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SoGo

SoGo

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  • @francesinhalover said:

    On average mmr the Perk is meh alone. You wasted time finding chests and on chests for a low quality item that might not even BE the One you want.

    So you need other perks for it to BE more consistent. And than you waste time creating the glitch...

    I can see the issue on good teams tho but again. You might just loses 40secs to even make it work or more.

    Add this to the pain res + unbalanced DMS every single game even at low mmr.

    I think a quick Patch can fix it but i also think the perk isnt really game breaking unless you get bully Squad maybe.

    You... know about the infinite charge glitch, don't you?

  • And add on the annoying power bug where the power cancel sound plays on every. single. use. of. the. damn. thing.

  • I totally believe this.

    Tryks and Sable have a lot in common, and Sable seemed pretty interested in the realm until she started dying.

    Sable also has some degree of power, probably from her relationship with the Entity being favorable.

    Tryks seems like a pretty logical continuation of this. After a few years in the realm, she managed to learn enough to get away from the trials entirely, much like Vigo. But unlike him, she stayed in the realm, throwing the Entity yearly birthday parties.

    Now, there is a question of age, and how both Sable and Tryks can coexist. But, since parallel universes exist in the world of DbD, this question solves itself.

    So, imo, Tryks is Sable after a few years in the realm.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974427#Comment_3974427

    Could we let the lil fellow stay awhile? See if he likes fog or develops language skills?

    Make the BEAM a charm.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974195#Comment_3974195

    Are they back? I heard that the BP bonus from white glyphs got removed

    Not sure.

    I know I got the bonus from a white glyph some time ago, but can't tell how long ago it was.

    Also, Glyphs in general were removed, so there's that.

  • @Langweilig said:

    Without meaning it negative, do you really think the battle pass will be much harder to complete? The last time around I was finished with the rift one month before it ended. I think it will probably the same thing now.

    I agree that there was no need to make it grindier and for the theme of the game it would make sense to change the name of quest to rituals.

    The Rift Pass Quests are still kind of generic. (SOLUTION: Add a weekly Master Quest/Ritual, that would further lean into the old Tome challenges. Things like killer specific Quests, Glyphs, Memory Fragments, ect.)

    I really dislike these play a certain character quests, also in other games. There is nothing fun about having to play a character that you despise playing and in dbd’s case there are a lot of killers that cost money to get, which makes it kinda frustrating if you can’t even do that quest. The other things I agree with.

    Well, if I counted correctly, the new rift relies on you doing all the milestones and rift quests AND doing all of the daily quests for at least 30 days to get to tier 100. This is also with the passive mechanic and weekly gifts in mind.

    So yeah, it now relies on events and daily quests even more.

    As for the character-specific challenges, I'm not that much of a fan either, especially if it forces me to play Blight for instance. I'd much rather go around finding Glyphs tbh :)

  • @ThatRyanB said:

    I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):

    • What is one change that would increase your enjoyment of the Map item rework?
    • What about for the Key item rework?

    I have two entire posts dedicated solely to the new maps and keys, but the main things are:

    Maps:

    • They should track gens alongside pallets/windows without having to use the light beam. The beam is cool, but it'd still be cool even if it just revealed your location to other survivors and the object auras. (This should also work for other objects.)
    • They should be able to track Chests, (maybe even basekit) and Exit Gates through add-ons.
    • There is no reason for more experienced players to use them. This could be solved by adding some add-ons in the vein of the Pocket Mirror mechanic.
    • Sharpened Flint should be uncommon.
    • The iri is contradicting the purpose of Maps, as they reveal static objects. This would not be an issue if the Empathy effect was not removed from the event Map.

    Keys:

    • Pretty good, I like the new chest build opportunities they give.
    • The iri is a bit too weak imo. The downsides outweigh it.

    Overall, they can be great, but some adjustments would be good.

  • @Lixadonna said:

    Maps were the only Item I used but not anymore. Such a downgrade. They no longer work with Detective's Hunch or Open Handed and the Add-On that tracks Totems is now Purple instead of either being basekit in the Map or being the Blue Add-On it was before.

    I guess Trapper gameplay is more important even though the odds of that happening were pretty low. 🤷🏻‍♂️🤷🏻‍♂️🤷🏻‍♂️

    Maps should've still worked with Open Handed.

  • @tjt85 said:

    I've been using Oily Sap with the Volcanic Stone because those two seem to be the most common in my blood webs so far. But to be honest, all of them seem pretty useful.

    Anyone know any good Fog Vial builds to compliment their use? I'm thinking Lightweight, Sprint Burst and Quick and Quiet could be good combinations. Maybe with head on to hop into a locker at the end of a chase.

    I'd say Lithe would be great to combo with Fog Vials. Stealth perks seem arbitrary, since you basically get every stealth effect with Vials except Blood Pools.

  • I agree that 5000 is very low for a daily.

    But, what makes me more mad is that they made Daily Quests even more required to get the full pass, since they severely nerfed milestone quests.

  • I would have to first get the damn thing to spawn in my bloodweb.

    But looking at them, the best combo seems to be Mushroom Formula + Oily Sap.

  • Unrelated, but

    I think the devs should give us an option to revert to older colors, which would also double as an accesibilty setting.

  • No, unfortunately.

  • @not_Queef said:

    The new quests are just boring. I don't get why they made a big deal about them being done in the background and not needing to check. It just makes them feel pointless. Every game I'm showered with BP, shards and rift fragments. Why? I guess I did something in the game. No need to check, it's automatic.

    I also miss the character-specific challenges. This was how I ended up playing Deathslinger and Knight, two of my now-favourite killers.

    We need more quests like:

    • Play as a specific killer or survivor
    • Use killer power successfully x times (eg. trap x numer of survivors, get x number of chainsaw downs, etc…)
    • Use a specific perk in game (like actually activate it, not just take it and don't use it)
    • Use a specific item as survivor

    Really anything more interesting than just stuff you'll do in-game anyway (eg. do gens, unhook people, unjure people, etc.)

    I will say the tutorial quests are a great idea and I've actually been having fun doing them even as a non-noob simply because there are a couple of character-specific ones in there.

    Yeah, some character-specific or perk-specific things would be nice.

  • @PleaseRewind said:

    Damn. I've been meaning to write a post praising BHVR for the new quests system. Glad I didn't. I was someone who wasn't a fan when it was announced and didn't like it at all. Though I came to like it. I liked there was always a quest for me to do. I wasn't able to get all the milestones done (escape and sacrifice) and some of the quests in the later weeks. Considering this I was glad I didn't have to do all my daily quests to still get the rift complete. As someone who always purchases the premium rift I will be reconsidering this time around. I'm not paying for a rift that I might not be able to complete without grinding away like crazy.

    What a kick in the guts.

    I instead wrote a post pointing out the pros and cons of the system.

    There is stuff to praise, but also stuff to be angry about.

  • I hope this (and how bad aiming Search is) will get resolved soon.

  • @HolyDarky said:

    Yeah, nerfing milestones feels really bad and I don't understand why. It is also a bit sad that there are not more milestone quests since they are easy to get done.

    What I wish are a lot of character specific quests - not just play Knight/Elodie/Hag and do this but also doing something specific and using their perks in some way. It feels a bit sad that the characters are just featured in the Rift but not in the quests. I also miss the green Glyphs for their big BP bonus :(

    Quest system is a bit generic but I guess that's what happens when every other big game uses the same shema

    I also miss Glyphs so much :(

    Mainly the white ones, those gave you such a great bonus.

  • @Coordi said:

    The next time you experience this issue in a Trial, can you exit the game and perform these steps? The logs must be captured after the issue occurs.

    1. Press the Windows Key + R to open the "Run" command.
    2. In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
    3. Click "OK" - this will open your Dead by Daylight Logs folder.
      • If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
    4. The file called "DeadByDaylight.log" is your log file

    You can upload them directly to the thread. Thank you!

    Thanks. Does it work even if there were several trials between the one with Spirit and me closing the game?

  • @Hex_Ignored said:

    Milestones got nerfed extremely hard both in terms of rift fragments but also in how grind heavy they are. At the same time, daily challenges got "buffed" from 3 to 4 per day and each one rewards more fragments. This looks like a calculated move to introduce more fomo into the rift and "encourage" players to log in daily. Maybe I'm wrong but that's the impression I'm getting from those changes.

    FOMO at it's finest.

    I can't wrap my head around them getting feedback about the new Quests having FOMO elements and saying, let's make it even worse.

  • As of 9.1.0, this is still a thing. It's especially bad on the Freddy's map, but here are some clear Ormond pictures of it:

    Snímka obrazovky 2025-07-31 111007.png Snímka obrazovky 2025-07-31 110951.png Snímka obrazovky 2025-07-31 110938.png
  • Still a thing as of the 31st of July, 2025.

    The Walking Dead chapter is here and the bug is still here too.

  • I was saying it before, they should've adjusted the upload schedule to only release 4 or even 3 chapters this year, so the teams that do bugfixes and balance changes would get more time to get the game to a better condition.

  • I would agree that new perks often end up too weak.

    I assume this is a product of CoH and MfT metas, which forever scarred the devs and the trauma keeps them from releasing strong perks.

    The community outcries don't help either.(sometimes they are justified, sometimes not)

    In the last year and a half, Orela Rose is the only character with 3 good perks. The rest has at least one awful one, sometimes even all 3.

  • They are decent for the most part, Illumination is underpowered and Dark Theory is Dark Theory.

    But some buffs and changes to their functions would be nice.

  • The normal achievement are fine mostly.

    You will get most maps eventually (maybe aside the Withered Isle that has 4 maps now)

    The two that are an issue are Hemophobia and Outbreak Breakout.

    Hemophobia is difficult as is, it could probably be not tied to Disturbed Ward.

    And Outbreak Breakout is just ridiculous.

  • Edit:

    I have adjusted the discussion to account for the changes made after the PTB. I hope they would still remain viable after these, but let me know if you have thoughts.

  • @SpringMyTrap said:

    yes, they nerfed them roughly by 55%

    people complained really hard about the new system being predatory and BHVR didnt fail to prove them wrong by making it twice as bad

    Yes. This is an issue, please revert BHVR.

  • @SoGo said:

    Movement Speed: 115% or 4,6 m/s
    Terror Radius: 28 meters
    Lullaby: 72 meters (non-directional)
    Height: Tall
    Weapon: Strange Appendages

    Power: Urban Legend

    „Strange drawings and notes started to appear around the forest. Some folks tried to collect them.... and were never seen again.“ [Unsigned note]

    Special State: Looming

    The Slenderman can switch between 2 modes: Looming and Pursuit. Switching between these states can only be done while not in a direct line of sight of a survivor and has a 10 second cooldown.
    While in the Pursuit state, you function as a regular killer.
    While in Looming state, your movement speed is increased to 6,0 m/s, you become invisible and Undetectable. You cannot interact with the enviroment or survivors unless using Jumpscare.

    Special Attack: Jumpscare

    When in the Looming state, you can preform a Jumpscare by holding down the M2 button. This causes you to become visible and freeze in place. If you do this in a LOS of a survivor, their camera swings towards you and Frightened start building up.
    Once a survivor is fully Frightened, you can preform an attack towards them which will teleport you right in front of the survivor, switches their camera to 1st person (similar to Sadako's lobby jumpscare) and take away one Health State from them.

    Special Effect: Frightened

    This effect triggers passively when a survivor looks at The Slenderman, and decays slowly while they are looking away. If a survivor spots you while preforming a Jumpscare, the speed at which it accumulates is greatly increased.
    It causes the survivor to start seeing everything except the Slenderman in a hazy, static-like way, as well as showing their direction to you. The more of it is accumulated, the harder it is for the survivor to flick their camera away from you.

    Special Mechanic: The Eight Pages

    When The Slenderman is the killer in the trial, only 6 generators spawn, with the objective being to repair 4 of them. The fifth one is replaced by The Eight Pages, which are hung up randomly around the trial. Survivors will become aware of this only when they spot you for the first time.
    When coming near one, the survivors have to remove it in a short interaction.
    Every time a page is collected, the map becomes foggier, the lullaby becomes louder and more disorienting, the speed at which Frightened accumulates increases, and your Terror Radius shrinks. All of these effects are reverted once all Pages are collected.
    You can see the auras of the Pages at all times, and you will be warned with an audio cue and Killer Instinct every time one is collected.

    Thoughts?

    @SoGo said:

    Hello!

    I decided to create a concept of a power based on one of the enemies from Dark Deception - The Dread Duckies. All feedback is welcome. Enjoy.

    https://us.v-cdn.net/6030815/uploads/SQWR567LLN6R/img-20241021-182516.jpg

    https://us.v-cdn.net/6030815/uploads/C5Z4A6423ZQV/img-20241021-182540.jpg

    Movement speed: 110% or 4,4 m/s
    Terror radius: 24 meters
    Height: Medium
    Weapon: Extendable Inner Jaw

    Killer Power: Deadly Deception


    "Born from the souls of liars, the Dread Duckies now serve as protectors of one of the Ring Pieces, using their deceitful personality to toy with their victims"

    Special Locomotion: Body Switch

    Along with you, 7 Inactive Dread Duckies spawn in the Trial. Using the Control button, you can initiate the Body Switch.
    Initiating Body Switch will cause the Ducky you are currently controlling to stop and sit down, making you Undetectable. You can now choose which Ducky you will inhabit next. You can change the Ducky with the Q and E keys, finally selecting with the Control button.
    While choosing a Ducky, you can't see Survivors, Auras or Scratch Marks. You can still see pools of blood and hear normally.
    Selecting a Ducky will cause you to inhabit it,  making the ability to go on a 30 second cooldown. When inhabiting a new Ducky, you will appear inactive and Undetectable until moving. Moving will cause the Ducky to spring to life and ends the Undetectable. Moving your camera will not cause this.

    Special Attack: Inner Jaw

    The Dread Ducky has access to the Inner Jaw attack. This is a mid-ranged attack which stuns the survivors on impact, causing them to stop moving.
    To recover, the stunned survivor must repeatedly press the F button.
    The attack takes a bit of time to wind up and your speed decreases slightly while aiming.
    The hit and miss cooldowns are identical to the ones of a basic attack.

    Special Event: Frenzy

    60 Soul Shards and a Ring Altar spawn at the start of a Trial. Survivors can collect them by touching them or repairing a generator in a 24 meter radius of them. Hooking a survivor takes 25% of all their shards and puts them back to their positions.
    If the survivors collect all Soul Shards, they become able to interact with the Ring Altar, taking the Ring Piece. This will prevent the Frenzy from happening.
    Once all Generators are powered, the Dread Ducky will unlock Frenzy:
    • The movement speed of the Dread Ducky is increased to 115%
    • The Doom Ducky becomes accessible.
    • The cooldown of Body Switch is halved.

    Special Enemy: Doom Ducky

    Using Body Switch while Frenzy is active lets you become the Doom Ducky. You can select one of two spots for it, with both of them being near Exit Gates.
    You can preform Body Switch while using the Doom Ducky, changing spots or becoming the Dread Ducky again.
    While playing as the Doom Ducky, you can use two attacks:
    • Extendable Head (M1): A ranged attack that upon being charged lets you extend your head forward quickly, instantly downing survivors upon hitting them.
    • Dull Duckies (M2): A stun attack which will let you throw a lifeless Dread Ducky, which will stun survivors on impact. To recover, they will have to mash the F button repeatedly.

    The Dread Ducky's Unique Perks:

    Last Resort:

    The possiblity of your prey escaping your grasp drives you into a state of frenzy.

    This perk activates once the Endgame Collapse is triggered. Once you are in a 12 meter radius of the Exit Gate area, you can activate this perk's effects for 5/7/10 seconds:
    • Your speed increases by 10%.
    • The Exit Gate becomes blocked.
    • Your Lunge increases by 50%.
    • The auras of survivors in the range are shown to you.

    "You gathered all of the Soul Shards. The ring Piece is now exposed, and the monsters will go into a frenzy."  -Bierce

    Sealed Away:

    Even in the realm of the Entity, the souls of your victims help you to trap them in.

    Whenever you injure, down or hook a survivor, get a token, up to 20.

    Once you gain more than 10/7/5 tokens, you can use all of them to Seal Away a generator.

    Doing so will randomly spawn a Soul Shard into the trial for each token you have and make the generator blocked until all Soul Shards are collected.

    Survivors can see Soul Shards' auras from 12 meters away.

    You can't collect tokens while a generator is Sealed Away.

    "Ah-ah-ah! I've got you now, mortal." - Malak

    Hex: Voices of Illusion

    A hex that feeds on the fear and anxiety of survivors, overwhelming them with sounds and tricking their minds.

    2 random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius, even when they normally wouldn't be.
    Both effects deativate when the second Totem is cleansed

    "They're trying to blend in, eh? Let's see how well you pay attention to details." - Bierce

    @SoGo said:

    https://us.v-cdn.net/6030815/uploads/9FF06RBI5GGZ/img-20250116-075440.jpg

    Height: Tall
    Speed: 4,6 m/s or 115%
    Terror Radius: 32 meters
    Weapon: Punishment Hammer

    Lore:

    Sister Madeline has never intended to end up as a nun. She had a great life, living in Poland with her precious daugther Elisa. Then, in 1939, tragedy struck. The invasion of Poland started and Elisa died in a bombing. After this she fled to the US and became a nun and chemistry teacher, seeking shelter and peace in prayer. But, peace never came. She constantly searched for a way to reunite with her daugther.

    And she found it, thanks to a stroke of luck. Ancient catacombs filled with spellbooks right below her room. She took all she could, mixing the ancient spells with her knowledge of chemistry. The result were three mutated chickens, aiding her in her goal.

    Once she learnt about a ritual that could revive her, she started to search for the right child for Elisa to inhabit. She selected those who wouldn't be missed, and halted every escape attempt. However, none were the right fit. This led her to selecting a boy named William, who was surprisingly difficult to catch. He managed to reverse the mutation of her beloved pets, and escaped her grasp. But, in his escape, he accidentally put pieces of a ritual in place, summoning a deity. They made a deal, and miraculously, the next day, she was expecting a child.

    The child wasn't Elisa, though. It was a boy she ended up naming Rod. And that wasn't the end of surprises - she started to become ugly, and her mind slowly drifted into insanity. She didn't remember the entire encounter with the deity, and therefore was unable to follow the commands it gave her. She only knew that leaving the school would doom her child to the worst death imaginable.

    Few years later, seemingly from nowhere, the other nuns betrayed her. They gave Rod away to the man selling ice cream around the school, and to top it off, paid him by giving him her spellbook. This made her snap, take a hammer, and slaughter every last one of them. Now alone, she decided to change the school into a business. She built a laundry in the school's basement, and started to lure in kids. With a promise of a fun summer camp, they came to the school, got trapped by her, equipped with a mask and locked away in the laundry, washing clothes for her. This worked well for years, until another clever child came along.

    They managed to collect pieces of a shattered mask imbued with ancient power, free all the kids, and escape the school. And she couldn't do anything, but watch. But, as she watched them leave, rage consuming her again, she also noticed the fog. Closing in. Dark. Mysterious. Assuring whispers filled her mind. It offered her a way to leave the school without breaking the pact she made. and an endless supply of people to take her rage out on.

    Power: Everpresent Warden

    Special Ability: Hearing

    Activating this ability with M2 will cause The Nun the slow down to 2,3 m/s and start listening. While in this state, she can hear all survivors actions, injured survivors and generator noises, all with directional audio, hinting at the approximate direction of the sound, but not the distance. She can use this for 15 seconds until the ability fully drains, after that a max. 30 second cooldown starts.

    Special Interaction: Masks

    When near a downed survivor, she can interact with them and put a Mask on them. Survivors who have these put on will have to search Cabinets for Keys to unlock and remove them. While a survivor has a mask on, their POV is locked to 1st person and their vision is limited.

    Special Prop: Locked Cabinets

    When a survivor has a Mask on them, the Cabinets are highlighted to them. To unlock them, they have to find the code. The code appears drawn randomly in the enviroment, separated into 2 parts. In the close proximity to the code parts, droplets of blue paint and handprints appear.

    Special Effect: Insanity

    The Nun has a passive Insanity meter charging up at all times. This timer jumps a bit with every started chase, injury, down, hook or when The Nun gets stunned.
    When this meter is fully charged up, The Nun gets 0,2 m/s faster, her Basic Attack Cooldown and breaking speed become faster, and her Hearing cooldown is removed.

    Perks:

    Solitude:

    Lock the doors, throw away the key, and trap them in, imprisoned with you.

    Spawns a Fuse Box near one of the Exit Gates. Once all generators are completed, the gates will not get powered until a Fuse is added to the Fuse Box.
    The Fuse is an item that can be found in chests, with the chances of it being in a chest being 0% on the start of the trial, and are increased by 20/14/8% per each completed Generator, up to 100/70/40%
    In a case of all Chests being already opened without the Fuse being found, they all automatically close.

    I Heard That:

    You can hear everything, every sound and whimper.

    Every time a survivor triggers a Loud Noise Notification, they also scream.

    1/2/3 times per Trial, you can activate the perk for 20 seconds.

    Any survivors who starts repairing a generator or healing during this time, screams and reveals their location.

    Punishment:

    Disobedience is never allowed under your command.

    When you injure a survivor with a Quick Attack, the survivor will become affected by Deep Wound.

    The succesful attack cooldown after a Quick Attack is 40/30/20% longer.

    Here are three of mine.

    All of them are licensed.

  • I always like new killer concepts!!

    This one sounds really cool.

  • Has anyone tried running VHS Porn and Bottle of Chloroform together?

    They could be a nice compensation for purple bottles, idk tho.

  • @DeBecker said:

    8 Addons got retired for survivors. We get a total of 2.5 Million BPs as "compensation". I just looked up my numbers on Dwight. Thats already 1.5 Mio Bloodpoints that have been wasted. And I have 44 other surviors with a huge mass of retired items.

    Was it really too difficult to make a proper coding for a "true" compensation?

    I can just call this scam.

    Tell me, honestly.

    How much were you using them?

    2,5 Mil Bloodpoints is a lot, and especially since we could have got absolutely nothing.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452233/being-penalized-for-getting-tunneled

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972529#Comment_3972529

    I can make make sure that this is passed along to the team. Would it be possible to get a little more information about the matches in which you received "go next" warnings so we can better look into this?

    Specifically, could you describe how the match went, approximately how long into the match were you tunneled, and whether any hook states were spread to other players during the period you were tunneled? Were you hooked first and then tunneled out before anyone else received hook states? With information like this, we can better understand what might be happening here.

    I know the devs are trying their best, but this system will not work. Not now, not ever.

    Best idea is to put it on a shelf in the back room next to the OG Finisher mori and never look back.

  • Because Last Stand is annoying and stupid.

    Conviction is just strong.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973047#Comment_3973047

    Seems there trying to make it work a mod was asking for feedback

    Tell them to please axe it and keep it on the "bad idea, never again" shelf alongside the original Finisher mori.

  • No no no no NO.

    Please BHVR, it was proved that the system is not good, do NOT bring it back.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972515#Comment_3972515

    You can drop pallet in chase with guard and he will go around whole loop or even building instead of walking through it.

    Ah you mean the one they decided to make into a feature?

  • I mean, Knight is one of the 3 most bugged killers in DbD (the bugged trinity, if you will), and not really THAT popular.

    Which unfortunately leaves him, alongside Twins and Houndmaster, bugged eternally.

    But yeah, I would be glad if they fixed some of the bugs that existed for long periods of time (as they promised)

  • I mean, it did include Hag and Elodie, which is nice at the very least.

    Although, yes, including Mikaela and Thalita again is odd.

  • Just make it so it removes a chunk of charges when hitting a survivor.

  • Yes, yes, YES.

    I agree.

  • Oh, that looks quite helpful!!

    Also, I have noticed they upped the number of shards from Rift Pass quests to 75! Which is great.

  • It's a bug. It will get patched... eventually.

    But, I want to say I hate the perk a lot.

    It's not OP, but just awful from a design standpoint, like, did we really need to give flashlight clicking Aces ANOTHER bully tool?

  • While they are a bit overtuned rn, with the PTB iri add-on made almost entirely basekit, saying they are completely unsalvageble is a great overstatement.

    They should be adjusted, yes, but they can end up as a really fun stealth mechanic.

  • I think it really should just remove a percentage of item charges when you hit someone.

    Which is funnily enough the thing it did initially.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972276#Comment_3972276

    Ye, if what OP says is true its back and seems like there’s still no improvement to that system… :/ big ouuf. Just like the size of this update — (still loading)

    If that's the case, here is my message to BHVR.

    GET THIS THING AWAY FOREVER.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972233#Comment_3972233

    BHVR basically took the event fog crystals, made the area up to 2.7 TIMES LARGER, then added survivor audio removal, and survivor aura removal. And made the item automatically recharge.

    This is beyond awful. How on earth was the fog crystals considered "too weak", and that we needed all these things added to it???

    In my opinion, the only change the Fog Vials needed from PTB to live was removing the audio muffling.

    I would maybe consider making it take away footstep sounds, so you can still hear the grunts of pain and actions, but not a complete audio removal.

  • @Brimp said:

    https://us.v-cdn.net/6030815/uploads/CFSO3PLHUOBC/image.png

    The two changes that didn't need to go through was the activation time on yellows and linger time on pinks. All for like 2 addons to become base kit. Nerfing Bleach and Ether would have been enough honestly but now pinks are just worse at base than before.

    Welcome the time of just throwing yellows at feet with haste addons and brutal strength instead of pinks between tiles. Oh yeah not to mention the haste addons remained at their values before the PTB so get ready for 17% haste clowns instead of pink bottles only.

    I find it extremely amusing that in an attempt to stop Clown from mindlessly spamming purple bottles, they made it so he can mindlessly spam yellow bottles.

  • @Coffeecrashing said:

    https://us.v-cdn.net/6030815/uploads/UBGNGYGBR30J/image.png

    This is supposed to be fair and balanced? Are you kidding?

    Is that base item?

    Or with the iri?

  • @MechWarrior3 said:

    RIP Franklins :(

    And RIP old Streetwise.

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