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KiddingJust

KiddingJust

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KiddingJust
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  • @GreasyToes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994395#Comment_3994395

    Tell me you didn't read the patch notes without telling me you didn't read the patch notes

    I skipped through before i went out, if theres something im getting wrong feel free to correct me, I do feel as if a lot of perks will kind of lose their niche, i made this based on my understanding

  • @Flopkween said:

    Can we not nerf hope and tenacity please?

    Tenacity being made useless overnight despite being an already niche perk thats only really good with unbreakable or soul guard / conviction is insane, the BHVR devs wont listen, its just embarassing

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png

    The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

    Read on for all the details:

    NEW FEATURES

    https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png

    • If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
      • Added the option to enable or disable this mechanic in Custom Games.
      • Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
    • Gradually increases crawling speed for Survivors who are left in the Dying State.
    • Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
    • Updated several Survivor and Killer perks to account for these changes.

    https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif

    Passive recovery while crawling

    https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif

    Pick yourself up if you’ve been in the Dying State for 90 seconds

    DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.

    A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.

    https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png

    • When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
      • This is disabled once all generators are completed.
    • Unhooked Survivors gain the following effects for a limited time:
      • Haste, Endurance, and Elusive (see below) status effects.
      • No collision with other players (both Killer and Survivor).
      • Immunity to Killer Instinct and sees the Killer’s aura nearby.
      • These effects are lost when the affected Survivor perform a Conspicuous Action.
      • All these effects (except Haste and Endurance) are disabled once all generators are completed.
    • Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
    • After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
      • Bonus damage for the next generator kick.
      • Temporary Haste status effect.
      • Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
      • These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
      • These effects are disabled once all generators are completed.
    • Added new effects that disincentivize tunneling:
      • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
      • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
    • Added the option to enable or disable these new mechanics in Custom Games.
    • Updated several Survivor and Killer perks to account for these changes.

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.

    https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png

    • Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.

    DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.

    https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png

    • Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
    • New lore is unlocked each week within the active Tome.

    DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.

    https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png

    KILLER UPDATES

    https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png

    • Replaced “Evil Within” with two modes that can be toggled with a button press:
      • Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
      • Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
    • Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
      • 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
      • Unlocks Slaughtering Strike ability:
        • Hold the power button to charge this ability, reducing movement speed.
        • Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
        • If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
        • This ability can also be used to destroy pallets.
      • Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
    • Adjusted some of the mechanics of stalking:
      • Removed the limited pool of stalk points per Survivor.
      • Reduced stalk range to 32m and removed distance modifier.
      • Moving while stalking has increased movement speed but incurs a reduced stalk rate.
    • Reworked his add-ons.

    https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif

    Slaughtering Strike in action

    DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.

    Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.

    Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!

    https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png

    • Increased activation time of the Afterpiece Antidote.
    • Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.

    DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.

    https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png

    • Increased the additional time added to Weakened when injured by a UVX projectile.
    • Increased movement speed recovery after teleporting.
    • Increased camera vertical range.
    • Adjusted several add-ons.

    https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif

    Increased vertical camera range in action

    DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.

    It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.

    https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png

    • Vampire Form:
      • Slightly reduced Hellfire cooldown.
      • Increased total Hellfire pillars by 1.
      • Reduced Hellfire charge movement speed.
      • Slightly increased slowdown time after casting Hellfire.
    • Wolf Form:
      • Increased Pounce Attack charge time.
      • Increased Scent Orb spawn time.
    • Bat Form:
      • Increased movement friction to make flying easier to control.
    • Adjusted his add-ons.

    DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.

    https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png

    • When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.

    DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.

    https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png

    • Hooking a Survivor now spawns more blood orbs.

    DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.

    https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png

    • Updated various perks.

    DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.

    Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.

    https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png

    Until next time...

    The Dead by Daylight Team

    im a survivor main who suffers slugging and tunneling quite a lot, but this is NOT how you deal with it what the hell?

    This genuinley just makes it harder to play killer and makes it so stupidly easy for survivors theres no fun in the challenge, theres no point to the game at this point.

    Just add point reductions for tunneling and bonuses for distributing hooks more evenly??

  • @Hexbadboy23 said:

    Survivors how are you feelings with map offerings being gutted now that you can’t choose Macmillan and Erie Of crows much anymore lol.

    Scratch mirror myers mains how are you feeling?? No more Hawkins Lerys or Midwich??

    This message is for everyone.

    I dont like it, it also seems cursed and pisses me off since BHVR changed the map rotation and gives RPD / Hawkins / Other less than favourable maps increased spawnrate, so not being able to counter that effectively is very annoying, i think it should just be reverted.

  • @deckyr said:

    this doesn't feel like a response to our feedback. this feels like damage control after you ignored us for an extended period of time.

    i understand sometimes this community will exaggerate a minor issue and that ignoring things will make them go away in a lot of cases. but YOU need to understand that sometimes, we actually are on to something. you need to develop the skills necessary to look at the problems that are occuring and make an objective decision about how impactful these problems are.

    i'm sorry that the streetwise bug isn't something glaringly obvious like "this killer is accidentally giving people seisures" and required game knowledge to figure out the impact of. however, you should have that requisite game knowledge. you should be able to look at issues from the inside, where we are, and examine the projected impact that a bug like this can cause, using your own experiences of dead by daylight.

    and if anyone, for some reason, felt like this would not become an issue for any number of reasons, then their game knowledge is lacking, and they need to care more.

    dead by daylight IS a video game. it's also the livelihood of you and your streamers. people depend on the quality of dbd matches to be consistent without allowing broken perks to create outlier games that give people advantages they shouldn't have. and you, community managers and developers, need to understand that there IS a huge portion of people who take this game personally, and who will take advantage of broken and rogue elements specifically to try to ruin the other side's day.

    i don't want you to tell me that this is a response to our feedback. i want the case where the next time something like this happens (because it almost certainly will happen again), you listen the FIRST time you are told and you DO SOMETHING about it.

    also, don't give me that about "your expectations of the killswitch are different than ours". our expectation of the killswitch is that you use it to protect the integrity of the game, and you chose repeatedly not to protect the integrity of everyone's dbd matches (which, need i remind you, now use mmr).

    what was the point of not using it? because the game would technically function, so it was ok to have none of the matches be worth playing? these bugged perks are making the game unfun, unenjoyable, and unplayable. all of my friends decided to spend the week (the LAUNCH WEEK OF THE WALKING DEAD CROSSOVER, btw) playing marvel rivals because you would not make the obvious move of killswitching it. and to be honest, i might not even pick dbd back up right away after this.

    i'm seriously scorned by how the community managers have behaved during this. if you don't have the requisite game knowledge to know when to take us seriously, then boot up the video game and find out for yourself. hell, just boot it up anyway and look at how bad the problem is yourself. exploit the bugged perks. dbd games are so short, you literally could have had the first hand experience required to say "oh, yeah this is ruining the game" in one hour per perk. this is your job. even if you don't want to do it, can't you at least listen to your fog whisperers and twitch partners to inform your opinions? it's just negligent, and makes me feel like you're phoning it in. you are paid to be our liaisons, you should NEVER be dismissing us without investigating.

    do better.

    Reality is they only did something when they got "sick of hearing it"

    This incident is yet another piece of proof that the devs and community managers have no care about the game and community's wellbeing, and is all chalked up to PR and saving of face.

  • What happened with legion again?

  • @iloveandhatethisgame said:

    none of this would even be a discussion if they just fixed the bug, or bugs plural.

    There should have been a hot fix patch immediately. I don’t know what takes the devs so long to fix their game


    9 years guys, 9 years…..

    Everyone should start flooding the forums, I feel like this is probably the most vocal the community has been for years regarding game bugs and whatnot considering the fact the update released in the worst state an update has been released in for a long time (Bugs, performance issues, low effort "map", meh content, half assed chapter in general, the community seems pretty fed up.

  • BHVR Proving they have no regard for the games wellbeing, exhibit whatever letter it is now.

    It sucks that the update in this condition was even greenlit, ignoring the fact that the content is lazy (Especially the "map") the buggy state of the game since the update and the overall performance issues even on high end computers has completely ruined the experience for both killers and survivors, not to mention the god awful streetwise exploit

  • @YOURFRIEND said:

    Isn't Alma just palette swapped sadako? Doesn't seem interesting to me.


    alma is a psionic, completely different thing, she uses mental based powers to induce trauma and break apart her victims perception of reality around her, and effect the real world through means of teleportation, and opening portals etc, shes much MUCH more "in your head", if you have played the fear games you will know that she causes the apocalypse on a wide scale after escaping her container, her abilities arent the issue its balancing.

  • @YOURFRIEND said:

    Isn't Alma just palette swapped sadako? Doesn't seem interesting to me.

    Alma can do a lot of different things in lore, she has a lot of gameplay potential balancing her without making her exactly sadako is the problem

  • @gendoss said:

    Would anyone be interested in a chapter that was based on the F.E.A.R. series? I just didn't know if there were enough fans of the series to actually want something like that or if it would even be a good idea in the first place.

    Thats why it would be good, dbd is relatively well known and people get introduced to a lot of horror through it, FEAR is a very good game and theres many reasons to play it.


    it should be like the resident evil chapter, two parts, as for point man being a survivor im all for it, my idea is like this:


    1st part: Point Man (survivor), Alma (Killer)

    2nd part: Jin sun Kwon (survivor), Paxton Fettel (Killer)

    Theres quite a few character alternatives if point man was not to be added anyway for balance reasons, such as becket, Betters, and Jankowski.

    Personally first on the list of alternatives for me would be Jin.