ReverseVelocity
ReverseVelocity
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- ReverseVelocity
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Skully and Trickster are "in the pipeline" but have been delayed endlessly due to the whole rescheduling of content because of all the bugs.
I don't think they even have anything planned for Sadako.
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How the hell are you playing 20 games with only 1 escape?
Are you talking, like, one single 4e out of 20 games, or one single >2e out of 20?
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@Mandy said:
The addon is being reduced in rarity. Fragrant Tuft of Hair will no longer be an Ultra Rare basically.
Thank you for the clarification!
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002543#Comment_4002543
not really it doesnt go over the loop so it isnt the same type of anti loop wich imo shoudnt warrent destroyable teleports
It doesn't have to go over the loop to be good anti-loop.
See: Blight and Spirit.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002536#Comment_4002536
yeah but demo doesnt have anti loop like they do and since it gives a map wide sound que it woundt be too bad if the portal spawns were tied to generators aswel.
Shred is good anti-loop, though. Even better with Black Heart + Barb's Glasses.
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I honestly think all it needs is an option to dig straight through the ground, leaving a portal there if one's available.
The whole having to place and then tunnel through to teleport is kind of clunky, I think they should be able to be combined into one action if there's not a portal nearby.
I don't think the portals should be indestructable. Xeno has the flame turrets and Springtrap has the camera reveal system as a downside. Demo has no such thing.
Shred is fine. Just that one QOL improvement will make portals far more worth it, which is what it needs.
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They are probably going to increase the turn rate too, I'd imagine.
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In about a week.
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Instant Ban. You're finally free.
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I honestly think the rework is fine bar a lack of visual polish (why is his knife frosted in tier 3???).
If you ask me they should bring back Exposed, but keep the Slaughtering Strike (and get rid of the icing on his knife since there's a Tier 3 indicator), and polish the animations.
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That's nothing, I reported a bug with the Cenobite all the way back in 2021 and they still haven't fixed it.
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It's due to the fact that Maps are selected by Realm first, then map:
Maps like Dead Dawg, Springwood, and Gideon only have one map in the realm, so they're at a 4.55% chance.
However, Realms with multiple maps have their individual map chances weighted lower, as they have more maps per realm.
According to these numbers, you're actually MORE likely to go to Coldwind, Macmillan or Autohaven than any of the one-map realms (5 x 1.37% = 6.85%), but this is probably slightly offset to be more equal due to realm repeat prevention existing.
The only weird oddity here is that Dead Sands is actually less likely to show up when Boneyard is selected. Probably because that map was a bandaid solution to complaints about Eyrie.
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I always try for iri shards if I have them available, and save the aurics for licensed stuff.
I do have every character, though, so that might influence your decision if you don't.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001845#Comment_4001845
Yeah, Enduring is must have on Legion imo. I love diving under pallet for instadown…
Stunning under pallet works in 2v8, like sure I will get hit, but you are staying here with me. Works only on low ping tho.
In 1v4 best thing survivors can do is simply bodyblock you while being in mending state, or just prerun…
I personally enjoy playing Legion and hope they are not going to change them any time soon.
Enduring is one of my most picked perks full stop. I think it's like at 20% according to the official stats site.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001506#Comment_4001506
Not really? Legion can easily be stunned out of power.
Maybe if you're not great at Legion.
Even if they do stun me out of power, it usually serves me because I rarely take off Enduring.
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@rvzrvzrvz said:
I never said the game is dying if you read the comment, just saying extra players from fnaf are gone we had much higher numbers during the entire summer, player retention seems terrible
the "funny" thing is many people seem to like the 2v8 meme mode more than the real one, even though you play against the same 5 killers endlessly it's still more fun somehow, they should probably be worried about this… there's a reason they constantly do player satisfaction survey
That's happened with literally every chapter since the beginning. There's a surge of players for the new content, and some of them leave after that. It's not an indication that player retention is dropping, we're actually up in terms of playercount from this time last year.
Summer is also far more popular for games in general because all the kids are on school holidays. September time is when they all go back, so there's always another drop there.
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That's just Kindred. You're literally running it.
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Legion can injure the entire team way faster than Ghoul can. Also has better info than him.
Not the better killer for sure, but they have their advantages over Kaneki.
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There’s no counterplay, no variety, no skill expression.
Protection hits exist. You are not completely helpless as a team against a tunnelling killer. Even as a solo player, taking protection hits for a recently unhooked Survivor is still an extremely effective strategy.
Why should survivors be perk taxed just because killers want the easy way out?
I hope you realise that this goes both ways too. You have to throw on at least one slowdown perk if you don't want the game to be over in an instant.
Look at the player count—dropping every single day by the thousands.
We're actually up ~15000 players on average per-day from this time last year, according to Steam Charts.
Dead by Daylight is supposed to be about tense chases, teamwork, and clutch moments.
There will be no tension if there's never any threat of someone being eliminated. It will make every match play out the same.
I agree that they need to do something, but railroading people into playing a certain way all the time isn't it.
You can provide more tools for Survivors who are being tunnelled to escape, but nuclear options like a global 25% gen speed boost for killing someone "too early" (which is possible without any tunnelling at all, by the way), or blocking any generator from being kicked or blocked ever again, is too far imo.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996255#Comment_3996255
"well I lost yesterday because I played like the system wanted me to"
losing is inevitable. in any competition or game or whatever have you. You can play as optimally and perfectly as possible and still lose in anything. Even without this change…I'm pretty sure no-one in DBD has a 100% victory rate. Devs have said if they notice a steep decline in killer ability, adjustments will be made.
I also think you and I have VASTLY different approaches to this game. You seem analytical and focus on strategy (prolly win alot more than me cuz of it). whereas i play mostly for memes now, i win more than I lose, but winning is just a welcome surprise to my shenanigans. Thats partly why I am excited for this update, because it'll force the repetitive "this is the optimal way to play" sort of gamers to shake things up and take it less seriously (i hope). Its like in chess how everyone plays by the same playbook so when someone comes a long and shakes things up its exciting and fresh again.I also think you and I have VASTLY different approaches to this game. You seem analytical and focus on strategy. whereas i play mostly for memes now
So what you're saying is that you don't play competively, and thus don't really have any stake in balancing changes that would be abuseable by players who ARE playing competitively, thus violating the integrity of the game.
There is no way you're going to make people who are inclined to play optimally take the game less seriously. That's just a general archetype of player in any type of game, and nothing you can do as a developer will make that go away. Certain types of people love to optimise and win as much as possible.
All I'm saying is that there's a reason that they are including the option to disable these changes in Custom Games, where tournament formats are always played, as they know this will not fly well at the highest levels of play.
They really need to strike a balance where casual players are offered some protection from tunnelling (because it is lame if a team that isn't equipped to deal with it faces someone tunnelling at 5 gens), while not providing unfair scenarios against Survivor teams playing to win, because like it or not tunnelling is a necessity against good teams, and has counterplay with any minor level of coordination.
The measures in their PTB forms provided the more savvy Survivors practical invincibility at times, and that's a scenario that the developers have been trying to avoid since the DS nerf back in the day.
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@CakeIsTheRoad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001093#Comment_4001093
it’s not being removed. 2 second prevention would still mean chain blinds are possible with enough skill expression. I generally do not struggle with this problem anymore. It’s just a gap in design that makes me wonder why it was even left in to begin with. I don’t think it’s helpful, as both a survivor and killer player (especially because it tends to encourage toxicity and one-two blinds/stuns give you plenty of time to make distance. Anything after that is unnecessary.)
A two second buffer would not be a chain blind. That'd be a whole entire new blind at that point.
This does not encourage "skill expression". It removes it. Literally just look down and Chain Blinds don't apply.
Your light sensitivity issue can be fixed by adding a setting that makes flashlight blinds Fade to Black (like most modern games with a blinding effect). There's no reason it should affect balance.
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@CakeIsTheRoad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001075#Comment_4001075
So here’s my only question: do you think this would have negative impacts on the general match if killers could not restunned/reblinded for 2 seconds after their animation ended? I am of the opinion that it would no to very little negative impacts on most matches and help the once in a while match being less frustrating. In that case, why shouldn’t a mechanic with zero downsides for normal play and some upsides for the rare occasion be implemented?
Because Chain Blinds are possible to do regularly, and can buy you time if you manage to pull them off. Removing them would have an impact in general matches.
Chain Stuns require some level of coordination, but the level of investment required to pull them off is significant, so they aren't really overpowered.
However, you, as the killer, have the means to deal with them. Just because you personally haven't developed the game sense to look down when blinded, or play against Head On, doesn't mean it should be removed.
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Reblinds are easy to counter. Look down.
Head On chains are also not an issue because they require so much team investment to do. A bit frustrating at times but not really productive. 95%+ of Head On squads I face end up toast.
You should not use cheaters as an argument for balance mechanics. Those are entirely different areas.
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Twins doesn't function properly in 1v4. If they add them to 2v8 the glitches will reach through the screen and start punching the players irl LOL
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I saw someone using Franklin's the other day and that's just another level of petty I can't comprehend.
Anyway I've been throwing on No Quarter on 4 medkit lobbies, and the perk kinda sucks but it's really funny when it works. Especially with Hemorrhage.
The moral of the story is buff No Quarter.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000485#Comment_4000485
By that logic, should calm spirit be nerfed since it takes away an entire killer tracking mechanism for the entire game?
Should iron will be nerfed since that also takes away an entire killer tracking mechanism, that can potentially last the entire game?
Should Fog Vials be nerfed more, since they completely take away THREE killer tracking mechanisms?
Seriously, why is it ok when survivor stuff completely counters entire classes of killer stuff, because we should suddenly care when killer stuff counters survivor stuff?
Considering those are mostly basekit mechanics instead of specific perks, I don't personally think so. Fog Vials are also incredibly limited anyway.
why is it ok when survivor stuff completely counters entire classes of killer stuff
Distortion was nerfed for a very good reason, and I'm glad it was. We should keep that same energy for this, though.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000448#Comment_4000448
Distortion was nerfed because survivors were using it to excessively hide, which punishes the rest of their team. Survivors shouldn’t have anti-teamwork perks.
There were so many times as killer, where I wouldn’t see a Distortion user at all during a game, until after 2 or 3 survivors were sacrificed. The fact that Distortion users often sandbagged the other survivors, was more important than it countering killer perks.
They actually opened the dev update note for that one saying it "counters a lot of perks and addons", and that "the token system and recharge mechanic makes Distortion far too effective". Those were the primary motivations behind the nerf, as quoted directly from the developers.
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You may as well delete them at that point, since that's all Luck is useful for.
The mechanic as a whole needs a rework, but removing the ability to self-unhook before that time comes makes them do literally nothing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000433#Comment_4000433
It’s still the same general idea, where we question if perks should be reworked, because of barely used perks.
PTB Deerstalker heavily encourages the killer to spread hooks, and it has the major downside that it only can see survivor auras when the survivor sees the killer’s aura.
Like, the main purpose of the perk is to be able to find the survivor that is excessively hiding, so you can spread hooks better. That should be something that is greatly encouraged, and the perk having two effects make the perk more likely to be picked.
Distortion was nerfed due to blanket countering aura reading perks far too effectively. Deerstalker should be given the same consideration.
It needs a new effect.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000401#Comment_4000401
I am totally fine with the perk not working with Kindred and Wiretap, because that would be too much aura reading of the entire survivor team.
But it should be fine to work with perks like Alert and Fogwise. Complaining about that, would be like asking for Bite The Bullet to be reworked because it indirectly nerfs Stridor.
Not really. Stridor is one perk, this is targetting a whole class of typically underused perks.
Stridor also counters Bite the Bullet anyway? At least the grunts of pain suppression part.
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Well that's good at least.
I do think that having a counter to killer aura reading perks like this is still not a good thing. We don't need indirect nerfs to Alert or Fogwise, and ESPECIALLY not Treacherous Crows.
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@UnicornMedal said:
Plot Twist is a meme perk. If you can't meme with it, no one would use it.
All Three of Cage's perks, while they look like meme perks (and certainly have a lot of comedic value at times), are all actually incredibly good.
That said, I don't think any of them should be nerfed at all, and I don't know how it'd even be possible to detect if a pickup was being "forced".
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Just having general awareness of the Killer and decent looping skills is enough to make aura reading a lot less significant.
It doesn't matter if they know where you are if they can't catch you.
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What if they made it give Exposed AND the new Lunge?
That way people who like the Exposed can be happy, and they don't have to make Myers' knife look frosted.
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@fussy said:
I've always said that Hope is borderline OP and even suggested this nerf like two years ago in some of my posts with some buff during the match. Something like "gain 5% haste for 3 seconds after every gen pop and permanent 5% in endgame".
I agree that it's endgame perk and it should be strong enough, but holy, I feel that this perk sometimes gives even more value than other perk during whole game.
I personally don't run it, but almost all of streamers I watch use it a lot, because they understand how strong it is. I watched some insane moments, where this perk allowed to run across whole map from killer with no hits at all.
I can't say that Hope needed this nerf badly, but it's definitely in top-10 strongest survivors perks right now. Probably will be a decent perk even after nerf, but much weaker.
5% Haste for 3 seconds would be practically useless, but if they're really that unwilling to revert it to 7%, then having 5% for, say, 15 seconds when a generator pops (as well as the endgame effect) would make it a lot more useful.
I'd rather see it flat out reverted, but BHVR can be awfully stubborn with these kinds of things.
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@SAWII said:
- 6.5% pickrate when there are over 150 perks is NOT modest. That makes it a far above average pick, and we know the devs love looking at numbers, so that is likely why it is getting a slight nerf.
Above average, sure, but I don't think that's anything near problem territory.
Like I said, it's in the exact same ballpark as Kindred and We'll Make It, which are almost universally regarded as strong, but completely fair perks.
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There was probably too much that needed to be changed to tweak it in the short window between PTB to Live.
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@sizzlingmario4 said:
I'm going to take a guess and say that this part at the bottom is why:
https://us.v-cdn.net/6030815/uploads/N4ECCY88R10M/image-2025-09-09-214303191.png
Probably, but I don't think this perk combo has been an issue since MFT got nerfed.
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@ArkInk said:
I feel like nobody was complaining about Hope, as even if it is one of the strongest permanent buffs a survivor can get, it comes at the cost of being dead weight until you're already at the finish line. I hope they revert this.
I agree, it should be reverted.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999661#Comment_3999661
Probably. I mostly wanted to make the case for tunnelling adding nothing valuable or worthwhile to the game, since that's a position you'll see the inverse of fairly regularly.
In the case of hard tunnelling at 3-5 gens, maybe.
In a more tame sense, though, it does add tension to the game. Looping when the stakes are high and the killer wants you dead specifically can be intense and fun, and being a huge pain by bodyblocking while the killer is tunnelling someone else is also very satisfying.
It's the edge cases that bring the most frustration, getting someone out of the game super early isn't fun, but tactically trying to tunnel someone out at 2-1 gens remaining still leaves room for Survivors to leverage pressure and counterplay via bodyblocking/taking aggro.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999649#Comment_3999649
Like I said, none of this is meant to be a defence of the specific changes on the PTB.
Moreso to say, IF it is possible to remove tunnelling outright without any negative side effects, it should be done. Tunnelling is, at best, a necessary evil we need to accept is possible while minimising it as much as possible.
I don't think it is possible to remove it outright without any negative side effects.
They can make it harder, sure, but there's no way to make it impossible without any potential to abuse the mechanics.
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I don't think it should be made entirely impossible, as it kind of was on the PTB. That just inevitably opens up room for abuse, and makes lose/lose situations.
Having such dire penalties just for killing someone within 6 hooks (which is entirely possible without tunnelling), or for hooking someone twice in a row (which just leads to people sitting on gens being de-facto invincible due to the repercussions of killing them for any reason) eliminates the tension entirely, as Survivors are left completely safe by these measures, and have no reason to fear the Killer no matter how reckless or stupid they might play.
However, I do like the angle they were taking with the hook obscuring mechanics, and the Elusive effect. It doesn't make it completely impossible to tunnel per-se, but it does make it a giant pain to do so. It makes it far easier for an unhooked Survivor to get away, but does not put some kind of crazy shield around them.
I think the gen penalties were well meaning, but overbearing. Having someone dead by 6 Hooks is entirely possible without hard tunnelling, and I think that needs to be reduced to 4-5 Hooks instead. The "last hooked" status also needs to be removed on a Conspicuous Action, to prevent Survivors from being able to have unconditional shielding on Death Hook.
The system should punish people for trying to tunnel someone out off of a hook, not for hooking survivors twice in a row who have reset and gotten back into the game. Any protection that lets Survivors do objectives while being considered as "getting tunnelled" removes any kind of tension while active, as evidenced by DS back in the day.
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Why do you want to know the names of employees? What difference does that make apart from being able to directly attack them?
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991505#Comment_3991505
Eh, another thing I dislike "just run this" when has he been a lunge Killer? Sorry confused, when I have played him, yes his stabbing motion is a sweep, downy but lunge? idk
Tier 3 gets an extended lunge by default. It stacks with Coup and All-Shaking Thunder, making for some HUGE lunges if you run em together.
I'm not saying "just run this", I'm just saying that the lunge they're proposing in Tier 3 is already very possible with Coup.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991465#Comment_3991465
Myers has no need to lunge, to skate board, to dash like the Pig. DBD is obsessed with lunge, dash killers. It isn't needed, not sure who wanted it, he has been fine. As a Myers fan, movies etc I find it hilarious Myers just gets his skares on and lunge attacks.
Myers was always about the lunge. It's just bigger now.
Run Coup on him and it's basically the same effect.
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Myers is still stealth and stalking.
The new Lunge is his new Tier 3 attack, it instadowns. They just made the Lunge longer. He's going to be able to switch between Tier 1 and Tier 2 on command as well, so you get on-demand Stealth.
His Tier structure is still the same, a slow, stealthy tier; a regular M1 with buffed attributes tier and an instadown tier with a big lunge. It's just more flexible between T1/2 (you still have to stalk for T3 as usual), and has different names.
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@catawumpus said:
This reminds me — Legion is the perfect example of BHVR’s identity crisis. Legion exists, isn’t horror, and isn’t fun — yet they’re still in the game (both 2v8 and 1v4). Why? Because BHVR can point to Legion matches (which either drag on forever in 1v4 or collapse instantly in 2v8) and say “see, survivors aren’t always the power role.” And sure, survivors could win, but most would rather give up than slog through a boring Legion match where the only thing guaranteed is frustration.
But that’s not balance, that’s bad design. Survivors don’t feel powerful against Legion — they feel bored. Killers don’t feel clever playing Legion — they feel cheap. And yet BHVR keeps killers like Legion (and others like Plague, Ghoul, etc.) as a get-out-of-jail card to deflect survivor-sided complaints. It’s a lose/lose: survivors hate it, killers hate it, and the game drags itself down.
Honestly, the solution is to admit that powers built entirely around “free injure with no counterplay” just aren’t it. At least Nurse or Blight can down you outright — playing every match as if you’re permanently Exposed isn’t fun for anyone.
You can't assume your personal disdain for Legion is universal.
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@4thdslip said:
I personally think Killer Instinct should not be suppressed, as Killer Instinct is not suppressed by anything - using OP's Legion example, you can get KI on people in lockers. Fingers crossed this gets changed.
Yeah, it's kind of by design that nothing should be able to suppress it. I think it should stay that way.
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I don't think they need to significantly nerf him really, just smooth out the instances where people are getting hit through walls.
You can break LOS, and send him flying far away since he doesn't have full control over his movement. Kind of like how it is with Wesker if he misses his dash.
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It's literally just an extended lunge, which he is already known for. You can do this with Coup right now.
I feel like with Myers we're straight up going away from stealth
He's getting on-command Undetectable, if anything, this is MORE stealth.
I think labelling the rework as "dashslop" is a bit reactionary. It feels like "M1 lunge good M2 lunge bad".