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        <title>10.2.0 PTB Feedback — BHVR</title>
        <link>https://forums.bhvr.com/dead-by-daylight/</link>
        <pubDate>Wed, 16 Sep 2026 10:32:54 +0000</pubDate>
        <language>en</language>
            <description>10.2.0 PTB Feedback — BHVR</description>
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        <title>Shoulder The Burden Nerf Sets A Bad Precedent</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472356/shoulder-the-burden-nerf-sets-a-bad-precedent</link>
        <pubDate>Tue, 15 Sep 2026 18:20:32 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>jesterkind</dc:creator>
        <guid isPermaLink="false">472356@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>To be specific, I'm not talking about the shift from Exposed to Broken. That nerf(? sidegrade?) isn't something I particularly mind.</p><p>What I'm referring to here is the change where one person using StB turns off everyone else's StB. Even setting aside that it's wholly unnecessary for this perk - multiple uses only even <em>can</em> happen in scenarios that aren't actively throwing is when someone's tunnelled - I truly do not think it's a good precedent for someone else's actions to turn off your perk completely.</p><p>The gap between solo queue and SWF is a lot more than just perks, obviously, but part of it is that sometimes, a perk you want to use is at odds with your teammates. Think something like Inner Strength not scaling well when everyone brings it, or when someone brings a boon perk. <br />
For that example, unavoidable and just an annoyance. But, if someone using Inner Strength <em>once</em> genuinely stopped you from using your own <em>at all,</em> it'd be far worse, and that's what we're at risk of here.</p><p>Once per trial per survivor is already restrictive enough, and any perk in the game should be balanced around the notion that "once per trial" means "up to four times per trial, depending on how many people bring it". If that means nerfing the effect, I'd argue that's genuinely vastly preferable to being locked out of using your own perks because someone else used theirs first.</p>]]>
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    <item>
        <title>Patch 10.2.0 : A huge missed opportunity</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472388/patch-10-2-0-a-huge-missed-opportunity</link>
        <pubDate>Wed, 16 Sep 2026 06:26:21 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Hex_Doomsday</dc:creator>
        <guid isPermaLink="false">472388@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>First of all, I want to make it clear that I’m a Killer main with around 6,500 hours in the game, and I’ve been playing since the release of the Halloween Chapter.<br />
Unfortunately, once again, I’m disappointed by the upcoming patch.<br />
Once again, the devs had an opportunity to listen to the community, and once again, they chose not to. What remains painfully obvious is a lack of vision and a lack of understanding of their own game. There doesn’t seem to be a clear target, a clear goal, or even a consistent direction for where they actually want the game to go.<br />
Everyone was expecting a real meta shake-up. A massive, radical change to a meta that has become stale, repetitive, and increasingly focused on genrush vs. tunneling.<br />
Instead, neither side of that equation has really been addressed.</p><p>The most used perks are still the most used perks. The strongest perks are still the strongest perks. The unhealthy perks are still there. And perks that were barely used yesterday will continue to be ignored by anyone who wants to play competitively.<br />
A perfect example of how disconnected the devs seem to be from how their own game actually plays is Distressing.</p><p>They added a slowdown effect to it. Sounds good on paper. In practice? It’s basically useless.<br />
Killers move. They don’t stand still. They are constantly rotating around the map, chasing survivors, checking generators, hooking, patrolling, and repositioning. Even with an enormous Terror Radius — Wesker or Doctor with specific add-ons, for example — the actual impact of that slowdown is negligible and lasts for an incredibly short amount of time. 9% slowdown for what? Two seconds? Three seconds?<br />
That is completely irrelevant, especially against actual genrush builds.</p><p>And DMS? Completely destroyed. No sane player is going to touch that perk now. And this is another recurring problem: the devs seem incapable of nerfing perks in a reasonable way. Instead of adjusting something while preserving its purpose, they just destroy it and move on.<br />
What is the point?</p><p>The other Killer perks received some minor changes, sure, but realistically, none of them are getting anywhere near one of my builds.<br />
And while my knowledge of Survivor perks obviously comes mostly from facing them rather than playing them, the exact same problem exists on that side.</p><p>WoO and Shoulder the Burden were nerfed in ways that make very little sense. Again, just like with DMS, there seems to be no middle ground when it comes to nerfs. The other Survivor perks got their flashy "big numbers," and sure, maybe now you’ll be able to heal an unhooked Survivor in two seconds under the right circumstances.</p><p>But at the end of the day, what perks are we actually going to keep seeing? Babysitter, Die Hard, Lithe, Hyperfocus, etc. etc.<br />
Why? Because the meta itself has not changed. That is the biggest problem with this entire "shake-up." It doesn’t actually shake anything up.<br />
This could have been an opportunity for BHVR to completely disrupt the existing meta, revitalize the game, improve it, and make it feel fresh and interesting again.</p><p>Instead, they chose the safest possible route: touch 58 mostly irrelevant perks, make a bunch of them slightly less irrelevant, and call it a meta shake-up.<br />
Most of them will still be useless for anyone trying to play competitively, and will remain perks designed almost exclusively for casual players who spend half the match chatting instead of playing ( oh wait...it remind me something...)</p>]]>
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    <item>
        <title>Survivor perk changes are disappointing and frustrating</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472387/survivor-perk-changes-are-disappointing-and-frustrating</link>
        <pubDate>Wed, 16 Sep 2026 06:24:46 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Arcturus</dc:creator>
        <guid isPermaLink="false">472387@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I was genuinely excited for this patch, I thought both sides would get some interesting perk updates that unlock new unique perk combos, and maybe this would give me a reason to start playing more survivor again since every patch lately I've been pushed to play more and more killer.</p><p>And we did, on the killer side. Genuinely think there are some great changes for killer perks, a lot of them have been made genuinely strong from a useless perk, some may have been more so cozy / nice-to-have perks that got buffed to be even nicer, and a few might even contest the meta. Honestly there's a few perks that I'm a bit worried about being over tuned, but I'd much rather that then a bunch of nothing burger perk changes. I look forward to experimenting with my killer builds more.</p><p>However, on the survivor side we got many nothing burger updates, along with a plethora of nerfs. Like, genuinely, it's kind of insane how little there is to encourage me to play survivor. Here is a list of all the perk changes and how I would categorize them:</p><div><table><colgroup><col /><col /><col /></colgroup><tr><th><p>Killer perks</p></th><th><p>Buff or Nerf</p></th></tr><tr><td><p>Agitation</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p>Iron Grasp</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p></p></td><td><p></p></td></tr><tr><td><p>Deerstalker</p></td><td><p>Small buff</p></td></tr><tr><td><p>Game Afoot</p></td><td><p>Small buff</p></td></tr><tr><td><p>Bitter Murmur</p></td><td><p>Buff</p></td></tr><tr><td><p>Fire Up</p></td><td><p>Buff</p></td></tr><tr><td><p>Spies from the Shadows</p></td><td><p>Buff</p></td></tr><tr><td><p>Unbound</p></td><td><p>Buff</p></td></tr><tr><td><p>Machine Learning</p></td><td><p>Buff</p></td></tr><tr><td><p>Dark Arrogance</p></td><td><p>Buff</p></td></tr><tr><td><p>Distressing</p></td><td><p>Buff</p></td></tr><tr><td><p>Superior Anatomy</p></td><td><p>Buff</p></td></tr><tr><td><p>Unrelenting</p></td><td><p>Buff</p></td></tr><tr><td><p>Dominance</p></td><td><p>Large Buff</p></td></tr><tr><td><p>Hex: Nothing But Misery</p></td><td><p>Large Buff</p></td></tr><tr><td><p>Knockout</p></td><td><p>Large buff</p></td></tr><tr><td><p>Scourge Hook: Monstrous Shrine</p></td><td><p>Large buff</p></td></tr><tr><td><p>Insidious</p></td><td><p>Massive buff (undetectable on command is insane)</p></td></tr><tr><td><p>Shattered Hope</p></td><td><p>Massive buff</p></td></tr><tr><td><p>Undone</p></td><td><p>Massive buff</p></td></tr><tr><td><p>Whispers</p></td><td><p>Massive buff</p></td></tr><tr><td><p>Help Wanted</p></td><td><p>MASSIVE buff</p></td></tr><tr><td><p></p></td><td><p></p></td></tr><tr><td><p>Hex: Thrill of the Hunt</p></td><td><p>Nerf / side-grade (could still be insane on stronger killers)</p></td></tr><tr><td><p>Dead Man's Switch</p></td><td><p>Small nerf</p></td></tr><tr><td><p>Dissolution</p></td><td><p>Nerf (works almost the same for m1 killers)</p></td></tr><tr><td><p>Hex: Blood Favour</p></td><td><p>Nerf (works almost the same for m1 killers)</p></td></tr></table></div><p>This is what I wanted to see from the perk update. Many perks got sizable buffs, making a huge difference. There are a couple of nerfs for what I assume are the "problematic perks" they mentioned and I think that's good, but there are only a couple so killers are still eating very well. Let's look at survivor.<br /></p><div><table><colgroup><col /><col /><col /></colgroup><tr><th><p>Killer perks</p></th><th><p>Buff or Nerf</p></th></tr><tr><td><p>Kindred</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p>No One Left Behind</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p>Resilience</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p>We'll Make It</p></td><td><p>Green/Blue buff, nothing changes.</p></td></tr><tr><td><p></p></td><td><p></p></td></tr><tr><td><p>Slippery Meat</p></td><td><p>Completely different effect &amp; use, not great though</p></td></tr><tr><td><p>Premonition</p></td><td><p>Small buff / side-grade</p></td></tr><tr><td><p>Friendly competition</p></td><td><p>Small buff / side-grade (did we really need a shorter duration)</p></td></tr><tr><td><p>Blood Pact</p></td><td><p>Small buff / QoL update</p></td></tr><tr><td><p>Pharmacy</p></td><td><p>Small buff / QoL update</p></td></tr><tr><td><p>Solidarity</p></td><td><p>Small buff / QoL update</p></td></tr><tr><td><p>Empathic Connection</p></td><td><p>Small buff</p></td></tr><tr><td><p>Do No Harm</p></td><td><p>Small buff</p></td></tr><tr><td><p>Wake Up!</p></td><td><p>Small buff</p></td></tr><tr><td><p>Object of Obsession</p></td><td><p>Small buff</p></td></tr><tr><td><p>Boon: Illumination</p></td><td><p>Buff</p></td></tr><tr><td><p>Calm Spirit</p></td><td><p>Buff</p></td></tr><tr><td><p>Dark Sense</p></td><td><p>Buff</p></td></tr><tr><td><p>Sole Survivor</p></td><td><p>Buff</p></td></tr><tr><td><p>Plunderer's Instinct</p></td><td><p>Buff</p></td></tr><tr><td><p>Road Life</p></td><td><p>Buff</p></td></tr><tr><td><p>Spine Chill</p></td><td><p>Buff</p></td></tr><tr><td><p>Better Than New</p></td><td><p>Large buff</p></td></tr><tr><td><p>Flow State</p></td><td><p>Large buff</p></td></tr><tr><td><p>Small Game</p></td><td><p>Large buff</p></td></tr><tr><td><p>This Is Not Happening</p></td><td><p>Large buff</p></td></tr><tr><td><p></p></td><td><p></p></td></tr><tr><td><p>Five Moves Ahead</p></td><td><p>Nerf</p></td></tr><tr><td><p>Windows of Opportunity</p></td><td><p>Large nerf (to a comfort perk)</p></td></tr><tr><td><p>Self Preservation</p></td><td><p>Massive nerf</p></td></tr><tr><td><p>Shoulder the Burden</p></td><td><p>MASSIVE nerf</p></td></tr><tr><td><p>Borrowed Time</p></td><td><p>MASSIVE nerf (genuinely don't know what this is used for)</p></td></tr><tr><td><p>Stake Out</p></td><td><p>MASSIVE nerf (literally trash)</p></td></tr></table></div><p>Survivor perks got more nerfs and honestly much bigger nerfs. 2/3 of killer perk nerfs make it so the perk works almost exactly the same as before, just not on the strongest of killers. Survivors had several perks absolutely obliterated.</p><p>More than that though, the perk buffs are nothing burgers. Survivor's got double the Green/Blue buffs that honestly make it feel like they're there to make it seem like survivors got more than they did. Even the more sizable buffs mostly just make a terrible perk usable, there is almost nothing actually strong.</p><p>Illumination's new effect is cool, still not worth running. Plunderer's Instinct will buff chest builds slightly which is nice, but even though I love a good chest build they are a complete meme. Road Life is actually decent now but still is outclassed by bringing a good medkit. Spine Chill went from worthless to decent, although I would rather just run Finesse or Resilience. Better Than New went from being awful to maybe being useful queueing with someone using boons (until they may nerf boons too apparently). Small Game was terrible and now is decent because it gives you the functionality of a map with a purple addon, yippee!</p><p>I think they meant WoO and Stake Out to be side-grades, but I while I stopped using WoO a long time ago I would literally rather run Resilience or Finesse over WoO any day (same issue as Spine Chill because they're basically the same effect, very creative), and Stake Out can still be completely wasted on a heal, it's not even based on TR anymore so you have to be within a tiny 24m area for <strong>15s</strong> for one stack, all for a 4% bonus that you could potentially still miss.</p><p>The only decent things survivors got, ironically, are Flow State and This Is Not Happening. I say ironically because, while Flow State's buff was a really nice change, This Is Not Happening just inflates the issue of Hyperfocus. They really should have just changed Hyperfocus, the actual problem, instead of Stake Out, because now this perk that is largely meant for new players can be combo'd with HF for an even more reliable genrush build on a decent player. The gen speeds in the PTB were insanity. And I 100% guarantee you there will be complaint after complaint about it and it will be removed before it goes live and we'll end up with only Flow State.</p><p>This update is giving me no reasons to keep playing survivor when the survivor experience has already been so miserable. I've already been playing way more killer than survivor, and I guess I'll keep doing that. Because we need killer queue times to be longer.</p>]]>
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        <title>Suggestion: add location ping to the comm wheel</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472386/suggestion-add-location-ping-to-the-comm-wheel</link>
        <pubDate>Wed, 16 Sep 2026 04:56:29 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Patchouli_Knowledge</dc:creator>
        <guid isPermaLink="false">472386@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Even a simple "Main Building", "Shack" would be very useful to ping killer location. </p>]]>
        </description>
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    <item>
        <title>Knockout cannot go live</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472383/knockout-cannot-go-live</link>
        <pubDate>Wed, 16 Sep 2026 01:02:12 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Yoshirama</dc:creator>
        <guid isPermaLink="false">472383@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p> Many loops are too short and sometimes you have to drop a pallet <br />
to stun the killer and gain distance, but this perk is a lose-lose <br />
situation for survivors.<br /></p><p>You ran away? Killer just go around the pallet and catch up <br />
easily, you decided to stay on the loop? Killers will blood lust until <br />
they hit you because loops are shorter than lunges.<br />
And is gonna be a<br />
 nightmare on S tier killers already, Nurse will blink just one to hit <br />
you, killers like Kaneki, Billy, Blight, Singularity will be <br />
unstoppable.<br /></p><p>The perk lose the effect if killers break the pallet, but like I <br />
said, they're just gonna bloodlust until they hit you because until you <br />
dropped shack pallet, you're gonna be dead. And some killers doesn't <br />
need to break the pallet to chase you.<br /></p>]]>
        </description>
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    <item>
        <title>Killer Perk Changes Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback</link>
        <pubDate>Mon, 14 Sep 2026 14:24:53 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">472298@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please let us know if you have any feedback about any Killer perk changes - the more specific, the better. Thank you!</p>]]>
        </description>
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        <title>Windows Of Opportunity and Five Moves Ahead Changes</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472358/windows-of-opportunity-and-five-moves-ahead-changes</link>
        <pubDate>Tue, 15 Sep 2026 18:39:59 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>LucasMS</dc:creator>
        <guid isPermaLink="false">472358@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The nerf to Windows of Opportunity is a change made for no good reason. The perk was never overpowered; it is being changed simply because it is widely used. This change will primarily impact new players, and the way it was announced is misleading: even when combining it with Five Moves Ahead, you cannot achieve the original effect. Both perks have cooldowns that disable aura reading, and the reason people chose Windows over Five Moves Ahead was precisely the constant aura reading, that is the difference between the perks, there's no thing as saying that they do the same thing. Ideally, these changes should be reverted, as they only disadvantage beginner survivors and solo Q; Windows has always been a comfort perk rather than a game-changing one requiring such a massive nerf. If you are determined to keep these changes, you should at least modify both perks so that the aura-reading component doesn't go on cooldown alongside the faster vaulting and pallet-dropping effects; that way, the claim made in the patch notes—that the old effect is still achievable—would actually be true.</p>]]>
        </description>
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    <item>
        <title>gen perks popping gens in 30 seconds</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472380/gen-perks-popping-gens-in-30-seconds</link>
        <pubDate>Wed, 16 Sep 2026 00:11:40 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>dbdplayer67</dc:creator>
        <guid isPermaLink="false">472380@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I'm seeing alot of people running builds like hyperfocus, bardic inspiration, 1-2-3-4, stake out so on so forth and gens are popping absurdly fast like literally 0 counterplay, these builds need to be addressed because they make the game straight unplayable as killer</p>]]>
        </description>
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        <title>StB nerf obliterates the perk while not fixing the scenario where it is unhealthy</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472390/stb-nerf-obliterates-the-perk-while-not-fixing-the-scenario-where-it-is-unhealthy</link>
        <pubDate>Wed, 16 Sep 2026 08:16:12 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Arcturus</dc:creator>
        <guid isPermaLink="false">472390@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The new Shoulder the Burden is absolutely obliterated for anyone that isn't in an experienced SWF. The penalty is 3 times as long and broken also makes you a more obvious target, and you also waste time healing after the 2 minutes are over. The most controversial part of the change is removing the ability to use it if another survivor has used it once in the trial already. Again, this only makes the perk more unusable in solo queue and it is still impactful in SWFs.</p><p>The hilarious part is that the biggest issue with StB was when it was used in a scenario where hooks looked like 2-1-1-0. Despite the killer not tunneling at all, they are punished and even if they need someone out of the game sooner because they spread hooks, they can't. Using StB multiple times on one survivor was not an issue, if the survivors had to do that the killer was probably tunneling, which, you know, is the point of this <em>anti-tunnel</em> perk.</p><p>I'd much rather see StB changed to something like 60s of broken and no longer be usable when at least 3 different survivors have at least one hook stage. it would be a much healthier change that actually tackles the main issue with the perk, while also keeping it more viable in solo queue and, while not giga punishing a survivor for helping their teammate who is getting tunneled, also make it easier for the killer to know who is vulnerable and when the effect ends.</p>]]>
        </description>
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        <title>Hyperfocus should be the special skillchecks not stake out</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472352/hyperfocus-should-be-the-special-skillchecks-not-stake-out</link>
        <pubDate>Tue, 15 Sep 2026 18:04:46 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>supersonic853</dc:creator>
        <guid isPermaLink="false">472352@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Stake out had fine combos with stuff like corrective action, fogwise, medkit progression addons. It's major problem was only with hyperfocus. So coming into this patch they decided to nuke stake out removing it from all those combos. But also buffed this is not happening to fit the exact same niche because it raises greats by 30%. Seen people who never even use stake out maxing 5 greats because of how easy it is now. So can we just leave stake out as it was and put hyperfocus in its own bubble that cant be made more difficult by killer perks or easier by survivor perks. A true test of skill? </p>]]>
        </description>
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    <item>
        <title>Suggestion: add something like &quot;Dropping Chase&quot; or &quot;Leaving Me&quot; to the comm wheel</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472389/suggestion-add-something-like-dropping-chase-or-leaving-me-to-the-comm-wheel</link>
        <pubDate>Wed, 16 Sep 2026 07:02:41 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>JandroPlayer</dc:creator>
        <guid isPermaLink="false">472389@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I feel its importnt to give information to your teamates when the killer leaves you to go for someone else, especially if its a stealth killer with no terror radius.</p><p>You could be losing chase mid-chase with fixated, sift tech etc but the killer has not dropped chase, and you cant tell them that currently thx.</p>]]>
        </description>
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    <item>
        <title>Survivor Perk Changes Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472299/survivor-perk-changes-feedback</link>
        <pubDate>Mon, 14 Sep 2026 14:25:26 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">472299@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please let us know if you have any feedback about any Survivor perk changes - the more specific, the better. Thank you!</p>]]>
        </description>
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    <item>
        <title>Onryo&#39;s Condemn UI Isn&#39;t Working</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472337/onryos-condemn-ui-isnt-working</link>
        <pubDate>Tue, 15 Sep 2026 16:23:12 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>YayC</dc:creator>
        <guid isPermaLink="false">472337@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>When a survivor gains a stack of condemn, there is no visual for it on the PTB.</p><p>Please don't push this to live, it will make her unplayable.</p><p>https://www.youtube.com/watch?v=eJ0kN4ufDpo</p>]]>
        </description>
    </item>
    <item>
        <title>Is sole survivor supposed to work while the survivor that has it has died?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472385/is-sole-survivor-supposed-to-work-while-the-survivor-that-has-it-has-died</link>
        <pubDate>Wed, 16 Sep 2026 02:41:14 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Toastybunnns</dc:creator>
        <guid isPermaLink="false">472385@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I watched a match from spectating after dying and noticed that Sheva was able to open the door faster than normal. Is this intended for Sole Survivor?</p>]]>
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        <title>Have Spine Chill appear off when it’s off cooldown and the killer hasn’t looked at you.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472373/have-spine-chill-appear-off-when-it-s-off-cooldown-and-the-killer-hasn-t-looked-at-you</link>
        <pubDate>Tue, 15 Sep 2026 22:12:35 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Kaioken99</dc:creator>
        <guid isPermaLink="false">472373@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The change is nice, and the sound notification does help with knowing the killer is looking at you but old instincts of how it used to work make it slightly confusing to understand if the perk is telling you that the killer is looking at you.</p>]]>
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        <title>Whispers could have its haste increase</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472368/whispers-could-have-its-haste-increase</link>
        <pubDate>Tue, 15 Sep 2026 21:07:01 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>jasonq500</dc:creator>
        <guid isPermaLink="false">472368@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The new whispers buffs is good, but not good enough for it to to be worth on equipping </p><p>I definitely think increasing it by an extra 5 percent might actually make this perk worth running, giving low mobility killers explore around the map faster </p>]]>
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        <title>My Last Attempt to save the Luck Mechanic</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472381/my-last-attempt-to-save-the-luck-mechanic</link>
        <pubDate>Wed, 16 Sep 2026 00:41:18 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>icemancat</dc:creator>
        <guid isPermaLink="false">472381@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>As the title says, this is my final attempt to make the luck mechanic still usable and healthy from a gameplay standpoint at the same time.</p><p><strong>Why?</strong></p><p>My favorite survivor perk build was essentially a luck build. Up The Ante, Ace In The Hole, Slippery Meat, and Plunderer's Instinct since Feb. 2017. Say what you will, but I think the go-next epidemic is what is prompting the change to Slippery Meat and eventually, Up The Ante will be next.</p><p><strong>Other info/thoughts</strong></p><p>I had a feeling that Slippery Meat and/or Up The Ante would just be turned into another haste perk. I'm a little disappointed.</p><p><strong>How do you save the luck mechanic?</strong></p><p>Specifically, how do we save Up The Ante and Slippery Meat from being changed from their core design and how do we prevent the luck offerings from being retired? I've tried once already on trying to spice up the luck mechanic. You can read that here: https://forums.bhvr.com/dead-by-daylight/discussion/414401/luck-and-you-a-dead-by-daylight-guide-mechanic-update-concept</p><p>On to my final suggestions:</p><p><strong>Self-Unhooking:</strong></p><p>Players are familiar with the concept of self-unhooking. Perks such as Deliverance and Wicked can help accomplish those actions. What I think is the biggest turn off is players trying to "go next" long after the go-next epidemic has ended. There will always be those few who still try to do that. However, with the changes to the perks, I think luck can still be saved.</p><p><strong>Slippery Meat:</strong></p><p>One of the new mechanics with Slippery Meat will be the following:</p><p><strong>"When you are hooked for the first time, you have a 6% chance of being granted the ability to Self-Unhook."</strong></p><p>No more attempting to unhook yourself and propel the sacrifice process, no more intentionally trying to give up. Now, Slippery Meat retains its luck factor while still being a wildcard perk. The overall odds of unhooking yourself have gone down drastically, but it needs to be that way since there is now no penalty or risk of "attempting" to unhook yourself. The real risk is if you get value out of your perk slot. 6% of the time, you will if you use the perk correctly.</p><p>The other effects added onto Slippery Meat could also still work well with the one I proposed.</p><p><strong>Up The Ante:</strong></p><p>The new idea for Up The Ante is:</p><p><strong>"Start the trial with 3 tokens. While you are in the First Hook Stage, press the Active Ability button to spend one token. Doing this grants you a 7% chance of being granted the ability to Self-Unhook.</strong></p><p><strong>While within 96 meters of a hooked Survivor in the First Hook Stage and facing in their direction, press the Active Ability button to spend one token and grant them a 7% chance of being granted the ability to Self-Unhook.</strong></p><p>I picture the animation being something similar to the snapping that a survivor does to wake someone up. Anyway, this is likely the best idea I've got on saving Up The Ante. Yes, the overall odds are worse for unhooking yourself, but again, it has to be this way since you suffer no penalty for failed attempts.</p><p><strong>Luck Offerings:</strong></p><p>Here's the idea:</p><p><strong>For Personal Offerings: "When you are hooked for the first time, you have a 1%/2%/3% chance of being granted the ability to Self-Unhook."</strong></p><p><strong>For Group Offerings that affect all survivors: "For all survivors, when you are hooked for the first time, you have a 1%/2%/3% chance of being granted the ability to Self-Unhook."</strong></p><p><strong>I don't think the numbers really have to change for the offerings since the classic three unhook attempt approach is gone now. </strong></p><p><strong>Argument: What about the go-next epidemic?</strong></p><p>Overall, the changes I've suggested further reduce the likelihood of someone attempting to go-next in late 2026 and onward. The classic 4% chance of unhooking with three attempts is gone. Six attempts of unhooking with old Slippery Meat is gone. Three attempts with Up The Ante is gone, and so on.</p><p><strong>Closing:</strong></p><p>It's been fun using the luck build for as long as I have. Hopefully other luck build enthusiasts feel the same way. Regardless of what happens next, it's been a good run.</p><p>Thanks,</p><p>icemancat</p><span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/ZY8ROLLF7K22\/image.png&quot;,&quot;name&quot;:&quot;image.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:21349,&quot;width&quot;:128,&quot;height&quot;:128,&quot;displaySize&quot;:&quot;small&quot;,&quot;float&quot;:&quot;none&quot;,&quot;downloadUrl&quot;:&quot;https:\/\/forums.bhvr.com\/api\/v2\/media\/download-by-url?url=https%3A%2F%2Fus.v-cdn.net%2F6030815%2Fuploads%2FZY8ROLLF7K22%2Fimage.png&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:324693,&quot;dateInserted&quot;:&quot;2026-09-16T00:34:29+00:00&quot;,&quot;insertUserID&quot;:2031,&quot;foreignType&quot;:null,&quot;foreignID&quot;:null,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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            <img src="https://us.v-cdn.net/6030815/uploads/ZY8ROLLF7K22/image.png" alt="image.png" height="128" width="128" data-display-size="small" data-float="none" data-type="image/png" data-embed-type="image" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/6030815/uploads/ZY8ROLLF7K22/image.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/ZY8ROLLF7K22/image.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/ZY8ROLLF7K22/image.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/ZY8ROLLF7K22/image.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/ZY8ROLLF7K22/image.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/ZY8ROLLF7K22/image.png 2000w, https://us.v-cdn.net/6030815/uploads/ZY8ROLLF7K22/image.png" sizes="100vw" /></a>
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        </description>
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        <title>Intent System</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472365/intent-system</link>
        <pubDate>Tue, 15 Sep 2026 20:42:05 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Mag1cian</dc:creator>
        <guid isPermaLink="false">472365@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Pls add option to bind messages from the circle, also there's need to be more messages (numbers from 1 to 12 would be nice)<br />
Also what's the point of such change?</p><span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/3JO6JJ7G5QMY\/screenshot-8.png&quot;,&quot;name&quot;:&quot;Screenshot_8.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:78382,&quot;width&quot;:698,&quot;height&quot;:563,&quot;displaySize&quot;:&quot;medium&quot;,&quot;float&quot;:&quot;left&quot;,&quot;downloadUrl&quot;:&quot;https:\/\/forums.bhvr.com\/api\/v2\/media\/download-by-url?url=https%3A%2F%2Fus.v-cdn.net%2F6030815%2Fuploads%2F3JO6JJ7G5QMY%2Fscreenshot-8.png&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:324689,&quot;dateInserted&quot;:&quot;2026-09-15T20:40:57+00:00&quot;,&quot;insertUserID&quot;:158433,&quot;foreignType&quot;:null,&quot;foreignID&quot;:null,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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            <img src="https://us.v-cdn.net/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png" alt="Screenshot_8.png" height="563" width="698" data-display-size="medium" data-float="left" data-type="image/png" data-embed-type="image" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png 2000w, https://us.v-cdn.net/6030815/uploads/3JO6JJ7G5QMY/screenshot-8.png" sizes="100vw" /></a>
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<p><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />
Perk tiers should've been removed all together long ago if you want to reduce grind and help new players.</p>]]>
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        <title>The 1 change emote wheel needs.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472379/the-1-change-emote-wheel-needs</link>
        <pubDate>Wed, 16 Sep 2026 00:03:05 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>esoteric0108</dc:creator>
        <guid isPermaLink="false">472379@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>PLEASE give us the option to bind keys to each emote slot.</p><p>it would be EXTREMELY handy if we could use NUMPad or numbers 3-0 on keyboard for quick emotes</p>]]>
        </description>
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        <title>Pharmacy should guarantee a med kit when you rummage.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472374/pharmacy-should-guarantee-a-med-kit-when-you-rummage</link>
        <pubDate>Tue, 15 Sep 2026 22:46:17 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>melissayeti</dc:creator>
        <guid isPermaLink="false">472374@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>If Scavenger gives you a  tool box… and residual manifest gives you a flashlight… pharmacy should give a med kit when you rummage. Even if you nerf it to a 1 time rummage, it just feels odd to go and rummage and already open chest and not be given a med kit.</p><p>Not sure if it's a bug and you ARE suppose to get a med kit when you rummage but currently I have gotten a tool box and a map, not a med kit.</p>]]>
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        <title>Hangman’s Trick Snubbed (sad)</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472376/hangman-s-trick-snubbed-sad</link>
        <pubDate>Tue, 15 Sep 2026 23:17:23 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>TreeLambo</dc:creator>
        <guid isPermaLink="false">472376@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Let me start by saying I love so many of the perk changes we got in this PTB. I love the changes to low pick rate perks like Monstrous Shrine and Nothing But Misery. </p><p>That being said, one of the lowest pick rate perks in the entire game was forgotten about amidst the many buffs and reworks: Scourge Hook Hangman’s Trick. After seeing perks like Undone and NBM be brought out of the depths of obscurity, I was really hopeful to see Hangman’s finally not stink. I’m perhaps biased in my desire to see this perk changed because I’m a Pig enthusiast, however I do think it’s deserving of some kind of tweak because it’s the worst Scourge Hook in the game.</p>]]>
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        <title>Increase the default amount of Scourge Hooks and Chests</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472340/increase-the-default-amount-of-scourge-hooks-and-chests</link>
        <pubDate>Tue, 15 Sep 2026 16:38:04 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>HolyDarky</dc:creator>
        <guid isPermaLink="false">472340@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>My first impression from the reworked/buffed/changed perks is really positive and I can see that you, the devs, put a lot of effort and time in most of them. However, it would be really nice if you could increase the default amount of Scourge Hooks and Chests since we now have a lot of perks for them and their main issue remains that they rely on RNG.</p><p>In my opinion, increase the default amount of Scourge Hooks and Chests to at least six. It would also be nice to remove the Coin Offering since no one uses them anyway and they are just wasted slots but I think a Bloodweb Rework is something for later and now a better placement for these two features would be nice. </p>]]>
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        <title>Player Intent Wheel Has Too Few Slots (Only 8 Slots for 14 Phrases)</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472346/player-intent-wheel-has-too-few-slots-only-8-slots-for-14-phrases</link>
        <pubDate>Tue, 15 Sep 2026 17:39:40 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>NotJared</dc:creator>
        <guid isPermaLink="false">472346@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I've been enjoying the player intent wheel!</p><p>My largest feedback is that I want more Slots, or a second page. I want to be able to use all of the phrases made because all of them are super useful!</p><p>I hate that I have to decide between choosing informative, gameplay/action-driven phrases like "Hex!" and "Boon!" or "Gate!" versus friendly social phrases like "Thanks" and "Nice".</p><p>I would love to see a second page of the intent wheel :)</p><span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/B2KLCAO0VQ2A\/image.png&quot;,&quot;name&quot;:&quot;image.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:57028,&quot;width&quot;:325,&quot;height&quot;:122,&quot;displaySize&quot;:&quot;medium&quot;,&quot;float&quot;:&quot;none&quot;,&quot;downloadUrl&quot;:&quot;https:\/\/forums.bhvr.com\/api\/v2\/media\/download-by-url?url=https%3A%2F%2Fus.v-cdn.net%2F6030815%2Fuploads%2FB2KLCAO0VQ2A%2Fimage.png&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:324679,&quot;dateInserted&quot;:&quot;2026-09-15T17:30:13+00:00&quot;,&quot;insertUserID&quot;:162050,&quot;foreignType&quot;:null,&quot;foreignID&quot;:null,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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            <img src="https://us.v-cdn.net/6030815/uploads/B2KLCAO0VQ2A/image.png" alt="image.png" height="122" width="325" data-display-size="medium" data-float="none" data-type="image/png" data-embed-type="image" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/6030815/uploads/B2KLCAO0VQ2A/image.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/B2KLCAO0VQ2A/image.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/B2KLCAO0VQ2A/image.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/B2KLCAO0VQ2A/image.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/B2KLCAO0VQ2A/image.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/B2KLCAO0VQ2A/image.png 2000w, https://us.v-cdn.net/6030815/uploads/B2KLCAO0VQ2A/image.png" sizes="100vw" /></a>
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<p>Additionally, "Damn!" immediately like it could be used to BM or insult people. Spam it at teammates while sandbagging them. I don't like the potential BM with this chat option.</p>]]>
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        <title>Showing your perks using the player intent system</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472375/showing-your-perks-using-the-player-intent-system</link>
        <pubDate>Tue, 15 Sep 2026 22:55:05 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>MrMori</dc:creator>
        <guid isPermaLink="false">472375@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>It would be extremely helpful to be able to send a message in the player intent system which was just "I have this perk". Just the icon and the name of the perk would be enough, and if that's too much, even just being able to send the name of a perk you have equipped would be amazing. This would be extremely helpful in helping your team play around your perks and give lots of info without much work.</p><p>Just have "Perks" be a choice, then once you select the "Perks" choice in the player intent wheel, it opens another wheel where you pick one of your 4 perks to send as a message. It would be such a simple but extremely valuable addition to the system that I really hope doesn't get overlooked.</p>]]>
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        <title>The current criteria of being in a chase is too tight and causes unintended interaction with perks</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472371/the-current-criteria-of-being-in-a-chase-is-too-tight-and-causes-unintended-interaction-with-perks</link>
        <pubDate>Tue, 15 Sep 2026 21:38:50 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Patchouli_Knowledge</dc:creator>
        <guid isPermaLink="false">472371@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>This has always been a problem in my opinion and with the new Premonition in PTB (and recently Cross-Examination) I'm seeing more and more unintended interactions that trigger effects not intended by design. </p><p>For example, when a killer mind game by doubling back around a wall, or even just breaking line of sight for slightly more than a few seconds at a maze tile or a tall loop (which happens all the time naturally), the game will often register the chase as having ended and re-entered again, causing the new effect of Premonition (aura reading on killer) or Cross-Examination's elusive to trigger. These scenarios should not be the intended effect of the designs. </p><p>Another example on the killer's perk's side, Play with Your Food can be stacked too easily without actually breaking chase at all (meaning the killer is in fact still chasing the same survivor, but since the chase mechanic currently is too easy to abuse, it's too easy to force a chase to end and restart by certain techniques, both on the killer and survivor's side).<br /><br />
The solution I propose: Add a longer grace period after the chase condition is not met for the game to actually register an escape, like 5~10 more seconds for a chase event to linger before it ends. This will prevent these unintended interactions with perks, prevent abuses and free up design space, while reserving a chase end event for when a chase has genuinely ended and the killer has left.</p>]]>
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        <title>Sorting Brown Default Cosmetic Recolors to Show First in the Store is Weird</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472364/sorting-brown-default-cosmetic-recolors-to-show-first-in-the-store-is-weird</link>
        <pubDate>Tue, 15 Sep 2026 20:07:44 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>NotJared</dc:creator>
        <guid isPermaLink="false">472364@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>In this PTB, the Store has been sorted so that the default sort option is most common to least.</p><p>I think this is a bit offputting, as the least interesting cosmetics (default cosmetic recolors) are now placed at the top of every character's Store page.</p><span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/81EBNCBE4359\/image.png&quot;,&quot;name&quot;:&quot;image.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1812639,&quot;width&quot;:1457,&quot;height&quot;:1080,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;downloadUrl&quot;:&quot;https:\/\/forums.bhvr.com\/api\/v2\/media\/download-by-url?url=https%3A%2F%2Fus.v-cdn.net%2F6030815%2Fuploads%2F81EBNCBE4359%2Fimage.png&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:324688,&quot;dateInserted&quot;:&quot;2026-09-15T20:06:08+00:00&quot;,&quot;insertUserID&quot;:162050,&quot;foreignType&quot;:null,&quot;foreignID&quot;:null,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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            <img src="https://us.v-cdn.net/6030815/uploads/81EBNCBE4359/image.png" alt="image.png" height="1080" width="1457" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/6030815/uploads/81EBNCBE4359/image.png 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/81EBNCBE4359/image.png 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/81EBNCBE4359/image.png 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/81EBNCBE4359/image.png 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/81EBNCBE4359/image.png 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/81EBNCBE4359/image.png 2000w, https://us.v-cdn.net/6030815/uploads/81EBNCBE4359/image.png" sizes="100vw" /></a>
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<p>I think the sort order should return to descending order before PTB goes to live.</p>]]>
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        <title>dissolution nerf too big</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472359/dissolution-nerf-too-big</link>
        <pubDate>Tue, 15 Sep 2026 18:58:09 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>dbdplayer67</dc:creator>
        <guid isPermaLink="false">472359@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>needing a basic and it only being 15s instead of 20 makes the perk wayyyyy toooo niche/ difficult to use, definetly needs one of the changes reverted</p>]]>
        </description>
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        <title>These changes are fire</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472333/these-changes-are-fire</link>
        <pubDate>Tue, 15 Sep 2026 15:47:13 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>GoodBoyKaru</dc:creator>
        <guid isPermaLink="false">472333@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please do this more often, seriously. Maybe not all of these at once but 7 reworks, 9 power shifts, 6 nerfs and 30! weaker perks buffed is incredibly exciting just from a theoretical perspective (without having been able to try anything just yet). Finally we may have some new contenders for the meta on both sides to disincentivise running quad regression, and I'm so happy vault speeds are being played with across multiple perks now. This is genuinely a really exciting mid-chapter and I'm going to have so much fun testing these out instead of running the old reliable again and again. Especially, thank you for focusing on weaker perks instead of just gutting the most used &amp; strongest perks (again)!</p>]]>
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        <title>Thank you BHVR Thank you</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472348/thank-you-bhvr-thank-you</link>
        <pubDate>Tue, 15 Sep 2026 17:43:23 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Royval</dc:creator>
        <guid isPermaLink="false">472348@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/K0MMPMIA3XU0\/img-3762.jpeg&quot;,&quot;name&quot;:&quot;IMG_3762.jpeg&quot;,&quot;type&quot;:&quot;image\/jpeg&quot;,&quot;size&quot;:139544,&quot;width&quot;:1170,&quot;height&quot;:940,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;downloadUrl&quot;:&quot;https:\/\/forums.bhvr.com\/api\/v2\/media\/download-by-url?url=https%3A%2F%2Fus.v-cdn.net%2F6030815%2Fuploads%2FK0MMPMIA3XU0%2Fimg-3762.jpeg&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:324680,&quot;dateInserted&quot;:&quot;2026-09-15T17:43:16+00:00&quot;,&quot;insertUserID&quot;:216898,&quot;foreignType&quot;:null,&quot;foreignID&quot;:null,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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            <img src="https://us.v-cdn.net/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg" alt="IMG_3762.jpeg" height="940" width="1170" data-display-size="large" data-float="none" data-type="image/jpeg" data-embed-type="image" srcset="https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=300, width=300/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg 2000w, https://us.v-cdn.net/6030815/uploads/K0MMPMIA3XU0/img-3762.jpeg" sizes="100vw" /></a>
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        <title>You ruined Nicolas Cage&#39;s Pink Jacket cosmetic while trying to fix it</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472342/you-ruined-nicolas-cages-pink-jacket-cosmetic-while-trying-to-fix-it</link>
        <pubDate>Tue, 15 Sep 2026 16:47:41 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>DezzyTV</dc:creator>
        <guid isPermaLink="false">472342@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello, first of all: I am glad that my bug report on BetaHUB has been seen and noticed regarding Nicolas Cage's Pink Jacket cosmetic, or to be more specific, the shirt of that cosmetic.</p><p>The issue was: "When equipping the Pink Coat torso cosmetic with multiple pants cosmetics, the Coat's shirt is visibly clipping through the pants cosmetics."</p><p>My proposed solution for this problem was simple: "When equipping the Pink Coat torso cosmetic with any pants cosmetics, the shirt should remain properly tucked into the pants (behind the belt) without clipping or intersecting with the pants."</p><p>Now, in this current PTB, the issue has been made worse. </p><p>The shirt now has a bulge at the end, and therefore the shirt goes ABOVE the belt buckle, making it look ridiculous and the American Flag, the golden belt buckle etc. are hidden behind the shirt. Please, please don't ruin this cosmetic like this. Make it so that the shirt gets tucked into the pants, behind the belt, except for those pants that do not have a belt to begin with. The solution was so simple, please don't make this go live like that. This is worse than a clipping cosmetic honestly.</p><p>My initial BetaHUB report: https://app.betahub.io/projects/pr-5642738318/issues/2828</p>]]>
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        <title>Survivors can&#39;t even get access to a proper info perk, and this is shameful</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/472341/survivors-cant-even-get-access-to-a-proper-info-perk-and-this-is-shameful</link>
        <pubDate>Tue, 15 Sep 2026 16:42:17 +0000</pubDate>
        <category>10.2.0 PTB Feedback</category>
        <dc:creator>Mortimer</dc:creator>
        <guid isPermaLink="false">472341@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Here we go,</p><p>The long-awaited day has finally arrived for the perk most dreaded by the killer community—the very one preventing them from getting a 4k every single match and jeopardizing their 200-game win streaks. <br />
Surely, that must be it.</p><p>Just like the problem back in the day was DH, DS, Adrenaline, Sprint Burst, Hope, MfT, Distortion, CoH, Deliverance, Vigil, Fast Track, Iron Will, Spine Chill, Self-Care, StB (nuked in this patch), etc... now, what a coincidence, the issue is suddenly a simple info perk. <br />
That’s definitely why they're losing games, no need to panic.</p><p>Are survivors even allowed to exist in this game, or do we have to tax the very air they breathe just because some 15k-hour full-time streamer claimed they lose those three matches a month because of WoO, so action had to be taken? What’s next, limiting survivors to three perks each?</p><p>WoO is now borderline useless. Knowing window spawns is essentially pointless since they always spawn in the exact same spots in main buildings and tiles. Replacing it with Five Moves Ahead isn’t the same thing either: the perk goes on an absurdly long cooldown during a chase, has a shorter range, and completely prevents windows aura reading. Long story short, even running both together won’t come close to what it used to be.</p><p>You managed to deliver a direct slap in the face to both beginners—who struggle the most with map knowledge—and the entire SoloQ player base, which now has zero visual info on whether resources have been burned. <br /><br />
Bravo on the timing and the execution, truly a masterclass move.</p>]]>
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