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ThatRyanB

ThatRyanB

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ThatRyanB
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  • @carrieee97 said:

    will switch 2 get the 9.6.1 update today or will it be a case of us not being able to crossplay the other our friends who are on different consoles while 2v8 is on?

    Switch won't be getting the 9.6.2 update today, but it will follow at a later date. When that arrives on Switch, you can also expect the content of 9.6.1 to be rolled into it.

  • There's some great feedback in this thread! I'll be sure to pass it along to the team.

  • I wanted to pop in to confirm that we're actively sharing details about this with the team. Don't hesitate to share any evidence of this you might have on BetaHub, as that's the most direct way to get it in front of the appropriate folks.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077091#Comment_4077091

    Hello!

    So, conceptually, the part that sticks out the most is the decreased repair speed.

    I assume the intention is to increase the amount of chances this perk would have to proc, but it causes more problems that it fixes.

    Firstly, it makes the perk a troll one. A newbie or a spiteful survivor can tremendously screw over the whole team by placing the boon at the wrong place/wrong time.

    Secondly, the time sink outweighs the reward. Yes, I may be able to get 10, 12 or even 15 skill checks, but I am also doing a sixth gen.

    That's it from the top of my head.

    Thanks for hearing me out on that and laying this all out! I'll add this to the feedback we're gathering.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077091#Comment_4077091

    You have to spend a bunch of time booning, and then cut your gen repair speed in half. One percent extra progress on exclusively great skillchecks is never going to compete with that, no matter how permanent it is.

    Not to mention that one player can force this terrible trade-off on others, because it's a 'boon'.

    I appreciate the detail. I'll be passing feedback along to the team, so context like this helps characterize what folks are feeling.

    Out of interest, if you had to point to one aspect of this perk that feels like it'd cause the most friction (i.e. extending the effect to other Survivors via boon; the time investment needed to get value; the speed compensation), what is it?

  • @SoGo said:

    So, I'll try my hand at making a draft too.

    To catch up those who aren't aware, here is what one of the Grimoire perks should look like:

    https://us.v-cdn.net/6030815/uploads/W70256JPZSFP/img-20260505-103956.jpg

    There's no denying it sucks, numbers wise and also, imo, conceptually.

    So, here is my alternate idea:

    Boon: Steadfast

    A boon that makes a single generator's progress permanent.

    While next to a Totem, press E to bless it.

    • 10/30/50% of progress of the generator closest to the Boon becomes Locked. When the killer snuffs out or breaks the boon, or the boon changes locations, the generator loses the Locked status.
    • After the boon is snuffed, blessing it again will take 100% longer. If the same boon totem is snuffed out twice, the totem breaks.

    Locked generator progress cannot be regressed until the boon granting this state is removed. The progress still counts towards the "total charges" of the generator for perk reasons.

    I know this may be too strong, but it's a quick draft, and also not a version that will probably get used.

    Hey there! You mention not liking this perk from a values and conceptual POV. Would you be able to elaborate on what specifically you're not liking about it?

  • For those of you who were encountering the Bloodweb crash, I'd love to follow up on this as we deployed a fix for this earlier today: Are you still encountering this crash?

    On top of that, we deployed a tentative fix for the Tally Screen crash on Steam. This fix is planned for other platform in the next bugfix patch.

  • @Dwight_Fairfield said:

    I am on PS5 and it's causing me to be kicked back to the main menu where I need to log back in again.

    To confirm, is this related to the Bloodweb Error? And when you say the main menu, do you mean the game's main menu, or the PS5 menu?

  • @rysm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075839#Comment_4075839

    My crashes in particular have been on PS5, i'm able to get to the endgame screen but it crashes randomly on there. I'm not doing anything specific on that screen just the usual scrolling between the pages! I don't think it has been saving the bloodpoints from the match either when a crash does happen

    And to confirm, does this result in a crash to desktop, or does it drop you back in the lobby/menu? Is there a crash/error message?

  • Hey folks. I'm dropping in to let you know that the team is aware of this and looking into it. Thanks for taking the time to flag this!

    @rysm said:

    That's a new one. My game just keeps crashing lol

    @TamaraLatte said:

    I'm getting this in-between total crashes. 😂 Terrible updates are part of DBD's lore now.

    I do want to check in on these crashes as well, though, so I can escalate them to the team. Would you be able to give me any more details on what's happening during these crashes you describe (i.e. where they happened; was it a full crash to desktop)?

  • @VilerOfCool said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075533#Comment_4075533

    This should happen pretty quickly because if we are stuck with this for a year or two it would be genuinely the worst thing ever. I beg please don't let this be a super long and drawn out process where the balance will be broken for like 4 years because the devs just forget about it.

    I hear you on that and understand where concerns like that can come from. While I can't promise you specific timelines, I can promise that I'm here to make sure the team gets a clear idea of what folks like you are feeling. For that, I'd love to dig into the specifics with you: When you say that balance is broken right now, is there something (or somethings) specific that's at the core of this for you?

    I understand folks' bigger-picture concerns and worries about diminishing returns impacting build crafting, but if there are specific combos causing you friction or perks you feel have been especially impacted, I'd love to get your POV!

  • @VilerOfCool said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075481#Comment_4075481

    Thats… honestly a good strategy. Though personally, I think having them in PTB's and just monitoring them there and making changes and updates slowly would have been a bit better. Then again many people might not play the PTB which could make it not be as accurate, but still.

    PTBs are definitely an important part of this (and we got a lot of great notes from the last PTB!), but as you alluded to, these only reach one segment of the wider DbD community. PTBs help set the groundwork with feedback, and then player response on Live helps further refine, if necessary.

  • One thing I want to make sure is clear about diminishing returns is that we're not looking at this as a one-and-done change. We're looking at diminishing returns as an ongoing process. This is why it's not being paired with wider perk changes, as I've seen some folks request. When making a broader systems change like this, it's often important to limit the number of simultaneous, linked changes so you can better monitor and understand the impact of the bigger-picture change. Then, equipped with that knowledge, it can help inform whether more granular changes (i.e. perk adjustments) are needed.

    We're actively monitoring feedback, so please, play around with diminishing returns and continue to stretch and prod at it. If there are specific things that are causing friction (i.e. perks that feel particularly impacted by this change), let us know and we'll bring it back to the team.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466706/a-match-details-sneak-peek-ahead-of-tomorrows-update

    What happens if someone brings No Mither? Does that count as immediately losing a health state, thus revealing the killer to the whole team right away?

    Good question! Since No Mither isn't considered a loss of health state, it won't reveal the Killer here.

  • @Rick1998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070580#Comment_4070580

    some of them are fine for example wesker and animatronic . However ghostface and doctors buffs are just barelly changing anything and not moving the needle at all in their viability . Doctors will still feel inconssistent and ghostface will still feel bad against coordinated teams . These killers are so much weaker then the top end so we should not be scared to give them actual meaningfull buffs or they just won't be played by veterans .

    Thanks for the added detail there! I appreciate it. If you don't mind me asking, what about The Doctor feels inconsistent to you?

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070580#Comment_4070580

    Really like the springtrap ones! So many dead hards made my grabs transition to attacks so hopefully with the new prompt that wont happen!

    Will definitely be excited to hear what you think once you've had a chance to go hands-on with it :)

  • @Rick1998 said:

    those killer buffs for the most part are not it .

    Would you mind elaborating on what you're not liking the looks of?

  • @Skeleton23 said:

    I was wondering if the Killer buffs are gonna be baskit, Addons or both. You don't have say exactly what im just curious

    We're not spoiling the specifics quite yet, but you'll be able to find all the details in tomorrow's patch notes :)

  • @Shaddoll_Serpent said:

    I hope there's more perk updates aside from just Fast Track. With diminishing returns now seems like the perfect time to buff a few things that have historically only been used in stacking. (Hope, Overcharge, etc.)

    One of the big things to remember about diminishing returns (there was a great segment about this on the stream listed above!) is that we're looking at this as an iterative process and a journey instead of a single change in a single update.

    Yes, diminishing returns will likely impact how certain perks and synergies perform, but it's important that we see how the community makes use of these initial, bigger picture changes before we start pulling too many other levers and making more granular changes.

  • @Rick1998 said:

    I'm curious if the dimishing returns will have any effects on hyperfocus+stakeout or sprint burst+vigil . There is good potential for this to be healthy but alot of the meta and unhealthy perks don't even stack to begin it so i'm not sure how usefull these changes will be .

    Will definitely be interested to get your take after you get your hands on it, then! It's not lost on me that it'll require hands-on time from the community to sort through the ins and outs, so I'm excited to follow that journey (and of course bring feedback and impressions back to the team)

  • Hey folks! I wanted to pop in with some extra context on this to give you a little look at the dev side of things. The timing of when the Killer power icon is shown is a tunable on our side, which means we can make adjustments to this if needed.

    We'll be closely watching PTB feedback to keep the team informed about how folks are feeling about this in case adjustments from the PTB are needed!

  • Popping in here to confirm that this is a bug that the team is aware of. Rest assured, they're investigating a fix for it.

    In the future, if you suspect that something may be a bug, don't hesitate to report it on BetaHub as this is the quickest way to get bugs in front of the team :)

    https://app.betahub.io/projects/pr-5642738318

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067055#Comment_4067055

    Blood Generators allow players to generate meaningful progression by moving around the map instead of being fixed to one location and holding the objective. Getting the opportunity to see more of the map compared to a traditional match feels like a completely different gameplay experience to me.

    I don't want to take away from the Blood Moon event, but I could see the concept being brought back more often during the year. Blood Generators and Pumps could easily be reskinned to Slushie Generators and Pumps for summer break players.

    Love this! Thanks for breaking that down :) I'll pass your feedback along to the team!

  • @WolfePhD said:

    It feels wrong that we only get Blood Generators in only one event out of the entire year when they are the most engaging gameplay mechanic.

    I'm glad to hear that you dig them! I can pass this on to the team, but I'd love to dig into the specifics - is there something in particular you find most engaging about them?

  • @NotJared said:

    In a continued effort to clarify game language, the term "Conspicuous Action" is an ambiguous nothing-burger of a term for ANYBODY reading it, without doing more research or first-hand experimentation.

    Even after almost 10 years and 6,500 hours of playing and actively following updates, I often forget what it means! What the heck is a "Conspicuous Action" in game language? Does touching an Exit Gate count? What about Killer Objects? The term is never defined anywhere and it means nothing to anyone without external research.

    I strongly believe that "Conspicuous Action" should be defined in-game somewhere, and in perk descriptions would be an excellent place to do so.

    https://us.v-cdn.net/6030815/uploads/HTB66D36RDEB/image.png

    This is a great flag and something I can raise to the team. Thanks!

  • I wanted to pop back in to this thread to thank you all for the great back-and-forth. There's a lot of feedback here that we're working through to bring to the team. It's no secret that The Trickster has a high skill floor that relies quite heavily on the risk-reward per knife, and that their perceived strength can vary map-to-map. These are things we're following both through feedback and game data, and will continue following over time, understanding the learning curve.

    All that to say, the shift to 4.4 m/s was done to focus on The Trickster's identity as a projectile Killer, prioritizing skillful knife throwing over M1 attacks in-chase. I hear the frustration about this that some folks are sharing, as well as the comments from folks who feel it feels good, and want to assure you we'll continue to watch how these impressions evolve.

  • @MoZo said:

    still bad. please just bring back 9.1.0 version of fog vials. there was nothing wrong with them and they got nuked because people didn’t like change.

    What specifically about the 9.1.0 version do you feel is missing here?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064466#Comment_4064466

    I don't disagree with that, but then that just means this perk is one of those perks that is going to be useless in the hands of the "average" player, but those high level SWFs are going to abuse it to no end. Thus a poorly designed perk that is able to be exploited by a group of players that don't need anymore help, while the ones that do need the help are relegated to it being useless.

    So, this is precisely the situation we want to look out for. Much of the concern I see appears to be based on how the perk could be exploited, but from what we saw on the PTB, these situations were not coming to pass outside of coordinated tests that required setup for the perfect scenario.

    If you are seeing this exploited, though, please don't hesitate to share footage of it so I can bring it back to the team and keep them informed!

  • @VilerOfCool said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064479#Comment_4064479

    So uuh. Let me get into this.
    I haven't looked at this SUPER in DETAIL, nor have I played the map THAT much so apologies for that and apologies if something here is just a skill issue lol. Also this is the view of a KILLER main so I will only mention how it felt playing killer, cuz I don't really play survivor ever. Also one last thing, I have no clue how easily these will be to fix, if even possibly at all without remaking the map.

    Basically, there are a lot of palettes scattered here and there that more than half of the time forces you to break them with very little room to actually play around. Making the map HEAVILY survivor sided.


    The buildings are very disorienting and confusing.


    Sometimes, possibly A LOT of the time, a building will lead directly to a pretty decent palette meaning if a survivor is working on a gen inside a building, all they have to do when they hear your terror getting close is run to this palette and if you aren't there, just keep running since there will most likely be another palette close by.


    It's pretty bad for ranged killers, a lot of complete LOS blockers that you can really play around, like at all, making it so these ranged killers RARELY get a moment where they can actually use their ranged ability, especially on a character like trickster.

    To add onto trickster being pretty bad for this map, gens are placed too far apart, maybe not in measurement but in gameplay it takes forever to get from one gen to another, due to either having to go through weird buildings and going completely around them and etc. This makes the map pretty awful for low mobility killers such as trickster, as they have to slowly navigate through the map to get to a gen that is just about to pop.

    Anyways that's all I can think of, I am not good at explaining so apologies again, someone might be better at it lol.

    Vile out.

    Thanks for taking the time to articulate all of this! There's a lot here I can pass on to the team as-is (i.e. feelings about pallets, LOS blockers impacting ranged play), but I would love to pose a secondary question. You mention the buildings feeling disorienting and confusing. Do you think this (and the evolution of Killer strategy on this map) is something that will ease up for you over time as you get more time with the map?

  • One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

  • @OneShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064392#Comment_4064392

    Dead Hard would be my prime example. "Whenever X" is a terrible way of phrasing "Whenever X this activates, after use it deactivates." Eruption is in a very similar camp to it.

    The entire concept of "special break" vs "basic break" also seems very clunky and forced. Considering there are no perks that only activate on special breaks, I feel like perks should use something like "break by any means" vs "manual break", which I feel would flow much better and not gamey-fy the text too much.

    Perks like Human Greed or Dissolution still do not inform the killer that the Survivors are informed of it being inplay. Considering perks like Darkness Revealed do not do this, I feel like there should at least be a disclaimer (I know this was an issue under the old system too, but this system should be better not have the same issues).

    @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064392#Comment_4064392

    For me personally, Eruption's new description seemed harder to understand. It'd be much easier to understand if it explicitly stated that damaging a gen applies the perk to it, the current description of "Whenever you damage a Generator, when you down a survivor, all Generators damaged this way: -" just seems too wordy with the two usages of when back to back make it read very awkward.

    Something such as "Damaging a Generator applies Eruption. When you down a survivor, all Generators this perk applied to: -" Would read much better IMO.

    I appreciate you taking the time to list these out. Let me take a look at them and pass along your feedback.

  • Thanks for the early feedback, folks! Keep it coming!

    @VilerOfCool said:

    I never had fun on this map even in the PTB. I wanna love this map so much but I just can't love it at all due to how it is terribly balanced.

    Would love to dig into the specifics here. What about it feels imbalanced to you?

  • This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.

    All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!

  • @Dreigonix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064386#Comment_4064386

    Oh, we will. Not that BHVR is going to listen to us now if they didn't during the PTB, but we will.

    Thank you! I promise you, we're here to listen and bring feedback back to the team. While perspectives on a given chance can differ widely across the community, our role on the Community Team is to bring those different perspectives together for the team so they can see the big picture.

  • @OneShape said:

    Terrible change. I don't know why you went through with this, from what I have seen on the PTB feedback section negative feedback to positive feedback was like 10 to 1.

    This is just a net negative change. It makes the game less immersive, it makes the game harder to understand especially for newer players, the wording is more clunky. The only advantage I can think off is that searching for perks by their text is more consistent, but that does not remotely remove all the harm it does.

    I am genuinely so upset over this, this is just a bad change.

    Are there any specific examples where you feel the updated perk descriptions are harder to understand?

  • @supersonic853 said:

    https://us.v-cdn.net/6030815/uploads/OWXM60K2DHSV/1000013859.jpg

    Was wondering how itd turn out because they said they were debating on it. I think this is the actual answer not very sure but from testing it does work again and the description actually matches. So heres hoping.

    You're correct! The interaction between this add-on and perk is now more clearly framed as an intended effect.

  • We're so excited to share the update with y'all today! As always, we'll be keeping a close eye on feedback to bring back to the team, so don't hesitate to head over to the Feedback section to let us know what you're thinking of the changes :)

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055912#Comment_4055912

    Hi @Mandy, about the pallets - did devs delete indoor maps pallets that would always spawn on purpose or is it just a bug?

    Lemme hop in here for Mandy :) This is a known bug that's been resolved across most indoor maps. The team's still investigating and keeping an eye on it, though, as Midwich still seems to be encountering some spawn issues.

  • Thanks folks! There's a lot of great feedback for me to work through! The intention behind these tonics is to add another layer to the 2v8 gameplay for both roles, so it helps to get both perspectives.

    I'd love to dig into something I've seen mentioned a little. How do folks feel about the ratio of available Diluted vs. Purified Tonics in a given match?

  • Hey folks! We looked into this today and there were no changes made to pallet density with this update.

    If any of you are personally seeing more pallets in your matches, then we definitely want to look into that as a bug. Most importantly, we'd need your game logs and - if possible - video footage to investigate. SO! If you're seeing more pallets than normal, please submit a report to BetaHub, here:

    https://app.betahub.io/projects/pr-5642738318

    Thanks a ton for your help!

  • @Ch1fir said:

    First of all, I want to say that the Torchbearer update made the game more intense and pretty entertaining, but there are still a few things I’d like to point out. As a survivor player, I like that we got more safe zones and that survivors can be saved from the killer. At the same time, as a killer player, I feel like we’ve become much weaker, since killer classes don’t help that much.
    Since there are five classes for survivors, it might be a good idea to reduce the maximum number of players who can pick the same class from 4 to 3, or maybe even 2. That way, survivors would have to adapt to different playstyles and team compositions. There would be less gen-rushing, and chases would still stay interesting.
    Secondly, I saw someone mention that the current number of flashlights isn’t enough, but I actually think it’s fine or it could even be fewer. That class already has flashbangs available throughout the match anyway, and you can still find flashlights in chests. This would help balance the class compared to the others. For killers, it would also make matches flow better, since survivors would have to spend more time checking chests and be slightly less focused on generators. In a lot of my games, survivors manage to finish three or even more generators at the same time at the beginning of the match, and as a killer you can’t really do much about it right now.
    One more thing: while tonics for the survivor side are pretty cool, I still wish killers had more boons and not just haste.

    There's a lot of interesting feedback to unpack here. Thanks for sharing (and I appreciate you coming at it from both role POVs)! I wanted to come back to that last point, actually. Is there a different tonic boon for Killers that you would prefer over Haste?

  • @venusmoder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055494#Comment_4055494

    well i am not a fan of the endurance in the unlockable skill, so that is the number 1 thing i would change. These abilities would be powerful in normal 1v4 but because in 2v8 killers can't slug because of class abilities being unbreakable, and killers not knowing where cages are, this never comes into play in my experience. And additionally, it feels very unfitting for the class that revolves around flashlights to give random endurance.


    I would change the unlockable skill to give you 50% haste while using the flashlight (just like champion of light) and the flashlight to recharge upon getting a pallet stun (and maybe upgrade the rarity?) just like exultation.

    I appreciate how much detail you put into this! Lemme make sure that's noted down on my side, as you're not the only one I've seen mention Champion of Light.

  • @Muggybrush said:

    I feel there should be more restriction on how many of one class can be in a game, as some games you have 4 torchbearers and others you have none- Maybe 2 of each class maximum would be better than 4 but thats just off the top of my head.

    The after-cage passive is completely useless and I havent seen it activated even once.

    Generally it seems like a pretty fair class overall and is necessary to put more thought onto the killer side outside of just chase and pick up.👍️

    Also I'd really like to see something done with totems, like giving killers a hex build of some sort (no clue) and survivors a boon skill- Then again adding more classes would be more of a reason to further limit the maximum for survivors

    That's a good thought about the class maximums and something I can pass on to the team. On the after-cage passive, is there a change that would make it feel better in your eyes?

  • @MoZo said:

    please increase the rarity of the starting flashlight to blue or purple. the green one runs out way to fast since we can’t bring addons for it. other than that, the class is very fun and well implemented.

    So, digging into this, are there add-ons whose effects you're most missing here?

  • @venusmoder said:

    The ability to start with a flashlight is what carries this class, its awesome starting with an item. but generally i find the other abilities to be quite lacking, The flashlight runs out very quickly and theres no way to recharge it, and the special unlock ability doesn't ever do much in my testing. I'm surprised the class doesnt have something like champion of light built in.

    If you could adjust the class's abilities, then, what would you lean towards?

  • This is definitely something I can make sure is shared with the team, feedback-wise. Either way, we'll be keeping an eye on how it performs in-game.

  • Popping in with a little update here: The update should now be live on Xbox!

  • @Cypherius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049503#Comment_4049503

    There are 3 bug fixes to Ghoul in this patch. He is definitely going to be weaker now if these fixes work.

    • "Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls."
    • "Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state."
    • "Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery."

    We'll be keeping a close eye on feedback to pass along to the team, so don't hesitate to shout once you've had a chance to give his a try with these changes.

  • Mhmm! You're right that we've done this in the past. In this case, though, given that we have a sub-section of the forum that's focused on PTB feedback, we didn't want to segment that PTB discussion between two places. If you've got any PTB feedback, don't hesitate to let us know over here :)

    https://forums.bhvr.com/dead-by-daylight/categories/9-4-0-ptb-feedback

  • @Jarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038937#Comment_4038937

    I'm not the person you responded to, but to give you some feedback on freezing pallets:

    I play both killer and survivor, and freezing pallets is largely a pretty big killer buff and makes the chase feel uninteractive and frustrating on the survivor end because they are largely your only defence other than windows and freezing pallets doesn't take that huge an investment for the killer to do. Likewise if you're against a team of survivors who use it on god pallets when they're thrown, you're just staring at a frozen pallet for 7 seconds.

    There are some things you can do as survivor, like pre-freeze it from afar so the killer can't, but I do wish BHVR wouldn't mess with chase flow in events by affecting actual pallets.

    I appreciate you're limited in the scope of what you can make an event do in DBD in terms of how it affects gameplay, but messing with chase mechanics is one of the most consistently frustrating ones. Now, thankfully you have a normal queue so I can just ignore it, but there isn't much fun to be had on the receiving end of "Oh the pallets frozen, guess I just get hit." or, on the other end of it, "Guess I just can't kick this pallet because it's been frozen whilst down".

    I genuinely enjoyed the previous years when it was more about just having fun throwing snowballs and goofing around in snowmen. It felt chill.

    @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038937#Comment_4038937

    Ofcourse my friend.

    Most of the time I am playing Survivor it is more like a 90% to 10%

    If I am in the role of Survivor rhe freeze of pallets by the Killer feels a bit overwhelming if you stay at a 50:50 pallet. You try to loop it just for the pallet to get frozen mid chase. I know this is the purpose for this ability but it feels kinda… cheap espacially against strong anti loop Killers.

    The only time I play Killer this Event I was playing Clown on Gideon. And well it was nice to get this hits… it kinda felt like the ability of the anniversery to break pallets from afar. But if the pallet is a strong pallet which needs to be broken it gets kinda frustrating when the Survivor runs… pre drops… and you have to stay there… waiting… till you can break it.

    I know these affects are intended. But weak loops become kinda impossible to play and strong "god" pallets feels impossible as Killer.

    I appreciate the both of you going into such detail here. I'll make sure this feedback is noted for the team :)

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