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HolyDarky

HolyDarky

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HolyDarky
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  • @Mandy said:

    There are no plans to have live design changes during new content release - history has shown us that this is more problematic in getting feedback on new content as well as the changes.

    Sorry for coming back to this old topic but is there for real no midchapter this time (next PTB is August with the Grimore chapter)?

    If yes, why?

  • @Mandy said:

    The Bloodhunt is being extended by 24hrs and we should be able to get a fix for that bloodweb issue out later today.

    Can you not extend to the end of the anniversary event? It's our 10th year anniversary event and bloodhunts became so rare.

    What is a contra argument to not extend it by the end of the Black Banquet?

  • @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 feel like we won't get a midchapter this time. The current rift closes in two weeks and usually the midchapter drops alongside the next rift, but there is not enough time for a PTB (usually we have a three weeks gap between PTB and live release). Next Tuseday is also the day for the second hot fix and a third one will also follow. The third one might introduce the new rift as it would make sense to drop it on Tuseday in two weeks.

    The Grimoire Chapter will drop on August 25th, which means the PTB for it is on August 4th.

    I really hope I am wrong about it since so many stuff is in need for a change and Mandy confirmed that only midchapter will bring changes but based on the timeline, it looks a bit rough.

  • @Mandy the whole event is such a mess and that is so sad considering the fact that this is the 10th anniversary event but you make it look like you don't understand neither the community nor a good gameplay loop

    We as a community love event cakes and grind for them but you've increased the price of them last year for no reason and now you lower the price but keep the spawn rate? Who thought it is a good idea to give us less cakes?

    We get four days of Bloodhunt and that's it? Bloodhunt and feast became so rare for over a year and even now - during dbd's biggest event - it's not worth than four days and that only because it's your way to say "sorry"? If anything, we should have the Bloodhunt until the end of the anniversary, especially when you also removed the extra BP from hooking and finishing generators (and removal of party totems). Who or why you thought that this is a good idea?

    The community goal of 1mio trials is just 20k BP and one rift level worth? That is also so sad. If anything, it should be 10mio BP.

    Overall, you became so stinky with BPs even now during our biggest event, which is such a disappointment. We love to grind for that stuff but you do anything to make it miserable

  • Yeah, that event is just so stupid and painful. I cannot understand how the developers cannot make a balanced or at least fun for both sides event after ten years. I was really excited for the event but it's a disappointment in every single way: Less cakes in the bloodweb due to high rarity, less rewards (compared to older events), and a huge amount of stupid abilities for survivors while killers have the boring bottle thing or blight-immunity in the endgame.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094071#Comment_4094071

    I cannot respond to all feedback, I do not have enough time! I do not have any statements or communications at this time, as we have shared information and communications regarding the bloodweb as of last Friday. The continued dissatisfaction is noted however, and something I can take back to the team.

    The main issue here is that we give you the same feedback every year: Last year, we told you that making the cake purple is not good and it should stay brown for a better grind. We've been also telling you for years that event offering for other events (Blood Moon or Mistle toe) should work like Bloody Party Streams - increasing it for all and not only for you.

    It's just gets a bit annoying that we sound like a broken record every year since you ignore the feedback.

  • @SoGo said:

    .…now that the Diminishing Returns are in the game.

    Survivor:

    Leader
    Calm Spirit
    Technician
    Up The Ante
    Wake Up!
    Buckle Up
    Blood Pact
    Desperate Measures
    Counterforce
    Reactive Healing
    Better Than New
    Friendly Competition
    Teamwork: Power of Two
    Deadline
    Road Life
    Teamwork: Full Circuit
    Teamwork: Soft-Spoken
    Hope
    Slippery Meat
    Spine Chill

    Killer:

    Shadowborn
    Thanatophobia
    Dying Light
    Save The Best For Last
    Overcharge
    Monitor & Abuse
    Call Of Brine
    Leverage
    Machine Learning
    Batteries Included
    Unbound
    Dark Arrogance
    All-Shaking Thunder
    Forever Entwined
    Help Wanted
    Rampage
    Hex: Scared To Death
    Hex: Gift of Pain
    Distressing
    Sloppy Butcher

    Desperate Measures is an insane perk that gives ypu faster heals for free, which can help the team out in bad situations really quickly. It doesn't need a buff. It's already strong on it's own.

    Buckle Up is also fine. No one uses it bc the game has easier to (ab)use stuff like WGLF+MFT. That's just a general issue that many survivor perks are so easy to use for how strong they are and therefore, everything that is below A tier or requieres a bit of effort, many players don't wanna use it.

    Hope is also still an insane perk and does not need a buff.

    Wake Up is also fine. Wake Up and Hope have the same effect that they are mostly used in SWF because you know you will make it to the endgame and buffing perks in a way that makes SWFs stronger is just bad. Both perks can get an addition effect that helps SoloQ more.

    Reactive Healing is also a strong perk. Resurgence is just much easier and free to use and therefore Reactive Healing feels weak.

    Slippery Meat and Luck based things (Up the Ant) in general need a rework because it's just unhealthy for a balanced game around hooks. Meanwhile in SoloQ, they getting abused for an easy go next. They are just unhealthy in every single way.

    Calm Spirit just remove the downside. An addition effect could be that whenever a teammate disturbed a crow, you see their aura for 5 seconds. Helpful buff for soloq. I would also wish if Hardened and Calm Spirit become one perk because Hardened on its own is a bit underwhelming but with the Calm Spirit effect on top, it would be much better, especially when also adding the suggested teammate aura reading.

    Spine Chill should also get a SoloQ benefit like whenever a teammate drops a pallet, you see their and they see your aura for the next 8 seconds - helpful to know for you where the chase is and helpful for the chased survivor to know where not to go if possible.

    Road Life needs to be simpler.

    Counterforce is fine. It's actually an underrated perk.

    Batteries included: increase the range around findest generators. You could also make it depending on the amount of hooks, so by default 16meters and for each hook +1meter and +1second. I think that would make the perk more balanced but also more reliable. Otherwise, big maps like Badham or Ormond Resort need to be smaller anyway and then the perk will be automaticly more viable.

    Shadowborn needs a rework bc the whole design is stupid.

    STBFL: Revert the nerf and instead it does not work within 12meters of a hooked survivor.

    Machine Learning needs to be back at 10% haste and last for a bit longer.

    Unbound should also work on pallet breaks. I know Game Afoot does that too but just window vault is too inconsistent considering the whole activation conditions and relying on maps and tile.

    All-Shaking Thunder: I wish it would be token based and you gain one token per hook. It would be much better overall and not stay in competition with Coup de Gras because Coup would be still good due to two stacks and for killers that work in the midgame.

    Forever Entwined; hooking and carrying speed needs a basskit buff and then Forever Entwined would be fine.

    Help Wanted: it should have the addition effect of faster vaulting and breaking action to become a nice M1 booster with a slightly longer duration. Then, it would be fine.

    Monitor and Abuse: back to the meter instead of the percent thing.

    call of brain; back to 200%

    Dark Arrogance: just remove the downside and it would be a fine perk or add the additional effect of doubled increased vault speed for 60seconds after a hook. The perk stays in competition with Bamboozle and the fact that it relies on maps.

    Leverage needs to be 50% again.

    Gift of Pain: there need to be 7 Scourge Hooks by default to make the perk more reliable. Similar to other Scourge Hook perks, especially Floods of Rage, it just sucks when you only get two times value for each survivor but that just gets denied by bad RNG. A perk that requieres a quick down and skill should not be denied by random spawns. Also the slowdown should be buffed to 18% when fully healed and when staying injured a -10% for the next 60seconds, so it´s not completely useless by just staying injured.

    Dying Light needs a rework

    Mangled and Haemorrhage need to be no longer on timer and then Sloppy is fine again.

    Distressing needs a rework anyway. Maybe that within killer's TR and whenever a survivor is hooked, survivors no longer get great skill checks (just normal ones).

    Rampage is just a bad designed perk because once survivors are aware of it, they predrop pallets and stop blinding you, just encourage boring gameplay. On top of it, once the haste kicks in, you either do already well as a killer or it won't help you when you do bad. It needs a rework or something. In my opinion, it should give you a speed boost whenever you break a pallet the second time to be more consistent and worth.

    Hex: Scared to Death: This perk either needs to stay as a hex perk and then increase the range and durtion or remove the hext part and then it is decent with maybe a slightly bigger range. It has too many activition conditions for how unreliable it is. Also, nerf Vigil.

  • @ThatRyanB said:

    Hey folks! Popping in with a clarification that, as has been pointed out in this thread, the current multiplier is an XP boost after consecutive matches. The wording in the inbox message was incorrect and is being updated.

    Could you tell us why Bloodrush/hunt became so rare? We got nothing during the Winter or Blood Moon event which was very sad. There was a time when we've got a Bloodrush/Hunt every month and then suddenly, nothing.

    It would be cool if the Bloodrush/Hunt event would happen more often or - at least - during events.

  • @Mandy said:

    There are no plans to have live design changes during new content release - history has shown us that this is more problematic in getting feedback on new content as well as the changes.

    thank you for the clarifying but I hope that also means midchapters will have more changes than the recent ones. The last one (Darkest Dungeon) was so underwhelming with some little killer tweaks and even when we gave you the feedback that these killers need more, there came nothing besides an additional Doctor buff. We had no big metashift for ages which feels so bad because the current metagame is rather boring and stale due to strong and easy perks dominating it which results in fun and balance perks feels so weak. Same for killers, so many killers feel either weak, clunky, or miserable to play and need some buffs or bigger changes to feel better to play as and against.

  • @Feather said:

    Sprint Burst: Press shift to make m1 killer lose interest of playing this game. Its one of the best perks for survivours, because it easily gives you value. This perk alone makes playing low tier killers absolete, while top tier killers doesnt care about it. My change is slight number tweak that would reduce distance created by it, while still giving headstart in chase.
    Change: Reduce speed duration from 3s to 2s.

    Vigil: Why this perk affects killer powers? Because low tier killers are too good apparently. Change:
    Remove hindered from being affected by this perk. There is no reason for it to exist here. It mostly affects Freddy and Clown.









    they should either revert Vigil back to its original numbers or turn it into a boon perk. There is no reason that one perk can counter 30perks, over 70 addons, makes already strong perks even stronger (SB and STB for example, but also weaken two killer powers for free.

  • @MechWarrior3 said:

    I saw a video online about this not sure if it was real.

    If it is, I am really sad to see The Houndmaster did not get an outfit. 😭


    I really hope I am just wrong.

    It is true - Houndmaster gets nothing for the collection :(. The developers posted a little cosmetic roadmap on the patch release. Taurie and Vee will get new cosmetics from the cats and dogs collection.

    3771.jpg
  • @ThatRyanB said:

    One thing I want to make sure is clear about diminishing returns is that we're not looking at this as a one-and-done change. We're looking at diminishing returns as an ongoing process. This is why it's not being paired with wider perk changes, as I've seen some folks request. When making a broader systems change like this, it's often important to limit the number of simultaneous, linked changes so you can better monitor and understand the impact of the bigger-picture change. Then, equipped with that knowledge, it can help inform whether more granular changes (i.e. perk adjustments) are needed.

    We're actively monitoring feedback, so please, play around with diminishing returns and continue to stretch and prod at it. If there are specific things that are causing friction (i.e. perks that feel particularly impacted by this change), let us know and we'll bring it back to the team.

    The issue is that you are also ignoring perks that are not affected by the DR system but need a nerf/change ages ago; Resurgence, Shoulder the Burden, Sprint Burst, Lithe, DH, Vigil, Deliverance, fat toolboxes, and other perks are either unhealthy or way too strong for how they are but the DR system cannot balance them, they need a direct balance update.

  • @DNet89 said:

    Current Vigil

    https://us.v-cdn.net/6030815/uploads/ZOEXBQ6B1S56/screenshot-20260422-110623-454.png

    I have two proposed changes

    Option 1: Vigil no longer lets you recover from Exhaustion faster.

    Option 2: Vigil now works on ALL Status Effects which will now include Haste, Endurance and Incapacitated. A 3 second Sprint Burts will now only last (3÷1.66=1.807) and Off the Hook Endurance will now only be (15÷1.66=9.036)

    Both of your suggestions would miss the mark: even without the exhaustion recovery, it would still weak but also a lot of perks, addons, and other stuff. Nerfing haste and endurance as a downside is also rather unhealthy or would do nothing - e.g. some exhaustion perks like SB or Lithe need its own nerf and not an indirectly nerf. But most importantly, it would make tunnelling easier due to less endurance by your own perk which is a bit awkward. Thus, the endurance timer after unhook needs to be back to 10 seconds anyway.

    However, the perk needs a nerf since it counters 30 perks, over 70 addons, and weakens Clown's as well as Freddy' powers while making already strong perks in exhaustion perks as well as Shoulder the Burden stronger - all that for free. On top of it, it gives teammates a temporary fifth perk. That is just unhealthy.

    In my opinion there are two options:

    1. Turn Vigil into a boon perk and keep all the positives. Still strong but no longer free and unlimited for how strong it is.
    2. Revert it back to its stats before the buff. The old version was fine considering the fact you got it for free.

    In both cases, the perk should not reduce the power of Clown and Freddy or any other killer and it's insane that this hasn't been fixed for almost a year when the devs always try to not make a perk work with killer power (e.g. Unbound got a fix to not work with Legion's or Wesker's vault ability).

  • @Mandy said:

    There's no plans to change any perks at the release of Diminishing Returns, we will be doing a lot of assessing before we make changes as we fully expect things to need adjusting when the feature is live.

    Does that mean we will see no perk changes next patch? It's been months since we had a bigger change to perks and the current metagame is just full of problematic perks such as Shoulder the Burden, Resurgence, Vigil, many exhaustion perks, or ft toolboxes with Hyperfocus + Stake Out or Built To Last. All of these perks are not affected by the upcoming Diminishing Return feature.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072395#Comment_4072395

    which is exactly what the PTB is - we adjust based on the feedback. As you've said we've not gone through with something when it's overwhelmingly negative, or when we can see in live play it's different that it was perceived to be.

    For this PTB we're heavily focusing on the Diminishing Returns, looking for issues etc that didn't come up in our playtesting as it's very different when you have thousands of people playtesting something, rather than just designers or consultants. As well as the Blight changes.

    The number tweaks to the killers admittedly don't need much testing, they were never meant to be massive changes as we didn't have the bandwidth to do programming changes just what Designers could change themselves safely without issues. They could have just been pushed live when we release this chapter but they have to be in the PTB build.

    Question about the last part: Does that mean some changes won't be possible despite a big community feedback for the live release? For example, Dredge's basekit cooldown needs a buff (from 10 seconds to at least 7 seconds) or Unknown needs a cooldown reduction on his tteleport. These changes are not in the ptb but highly needed.

    Also what happened to the killer survey you did a while ago? We had two patches without any qol changes and this ptb is also very poor when it comes to QoL changes for killers in need

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070280#Comment_4070280

    The Fast Track that's in the PTB is not going to be the one that goes Live….we're making adjustments from PTB (that we already have planned) so I wouldn't say nerf for the final version but more of a sidegrade.

    So, the Fast Track version in tomorrows PTB is already "out-dated" because you will do some adjustments anyway. But you will let us know which adjustments you want to do and how your "final version" of Fast Track will look like before it hits the live servers, right?

  • @Balrog said:

    Please leave feedback for 9.5.0's new map, Trickster's Delusion, here. Thank you!

    After some matches with different killers and survivors on this map, here is my feedback. I will use this layout to explain my thoughts better and you know what I mean:

    grafik.png

    First of all, the god-window in the CD-Store has to go because it is way too strong, especially when you use the pallet near the Storage Sinks. I can be used by every survivor three times per chase, which makes these chases too difficult for nearly every killer. Then, the window between Luggage and Noodle eatery is also problematic, especially when you get the god pallet. No matter in which direction the killer chases you, you can get the fast vault and keep the chase up. The best solution would be to move the door from the Noodle eaters more to the Luggage, so the wall becomes shorter and the windows therefore weaker. Instead of that window, you can get the window in the Storage Fruit house, which can also be rather boring for killers since it also connects well to the god pallet and be used for long loops but survivors can also use it to make it to the edge map of the low street, which is a huge time waste for the killers. The Low Street area is a great spot for survivors to go down because there are no generators and it takes forever to move away from there. In my option the Storage Fruit-window should get a nerf by putting the door closer to the window and the Laundry and Storage Spotlights house should be removed/close, so survivors cannot die in that corner. Yes, according to the layout, the map is not that big (32 tiles without edges) but all of these buildings, fences, and other stuff, it is much bigger gameplay-wise because you can never walk in a straight line and that makes the map so big gameplay-wise. Removing that area would also fix the Storage Fruit window that is also kinda strong.

    Next, the map has four possible god-pallet spawns and you will always have two of them: These possible god-pallets need to go because they are so boring to face. The best pallets are the ones where both sides have to play around but god-pallets are just a huge time waste and unfair.

    Also, the long wall between Market and Convenience store Fruit needs either to be smaller or a door because this wall is also very strong - similar to the long fences on Badham. You can hear a survivor behind that wall it will take you forever to catch-up on that.

    Another issue of this map is the hold W issue; Survivors can hold W forever and the killer has nearly no options to somehow corner the survivor or to decide in which direction the survivor is forced to go. The mainbuilding is a huge problem for that because you can pre-run killers around the mainbuilding (edge map) and it will take forever to catch-up. Since the inside is very open, survivors can also hold distance well or will see you and there is no mindgame possible- just catch-up (similar to RPD mainroom where you just catch-up when the survivors uses the stairs as distance holders). A would become a bit less hold W-like when nerfing the god/strong windows as well as the god-pallets and closing the Laundry and Storage Spotlights house while also shorten the Market wall or put a door in it.

    Then, for survivors: The exit gates are really bad and killers, especially the ones with decent mobility, can defend the exit gates pretty well and once you are in a 2v1 situation, it will be so brutal. In my opinion, the top exit gate should be moved to behind the TV's and drums house, so the killer has a more difficult time checking exit gates.

    Another issue is that around the Market, you will often have a nasty three-gen that is easy to defend due to the open area. Sure, we have the anti-three-gen-feature but nevertheless, playing around this in SoloQ is unfair, especially when it's a mobility or range killer because then you cannot even loop - this needs a fix. Otherwise, the Market is fine, having short loops is not a huge problem considering the fact that the map has so many line-of-slight-blockers - you also have the shack.

    TL:TR

    • Remove/weaken the god pallets and especially the god-windows because they are too strong for the average killers
    • The map is gameplay-wise much bigger due to the many houses and you cannot go straight from A to B. The Low Street needs to be smaller, so it feels less big and awful for killers to be there.
    • The three-gen-issue around the Market needs a tweak
    • the exit gates need a better spawn, so it's a bit more difficult for killers to defend them.
  • @Balrog said:

    Please leave feedback for 9.5.0's aura updates here. Thank you!

    Is it possible to implement a feature that priorities an aura-read? Currently (for example) if you have survivor-aura blue and gen-aura read, the survivor-aura can still be hidden the gen-aura which is often annoying despite the different colors. It would be cool if we could priorities specific auras - for example, if that blue-survivor is behind the gen, their aura is "infront" of the generator.

    Otherwise, the aura-colors are a bit too pale and need to be darker. Yesterday, I've had a match with Hex: Hive Mind and it was very difficult to tell the gen-progress due to the pale colors. Before this update, I've never that this problem to tell the amount of progress based on the color intensity.

  • @ThatRyanB said:

    This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.

    All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!

    Up to this date, I cannot understand why you often act like this. In a different topic about Ghoul, Mandy said that Ghoul is fine because the stats are fine. But if you play at least 10 games against Ghoul, your experience will tell you that Ghoul is not fine. Same goes for Fast Track: This perk punishes the killer the most when they are spreading hooks but the least when slugging or tunnelling. A few months ago, you tried to reduce tunnelling and slugging but now you introduce a new perk on top of Resurgence, Deliverance, or Wicked that encourage the killer to slug and tunnel because that's the best way to outplay these perks. Your gameplay experience should tell you that a perk hurts the killer the most when spreading hooks is noth healthy - calling out something is healthy or not, is something that stats cannot call out. Another example are your "SoloQ vs SWF" stats. You use them to pretent that both are fine but in reality there is a big difference if a SWF loses a match due to joking or SoloQ loses due to missing information of perks or general lack of team-info. Again, if you would use your gameplay experience more, you would notice these differences and maybe change stuff instead of saying "no action needed because stats are fine".

    You also often say that you keep an eye on "hot topic" things but Vigil, Resurgence, Deliverance, commodious toolboxes, Blight, Ghoul, and Nurse haven't changed yet despite being not fine gameplay experience-wise - proably because of fine stats but - again - the experience is a different one and that is something you should focus on, especially when you would take more feedback from your consultent program or your old Fog Whisperer.

  • @ThatRyanB said:

    One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

    The main issue is not Trickster being 4.4, it's the maps that makes 4.4 killer miserable: Ormond Resort and both Yamaoka maps are very large and a killer with no good mobility just struggles on these maps because it takes them forever to make it from A to B or they even have to give up a chase when survivors ran to the other side of the map. Then, we have insane strong maps like Garden of Joy, Disturbed Ward, or Badham where loops or mains buildings are insanely strong and 4.4 really hurts because it takes to either get the hit or pallet - or in case of Badham to reach the survivor because sometimes you get insanely long fences where the survivor can loop you for a while and there is nothing you can do. Next, maps such as the new one, Midwich, or RPD are just great holding W maps and that's already great for survivors to waste a lot of killer time for free.

    So, 4.4 Trickster himself is fine because it enables a better power balancing, the main issue are unbalanced maps where also many other killers just straight up strggle.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064585#Comment_4064585

    I'm betting on data inconclusive and they didn't see a huge spike in wins. But just wait until people find out.

    I mean has BHVR EVER changed a loop unless it shows extreme imbalance? Just us claiming imbalance isn't enough.
    They also need to be able to see it.

    True. It also took them a while to remove the strong window from the Forgotton Ruin map despite PTB feedback and even longer to remove the godwindows from Mother's Dwelling and Father Campbell's Chapel map but even now we still have godwindows like the one on Shelter Woods.

    It's just sad to see that the devs still don't learn their lession that they should not implement these windows because they are just problematic.

  • @Emeal said:

    All I want to know is if you removed that godloop window that you guys placed in the building next to shack.

    EDIT: Update…

    https://us.v-cdn.net/6030815/uploads/2JB0RC4IBKAV/image.png

    Its over guys, we are cooked!

    @ThatRyanB can you tell us something about this? This window is basically an infinite loop and basically every killer just struggles against it. We've told you during the PTB that this window is an issue, so why did you not changed it?

  • @Mandy said:

    Its a bit of a mix of things….one is that the killer is not overly strong data wise, so its identifying the areas that players have most concerns with (talking about playing against the killer), and making adjustments without weakening the killer overall - as he's not in a particular place where he needs a nerf. He's a little bit stronger at higher MMR but not much, very much middle of the pack (or close to it), so it's also about assessing priorities and bandwidth as to what needs to be adjusted and where.

    For me, Ghoul should get what Trickster got; Trickster has actually a good skill ceiling but it was never needed because the amount of knives and how easy it is to trigger main event always overshadowed the skill ceiling. The PTB version now requires the skill ceiling and rewards you for being skilled with him. This change was also not a nerf but a slightly buff.

    I wish you could do the same with Ghoul: Ghoul actually has a skill ceiling but that is overshadowed by the fact that you already put them in Deep Wound for free (no work for free injuries), pallet and window vaulting is also free, and catching up is also free. You can make him even easier by using the Centerpide and mask addon. Everything about that feels so wrong and is the reason why people just dislike Ghoul.

    Sure, giving Ghoul the same treatment like Trickster would make him more difficult for beginners but overall fairer and enjoyable for both sides (survivors and long time Ghoul players).

    On a different note, I don't understand why you are okay that a killer like Ghoul that has so much free and easy stuff and a killer like Artist or Unknown that require high skill ceiling in every single way and have easy counterplay, can exist in the same game? And don't forget, you wanted to nerf Artist addon-wise! Sure, probably on your date sheet, they all do well but gameplay-wise, it is not fair and balanced. Killers should be balanced around their skill ceiling and not around stats, especially in a game where you cannot tell if the stats are good because the killer is good or the survivors refuse to play.

  • @MechWarrior3 said:

    I was lowkey hoping a few other killers would have gotten some QOL/Updates to them in this mid chapter like we have done previously in other mid-chapters.

    I feel like we are just getting further and further behind on these updates/reworks.

    Same. I was already disappointed when the Stranger Things 2 update (a combination of two updates) provided nothing besides new content.

    The Trickster update as well as buffed Crowd Control and Pop are welcome but still, so many killers and perks need an update.

    I guess, the developers like to buff/update/rework/nerf things in one big update: for example, we were begging for two years to get Knight's Map of the Realm basekit. They did it two years later with the big update. We were also begging for Twin's Toy Sword become basekit. When did it happen? Two years later with the big rework. I also think that the rework of Houndmaster's addon will happen when they do a bigger update on her :/

    I can understand why but it is also miserable because it means little quick number tweaks (e.g make Dredge's basekit cooldown 7 instead of 10seconds) takes more than a year instead of "could happen with this update"/"tomorrow".

    Another problem I have is that Worldbreaker mode paused when Vecna carries a survivor which is a great feature but Dredge, Plague, and even Trickster don't have it even though it would be a quick change to bring these "powermode" killers more in line.

  • @ThatRyanB @Mandy did you increased the pallet density with the latest hotfix? There are more pallet on different maps that enables insane chaning. Here is a video to see what I mean.

  • @ThatRyanB said:

    This is definitely something I can make sure is shared with the team, feedback-wise. Either way, we'll be keeping an eye on how it performs in-game.

    @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055105#Comment_4055105

    exactly right - so this is a bug fix. Whilst we can pass the feedback to the design team IF anything is changed it would need to be done as a change - with design intention and reasoning, not a bug fix.

    Could you also discuss if you really need to fix the synergy between Turn Back the Clock and Wraith's addon?

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053902#Comment_4053902

    Very grateful it was a percentage change only and doesn't drain the team's resources. 😍

    In some way it feels a bit weird that we are begging for years to make Survivor's breathing and grunts of pain sounds equally so there is no disadvantage when playing Jeff or advantage when playing Ace. Changing stuff like this is also pretty easy and fast. We're also begging for years to mute hook screams as an option. Sure, this is a bit more but like I said, we are telling you this for years. Now, giving Stevegull (that causes overstimulating for some people which is not very nice) a special Easter egg and even making a big deal of it with an official post, that has priority and can be done in no time, that feels so weird for some people.

    Don't get me wrong, in the end you're just a mod and not a dev that made the decision, so I don't wanna blame you but maybe you could give this feedback to the devs how the pov of some other players is when they see a post like that and that there is more important stuff than pushing an overstimulating "feature" instead of other stuff we wanna rather see

  • @NotJared said:

    In today's patch notes, Worldbreaker is now paused during phase 2 during pickups.

    I understand that this may be the original design intent, but considering that one of the most-cited complaints about The First is that Worldbreaker lasts too long, I'm not confident this change was necessary?

    Worldbreaker is almost constantly active, which makes the clocks feel like a futile busywork mechanic from the Survivor side.

    Especially considering that there's already a pretty sizeable chunk of guaranteed Worldbreaker time that the Survivors cannot reduce with the clocks, extending this duration even further feels unnecessary.

    Unless it's going to be shortened in duration in a future balance patch, which in that case it would make sense.

    Does anyone have any thoughts on this, in any way?

    I feel like the idea is a good one because it does not punish the killer for hooking a survivor (the whole progress can take 10 - 15 seconds away from your power). So, the feature should stay and other killers like Dredge, who have to work much harder for their power mode, should also get this (or a similar) feature.

    However, Henry is a very strong killer and I think it might be better to tweak the default numbers instead of removing a good feature other killers can benefit from: Phase One duration is 60 seconds for each survivor still alive while the second phase is always 60 seconds. Maybe change it to 70 seconds for phase one for each survivor and 40 seconds in phase two (numbers are just an example). With this change, the survivor counterplay feels more rewarding while the Vecna player still has a good amount of time of power but it's more in line with how easy or difficult it is to get/how strong it is and they don't get punished for hooking a survivor.

    @sizzlingmario4 said:

    I agree. Unless they plan on making Worldbreaker shorter in the future, this change should be walked back. Henry is already extremely strong as he was and Worldbreaker is already active quite often (and arguably maybe a little too often).

    I realize that it's listed as a bugfix and was probably intended from the beginning, but it really is not necessary at all.

    Yes, it was an intended feature but bugged on the ptb.

  • @TripleStryke said:

    Leverage didn't need the compensation nerf when its duration was buffed, that's pretty much it. I want a good anti-heal perk to match some healing options on the survivor end and I feel like Leverage is a pretty healthy perk

    Agree. Jagged Compass, Gift of Pain, PainRes, and Leverage was such a unique build that was also healthy (you don't camp, slug, or tunnel) but with the Leverage nerf, the build became rather weak since the quicker heal is noticeable and having a survivor that heals -30% slower for like 40 seconds is also rather useless. The first 30 seconds really matter. Leverage was also a decent perk on its own but now rather useless.

    I don't understand why the devs needed to nerf this perk in such a way.

    @XDgamer018 said:

    tbh mangled and hemorhage should just be "until healed"

    Also agree. Basically every Mangled and Haemorrhage addon became useless because by the time you pick up, carry, and hook the survivor and they get unhooked, the effects are over and the heal is quick, especially with strong perks like Resurgence that reward the survivor for getting hooked. Otherwise, survivors have so much strong healing stuff. Back then when they nerfed it, it was kinda understandable but I wish they rather had nerfed/changed the numbers instead of this awful time based change.

  • @MechWarrior3 said:

    It’s been over a year and we still have to deal with this. BHVR pleaseeeee.

    https://www.tiktok.com/t/ZThhtoFsr/

    Have you or anyone else noticed more frame-slowdown-bugs with Houndmaster? Since this update I got the slowdown bug three times and it feels so awful. It could be really unlucky but I play HM quite often and never had this bug so common in such a short time.

  • @Janick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049503#Comment_4049503

    I can probably answer that, as I’m very familiar with this Killer. 

    We’ve released three fixes, as noted in the patch notes. We believe these changes will directly impact the Killer’s efficiency, as the issues addressed were giving an unintended advantage.

    Based on the new data and feedback we gather following these fixes, we’ll be evaluating a balance pass. I can’t give a specific timeline yet, but it is planned. Hope that helps, thanks!

    May I ask if you could answer the following questions (or maybe @ThatRyanB could answer them):

    Vecna has a built-in anti-camp-feature similar to Artist and Dredge (using their power nearby to hook, does either not work or punishes them). Are there any plans to add this feature for Dracula's Hellfire, Pyramid Head's Punishment of the Damned, or Billy's and Bubba's chainsaw? It feels really inconsistent and awful. In addition, it would also be cool if the feature would not trigger/end when the survivor is dead. Currently, the feature ends when the Dying animation is over.

    During the PTB, a lot of people thought the line of sight requirement for Turn Back The Clock ruins the perk idea and limits it in an awful way, why did you not changed it and removed the requirement? The perk is difficult to use on indoor maps but also on other maps since some gens spawn behind walls or inside building.

  • @MechWarrior3 said:

    It’s been over a year and we still have to deal with this. BHVR pleaseeeee.

    https://www.tiktok.com/t/ZThhtoFsr/

    I love Houndmaster so much - she is in my top 5 killers to play because she has an insane high skill ceiling and you can pull off so many crazy snipes with her but her bugs; sometimes, they drive me crazy - there is still a delay where the dog takes 0.5 seconds before he comes out, sometimes you just cannot use your power, sometimes the path just lies to you and dog does not what the path showed, sometimes killer instinct is bugged, or sometimes the redirect gets canceled for no reasons.

    I'm happy that the devs fixed some bugs last year and she now got some love in terms of cosmetic, but I wish the devs would finally fix her bugs to put her in a spot where she is more reliable and consistent to play. She is a fun and strong killer to play when she works.

  • @SoGo said:

    Now, I hate this perk with a passion.

    But, if I wanted to change it, I would do this change, extend the stun to 5 seconds, maybe slightly buff the range, and most importantly, change the trigger condition to being on death hook instead of lingering around the TR.

    There are a few problems with this:

    • Another perk that increases the gab between great mobility killers and non mobility killers
    • Encouraging survivors to either abuse basekit bt or anti tunnel perks even more aggressively or encouraging to throw the match in SoloQ
    • Lastly, it would turn this perk into one that punishes the killer for hooking survivors. Yes, staying inside the killer's tr is lowkey requirement but still has a different feeling than "I hook survivors and get punished for it". We are already going in a direction where hooking becomes more and more punishing for the killers (70 seconds hook-timer, Resurgence, DH and abusing basekit endurance as well as OTR and DS). We need to move away from this which also includes a reducing for tunnelling.

    @topic

    the perk is fine as it is. It requieres a good skill ceiling to get the stun right and if you managed to get it, you get a huge reward. The perk is balanced around effort and reward.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/7KNZTTPSU2UG/932-patchnotes-forum.png

    Important

    • The Breakdown and Wicked perks have been re-enabled.

    https://us.v-cdn.net/6030815/uploads/BZFJCJAX119F/bar-red-2.png

    Content

    Killer Updates

    The Skull Merchant

    • Increased the Undetectable duration to 8 seconds (was 6).
    • Decoupled the Undetectable status effect from Deploying a Drone.
      • Gain Undetectable when Recalling a Drone instead.

    https://us.v-cdn.net/6030815/uploads/JMDN1WX55TJL/bar-white.png

    Survivor Perk Updates

    • Breakdown:
      • Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for 4/5/6 seconds. A hook broken by this perk takes 180 seconds to respawn (Reverted to this version).
    • Wicked:
      • Your self-unhook attempts in the basement always succeed.
      • When you are unhooked or unhook yourself, you see the Killer's aura for 16/18/20 seconds (Reverted to this version).

    https://us.v-cdn.net/6030815/uploads/VE3D1ASYZ42S/bar-white.png

    Archives and Events

    • The "Bone Chill" event returns Tuesday, December 9th at 11:00 AM Eastern.

    https://us.v-cdn.net/6030815/uploads/X8O5NC1CF2HM/bar-white.png

    Environment / Maps

    Pallet Density Changes

    • Evaluated and adjusted pallet loops on Autohaven Wreckers, Backwater Swamp, Crotus Prenn Asylum, The MacMillan Estate, Ormond, Red Forest, and Yamaoka Estate. These changes include:
      • Adjusted the length of loops that were too short and unsafe.
      • Prevented pallets from spawning against certain small objects, creating short and awkward loops.
      • Reviewed pallet randomization on certain tiles to provide more spawn variation.

    Dev note: We've done another pass on pallet tiles and loops in order to find a middle ground between the last two updates. We will be closely monitoring the impact of these changes as we collect data and continue to adjust to find a sweet spot that feels great for both roles!

    https://us.v-cdn.net/6030815/uploads/GKL9QZPTUCUI/bar-red-2.png

    Bug Fixes

    Audio

    • Fixed an issue where The Deathslinger's power emitted static SFX from the Survivor POV.
    • Fixed an issue where the chainsaw SFX of The Cannibal could be heard globally throughout the map.
    • Fixed an issue where a sound alert played when The Knight's Guard Summon path creation reached 75% instead of 85%.
    • Fixed an issue where Vittorio Toscano's "Geralt of Rivia" outfit's chase start voiceover could be triggered at the same time as The Animatronic performed an axe grab.
    • Fixed an issue where The Unknown's voiceover layers were desynchronized.
    • Fixed an issue where entering and exiting the game credits replaced the Killer or Survivor music.
    • Fixed an issue where players emitted no sounds after quitting a Trail through the Match Details menu.

    Characters

    • Fixed an issue where multiple characters had bright white hair when standing close to some light sources.
    • Fixed an issue where some Survivors' animations did not play correctly when infected by The Plague's Vile Purge.
    • Fixed an issue where The Deathslinger wouldn't display a rifle aiming animation from the Survivor POV.
    • Fixed an issue where Trevor Belmont's "Richter Belmont" Legendary outfit would not play its idle animation properly.
    • Fixed an issue where The Animatronic would not smile when getting ready to throw an axe.
    • Fixed an issue where The Animatronic's axe was briefly misaligned when hitting an unhooked Survivor.
    • Fixed an issue where the Security Camera HUD could appear when another player used a Security Camera when playing against The Animatronic.
    • Fixed an issue where The Animatronic's axe could trigger multiple score events when it passed near a Survivor.
    • Fixed an issue where The Animatronic's Reclaim Axe action became available too quickly when the axe was embedded in a Survivor.
    • Fixed an issue where The Animatronic could not hook a Survivor after grabbing them at the Exit Gate.
    • Fixed an issue where Jane Romero's "Home at Last" outfit did not have physics.
    • Fixed an issue where the sleeve of The Doctor’s "Fire Moon Doctor" outfit would stretch at the end of the Static Blast animation.
    • Fixed an issue where Nea Karlsson's tank top would warp while interacting with objects.
    • Fixed an issue where The Houndmaster's dog could get stuck after being sent to vault a window or pallet.
    • Fixed an issue where The Houndmaster's dog had a weaker pull when grabbing onto a Survivor if their game was running at a lower FPS.
    • Fixed an issue where the Survivor's animation would break when being pulled by The Houndmaster's dog.
    • Fixed an issue where The Dark Lord had two capes during his Mori preview.
    • Fixed an issue where The Knight could fall out of world when being stunned by a pallet immediately after summoning a Guard.
    • Fixed an issue where The Knight's Guards would not display their generator break animation when the Entity spikes start appearing.
    • Fixed an issue where Entity spikes were missing on the fourth generator break when using The Knight's Guards to damage a generator.
    • Fixed an issue where there was input delay when The Knight ordered a Guard to destroy a nearby wall or pallet.
    • Fixed an issue where Survivor could become invisible to spectators in Custom Game when switching the view to a Survivor while The Knight was ending a patrol path.
    • Fixed an issue where Victor was invisible during The Twins' Mori when Victor's return was on cooldown.
    • Fixed an issue where The Skull Merchant's Adaptive Lighting add-on did not increase the Undetectable status effect.
    • Fixed an issue where The Huntress could hit two Survivors at once with a hatchet.
    • Fixed an issue where Survivors were not revealed by Killer Instinct during The Legion's Feral Frenzy when in a transferred Terror Radius.
    • Fixed an issue where The Spirit's hands took up more space on-screen when the FOV setting was at 87.

    Environment / Maps

    • Fixed an issue in the Forgotten Ruins map where The Nurse could Blink out of bounds near the astronomy room.
    • Fixed an issue in the Ironworks Of Misery map where characters couldn't navigate between a wooden spool and rock.
    • Fixed an issue in the Coal Tower map where the Nurse could Blink onto the ledge of the building and navigate through collisions.
    • Fixed an issue in The MacMillan Estate Realm where a generator could not be interacted with on one side.
    • Fixed an issue in the Dead Dawg Saloon map where The Ghoul would incorrectly bounce off certain objects.
    • Fixed an issue in The MacMillan Estate Realm where a character could spawn inside a rock.
    • Fixed an issue in the Gas Heaven map where purple placeholder objects were visible during Moris.
    • Fixed an issue in the Midwich Elementary School map where the Survivor's camera would become misaligned after being hit by one of The Knight's Guards in the courtyard.
    • Fixed an issue in the Mount Ormond Resort map where The Knight's camera could be misplaced when summoning a Guard on the chalet stairs.
    • Fixed an issue in the Toba Landing map where a collision with a small tree would interrupt The Hillbilly's Chainsaw Sprint.
    • Fixed an issue in the Dead Dawg Saloon map where Survivors could not vault off a balcony.
    • Fixed an issue in the Mount Ormond Resort map where a placeholder tile would appear.
    • Fixed an issue in the Garden of Joy map where The Knight's Guards could not navigate properly around a door of the shack.
    • Fixed an issue in the Family Residence map where players could land on top of certain objects.
    • Fixed an issue in the Garden of Joy map where the salt circle would not appear in the basement when using an Invocation perk.
    • Fixed an issue in the Nostromo Wreckage map where Survivors' bodies would clip out of a locker when entering.
    • Fixed an issue in the Yamaoka Estate Realm where The Twins' Victor could navigate under the small shrine structure.
    • Fixed an issue in The Underground Complex map where only one Dream Pallet would appear for The Nightmare.
    • Fixed an issue in the Azarov's Resting Place map where generator flood lights clipped through a building roof.
    • Fixed an issue in the Greenville Square map where Survivors could get stuck next to a hook in the theater.
    • Fixed an issue in the Grim Pantry map where collision on a wall was missing.
    • Fixed an issue in the Azarov's Resting Place map where a generator could not be kicked on one side.

    Perks

    • Fixed an issue where there could be multiple Obsessions in a Trial when using perks that change the Obsession.

    Platforms

    • Fixed an issue where players on the same platform couldn't add each other as friends.
    • Fixed an issue on PlayStation 5 where DualSense vibration was missing when haptic feedback was turned on.
    • Fixed an issue on Xbox where the game could soft lock when trying to start the Survivor Tutorial before installation has fully completed.
    • Fixed an issue on Xbox where the user would not be added to a session when joining or accepting a game invite while the game was in a suspended state.

    Quests

    • Fixed an issue where unlocking chest challenges wouldn't progress when using a Key item.
    • Fixed an issue where the dates shown on quests would be displayed incorrectly.
    • Fixed an issue where healing quests earned progress from recovery while in the Dying State.

    UI

    • Fixed an issue where The Animatronic's axe icon was missing when a Survivor had the axe embedded in them.
    • Fixed an issue where the healing icon stopped progressing when healing a Survivor from the Dying State.

    Miscellaneous

    • Fixed an issue where Flashbangs and Firecrackers did not blind players when used too close to an object.
    • Fixed an issue where the AFK Crows would not dissolve properly when disappearing.

    @ThatRyanB @Mandy since sound changes are never mentioned in the patch notes and it is always an up and down with them, I just wanna let you know that this patch made sounds much better and the fov issue where increasing the fov, sounds become more awkward is now much better - still distracted on max fov but much better then before patch. There are still some other sounds issues like Lara being much quieter than intended or footsteps are a bit messy but breathing sounds are really good now.

    Please, let the team that made it, know that they did a good job and I hope the next patch won't ruin it since you're on such a good way sound-wise.

  • @ThatRyanB in the recent 9.3.0 patch, you fixed an issue with Artist where the flight patch of the Crows won't stop when the crow is placed on a dropped pallet. To fix this issue, you increased the height of placed crow a little bit. Now, we have the issue that placed Crows sometimes go up/go over obstacles and then fly way too high.

    I really don't know if this is intended or a bug, so I ask you here and maybe you could tell me more about it or give this feedback to the team because this change messes really hard with basically anything.

  • @Ragna_Rock said:

    Please add theatre mode (rewatch past matches) its been 9 years and nearly every PVP game has this I feel like its about time this gets added so people can rewatch to learn from mistakes and it would make finding out cheaters much easier as well.

    If I remember correctly, in one of their AMAs on reddit, the devs said a replay feature is not possible because you have to have that feature programmed into the game from the very beginning and you just can't add it afterwards.

    Thus, I would more than appreciate if they could somehow add a replay tool to the game for the reasons you already said.

  • @THEProblemsolver said:

    During the past forever amount of time I've been playing DBD i always spend my shards before i ever get a legendary or visceral skin because it is so boring to hold on to shards above 10k and i just spend it on a cool looking skin instead of the houndmaster skin hat has a custom power that i wish only to find out when buying pls no spoilers, but is the custom power worth it

    Houndmaster is one of my five mains and I can tell you that the skin is not worth the money and especially not the Iridescent Shards. It has a different dog and some other tiny different things but it is not worth the rarity/price compared to other skins. You should not spend your Iridescent Shards on this skin. Instead, use it to unlock a character or a perk from the shrine, or for a skin that is worth the rarity. Also don't pay real money for that skin - at least not the full price.

    In the end, it is up to you (your shards, your decision) but as someone who loves Houndmaster, I have to say that the cosmetic team did a very, very, very bad job with the skin and price.

  • @MyersPiggy said:

    I got the mail yesterday but when i try to enter the code, it gives me the message the code has been already claimed (which is impossible for me since i wasn't home yesterday)

    You should send BHVR a ticket. Take a screenshot where it shows that the code is already used and a screenshot that shows your badges with the missing one as a proof there is something wrong.

  • @Skeleton23 said:

    Ive encounter 3 survivor matches that the Killer and the Gens made Zero sound. Is there anyone who encounter this. It seems to be only on survivor ive noticed.

    It's a bug that happens on both sides. You will just hear the environment sounds and that's it. To fix the bug, you need to tap in "Match Details" and then tap out of it. This will fix that bug.

  • The gen kick limit is fine. After nearly three years, I've had maybe five matches where I hit the eight times on one generator. It is one of the few features that helped the game in a positive way.

    However, the only change is needed is to tweak Eruption in a way that it only triggers one regression event instead of two. Otherwise, the system is good and fair. You can still fall back to a 3-gen-strategy that can lead into missplays on the survivor side (yes, it's still possible and works) but you can no longer hold the game hostage by holding the 3-gen forever.

  • @KingOfDoom55 said:

    Her power allows her to infect any and every interactable object aside from her fountains and infects survivors and lasts a long time

    The only way to prevent full infect is use the fountains which gives your location away and gives the killer a op m2 which, if angled correctly, can go up to 20-30 meters I believe and able to swiped left to right extremely fast to almost always guarantee hit, and in rare instances, she can 2 tap someone to down them with the same vile stream if their at full health, combine this with gen lock down, and it makes it impossible to escape, all matches I have had with her always ends up with a 3 or 4ks

    And the only way to not get full infection to not run, do gens, or totems (not sure sure chests) in order to not get fully infected, but not only that, when she hooks someone, she can infect them if they aren't already but it also KEEPS THEIR CURRENT SICKNESS PROGRESS and it injuries and permanently causes the broken affect until its gotten rid of, and it's not fun to be damned if you and damned if you don't,

    People complained about day 1 wesker being op with 8% hindered with hit infection staying at its current progress even on hook (or increases while on hook, idk if that was a thing, but I think it was, correct me if I'm wrong) and bc of it, his infection doesn't do anything other than passive slowdown which doesn't really do anything aside from giving him a insta carry when they are infected and injured (or insta carry when healthy and fully infected which almosy NEVER happens)

    I'm surprised not many people are talking about how op she is and unfair she is, yes, ik loops and corners are your best friend against her, but, even so, it's way to difficult to not get downed from 20ish meters away by a spec of vile stream (it also has a short cooldown as well, making it easy to attack again after the first)

    I agree that Plague needs a nerf but not for her basekit power. Her real problematic part are her iridecent addons: The iridecent seal gives you power for 40 seconds everytime the survivors finish a generator. This completely removes her actual couterplay of "staying injured". In addition, it also reduces her skill ceiling in an unhealthy way because the player will never learn smart fountain/red puke use. The other one, Black Incense, gives you free aura reading on fully infected survivors at least every 15 seconds (a survivor can puke between 5 and 15 seconds again). I generally hate strong and free stuff on both sides because this type of stuff reduces the skill ceiling while also removing healthy interactions.

    However, besides these two addons, she is fine. Yes, at some point she will infect survivors but after that, she becomes a normal M1 killer that easy to loop. Then, she has to use her red puke in the right moments or will waste in. In addition, cleansing or not opens fair counterplay on the survivor side since either you stay injured or you decide to overcleanse her. Another thing we have to keep in mind is that since you don't need to heal against her, you spend more time on generators, which increases the basic pressure in a different way - a part of Plague not many players are aware of. Lastly, if you need to cleanse, to it far away from her: She has no great mobility and if you cleanse on the other side of the map where no unfinished generator is left, you are completely fine and if she goes for this fountain, she will waste so much time.

    can go up to 20-30 meters

    max range is 13 meters basekit and it is a slow projectile, which means you can react to it.

    if angled correctly, can go up to 20-30 meters I believe and able to swiped left to right extremely fast to almost always guarantee hit, and in rare instances, she can 2 tap someone to down them with the same vile stream if their at full health, combine this with gen lock dow

    No. Visual-wise, her puke looks like a large fat hitbox but the actual hitbox is a mix smart hitboxes - Think of it like many little Trickster's Knife. That means even when you hit a survivor visual-wise you can still not infect/damage the survivors because the actual damage hitbox missed the survivors. If a survivor gets hit by red puke, they have for 3 - 5 seconds i-frames which means they are immun against her red puke during this time. So it is impossible to double tap a survivor with red puke. If this happened to you, it has to be a bug and needs to be reported.

    People complained about day 1 wesker being op with 8% hindered with hit infection staying at its current progress even on hook (or increases while on hook, idk if that was a thing, but I think it was, correct me if I'm wrong) and bc of it, his infection doesn't do anything other than passive slowdown which doesn't really do anything aside from giving him a insta carry when they are infected and injured (or insta carry when healthy and fully infected which almosy NEVER happens)

    The main issue with 8% hindered and half infection off hook was that it made tunnelling so much easier since it was more difficult to loop Wesker. The main difference is that against Plague, you don't suffer from a hindered status and her green puke does nothing against you once you are infected - unlike Wesker who is able to instadown you when fully infected or to use his power to catch up or outplay loops. He is also a rather quite and small killer, which makes mindgames easier for him. Plague is also not so loud but every tall, which makes M1 mindgames more difficult.

    Overall, her iridecent addons are problematic but otherwise, she is a fair killer because she leaves the opportunity for different counterplay that forces you, as the Plague-player, to adapt to it. She is also not an easy to play killer due to all of the little things you have to keep in mind. Sure, getting the infection is on an easy level but everything after that (red puke management, knowing how to use it on tall loops, doing the basic M1 gameplay, reacting to survivors plays, or taking information from infected objects) is on a rather higher skill ceiling and this is something that balance her out.

  • @KingOfDoom55 said:

    Disclaimer: I'm not suggesting the ghoul to get buffed in a way, well, maybe (i cannot stretch this maybe as far as i already did btw) a small one for its token loss on pallet break but thats technically all there is, but rather a collision fix around loops and corners similar to weskers issues where sometimes he just slides right off corners but other times he doesn't (which tends to be most of the time) and I'd largely like people to share some opinions to make this killer better and more balanced and fun for both sides

    I just finished a match with ghoul and it felt terrible bc loops very bad for ghouls power with corners but with the harsh token loose on pallet break, it makes that even worse, while I do understand why this was placed to prevent immediate rushing to Survivors, I feel like it should be less harsh is all, but I also believe that ghoul is a solid A or B tier killers but with how... weird the collisions are with leaping from corners or walls make this killer very bad around loops and feel like some of those hit boxes should be adjusted alongside the token loss on pallet break to be less punishing but not too unpunishing if you what I mean, while I am not the best at coming up with ideas for this character bc of its odd power from its original series without it breaking or being too strong, I think something should be in place that makes loops a bit easier to get around with ghouls power in some way, although, ig the same could be said for weskers power as well since it suffers way more with loops but that's just me, so if anyone has any ideas to make this killer feel better to place as and against, please share 🙏

    The token lose is a fair trade off since he has an insane mobility that also has a rather short cooldown and can put survivors in Deep Wound for free. Without the token lose, survivors would be in a lose-lose situation since they cannot reach a new loop - against Ghoul you loop and cannot hold W like you would do against other killers. There is also the inconsistency that you don't lose token when your power is on cooldown, which is a bit weird. Loosing two tokens is also just an 8 seconds cooldown on a 4.6 killer.

    Some maps like Nostromo have bad colision and this should be fixed since it also affects other killers and is just annoying to face. So, the issue is rather a map problem than a killer problem. It is also difficult to judge when we have no video. If possible, can you record these moments to better see what happened?

    The devs already said that Ghoul will get some big changes and maybe this also includes his sliding too(?).

    @KingOfDoom55 said:

    Again, downvoting while not sharing your thoughts doesn't help, and besides this is mainly for hitboxes when using leaps around loops and corners to be fixed so idk why this would be getting downvoted when that's technically all it is but whatever floats ya boat ig

    Many people - myself included - just dislike Ghoul because the gameplay against him is just boring and miserable due to the free Deep Wound and other cheep things he can do to get easy advantages/pressure. However, some people take it even further and any Ghoul topic they see that is not a hate/nerf post, is just asking for trouble even when it's a fair question/suggestion. Just try to ignore it, I highly doubt a discussion with these people is healthy.

    @SoGo said:

    I find this suggestion rather normal.

    Weird colisions are annoying to pretty much any killer that has a dash/projectile, so fixing them would be very good.

    Aren't we supposed to be in a QOL update anyways?

    I guess the devs don't know that the QoL update is supposed to happen now (source: recent patch).

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034468#Comment_4034468

    Cheers for the feedback man, some point I do agree with there, though some I don't. To tackle the ones I don't:

    I don't like basekit Corrupt because it will make some maps (mainly indoor-maps) so much wrose while also increasing the gap between SoloQ and SWF. The last thing we need is a more unfair SoloQ experience. Instead, the devs should rework maps to make them less miserable in terms of size.

    I don't really see how corrupt increases the gap between SoloQ and SWF, all Survivors regardless of SWF or not have to brave the centre of the map to start working on gens. That doesn't change whether you're SWF or not. Anyone with experience enough to make valid map flcallouts on gen locations in a SWF, is not someone who is gonna struggle finding gens in SoloQ.

    The problem is that reducing map size, as well as being MUCH more work that BHVR won't do for years, if ever, is it still favours faster killers massively. Look at a map like Dead Sands or Haddonfield. These maps are small and tough to beat even m1 killers on because you often in the process of looping step on your teammates toes doing gens. On your meta picks, these maps are a done deal, you aren't breaking anything, and Survivors are getting run over on these maps unless they are an uber coordinated SWF ensuring they aren't bringing the killer across progressing gen targets.

    Corrupt is a perk that primarily benefits m1 killers, allows us to have map variety, and is a universal effect that once the killer gets a down disables. It smoothes out the differences between all killers and maps to be more consistent on the pressure both sides can exert at the start of the trial.

    There is already the issue that this also means a huge nerf to many fair perks such as Inner Strengh, Moment of Glory, or any other other perk that has something to do with a totem or chest.

    These actions are significantly faster than gens. Chests take only an asditonal 2 seconds, totems take an additional 3.5s, and both cases these can be loaded up/partially loaded beforehand. The effect could be limited to repairs and healing mind you.

    I also just dislike the "slower gen"-penalty because from the survivor pov, this is just boring. In addition, if you hook a survivor that is pro-active with flashlight or pallet rescue, the penalty means nothing. In fact, survivors can abuse this feature and put the killer in a lose-lose-situation.

    I see what you're saying but the fact is, if you want tunneling reduced, you have to make the unhooked Survivor a less desirable target somehow. There is only 1 killer... they can only be in chase with 1 person, and if you want that person to not be the easiest person to kill off, having that Survivor being less effective at pushing gens compared yo everyone else while you chase other Survivors is a genuine incentive not to tunnel that Survivor. You could just as well argue that without such a penalty to repair speed the other Survivors are stuck crunching gens, while 1 Survivors gets all the action... isn't that worse?

    The unhook bonuses only come in after you are unhooked a second time from consecutive hooks from the killer, and even that only gives you double the base BT... Being on Death hook and playing aggressive when a single other unique hook is all the killer needs to kill you off... is a risk that the Survivor has a right to take if they desire, but it is hardly oppressively abusable any more than OTR used to be.

    There is also the risk of unhealthy synergies of Mangeled and Gift of Pain to make healing/doing gens even more boring alongside the penalty.

    These effects/perks are niche at best currently. Especially with the pelthora of healing perks, mangled basically does nothing. When was the last time you used mangled in a build because you actually wanted mangled? GoP may need a look to tone down a tad, but again, that's not something that couldn't be tweaked with this effect in mind, however the fact is the stacked effect can only be on 1 Survivor at a time, and only serves to make this Survivor even less of a target.

    No, it is just a bad design when the killer gets punished for doing good. Both perks are fair and don't need this nerf as they have a fair requirement.

    What is "playing good" in this scenario? Killing off a Survivor ASAP? I thought the general opinion was that tunneling doesn't take much skill to do, especially as a full sweat Blight or Nurse. This is an higher tier killer problem, as higher tiers can tunnel out a Survivor while still retaining all of their strong perk effects.

    M1 killers don't tend to get the value out of these perks to anywhere near the same degree. It is not at all uncommon to never get the full Grim Embrace or all Pain Res uses before the gens all pop on m1 killers. If the goal is to decentivise tunneling, you have to give reasons to not just tunnel a Survivor out if you want to curb tunneling. The perks being strong, but disabling if you tunnel someone out is another layer on the reasons we're trying to hit here.

    Resurgence needs a nerf because this perk punishes the killer for hooking and not tunnelling. A survivor should never be able to be fully healed in two seconds after unhook.

    I get that and I did consider Resurgence. I only didn't touch it because a Survivor being healed quickly off hook, is itself an inventive not to tunnel, especially if they now have this Conspicuous Action Penalty. But I do feel this perk was always good in the first place, especially since Sloppy Butcher got nerfed.

    The 70 seconds hook-timer is still an issue

    Also don't disagree here, but this too gives a string reason to go off and pursue other Survivors instead of lingering near hook. I think it was a bit much, but I didn't want to deviate from the goal with this thread 😅

    Blindness needs a rework if you wanna reduce slugging since Blindness is so strong against SoloQ and makes slugging so much easier.

    This one is on my radar... I haven't thought of a better idea than limiting it to yellow auras on Survivors, red Survivor auras go through... and ofc white auras for killer items. That's clunky and inelegant though... but might just have to be a compromise.

    Some killers like Singularity or Krasue gets punished for hooking survivors and need a compensation for it. In general, some killers should get some hooking rewards.

    I don't disagree, I hate how Krasue's power is pointless busy work really... but currently I don't have a better idea sadly 🥺

    It's about not wasting time with looking for blocked gens. In a SWF, you can split up and call out which generators are blocked, which comes really handy. In SoloQ, two survivors run a common gen spawn just to see its blocked, which is wasted time.

    The problem is that reducing map size, as well as being MUCH more work that BHVR won't do for years, if ever, is it still favours faster killers massively. Look at a map like Dead Sands or Haddonfield. These maps are small and tough to beat even m1 killers on because you often in the process of looping step on your teammates toes doing gens. On your meta picks, these maps are a done deal, you aren't breaking anything, and Survivors are getting run over on these maps unless they are an uber coordinated SWF ensuring they aren't bringing the killer across progressing gen targets.

    Corrupt is a perk that primarily benefits m1 killers, allows us to have map variety, and is a universal effect that once the killer gets a down disables. It smoothes out the differences between all killers and maps to be more consistent on the pressure both sides can exert at the start of the trial.

    Haddonfield is a special map. The middle is a very important part that can give the killer a lot of information if the survivors don't pay much attention to their positions or if you managed to hook a survivor in the open. However, the main issue on this map are the generators because you will always have three generators in a building (house of pain, mainbuilding, and in both other houses). There is also a generator sometimes behind a building. You only have the two generators on the street and the one to mainbuilding that are easy to check. The other ones are difficult to check and you need to go to them to know if someone is working on them. In addition, these generators are also difficult to reach. So, the main issue for this map is not the size (it is completely fine even for non-mobility killers) but the gen position. Dead Sand, on the other hand, has good visibility on generators and you can check them from afar and sometimes you have good gen position to defend them. For M1 killers, completely fine.

    However, basekit Corrupt is just a band aid fix because after the 60 seconds basekit, Ormond or Badham are still insanely large and gens are difficult to check. I would rather have smaller maps than basekit Corrupt. Sure, this takes some time but I rather have a good solution than a solution that is still bad. The killer that cause more problems due to their mobility are primarily Nurse and Blight which still need a change. In addition, I don't wanna have tiny maps, I wanna have maps that are inbetween Saloon and Ormond Lake Mine.

    What is "playing good" in this scenario? Killing off a Survivor ASAP? I thought the general opinion was that tunneling doesn't take much skill to do, especially as a full sweat Blight or Nurse. This is an higher tier killer problem, as higher tiers can tunnel out a Survivor while still retaining all of their strong perk effects.

    M1 killers don't tend to get the value out of these perks to anywhere near the same degree. It is not at all uncommon to never get the full Grim Embrace or all Pain Res uses before the gens all pop on m1 killers. If the goal is to decentivise tunneling, you have to give reasons to not just tunnel a Survivor out if you want to curb tunneling. The perks being strong, but disabling if you tunnel someone out is another layer on the reasons we're trying to hit here.

    You said that PainRes and GE deactivate when a survivor dies - correct me if I'm wrong but there is no mentioned of "if you tunnel". There is a huge difference when a survivor dies at three hooks or when survivor A has two hooks, survivor B as one hook, survivor C has two hooks, and survivor D dies at one generator. What is the point of playing nice but still getting punished, especially with the risk that I might still have two PainRes token left due to bad hook RNG but I might get it on the last hook to deny the last gen from popping. You also don't make killers stop tunneling by giving to perks this requirement as there are still other ones.

    These actions are significantly faster than gens. Chests take only an asditonal 2 seconds, totems take an additional 3.5s, and both cases these can be loaded up/partially loaded beforehand. The effect could be limited to repairs and healing mind you.

    But still. There is no reason to shadow nerf fair perks and encourage players to only run the strongest perks in the game (SB, Lithe, UB, Conviction, Vigil ect.). If anything, it should be the opposite that strong perks should be limited and fair perks are easier.

    I also wanna have old Mangeled and Haemorrhage back. The timer nerf was the worst thing ever as it made so many addons, perks, and builds useless for no reason while Survivors go many strong healing perks or buffs.

    I get that and I did consider Resurgence. I only didn't touch it because a Survivor being healed quickly off hook, is itself an inventive not to tunnel, especially if they now have this Conspicuous Action Penalty. But I do feel this perk was always good in the first place, especially since Sloppy Butcher got nerfed.

    Resurgence was always a good perk but no one used it because it wasn't op at this point. Then, the devs overbuffed it so it became an op perk and nowadays player use it.

    The difference is still that you have more slowdown when a survivor needs at least 8, 10, or normal 16 seconds to heal the unhooked survivor instead of three seconds. On a more personal opinion note, it is also so stupid that a survivor can be healed in three seconds after getting unhooked.

    This one is on my radar... I haven't thought of a better idea than limiting it to yellow auras on Survivors, red Survivor auras go through... and ofc white auras for killer items. That's clunky and inelegant though... but might just have to be a compromise.

    My suggestion was to split aura reading in teammate and general aura reading: Blindness no longer affects teammate aura (hooked survivor, bond, Emphatic Connection ect.) but only general aura reading (Deja Vu, WoO, killer aura from Kindred or Wire Trap). In the same way, we could buff other perks with an additional Blindness bonus to make them better.

    I don't disagree, I hate how Krasue's power is pointless busy work really... but currently I don't have a better idea sadly 🥺

    Me too. I always thought it should be like Wesker that the unhooked survivor has infection at 1%, which still prevents a tunnel but still gives the fungus slowdown.

  • However, before I begin, I am of the opinion you can't really fix tunneling and slugging, they essentially key fundamental elements of the game, there will always be a time where you need to do things to create pressure

    Agree. Many people, the devs included, just try to remove tunneling and slugging from the game which is just not possible, it is part of the game and by trying to removing it, it will cause unhealthy issues or lose of skill expression. In my opinion, the goal should be to reduce it while removing the extremes like hard tunnling (hooking the same survivor three times in a row) while slugging gets solved by itself when hooking becomes better again.

    Killer Buff: Add Corrupt Intervention partially basekit. Lasts for 60s.

    I don't like that because it will make some maps (mainly indoor-maps) so much wrose while also increasing the gap between SoloQ and SWF. The last thing we need is a more unfair SoloQ experience. Instead, the devs should rework maps to make them less miserable in terms of size. For example, Saloon, Toba Landing, or Ormond Lake Mine are fair maps when it comes to size but Ormond Resort or Badham are way too big/lare and by the time you reach a gen, it is almost done.

    Survivor Nerf: The Entity Accursed Survivor suffers a 20% Conspicuous Action Penalty as the Entity feasts on their soul.

    There is already the issue that this also means a huge nerf to many fair perks such as Inner Strengh, Moment of Glory, or any other other perk that has something to do with a totem or chest.

    I also just dislike the "slower gen"-penalty because from the survivor pov, this is just boring. In addition, if you hook a survivor that is pro-active with flashlight or pallet rescue, the penalty means nothing. In fact, survivors can abuse this feature and put the killer in a lose-lose-situation.

    There is also the risk of unhealthy synergies of Mangeled and Gift of Pain to make healing/doing gens even more boring alongside the penalty.

    Survivor Perk changes:

    Deliverance: Perk Rework. If you are hooked while Entity Accursed, your AFC bar is filled immediately to 100% and you can unhook yourself. Disables for the rest of the trial after a successful self unhook.

    Dead Hard: If used while Entity Accursed, the perk will only disable once you are no longer Entity Accursed.

    good changes.

    Fast Track: Gain an additional 0/1/2 tokens if the survivor hooked was Entity Accursed.

    That perk needs a rework anyway because it is just a bad design. By the time you get value from it, the match is basically over. Instead, it should reward the player for good changes. Quick suggestion: "For every 15% gen-progress your team is doing while you're in chase, you gain 1 token and each token gives a generator instantly 3% progress". Numbers can be changed to make it fair and balanced but the perk should work in a rewarding doing good way, not in a rewarding for doing bad way.

    Grim Embrace: Perk disables when a Survivor dies.

    Scourge Hook: Pain Resonance: Buffed to 25% gen regression. Perk disables when a Survivor dies.

    No, it is just a bad design when the killer gets punished for doing good. Both perks are fair and don't need this nerf as they have a fair requirement. In addition, PainRes relies so hard on RNG and on maps like Midwich, it is really difficult to get them. So, both perks are fine and don't need a nerf.

    Save The Best For Last: Buffed back to 5% per stack. Hitting a basic attack on a Entity Accursed Survivor will grant a stack on a non Obsession Survivor, but will not recover faster.

    I would kill for pre-nerf STBFL. However, the 5%-issue was that it made camping much stronger. It should go back to pre-nerf-version but with the downside that it does not work next to a hooked survivor to not make camping to strong.

    Missing issues:

    Resurgence needs a nerf because this perk punishes the killer for hooking and not tunnelling. A survivor should never be able to be fully healed in two seconds after unhook.

    The 70 seconds hook-timer is still an issue: If you want a match where the killer has time to go for different survivors, they should also gain the pressure from a hooked survivor. Currently, a survivor on hook is completely fine and their teammates can just sit on gens and get them done while still having enough time to unhook.

    SoloQ and SWF gab: SoloQ needs more basekit aura reading to deal better with slugging or hooking situations. The big difference between SWF and SoloQ is that SWF has less downtime because they know who is going for the resuce and when or if they need help or just sit on gens. It would also make the game so much easier to balance when we have a baseline when it comes to survivor. Currently, the devs tried to give so much op basekit anti-stuff to survivors based on SoloQ, which would have been broken when used by either SWF or strong SoloQ players. The best QoL stuff/buff you can give is that type that helps weaker players but is useless for the stronger ones.

    There is still the issue that hooking feels clunky in many situations and survivors can put you in a lose lose situation when they go down under a pallet. Sometimes you also slug because you don't have the time to hook. This means, BGP needs a nerf, picking up and carrying should be faster than currently.

    Blindness needs a rework if you wanna reduce slugging since Blindness is so strong against SoloQ and makes slugging so much easier.

    Some killers like Singularity or Krasue gets punished for hooking survivors and need a compensation for it. In general, some killers should get some hooking rewards.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029603#Comment_4029603

    Honestly, i don't get why that would even be bad. No one was complaining about it, no one disliked how they were.
    If they really want to keep it a percentage based thing, they should either increase the percentage to like 33%, make your red stain invisible outside chase (would be actually really in tune with the rest of the perk and bring it's value slightly up considering it's not meta by any stretch of the imagination) or both.

    I agree. These killers have built-in stealth anyway which means survivors should be more careful than usually, so getting value from M&A is kinda difficult and the perk is also easy to call out due to the increased tr when in chase.

    The perk was fine and it was nice to had some variety perk-wise but now... the perk is kinda in a sad spot. Never a problematic perk but still nerfed...

  • No Houndmaster is still bugged. In fact, she got a new bug that removes killer instinct for redirecting the dog or when the dog gets stunned

  • @SoGo said:

    Remove the activation condition.

    Make it so it lights up on the first M1, and already starts giving the effect to survivors.

    Agree with that buff.

    8 hits are just way too much - roughly speaking, it means four downs and at that point you either do good or bad and in both cases the perk won't help you. One hit also means more killers can use it.

  • Agree. It is insane that we have one perk that makes ~27 perks and more than 70 addons either useless or less good and that for free for you and your teammates while making already strong exhaustion perks or STB even stronger.

  • @SoGo said:

    Hello everyone!

    So, I am now on post talking about how I'd improve an item type number 4. (Links for the rest at the end of the post.)

    Now, it's time for toolboxes. The main things I want to achieve with these changes is to make them a bit less unbalanced, and make them each specialized for a certain kind of playstyle. Enjoy!

    Worn Out Tools:

    • 20 Charges
    • 25% faster Repair speed
    • 50% larger Good Skill Check zones
    • Great Skill Checks do not appear.
    • 30% slower Skill Checks
    • Unlocks the Sabotage action

    This one would be tailored to beginners and people who have problems with Skill Checks. I also decreased the repair speed and removed great skill check zones to avoid potential abuse with Hyperfocus.

    Toolbox:

    • 20 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action
    • 50% faster Sabotage speed

    This one would become a jack-of-all-trades, but unlike the current one we have (Commodious), it's not just the best in any thing it does.

    Commodious Toolbox:

    • 28 Charges
    • 50% faster Repair speed
    • Unlocks the Sabotage action

    It should only be focused on repair, not also sabotage. I also trimmed down the numbers just a smidge to even out the field a bit.

    Engineer's Toolbox:

    • 16 Charges
    • 100% faster Repair speed
    • Unlocks the Sabotage action

    The only real change is that it no longer sabotages faster.

    Mechanic's Toolbox (REMOVED)

    Alex's Toolbox (Unchanged)

    Next up, add-ons. These are, imo, some of the main offenders behind why toolboxes get so ridiculously strong in certain ways. These are the changes:

    Instructions (Common):
    • Now can be permanently applied to a single gen, working for all players.
    • Single use, no Skill Check required.

    Clean Rag (Common):
    • Decreased Repair Speed bonus from 20% to 10%.

    Scraps (Common → Uncommon)
    • Increases the bonus from Great Skill Checks by 1%.
    • Causes the Skill Check pointer to have a chance to go backwards, faster, or slower.
    • Causes the Skill Check zones to have a chance to be smaller.

    Protective Gloves (REMOVED)

    Spring Clamp (Uncommon):
    • Now can be permanently applied to a single gen.
    • Single use, no Skill Check required.

    Socket Swivels (Uncommon → Rare):
    • Decreased Repair Speed bonus from 30% to 15%.

    Wire Spool (Uncommon → Very Rare)

    Brand New Part (Visceral):
    • Now, it also reduces the total Charges of the Toolbox by 12.

    Thoughts?

    Related discussions:

    Part 1: Maps / Part 2: Keys / Part 3: Fog Vials

    Bringing toolboxes more in line with each other is a good step because there should be no insane difference between a brown and commodius toolboxes.

    However, Sabo toolboxes and their addons should be reverted since they are way too free and strong since their recent buff.

    I also wouldn't mind if toolboxes either show your aura to your teammates or you see their aura whenever you hit a skill check on a generator - triggers when you have a toolbox equipped and not only when you work with it. It would help SoloQ a little bit more when it comes to coordination.

    However, for the addons, I don't wanna see straight up nerfs or boring adjustments. I wish toolboxes' addons would also enable different fun like killer's addons can do. I have this similar issue with Medkit's addons that they are either boring number things or nothing special. It would be fine if they had a weaker perk version effect or something special that is fun, helpful, but not stupid broken.

    • Giving you the ability to gain a weaker version of Chemical Trap (more gen-progress and a bit less hindered duration).
    • If you finish a generator with a teammate, for the next 50 seconds you both have an increased repair speed of 5% (thus, stacking could be a problem but I rather wish the devs would go back to a stack-prevention like they tried with haste).
    • An addon that always shows you the aura of gens that regress (Rockie Spirit - sure maybe we need to rework or buff the perk then but that wouldn't be bad either).
    • After finishing a generator, for the next 30 seconds, you see the aura of your teammates and for 5 seconds the one of the killer.
    • Whenever you work on a generator, your teammate see the aura of the generator.

    I generally know that some addon changes/reworks would replace or outclass current perks but I just dislike BHVRs philosophy that SoloQ needs perks to have less SoloQ issues. In my opinion, these addon could also have addition effects that help SoloQ in one way or another when it comes to coordination. These are the type of additional effects that wouldn't make SWF stronger but SoloQ better.

    So, I'm fine with the toolboxes changes but for the addons, I want a little bit fun, uniqueness, and ways to help SoloQ.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030687#Comment_4030687

    Considering average level of solo q — no. It’s hard only if people trying, which is a rarity in this game if you aren’t playing custom.

    I played 2vs8 and it showed me some killers there. If such guys also somehow having higher than 50% KR… I’m not gonna be surprised.

    If survivors don't try to play the game then that is their fault and the reason why a match against Blight feels like he is the easiest killer in the entire game. Then we can already call Trapper S tier when we assume people don't try their bare minimum. Not saying Blight is fine but the comparison feels so off.

    It's also not true that people don't try. I play both sides (killer and SoloQ) and see people trying to play the game. Sure, also people who don't try but that's a player issue and has nothing to do with the game.

    2v8 is a complete different gamemode. You cannot compare 2v8 with 1v4 because there are a too many differences from basekit unbalanced aspects to unbalanced player issues. I also played 2v8 and it shocked me how many people ran randomly in Trapper's trap when his main counterplay is look at the ground (you don't even the other counterplay of avoid basement). It also shocked me how easy people give Oni the first hit in two seconds when the maps are bigger than Europe and have more wood than the rain forest.

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