Callahan9116
Callahan9116
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- Callahan9116
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It 100% will be manipulated by them. They will go down under pallets early game to get basekit unbreakable, then pair that with boil over. Plus sabo squads can now wreck you by crunching 2 hooks in a corner of the map.
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This is a mess. Half the killers shouldn't be kicking gens much anyway.basekit BBQ does nothing because now everyone will expect it. DMS is bad now, really bad. Increase the gen damage option to 12 or bring back 3 genning. These numbers are terrible.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994130#Comment_3994130
I didn't say it as a buff. I just said that since BHVR did it, of course they were going to nerf regression perks.
I didn't expect it. They nerfed tunneling, nerfing regression on top is wild
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@Crowman said:
They gave Killers basekit regression for spreading hooks. Of course BHVR was going to nerf regression perks. No one should be surprised by this outcome.
Giving killers basekit regression for spreading hooks is not a buff, it's a down grade. Like everything else in this god forsaken chapter
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Just add a sixth gen.
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They will not consider it. They should. But they won't.
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@Jarky said:
This is just not true and anecdotal with all due respect.
I've played DBD since 2016 and these gameplay changes haven't made survivors suddenly less caring about team-work. If anything, the opposite has happened. Early DBD the survivor side had so many resources and strong perks and strong maps, that team-work barely mattered because 1 survivor was so much stronger back then than they are now.
Pre basekit BT, you hoped your team-mate had BT and if they didn't you'd not infrequently get unhooked right next to the killer and immediately go down, which is also why you'd equip DS so often. Pre-Improvements UI my team-mate were often doing nothing just as much as they do now, the only difference is I can now see they're doing nothing.
I'm not going to leave my team-mate slugged just because they can pick themselves up in 90 seconds. You've said it yourself, 90 seconds is a long time for a survivor to be spending on the floor doing nothing, I will almost always want to pick them up and if anything them being able to crawl and move towards me whilst recovering makes that even more beneficial to do.
ItIt's not 90 seconds each time, it's 90 seconds total. When they have reached that 90 seconds across all downs they can pick up whenever the bar is full (32 seconds base i think) you are actually doing them a favor by letting them stay slugger if the killer doesn't know where they are.
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Killers stop playing
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Aren't They adding keyboard and mouse support for consoles? No excuse not to have it after that
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DoDon't nerf clown
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You kinda know super quick though, most hexes are readily apparent. If you don't know what hex it is and the killer is not a noob it's probably Devour Hope. Hexes are really hit oe miss for most killers anyways
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Blindness is weak af. Also if your teammates were hard countered by third seal (a hex) you were gonna lose that game anyways.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983450#Comment_3983450
Im so worried, his stalk ability is perfection, all he lacks is a secondary ability that can make him keep up with freddy and other killers.
Not necessarily teleport ability or dash or anything, like something similar from movies where he gets faster and more ruthless as in movies and ability to put like a decoy version of himself to stalk and make survivors scream and alert or something
Just make him run faster when you aren't looking at him
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He is not that strong honestly. You just have to be a little more skittish
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Who uses dash???
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You can get healed in like 15 seconds, self healing needs to be worse.
Also healing is really strong right now
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Clown is only A tier
Prractice more and learn to loop and mindgame
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@Jargonator said:
Dead by Daylight hex perks comprehensive analysisThe numbers don't lie: hex perks have become a liability in Dead by Daylight's current meta, with statistical evidence showing why the community has largely abandoned them despite their theoretical power. While hex perks were designed as high-risk, high-reward options, current data reveals they're more accurately described as high-risk, medium-reward due to fundamental totem spawn issues that persist years after the mechanic's introduction.
Usage rates reveal the meta reality
Current statistics paint a stark picture of hex perk viability. Only 15-20% of meta killer builds include hex perks, while 80-85% favor standard regression and tracking perks like Pain Resonance and Pop Goes the Weasel. This isn't preference—it's optimization based on reliability.
NightLight data shows Pain Resonance appearing in approximately 29% of matches compared to Hex: Ruin's estimated 5-8% usage rate. The mathematical reality is brutal: Pain Res + Pop combinations provide guaranteed regression of roughly 220% total generator progress across a match, while Ruin + Undying can deliver anywhere from 0% value (early cleanse) to game-winning impact—but averages significantly lower due to reliability issues.
Only three to four hex perks maintain A-tier status: NOED (endgame timing protection), Devour Hope (high mobility killer synergy), Plaything (multiple totem creation), and Undying (single-use protection). Every other hex perk ranks in C or D tiers according to community tier lists, with win rates typically 6-8% lower than their kill rates due to early cleansing.
Totem spawn system creates systematic failures
The community has documented extensive evidence of problematic totem spawns across multiple platforms, with Steam forums, Reddit r/deadbydaylight, and official BHVR forums showing consistent complaints. Average totem survival time ranges from 30-90 seconds, with many hexes cleansed within the first minute on maps with poor spawn locations.
Specific problem patterns emerge repeatedly in community reports:
Generator proximity spawns remain the most frequent complaint, with totems spawning "directly next to generators" on maps like Badham Preschool and The Game. Community members have documented totems literally 1 meter from generators on Eyrie of Crows, while Autohaven spawns totems "at a gen on a T L wall."
Survivor spawn adjacency creates instant failures, with players reporting spawning "right in front of lit hex totems" before the match effectively begins. "Lighthouse" spawns in open areas—particularly hill spawns visible across entire maps—have earned community nicknames like "beacon from Lord of the Rings" and "signal from Gondor."
Indoor maps like Lery's Memorial Institute and Midwich Elementary provide notably better totem concealment, while outdoor maps like Autohaven Wreckers and Coldwind Farm consistently generate community complaints about "beacons burning bright as all hell."
Developer statements vs. community reality
Behavior Interactive maintains their original "high-risk, high-reward" design philosophy established with Patch 1.3.0's introduction of hex perks alongside The Hag. Official patch notes claim improvements to totem hiding spots through "new interaction mechanics," but community feedback consistently highlights poor spawns as a core problem that persists across map updates.
Recent developer focus has shifted toward addressing the solo queue vs. SWF experience gap. Hex: Pentimento's major rework exemplifies this approach—the perk received significant nerfs including 16-meter aura reveals for survivors, reduced from 30% to 20% base repair reduction, with developers citing new player experience concerns from the FNAF chapter influx.
PTB feedback cycles show recurring complaints about totem spawn RNG, but fundamental system changes remain minimal. The Kill Switch system has been used for crisis management, but hasn't addressed structural hex perk issues.
Community sentiment spans both sides
Cross-platform analysis reveals overwhelmingly negative sentiment toward hex perk viability from both killer and survivor perspectives. Steam discussions titled "Hex totems are predictable and useless" and BHVR forum threads like "Hex totems are miserable" generate extensive community engagement.
Killer players report "dropping hexes for good" due to RNG dependency, with comments like "High risk, high reward not being met—it's high risk, low reward." Many describe hex perks creating "dead perk slots" within seconds of match start due to factors entirely outside player control.
Surprisingly, survivor players acknowledge the unfairness, with Steam community members stating "I feel bad for killers when I play survivor because hex totems are so damn easy to find." Multiple survivor players report leaving hex totems uncleansed "just so the killer can get some value."
Historical changes show diminishing viability
Hex perk nerfs have compounded reliability issues over time. Hex: Ruin's evolution demonstrates the trajectory: originally providing 200% regression, it was reduced to 100%. These power level reductions occurred without addressing underlying spawn issues.
The Pentimento rework reveals developer priorities: originally offering up to 30% repair reduction at 5 totems, it now provides 20% base reduction with scaling bonuses, plus survivor aura reveals within 16 meters of rekindled totems. Community reaction was mixed, with players noting "Penti was already bad, now it's just trash... Aura reveal is absurd."
Historical usage data shows clear meta evolution away from hex dependency. Pre-6.1 patch, Ruin + Undying was meta-defining. Current meta shows Pain Resonance maintaining 29% usage while Ruin has dropped to single-digit percentages.
Perk slot efficiency favors alternatives
Mechanical analysis reveals why competitive players avoid hex builds. Standard regression perks provide 3-4x more reliable value per perk slot than hex alternatives. Pain Res + Pop requires two slots but guarantees minimum value thresholds, while Ruin + Undying requires two slots but can provide zero value through early cleansing.
The opportunity cost calculation is stark: if a hex is cleansed within the first minute, players lose an entire perk slot for potentially the entire match. Non-hex builds consistently provide value in 90%+ of matches, while hex builds show extreme variance from game-winning impact to complete failure.
Community theorycrafting emphasizes predictable value over high-ceiling effects. Players choose controlled, token-based systems like Grim Embrace or time-limited effects like Pop over unlimited potential that depends on totem spawn RNG and survivor behavior.
Specific hex perk analysis reveals design issues
NOED and Devour Hope maintain usage because they circumvent early-game vulnerability. NOED activates when survivors focus on escapes rather than totem hunting, while Devour Hope rewards specific killer playstyles with game-changing potential. Both provide timing advantages that other hex perks lack.
Lower-tier hex perks fail for systematic reasons: Huntress Lullaby only affects newer players, Third Seal's blindness has minimal impact against experienced survivors, and Ruin's post-nerf power level doesn't justify the risk of instant removal.
The pattern is clear: hex perks that avoid early-game vulnerability succeed, while those depending on early-game value consistently underperform due to spawn issues.
Recent patches show minimal hex focus
2024-2025 patches have largely ignored hex perk issues in favor of broader balance changes. Patch 8.2.0 focused on killer power adjustments (Dredge, Doctor, Nemesis) without addressing totem mechanics. Patch 8.3.0 introduced Hex: Crowd Control changes but maintained the problematic spawn system.
Developer priorities have shifted toward quality-of-life improvements, map reworks, and new game modes rather than fundamental hex perk system updates. The FOV slider addition and generator damage modifications received more attention than longstanding totem spawn complaints.
Statistical evidence supports community frustration
Totem survival statistics validate community concerns: 14-second base cleansing time becomes 30-90 seconds average survival when accounting for spawn quality and survivor knowledge. High MMR matches show even shorter survival times as experienced survivors memorize all spawn locations.
The all-or-nothing nature creates unacceptable variance for competitive play. While hex perks theoretically offer unlimited potential, their practical application suffers from structural reliability problems that make them inefficient uses of limited perk slots.
Conclusion: systematic failure requires systematic solutions
The evidence overwhelmingly demonstrates that hex perks are underpowered not due to number tuning, but due to fundamental system design flaws. Totem spawn RNG, survivor knowledge accumulation, and 14-second cleansing time create a perfect storm that makes hex perks unreliable for competitive play.
Community-proposed solutions include spawn immunity periods, distance requirements from generators, killer placement control, or delayed visual effects. Without addressing these structural issues, hex perks will remain niche options rather than viable meta choices, regardless of their theoretical power levels.
The data supports what the community has long maintained: hex perks need systematic rework, not incremental balance adjustments. Until totem mechanics receive fundamental changes, reliable regression and tracking perks will continue dominating the meta while hex perks remain high-variance gambles unsuitable for consistent competitive play.
You had ai write this.
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Yes they are so bad
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Get good
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They have been really bad lately
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Fog vials are not a free escape tool. You use them to force the killer into a 50-50 guess after vaulting.
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Legion needs a buff.
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They should fix this. Will they? Nah
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978589#Comment_3978589
He's stronger, but he's also cheap and boring. Everything and anything can be made stronger if you just add more haste, and Clown is literally just a 2.5 bloodlust bot now.
All the nuance, skill and knowledge required for the careful placement of his bottles to effectively outplay tiles is gone and replaced with throw yellow bottle at feet and brute force hits by walking down survivors.
It is fair to say that Old Clown did have to put in way too much work/skill for too little gain just to function at higher levels of play... but no gamer worth their salt would ever want a character to have all skill expression removed and replaced with herp a derp monkey brained cheese, no matter how much the character needs a buff.
If you ask me, the bottle reload speed improvments with the haste increase to 12%, maybe with the hindered reduced to 14% changes would have been fine, keeps the skill expression, improves his map traversal (his biggest weakness), and makes leaning solely on pinks less effective.
The tonic lingering effect reduction and reduced AoE, and antidote ploom speed changes should be reverted, or if antidotes do need to pop faster, buff it slightly to 1.75s or something, not a flat second.
He is actually viable at high levels against swf, something he never was before.
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He's actually good now.
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You have to play a top5 killer. It sucks.
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Fix the idling killers FARMING BP and shards
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This would be really fun
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Stop talking in MBA. How many bans have you given out? Guve real numbers and hard actions being taken, everything else is nonsense.
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I am on like a 20 game streak with him. The reason is because survivors DO NOT adapt. You have to be WAY more mindful than "HOLD W And sit on a gen while teammate grabs chase". You have to bait him with false EMPS that you don't plan to use. Do not go where he wants you to. A good Sing has the main routes bugged, but generally people do not have good map sense and so they run from one hit into another because they never bother to look up and see where cams are.
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No.
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This would be sick. I don't think it's OP, make it add broken to the unhooker.
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She's basically a kitsune, or Da Ji.
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Dont touch ghoul
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You should try mirror Myers on midwhich
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Make him start chases from wayyyy farther out, and stack up his bloodlust quicker.
AAdds To the whole "he's always chasing you and you can't get away" feel he is supposed to have
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The real deal by daylight is your wallet after the nickels and di
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Recolors are easy as pie
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@Mandy said:
To manage some expectations here, there is not going to be any new cosmetics for P100 rewards. We have to consider the time factor to produce outfits and also we want things available for all characters not just our original characters.
Translation: we would rather make PAID cosmetics than reward LOYAL customers.
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TheThese are trash builds, no one runs them seriously
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Why nerf k ight
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953442#Comment_3953442
It's because every time survivors cry to bhvr, they get what they want but when killers do, we get nothing, when i turned off the pc yesterday this post had 12 upvotes and 2 downvotes, now it has 11 upvotes and 9 downvotes, which actually makes no sense, people just wont realize the situation.
You have to realize that when advocating for killer 3 down votes equals illness up vote because there are more survivor mains
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Make pig ambush quicker, so you have to make a quick choice
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@GeneralV said:
Greetings, friends of the Fog! I hope this thread finds you doing well.
So, I am asking this question here because I recently got back to playing Skull Merchant, mostly because I am a little bit tired of playing current Freddy while knowing full well that he was and should be way more fun than he currently is.
But I am no Skull Merchant expert, so I am requesting assistance here to make sure I don't mess up my own games
For added context: I was only around for the very last days of her original design. I did play the version of her that we had immediately prior to her nerfs (which I still think were extremely unnecessary and shouldn't have happened at all, she was perfect as she was, but that is a discussion for another time) and I thought she was really, really fun. Now, I am aware of the severity of her nerfs, but I still think she is fun to play and I want to enjoy her before the next rework which, if it follows the route presented in the last two design previews, will be awful.
So, do you have any tips? Strategies? Build suggestions? Any help is appreciated here!
Wait for the rework
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I thought it was going crazy! You are right, there are way fewer!
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Hardly no one runs it already
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ItIt's pretty bad ngl
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You need more slowdown in your build. Dms is almost mandatory