder is a bad change, and let me explain why. Bottom tier, M1 killers get to benefit from Exposed, but don't get any particular benefit over someone being injured vs exposed. But top tier killers that can damage with power, like Nurse, Blight, Dracula, Jason and a few others, will be much more deadly against shoulder now that it causes broken. Meanwhile, for M1 killers, it's about the same as if they were Exposed. So you've simultaneously made the perk weaker against stronger killers while allowing forced hook spreading by good SWF players to happen, which hurts lower tier killers that have to work harder for each hook more. Making it remain Exposed only, but buffing the Exposed duration to 80 or 90 seconds would have to me been a better change, especially now that Vigil can't be used to reduce the duration. Disappointing.

    I'm sure plenty of perks will remain interesting in the full update, but as you say in the post, these are just some of the perks being changed, and it makes me wonder how many other perks have been preemptively nerfed before they even got a chance to be played this patch. I guess we'll see as the patch releases, but this is not a good look if you're proudly showing off these changes as something you've thought through and want to showcase to everyone before release.

    The biggest issue with STB was always the becoming new hot target especially in solo q where you rely on random players being at least decent. If you STB someone who lasts 5s in chase then well at this point why would you use it in first place. It's the same as tunneling, it's attempt to keep game in your advantage. I said that to make the perk capped for antitunneling it should have 3 tokens and lose one each time someone is hooked. Nerf to windows will help lower tier killers by survivor running into deadzones and less chaining loops. I just wish they recolor pallets again so it's not something you see miles away on coldwind but hardly see on toba landing.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121344#Comment_4121344

    In the last update, Vigil got obliterated, SB got cut by a third (which is technically not true because SB also accelerates for half a second or so, so it's actually an even bigger nerf than on paper), and Deli had it's downside doubled. Before that, Fast Track also got completely gutted.

    StB, despite the deactivation condition being taken back, the punishment is being tripled (while also making you lose a health state and making you waste time healing after the effect is over, if you're even alive by then). Self Preservation is being cut in half. Windows of Opportunity is being gutted into something no one will use and the change will only serve to make inexperienced players die even faster.

    On the killer side, last patch Nowhere to Hide got nerfed to have the aura be attached to the gen. Yet it still remains the 5th most used perk on NightLight because it's still a very strong perk. Dissolution is being changed to only basic attacks and 5s less duration. Although this perk was strong, it wasn't even meta on the vast majority of killers, and on the few it was popular on like Ghoul and Krasue it was just plain unhealthy. But I admit, this is a huge nerf. Blood Favour works the exact same just not with m2 abilities. So the perk will remain just as strong as before on more m1 centered killers, while m2 centered killers like Blight, who don't need the help in the first place, can't use them as effectively (although you can also just walk a survivor down for the first hit then down them with power). Killers like Jason will still be able to use this perk pretty well. It's a decent nerf, but the perk is still very decent. One you didn't mention was DMS, which, while it does not synergize with Pain Res anymore, will still be a quite a decent perk for killers that can pressure survivors off of generators like Billy and Blight, especially since the duration got slightly increased as well.

    As for Thrill, many in the community have pointed out the alarming concern that this might not be a nerf at all. For lower tier killers that are not as powerful in chase, yes this is a huge nerf. But on killers like Blight, Nurse, etc, it might be as strong or perhaps stronger than before. With a full hex build of 4 totems, the totems are blocked for 40s. If the survivors get on literally frame 1, the totem can be completed in another 14s. The strongest killers in the game can very often get downs in 54s, in which case there may be games where the hexes are literally impossible to cleanse. It remains to be seen if this is actually going to be an issue and we won't be able to tell until it goes to Live. But as of now, while I agree with the devs that it is indeed a rework, I'm not convinced it's flat out a nerf.

    But even if you count every one of those killer nerfs from the last couple patches equally to the survivor nerfs (which, in my opinion, have generally been way more extreme and I wouldn't even count Dissolution as a meta perk) you're looking at 5 killer nerfs while survivor got 7. Even making it as blunt as possible and ignoring the nuance of things like how NtH and probably a couple of the nerfed killer perks will still see a decent amount of play, survivor perks have still been nerfed more. That also isn't putting into account that the PTB changes give way more meta competition for killers than survivors.

    my main issue is that whole this patch supposed to so game more fresh. They could keep the perks for now and tweak them if needed.

  • @SkeletonDance said:

    Hyperfocus should really get a stake out treatment. 2 perks got changed/nerfed because of it

    They want to keep Hyperfocus as high skill rewarding perks while preventing perks from cheesing it. As they said they didn't change stake out because of hyperfocus but because it triggered so many great skill check reliant perks such as fast track, fogwise, specialist etc., removing the risk of hitting great too early and losing progress. They stated that future perks tied to great skill check has to be earned by hitting greats and that's why they changed it. This is not happening on the other hand could be paired with hyper for ages and no one ran it and it's not because of the injured requirement but because it doesn't make hitting greats that much easier to worth running. This Is not happening would be the healthier way to make great skillchecks on those perks bit more accessible, but i guess we will stay on finesse, lithe, deja vu for another years.

  • @Waheed said:

    They finally did a meta shake up of over 50 perks which is what was needed for a long time, Making Shoulder the burden less of a burden and making usless perks like Dark Arrogance a very nice M1 killer option. welllllll

    After reading the changes to the PTB I can see how much Survivors mean to them. Taking the 1 nerf from shoulder the burden and removing it, making it the same as it was and has been since it was released. And they took Dark Arrogance and Gave it a much needed Buff to Killers with lack of mobility, and are pretty much M1 killers like trapper, doctor, legion etc. AND STRAIGHT UP REMOVING ITS BUFF!!!! what the heck? So while im blinded for that extra 25% of the time I can recover 25% faster while missing the survivor? why would you do this????? STOP NERFING KILLERS INTO THE GROUND PLEASE!!!!! I planned on coming back for this shake up but now im uninstalling this. Im sick of generators flying by and not being able to enjoy half the roster because they lack mobility and when they catch up survivors just bolt to the other side of the map in the time it takes me to catch up to them while 2-3 generators pop…….. WHAT ARE THEY THINKING?!?!?!?!

    Im done, Behavior you really need to start programming Killer bots, because thats all that gonna be left

    Caterring the survivor is funny when it's still getting massive nerf along with This is not happening and windows, not even saying what else can come. At this point the only perk that might see some use is Road Life but we have no clue what they cooked. Dark Arrogance and TINH nerfs make me dissapointed.

  • The issue is that it does any for of comeback when you have 2-1-1-0 hooks impossible as it turns into 1-1-1-1 and you can no longer decrease team effectivness by removing someone of the game that would otherwise win you the game. Now you would get probably 1-2k, maybe 4k if team mess up. The downside of the perk was never the problem. The problem is how competitive swf can use this perk to redistribute hooks among them.I do believe people overrate the perks as in the end the total amount of hooks remained compared to saves (pallet, flashlight, last stand), where the survivor is freed and you get no hook, this is in my opinion way more gamelosing, but STB is still very strong in preserving someone in the game for as long as possible while keeping the target of being the most valuable target as you go from 0 to 2nd hookstage and can be removed from the game easier. So it's not that free.

  • @ShanoaLegendaryPlz said:

    It has existed alongside hyperfocus for years, and has never been used with it as effectively as the complaints thought it works. I have even tried several times to bring no mither/hyperfocus/this is not happening etc as injured gen speed builds and it absolutely does not increase your reaction time enough to hit every great skill check, only increases the chance that you might land on a great skill check by a couple millimeters.

    Its only use now would be for brand new players who are bad at skill checks, or people that hate impossible skillcheck doctor.

    Infact i dont understand why every perk that can mix with hyperfocus is being nerfed because hyperfocus exists, rather than just changing hyperfocus. Hyperfocus could even be changed into something like : for each successful basic skillchecj, increases the appearance rate of skill checks by 5-10-15% per token. And no longer effects great skill checks giving more progress. < as an example. Instead of changing several perks to avoid being paired with hyperfocus.

    And the funny fact is that you could use it with hyperfocus for years. I don't understand the devs anymore. I was excited for dark arrogance and this is not happening. So dissapointed.

  • @Waheed said:

    Congrats you took Dark arrogance with plenty of downsides, giving it more making it more usless then it was before, meanwhile you hold your survivors hand while removing the downside of Shoulder the Burden… WHAT WAS THE POINT OF THIS CHANGE!?!?!?!?!?!?!?!?!?!?!?!?!?!?!

    It still has 120 of broken, so it will now incentivize even more to go after shoulder user to get them out of the match quicker. I hate these changes too. Finally something you are looking forward to result in nothing looking forward to. I'm not even expecting much more with rest of changes.

  • @Arcturus said:

    Dark Arrogance was problematic for giving 5 permanent stacks of STBFL that, with STBFL, could result in over 50% reduced attack cooldowns, which was an issue on Clown, Freddy, and possibly Deathslinger. It's not my ideal change either, I'd like to see the stun increase go back to where it was, or for them to just reduce the % from 25 to 10-15, but it should not have made it to live.

    I don't know how we're saying they "buffed Shoulder the Burden." It's still a massive nerf. They removed the part that made it completely unusable for solo queue, but it's still broken for 2 whole minutes. That means you very well might lose a health state and are guaranteed to have to spend time healing after the broken is over, and that's assuming you survive the 2 minutes, because that duration is plenty long enough to down you, hook you, and you will still be impossible to heal the next time you get off hook so you're an easy target to tunnel out instead. I don't really think "buff" and "Shoulder the Burden" should be used in the same sentence.

    My survivor games were 99 % of quad slowdown blight, nurse, billy and ghoul. I had different killer once in 10 games and now when the roaster was able to compete im gonna see blight, nurse, billy and ghoul for another 2 years before they do another metashake up that they scrap :) whole hook reward, antitunnel, antislug scrapped, metashake ups scrapped. In the end it will result in most of the nerfs remaining and buffs reverting or gutting even more. Why they even bother doing something when they can't even stay behind their own work? Any player with 200+ hrs would immidiately say what may and may not be problem or give them reasonable change. Why are they nerfing Self-preservation when shadowstep and lockers exist? To give killer aura off hook? Well none of these perks last 15s do they? And even if they rework it, how many perks allow stealth? Quite many. They say they don't want to extend elusive despite most players find the elusive being pretty bad due to how open maps are and any killer that is closeby will be able to track the survivor not even to mention that elusive works as perfect "oh youre bt is gone". Do you believe those perks are the only gutted? I don't think so… Many people are burnt out of the stale state of the game and with how nothing is changes for years well. There are leaks about Terrifier not sure whether they are real, leaker promise they are and if those perks are true than damn, we probably never get another meta perk ever.

  • @CakeIsTheRoad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121291#Comment_4121291

    Yeah I agree with this. Was the attack cooldown always on? Or was it locked behind vaulting like the rest of the benefits? I feel like with a cooldown and a activation condition it shouldn’t have been a huge issue, especially with Diminishing Returns. Am I missing something here?

    And imagine 25 % vault speed worth the longer stun when you can use any other much better perks. Make Hope 7 % and lock it's haste at 7 %, Make Friends Till The End 10 % and lock it at 10 %. This would solve everything. You would only care about individual perks without worrying about their synergiez.

  • @CakeIsTheRoad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121283#Comment_4121283

    This seems like a good and reasonable suggestion. I wish the Devs would address it.

    I feel like they have issues doing decisions and manage to keep eye on creating new ones. Who would guess that 1.3s cooldown on killer who causes hindred would be an issue? Why should GF, Pig or Trapper suffer for that? They want to change STB to not be problematic but keep the main problematic aspect anyway. Who would guess that reworking BT to some meme YT video perk would completely gut remains of altruistic antitunnel if they want to make STB very punishing for being in play. I always said that capping each modifier would be better solution than DR. Dark Arrogance could be 30 % as it wouldn't stack, Hyperfocus and Stake out could cooexist as they wouldn't stack and so on.

  • @Arcturus said:

    Hmm, mixed feelings on this one.

    I'm glad StB's deactivation condition got reverted, as it mostly just negatively impacted solo queue players. But the nerf still didn't change the most problematic part about the perk (making 2-1-1-0 hook stages into 1-1-1-1) and also with 2 minutes of broken, as long as the killer has a bit of brains and goes after the broken survivor, 2 minutes is long enough to down them, hook them, and then even when they are unhooked they'll still be broken for an easy tunnel out. Really wish BHVR changed StB to 60s of broken and deactivation when 3 unique survivors have a hook stage.

    I'm not sure why This Is Not Happening got gutted. I understand it's probably because of Hyperfocus, but the combo was still much weaker than current Hyperfocus + Stakeout. I guess brand new players still might find this useful for their first few hours, but this takes away even the small reason anyone else would use it. Hyperfocus really should just be changed so the skill checks are locked, otherwise I swear we're going to have this same issue again.

    I'm glad Dark Arrogance didn't make it to Live, although the way it was changed is a bit concerning. I don't think the new effect is quite worth the increased stun duration. I would like to see the stun penalty reduced by 10% or so, or see it simply changed to something like 10-15% faster cooldowns but still include hits.

    Well, not really surprised that despite the community being in uproar about Windows of Opportunity, BHVR still didn't revert it. It's a change for the sake of change, a change simply because a perk is popular and not based on actual strength. The new WoO is also terrible because of only working on windows, being on a 30s cooldown while also being only 10%, so I doubt many will use it. I'd rather experiment with Spine Chill any day.

    I'm glad Borrowed Time is being reverted, at least that's good. It was just a weird, nonsensical change. The rough idea wasn't bad, but the actual affect of the perk was useless and replaced a perk that, while niche, was still quite decent.

    So overall, one of the several killer meta perks that came from this update may possibly be worse than before the PTB now, although I think that remains to be seen. Survivors, in an update that was apparently supposed to focus on buffs, had to save 2 different anti-tunnel perks from being destroyed and one of them is still receiving a massive nerf. TINH got nerfed so that it will barely see any use just like before, although at least brand new players will find it useful I guess, and Windows of Opportunity, a great perk for inexperienced and more casual survivors got reworked into something barely anyone will use.

    So killers lost a new toy, although I didn't realize it stacked with Unrelenting and will have to test that out. And survivors managed to riot enough to save themselves from getting stepped on quite as much, but they're still getting stomped on. Even though a couple of these are nice changes, I'm pretty disappointed so far. Hopefully the full list of changes gives me a bit of hope.

    I was truly only ready for TINH change as it opened interesting paths to make laggier servers more managable nad open more room for perks like Fogwise which I really like but with how servers affect skillchecks sometimes it's rough. Dark Arrogance change is horrible and we know why it happened - Clown and Freddy. Welp, at least they couldve give it some sort of limitation that it doesn't stack with same instances to make both perks good on their own rather than combining it. STB is exactly my point. The perk was meant to help hard tunneling but it's potential was different. If you start with three tokens and lose one each time somebody is hooked it would mean that it could potentially be used by two players if killer is desperately going for same survivor but can't create those unhealthy scenarios. At this point the perk punishes people for alturistic antitunnel help and keeps the problematic aspect anyway. Will you shoulder random teammate to give yourself obvious target for 2mins? Not me. Windows are weird change indeed. Can't see myself running it over Finesse at all. You know where windows are and 10 % with DR is quite low to make the perk worth running. I see they want to give WOO final nail in the coffin which is fine on my part, but now you will never be able to achieve old WOO effect with both perks equipped which is rough. People have to understand that rng spawn pallets randomly, indoor maps spawn portion of pallets and running into deadzones against killer will feel pretty bad. "This pallet was used, oh and this didn't spawn." I don't run these perks but I see reason why this might be the biggest nerf to survivor to date with how many people relied on WOO. Time will show. Not me going back to survivor though when they overkilled perk to be even worse than now. You stood injured to get better greats which was big trade off now you will get good bigger and that's it. People with 5+hrs can hit skillchecks normally and this perk will hurt them more than help.

  • @Aven_Fallen said:

    I mean, the reason for This is not Happening is clearly that you dont want it to be paired with Hyperfocus. But why change Stake Out and nerf This is not Happening (really, the Perk is worse than before, nobody cares about a Good Skill Check Zone being bigger), instead of changing Hyperfocus?

    I dont mind Hyperfocus personally, I think it is in the same ballpark as Shoulder the Burden - Potentially very strong, but 99% of people are not at the Level that they face Survivor Teams which can make full use out of it.

    But why nerf Perks to not work with Hyperfocus instead of just changing Hyperfocus?

    That you leave a lot of awful changes on the PTB removing Meta Perks from Survivor and adding new Toys for Killer obviously did not change… What a surprise.

    Because Hyperfocus is skill based perk that will now be accessible only to very good players. Sadly, from my experiments skill checks are massively affected by servers and not always responding well. This Is Not Happening wasn't issue as it would make Hyperfocus somewhat easier but giving 1.8 % at max per extremely fast skillcheck is fair for using two slots. Issue of stake out wasn't only that it cheesed all perks like Fogwise, Road Life etc. it also made greats give 2 % more rather than 1 %, so more than hyperfocus at max tokens. I'm truly dissapointed from these changes. I believe they understand that hyperfocus is balanced around high skill and want to preserve it's identity but to be fair most gen progress perks got worse and with quad slowdown being meta and more slowdown coming I feel like there will be very little option to pressure gens and despite most of my lobbies have at least one hyperfocus and stake out it's never enough to get enough advantage. Hyperfocus with This Is Not Happening would be much better and fairer option as greats would still be required but you will now have slightly easier time fighting servers. Dark arrogance I feel was issue mainly on Clown and Freddy who are already very strong with save the best for last. The fact that you would have perma 5 stacks and can go all the way up to 1.3s cooldown is insane and I can't see any world where this would be fun to go against. I believe they shouldve just make it so it doesn't stack with other cooldown perks and it would be completely fine. I don't know. Survivors already didn't get anything interesting and I can't see myself after seeing this patch notes to be exited for something refreshing. May experiment with compromised perks if they are left untouched. But sadly meta shake up is not coming.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/COD9LRBXGVOH/dbd-1020devupdateptbtolive-oct2026-1920x1080.png

    With the release of 10.2.0 just around the corner, we wanted to take some time to talk to you about a handful of the many changes that will be happening from PTB to the Live release - and a few changes that won’t. We want to thank everyone who took the time during the PTB to share their thoughts, as we always take your feedback very seriously when it comes time to make these changes.

    A look at some changes

    Shoulder the Burden 

    • Removed the deactivation condition for other Survivors. 

    Dev note: We understand your concerns around the impact of the condition of this perk deactivating after one use for all Survivors for solo players who cannot communicate. Therefore, we have removed this limitation.

    This is Not Happening 

    • Removed the Great basic Skill Check zone increase. 

    Dev note: We noticed the concerns about This is Not Happening when combined with Hyperfocus, and as a result have decided to remove the great basic skill check zone.

    Dark Arrogance 

    • Basic-attack cooldown no longer affects successful hits.

    Dev note: We saw your feedback that Killers were recovering from attacks – including successful hits – too quickly on the PTB, which ended up making chases feel too short. One of the key culprits of that was Dark Arrogance. The cooldown on the PTB was ultimately doing too much by including successful hits, so it now only affects missed and obstructed attacks.

    A look at what's remaining the same

    Windows of Opportunity – will remain the same as PTB

    Dev note: While we understand that there were many concerns about this change impacting newer players, we do believe that Windows was doing too much and overshadowing other perks, so we will be keeping these changes. We hope that making other Survivor perks more useful will make up for this, even with different activation conditions – such as Dark Sense.

    Borrowed Time – will remain the same as it currently is on Live

    Dev note: We’ve reverted Borrowed Time back to its Live iteration. While we liked what we explored, we didn’t like that we were removing a useful anti-tunnel option, so old Borrowed Time is back.

    While we have many more changes coming for the release, we wanted to take this time to address the loudest concerns ahead of time. Keep an eye out tomorrow for the full set of Patch Notes.

    Until next time…

    The Dead by Daylight Team

    Change to This Is Not Happening is just a joke. Great zone was the main reason of this perk, people with 2+ hrs can hit good skillchecks. With Hyperfocus it maded slightly easier to hit greats but no longer increase bonus progress like steakout did.

    Dark arrogance litteraly is worse unrelenting for longer stuns. Wow.

    Windows I'm fine about, maps exists and it will help kill rates by people running into deadzones in solo so… be it.

    With these I'm truly scared what they cooked, because it this point I'm truly worried that stale meta of many years is going to continue. And for survivor Road Life and This Is not happening was obvious new combo, but well. I gues we stick to lithe, finesse, deja vu and ds :) Why making survivors feel fresh when already a lot of people are abandonin that role.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472781/judgement-vs-artist

    judgement is worse than artist she's ultra telegraphed large and glowing the only thing she has over artist is her beam can damage on first hit and even that gets mitigated when you go up against an artist who can can hit you with 2 crows at a distance since you won't even know it's happening till you get hit

    That is not true. Artist has mapwide sound cue and you see aura of crows when launched. Judgment instantly damages survivors, Artist has to hit them twice and they can repeal via lockers to avoid that scenario. Also you see swarmed auras for very short to follow up hit without constant guessing, which is quite ez as you just double back. Artist forces survivors of loop as you place bird inside it and survivors will just leave to another loop. By this you spend a lot of time getting hits but you don't have to play most of the loops. I love Mathias baby shoes paired with sewered hands which is by far her best add on. I used to run bandages with shorter cooldown but in the end sniping only works against lower mmr.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121196#Comment_4121196

    Why wouldn't it serve its purpose? If you're in chase with someone when last gen pops, suddenly you get 5% haste and instadowns, that's still a really strong endgame perk. It also requires the survivors to delay leaving to find your totem if they want to save, meaning that, on average, you're going to get a good amount of time to follow up and swing the game back. That doesn't require it to be a secret.

    The only reason it's not more hated than it is, is because it has been in the game for so long that experienced players can play around it, it's not that common, and - anecdotally - most players running it aren't very good.

    No doubt mostly killers who don't do well have it equipped yet devour hope works the same. I mean that change would make already not so good perk even worse. Personally if I should equip endgame perk over noed (I run no way out quite often) I'd chose Terminus instead. Also NOEd isn't that much of an issue as it has straight counter, perks like Rancor gives away it's presence much sooner but in the end you can't do anything about it other than leaving and not even saying you can run it with obsession changing perks. Game afoot + rancor allows 2ks to killer who was afk for whole game.

  • The issue was that SWFs and certain killers abused it to gain access to advantageous maps that heavily favored their side - fe. Eyrie of crows for survivors or indoor maps for killers with wallhack add ons such as Myers or Pig or killers like Nurse who can blink through whole map with one blink making it extremely difficult for other side to fairly compete. I'd always say they should rework the map offerings to prevent maps because all I've been playing is Trickestr's Delusion, Nostromo, Toba Landing, Badham and Midwich. They claimed that realms are count rather than specific maps so Withered isle has 3 maps that are heavy survivor sided, heavy killer sided and somewhat balanced (garden of joy, fallen refuge and cinema map). If you can prevent one map from play it might be very nice, I'd ban Trickcster's Delusion 24/7.

  • I personally don't run that perk but it's consider to be comeback tool and if it's revealed before you can pursue someone then it won't serve it's purpose. It's fine the way it is. Now it reveals the aura and it's good enough.

  • @Bearoaa said:

    Please do NOT go through with this Windows of Opportunity nerf. I genuinely don’t understand why this perk needs to lose pallet auras in the first place.

    Windows is especially important for newer players. DBD has so many maps and tiles at this point and new players obviously aren’t going to know where every pallet and window is. Windows helps them learn maps and understand where they can actually go during a chase instead of just dying because they haven’t memorized years worth of map knowledge yet.

    And pallets are literally one of the only things survivors have to protect themselves in chase. We can’t fight the killer. We run, vault windows and use pallets. Being able to SEE a pallet doesn’t magically make someone good at looping either. You still have to actually make it there, know how to use the tile, know when to drop it, know when to leave it, and outplay the killer.

    It’s even worse for solo queue because how am I supposed to know that a random teammate already dropped a pallet on the other side of the map? A SWF can literally just say “that pallet is gone” in VC. Solo players can’t. Windows gives solo queue information that people playing together can already communicate to each other, so taking that away just makes the gap worse.

    And if simply seeing important objective/resource auras is considered too strong, then why do killers get to see generator auras by default? Should killers need to equip a perk just to see where their gens are too? Survivors being able to see the pallets they need to defend themselves somehow needs a perk AND now that perk apparently gives too much information, but killers knowing exactly where their objectives are from the beginning is fine?

    Also, Windows having a high pick rate does not automatically mean it needs to be nerfed. Maybe so many people use it because it makes survivor more enjoyable, especially for new players and solo queue. High usage should make you look at WHY people feel like they need the perk, not immediately take away the reason people use it.

    There are barely enough people playing survivor as it is. Queue times can already get ridiculously long because everyone is waiting for survivors, and changes like this are not going to make more people want to play the role. They’re going to do the opposite. If survivor keeps becoming more frustrating, especially for casual and newer players, people are just going to stop queueing survivor or stop playing altogether. Then everybody suffers from even worse queue times, including killers.

    I really don’t understand the direction here. Survivor already feels heavily killer-sided to a lot of us, and instead of making solo queue and the new-player experience better, one of the most useful survivor learning/information perks is being gutted.

    Please listen to the people actually playing survivor and reconsider this before pushing it to live. Keep the pallet auras on Windows of Opportunity. If you want to change the perk, fine, but removing one of its most important features is not the answer.

    It will feel better to play the killer when survivors will run into deadzones because they don't follow yellow aura. In the end who desperately relied on this perk can run 5MA or maps and do the same but not with the perma-on effect which is good for killers and I'm glad people will have to think twice about going into unscouted area.

  • @esarraf said:

    Still hate that they gutted keys.

    Gut? They are more usefull than they used to be. Since hatch no longer spawning at 2-0 gens remaining keys had no reason to exist out of "rat solo q win streaks"

  • I don't understand the "killers have nowhere to go" argument. You could always hide in locker, in near past it was possible to hide behind gen and it was never considered an issue. Friends till the and and barbeque is still affected the same as it was and there are plenty perks that hide scratch marks and otherstuffs so I truly can't tell what's the real idea behind self preservation nerf as long as I would wish it to be reverted to it's og version where it workes as stealth on someones closeby hit.

  • @zedan242 said:

    2026 is the year where alot of op killers get released while some other killers are outdated ghost face drop leg knife should have been his passive when u mark u get 10% haste this should balance the killer better and better this will make him so good that am sure ppl will use him more i was using him lately and i enjoyed the jumpscares but i keep doing 2ks and rarely 3ks yes am bad but the problem is the add on would be great if it became his passive instead of an add on

    I don't think numerical changes would solve the issue. He's kit is outdated and no matter what buffs he won't be able to catch up with new additions. Heavy rework is the only way.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121142#Comment_4121142

    I can understand that, it's part of the reason I haven't played a ton of killer either. But you misunderstand the point. Even if you had played more, any killers you only have a few games with the KR does not mean anything. If I play one game of a killer I think I'm really good at and stomp some solo queue babies the terrible matchmaking places me with, it doesn't say much. Likewise, if that one game I get matched against a tough team of survivors on comms and get zero kills, it doesn't say much either. No stat means anything without a large enough data set.

    If I go to my highest KR killers in the last 30 days, I also have killers with 100% KRs, actually even more than you. But do I play any of these killers frequently? With the exception of Billy, no. So my MMR is going to be low. But either way, in general me having a 100% KR on Pyramid Head in just 2-3 games does not make me a God-like Pyramid Head player, it just means I got a few good games.

    https://us.v-cdn.net/6030815/uploads/VES1DE5VL25R/image-2026-10-04-113527401.png

    If we're looking at my top killers however, we actually have a few hours of playtime to go off of, and the stats have a bit more substance to them. I am a Ghost Face and Springtrap player (along with Blight and Billy on the side). Despite me loving Springtrap, I have to admit that I don't think I'm the best at him. In order to get better at all 4 of my mains, recently I have been doing a decent amount of games with zero slowdown and very little chase perks. Usually something along the line of Agi, Forever Entwined/Fire Up, Enduring, and Discordance/BBQ.

    You can really tell it's hurt my Springtrap KR, as I'm now below 70%. What I get from this is that 1. Springtrap benefits more from active gen slowdown like Pop due to his doors, 2. I do think I need to work on my Springtrap mechanics, and 3. I think I rely on his gen kick synergy too much. On the other hand, Ghostie is doing great, with well over an 80% KR despite being by far the weaker killer, and over time I've come to consider him my primary main over Springtrap. What this tells me is that I am much more in tune with Ghost Face's gameplay loop than Springtrap's. These are not killers I do not play either, these are my mains, so I would expect my MMR, wherever the hell that might be, to be somewhat evened out, giving it more weight. I should note that I also frequently give hatch, which is probably screwing over my stats as well. (Also ignore Trapper, I don't play him I just had tome challenges I was grinding)

    https://us.v-cdn.net/6030815/uploads/KWM5IBIUSMIM/image-2026-10-04-114256878.png

    How large the data set is is what makes a stat worth something. Honestly if I played more like 10 hours on Ghostie my KR would probably mean more. But if I played one match of Ghostie or any other killer, won a game and logged off, I would not be able to claim to be a 100% KR killer player.

    And you have to realize, that despite me playing one of the worst killers in the game, often with zero slowdown, I am still able to achieve an 84% KR. This game is designed to be killer sided, the devs aim for a 60% KR, not 50%. The only time it isn't killer sided is at the very highest level, where every survivor is on comms and every player in the lobby has 8k+ hours. In these lobbies, the game is survivor sided (except if it's Nurse). That is not your average lobby.

    Snímek obrazovky (287).png

    My all time kill rates are also way lower for sure. but I don't count them as many friendly games or even farming during events I obviously decreased it. i don't slug for 4k and don't run super meta either, just into count.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121139#Comment_4121139

    Yeah that's pretty much what I thought. Every killer you listed has 1-2 games played, it literally means nothing. Absolutely nothing. The only killer on here with substance is the Judgment, who actually has a decent amount of games played. 80% is not bad, but it is nowhere near 100%. And that's not even to mention that Judgment is a baby stomper and also gets a lot of people to DC, so a decent Judgment player will probably always have a higher kill rate.

    haven't played much with that long queues.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121128#Comment_4121128

    So is that like a guess? Why are you saying a huge range of 25%? Why not just look at your kill rate on the DBD stats site, screenshot it and show it? Also, who on Earth has a 100% KR?

    Snímek obrazovky (286).png
  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121128#Comment_4121128

    You dare to claim you might have a perfect killrate, and you still claim killers have it bad??

    Either this is you admitting to cheating, or the concept of percentages is foreign to you.

    I¨m talking about killer players not me particulary. Also keep in mind that you can't balance the game with such diverse killer range.

    @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121128#Comment_4121128

    So is that like a guess? Why are you saying a huge range of 25%? Why not just look at your kill rate on the DBD stats site, screenshot it and show it? Also, who on Earth has a 100% KR?

    Houndmaster, Wesker, Onryo, Ghoul and Artist I have currently 100 % KR in 30 days.

  • @genny said:

    Hello,
    I would like to suggest a broader rework concept for the Invocation system as a whole, rather than asking for a direct buff to a single perk.


    The goal is not to make Invocations meta, nor to make them consistently optimal. On the contrary, I think they should remain niche perks with a strong identity, a meaningful risk, and a reward powerful enough to justify that risk.


    1: The current issue


    In my opinion, Invocations have a very strong core concept: a survivor goes to the basement, spends time performing a ritual, and accepts a significant personal cost in exchange for a global benefit for the team.


    The main issue is the way that cost is currently designed.


    An Invocation requires a large time investment and then applies permanent Broken afterward. This creates several problems:


    - the cost remains extremely punishing even after successfully completing the ritual;
    - No Mither naturally becomes one of the most logical perks to pair with Invocations;
    - this limits build variety;
    - and most importantly, the drawback does not really feel like a true “sacrifice” connected to the Entity.


    I think a hook state would be a much more fitting cost.


    Dead by Daylight already has many perks built around a risk/reward philosophy. If Invocations are simply another version of that idea with a heavy drawback, they risk never developing a strong identity of their own.


    In my opinion, sacrificing a hook state could be what fundamentally separates Invocations from other risk/reward perks.


    It could help establish them as a real perk category with their own rules and identity, in the same way Hexes and Boons are not simply normal perks with different bonuses.


    2: General proposal


    Each Invocation would follow the same basic rules:


    - Invocation time: 20 seconds.
    - Each Invocation must be activated separately.
    - Completing an Invocation immediately gives the invoker 1 hook state.
    - An Invocation only activates the specific perk that was performed.
    - A survivor who already has 2 hook states cannot begin another Invocation.
    - Permanent Broken is removed.
    - Previously activated global effects remain active even if the invoker dies.


    This means that if a player equips two Invocations and wants to activate both of them, they must genuinely sacrifice both of their hook states.


    I think this is important: the cost should remain proportional to the number of benefits obtained.


    This avoids two opposite extremes:


    - equipping several Invocations while only paying one cost;
    - or making individual Invocations too weak because their price is too high.


    With this system, each Invocation could be individually stronger, because the player is paying a very clear and permanent price for it.


    Example 1: Invocation — Weaving Spiders


    The ritual lasts 20 seconds.


    Once completed:


    - the invoker immediately gains 1 hook state;
    - all generators permanently require 10 fewer charges to complete.


    The effect remains global and permanent.


    I think this type of reward fits such a significant sacrifice well: the survivor gives up part of their own survivability in order to accelerate the team’s overall objective progress.


    Example 2: Invocation — Treacherous Crows


    The ritual lasts 20 seconds.


    Once completed:


    - the invoker immediately gains 1 hook state;
    - the invoker no longer scares crows for the rest of the match;
    - whenever the killer scares a crow while a survivor is within the killer’s Terror Radius, the killer’s aura is revealed to all survivors for 3 seconds.


    The effect preventing crows from being scared would only apply to the survivor who paid the cost of the Invocation.


    The other survivors would only benefit from the aura reveal.


    I think this would solve one of the main problems with Treacherous Crows: during a chase, the survivor is usually running ahead of the killer and therefore scares the crow first.


    With this version, the survivor who actually completed the ritual can naturally create situations where the killer triggers the crows behind them.


    3 : Why a hook state?


    For me, this is mainly about thematic and mechanical consistency.


    Invocations feel like pacts with the Entity. Sacrificing part of your own “life” within the Trial feels much more fitting than simply gaining the Broken status effect.


    It also creates a very clear decision:


    “Is this effect really worth one third of my ability to be hooked?”


    With two Invocations, that decision becomes even more important, because the survivor is voluntarily putting themselves one hook away from death.


    I also do not think special restrictions are necessary to prevent interactions with existing perks such as Shoulder the Burden.


    Those interactions already have their own requirements and do not freely erase the cost of an Invocation.


    The goal should be for hook states gained through Invocations to follow normal game rules as much as possible, so that the system remains simple and easy to understand.


    More importantly, this cost would give Invocations something that very few other perk categories have: a unique resource to sacrifice.


    Hexes use totems that survivors can cleanse.


    Boons require survivors to bless totems in order to create an area of effect.


    Invocations could instead require survivors to sacrifice part of their hook state economy.


    That would immediately give the entire category a recognizable identity.


    4 :Why I think this deserves testing


    I do not think Invocations need to become widely popular.


    They are naturally suited to a smaller group of players, and that is not necessarily a problem.


    There are players who genuinely enjoy these kinds of perks and use them regularly even when they are not considered optimal.


    Invocations, Boons, and other perks with a strong identity can be appealing precisely because they offer a different way to play the match.


    Not everything needs to become meta in order to deserve support or future additions.


    The main problem is that the current cost and structure of Invocations are so restrictive that they struggle to fulfill even that niche role.


    A PTB test could help answer several questions:

    - Is sacrificing a hook state easier for both sides to understand?
    - Is 20 seconds a reasonable ritual duration?
    - Are players willing to sacrifice a hook state for a powerful global effect? -Do multiple Invocations in the same build create meaningful decisions?
    -Could this system support new Invocations without making them either useless or oppressive?


    I think Invocations have enough identity to become a true sub-category of perks, comparable to Hexes or Boons.


    They do not need to become meta.


    They simply need a central mechanic unique enough to justify their existence as a category, and I believe sacrificing hook states could fulfill that role.


    Thank you for reading.

    This would actually make the invocations even worse as you would easily become the number one target with one less hok required to be wiped from the game. Downsides of the invocations aren't the issue, the issue is the time investment and countermeasure.

    Weaving spiders don't work on any blocked gen, with blocking gen perks being meta and more to come I feel like it's very high risk to activate invocation without real knowledge whether it's working. If you finish it as killer pick up someone with thrilling tremors, well you are perma broken for no effect.

    Treacherous crows are just useless against half of the killers as they have inbuilt stealth or small TR where you will get zero value and even if you have large TR killer the 2s 4x per game are not worth the perk slot at all.

    MAIN ISSUE - time investment (even your suggested)

    You have to go into basement (cca 20s) to perform the ritual, you have to be uniterrupted by the killer otherwise if you give killer free hook in basement your team lost, adn killers love running lethal pursuer. Then you perform 60s ritual (80s total) to get injured and broken and save 50s of gen but pressuring none in a time. If you go to solo gen at the start of the game and finish it you give your team 20x more value to increase chance of winning rather than wasting over 80s for little bit faster gens. If you don't perform asap, the reason to do so is irrelevant. I had many teammates doing ritual at 2 gens left, losing us the game again. I'd say Treacherous Crows might be good in full swf with related build as it gives you wallhacks. If whole team runs calm spirit and eye of belmont you can get some decent aura, still not worth the time investment and perma broken, but at least something. But to be honest at this point you can run Fogwise, Salvation Cry or whatever and have way better info for no downside and time wasting.

    My suggestions to make Invocations somewhat usefull?

    1. Decrease the activation time to 45s
    2. Give survivor who's performing ritual oblivious and elusive
    3. Weaving spiders ritual reveals all gens
    4. Increase WS charges to 20 and TC aura reveal to 10s

    With those they might be more "viable" while still being extra risky and potentially game losing.

  • Artist main strenght is zonin in loops, which sadly got worse with pallet density but Judgment is very inconsistent in 1v1 chase, Artist mostly forces survivors to abandon loop. With buffed knockout I might see Artist popularity increase as it will be very powerfull in confirming hits.

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120836#Comment_4120836

    So we gonna rename the game into Dead by Playing? Its completely hilarious, how people still make up such unreasonable ho ttakes.

    Survivor players just don't care about how unfair the game for majority of killer is.

  • If you rely on fundamentaly broken perks to play a survivor then i guess. I run none of these and have very high escape rate.

  • @Arcturus said:

    Well, I watched the dev live stream because we were told we would get news on the overhaul "later this summer," it's already October and still nothing. Another case of BHVR just making empty promises and lies, and probably no one will remember with the forums closing.

    Side note: with Terrifier PTB coming October 27th, seems like we won't have the forums long enough to give feedback either. Wonderful.

    It's a shame. I can't imagine DC feedback being evenly as useless as steam convs. But guess we'll see. It's getting downvoted a lot so I wonder whether BVHR would close the forums anway, to all of us wouldn't be suprise even when most community hardly disagree.

  • Extremely unhealthy survivor perks in urge to be nerfed yet we have no promising future them being nerfed, please devs don't neglect killer players and give them healthier and fairer matches. Those perks are mainly:

    Background Player

    Built To Last

    Champion Of Light

    Dead Hard

    Decisive Strike

    Deja Vu

    Dramaturgy

    Finesse

    Lithe

    Lucky Break

    Overcome

    Plot Twist

    Power Struggle

    Reassurance

    Resurgence

    Unbreakable

    We'll Make It

    We Gonna Live Forever

  • @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120749#Comment_4120749

    rare good aven fallen take

    I think the three Terrifier parts were comparable to any other garbage gore trash film. But hey, more survivor for us!

    I'm 100 % sure, Terrifier dlc will only include killer without map and survivor.

  • I hope he's gonna be unique, something multitool kit like Vecna or Dracula while remaining mainly m1. Just hope they won't do dash or ignore object power for 50th time. Since Ghoul they been doing very easy to play killers, so I doubt they will ever releas purely M1 killer.

  • Nah make Vigil decreasing mangled, hemmorage and broken 66 % faster and remove exhaustion from it and buff Ghost notes to 20 %.

  • I don't think making more miserable killers to go against would currently helped the game to be fair. Legion is not top tier but a lot of people already hate the direction of every killer being just m2 slop. I personally love playing Legion but I do agree that they are insanely dependant on add ons and map where from guaranteed down to FF you can end up not even catching second person. The point of stunning legion in FF is to prevent him from getting free down or more injuries but spreading as possible is the key play. Most Legion use iri button and endfury making them not so interactive yet pretty decent in chase while sacrifing some gen protection. Old Legion was very frustrating to play against as it would take some time to get down but you would have nothing to do against it, which your suggestions are step back into his disliked era. Latest many new killers as well as reworked killers such as Myers or Trickster bring nothing interesting or interactive when being chased by them while also doesn't make them super good. Myers is free control dash slop who suffers same as Bubba, pallets. But when no pallet is nearby you are simply dead with nothing much to do about. Predropping is boring but with current killer roaster and most killers having really high ping there is nothing much to do against them.

  • Issue is that every killer is treated the same.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120735#Comment_4120735

    Wow, can't believe it. No I literally can't believe it, did you buy a new copy just to do this? Lol that's hilarious.

    I just like the perk, that's it. Been enjoying quick gambit too. My standard build now is Salvation, Hyperfocus, Wide Throttle and Built To Last with medkit.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120608#Comment_4120608

    The first requires the killer to hook the survivor, while this requires another survivor defending you.

    So 30 seconds is a good amount of time to escape and hide. If the killer specifically wants you, they will waste more time searching for a ghost.

    I loved old self preservation. If someone got hit close to you, you got elusive (except for antiaura) for some time, was less than 30s but was much more fun and offered strategy.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120715#Comment_4120715

    How is it not that simple? With Luck Offerings and/or Up The Ante survivors don't even have a decent chance at unhooking. Even without Diminishing Returns the odds are terrible. So why should it exist at all if it's not viable and most of the players using it are just using it as a shortcut to get to second hook state?

    What are the different ways to die faster you're referring to and why does that mean Luck Offerings & Up The Ante should stay? Is there another shortcut to second hook state I am not aware of?

    I don't think self-unhooks should be removed entirely. There is still the scenario when only 2 survivors remain in a match and one of them has never been hooked before who gets hooked. In that case they should have the opportunity to attempt to self-unhook and be sacrificed after two unattempted skill checks to give the other survivor a chance at hatch or to give themselves some chance of escaping because the other survivor isn't leaving the open gate they're at. But I don't think Luck Offerings & Up The Ante should exist just to help with this scenario.

    I got many uses of those where someone unhooked themselves when 1 person was on hook, two slugged and last chased. I mean, if someone desperately want to go next they will just run into killer or idle under the hook. If you remove odds of unhooking yourself that are already extremely rare it will make those lucky unhooks if whole team is dying somewhat minimum possible rather than just waiting for everyone else to be slugged to surrender.

  • @esarraf said:

    Honestly speaking Salvation's cry is hot garbage so I don't even think flipping it would change anything. There's no real point in running it currently.

    I ran it every game since it's out. Those all 300 games that make it not the least picked perk was just me.

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