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  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912605#Comment_3912605

    Yeah, dont get me wrong a few of her cosmetics are cool, but the gooners can have her xd

    Yup. The last good one imo was the Chrysalis one.

  • True with Sable.

    I was so excited for a goth survivor, only for her to become a female Vittorio with the skimpiest outfits known to man.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912572#Comment_3912572

    I might be a fortune teller , but you friend are a mind reader. Are we forming a coven or a team of x-men?

    A coven would be more stylish :)

  • @HeroLives said:

    I am thinking of a specific killer perk that I feel like would counter this.

    All-Shaking Thunder + Coup de Grace?

  • He got it in the PTB.

    It's just not in the Patch Notes.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442876/new-rarity-colors-accessibility-concerns

    Hey! I want to make sure I best reflect your experience when sharing this feedback - would you be able to confirm which tiers you're unable to tell a difference between?

    This change is really not needed.

    There was nothing wrong with the old colors.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911968#Comment_3911968

    It's difficult:

    In my opinion Boon: Illumination should also show you the aura of your teammates which would make the perk and soloq slightly better. So, this option is already gone.

    In case of Dark Theory: My only idea is something like this: Boon: Dark Theory can only be used two times on two different totems. As long as this totem stays, the passive regression of every generator is reduced by +20% if the killer kicks the generator - so it wouldn't affect Ruin or regression from PainRes. Within the range of the Boon, survivors can see the generators that start to regress. However, then Rookie Spirit needs a rework (it needs it anyway but you know).

    That's....

    A really neat idea! I like it. It's pretty unique.

  • @Minibeasty said:

    Hmm… remove oblivious and prevent you from being affected by it while inside the boons radius, and make you see the killers aura while both you and the killer is within the boons range?

    Maybe...

    But making it reveal the killer constantly would probably cause an uproar of negativity towards it.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911943#Comment_3911943

    The issue with Dark Theory is that it is a small gab between niche and strong. Giving Dark Theory a bigger haste buff might not be problematic on some maps but on maps like The Game, Badham, or Midwich it can become really problematic. Also, the weaker killers will suffer more from it than the stronger one. A similar issue have Invocationperks - currently, they are really niche perks but can become really strong or unhealthy with some buffs. Then, there is also the problem that SWF will make greater use of these perks than SoloQ and the last thing this game needs are perks that are good in SWF but useless in SoloQ.

    Yeah, and that's exactly why this perk shouldn't be a Haste related one.

  • Update: With the 8.7.0 PTB, Dark Theory recieved a laughable 1% buff. It's 3% now.

    Anyway, still useless, idea bad, new groundwork needed!

  • So…

    Unrelated, but this would be the ideal time to reintroduce the unused add-ons for firecrackers.

    Just saying.

  • I feel like PTBs should be more spaced apart, not one right after an update.

    Overall, I feel like the chapter release schedule should be made so we get 3 chapters per year instead of 4-5.

  • @Bodark said:

    Having a Hex perk be tied to M1s is insane. If the perk has to have that stipulation to balance it then rework the perk. Half the roster can use m2s for injuries.

    Surge, Rapid, NBM. None of these need to be M1 perks. If surge is a problem on Nurse then make it not work with Nurse only.

    STBFL is the exception since it is for basic attack cooldown

    Tbh, the problem with the new Hex is not it being M1 only, but being locked behind 8 succesful attacks and being a Hex on top of that.

  • @HolyDarky said:

    The new survivor has been accidentally leaked via official merchandise on BHVRs site. So be careful when you check social media.

    Thanks for the warning!

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911370#Comment_3911370

    thank you. This survivor has to be coming with altruistic perks right?

    I mean, it's a no brainer right? She is a nurse, she has to have some altruistic perks.

    I'm almost sure that she'll have at least one.

  • Edit: Added in the third teaser.

  • If protection hits removed endurance, then endurance would be worthless and you could just immidiately tunnel someone off hook.

  • The hitboxes are bad, yes. I'm not sure why a hatchet has a hitbox of a beach ball, or why survivors have the hitbox of a cylinder. Maybe it would be too wonky to hit then, idk. Also, latency hits are killer sided, what happens on the killers screen happens irl. Your weapon hitbox didn't shrink, it just displays what actually happens.

    The new event…. could have been much better, still not sure why we ditched Lunar New Year events for this. They could have at least readded the blood basins from last year.

    Tunneling, well, yeah it can't really be removed. The only asym that achieved that was FT13th, which allowed the killer to kill you instantly.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442783/haddonfield

    id say keep the current map make the road slimmer (like you suggested) and maybe add an extra park or pond style thing next to the main house?

    I'd rather add in an extra house.

    The map is also really small, the last time it got shrinked too much.

  • Very true, very much agree with this.

  • @zarr said:

    I would like for people to showcase exactly where Balanced Landing creates actual infinites, with a killer trying to catch them. Even a pure M1 killer, no chase ability. You take a friend, go into a custom match, and it should be easy to demonstrate, doesn't take more than 5-10 minutes out of your day.

    I'm not saying there doesn't exist at least one such setup, nor am I saying bugged BL is fine if it doesn't create literal infinites, but I just don't enjoy how posters on these forums always claim things without backing them up one bit. The general spirit is one of a lot of yappening and not a lot of happening.

    These days, with most elevated vaults having openings close by, as well as today's Bloodlust and Entity Blocker specifics, I struggle to see what could possibly make for an actual infinite. And again, that's not even talking about all the killer abilities that would completely negate that anyway. Maybe Saloon main building, and perhaps some path around Disturbed Ward's main that uses the holes in the upper floor? But then you also need to account for the ability to keep out of chase state.

    But to stress this again: BL doesn't need to create a situation where a killer (and even if it's only one without a potent chase ability) literally cannot catch a survivor to be problematic. It suffices if it makes a bunch of setups stronger than is reasonable, which I do think is the case. I don't think the perk in its current bugged state is nearly as gamebreaking as it is being made out to, I in fact do not believe it is gamebreaking at all. But something doesn't have to literally break a game to be problematic.

    The fix for this should be incredibly easy for BHVR to implement, but if they really cannot do so within the week, sure, killswitch it. Although they for some strange reason are awfully reluctant to engage their killswitch, despite it being designed for precisely such cases. It's as if using it takes more effort than they're willing to exert too, which would make it a flawed implementation.

    Anyway, I will use this opportunity and post to talk about Balanced Landing in general, and its need for a buff:

    Exhaustion perks are always competing for slots with other Exhaustion perks because they cannot be used alongside one another effectively or at all. This means that if some of them are (more or less) objectively worse than others, they are objectively not worth using because you'd obviously want to just use those others instead.

    BL suffers from this issue, and arguably more so than any of the other Exhaustion perks. For starters, it is more conditional than all of the others, because the ability to activate the perk at all depends on the map, and the opportunities to fall off an appropriately steep height are limited on most maps, with some maps barely having any opportunities at all. Compare this to Lithe or Smash Hit, the next-most conditional Exhaustion perks, yet still infinitely more accessible than BL. This not only makes it much less reliable in chases, it also further limits the ability to get value from the perk in other game situations, be it just to traverse distances a bit faster or to set up for rescue plays and such.

    Then there's the fact that BL is more telegraphed than any of the other Exhaustion perks, because you regularly have to run to places a survivor would have no business running to in a chase if they weren't using BL. This opens up counterplay opportunities for the killer where they can try and zone or intercept the BL, undermining its impact.

    Next, there's the fact that BL doesn't even reduce the stagger by 100% - there's still a bit of stagger left (25%) and this eats into its 3-second, 150% sprint, reducing the distance you make with it in a way no other Exhaustion perk suffers from. It also allows killers to often hit the survivor during the stagger still.

    In the case of Smash Hit BHVR made the concession to increase its sprint duration to account for the time you spend locked into the pallet drop animation. And then they also reduced its Exhaustion timer as a concession to its conditional trigger. BL on the other hand got none of these concessions, it's a dated design that should have long been reconsidered on.

    I would go further and say Exhaustion perks in general show signs of age and given their almost incomparable impact potential on the game of DbD as well as their unique trait of being in contention with one another, a more holistic overhaul would be appropriate, or at least an overall rebalancing.

    Another thing of pertinence here is that BHVR around a year and a half ago (again) removed the ability to vault windows and pallets during fall stagger. While that was a fairly reasonable adjustment (albeit there could have been other, perhaps better solutions), what wasn't reasonable was them - in what I assume was a ham-handed bandaid fix - alongside this adjustment also removing the ability to do much of anything else during fall stagger, including healing, unhooking, jumping into hatch, and on. This was an undocumented and wholly uncalled-for shadow nerf that is relevant more often than you'd think. And again, I don't think this was even intended or deemed beneficial, I think it was simply that BHVR couldn't figure out (or didn't want to spend the time and effort figuring out) how to only stop survivors from vaulting during stagger, and so they went ahead and simply made most of all actions impossible. This is another reason to look into "stagger" rebalancing, both in relation to BL and in general.

    But without going into all that, I will propose a few adjustments for BL that I think are completely reasonable (I'm not suggesting all of these should be implemented):

    At the very very least, its stagger reduction should be back to 100%.

    The noise suppression should not be on a cooldown.

    Its sprint duration could be increased to 4 seconds.

    Perhaps reduce its Exhaustion timer to 20 seconds.

    The stagger reduction could be on a separate, independent cooldown, of say 30 seconds (although then perhaps keeping the 75% reduction amount).

    Alternatively, make BL a non-Exhaustion perk and simply have it suppress falling noises and reduce the stagger by 100%, on a 20-or-so-second cooldown.

    Very well said.

  • I don't know why did they do this change.

    The UI was fine.

  • And it's a shame too.

    The new blood gens are a genuinely interesting deviation from the normal gameplay, but…

    nothing works with them, only survivors get a new thing, the community challenge is required to get to the 500% boost, the offering is personal so BPS are better, and the Blood Basins from last year (a very fun thing to do as killer) were retired completely.

  • They should either be extremely unique and allow you to change your playstyle greatly, or buff the base power in a substantial way above every other add-on.

    The examples of how NOT to do an iri add-on are the Haste and Exposed iri add-ons so may killers have. I'd also argue that iridescent aura revealing add-ons (Torn Novel for Houndmaster, Tattoo's Middle Finger for Clown) are also not the best things to be made an Iri.

  • My suggestion on how to improve it:

    1. Perks from characters available from the start do not appear in the Shrine anymore.
    2. Double the amount of perks available in the Shrine (there are now 8)
    3. The price of perks no longer scales up if you already purchased the Tier 1 of a perk, and instead stays at 1000 IS for the Tier 2 and 3.
    4. Purchasing a perk you arleady maxed out now gives you 1 million Bloodpoints.
  • Springtrap is the main big bad of the entire franchise, and one of the few fleshed out characters.

    Every villain ties back to him.

    Circus Baby/The Funtimes: His murder bots, one of them possesed by his daughter.

    Golden Freddy/The OG cast: His victims

    Vanny: His copycat and servant (also she was cut from every game she was in so she has a personality and impact of a wafer)

    The Mimic: Copying him, and also a shoehorned in character from the books, recycled from other characters that came before.

  • The edited in part reminds me of a little post I saw on reddit:

    IMG_20250412_205159.jpg
  • Just because she talks in the teasers doesn't mean she will talk in game.

    Yun-Jin is an example of that.

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    I agree with your take at MMR and Matchmaking completely. The current system puts queue times as a priority, instead of balance.

    The nerf to Pentimento will likely be too much (not sure, don't know the numbers yet), and the Houndmaster nerf depends solely on the numbers. The ideal range should be somewhere between 0,55 and 0,6 seconds, no more. Not back to the slow 0,9 she had originally, but not the 0,45 she has now.

  • Adding to this, it is true.

    It happened to me as well.

  • Nothing works on Blood Gens.

    No perk, add-on, power or item. Both killers and survivors cannot use gen related stuff to get the upper hand.

  • @HeroLives said:

    Boon version of undying

    Would be a nice side effect, tbh.

    Considering boons can be reapplied forever, making a full perk dedicated to it seems a bit lacking.

    However, adding it alongside another effects would be great.

  • @HolyDarky said:

    Second teaser for the upcoming chapter, really love it

    https://youtube.com/shorts/Hyz6LrdE8rE?si=v7jSCO-xV33wYzlY

    Thanks for letting me know!

    I'll add it to the post rn.

  • @ChurchofPig said:

    Seeing the name Steady Pulse is giving nurse/doctor vibes and now I'm just having Mikaela release flashbacks and og Circle of Healing. You know they'll pull that op perk bs again for sales since a stand alone og survivor isn't going to have the same weight as a stand alone licensed survivor.

    I hope that they learnt from their mistakes.

    It seems like they remember the debacle well, considering every boon released after COH aside Exponential is really weak.

  • @Mikempk67 said:

    Dark theory is going to need a buff or rework soon, since they are removing hindered and haste stacking, which is going to make Dark Theory pretty much Shattered Hope's twin in terms of how pointless they are to run.

    which is going to make Dark Theory pretty much Shattered Hope's twin in terms of how pointless they are to run

    You are right with that one lol.

    The haste was always bad, and unhealthy for the game, so i'd rather see a new effect.

  • @D0NN1ED4RK0 said:

    rework it

    And instead make it like the perk vigil

    So whenever survivors step into the booms range they recover from exhaustion or any other status effect faster

    Nice idea!

    I am a bit hesitant, since Vigil is already good enough. It would depend on the numbers, but most people would still run Vigil over a boon because it's completely passive and covers more status effects.

  • @Flopkween said:

    I'm so excited for the chapter. And if the rumors are true I'm going to love who it is 👀

    Aah, I see leaks are always present.

    I am also intrigued as this seems to be a lore survivor, so it should be interesting.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909467#Comment_3909467

    That would be maybe a middle ground.

    invisible and impossible to interact? So it makes hexes permanent?

    Not exactly. The perk concept I made was, in short, that for the first 2 minutes of the game, totems would be intangible, but Hexes would still function.

    Basically what Dominance should have been.

    But imagining a perk that makes Hexes permanent, yeah, I can hear the outrage from here :)

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909471#Comment_3909471

    I think they’re a few decent ones and the rest are bad. Devour, Blood Favor, Plaything are decent but yeah spawns are awful.

    The bad ones (imo) are Huntress Lullaby, Two Can Play, Nothing But Misery, Wreched Fate, Ruin and maybe Retibution. And now maybe Pentimento

    But yeah, the rest don't have enough of an impact before they get cleansed, so it's not worth running them (aside Haunted Grounds, those work every time lol)

  • I feel like Babysitter and No One Left Behind should be left out of this change and continue to stack.

    The devs clarified that not all perks related to Haste or Hindered will get restriced, so here's hoping.🙏

  • Hexes themselves aren't bad (aside 5 or 6 select ones)

    It's the terrible totem spawns that screw them over.

  • I don't think it's only those 3.

    Surge is pretty good, so is Corrupt and Deadlock.

    On the other hand, we have Thanatophobia, Dying Light, Hex: Ruin, Hex: Huntress Lullaby, Eruption, Call of Brine, Overcharge, Thrilling Tremors, Hex: Wreched Fate and now also Pentimento, all of which are just not good enough.

  • @GoodBoyKaru said:

    It seems BHVR rehired the marketing team, this is the first teaser we've had since All Things Wicked I believe (DnD, Castlevania, FNAF have all had pre-release announcements but no teasers, and I don't think Tomb Raider, Doomed Course, or Tokyo Ghoul got even that, just an announcement on the day of release) and I am absolutely thrilled. ATW was the best chapter rollout to date and even though I'll miss the old talent (I'm not entirely sure, but I believe they're still gone, especially the person behind ATW) I'm excited to see what the new blood can do, and if teasers are a mainstay again I will be singing from the rooftops.

    I've missed these, I really have.

    Yeah, I'm thrilled too.

    Half of the success of All Things Wicked was the teasing and the build-up.

    Lara Croft and The Houndmasterboth brought very little thrill to the game, since we didn't have any info aside leaks.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909267#Comment_3909267

    Agreed. It feels very weird to nerf what little perk diversity we have. For years it feels like all they want us to stack is 4 gen slow downs. Like I want to run some chase, aura, slug, anti heal, or alternative slow down perks but every time something's decent it gets gutted pushing us right back to gen regression/blocking.

    I know a lot of people have suggested just blocking hex totems from being cleansed for the first 30 seconds or whatever of a match, which is realistically what they'd do if anything, but this feels like a bad bandaid fix that would still leave them bad. They'd still know exactly where it's at to cleanse it right after. At the end of the day it needs to be harder/longer to find them. They realistically aren't going to go through every single map adjusting spawns, that's too much work. It was feasible years back with less maps when we were saying this originally but now the problems been ignored for too long. There's just too many maps at this point for that.

    I'd suggest things that make them more time consuming or harder to find and can be blanket applied. Make all totems appear as dulls to survivors. Usually you hear the crackling first, that would be gone since it would appear as a dull. It wouldn't be bright and easier to see. It also would make it more time consuming because then they'd break dulls which could potentially be nothing and waste their time. Perfect timing with Pento getting gutted anyway since this would've been a buff to it.

    That could work. Survivors would probably hate that tho, especially if the Hex is Devour Hope or Blood Favor.

    The idea of blocking them isn't the best, as you mentioned. A really popular idea that I agree with is to make totems appear as dull until the effect starts to take place. It wouldn't be the best solution, but better than nothing.

    Side note: I would love a perk that makes totems invisible and impossible to interact with.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909251#Comment_3909251

    Basically.

    Hexes are in the dumpster with very few actually being good, Pentimento being one, and they're killing that lol. Such confusing balances choices to me.

    Their main problem is how easy it is to cleanse them, since most totem spawns are easy to find, imo. This kills most of the Hexes and makes it so only those that benefit on being broken.

    And some are just plain bad.

    But yeah, the choice to potentially? nuke Pentimento is a weird one.

  • @Blueberry said:

    The entire point of what made it good is the strong effect being at a 1 totem requirement as that was reasonable to maintain. If literally any of it being good requires more than 1 rekindled at a time it's now trash. You aren't sitting in a match with 2+ rekindled totems almost ever. This is even before we get into showing the rekindled totem auras which is also a massive nerf in itself and would probably kill the perk by itself without the aforementioned changes…We'll wait and see the numbers before too harsh a judgement but this reads dead perk all over it.

    Hexes need buffs, in short.

  • Everything looks good aside maybe the Pentimento changes and Haste/Hindered stacking removal, but I will have to see the numbers to make my opinion.

  • @[Deleted User] said:

    The only thing I actively dislike here is calling the challenges/rituals quests. The word just doesn't fit the vibe of DbD, I can't explain it any other way.

    Which is to say, great changes overall.

    Agree

  • To the devs, proceed with caution.

    Don't overnerf him, don't make this yet another killer that lost their identity because of complaints (like Freddy, Skull Merchant and Chucky)

  • In the words of Killa Whale: Always be annoying.

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