SoGo
SoGo
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It's not a guaranteed value anymore.
TINH only makes it slightly easier.
Stakeout made it guaranteed.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118680#Comment_4118680
Do you mean that the design of this perk is bad on both sides? Because that's how I feel.
Developers can do whatever they like with this perk, but not reveal the aura of my boon totem!!
You have a perk like Counterforce which is a complete anti totems, yet it only reveals the totem aura after the totem has been cleansed, and then it reveals the farthest totem from you.
Shattered Hope? The boon totem aura is revealed immediately after the survivor blesses the totem. The killer does nothing, literally nothing, the aura was just given to the killer like that.TBH, the devs likely intended to completely kill both Hexes and "selfish" perks in this patch, it's not really unlikely they wanted to dispose of boons as well.
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@Boons123 said:
- Shattered Hope (Rework)
- Whenever you snuff a Boon Totem, it is destroyed.
- Whenever a Totem is blessed, cleansed or destroyed: (NEW)Dull Totems are blocked for 16/18/20s. (NEW)Hex Totems are blocked for 16/18/20s. (NEW)You see the Auras of Boon Totems for 16/18/20s. (NEW)
I fully understand the developers' desire to make it usable and of real benefit rather than relying entirely on survivors bringing boon perks.
But this "You see the Auras of Boon Totems for 16/18/20s" I am completely against this.
Perk design is supposed to be a counter to Boon totems, not to kill and slaughter it completely! The killer already hears the sound of the Boon totem thunder when the survivor completes the totem blessing, and since its sound is loud, why is the Boon totem aura revealed to the killer?! The Boon totem usage rate is low, so why make it even lower??
The fact that the killer does not know where the Boon totem is located is what allows the survivors to take advantage of the Boon totem, because the survivors have absolutely no way to defend the Boon totem against the killer.
While the killers get 2 perks that block totems by the entity and in addition to this perk, the survivors get nothing.
The fact that the killer sniff (not destroyed) the boon totem means that the survivor has to waste another 14 seconds to bless totem again.The killers should find the Boon totem by themselves, not have their hands held and be told exactly where the Boon totem is. At least let the survivor benefit from the Boon totem for a while, not lose it in the first ten seconds, given that there are only 5 totems on the map and not all of them are in good locations.
Remove the Boon totem aura reveal to the killer completely! LET MY Boon totems breathe!
I don't care if this perk is not used a lot or the opposite, this perk is not a counter against boon totems but rather a tool to kill and slaughter boon perks completely, and that unhealthy.
Honestly, I want this perk to do something completely different, and the ability to snuff boons to be either basekit or not possible at all (and adjust boons accordingly).
This perk is so stupidly specific, counters a very niche and small group of perks, and sucks in any other way.
- Shattered Hope (Rework)
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Yeah, this won't shake up anything.
The most impact that they've done is nerfing Windows.
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No, you see, we had to first eradicate any and all perks that would work at the expense of your useless survivor solo q team.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472384/goofy-ahh-build-to-try-in-the-new-ptb
Shattered hope now automatically shows you position of Boons if they are placed mapwide. :) Hope you won't have issue versing mediocre boon perks anymore
As if any sane person would ever bring that perk.
Shattered Hope is still stuck in the same ditch it was since the beginning: unless the opponent picks a specific perk, you get next to no use.
Also not sure what relation this has to a weird build.
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BHVR loves nuking selfish perks. That's all.
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@AliceNull said:
While Aurora has yet to hit the PTB properly, we have had the early access PTB revealed by content creators, and so far one thing has stuck out to me pretty heavily. While Steadfast is a welcome addition to the boon roster and combines well with a number of other perks, and Salvations Cry needs some number buffs but makes sense mechanically as a solo queue support option, the only perk that has left me scratching my head a little is Fruits Of Your Labor.
For those not familiar, its a token based perk that gains a token each time a generator is completed anywhere. When YOU complete a generator, for each token, you gain 5% haste for 2 seconds as well as 20% healing progress, and honestly this seems…underwhelming, and a little bit confused. I think it would make a lot more sense, and be a much better perk besides, if you gained tokens by finishing generators and got the advantage when any generator is completed.
It would make her set of three perks more cohesive as a trio, as well. Lay down a boon that draws other survivors to the objective and improves gen speed, let your teammates know the situation when you get chased and let them decide if attacking that gen is worthwhile, and get small advantages in chase for your teammates making use of that information. A survivor coming in with a cohesive 'kit' that works well together would be a strong draw.
As it stands, I'm not sure when FOYL is actually meant to be used? If you're chased off the gen while your teammates complete it, you get nothing, the heal efficiency is MUCH more limited than resurgence if you're attacking a gen off the hook (and would still suffer from this even if resurgence gets nerfed in the midchapter!), and the odds of the killer dropping a chase on an injured target only to then not even patrol the gen is…low, especially in the late game. Its worse than adrenaline even if you're finishing the last gen, and I don't really see a numbers buff making it a more coherent design, even if it would make the perk better.I can confidently tell you this will NEVER be done.
Because that would just be a better Adrenaline. I thought that it would be like you said, so this is a bit of a surprise, but I think it is necessary.
Maybe they could get away with buffing the Haste, considering you have to be on a gen for it to function, but I don't see any bigger buffs.
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A rework is a completely awful idea.
Look what a blight was brought upon Myers with it.
Conceptually, Hag is completely fine. All she needs are improvements in certain pain areas.
I would argue even against a simple 4,6 movement speed buff, since there are much better ways to do this.
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I hate that Sprint Burst was nerfed, especially since Vigil was half of the reason why people hate exhaustion perks, not SB
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@DanielPaint1 said:
I know that Hex Perks are a bit more popular since Jason got into the game but aside from him (who can camp them forever/please change that) they still have the downside that they can get destroyed without even a second of usefulness if you don't bring a whole build dedicated to protect them just because a survivor spawns right next to it.
So here is my little idea to get at least some usefulness out of them. The Hex Perk Hive Mind actives after you hook the first Survivor. It is probably so Killers don't immediately when the round starts see which generator gets worked on but it has the side effect of the perk not being able to be cleansed before it get's it use. More hex perks should have this.
Hex Ruin: Activates after a Generator reaches 25% progress
Hex Bloodfavor: Activates the first time you hit a Survivor
Hex Devour Hope: Activates after the first Survivor has been downed (I know the perk works at unhooking but this seems a bit too unfair to get a free stack)
Hex Huntress Lullaby: Actives after you hook the first Survivor (Other then Devour Hope the effect isn't that strong)
Hex Third Seal: Activates after you hit the first Survivor
Hex Undying: Activates after the first Hex Totem has spawned on the map
I probably missed some but these came to mind at the moment. The concept of Hex totems are great, a strong perk that can be destroyed but it's just frustrating to get no use out of it because of map design and rgn. I rather have 1 Minute of Ruin then nothing at all.
I like this, and wanted something like this for a long time.
Since rehauling totem spawns is out of the question (somehow), this is the next best thing.
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I feel like this effect, while nice, does not fit Huntress Lullaby at all.
I would probably just remove the token system from it and let it run at full strength from the start.
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I don't think every single aspect of the game should be sped up.
If BHVR DOES do something, then I would recommend stopping with the constant slew of traversal abilities.
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I have leftovers from last year, so for most of my characters, I just took 5 as souvernirs.
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Eh.
Lightborn is a waste of a perk slot in a lobby with less than 3 flashlights.
I see nothing wrong with it.
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@GoodBoyKaru said:
combine it with lullaby to make the skillcheck harder to hit and, more crucially, make any missed skillcheck a free pgtw that doesn't count towards the regression limit.
essentially, you just have to never be on a generator when he's in power or be an absolute goat at skillchecks, which let's be honest most survivors in public games are not
That's extremely evil XD
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099767#Comment_4099767
That's what I'm saying, my man, that is the downside. Badge still hits regression limit. He can't just stay in power moving at 8m/s moving between gens nonstop, or he'll hit regression very quickly and loses all ability to regress the generators with a kick or otherwise. It's just a sub-par add-on, and should just be removed.
I'm all for removing it, but not because I think it's OP. Because I think it's a worthless gimmick that people use as a crutch and get less than optimal regression out of as a result. Yes, if the survivor hits the check there's no regression, but that doesn't matter if 4 survs are on 4 gens. He finds one that doesn't blow up and now knows where a surv is. He should engage them, then likely kick it. Moving gen to gen is, at best, going to push to regression limit if they just hop off the gen and let it take the non 20% regress hit.Considering that you basically can regress 1 and a half gen's worth of progress with this, I don't think it counting towards regression limits does anything to temper it.
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@dangersmymidd1ename said:
So I just read that if the survivor misses the special skill check, the generator will REGRESS 20% 🤯
Driver's License is similar but that requires being stalked, and Ghost Face can be broken out of power.
Even with the smaller radius, it's crazy. And this is just the secondary effect.
Thank god someone else sees that.
I have no issue with the primary effecf of Deputy's Badge.
But, in comparison to it's secondary effect:
Freddy's old Dress Add-ons increased the penalty by 4% (and could be circumvented)
Hex: Huntress Lullaby increases it by 6% (but it's a Hex)
This thing does 10% while triggering consistently.
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@DBD78 said:
Let's do another killer vs killer with two killers of fairly low pick rate. Same two questions as always:
Who in your opinion would you class as the better/stronger killer of these two and why?
And which one of them is most fun to play?
Houndmaster is actually fun, and has at least one good perk.
Strength wise they are very equal.
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@boneleesdip said:
Title really. We got it announced firstly at February 2025 (shown on the QoL initiative) and the best update we got was from that one ign interview.
There is of course the game rewrite, official mod support and many of the last AMA things, but an mmr update is probably the thing that would help the game a lot (if not the most) and an update for it would be great.
That's a really good point.
It was announced so long ago, where is it?
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@NaveR said:
That's it. Let killers have a number of additional mechanics to help them in chase and for gen protection, where they can spam those additional abilities as well, and give survivors an ability to reduce scratch mark density to compensate.
If someone doesn't like the balance, kind people from steam and this forum can suggest that they just don't play the event.
This is exactly how you guarantee that the entire playerbase just stops caring about events.
If an event becomes a compensation to one side for not getting much before, it will suck too, just in the opposite way.
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@Sweet_Weet said:
- can place infinite traps(aka Hag)
- only 2 traps can be active at the same time
- pick up scattered traps to increase the limit by 1
- slightly wider trap hitbox to prevent squeezing through
That second thing singlehandedly throws him from D tier into F- Tier
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I do not understand the concept of killer anxiety at all.
On the survivor side, I get it. I almost exclusively play killer because of a mix of worries abot playing survivor (mainly about sucking so bad that I'll actively lose the game for the entire team) and a part of the killer roster I dread to face.
But, what on the killer side can cause any anxiety? Losing? The imaginary number called "MMR" going down? I dunno. Maybe I just do not care that much to be anxious before the game even starts.
Don't get me wrong, I do get angry when every single thing decides to just go against me, but I cannot recall being anxious.
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Old decisions that stuck.
Also, did anyone seriously say Jason is better than Legion? Because the level of delusion needed for that statement is astronomical.
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Pallets 100%.
Who thought that invincibility and indestructible pallets were a good idea?
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@mrpieseller said:
Brother theyre gonna give everyone voicelines soon
I dread that day.
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Can we adress the elephant in the room first?
cough cough Deputy Badge cough cough
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@MrBuffalo said:
With the devs nerfing cross-examination which has been out for less than a week.
Other perks which cause way more balancing issues are left untouched.
Is it because this perk is the new flavor of the month to complain about?
I mean, people clocked the reason why it should be nerfed from the get-go.
Elusive is a strong effect, and for a perk like this, is a bit much. I also think BHVR didn't actually adress the main issue, Elusive is simply unfit for this perk.
If Elusive was a part of Low Profile or Teamwork: Toughen Up, I doubt any issues would arise.
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@mecca said:
P2Win Killer money grab.
DbD 2025-26 in a nutshell
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AMEN
I hate a streamer for using a busted mechanic like Jason's half a minute haste for using his power as justification to buff Huntress. The logic is nonexistent.
@cogsturning said:
Yet we have more and more people asking for 4.4s to be 4.6. This playerbase won't be happy until every killer requires no effort.
These people want to go on 2000 game winstreaks without even touching a keyboard XD.
Effort is going out of the window nowadays.
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@KaaraUwU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093515#Comment_4093515
Tell me you shouldn't be in balance discussions without telling me, the only people who should be are those that play and experience both sides so that they are unbiased
That's rich.
I wouldn't be spewing crap about belonging in balance discussions with takes like yours, especially with the fact you are just parroting what Scott Jund said.
Additionally, if I'd truly been biased, I would have agreed with you.
The call is coming from inside of the house, Kaara.
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@ZachFett said:
I miss the fog so much, I hope with next year's major overhaul/rebuild of the game that fog will return. So much of the horror atmosphere has been missing since they almost entirely removed it, so many maps look much worse and lost a big part of their identity.
I also never felt like fog was a detriment to balancing or the competitiveness for either side. It was a benefit for both, if anything.
I do hope so too.
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I think that limiting Omnipresent Evil's duration is pointless, and frankly, I don't mind it.
The haste should get tempered a bit, he is supposed to be 4,4, not 4,6 with small instances of him being slower.
However, the thing that is the most OP is imo Deputy Badge.
Here are some addons that affect(ed) gens:
- Driver's License (Ghostface): Triggers only if a survivor is sloppy and doesn't see you coming. It's quite powerful, but on a very weak killer.
- Blue Dress (Freddy): Added a mere 4% extra regression if a survivor used a gen to instanly avoid your power.
- Summoning Stone... or Soul Chemical... one of them (Blight) Triggered a skill check when you bounced near a survivor, and nothing else.
Now, for Deputy's Badge. It not only autokicks every gen you are near (even regressing ones), but if a survivor is on it, it doubles the regression if they fail a skill check. Now, the autokicks are fine, imo. But was the double punishment for skill checks really needed? I don't think so.
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I half-agree.
If you hate the mode, and don't care about the rewards, don't play.
However, boycotting it does nothing in the grand scale of things. BHVR will not change it this year.
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It unfortunately seems intentional.
After they removed the event rarity, the items started to spawn as Rare or Very Rare
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094435#Comment_4094435
Yeah I really only like dwight/trappers mask, I think they were designed to be awkward.
Yeah. Tae-young and Claudette have the only masks I like, for instance. I like the weapons tho
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@pidgeon said:
Woah, don't bring the art team into this the cosmetics are good and the art team is peak.
The suits are immaculate.
The masks are really ugly though. (My opinion)
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I grinded through the first 8 quests, unlocked the outfits sans masks, and since they're ugly anyway, I am now content and will probably not touch this event again.
Why bother.
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@sethseth12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092520#Comment_4092520
It doesn't have to be a ranged attack so much as something that allows him to use anti loop on the move and not in a specific place also it's obvious youve not seen the one video a long time ago behavior released that confirmed that their not connected to anything it's just a really big bear trap and if you try walking with it on your leg it's not going to work
I meant that if you place a trap without actually putting any thought into it, survivors might just be able to avoid it no issue
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All the killer gets is to play Clown and deny the survivor powers.
That does't exactly scream "fun" to me.
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@KaaraUwU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092798#Comment_4092798
Whiny survivor alert, 115% for the older killers like Huntress and Deathslinger would be fine because that's one of the buffs they NEED at this point, and Jason should've been permanently 115% too
HA! Completely wrong start to finish.
I am a killer main, almost exclusively play killer.
Except, unlike many, I can see when people use a stupidly strong mechanic to make other mechanics seem fine.
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Ah yes, just because a new release has an incredibly long haste buff for the most of the trial, every other killer that has range is suddenly eligible for it too.
I think that outside of Deathslinger, all of the ranged killers are fine speed wise. Jason could get a bit of the haste trimmed (15 seconds sound good?).
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@Chomperka said:
I do not really understand, gameloop of this killer is to hit m2, and then hit m1 in head form...? I hope i just misunderstood how she plays because this is just insanely boring for 2025 killer.
Nope, you got it.
And it's the reason why no one plays her
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@pidgeon said:
With the newest bugfix 10.0.1 we got a look at some of the new survivors perks and their respective nerfs/buffs. Most people are talking about Cross-Examination currently and how it got gutted. (Apparently its changes will only be implemented after the next bugfix not the anniversary event so its just gonna be insane for a week.) Aside from that Lend a Hand got a pretty sizeable buff that won't make healing speeds even worse than they were before being that the changes were:
Lend a Hand
Changed the perk so the effect can be used multiple times per trial. (Still only once per survivor)
Essentially this perk is now very strong as when you spam Boon: Exponential for your team and the killer has to repeatedly snuff it or he loses, you can transfer the BNP to a new teammate. "Why is this powerful though?" Which is a question I'm sure most of you are wondering. And what I am assuming will be the best use for this perk is more underrated anti-slugging and anti-tunnel perks as a lot of the time whenever you are picking up a survivor or healing someone under hook you can either instantly heal them if they have resurgence or save four seconds. (This can be paired with wglf to make a very annoying build.)
I personally cannot wait to abuse this with my swf and spam power struggle + flip flop.
I really regret not saving up enough shards yet, because Shane's perks (all of them) are really powerful, and we know how long that lasts in this game.
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I have no idea why people insist on making trapper throw his traps.
Is Huntress, Deathslinger, Trickster, Springtrap and now Jason not enough? How many more range killers do you want?
Secondly, due to how traps work, you have to place them with care so they actually catch people. Tossing it over your shoulder works if you're Skull Merchant, not him.
If anything, the main issue Trapper has is getting the traps, not placing them.
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@Mazoobi said:
Decided to pick her up and first match is on Gideon Meat Plant…
Yeah let's just stick to Nurse and Twins from now on. Jokes aside (but no literally, twins and nurse are far superior) what's the point of Krasue now? That experience genuinely exposed me to how horrible she is to play. Why do all that slow transforming and infecting when there's other mobility killers who can land faster direct hits i.e blight, ghoul, twins, nurse, etc?
I know her vault speed during head form was toned down after the devs realized that she was overtuned but now she feels like a shadow of what other successful mobility killers can do.
I am really sad that such a great concept was squandered with such a mediocre power and terrible perks.
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That being….?
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Because even SWFs barely bodyblock + it's not like it instadowns them or smth
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@DNet89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092303#Comment_4092303
For Phantom Fear it could have a cooldown of 40 from 60 and Aura reveal of 3 from 2.
For Help Wanted, save the best from last probably affects buffing it and I don't think Diminishing returns currently affects successful attack cooldown. Maybe they can make it more like the Jason perk Silent Shadow where when you hook a Survivor you get 25% cooldown for 30 seconds and once all Generators are completed you gain it permanently until the end of the trial.
It does get affected by diminishing returns, I'm afraid.
Pretty much any stackable effect is.