HolyDarky
HolyDarky
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@Goblin_BHVR said:
Hey there!
I am soo sorry for the frustration and disappointment this must have caused.
This was actually a bug, and we have a tentative fix targeted for Hotfix 2! Previously retired offerings should not have disappeared from user inventories
Can you tell us if Hotfix 2 will come this week or next week because it also includes important Ghoul nerfs and would good to know when it happens.
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True. It was a nice buff for survivors, especially SoloQ but it is an unfair nerf to killers since it is impossible to see survivors due to the bubble and it also makes no sense since killers can see the aura of the exitgates so they don't need the longer bubble.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911464#Comment_3911464
You wouldn’t need to nerf M2 killers at all. Surge would not be oppressive on a single M2 killer besides Nurse which they can prevent. Neither would NBM be oppressive either.
Keep in mind Spirit is widely considered S Tier and she can use all of these perks. She can used exposed perks as well with her M2 attack.
Spirit is not an S Tier killer. However, there is still Hillbilly and Blight who are strong killers and would get a massive buff when Surge works on their M2 - or Blight could instadown again with his Rush attack which is something we definitely don't need again. It also would remove the healthy counterplay for survivors like to rather take the M1 against Artist, Blight, Xenomorph, Dracula, or Billy since this gives them a longer cooldown and they can make more distance. If they are exposed, they would rather take the M2 against Xenomorph, Artist, Dracula, or Blight to give the team more time. However, if instadown could work on M2s too, survivors would be in a lose-lose-situation since it does not matter what they take, they would go down anyway. Or just imagen instadown perks would work on Ken's Grab-Attack. Removing the M2 condition would be a massive buff for these killers while a big nerf to survivors and this would lead into a problem that will either get fixed by a big survivor buff or a big killer nerf.
Same goes for other perks like Surge or Rapid Brutality (M2 killers would love this perk since they don't need Bloodlust but appreciate the speed boost). It would be a huge buff for already good killers and this is something we don't need. The game is somehow balanced around these "little" things.
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@MissiCiv said:
I guess, just like last year's issue, you're going to ignore this one too.
The developers released a Status Report statement and explained that this info was wrong in the info grafic: https://x.com/DeadbyDaylight/status/1910422715569225900
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@Bodark said:
Having a Hex perk be tied to M1s is insane. If the perk has to have that stipulation to balance it then rework the perk. Half the roster can use m2s for injuries.
Surge, Rapid, NBM. None of these need to be M1 perks. If surge is a problem on Nurse then make it not work with Nurse only.
STBFL is the exception since it is for basic attack cooldown
The issue with NBM is the the requirement of eight hits. I also feel like the Hindred is not so good. I played the perk alongside Rapid Brutality and STBFL and even then, the effect felt mediocre (three perks). So, the perk needs two tweaks: Reduce the requierement to at least four hits or after the first hook and then increase the hindred status effect to 10% for 10 seconds to make it more worth it. Survivors can still get rid of it by cleansing it, which makes it a strong but balanced hex. If we look at the M1 killers: Myers and Ghost Face can instadown survivors and will meet the requirements later than other M1 killers. Legion injuries survivors with their power and downs them with M1, so useless. Deathslinger has a similar issue. Trapper and Hag are setup killers and need other tools than this one - also meet the requirement rather later. Singularity, Clown, Spirit, Doctor, Houndmaster, and Pinhead have Rapid Brutality which is more reliable, so the perk is rather a nice to have than a new toy. So, Wraith and Sadako can make the most reliable use of it but there might be better stuff. The perk is really awkward, it sounds strong in theory when its active but is weak in praxis.
I hope with the Hindred and Haste change, they will buff NBM.
The M1 requirement for perks such as Surge, NBM, or Firends Til The End should never be changed because it makes the game more fair and healthy. If the developers remove this requirement, they have to nerf M2 killers in an unkind way and it will also affect upcoming killers.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911433#Comment_3911433
Thanks for the warning!
seems like it wasn't accidentally leaked (or BHVR adapted to the situation)
Source: https://x.com/DeadbyDaylight/status/1911873951199908037
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The new survivor has been accidentally leaked via official merchandise on BHVRs site. So be careful when you check social media.
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Screech Cobblers because I still have between 100 - 1300 on different killers and they give overall more BP and more for the other players. I stopped using them because I am forced to use Sacrifice Wards due to map offerings. During an event, map offerings are less common and I take the risk for more BP.
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@Emeal said:
So I was watching some of those cracked Survivors who never drop a pallet, the ones that just loop really well and let the Killer mind-game themselves, so I wanna spitball an idea here with you guys, in the same vein as Rapid Brutality.
If we had a Perk that disabled the Survivor from Dropping Pallets.
Do you have some cool ideas what bonuses the Survivor could get in return??
EDIT: What if whiffing near that Survivor gives them a speed boost?
We have Hex: Blood Favour that prevents survivors from dropping pallets.
The survivors already benefit from looping well without dropping pallets by saving pallets for later when they need them. Quick Gamit is a Perk that goes in the direction because if you loop well, the other survivors benefit from it by a faster genboost.
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@Leon_Loves_Cheryl said:
I agree that it's not exactly a bright idea to balance the game around people who don't know how to play it. Example: Showing Penti's aura so that you don't need to mentally keep track of the totems you cleanse (which is an element of mastery that you can continually improve on) reduces the game's skillcap in an unhealthy way.
And that's just one example.
Not really. The reason why showing Pentimento's aura is a good idea is because of SoloQ. Sure, the survivor can go back and cleanse the Pentimento but not when this one is in chase or on hook. A SWF can call out the Pentimento location, so player B can go and cleanse it. In addition, SWF can also say who goes for the Pentimento. Meanwhile SoloQ, every player could go and look for the totem because no one can say "stay on gens, I look for Pentimento". Getting rid of unhealthy perks that makes SoloQ miserable is a good step in the right direction. Thus, I hope the devs will also do the same for unhealthy SoloQ survivor perks like Sole Survivor or Left Behind. I also don't like it that the developers don't take the opportunity to buff/tweak hex totems in some way to make them more reliable since currently Pentimento makes hex builds more reliable.
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I agree with the other users, nobody needs this lock on system since it feels so stupid from the survivor pov.
It also makes the Ghoul really skill less since the it is completely free - even Legion and Plague have a higher skill ceiling when it comes to injury survivors but then their skill ceiling gets increased when they need to down survivors while the Ghoul's one stays rather low due to the high mobility and short cancel cooldown. Giving Huntress, Deathslinger, or Xenomorph this feature would take so much skill expression away, which results in no enjoyment for both sides.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909699#Comment_3909699
are we getting nurse Rita!!!!!! If we are just take my wallet I love Angelica Ross!
I don't think we will get Rita as a survivor since the survivor will be an original one. So, Angelica Ross (a wonderful actor), might just the the voice actor.
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Second teaser for the upcoming chapter, really love it
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I'm extremely happy that the cosmetic team finally understands that Artist's weapons look much better with colours instead of just being black. They always look cool but the color gives them the right touch. My next hope is to get more colorful or unique weapons like green, white, or rainbow-like could be cool too.
The red veins look terrible and other killers have the same issue. I highly doubt they will ever change it to a pure red weapon :/
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@TheTom20 said:
Was playing the ghoul using his power an he became stuck in place with the screen shacking an moving back an fourth rapidly really fast for about 10 seconds.
You should make a bug report in the bug report forum. Otherwise, they could miss this or have a difficult time to find and fix the issue
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I'm rather happy about this event offering since many players rather wanna use time limited stuff. Otherwise, people will bring map offerings. Today, I had 15 matches and five of them were map offering which is so pathetic.
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I would say on average survivor gives more BP because the qtime is much faster (as a killer you wait around two minutes) and the match is over when it's over for you. Playing survivor is also easier since the blood generators are much faster than normal generators. You can also play with friends and tell them to bring a cake/BPS. If you doing good in the match, you can also cleanse totems or open chests for extra points.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903677#Comment_3903677
Whilst something might seem simple, it's a question of things like programming time, then testing. If there's not enough time to do those things then it will come in a later update, it was never scheduled to be in this release.
sorry for coming back but since the map offering change is not within the next midchapter, can we assume it will defenetly come with the next chapter (June)?
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@Reinami said:
So with pentimento going away now, what do we have left:
- Pain res
- Grim Embrace
- Dead man's
pretty much all that is left.
Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?
Can we please get the old ruin that made it regress style level of perk changes where perks that are OP against average players get nerfed against average players but buffed against high level players?
My biggest hope is that enough players will take the opportunity to tell the devs that hex totems need a basekit buff/change (not a band-aid fix like the perk Dominance) and to hope the devs will finally listen to us - which they did in the past like they made the cancle guard bug a feature for the Knight after enough players told them they should do it.
Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?
The developers try to balance the game for every playerbase but mostly for the average - at least from the changes they did. However, Pentimento is a huge problem for SoloQ that already suffers from so many problems. So, I can understand the change. Nevertheless, I rather wish they would introduce QoL changes for SoloQ to make it better for players instead of nerfing perks to make the game better for them. Yes, this would take more work but in the long run better for both sides.
But yeah, I get your point. I feel like the developers try to do the right thing but without thinking beyond that which means in this case with more nerf to other perks, the killer perk variety gets limited even more = regression perks become even more popular. They also nerfed the Mangled and Hemorrhage status effect which resulted in the issue that many perks and addons became nearly useless. I also feel like other status effect perks also got a big nerf with the Vigil buff since I see this perk quite often and it denied me some instadowns on survivors that didn't had the perk but were nearby a Vigil-user.
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@OrangeBear said:
Honestly very lackluster dev update. We still don't have Map offering changes, spawn rule changes, go next prevention, bulk bloodpoint spending.
Houndmaster getting only a minor update is really disappointing. She hardly feels good at all to play and she's now only getting worse. Like what about knotted rope add-on?? Doubling the bloodpoints does not even fix that issue also, because doubling very low amounts is still low and she does not have many score events.
Pentimento is just dead. Slowdown that builds up is hardly viable and survivors can deal with it easily now, preventing it from even building up in the first place. It was too strong but now it's too weak.
Haste and hindered not stacking and showing the value on the HUD is good, i just sincerely hope that Made for This has not been buffed.
But overall there's like no incentive to play killer on this ptb. There will be new survivor perks but there's no matchmaking so i doubt anyone will be using them effectively.Kinda true. The new Questsystem is a huge W as well as all the changes for new players.
I am really disappointed that we don't get the map offering nerf. Currently, I really enjoy the Blood Moon event because the chances are really low for map offerings and I actually can use my cakes and BPS but after the event? I'm forced to use hands again. I was also hoping for some killer tweaks since many of them still need some - e.g. Plague and Pinhead are still on the list.
The change to Houndmaster seems not be a change but a bug fix (depending on what numers we get) because the current vault speed is faster than intended. Maybe they just fix the bug and call it a day. More BP is nice but she still needs a lot of bug fixes and I hope she will get them with this chapter.
The nerf to pentimento can be good (now it applies on healing and repair at the same time - we need to see the numbers to see how good it will be) but it's an overall nerf to hex builds in general without giving them some needed buffs to make them more reliable.
But overall there's like no incentive to play killer on this ptb. There will be new survivor perks but there's no matchmaking so i doubt anyone will be using them effectively.
It's the opposite from what we had/have with Tokyo Ghoul. I like it that the developers want to make both sides happy with new content but that splitted content has some issues.
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@Emeal said:
TRUE
I was actually so scared we would never see stuff like this again, after the turmoil in Fall/ Winter.
This really feels like we are BACK now.Yeah, I was scared too that they will stop with these wonderful teasers. It is just a little video but this already gives the character so much more personality than a boring shadow drop or being forced to read a text of wall on PTB release to see more depth in a character. It's also a nice easter egg that she mentioned Barra who is a horror writer and was already mentioned in the tome lore.
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@SoGo said:
Everything looks good aside maybe the Pentimento changes and Haste/Hindered stacking removal, but I will have to see the numbers to make my opinion.
I can understand why they change Hex: Pentimento and depending on the numbers, it can be a good change (now it applies slower repair and healing speed) but I wish alongside with this change, the devs would tweak totems, especially hexes, in general - my idea is to reduce the cleanse time of dull totems to 10 seconds to make totemperks better while increasing the cleanse time for hex totems to 24seconds (of cause then nerf TotH a bit) and hexes lit up once their effect triggers (e.g. Blood Favour hex becomes active with the first injury).
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@WolfyWood said:
So no Ghoul changes?
Mandy said next Hotfix will have some changes for the Ghoul that brings him more in line with other killers. I guess they want to see what we think after these changes and depending on this feedback, do more changes.
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@TotemsCleanser said:
So I'm trying to get the Steam achievements done and I'm currently on the one where you have to down people with Dire Crows 50 times. And I can't stop feeling that this one will take me even longer than that one where you have to level Evil Within up 300 times as Myers lmao because Jesus Christ is this killer rough. I struggle a lot to get downs with her power, most times it's way more worth it to set up some crows and M1 folks when they leave the loop. And her whole power feels so… clunky… So full of unnecessary cooldowns and stuff.
Also, it does not help that I'm playing the event, where gens fly, but honestly I don't mind losing and survivors escaping as long as the chases feel satisfying. Which they don't.
So, what are some tips for Artist? I'm looking for tips in general but also for tips regarding how to down people with her crows.
Here are some basic tips that I have for you (there are so many tips but I try to keep it simple):
It is really important that you swarm a survivor with one crow or otherwise you will not be able to hit them after the cooldown. Once you swarmed a survivor and you got your power back, you can use all of her bird to be sure to get the hit. However, sometimes it is better to pay attention since survivors will try to dodge, so don't put them mindlessly, put them in the direction that gives the survivor safety.
Take advantage of the eight meter long hitbox: If a survivor is in a bottle neck (e.g. the godpallet upstairs on Ormond mainbuilding or the pallet on the second floor of Eyrie) and you are close but still with some distance, place a crow and it will often lead into a direct hit. Same when you know, a survivor will vault a window, you can use a crow to get a direct hit. Also keep in mind that the birds don't care about elevation in case of windows (e.g. one bus-tile can have this type of window that gives you a crow hit).
Since you just want to do the achievement: Matthias Babyshoes are good addon: On a tall loop, place a bird infront of a window or pallet and once you get the aura reading, you can hit them. However, you have to zone them out in a good way or otherwise the survivor can just ran away. But sometimes it might be better to just fake your power when you know, the survivor will hold W.
Aura perks are really helpful because you can often see where survivors group up and try to snipe them like on generators. Another tip: Survivors like to heal under the hook, so setup your crows with enough distance (when your power is after the mousbotton, place the second one when you walk in a straight line - so called Staggershot/Slingshot) in the direction of the hook and once the unhook happens, fire them off. This will often result in a hit, especially with Severed Hands.
You can also zone out some survivors at shack: Fogotton Ruins, Chapell, and Resting place have these Shacks where when a survivor is on the edge, place one crow on the one side and come from the other side, so the survivor will run into the hitbox. However, you have to pay attention of they try to spin and look through the gabs if they try to leave it. The mainbuilding on Resting Place is also really strong for Artist, since she can trap survivor there - so never break the wall. You can also place a bird right at the window and then a second bird on the other edge and then force the survivor in the direction where you placed your second bird - many times, survivors will take the swarm from the window-crow to avoid the direct hit but its a trap and you can hit them with the other one that was placed before (hope you understand what I mean). Lerrys is a really good map for Artist since survivors have less room to dodge the birds and it is also rather flat map. Toba Landing's mainbuilding is also really good: if you know a survivor is on the generator, place a crow under the drops and you will defenetly get the hit. Forgotten Ruins is good since she is really good at defending the upstair generators and when swarmed survivors take the portal, a bird it is often strong since downstairs they have less room to dodge and can be zoned there. So, if you okay with using map offerings, these maps might be helpful or if you get them randomly.
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@Mandy said:
We are looking at adjustments to The Ghoul, HF1 is too soon to get any proper changes in as we do like to give things a little bit of time on the Live game for players to adapt.
Our Designers already have a few tweaks that can be made for the next hotfix to have the character more in-line of what we expect, more details on those will be with the patch notes on its release.
Thank you for listining to the community and to keep an eye on him!
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@Mandy said:
Thank you for that super constructive feedback as well as the visual representation to enforce your point, that really helps for when we discuss with the relevant teams what the issue is <3
I have a question: Since you updated the loadout (it looks good) is it possible to change the HUD a little bit more? A few patches ago, you changed the survivor and killer HUD in the menu to it's current one because there are future changes that cannot be implemented in the old one. What I really dislike is when I'm in the Loadout menu, I have to switch to the Characters menu and then switch to Custimization when I want to change the outfit. It is also kinda annoying when I want to check which of my survivor has a cake because I have to switch from character to loadout and then back to character and then back loadout. It feels so clunky and annoying. Are there any plans to make it a little bit smoother or easier?
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@NotJared said:
On its own, and on paper, The Ghoul's power is fine and fun to control.
(Even though this is the third back-to-back double dash Killer in a row this year that's been released and the powers are getting a little repetitive, but I digress and that's neither here nor there)However, in practice, The Ghoul is very annoying and unfun to play against, as well as a balancing nightmare: The Ghoul can close almost any gap instantly and immediately follow up with an M1 attack. And there is just nothing Survivors can do about it.
This instant distance and follow up makes it impossible for the Survivors to reach anywhere after a pallet is broken, and it feels incredibly bad, on top of several other features.
I think The Ghoul needs some heavy nerfs and alterations to feel both balanced and good to go against, and any of these in combination (but none in isolation) would make him feel much better to play against:
- Remove the autoaim. I know you guys are proud of this feature and are confident that this makes the Killer feel better, but obviously autoaim will make any Killer feel better to play as (and like total crud to play against). Automatically being given free hits feels good! But that's not what should be happening. It feels wretched to go against as Survivor. A killer this strong, powerful, and more importantly free should not have autoaim, he should have to aim and work for his shots and damage.
- Remove the Survivor Stun on Grab Attacks, or at least make it an instant rather than half a second of paused movement. Getting stopped in your tracks by an auto-aim power feels BAD. Incredibly bad. Full-stop, please don't ever take control of player movement away from the player in a game, please. But in addition to making him feel better to verse, this would also give Survivors a chance to get some more distance before Ghoul comes barreling down the aisle with another Kagune leap.
- Increase both the duration and strength of the animation and slowdown for Cancelling Kagune Leap power. It is almost impossible for Survivors to react to the speed with which The Ghoul can cut them off around almost any corner.
- Make it impossible to cancel Kagune Leap while The Ghoul is mid-leap. This will give Survivors more opportunity to react to Kaneki and reposition after being cut off: A huge thanks to The Ghoul's lethality is his ability to immediately follow up with an M1 from a leap thanks to being able to cancel mid-leap. While it makes him feel even sleeker to play as, for balancing sake I don't think he should be able to do this and I don't think it will detract from his overall smoothness and well-roundedness to play as..
- Consider slowing the Leap speed. The real dangerous nature of this Killer is their ability to pinpoint precisely where they want to be, point, click, and he's instantly there. Survivors should have some opportunity to observe what is happening and change course.
- Consider slowing the base speed of this Killer. Especially if nothing else is nerfed, Kaneki can cover more distance than Nurse can in nearly an instant, and then instantly follow up with an M1. If it wasn't for the fact that the M2 can't down Survivors, I would even suggest that he be slower than Survivors just like Nurse, but that is not the case. Either way, with a speed power this intense, I think it's fair to make him significantly slower.
I think the cooldown of the Kagune Leap itself is fine, actually: The problem is this is not a power that can be balanced by just making it incredibly undodgeably powerful, but it's forced-balanced because players just can't use it for a long time. Increasing the cooldown would not change the lethal nature of the power. The problem is that it's nearly uncounterable when it is used in the right hands in the right place, and Survivors need to be given more opportunity to react.
The Japanese account said that the devs will nerf/tweak the Ghoul in the next patch (8.6.2) and even though these might be little changes, they will keep an eye on him and listen to the community feedback for further changes.
https://x.com/DbDBHVR_JP/status/1909983614412206243
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Next, midchapter (PTB on April 15th) the developers will test the new quest system which replaces the daily rituals with new easier and simpler quests - at least according to the developers stream and the few screenshot they shared. So, I think a daily like this will get a good tweak.
But yes, this daily sucks, especially in SoloQ. The only time it makes me happy is when 2v8 happens.
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@Satori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907308#Comment_3907308
You first need to complete level 1 and then you unlock level 2
they fixed it, it was a bug :/
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But on social media, they say in general (see picture below). It's just so awkward that the number is not shown next to the roles like it was last year or otherwise the chase.
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@MechWarrior3 said:
This issue is beyond frustrating and needs a fix. Its been going on for way too many months. This is the only game I get kicked out of at least once a day due to "Servers Not Responding…Dedicated Servers"
Please for the love of my sanity fix this.
currently, there is an issue that prevents every player from joining into a match. The developers try to fix
Source: https://x.com/DeadbyDaylight/status/1909334610204397957
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Is it also intended that we don't see the BP bonus of (currently) +125% or does it really only work on event things and not in general?
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@Iron_Cutlass said:
I know the Event Details mentions how Blood Generators are not affected by regression perks, but Blood Generators are outright not treated as Generators, this means any affect that procs from "Generator completion" does not activate.
Here are some examples of perks that do not work:
- Coup De Grace; You do not gain tokens when a Blood Generator is completed. Normal Generators still give tokens.
- Bitter Murmur; You do not get Aura Reading when a Blood Generator is completed. Normal Generators still give Aura Reading.
- Troubleshooter; Regardless of the amount of progress on a Blood Generator, it will never be highlighted, only Normal Generators can be highlighted.
- Eyes of Belmont; Blood Generators being completed does not give Aura Reading of the Killer. Normal Generators still give Aura Reading.
The least I can say is to be mindful of whatever perks you choose for both sides, these are just from what Ive tested, there are probably more interesting (and probably bugged/glitched) interactions that I left out.
@Blueberry said:
Yeah there's a ton of oversight when it comes to the numerous perks, addons, challenges and killer powers that don't function from these gens.
The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.
Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263
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@Satori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907308#Comment_3907308
You first need to complete level 1 and then you unlock level 2
oh true, I see it. That's crazy, didn't expect that the developers would do that.
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@Satori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907268#Comment_3907268
Actually, all 3 levels already unlocked
I think this is a bug because level two and three have the locked symbol but you can still do them.
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907228#Comment_3907228
Thank you for this, obviously missed it.
np. But honestly, I am kinda surprised that no killer power works with these event generators like Houndmaster and Freddy cannot use them for mobility like you mentioned but from what I've heard, RBT from Pig also not trigger from completed event gens. I hope the developers will change at least this quick since it really sucks and makes them worse. I also wouldn't be surprised if due to the blood pumps Xenomorph's Controllstations, Sadako's TVs, and Plague's fountains will have awful spawns like it was always the case with other events that have special event objects.
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Also why do these blood gens not actually count as generators? You get no objective points from doing them and killers like Houndmaster or Freddy cannot even interact with these generators? Did they fail to code them in the game as actual generators, or am I missing something here?
The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.
Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263
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@GeneralSkien said:
The day has come, a sad day. I am curious but what are the names of the new perks?
Currently, there are neither new names nor new pictures for the Pinhead's perks - they were not in the tokyo ghoul update. Maybe they come with the next update/hotfix or the developers can keep them as they are.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903677#Comment_3903677
Whilst something might seem simple, it's a question of things like programming time, then testing. If there's not enough time to do those things then it will come in a later update, it was never scheduled to be in this release.
Ah okay makes sense. Thank you for answering my question!
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@Mandy said:
Hi, it's definitely not in this update, it will come in the first part of the QoL roadmap, but not right now.
May I ask why such a simple change - at least it looks like a really simple one - like reducing the chances for map offerings, is not in this update?
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The devs made a post and said they are aware of the issue and will fix it: https://x.com/DeadbyDaylight/status/1907484350817386879
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@ThatRyanB said:
Popping in to confirm that, yes, all variants are removed as part of today's update.
Just out of curiosity: Did you, the dev team, take any feedback or ideas from the variants like "what was balance wise good and what was bad" in order to maybe improve the original ones.
I also hope that we will get the Badham rework/update, now that you only have to balance one map instead of five.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903477#Comment_3903477
Will they be gone completely and when will that happen?
My game is still downloading/updating. They said they remove the map variants with this patch (Tokyo Ghoul). Idk if we can play them in custom.
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@SoGo the devs announced in their stream that they will remove all variants while the original ones will remain. Happens this patch.
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@tech said:
So Mr Ghoul boy is coming tomorrow which is super fun and exciting! Definitely gonna be playing him a whole bunch.
But I wanna ask, since devs aren't doing blogs now we dont know his changes. what do you think the changes will be when he reaches live? Nerfs? Buffs? Hopefully bug fixes?
Me personally I am hoping for that sliding addon baskit and the original addon become basically reversed (reduce sliding effect by %100)
It's very likely that the sliding addon will become basekit according to Jannick, one of the Devs.
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Overall, a good character that is nearly perfect: she still has some annoying bugs that need to be fixed so she feels smooth to play. The search command is also really annyoing because it takes ages until you can pin something - wish there was a little bit more autoaim. Some of her addons also need either a rework or buff.
She is also strong but for the wrong reasons: the cooldown is really short and leads into the issue that survivors cannot hear the attack sound because she still drops a voice line. Her cooldown is in general really short and need a nerf to 7 seconds. The dog vaulting speed is also kinda too much and need a little nerf. It kinda reminds me of old Chucky where you either drop the pallet and gets hit or you don't drop the pallet and gets hit. I don't wanna have big nerf but just some little tweaks to make her more fair to face against.
What really surprises me is that she has such a low killrate according to nightlightgg - she is around the top ten of lowest killrate despite being so strong, easy to understand (but difficult to master), and having built-in map mobility and finding tools and the little advantage that survivors still don't understand the dog 100%.
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@Mandy said:
We're not going to be publishing a PTB - Live Developer Update, we're looking to move away from those (timelines are super tight around them). We've given out most of the changes - explained about Xenomorph etc, so we'd ideally like the Livestream and the Patch Notes give the main updates.
Going forwards we're looking for other ways to get this information to players without the blog.
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902855#Comment_3902855
Pre-emptive feedback on the PTB - Live changes isn't really a focus, we focus much more on the feedback once something is live and people have had a chance to play it, it's always been more of an update than anything else.
The scheduling is tight because the plans have to be finalised then tested, then we write the blog, then it has to be reviewed, then localised, then the localisation needs reviewing also by our Regional CM's, that can often mean that it's running very close to the PTB itself before being published. We're looking at other ways to get this information to players, potentially in the form of AMA's, Q&A's which would be around the same time.
For this particular PTB we also have the Livestream where we'll be giving out a lot (if not all) of the information on what's changed, we already shared the changes for Xenomorph based on the PTB feedback and there's minimal changes on anything else that was in the PTB.
Just to be sure: You think about moving away from PTB to Live Dev Update but everything else like the monthly dev Update (when announcing new stuff and changes) as well as the dev update when a new patch goes live will stay as it is?
potentially in the form of AMA's, Q&A's which would be around the same time.
Depending on the form, not a fan of it, especially when its hold on reddit. If it's a livestream with then a quick summary of the news after it then it would be okay - I am a huge fan of your livestream, because its always funny and entertaining and I hope we'll get more of them. However, there are many players who don't have the time to watch a whole livestream or check many different questions on reddit to see if the devs gave a useful answer.
We've given out most of the changes - explained about Xenomorph etc,
I loved the quick news about the Xenomorph and that many of the changes won't hit the live servers. However, it was kinda sad that you posted this only on Reddit without sharing it on social media or forum. I follow different dbdnews accounts and stay up-to-date but there are other players who don't follow other accounts (only follow you) and therefore miss these important information. I had a similar issue with the Trickster Preview that was only hold on reddit. Luckily, we can now give our opinion via a survey which is much easier.
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@Wrecked said:
I’ve recently been playing as Aestri Yazar & Baermar Uraz and I think they’re going to be the next survivors I get to P100. I was wondering if Behaviour have quite a lot of freedom when it comes to giving them cosmetics or if I should get used to them not getting much / if any more? I know they’re part of a licensed chapter but because they’re technically original survivors, I’m not 100% sure on how the licensing deal works.
I’d love for them to both continue receiving cosmetics in future collections.The Troup, Aestri Yazar and Baermar Uraz, are license characters. Therefore, BHVR has not so much freedome like they have with Sable or Taurie when it comes to cosmetics (might have to ask the license holders for premession when they have an idea for a new cosmetic). However, it seems like BHVR has a good relationship with the license holders because we have a big DnD collection (the DnD characters but also original survivors and killers have DnD cosmetics - and Vecna's two cosmetics are not linked which is huge) and Aestri also got a Fire Moon Cosmetic while both got an Ugly Sweather for the winter event which are all original cosmetics. We also got a DnD Banner, Badge, and Charm which suggest the relationship between them is good.
Overall, we cannot say it for sure because we don't know the exact license contract but I think it is not impossible to see more cosmetics for them. If you love the character, just do it, especially with the upcomming Bloodmoon and anniversary event getting a P100 will be pretty easy. However, if you want to be safe, wait til their next cosmetics got announced.
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I feel like he is nearly in a perfect spot (strong power, high skill ceilling, fun to play, and beloved by many players). Yes, he is very strong but has some fair counterplays after his latest nerfs. However, I wish his Overdrive would be based on hooking survivors instead of just spamming M2 like "after hooking a survivor, you gain Overdrive for the next 30seconds" (with the old speed of cause). That would be more fair and rewarding. His current Overdrive speed and gain feels also rather meh. I am also a little bit afraid that with the next patch, he will become a stronger sluggerkiller due to the 40meter Terrorradius (with Infectious Fright, Coulrophobia, Hex: Third Seal, Deer Stalker or filler) and the fact he gets Overdrive by spamming - getting Overdrive right after a down or being nearly close to it but loosing progress due to hooking comes also into play. But the same could happen with Blight too - but could be wrong with both.
Lastly, I don't like the way how they nerfed Lowpro. The devs love to nerf unhealthy addons into the ground so they are no longer unhealthy or harder to use (e.g. they did it with the instadown addons of Clown and Huntress too). Unhealthy addons should get a rework into something still useful but healthy for the game.
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I liked to play Skull Merchant when she was more managable for survivors til the devs killed her. The new idea of controlling drones, to fly around, and to hit survivors with them sounds really good - especially for me who loves projectile killers. The "Red light, green light" idea sounds cool too. The new scan line idea is good as well.
Tracking via Drones:
• Glad this one didn't change. If it stays like before (letting you know that they're there and maybe even giving you an audio hint), this part will be fine.
• Lock On and Claw Traps being removed is kinda weird. I hope that changing the drone rotation will stay.Year but it seems like this will not help her alot because she lacks the mobility to get value from - unless she can use her radar while controlling a drone then it can become good.
Removing the Lock On and Claw Trap is really weird because that was a unique to her. I understand that the whole "one scan, two scan, three scan, become hindred, deep wound, and she gets haste" was really too much, too complicated, and a little bit free but at least try to rework the part into something simpler instead of removing them. Scanning a survivor is nice but it does not give you anything because their location. Knowing survivor's location is huge but not for a killer who has no good mobility or no longer stealth to sneak up. It's just a Weave Attument basekit if you wanna call it this way.
Drone Hacking:
• Unless the hack is being omega-buffed to be insanely difficult, revealing SM's aura after is dumb and highly abusable by survivors. Not a fan.True. There is also the issue of "In SoloQ nice but in SWF busted" and we don't need this. In addition, if the survivor fails the hacking, Skull Merchant gets killer instinct but that's it. She does not get any value like Unknown gets when someone fails the removing of Hallucinations. She lacks the mobility to make use of the info as well as the info which survivor failed.
Red Light, Green Light:
• This is Grandpa's Sonar from TCM. It will probably not be that useful, but funny regardless.Year, it sounds really funny but compared to similar special moves (Nightfall or Main Event), it lacks more. Info is nice but it seems like she lacks something to make use of it - I know I said this the third time but it is a pretty big deal in my opinion when you have basekit info but cannot use it well.
However, I miss the Undetectable part of her and hope the developers bring it back to her. It's also awkward to call them "Stealth Dones" when they no longer give stealth. There is also the issue that she still miss mobility, so she cannot make much use of the location information. Speaking of missing mobility, I am a little bit afraid that she could get a similar issue like Twins: If she downs survivors on the other side of the map with a Drone, she won't walk across the map to hook them. No, she would slug them and controlling a new drone - similar when you down with Victor. Therefore, she needs a basekit reward for hooking survivors or an easier way to hook them. I also wonder how strong her drones will be I can assume that they can fly around and hit you through windows and over pallets - you perform a dash like wesker and survivors can react it or go down. That's sounds like a decent chase and anti-loop power she still lacks some additional chase power.
Overall, I agree with you that the changes are fine (the devs go in the right direction) but the claw traps and lock on part should stay in a simpler way. A nice idea could be if a scanned survivor gets hit by a Drone, they become oblivous or broken for like 80 seconds. That could enable more playstyles while keeping things simple and fair.


