Avatar

HolyDarky

HolyDarky

About

Username
HolyDarky
Joined
Visits
12,339
Last Active

Comments

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030618#Comment_4030618

    *Blight with compound and shredded notes with blood favour are surprised when got compared to Meg with commodious toolbox, BNP and hyperfocus*

    The killer player still needs some skill to get the down, hook, and pressure while sitting on a gen and doing a gen with a fat toolbox requires not so much.

    I also said that killers have a similar problem when it comes to effort-reward.

  • @Tenac said:

    I know they often do a christmas sale and event. Do you guys know if it usually has a sale on cosmetics. I've been saving up but if stuff is about to go on sale I'll wait

    Last year and the year before, they did some sales on specific collections for a limited time. So I think they will do a similar thing on collections that fit for the winter theme like the everlasting frost collections (here is a link to the sale announcement from 2023).

  • Personally, I wish the developers would keep it at 7% but add the additional effect that it also triggers when you break a pallet or wall normally. This would make the perk overall better but also much more reliable on maps, especially the on the window-orientated ones like The Game or Hawkins.

    Otherwise, if it's not possible (for whatever reason), it should be back to 10% since it has a fair activation condition but also relies on maps, situations, and tiles.

  • @UndeddJester said:

    @tes

    @HolyDarky

    @fussy

    And nothing wrong with it. Doing gens is survivors' goal, so why MMR should ignore it?

    Ah that's not what I meant, I was speaking specifically in the context of Survivors raising MMR based purely off rushing gens with BNPs, Commodius Toolboxes and perks like Built to Last, which is itself an issue that needs to be contained.

    I guess this is rather a problem of commodius toolboxes and their addons - they need a nerf.

    This is also an issue this game has to some degree: you can either be very skillful or just get carried by strong stuff and in the end, these both players are in the same mmr bracket. I can say, it is so insane how some players get carried by perks while other ones have "nothing special" but are just good players. This is an issue the developers also need to solve in some way (e.g. reducing the efficiency of strong perks or tools that can make a big difference or not match and effort-reward-criteria).

    This goes btw for both roles, some killers addons have similar issues like fat toolboxes or "carring survivor perks"

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030301#Comment_4030301

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030263#Comment_4030263

    Whole heartedly agree gents, I believe given how the tunneling changes have been walked back on twice, its clear that trying to shunt a playstyle with heavy handed bonuses that just make tunneling impossible for majority of the roster is not gonna work.

    The fact they are looking at MMR is very positive change. Currently a Survivor who dies when practically winning the game for their team gets dropped in MMR, but the Survivor who basically just sat on gens, or even worse... ratted the whole time goes up in MMR. Survivor MMR needs to be tied, at least partially, to the result of the trial overall. It's tricky cause you can get carried hard by other players, but careful use of emblem system holds promise.

    Tunneling is gonna come up again and again though, and the fact we're gonna have to face is, if you don't want people to tunnel, then both sides need to have their ability to rush down the game cramped significantly.

    A killer can only chase 1 survivor at a time, and when spreading hooks needs an average of at least 8 hooks a game to realistically 2k. So if you want 30, 40, 50, 60 second+ chases to be a part of the game, this can't be a chase time that leads to 2 or 3 gens popping. It needs to be worth the killers time not to tunnel, which means effectively slowing the game down.

    On the flip side, Survivors need meaningful counterplay against killers if killers do tunnel, the killer rushing down a player at the moment is met with Survivors rushing down generators as fast as possible in the hope they can do it before the tunneled Survivor dies.

    There is no 1 change that's gonna address/bandaid fix tunneling, numerous elements of the games design have to changed to ease more towards this goal... My hope with this "Unique Hook"/"Hopeless" mechanic is it can become an additional tool in that series of changes.

    Removing tunneling is impossible. Tunneling will always be part of the game. So, we should get rid of the idea that we can remove tunneling and encourage the players to play nice 12 hook games because this is not something we can achieve tomorrow, especially when we look what the developers wanted to introduce. The only aspect that should be removed is hard tunnling, which means hooking the same survivor three times in a row. This can punished with basekit features (faster gens, reducing the total gen progress), but before we do this, we need to make sure spreading hooks is fair and this is only possible when give killers basekit rewards and remove survivor aspects that punish spreading hooks. In addition, if the game gets balanced around hooking again, camping and slugging will be reduced automatically - but again - we can not and should not remove them from the game.

    The only meaningful thing survivors need is a QOL change for SoloQ like basekit Kindred without killer aura, in an advance form that also shows teammate aura when someone is slugged for a little time or basekit bond when a survivor is dead on hook. Basically, SoloQ gets a buff that puts them closer to SWF. These features can already reduce tunnelling, slugging, and camping because now survivor have a similar awareness like their teammates and know what each one is doing. Otherwise, survivors have a lot of stuff to counter tunnel with DS, OTR, Babysitter, Borrowed Time, Second Wind, or Blood Rush.

    In the end, this game should be still skill based and not get handhold by different features that immediately trigger and give insane buffs. We had this two times with 30 seconds of Endurance, it is not helpful and will only get abused. We had basekit-like UB which is also removes skill from the game that. It is similar to 2v8, where one side gets punished for doing good while the other side gets help when they lack the skill to keep up. Sure, the game has other weaknesses but they get covered by features like these. This is also why the devs bandaid fix is just bad because it will cover weaknesses of players or the game while reducing skill.

  • The Greasy Black Lens addon is still slightly better because it shows you the aura of a survivor when you hit them with a chain and not when they break free.

    Here are some ideas for a rework idea:

    • when you damage a chained survivor, every other survivor within 24 meters will scream.
    • When a survivor solves the box, you see the aura of every survivor for three seconds.
    • Whenever the chain hunt builds up, you see the progress of every Generator based on their color density.
    • Solving the box as a killer no longer triggers a chain hunt but every vault location and upside right pallet get blocked for the next 30 seconds.
  • @UndeddJester said:

    1) Keep the Elusive status effect for 15s

    • Keep the no scratch marks.
    • Keep the no pools of blood.
    • Keep the no grunts of pain.
    • Maybe add no loud noise notifications.
    • Ditch the killer aura read.

    This effect causes more problems for fast mobile killers returning to unhooks, especially when combined with Sprint Burst, gives options for perks like Lucky Star, allow's Babysitters speed boost to still be a powerful effect. These basekit effects make it a little easier for the unhooked player to slip away unnoticed, while the unhooker creates more scratch marks.

    2) Make the "Unique Hook" feature a element for perk effects and bonuses (Hopeless?)

    The unique hook mechanic as a concept is fine, make this an actual mechanic that can feed into the balance of perks for both sides.

    Call it "hopeless" or something, to represent the Entity has less interest in this Survivor as their hopeless state makes them less appealing to them. Maybe have their face faded out on the HUD with red entity claws on them, and that Survivor remains hopeless until another Survivor is hooked.

    3) Consider altering perks and effects that directly encourage tunneling from the Survivor side

    Look at strong perks and effects that can be avoided/countered/are encouraged by tunneling, and rework them to benefit a none tunnel playstyle. I'm spitballing to get the idea across, but the perks I'm thinking of offhand: -

    • Deliverance - You as killer lose pressure going for the unhooker instead of the unhooked with current Deliverance. Perhaps consider switching this perk to use the above hopeless mechanic, so: When you or a Survivor you unhook becomes hopeless, if the hopeless Survivor is hooked again they make no struggle checks in sacrificing stage, and can attempt to unhook themselves with 100% chance to succeed.
    • Deep Wound and Basekit Borrowed Time - Basekit Borrowed Time can be subverted by racing back hitting immediately off hook, which then makes a follow up easier, especially for fast highly lethal killers. Changing the basekit BT to grant a Mettle of Man block instead of just basic Endurance would allow other perks (Dead Hard, OTR, lockers plus Lucky Star, Iron Will, Quick and Quiet, etc, Clean Break, old Syringes?), and such, to continue to work because the Survivor is not stuck needing to mend.
    • Dead Hard - I actually think Dead Hard is actually fine as it is because there is plenty of counter play to bait it out and it has plenty of restrictions... However from a tunnel perspective, if you don't want to deal with Dead Hard, hitting a Survivor as they come off hook to put them in Deep Wound, then tunnelling them normally works well. Not doing so makes it so a timely Dead Hard can really cost you later on if you forget to check for it... so yo avoid it, tunneling while its freshnin your mknd is more reliable. I don't think Dead Hard needs nerfing because baiting it out is a high level skill... but tying Dead Hard to the above "hopeless" mechanic could also afford it some buffs... e.g it remains permanently active while hopeless, has a 10s exhaustion cooldown when used, etc.
    • Off the Record - Off the Record I also think is fine, but it has a similar problem to Dead Hard above where if you want to bypass it, you hit off hook and tunnel. The basekit BT change resolves this problem, but OTR can now also dafely ber used to body block a non tunneling killer for a teammate, similar to Decisive, but with less counterability... especially with Duty of Care. Not got a easy fix to this one... protection hits are tricky to account for since they can be triggered by savvy killers... but something to think about.

    4) Give Killers perks with strong effects that disable if a Survivor dies, or use the above "hopeless" mechanic.

    Back when I started Hex: Ruin had it's regression nerf and disabled if a Survivor died. In conjunction with the Hopeless mechanic, use this to give stronger, but more conditional perks that directly benefit the killers pressure for not tunneling, such as:

    • Buff Scourge Hook: Pain Resonance to 25/30% gen regression but disables when a Survivor dies.
    • Buff Hex: Ruin to greater regression speeds of old, but disables when a Survivor dies.
    • Change Pop Goes The Weasel to 15% base but have 3% additional bonus regression for every hook, resetting back to 0 bonus when hooking a Hopeless Survivor.
    • Buff Leverage to have an additional effect where the Hopeless Survivor suffers a 15% Conspicuous Action penalty until they are no longer "Hopeless".
    • Change Alien Instinct to reveal the auras and apply Oblivious to all none Hopeless Survivors when a Survivor is hooked.

    You can go on forever like this, but you get the idea.

    I think this "Hopeless" mechanic offers an additonal perk balancing mechanism, kind of like a reverse Obsession, allowing perks to be stronger for killer and Survivor in pursuit of a reduced tunnel goal.

    I still don't understand why the developers keep postponing the Elusive status effect because out of every basekit buff, this one is fine and I've never saw anyone complaining about it. I don't see a problem of 20 seconds Elusive status effect after the unhook.

    Instead of nerfing already mediocre perks, the devs should buff perks that encourage the killer to hook multiple survivors. Ravenous or None Are Free are good examples of perks that encourage hooking but also different survivor, however, they are just weak because the reward is too low for such a big effort. I also think no killer perk needs a nerf right now. They also got crippled, which resulted in a low variety for killers. For example, no killer perk can be compared to SB, Lithe, or Vigil, which are all insanity strong but free perks with limited to no counterplay while the "strongest" killer perks requires effort.

    We need to get rid of perks that punish the killer for hooking which means a nerf to Deliverance, Dead Hard, Resurgence, Wicked, or Shoulder the Burden. There should be no perk that punishes the killer for hooking or even encourage them to slug/tunnel. However, we can rework these perks in ones that punish the killer if they decides to tunnel like Deliverance only triggers when you get hooked two times in a row. In the same way, if we wanna encourage the killer to spread hooks, toolboxes need a nerf as well as the hook timer.

    No, killers should get basekit rewards for hooking different Survivors. Making the whole "MR Nice Guy" depending on perks is just wrong. Give Killers basekit rewards that don't trigger when they tunnel or disable once one survivor is dead.

  • @Elan said:

    In winner section there was skin for Houndmaster "dev choice". Not announced.

    I asked Dork on Twitter and she said that "[they are] still in the process of signing. [They] can’t legal show any concept that is still in that process."

    So, it seems like the skin is still on their list but more infos will follow. I really hope everything goes well and we get this comstic because every little love for Houndmaster is more than appreciated/she deserves.

  • @sizzlingmario4 said:

    Title. Even if most of the big PTB changes are being scrapped, the version of Breakdown that was on the PTB was still a good change to the perk. I feel like the added healing effect made the perk more useful and fun to play with overall while also making it less frustrating to play against since having a hook deadzone in a map corner for 3 minutes is really boring. I would appreciate if this could stay the way it was because I was really looking forward to using this. The current version of the perk gets almost no use outside of sabo builds and really isn't that good overall.

    The ptb was just another perk that punishes the killer for hooking. Basically, take a medkit, gez unhook, split up, and heal yourself in like 8 seonds. Insane efficieny for getting hooked. If we wanna reduce tunnelling, slugging, and camping, we need to get rid of these perks and not introduce more of them. If anything, the current version should get a nerf to 70 seconds alongside a nerf to sabo tools.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029479#Comment_4029479

    In my opinion, she is the only killer that the devs managed to ruin from PTB to live. 

    I wouldn't say so. Most of her changes from ptb to live were with QoL intensions and they improved many things that felt clunky. I think it's her core problem by design: she is very strong against survivors without comms and pretty mid against coordinated ones. It was so even on PTB and nothing changed about it. That's why I think she needs some design adjustment.

    Yeah, I would like to spend more time in body form, sadly there is not so much gameplay for it.

    no killer has good time against it

    No killer has TIME against it. It's simply absurd how ignorant we are to this. Every killer strategy was nerfed, every strongest build was nerfed, every strongest perk was nerfed at least twice, what about SWF? Ah yeah, keep getting buffs for 10 years straight while being strongest role.
    And worst part you don't even need to be good at the game to perform good with all this stuff. Like, you are bad Blight with strongest build? Great, you will lose, because all your perks work on hooking and you don't hook. You are bad in swf with strongest stuff? Don't worry, perks will carry you no matter what.

    I wouldn't say so. Most of her changes from ptb to live were with QoL intensions and they improved many things that felt clunky. I think it's her core problem by design: she is very strong against survivors without comms and pretty mid against coordinated ones. It was so even on PTB and nothing changed about it. That's why I think she needs some design adjustment.

    Yes, on the PTB she felt really clunky but for me the devs did too much to make it smooth and then they nerfed her in some wrong way just to make the community happy - she needed some nerfs and adjustment but in a slightly different way. I would even say that I liked the PTB version a bit more because it felt skillful to hit a survivor with the whip while now she feels a bit too easy for how strong she is (I miss the satisfying feeling). During all this time, the devs just ignored her core weaknesses like how weak she becomes once one survivors bodyblocks for another one and you notice these moments in the situations you mentioned: It is a big difference between playing Krasue against SoloQ or SWF team.

    On the other hand, the developers also ignore game issues that make killers weak or lead to the issues the devs try to solve (tunnelling, slugging, camping): Survivors get strong basekit changes or perks that make many killers automatically weak: 70 seconds hook-timer that is very forgiving of mistakes, perks that punish killers for hooking (Shoulder the Burden, Resurgence, Wicked, Deliverance, DH) while nerfing killer perks that reward killers for hooking (PainRes, Grim Embrace, Pop) or in general the difference between recent survivor and killer perks. Same for how easy it became to flashlight/pallet save survivors due to the increased flashlight time-window, BGP, or Champion of Light - back then you needed a lot of expereriences and time to get a save and even that was risky but it also felt satisfying when you were able to rescue a teammate and nowadays, after a few hours, you can do it constantly from the other side of the map. Not to mention how much of a difference a fat commodious toolbox can make. Then, the devs still refuse to close the gap between SoloQ and SWF, which would also solve a lot of problems from a survivor pov. I think in this point we agree mostly based on your statement in the second section. Sure, some killers just became outdated over time or are just weak in general (Trapper, Ghost Face, Demo) but many became weaker due to impactful gameplay changes.

    That's also why I'm a bit afraid of tomorrow's dev stream because it will show if the devs understand the core game-issue that create tunnelling, slugging, and camping after a second round or whether they refuse to understand the origin of the problems and simply want to slap a band-aid fix on them, which will solve them in the here and now but will create bigger problems in a few weeks.

  • @SoGo said:

    I have a tinfoil hat theory:

    Monitor was nerfed so they could release PTB Furtive Chase, which was created because Beast of Prey synergizes with the after-hook Bloodlust.

    So you can blame both of these problems on them trying to make space for Bloodlust after hook, which, spoiler, does not restrict certain A+ killers from using it with their power.

    I guess with the recent TR changes to Ghostface, Pig, and Skull Merchant (32 → 24), players started using M&A on these killers to have a constant 16meter TR. The developers probably saw the higher pickrate and disliked it (or the slightly variety some killers suddenly had)

  • @TripleStryke said:

    Let her break pallets, remove the vault and she will be so much more fun for both sides.

    At this point, yes. We already knew from original chucky and Wesker that having a killer that can vault pallets either problematic and often a useless ability but nothing in between. Still, the devs did what they like to do - not learn their lesson and repeat yesterday's mistake. I also wouldn't call it more fun but let her feel better since you are often force to go back to bodyform, break pallet, go back to headform which feels annoying to do.

    @fussy said:

    I completely agree with this suggestion. Vault nerf was overkill and vaulting barely make sense now, unless it's literally god pallet. But I would take pallet breaking instead vault revert.

    Idk, she kinda need some slight rework maybe, I didn't see her in 2 weeks. And I didn't play her myself for this time, because last 3 games were against really good survivors and it was very unenjoyable experience. But I'm not even sure what could make her more fun for both sides.

    In my opinion, she is the only killer that the devs managed to ruin from PTB to live. First they overbuffed her in an unfun way and then they nerfed her and left her in a spot where she feels clunky and stupid to play as. Like instead of fixing the tunneling issue like they did with Wesker, they just punish her for hooking survivorsand making the whole fungus play-slowdown-part unnecessary, which also removes smart decisions of where to leave fungi.

    I think making the projectile a bigger part of her power and tweaking the dash move with more hug tech could put her in a more fun to play as and against spot.

    What you took as an example with your three matches; yesterday I had two matches against full meta groups (four Syringes, three Styptics, two STB, two Deli, four DH, DS, UB). These are the general unenjoyable experiences when everything you do doesn't matter when they get carried by second chance and doing the normal counterplay on top of it - no killer has good time against it. But this is rather a 70% balance issue on the survivor than on the killer side, which the developers probably will never understand based on their last PTB. The other 30% are killer issues: I'm fine with counterplay since it encourages more interaction but killers like Dredge (remove Remnant), Artist (take her crows), or Krasue (bodyblock) feel unenjoyable in the way that's so free to do without any punishment. I wish the counterplay would have a bit more of risk to not make it completely free and unfair compared to other killers.

  • @MechWarrior3 said:

    Are we still going to focus on the health of the game?

    I am still having a hard time being excited for any new content when previous and recent new content still doesn’t function all that well.

    Maybe they will say something about it in the upcoming community stream this friday. Otherwise, it would be really sad when delaying/reducing content for the past ten months, two apologies, and operation health for operation health just results in a lie.

  • @Mediva said:

    I was playing 2v8 as spirit. Wearing the visions of the future skin (the one with green parts on it). And after a few matches, she suddenly starts laughing very annoyingly at every hit. This was not happening before, was there an update that i missed? Since it started happening around 17.

    Also, how do i turn this off? i genuinly cant play her like this…..its too annoying that sound every hit you do (and i do a lot).

    that is a bug. The laughing you mean is the one from the Junji Ito collection (Tomie).

    You need to restart your game to get rid of this bug.

  • @Blueberry said:

    Idk why it’s so hard to get buffs for all the low tier killers so we can get some variety. I don’t know why they’re so reluctant.

    I think there are four main issues:

    1. The developers love to give a killer a big buff/change instead of little changes every two patches which means it takes much longer until a killer becomes better. For example: Since Knight's release, we told the developers to make the Map of the Realm addon basekit and they did it with his rework that happened two years later. Of course, sometimes they give a killer a little buff but then call it a day for a long time - for example Pig or Legion.

    2. I think the developers have so much to do that buffing some killers have a very low priority for them. This game has so many bugs and other issues and even though they delayed so much content and promised to us to make it better, we got nothing in terms of "fixing long time issues". I don't blame the devs or any CM, or mod but rather the ones above them since they have the power to decide what should happen next. You can kinda see it on how they fix issues: the developers just nerfed clowns and Huntress instadown addon by a big number nerf instead of giving it a rework - now they are no longer an issue because they are useless. Houndmaster's Knotted Rope addon is still useless and the devs even said on Reddit there is no date when it will get a rework - reworking one addon sounds like a one day work but for them, it has a super low priority that DbD2 is more likely than getting a reworked Knotted Rope addon. Unknown's Vanished Box got another big nerf despite being already useless - instead of a rework, they just nerf it. We can also see it on the anti-stuff: Their main solution to reduce tunnelling, slugging, and camping is an easy number fix instead of something bigger that feels fairer overall, and like a solution for the futher and not only for now.

    3. The developers play the game no doubt about it but there is the question of how much knowledge they have. A casual killer who picks up Artist for a few matches has a different opinion than someone who mains this killer. Therefore, their pov of a killer might be a different one and this pov might be a "the killer is fine" because they don't play a killer for hours and see how much QoL issues the killer has. I play Arist since release and I could tell you so many balance and QoL issue she has but the developers might say "no, she is fine".

    4. Then, I feel like because they might lack the knowledge of some killers, they also lack the knowledge to know why something feels weak. For example, when they tried to rework some Artist addons, they just wanted to nerf them to bring them more in line witthe other addons. they did not understand that the other addons are just bad. We also this with Clown: They just buffed the yellow bottles and thought this was enough to put him in a better spot. During this time, many players called him A tier but he wasn't A tier, he was still C tier but just super brainless in chase. The devs did not fixed the right issues of him.

    I also have a feeling that the developers love to buff specific killers before they get something special. Vecna received two buffs and that right before he got something special (DnD chaos shuffle and an anniversary outfit). Same for Dracula and Pyramid Head, right before 2v8 and new cosmetics, they got some changes.

    @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026782#Comment_4026782

    There is also a "data" limitation for Bhvr. Killlers like Legion, Wraith, Pig and Sadako are low MMR Stompers. Bhvr is afraid to buff those killers and make the new play experience worse.

    I don't agree with that but seeing how they do spreedsheet balance it doesn't surprise me.

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026871#Comment_4026871

    Well, it requires at least soft rework then, like with Mayers, and it's not that easy. Safe original identity of killer, keep design aspects that people wasted time on, create something new on top of it without destroying original idea and make it not too easy to get value from.

    Also yeah, Rickprado is right, some killers, especially these who have second built-in objectives, perform way better no matter what. That's why I doubt we will ever see Onryo or Freddy (yeah, I know he is not bad) buffs sadly.

    I don't think this is true. I know the developers love their statistics and often use them as an argument (see recent stream where they said 40% of matches have tunnelling without explaining how this tunnelling happens - it was a stupid number for an excuse to introduce their idea of how to fix it) but they don't use them everytime. The developers buffed Pig, Vecna, and Dredge even though they had a high killer rate before their buffs.

    In case of Wraith, I think he should get some buffs and an addon rework but the issue is that he does fine in matches and his statistics are porably also fine, and no one is really complaining about - like show me the last post that asked for a Wraith buff, you can count every "buff Wraith"-post on one hand. He is just too average.

    For Sadako, I think similar to Skull Merchant, the developers just gave up. Her current version is not in a terrible spot like the release version but also not brutal op like her second version. It is something in between, actually weak but many players don't like to use their brain which covers her weaknesses pretty well. In my opinion, if you want to buff Sadako, you need to rework her another time since the ability to instakill a survivor is just so easy to mess up balanced-wise. This is also proably the reason why the developers love to create dash-killers because they are not such an balance-issue and players love dash-killers → win-win-situation.

  • @mizue said:

    Is it even still in development?

    Possibly make it decrease the time it takes for survs to break free as a tradeoff even just make it do something.

    I guess it will take a very long time

    20251110_153448.jpg

    Increasing the time it takes for survivors to break free from the dog would be a nerf to her. You often want that and then hit the survivor, since this gives them a -10% hindered. I also main this killer and never felt like 8 seconds are too little. So, no one would use this addon.

    Another idea would be if this addon would increase the time it takes for other survivors to free a teammate from a dog bite or if a different survivor tries to free a teammate from the dog, the dog let's go of this survivor but then holds the other one for 3 seconds. Something like this would be useful.

  • @Blueberry said:

    Perks no one uses anymore.

    Do y'all think it would be over tuned if we gave it a bit more flexibility after it was completely destroyed by allowing it to trigger on killer items? Maybe it was too much for Pinheads box but without Hoarder triggering on Pinheads box anymore this doesn't seem as egregious.

    If not this idea do you have some other idea for improving it?

    If you don't think allowing Franklins to work on killer items is a good idea, what if we instead only allowed Hoarder to work with killer items?

    Not suggesting both to work on killer items, kinda giving the idea of one or the other to improve one of them since Hoarder is never used and Franklins is rarely seen anymore after its nerf.

    Franklins: When it got nerfed, many killer players said that they need it to counter strong items. However, I think it is better to balance items (which is already happening), so they no longer feel so oppressive that killers feel like to need one perk that isn't even a good counter against them (e.g. you wanna deny a fat toolbox but cannot find this survivor and that one puts the box in the first gen). There should be no huge difference between a survivor with a commodious Toolbox and a brown one in terms of how fast can a game be over - also some addons need a rework to make them more fun and usable. Then, I think it is okay that Franklins no longer eats item charges. Instead it should get a different effect like wherever you pick up an item you suffer from the Oblivious status effect for the next 40 seconds and your aura is revealed to the killer for the next 6 seconds.

    I think this would be a fine buff, especially when only M1 killers use this perk and therefore can give them a bit of semi-stealth with Oblivious and aura reading.

    one idea I have for Hoarder: if a survivor brings an item, the item will spawn in a chest instead in their hand. The first chest the survivor opens it, will have their items + addons. Killers still get a notification when someone is opening a chest (but there should be a noice notification spam prevention to make sure survivors dont spam it) but now also 4 seconds of aura reading when a survivor successfully opens a chest. If every chest has been opened but not every survivor has their item back, every chest gets reset or something to prevent a situation where one survivor opens every chest and the other ones can no longer get their items. Maybe instead every survivor that had an item in the lobby, can rummage one chest by default and this gives them their item back.

    I think it is a cool buff since it brings an one-time slowdown and information for the killer, which will be often useful in the early game. It would also make chests more interesting for survivors since now they need to interact with them.

    In general, I wish the developers would buff chests by default like give us seven chests by default and then remove the coin offerings (they are just BP waste and tell me when was the last time you saw someone using it) and then rework luck offering to increase or guarantee of finding an item of a higher rarity/with addons. Then make chest perks better like Moment of Glory is cool in theory but bad in praxis -it could be an Inner Strength chest version where you open one chest yo get it activate and then stay 12 seconds in a locker to get a full heal. Plunderer's Instinct shows you the aura of your teammates for 30 seconds every time you open/rummage a chestas an additional effect. Appraisal, let's you see the killers aura for 2 seconds after opening a chest.

  • The problem is that Wicked was already a powerful perk because 1) going down basements means a huge time waste to nearly every killer no matter what they do, 2) hooking in basement means nothing as camping is completely useless and survivors can sit for free on gens since no one needs to rescue, and 3) you deny PainRes if you force the killer to hook you in basements while also delaying other perks such as Pop or DMS due to the position. Now, Wicked becomes even stronger by having 50% healing progress which means wasting less time with healing and spending more on gens. It adds more problems to the general issue that hooking punishes killers/makes survivors stronger. A trend that became stronger and stronger over the last few months with introducing other things like 70 seconds hook timer, buffed Resurgence, or do no harm.

  • @The_singularity said:

    https://us.v-cdn.net/6030815/uploads/9EKBX17H1C0D/images-2819-29.jpg

    I main the dredge and legion and I'm debating what licensed killer i should get IM NOT PLAYING BUBBA, but let me know I'm thinking about springtrap, pyramid head or xenomorph or demogorgen what should i do (maybe ghostface or myers dunno…) lemme know in the comments

    Demogorgon is really good because he has Surge and your two mains are really good at using this perk. Mindbreaker is decent on Dredge but depends on the map - if you have lockers nearby gens.

    Alien Instinct pairs also well with your both mains - more so on Dredge. However, if you already have Bubba, you also have BBQ which is in general better. Rapid Brutality is nice on Dredge while UW is a nice info perk for both.

    Springtrap's perks are rather bad. Phantomfear is the best one but Dredge cannot use it during Nightfall (and this gives him already good info) while legion can often hear the injured survivors to gain info.

    Pyramidhead's perks are rather bad on your mains: Trail of Torment hurts Legions power and Dredge already has built in undetectable and the other two are bad on both.

    I would say that Demogorgon's Surge is the strongest one with Mindbreaker as a decent one for Dredge while Xenomorph has three usable perks but all of them are mid.

  • @ThatRyanB I'm really disappointed about the few bug fixes we get. I know with the live release, there will be more but would you please tell us if the live release version will include a big bug fix update? You announced a while ago that you want to focus on bug fixes but during the dev stream there were no big announcements and I'm generally disappointed. So many killers are bugged for a very long time that makes them just miserable to play because their bugs massively affect the gameplay like Artist (swarm delay, skinn bird, birds disappear on certain areas), Dracula (second wolf bounce gets cancelled, jump out map), Houndmaster (stutter bug that makes you slower for 2 - 5 minutes, dog delay, dog gets stuck on everything despite the path not showing this), or Deathslinger (survivors don't see his aim animation, weapons have different hitboxes). On a slightly different note, we never get information about all of the sound bugs. You change sounds every patch without ever telling us - Lara's sounds are completely off and she is quieter than intended. Survivor sounds get delated by the game if the game has to play too many of yhem which often happens on Ormond.

  • @UndeddJester said:

    So, Survivors are getting a whole bunch of anti-tunnel buffs in the form of a 30s of hook Endurance, Haste and Elusive, and even Wicked aura.

    This is a very strong set of changes for Survivor side, and for your average killer, will be a major incentive not to go after the Survivor off hook, especially when you factor in your anti-tunnel perks on top.

    However if these changes comes to pass, to further cement an anti-tunnel initiative, why not give the unhooked Survivor a Conspicuous Action penalty... lets call it Fatigue, and make it so that they perform all conspicuous actions 20% slower for 90s (90 charges, 1 c/s). Hitting/Downing this Survivor with no other Survivors within 16m will cause this penalty to recover 100% faster (2c/s or 45s) (careful, Plot Twist might become a problem here and may need reverting to its previous form).

    This combined with the challenges of eating through the anti-tunnel defences of the Survivors, actually rewards killers for not tunneling, and directly incentivises going after other Survivors or the unhooker instead of the unhooked Survivor, since their ability to progress the trial is significantly hampered.

    As an added bonus, the killer is also incentivised to hook Survivors as well instead of slug, as hooking different Survivors rapidly slows down the Survivor team across the board, and helps give the killer a realistic chance of making a comeback.

    P.S. While we're at it, why did we remove the unhooked player being unable to body block again? Cause I don't think either side has an issue with that change.

    I think the main issue here is that doing stuff 20% slower is just awful and boring. It can also encourages survivors to play more aggressive by abusing anti-tunnel features/perks since it would be more efficient (and fun) to slowdown the killer than to sit with a 20% penalty on a gen.

    Then, this penalty forces the devs to rework some perks such as Gift of Pain, Pentimento, or regression in general since they all become stronger due to the penalty. Blocking perks such as DMS, Deadlock, or Grim Embrace would also become less popular since you don't get value from the penalty if the gen is blocked anyway. Therefore, killers would move even more to regression perks as they pair well with the penalty.

    Another problem is that this penalty helps stronger killers more than weaker once since Blight, Nurse, Billy, or Ghoul can often hook two or four survivors before the second gen pops which means they get more value than weaker killers.

    Next, I don't like the idea in general because it punishes survivors for unhooking instead of killers for hooking. The result could be that survivors will now unhook much later or perks such as Reassure or the Felix perk becomes even more popular to keep the survivor on hook (a hooked survivor is much better than a survivor with a 20% penalty that forces the other ones not to sit on gens). It is already so stupid that a survivor can sit for 70 - 100 seconds on hook without any drawbacks and the game should not encourage this behaviour.

    Overall, I think it would solve the tunnel problem, but it would create a new problem that is not better either. But don't get me wrong, I would like to see a basekit reward for killers that not tunnel and hook survivors.

  • Everytime I see a post about Houndmaster, something in my heart cries. I really love her (she's in my top 5) but in many cases, she feels so miserable due to her bugs. Last Tuseday I played a match with her and got the slowdown-bug for three minutes (you move a lot slower than 4.6 and need to wait it out). Sometimes, the dog also has a delay after sending him out which also feels so bad. I really love her because she has a great design and her power is so fun to use but these consistent bugs remove all of the fun. Then, it also feels like the developers don't give her enough love because despite fixing some bugs, she has plenty in the game and they also give her zero cosmetics - her first cosmetic was the Bloodmoone one which was time limited. Lastly, her addons are still pretty bad (e.g. Even though the devs said they will rework the Knotted Rope addon, it is still unchanged).

    This month, the Houndmaster turns one year and I hope with the upcoming PTB (or at least with the live release of PTB) we will a lot of bug fixes for her.

  • @Mandy said:

    To give more context, we playtested this with our Consultants, they were successfully able to weaponise the no collision, dropping pallets for other survivors, flashlight saves etc. It was making the survivor pretty invincible in that area, which is definitely not the intention of a mechanic to reduce tunneling. You could clip inside the killer for Flashbang saves etc, it really was pretty problematic. The solution was to remove the no collision.

    It was obvious that survivors can abuse the unhook-protection even without collision but it's just so sad that the solution is to do nothing against it but make it much easier.

    It is also so bad that you still try to solve the issues of tunnelling, slugging, and camping by giving survivors tools that are so easy to abuse instead of giving something healthy that is no abuseable like good rewards (Bloodlust is nothing) for not tunnelling, nerfing/changing killers that are too strong or too good that these things (Nurse, Billy, Blight), or give SoloQ a QoL change to give them fairer options to deal with these things. I know this is PTB and we should test things and then give feedback but it feels bad that after our last feedback you spent time into these changes and we need to fear that these changes make it live because it will be awful for both sides.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021173#Comment_4021173

    but you don't need to spend 60s doing nothing, that's inefficient as a survivor. If you're not being tunneled you can just work on a generator to progress the game. Your perk, is not needed in this situation.

    Questions: If I get unhooked and run to the killer with my DS, they eat it, and then the killer downs me/waits the DS out and hooks me again without any hook in between, does that count as tunnelling in your statistics?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019455#Comment_4019455

    The data we use, is not that survey but the survey that pops up when you uninstall the game.

    I had no idea we get a survey when uninstalling dbd and did a random search on Google

    Is that the whole survey you use?

    20251025_164718.jpg
  • Forgotten Ruins: Feels overall fine. The map just has different issues like the exit gates being too difficult for survivors since killers can stay in the middle and keep an eye on both. It would be better if the exit gates would be more behind something like one behind the main building and the other one more behind shack.

    Shattered Square: A little bit too stacked when it comes to pallets. Before the update, the map was a bit too empty but now it is the opposite and there are sometimes too much pallets or they conntect into each other too well/form a bit loop.

    I remember that you updated the map at some point with the rule that there has to be a certain distance around a pallet, so another one can spawn. Did this got removed or changed? I can't remember the patch when you announced it

  • Mount Ormond Resort

    The main issue of Ormond is and was always that this map was a bit too large. You tried to fix dead zones with pallets but the better solution would have been to make the map a bit smaller. Now, the map is still way too large and has a lot of pallets that are good interconnected with each other. For example: The shack is on the edge of map and no killer without mobility can chase there without losing gens on the other side of the map because it takes three business days to go to these generators.

    Yes, Ormond became even better for survivors and much worse for killers, especially the weaker ones. The best way to fix it is - as I said - make the map a bit smaller and this should also fix the bigger dead zones.

    Ormond Lake Mine still feels balanced and fine overall.

  • The pallet density update for Haddonfield feels good and fair. Before, the map could have no pallets in the middle which felt awful. Now, the middle and both gardens have good pallets to play around.

    However, Haddonfield has other issues that were not fixed with the pallet density update even though there was the opportunity: the middle street lacks good line of sight blockers to have a better match up against range killers but also Nurse. The only line of slight blocker you can have is a truck but even this one is not guaranteed. In addition, these are also necessary to better sneak from one side to another or to manage a rescue. When a killer hooks a survivor in the open, there is very little room for survivors to rescue.

    Lastly, the middle needs some locker placements since there is no locker and killers like Huntress or Trickster either need to go to edge map or into a house to reload while Dredge has nothing to teleport to.

    So, if you plan to change the pallet density on this map, please consider these two issues and try to fix it by adding more trucks and put some lockers in the middle.

  • @AcesSpeedo said:

    or are yall just gonna ignore it until the anger dissipates? is there a specific reason why there's way less content, and a bunch a recolours of the same outfit copy and pasted 4 times? for the same price? super disappointing.

    saw a post saying the free rift doesnt even add up to 1mil bloodpoints (as if 1mil is even enough) it should be like 5mil+ i dont know why you keep feeding us scraps of bloodpoints when it doesnt even affect the business' profits, shards i can understand because of cosmetics and what not, but bloodpoints? really? stop being so stingy.

    man yall really have gotten so lazy and way too comfortable giving the community #########.

    also fyi - adding a bunch of weird flaps onto cosmetics doesnt make them look worth more money!!! i have a sneaking suspicion the reason you've gave us less content is because of the player survey you had us do a few months ago after houndmasters release where you asked if the cosmtics looked… i cant remember the exact words but was something like "expensive/premium/high quality/worth their price in other words) and i feel a lot of people said no, so you've resorted to doing this thing (i see a lot with cosmetics now) where you make them look ridiculous with like dracula/dnd/forklore vibes adding loads of flaps and feathers and other unnecessary junk onto cosmetics expecting us to think they look a more high quality when they just look like crap. im sorry but they do. and i feel like you think yourselves, that you've put more effort into making the cosmetics look higher quality (when they dont) meaning its ok to give us less content in the rift? it's giving delusional i cant lie. maybe im delusional for thinking yall were actually on the road to improving this god for saken game. im so over yall atm.

    The developer just posted a statement on social media

    https://x.com/DeadbyDaylight/status/1976705869975794144?t=6ENMPRVe41_7KpPU9NEOSw&s=19

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011960#Comment_4011960

    I guess so.

    The bug rumors are not relly true at all tho. Aside the odd colision here and there, I saw pretty much just one bug and that was fixed the very next patch.

    You are right about the add-ons, tho. There are 6 worth running and nothing else.

    It might be that Twins now has less bugs but the reputation for it is there since in the past they had a lot of bugs. Similar story with Skull Merchant that people still dc against her due to "chess game" or people don't play Knight for being buggy and weak even though after his latest buffs, he is a good killer now.

  • @SoGo said:

    Some time ago, I bought The Twins. I bought them for their perks, mainly, knowing their unpopularity and history.

    But, I felt obligated to play at least one match with them.

    And surprisingly, they are really fun!

    Victor snipes feel great, you can outplay most loops very well, and overall, there are not nearly as buggy as I expected (at least they are very much playable).

    I don't get why people don't play them more.

    The Twins is a really strong killer (at their best top 10/A+ tier alongside Billy or Ghoul). Victor is one of the best killer powers in the entire game since it has good anti-loop and map mobility. The Twins also have the unique counterplay that survivors should stay together which is unusual and difficult to manage in SoloQ. Also, once everyone is injured, a slug is an easy win and there are not many good counter perks in your average match while they often ignore survivor hook-advantages.

    However, Twins are well known for being always buggy and survivors can hold Victor hostage for a very long time and not many players are okay with "the survivor have control over your power" and your power has a long cooldown. Many players also don't like to slug and if they want to slug, they might like Billy or Oni more for different reasons. Their addons are also rather simple and uninspired while perk-wise, they have a limited pool and not many perks have a unique synergy with them. Many exposing, Undetectable, aura reading, and Oblivious perks don't work on them well while you don't need chase, kicking, or similar perks since most of the time, you control Victor - to compare it: range killers love aura reading perks, many M1 killers love exposing or chase perks and Undetectable or Oblivious perks are usable on many killers with a few exceptions. Lastly, they never get any good skins and you can be happy if you get one cosmetic piece per year. I also don't wanna be that guy but appearance-wise, people rather like Trickster, Skull Merchant, or Oni. Her appearance also makes it a bit difficult to create cool cosmetics for them - Trickster or Skull Merchant have this typical "nice" body with a modern lore, so nearly everything fits for them.

    Overall, unusual gameplay, being known for always bugged, no cosmetics, and limited pool of variety or builds are the reasons why no one plays Twins despite being a strong killer.

  • @Emeal said:

    Yeah, I think his Left hand is too darn big.

    Otherwise I think the Cosmetic is nice, I would maybe have wanted more sheet to flap around.

    I really love this skin too and I think the cosmetic team did an amazing job, especially when Dredge's skins take a very long time (around 12 weeks according to the devs) while they also said it is a more difficult one in terms of making it not a set. They did so much right with the skin but then forgot the obvious part that it would be nice to see something from the killer pov. I also watched Otz stream and even when you more, the weapon is still big and a lunge attack still covers so much of your screen.

    @Caiman said:

    Not a single minute of playtesting.

    I'm always trying to be positive but in this case I have to agree and to say that's even more: We are telling the devs since the Unwanted Toy skin that his skins are cool but his arms, especially his weapon, is just awful to use and need's to be smaller. They made it a bit smaller but it's still too big while the crab skin is still unchanged but hey, it's just 10bucks and you see it after you bought it. Over the past few years, we got more and more killers with smaller or smoother weapons that don't cover so much of your screen, which is nice but I don't understand why they keep doing it with Dredge. I really hope they will fix it like they did back then with the Xenomorph skin. It's also a shame that the new Oni skin had a big and obvoius bug - luckly it got fixed with this hotfix but still embarrssing that it wasn't good on release.

    @Marc_123 said:

    Milestones are back. Restart the game.

    And yes… it is a bit big.

    Thank you for reminding me to remove it this part <3

  • Milestones are back, seems like you need to close and open your game to get them

    grafik.png
  • @AhoyWolf said:

    There are 6 cosmetics, for Ace, Yun-Jin, Vittorio, Claudette, Trickster and Spirit.

    Every other cosmetic in there is a recolor of these 6 (which previously iirc was exclusive to deep rifts) and Claudette's head piece isn't available atm.

    In previous rifts you got more cosmetics or am I just misremembering?

    Claudette's head piece will come later for everyone because it is not perfect according to the devs https://x.com/DeadbyDaylight/status/1975287362931573042

    Otherwise, yeah this rift feels really empty and it feels like with every rift, the quality goes down: The Anguish rift was really nice with five killers (Knight, Plague, Trapper, Blight, and Huntress) and three survivors (Jane, Thalita, Renato) as well as some recolors, badges, charms, and banners. Then, they reduced the amount of new skins to four survivors and two killers for the Overgrowth and Entombment rift. In addition, even though they are really annoying but the killer skins from the Anguish rift had special chain sound effects while the Overgrowth rift skins had special animations and for the Dredge one some sound cues. Then, the Entombment rift had nothing special even though the skins have a high rarity/the same like the ones before. Now, the new rift has very little. I really love the skins and recolors as well as the charms, badges, and banners but no skins in the free track and no recolors or something else in the premium track. The rift is overall just empty compared to the ones before.

    The cosmetic team does an amazing job and always give us great skins but this time, I'm disappointed by the fact that we get so little compared to the rift befores.

  • @StalkingYou said:

    I don''t play too much Artist but I watched Otz's new video and I agree with most of it.

    The main point he made was that lots of killers with low pick rates have those low pick rates because they require much more effort compared to other killers who give the same result.

    He called this the "Artist Effect" or something.

    Like I said I don't play too much Artist but she's one of my favorite designed killers in the game (probably my favorite original killer, very Tim Burton-like) so I was wondering if people agree with Otz, and also think she should be changed in some way.

    I'm not even sure if she should be changed, which is why I am making this post. I want to know what anyone with more experience with this killer thinks of her.

    If it means anything, the only change I could really think of was making Severed Tongue basekit. I always use that add-on when playing her as it makes her feel a lot smoother and deadlier.

    I main Artist since release and in my opinion she is mostly fine. Yes, she is a very difficult and complex killer with a high skill ceilling and therefore not many people play her but that's fine. I never wanna see her get dumb down to be easier to play but also strong like some other killers. There are just a few things that need a change:

    • Make Severed Tongue basekit
    • survivors can no longer insta remove swarms by jumping into a locker (either they cannot jump in a locker while swarmed or they have to stay for eight seconds in a locker)
    • Remove the feature that crouching survivors don't trigger killer Instinct.
    • Make her charge time a tiny bit faster.
    • Addon pass. Garden Of Rot and Matthias' Baby Shoes are just awful by design because they cause skill issues on the user and unfun on the other side or her longer and wider killer Instinct addons could become one addon (then it would be nice to use) to give a few examples.

    Otherwise, she is fine and one of the best designed killers in terms of being unique (no dashslop and interesting way to pressure survivors from far away) and balanced.

    True. All it showed was that the developers have no clue about Artist but saw that some addons had higher pickrate than others, and thought "she is a good spot, let's nerf her, no one plays her, no one will complain). It might sound a little bit rude but considetring the fact that they tried go gutter Xeno and keep nerfing high pickrate addons without either reworking the low pick-rare ones or understanding why some addons have a high pick rate (e.g. Demogorgon or Unknown).

    I agree with a lot what the person said but you could transfer this to nearly every other killer. Bubber, Ghost Face, Plague suffer from big maps and strong meta perks. Bubber is also that type of killer - similar to Artist - that gets a big reward when played right but also so hard punished for a tiny mistake. Then we have Houndmaster, Knight, and Bubba again who get more and more bugs every single patch. Trapper, Pinhead, or Dredge suffer from bodyblocking (thus Artist can outplay this, especially with Severed Hands) or teamwork (Interaction is fine and encourages survivors to do something else than just sit on gens but unhealthy when the killer has no counter to it). Next, we have killers like Huntress or Demogorgon who were for a very long time really strong/fine killers but over the years, they got overcreeped or the new map designs is just bad for their power (e.g. old maps have many straight loops/tiles which is good for Demogoron but new maps have more rounded loops which are bad while Huntress suffers from the many line of sight blockers the developers add to newer maps just because Nurse is still in the game or she is still 110% even without hatchets). Many of these mentioned killers (Dredge, Pig, Ghost Face, Huntress) suffer from strong meta perks on the survivor side (e.g. exhaustion perks, Vigil, Resurgence) while their good stuff (PainRes, DMS, Grim Embrace) got nerfed without giving them something as an exchange. Blight, Nurse, and Ghoul are still strong even with this nerfed stuff but these killers not.

    What I want to say, many problems Artist has are not her own problems. The best way to make Artist better is to rework/change the general problems: Make big/difficult maps (Badham, Ormond, or Crotus Prenn) smaller/fairer so non-mobility killers are not pain to play on these maps. Nerf strong meta perks and other stuff and bring them more in line with other survivors stuff (Vigil, Deli, Syringe, Styptic, Commodious Toolbox) while buffing/reworking/tweaking killer perks to give them more variety/killers can better benefit from them (the STBFL nerf was testament to the weak m1 killers).

    Of course, nerf strong killers (Nurse, Blight, Ghoul) or too powerful addons (both iri addons from Plague, infection addons from Wesker, Krasue, Singularity ect.) since when we bring (weak) killers and strong stuff more in a balanced line, we also need to bring op stuff on the other side more in line. Then, also bring SoloQ more in line with SWF by giving them basekit information or helpful tools (e.g. basekit Kindred, change Blindness in a way that doesn't affect SoloQ perks such as Bond, Kindred, or where a survivor got downed, and rework/buff perks in a way that they are more usable but not SWF exclusive).

    In the end, killers will still have their "own" problems like some maps are just better or worse for them, sometimes your power will be countered in some unfun way ect. But the developers could reduce these moments by bringing everything more in line.

    However, I highly doubt the devs will do this in the right way since it means much more work than just overbuffing fine stuff or just do a lazy number tweak when something is either under- or ooverused. Sometimes, I just ask myself why they have a consultant team or want our feedback when they ignore the more specific stuff (nerfing Unknown for no reason, nerfing Leverage for no reason ect.).

  • @ThatRyanB do we get another hotfix/patch after the second hotfix next week or is the next update the big bug fix update in november?

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006532#Comment_4006532

    Yea, but typically those auras also cannot be hidden by blindness, but Springtrap's can, so that's why i'm asking, since the aura is so inconsistent I have no clue what to think anymore.

    That's interesting. I would say that you cannot see the aura of Springtrap when you suffer from blindness because it counts as a killer reveal and therefore blindness can prevent this. Blindness prevents the affected survivor from seeing auras even the ones that are forced. But this aura reveal still happens due to a killer feature, which is why the aura is white and since this is the case, Deerstalker does not trigger - like it would do in case of Wiretrap.

    However, I wouldn't be surprised when this is a bug or not consistent since it's also interesting that Deerstalker works with Vecna's magic items except the Fly one. We have to keep in mind that different people work on killers/patches and therefore they might use different codes for features and interactions.

  • @ReverseVelocity said:

    I don't think anything needs a specific nerf outside of Syringes. Nobody reasonable is asking for a WMI nerf, and Resurgence was at 50% for a while and it wasn't really used. Do No Harm is already at 50% as well, so I don't think you're actually reading the perk descriptions properly.

    In terms of healing perks, the only ones that I think majorly need changes are Leverage, No Quarter and Self Care, and those should all be buffs. Leverage being made 30% is barely better than Mangled. 50% at 45s seems slightly more reasonable.

    Resurgence is part of the bigger "hooks punish killers" problem. Over the past few months, hooking became more and more worse for killers for different reason: On the killer side, hook related perks got nerfed while hook related survivor stuff became better and better. Resurgence is one of the problems: When you hook a survivor, you want pressure and slowdown but Resurgence takes the slowdown away since you can heal yourself in 4 seconds and then immediately sit on a generator. This perk tells the killer to slug survivors since a slugged survivor cannot be healed in four seconds. Beyond that, a slugged survivor is more pressure than a survivor that sits for 70 seconds on hook and after that comes to abuse their anti-tunnel perks. Old Resurgence was fine but no one used it because it wasn't overpowered and during a time when Mangled and Haemorrhage was more common. The best solution would have been to keep Resurgence at 50% but you cannot lose the gained Resurgence progress due to Haemorrhage.

    Otherwise, Do Not Harm and We'll Make are fine. These perks as well as other unhooking perks (e.g. Babysitter, Borrowed Time) let survivors take care of each other. Yes, they are difficult to use in SoloQ but the issue is SoloQ and not these perks. Therefore, SoloQ should get QoL changes that make the use of these perks easier (e.g. let me see my teammates perks, give them basekit Kindred without killer aura, or a quick communication wheel would be cool). Therefore, I also don't wanna see a Self Care buff because it encourage selfisch gameplay. Syringe needs a rework since it are way too strong. The developers did a lazy number nerf but Syringe as well as Styptic are still unhealthy for the game. I wish the developers would give medkit addons a good and funny rework like Otz suggested.

    Mangled and Haemorrhage should also be no longer time-based since all this change did was to make many add-ons but especially Sloppy Butcher useless. This also resulted in the issue of less add-on variety, which means some addons get more usage and BHVR thinks these addons are overpowered and need a nerf - they like to do this - while the Sloppy Butcher nerf was a huge L to many weak M1 killers. The Leverage change was a big nerf and should go back to its 50%. No Quarter is an awkward perk because against newer/casual player it is a strong perk but against good survivors useless. I think a rework would be better than a number buff. This is also what I dislike about perk changes: The devs give them often a number buff and either it does nothing because the issue is not the number or it makes a perk too strong.

  • @SoGo said:

    Do you like his current power more, or was the old one better?

    Is he too weak? Is he too strong? Is he interactive?

    Do you like his new add-ons?

    Does he need buffs? Nerfs? Changes?

    What do you think?

    My personal opinion is that he is not higher than a B tier killer, and some buffs should definitely happen, especially in areas which were nerfed from his original form.

    His new add-ons are pretty eh for the most part. There are 2-3 that should have been basekit, some absolutely awful ones (looking at you, Jewelry Box), some that are neat, and some really good ones (Hairbrush, Tombstone Piece, Blond Hair)

    If I could do anything about his design, I would give him a few buffs, and further expand his old power by designating more than just one add-on to it, which could give us a neat dual power situation.

    Details here:

    https://forums.bhvr.com/dead-by-daylight/discussion/457422/a-middle-ground-for-micheal-myers-power-change-idea

    I think the rework is good because old Myers was either always weak or unhealthy (insta kill).

    However, unlike new Freddy, Myers still suffers from a lot of meta and gameplay problems:

    • You can react to his strike attack similar to Blight's rush which means you can dead hard it so easily
    • He struggles against every exhaustion and chase perk like Lithe, SB, Finesse
    • He can no longer make use of M1 perks like Surge or Coup de Gras since his strike is a special attack
    • He has built in undetectable but you hear his loud breathing sounds from far away, you move at 4.2
    • You have no map mobility (Ormond, Badham, Sanctrum of Wraith will hurt) or close the gap between you and a survivor (exhaustion perks and prerunning hurt). I also don't understand why he has a 40meter TR when he has no map mobility - this makes prerunning much more easier. I get why Blight, Ghoul, or Billy have one but Myers? It also makes no sense that Myers has a 40meter TR but Oni during his power mode not.
    • You need time to setup.
    • I also give him the extra point that his footsteps sound like survivor ones and linger behind him, which feels like there is always a survivor behind me - super annoying when a survivor dies under a pallet.
    • Lastly, he feels a little bit clunky and could be a bit more smoother

    Of course, he got some buffs like shredding through pallets with the strike or faster vault but that doesn't really help him that much. Shredding through pallets is nice but you need downs at the end of the day while the slightly vaulting speed is often not good enough to keep up with strong loops. Also the insta kill on two hooked survivor is strong but he has to get to it. It is also a matter of time until survivor are aware of it and either start to predrop their whole life infront of him or jump in a locker to give the team more time.

    Overall, he kinda reminds me of a much weaker version of Billy due to all the drawbacks and I cannot see him in B tier, maybe low B-, which is better than before but compared to other reworks/updates (Freddy, Singularity) rather underwhelming. However, I think the developers wanted to keep Myers simple and a simple killer should never be strong - otherwise it will be a Ghoul 2.0.

  • @fussy said:

    I think it's first time I won't reach 100 lvl of Rift, even with bigger amount of matches than in previous one. I saw some posts here about same problem, so maybe devs can help with it, please?

    It surprises me that we had no Fragment Frenzy, Blood Hunt/Rush, or XP week for like three or four months - not even during the anniversary event. Before, we had like every month one or all of them, which was kinda nice.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008357#Comment_4008357

    Sure, but a perk can have a timed status effect attached to it and still be perfectly fine in the face of Vigil.

    Take Fearmonger and Gift of Pain as the biggest examples here. Fearmonger's main strength is twofold; survivors are unable to read auras while repairing generators, and survivors have Exhaustion applied as they run away from a generator if you interrupt their repair.
    Vigil doesn't affect either of those things, at all. A single second of Exhaustion is enough for that to be useful in Fearmonger's use cases, and the lingering Blindness doesn't really matter at all.

    Then take Gift of Pain. The main strength of Gift of Pain is that healing up applies a whopping 14% slowdown to generator repair until injured again, forcing survivors to either stay injured for gen speed or heal up and be less effective at progressing their objective for it.
    The Mangled timer being slightly lower doesn't actually matter at all. This perk could not have Mangled and it'd still be a top tier powerful perk.

    A perk being affected by Vigil isn't even close to the same as a perk being made useless by Vigil. That's kind of why I'm making this post- I think it's a pretty fair effect leveraged against most perks, but I'm really on the fence if it's fair against Exposed, because the perks which give timed Exposed tend to be more harshly hit by Vigil than pretty much any other killer perk.

    Getting rid of the (not even) five seconds exhaustion from Fearmonger is super easy during chase - during a vault, holding check point, or by just letting go when you know the killer comes to you and you cannot finish the gen.

    GoP is not a top tier perk, it's mid (limited due to scourge Hook, relies on support, useless when you need to tunnel/camp/slug, healing slowdown still gets countered by healing perks, and 70 seconds hooktimer hurts it too). True, survivors have to make a decision between staying injured or work slower on gens but they still can stay injured on generators and then heal once the timers are over (quicker thanks to Vigil) , which is important when it comes to endgame.

    The fact is still there that one perk makes 27 perks, 76 addons, and two killers weaker or even useless and this should not be the case. A perk should never affect so many things on the one side for free while giving teammates a fifth perk (and even more when we also count survivor perks that become even more easier to use).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008340#Comment_4008340

    …Which killers? It doesn't affect killer powers, so I'm not sure what you're referring to.

    I'm also curious about the rest of that list too, really, the perks and addons. I think that might be a little overstated.

    Freddy and Clown https://x.com/KuhssirYT/status/1947299039940063301?t=Fr9GRZpIo7ta_fkBA4WUsA&s=19 (this hasn't changed yet)

    These are all the perks that have a time based status effect (if I don't have forgotten any of them) and these are only from the killer side. It's actually 27 which is pretty close to my round about 30 and can we not already agree that it's insane that one perk counters so many perks for free and even for your teammates?

    Dragon's Grip, Make Your Choice, Ravenous, Haunted Ground, Iron Maiden, Starstruck, FTTE, Hubris

    Sloppy Butcher, Gift of Pain,

    Fearmonger, Ultimate Weapon,

    Blood Echo

    Force Peanance

    Genetic Limits, Languid Touch, Overwhelming Precense, Septic Touch,

    Alien Instinct, Hysteria, Retribution, Nemesis, Weave Attunement

    Nothing But Misery, Knock Out, Forced Hesitation

    I'm not gonna list all addons because that is way too much but here are links to lists that show you all the addons that apply a status effect.

    Mangeled addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Mangled

    Haemorrhage addons (thus most of them also apply Mangled so you have to keep that in mind when counting them) https://deadbydaylight.wiki.gg/wiki/Status_HUD/Haemorrhage

    Blindness addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Blindness

    Broken addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Broken

    Exhaustion addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Exhausted

    Oblivious addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Oblivious

    Hindered addons https://deadbydaylight.wiki.gg/wiki/Status_HUD/Hindered

    Exposed https://deadbydaylight.wiki.gg/wiki/Status_HUD/Exposed

  • Vigil needs a bigger nerf than just removing the exposed status effect. Currently, the perk makes ~30 perks, ~30 addons, and two killers useless by just it's existence - you just have to equip it and that's it. In addition, it also gives teammates a fifth perk slot due to its 16 meter radius and 15 seconds lingering, which means these perks, addons, and killers are not specific against a Vigil user weak but once a survivor has it in the party. Thus limits the already small build variety on the killer side even more and results in seeing the same build over and over again. Lastly, the perk makes already strong and easy to use exhaustion perks in Lithe and Sprint Burst even more easier to use. The perk is just overall unhealthy and that's for free.

  • @SlowLoris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007311#Comment_4007311

    Yeah, the change to Leverage is one of my most hated changes.

    My chill build on Chucky is Enduring/Nemesis/Furtive/Leverage and Straight Razer (sloppy)/Jump Rope

    I basically just go for crazy scampers and if they camp pallets I swap obsession with nemesis/enduring for aura reading, and guaranteed furtive while also slowing down heals off hook with my addon+leverage.

    Not anymore. Literally, the perk was fine. If people weren't using it, it wasn't because it was bad, it was because they're just addicted to running nothing but slow down. I really hope this gets reverted.

    Yeah, I feel like Off The Record will most likely temporarily get reverted to either what it was, or a nerfed version (60s) of what it was, but I really hope it gets a full rework when the anti-tunnel system goes through.


    Ravenous is such an unfortunate perk, because I actually just vibe playing super fair overall and tend to simply match the energy of the survivors I get. If I get really chill survivors, I go for 8 hooks. If all survivors were alive at 8 hooks, and it reproc'd 60s of exposed? I'd make builds around that. It'd be fun to try and challenge myself for it.

    As for Vigil, I think genuinely reverting it back to when it was only 30% (2 changes ago), and simply increasing the linger duration a bit would be more than enough of a buff for a perk that was ALREADY GOOD. They could also possibly add in a restriction of reducing hinder from killer powers.

    True. I loved Leverage on my Dredge and it was also nice to have a slowdown that gives you time to go for different survivors. Now, the perk feels so useless. And I can't even explain if the developers wanted to nerf the Leverage or thought this change is a buff. If it's supposed to be a buff than they have no idea what it weaknesses are and if it's a nerf, then I don't understand why.

    I tested Ravenous and it felt so underwhelming. Playing Mr. Nice Guy just to get 60 seconds of exposing is nothing. I even had matches where I got one instadown but other ones got denied thanks to Vigil. If the developers release perks that encourage us to play "nice" than it should have a bigger reward and not give us so stupid moments where a high effort gets denied by zero effort.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007360#Comment_4007360

    I removed the sound that plays once you fill up the stalk meter, because it realistically is not really needed. Since, at 80% stalk you get a warning, and you also get one when Evil Incarnate/Within activates, and also his TR shows up when it fills up… So I figured since you would get 3 warnings right after eachother, a fourth would be excessive.

    As for Jewelry, I don't think 8% is too bad, since it's both time-limited and less than release Knotted Rope, but you may be right. I could try to add a downside.

    And lastly, Lock of Hair. It would actually only work with the Exposed Power (old T3). Considering that there are no other add-ons that would also extend it (Tombstone, Hair Bow and Reflective Fragment would all be off limits), I thought it'd probably be fine. This is unfortunately the kind of thing I would love to test, but can't.

    OOh okay that's your idea for the Lock of Hair addon. Then, I misunderstood it and then it should be fine. Thus, it might be confusing for players why one addon can only be used alongside another one but on the other hand, killers have so many addons and i think a restricted addon is still better than a useless one

  • @Slurp_Ramen said:

    the new menu background has a new really annoying buzzing sound that sounds like, wait for it, a speaker set😱.

    Probably intended to match the speakers in the background but it’s really annoying on survivors/killers with quieter menu themes. Anytime I’m in the lobby I have to full mute because it makes my ears bleed.

    the devs confirmed that this will be fixed with the first hotfix.

    G1o7W9DWgAAwEg0.png
  • @CammyChameleon said:

    Tenacity

    Off The Record

    Hope

    Dead Mans Switch


    Tenacity was already a very niche perk and this change ruins a lot of fun non meta meme builds

    Off The Record, I was not a fan of the Anti-Tunnel Anti-Slug changes in the PTB BECAUSE perks already existed to help prevent this stuff, so WHY would you remove one of the better perks that helped with this? If you don't want people body blocking with it then just make it so people with endurance have no collision.

    Dead Mas Switch: This perk has A HUGE history. On Release it was 45 seconds active after hook and only worked on the obsession.

    Then It was changed to activate on all survivors on any gen they let go of for 45 seconds after

    Then it was nerfed to 30s and works on all survivors on all gens

    Then they nerfed it to work only on one gen and one survivor, but to compensate they made it 50s
    (this was the best version as you could just tap a 0% gen and counter it easily)

    Now it STILL only works on one gen, for one survivor but now it's 35s?? This is worse than it's worst iteration of the perk and has ruined a perk that was useful rather than buffing all the non used perks to be the same level of useful.

    I am of the philosophy that every perk should be good/meta so there is more variety. If everything is OP then nothings OP but in this case DMS wasn't even OP as I said the easy counter.

    I think it should be changed back to AT LEAST 45s cause 35 on one gen is ridiculous considering it's activation condition, you have to put in work to hook a survivor and then depend on them letting go of the gen that you actually want to stop progress and not a 0% gen. You are literally better of running dead lock which you literally have to put no work in to get value out of at 25s… and DMS needs 2 conditions from you to activate with the second being RNG in the survivors control so this nerf just genuinely is bad and makes no sense whatsoever.

    ALSO This is the 5TH CHANGE TO DMS While there are SEVERAL horrible underused perks that haven't been touched once! Please please please focus on buffing the weaker perks into meta instead of trying to shake up the meta with a million nerfs to the perks people already like. The meta change should be bringing in new good perks not changing the same perk 5 times…

    Tenacity was already a very niche perk and this change ruins a lot of fun non meta meme builds

    the devs already confirmed that they will revert the Tenacity nerf.

    Off The Record, I was not a fan of the Anti-Tunnel Anti-Slug changes in the PTB BECAUSE perks already existed to help prevent this stuff, so WHY would you remove one of the better perks that helped with this? If you don't want people body blocking with it then just make it so people with endurance have no collision.

    The OTR change is a good one. If the killer wants to tunnel, the perk was already useless since the killer hits you right after the unhook and when the killer was not tunneling, then many players abused the OTR to bodyblock for other teammates which is just awful and stupid. Giving surviors no collision is also not a solution because an OTR survivor can still bodyblock by preventing the killer from using their M2, doing a lunge attack, or in worst case hope for auto-aim. OTR users can still drop pallets infront of the killer or hover around for a flashlight/pallet rescue while being completely immun. The issue is the endurance status effect that players just abuse. Survivors also have many other anti-tunnel perks such as DS, Blood Rush, Shoulder the Burden, Borrowed Time, Babysitter, Resurgence, Second Wind, or Dead Hard that are also less abusable.

    I think it should be changed back to AT LEAST 45s cause 35 on one gen is ridiculous considering it's activation condition, you have to put in work to hook a survivor and then depend on them letting go of the gen that you actually want to stop progress and not a 0% gen. You are literally better of running dead lock which you literally have to put no work in to get value out of at 25s… and DMS needs 2 conditions from you to activate with the second being RNG in the survivors control so this nerf just genuinely is bad and makes no sense whatsoever.

    I agree with you that DMS is not a free perk and you need to play good to get value from it but the issue is that stronger killers like Nurse, Blight, and Ghoul don't mind this nerf and it might even a buff for them since they can down survivors within this time. However, weaker killers suffer more from this nerf but buffing DMS back to is not the solution, especially when this perk was always somehow unhealthy: Back then it had an insane synergy with original PainRes, then an insane synergy with UW and Grim Embrace until they finally reworked it to its current version. That is also the reason why the devs changed it so often because it always had an unhealthy synergy with other strong-meta perks.

    In my opinion, the duration is fine but weaker killers need more buffs (stronger ones nerfs) while commodious toolboxes (and their event version) as well as extra speed, charges, and BNP addons need a nerf since they are more of an issue. Beyond that, the developers should also buff weaker gen-regression perk. Everything together would put the whole gen-defense situation more in a healthier line.

  • @SoGo said:

    Hello, Myers players old and new, enjoyers and mains!

    As we all know, the 9.2.0 update has brought upon us a Myers rework. This rework has, most notably, tacked on a rather... generic dash power onto Myers instead of his normal Tier 3.

    Personally, I would be in favor of completely scrapping the lunge, BUT I know that the dev team has spent a lot of time on him and that many players adore the new Myers.

    And so, I present a compromise. Give The Shape a dual power set. To explain. Keep his new fancy dash, but also keep the old Tier 3 and expand it's uses by dedicating a bigger portion of the add-ons to it. (Similar to old Freddy's Snare/Pallet add-ons). For the rest of this post, I will refer to old Tier 3 as Evil Within Mode.

    Here are the changes:

    General changes:
    • Increase the Stalk range to 40 meters.
    • Evil Incarnate Mode now lasts 60 seconds.
    • Evil Incarnate Mode now requires 7 Stalk Points to activate.
    • The Tier Up Warning sound will only play once the stalk meter has been filled to 80%.
    • Remove the Warning sound that plays once you fill the Stalk meter.

    Evil Incarnate Mode (Dash Power):
    • Return the maximum bonus Strike duration to 1,125 seconds.
    • Remove the audio que that plays once you start charging up Slaughtering Strike.

    Evil Within Mode (Exposed Power):
    • Whenever this mode is active, the stun and pallet break durations are reduced by 20%.

    Add-ons:

    Tacky Earrings:
    • Unlocks Evil Within Mode.
    • When you enter Evil Within Mode, the most stalked survivor becomes the Obsession.

    Boyfriend's Memo:
    • Unlocks Evil Within Mode.
    • During the last 15 seconds of Evil Within Mode, your movement speed increases by 5%.

    Jewelry:
    • Unlocks Evil Within Mode.
    • Decreases the cooldown of succesful basic attacks by 8% while in Evil Within Mode.

    Scratched Mirror:
    • Decreased the rarity to Uncommon.

    Mirror Shard:
    • Now also reduces the cooldown between uses of Slaugtering Strike by 1,5 seconds.

    Jewelry Box:
    • Unlocks Evil Within Mode.
    • Whenever you fully fill up the Stalk meter, all survivors in a 32 meter radius scream and reveal their locations.

    Lock Of Hair:
    • Unlocks Evil Within Mode.
    • Extends the duration of Evil Within Mode by 12 seconds after every succesful basic attack.
    • Slows down the bleed out timer of all survivors by 20% while you're in the Evil Within Mode.

    Fragrant Tuft of Hair:
    • Unlocks Evil Within Mode.
    • Unlocks the ability to switch from Pursuer to Evil Within Mode without Stalking after filling up the Stalk meter once.
    • Unlicks the ability to switch from Evil Within Mode to Stalker Mode.
    • Increases the amount of Stalk needed to unlock Evil Within Mode by 300%.
    • Revert the rarity back to Visceral.

    Add-ons that work with both modes:
    Tombstone Piece, J. Myers Memorial, Vanity Mirror, Scratched Mirror, Judith's Journal, Dead Rabbit, Blond Hair, Memorial Flower

    Add-ons that would only work with Evil Incarnate Mode:
    Judith's Tombstone, Glass Fragment, Reflective Fragment, Mirror Shard, Hairbrush, Hair Bow

    Add-ons that would only work with Evil Within Mode:
    Tacky Earrings, Boyfriend's Memo, Jewelry, Jewelry Box, Lock of Hair, Fragrant Tuft of Hair

    • Increase the Stalk range to 40 meters.

    it's funny that they nerfed this, turned the missing range into an addon, and now he relies on this addon.

    • Evil Incarnate Mode now lasts 60 seconds.

    yes, 40 seconds is nothing for a killer that needs to setup and has no good mobility - even Oni's Bloody Fury is longer (or has a similar duration) and that comes with greater mobility and the ability to end matches with one power mode.

    • Remove the audio que that plays once you start charging up Slaughtering Strike.

    highly doubt they will do this because every killer has a sound cue when they start using their power. If he has no sound cue warning, then it would be unfair.

    • Remove the Warning sound that plays once you fill the Stalk meter.

    same reason.

    Jewelry:
    • Unlocks Evil Within Mode.
    • Decreases the cooldown of succesful basic attacks by 8% while in Evil Within Mode.

    will never happen, even when it's limited to his power mode and he cannot use M1 perks well, the devs will never do this or make it as useless as the Houndmaster's Knotted Rope addon.

    Lock Of Hair:
    • Unlocks Evil Within Mode.
    • Extends the duration of Evil Within Mode by 12 seconds after every succesful basic attack.
    • Slows down the bleed out timer of all survivors by 20% while you're in the Evil Within Mode.

    it sounds funny but considering the fact that we increase the duration to 60 seconds and he can destroy pallets so well, I think this addon would be too unhealthy and makes it impossible to ever hit him out of Evil Within Mode. (You mean Evil Incarnate, right?)

    Otherwise, I agree with everything else. The rework is very controversial but I think it made him stronger. However, he just needs some buffs to be in a good spot and your suggestions would put him in this healthier-stronger-spot.

  • I have to say, I'm really disappointed from the fact that Houndmaster gets zero love from the developers. This patch gave Houndmaster her stunning voice lines back and that's it. After six months, they are back while other majority bugs are still in the game (sometimes she slows randomly down, Snug is not doing what the chase path shows, and the dog still explodes as he pleases). Cosmetic-wise, it is also really sad. The only cosmetic she got was the Bloodmoon one which was time limited. Knight and Trickster got/get their second tome/rift while Houndmaster will get her next year according to the reddit AMA. She also just got an anniversary headpiece but no weapon even though this was the last twisted masquerade event. Sure, she will get a beautiful community skin but that comes from the community and also next year. My only hope is that the next rift will have at least a cool outfit for her even though I highly doubt it. Thus, I'm very happy Taurie and Orela get some cosmetic love as they deserve.

  • @SlowLoris said:

    A lot of confusing perk nerfs/changes with all of the canceled features of this chapter. I saw you guys asking for Road Life Feedback, so I hope you're really considering feedback for MORE than just new perks. I decided to give you what I consider to be safe adjustments/reverts/buffs to the perks below.

    Perk Change Feedback

    Vigil

    I really wish you guys would have listened to feedback about Vigil. Instead you went through with another "nerf" to it that doesn't resolve it being problematic - especially now that Ghost Notes exists.

    If you guys would consider a GOOD AND HEALTHY change for Vigil, I'd suggest this - Cancel this nerf, Revert the last BUFF it got, and instead keep it where it was, BUT either increase the radius, or linger duration on the perk. Vigil was completely fine pre-buff, but you guys made it misery to verse. For some reason you guys saw one video of a 4 man stacking Vigil (which almost never happens), so they could Head On every 20 seconds and thought that was the issue, BUT IT WASN'T. Stacking Vigil is so rare, but could lead to some interesting synergies. However, now you've made it possible to literally get Sprint Burst back mid chase with Vigil + Ghost Notes + Fixated.

    Suggested Change: Revert Recovery Rate to 30% / AoE Range to 16 Meters / Buff Linger Effect 15s->20s

    Minor Tweak: Revert Removal of Stacking, if you don't do this, Increase the AoE to 20 Meters.

    Poised

    I never thought I'd complain about Poised, but 30 seconds is a PRETTY long time if you catch them as they pop the gen. You're basically giving them lucky break for committing to gens in your face. It really didn't need to be giga-buffed like this. The average person running it wasn't running it to be sweaty, they just liked the perk.

    Suggested Change: Change duration of Scratch Mark removal to 20 seconds, and keep the buff to aura reading at 8 seconds.

    Tenacity

    You didn't go through with the slugging update as planned, so I'm not sure why this was changed at all.

    Suggested Change: Revert the crawling speed nerf - Keep the aura reading removal (also, fix it being bugged and not letting you recover while crawling currently)

    Off The Record

    You've been given a lot of feedback for this, so I won't scream your ear off. I'll just say, the new version of it is horrible, and a big issue with cancelling the anti-tunneling update. HOWEVER, PLEASE DON'T GO BACK TO WHAT IT WAS.

    Suggested Change: Revert to last iteration of the perk / Nerf Duration to 60s - Honestly, I'd like to rework it entirely, but I assume we will end up with a new version of the anti-tunnel update, and I'm sure it'll get changed again when that happens.

    Leverage

    Please revert this change. You guys have managed to make a pretty miserable healing meta. Healing speeds are off the charts, and the way Leverage was prior to this update HELPED A LOT with that. I could run Gift of Pain + Leverage, and that basically meant I didn't have two second Resurgence/We'll Make It /Botany heals, etc. I didn't need the duration to be longer, I needed it to be strong when they're first unhooked.

    Suggested Change: Revert this rework to it

    Monitor & Abuse

    This just didn't need to be touched. For what it was, it was fine and served its purpose.

    Suggested Change: Just roll back the change, please.

    Ultimate Weapon

    I get wanting to tweak this perk, but you have to be super careful with this one, because it has the ability to create so many annoying scenarios and 40 meters is a MASSIVE radius. It really didn't need as much of a buff as you gave it, but I'd suggest adjusting the buff, so it's healthier.

    Suggested Change: Revert the range back to 32 meters, but buff the C/D even more to 40 seconds.

    -----------

    New Perks Feedback + Adjustments

    Krasue

    Ravenous

    This perk continues to be rather underwhelming, because 60 seconds that you have to earn like this can be really hard to take advantage of (ESPECIALLY WITH HOW BROKEN VIGIL IS RIGHT NOW) unless you're a high mobility killer, but MOST HIGH MOBILITY killers don't even M1. It seems like the point of this perk was to encourage FRESH HOOKING and spreading hooks and I think you could buff it by doubling down on that idea.

    Suggested Change: Keep the perk the way it is, BUT allow us to proc it a second time, if all 4 survivors are alive when you hit 8 hooks. So, you'd have the scream + 60 seconds of exposed at 4 unique hooks, and AGAIN at 8 hooks with all survivors alive.

    Vee

    Ghost Notes

    I feel like the creation of this perk was not thought through. The fact that it stacks with not only Vigil, but also Lightweight makes it absolutely miserable to verse.

    Suggested Change: Nerf & Buff the perk - First, change it so the exhaustion recovery DOES NOT STACK WITH VIGIL! If you change it to not allow stacking with Vigil, BUFF IT to be 15% faster Exhaustion recovery. Next, either don't allow the scratch mark removal to stack with Lightweight, or Nerf that as well from 50% -> 25% faster. I cannot stress how much of an accessibility nightmare that perk combo is. I already have poor eye sight and scratch marks are hard to see, this just makes them almost not exist.

    One-Two-Three-Four!

    I love this perk, but honestly, it has the same issue that Bardic Inspiration has. You guys buffed the duration of the actual effect, but most people using these two perks want to be silly with them. Sure, you can rush gens with them, etc, but most people use them to play the instruments.

    Suggested Change:

    -Speed up the activation time. 1234+Bardic take WAY TOO LONG to activate. I don't know when it started, but Bardic went from not taking ages to begin to making you play for almost 5 seconds to see what you rolled. If you use Bardic for its intended purpose, you'd know how silly that is, since you don't want to commit to playing the entire song (unless for memes) if you roll under a certain threshold.

    -Reduce play time requirement. 15 Seconds of playing to activate is crazy, especially since if I'm interrupted I don't even get to keep the buff. If you want to keep it at 15, but let the buff apply after playing 8 seconds, that'd be awesome! The best of both worlds, because if I'm playing it for memes (as well as Bardic), I can keep playing it, but I don't HAVE TO if it's being used for its intended purpose

    -Stop with the super long C/D for a longer duration ideas. As said before, most people that use these kind of perks want to be silly with them, and get a bit of functionality, but I understand wanting to make sure the perk is good at its intended purpose overall. Can we sort of meet in the middle? I want to jam out, stop making me wait 90 seconds. Reduce C/D to 60 seconds, and duration to 60 seconds. If I could have anything it'd to have the ability to play it any time I want, even if it's on C/D, but I understand that might be an issue. I had this same issue when you guys changed Bardic a while back. Here's a picture of my tweet where you can see this is a common complaint with the change.

    https://us.v-cdn.net/6030815/uploads/D8CQQF1CIK56/hqbsgo5.png

    -Small Nitpick: For Vee being a drummer, the Tambourine is pretty underwhelming. It wouldn't be if the song was a jam, but honestly you can barely hear it and it's just nowhere near as cool as Bardic. I wish it would have been a floating Snare drum, or heck even a Cow Bell, haha. It just feels so bland in comparison, which is sad, because I love how silly a Tambourine is.

    Side Note: I should mention most of the changes I'm suggesting for this, I think should be done to Bardic Inspiration as well.

    Road Life

    I already responded to you asking for feedback about this, but I"ll add it here.

    STOP with needless restrictions that make perks feel bad and confusing to use.

    Suggested Change: It needs a full rework, so I'll just paste my thoughts on it from the other post below.

    If you want to keep it roughly what it is, I'd change a couple of things.

    -Remove the restriction that you can't charge it while broken. There is no reason for this.

    -Why can't you just charge it while full health? It literally disables once you stop healing, so you can't just abuse it like crazy.

    -From here, you have two options you can consider, but both require allowing you to charge it while healthy.

    a) Require 5 GREAT skill checks/tokens to charge it. The healing speed increase can stack with other healing increases.

    b) Require 5 GOOD skill checks/tokens, but it does NOT stack with other healing speed increases.

    (I do hate removing synergy though)

    -Once charged, let me press my active ability button when I want to use it. It'll still disable once I stop healing, but at least I won't waste it.

    Anywho, I tried to post this as a response to you request on Reddit, but the website was having issues.

    Hopefully you guys find this helpful!

    Agree with pretty much everything.

    Vigil needs a bigger nerf because it counters 30 perks and addons as well as two killers for free which limits so many builds and varieties. A strong perk should never give free value and then to others on top of it.

    Tenacity nerf is a mistake and it should go back to it's normal state.

    Off the Record the issue is that many players abused it to bodyblock the killer which felt so awful to get forced to tunnel. Survivors still have a good amount of strong anti-tunnel perks such as Babysitter, Borrowed Time, Blood Rush, or Shoulder the Burden. The general main issue of tunnelling is also rather SoloQ issues than tunnelling and that should be fixed instead of giving unhealthy fixes.

    The Leverage nerf is awful and ruined anti-healing builds that were one of the few unique build variants killers had.

    I rather feel like UW should go back to it's either original version or the aura reading version with the limitation that it activates when you hook a survivor. This would give killers a good alternative info perk that encourages them to leave the hook and go for different players.

    Ravenous is underwhelming :/ 60 seconds of exposed after playing Mr nice guy is just underwhelming and other perks are easier to use. It needs a bigger buff.

    If Vigil gets its nerf, Ghost Notes is mostly fine but it should not stack with Lightweight. I also think the main issue are Sprint Burst and Lithe since these exhaustion perks are too strong for how easy to use (there is a reason why the term lithe brain exists). I would rather see a nerf to these two perks and then Ghost Notes should be fine.

    Agree with 1234 and Bardic Inspiration. They are funny perks and should get some love.

1 2 3 4 5 … 22