HolyDarky
HolyDarky
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These are heartbreaking news :/ I really like the forum not only because it is a nice place to give feedback, but also to just read different topics since some of them are interesting to read. I use Discord a lot but for me, it is not a good place for bigger discussion since it's just a short message platform, spam heavy, and discussion vanaish over time. Reddit is an awkward place while streamforum feels more like a joke to me.
Ngl, worst post I've ever seen here.
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Overall, really good perk changes but there are still either some problems or missing improvments:
- Resilience:
- the number buff to its lower levels is fine. However, the perk should deactivate when you have healingprogress since it is just a bad gamedesign when you sit 99% healed on gens and do them faster for free.
- Friendly Competition:
- The number changes are okay but it would be nice if every survivor that worked on that generator, would see each other auras for the duration of this perk. This would be a nice buff to the perk but more importantly to SoloQ.
- Boon: Illumation:
- A fine change (200% blessing speed is funny) but it should also add aura reading on every survivor that is within the boon range to help SoloQ a bit. I don't understand why it shows everything besides the important one of seeing your teammates.
- Dark Sense:
- I want a number tweak of reducing the killer aura to 6 seconds but increase the aura reading duration for pallets, windows, and other survivors to 30 seconds since this would help SoloQ much more than 10seconds overall. Otherwise, fine.
- Sole Survivor:
- Good Changes to prevent a ratting gameplay.
- Do No Harm:
- I don't understand why we buff healing even further? This perk was already good before and now even more buffs feels a bit bad. More at the end of my post!
- Pharmacy and Plunderer's Instinct:
- Great buffs and gives chest-builds even more variety! The ability to now rummage Chests with Parmacy and to unlock as well as rummage Chests much faster is just insane. I paired it with Appraisal and Specialist and got so many strong items with add-ons and that with no downtime due to the speed and the stacks for doing generators faster. Having at least decent items that I can give my teammates is also huge like giving someone a med-kit in SoloQ or dropping a toolbox next to a generator for later is nice. Pharmacy is also a great perk that works well on its own. So overall, great buff. I just hope that you will also increase the amount of chests by default to at least six since having three chests (one is always basement) is something that holds chests build too much back.
- Road Life:
- Good changes and will make the perk much easier to use. This perk actually now insane since you can heal yourself within 8 seconds. A proably good meta pick now.
- Self-Prevervation:
- Good nerf to a perk that had an unhealthy aspect. Now, the perk is worse for ratting but good for builds that aim for safe unhooks. I personally like it to pair with unhooking perks. However, it still fully counters FTTE and BBQ which is awkward if you wanna prevent going back to hook action.
- Slipery Meat:
- Good rework. The perk will make camping more difficult but also tunnelling due to the 5% more haste - 15% haste for 10 seconds allows you to get to safety for sure no matter where you got hooked. I think this perk will become meta due to how well it prevents exchanges at hooks and to prevent getting put in deep wound or the killer can just wait out the 10 seconds.
- Shoulder the Burden:
- Good rework and makes the perk less unhealthy or decivise of the game. A huge problem of the perk was that it worked so well with other strong perks like giving a teammate the Deliverance back for later or even when you hooked the StB-user, someone else came to undo the mistake. The 40seconds of exposed was also very little considering the fact that the unhooked teammate was there to protect them with the 10seconds Endurance and DS in the pocket. Now, there is actual a huge risk in using this perk, which is good since this perk is still insane but no longer easy and abusable.
- Spine Chill:
- Good rework and now in a better position. The not screaming part is also actually huge considering the fact we have a lot of stuff like Doctor, THWACK!, Infectious Fright, or Ultimate Weapon are usable. The faster vault is also huge to greed a generator or something else a bit more. Overall, good utility alongside a fair cooldown.
- Stake Out:
- The rework is actually really nice and puts the perk in a healthier spot for the metagame. Since it's now a special skill check, you canno longer pair it with Hyperfocus and the reduced range to 24meter makes it less free. At first glance, I was a bit afraid of it being too strong but no, the special skill-check makes it healthy and it's just fair overall.
- Wake Up!:
- Fine changes.
- Five Moves Ahead:
- A fine nerf. The perk is still strong due to its faster dropping speed which let's you avoid many hits from killers like Huntress, Unknown, Artist, Nemesis, or Trickster.
- Premonition:
- Fine rework. The information is decent and helpful in SoloQ but there is nothing to abuse due to the short duration and long cooldown.
- Calm Spirit:
- good change. The perk is still not super strong despite countering a lot of stuff and doing some things faster but it has now a better niche. It now does its job well enough.
- Small Game:
- Good change. Seeing the aura of the totem is so nice since sometimes totems are well hidden, especially when they blend in well.
- Borrowed Time:
- A good change. I think 30seconds are fair enough to prevent any unhealthy abuse of endurance perks or makes taking a hit with endurance too free.
- Better Than New, Emphatic Connection, Flow State, and Object of Obsession are also okay changes.
- The number tweaks to the lower level of some perks (Kindred, No One Left Behind, or We'll Make It) are fine as well.
However, here are some problematic ones:
- Windows of Opportunity:
- If you really want to nerf this perk, either give it a cooldown like it had before (dropping a pallet let it go on cooldown for 15seconds) or let it only work during chase/within the killer's Terror Radius but removing the pallet-aspect of it, is just a bad nerf. Sure, players should get better game and map knowledge but this is the wrong way. Giving it a cooldown or a requierment would be nice to help new players while "forcing" them to plan ahead/build map knowledge. If you keep the new version, however, it will be a strong perk for better players since the faster vaulting part is huge for them. So, I'm fine with the changes from my pov.
- This Is Not Happening: You reworked Stake Out since it was too strong with Hyperfocus but now you introduced a new friend for Hyperfocus… It also makes Teamwork: Full Circuit a bit useless. This perk needs a different rework or buff that leads not to an unhealthy direction or makes other perks useless.
Next problem:
I know we have the Diminishing Return feature to not make specific perk combination insane but you, the devs, buffed so many healing perks while leaving strong ones like Resurgence untouched and not buffing/reverting some anti-healing stuff on the killer-side like removing the timer for Mangeled and Haemorrhage or buffing Leverage back to 50% slower heal. This leads into the problem, that we will get an even more insane healing meta on the survivor-side where an injury means very little or hooking becomes less of a slowdown due to fast healing actions with the difference that you now just need one of the strong healing perk instead of two or three. This is something that needs to be changed/touched next and a first good step is nerfing Resurgence and buffing anti-healing stuff.
Other problematic perks that need a change:
- Dead Hard: This perk needs a rework or nerf since it still a stupid design to reward survivors for getting hooked and against many M2s (Artist or Unknown that requiere high skill), pressing a button is so free. Same when you are at a pallet where the killer either eats the E or the pallet. Then, there is just the general issue of wait it out which gives survivors additonally free time just because there is one free perk. These lose-lose-situations are unhealthy and bother the healthiness of the game
- Resurgence: Similar issue, it gives survivors a reward for getting hooked - a four second heal compared to winning a chase and manage to hook a survivor after at least 10 - 15seconds of downtime.
- Hyperfocus: Stil an unhealthy perk that needs a rework.
Then, there are also still perks like Rapid Response, Rokie Spirit, Cut Lose, Duty of Care, or Hardened that need a buff which is possible by little number tweaks or additonal effects like Rokie Spirit having no requirement, Hardened either needs two chests or two totems but not chest and totem, or giving Duty of Care aura reading on injured survivors, so it's easier to know where they are.
But overall, with this PTB, you did a huge step in the right direction and I hope you, the devs, won't stop there. Please, go more than just a step.
- Resilience:
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- Agitation and Iron Grasp:
- The buff for their tier one and two is nice for beginners and brings them overall more in line with how the tiers increase the numbers. However, I wish you would also increase the number for their tier three a little bit by like 2% or 4% more.
- Bitter Murmer:
- The buff in range and duration is also great but the range could be even go up to 24 meters, since 20meters is very little in reality.
- Deerstalker and Fire Up:
- Both buffs are fine. I still think Deerstalker as well as Object of Obsession cause some unhealthy issues and make balancing more difficult but that's a different story. Fire Up is already one of my favourite perks in the game, so this buff is more than welcome.
- Game Afoot:
- The buff is nice but the perk still struggles from being a bit too inconsistent. The perk would be better to use if the survivor you hit always becomes the Obsession, so you will for sure get the haste bonus if you break/kick something during that chase.
- Spies From the Shadows:
- I feel like the buff is more of a nerf and leads to distractring information. You should keep the range at 36meters but add the reduced cooldown to it. Otherwise, decent info perk.
- Unbound:
- The number tweak is nice but the perk still struggles with its activation condition of vaulting a window: Some maps like Hawkins, The Game, or Forgotten Ruins don't have many windows while on maps with more windows, it often makes no sense to vault a window during a chase. Therefore, the perk would benefit a lot if it would also trigger when you basic-break a pallet since pallets are consistent on every map.
- Help Wanted:
- This perk got a crazy buff. I like the fact that you can now compromise three different generators at the same time instead of one since this makes activating the perk more reliable. Having 120seconds of 25% faster recovery instead of 60seconds is also more than welcome. The fact that this perk can also regress generators at a rate of 150% for 120seconds is also strong and In my opinion a bit too strong. I think we need a number tweak of either 125% regression rate for 120seconds or 150% regression rate for 80seconds but the PTB version is a bit too strong considering the fact that you are also stronger in chase and activating the perk is now much easier than before.
- Machine Learning:
- Same good change: Being able to compromise three different generator at the same time is more than welcome. I'm also happy to see the haste back at 10%.
- Dark Arrogance:
- The buff of 25% faster vaulting speed and faster recovery after an M1 is really good and helps many killers in chase. The drawback as well as the Diminshing Return system also make the perk more balanced. So, definitely a strong perk but balanced.
- Dead Man's Switch:
- A good change to make it less strong with PainRes while buffing the duration to make it better for weaker killers.
- Dissolution:
- Neither a great fan of the current version nor of the PTB version. This perk needs a rework to be more healthy and better for more killers on average. In my opinion, the perk should break a random dropped pallet whenever you hook a survivor, this effect would be helpful to save some time while also rewarding the killer for doing good. Sometimes you wanna get rid off a pallet but you just don't have the time to break it.
- Hex: Blood Favour:
- Will still be an insane perk but at least it leaves more counterplay and no longer bad situations where an injured survivor goes down while another one is there to help and this one will go down as well due to the blocked pallets from the down. Being now able to pallet-rescue against Blood Favour is also a nice change for a bit more interaction.
- Distressng:
- A great rework but I think you should go up to 10% slower repairing speed. In addition killers with a 40meter terror radius should get a 32meter terror radius with an 8meter lulaby, so the perk as well as other ones become less powerful on them while still keeping the early warning for survivor against these mobility killers.
- Dominance:
- Great buff. Dominance is finally a good hex protector with an easier way to inform the player when a survivor found your hex totem. It's also nice that this perk no longer blocks Chests.
- Hex: Nothing But Misery:
- Now an actual great perk on M1 killers. A strong perk but balanced by being a hex one.
- Hex: Thrill of the Hunt:
- For now good, but in the future it might cause some other issues as it prevents more basekit buffs for hexes.
- Insidious:
- A nice buff. The perk is not insane now but enables more funny stuff since staying still also includes other situations and this can come in handy.
- Knock Out:
- This perk sounds strong on paper and can be strong but it still needs some number tweaks to be more consistent: Either reduce the range to 8meters or the timer to 7seconds. In the current state, it is often so easy to play around the timer due to the big range and the fact it will not trigger when the killer breaks the pallet.
- Ravenous:
- A great buff and proably my favourit one! I love the idea of adding a faster carrying and hooking speed for each token and to increase the duration to 90seconds. This perk is actually really good on many M1 killers like Dredge, Houndmaster, or Spirit.
- Scourge Hook: Monstrous Shrine:
- Great rework idea. However, you need to increase the amount of default Scourge Hooks to at least six. Scourge Hook perks are really healthy perks since they discourage camping, tunnelling, and slugging but relying on RNG and being unlucky to never get reliable value from them is just so bad. Otherwise, the regression effect of the perk should have a lingering of like 10seconds since sometimes you are out of the 24meter range and just chase a survivor off from a generator and then you hear the unhook happening, which means no value from Monstrous Shrine. A lingering would help a lot in situations like these but also other ones.
- Shattered Hope:
- A good buff but the main problem remains that this perk relies on the survivor bringing a totem perk and using it. It would be nice to have the snuffing effect basekit and then rework Shattered Hope into something more useful.
- Superior Anatomy:
- The number tweaks are great and I love the smart idea of giving it a time-window of 10seconds if you need to double or triple vault for a mindgame. This is actually a smart feature and makes the perk in some situations much better.
- Undone:
- Great rework! The perk is actually useable now and has its own niche. I love the fact that if you cannot deliver the effect after a hook, it becomes stronger after the second hook. Pop Goes the Weasel kinda bothers me with the issue that you just have 45seconds and sometimes you just don't have the time to pop a generator or you haven't found a generator that is worth the kick. Undone does not have the issue: If you don't have the time or you were not able to find a generator with good progress, the next time, it will become stronger. I also think Undone and Pop will be good on their own (combined not that strong due to Diminishing Return) but Pop is great for holding important generators and nice to pair with Lay Waste and/or Eruption while Undone is nice on its own and for the ones that just like to chase and defend generators when you need to do it. You can also use Undone alongside Turn Back the Clock to always have a regression after every hook while stacking stacks on Undone for later.
- Unrelenting:
- Good buff. I also love the fact that hitting objects now count as a missing attack, which means Xenomorph and Dredge can actually use it to destroy their counter-features quick during chases. The faster recovery after an M1 is also nice.
- Whispers:
- A great buff to make the detection more reliable but also give killers with no mobility an easier time on larger maps.
Potential problems:
I saw here and there some clips or discussion that the combination of STBFL, Dark Arrogance, and Unrelating results in a too short M1 recovery despite Diminishing Return Feautre. In my opinion, a full build of this leaves the killer weak on other sides and survivors can still counter it (e.g. Obsession takes hits against STBFL, go down away from teammates or in corner). However, if this combination might be too strong, I hope you, the devs, consider either to give M1 recovery a hard-cap like you did to pick-up speed or that only the highest number counts and every other effect is then deactivated (e.g. eight stacks of STBFL is active but Dark Arrogance and Unrelating not). An overall nerf to these perk would be the worst decision, so please consider a better one.
Overall, very good perk changes and buffs and there is just some little stuff that needs some tweaks but other than that good changes. I'm happy that the Diminishing Return system leads into easier buffs for some perks without the fear of
What's next?
I think there are still some other perks that need some number tweaks or changes:
Survivors got a lot of buffed healing perks added to their already strong healing pool. Meanwhile, anti-healing is basically non existent on the killer side. A first good step is to increase the default number of Scourge Hooks to make Gift of Pain more reliable. But Mangled and Haemorrhage need to be buffed again by removing their time (a change that just leded to no longer see perk or add-ons versions of them). Leverage also needs a buff, especially when its nerf back then from 50% to 30% was undeserved. Other than that, Resurgence needs a nerf since the free four seconds heal after getting unhooked is just unhealthy.
At the same time, weaker killers like Dredge, Unknown, Ghost Face, or Trapper are in need of some changes, QoL buffs, or updates. You buffed some chase perks but you also need to buff the basekit power of killers like these.
- Agitation and Iron Grasp:
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True. Tbf the PTB uses an slightly older version of the game (e.g. Judgment's stutter pillar is also in the ptb) but it gives me slightly less hopes they gonna fix it on release. It's still possible they gonna fix it for release.
It also seems like we won't get a third hotfix before that update (update should drop on Oct 6th) and on October 1st there is something cool for Houndmaster and celebrating it with a bug like this is just sad :/
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@Slurp_Ramen said:
Ptb owners, do you know if they fixed the bug where you’d m1 while using snug? Was a massive problem when redirecting snug leading to losing a lot of distance.
In the patch it wasn’t mentioned in the fixed bugs or known issues list.
Unfortunately, it's still in the PTB.
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@melissayeti said:
Nah, most of the time chests are irrelevant (unless you have a build around them) so utilizing a coin would help you. More chests by default is more clutter, not to mention killer objects have priority.
More scourge? may I introduce you to Jagged Compass.
It's exactly for chest builds/perks.
Considering what scourge hook perks requiere and how healthy they are for the game, they should be more reliable on their own and not reliable when using a second perk.
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@nikodemo said:
Monstrous Shrine: Please ensure the perk visually indicates when I'm within and outside the 24m radius. I have no idea how to judge that distance otherwise.
Thank you!
There is an icon next your perks when Monstrous Shrine is active. So, yes it let's you know when you're within or outside of the 24meters. Additionally, you can also look at generators and see if they show the regression animation
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@Mandy I wanted to see the full PTB notes but since there is no mention of it and it's very likely we won't get a third hotfix before the update; can you share any information about the recent Judgment buffs from the second hotfix? Many people, especially the ones who play Judgment, agree that these buffs are a bit too much and she was fine after the first buff.
I main her myself and I'm a bit worried about her status
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117129#Comment_4117129
I'm looking forward to it as well - as a player as well as my job!
We're gonna need you all to be really tight on the feedback, so that perk names are mentioned clearly etc as this is going to be a lot to keep track of.I'm gonna test the perks and the community wheel (a really appreciated feature) on the PTB and make sure to give feedback!
The time around the anniversary event and before the Chorus of Sin chapter felt really bad due to the stale and boring metagame, so I'm more than thankful that you, the devs, do such a big update.
(a bit off topic but it deserves a mention) I also appreciate the fact that this month is much better cosmetic-wise with Xenomorph King, and six other cosmetics. So, if you can, it would be nice to pass that feedback to the cosmetic-team that we love this old frequency of cosmetic releases (It was also a criticism you responded in the reddit ama)
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117124#Comment_4117124
This is part of making sure Regions get slightly different information, and more to what is discussed in their communities - rather than just a translated version going out to all the regions. The CM's for that region are responsible for what they come up with based on the PTB information.
Ok that makes sense. Thanks for the answer!
I'm also looking forward to tomorrow's PTB. It look really promising and I'm happy you finally do another big metashift with some changes for more and healthier perk variety!
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@Mandy is there a special reason why the Japanese account shares more perk changes than the official dev update? It just feels a bit off to me when different accounts share different information :/
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116348#Comment_4116348
we have acknowledged the issues with queue times and we are pretty stuck when it comes to allieviating these, which is why PWYW was implemented.
But why are you forcing players to play 2v8 survivor (there are two survivor quests that can only be done in 2v8) if you acknowledge the issue with queue times? Forcing at least 10 2v8 matches (in the end it is much more) makes the normal qtime worse.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116396#Comment_4116396
While I totally hear you on these things being frustrating, I did want to jump in to clarify that the stability concerns being attributed to Denuvo are not connected to the Anti-Cheat Trial. This release cycle included an engine update, which we now know has led to the increase in issues (like crashing) you're referring to.
While the bugfix patch this week helped alleviate some of these issues, there's still more to do, which the team is hard at work on. For the input delay specifically, this appears to be a case of a GPU driver reacting unexpectedly to the engine update. If you're running into this, updating to the newest GPU drivers can help.
https://forums.bhvr.com/dead-by-daylight/discussion/472182/when-is-this-going-to-end
To add to what MashedBroccoli mentioned above, the reason we are not currently sharing the end date of the test is to ensure the integrity of the trial.
This release cycle included an engine update, which we now know has led to the increase in issues (like crashing) you're referring to.
The issues with stutteres, random replacements, and that the game stops making sounds for a second has been in the game since The Tomb Raider chapter (When the game switched to UE5). I made the experience that these issues become more and more common, especially when there is a second gamemode, and we are at a point where it's just so unpleasent and annoying since it affects matches by no longer knowing what is going on.
You really need to fix these issues. It's just embrassing that these things are in the game for over two years.
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@ThatRyanB said:
Thanks for the feedback here, folks! I'm happy to pass along your feedback about the time requirement on this being a point of friction. That aside, though, is the effect something you find interesting or valuable?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116011#Comment_4116011
You're correct. Survivors that complete the circle will receive its effects.
I already made a post about it: I don't like the new FOMO and killer slowdown feature in 2v8 — BHVR
The reward is not worth the time investment for opening chests and spending 40 seconds with being afk. I think the idea is good but it needs to be something more unique and worth the time and investment:
My idea: Make it an one time use and increase the time to 60 seconds (for one player and less the more players join) and once it is done every survivor gets a bonus based on their class for the next 5 minutes - like guide works 5% faster on gens, Escapist vaults 20% faster, scouts get a one time Last Stand effect, and Healer give their teammates a speedboat when they take a protection hit (Duty of Care).
This would make the Invoking feature more interesting since each class gets a unique buff that can be used for some fun interaction. The effects are also only exclusive to the Invoking feature.
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I agree with the other two that this buff would make the perk more unhealthy.
However, I agree that a little buff would be helpful for Fruits of Your Labour. Maybe that whenever a generator gets finished, you see your teammates aura for the next 30seconds or whenever you finish a generator, you see the generator with the most progress for the next 10 seconds. Giving this perk a buff for SoloQ would be helpful.
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@MechWarrior3 said:
When a survivor spawns back in from Exile, they should spawn furthest from the Killer. I have survivors sometimes spawn right ontop of me. It just doesn't seem like a good idea.
I think survivors would also appreciate it as well.
View video below.
Yeah, that is sometimes a bit stupid and should not happen. I've already had this situation from both povs where I needed to resuce a teammate and that one spawned right infront of the killer and where a survivor spawned right in my face when I played Judgment.
Also, even though it happens rarely but when you rescue a survivor from the exile and at the same time, Judgment sends someone into the exile, you get killer instinct from the just rescued survivor (at least from my experience). I guess it is a delay thing but it's still stupid.
I also wish if you are in the exile and there is one survivor left, you had a faster way to die (like on hook by missing two skill checks) cuz even when you take every pillar, it still takes around 30seconds to die, which is time the other one is missing for hatch.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111757#Comment_4111757
this is a bug and the estimated queue time will return!
As for the new UI, we've shared the feedback on it - but I have nothing further to share on that I'm afraid.
Thank you for the information that the estimated queue time will return!
Oh, then I missed the info about the new UI, gonna check it again - thanks for that too
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@Mandy said:
Hi, we are aware of these being missing - its not intended and they will be back!
Will we also get back the old UI for the ready button? The new one is pretty ugly and the timer for how long I'm in queue is unnecessary. The info for how long it will take to find a lobby was so good, why did you removed it?
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@sizzlingmario4 said:
I don't know why this would be listed as a bugfix. If they want to change it to go uphill I think that's fine, but it should be listed as a balance change because that's what it is.
True. I think his power going uphill is not a big deal and makes him slightly better. But to say it's a bug fix is weird and wonders me what else is actually a bug and not intended.
We had a similar situation with Plague: The only way for survivors to get rid off her power was by pallet stun and then the devs did a bugfix that also made it work with DS, Head On, and some other perks which was just a bad shadownerf. I think most of it got removed and it's now pallet stun only again. But again: I would love to see it as a balance change in a PTB, so the community can give feedback if it's good or not. It's also so stupid to fix something like that after six years.
@FerrousFacade said:
It's the left hand not talking to the right hand... again...
A little while back we got a post on the forum from bhvr that revault was part of ghouls "intended" counterplay. A few days later a bugfix removed the revault… then the bugfix was removed.
Yeah, proably miscommunication is the reason. I know it's difficult with 44 killers and through out the years many people left and joined BHVR but seeing something like that is just so crazy.
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It seems like the official reason for this nerf is because of people who pay no attention to the game with the given example of streamers who look in the chat while working on a generator.
https://youtu.be/gQnC5Pi4iPw?si=sDW1uATFdFW4kn0n&t=895
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109964#Comment_4109964
My fear is…we try it out, don’t like something, they tweak in 2 years. We already have a lot of killers in line waiting for tweaks.
^ This.
It takes a very long time until the developers implement a long time feedback and even longer for rare things like a killer that will proably have a small playerbase (e.g. Houndmaster's Knotted Rope is still unchanged after nearly two years).
The Judgment is already a killer with a high skill floor and high skill ceiling but her snipes are already easy to dodge but with this screen-indicator brainless to dodge since you don't need to look around and listen for the audio cues. Judgment is a 4.4 killer with no map mobility and therefore the pillar is an important tool for map precense/deal with bigger maps but that indicator ruins it. It's just a bad change that nerfs Judgment in an unfair way.
If hex builds are the main reason for this feature, then TotH needs a rework now in order to scrap that feature. TotH is already a disgustingly strong perk and a rework is long overdue. Otherwise, there is no problem with survivors paying similar attention to Judgment snipes like to Huntress', Artist's, or Unknown's snipe.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108924#Comment_4108924
Really? Everywhere online says 10m, did it change at some point? I mean it makes sense because 10m seems a bit too generous, but honestly with the amount of times I haven't gotten credit for a protection hit I'd really appreciate it being increased to 5-6m, these perks are already niche as it is
I think Mandy refers to the absolute for a protection hits? The game counts many factors in for protection hits to avoid unintended protection hits. A simple example, if the killer is chasing an injured survivor and you are right behind the injured survivor and infront of the killer, the taken M1 hit will count as a protection hit as long as it happens within 10meters.
However, it is not often that simple: Not every M2 counts as a protection hit, some maps have a lot of obsticals/line of sight blockers, and there is also always the possible that the killer hits you even though, you are not bodyblocking
- Getting hit by Pyramid Head's M2 does not count as a protection hit, even when it happens in the first example.
- Many maps have a lot of line of sight blockers or multiple elevations (Midwich or the Game). For example, if the killer hits you while another survivor is nearby, it will only count as a protection hit, if you are both within 4meters. Otherwise, you could get a lot of unintended protection hits if the range were 10meters - there is always the possible that an injured survivor is just nearby but not chased by a killer. It doesn't even has to be on an indoor map.
- For example, You play against Plague and she is in her power mode, chasing your teammate while you are working on a generator nearby. Plague could use her puke to snipe you on a generator and get the hit. Usually Plague's red puke counts as a protection hit but since she hit you in a different area (even if it was within 10 or even 4meters), it will not count as a protection hit since you were neither corossing the survivor nor killer path.
- lastly, taking a protection hit is server-sided which means even when you did everything right for a protection hit, there might be the possibility that the servers does not count it as a protection hit for some reason.
At least that is my understanding of protection hits but take it with a grain of salt since only Mandy can tell us what she means and what is true or wrong.
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It would be a nice idea for a visceral cosmetic if the devs do create it with the same love and quality they gave MiNa. Otherwise, if it has the same low quality like Houndmaster's visceral skin, I would pass on that.
The Judgment has a similar cosmetic potential like Dredge (I can even imagen Judgment takes the same amount of time and effort like Dredge) and I hope the devs won't waste it and leave The Judgment cosmetic-wise behind like they kinda did with Unknown, Krasue, or Houndmaster.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105604#Comment_4105604
At no point did I suggest the killer should be buffed. From what im hearing, the killer is rough either way and I just was saying I personally will probably plug in my mouse when I wanna give it a try.
Ah, then I misunderstood your comment mb.
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@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105577#Comment_4105577
Most likely they wont touch much unless its some addon changes. I hope they leave the killer alone except for needed buffs/nerfs as I'm sure they're probably already working on whoever's next. I'd hate for them to ruin a character because of it. My opinion changes the more I play her granted she is NOT beginner friendly at all but that's fine not every killer needs to be easy and S tier
I agree with you. From the first impressions, the killer just needs some changes/tweaks. They can still change things later after release when everyone has a better opinion on it (many killers are counted as too strong or weak on PTB and then turned out the opposite after awhile like Unknown, Springtrap, or Ghoul).
I also think this killer is very beginner unfriendly due to being 4.4 and you have to use your power that is difficult to use, especially outside of powermode, and the fact that the killer cannot use the typical perks. I'm fine with that since I main Artist and HM and just love hard to master killers. I also love the addon variety on the killer since many of them are so unique and not boring stuff.
It's just my fear that the devs repeat their old mistakes that make a killer too strong which results in awful games against it, then nerf it which results in awful gameplay with it.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105577#Comment_4105577
This might actually get me to go find my mouse, lol. PS5 HAS kb/m support, but I dont usually use it cuz I like to be able to sit further away from my console. I have a little lap desk thing JUST for this sort of thing that might be getting some use now.
https://us.v-cdn.net/6030815/uploads/A2QX3LSWCCAE/1000002472.jpg
Don't get me wrong, I 100% support that killers should not feel awful or impossible to play on console cuz that's just bad (every killer should be playable on console without bad feelings). I just don't wanna see The Judgment getting unnecessary buffs that make it easier to play just because it will have a low pickrate or casuals want something easier. As mentioned before, we already had this problem with Krasue and Singularity and this is just bad for both sides.
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@Mandy said:
I'm sorry that this killer is not for you, I do agree that the skill floor is very high - and that will likely mean more casual players will be less inclined to learn the killer as it is going to take time and effort, although the payoff for that time and effort is that you have a very strong killer as a result.
There's going to be no revote, the voting represented what players want and we even did do small revotes during the period when the opportunity was available. Ultimately, the winning options are what is in the PTB.
With regards to a controller, there are specific controller settings that put it almost on par with Keyboard and Mouse, even with the movement of the beam, so we're confident that this is not going to be a barrier for entry.
Personally, I'm excited to have a killer with high skill floor and ceiling again but I can understand that this scares many casual players away and it feels a bit weird that a community killer is not that accessible.
Based on your message, it seems like you're fine with the high skill floor and ceiling, but I'm still worried about a Krasue or Singularity situation where the killer is more on the difficult end and you decide to make them easier, which ends up in a killer that is extremely oppressive and easy to pick up. Killers like these are extensively unhealthy for the game. In case of Krasue, it ruined the fun for me when you overbuffed her on live release into a monster (everyone was playing her and everyone was giving up against her) and then did some emergency nerfs that made her weaker but also unpleasant to play - nearly one year later, still in a bad spot. Me and Krasue found love in a hopeless place again but it's still sad to see characters that got so much promo and a good build around in such a sad place.
I hope you, the developers, will do better this time, do the right decisions, and won't drop the killer after two months, so The Judgment won't end up in a bad spot like Krasue.
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@Linkdouken said:
So I had previously had a killer match as The Lich, but as I've been in a lobby as the Twins 'This Shall be their resting place' voiceline played before everyone was ready.
I've never had this before - has anyone else?
There is currently a bug that sometimes Lich's voiceline randomly happen on other characters during a match or in the menu. I already had them with Knight and Houndmaster.
This has no affect on gameplay or anything like that but it's just confusing and embarrassing. It will probably get patched with the next chapter (so on Aug 25th).
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104048#Comment_4104048
It was mentioned in the linked comment, but this was a new process for the team, which came with lots of really valuable learnings. Given how many pieces come together to form the whole of a chapter (and a Killer, in this case), these different pieces all impact production timelines by different degrees, whether you're looking at the Killer design, UI elements, VFX, etc.
Because of that, sometimes changes need to be made to the plans or intentions we have for individual pieces of the puzzle during development to ensure the whole is as strong as can be.
That said, whether it's learnings on the development side or learnings on the side of how we share details/changes about this process (as folks have shared here), they're equally important things we're taking to heart.
It's understandable that things need to be changed due to reasons or you cannot do promised stuff but for the future, it would be nice when you could tell us these things before we find them out by ourselves. There was enough time and chances to tell us "hey we need to change the mori a little bit because of xy". I know it's bad to share bad news but it's much better than this situation.
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@thelioncid said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104042#Comment_4104042
Thanks, I didn't see it, but it still seems like a very lame excuse, and why did they propose something they weren't going to be able to do?
I only saw it by chance - I hate that transparency only happens when we ask them and then they only response in the random comments with a random nothing-burger. There was enough time tell us that the winner mori needs to be turned down a bit due to reason xy.
I also don't understand what they mean with that. Krasue's mori is much more disgusting than the mori winner and still, they needed to turn it down.
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@thelioncid said:
It is disappointing; it would be nice if they at least gave me an explanation, but we're not even getting that, and I'd say the skin problem is more serious.
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True. Splitting the survivor in half way the main reason why I voted for the mori since it gave it the final impact of this cool mori. Now the end feels a bit underwhelming - still a cool mori but we know that it was supposed to be
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104025#Comment_4104025
I haven't seen/noticed the difficult skillchecks on heresy survivors so thanks for that info, I didn't actually know that occurred.
My feedback is strictly from watching how difficult it looks to use The Judgement and how easily avoidable Divine Light appears to be.
To be a bit more clear: It's a normal skill check but when you hit the good skill check zones, the generator loses a bit progress as long as the survivors suffer from Heresy (includes the getting rid of effect).
That is also something that makes the infection better than Nemesis' or Krasue's; spreading infection actually means something since infection is actually meaningful and in the long run rewarding (you make the survivors a bit slower on gens, you give them a bit of slowdown by forcing them to use the shrines, hooking a heresy survivors is so quick that is more dangerous than a normal hook for survivors, and gives you a temporary powermode which potential information due to killer instinct). Since the killer has a simpler way to infect survivors and can do this from a certain distance, it's also actually possible to infect multiple survivors like Wekser or Singularity can do.
I agree that hitting and controlling the pillar looks difficult but I wanna test it by myself and then judge. I also feel like some players that play it cannot deal with the high skill ceiling and therefore make it look more difficult while the survivors they playing against are strong players. I guess, you can compare her with Artist on release: Artist was a high A tier killer but for many players low B or even C because they didn't used her power correctly/had a wrong understanding of her. Judgement goes in the same direction. Then there is also the personal preference where some players like gambling killers while other ones wanna have straight forward killers (Wesker, Huntress, Billy). Maybe there are also need to be some changes made to her to make it feel better but that will be something we can say once we can test the killer on our own or once we can play her on live servers. The opposite is also true: back then Unknown and Springtrap were considered as high A tier killers but only due to survivor lack of counterplay knowledge. So, I think if there are any changes in terms of buffs needed, I don't think they are needed in the Heresy part.
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103904#Comment_4103904
Putting off solo Q teammates from saving is a fair argument but the incentive is and will always be to make sure your team is still alive to help each other escape and of course bloodpoints.
Bad teammates will always be bad teammates but okay, let's say it is too off-putting if in an injury was the price, then there should be an alternative such as a debuff like a timed gen speed penalty to those who were exiled?
In the current state the Judgement certainly looks like it needs more reward for hits with Divine Light as seeing the aiming makes it a bit too easy to avoid. The speed of putting them into Exile isn't much of a reward if they've spend longer trying to get a hit than if they M1'd especially when survivors are saving time by saving everyone at once too
Heresy survivors suffer from more difficult skill checks and missing one let's the generator lose more progress. They can also be send into the exile which - as I said before - a huge time saver. They need to find a shrine to get rid of it over time, which is additional slowdown for the killer. Survivors also don't lose Heresy when send into the exile or escape from it, which is nice. Infecting them with Heresy is also smoother since you do it passively with your M2. Also, you get into a power mode for sending survivors into the exile which is makes you more dangerous.
The killer from what we've saw has a high skill ceiling and we should rather wait and test her on our own before calling something weak or needs more. Back then people claimed Ghoul should down people with power since otherwise he is too weak - after release and still now a strong A tier killer.
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@Linkdouken said:
So survivors must save teammates by stabbing their hand - surely the saviour should become injured or deep wound for doing this? Especially considering it seems to save multiple players at once.
This is just my thoughts from seeing it so far.
No, this would make the killer way too strong and put survivors in a horrible spot where saving punishes them but not also punishes them. Sure, exil survivors can escape on their own but praying is much quicker but still slowdown-bonus for the killer. You also need to keep in mind that survivors of different skill-level will face the Judgement and some of them might be not so good on escaping on their own and therefore need a bit of help. In addition, if the rescuer would get injured for helping their teammate, it would leave a bad taste and encourage them to not help and that would make SoloQ miserable against that killer (From my first impression, the killer has no advantage against SoloQ, which is good).
On the other hand, sending a survivor in the exil is already a bless for the killer since you save so much time without the annyoing and slow hook-progress - on top of it, you can also perform a mini-mori on a survivor with two hook-stages which is so quick. It also rewards the killer with a temporarely power-mode and information of other survivors.
Overall, sending survivors into the exile rewards the killer in such a strong but fair way that it does not need any other basekit buff, especially not such a big one like free injuries.
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True. It's a shame that Houndmaster got nothing for the Waterfront Massacre collection despite being a pirate :/
It's also so awkward how less cosmetics we got this month. There used to be a time where we got new skins every week and now we got the Eddie skin and two survivor cosmetics and that's it - the Kwon skin looks cool but being a 10bucks skin for just a different leg-piece is kinda scammy. That was also an issue last month. The result is that if we get less cosmetics, already left behind characters get even less cosmetics. I hope next month will be better
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@TheTWDFan said:
This is my first time experiencing the Chaos Shuffle modifier, and I expected it to be a fun kind of chaos. Not knowing which perks you'd get seemed like it could lead to some interesting combinations, and wondering whether they'd synergise well, like Inner Strength and Small Game, or completely work against each other, like No Mither and Self-Care.
Instead, it's been a pretty miserable experience.
I don't know if I just had an unusually bad run of matches before I went to make something to eat, but almost every game was filled with proxy camping and hard tunnelling. I assume that's because it's much less likely that survivors will randomly get an anti-tunnel perk.
Unless it's changed since I last played, there also wasn't a Bloodpoint bonus for playing survivor. So what's the incentive to play this modifier? Am I missing something, or is it genuinely just not a very good game mode?
I don't know if I just had an unusually bad run of matches before I went
to make something to eat, but almost every game was filled with proxy
camping and hard tunnelling. I assume that's because it's much less
likely that survivors will randomly get an anti-tunnel perk.The main reason is that hooking different survivors gives you nothing and therefore, why should you go for different survivors when tunnelling gives you the best reward - it's also the killer's main job to kill survivors in anway while survivors main goal is to do gens and they wouldn't stop doing that if the killer would spread hooks. This is also an issue in the normal mode where hooking different survivors gives you basekit-wise nothing and even perk-wise, the reward is underwhelming compared to what survivors get. So, it's not because survivors might lack anti-tunnel stuff but rather that there is nothing encourage a healthy spreading hook gameplay.
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@ThatRyanB said:
I'm glad to hear you're excited for the upcoming perk changes! And thank you for kicking up this thread :) I'll keep an eye on it to pass feedback on to the team!
For those of you responding, I'd love to know one thing especially about perks you'd love to see changed: WHY would you like to see the perk changed? It's one thing to voice the result you'd ultimately like to see, but it's especially helpful to understand why a perk is causing friction for you.
Hey,
here are some perks that I think need to see a change. I also added a change-idea to every perk to suggest you how the perk would become better for the game while still being useful (I also don't like to criticies something without any suggestion of how could it be better). Sorry if it's a bit long but I wanted to make sure you get the point of why these perks need a change. I'm not listing perks that need a buff since that would be way too much but I wanna list every perk that is currently unhealthy for the gameplay-loop and therefore needs a change. I also tried to keep it brief by getting straight to the point, so let me know if I should go into more detail because the reason isn't clear.
For the PTB Perks:
(I will give my feedback to these perks in the PTB Feedback section as well)
- No Where to Hide: The perk is just unhealthy since it completely removes the hiding-skill from the survivor while the game-sense-skills from the killer and that by just kicking a generator. On top of that, there is no limitation, requierement, or warning for survivors that the perk is in play. The insane part is also that the aura reading is around the killer's and not the generator's location. Back then, you made Ultimate Weapon based around locke's location because mobility killers got too much value from it but NWTH is fine with based on killer's location?
- Rework idea: You start with three tokens and whenever you kick a generator, you lose one token and every survivor within 24meters of the kicked Generator will scream and reveal their aura to you for the next 5seconds. If you hook a survivor, you gain one token back.
- This would make the perk much healthy because it gives survivors a warning that something is in play, it is no longer stronger on mobility than non-mobility killers and requieres a fair hooking-gameplay to keep the perk up.
- Save the Best for Last: Revert the nerfs by bring it back to 5% per token and only losing tokens by M1 the Obsession but now it deactivates when within 12meters of a hooked survivor. The perk is nowadays rather useless but still unhealthy since it makes unhooks so much more difficult.
- Vigil: This perk does way too much even at 40%, you just have to equip it to make over 30perks, over 70 add-ons weaker while buffing some already strong survivor perks even further and your teammates for free. That is just unhealthy. There should never be a perk that does so much stuff free.
- Change idea: Turn it back to 30% or keep it at 66% but then make it a boon, since a perk that does so much should either have a limitation or just a decent effect.
- Repressed Alliance: You said that the blocking timer will be increased which is actually a nerf and not a buff. Blocking a generator can be nice to avoid regression perks or a kick but the long duration also puts survivors in a bad spot by not being able to working on it.
- Change idea: Reduce the timer to 20 seconds while keeping the needed progress to activate it.
Survivor perks:
- Shoulder the Burden: Giving survivors the ability to mess around with hook stages is just unhealthy due to many situations like the perk can be used when the killer is not tunnelling (hooking A, then B, then C, then A again but then D comes and takes a hook from D for free), giving a survivor a second chance for Deliverance, or make up for the mistake to let the hooked survivor reach second stage. If a survivor gets rescued by STB, they still have their DS and 15 seconds (soon 10 seconds) of Endurance to protect their rescuer. The only way to counter this perk is by tunnelling even harder or going for slugs. A single perk should never give one side so much power or decide how one side is forced to play to not lose to a single perk. Otherwise, this perk needs a rework since messing around with hook stages is just not healthy.
- Rework idea: If you wanna keep the "take hook stage"-feature, then it should only work when a survivor gets hooked twice in a row but not when the killer is not doing that or that survivors goes second stage by teammates making that misplay.
- Resurgence: This perk let's you get healed in four seconds for free while hooking takes the killer 10 - 16 seconds which is just stupid when you compared it. The only way to counter that perk is either by slugging or tunnelling but not by hooking different survivors. It also steals a lot of slowdown for the killer due to the fast heal. It's also insane that the perk Second Wind requieres a full heal with 20 seconds broken after unhook but Resurgence is just "unhook and get it for free lul".
- Rework/change idea: Revert it back to 50%.
- Self Preversation: Elusive is already an insane strong effect and survivors get it for free when a teammate gets hooked? It also counters 100% BBQ and Friends til the end, which are the healthiest perks in the game since they encourage hooking, leaving the hook, and go for a different survivor. Why gets the killer's value denied for free while encouraging the killers to rather tunnel or slug when their value means nothing due to a free perk.
- Rework idea: Revert the rework.
- Decisive Strike: That perk should deactivated when you get fully healed or when using Plot Twist since getting healed means no tunnel from the killer while Plot Twist forces the killer in a lose-lose-situation that the survivor wins for free. The perk would still be strong and makes tunnelling more difficult, but reducing the ability to abuse it.
- Lithe: This perk should also give haste for 2seconds instead of 3seconds to put it more in line with requierement and value
- Dead Hard: It's just an unhealthy design that when the killer can down a survivor, the killer has to wait a few seconds since their could be a DH in the pallet. Sometimes, you also in a lose-lose-situation when you could hit the survivor before the pallet but the survivor could also use DH. You also get it free by just getting hooked. Even when the killer avoids it, the free time it can give you by just being in the game is insane and when you hit the DH, you get so much value for so little.
- Rework idea: Once you perform a conspicuous action, the perk deactivates. Endurance time is now one second
- Background Player: Flashlight saves became so easy over time and Background Player made them - as well as pallet safes - even easier for free. It's just unhealthy gameplay design that a perk requieres no skill but can give you so much value and the value is not only the rescue but also making enough distance from the killer. This perk does way too much and encourage unhealthy gameplay design by encourage the killer to slug while taking skill on the survivor-side away.
- Rework idea: Whenever you rescue a survivor from the killer's grasp, the rescued survivor gains 25% haste for the next two seconds.
- Stake Out: The combination of Stake Out and Hyperfocus is just unhealthy since you can do a generator for free in under 50 - 60seconds with a toolbox. The unhealthy part is Stake Out since Hyperfocus at least requieres the skill to hit these great skillchecks but Stake Out removes the skill part.
- Rework idea: Hitting a skillcheck shows you the aura of your teammates for the next 10 seconds, which is helpful to know which generators my teammates do or where the chase is happening.
Killer perks:
- Hex: Blood Favour: This is also an unhealthy perk because it removes the whole interaction between killer and survivor by blocking every nearby pallet for 16seconds (depending on the map, it's basically every pallet). Even though it is a hex perk, for just hitting a survivor, the value is way too much with the unhealthy aspect of removing the interaction and skill expression on both sides. In my
- Rework idea: Turn it into a trap hex that once it gets cleansed, it blockes every pallet for a specific amount of timer. That would be much healthier why keeping the perk as a hex strong.
- Dissolution: This perk is either completely useless on some killers or just stupid strong and uninteractive on other ones. Similar to Blood Favour, it removes the interaction and mindgame part of the game for free.
- Rework idea: Whenever you hook a survivor, the perk breaks one random dropped pallet automaticlly. That would be a nice reward for hooking survivors and since it's random, it cannot remove any interaction part.
- Spirit Fury: On its own, not that unhealthy but alongside Enduring, it is just an unhealthy combination since stunning the killer without getting hit, requieres skill and that combination removes the skill. It also encourage uninteractive gameplay by just predropping pallets.
- Rework idea: idk honestly, but just a nerf to "break three pallets" will not be the solution.
- Rancor: Making a survivor killable for free in the endgame and your soloq-teammates have no idea is just unhealthy and puts soloq in a disadvantage.
- Rework idea: Whenever you hook a survivor, for the next 45seconds, you kicking, breaking, and vaulting speed is increased by 45%. Something like that would make the perk healthier.
- Thrill of the Hunt: Cleansing the first hex totem takes so long and many killers have an easy time to push a survivor away from the totem, so they lose all of the cleanse-progress. This perk makes hex-builds so much stronger and basically on many killers unbeatable.
- Rework idea: When your first chase beings, a dull totem ignites and becomes a hex totem. As long as this totem is active, you breaking, kicking, and vaulting speed is increased by 30% while the stun duration is decreased by 30%.
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Yeah, that is a real disappointment. The event already felt underwhelming by just giving us modi without any improvments but now this, is really sad.
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@iheartadamfrancis said:
hi devs and community! hate to sound like an ungrateful player but i saw the devs say a few times in surveys that they’d like our honest feedback even if its brutal lol so:
some survivors don’t get many outfits compared to others, devs need to share the love more, sometimes waiting for an outfit for your main takes so long , then they finally receive an outfit only for it to be something you either don’t like or it’s a licensed collab outfit that you can’t mix and match… in the space of let’s say a year, there really isn’t enough outfits releasing compared to other games that haven’t even been out as long as dbd has and i don’t understand why. cosmetics are a huge part of the game for me and many others. one thing that could be done is letting original survivors wear each others outfits (for example let adam wear renatos outfits etc etc) yes i know survivors have different models and im sure im not the first person to ask this but im sure the devs could make it work no? it would be so cool being able to use another survivors outfit on whoever you want, all the outfits to choose from omg imagine!!! i main adam and he’s been in the game a long time and although he has some fantastic outfits, i feel like he isn’t included in many collections (not just adam , jeff too and other survivors even killers like houndmaster and hag, i swear adam and jeff still don’t have a halloween ribcage event shirt even tho they been in the game for years, yet newer survivors have them, doesn’t make sense!) would love adam to have more , just like other people say about their mains, we all want more outfits for our mains lol, please consider adding universal outfits (outfits for everyone) and maybe doing something like what i said above about the sharing outfits between original survivors
side note: sunflesh rift recolours: adam , élodie , mikaela and deathslingers outfits are just recolours of other outfit pieces. this is just so lazy, it’s a rift it’s supposed to feel special/unique and only some of the outfits are new (was so happy to see adam and élodie in the rift but as recolours for outfit pieces that i already own, why put that in a rift and not just give it to people who already own those outfits? doesn’t make sense to me, at least élodie and deathslingers are in the free track but adam and mikaelas are in the premium track….
ok thanks for reading
I love the theme of the rift and I think it has a similar quality like the Overgrowth rift. I'm also happy that the cosmetic team managed good hair texture quality (they used to be so bad).
However, I'm disappointed with what they did: Zarina was already featured in the last rift and now again instead of a different survivor? Wraith is also a character that is in so many rifts while Houndmaster or Krasue are not in a single one. Then, instead of three colours, we only get two which is also reduced content for no reason. Trickster, Deathslinger, and Mikaela get so many recolours while other characters like Artist, Houndmaster, Jeff, Gabriel, or Haddie barely or even never get recolours in a rift. Recolours are so easy to do and there could be definitely more in the rift.
Then, there is also the problem that the devs reduced their cosmetic content by a lot. This month, we got Eddie for Huntress and Waterfront Massacre for Vee and Kwon and that's it. Last month was also a disappointment (Anniversary cosmetics and that's it).
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@vol4r said:
I would really love to see some meta shake up.
Some QoL changes like decluttering the bloodwebs.
Some killer changes, perk changes. Some tweaks, some buffs maybe.
Is anything coming?
Correct me if I am wrong but since Krasue PTB we didn't get any meaningful changes… only new content.
The devs mentioned "live gameplay update" in their tweet for their community stream, so maybe tomorrow we will get more infos (stream starts at 1PM ET)
https://x.com/DeadbyDaylight/status/2079974864610263071
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@Doctor_Xenomorph said:
Think about how often this situation happens as Killer:
A survivor gets unhooked. Rather than chasing the freshly unhooked survivor, you immediately switch targets and go after the rescuer—as the game generally encourages you to do.
Instead of running away, however, the recently unhooked survivor deliberately steps in front of you and bodyblocks, using their Endurance to physically prevent you from reaching the rescuer. At that point, you have three realistic choices:
- Ignore the bodyblock and let the rescuer escape.
- Hit or chase the bodyblocking survivor instead.
- Wait for the survivor's endurance to run out and then smack em
In my experience, this scenario happens frequently. More importantly, the survivors willing to make these aggressive bodyblocks are also often the ones running Decisive Strike. As a result, the Killer can be punished for responding to a survivor who intentionally inserted themselves back into the chase.
That creates an awkward gameplay loop. A perk designed to discourage tunneling can end up rewarding survivors for making high-risk, aggressive plays that they otherwise wouldn't be able to make safely.
I don't think the solution is to fundamentally change or heavily nerf Decisive Strike. Its purpose as an anti-tunneling perk is important.
A much simpler adjustment would be to delay the perk's activation. Instead of becoming active immediately after being unhooked, Decisive Strike could activate 20 seconds after the unhook, with its 60-second duration beginning at that point.
This preserves the perk's intended role of protecting survivors from being tunneled shortly after an unhook, while reducing situations where a survivor can immediately bodyblock, force the Killer into hitting them, and still retain full access to Decisive Strike. Choosing to aggressively re-enter the chase would carry meaningful risk, while survivors who simply leave the hook area would receive the same protection the perk was designed to provide.
DS should not work once the user is fully healed, uses Plot Twist, or the killer hooked a different survivor when the other one is already unhooked. That would fix most of the aggressive abuse issue.
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@MechWarrior3 said:
My wallet is ready for some transactions. Momma needs some love over here. Thank you. :p
In their latest post for the community contest, the developers said that you cannot request a cosmetic for Houndmaster, which means we might get more information about the one HM skin that the devs chose for the store.
However, I hope she will get more outfits since she deserves it - I hope she will get something for the upcoming Waterfront Massacre collection since it would fit so well.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/469811/most-perks-need-a-buff
Since it's not lost on me that speaking about this in broader terms can make it tough to pull out specific examples, I'd love to dig into this a little deeper. We want to make sure we're getting feedback to the team about perks folks feel could use a boost, after all.
I'm game to hear any feedback on perks you think could do with a buff, but specifically, have you noticed any perks that were adversely impacted by Diminishing Returns and are lacking utility nowadays?
A few things come to mind:
Mangled and Leverage:
A few patches ago, you changed Leverage to 30% but for 60seconds instead of 50% for 30seconds. That change was actually a huge nerf and ruined the perk - and its respectable anti-healing-build. Two years ago, you made Mangled (and Haemorrhage) time based which killed nearly every perk and addon (and it got worse with the 70seconds hook timer) that apply these status effects. Now, if you use Leverage and the survivor suffers from Mangled, this actually gets weakened by Diminishing Return Feautre.
In my opinion, Mangled and Haemorrhage should be no longer time based since the game has shifted drastically since then. Leverage, on the other hand, should get a number buff - at least back to 50% with the 60seconds duration.
Hindered Perks in general:
Basically every Hindered perk is weak on its own and the Diminishing Return Feautre made them worse:
Hex: Nothing But Misery: requires eight basic-hit before it gets active and then survivors can just cleanse it or just ignore because the effect is so weak. The Hindered percent should be higher and the hex should light up with the first attack.
Hex: Scared to Death: this perk has too many conditions to be good 1) hook three different survivors, can get cleansed, only works when basic breaking a pallet and the survivor is nearby. In my opinion the duration should be a bit higher and the hex perk should activate either after the first pallet break or hook.
Knock Out is also so useless and should have a longer time window than just 6seconds.
Vigil: Vigil needs a nerf since it's a huge issue that one perk makes over 30perks and 70 addons useless or less effective for free.
Haste perks:
Unbound: it should at least go back to its 10% Haste while keeping the same duration. The perk is already limited by 1) getting the hit and 2) vault a window within 30seconds that is worth.
Game Afoot also needs a buff. The perk is already limited in so many ways.
Save the Best for Last:
This perk should go back to its 40% recovery at eight stack but as an exchange does not work within 12meters of a hooked survivor. The perk should also only lose stack when the Obsession loses activatly a health state by an M1 attack. The current version is just awful bad and useless.
Help Wanted
This perk should have a faster recovery than 25% considering the fact its only 60seconds and the whole work you have to put in to get it active.
Dying Light:
Dying Light is for a very long time a weak perk but had a niche alongside Gift of Pain. However, with the Diminishing Return Feautre, this niche is gone. Dying Light is in need of a buff but now even more than ever. A rework is also an option like a Lend a Hand version for killers that increase the charges for a heal by 4 for each time the survivor gets hooked.
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@Mandy said:
It's things that we're looking at, we always try to get as much in each patch as possible…just when its a chapter release then the focus has to be there and that leaves very little (if any) bandwidth for anything else.
Production shedules are so tight on many things given how long some things naturally take, so anything with VFX, animations, programming and then testing. So having any sort of a scale to say that each PTB needs X amount of changes is not possible, a killer update for example is a bit more than tweaks but ultimately doesn't change the power too much and its just not possible with the current bandwidth to get two updates in a patch. And then the larger reworks need to be scheduled in for when there is the extra bandwidth in order to be able to do the work involved.
We'd love to be able to bring you more live design changes, as we are very very aware that we have a big game with plenty of things that need updating and we do try to get the max in each patch. its just unfortunate the reality of how much time is taken up with each individual thing.
But then why not improve your communication with us? You cancelled the midchapter without any announcements and right before you told us that balance changes are now limited to midchapter. Saying that and cancelling the very next midchapter feels like a sucker punch.
It would also be nice if you could tell us what you've learned from the killer survey you did a few months ago or what happened with the rework for Artist's addons (march 2025).
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097721#Comment_4097721
It will be a shame that we will only have a midchapter in October (probably). Balance changes make this game fresh and having nothing but the new killer/surv and their new perks won't be enough to make us attached to the game in the long time.
I feel like the devs try a new direction where they spam event-mode after event-mode - We gonna get Chaos Shuffle and Lights Out in August alongside the Grimore chapter (three new perks for each side), 2v8 in September (at leas three weeks), and then Haunted By Daylight in October. Then comes Terrifier in November and new Mall Map alongside Winter event in December). Spamming new content is an old strategy from the devs that worked for so long and now they do it again. That is also a way to keep the player numbers high.
However, I hope the devs don't forget about the normal dbd. I'm okay with balance changes only in midchapters but then they have to be big and meaningful and not getting cancelled or a big nothing burger.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097680#Comment_4097680
it’s possible that Shane was the mid-Chapter since he released separately from Jason but if that was the case, there should’ve been some balance changes since they aren’t doing that anymore for major content releases for some reason. And if he was a mid chapter, why was there no PTB for him and why were his perks just slapped into the Jason PTB.
Shane was not a midchapter. Usually, the midchapter drops alongside a new rift. The upcoming rift will drop with the third hotfix.
The next PTB might be on August 4th since the Grimore chapter will be released on August 25th.
It's just a big disappointment that the devs decided to balance stuff in midchapters only and then just cancel the very next one. It's been also around six months since we got the killer survey - up until now, no announcement from the devs what their conclusion or decision based on the survey will be. Over a year ago (March 2025) we gave them our feedback about Artist's addons and nothing has happened since then. It would be nice to see an update from them just to know they didn't waste our time.
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@MechWarrior3 said:
This game really needs a fresh shake up. Balances, adjustments, killer updates, etc!
The game has felt a bit stale for a little while now. I really hope BHVR has something planned for all of this. There’s so much that needs attention.
I hate to be right but there is for real no midchapter according to the roadmap. So, the next midchapter might be in six month and even that could not happen.
I really don't like this situation since so many killers and perks are in need of a change but that will only come with a midchapter according to Mandy. The Diminishing Return Feautre is also in the game for nearly six month and while it is a good idea, the devs waste it by not actually changing stuff based on the feature - currently just a feature that limits stuff instead of increasing variety.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097446#Comment_4097446
Yeah I'm hoping the midchapter when we eventually get one has a much more vast and meaningful balance change list, I hope it is the case.
There is no midchapter for real, the roadmap for this month confirmed it and on August 4th, we get the grimore chapter.
This is a huge disappointment since Mandy confirmed that release chapters will no longer have metagame changes, so we have to wait like six more months until we see some changes to killer, perks, and other stuff, if they stay to the statement.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097433#Comment_4097433
there's no plans to extend that far unfortunately.
That's really sad :/
Could you pass the feedback to the team that we miss bloodhunts (and other ones like XP week) and it would be nice to have them more frequently, please. There was a time when we got them monthly but then suddenly you stopped doing them even during events.


