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Langweilig

Langweilig

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  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935757#Comment_3935757

    No it does regress back to zero. It requires 50 % to start the regression, I've testing it with multiple perks.

    I actually google it. It doesn‘t Regress to cero.

    https://youtube.com/shorts/ioy_B9cQgsY?si=-MjCWopCSVF1uJMY

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935807#Comment_3935807

    Yeah, I feel like I like that idea. But again, DH was seen as a second chance perk. If they were to add a classic mode, that would be really fun tbh.

    I think the old DH could be brought back, but I'm guessing it'll need certain adjustments.

    I think on no mother you could bring it back one a one.

    If you make it just an exhaustion perks, I would remove the invincibility and make it exhaust you for 60-80 seconds or something else.

  • @YamamuraVideoRentals said:

    Here was my pet idea for no mither:

    -Start the game healthy.

    -When you are downed, you have the option to use it once at like 95% recovery.

    -If you do activate no mither, you THEN are permanently broken for the rest of the game. After this you can still keep picking yourself up from the ground when slugged.

    -Plus other buffs the perk already has.

    I don‘t think starting healthy makes this perk any better. I would still consider it a grieving perk.

  • @Gh0st2317 I think it was almost fine as well. It‘s not much diffrent than the other exhaustion perks and the killer could just wait it out at loops.

    The only thing that they should have changed about the perk is removing the invincibility so you can actually mess it up and the killer can hit you.

    I hope behavior makes a classic mode where they bring back some of the old perks. Old DH looks so much fun in old videos. I think there has never been a more fun perk/mechanic for survivors.

  • @Brokenbones said:

    If old DH were to return I think the community would have a complete and utter meltdown and I'm not saying that to be hyperbolic.

    I know I'd be mad personally.

    imo the only change no mither could get that'd be nice is letting the survivor using it start healthy, but the perks supposed to be a 'hard mode survivor' thing so, maybe not.

    True it would be controversial and start a lot of debates, but it is on no mither, which would be fine.

    No perk should screw over 3 other players only because it is supposed to be „hard mode survivor“. You are literally grieving your teammates by equipping it and you make their matches miserable. This perk should get changes so you are less of a burden to your teammates.

  • The problem is behavior doesn‘t want to reintroduce controversial stuff and boons are exactly that, same with invocations, so they rather abandon them, which is sad.

    Shattered hope should have never existed as perk and instead been made basekit, which would have allowed to keep circle of healing and buff the other boon perks.

    That are my ideas for boons:

    @Langweilig said:

    Boon perks are a very cool concept in dbd and it‘s sad to see them never getting any bigger changes because of the fear of another circle of healing. Nonetheless I’d like to suggest a few things to make them appear more often in our matches. Many people will probably just downvote me for talking about boons regardless on what I write. Before you do that, please tell me why you don‘t like each change, so I can take it into account or argue against it.

    Boons in general

    • Increased radius to 32 (was 24)meters.
    • Boon noises drastically reduced to be as loud/silent as hexes.
    • Killers see a status effect appear to show when a boon is active. It is grey when not inside the boon totems radius, turns blue inside the boons range and the closer you get, the brighter it gets. Like a radar.
    • You bless totems faster with a little twist to make using only one boon perk more viable. One totem takes 8 seconds, each additional boon perk adds 2 seconds on top. (2=10s,3=12s,4=14s)
    • After the first or second time (couldn’t decide) the killer kicks a boon, the totem gets distroyed. (Shattered hope)
    • Boon perks unlock the ability to rebuild broken totems, which takes 14 seconds. This can only be done once per totem.

    Boon: Circle of healing

    • Increased altruistic healing speed to 120-150% (was 100%).
    • Unlocks self care at 45% of the normal healing speed. (New)

    Note: Before you downvote me for suggesting this. The last circle of healing with self care took 10.66 seconds to heal yourself (150% self healing speed) - This version takes 35.5 seconds, which is much much longer. It basically benefits the killer if survivors selfheal with it constantly.

    Boon: Dark theory

    • Increased haste to 3 (was 2)%.
    • Increases vaulting speed by 5-10%. (new)
    • See the killers aura for one second, has a cooldown of 5 seconds. (New)

    Boon: exponential

    • Shows the aura of all hooks to all downed survivors (new)
    • Downed survivors crawl 50% faster (new)

    Boon: illumination

    • The Auras of all Chests, hooks, totems, exit gates and Generators (was chests and generators) are revealed to you and your team in blue map wide (was inside the boons radius).
    • Increased Blessing and Cleansing speed to 50 (was 10)%

    Boon: Shadow Step

    • Muffles footstep sounds. (New, from @SoGo)

    Counterforce (mini rework)

    • You cleanse, rebuild (new) and bless (new) Totems 70-80% faster (was 20% + 20% per totem)
    • After cleansing or blessing (new) a Totem, the Aura of all Totems (was farthest) from you are revealed to you for 2/3/4 seconds.

    Shattered hope (Rework)

    • You can kick/distroy totems/boons (was only boons) that you find, which shows you the aura of all survivors for 6 seconds. Doesn‘t work with pentimento.
    • Shows the aura of boon totems in a range of 18 meters (new, only if boons get buffed).
    • For each broken Totem gain one stack, for each stack performing the damage generator action reduces the progress of the generator by an additional 1.5 % of its total progress. (New)

    What do you think and what should l change?

    My ideas for perks, killers…

  • This is so true. Hitting skill checks on controller is much harder than on mouse and keyboard.

  • For me it is as well.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935280#Comment_3935280

    I was just thinking this as well, that this anti-hiding will just kill any and all stealth builds and plays. Combined with the finisher mori being updated to instantly kill the last Survivor if their only remaining teammate is on hook, and the go-next prevention making it even harder for the one on hook to sacrifice themselves to give hatch, it makes 2v1's even more impossible than they already were.

    So the Killer simply wins a match by doing only half of their objective, which is beyond unfair.

    This is why I believe we'll see a lot of Survivors jumping ship with this patch, even ones who didn't frequently ragequit.

    And that influx of new players that are coming in for the FNAF chapter? They won't last long.

    I don‘t think it will kill stealth builds, but lead to a lot of unfun situations for survivors like the 2vs1 situations… Pair that with the anti go next and you make it even worse. I also don‘t like the anti go next changes. Instead of only penalizing the people who deserve it they punish all players and not everything was bad about going next. This is my stand on how to fix it.

    https://forums.bhvr.com/dead-by-daylight/discussion/446335/anti-go-next-luck-change-different-approach-to-solve-it

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935280#Comment_3935280

    Excessive Hiding should also include survivors that really aren’t trying to make a decent effort to repair generators.

    Some survivors will excessively hide, but also repair generators for a few seconds before running off to hide again. Those survivors aren’t making a solid effort to repair generators. That should still count as hiding.

    I don‘t have a problem with survivors doing gens and being so good at hiding that the killer doesn‘t find them while searching them for ages. This can be as good as looping or even better. The only thing that is annoying is when some survivors barely ever touch a gen, where I agree with you, but to be fair in some situations killers camp gens so much that you are unable to touch them.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935232#Comment_3935232

    It’s not “us vs them”. It’s about showing a precedence that when a previous mechanic nerfed some perks, the majority of people felt that was fine, and the mechanic was more important than a few perks.

    This is the same situation. The hiding mechanic is more important than a few perks that might get nerfed from its existence.

    I complained about hook grabs being removed and I still think hook grabs were a great mechanic. I complained about the anti 3 gen mechanic affecting surge and eruption negatively, but the gen kick limit was also needed to be fair.

    The new mechanic from what I‘ve heard triggers too easily/fast and affects hiding as a mechanic too much. The only time hiding was a problem is when some people do not do gens and rat somewhere. Every other form of hiding was fine.

    Also this anti hiding makes the situation of slugging for the 4 k even worse and even more frustrating. Like the survivors have no chance to do anything in these situations already and behavior decided to make it even worse for them.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935227#Comment_3935227

    The anti-3 gen mechanic nerfed a bunch of generator perks, because those perks counted toward the kick limit.

    So it should be fine if some survivor perks get nerfed by the anti-hiding mechanic.

    Your us vs them doesn‘t help. I‘m just agreeing to disagree here.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935223#Comment_3935223

    That just wastes time. If the killer stands completely to the side of a locker, spams the space bar, and strafes toward the locker, they’ll counter head on much faster.

    Maybe but nobody does that and my point is about the crows spawning faster nerfing this perk not about the thing you describe.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935172#Comment_3935172

    If the killer knows you’re in a specific locker with head-on, they can just go completely to the side of the locker, mash the space bar, and strafe towards the locker. The survivor won’t be able to react to that with a head-on.

    Also, if a killer knows you’re in a specific locker with head-on, do you think head-on should force the killer to wait a long time for crows to appear, and have zero counter play besides that?

    The counterplay for head on is to bait survivors to jump out and miss their head on. The crows shouldn‘t be a thing in this situation and especially not get buffed to make head on deactivate even faster. I‘m not talking about the anti hiding stuff, that‘s probably fine, but head on doesn’t deserve this nerf.

  • Can you please look at head on with the anti hiding changes. Crows deactivates this perk and the killer can just wait in front of the locker to easily grab you out of it as soon as the crows appear. This shouldn’t be a thing, especially when the crows appear faster.

  • @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934766#Comment_3934766

    it's a flat 20% chance now and they don't stack if multiple players bring in the same map offering.

    I know but how did it play it if you tested them.

    Was it mostly that they did nothing or did you still get the maps most of the time?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934764#Comment_3934764

    I’m shocked you didn’t write it in German my friend 🤣❤️

    Alles Gute zum Geburtstag mein Freund. Wünsch dir viel Glück, Gesundheit und was man halt sonst noch braucht

  • Has someone tested map offerings and can tell me how good they are now?

  • Happy birthday my friend.

  • I support your suggestions even tho I have no clue about her addons. You ideas have always been reasonable and I know how it feels to get unnecessary addon changes. (Sadako: Iri tape and ring drawing deserved better).

  • Have you forgotten to mention shroud of union?

    It currently makes you spawn in pairs of two. It would make much more sense to now spawn you as far away from teammates as possible.

    Shroud of vanishing feels pointless. You use it to counter shroud offerings but since survivors will probably not use them. It will become worthless.

    Make current shroud of separation/vanishing spawn everyone in a 32 meter radius around the killer or in main/shack. That way you know they are close and you find them more easilyy

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934392#Comment_3934392

    he moves at 4.4 with the axe and you have to be closer to hit then huntress + its hitbox isnt as big as the hatchets)

    Drop the axe and recall it when you need it → 4.6 huntress. You can still hit survivors from a decent enough distance and the hitbox is still huge.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934361#Comment_3934361

    but huntress is easier to hit she has more of the axes instead of waiting and can hit map wide.

    Realistically how often do you hit people map wide? I doesn’t really matter that huntress has more hatchets, his cooldown is very short and hitting with is not that hard, just takes a bit getting used to it. Additionally he is huntress moving at 4.6 m/s.

  • @ThatRyanB said:

    We understand that in a 2v1 situation, there are cases where a Survivor who is hooked may want to give their remaining teammate the hatch. In this situation, while it's not instantaneous, you will still be able to fail these skill checks to progress more quickly towards a sacrifice.

    Regardless, we're tracking folks' feedback on this feature, so thank you for sharing your thoughts - we'll pass them along!

    That‘s my feedback on it. I hope it helps.

    @Langweilig said:

    Let me start by saying I‘m glad you didn‘t remove it entirely, but I‘m also not happy with how it turned out.

    After the patch I‘m getting robbed of my 3 unhook attempts just because of … players.

    So let‘s get into it:

    Players who did it will just keep bringing luck offerings and kill themselves or did new ways, so you basically nerfed survivors and didn‘t solve the problem. Even when you would remove the mechanic (which you shouldn‘t) these players would just run straight to the killer and until they get killed. So basically you can‘t solve it. Players who want to will continue to do so and you shouldn‘t punish all players for that. But there are ways you can make it harder and less enjoyable for them without punishing the players who didn’t do this.

    Solution 1: Griefers/Go next survivors only lobbies

    The best thing you can do is make an accurate system which detects these players and puts them in lobby‘s with their kind. GTA 5 has griefing system that you earn by being very toxic and killing everyone. When doing this it puts you in a lobby with players of your kind, which let‘s them taste their own medicine. This system is very effective in GTA 5 and I generally don‘t want to get in these lobbies because they are not enjoyable.

    Solution 2: Removing the struggle phase skill checks

    More likely to happen than the first suggestion. They are an annoying part in the survivor gameplay, majorly only harm new players while not affecting old players and allow to speed up to go next process. Another more stupid reason would be one of my friends who is on his phone while on hook and just dies through these skill checks by not paying attention. So there are 4 good reasons why we shouldn‘t have them and they would improve the game very much, even when we don‘t take the go next epidemic into account.

    Solution 3: If people go next too much they can‘t try to self unhook themselves until the game allows them to again

    This punished only these players and keeps the ability for everyone else.

    Solution 4: Second most important give players DC penalties if they constantly go next. (This would probably more than enough if done right)!

    Solution 5: Deactivate the 3 self unhook tries until 2 gens are done

    This solves the issue of people giving up in the early game. It should still work in situations where two persons or more are downed.

    Solution 6. Most important look at the reasons why so many people go next!

    One of the biggest reasons for it is that you can bypass the DC penalty by giving up on hook and hook suiciding. Others are unfun game mechanics, maps, killers and perks. You also have neglected the survivor role and experience too much last year. They need to get good updates to their powers (items) and basekit as well.. Ultimately forcing players to play unfun situations out is not solving the problem. You have to solve these situations instead. Sure some people will still abuse it, but I feel like you have forgotten the other reasons why people do it.

    Next up is one good aspect of Go Next, that should be considered as well

    • You can give other players/ your friends hatch (a chance to escape)

    Well this is a short list, but if you change the current mechanic, you should allow players to kill themself on hook by pressing just one button when they are the final two survivors. Maybe even allow all survivors to kill themselves on hook when more than two people are hooked in basements, because those matches can often no longer be turned around and there it is better to end the match quickly than having to suffer a long unenjoyable/ unwinable match.

    Conclusion

    I wouldn’t add all of my solution ideas at once, but that are ways you could solve it and keep the 3 self unhook tries without removing it from the basekit. Also please don‘t forget about the situations where you want to give the other survivor hatch. The situations with the final two survivors are already unenjoyable as they are. Especially slugging for the 4K where you should be allowed to end yourself as well for your teammates.

    https://forums.bhvr.com/dead-by-daylight/discussion/446312/feedback-and-additional-changes-to-the-perks

    https://forums.bhvr.com/dead-by-daylight/discussion/446238/it-happened-again-make-killer-objects-prioritize-over-chests

  • Too strong! He is huntress in way better. He doesn‘t have to reload like huntress, is faster, can teleport …. He is huntress without any of her weaknesses and has a lot more going on

  • @YamamuraVideoRentals said:

    Alright, so what… just remove the haste entirely from this idea?

    This is my idea:

    Insidious

    • Activates after standing still for 0,5 (was 2) seconds.
    • Undetectable status effects linger for 3-6 seconds (new)
    • Suppresses the sound of the chase music for 3-6 seconds on both sides after entering a chase (new)

    This gives it synergy with killer powers and makes it more universally useful outside of standing still.

  • You wrote it perfectly. That‘s my issue with all the recent killers. I want unique killers, not old ones with a diffrent skin and the older power being changed slightly.

    There is still enough room for unique ideas and I don‘t get why behavior goes this route. At least I can understand that this one can also be blamed on Scot. Houndmaster on the other hand is just a pinhead/slinger remix. Vecna‘s power is 50+% recycled old killers. Dracula is just Wesker, spirit and Pyrmid head. Kaneki is the only killer who was kinda unique and I think that is also the reason why so many people played him. Sure he is a dash killer, which kinda is like blight, but he is way diffrent to all the other killers we have.

    Hopefully behavior changes directions and comes up with new ideas in the future. Recycling old powers shouldn‘t be the way. The same goes about unique powers, they shouldn‘t get altered to be a reskin of old powers. It‘s really a shame they removed old Freddy.

  • @SoGo said:

    Okay, so, here is my feedback:

    Agree with the general buffs. Hexes need this sort of help, since the only ones worth running are the trap ones.

    Haunted Grounds having 2 uses seems fine, but I wouldn't make it so it punishes EVERY Hex cleanse. You could get a pretty nasty scenario with Plaything and Pentimento in the mix.

    Agree with the Pentimento and Nothing But Misery changes.

    About Retribution, what effects exactly apply near the totems? The Oblivious or aura reveal? Because the first would be fine, but the second could be too much.

    Nice Ruin idea.

    I like the Hex: Shadowborn pitch. It's really nice.

    Thrill is mostly fine as is, although that effect would give it agency on it's own, so… nice change.

    Two Can Play, yeah. Agree.

    My opinion on Undying is that it's fine as is. I would maybe make it so the auras keep getting revealed near cleansed totems too, but I'd be fine even if it stayed the same.

    Thanks for the feedback my friend!

    Retribution would grants the oblivous in a 6-8meter radius around any totem. The aura reveal only happens when you cleanse the totem.

  • The doors, teleport are very cool. The fireaxe makes no sense and is way too strong when you compare him to huntress. One thing I like about the axe is that you can grab people it sticks in.

  • Disagree. It isn‘t a problem. Medkits have very low charges so you can only pull it off a few times and if you dedicate a whole build to it, then that‘s your whole build for one thing.

  • I had a similar idea as buff for any means necessary, but instead of rebuilding normal pallets I would make it only party pallets.

  • That‘s a good idea. They could also make it so you can spawn an illusion survivor that moves/takes chases by using the survivor bot AI.

  • @Lexilogo said:

    I'm not sure exactly how this would be done, wouldn't you need some new UI element to do this?

    Now that map offerings are getting nerfed I do think there's room for conversation about new map offerings. (eg. offerings that bias map selection towards specific kinds of maps, like indoors, wilderness, urban, etc) But IDK about a specific "select any 3 maps to ban" offering, especially if Survivors are stacking 4 of them you can massively bias the map selection.

    Maybe instead the existing map offerings could get 2 options when used, one for the 20% chance to be sent to the Realm, and another option to guarentee (unless there's a sac ward) that you won't go to that map?

    It would work by giving you the ability to look at all maps and put 3 ✅ on maps you don‘t want to play on.

    Would it be a big problem if 4 survivors would use them tho?I don‘t think it would.

    Your idea with map offerings having the ability to also ban maps is fine, but it would be quite underwhelming and probably not worth using for just one map.

  • @MechWarrior3 said:

    Why not just use a Sac ward?

    Because I want to sort out some maps and not counter Map offerings (even tho you could potentially counter Map offerings with it).

  • Struggle phase should get removed instead of limiting the 3 unhook attempts to luck offerings.

    in 9.0.0 Comment by Langweilig
  • Sounds good. I would only want it to be buffed a bit differently.

  • I hope spring traps is a stealth killer. There are animatronics walking around the map and they can down you. Looking at them causes them to stand still. The animatronic give you killer instinct when they see a survivor and different animatronics move at different speed. He will probably have a vent system similar to xenos and a monitor with cameras for survivors.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446012/revert-oni

    You do know the vast majority of the playerbase is on the consoles? Who have played this game with a controller since 2017?

    How killers perform with a controller should have been kept in mind whenever a power was developed, far more than it has up to this point, knowing it's how most players play the game.

    Don't wish to take anything away from those using a mouse, but the preference of platform and input device shouldn't be as outrageously different as it is in DBD. Comments like "to hell with console players" do nothing but feed us vs. them nonsense and come off sounding like gatekeeping too.

    Agree. They also need to add Pyrmid head flicks for Controller players. Pc can already do it.

  • @ThatRyanB said:

    Hello folks. Just popping in to confirm that these notes have been shared with the team, who have been looking into it. While we don't anticipate changes to this before the end of 2v8, it's on the team's radar.

    Thanks Ryan, please bring the anti camp back

  • @TragicSolitude said:

    Did you map the Lich's four spells to the four buttons on the directional pad? Because his spell menu is ridiculously clunky on controller. I can't play him because I can't use his spells in a timely manner, I spend a good number of seconds in the spell menu when I bring it up, losing a lot of time.

    Without that change of mapping his spells to the d-pad, anything else done to him is meaningless to a lot of players, because the spell menu makes him unusable for them.

    That‘s a Good idea actually.

  • @Mr_K said:

    Who will not be turining brightness and gamma settings to max?

    Me probably. I don‘t want my eyes to burn. I will make it as high and athmospheric it can be.

  • @Spirit_IsTheBest said:

    LIGHTFOOTED BUFFS I'VE BEEN HOPING FOR THIS TO HAPPEN FOREVER!!

    Praying they allow it to work while injured!

    I hope so too. Maybe they make it an exhaustion perk or remove all downsides from it.

  • @ChaosWam said:

    Call of Brine is getting adjusted?

    Best update.

    😁 long overdue. I hope they increase the regression and make it possible to apply to more than one gen. Another thing could be to make it a mini ruin, that starts regressing a generator on which it is active when survivors leave them alone.

  • @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

    I‘m pleased with most of it, but I have to share my two cents.

    Let me start by saying I‘m glad you didn‘t remove self unhooks entirely, but why am I getting punished and robbed of my 3 self unhooks attempts when I didn‘t do it or only to give the other survivor hatch? It also doesn’t solve the problem. People will suddenly start using luck offerings to be able to kill themselves. My fix would be to remove struggle skill checks. Not only are they annoying, but they allow these players to go next faster. Then I would do a few changes to the unhook mechanic that only targets these types of players instead of removing the ability for everyone. I will suggest something in the ptb.

    I hope map offerings aren‘t useless now. 20% chance sounds very insignificant to me.

  • Can you fix sadako‘s bugs please? Whenever I submit anything in the bug report section it stays only under review and never gets closed or fixed.

  • This map is one of the reasons I hate playing survivor. This map is an instant lose for survivors/instant win for killers and a waste of time playing there. It sucks. I really hope this map gets deleted! At the very least they should return this map to its old size, so it is a little less frustrating. It got way too overnerfed.

  • They could do that, 5% would just not matter. (I know you only picked it as example but still)

    They will probably not do it. Behavior is against giving killers different numbers on actions when it isn‘t power related. It was already a wonder they decreased ghosty’s, pig’s and SM terror radius. The only characters I can see behavior do that, are killers with a level up mechanic or a power that isn‘t permanent. Myers, ghost face, xeno, ghoul (just as example), wraith (already has), …

  • @KingOfDoom55 said:

    Dude, xeno has been terribly handled recently, adding those changes would completely kill his character, I feel like they need to increase the tail strike range a bit and increase the distance at which turrets can be placed between eachother, on top of what they have planned rn In the next update

    That‘s why I wrote he gets compensation buffs.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932321#Comment_3932321

    The difference between medkit rarities is their heal speed. It's not much of a difference, between 25% boost to 35% boost and the like, but it does make a difference. It's why when I bring an instaheal with a throwaway medkit (because it's gonna get used up anyway), I'll bring a green (formerly yellow) instead of a brown, just in case I get the chance to heal a teammate before using it. I do it that way to use up expendable low rarity medkits and save my higher rarity for legit healing builds with good add-ons. If you're planning on healing others, bring higher rarity medkits. If you want it to heal yourself, bring a lower rarity. I think that's what the devs have gone for.

    One thing I will say is I didn't like the efficiency negative on Botany Knowledge when healing with a medkit. That was way out of left field, and with that new healing perks and the others, you can easily revert that change. Because Botany's clearly a meta defining perk, right? The change was stupid.

    I'm fine with that add-on concept, but I don't know why people would run it over Windows itself. I have no idea what the general killer fuss is about with Windows. It doesn't make noob survivors into master loopers suddenly; they'll be trash anyway. It just lets the survivors who are already good at looping plan their route, and see which pallets have been used already. I have not once complained about my survivor opponents running it.

    Those key add-on ideas sound fine and interesting. I just don't want the age of hatch to come back where you don't even have to do your objective fully to escape, and the killer getting punished for killing survivors.

    Agree to disagree on the blinding while running. You have your chance to save/blind when the killer is in an animation or finishing up one. It's then or never.

    That would be fine for firecrackers, but shouldn't apply to flashbangs, at least so long as they're silent when they're not supposed to be.

    I don't like even having the option to put 2 duration add-ons on maps/keys, because that literally does nothing, and is there just to hurt new players.

    In a lot of cases where killer add-ons got made base, they still left the add-on there, and so killers still use it. That tells me that those killers still need those add-ons. Like Doctor got a small range increase at some point, and yet he still has to use the range add-on, or Singularity with his Haste during Overclock where he still has to use the Haste increase add-on. That's basically not making the add-on base. You've made a lighter version of it base, while still needing the leftover add-on to compete with the killer.

    And yeah, Nurse and Blight weren't the best, but people complain about how fast they are while they cheered on the destruction of their more interesting add-ons.

    Clown is another one, with his instadown add-on. Basically Huntress instadown hatchet... with like 3 more steps. You had to directly hit survivors with the bottle, as it's the hardest projectile in the game to aim because of its awkward arc, and when the survivor outlasts the gas, you'd have to hit them again, and they could spin and be tricky to dodge it, basically to where chasing them normally (without the instadown) would be just as optimal. That add-on got nerfed twice, first reducing the bottle count by 2, then limiting it to just 1. So useful. Then they nerfed his next best add-on Flask Of Bleach, because I guess they didn't like the speed differential, but then release stuff like Dark Theory and Made For This.

    Or look at Wraith's "do everything faster" add-on, with the vaults and pallet breaks. It used to apply to locker opening as well. Somebody explain why that part needed to go. Please. Because I can't fathom it.

    And then there's Engineer's Fang with Pinhead. It basically makes him a worse Legion, because he doesn't get the deep wound at base, but they thought it'd be fair if its downside (which it previously didn't have one) would be "You can injure survivors with Possessed Chain (which is quite hard to land consistently), but then you only get 2 chains." Hmm, so a pink add-on making a killer little better than an M1 (because he can't even use his anti-loop at that point), is what we're deciding as the standard of balance.

    Like, they don't realize that these are green, purple, and pink add-ons. Aren't they supposed to be strong, because of their rarity? BNP and instaheals are still a thing, just saying. And y'all say that survivor has become dumbed down or stale. Yes, partly because these various killer strategies have been taken away or made trivially simple, which takes away the survivors' skillful counterplay against them as well.

    I agree with most of what you said. My intention behind the flashlight change wasn‘t to makes safes easier rather that they can be used outside of the killer being locked in animations.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932272#Comment_3932272

    And I apologize for going slightly off-topic. But the items are fine as is. It was shocking to hear people and the devs be like "Medkits are flashlights are the only useful items." Really? Toolboxes don't make the cut? Or Blood Amber keys? And I notice an awful lot of people complaining about the weakness of using boons, or the strength of hexes, when they never bring a map. The "new item" they announced is exciting, but it's not in the right spirit if it's in response to completely fine items being deemed "useless."

    I know the toolboxes got a "nerf" years back, but I never saw it that way. Basically, they got less durability, but more gen progress per charge. So to me it wasn't a nerf, but a trade-off. You're getting the same progress boost, condensed into a smaller amount of time, which is arguably better.

    Flashlights can't blind from lockers anymore, because that was literally uncounterable, even though they can still blind off of other grabs which is equally uncounterable. They "more flashlight angles for more fov transaction" was definitely unfair for killer, as you constantly get blinded from off-screen. Flashbangs are useful, and are oftentimes silent (supposedly not intended), so they can blind a killer out of nowhere because they were dropped around a corner. I guess people complained because you can't blind killers through their bodies or through walls anymore?

    Medkits were legit nerfed, but you can understand why. This was before the devs nerfed Sloppy and other Mangled/Hemorrhage stuff, when they were okay with the hit and run playstyle (because it was the opposite tunneling, therefore objectively healthy). Survivors with a green medkit could heal themselves in like 8-10 seconds, and other medkits healed fellow survivors equally fast, making killer's hits basically meaningless unless they actually committed to the down. Same reason CoH was nerfed.

    Maps have never really been touched. I wouldn't mind them getting a buff, but in what way? I don't know.

    Keys are probably the weakest item currently, but I think they're still fine. They can free up a perk slot for Bond or Object, and you can get that affect with the keys' add-ons. I heard they're thinking of making stuff like Blood Amber stronger, saying "It's way too weak." I can't imagine how much stronger you'd make that. And keys were overpowered in the old days. The fact the killer could perfectly juggle the gates against 4 survivors, and they just all jump through a hatch anyway, or survivors do 3 gens and 2 can just get through. That wasn't healthy. That was a massive shortcut on their intended objective. Hatch as it exists is annoying, but that's another issue.

    So if those are the nerfs/state of items that survivors are referring to, I know what they're talking about. I just don't think it's as bad as they say it is, for the reasons I've just explained.

    You know, killer add-ons are basically the equivalent of survivor item/add-ons, and they've got nothing but nerfs these past few years. Didn't matter their rarity or effect; we've seen browns and yellows nerfed. And the reworks killer has had have been mostly trash. We could have had a wide variety of interesting add-ons, especially for Nurse and Blight, with 5-blink (technically) Nurse, or Adrenaline Vial, Summoning Stone, or Soul Chemical Blight. But no, now we're back to basic Fatigue Reduction/Lunge Duration Nurse, and double speed add-on Blight. Wow. So fun and interesting to play as/go against. Well done, devs.

    Let me start by saying survivor items aren‘t fine or in a good spot.

    Medkits are basically all the same and the versions barely have a diffrence to a point they could just keep the grey medkit and remove the rest. Medkits were overnerfed and there should be more meaningful differences like faster self heal speed, more charges and faster altruistic healing speed between them.

    Circle of healing (only because you mentioned it) could have kept self healing if it was much slower. There was no reason to remove the self care part when they would have nerfed it to self care speed as well.

    The weaker toolboxes need some buffs, so they have a reason to exist and aren‘t just a weaker version of the other ones. But that thinking is probably against behaviors philosophy.

    So you are actually fine with windows of opportunity on maps ? That‘s what the devs said they will do.

    Keys need a purpose without addons (instant chest opening and some other effect, maybe losing collision when charging them). One addon could make them hide your scratch marks, pools of blood and grunts of pain when charging them. You should have to hold the power button for a shorter period of time to get the effects faster. The killer aura reading addon could get the debuffs reduced and a range increased.

    My only problem with flashlights is that blinding the killer is nearly impossible when they aren‘t stuck in an animation. That‘s why I would increase the blinding speed when the killer is moving.

    Firecrackers should get an addon that increased their charges and be available in chests and the bloodweb.

    Most addons from items suck. Too many of them are either variants of others or too weak/meaningless.

    There quite a few killer addons that got improved, but you are right that a lot of them got nerfed. Some justified some not. On the other hand some addons got nerfed to make them semi basekit for killers, which is a win for these killers. Your examples of killer addons are not the best. Nurse and blight are very strong and probably don‘t need to equip addons at all. Their addons aren‘t good for a reason, but they should at least be interesting.

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