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  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094636#Comment_4094636

    Wraith is not invisible and uses normal pathing logic when cloaked. Jason can appear at loops (and even potential loops) with no visual of audio que that he is nearby (both of which wraith have)

    they are not comparable hence why nobody with wanting to limit wraiths power. Also Wraith is a M1 killer and does not have a spear as part of kit.

    The grass literally moves beneath his feet. His jumpscare ain't instant and you can hear pretty well a cue that comes from where has he appeared if he's close enough. He is far more limited so as to where can he appear at, with deadzones forcing him to appear quite far away from them.

  • @revita said:

    Love the game and Jason is such a great addition but I experience a lot of Jason players using omnipresence power indefinitely to find people which leads to sometimes minutes long of essentially just paused gameplay as we have to keep moving to not be found. It’s a great power that I think is fun to play and play again but a lot of people are abusing it to where it is not fun as a survivor. Anyways to sum up, could a timer be added to the omnipresent power to limit the how long Jason stays in it?

    TLDR - Jason’s omnipresent power is overpowered and needs a timer addition to limit abuse of it

    Omnipresent evil is worse wraith cloak, and yet noone proposes limiting wraith's cloaked state with a time requirement.

    If survivors decide to not do anything while Jason is in that state, it's on them. It's their choice. Touching a gen guarantees a chase with all killers in most cases, I don't get why Jason should be different in that regard.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092807#Comment_4092807

    Crawler mode is "oppressive"? The smaller terror radius does nothing because turrets alert survivors long before xeno is near them. The tail attack is literally a worse nemesis tentacle, which he has access to constantly. And nemesis isn't even considered a particularly strong killer. Where do you think that leaves one with a weaker version of his power?

    Oppressive. The hell does that even mean? A killer's power is supposed to oppress survivors. Running into a trap feels oppressive. Getting two tapped by an artist bird feels oppressive. It's not like any of those things need changing. What limp wristed nomenclature.

    If they are alerted by a turret that means that they more likely placed it near a generator, which does not tend to be the optimal placing.

    With oppressive I mean that it does punish hard those survivors who mess up in chase. A little mistake and the tail hits you. And unlike Nemesis, you don't need to infect people to hurt them with the m2. Nemesis' tentacle cannot also hit through small objects when the survivors is crouched, but xeno can since the tail hitbox can be drawn vertically. That is what I mean by oppressive, it reduces the counter a survivor can use in chase. Because crouching behind a box, which works for nemesis, is no longer an option when going against Xeno.

    Plus, as I told you, a Xeno can have constant access to crawler mode if they want.

  • @Adrielh said:

    https://us.v-cdn.net/6030815/uploads/FHBPO90ACU71/137px-store-xenomorph.png

    The Xenomorph is generally considered a B-tier killer, often closer to B-, and even C-tier for players in Asia.

    Since the changes in recent updates, the Xenomorph's tail attack can be easily dodged by survivors with even minimal skill or experience. When turrets are placed strategically, they become a real threat, rendering the Xenomorph almost completely harmless.

    I haven't even mentioned the numerous buffs given to survivors. This explains why players, including franchise fans, almost completely ignore the Xenomorph. Playing this killer is frustrating because every action carries a penalty.

    « Its tail attack doesn’t pose enough of a threat to justify the turrets or the nerf to its power »

    Can we prevent Dracula from using his Hellfire spell?
    Can we stop him from transforming into a wolf and performing two pounces?
    Not to mention his bat form, which is far easier to use than the Xenomorph’s tunnels.
    We can’t prevent Ken Kaneki from using his power, which will always injure a survivor.
    We can’t stop The Blight from bouncing off walls at full speed, just as we can’t stop The Nurse from blinking.

    So explain to me why the Xenomorph has to suffer such a significant penalty for its tail attack.
    Survivors only need to place turrets strategically and pre-drop pallets, and its weakness is further amplified by Kwon Tae-young’s new skill: Five Moves Ahead.

    If Michael Myers and Freddy Krueger have received changes that significantly strengthened them, then the Xenomorph deserves the same treatment.
    It wouldn’t take much to make the Xenomorph stronger and more enjoyable to play.
    There’s no need to touch its tail attack or turrets, they’re already perfectly balanced.
    What the Xenomorph really needs are extra tools to offset the penalty from turrets and, above all, to justify the nerf to its power.
    This is the most important point to remember: the turrets need to be justified despite their strength.

    I have two solutions to choose from:

    A • An additional power (rework)

    B • - Improvement to the tunnel exits
    - Improvement of six addons
    - the addition of a mini-Mori similar to Vecna’s (Henry), which would reward using the tail attack and the presence of turrets.

    " Option B " is the better choice, as it’s quicker and easier for the developers to implement.

    ⇒ Solution A : An additional power (rework)

    I’m sharing this purely for informational purposes to offer some ideas, but I don’t think the developers will actually pursue this path. They have many chapters to create and plenty of fixes to apply to the game.

    The Xenomorph could have a secondary power in quadruped mode to justify the presence of turrets that cancel its main power.

    For example, it could be given the ability to leap onto a wall or environmental object, which would give the impression of climbing walls, then jump back to the ground while performing a Shred attack similar to the Demogorgon’s.
    This would be a mechanic combining elements of The Blight and Dracula’s wolf form.
    The secondary power could also help balance the tail attack by adding a cooldown, harmonizing its overall strength.

    Of course, this is just a dream, as such a change would be very tedious to develop, requiring a rework of its addons and several adjustments.
    So let’s move on to the more realistic solution!

    ⇒ Solution B : Multiple Improvements

    Here are some changes that could push the Xenomorph to A-tier, with bigger impact and a more strategic endgame.

    https://us.v-cdn.net/6030815/uploads/06608NZYA4DV/the-xenomorph-base-kit.png

    Tunnel Exit Improvements


    Exiting tunnels now grants the Xenomorph the Undetectable status effect for 5 seconds.

    Anecdote: This already happens with the Demogorgon (5 seconds) and Springtrap (20 seconds), without being affected by turrets. 5 seconds is a reasonable compromise and should be sufficient (more explanation below).

    Exiting tunnels grants a 5% Haste effect for 3 seconds.

    Anecdote: This effectively integrates the weak Parker’s Headband add-on into the base kit. The add-on will receive a new effect in the next section.

    These two changes are minor, but they make exiting tunnels slightly more effective. This is especially helpful because some tunnels are poorly placed on certain maps, behind walls, in isolated corners, or on lower floors, far from generators, like on the Dead Dawg Saloon map.

    Improvement of 6 Add-ons

    The Xenomorph’s add-ons need a major overhaul to give players more options and synergy with various perks.

    Affected add-ons:

    • Ash's Innards
    • Brett’s Cap
    • Parker’s Headband
    • Kane’s Helmet
    • Multipurpose Hatchet
    • Acidic Blood

    https://us.v-cdn.net/6030815/uploads/BRQR8MJPPDV2/ash-27s-innards.png

    Ash's Innards :

    While hardier, mechanical beings break too when enough force is applied.
    • Turrets take 15 seconds longer to respawn after they are destroyed.
    • While in Crawler Mode, you basic-break Pallets 10% faster.

    Anecdote: I removed and replaced the previous effect of this add-on because the Xenomorph already has three stronger add-ons against Turrets: Lambert’s Star Map, Light Wand, and Emergency Helmet.
    Having four add-ons dedicated to countering Turrets is unnecessary, especially since they are rarely used.

    Inspired by the Very Rare Add-on Self-Destruct Bolt, which also provides a benefit in Crawler Mode, this idea grants a small additional advantage while in Crawler Mode and offers an alternative gameplay option for players.
    (It also aligns with the description of Ash’s Innards, which refers to applying enough force.)

    Note: Keep in mind that you can only equip two add-ons at a time. Stacking these benefits will make you weaker against Turrets.

    https://us.v-cdn.net/6030815/uploads/5OL16K7YZ80J/brett-27s-cap.png

    Brett’s Cap :

    Survivors suffer from the Oblivious Status Effect for 30 seconds, when they were within 16 metres of a Remote Flame Turret that was destroyed by any means.

    Anecdote: Destroying turrets within 16 metres of survivors only happens occasionally during a trial and currently doesn’t make the 25-second blindness effect worthwhile. The Oblivious status seems much more appropriate. I based the duration on 30 seconds because the Knight has a blue add-on that grants 60 seconds if a survivor escapes a Guard, which is significant since he can summon three Guards.

    https://us.v-cdn.net/6030815/uploads/3AEX2CAUTAT6/parker-27s-headband.png

    Parker’s Headband :

    Survivors suffer from the Blindness Status Effect for 75 seconds, when they were within 16 metres of a Remote Flame Turret that was destroyed by any means.

    Anecdote: Since we’ve integrated the add-on into his base kit, I added a new, much stronger blindness effect for Parker’s Headband (based on the Brett’s Cap effect I modified earlier).
    The duration of this add-on’s blindness effect may seem surprising, but it’s perfectly balanced thanks to the turret penalty that can cancel his power. The Demogorgon and the Knight have similar add-ons with long durations: Grim Iron Mask (75 seconds) and Brass Case Lighter (60 seconds).

    https://us.v-cdn.net/6030815/uploads/CUCM2Y5L4REV/kane-27s-helmet.png

    Kane’s Helmet :

    Survivors hit with a successful Tail Attack suffer from the Haemorrhage
    and Mangled Status Effects for 70 seconds.

    Anecdote: I integrated the Haemorrhage Status Effect from the Multipurpose Hatchet add-on, since it’s completely ridiculous to have to equip two add-ons just to apply these effects with the tail attack. Many killers already have both effects combined.

    https://us.v-cdn.net/6030815/uploads/HUX04JZR21JV/multipurpose-hatchet.png

    Multipurpose Hatchet :

    Survivors hit with a successful Tail Attack suffer from the Broken Status Effect for 20 seconds.

    Anecdote: Here’s a new effect that rewards using the tail attack and justifies the presence of turrets. It’s an add-on that becomes interesting in multiple builds and also helps counter medkits and many survivor perks.

    https://us.v-cdn.net/6030815/uploads/7M9HLFYMP1ZN/acidic-blood.png

    Acidic Blood :

    When damaged, The Xenomorph's unique physiology made it deadlier than ever.
    When Survivors stun you within 30 seconds after emerging from the Tunnels and while you are in Crawler Mode... etc.

    Anecdote: I increased the duration from 20 seconds to 30 seconds because this Ultra Rare add-on is genuinely underwhelming. Using it forces the Xenomorph to exit tunnels and stay in quadruped mode, while strategically placed turrets heavily slow him down and cancel both his tail attack and the add-on.
    Additionally, survivors who know about this add-on can pre-drop pallets, making it essentially useless.

    https://us.v-cdn.net/6030815/uploads/CMFYOXMCJASD/mini-mori.png

    NEW Mini-MORI


    Each successful tail attack applies a mark represented by a Facehugger symbol.

    After 4 tail attacks on a survivor, this symbol becomes complete.

    https://us.v-cdn.net/6030815/uploads/5NQHHGQHEDFM/survivors-facehuggers.jpg

    When the Facehugger symbol is complete:

    • A survivor who has reached Stage 2 on the hook and is in the Dying State will be attacked after 4 seconds: a Facehugger jumps onto their face, and the survivor is instantly killed.
    • A survivor, regardless of their hook stage, who has the Facehugger symbol and escapes through an Exit Gate in the Dying State, will be attacked by a Facehugger that jumps onto their face, in a manner similar to when the Reverse Bear Trap activates on a survivor by The Pig.

    Summary :

    • Survivor Stage 2 + 4 stacks + Dying State → killed by Facehugger
    • Survivor Stage 0/Stage 1/Stage 2 escaping through an Exit Gate + 4 stacks + Dying State → killed by Facehugger

    https://us.v-cdn.net/6030815/uploads/MFS1LECOZZMG/dwight-facehugger.png

    This mechanic would greatly improve the endgame and make the Xenomorph much more threatening, without making it overpowered.
    These changes finally make the turrets justified.

    Survivors will have to be careful not to take unnecessary risks.
    This will be the killer that no one dares to T-bag at the Exit Gate.

    What do you think of these improvements?

    I believe they would give the Xenomorph a whole new dimension.
    These changes aren’t particularly difficult to implement and would finally let the Xenomorph live up to its reputation as:

    “ The Ultimate Weapon ” it was meant to be in Dead by Daylight.

    The problem there is with this is that Xeno's crawler mode is quite oppressive. Not only is it already a 4.6 killer with a smaller terror radius and low height, but his tail has range and its hitbox can be dragged over objects with low altitude for some cheeky hits. Predicting the survivor's actions and waiting for an animation lock is what the killer should do to grant that the tail connects with the survivor's hitbox.

    Then, there is something to take in count. Survivors CANNOT prevent the xeno from going into crawler mode. Sure, they can postpone it, and knock it off that state. But a xeno that wants to be in crawler mode has the choice to be in crawler mode whenever they want via entering the tunnels and recharging by moving through them, or quickly attacking the turret that is posing a problem to them before they are knocked off crawler mode.

    With that said, i never really understood why there isn't undetectable when it comes out of the tunnels, out of all suggested changes that is the one I'd definetly go for. Although not just for 5 seconds, but for 10-15. The rest of the changes I consider out of place. The turrets compensate the oppression crawler mode can inflict when well-placed, something most survivors don't know how to do.

    My point is crawler mode is already oppressive enough to justify a counter like the turrets, one just has to be good with the tail to realise what the xeno skill ceiling is (high). Of course, if you are missing a lot of those, you will be frustrated. Even more when having turrets annoying you because itwon't seem like the power does too much to justify a counter that big. But then one sees the top xeno players pull off pure insane things with the tail and then understand why the dynamic is actually compensated. We must regard the whole spectrum, because if we don't we start getting into Kaneki scenario, in which we have a killer with an absurdly low skill floor that requires little to no skill input from the player's part to start winning.

  • @heloize said:

    Title: Jason (The Slasher) needs urgent balance tweaks regarding his hitboxes and power cooldownsBody:Hi team,I wanted to share some constructive feedback regarding the balance of the new killer, Jason (The Slasher). While the concept and lore integration are incredible, playing survivor against him at the moment feels completely oppressive and unhealthy for the game's state due to a few specific mechanics:

    1. The Javelin/Harpoon Hitbox: The projectile collision is currently way too forgiving. Survivors are consistently getting hit even after successfully breaking the line of sight or fully completing a vault. It rewards inaccurate shots and makes looping feel unrewarding.
    2. Omnipresent Evil Cooldowns: The mobility provided by his teleport power is overwhelming, especially during the end game. Assassins are currently abusing the power to infinitely camp exit gates and generators with almost zero downtime. There needs to be a longer, more punishing cooldown when he cancels or finishes a teleport to allow survivors a window of counterplay.
    3. Extreme Tunneling Potential: Because his kit allows him to ignore map distance so easily and track survivors immediately through the fog, he is becoming the ultimate tool for hard-tunneling players out of the match within the first two minutes.

    Please consider reviewing his kill rate data and tweaking these numbers in an upcoming hotfix. The current gameplay loop against him is driving a lot of players to disconnect.Thank you for your time and hard work!

    His omnipresent cooldown is fine as it is. You cannot insta pop it after comming out of it, you gotta spend some time walking around. And it does have good movility, hence why Jason is 4.4 abd not 4.6. For that and the projectile.

    His spear throw is okay, the problem is the survivor hitbox not being alligned with the survivor per se.

  • @Enatross said:

    Hello Behaviour Interactive Team,As an active Dead by Daylight player, I would like to share my crucial observations and solution proposals regarding the current state of the newly added killer, Jason (The Slasher), and his impact on the gameplay loop.Under the current meta, Jason's mechanics distance the game from an interactive and fun chase experience for survivors, bringing the match flow to a complete standstill. Many survivor players (including myself) have started avoiding survivor lobbies altogether simply because of the high probability of facing Jason, which currently feels incredibly boring and overrated.The exact scenario I have personally experienced in numerous matches—which completely kills the game's momentum—is as follows: As soon as the match begins, the iconic "ki ki ki ma ma ma" sound echoes through the map, and Jason immediately enters his invisibility/stealth mode. At this stage, knowing that touching a generator is essentially suicide and carries a near-certain risk of being chased right away, survivors cannot dare to repair them. Instead, everyone crouches (using CTRL) and hides somewhere, waiting for the killer to search aimlessly. This drops the match tempo to absolute zero, creates an excessively tedious atmosphere, and ultimately kills the fun of the game.To balance this oppressive, low-risk, high-reward design and make the game playable and enjoyable again, we urgently request the following nerfs (debuffs) to be implemented:

    1. Duration Limit and Cooldown for Invisibility: The ability to remain invisible infinitely is an unfair advantage. A cooldown of at least 30 seconds should be added after using this stealth mode.
    2. Cooldown for the Spear Mechanic: After throwing a spear, Jason should have a cooldown of at least 15–20 seconds before he can throw another one. This will prevent him from relentlessly zoning and spamming projectiles at survivors on open-area generators.
    3. Information Restriction While Invisible: Jason should not be able to see the progression status of generators while he is in his invisibility/stealth mode.
    4. Hiding Survivor Indicators on Generators: If a survivor is working on a generator, the invisible killer should not be provided with red indicators or aura-like cues on that generator. The killer should have to locate the survivor through their own awareness and effort.

    Unless the current design of this popular character is rebalanced, the dissatisfaction among the survivor community will continue to grow. I sincerely hope you will listen to the community's voice and take these suggestions into consideration for the upcoming hotfixes.Thank you for your time and hard work.Best regards.

    This would be too much.

    1. Omnipresent proposed changes: This would make it an even worse spirit phase/wraith cloaking. Omnipresent is fine as it is, and you can bet you'll be chased if you are on a generator against any killer. Wraith works the same, and there is no issue on that part. Plus, crouching gives him a counter Wraith does not have. If the survivors want to do crouching all time, that's on them. Same principle as regular matches, if you don't wish to touch a gen so as to not be found by a killer patrolling gens, it's okay but it's on you.

    2. Spear changes: No need to do them. He already has to go out of his way to reload, so with decent pathing from the survivor's part, Jason is punished. Even more when he is in his 4.4 mode.

    The only change I would make is erase the post-jumpscare haste. It is unearned and can give free hits with ease. Have him be permanently a 4.4. Because 4.6 projectile killers are too opressing and the fatigue seems like it was not designed with the haste in mind.

  • @Cyndi_Looper said:

    love his kit and play style however my index finger is sore holding down crouch for 3 minutes because no one wants to interact while he’s in his power. Can we get a time limit of how long he can be in omnipresent? 30s or something? He’d still be able to travel map wide, some games are held hostage by this and it’s boring


    also the add on where he breaks gens is crazy op

    The sheriff's badge ain't OP, it allows to hit the regression cap soonish since one cannot control when does he apply regression as much.

    The only nerf I think would make him perfect is the removal of the post-jumpscare haste. Has no need to be there, is not earned and can give free hits. Have him be a 4.4 killer whenever he is out of Omnipresent and that's it.

    No reason to limit omnipresent further, it's worse wraith cloaking. If people decide to crouch, that's on them. But survivors need to compensate crouching and advancing gens. And it can be done with a minimal planning and coordination as long as everyone is on the same page. You can use his detection limits to force him into a chase that does not interest him, for instance, by keeping the survivor he needs to find the most shrouded and exposing those he would loose time with if he engaged in chase.

  • @zonkednb said:

    I'm in the camp that his counterplay takes longer to pick up than his gameplay loop. I don't think he's OP, but he definitely power creeps some other killers.

    You essentially get to choose who he finds and where he finds them as a survivor. You can deliberately bait him by staying on a gen while he's in OE if you know you've got a strong set of tiles to work with, or if you have no hooks while the rest of your team has plenty.

    Jason can ignore you to try and tunnel or go for a better target, but the better target can just crouch walk until OE passes, usually because Jason is forced to take an unfavourable chase or lose a gen.

    Jason games are going to take longer. They require a more methodical approach from survivors instead of focusing entirely on efficiency at all costs. It makes him unique.

    Nerfing him too quickly might remove a unique, team-based way of dealing with a killer from the game and I'm not for that.

    I think the problem with him right now is he checks harder than most killers whether the survivors are all on the same page.

    Up to this point, we have many killers that qualify as "solo Q stompers". Jason is definetly one, but what you said.

    With good coordination, he can be figured out and countered with ease, but patience is needed for that to happen as well.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028643#Comment_4028643

    They don't only listen to survivor mains, we've been getting killer changes for years. We just need more killer changes to make it more forgiving, the same can also be said for survivor rn. Your bias shows, I think both sides really need help where it counts rn. Killer needs more breathing room on gens for when they play without gen regression perks, survivor needs to be more forgiving when hard tunneling and slugging are in play.

    The biggest annoying thing they've done recently is release overtuned killers and make killer mains who think that's how they are meant to be get attatched to them, then they get nerfed. That's probably the biggest sin they are committing recently, I don't think Kaneki/Krasue should have ever been buffed going into live.

    Then there is going onto all the bugged and ugly unfinished cosmetics they keep releasing and all the bugs that keep amounting up ruining the game for everyone, with no QoL for those in sight either.

    I'd rather them try new things and take the game in new directions, or stagnation will happen. This games design road is very comparable to mmos, which after 10+ years like FFXIV are also suffering from stagnation and keeping things simple.

    Also killers are barely leaving, the queues for them take an age even with the pallet changes WHICH ARE BEING CHANGED, it has been confirmed. The pallet increase needed to happen on maps like Haddonfield etc.

    Like no disrespect, but there is truth to both sides of the coin here and I think if you played more survivor you'd see it.

    Killers are leaving though. The BP bonus seems to prove it. Prior to 2v8, it was mostly on killers when it usually was on survivors almost always. If that isn't a symptom, idk what is.

    I understand tunnelling and slugging can be boring. I try to avoid it as much as possible unless I am facing a head on sabo squad in the case of slugging. But sometimes you gotta tunnel at a 2-gen to get your pressure back up. And BHVR intends to punish me for that? This time they just gave killers a bad bloodlust while survivors get wallhacks for free and an obscenely long protection (unless they dialed it down for release)

  • @Chilli_man2400 said:

    survivor sided updates yet my fog vials were nerfed in 2 weeks and clown was a braindead drone for a month by your logic he should have been nerfed in a week

    Clown was just 1 thing that got reverted in a month. Fog vials were poorly implemented and their real usefulness could be questioned.

    Meanwhile, pallet density has been like this for almost 2 months and it still isn't being fixed. Now we got antitunnel and antislug. Endurance now nullifies some killer powers for some reason. Is it comparable how much survivors have to how little killers got? I don't defend the clown "buff" , it was busted and braindead. But isn't survivor gameplay getting more and more braindead with each update? It is. It has been for this year since FNAF. And it seems there is no will to fix this.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028374#Comment_4028374

    Thats exactly what these changes are aiming to do, start the steps to making the game to not feel like toxic strategies are a must to win.

    Even if things get worse at first, they will improve coz we'll keep getting feedback, we prevent these changes we stagnate and won't get any good feedback or change. Community Managers have even told us multiple times if it affects kill rates they'll give killer buffs accordingly.

    So let's just enjoy the ride, could always try survivor for a while until you get more suitable killer changes. I find this game is enjoyed best when you play both sides.

    You may find it like that, but we both know not everyone is the same. Survivor gameplay to me feels boring.

    And now to my next question. Is stagnation bad compared to moving towards a detrimental state? I think not. What we had is better than what we have, and that is undeniable.

    They don't listen to the feedback, and when they do the game has been unfair for more time than needed. They only listen to survivor mains on a regular basis.

    And it's BHVR we are talking about here, known for unfulfilled promises regarding the future. So I think it is pretty justified to refuse to believe in them after so much was said and so little was done.

    The truth is the game is at a low point. Killers are leaving. And even then they refuse to acknowledge they have gone too far this year.

    This ride cannot be enjoyed by killers. It couldn't be for more than half a year, and it's worsening. I cannot keep faith anymore because things are spiraling down without control and noone puts a stop to it despite recurring manifestations of it that are met with disregard.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028028#Comment_4028028

    I mean I can see your reasoning, but we can't know how effective it is until we see it in actual use cases on the live servers.

    So many people (not you) parrot content creators who are just the same as them, people who play the game, rather than coming up with opinions they actually feel match their personal experience.

    A big change like this needs to happen I feel at least so we can see what works and what doesn't and go from there. I'm glad its causing discussion of what the best course of action is coz we've needed this for a long time.

    I agree making not tunneling more enticing would be a good option, but much like you see that as a nerf to killers when the shoe is on the other foot, survivors will see it as one to them. So it doesn't matter what way we go we'll face the same issue.

    So the best option is to cater to both I feel, regardless, coz they aren't gonna make everyone happy regardless, so might as well make the majority happy.

    The problem comes from BHVR's part here. Their way of expressing things makes it seem like they care not about what killers have to say, but instead look at the survivors because they have the numbers. And after all this year this seems true. Survivor mains will always be a majority compared to the killer mains, that is undeniable. And the seeming neglection towards killer mains from BHVR's part only encourages an us vs them mentality.

    I do feel BHVR listens more to survivors than killers overall. They have listened sometimes to killers, yeah, but not as much as they listened for survivors especially in recent times, which is frustrating.

    And after many years of this, killers have had to resort to sweaty strategies to keep up with a game that is becomming more and more unfair to them with the course of time. Toxicity is encouraged, it feeds the cycle non-stop. And the game ain't fun anymore. It became way too competitive, because if you fail once, the other side humilliates you. You are not only defeated, you have to endure demeaning treatment more and more, in contrast to survivors, who can abandonn as soon as they are slugged twice or skip a mori. But killers cannot avoid teabags on exit gates nor generators being repaired on their faces.

    BHVR is undeniably protecting more the survivor playerbase than the killer playerbase. They May have fun humilliating me, but I am not a masochist. Nor are other killer mains who just wish to have fun and a fair shot at killing.

    BHVR is not going to listen to both sides. Not when they have spoiled survivors so much. They have chosen a side when they shouldn't have.

  • @Artimenius1307 said:

    Agree with pretty much everything, it was going rather well up until after Springtrap dlc. The dlc had a few issues too but nothing serious, and most of it got reverted too. But after the dlc? It honestly feels like the entire balancing crew got fired and completely new people were hired, because things got bad REALLY quick.

    The entire walking dead chapter was a buggy mess on par with Twins release, some bugs still existing to this day never addressed, never fixed, but at least still it was mostly just bugs, though the patch itself was weird it wasn't that weird

    But then, the absolute banger drops, the 9.2.0 with changes that basically cancel out years of what bhvr was doing prior to that, anti-everything changes that lack any attention to the finer detail of the game, a random Myers rework, a killer with a really bland design, sure she was and is strong, but her gameplay loop is extremely boring, and the cherry on top, pallet density "QoL" change. (I wonder if they removed a whole hook stage from survivors would they call it quality of life?)

    Some of 9.2.0 were reverted, but now we have 9.3.0, and it looks like uuuuh nothing was learned, somehow it became even worse, that community stream was really eye opening in terms of just how bad devs understanding of the game is. I completely agree, getting hardcore tunneled (The only problematic type of tunneling imo, 3 hooks=death one) by S or A tier killers sure feels terrible, but these changes are bloated out of proportion tremendously.

    And honestly, they can't even claim that they do this to make game easier for casual players. Yes, these changes make life easier for casual survivors, while also insanely buffing swf. But why oh why there is NOTHING for casual killer players? Are they not also part of the playerbase? Are they not deserving or buffs to killer? Because right now, casual killer players got shot in the knee with pallet density update, and they will be shot in another knee with these changes.

    Do you want to know the really important issues with the game right now bhvr? It's easy to tell you which ones they are, it's an absurd amount of game changing bugs, like Slinger having no animations, or Greenville having smoke bug if you enter corner, or Blight being bugged for so long that players accept it is as feature now.
    It's the incredibly powerful potential of full squads swfs, shackling the design freedom of survivor items/perks/addons, because you have to always design around possibly 4 people using it, because for some reason you still haven't introduced something like a limit per person which only applies to a full squad swf
    It's the overtuned S tier killers which dictate game balance and map designs for years, I don't understand why you never address Blight bugs that make him stronger, it's super simple too, either remove/fix them, or make it a feature available to everyone, like you did with Oni flick
    It's the terrible disconnect epidemic, people are leaving or giving up for the tiniest issues, which greatly affects enjoyment of the game for others. You probably need to consider harsher dc penalties, BUT at the same time prevent it from applying if people are forcefully disconnected by hackers
    It's your current changes lacking any thought in the deeper layer of the game. Why are slugging changes not taking into account Twins and Oni? Why are camping changes not taking into account multi floor maps? Why are you nerfing perks or addons based purely on statistics, like Unknown's Vanishing Box?
    It's complete lack of any effort for events/modes. You readd them almost entirely the same, of course nobody is asking for a whole overhaul , but simply something new, and something new not being meaningless. I honestly liked the new autogen repair aspect of crystals from halloween. The 2v8 is barely changing, while being extremely survivor sided, and extremely boring for some killers (Compare Deathslinger with 2 buffs vs Wesker with incredibly fun 3 dashes)

    I was in a toxic relationship with this game since 2017, but I will not lie, I was loving it more up until Springtrap dlc, it was really going in a nice direction, and you fumbled it, fumbled it really hard, and you keep at it, extremely saddening to see

    It's quite sad how you check the history and see that it seems this year they seem to have chosen hearing survivors over killers.

    I get survivor mains have the numbers but sweet jesus, they are becomming more and more spoiled to a point where even Scott Jund, who for me is bery survivor sided, is denouncing survivor players have grown overly entitled.

    The game does not only have survivors. It has killers. Killers that everyday of this year have felt neglected time and time again despite being important towards keeping the game alive.

    The community stream was a big red flag. They said survivors are DCING and uninstalling because of tunnelling. If that is what we are looking at then, okay. I am fine with killers leaving if this is how it's gonna be.

    For the love of god, there is even something known as killer anxiety. THE HARSHNESS OF THE KILLER ROLE IS MENTALLY AFFECTING THE PLAYERBASE. But they still chose to make it harder and harder for killers. Okay, It's time to stop.

  • @dramafinesseXD said:

    Coldwind borgo haddonfield and swamp needed these changes everything else didn’t

    I disagree with swamp. Both maps have strong buildings for survivors and a pier, which is a structure that also favors survivors.

    In pale rose main has some strong pallets, the pier plus the smaller boat with that one god window. Add in the fillers on the middle and there you have it. It was fine as it was.

    Grim Pantry has a busted main with that one god window everyone likes to use, a pain to get around, and many pallets below with some good windows to get in or out. The 2-floor smaller building has 2 pallets, upstairs being better than the one downstairs but still, resurceful. And a pier as well with shack just 1 filler away. Add in fillers on the middle and there you have it. I recall the only true deadzone was between that 2 story building and the jungle gym. Adding the front slope to shack as well, which wasn't that big. It was also fine.

    For Borgo I'd say Shattered square could use this well, but not forgotten ruins, I explained it on a previous comment. Forgotten Ruins has many resources downstairs, plus that portal infinite.

  • @sizzlingmario4 said:

    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.

    The disturbed ward I disagree. The main is obscenely strong for survivors. The deadzones are needed around it to compensate. Still, I recall that before there were still like 2 or 3 fillers in the inmediate surroundings of main, which was fine, and then jungle gyms and fillers on the edges. That way you got a centre strong for survivors, a middle strong for killers and edges in which things are more equal for both.

    Mother's dwelling does have a problem, yeah, but it's the same as Shattered Square. It's so big it feels like everything is far from...everything.

    I haven't played blood lodge yet because my maps tend to be nostromo-dead dawg-borgo for some reason, but looking forward to it.

  • @Deadman7600 said:

    I feel like the borgo realms did also need it but yeah I agree mostly

    Depends. Shattered square had this bit of a problem, but one would argue it's because it is so frikkin' big things are far from each other.

    Forgotten ruins I'd say did not need it as much, the map is smaller and the lower floor does have pretty niche things for survivor to use. Plus, portals can be abused to create a sort of infinite loop.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995636#Comment_3995636

    I don't slug or tunnel and my kill rate is around 70%.

    I always go after someone on the gens or the unhooker.

    I only slug when I know for a fact, that someone is around with the flashlight and the person who died is on "safe" place for a pick-up.

    You guys are not going against comp swfs all the time!
    You skyrocket into high MMR just because you used dirty and cheap tactics!
    Maybe you should not be there is a first place, if you're struggling without tunneling?

    Everything will be scraped because a lot of people are vocal about the changes. Playing killer has never been easier!

    Playing killer has never been harder. And now they intend to condition our gameplay and turn killers into mindless drones condemned to do the same thing time and time again, and loose.

    Killers also have a right both to have fun and to win. Both sides deserve a shot, and this just makes it so only one side has almost all the shots, and it aint killers. You don't need tunelling? Good for you, surely you play S-tier killers or are hellbent on keeping some sort of moral code. But then, for a fact, I know you don't get into high MMR if you play something non-S-Tier. We cannot check your killrate as of right now, nor if you are saying the truth regarding how you play or how you don't.

    But you sound like a survivor main, and perhaps some more time on the killer side in the PTB will show you how killer is now more overly complex. And if you don't want to play killer, then you are not suited to understand what our statement is, nor are you in a position to attack or defend it.

    The evidence is there. Gather it. Experience it firsthand. Not just one match in the PTB, at least 5 or 6. If you can't, watch the footage. And then come with your arguments.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995447#Comment_3995447

    Let’s not forget Hawkins. People seem to forget how many pallets are on that map. Most of them are decent too.

    Still the main issue with Hawkins is the windows and falls. They suck. It's balanced landing/lithe heaven. I feel like the pallets wouldn't be such an issue if they weren't backed up by the windows. Especially that god window in portal room.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995500#Comment_3995500

    You can turn it off in custom matches.

    Killer won't feel miserable.

    Uhh…so I should be forced to play with either bots or friends instead of going out in the open and getting to play against other people, having to rely on friends disponibility to play casual or bots, which are awful to play against by the way.

    If I buy a game, I expect to be at least able to play it the way I like in all of its iterations instead of limiting myself to a part of it because the rest is simply rigged.

  • The problem is that both competitive and casual killer are going to feel miserable, whereas competitve survivor is going to become more braindead and overall easier.

  • Adding more pallets? Now survivors won't need to think as much during chases.

    And still we got Gideon, don't forget, where is pallets on top of pallets.

  • Seems better for the majority of the roster, enabling them to apply the same pressure regardless of mobility, ensuring a reward for not tunelling instead of being exposed to circumstances that may render the compensation for not tunelling useless.

    Just an oppinion though.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992273#Comment_3992273

    Actually i would rather prefer basekit pain resonance than pop now that you mentioned it.

    It fits more to these changes than pop..

    We will see!

    Perhaps make it pop for nurse, ghoul, dracula and blight. But for the rest, pain res would be better. They showed they are willing to give these killers a special treatment and pop wouldn't be much for them.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992053#Comment_3992053

    The problem is that SWFs are sooo coordinated that they will find a bypass for thiese things. They always do. The moment someone goes down, the survivors will go into a locker or hide behind a gen to prevent their auras from being seen. Because now they know you can see them, and they don't have to speculate.

    Then they're not on gens. As someone who plays Dredge and uses Darkness Revealed when I play ranged killers that reload from lockers I can say from my experience that there aren't that many lockers on maps and if there are then survivors aren't spending that much time near them. If you disagree - see how it plays out on the PTB. I would be shocked if survivors were consistently and successfully locker dodging the aura read. It would have to be their #1 priority above gens and they're not getting gens done very quickly if that's the case.

    The pop will for sure be 10% or less, knowing BHVR. The fact they hid the numbers is a bit…concerning to say the least.

    Numbers might be part of what they're wanting to test on the PTB. Why should they release numbers before the testing even starts? It's not like the doomposting is actually going to be affected by numbers.

    And haste will surely be around 5%, which weaker killers won't be able to use. Pig with 5% haste is not a big deal. Nurse with it is. And the pop won't do much if the gen is far unless the killer is one with high mobility. The bonus now becomes a useless feature since it has counter. And every value you can get out of the BBQ and aura reading, basekit or with perks, after hooking has the potential to be negated or drastically reduced.

    Killers are getting haste for free, Pop for free, and BBQ for free and still they're complaining. Literally none of the downsides of these new mechanics come into effect if a killer just doesn't tunnel - all they get are buffs. The complaint of "They're not getting strong enough buffs." is a little premature.

    BBQ, when expected, can be played around. The point of it is survivors being caught offguard. Now they will always be on guard because they know you see them. And it's a fact. Once a survivor team, especially a swf, deduces BBQ is in the trial, they play around it. And the aura reading is easily avoided. And not only by being in lockers, but also behind generators to conceal their auras. So they do not need to leave a gen to hide the aura.

    Haste for free with a killer like Sadako is useless. But for a nurse or a blight does make a little bit of a difference. Depends once more on the numbers, but if it ends up being like devour haste...it will be nothing. To use de pop you actually need to arrive before the gen is done, and for killers with less movility (all that ain't blight, ghoul, nurse) that is going to be very difficult if there is a large distance.

    And also, based on your last comment, you seem to be turning this into a "us vs them". Refrain from it. I am only exposing facts, not complaining. Yes, killers get those things not for free, because to earn them you gotta play a certain way and hook in a certain order, and even then, these things have the potential to be of little to no use based on how efficient survivors are countering them with strategy and coordination.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992053#Comment_3992053

    I hear you about those 3 basekit perks not being enough.

    Believe me i main myers with vanity at 4.6ms and i still feel slow and cant traverse the map.

    Most likely basekit corrupt will be added i made a post about it give it an upvote too.

    The only thing i can think of this being worked around with is if after each gen is completed its allowed to confirm kill as well so if the gens are popping so should kills in theory.

    Gen = kill

    Kill = gen

    They are both main objectives for each side.

    They for sure must allow 4 hook states instead 6, its also allowed to kill while game is progressing aka gens progressing too it refreshes hook cycles for debuffs.

    Im fairly certain they wont see light of day SOME of these changes while with others i think its great, i think 4k slug = win should be fully killed but 2k 3k smart slugs should be the play here and community should voice it once the PTB releases.

    Generally about BBQ, if they do all hide which is fully downside to them when killers can just run DMS, Pain Res (i run just pain res) the gens will just get blocked and killer can just rotate there and know a general location where they could be.

    This will be really good and i dont think bhvr will allow any wiggling room for swfs to figure out abusing strats for very long

    Basekit corrupt would be interesting...although some though was bugging my mind. How about a basekit pain res integrated in the antitunnel instead of a pop. That way all killers can access it and make the most of it. It does not need the gen to explode and take off the survivor, just have the progress go back like 15-20% of the progress made, not the total progress.

    6 stages is wild, clearly 4 should be the go-to here. Because then it's guaranteed you did not tunnel to do the deed. It wouldn't feel like killers are being punished for doing their job efficiently, instead punishing the tunnelling for the 1st kill.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991995#Comment_3991995

    The only thing that worries me if these changes fully go live without any changes (which wont simply due to history of what happened to fog vials so fast)

    Simply because the game has to be made in a way that at higher mmr killers can be on a equal footing rather than survivors having more power just due to being so highly cordinated knowing map tiles and such stacking perks now.

    So i like that these changes are going to help survivors againts weaker mmr killers that simply rely on tunnel and slug if one or more survs sabotage u shouldnt really get punished for playing well and they didnt.

    So thats what i love as it happens to me too so we are in same boat there.

    What worries is mainly my killer matches at higher mmr which will have to get some noticable changes due to how Otz reacted and hens etc.

    Highly likely that some of the values will be tuned, perks adjusted.

    In theory if Pop, bbq, haste are all three decent values and not tiny, this by itself is generally a big bonus againts swfs in a scenario you do spread hooks there will be more at stake here where they will need to be playing strategically and the person going for save will need to hide in locker wasting time there instead repairing etc.

    The problem is that SWFs are sooo coordinated that they will find a bypass for thiese things. They always do. The moment someone goes down, the survivors will go into a locker or hide behind a gen to prevent their auras from being seen. Because now they know you can see them, and they don't have to speculate. The pop will for sure be 10% or less, knowing BHVR. The fact they hid the numbers is a bit…concerning to say the least. And haste will surely be around 5%, which weaker killers won't be able to use. Pig with 5% haste is not a big deal. Nurse with it is. And the pop won't do much if the gen is far unless the killer is one with high mobility. The bonus now becomes a useless feature since it has counter. And every value you can get out of the BBQ and aura reading, basekit or with perks, after hooking has the potential to be negated or drastically reduced.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991980#Comment_3991980

    I agree many need buffs. That, or there should be basekit changes to some and not others to even things out, like how high mobility killers are getting some exclusions from the new buffs.

    But I disagree that tunneling and slugging are the only way. You have plenty of people in the forum saying they don't use those tactics, myself included. If I lose to better players then I lose. It's only people obsessed with stats and 4ks that seem to be worried about this.

    What I don't like is losing to worse players, and that happens to me a lot as surv but not as killer.

    The problem is that basekit changes will make the strong killers even stronger. Each killer is its own world and requires a more individual treatment so that weaker ones become stronger while not making the strong killers be busted.

    Then we have that tunnelling and slugging indeed can be the only ways in many scenarios. These are the safest ways of making a comeback, but even then it's risky to do. On top of that add that sometimes MMR decides to pair you with survivors that are much more better than you when you are killer. The game is unforgiving, it pushes you to camp, tunnel and slug at higher MMR if you are not using blight, nurse or ghoul if you want a shot at getting kills because the other killers either lack mobility or are easily countered. Add also the fact that some...many survivor perks trigger when hooked. Why would someone want to empower their rival?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991919#Comment_3991919

    The doomsdaying has been wild to behold. Most of this is going to have such a minimal impact, especially once it's all nerfed.

    I get hard tunneled all the time and I also bring non meta perks, focus on gens, and don't BM. It's much easier to target the objective-based players than the ones with chase builds. I think they're trying to address that with this. Too many killers are getting easy wins by targeting players weaker at chase but who get the objective done.

    But consider the other end of the deal. A killer cannot waste time on a long chase because then they will be punished. Pressure will deplete. A survivor back in the lobby is then required for pressure. The competitivity in the game has ensured things are how they are right now. Killers except for the fearsome 3 simply cannot withstand it without the need to resort to these strategies.

    Buff each and every killer, make them be updated and able to keep up. Solve the overreliance on RNG for Dredge. Update trapper. Give stealth killers some chase power. Rework skull merchant. Rework twins. Tweak xeno. Things like that. I assure you once killers can keep, up tunelling and slugging will naturally fade because they won't be as necessary. And then, if you want to put a final nail on the coffin to ensure any reminiscence is gone, add these changes.

  • @cssky said:

    Hey i wanted to ask , whats the idea behind this update? Cause it look like it came from somebody that never played this game before. Killing is really hard, why make it more miserable?

    Some people were calling it for some time. These changes would come and the inmense majority of the killer roster would simply not be ready for them.

    Tunnelling and slugging were not the sickness. They are symptoms. A consequence, not the cause. The cause is that most killers can't keep up. The fact that Blight, nurse and Ghoul are the most used killers is also a symptom of this as well.

    They attempt to nullify these symptoms, but the sickness remains because what we need is individual updates for almost every killer in order to allow them to keep up. And then will it be time to incorporate some truly game-changing features.

    I do believe they heard the community too much though. Posts complaining of tunnelling and slugging are recurrent, thus making them the focus of the discussion and encouraging acting against them when in fact these strategies are not the problem, but the result of a problem.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991360#Comment_3991360

    But they're not going to see those issues if tunneling and slugging remain as prevalent as they are currently.

    They have tried buffing Killers before, which led to more tunneling and slugging and inflating killrates.

    Dredge - Why teleport to random lockers when you can just tunnel and slug?

    Trapper/Hag - Why set traps when you can just tunnel and slug?

    Dracula - Why bother using bat form when you can just tunnel and slug in vampire or wolf form?

    Now that these strategies are being nerfed, people will have to try to use the Killer's powers effectively.  Some are more difficult than others, yes, but these difficulties will become clearer once we start playing with the new mechanics.

    Who knows about Twins; they will likely be buffed or reworked to compensate for these new mechanics.  BHVR will have to see how it plays out, and then they can decide how to adjust the Twins.

    People do try to use the killer powers efficiently. The thing is that the game is too competitive and mistakes are heavily punished. Tunelling and slugging are strategies that help mitigate the effects of these mistakes, so that not everything is lost when you chase someone for a bit more than advisable in order not to loose pressure. Plus, the examples you give are...curious.

    For Dredge, not tping to lockers would mean giving up any semblance of pressure you could get. His strength is the fact of his presence across the map, giving up that is basically and invitation to get genrushed. And even then he sometimes does not have it because of RNG.

    Hag and Trapper would be condemned to remain as regular M1 killers with no power. They give up the chance to have map control, thus opening the door to excessively long chases and thus getting genrushed. Boring playstyles and outdated mechanics that encourage camping, not tunelling.

    Refusing to use bat form as Dracula is renouncing to some valuable mobility, thus giving up pressure.

    The killer roster overall is simply not ready. And they should be ready for this first before they get nerfed so hard and they limit the resources they have. A nerf is not the way. The facts are there. And they indicate that there is sufficient evidence of the issues preventing killers from being able to keep up with a change like this. Breaking the killer role to a point where only Ghoul, Nurse and Blight are playable, especially when some of us paid to play as characters like Springtrap or Leatherface and are denied the chance of our matches lasting for a bit and being fun, even the chance to get some kills for challenges...is not the way.

    Killer anxiety is very real, and this will also only worsen it. Either you perform excellently or you get destroyed. These changes elliminate the middle ground. Killer role was pressuring already, and now it seems it's getting worse.

    This is a 1v4. The 1 should be the power role. It is the intended way for the game. But what I see here is that strength being taken from the 1 and given to the 4. Killer role was already harder since FNAF release, now it's even more demanding with these changes.

    So yeah, it's not the time. Prepare the killers first so that they can withstand such a change without the need of nurse, blight and ghoul. And then will it really be time to implement these things. They intend to build on a broken base. And if the base shatters under the weight of what's above, everything is doomed to fall down and crumble.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991070#Comment_3991070

    No, this is absolutely the correct way to do it.  All the times Killers have gotten buffs in the past (be it general basekit buffs, or buffs to individual Killers), all it did was make tunneling and slugging even stronger, and thus Killers relied even more on it.  Now, with tunneling and slugging properly nerfed, the devs will be able to see which Killers are truly struggling and adjust them accordingly.

    Disagree.

    It is blatantly obvious what killers are weak. And they even have acknowledged in the post which killers they consider to be S-tier and even gave them a special treatment.

    It is undeniable that the whole lot of the stealth killers are outdated. Only Wraith can keep up a bit better but that's it.

    Dredge has clear RNG issues.

    Dracula still has not found a more definitive spot regarding numbers.

    Skull Merchant. Nothing else to say.

    Twins still have a LOT of issues.

    Trapper is outdated.

    Hag overrelies on camping.

    And more weakening issues still exist with the roster. Issues many have pointed out are there, and don't seem to be a priority anymore. Thus, those killers will be severely hindered if this update comes out (except SM and Twins, which already are). Thus, based on this reasoning, it's better to solve these issues before implementing such a game changing update that threatens the entire balancing of the game in a substantial way.

  • @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

    Although promising, the current state of the game isn't idyllic for an update like this. An overall killer nerf will only encourage the proliferation of certain killers, while other regarded as weaker will be cast aside without any doubt. I do believe they should first find a way to strengthen the weaker killers that are already struggling such as Sadako, Artist or Dredge.

    Also already beating a dead horse since this will make twins even less playable, and Skull Merchant will completely disappear from the game. I won't lie, these tunnelling and slugging changes should be postponed until all the killer roster is ready for them, because now you will just be encouraging playing nurse, blight and ghoul. And the fact that Myers had to be changed into a dash killer exemplifies how stealth killers for instance no longer can keep up, and only killers who can freely cover mid-large distances in a short space of time are the ones that can be played.

    So please, Behavior, it is not too late to delay it. Because these game changing things cannot and should not be done fast, it requires time. It needs to be slowly implemented to prevent disasters. I would eliminate the slugging changes, that are too radical as of right now, and go only with the tubelling ones, which seem a bit more polished and actually posess some semblance of balance. Because if you take away slugging without compensation, aplying pressure as certain killers will become impossible.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953498#Comment_3953498

    Whithout address of the biggest creators, this post will be forgoten for months and even years. Funny to say but spawn logic with the Animationic's doors and the Onryo's tvs they fixed right before 9.0.0 release. They just didnt read the feedback of ony guy who made a post like with 200 upvotes. (Hah, we ll ignore it for few days. 3 or 4 ) Mintskull should make a post here, so his viewers could help to address this issue.

    Cool theories and opinions from him about what is happening right now.

    https://www.youtube.com/watch?v=1vUmdbpGqds&ab_channel=MintSkull

    At least now some creators are echoing this. it's a matter of time before one of them adresses it. And if they don't, more videos on this topic are appearing so hopefully they will hear.

  • @Contrationer said:

    Playing as killer is no longer fun, im a killer main for over 4 years and in the last 2-3 weeks that i came back to the game im feeling oblidged to straight up tunnel, face camp and slug since the match starts, in the last 3 games i played, the first 3 hooks were from the same survivor, this has to end, if the anti tunneling mechanics come, all killers will leave the game, im telling u, same fate as other games, cause it makes no sense for 3 gens being already done before the first chase ends, so i suggest delaying anti tunneling update and increasing gen time from 90s to 120s, and i asked the devs to listen to feedback because this game is survivor sided, and anyone that say otherwise is because they are novice people that maybe even haven't tried killer, and A+ killers feel like B-.

    https://us.v-cdn.net/6030815/uploads/A77AB92QPYR6/captura-de-pantalla-2859-29.png

    1 minute after the game starts after i made a succesful legion frenzy, all healed and 2 gens done.

    https://us.v-cdn.net/6030815/uploads/8LLTSVBSY55Z/captura-de-pantalla-2860-29.png

    3 minutes into the match.

    https://us.v-cdn.net/6030815/uploads/Q8XA7MW0CRRR/captura-de-pantalla-2861-29.png

    I had to face camp in the endgame to rather get a single kill, notice that before they left, all of them were fully healed, they just weren't feeling altruistic to poor leon.


    Thank you for reading <3

    The problem mostly affects the weaker killers. The new survivor spawn allows to pressure all 4 if you guess correctly where are they in the first few seconds. And even then that generator won't be contested because as soon as you cahes one, the others will go back and finish it fast. If you have good map traversal, however, this will be much less possible. But m1 killers will suffer from it nontheless.

    The healing meta is ridiculous. We are back to the old circle of healing days, being hurt does not matter when you can heal in 5 seconds or less thanks to the healing perk buffs. Hit and run playstyle has become obsolete once again, and legion especially suffers from it as well since its intended gameplay is hit and run.

    The go next prevention also makes survivors actually try when before they gave up over the slightest thing, which now shows who's really in charge of the matches.

    They should have implemented these changes one by one to see how they perform instead of releasing these game changing features all at once, breaking the status quo. Killers should be the power role, and it does not feel like that anymore with how fast matches have become.

  • @YayC said:

    The Issue Explained

    This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.

    The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:

    https://www.youtube.com/watch?v=s0G9U2B-Ctc&

    Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.

    https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png

    The door beside me and the door in the distance infront will be useless for the entire match.

    https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png

    The door off in the distance is so far aware from main that there is never a reason to use it.

    https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png

    Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.

    Why this is Such a Problem

    This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.

    Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.

    I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.

    How We Attempted to Fix the Issue

    We had 2 ways to try and deal with this problem

    • We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
    • We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.

    Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?

    Potential Fixes

    The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.

    • Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
    • Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
    • Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.

    Final Thoughts

    Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.

    I am glad someone finally addressed the whole situation.

    The fact that this still exists is astonishing. And what's more, the fact that it even affects the most hyped chapter in the history of DBD and has not been adressed is simply incredible in all the possible wrong ways.

    But remember: labor of love everyone.

  • @Poochkips said:

    It's literally the main/only objective to do in the game for survivors next to unhooking and totems. Having an issue with survivors Gen rushing is like telling them not to play the game. Yes, it sucks to watch 3 gens pop in a singular chase that took you longer than you would have liked to finish, but…..it's….the point of the game….I really don't understand why people get so bitter about it.

    This is a legit question. No bitterness, just intrigued.

    Survivors and Killers both make some arbitrary rules towards one another and what can constitute as "Toxic behavior". Just curious why this is even one of them.

    Okay, imagine you are playing killer and you get into a game (sometimes after a long queue time). Then in the first 5-10 minutes all gens are done and they are ready to escape. You just chased one or two survivors, perhaps got one hook. You see how frustrating it is? You are left with no time to do anything besides sit and watch how gens fly. Especially in some cases when a killer does not have insane mobility (stealth killers suffer from this the most).

    You say these complaints, if heard, would force survivors not to play the game.

    But the risk of genrushing compells the killers to use certain slowdown perks so that they can actually play and not just be impotent. Don't you see that in high MMR there are certain killers that are not used? This is one of the reasons. Take a Ghostface to a high MMR and prepare to be genrushed. Take a Scratched Mirror Myers and congratulations, you will be able to do nothing while having no pressure at all despite trying.

    And survivors can do other things rather than just repair. Totems for example, NOED prevention. Loot chests. Preparing for the ordeal basically. Killers on the other hand are the ones who can just do one thing. Look for and kill. And they need time for that, a time they don't get when a genrush occurs.

    So yeah, one could say that a genrush is not only telling a killer that he can't play the game. Is basically making them unable to play the game by force.

  • https://forums.bhvr.com/dead-by-daylight/discussion/437586/freddy-has-a-huge-problem-well-2

    The reason for them waking up when downed is that Freddy can tp to asleep people that are healing or being healed. It is a way of avoiding a teleport to a dying survivor.

    The dream pallets, on the other hand, I think do have an issue. First, I don't think they should stun Freddy, specially with how obvious they are from up close. Then I do believe that 30-second per iteration with them is not enough punishment. If you are going to make the dream pallets obvious, then severely punish not avoiding them. I think making the addon that makes you see auras of survivors that interact with them and alliws you to teleport to them should be basekit. That way you get value out of the pallets and they will think twice before interacting with them.

  • @Kaejer said:

    Hello,

    I think it would be interesting if the Ghostface mori received a small animation update. Before they snap the picture of the survivor they are killing, Ghostface removes their mask to reveal the face of one of the survivors in the current match (except the one being mori'd of course). Then they take the selfie and put the mask back on to finish the mori animation.

    It goes against the lore of this iteration of ghostface, since it's Danny Johnson.

  • @Alicia_Tried6041 said:

    Survivors need base kit unbreakable after 60 seconds. Slugging is busted beyond belief in this game. Whether killers like it or not base kit unbreakable is the answer. It will force them to hook survivors as the game intends. BHVR please fix slugging asap.

    Nah. Slugging is the only counter to a 4-man sabo-boil over squad that uses the map to their advantage. Just run unbreakable or smth

  • @DNet89 said:

    Instead of having the PTB that only Steam players can access why not make it an Event that all players can access? The Event could have all the updated Perks, add-ons, Killers, maps, etc. that they wanna test and we could still play normal if we want.

    Steam allows for fast changes and patches. Other platforms don't allow that without using money at least, or have too many difficulties

  • @Camilll3e said:

    Would any of you like to have a map that is a graveyard? It would work so nicely with dracula, nemesis and zombies. It's made for horror.

    We kinda have one graveyard. Whoever knows Autohaven lore will know why I say this.

  • @Dadeordye said:

    Why not giving Nemesis a dash? — BHVR

    Just pasting this here to make sure more people see this.😁

    It's decent for a proposal, but Nemesis' current kit can be furhter inproved before considering to add new things. The zombies are his only way to have somewhat of a presence across the map as well as some pressure, and they have lackluster performances these days and since launch, and improving the zombie mechanic isn't that difficult I believe.

    The dash could work, but I'd rather they fix something that is there before adding more things to the mix, potentially breaking it even more.

  • @Memesis said:

    I can understand why people don't want more zombies, but I would love if Nemesis could push the zombies away. The zombies should never be a net negative in some matches

    It's like what happened with snowmen this winter event, they sometimes end up in places in which they bodyblock you. I hope the snowmen helped gain a little bit more of insight regarding this phenomenum.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436811/suggestion-for-nemesis-zombies

    I would love to see some upgrades to the zombies honestly. If they aren't going to make them more effective or smarter, give us 3. If they dont want to do that then make them a lot faster.

    The "make them faster" I wouldn't recommed since they get stuck quite often.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870436#Comment_3870436

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870329#Comment_3870329

    Lightborn is not the only counter to these things, it's just far and away the strongest because it works passively and is 100% perfect at doing it.

    Personally, I think that's questionable. I don't think Lightborn is a super high priority, don't get me wrong, but I also won't be surprised whenever it inevitably does get changed.

    So, with the changes I proposed, you'd still have all the other tools at your disposal - Franklin's, Infectious Fright, Forced Hesitation, just staring at a wall, etc - and Lightborn would still work for you because you'd get clear vision and an aura even if you make a mistake and actually drop the survivor you're picking up. That sounds like a good outcome to me.

    The changes you propose make a circumstancial perk miserable. The blind screen is no big issue anymore (good lord, the old one was annoying) since you still can hear. And what we need against these groups is a counter that works 100% of the times, since they are very prone to pick up items dropped by Franklin's fast when they are well-coordinated. So those may be fine outcomes for you, but for the rest they aren't, because you could abuse the mechanic once more, because killers are still exposed to being stolen hook states and pressure with them. You would absolutely butcher this perk like SM was butchered, and all because you want your flashlight saves, making the killer's objective more difficult to achieve when we all want to have a good time.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870446#Comment_3870446

    That perk is meant to discourage gen tapping

    Maybe it was once, but there's a free, base kit mechanic that does this now. Gen tapping doesn't exist anymore because of it. If you get 5 seconds to progress a gen, that's "doing a gen", not "tapping".

    Dragons grip is simply exposed status now… well, and a scream notification I guess.

    It does not give a scream notification, you just hear the scream. So if you don't remember where did you apply it, you are screwed. And with iron will there is no scream.

  • @exDbd said:

    let’s talk about aura reading. Since the distortion nerf I’ve seen killers running whole builds of nothing but aura. While it could help them, there is little to nothing survivors can do since the distortion nerf. Bbq and chili, lethal pursuer, friends til the end, darkness revealed and even killer add ons that give them aura reading. Seriously aura is ruining the game. I miss old DBD when there were little to no aura reading. I already know I’m going to get comments like well at least they aren’t using gen perks. That’s besides the point. Having my location revealed every game has been such a hassle for me. I’m solo queue by the way. I don’t even know why I play anymore as killers have been getting nothing but hand outs. We used to use distortion to protect us from this but no the ones who run it just to hide all game got it nerfed for all of us. I don’t think it’s fair for us survivors. I wish DBD would work on helping solo queue out as it’s so unplayable recently. Please I’m begging…..

    That would be gutting a large part of killer's kit. Auras and overall the perks that reveal locations can be countered once you figure them out. Not easy, needs a lot of guessing, but it is counterable by hopping in a locker for instance, or avoiding to do the thing that triggers the aura read.

  • @BroRespectTheBoop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870146#Comment_3870146

    So many options? Killers have 36 perks (not including Killer powers, addons and Killer Instinct) that allow you to find survivors by kicking gens, hooking survivors, breaking walls/pallets, breaking totems, opening lockers, finding survivors healing, and for survivors simply doing their objective.. not to mention countless other reasons. Meanwhile survivors have 1 completely gutted perk to block them and another that requires you to find a totem and stay within a 24 meter radius of it.

    Survivor Aura Blocking Perks
    Distortion - Whenever the Killer attempts to read your Aura, consumes -1 Token, Blocks your Aura from being read & Suppresses the creation of your Scratch Marks. For every 15 seconds spent in a Chase, Distortion recharges +1 Token, up to a maximum of 2 Tokens.

    Boon: Shadowstep - Aura's & Scratch Marks are hidden from killer while within 24 meters of totem.


    Killer Aura Reading & Screaming Perks
    A Nurses Calling - Aura reading for healing
    Alien Instinct - Basically BBQ but it reveals the furthest injured person on hook
    Awakened Awareness - Aura reading when carrying a survivor
    Barbecue & Chilli - Aura reading when hooking a survivor
    Bitter Murmer - Aura reading simply for Survivors doing their only objective (finishing a gen)
    Blood Warden - Aura reading for survivors standing in an exit gate
    Darkness Revealed - Aura reading on all survivors near a locker after opening a locker
    Deathbound - Survivor healing another survivor for a full health state screams and reveals location
    Deerstalker - Aura reading for people slugged
    Discordance - Aura reading when 2 or more survivors are working on a gen.
    Dragon's Grip - Kick a gen, first survivor to interact with it will scream and gets exposed for 60 seconds
    Eruption - Kick a gen, regress it by 10%, down a survivor and anyone working on that gen screams & reveals their aura
    Friends 'til the End - Aura reading on obsession every time you hook a non obsession
    Friends 'til the End - When you hook the obsession, causes random non obsession to scream and reveal location
    Gearhead - Injure a survivor, get aura reading on any survivor that hits a "good" skill check while repairing
    Grim Embrace - Hook 4 people., block all gens for 40 seconds and get aura reading on Obsession
    Hex: Face the Darkness - Injure a survivor, all Survivors to scream every 25 seconds, aura revealed for 2 seconds each time for leaving terror radius.
    Hex: Retribution - Aura reading of all survivors if cleansed.
    Hex: Undying - Aura reading anytime a survivor goes near a dull totem
    Human Green - Aura reading any time a survivor goes near a chest.
    I'm All Ears - Aura reading any time a survivor uses a rush vault
    Infectious Fright - Survivor screams if within terror radius when downing another survivor
    Iron Maiden - Survivors exiting a locker scream and reveal location for 4 seconds + 30 seconds exposed.
    Lethal Pursuer - Reveals all survivors for 9 seconds at the start of a trial, increases all other aura reading perks by +2 seconds
    Lightborn - Aura reading on survivors attempting to blind.
    Make Your Choice - Causes the unhooking survivor to scream and reveal location +60 seconds exposed
    Nemesis - Aura reading on new obsession any time the obsession switches.
    Nowhere To Hide - Aura reading around you any time you kick a generator
    Predator - Aura reading for losing a chase.
    Scourged Hook: Floods of Rage - Aura reading on all survivors anytime a survivor is unhooked from a scourged hook
    Scourge Hook: Hangman's Trick - Aura reading on all survivors near scourged hooks while carrying a survivor
    Shattered Hope - Aura reading on all survivors within boon totem range when destroying the totem
    Territorial Imperative - Aura reading on all survivors entering the basement
    THWACK! - Break a wall or pallet, cause all survivors nearby to scream and reveal location.
    Ultimate Weapon -Open a locker, all survivors nearby scream and are revealed to you.
    Weave Attunement - Aura reading on any survivor within 8 meters of a dropped item
    Zanshin Tactics - Aura reading on a survivor that drops a pallet

    This flair started complaining about auras, then you proceed to put Dragon's grip, which does not give auras. That perk is meant to discourage gen tapping. I mean, one thing is aura reading and others are the scream ones, which can be countered by Iron Will I presume. If there is no scream, there is no location to reveal.

    Basically what you are saying "killer shouldn't know where I am, let's gut most of the useful killer perks that are in the game because I don't like them". Yeeeaaaahhh, aaalll riiiighttt… Nerf doctor too because of screams and decoys. Remove freddy's killer instinct when asleep survivors are healing. Remove KIller insitnct overall. Remove SM's tracking ability. Basically gut the killer role overall.

  • @waffles4all said:

    getting really tired of pallets that can't be looped, by the time you throw the pallet down the killers already walked around it

    There are 2 kinds of pallets: the ones in loops and the filler ones. The filler pallets are only meant for stunning the killer and give you distance once that happened. The pallets you are defining here are those meant to stun, not be used for loops.

  • @jesterkind said:

    Lightborn exists in a sort of annoying position in this game, where it's simultaneously not all that good and also designed in a pretty unhealthy way. It's not generally good, in my opinion, for one perk to be the perfect counter to an entire class of tools your opponent can bring- that's why Distortion was nerfed, after all.

    So, I was thinking about what I'd do to preserve it being useful and worth bringing while toning down that aspect of it, like what was done to Distortion, and I came up with this potential idea:

    • When a survivor tries to blind you with any means, you are immune to the screen whiting effect of the blind
    • Reveals the aura of the survivor who blinded you for 10 seconds
    • If you would be stunned by the blind, you are still stunned, but the other two effects apply

    In other words, the perk would be fantastic at baiting survivors into blinding you at pallets because they still get the blind from their perspective but your ability to track them not only isn't hampered by the screen whiting effect, it's improved by the aura. However, if survivors want to get a save when you're picking someone up, that's still possible, so you have to take extra measures to prevent it.

    Even then, though, you'd get clear vision and an aura, so it's still better than being hit with a flashlight save without Lightborn equipped.

    Personally, I think this would push Lightborn into a position where it's no longer a perfect hard counter, but instead opens up opportunities for the killer that wouldn't be present otherwise. It'd also allow certain survivor perks like Residual Manifest and Champion of Light to function, while still giving a slight edge against them. What do you guys think?

    Nope. Lightborn is mostly useless unless against 2 or more flashlights. Newer killers would be destroyed, and bully squads would have more options to harass a killer while going unpunished. Also, hooking would be hella difficult agaisnt flashie squads. So no, this would be not only unnecessary, but also detrimental to the game.

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