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SoGo
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Haywire:
- The gate regression is an effect simply too finicky to balance, so we should give it something else.
Idea: The gate now only opens partially, stopping halfway through. This would make it easier to defend.
Help Wanted:
- It needs a second effect, faster attack recover is too little.
Idea: Add in either missed/obstructed attack recovery, smaller stun duration or faster vaulting speed as a second effect.
Phantom Fear:
- The aura reading should be a bit longer.
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@DEMONANCE said:
i dislike that bhvr couldn't think out of the box in a way to nerf this perk without butchering it however they took the most loud opinion on the matter that just renders the perk useless most of the time.
what is the point of following a killer to get elusive for if it's not gonna help in chase? flashlight saves maybe? but we already got the renato perk for that
if it just got a cooldown for after the 5s of elusive end it might have been fine but now that it's strictly outside chase i don't see the point? we really don't need more useless perks especially since it takes a looooong time to get perk buffs.
at least make the elusive last a while longer than only 5s.
I don't think the nerf was bad enough to call this a "butchered" perk.
It just does not allow free escapes from chase anymore. Still, it is basically on the level of old Distortion.
I would probably ditch the Elusive in exchange for sounds muffling only, and let it work in chase, with the caveat you need to stay on the marks for longer than a milisecond.
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Monitor and Abuse
This one got triple nerfed, first by the change from static meters to percentages, which only benefits the select few 40 meter TR killers (and would you look at that, all A+ tiers), then by reducing the TR increase (even though it also was useful), and finishing it off with diminishing returns, so there is no chance to make it better if any new perks like it release.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090460#Comment_4090460
should not even be using the first two lol
True that, true that.
Overture of Doom especially, since it does nothing, hands the survivors almost perfect info on where it is, and even if the stars align, you get an effect worse than Dark Devotion.
And Two Can Play is nothing compared to Lightborn
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@Brimstoneslinger said:
I understand that objectively strong chase perks like blood favour, crowd control " NOED and devour potentially" should include hex condition to have counterplay because they provide huge and often immediate value but lets address elephant in the room- two recent chase perks are just a decent perks with quirky activation condition AND hex affix slapped on them for no reason.
Nothing but misery- perk already count only m1 hits and require 8 of them which roughly transition to 4 hook states, it means that at moment of activation killer already couldnt afford to chase survivors recklessly because 2.5-3 gens already done at those stages against decent team so prime value of perk is gone, it wouldnt be op nor terrible without hex condition
Scared to death- good predrop counter and healthy anti-tunnel condition, again perk activates closer to part of match where killer couldnt afford unstrategic chases so prime value is gone, also a lot of pallets could be wasted to this moment so activation condition autonerfs perk value, why does perk with "shot yourself in the leg" condition and further conceptional autonerf should also be a hex perk? slap this affix away and it wont become op or problematic, just decent
With this logic SBFL/rapid/brutal might as well be a hex perks somehow, also both of them useless at least through 1/3rd of match and Im not even mentioning specific killers with long setup time or hook denial/genrush playstyles which could delay those perks activation near endgame so they would provide a value at ~20% of match and somehow still could be cleansed
The most sane solution is to either strip those perks out of hex category or erase their activation condition so they would match blood favour/crowd control level of value
And that is just the chase perks.
Overture Of Doom, Two Can Play, and Hive Mind's secondary effect all are rendered useless by the Hex state (among other things)
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088854#Comment_4088854
It does not counter perks. Some "dev" is stating totally wrong information and people are running with it. In game itself any perk that hides your screams works against Jason's Jump Scare by muting the scream but killer will still get the killer instinct so he will still know where you are.
If that is the case, and perks DO suppress it, then good! No problem then.
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@Blueberry said:
You realize you can just crouch walk to avoid it entirely right?
This is about the screaming that happens after he exits the mode
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I agree, Jason should not get to counter a whole slew of (frankly, already useless) perks.
I love that he's here, but he should not get any special privileges just because.
Doctor is built around screaming happening often, and yet Calm Spirit denies him that.
For Jason, causing people to scream is a detail of his power. As such, it should not counter perks at all.
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@Rokku_Rorru said:
Light footed also doesn't hide the footsteps like it does for xenomorph
That is fine, since it specifically suppresses footstep SOUNDS.
If it does suppress Xeno footsteps, that should not happen.
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@JordanMalicious said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087754#Comment_4087754
The "new" consoles aren't really new at this point. They are very expensive now, but they weren't always this expensive. It makes sense that, eventually, a game outgrows old hardware. Sorry 🤷♂️
I get that, but it still sucks that people will likely lose a game they spent to much time on, just because they can't afford a 800$ console
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088199#Comment_4088199
You are so bent out of shape over colours, can't you mod them yourself?
Also we're getting a better looking Autohaven, let them experiment.No, because I am not a programmer and because Nightlight mods do not solve the issue entirely.
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@Chomperka said:
Omg most whiny commjnity ever, waaah my Dwight has different grunts how now I am going to play 😂
Oh I didn't realize we were supposed to be grateful for the devs randomly changing the most nonproblematic parts of the game on a whim.
I still remember the completely pointless rarity switch. I still remember Autohaven being changed for no reason.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087502#Comment_4087502
I love the idea personally as someone who enjoys the stories and characters of DBD, there is a lot of casual players who love them.
I just think a lot of people on here love to complain.I do not understand why do we have to now put up with every character spouting grating, cringe one-liners any time we select them or try to play them.
Plus, this will almost certainly come at expense of their original voices.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087792#Comment_4087792
to some extent, its understandable why they wouldnt ‘just implement a toggle’ to preserve the older implementation - as that would mean they would need to keep both versions alive and tested and adjust for any future changes.
So eg for the UI, i completely understand why its not feasible.
In case of these Voice lines, there is not really a Need for it to only feature New versions, so i would be all for it.
I meant the rarity colors in particular.
Nothing would happen if they would leave them as an option.
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@ArcT said:
They announced they'd be doing this for killer chase music like seven years ago.
They announced the Realm Reborn initiative to update all the maps I think six years ago.
Those going great? Finished up on time? Or did they do one or two and then gave up except for a token effort once every 16 months?
Honestly, I hope this will be the case.
I do not want all my survivors to become one-liner generators.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087764#Comment_4087764
Honestly, no. We have this with the TWD characters, the voicelines are done by the actual actors, the screams and grunts of pain by other VAs. And it does not really sound good and looks more like low quality than anything. A good example where voicelines downgraded characters.
But I would be happy with a Toggle of "Voicelines + new VAs" and "no Voicelines + old VAs".
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087765#Comment_4087765
Exactly. And from what I have seen (and my own opinion), this is not really well received.
So many controversial changes would get resolved with a simple toggle, and yet they don't do it.
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@IronKnight55 said:
Guys, it sucks to have to upgrade your PCs or consoles just to keep playing the game, but it’s a necessary step for it to last another 10+ years. The reality is the game is getting outdated and needs improvements… that’s just how it is.
Ok, but don't expect those people to continue supporting the game.
That is just how it is, too.
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@Skeleton23 said:
Yeah and I may Quit DBD if they discontinue The Switch. Im not gonna put my time in another console just to keep playing. I spent 3 Years Getting my Unknown up To P100 and im not gonna spend 3 more years getting him back up there.
Also I highly doubt that they will. Because it might result in losing a great chunk in there player base.
But it will result in huge Delays in Updates on multiple platforms
If they do this, it's a stupid move that shows just how little they care.
They will lose a giant chunk of their players, and no amount of Sable skins is going to change that. Hardly anyone will upgrade their console for DbD out of all games.
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@RFSa09 said:
🥺
I hope so.
If not, however, we will at least have an excuse to leave this cesspit for good.
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@Dark_Vorahk1 said:
Retroactively adding voice lines is a horrifying prospect. The majority of veteran players chose their characters (usually survivors) based on their current voice. In most other games, we can simply disable the BGM or Voices. However, in DbD, these are integral to balance and do not come with adjustments.
Worse yet, many longtime players of Jonah, Steve, Nancy, and Jonathan have dropped their favorite characters because they were heavily disappointed by the recast voices. If voice lines are recast across the board are we going to hear an unrecognizable version of the current DbD cast?
Now with repetitive one liners all characters are at risk of permanent destruction. The players who log in bi-monthly to claim quests and disconnect are not going to feel the impact. The players who have followed this game for years are going to lose the game that was once special to them.
More than ever, there needs to be a way to preserve the current characters in game. Please reconsider changing the iconic grunts and screams of years old characters. Do not add voice lines that serve no gameplay purpose. And for the characters who are stuck yapping into the void: I urge you to give us a Toggle to disable voice lines.
Thay are actually doing this crap?
Why though?
It makes no sense, many people do NOT like the constant talking.
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087754#Comment_4087754
Your right they can't however there has to be a point where companies have to say basically unlucky chucky. Look at mobile gaming. Pokemon go is also 10 years old this year and support for that game ends after roughly 5 years for phones. Most people have the latest iphone or android spending upwards of £800 every 2 to 3 years and that is seen as fine. But you ask someone to upgrade their console even every 5 to 7 years and its world war 3.
The hard truth is these older systems hold back the game.
The game holds itself back with it's horrible optimalization and code.
As for the people who buy the newest phone yet don't want to buy a new console, yes. That is hypocrisy. Many people don't do this however.
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@Jay_K said:
II See a lot of forum posts about the new graphic update being "the end" because old hardware may not run it. This happens with all games (new pokemon on game being switch 2 for example) and honestly I'm fine with it.
Ps4 is now 13 years old
Switch 1 is now 9 years old
X box series s/x is 6 years old
These consoles are old. Ps4 and switch are so obsolete in terms of hardware specs which is why majority of games for those consoles are now being made solely for the newer gen consoles switch 2 and ps5.
Removing support for these old consoles although bad for those who don't own the newer gen consoles means they don't have to limit what they add to the game because of old and outdated hardware.
Not everyone can afford the ridiculously priced new consoles.
Plus, I find it ironic that fog and tall grass had to go because of preformance issues, but giving Kate a smoother face is a priority over people with old hardware.
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@Drumbeat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086426#Comment_4086426
No it doesn't furtive grants stealth and haste which is great for killers with no mobility silent shadow just giving stealth ain't that good
It also depends on the Obsession, while Silent Slasher has no prerequisites.
Furtive Chase can be denied to you.
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Flashlight addons should have gotten the same/similar treatment as Keys long ago. 13 addons is simply ridiculous.
As for Toolboxes and Medkits, there is more nuance.
Toolboxes in particular should keep the number of addons above 10, as they serve a dual purpose.
Medkits could use some trimming, but not to the extent you presented.
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@ttv_desire said:
i’m curious on what other people think of the new killer Jason Vorhees let me know in the comments! :D
Splendid that he's here!
His power is executed relatively well, and bears quite some resemblance to his FT13 Game version.
His perks are awful though. Especially Rampage, which needs at least 2 additional effects to even be decent.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086670#Comment_4086670
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086676#Comment_4086676
Feedback for this game has no officially attached form submission. It's just people on the internet shouting. It's why the system is so flawed. There's no way to know how many accounts are the same person spamming, or which actually played the ptb, or who's parroting a CC. So how do they determine who to listen to?
Unfortunately, the only thing they can do is read between the lines…. or at least attempt to do so.
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Spirit is hated for several reasons. For one, her history (standing still and winning anyway, "look at the shards", Prayer Bracelet, old Mother-Daughter Ring…), secondly she is the only killer that relies almost entirely on audio cues from both sides. And lastly, she is a powerful killer, so it is only natural many hate her.
Krasue is hated because of her original power, and how hard it fell as time went on and changes happened. Strip away the titles of Best Tunneler/Easy S Tier, and you have a generic killer whose only unique aspect is her look and lore.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086665#Comment_4086665
It isn't an assumption. There have been console users on the forum giving opinions on this killer while having no access to the ptb themselves. Now magnify that throughout all of social media. Only so many people are on Steam, and only so many participate in the ptb. Most people haven't played this killer yet, yet opinions are rampant.
I believe that the opinions of those who did manage to test him properly matter a bit more than the claims of those who only read the power description. But, even those opinions do hold weight.
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@Blueberry said:
They're upset also because of them nerfing a killer that already wasn't that strong and not buffing his bad perks. Those seem like reasonable complaints. I don't think it's just about the survivor perks.
While I cannot speak with certainty, as I did not access the PTB, the nerfs do not seem as severe as to warrant an outcry.
Maybe the built-in anti-camp could be too heavy-handed. But otherwise? The changes seem reasonable.
As for perks, well, I do agree with you on that front. Silent Shadow is his only good perk, and even that is basically just a retread of Furtive Chase. Rampage and his Hex are utterly worthless.
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This is a lot to unpack, but I still want to contribute here.
I will start with Totem logic. I WISH BHVR would do something like this, even things like not spawning totems in direct LOS of generators would be great. I also noticed you delayed the moment when a totem spawns for most Hex perks. Mostly, it's fine, but I think that Hexes should light up when they are in play. Not sooner, since that makes them weaker, but also not later. Additionally, is your version of Undying just… permanent? It reads like it is, since it does not spawn a totem.
Map-wise, I have very little to say, it looks very interesting, and I will gladly see a swamp redesign. Though, 4 floors on the Pale Rose would just not work in DbD. Terror Radiuses not taking verticality into account, chokepoints, long time to get up, ect., those are all big balancing problems that would have made this a nightmare.
As for Hag herself, this rework is very interesting. It raises her complexity to that of The Lich. The curses seem kind of strange, but I like you can practically do two playstyles, passive with curses and a trap focused one. Addons seem fine, mostly.
Ace's perks are a bit of a mix. Ace in the Hole is good, Open Handed seems really fun, and Up The Ante seems too ridiculous number-wise.
The updated Eyes of Belmont and Plunderer's seem alright, and as for Slippery Meat, I would maybe slightly tone down to unhook chance numbers, as they stack very unusually. (The odds with it + 4 Jars of Salty Lips are about 75%).
I will look over the hexes someday later.
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@GeordieKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086234#Comment_4086234
not going to lie bit annoying there no info on that perk potential changes when it was introduce in the same ptb so not sure why that info can not be given at the same time as Jason if you can explain great if not thats fine, would suggest for future PTB that have perks for another chapter to consider given updates on any changes to them on the same post not have them separated
On another side note regarding jason silent shadow perk alot of people were saying 13 seconds of UD was not long enough and suggest increasing the time to a higher number seconds.
So I dont understand your reason to change it to per hook what do you mean 13 seconds of UD gives killers to much of a stealth identity? if you are able to answer that great or if you can get a dev to clarify that will be also great
It already nearly outclasses Furtive Chase.
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@Theokarun said:
is the game becoming more catered towards survivors now due to some of the perks survivors have been used a lot specifically like bully squad perks or let alone heavy gen rush builds with the recently added perks (AGAIN DONT TAKE THIS SERIOUSLY I JUST WANT OPINIONS!)
I don't think this is a new trend, this is more so a coincidence (the fact we got 3 potentially meta perks in one survivor)
Before this one, we got Tae-Young (1 good perk, 2 eh ones), the Stranger Things survivors (4 decent perks and 2 mid ones), and Vee (2 good perks and one big flop).
Overall, the trend is we get usable, relatively good but not meta perks.
So this chapter giving 3 powerful ones is more so an exception.
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@Reinami said:
Just got out of a game where another survivor used STB as soon as the first survivor was hooked to run themselves at our teammate, unhook them, so they could die faster and get out of the game because they didn't like the killer. I think the match lasted maybe 60 seconds at most?
I am genuinely perplexed as to why is that person even playing this game. Obviously, they don't like it, so why are they still here?
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Knowing BHVr, they will remove the fog instead.
But, it would be nice to have this
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@Haening said:
At a high level, Singularity is undeniably strong. The issue isn't his power level, but his complexity-to-reward ratio.
He demands significantly more planning, execution, adaptation and mental bandwidth than most killers, while often achieving outcomes that other top-tier killers can reach with far less effort.
A killer can be difficult without feeling unrewarding. Singularity sometimes occupies an awkward space where the skill ceiling is exceptional, but the practical return on that investment doesn't always feel proportional.
I don't think he needs raw power buffs. What he needs is better reward for good setup, map awareness and game knowledge.
For example:
- Disabled Biopods recover after 35 seconds instead of 45.
- More consistent Biopod placement on awkward surfaces.
- Slightly faster camera recovery after exiting a Biopod.
- Better visual feedback when a pod has line of sight but cannot complete a lock-on.
- Slightly faster post-teleport recovery, as there are situations where a successful teleport still doesn't provide enough pressure to secure a hit.
None of these changes would suddenly make him overpowered. Singularity would remain one of the most demanding killers in the game and would still require substantially more macro-management than most of the roster.
They would simply reduce the amount of friction between player skill and actual in-game value.
Right now, there are several killers who not only achieve comparable or better results on average, but also require far less effort and mastery to reach that level of performance.
I feel like him being complex but strong is completely fine.
Overall, the level of power some S tiers and A tiers have should require a certain amount of effort and skill.
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Post rework Myers.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084411#Comment_4084411
It'd be fine with the current pallet spawns.
I'm not that much in the loop, but aren't they broken?
That should be fixed instead of making Exhaustion more damaging.
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I may be fully wrong...
But doesn't the fog signify he is near?
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Switch Sides:
When on death hook, press F to switch sides and become an accomplice to the killer.
You can escape through the hatch, but only once every survivor other than you is sacrificed.
If a survivor escapes, you die automatically.
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@Unh1nge said:
This may have already been suggested, but a random idea came to me when thinking of how skins can sometimes be a detriment to the user. My suggestion is that there should be skins that act differently when in chase and when not in chase.
For example of killer (using a skin that is already available): With the blighted skins make it where the orange portions become a lot brighter and more apparent when in chase. When out of chase, it goes more dull.
As for survivor (and where the idea originally came from when seeing Nicolas Cage in my game) you could have a Ghost Rider skin where he is just a skeleton with the black leather outfit, and when in chase he gets those iconic flames as to not make the skin a detriment to the user for buying it when trying to play stealthily, and adds a cool twist for the user as well when they do evenntually get into chase.Just a random suggestion I thought of.
I heard that apparently, the new philosophy for outfits is that they cannot be too dark or blendy, to avoid a return of Blendettes.
So I would not expect this to be implemented.
But, it is a very cool idea regardless.
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@Elan said:
All exhaustion perks need nerf along with vigil. I like the idea of giving perks cooldowns and make exhaustion do something else. Let's say…
Sprint burst - when start sprinting you move at 150 % for 3s, has 60s cooldown and causes exhaustion for 40s. Exhaustion decrease your movement speed by 5 %.
Exhaustion reducing movement speed was a thing BHVR thought of doing, but decided it'd be too much.
I think they were right.
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Henry Creel without a single doubt.
Demo has been powercrept to hell and back. Henry is a beast in the right hands and basically the second Nurse.
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@VortexVentamy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084390#Comment_4084390
True, also I forgot that they have the increase TR only 15% instead of matching 25% like with the decrease. Would enjoy it being changed to either 8m +/- or have TR increase back to 25%. Thoughts? Would you rather have it revert to +/- 8m?
I would 100% want it to go back to 8 +/- meters.
That way, everyone can use it, not just A tiers.
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@VortexVentamy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084123#Comment_4084123
I don't think Monitor is exactly useless as it helps killers with a 40m terror radius a bit more now, if they were aiming for a little bit of stealth that is. But I do miss the static reduction and increase for stealth builds with 24m TR to 16m.
While Sloppy Butcher does stack with other perks I still find the perk itself unrelated to DM because of it being effects but I understand your point. I just think it doesn't need to be changed if other anti-heal perks do.
I feel like the reasoning behind that change was pretty dumb.
For one, the 40 meter TR killers are usually those who are in the high tier. Compared to the 24 meter TR ones, who are usually the worse ones.
So it only ended up helping high tiers and hurting low tiers.
Plus, with a 40 meter TR, Undetectable perks are just better for the occasion.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084236#Comment_4084236
Yes, as in, it's good enough that it could be in the meta, it just happens to be unpopular.
Survivors staying injured is also one of the favourable outcomes of this perk.
The main point of why Gift of Pain and Sloppy Butcher are in my list is because both were omega-nerfed with the Mangled nerfs. And now that you cannot really stack antiheal that well, I believe that can be reversed.
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@Star99er said:
I agree with most of these. Would also throw in a few others like
Survivor Perks:
Premonition
Boon: Dark Theory
Boon: Illumination
Urban Evasion
Killer Perks:
Hex: Third SealBlood Hound
Territorial Imperative
Scourge Hook: Hangman’s Trick
I agree that these need buffs, but these are fully unrelated to the Diminishing returns system.
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@Alen_Starkly said:
I am hoping that Diminishing Returns get removed from the game. DR have killed a lot of perks, and a lot of perk variety. People are more incentivizes than ever to run the boring meta. Like, why run a full healing build for funsies, when it's really not worth it?
In my opinion, there are 2 ways to handle this:
a) remove Diminishing Returns, which opens everything up back to build variety, so players can have fun and explore
b) keep Diminishing Returns, but then a lot of perks have to get buffed. Which is a lot of work. And even then, a lot of perks will have to get changed, to have different effects. Otherwise, you will get a lot of perks that are simply clones of other perks.
Half of those perks should have got buffed anyway, and now we have even more reasons to do that.
I still think that diminishing returns are good in the long run. BHVR currently struggles to create unique perks, as evidenced by the newer perks.
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@VortexVentamy said:
I really hope Leverage gets back to 50% that was so nice…
Some other perks I think could be buffed are Flowstate for survivor but other than that you mentioned a lot of perks I would!
I would like to talk about perks I do not feel like need a buff specifically because of diminishing returns, regardless of whether or not they should be buffed anyway. Note I know killer perks a bit more than survivor so feel free to let me know why some perks are mentioned.
List of perks I do not think necessarily need buffs because of diminishing returns;
Survivors:
Calm Spirit — doesnt affect diminishing returns as negatives do not get reduced with positives (I think it should be buffed but not because of diminishing returns)
Counterforce — speed is high enough for what it is aiming for. Because it is the highest in it's category, perhaps some other perks should be buffed.
Buckle Up — is a fine perk
Killers:
Monitor & Abuse — Does what it needs to fine with it's only other perk affecting it being Distressing so maybe the focus can be on that, but the odds of these two perks being used at the same time seem unlikely. (I mostly see Monitor being used for Stealth but I understand it can be used for it's large TR as well).
Forever Entwined — While I wouldn't mind it getting buffed, I feel like it's fine even if it is paired with Fire Up as this perks, with max stacks, is the highest number for picking up and hooking.
Sloppy Butcher — this perk has no other perk messing with it as it is applying effects, with it's unique thing modifying Hemorrhage. If I am wrong please let me know.Monitor has been reduced into uselessness with the last change. Granted, diminishing returns barely affect it, but it should still get a revert (my conspiracy theory is that it was nerfed in preparation of the anti-tunnel that never came to be, because of the Furtive Chase rework)
Sloppy Butcher stacks with other antiheal perks like Leverage, because it makes healing longer. Maybe not directly, but it still should get adjusted.
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They cannot use her.
Sadly, them's the rules.
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For Artist:
Favorite - Severed Hands.
Rework - Charcoal Stick
Underrated - O Grief, O Lover
Fav combo - Severed Hands + Severed Tongue
For Houndmaster
Favorite - Unmarked Map
Rework - Torn Novel
Underrated - Ship Figurehead
Fav combo - Marlinspike + Gunpowder Tin