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HolyDarky

HolyDarky

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HolyDarky
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  • Some Content Creators have early access to the FNAF chapter and it seems like this is the final version for tomorrow (also has some other changes like add-on changes for Springtrap or perk tweaks), the developers really didn't nerfed the Shroud of Separation. This is really disappointing that they ignored our feedback. After nine years, is it really so difficult to make offerings less overpowered and decide how easy a match can be? Is it really too much to ask for :/

    grafik.png
  • There was a good amount of feedback to this offering and how stupid it is. I really hope the developers will listen to it as well since it is way too strong and unhealthy for the game.

    The offering should only separate the user but not every survivor.

  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    Two questions:

    Do event items (e.g. blood stations or pile of snow) also have a lower priority than killer items with the next Patch? Currently, they have a higher priority than killer items but I don't know if they have the same as chests or lower but higher than killer items.

    Are there any news about the Shroud of Separation offering? Many players gave their feedback and told you they are too strong. Are you going to tweak them too?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940835#Comment_3940835

    we're definitely listening!

    Pretty sure that we are reverting what was tested in the PTB and that the Design team will look into her further a little bit down the line.

    Thank you very much!! This makes every Artist main so happy <3

  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    From the bottom of my heart, thank you!

  • @bashfulboog said:

    I've swapped the audio mixing in the in game settings from headphones to normal, then back to headphones again, but directional sounds seem.. off to me? I'm wondering if it's my headphones starting to kick the bucket, or if the audio is bugged in game. I don't have a separate pair to test this out, so let me know what you guys deal with :) To me the audio sounds kinda muffled, I get confused where generators are as they will sound like they're on different floors or in different directions than they actually are

    If you disable the headphone option, the first few matches feel a bad awkward but it is much better to turn them off, because the audio will be more direction.

    Do you have max FOV as a killer? Here is a video that explains what happens with audio sounds when you have max FOV https://www.youtube.com/shorts/Qo3RJti2Cdc

    Otherwise, sounds in dbd are really bad sometimes and sometimes the devs can fix it and then it gets bugged next patch: Sounds can have a slightly delay, which means you hear something that is no longer there. It often helps, when you restart the game. Sometimes a generator sounds like someone is working on it when no one is there. If the game has to play many sounds at the same time (like to happen on the Ormond maps), the game just doesn't play one of them, which is often either the survivor breathing/grunts of pain, or footsteps.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940625#Comment_3940625

    Thank you for the update; we will check with the team. This happening from Sadako's POV, correct?

    Yes, I played her yesterday and got Lerys and the game and these two maps were darker than before. I only had Lerys two times during my matches but it strikes me as a bug that always happens and not sometimes. Also important to know, it seems like this only happens on indoor maps because I also had Saloon and Toba Landing and both maps felt fine and normal while demanifested.

    (first two screenshots when the camera switches to first person and last screenshot is a random one during the match to show that it's not just a start issue, no filters)

    SadakoDark.png SadakoDark2.png SadakoDark3.png
  • @Coordi said:

    Does anyone have any current issues with this in 8.7.2?

    Yes, if Sadako is demanifested your screen becomes much darker than it should be, mostly on indoor maps. When you're manifested, the screen looks normal - no longer dark. The fully invisible bug is also still in the game. Cannot if the other two bugs are still in the game.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928364#Comment_3928364

    Yes! A second hotfix is planned, although we're not sharing info on its contents quite yet. While I can't promise it will be part of this hotfix, let me flag this pesky Artist bug for the team. To confirm, this is in relation to the audio and visual of crow swarms hitting a Survivor being delayed, right?

    Hey,

    Do you know if any of the current Artist's bugs will get fixed with the FNAF update? There are no infos in the PTB notes but usually the live update comes with many fixes. In addition, the PTB version of Artist has much more bugs than the current live version and when all of these new bugs come to live servers with the current bugs, it will ruin her. The current bugs are already unfun and annoying because they mess so hard with muscles memories and feel clunky overall. I'm - but pretty sure every other Artist player is really afraid that her bugs won't get fixed and we have to deal with it for more months.

    Also, do you know if any of the add-on nerfs will get reversed or she will get fair changes?

  • @AhoyWolf said:

    There are way more creative ways to make her power not as effective near hooks, as of right now it is just an annoyance, especially compared to other ranged / setup Killers that can still use their power near hooked Survivors.

    There is a very easy fix however, instead of completely disabling the power near a hooked Survivor, have it so crows in a 16 meter radius from the hooked Survivor do not deal damage and only swarm other Survivors from up close, now she can at least use her power to snipe far away Survivors, but she cannot just damage Survivors instantly that are near.

    What bothers me the most: Why has Artist a built-in anti-camp-feature but neither Billy, Huntress, Trickster nor even Bubba have it? It makes no sense why some killers have this feature but killers that need it, don't have it.

    In my opinion, the built-in anti-camp-feature should be changed: when a crow faces to the hooked survivor, the Flight Path disapears once it enters the anti-face-camp-range. This would be a fair change to still prevent an unhealthy insta hit after unhook but now she can use her power near hook when another survivor is nearby. Also, the built-in anti-camp-feature should also go away once a survivor is dead and not after the animation of their death. Every time I'm in the situation, it's just annoying and stupid.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937565#Comment_3937565

    It's a good question. We do not have plans to share a third hotfix for this update.

    Thank you for answering my question, so we know the next Patch will come with the FNAF update!

  • @ThatRyanB said:

    Hello folks! Just wanted to drop a quick note that today, we deployed a small bugfix patch (8.7.2a) to address the below issue. This update is currently available on PC and Xbox platforms. Nintendo Switch and PlayStation owners will receive this fix as part of the next title update. Crossplay will continue to function as normal.

    Characters

    • Fixed an issue that caused the hair of Sable's Sudden Shading and Vittorio's Geralt of Rivia head cosmetics to appear black or darker in various map lightings.

    Does that mean we will get another hotfix (the third one that pushes it to 8.7.3) with more bug fixes?

  • @Mandy said:

    We've confirmed in the past that these outfits will remain out of the in-game store - these recolours will ONLY be obtainable from the Deep Rift, unlike other rift cosmetics will turn up in the store at some point.

    Whilst I appreciate your desire to have these items purchasable, given our previous confirmation of the above, I do not believe that will change.

    Slightly Off-topic but also has to do with exclusivity like the rift recolors: May I ask if the same goes for all Amazon prime rewards? Frosty Blight was an amazon prime exclusive one but now we can purchase it in the store, iirc. However, there are still many amazon prime rewards missing and we have no info on them.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933462#Comment_3933462

    I could get the Mathias' Baby Shoes nerf, but why did Untitled Agony get nerfed is beyond me.

    I'm uncertain about Severed Hands, they may end up fine, but also may be awful.

    What irks me is that all her garbage add-ons (Choclo Corn, Darkest Ink, Charcoal Stick) were left the exact same, while her best ones got nerfed.

    In my opinion, these changes just show me that the developers have no idea about Artist but saw that some of her addons have higher pick rate than others and want to bring them more in line. However, since they have no idea about Artist, they don't have the understanding of which addons are bad and why or if it's okay if an addon has higher pick rate than others - for me, Severed Hands is a fine and healthy addon but Mathias Baby Shoes is an unhealthy addon that needs a rework instead of a slightly nerf. They also think the change to Ink Egg is actually a buff but in reality it is a big nerf since the -2 seconds is not a drawback since it means getting your power back sooner when missplacing a crow.

  • @ThatRyanB can you give me an explanation of why do you, the developers - not you in particular -, want to nerf Artist? These addon changes are overall a big and unfair nerf to her without any fair buffs. I will give my feedback in the PTB section about it but for now, what I see makes me really sad. You said in your developer update that you want to nerf some of her more common addons while buffing the less common one. However, this approach is completly wrong and bad: You are nerfing fair and healthy addons while not reworking the actuall unhealthy ones: the real unhealthy addon is her Matthias Baby Shoes one and that gets a little nerf instead of a rework. Her unhealthy Garden of Rot addon stays unhealthy. Also, why do you think that Severed Hands or even Ink Egg have a higher pickrate? Because these are good addons while something like Still Alive Crow or Charcoal Stick are just bad addons but don't get any changes? Why?

  • Okay, I'm extremly sad and annoyed by these Addon changes for Artist. They are overall a big nerf to her for no reasons and it makes me really sad to see my main getting nerfed for no reasons.

  • @Chilli_man2400 said:

    they didn’t specify in the dev update wether these perks are simple number changes or reworks.

    Can anybody confirm are these changes number increases or big changes to the perks

    We don't know what type of buff these perks will get. However, the developers mentioned the perks will get "smaller buffs", which means we can assume number tweaks and not any bigger reworks. Personally, many of these bad perks just need a number Tweak tobe more useable and not a big rework like some other ones.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932898#Comment_3932898

    I think that means that if each survivor brings a separate map offering, they have a 1 - (0.8 * 0.8 * 0.8 * 0.8) = 59% chance that one of their map offerings is picked.

    That would still mean the survivor side can still have a map offering they want, over 50% of the time.

    This is what makes me think Map Offerings should get a greater nerf. In my opinion, they should remove them but that will never happen. I want to use my BP Offerings without seeing McMIllen, Azaroth, Badham, and Ormond back and forth

  • @SoGo said:

    In her current state, the only add-on that could be remotely called a bit too strong is the Severed Hands, and even that add-on is fine (keep in mind we have Dried Cherry Blossom, Torn Bookmark, Iri Hatchet and Tombstone Piece in this game)

    The rest is just decent, mid or bad.

    Buff her rare and iri add-on's, no problem. Change some of the browns and yellows, but DON'T touch her purple add-ons.

    I'm really scared of the addon changes because the past showed me that sometimes the developers are a bit lazy when it comes to tweak bad addons and understanding why an addon is popular. However, I hope we can take this as an opportunity to tell them what Artist really needs and how they can change her addons to make them more popular and less Severed Hands + filler.

    A while ago, I wrote an Addon update for myself and this is what I wish for her to make her more fun and different depending on the addons:

    Severed Hands:

    • Severed Hands is now an iridecent Addon (was purple)
    • Explanation: This Addon is by far her best one and should be reprecentet by the rarity.

    Matthias' Baby Shoes (Rework):

    • When a survivor loses a health state by your crows, their aura is revealed to you for five seconds.
    • Explanation: The current version of Matthias Baby Shoes provides less effort for high value and also causes skill issues on the player side. The new effect gives a nice reward for using her power right.

    Iridecent Feather (Rework and now a purple addon)

    • When a survivor loses health state from your crows and you are more than 28 meters away from them, you gain the Undetectable status effect for the next 20 seconds.
    • Explanation: The current effect and reward of this addon feels quite underwhelming. With this change the addon gets a higher skill ceiling for a better reward.

    Garden of Rot (Rework):

    • Increases the Flight Path of your crows by +2 meters
    • Explanation: The current effect of this Addon is rather unhealthy for the game.

    Severed Tongue:

    • Reducing the effect to -0,25 seconds
    • Explanation: Making it halfbasekit

    Silver Bell (Buff):

    • Swarmed Survivors suffer from the Oblivious Status Effect.
    • When a swarmed survivor loses health from your crows, they suffer from the Oblivious Status Effect for 40 seconds (NEW).

    O Grief, O Lover (Buff)

    • Swarmed Survivors suffer from the Exhausted Status Effect.
    • When a survivor loses health state from your crows, they suffer from the Exhaustion Status Effect for 10 seconds (NEW).

    Darkest Ink (Buff):

    • Increasing the duration of Blindness to 50 seconds (was 15 seconds) when a survivor loses a health state by the crows.

    Charcoal Stick (Rework)

    • Survivors damaged by a crow suffer from the Broken Status Effect for 50 seconds.
    • Explanation: The current effect makes it one of her worst addons. The new effect makes it more usable.

    Untilted Agony (Buff)

    • Increasing the duration of the Hindered Status Effect to 4 seconds (was 1.5 seconds)

    Still Life Crow (Rework)

    • Reduces the summon time by 3 seconds
    • Explanation: The current effect is really bad for her and needs a rework.

    Vibrant Obituary (Rework)

    • Crows are now mirrored (so if you place a bird infront of you, it will look behind you, could be a nice meme addon).
    • Explanation: Effect was added to the Oil Pants Addon.

    Oil Pants:

    • Now, also increases the duration of Killer Instinct to 3 seconds besides its current effect
    • Explanation: just put the effect of Vibrant Obituary on it to make the addon more usable with both killer instinct effects.
  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932573#Comment_3932573

    Came in just to write exactly the same thing.

    we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

    Pretty sure they will nerf Severed Hands and it's the only addon which helps her to be somewhere near low A tier.
    It's another Billy situation, where they were about to nerf his Engravings just because "oh it has high pick rate and performs better than other". Yeah, maybe because in both situations it's the only addon makes killer viable? Maybe because other 4-5 addons somewhat okish and other 15 are just garbage? Sadly there are like 5 Artist players in this game and this situation won't get enough attention.

    Yeah, I know this is just PTB and we have the option to tell the devs what is good and bad and what she really needs but it still scares, especially when looking at past changes. I'm afraid of lazy buffs like "Oil Pants give 4 seconds Killer Instinct instead of 3 seconds", "Ink Egg gives you two extra birds instead of one" and "Severed Hands get nerfed by giving it a big downside". These changes won't change anything but make her less fun to play and perform worse.

    Many of her addons either need a big rework or bigger change like Garden of Rot, Matthias Babyshoes, Charcoal Stick, Still Life Crow, and Choclo Corn need a complete rework while Oil Pants Vibrant Obituary should become one addon and then one of them needs a rework to do something else. Iri Feather needs a different way to get undetectable. Silver Bell and O Grief, O Lover need a linger effect when injuring with a crow. Just Untilted Agony can be good with a lazy number buff and needs it. The other addons are either fine and don't need a buff but wouldn't say no to like a Thorny Nest duration buff.

    However, like you already said, there are just five Artist players and I kinda doubt one of them works at BHVR :/

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/W2YGPFMA3VA4/872-patchnotes-forums.png

    Features

    Abandon Option

    • Changed the match outcome for the following scenario to count as a loss for the Survivor (was a draw):
      • Survivor abandons the match while all remaining Survivors are in the Dying state.

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

    Bug Fixes

    2V8

    • Fixed an issue where loud noise notification bubbles were displayed to Killers when Survivors affected by the Silent Rush Bonus performed a rushed action.
    • Fixed an issue where Survivors had no struggle animation when interrupted by The Deathslinger's harpoon while another Survivor is applying the Vaccine or Spray to them.
    • Fixed an issue where The Oni did not lose charges from his power when downing a Survivor while in Blood Fury state.
    • Fixed an issue in the Wretched Shop (2v8) map, where tires appeared to be floating.
    • Fixed an issue in the Shelter Woods (2v8) map, where grass appeared to be floating.

    Audio

    • Fixed an issue where the incorrect sound effects played when walking on some metal stairs in The Game map.
    • Fixed an issue where The Oni's cleaning weapon sound effects were out of sync with the animation.

    Characters

    • Fixed an issue that caused Survivors to get stuck inside pallets when interrupted by The Ghoul's Kagune Leap attack.
    • Fixed an issue where The Ghoul could launch himself at a faster speed after using his second dash immediately after the first one.
    • Tentatively fixed an issue where Survivors were temporarily stuck in an animation while dropping a pallet during The Ghoul's grab-attack.
    • Fixed an issue where Survivors could be prevented from performing most interactions if The Ghoul was stunned at the same time as the Kagune Leap hit the Survivor.
    • Fixed an issue where The Demogorgon could become invisible after traversing through a Portal.
    • Fixed an issue that caused Killer Instinct to be missing when The Artist launched a crow through a locker with a Survivor hiding inside.
    • Fixed an issue that caused The Nemesis' Tentacle Strike to pass through certain walls and objects.

    Environment/Maps

    • Fixed an issue in The Underground Complex map where a hook would spawn in front of a door.
    • Fixed an issue in the Azarov's Resting Place map where a character would clip through the top of lockers when exiting.
    • Fixed an issue in The Temple of Purgation map where characters would clip through the top of lockers when exiting.
    • Fixed an issue in the Father Campbell's Chapel map where Killers could land on top of a pallet.
    • Fixed an issue in the Dead Dawg Saloon map that caused flickering on the ground texture.
    • Fixed an issue in the Mount Ormond Resort map that caused a seam on the floor of the Main Building to appear.
    • Fixed an issue where the player was able to walk out of bounds through the Exit Gates while using a Gamepad.

    Perks

    • Fixed an issue where the Entity blocker was not seen in the generator aura caused by Deja Vu.
    • Fixed an issue where Camaraderie could be reactivated by Survivors after it deactivated.

    Quests

    • Fixed an issue which caused "Earn Bloodpoints" quests to not progress after abandoning a Trial as a Survivor.
    • Fixed an issue with the 2v8 "Kill Survivors" quest where it would not progress when Survivors were sacrificed in The Executioner's Cage of Atonement.
    • Fixed an issue where players could not complete the "Mad Skills" challenge.

    UI

    • Fixed a crash which occurred when previewing certain rewards in the Rift Pass.
    • Improved stability when moving between menus.
    • Fixed a crash which occurred when displaying a large quantity of completed quests.
    • Fixed an issue where the Pin/Unpin Quest sound effect was missing.
    • Fixed an issue where the Gamepad cursor on PC would disappear and be replaced by the PC mouse cursor when going into the Quests menu.
    • Fixed an issue where the infinity sign was missing from the reward alert when tiering up to infinite tier in the Rift Pass.

    It's nice to see one Artist bug got patched - according to the list. But she has still so many bugs that makes her awful to play. I know you told me that there is not a guarantee that the issues get fixed with this patch but are there ant plans for a third hotfix or do we have to wait for the Fnaf Chapter in terms of more bug fixes?

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932573#Comment_3932573

    I am afraid too.

    Start the chanting, we have to manifest that only good will come from this change!!!

    It also surprises me that Artist's addons get a change before rather more problematic/stronger ones that have zero counterplay like three blink Nurse or speed Blight.

    My hope is they rework Matthias Babyshoes and leave Severed Hands alone. Also buffing/rework the less better ones. But it could be the complete opposite of just nerfing Severed Hands and buffing useless addons that rather need a rework.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/5E4ME0778CYD/ptb-developerupdate-may2025.png

    The 9.0.0 Update will be here before we know it, so it's time once again to take a look at the notable gameplay changes you can expect from tomorrow’s Public Test Build. As with last time, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

    Read on for all the details:

    NEW FEATURES

    https://us.v-cdn.net/6030815/uploads/SIFI31WCV1HH/going-next-prevention.png

    • Added a system to identify whether a Survivor’s sacrifice is an intentional attempt at “going next”.
    • If a player is identified as intentionally “going next”, they will receive a Disconnection Penalty Point.
    • Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
      • Slippery Meat perk
      • Up the Ante perk
      • A Luck offering
    • Added “unlocks the ability to attempt to unhook yourself” effect to Luck offerings.
    • Survivors are no longer instantly killed after two struggle skill checks pass without any input.

    Please note: The Disconnection Penalty system is not active on the PTB, so certain facets of the “going next” penalization will not be available to test.

    DEV NOTE: We’ve made the above changes in order to tackle “going next” from two directions: penalizing repeat offenses and limiting exploitability of self-unhooks. By restricting early-match self-unhooks to specific perks and offerings, this still allows players to work it into their strategy while limiting cases where it’s used in bad faith.

    https://us.v-cdn.net/6030815/uploads/58VIEBM6PWNF/extreme-hiding-update.png

    • Updated AFK detection system.
    • Reminder: If a player is considered AFK crows will gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
    • Once a Survivor has 3 crows following them, they lose collision with other players.

    DEV NOTE: With this updated system, we’ve adjusted how the game identifies players who have stopped contributing to a match. While the crow system largely functions as before, an additional effect at 3 crows prevents Survivors from intentionally griefing teammates with body blocking, while also preventing the Killer from holding Survivors hostage.

    https://us.v-cdn.net/6030815/uploads/5JNW6CNFWYDT/bloodweb-spending-improvements.png

    • Added an Auto Bloodweb button which allows you to set how many levels you want to automatically progress through, Bloodpoints permitting.

    DEV NOTE: It’s no secret this is one of the most common community requests, so we’re excited to put this in your hands! It’s what it says on the tin, so check out this GIF. Even better, we’ve removed some recurring pop-ups after you see them once to make your time in the Bloodweb even more snappy.

    https://us.v-cdn.net/6030815/uploads/T3YIIVHARVI6/bloodwebspendingimprovements.gif

    https://us.v-cdn.net/6030815/uploads/WYJIZ2UKW42S/mori-update.png

    • Updated the Mori system so that it can now also be activated when 2 or more Survivors are dead, and the following occurs:
      • The second-last Survivor is Hooked and on Struggle Phase
      • The final Survivor is in one of the following states (Healthy, Injured or Dying)

    DEV NOTE: With this change, Killers will be able to activate their Mori earlier – so long as victory is assured – removing the need to wait for any hooked Survivors to be Sacrificed. This will let players on both sides get back into the action sooner.

    https://us.v-cdn.net/6030815/uploads/DNOKF458SR2C/map-offering-updates.png

    • Map offerings grant a flat percentage chance of being sent to the associated Realm. This chance is no longer a guarantee.
    • Map offerings no longer stack their effects.
    • Map and gameplay-affecting offerings are treated as secret during the loading screen reveal.

    DEV NOTE: By making map and gameplay-affecting offerings secret on loading screens, our intention is to preserve the element of surprise, preventing the opposing role from starting the match with knowledge of your strategy.

    https://us.v-cdn.net/6030815/uploads/KXGI0MXTDFJ2/spawn-rules-updates.png

    • Adjusted the following spawn rules:
      • Survivors spawn as close together as possible
      • Survivors spawn on the same floor (where applicable)
      • The Killer will not spawn at the center of small maps
    • Changed the name of Shroud of Separation to Shroud of Vanishing and changed its effect to nullify offerings that change Survivor spawn locations.
    • Changed the name of Shroud of Binding to Shroud of Separation and changed its effect to spawn Survivors apart from one another.

    DEV NOTE: With these changes to spawn rules, players will find their spawn locations to be more consistent when not affected by offerings.

    We also know certain Shroud offerings have historically worked counter to what each role might want, so we’ve adjusted them to better line up with these expectations.

    https://us.v-cdn.net/6030815/uploads/3TA8KYIHA5AJ/gamma-adjustment-setting.png

    • Added a Video category to the Graphics Settings menu.
    • Added a Brightness setting to the Video category to adjust Gamma.

    DEV NOTE: Dead by Daylight is a game that relies heavily on the play between light and dark, which can be difficult to strike a balance between when playing on console, given the more limited options available. To help alleviate this, we’ve added a setting for adjusting Gamma, which gives players more control over how light and dark elements are displayed.

    https://us.v-cdn.net/6030815/uploads/KLZQ6OOJ01A0/gammasetting-menu.png

    https://us.v-cdn.net/6030815/uploads/S0NYBM6ZGFJD/gammasetting-lowest.png

    Lowest Setting

    https://us.v-cdn.net/6030815/uploads/IALTCL5Z8ZW1/gammasetting-highest.png

    Highest Setting

    https://us.v-cdn.net/6030815/uploads/IFMB9VJTEIQH/custom-match-improvements.png

    • Increased spectator slots in Custom Game to 5.
    • Added hotkey inputs to Custom Game spectating to quickly switch the view to a specific character and cycle through character views one-by-one.
    • Added controller support for the above improvements.

    DEV NOTE: Not only is Custom Match a way to easily play with friends, it’s also a valuable tool for coordinating tournament play. To help streamline its use in these environments, we’ve added hotkey support to various methods of view-switching to make casting on-the-fly even easier. Plus, with increased spectator slots, tournament organizers have the option to give viewers visibility of all players in a match at once.

    Even better, we have more improvements coming to Custom Match in a future update. Stay tuned for more on this!

    KILLER UPDATES

    https://us.v-cdn.net/6030815/uploads/CIWHY0VHAIFD/the-artist.png

    • Adjusted several Add-Ons.

    DEV NOTE: Overall, The Artist is in a solid place balance-wise and boasts useful add-ons that meaningfully change how her kit works. To encourage even more pick variety among these, we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

    Stay tuned for the patch notes for specific details on these changes.

    https://us.v-cdn.net/6030815/uploads/LAISSZSCU5MQ/the-lich.png

    • All of The Lich’s Spells are available at the start of a Trial.
    • Reduced cooldowns of all Spells.
    • Dispelling Sphere's projectile moves quickly when first cast and slows down over time.
    • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere.
    • Increased the attack cooldown period after Fly ends.
    • Increased the duration and movement speed of Fly.
    • Adjusted Mage Hand hold time to make it consistent for both Killers and Survivors, resolving a known bug.
    • Increased the effects of Magic Items when casting the associated Spells.
    • Adjusted several Add-Ons.

    DEV NOTE: For The Lich, much of his power focuses on providing utility over reliably injuring Survivors. We’ve adjusted his four Spells to increase the frequency with which they can be used to ensure there’s more spell-slinging, while quality-of-life adjustments help make these Spells feel smoother to use.

    On the Survivor side of things, we also wanted to ensure Magic Items feel like more viable options for countering each Spell, so we’ve buffed them slightly.

    PERK UPDATES

    https://us.v-cdn.net/6030815/uploads/3JXRMS9CQKII/killer-perks.png

    • Updated Call of Brine
    • Updated Dark Devotion
    • Updated Hex: Retribution
    • Updated Machine Learning
    • Updated Superior Anatomy
    • Updated Terminus
    • Updated Thrilling Tremors
    • Updated THWACK!

    DEV NOTE: We’ve adjusted values on the above perks which boasted lower pick and kill rates to introduce small buffs to increase their viability. Stay tuned for the patch notes for specific details on these value changes.

    https://us.v-cdn.net/6030815/uploads/705APFS66Z5D/survivor-perks.png

    • Updated Botany Knowledge
    • Updated Champion of Light
    • Updated Counterforce
    • Updated Desperate Measures
    • Updated Empathic Connection
    • Updated Exultation
    • Updated Light-Footed

    DEV NOTE: Similar to the above, we updated values on some perks with lower performance, introducing small buffs. We’ll share the exact values in the coming patch notes.

    Until next time...

    The Dead by Daylight Team

    What exactly means "adjustments to several Addons for Artist"? Is it is just some small tweaks or an Addon Update with some reworks?

    I main her since release and I'm really scared of this because it has the potential to be good but also awfully bad. In the past you nerfed some problematic addons to make them bad so they are technically no longer an issue instead of reworking them into something healthy and useful (e.g. instadown addons for Huntress and Clown).

    I also feel like she deserves some basekit changes since she became a bit outdated over the years. Is there a reason why you just change some addons instead of tweaking the basekit too?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930167#Comment_3930167

    A day late but, these types of fixes do not require a download by the player, there's things we can do on our end that resolve the issue. The issue with the Quests and the AC's were resolved yesterday on our side, also the issue with players having lost some Lore previously when the last update was made.

    Do you know when you, the team, will fix the same issue for the normal rift? I did the rift quests for the first and second week (so five each week - I did ten quests in total) but according to the rift pass completion quests, I have eight instead of ten.

    Other players have a similar issue and it's already reported but it would be good to know when we can expect a fix for it.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928364#Comment_3928364

    Yes! A second hotfix is planned, although we're not sharing info on its contents quite yet. While I can't promise it will be part of this hotfix, let me flag this pesky Artist bug for the team. To confirm, this is in relation to the audio and visual of crow swarms hitting a Survivor being delayed, right?

    Yes, there is still a visual and audio delay of one second when you swarm a survivor and this is still in the game despite the patch notes saying it's fixed.

    But there are other bugs too: When shooting your birds, their movement speed don't increase from 24m/s to 35m/s after passing the flight path of 7.5 meters. The hitbox of your Crows is also bugged and sometimes they neither damage a survivor or give you killer instinct despite being a visual hit. Sometimes you also have a little bit of stuttering when using or cancleing the summon action for a bird.

    I did a report in the bugforum but I'm really grateful if you could send these bugs to the team to make sure they are aware of it, so it gets fixed soon <3

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/4KBHM32B3U8M/871-patchnotes-forums.png

    Content

    • The Nemesis Killer has been re-enabled.

    https://us.v-cdn.net/6030815/uploads/S2H2GIB6R4VL/bar-white.png

    Quests & Events

    • Game Mode: 2V8 returns May 15 at 11:00am Eastern.
      • This iteration introduces The Ghost Face and The Oni into the fray.
      • Game Mode: 2V8 features a set of limited time Quests to unlock The Ghost Face related customizations.

    https://us.v-cdn.net/6030815/uploads/YBD9G96AARDQ/bar-white.png

    Bot improvements

    • Killer Bots have learned to sometimes take indirect paths to corner or to sneak up on Survivors.
    • Killer Bots are now more consistent at keeping the chase going around loops with tall walls.
    • Wraith Bot no longer becomes obsessed with a Zombie that body-blocked him.
    • Survivor Bots will look for another hatch when a Player Survivor is nearby.
    • Killer Bots no longer focus and attack a Survivor that has just been unhooked.

    https://us.v-cdn.net/6030815/uploads/DSK3UEJL90YJ/bar-red.png

    Bug Fixes

    Audio

    • Fixed an issue that caused the Rift Pass progress bar to not have any audio if User has unlocked multiple tiers but has not purchased the premium track.
    • Fixed an issue that caused Killers with the ''Stridor'' Perk to not hear grunts of pain from recently unhooked Survivors with the ''Off the Record'' perk.
    • Fixed an issue that caused Orela's hook screams to sometimes be too loud or too low. A mix pass has been done on her hook screams.

    Bots

    • Fixed an issue with Killer Bots being stuck at vaults locations when a Survivor is in the dying state behind the vault.
    • Fixed multiple issues with Killer Bots standing still for long periods of time.
    • Fixed issues with Killer Bots being unable to correctly pick up a Survivor.
    • Fixed an issue causing Killer Bots to repeatedly miss their basic attacks by standing a specific distance away from them.
    • Fixed multiple issues with Nurse Bot getting stuck using her power.

    Characters

    • Fixed an issue that caused The Ghoul's tentacles to angle upwards during the Kagune leap.
    • Fixed an issue that caused the tentacles of The Ghoul's legendary outfit to clip into her shoulders during the Mori.
    • Fixed an issue that was allowing The Ghoul to lose the wrong number of Tokens when breaking a pallet and cooldown no longer resets when Power is in cooldown under a 2 or 3 Tokens timer.
    • Fixed an issue where the Become Enraged score event did not trigger when activating Enraged mode while The Ghoul is enraged or in cooldown.
    • Fixed an issue where The Ghoul's QTE could appear when the damage from a grab attack did not occur.
    • Fixed an issue where The Nurse's Blink charges were hidden by the Deadly Harvest outfit sleeve.
    • Fixed an issue that caused The Legion's legs to appear stationary during a Frenzy run in first-person view.
    • Fixed an issue where The Trickster could trigger the Main Event vignette without gaining the power.
    • Fixed an issue that caused the Demogorgon's screen to stay stuck in the black Traverse Upside Down screen when spamming the attack button during the teleport.
    • Fixed an issue where The Pig was unable to perform actions while a Reverse Bear Trap was being triggered.
    • Fixed an issue where The Nemesis' basic attack no longer worked with any M1 perk (Save The Best For Last, Play With Your Food, etc).
    • Fixed an issue where The Unknown's hallucinations were sometimes invisible/transparent.
    • Fixed an issue where The Singularity and The Lich's projectiles stuttered while traveling.
    • Fixed an issue that could cause attack delays with The Artist's Crows.
    • Fixed an issue where The Deathslinger's aim animation did not always play from Survivor POV.
    • Fixed an issue where The Doctor's Shock Therapy prevented Survivors from vaulting.
    • Fixed an issue where the incorrect portrait effect was displayed when affected by the Doctor's Tier II Madness for the second time.
    • Fixed an issue where several animations did not play when being out of line of sight when they were initiated.

    Environment/Maps

    • Fixed an issue on Coldwind Farm where Killers could be blocked.
    • Fixed multiple issues with the Basements in all realms.
    • Fixed an issue in the 2v8 version of Wretched Shop where a pallet was floating.
    • Fixed an issue on Ormond Lake Mine where players would clip through the top of lockers when escaping them.
    • Fixed an issue on Mount Ormond Resort tile that had a visible seam on the basement floor of the main building.

    Perks

    • Fixed an issue when Survivors with no hook states get the healing effect from Do No Harm after using Shoulder the Burden.
    • Fixed an issue where Survivors still made a grunt when falling when Balanced Landing was active.
    • Fixed an issue where the duration timer was not displayed in the HUD when using Reassurance.

    Platforms

    • (Steam) Fixed an issue where resizing the window while the Killer is about to perform an action breaks the Tutorial flow.

    Quests

    • Fixed an issue where perks for revealing Survivor auras give inconsistent amount of progress towards Quests.

    UI

    • Fixed an issue in the lobby where the matchmaking text and icon could overlap in some languages.
    • Fixed a crash that would occur when transitioning to the Archives after opening the Credits.
    • Fixed an issue where selecting a challenge for a specific role would change the tab in the Compendium when using a controller.
    • Fixed an issue in the Rift where 2D item previews would reappear and overlap after selecting unbreakable outfits.

    Miscellaneous

    • Fixed an issue that caused the End Game Collapse not to end when a Survivor held the Run/Rushed key/button while in a locker.

    Can we expect another hotfix? Some killers are still really buggy like Artist still has many bugs and even the one you said is fixed is not fixed.

  • @MechWarrior3 said:

    Would it be too crazy if the birds could be aimed up or down depending on which floor you level you are on?

    I struggle on dual floors.

    No, this would be an unhealthy buff. I main Artist since release, so I can tell she is overall in a great spot and just needs some QoL tweaks (e.g. faster charging speed, Severed Toungh half basekit), an Addon update, and changes to lockers. Otherwise, she does not need any changes or big buffs.

    dual floors are difficult for her but you can use them to your advantage: You can snipe survivors on the Pale Rose ship from the killer shack which is really strong and will hit survivors off guard. There are also nice tricks on The Game map on the stairs . You should also never forget that the birds have a big hitbox in lenth and Height! For example; You can also hit survivors on the Gallows (Saloon map), when you put your birds on the shack because the shack is a bit higher than the ground - otherwise it's just killer instinct. You can also put birds on some obstacles to hit survivors in a mainbuilding. Forgotton Ruins is also a strong Artist map despite the elevations. These and many more tricks come with experience I really like it because it is skill expression and gives you a skillful feeling when you understand the hitbox of your birds and how to use them right. If you could aim your birds up and down, it would take a lot of this skill expression. It would also feel awkward on the survivor side and probably not healthy for them.

  • @Mandy said:

    that is definitely a bug, Unbound is supposed to only work on Window Vaults, not pallets.

    I had a feeling that this must be a bug because some killers benefit from it more than others due to having "the right power for it". But it's really sad and with the fix, many players won't use the perk anymore.

    Is it possible to give this perk a QoL change to make it less map, killer, and tile depending like also activating when breaking a pallet or remove the timer? Something like this to make it better on their own and so more killers can use it, especially once the bug gets fixed. Would be really nice if you could ask the team if the perk could get some kind of QoL change to make it easier to use.

  • @SoGo the devs think about to increase the reward for daily quests (and the other ones, seems like)

    https://bsky.app/profile/deadbydaylight.com/post/3loqno3nitk24

  • @SoGo said:

    First of all, I really, REALLY hate the new colors they did for the normal 5 tiers. They are confusing for both old AND new players (because people will still use the term yellow medkit and everyone will get confused), they are ANTI-ACCESIBILITY (worse for colorblind people), and completely unnecessary, given they were changed to "make the game more like other games". Why? Why do the Devs want this game to be as devoid of personality as possible? Don't fix what's not broken.

    https://us.v-cdn.net/6030815/uploads/C4GP7VKNDD9C/sn-c3-admka-obrazovky-2025-05-06-175351.png

    On top of that, they removed the Event rarity, so now Event items are ULTRA RARE! And they cost 5000 BP now! These mostly useless offerings that majority of people ignores, now cost as much as an Iri add-on. That is unacceptable.

    Next up, the Rift. It was made way uglier now, with small icons that you need a microscope to see well, and the "BUY PREMIUM!" button slapped in the middle. It looks like a cheap mobile free-to-play game.

    https://us.v-cdn.net/6030815/uploads/CC934QUBXS6U/sn-c3-admka-obrazovky-2025-05-06-175318.png

    Another thing is, unless I miscounted, the premium track no longer gives you back a 1000 Auric Cells, but only 975. Again, why? Yes I miscounted, my bad. It's still 1000.

    Next up, the Quests. One word, GENERIC. The name is generic (it should be Rituals), the look is boring and generic, the challenges themselves are all really boring, and they want to also retire the Compendium on top of that? My opinion is, no, keep the old Tomes. And maybe add some more unique challenges into the new system too.

    And finally, we come to the fact that the Rift was made unbelievably grindy, with the Daily Rituals giving you NOTHING. Barely any bloodpoints (even though the ones before gave you at LEAST 30000 for each one), not enough Rift Fragments for A SINGLE TIER. It's also yet another FOMO feature, since someone found out you have to do almost 40 days worth of the Daily Challenges alongside everything else to get to Tier 100. And that's not even mentioning the Weekly Rift Challenges (in a case they disappear too, I'm not sure of that tbh).

    Overall, this update was yet another shove towards DbD becoming a joke of a game, like Fortnite, which the Devs seem to aspire to become for some reason.

    I agree with the event offering. Every event offering besides cakes become useless wants the event is over which means we lose so much BP for nothing - in general it is also better to drop BPS or cakes instead of the event offering which is so stupid.

    What I really dislike about the new rift is that there is no quick way to check it: You have to either go to the main menu and then click rift or go to the quests and then click on the rift button. I miss the rift icon on the left for a quick look. I can understand that for some people the icons are to small.

    I like the new quest system and the milestones feel cool - much better than the old dailies and tomes. It feels much smoother and faster. I admit that I've never did dailies because I don't like to play something that I cannot play or want. However, I miss the specific archives for rift-featured characters. It gave them more attentions and featured them better. This was really cool and I'm sad this is gone - it was gone with the latest tomes too but now it seems completly gone. So, in my opinion, this new feature needs some adjustments like more daily quests and a higher reward, especially BP. I also feel like the milestone time (same time like for the rift) is too short because I am already nearly done with the killer ones and for the survivor ones I will not need 80 days. In addition, there should be a special rift-quest-system with quests only for the featured characters (e.g. 20 for Dredge and Haddie that are like down 20 survivors during Nightfall, escape 3 trails with Haddie, use Dredge/Haddie-Perk and do xxx with it). Otherwise, I appreciate that we now get four different recolors for some skins. Yes, not so special but cool since it enables more unique outfits.

    About the new grind: On the one hand, it feels better because I was already done with the latest rift two or three weeks after they started and then the whole rift felt so over which was a bit sad - the archieves I did for BPs. On the other hand, the new quest-rift-features feels a bit too much because it looks very strictly timed and difficult to get done for casual players even with events (e.g. the next 2v8 or an upcoming anniversary one).

  • @THE_Crazy_Hyena said:

    It does make sense for her to be quieter though.
    She is a lot like Ace in that regard, and I don't hear many complaints about him.

    No, it makes no sense. It's also the weird argument people made when the devs released the Were-Elk skin for Huntress.

    Ace is a quiet character but still louder than Orela. Ace is a bit louder when he's injured, he also makes temporary loud sounds of "Uhh ssss ah" which makes it easier to track him. However, Orela is quiet when healthy and injured and her louder injured noises (every character has these) are still really quiet.

  • @SoGo said:

    Right now, there are so many bad offerings, it's unbelievable. So, this is my attempt to fix that.

    Bloodpoint Offerings:

    Escape! Cake, Survivor Pudding
    • Keep them exactly the same.

    Bloody Party Streamers
    • Increase their rarity to Very Rare (this would actually make them more likely to spawn in the bloodweb, as there aren't as many purple offerings)

    Bound Envelope, Sealed Envelope, Hollow Shell:
    • Reduce their rarity by one tier.
    • Double the bonuses they give from 25% to 50%.

    Single Category Offerings (Wreaths and Flowers)
    • Double the bonuses they give (50% to 100%, 75% to 150%, 100% to 200%)

    Luck Offerings:

    • Remove the offerings that only affect the luck of a single survivor (Chalk Pouches).

    Chest Offerings:

    • Make it so 4 chests spawn by default, effectively making Tarnished Coin basekit.
    • Reduce the effect of Shiny Coin from 2 chests to 1, and remove Tarnished Coin altogether.
    • Make it so that Shiny Coin now also reveals auras of chest for a set amount of time at the start of the match.

    Fog Offerings:

    • Allow them to be stacked and/or increase their effectinveness.

    Map Offerings:

    • Go through with the intended nerf of making them chance based, that would be great.
    • One specific change - please change the Airlock Doors offering to something else. Last time I checked, these were supposed to be things you could throw into the campfire.

    Spawn Offerings (Shrouds):

    • Shrouds of Union/Binding are now Killer offerings.
    • Shroud of Separation is now a Survivor offering.

    And, that's it.

    Other ideas:

    https://forums.bhvr.com/dead-by-daylight/discussion/436983/concepts-reworks-changes-collection

    Honestly, BP Offerings should get a bigger buff: I agree with the Escape, Pudding, BPS, Bound, Sealed, and Hollow offering change but in my opinion the single BP Offerings should be mostly removed and leave one for survivor and killer that gives them +25% BP in every category. This game becomes more and more grindy and it should adapt to it by giving an easier way to gain BP.

    There is also the possibility to rework these single category offerings into like "giving you double Rift Fragments or XP" which can also be really nice. Same before: Easier way to get Iri Shards since the game become more and more grindy.

    Chests need an overall buff. Every map should have seven chests by default - in the same way make it so killer's items have higher priority than chests to not shadow nerf Onryo, Plague, and Xeno. If items were more balanced then they could also have the effect that once you fully used your item, you can get the same item (without addons) from the next chest you open. Otherwise, the item in the chest is random if you still have an item or brought nothing. Then, remove the Shiny Coin offerings.

    Fog Offerings should stay as they are because they cause accessibility issues like having thick fog on Eyrie hurts your eyes even more and makes it so awful to see. Same for some other maps.

    I wish they would remove Map Offering but this will never happen, so I hope they will give them a bigger nerf to 10% so the game will be finally fair and balanced.

    Spawn Offerings: The devs will also change these offerings with the upcomming Spawn Rule change, so killer version needs something else as an effect.

    I also feel like the Hook Oak offerings should get a bigger nerf or removed because they also causes some issues - by default there is already the possibility that you have a dead zone of hooks because a hook is on the hill but facing the other side or basement is in main which takes three business days to reach but according to the game is right next to you. Same the other way, hooks can spawn really close with the killer Oak offering which makes unhooking really difficult.

    Otherwise, Hatch and Basement offerings should become hidding offerings to make them less obivous.

  • @LockerLurk said:

    Ban them. It's unfair, unfun, and sweaty to tilt maps in your favor, I don't care what side is doing it, in the fun chaos mode. Map offerings should not be allowed in Chaos Shuffle period.

    That is all. That's the whole post.

    Agree. Map Offerings are really annoying and feels so bs - after the event I had to switch back to my ScaWards which felt so bad. Luckily, according to the QoL Update, Map Offerings will get a nerf next patch, which is really good and can give us the opportunity to tell the devs, that they need more than just reducing it to 20% (e.g. reudcing it to 10%). This will also solve the issue of them in Chaos Shuffle.

  • @lordmambang said:

    i have been played this game a whole day , everytime i play i got the stupid idling Dr killer what boring games , this game they didnt address any about this killer so boring and frustrated . So shame DBD they didnt make any improvements about this report , what a shame this game they didnt do anything about everytime i report

    https://us.v-cdn.net/6030815/uploads/H353URX01LE8/img-2005.jpeg

    https://us.v-cdn.net/6030815/uploads/EY7VYE1ODD50/img-2006.jpeg

    The developers announced in their QoL Update they will address AFK bots within the first phase of it. Therefore, the next chapter might has a solution for this.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915986#Comment_3915986

    Hmm, interesting question.

    I feel like if the RNG was more restricted with a Scourge Hook in every part of the map, all 3 can stay as Scourge Hooks, no problem.

    Also, while it doesn't make everything magically fine, Jagged Compass does a great job paired with both Floods of Rage and Gift of Pain.

    So overall, if the spawn logic gets improved, the SH perks are in a fine spot.

    fair point.

    Here is btw my idea for Shattered Hope:

    "You start the trail with three tokens and the ability to destroy dull, blessed, and hex totems. Everytime you destroy a totem, you lose one token and the following effect triggers: The aura of every survivors within 28 around the destroyed totem is revealed to you for 4/5/6 seconds and these survivors also suffer from the oblivious status effect for the next 30 seconds. Every time you hook a survivor, you gain one token up to a maximum of 3/4/5 and once a survivor gets unhooked, a random destroyed totem comes back as a dull totem. If you destroy your own hex totem, you trigger the effect of the totem."

    Conditions and everything can be changed but I like the basic effect of it since it would also make Hunted Ground and Retribution a bit more viable while also giving the killer a special interaction with totems.

  • @Alen_Starkly said:

    Will completed but unclaimed challenges (a.k.a. saved bloodpoints) still be available after this Midchapter update? I would prefer to spend these during the Anniversary event (because of Anniversary offerings), but if these are going away (and/or getting autoclaimed/replaced), I would like to know, so I would use them before the Midchapter update.

    Thank you for reading <3

    https://us.v-cdn.net/6030815/uploads/VEUCWJ4I8OPD/dm24og40qmg41.jpg

    I think so, you will keep them because the tomes/archives will still be aviable after the next midchapter. All the devs do is replacing the current system with the new quest-system. Then, the tomes will get a little button next to the "add friends" button. That's all (see picture). Of cause, I cannot confirm it but there was also neither an announcement nor info about unclaimed challenges.

    tomes.png
  • Do you think Gift of Pain should stay as a scourge hook? This perk is really map/rng dependent, you only get value twice but has the nice effect of "don't camp or tunnel for value". I feel like it can become a normal perk that triggers every time you get unhooked. Monstrous Shrine should also become a normal but still has the feature of making basement hooks scourge hooks. In theory, it is a nice perk to encourage the killer not to camp but being a scourge hook makes it so bad. It also should have 40% faster progress like you said because there is no reason for a survivor to sit 70seconds on hook when the killer is not camping the hook. I also feel like Floods of Rage should become a normal hook for the same reason like GoP and the fact survivors can decide when it triggers, which makes it even more unreliable.

    • Farmbots: People can use bots that play afk killer for them and this one will Farm BP for them and since the BP cap is by 5mio, the bots can Farm for longer. In some cases, these users can sell their account to other players (an account with good BP, Shards, and still low MMR). AFK bots are an issue for new players, especially in Asia.
    • Maybe the developers don't want that players hoarder too much BP and then instantly prestige a new character to like 20 or in short time to 100. I guess, they still think having a P100 is special. Thus, having a P100 character that just got released always seems a bit sus and maybe they get reported more.
    • It could reduce the grinding aspect because with 5mio cap you are much later forced to spend BP into a character. However, then maybe you are less likely to spend these BP because its 5mio which takes a while. So you could think "OK let's end it here" and then you get demotivated to play since you need to spend the BP first before you can play (in terms of mindset and the nature of humans to not waste stuff).

    These are my guesses why the developers are so strict when it comes to the BP cap and now they test it so see if these things will happen more.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913578#Comment_3913578

    If Kaneki is permanently enraged chasing one survivor he probably needs the help. Deep Wounds gives some agency to survivors at controlling Kaneki s enrage mode.

    Survivors have no control of his power because there is never a reason to stay in deep wound: Survivors have control of Plague's, Oni's, and Twins' power but with some drawbacks - they can stay infected which means they are injured and easy to find but no red puke; Survivors can predrop pallets and play really safe but will lose their resources really quickly, they can hold Victor hostage to limit Charlotte but then this one is Oblivious and cannot work on gens. There is no real interaction.

    In my opinion, they should remove the deep wound and once Ken hits a survivor with the Grab-Attack, the timer starts - so his power is a bit more limit but still there for at least 30 seconds. This would also give him a higher skill ceiling since now you have a bit of time pressure and you are a bit more forced to use your power. Currently, he never really runs out of Rage mode which makes it kinda pointless and less skillful.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/WRAN7Y1SY11J/patch-notes-assets-862-forum.jpg

    Content

    The Ghoul

    • Reduced Tentacle range from 16 meters to 14 meters.
    • Reduced Enraged mode time from 45 seconds to 40 seconds.
    • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
    • Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
    • Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
    • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
    • After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown equal to a single Leap usage.
    • Add-on Fresh Coffee: Changed rarity from Common to Very Rare.
    • Add-on Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
    • Add-on Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
    • Add-on Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
    • Add-on Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".

    https://us.v-cdn.net/6030815/uploads/93AVQI5GCXW5/bar-white.png

    New Killer: Perk Changes

    • None are Free:
      • When you hook a Survivor for the first time, gain 1 token, up to 4.
      • When all generators are completed, for each token, all windows and upright pallets are blocked for 12/14/16 seconds.
      • Removed the blocked "for everyone" clause.

    https://us.v-cdn.net/6030815/uploads/H84W3LYC76BE/bar-red.png

    Bug Fixes

    Archives

    • Fixed an issue where the "Grenade Launcher" Killer master challenge could not be completed.
    • Fixed an issue where the text reward appeared in Rift 1 instead of Tome 22 preview's page.

    Blood Moon

    • The Blood Can no longer clips into the ground when crouching.
    • Bloodpoints given when filling a Blood Can no longer exceed the cap.
    • The SFX of filling a Blood Can interaction no longer lingers when grabbed by the Killer.
    • Fixed an issue where players were not receiving objective points when only interacting with Fuel Generators.
    • Fixed multiple map issues related to the Fuel Pump.

    Characters

    • The animation of Victor now plays correctly when opening a Locker with a Survivor in it.

    The Ghoul

    • The QTE prompt no longer stays indefinitely while spectating the Killer in Custom Games.
    • Spectators can now see the Fail or Success state of The Ghoul’s Grab attack.
    • The camera and Killer movement are no longer restricted after dropping a pallet on the Killer when they attempt to perform a grab-attack.
    • The Kagune Mark Reticle now appears consistently in the Survivor perspective when aiming across a Pallet or Window.
    • The Ghoul's tentacle leap animation now plays correctly after doing the second leap on a Survivor behind an obstacle.
    • The Ghoul can no longer basic attack a Survivor in quick succession during the third Kagune Leap cooldown.

    Environment/Maps

    • Fixed an issue in Forgotten Ruins where hooks were spawning close to each other in the Dungeons.
    • Fixed an issue in Lery's Memorial Institute where the Punishment Of The Damned could not travel through walls.

    Perks

    • Fixed an issue where Balanced Landing's reduced stagger and grunt effects were still being applied after becoming Exhausted.

    UI

    • Fixed a crash in the Tally Scoreboard when docking or undocking the Switch.
    • Fixed an issue which shows the wrong Killer name when switching characters during queuing in a Killer's lobby.
    • Fixed an issue where empty offering slots were shown as a hidden offering.
    • Fixed an issue where the wrong icon was displayed for Zarina's Murder Mill torso cosmetic.

    Misc

    • Fixed an issue where Killer could load into a match with unowned cosmetics when viewing the mori preview with the selected cosmetic.
    • Fixed an issue where retired Offerings were not showing in player's inventory.

    https://us.v-cdn.net/6030815/uploads/A64MO90AYDT7/bar-red.png

    Known Issues

    • Survivors will still make a grunt when using Balanced Landing and performing a fast falling vault.

    Thank you for the Ghoul changes. I really hope we will get more tweaks to him because in my opinion he is now in a better spot but he still has some unfun issues:

    • Does he really need to apply deep wound when he uses a Grab-Attack? This already disables the ability to take a hit with DH and makes tunnling easier since he ignores OTR. It also makes his Rage mode longer since survivors cannot mend during a chase.
    • The vaulting speed during Rage mode is still too fast and reminds me of Scamper Chucky. He should vault like Wesker.
    • Yamori's Mask is still unhealthy and reminds me of Totem Demogorgon since he can still protect his totems with ToTH and the scream interruption.

    Also, can we get some buffs for his Perks:

    • Hex: Nothing But Misery should activiates at least at four M1 hits and the Hindered status effect should be buffed to 10%.
    • Forever Entwined; should work like a hook based fire up with faster breaking and vaulting speed.
    • None Are Free: Is fine but could get a slightly number buff.
  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912906#Comment_3912906

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913056#Comment_3913056

    I can explain for Demo at least, since I can speak from the perspective as a Demo main.

    They nerfed their Portal addons rather consistently… Leprose Lichen was nerfed to be less of a map-wide universal Aura Reading to only be aura reading during the teleport and only for Survivors within 16-meters of a teleport… keep in mind that Knight can get infinite Blood Warden and Bamboozle with Iridescent Company Banner, and Kaneki can get a map-wide Infectious Fright with Yamori's Mask (which also interrupts actions which makes it busted with DMS or Hex builds).

    Portal Sealing Time (PST) Addons (Upside Down Resin, Thorny Vines, Viscous Webbing) were nerfed because their Portal Travel Speed was increased but they provided no basekit changes to sealing speed to supplement which makes Portals far more vulnerable than before. PST Addons were already considered niche and all it really did was make already niche addons more niche and overall worse.

    Lifeguard Whistle was rightfully nerfed, it was a busted addon, but it was one of the few things that gave Demo some level of relevancy, and after it was nerfed a lot of people stopped playing them.

    Personally as a Demo main, Ive also seen many other Demo mains move onto other Killers since it became clear that alternative playstyles were not allowed and running Barb's Glasses and Black Heart were the only viable way of playing Demo but also have been that way for literal years without any changes… only 4 addons affect Shred, and 2 of which are objectively horrible, and the rest of their addons just get nerfed out of the blue so why bother?

    The map geometry for maps is really awful so your Shreds get snagged on loops more often than before. BHVR has been introducing more rounded loops to the game, which Demo struggles on, on top of that they also have been implementing more of those "Ormand" loops which Demo struggles to play around compared to conventional loops since the walls along the sides are shorter and their are often more objects to obstruct Shred LOS.

    Their power is simple, but the effectiveness of his power as a whole has been reduced through direct and indirect changes. Demo has been slowly shifting down the tierlists. What was considered an average Killer has started to fall behind as a result. On top of that it does not help that power creep has shifted many Killers forwards a lot, resulting in other dash Killers becoming or naturally being released stronger than Demo. People moved onto Kaneki and Blight, which even after changes remain potent and strong.

    They also keep releasing perks that help M1 Killers which is inherently fine but ultimately none of them can be used my Demo because of the nature of their power. The end result in a lot of perks that would be amazing as Demo just dont work for them or can never reasonable be used. This puts Demo in this area where their power is close enough to an M1 Power to need perks like it but far enough away from an M1 to never really get any value from M1-Perks. Unfortunately this comes down to Demo's design and how BHVR refuses to balance M2 Powers to allow for perks to work for both M1s and M2s.

    Outside of the License coming back, it's also insanely apparent that Netflix only did it to stop people from complaining, Demo has not gotten cosmetics and despite Demo players pleading to get Blighted Demo, other licenses have been getting Blighted Cosmetics before Demo has.

    Also it does not help that Demo has slowly shifted from "character people love and respect" to "character people hate facing" since I consistently get matches were people insist on going next because Demo over time has built up a reputation of being an "M2 Zoner" despite the fact that dozens of other Killers accomplish the same but get more respect for it. Even if I dont "M2 Zone" I still get "-rep"s fairly often for doing so.

    So yeah… there is a reason why Demo has dropped in playrate… and despite all of this I still love them because they are the creature.

    Thank you for the explanation even though it was kinda sad :/ Demogorgon deserves some love and an addon update. I feel like he is in a similar situation like Nemesis where his addons are not completly bad like Pyramidheads but also not really good besides a few. I also wish his addons would affect his Shred more than his portals - could be nothing special like applying Sloppy or broken status effect but also cool stuff like after four Shred hits you gain Undetectable for 20 seconds. He has also three addons that do basically the same thing - increasing the duration of Undetectable for 1, 3, or 7 seconds. But also an overall buff - similar to what Dredge and Singularity got.

    New skins would also be awesome but I feel like the relationship between Netflix and BHVR might not the best or became bad.

    M2 zoning is basically the same like Huntress or Deathslinger can do but slightly better but I think people take this as an excuse to complain about the other side - it is easier to blame the other side for a lost instead yourself.

  • @darky3 said:

    https://us.v-cdn.net/6030815/uploads/5ZNM6WX7150U/killers-ranked-by-their-pick-rates.png

    I made this list based on NightLight’s data. Not surprised to see The Ghoul at #1, but was a bit shocked to see these 5 being the least played:

    • Demogorgon – 1.17%
    • Artist – 1.09%
    • Hag – 0.88%
    • Skull Merchant – 0.85%
    • Twins – 0.74%

    What do y’all think of this?

    I cannot really explain why Demogorgon is so low. You can say he is weak but same goes for Ghost Face and Myers and these two are popular because they are iconic but Demogorgon is also iconic. There was a big hype when Stranger Things came back and now? I can only speak for myself and say I don't play him because I enjoy other killers more and don't have the time to play more killers.

    Artist has a low pick rate because many players play her wrong and think she is weak. The mindset is shutting down loops and that's it. Spam the birds to get info or track survivor and that's it. She has a really high skill floor and ceiling and this makes it difficult for many player to get decent with her or to understand her.

    Hag has always a low usage because she is not A chase killer - you play her as an area control killer and this is something many players don't like. In addition, she has also a high skill floor and ceiling but you can not use much of your knowledge for her and what you learn with her, you cannot transfer to other killers. Many things you learn just by playing her.

    Skull Merchant got nerfed to the ground. Only the ones who love her, play her.

    Twins is actually a really strong killer but many players don't like their long cooldowns, the fact survivors can hold Victor hostage, and the whole slugging part. This killer is also known for many annoying bugs. they also have or get many good skins - having good skins can make a huge difference.

  • The Steady Pulse Chapter has New Quest System, Perk Preview. It is overall a more "bring everything in line with other games" which is why they also tweaked the rarities and gave them as well as the cosmetic backgrounds a modern touch. It also has some nice bug fixes like they fixed Knight a bit - no longer gets stunned by a pallet when using power.

    The next Patch will have spawn rules, map offering nerf, extreme hiding, fast BP, improved AFK bots, and go next prevention. It is also interesting if the chapter besides these things and FNAF stuff also include some tweaks for some killers or just focus on FNAF.

    Then, the next midchatper will include changes form phase2

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911538#Comment_3911538

    What's made Spies so good in Blood Moon? Has Spies been a sleeper pick recently?

    Spies was always a good perk to get an idea where a survivor might be. I also like to play it and get some good value from it. Unlike aura reading perks, it basically always triggers and ignores Distortion and OTR. It is a nice perk for killers that need decent information to find survivors.

  • @KMD said:

    Hello. My name is kmd and I'd like to suggest some changes to The Dredge to make it more fun to play as, less clunky, and overall a bit stronger.

    My qualifications:

    • P100
    • #84 Dredge Globally on PC (based on Nightfall Downs)
    • 2K Hours in DBD

    Base Kit:

    Movement speed while charging The Gloaming: 3.8m/s => 4.0m/s

    • This would decrease tedium when using The Remnant. Holding W will still be possible, but The Dredge will not lose as much distance as before. The counterplay to Dredge is gaining distance whenever possible, but at the current moment, leaving a tile might be too punishing.

    The Gloaming activation time: 0.5s => 0.25s

    • This will make letting go of the Remnant feel less clunky, as well as help with catching up faster and teleporting by a minimal amount. It’s just simple QoL.

    Initial Charge time of The Gloaming: 10s => 6s

    • 10 seconds is way too much time to give Survivors to lock lockers before you can teleport. With The Blight and Kaneki having their powers instantly available, I don’t think letting The Gloaming charge faster after spawning is too much.

    The Gloaming daytime cool-down: 10s => 8s

    • Please just make Ottomarian Writing basekit and give it a full rework.

    Camping penalty range: 12 meters, applies on multiple levels => 8 meters, applies only on the same level

    • On maps like RPD, Dredge can suffer from the camping penalty while chasing above the hooked Survivor. I also think decreasing the range of the camping penalty will decrease tedium from chasing a Survivor that is near a hook.

    Exiting locked locker: 2.25s => 1.85s

    • Please just make Haddie’s Calendar basekit and give it a full rework.

    Let The Dredge grab Survivors that are locking lockers that Dredge is teleporting to.

    • The chance that the Survivor is locking the exact locker Dredge is teleporting to is not gigantic, and getting locked mid-teleport sucks.

    Automatic Nightfall charge rate: 0.25c/s => 0.5c/s

    • This would make Nightfall happen faster without requiring injured Survivors.

    Charges for Teleporting to The Remnant: 10 charges => 20 charges

    • This would incentivize players to use The Remnant more instead of just playing for teleporting and Nightfall.

    Rework Nightfall VFX to make it work like the Lights Out fog for Survivors. Remove the ambient screams or replace them with the Deafened Status Effect.

    • This is mostly for accessibility and not letting filters counter Nightfall (I am not opposed to filters as a thing in general).

    Let The Dredge teleport to chests to make map and locker RNG less detrimental.

    Add-Ons:

    Full, fundamental rework list:

    • Caffeine Tablets (Playing with the information in mind is actively hurting your macro and latch management. Just break the latches.)
    • Mortar and Pestle (Genuinely the worst designed Add-On in the game that objectively hurts your gameplay.)
    • Wooden Plank (Fuse it with Burnt Letters and give it a new effect. Would be cool to also not make it a Wooden Plank but something completely new, since we already have a plank Add-On.)
    • Air Freshener (You don’t need more than 3 tokens.)
    • Haddie’s Calendar (Top 3 Add-On that is too simple to deserve this spot in my opinion.)
    • Destroyed Pillow (The base kit cool-down in Nightfall is consumed by the basic attack and/or locker exit animations. So making it 1.5 seconds is a dead slot.)
    • Ottomarian Writing (The best Add-On that is too simple to deserve this spot in my opinion.)
    • Tilling Blade (You do not need these status effects during Nightfall, you need them outside of Nightfall. Also, Blindness is countered by comms.)
    • Iridescent Wooden Plank (It’s too inconsistent.)

    Fallen Shingle: +15%/s => +25%/s

    • This Add-On already only applies during teleports and sitting in a locker, so it can have a bigger number.

    War Helmet: +1.5s => +3s

    • This Add-On isn’t that useful outside of longer tiles, this would make it more interesting and reliable.

    Worry Stone: 6s => 10s

    • Worry Stone isn’t good or bad, so we could nudge it towards good. It’s a gimmick Add-On at the end of the day.

    Sacrificial Knife: During Nightfall => In general

    • This is an Iridescent Add-on, and while a strong effect, I would say it isn’t strong enough because it relies on you being in Nightfall. It’s mostly used for getting rid of “god pallets”, so this would make it more consistent.

    Thank you for giving me your time of day to read this!

    kmd

    Movement speed while charging The Gloaming: 3.8m/s => 4.0m/s

    This would decrease tedium when using The Remnant. Holding W will still be possible, but The Dredge will not lose as much distance as before. The counterplay to Dredge is gaining distance whenever possible, but at the current moment, leaving a tile might be too punishing.

    It would be a fair buff, yes

    The Gloaming activation time: 0.5s => 0.25s

    This will make letting go of the Remnant feel less clunky, as well as help with catching up faster and teleporting by a minimal amount. It’s just simple QoL.

    I feel like this would be a bit too fast and could result in making it awkward.

    Initial Charge time of The Gloaming: 10s => 6s

    10 seconds is way too much time to give Survivors to lock lockers before you can teleport. With The Blight and Kaneki having their powers instantly available, I don’t think letting The Gloaming charge faster after spawning is too much.

    Yes, I don't feel like Dredge needs such a long cooldown at the start. Chucky can now use his power at the start while Blight, Kaneki, Billy, and Nurse have their insane mobility at the start which is much less map dependend.

    The Gloaming daytime cool-down: 10s => 8s

    Please just make Ottomarian Writing basekit and give it a full rework.

    Yes, it is insane that this mediocre power that you can use either for mobility or chase but not really for both has a longer or similar cooldown like Blight's power.

    Camping penalty range: 12 meters, applies on multiple levels => 8 meters, applies only on the same level

    On maps like RPD, Dredge can suffer from the camping penalty while chasing above the hooked Survivor. I also think decreasing the range of the camping penalty will decrease tedium from chasing a Survivor that is near a hook.

    Yes, it just drives me crazy when it happens.

    Exiting locked locker: 2.25s => 1.85s

    Please just make Haddie’s Calendar basekit and give it a full rework.

    Yes, considering the fact that survivors can lock many lockers twice and this in no time. It is still slowdown but at least not so much for a killer with no chase mobility.

    Let The Dredge grab Survivors that are locking lockers that Dredge is teleporting to.

    The chance that the Survivor is locking the exact locker Dredge is teleporting to is not gigantic, and getting locked mid-teleport sucks.

    I feel like this is bugged and does not work like it is suppose to be. Sometimes I get the grab and sometimes not. It feels really inconsistent. Could also be a ping thing like Doctor's Shock.

    Automatic Nightfall charge rate: 0.25c/s => 0.5c/s

    This would make Nightfall happen faster without requiring injured Survivors.

    Idk, I don't think this is needed

    Charges for Teleporting to The Remnant: 10 charges => 20 charges

    This would incentivize players to use The Remnant more instead of just playing for teleporting and Nightfall.

    agree

    Rework Nightfall VFX to make it work like the Lights Out fog for Survivors. Remove the ambient screams or replace them with the Deafened Status Effect.

    This is mostly for accessibility and not letting filters counter Nightfall (I am not opposed to filters as a thing in general).

    yes

    Wooden Plank (Fuse it with Burnt Letters and give it a new effect. Would be cool to also not make it a Wooden Plank but something completely new, since we already have a plank Add-On.)

    Yes, in my opinion both addons should become one addon and increase the points to +150% - sounds a lot but an injury (not a down, just an injury)/hook gives 20 chrages (needs 300 to get nightfall), which means he gets 50points. This would be much better. Both addons are completly outclassed by the skull addon because over time it gives more points.

    Tilling Blade (You do not need these status effects during Nightfall, you need them outside of Nightfall. Also, Blindness is countered by comms.)

    This addon is outclassed anyway by Sloppy since Sloppy is more consistent. Maybe rework it and it applies the broken status effect for 60 seconds when hitting a survivor during Nightfall. This would be more reliable.

    Iridescent Wooden Plank (It’s too inconsistent.)

    In my opinion, this Addon should increase the duration of Nightfall to 30 seconds - so a better Broken Doll and combined you get a much longer Nightfall.

    I think Field Recorder should become an iri addon because it is such a strong addon. Follower's Cowl and War Helmet should also become one Addon and then make it a green one. Sacrificial Knife is also such a useless addon and needs either a rework or buff. I don't like the idea of making it basekit but it needs a buff.

    Other ideas for addons: One that decreases the charges for Nightfall from 300 to like 250 (depending on the rarity). An addon that shows you the aura of the survivors that locked the locker that you broke. An Addon that shows survivors random fake Dredge's (similar to Doctor's hallocinations), would be funny too but maybe too complicated. An Addon that increases the teleport for 40 seconds everytime a generator gets repaired (+15meters outside of Nightfall and +5meters during Nightfall). An Addon that gives you 20seconds of Undetectable everytime Nightfall ends. Survivors suffer from the Oblivious Status effect for 40 seconds everytime Nightfall ends.

  • @TotemsCleanser said:

    https://us.v-cdn.net/6030815/uploads/OUF7DNPPYK9A/7b528518d4-cb57-4ab7-b162-aded9051cfa1-7d.png

    Normally I wouldn't give a damn but I've been running into COUNTLESS survivors running Balanced Landing + another exhaustion perk to get advantage from the current Balanced Landing bug. I don't understand why Balanced Landing hasn't been killswitched yet since in its buggy state it has the potential to turn many loops into infinites. Now if people run Balanced Landing because they don't really know about the bug that's more or less fine, but you can EASILY tell when people are actively abusing this bug from the way they play and from the fact that many run the perk with another exhaust. In this case it was Background Player, but I've seen people running it with Dead Hard and many others.

    Hopefully this counts as bug exploiting and the people doing so get banned :)

    Technically, it counts as abusing exploits, so if you have a video that prooves it, you can report them.

    Exploits

    Use this option to report players for exploiting bugs, errors in design, or cheats to obtain a competitive advantage

    link: https://support.deadbydaylight.com/hc/en-us/articles/4408586278676-How-to-report-a-player

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911954#Comment_3911954

    Yeah, and that's exactly why this perk shouldn't be a Haste related one.

    It's difficult:

    In my opinion Boon: Illumination should also show you the aura of your teammates which would make the perk and soloq slightly better. So, this option is already gone.

    In case of Dark Theory: My only idea is something like this: Boon: Dark Theory can only be used two times on two different totems. As long as this totem stays, the passive regression of every generator is reduced by +20% if the killer kicks the generator - so it wouldn't affect Ruin or regression from PainRes. Within the range of the Boon, survivors can see the generators that start to regress. However, then Rookie Spirit needs a rework (it needs it anyway but you know).

  • @SoGo said:

    Update: With the 8.7.0 PTB, Dark Theory recieved a laughable 1% buff. It's 3% now.

    Anyway, still useless, idea bad, new groundwork needed!

    The issue with Dark Theory is that it is a small gab between niche and strong. Giving Dark Theory a bigger haste buff might not be problematic on some maps but on maps like The Game, Badham, or Midwich it can become really problematic. Also, the weaker killers will suffer more from it than the stronger one. A similar issue have Invocationperks - currently, they are really niche perks but can become really strong or unhealthy with some buffs. Then, there is also the problem that SWF will make greater use of these perks than SoloQ and the last thing this game needs are perks that are good in SWF but useless in SoloQ.

  • @Mandy said:

    I'm going to step in on this one right away - a killers power has nothing to do with sales first of all, two completely separate departments that work independent of each other!

    The feedback about The Ghoul on PTB was incredibly mixed, with some saying buffs were needed and some saying nerfs were needed, in fact more were saying "D tier killler" than there were saying that he was a strong killer. So whilst the feedback is useful to us, its not set in stone at how players would react once the Chapter hit live.

    Bugfix Patch 2 is the earliest one to get any changes into after content has gone live, the first patch is normally addressing things found in the PTB or internal testing. It's why there's no changes in this PTB to The Ghoul, as the PTB is based on the current Live game.

    In the PTB Version, there are some Ghould changes (the umbrella addon got a nerf and there are some other tweaks). Does that mean, we can expect these changes with the upcoming hotfix or is this something different and has nothing to do with the upcoming Ghoul nerfs?

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