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MoZo

MoZo

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MoZo
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  • their reasoning for the change doesn’t even make sense too. they said because of basekit elusive, they don’t want to add it to BT. Why?? they’re acting like an extra 10 seconds of Elusive off hook will break the game or be insanely overpowered. all it will do is help the unhooked survivor have a better chance at escaping the area to go find someone to heal them (like BT is SUPPOSED TO DO).

    It’s a real shame since BT was one of the only perks that punished the killer from sniffing a survivor’s back and counting to 10 after they’ve been unhooked to cheese a quick down.

    i know killer players have been vocal about the game not feeling fun for them which is understandable but with the way the devs are trying to address it, it’s going a bad direction. making survivor miserable and not fun will just swing the complaints in the other direction. we can’t just keep nerfing anything and everything on survivor every update.

  • @SkeletonDance said:

    I miss when they were making developer updates before PTB

    agree. the pre and post ptb dev updates were so nice and convenient. sucks they got rid of them :(

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113664#Comment_4113664

    This alone would not have fixed the problems with Vigil. The degree to which it did affect several perks/addons was also an issue and heavily discouraged an entire genre of build variety. This was just as much of a problem with the perk as the killer power hindered issue was. I'm not entirely sold that Exhausted-only is the right solution, but it definitely couldn't remain the way it was

    it definitely could’ve stayed the way it was because it was that way for YEARS. vigil only started gaining hate and controversy because it got wildly overbuffed to 66% (which it wasn’t even supposed to be at since 8.5.0 patch notes said it was supposed to be 40% at tier 3). so instead of the devs going back and putting the right number, they let an overtuned perk run rampant for almost 2 years only to gut it.

    the 40% we had for the past week was actually really balanced imo. it gave a nice boost in recovery for the status effects but not completely countering it and pretty much bypassing it like how it was at 66%.

  • It’s a stupid nerf that should be reverted immediately. people only even started complaining about Sprint burst over the past year because of its busted synergy with vigil. now that vigil is nerfed and is getting gutted within a matter of days, there’s no reason for the sprint burst nerf to stay as it is.

    sad thing is that the nerf will most likely stay and never get reverted/looked at again since the survivor community doesn’t have a collective group that will spam posts on social media screaming and demanding the devs to do x change. just look at the styptic agent from last year. gutted because CC’s started complaining about it and then never got a second look because not enough backlash was made from the gutting. it happens every time😔.

  • @Mandy said:

    With Vigil, one of the main areas we identified was that it did too much against so many things - new statuses get added, Vigil works against them. Keeping it to exhaustion only can help us to balance the perk more, yes the percentage also increased and we're monitoring that, it can yet be changed after release. But having it work on so many statuses was becoming a balancing nightmare for the perk.

    may i ask when this philosophy happened? Before the ptb, it seemed like yall (the devs) were perfectly ok with how vigil worked, it was just overtuned by the numbers. now all of a sudden, the perk “did too much against so many things” coincidentally when killer focused players and CC’s were spamming posts on social media that “vigil wasn’t nerfed hard enough” or “vigil is still op” for the past month ever since the nerf to 40% was announced.

    why couldn’t the 40% change on the ptb be shipped live to gather data? the perk is now gutted because of mass complaints from killer CC’s and their audience once again have dictated the games balance.

    Also with Vigil no longer affecting Broken, why is the deli nerf still coming to live? 60 seconds of broken was perfectly fine when vigil wasn’t in play.

  • they should’ve just reverted the one nerf and bring the haste duration back to 5 seconds. it’s like the DS nerf from all those years ago where they removed it working in endgame but also nerfed the stun duration for no reason. idk why bhvr loves double nerfing perks. adrenaline working off hook was incredibly powerful and was rightfully removed but then they went ahead and nerfed the haste duration that literally NO ONE asked for.

    5 seconds haste duration is more than enough of a reason for adrenaline to have its own exhaustion, just bring back 5 second haste adrenaline😭

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106957#Comment_4106957

    Exactly how large was the area made? Is this punishing killers being on the wrong side of the map if they dont immediately find a new survivor to chase in the dark?

    on the wiki it says 32 meters. which is double the current area at 16 meters.

  • it’s a necessary evil. the devs said themselves on the recent AMA that proxy camping and tunneling were way too effective in the earlier iterations of Lights Out. now we have increased anti-camp and extended unhook Endurance duration to counteract the mass camping and tunneling. sure it sucks if you don’t intend to camp, but it needs to be there for those who do want to camp in the dark by a hooked survivor all game.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470811/is-the-new-mmr-coming-out-with-the-judgement

    We know that an MMR change is coming, but I don't think we got an ETA for that.

    Either way, the Chorus of Sin chapter is not going to feature it, since there was no mention of it in the PTB patch notes.

    in the community stream last month, they said that we’ll hear more about the MMR update in a livestream sometime in August (i’m guessing on the 25th right before the Chorus of Sin chapter releases).

    The reason it’s not in the PTB nor the patch notes is because they don’t use MMR in the PTB, so it wouldn’t make sense putting a patch note for something that’s not in.

  • i don’t think they should be adding bugs (exploits since this could be used to gain an unfair advantage) to the base character. chucky’s dash is already fairly strong once you get the hang of it, and adding the scancel would just make him obnoxious. they should give him something else if he’s underperforming or feeling awful to play. not make exploits basekit.

  • as others have said, he’ll probably be a stealth killer with multiple abilities. he always has his big trash bag full of weapons to torment his victims so it’ll make the most sense that he’ll have some sort of weapon wheel to switch powers. i just hope they don’t do Dracula 2.0 and copy paste other killer’s powers but in a much better and less skill expressive way.

    in his mori, im 90% sure they’re gonna give him a gun to “finish off” the survivor after doing despicable things to them.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103573#Comment_4103573

    Respectfully, this statement is a real headache for me.

    If you know those two weeks skew the data, then...why are they included in the data? Split it off and release it on its own and avoid the inevitable flood of misunderstandings.

    That aside, this is the exact logic that was used during the Krasue killrate debate all over again. Why was she nerfed and Jason isn't?

    Because Krasue was original and Jason is licensed. we go through this everytime a strong licensed killer is released. Kaneki is the only outlier since he was giga busted on release which needed the nerfs 2 weeks after launch.

  • The Walking Dead. we got done so dirty with the first one last year. we need an actual map from TWD. maybe the prison from seasons 3 and 4 or Hershel’s Farm from season 2 or Alexandria as a map since we lost the only suburban map in the game (haddonfield). i would also love to get Carol and Morgan in the game as survivors. Shane and Abraham would be great legendaries for Rick. Also speaking of Rick, he DESPERATELY needs a visual and audio update. idk how Michonne looks gorgeous and very accurate but rick looks terrible.

  • @Massquwatt said:

    SB's popularity is still going to remain, what they're shaving off in distance they're giving back in giving it an activation key apparently which makes saving it and using it demand a hell of a lot more better. I honestly don't see people giving it up even after the nerfs.

    this has not been confirmed and is very likely a fake image. they would’ve told us they had more changes planned for sprint burst but all they told us was the duration nerf.

    don’t believe everything you see online.

  • @dangersmymidd1ename said:

    10 seconds is more challenging for survivors, but still doable. It also of course helps killers a lot because they can hook closer to the gate. With Elusive I think it will help the average survivor not get hard tunnelled, and the killer determined to tunnel will find them if they try a bit harder.

    I hope you’re right. maybe i’m not giving Elusive enough credit as an anti-tunnel mechanism. time will tell if this will be a good decision or a mistake.

  • @ForTheEntity said:

    When?

    Can we expect it soon or will it be in 3 months with next Midchapter after this rift has closed?

    August 25th. they said these changes will be on the upcoming ptb (august 4th) and will coincide with the Grimoire chapter release.

  • horrible feature that should’ve been delayed. they should’ve dropped diminishing returns when they were ready to buff perks that would without a doubt be affected by the system. they tried doing this last year with the haste stacking removal which was a half-assed update and barely buffed the haste perks that needed to be stacked in order to get decent value.

    it doesn’t take months of stats and waiting to collect data to know that Better Than New, batteries included, overcharge, game afoot, power of two, flow state and many more perks would be affected negatively by Diminishing Returns. those types of perks should’ve been buffed immediately when the system came.

    i pray that the community stream tomorrow mentions Diminishing Returns and the dev’s next step with balancing the system. because as it is right now, it’s done way more harm than good to the longevity of the game.

  • i think the recovery bar should still go up while having the spike in you but make it to where you can’t pick yourself up or be picked up until the spike is out of your body. it’s kind of dumb that if your teammate distracts Jason for long enough to extract the spike, you still have to start the whole recovery bar at 0% even though you’ve been on the ground for 15 seconds.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470003/is-deputys-badge-the-strongest-add-on-in-the-entire-game

    It's not that bad considering. If you make the skill check, it's still one regression state closer to regression lock-out on the generator. It's strong though, and I'd prefer it had been nerfed via rework entirely.

    the skill check doesn’t activate the gen kick limit since the generator wasn’t regressed by 2.5% or more from the actual killer. and in general, i’m 99% sure skill checks completely bypass the gen kick limit.

  • i’d say he maybe should have a 4 second cooldown while in world breaker mode. i understand the argument for out of world breaker mode since his power doesn’t injure in that state but when world breaker is active, he really doesn’t get punished for missing. and majority of the Henry’s i face will zone with the power until it’s a guaranteed hit and then follow up with another attack 3 seconds later. he is currently the most spam killer in the game which never feels fun to face.

    they should try it on a ptb and if it’s too big of a nerf, then don’t go through with it.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099348#Comment_4099348

    Yeah, I noticed too. I'm kinda worried that they will make it longer duration and people will just rat around.

    i don’t think they’ll make the duration longer. they already showed us what the 10.0.3 version of the perk will be (the same as now, except not in a chase).

    tbh i hope they don’t go through with the nerf. it feels like one of those potentially busted perks against a below average killer player but against anyone good at killer player, the perk does nothing. and a lot of people went insane over this perk but since it’s came out, i haven’t heard anyone complaining that it’s losing them games or giving survivors “free chase escapes.”

    and if they do go through with the nerf, the perk will be dead. it will be like fast track where you’ll actively be throwing just by bringing the perk.

  • it’s were-elk all over again😭

  • it’s not live yet. they changed the wording in the description too early. it still activates in a chase as of 10.0.2

  • iirc, one of devs said “if it wasn’t mentioned in the patch notes, always report it to betahub just to be sure.”

    given there’s no mention of generator pistons not moving anymore through auras in the patch notes, we should assume it’s a bug.

  • because the killer has nothing else to defend. there aren’t any generators remaining and if the gates aren’t right next to each other, there’s no point in trying to defend them.

  • as much as i dislike tunneling, you shouldn’t be punished from something you did in the game prior (besides disconnecting). that’s like if survivors offensively used the off-hook endurance repeatedly, they would get a shorter duration the next match. that’s sounds kinda unfair doesn’t it?

  • @ChaosWam said:

    What was the counterplay then?

    not having a terror radius. oblivious and undetectable completely negate CE.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096100#Comment_4096100

    You're not wrong, I am certainly not expecting any major changes coming this iteration for the 2 remaining weeks.

    But at least an acknowledgment would be nice.

    i get that. they really have been radio silent on the actual event ever since it started. hopefully they are making a LONG laundry list of things that need to improve for next year🙏🏾

  • @MarbleThrone said:

    But nothing addressing the balance problems of the actual event itself.

    Could there be a statement about that too, perchance?

    you should know by now that bhvr waits until the year after to do any balance changes to the event. That’s exactly what just happened with Blood Moon. they need all the feedback from this event in order to do the necessary changes for next year’s Black Banquet.

  • @Metagamer said:

    It was supposed to be nerfed sooner but I guess they couldn't nerf it before it went to live and are waiting until the next patch.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095654#Comment_4095654

    I agree that the perk is probably going to be dead on arrival after the nerf, but this is still undeniably the best stealth perk in the game with the PTB version. Simply getting hit gave you a mini lucky break effect for 5 seconds due to the light mark's hitbox being ginormous for no reason. It was basically an instant power creep to every stealth perk that exists.
    imo Elusive shouldn't be slapped onto perks all willy nilly because it's just too loaded of a status effect.

    tbf, the mini lucky break seems to be a bug. i’ll get the 5 seconds of elusive from being hit by a killers projectile when they are clearly not in the range for the light marks. classic bhvr, having the perk be bugged and not have accurate testing only to receive a nerf (cough Last Stand cough).

  • it’s getting nerfed quicker than other perks because content creators and their echo chamber audience complained in mass during the ptb to the point where if the devs didn’t nerf it, they’d throw a tantrum.

    tbh i think people overreacted about this perk. i’ve been using it since release and the only times ive lost the killer mid chase with it is on indoor maps (which obviously, all stealth perks are good on indoor maps) and in a high wall loop where i have a lot of distance on the killer to the point where i could’ve lost them even without the perk by just walking or crouching, or if the killer player is just not that experienced and is over reliant on scratch marks. in the vast majority of my games, the killer is close enough to the point where i can’t lose them with Cross-Examination.

    once the nerf hits either this week or next week, this will be a dead perk and no one will use it (no one uses it currently but the nerf will make it go extinct). very sad to see a perk not even have the chance to be proven wrong before already having a nerf so heavy that it nukes it from orbit.

  • DON’T USE THE BULK BP!

    it’s bugged and is giving way less rewards from the bloodweb than intended. i tested it on my p100 characters (which give a guaranteed cake per level 50 bloodweb) and bought 5 levels using bulk bp and only got 2 cakes when i should’ve gotten 5.

  • yeah everytime i level up my bloodweb it gives me a “bloodweb error” and immediately sends me back to the splash screen.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092128#Comment_4092128

    Shadow step is a boon that can be removed.

    This perk isn't.

    not having a terror radius completely counters this perk btw

  • @ChaosWam said:

    I don't see the issue with this change.

    All this does is make the perk not break loops.

    quick question, what’s your opinion on shadow step? that perk is literally the same thing as elusive while they’re healthy in the boon but i dont see anyone complaining that shadow step breaks loops.

  • it’s honestly just unfair. the perk hasn’t even made it to live before already having a scheduled nerf. i hate to bring in the us vs. them but this is seriously a case of that. Jason just came out, parts of his kit are clearly overtuned but instead of the devs doing any changes, they tell us they won’t be doing any kneejerk reaction nerfs to him but the moment a couple killer main CC’s and their echo chamber audience start complaining about a new survivor perk, the devs immediately get to kneejerk nerfing it.

    why couldn’t cross-examination have the same balance cycle that jason is going through? what if in between bugfix 1 and bugfix 3 the perk isn’t as much as a problem as people made it out to be but it gets nerfed into the ground anyways?

  • we are getting a complete overhaul to the lighting and graphics in the maps coming late 2027. from what they’ve shown, macmillan is going back to its more og atmosphere with the blue lighting. so hopefully when the update comes out, the coldwind realm will be similar to what we had back in the day since it’s pretty much unanimous amongst the community that the old lighting/atmosphere of coldwind should be brought back.

  • not exactly a perk but i really miss pre 9.3.0 syringes. i loved the little mini game during the chase where both killer and survivor had to lock-in during that 24 second time period to either prevent the syringe or pulling off the syringe. nowadays it’s just very dull to use. like “wow i stood still and immediately got my SB back so now i can hold w to the next filler” is nowhere near as fun and enjoying as the old heal-over-time syringe.

    for an actual perk, i’d have to say spine chill. that perk was amazing for all skill levels. it helped newer and intermediate players be aware of a killer approaching them while also giving the more experienced players a nice vault speed in chase. the perk has been dead since that rework 4 years ago and it’s sad that it doesn’t seem like the devs are planning to bring it back into the light anytime soon.

  • the downfall of the bots is crazy. when they first came out, it was pretty much downright impossible to down a bot since they had (and still have) perma wall hacks on the killer but they were also very good at looping. nowadays, you’ll have the bots randomly start walking and crouching while they’re actively being chased. or the most annoying part about them, is how they’re scared to death from the killer’s terror radius. too many times have i’ve been on hook, my teammate is being chased, the other one is on a gen, and the bot won’t even come in for the unhook because the terror radius is a little close to my hook.

    they seriously need to do another look at the bot’s gameplay and try to make them play like an actual human. their whole purpose is to help alleviate the downside of your teammate rage quitting or having seriously bad connection issues but as it stands currently, i’d rather just bring back the old dc system and just go to a 3v1 to get the match over faster since the bots are worse than having a teammate be killed.

  • @MechWarrior3 said:

    He has 1 spear. If he misses he gets slowed down, and he's back to 4.4

    Personally…for me hes been quite fun to go against. I solo q most of the time and have done quite well against him. Huntress just keeps firing midchase and hardly gets slowed down.

    except he’s almost never 4.4 since he gets a hefty 25 second speed boost after teleporting which makes him 4.6.

    and since omnipresent evil only has a 12 second cooldown, you can literally be 4.6 the entire match if you use it correctly.

    also with the way spawn logic is, there’s pretty much always somewhere for jason to reload at any loop. there’s always a hook nearby and there’s a lot of scrap piles scattered around the map - sometimes directly next to a hook. so i wouldn’t say he’s punished for missing.

  • on betahub it says that there’s a fix incoming. hopefully it’s fixed in the first hotfix next week🙏🏾

  • yep. he’s coming november 2026 if you haven’t heard yet!

  • like pidgeon said, it’s because of the anniversary.

    normally in the past, they used to boost old maps during the “road to anniversary” but given the whole boosted map fiasco we just had for the past 9 months, it seems like the devs would rather have us decide if we want to play on the dedicated map instead of being forced to play on it every x games.

  • my guess is they will release the new survivor with the new anniversary event coming in late june. they did something similar with ormond lake mine. it was in houndmaster’s ptb but didnt get released until the christmas event dropped.

  • if you click on the arrow on the far right, it will close the play while you wait tab

  • @Mandy said:

    There are no plans to have live design changes during new content release - history has shown us that this is more problematic in getting feedback on new content as well as the changes.

    please don’t let this be the case going forward. i understand new killers are very important to balance and get the necessary feedback but for those who don’t indulge in the new content, there is nothing new for them. even a couple perk tweaks (not reworks) could make a huge difference since there’s at least something else coming in the update other than the new content. also slight number tweaks for killers like in 9.6.0 should come with new content releases since those aren’t massive enough changes to take away the attention of the new killer.

    gameplay features i 100% agree should be more targeted towards mid-chapters because of the anti tunnel and anti slug systems that took away the important feedback for the Krasue last year.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081425#Comment_4081425

    Correction Elusive does protect you from killer instinct

    no it doesn’t. Elusive only grants you the following benefits: No scratch marks, no pools of blood, no grunts of pain, and the killer cannot see your aura. it has never protected you from killer instinct. even in the 9.2.0 ptb that protected you from killer instinct post unhook was its own effect and not from Elusive.

  • @Nicholas said:

    I'll see tomorrow, but not thrilled with another Killer Instinct killer since it bypasses so many perks. Does Elusive work on KI?

    killer instinct bypasses everything. nothing in the game can protect/shield you from killer instinct.

  • we never know when a licensed dlc/crossover will leave the game until about 1 month before it leaves. judging by bhvr and scott’s relationship, i wouldn’t expect the fnaf chapter to leave the game anytime soon. but if it does, don’t worry because they will make sure to give u a 1 month notice.

  • i’m not a fan of his projectile ability. it seems like over time, the best and most efficient way to use it will be to hard zone the survivor until the hit is guaranteed (just like every other projectile killer). the mobility part of the power is really cool. the funniest part of his power imo is the fact that he can snatch a hook off of one of the hooks around the map when his power is not in his hand.

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