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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Ngl I forgot Spine Chill was even a perk, that's how bad it is.

    I'd increase the action speed bonus and make it linger for a lot more than 0.5 seconds, so it'd be a lot better but without bringing back what made the old version a problem

  • @melissayeti said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021274#Comment_4021274

    but any time i'm in a boon i ALWAYS have the icon down low (by my own perks) to indicate i'm in whichever boon I'm in (Expo perk icon should have been shown even if it is my own perk) as well as a bluish tint to my screen. neither of those happened here. what i didn't clip was me trying to crawl closer to the boon to be in range because I couldn't tell if I was in it or not because my recovery bar wasn't showing yellow. It really threw me off. i'm annoyed I didn't clip that but that was before I made this clip when I noticed it wasn't being shown properly. If it haappens again I'll add it to the thread.

    Yeah, I see what you mean with the perk icon and blue tint not being there either especially since you can hear the boon nearby in your video. Definitely needs to be fixed.

  • Decisive Strike used to remain active for 60 seconds all the time and it very often was not used for its intended purpose. If you're sitting on a generator you are not being tunneled.

    In many situations, it's better for you as a survivor to go ahead and progress the game especially if you know the killer isn't nearby, and in a lot of cases it's not a good use of survivor time to keep DS active if it means you are wasting significant time not making generator progress (or performing any other important objective). DS can help you survive if you are being tunneled, but if you actively progress the objective after getting off the hook then that is at your own risk and it's not the situation that the perk is designed to protect you in.

  • The yellow status icon being missing is a long-standing issue with most boon perks for like 2 full years now. Circle of Healing is the only one where it works properly and the rest are all bugged

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021166#Comment_4021166

    If you want killers to spread out hooks and not just tunnel to get a survivor out of the match, then the bonus needs to be something meaningful. 5% haste (sorry bloodlust) does nothing of the sort and it's currently the only in match benefit the killer gets. We can't be scared of killers benefiting from the bonus meant to incentivize them from just tunneling a survivor to death.

    Which is why I said for most killers it should be 10% like it was last time (just not for the high tier killers). I absolutely agree 5% is not enough for most killers.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021162#Comment_4021162

    What is the problem with killers utilizing the buff they get for spreading hooks? Like if killers start moonwalking to keep the haste buff for a bit longer, why is this an issue? If you want killers to not just focus their hooks on 1 or 2 survivors to win their matches, then we can't be scared of killers possibly getting any advantage from the bonuses given to them from spreading hooks

    It isn't really an issue with what the devs have currently proposed, but it would be if you gave a speed bonus high enough to actually make a noticeable difference for map mobility. The only way to give a speed bonus high enough to make a noticeable impact on map mobility is give a bonus that would be completely unbalanced in a chase. Tier 1 bloodlust (0.2m/s) is important in a chase, but for crossing the map quicker it doesn't amount to much. 20% movement speed would be more noticeable for mobility, but wouldn't feel fair in chase at all. It also would promote awkward gameplay if the bonus was high enough where that was actually optimal. This is why I'd rather give a bonus that is designed to work in chase and balance it accordingly.

  • I sort of agree that tier 1 bloodlust is underwhelming but a higher bonus like 20% speed could cause issues too, especially if killers start moonwalking to try to get that high of a bonus in "chase" (at least when it's designed to not work in chase, which 20% isn't).

    I also think using bloodlust is sort of limiting and is going to prevent it from being useful on a lot of killers, and not just the high-tiers. Taking it away from Blight for rushing across the map is cool and all, but presumably Wraith for example would lose it when cloaking, something Wraith will do after almost every hook, and he isn't a killer who should be missing out on the bonus.

    I'd honestly rather bring back the haste bonus in the previous PTB with similar mechanics as last time (ie. give the stronger killers a lower bonus, allow it to work in chase which would make it more meaningful but force it to deactivate when hitting a survivor or breaking a pallet). The values for that before I think were fine, which was 10% for 15 seconds for most killers and only 5% for 10 seconds on the stronger killers. This way most killers will feel the impacts more and it could truly be based on killer strength rather than just what killer is more likely to press m2 after a hook - while some of these are high mobility powers, not all of them are (Pig crouch, Ghostface stealth, etc.)

    I don't really want basekit pop at all though. It's not balanced with the tunneling penalties being removed and it forced killers into playing around consistently kicking generators after each hook which isn't always the most fun or how everyone prefers to play the game. You can bring Pop as a perk if you want to use it that way, but with the basekit mechanic it wasn't really a choice anymore.

  • Meh, basekit pop was in a way a limitation on playstyle and didn't benefit some killers as much as others. I also don't feel that it would be balanced now with the tunneling penalties being removed, that was very much a package deal imo.

    You could maybe avoid the first issue if it was a basekit Pain Resonance instead, but frankly that would probably be too strong just in general.

  • What they showed us on the dev stream was way too bright, it actually was hurting my eyes a bit so I really didn't like it. I've never had an issue with Autohaven's current lighting.

  • I watched your video. It looks like you had been hooked twice, and each time you get hooked if you have condemn stacks then up to 3 of them per hook get permanently locked in and can no longer be removed, in this case all 6 of your stacks were locked in so inserting the tape did not lower your condemn at all.

    You can tell if a condemn stack is locked in if the stacks on your survivor portrait are completely filled in white like yours are (compared to Ada's in the video which are not).

  • Slaughtering strike is a special attack that instadowns, Myers does not use the Exposed status effect by default anymore.

    The only time his power will use Exposed now is with the Fragrant Tuft of Hair addon.

  • I'd lower the cooldown to 15 seconds like they did with a bunch of the other survivor stealth perks, and yeah the activation time should be a few seconds longer

  • @tjt85 said:

    They want back to the hook Killers to be able to tunnel with ease just like they currently do on the live servers. I thought this was one of the better and less contentious changes, but apparently not…

    Imo this was actually one of the worst parts of the system we tested.

    Even if you weren't tunneling, knowing when an unhook is (or isn't) happening is incredibly important macro knowledge for the killer and taking that away was extremely noticeable - even if I had no intention of returning to the hook. It's important knowledge for the killer to have when making macro decisions and hiding/delaying that was a significant nerf not just for tunneling killers but for all killers in general. I typically don't tunnel as killer, I think it's boring and I want both sides to be able to enjoy the game, but hiding this information was not a good idea and this was a major pain point for me in the previous PTB.

    It also was incompatible with certain perks that activate on unhook, for example Floods of Rage still gave away the exact timing of an unhook, so in that situation the system basically didn't even work.

  • There was killer footage from the stream which showed a hooked survivor on the HUD and it wasn't hidden, so I think they got rid of that

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018106#Comment_4018106

    Would you be able to elaborate on which of the new filler tiles you like? This is one part of the feedback on this Realm I'd love some clarity on.

    Was mainly referring to liking this one, most of the fillers on this map are rock loops so it was nice seeing something different:

    Dead by Daylight Screenshot 2025.10.23 - 21.26.44.40.png
  • @ThatRyanB said:

    Thanks for all the feedback in here, folks!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018146#Comment_4018146

    To confirm, are you still encountering the "fake" jungle gyms following the pallet density update?

    Now that you mention it, no I have not seen one since the update. If those were removed then good, they should not be brought back

  • Double pallets here in a setup with two windows should not exist:

    Dead by Daylight Screenshot 2025.10.22 - 22.28.49.11.png

    The center of these maps frequently spawns too many safe fillers now, previously RNG was kind of an issue on these maps because you really could get anything from super survivor sided to a killer-sided map with a giant deadzone in the middle, now these maps are just consistently too safe overall. I've also been seeing more poglogs, we didn't need those either.

  • This realm is particularly egregious, especially Disturbed Ward which already has one of the strongest buildings in the game and now on top of that it's just absolutely littered with pallets. Go back to the drawing board on this one.

  • Temple is fine, it was a bit empty before and the update fixed that.

    Mother's Dwelling needs a bit more work though. I think the changes on this map are going in the right direction - the main building god windows finally got removed which was long overdue, and some more pallets got added to make up for it, but the pallet density is just a little too high now. Find a middleground to make up for the fact that the building got nerfed and then this map should be much better.

  • Shattered Square has too many pallets now. The only issue with that map previously was the fake jungle gyms that looked like jungle gyms except they sometimes only spawn either the pallet or the window (and not both) and dying to that on survivor because you thought there was a resource and there just wasn't, feels awful. Revert the pallet density here and fix the jungle gyms instead.

    Forgotten Ruins unfortunately is still just one of the worst maps in the game either way. The layout and portal placement has issues and while the top section of the map might be safer for survivors now, nothing really changed about the dungeon and it's still very easy for killers to just hold that part of the map especially if they get a hook down there. That map needs very significant changes or a rework imo.

  • Not a fan of the changes to this realm, and especially not on Gas Heaven which was already survivor sided before the update. The number of pallets is too high for how safe some of them are and vice versa. Overall way too much safety in this realm now, and that's despite the fact that the fun bus got nerfed.

    I also want to point out Blood Lodge in particular having an issue with general pallet distribution being noticeably uneven. It's very common for the area in the screenshot below to be quite empty (there's no resources between the loop I'm at and the pallet you can see far away - for reference, the shack is to the far left of where I'm standing) while most other parts of the map have too many pallets.

    Dead by Daylight Screenshot 2025.10.22 - 21.38.21.24.png
  • Sanctum of Wrath felt fine honestly, it did have some deadzones before and they are mostly gone now, most of the fillers don't feel too safe. I like the new fillers with the statues around the building.

    This was not a good update for Family Residence though and I think that map should be reverted. Too many fillers and instances of fillers connecting into jungle gyms, especially like this for example is pretty common now:

    Dead by Daylight Screenshot 2025.10.22 - 21.21.43.27.png
  • Rotten Fields is fine.

    Rancid Abbatoir feels much better for survivors now overall which is great, the prior version had too many deadzones and was far too killer sided, so no complaints here.

    Thompson House isn't too bad but I think it could be better if the pallets were redistributed a bit. There tends to be a lot of resources around the building now (usually on the left side of the building if facing away from the shack, but not always) but the middle can still be a bit barren. But the overall pallet count here is fine I think.

    Torment Creek and Cowshed I think are a little too strong now mostly due to loops being too close together/having a few too many filler pallets. Torment Creek especially has too many pallets around the main building now.

  • Haddonfield is one of the few maps where this update actually works fine because the old version was just that killer sided. Overall this map is much better now, these changes should stay.

  • I think the new Shelter Woods is acceptable and feels better now, but most of the other Macmillan maps got worse with this update.

    Coal Tower in particular feels especially ruined by this update considering it was one of the best maps in the game prior to the changes. It's not uncommon now to get several pallets chaining into the shack and/or into the building and it feels pretty bad to play for the weaker killers. It feels like it's balanced around the S-tier killers (which leaves the lower-tier killers behind) when we should instead be nerfing the S-tiers and keeping the maps fair for everyone. The one positive I will highlight about Coal Tower is that there usually isn't a deadzone next to the shack anymore (which there often was before) so that's a good change imo but other than that, not a good update for this realm overall.

    Groaning Storehouse would probably be alright if one of the side pockets got removed (similar to what was done for Disturbed Ward). Ironworks I think should just be reverted.

  • Ormond Resort is pretty awful now. I do like some of the new filler tiles that aren't just rock loops since it adds a bit more variety to the filler selection, but overall there are too many pallets now and the double pallet tile feels particularly obnoxious on this map. That, combined with often being able to chain filler pallets into jungle gyms now, it's a little too much overall especially since this map was already a bit survivor leaning before the changes.

    Ormond Lake Mine is fine and I'm not sure it even got changed, it doesn't feel any different than before. It's still one of the best maps in the game currently.

  • 40% every 1 second. So over the course of using the entire toolbox you're very likely to get more skill checks overall.

  • I believe it's because it activates as soon as you begin the teleport to the security door (and starts 12 seconds from that time), and not when you exit, which I've noticed when playing against this addon as survivor before (ie. pallets will block and then a few seconds later Springtrap comes out of the door).So by the time you exit the door you only have about 8-9 seconds left on it. Not sure if that's intended or not, but that's why the duration looks shorter from the killer perspective.

  • Yikes, yeah that's worth a killswitch for sure

  • I don't know how this killer hasn't gotten a more severe nerf yet. He's still way too strong and feels so cheap to play against sometimes

  • @AcesSpeedo said:

    vigil is finally a decent perk and you want it nerfed aint no way bro

    also it has a downside — that being it NEEDS another perk to actually be good, on its own its probably one of the worst perks in the game

    It was decent for 3 years. Now it's overtuned.

  • I gave up on her until they fix her bugs, especially since she still has the permanent slowdown bug. She's basically unplayable right now. I haven't touched her in a couple of months

  • The changes to him were pretty much exactly what I wanted to see. I think he's in a great spot now.

  • I honestly don't feel like she should have 3rd person camera at all.

    Chucky I get it, he needs it because he's too small. Dracula I get it, because part of wolf form is supposed to be about better tracking and awareness and the 3rd person view does that. Krasue has neither of those reasons for having it and she would still be very strong without it.

  • For the most part, I agree.

    It should stay for Haddonfield, and I'd say it should partially stay for Rancid Abbatoir as well, those maps were killer sided before and did need a few more resources.

    For Mother's Dwelling and Disturbed Ward specifically, I don't think a full revert would be appropriate since other parts of those maps did get some substantial nerfs, Mother's Dwelling god windows in the building were finally removed, and Disturbed Ward got shrunk in size, so I think adding a couple more pallets on those maps is fine, but definitely not as many as there are right now.

    Mostly everything else I agree should be reverted, and I also want to point out Blood Lodge in partcular as needing to be revisited. While it's common for the shack side of that map to have a ton of pallets now, the opposite side still frequently spawns a giant deadzone on that entire edge of the map almost. So the changes didn't even really address the issue on that map.

  • Nope. He's way too easy for how strong he is

  • The problem is Deerstalker would be kinda busted against certain perks if it did work with conditional/non-time based aura reading (especially Kindred in particular if you could get on-demand aura reading of the entire survivor team while near the hook).

    Also, it really shouldn't be a perfect equivalent to Object anyways. Object inherently is a high risk perk, it can be strong but the survivor also makes themselves more vulnerable, Deerstalker doesn't really carry that same risk as a killer perk. I feel like that sort of also justifies the additional restriction compared to Object, so I think Deerstalker is fine as is.

  • Did it happen to you when you got a slap hit with Wesker's power (ie. while a survivor is vaulting for example)? I was able to consistently reproduce the bug 3 times this way, and any other hit with his power (or a basic attack) never triggered it. You also can actually get rid of the blindness if you hit every other survivor afterwards (see below image, I'm still cursed but not blinded anymore), because then it thinks you have 5 tokens and it caps at 4, so it removes the killer's "own token" from the perk if it's the oldest one. Definitely a weird bug.

    No idea if potentially any other killer can get this or not

    Dead by Daylight Screenshot 2025.10.01 - 00.57.45.03.png DeadByDaylight.log
  • Definitely. It should've always been visible to teammates from the start.

  • I would be against removing Exposed from Vigil entirely. I think Vigil's recovery percentage is just overtuned and should be brought down a bit. The issue with Vigil is not the number of status effects it impacts, but rather that it impacts those effects a little too much imo given how many there are, and basically for free as well. It's a little too strong for being a completely passive effect that affects as many perks and addons as it does.

    They removed Vigil stacking with itself in this last update but I feel like that actually was the wrong nerf to make, the stacking wasn't the problem with it and never was an issue with old Vigil, until it got overbuffed to begin with.

    I do see what you mean with it affecting Exposed a bit more heavily than perhaps some other status effects due to its nature, but in a way it's pretty similar with its impact on Mangled as well for example especially if someone is on the hook for a while, the last 40% or so of the duration (the piece that Vigil effectively removes) is often the part that actually matters most when it comes time to heal that survivor, so it's not really just Exposed that gets hit by that kind of thing. Whereas with something like Exhaustion, or even Oblivious for example, that's generally still having a real impact for at least a little while, even if it doesn't last as long. Either way though, I don't think the fact that it affects Exposed in general is a problem.

    @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008340#Comment_4008340

    …Which killers? It doesn't affect killer powers, so I'm not sure what you're referring to.

    I'm also curious about the rest of that list too, really, the perks and addons. I think that might be a little overstated.

    It does affect the basekit hinder on certain killers (Clown, Freddy, Nemesis) but not others, so it's not actually consistent. Unknown, Houndmaster, and Skull Merchant are not affected. I know the wiki says it generally doesn't at all, but it's wrong.

    As for how many perks and addons it affects, assuming I didn't miss anything I came up with this:

    • 14 survivor perks (11 exhaustions + Deliverance + FTP + Shoulder)
    • 27 killer perks (Alien Instinct, Blood Echo, Dragon's Grip, Forced Hesitation, Forced Penance, FTTE, Genetic Limits, Hex: Haunted Ground, Hex: Nothing but Misery, Hex: Retribution, Hubris, Hysteria, Iron Maiden, Knockout, Languid Touch, MYC, Mindbreaker, Nemesis, No Quarter, Ravenous, Gift of Pain, Septic Touch, Sloppy, Starstruck, Terminus, Ultimate Weapon, Weave Attunement)
    • 76 killer addons (too many to list)
  • @ReverseVelocity said:

    1. This just refers to the recovery action, so you'll gain progress without having to hold a button. This doesn't give you the ability to get up on your own unless you have a perk.
    2. As long as you're in the range of the performance for the last few seconds then I think it applies for the full 90 seconds. They can leave after the performance is done and still get the buff. The buff in question being the increased skill check odds.
    3. This is the same for 32m TR killers. However, killers with smaller TRs will get less of an effect from monitor, and killers with larger TRs will get more of an effect since it's percentage based, not static. (-10m for 40m, -8m for 32m, -6 for 24m)
    4. These are just a visual change that makes it easier to see the pistons move from a distance.

    Hope this clears things up!

    It's worth adding for #2, that the perk is currently bugged and doesn't actually increase the skill check chance at all. So I don't recommend running it atm

  • Trickster, Skull Merchant, and Ghoul. All just terrible design and extremely unfun to play against, I don't enjoy playing killers that I know my opponents won't have fun facing.

  • I knew there was some autoaim but I did not realize it was that strong. I really don't like the concept of autoaim in this game at all tbh, let alone on a killer that's already really strong

  • Anything that requires manually kicking a generator such as Pop will not work.

    You can trigger Surveillance though.

  • It's definitely broken, it doesn't even give the red icon for increased skill check chance like you would get normally so I don't think it's doing anything at all.

    From my testing, it does seem to be a One Two Three Four exclusive issue, I tried Deadline, Hyperfocus, and Unnerving Presence each individually and they all worked fine, the new perk is just bugged

  • The issue with Wolf Form being as strong as it previously was is that it was one third of Dracula's power and yet it was as strong or stronger than some other killers' dash abilities when that was their specialty. For a killer like Dracula to work where they can have multiple forms/abilities and switch between them at will, the tradeoff has to be that those abilities are not as good as other killers who have that as their main ability. The scent orbs' previous frequency caused the haste to activate a bit too often and this also affects the Pounce cooldown (meaning that by reducing the Orb spawn rate they've basically slightly nerfed the haste effect but also indirectly increased the pounce cooldown, which tones down Wolf Form a bit overall but still leaves it in a fairly strong state, which is good imo). Overall, Dracula is still a strong killer, this is really only a slight nerf overall imo and I don't think it's a big deal at all.

    As for Medusa's Hair, while I agree it was a bad addon on the PTB at 2 seconds, I think you missed the part in the patch notes where it got re-buffed to 4 seconds, it's not 2 anymore.

  • The vast majority of the rework should be removed. You can keep the EW2/pursuer mode stat buffs (and maybe even throw them onto EW3 as well) and you can keep the new mori mechanic (and tombstones being gone). Pretty much everything else should just be reverted imo. Slaughtering strike is an awful addition, he feels much more clunky now, the terror radius nerfs made no sense, stalking is extremely watered down as a mechanic, and it's just not fun anymore for either side. Old Myers wasn't perfect but apart from changing tombstones (which was a good change) he just needed to get buffed, not a full rework that added and changed a bunch of stuff no one asked for. The rework has completely ruined this character.

  • Completely agree with you. Her buffs need to be walked back immediately, she was already very strong and now she's a powerhouse. I was originally looking forward to her, but now I don't even want to play anymore until they change her

  • It's not a 76% reduction to the duration, it's a 76% increase in recovery rate, it looks like this:

    40 seconds / 1.76 = 22.7 seconds

  • I was about to report this as well. The perk doesn't work

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