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        <title>9.6.0 PTB Feedback — BHVR</title>
        <link>https://forums.bhvr.com/dead-by-daylight/</link>
        <pubDate>Thu, 09 Apr 2026 18:35:50 +0000</pubDate>
        <language>en</language>
            <description>9.6.0 PTB Feedback — BHVR</description>
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        <title>Killer Tweaks Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466100/killer-tweaks-feedback</link>
        <pubDate>Tue, 07 Apr 2026 13:20:50 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">466100@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please leave your Killer Tweaks feedback here. Thank you!</p>]]>
        </description>
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    <item>
        <title>How to buff Skull Merchant in a meaningful way</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466136/how-to-buff-skull-merchant-in-a-meaningful-way</link>
        <pubDate>Tue, 07 Apr 2026 21:16:13 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>pidgeon</dc:creator>
        <guid isPermaLink="false">466136@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>(My personal opinion please don't scream at me)</p><p>The main problem with SM in my experience is that with one scan line her power is laughably avoidable especially since you can crouch or stand still to avoid it. The only reason SM got nerfed in the first place was because of the gen kick meta causing hour long games so my changes are as follows:</p><p>1: Why does it not scan people on generators or healing? It takes maybe 3-5 seconds to hack the drone and get back to the objective.</p><p> 2: Make the drones and their scanners harder to detect. I think this would be a great change for overall map pressure and zoning capabilities of the killer. Not needed though.</p><p>3:  Claw Traps detection last longer. Self explanatory I feel as if having more knowledge of where the survivors are is quite helpful even though claw traps can be hard to apply at times.</p><p>4: Possibly add back the stealth on drone placement to combo with drone removal</p><p>I used to play a lot of SM but now it just feels like I'm playing ghost face with worse a worse stealth and chase power.</p><p>Edit: removed some unfun/unskilled suggestions for both sides added a new fourth suggestion</p>]]>
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    <item>
        <title>Diminishing Returns Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466099/diminishing-returns-feedback</link>
        <pubDate>Tue, 07 Apr 2026 13:20:16 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">466099@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please leave your Diminishing Returns feedback here. Thank you!</p>]]>
        </description>
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        <title>Mirrored Illusion is broken</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466246/mirrored-illusion-is-broken</link>
        <pubDate>Thu, 09 Apr 2026 18:22:14 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Dipper</dc:creator>
        <guid isPermaLink="false">466246@/dead-by-daylight/discussions</guid>
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<p>Almost funny how the illusion has no Texture and T-Poses</p>]]>
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        <title>Wesker buffs are not necessary at least not in the way you are doing them</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466211/wesker-buffs-are-not-necessary-at-least-not-in-the-way-you-are-doing-them</link>
        <pubDate>Thu, 09 Apr 2026 00:30:34 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Rokku_Rorru</dc:creator>
        <guid isPermaLink="false">466211@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I think the CD out of power takes away one of the things that makes Wesker are more balanced killer out of the mobility killers, there is chance to get a little distance between his attempts at charges.<br /><br />
You're potentially going down a slippery road where you are buffing his chase potential where I feel like his infection is what needs looked at.<br /><br />
I don't know which consultant made this change but he is already strong and out of all the killers didn't need this much help (for some reason you buffed him more than the ones who actually needed help).<br /><br />
Hopefully you listen to this coz you're making him really forgiving to play and easier to get value out of when he is already strong.</p>]]>
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        <title>Diminishing Returns also includes effects from the opposing sides. is it intentional?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466146/diminishing-returns-also-includes-effects-from-the-opposing-sides-is-it-intentional</link>
        <pubDate>Tue, 07 Apr 2026 22:22:11 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>ShadowCyrax</dc:creator>
        <guid isPermaLink="false">466146@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p></p><p></p><div data-embedjson="{&quot;height&quot;:113,&quot;width&quot;:200,&quot;photoUrl&quot;:&quot;https:\/\/i.ytimg.com\/vi\/Wnyl1zljJhQ\/hqdefault.jpg&quot;,&quot;videoID&quot;:&quot;Wnyl1zljJhQ&quot;,&quot;showRelated&quot;:false,&quot;start&quot;:0,&quot;url&quot;:&quot;https:\/\/youtu.be\/Wnyl1zljJhQ?si=Lh3i2CXy6-jgj4i5&quot;,&quot;embedType&quot;:&quot;youtube&quot;,&quot;name&quot;:&quot;Diminishing Returns also includes effects from the opposing sides&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;,&quot;frameSrc&quot;:&quot;https:\/\/www.youtube.com\/embed\/Wnyl1zljJhQ?feature=oembed&amp;autoplay=1&quot;}">
    <a href="https://forums.bhvr.com/dead-by-daylight/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fyoutu.be%2FWnyl1zljJhQ%3Fsi%3DLh3i2CXy6-jgj4i5" rel="nofollow noopener ugc">
        https://youtu.be/Wnyl1zljJhQ?si=Lh3i2CXy6-jgj4i5
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</div><p>I have 3 examples in the video above. </p><p>also sorry I posted this in general on accident too and can't figure out how to delete it.</p>]]>
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        <title>Fast Track is Dead</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466110/fast-track-is-dead</link>
        <pubDate>Tue, 07 Apr 2026 15:32:33 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>BongoBoys</dc:creator>
        <guid isPermaLink="false">466110@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p> Survivor Perk Updates Fast Track</p><ul><li>Whenever another Survivor is hooked, you earn <strong>1/2/3 Token(s)</strong>, up to <strong>9/9/9</strong>.</li><li>While repairing, whenever you hit a great basic Skill Check, spend all Tokens.<ul><li>For each Token spent, the Generator gains <strong>1/1/1%</strong> permanent progress (was <strong>2%</strong>).</li></ul></li></ul><p>Wow fast track got nerfed I'm so not surprised welp had its 15mins of fame is geuss a mid perk now trash</p>]]>
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        <title>Animatronic Changes Miss the Mark on Improving Survivor&#39;s Security Door Experience</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466138/animatronic-changes-miss-the-mark-on-improving-survivors-security-door-experience</link>
        <pubDate>Tue, 07 Apr 2026 21:26:44 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>NotJared</dc:creator>
        <guid isPermaLink="false">466138@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>While I do think the changes to Animatronic are certainly welcome, I believe they totally miss the developers's stated goal of making the Security Doors more valuable to Survivors.</p><p>The tweak to Security Doors on PTB is that they use less Battery for Survivors. While I don't mind the Doors using less Battery, this entirely fails to address why <em><strong>survivors DO NOT use Security Doors</strong></em>.</p><p>Plain and simple, Security Doors are not worth the risk or reward of using them.</p><p>To use a Security Door as a Survivor, you have to run (sometimes far) out of your way to access the door. Then, you need to spend a long time searching the map for Springtrap. It can take 20, 30 seconds. Springtraps, when they teleport, do NOT walk around. If a Springtrap teleports and there's no one at the Generator they teleport to, they will IMMEDIATELY go back into the door. And they will keep doing this until they teleport to a Door that has a Survivor near it.</p><p>This means that Animatronic will almost always be Undetectable when he's in chase with someone, which means that the most vulnerable on your team will already know where he is, because he's already in chase with them. And by that point, it's too late.</p><h3 data-id="the-problem-with-the-reward-of-revealing-him">The Problem With The Reward of Revealing Him:</h3><p>This all means, that the reward of revealing The Animatronic through Security Doors is a pretty useless reward most of the time. Because by the time you reveal him, your team is already in chase with him. Why does it matter to know where he is?</p><p>This is exacerbated by the fact that it can take <em>so long</em> to find him on cameras, sometime. To find him before anyone even knows where he is can take the entire duration of a third of a Generator! To spend that long and not be guaranteed value? That time is better spent on Generators, and at this point I think most Survivors recognize that.</p><p>Sitting on Security Doors while Springtrap is rapidly teleporting until he finds someone is incredibly dangerous because he can see you using the Door, so it's not worth getting on the Door unless you can guarantee his position, either by spotting him or by waiting for him to be in chase with someone. Which, again, at this point, the reward is invalidated because why bother revealing him when you and your teammates already know where he is?</p><h3 data-id="survivors-aren-t-going-to-interact-with-security-doors-unless-they-have-to">Survivors Aren't Going to Interact with Security Doors Unless They Have To:</h3><p>Using the Security Doors to Teleport is so incredibly risky that it's almost never worth attempting. Using the Security Doors to Reveal Springtrap is such a measly reward that most Survivors don't even bother, and it's still dangerous <em><strong>AND</strong></em> it wastes time instead of doing Generators!</p><p>There's no reason to ever Teleport: A match's outcome will almost always be exactly the same if you successfully teleport. I could have just walked there and the match wouldn't be any different.</p><p>Failing to teleport, on the other hand, has dire consequences.</p><h3 data-id="why-interact-with-a-mechanic-that-gives-you-no-reward-for-succeeding-and-punishes-you-for-failing">Why interact with a mechanic that gives you no reward for succeeding, and punishes you for failing?</h3><p>Survivors <em>need</em> an incentive to use Security Doors: Either a different reward, such as locking a door from him using it, or a longer reveal duration, or a Hindered applied, or the reveal persisting through a subsequent teleport… or some reward they can get by traveling through the Security Room successfully!</p><p>The only reason Survivors have to interact with the Security Doors is to interact with the Killer's gimmick. The PTB changes, they are fine. They're not entirely unwelcome. But they miss the mark entirely on the intended goal, I think, and doors are not going to see increased use in a way that is meaningful to Survivor gameplay or inter-player Killer/Survivor interactions.</p>]]>
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        <title>Clown Main&#39;s Feedback on PTB Dim. Returns</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466229/clown-mains-feedback-on-ptb-dim-returns</link>
        <pubDate>Thu, 09 Apr 2026 12:15:04 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Mr_Redwood</dc:creator>
        <guid isPermaLink="false">466229@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I'm a Clown main who is involved in the general Clown main community of DBD. We are very dissatisfied with the way the diminishing returns interacts with our killer's power for the following reasons:<br />
1. Reduced perk variety: essentially any perk that gives haste is not worth running anymore on the Clown, which limits our build variety. Instead of being allowed to use fun haste perks, we are being funneled into aura, slowdown, or utility perks. We could of course theoretically use the haste perks still, but most of them will be worse than an addon slot for Cheap Gin Bottle. </p><p>2. Reduced addon variety: if we cannot run haste perks but still want to increase the value of our speed differential as Clowns, we will be forced into running the two addons that increase the basekit invigoration haste (Cheap Gin Bottle and Sticky Soda Bottle). Previously, we could run Rapid Brutality for 5% extra haste alongside two other addons such as Middle Finger, Thick Cork Stopper, Garish Makeup Kit, Starling Feather, etc. Going forward, if we still want to achieve that reliable +5% haste, we now need to run Cheap Gin Bottle and Sticky Soda Bottle, which will effectively make our chase power weaker when we can't justify the opportunity cost of other addons.</p><p>3. Possible future nerfs to addons: if the usage rates of Sticky Soda Bottle and Cheap Gin Bottle skyrocket for the above reason, it is reasonable to expect that the balance team will nerf these addons and buff the subpar addons. This seems to be a common trend among killers like Unknown and Demogorgon who have standout addons. </p><p>4. Overall, it's a nerf to the Clown: Clown isn't exactly a stellar killer that keeps up with the modern state of the game. The fact that his chase power now can only be supported by addons just makes it worse, and will lead to a rise in camping, tunneling, and "dirtier" playstyles as dedicated Clowns now have to struggle even harder to match survivor strength.</p><p>I know this also affects killers like Trapper and Knight who have basekit haste, but this update seems to specifically harm Clown and Skull Merchant who frequently use their haste and hinder in chase. I also fail to see how this will "shake up" the meta of the game, as it seems to me this will just encourage survivors to run more antitunnel, antislug, and exhaustion perks. My proposed solution is to either make the effects of Clown and Skull Merchant's power affect their base movement speed or to make an exemption to allow one perk to stack with their power as previously. I personally agree that running four haste perks on Clown was unhealthy for the game, but running either Rapid Brutality, Play With Your Food, Batteries Included, Furtive Chase, Agitation, NOED, etc. have all been part of the Clown's playstyle for as long as these perks have been around. Please don't nerf the Clown and consider what I've mentioned above.</p>]]>
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        <title>Mastermind Feedback and suggestions</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466236/mastermind-feedback-and-suggestions</link>
        <pubDate>Thu, 09 Apr 2026 14:20:37 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>CommanderRay</dc:creator>
        <guid isPermaLink="false">466236@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>First off, Hello hope the team is well and thank you for taking the time to read my comments.</p><p>I'm a Mastermind Main, hereafter Wesker, and since his release I play him almost daily so it hurt me particularly when you made changes to him in the previous release without doing the fixes alongside them, but this update give me some hope for Wesker. </p><p>The changes themselves are still pretty safe, </p><p>Decreased recovery time of Virulent Bound to 2.7 seconds (was 3 seconds)</p><p>This change is way over due and brings him to feeling a LOT better I would argue you could go as low as 2.65 or even 2.6 if you want to encourage more use of the power for zoning and mobility but the 2.7 I think can work with the possibility of tweaks if it's not enough Good work.</p><p>Decreased charge time per token to 5 seconds (was 5.5 seconds)</p><p>This is very welcome and it's a pretty good Charge time and with Gloves remaining unchanged it's probably near perfect as before I often had just a fraction of a second before the power got both tokens when I pulled up too soon, however if you would like in the future to make Gloves fully basekit and reworking the Add-on I think that'll open up his kit to more variety at all levels.</p><p>Increased duration of the Chain Bound window to 2.5 seconds (was 2 seconds)</p><p>Perfect change literally what I've asked for multiple times in the past.</p><p>Loose Crank (Uncommon)</p><p>Increases movement speed between the first and second Virulent Bounds by 15% (was 8%).</p><p>Awesome change (wish it was 20%) at 15% though it's so much better and finally a meta add-on </p><p>Egg (Gold) (Rare)</p><p>Increases the Chain bound window by 20% (was 50%)</p><p>Understandable nerf after partial base kit though 25% would be a fun number to put it at as this does still have a draw back of not being able to cancel power and being stuck in the bound window.</p><p>Suggestions:</p><p>Uroboros Tendril partial basekit and subsequent nerf I recommend bringing his movement speed up while charging Virulent bound to 95% basekit and making Tendril give +4 % (though letting him be 100% while holding power would be the ultimate funny but we can't do that)</p><p>I also have several add-on changes that go beyond the scope of this update some are tweaks to how the effects of certain addons work like Dark Sunglasses should happen when survivors cleanse not reach full infection and bullhorn should make survivors oblivious when they reach full infection for as long as they remain fully infected. Like I said those and a few others are probably too big for this update but something I've long wanted to change about his add-ons so they're all more used.</p><p>That was longer than 7 minutes...</p>]]>
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        <title>Diminishing Returns New Player Nightmare</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466207/diminishing-returns-new-player-nightmare</link>
        <pubDate>Wed, 08 Apr 2026 23:42:26 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>BongoBoys</dc:creator>
        <guid isPermaLink="false">466207@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Spookyloops made a really good point imagine your a new player to DBD you see these perks and those simplified descriptions and you run a build that gets diminished. </p><p>How are you genuinely supposed to know? Your 50% Sprintburst is now 10% being useless and you don't know why? How come while your picking your perks if any perks trigger diminishing returns is highlighted red to indicate your perks are weaker?</p><p>This is going to hurt the new players immensely </p>]]>
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        <title>PTB Feedback - Buffs</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466231/ptb-feedback-buffs</link>
        <pubDate>Thu, 09 Apr 2026 12:40:03 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Haening</dc:creator>
        <guid isPermaLink="false">466231@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello,</p><p></p><p>These buffs are going in the right direction, but they are way too small to actually matter in real matches.</p><p>Doctor’s Shock Therapy delay going from 0.8s to 0.75s is almost unnoticeable. It won’t change any real interaction - survivors will still pre-drop or avoid it easily. If he’s meant to be buffed, the delay needs to be reduced more significantly.</p><p>Bubba getting +0.1 m/s during Chainsaw Sweep is also negligible. This won’t help him catch survivors in most situations. A bigger speed increase is needed for it to have real impact.</p><p>Ghost Face having a 2-second shorter cooldown on Night Shroud doesn’t meaningfully improve his uptime. His power will still feel inconsistent. A larger reduction would make a real difference.</p><p>These changes aren’t bad - they’re just too small.</p><p>If these killers are meant to be buffed, the numbers need to be pushed further so the improvements are actually noticeable in gameplay.</p>]]>
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        <title>the killer tweaks: Feedback.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466164/the-killer-tweaks-feedback</link>
        <pubDate>Wed, 08 Apr 2026 06:35:45 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Filipino1490</dc:creator>
        <guid isPermaLink="false">466164@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I am gonna say straight out, these changes are GOOD, but also they could have so much more and this doesn"t really change them in terms of strenght, they are the same but slightly better. I like the direction where you are going but there could have been more.</p><p>For example <em><strong>Demogorgon</strong></em>: he deserved more but i still enjoy these changes. Here are my ideas:  </p><p>1) remove the sound cue whenever he is teleporting.</p><p>2)remove the camera lock with his shred. He is like the only killer that has a camera lock. </p><p>3) rework all of his addons. Nobody uses them and are boring.</p><p>4) Make some of his addons basekit and rework them entirely. Basekit: barb"s glasses, rotten green tripe, unknown egg, black heart and rat tail, plus maybe even rat liver.</p><p>5) Let demogorgon on some maps with the hills to fly with his shred, cause that took a skill and was fun plus he cannot injure them in a flight.</p><p><em><strong>Animatronic: </strong></em></p><ol><li>Rework resturant menu</li><li>Make help wanted addon basekit in the settings as an toggle option (and not just him but other range killers should have that like trickster, huntress, deathslinger, not sure about unknown like how it would work with him)</li><li>Office phone addon should have an lingering effect, Iridescent remnant: block all pallets and vaults at any range for 10 or 12 seconds.</li><li>Make something that survivors will use camera"s more often like extra benefit or something.</li></ol><p><em><strong>Blight:  perfect changes.</strong></em></p><p><em><strong>Nurse: should have been completly reworked cause she is the main reason why ballancing this game is difficult. But, if not then at least nerf her basekit or even make it so that whenever you drop a pallet on her while she is blinking, she gets stunned. Plaid flannel should be also basekit like with the range killers toggle option in settings.</strong></em></p><p><em><strong>Cannibal</strong></em>: Fine but there could have been a little bit more, example: 1) his animation whenever he is destroying a pallet, that should a little bit faster.</p><p>2) make some of his addons basekit and rework them: primer bulb, chainsaw file, spark plug, vegetable oil.</p><p><em><strong>Doctor</strong></em>: 1) Maple knight, moldy electrode basekit (or toggle option in settings)</p><p>2) increase his range of a shock by 1 or 2 meters.</p><p>3) slightly decrease his detonation delay by like 15% or something like that.</p><p><em><strong>Dredge: Good change but he still needs more. </strong></em></p><ol><li><em><strong>wodden plank basekit but instead of 25 % it could be 15% or maybe 20%</strong></em></li><li><em><strong>caffeine tablets basekit</strong></em></li><li><em><strong>followers cowl basekit.</strong></em></li><li><em><strong>sacrifical knife increase to 20 meters and maybe 6 seconds instead of 5.</strong></em></li><li><em><strong>make him faster when he is getting out of the locked locker.</strong></em></li><li><em><strong>Make Nightfall more accessible so that survivors wouldn"t DC just because of them feeling sick.</strong></em></li></ol><p><em><strong>Mastermind: He is mostly fine but he needs some bugfixes but other than that he is fine.</strong></em></p><p><em><strong>Skull merchant: I know that you are working on a rework but at least should could have gotten something before the rework.</strong></em></p><ol><li><em><strong>Give her to scan lines</strong></em></li><li><em><strong>all of her brown addons basekit and prototype rotor basekit and rework it.</strong></em></li></ol><p><em><strong>Ghostface: this literally doesn"t change him at all and he needs more.</strong></em></p><ol><li><em><strong>all of his brown addons basekit.</strong></em></li><li><em><strong>cinch straps basekit.</strong></em></li><li><em><strong>lether knife sheath basekit.</strong></em></li><li><em><strong>drop-leg knife sheath basekit.</strong></em></li><li><em><strong>hooked survivors should not be able to reveal him.</strong></em></li><li><em><strong>once he  fully stalks a survivor ghostface gets 20% faster kicking, breaking, vaulting, picking up and stun shorter.</strong></em></li></ol><p><em><strong>Those are my opinions but i am glad that you are going the right direction.</strong></em></p>]]>
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        <title>Additional Buff Proposal for “The Doctor”</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466157/additional-buff-proposal-for-the-doctor</link>
        <pubDate>Wed, 08 Apr 2026 02:09:57 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>serious</dc:creator>
        <guid isPermaLink="false">466157@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Currently, The Doctor’s movement speed while channeling his Shock Therapy attack is 3.08 m/s.</p><p>This corresponds to 70% of 4.4 m/s, which is a remnant from when The Doctor previously had two separate modes:</p><p>Shock Mode</p><p>Treatment Mode</p><p>At that time, his movement speed in Shock Mode was 4.4 m/s, which is why the current value is based on that number.</p><p>However, The Doctor’s base movement speed has since been increased to 4.6 m/s.</p><p>Therefore, it would be appropriate for his movement speed while channeling Shock Therapy to also be adjusted to 70% of 4.6 m/s, which is 3.22 m/s.</p>]]>
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        <title>Extensive Dredge Change Feedback and Suggestions</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466190/extensive-dredge-change-feedback-and-suggestions</link>
        <pubDate>Wed, 08 Apr 2026 17:49:35 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>KMD</dc:creator>
        <guid isPermaLink="false">466190@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello BHVR, I am KMD, a Dredge main with hundreds of hours and almost six thousand Nightfall downs on record, as well as considered "The Dredge Guy" by a chunk of the DBD community. Here is my feedback to your changes to my Killer.</p><ul><li><strong>Increased movement speed while charging Reign of Darkness to 4 m/s (was 3.8m/s).</strong></li></ul><p>This is the change that basically every hardcore Dredge player wanted since this Killer came out, and after having hands on experience with it, this is brilliant. The higher movement speed increases its lethality a ton in chase and makes its counterplay less overwhelming. Dredge has been successfully "un-5 gen chase-ified". It also forces Survivors to realize that "just hold W" has way more nuance behind it, making it necessary to use audio and LoS as a tool. ✅</p><p></p><p>Now, unfortunately, this is the only change included in this patch, however I believe and hope you want to do more for the Killer included in this patch, so I decided to share the things my character needs to get implemented in the future.</p><blockquote><div><p>ABSOLUTE NECESSITIES FOR THE CHARACTER TO BE SUSTAINABLE. MUST HAVE FOR THIS PATCH'S LIVE RELEASE, BUGFIXES OR NEAR FUTURE:</p></div></blockquote><ul><li><strong>Increase overall Nightfall gain or half its requirement (this includes Malthinker's Skull implementation to basekit and rework).</strong></li></ul><p>Nightfall is a great tool in the hands of a Dredge player that knows what they are doing, but does not consistently enough to provide value more than half of the match tops. Either increasing all Nightfall gain sources' values or halfing the Nightfall requirement from 300 to 150 charges would help mitigate that weakness of the character, and make it more of a threat against players that are comfortable with facing Dredge in Daytime.</p><ul><li><strong>Ottomarian Writing basekit and reworked.</strong></li></ul><p>The Ottomarian Writing (-2 seconds from Daytime Reign of Darkness cool-down) has been bottlenecking Dredge's add-on department since it came out. Playing the character without it is playing a 4 times worse version of the Killer. This change is NECESSARY to improve the experience in playing this Killer for new and committed players.</p><ul><li><strong>22-25 m/s Daytime teleport speed (if you choose 25 m/s, remove the movement speed bonus from Boat Key and add a new one).</strong></li></ul><p>Dredge's biggest enemy right now are big and/or long maps that cause its teleport to take way too long. This would reduce its map dependency a lot.</p><blockquote><div><p>ABSOLUTE NECESSITIES TO WORK ON RIGHT AFTER TWEAKS:</p></div></blockquote><ul><li><strong>Add-On Pass.</strong></li></ul><p>Dredge has one of the worst add-on catalogues in the game. It can only run four of them to be competitively viable (Ottomarian Writing (always takes first slot no matter what), Field Recorder, Malthinker's Skull, Haddie's Calendar), while its very rare add-ons have undertuned, but salvagable designs. However it has an overwhelming amount of add-ons that need to just be basekit and given completely new effects, and is an owner to one of the worst designed add-ons in the game, Mortar and Pestle, which is an outright detriment.</p><ul><li><strong>Nightfall accessibility rework.</strong></li></ul><p>The Dredge is one of the least accessible Killers in the game to due to its overwhelming SFX and VFX. I am not educated enough to speak on this, I'd highly recommend asking your accessibility consultants for help.</p><ul><li><strong>Lockers as Killer Props.</strong></li></ul><p>Making it so Lockers are consistently spawning near Generators would finally solve Dredge's map dependency issue forever in terms of Locker spawns.</p><ul><li><strong>Picking up a Survivor pauses Nightfall progress.</strong></li></ul><p>If The First, a way stronger Killer, can have this global effect pause mechanic, there is no reason to not give it to Dredge.</p><blockquote><div><p>THINGS TO WORK ON THAT ARE NOT HIGH PRIORITY:</p></div></blockquote><ul><li><strong>Token based cool-down. Remnant takes 2 tokens, teleport takes one. Daytime is 4 seconds per token, Nightfall is one second per token, breaking a pallet removes a token.</strong></li></ul><p>This would not only give Dredge more mobility, but it would also allow it to either have a shorter cool-down for its Remnant after using one, OR use a follow up teleport with the remaining token to cut the distance.</p><ul><li><strong>Allow returning to Remnant when in a locker, but not during a locker teleport.</strong></li></ul><p>The last part is CRUCIAL to prevent lowering of its skill floor too much during chases, as it would allow for quick erasure of mistakes.</p><blockquote><div><p>OPTIONAL CHANGES:</p></div></blockquote><ul><li><strong>24 meter Terror Radius.</strong></li></ul><p>This would lower the amount of time Survivors have to run away from a Dredge if it does not have a locker near a place it wants to go to, lowering map dependency.</p><ul><li><strong>Temporal (for example, 5 second long) lunge increase after exiting a Locker.</strong></li></ul><p>This would make going for mid-chase Locker plays more rewarding, while still allowing Survivors to use resources close by to protect themselves from an ambitious play.</p><p></p><p>Thank you for taking time to read this, I appreciate you!</p>]]>
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        <title>Request: Delay Killer reveal in Match Details to preserve Stealth gameplay</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466200/request-delay-killer-reveal-in-match-details-to-preserve-stealth-gameplay</link>
        <pubDate>Wed, 08 Apr 2026 21:25:44 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>SLIPEE</dc:creator>
        <guid isPermaLink="false">466200@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hi everyone</p><p>I’ve been testing the new 9.6.0 PTB and I have a serious concern regarding the new feature that reveals the Killer’s portrait in the "Match Details" menu from the very start of the match.</p><p>While I understand the goal is to bridge the gap between Solo Queue and SWF, this change severely hurts Stealth Killers like The Shape (Michael Myers), The Ghost Face, and The Pig.</p><p>The Problem:</p><p>These Killers rely entirely on the element of surprise during the first minute of the game. If Survivors check the menu at 0:00 and see it's a Myers, they will immediately play extra safe, look around constantly, and deny him his early Stalk. This removes the "horror" aspect and makes these already mid-tier Killers much weaker.</p><p>My Suggestion:</p><p>Please consider adding a trigger for revealing the Killer's identity in the UI. The portrait should remain hidden until one of the following happens:</p><p>The Killer injures a Survivor for the (first) time.</p><p>The Killer hooks a Survivor for the first time.</p><p>This would be a perfect compromise: it keeps the early-game surprise for Stealth Killers while providing the necessary information to Solo Queue players once the match is in full swing.</p><p>What do you guys think? Would this be a fair change for both sides? </p>]]>
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        <title>Ghostface 9.6.0 Feedback/Suggestions</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466218/ghostface-9-6-0-feedback-suggestions</link>
        <pubDate>Thu, 09 Apr 2026 05:10:08 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>rororoxor</dc:creator>
        <guid isPermaLink="false">466218@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello, I'm Bubba Tea, a day 1 GF main with over 9k hours in the game, much of which is on GF, having written guides and learning what can be done with this killer. Ghostface is actually decent in the hands of someone highly skilled in both macro and understanding the stalk nuances, but there's some issues which I hope the live release will address.</p><p>In my opinion the main issue with GF is that he demands quite a bit of 'perks'-he lacks stall-needs slowdown. He needs a lot of tracking in his build in order to not be seen, let alone revealed by survs, as well as to play the metagame of being able to pick off specific survs (again, without getting called out by their teammates). He requires anti-exhaustion to not get hard countered by sprint burst.</p><p>The cooldown change is ok, and while it helps addon variety, there's more that needs to be done with his kit.</p><p><strong>Required</strong></p><p>--<strong>Make Victim's Detailed Routine (VDR) basekit</strong> (apply exhaustion while marking). As of now, either VDR or Mindbreaker are required in non-haste builds against competent survs. Perks like sprint burst/dramaturgy and balanced landing on some maps singlehandedly are the difference between getting a timely down or not getting the down at all vs competent survs. This is disregarding modifiers like Vigil and other exhaustion cooldown abilities. Survs shouldn't be needing sprint burst to stay safe on gens, rather, visually assessing how safe a gen is as well as being able to 'spot' your teammates working on unsafe gens is enough (both GF and survs can assess gen safety visually resulting in contesting certain gens).</p><p><strong>Highly Recommended</strong></p><p>--<strong>Basekit 5% haste in Night Shroud.</strong> Rotations in general feel way too long and this could go a long way in reducing slowdown dependence while also not being large enough to be oppressive in chase. A version of this was implemented in 2v8 and felt nice.</p><p>--<strong>Rework Night Vision Monocular</strong> (and preferably other 'reveal mitigation' addons). Current Monocular gives exhaustion to survs that reveal you. This is quite useless as survs will have already used their exhaustion before revealing you, or just be near enough to a loop by that time. Would love to see it become a tracking addon as GF doesn't have many of those. Suggested rework: Upon marking a survivor, reveal locations of other survs with &gt;75% stalk. Would love to see similar reworks to addons like Telephoto Lens</p><p>--<strong>Have a visual indicator of where survs are looking while they do gens</strong> (i.e. their heads turning in the direction of their camera). GF is visible when stalking survs especially at close distances so something like this will let GF outplay without having to guess which entrance survs are looking at and being seen as a result. This is also important on open maps where survs can hold a lot of space while working on open gens and GF can't just sneak past them.</p><p>--<strong>increased stalk range</strong> some nice QoL, we can see survivors clearly but can't stalk.</p><p>Thanks for reading!</p>]]>
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        <title>Visible Teammate Perks Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466098/visible-teammate-perks-feedback</link>
        <pubDate>Tue, 07 Apr 2026 13:19:43 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">466098@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Please leave your Visible Teammate Perks feedback here. Thank you!</p>]]>
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        <title>Progress Bar Update</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466202/progress-bar-update</link>
        <pubDate>Wed, 08 Apr 2026 22:11:38 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>SkyL1ght2008</dc:creator>
        <guid isPermaLink="false">466202@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>This is a nice QoL feature but it needs to implement some kind of indicator that the progress  when repairing with multiple people is less efficient as this could lead new players into thinking its a bad idea to spread out early on when it isn't.</p>]]>
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        <title>Springtrap &quot;buffs&quot; are ridiculous.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466191/springtrap-buffs-are-ridiculous</link>
        <pubDate>Wed, 08 Apr 2026 17:58:49 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>diggibat</dc:creator>
        <guid isPermaLink="false">466191@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I don't see a lot of people talking about this. If the incentive is to use cams, just giving them minor buffs won't fix it.</p><p>You have to give players a reason to get off the gens and get on the cams. Simply making them stronger is dumb.  Also, remove th door teleport for survivors or heavily weaken it.</p><p></p><p>His "buffs" are partial basekit addons, which still make no sense. What you should do is add the full addon effect and rework the addon.</p><p></p><p>My idea: </p><p>Springtrap has a Meyer tha fills up. Each time it fills up, he gets a token.</p><p>For every token, his terror radius Decreases by 6 meters. If it hits 0 Meyers, he gets undetectable and some other powerup, like haste or breaking speed.</p><p>SSurvivors can remove his tokens by spotting him on cams, so they need to do that.</p><p>Also doors now take 75% battery to teleport.</p><p>If any Devs reading this, please consider it.</p>]]>
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        <title>Fast track feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466167/fast-track-feedback</link>
        <pubDate>Wed, 08 Apr 2026 07:04:45 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Filipino1490</dc:creator>
        <guid isPermaLink="false">466167@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The biggest problem that i have with this perk is not the numbers but how the perks work. It literally punishes killer by playing well while they are doing nothing. It should have been completly reworked. I would love to see if this perk wasn"t generator perk but something else. I can"t think of anything else about how it could be different but something they have put an effort and lot their teammates getting hooked. It maybe could have been something with unhooking or something but please Bhvr just rework it entirely. This perk design is unhealthy for the game.</p>]]>
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        <title>Are Demogorgan&#39;s Portals Meant to Be on 24/7 Aura Reveal?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466128/are-demogorgans-portals-meant-to-be-on-24-7-aura-reveal</link>
        <pubDate>Tue, 07 Apr 2026 19:19:05 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>YayC</dc:creator>
        <guid isPermaLink="false">466128@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>When a Demogorgan portal is visible to the survivor after he teleports, they are then permanantely shown map wide to the survivor the entire time.</p><p>On the live build, the aura of a portal is only visible when a teammate is removing one. </p><p>This isn't mentioned in the patchnotes and completely offsets the undetectable buff he gained. Is this intentional or a bug from the aura colour update? </p><span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/DJ1CBOX5SZKP\/image.png&quot;,&quot;name&quot;:&quot;image.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:2387526,&quot;width&quot;:2169,&quot;height&quot;:1294,&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%2FDJ1CBOX5SZKP%2Fimage.png&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:320081,&quot;dateInserted&quot;:&quot;2026-04-07T19:18:58+00:00&quot;,&quot;insertUserID&quot;:196595,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:&quot;196595&quot;,&quot;embedType&quot;:&quot;image&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;}">
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        <title>Blight PTB changes feel too punishing vs coordinated teams</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466156/blight-ptb-changes-feel-too-punishing-vs-coordinated-teams</link>
        <pubDate>Wed, 08 Apr 2026 02:09:02 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>EstebanMS</dc:creator>
        <guid isPermaLink="false">466156@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p></p><p>I wanted to share some feedback about the recent PTB changes to The Blight.</p><p></p><p>I understand the idea of bringing down top-tier killers, but reducing his base movement speed to 4.4 feels like too much, especially in real matches against coordinated teams.</p><p></p><p>From my experience, Blight is not a killer that gets easy downs unless you’re actually playing well. He requires good pathing, clean rushes, and consistency. If you don’t play him properly, you don’t get quick results.</p><p></p><p>Against strong survivor teams, mistakes are already very punishing. Survivors can extend chases with perks like Dead Hard, Off the Record, or Decisive Strike, and they usually have strong coordination and information. Because of that, Blight depends a lot on keeping pressure and recovering quickly after using his power.</p><p></p><p>Lowering his base speed doesn’t just reduce his strength, it makes every small mistake cost a lot more. Missing a rush or getting a bad collision now gives survivors even more distance, which is already a problem against good teams.</p><p></p><p>This change makes him feel less forgiving without really addressing why he’s strong in the first place. He’s strong because of skill expression, not because he’s easy or consistent for everyone.</p><p></p><p>I think it would be better to look at more specific adjustments, like pallet interactions or certain add-ons, instead of lowering his base movement speed.</p><p></p><p>Right now, it feels like this change will hit players who actually learned the killer the most, especially in higher level matches.</p>]]>
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        <title>How to actually promote camera usage for surviors</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466192/how-to-actually-promote-camera-usage-for-surviors</link>
        <pubDate>Wed, 08 Apr 2026 18:05:53 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>typervader</dc:creator>
        <guid isPermaLink="false">466192@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The main thing is just make it required. </p><p></p><p>My idea is he would slowly gain power over time on a power gauge. </p><p>As it fills, he gains buffs, said buffs:</p><p>Larger axe aoe and aoe duration. </p><p>Increased door movement speed. </p><p>Takes longer to remove the axe. </p><p></p><p>In return, when he's looked at on a camera he will be unable to recall his axe or use doors, but only while it's active and not the aura. </p><p>It will also drain his power, even more if revealed, and while highlighted he can't gain it. </p><p></p><p>However, if springtrap successfully disables an active camera he gains a large amount of his power. </p><p>Of course, the exact buffs could be changed around but this would promote more proactive interactions from both sides </p>]]>
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        <title>certain killer effects not showing on survivor side? (thanatophobia)</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466184/certain-killer-effects-not-showing-on-survivor-side-thanatophobia</link>
        <pubDate>Wed, 08 Apr 2026 13:50:55 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>gerolau</dc:creator>
        <guid isPermaLink="false">466184@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I do wish i could provide more evidence of this but i am partially opening this thread to see if others have had this happen during the PTB</p><p>we played against a wesker that had a TR build and lost, whenever we were effected by overwhelming presence or coulrophobia, the red corner icon near the perks indicating that we were under their effect was there and showing properly.</p><p>when we finished the match, me and the people i was playing with were shocked to see the wesker had thanatophobia. we saw no icon during any point of the match to indicate this was the case, even when i was sat on a gen actively injured. </p><p>alas since i didnt know this was the case i have no photos of the match not showing thanatophobia, so if someone has better proof of this happening it would be great to provide here</p>]]>
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        <title>Overall PTB feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466182/overall-ptb-feedback</link>
        <pubDate>Wed, 08 Apr 2026 13:23:06 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Elan</dc:creator>
        <guid isPermaLink="false">466182@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Diminishing returns - big dissapointment. While it limits full healing builds, full gen speed builds etc., you barely see any of those, so the game will feel almost same as before. Killers should be completely excluded from diminishing returns. If Clown runs antidote with batteries, perk is already weakend. Survivors have 16 perks together, killer only 4. Most problematic combos will remain untouched.</p><p>Auras, see other perks - fine change, nothing outstanding.</p><p>Nerfs:</p><p>Blight - absolutely unreasonable nerfs, his main problems were add ons that been reworked and tweaked and I'd somewhat understand if double speed add ons are touched, but Blight's kit is at spot where it didn't need nerfs and simply is reflected by how many years his kit was not touched, because it wasn't needed. This will only push more games against Ghoul, which isn't something I'm happy about.</p><p>Nurse - it's fine, will make blinks more skillfull and spamming attacks after blinks less rewarding. I still feel main issue with nurse is her ability to demolish people with aura builds.</p><p>Buffs:</p><p>Doctor - this doesn't even seem as a buff, so minimal you don't even feel it. He deserves 0.6s delay basekit and disciplines to do something else.</p><p>Bubba - exact same, minimal 2.5 % haste or something won't help his weakness. Bubba should be able to destroy windows or have more charges base.</p><p>Ghostface - same, killer is weak compared to others and ability cooldown isn't the problem. He needs some bonuses when being stealthy and marking players.</p><p>Unknown - this is probably a safe way to buff him, make him more reliable without stepping too far away. We'll see. I'd like his teleport cooldown to be buffed.</p><p>Wesker - strange character to buff after he got buffs at the end of the last year but those changes were also quite minor while overall multieffective. Give Wesker third dash and add debuff to be fully infected so he's not powercrept by better dash killers.</p><p>Skull Merchant - don't even bother comment on this one.</p><p>Demo - actually some pretty nice changes. Paired with last buffs he might feel better to play, he will never be top tier, because other killers do the same but better, however he can still be in better spot, so I'm all in.</p><p>Springtrap - promised buffs are laughable with add ons being also nerfed, buffed cameras are still pointless to use. Springtrap should have unlimited stealth and lose it for some period once revealed. His axe grab attack needs better range, triggering killer instinct should do something more. Very tiny changes, while Springtrap isn't the weakest killer he still deserves more if touched.</p><p>Fast track nerf:</p><p>Not enough, the main issue is how the perk works and how free it is. Old version had same value as you have now but you remove progress rather than add it. The issue is that perk is either too strong or too weak. If you have bad teammates the perk was op, if you have teammates that are good and killer gets 2-3 hooks, you get 6-9 % of gen, which you can easily run bardic, hyper or something else that will give you way better results. It shouldn't punish either side when equipped. Simly can work that if you are unhooked and injured, you can press active ability button to remove 5 % from generator and suffer broken for 90s. I'm not fan of the perk design at all, neither as killer, neither as survivor. So in the end the perk will be equivalent to old version no one played but more problematic.</p><p>Whole this midchapter is huge dissapointment. Diminishing will hurt killers for not running stacked slowdown and weaken perks with specific killers that are mostly already on weaker side, while not affecting busted survivor combos at all. Buffs to killers are either nothing or very safe, no perks changes, no meta shakeup… just nothing, it feels like we had ST ch. 2 for last one year and that's it, very stale and boring state of the game, reason why I moved away from it.</p>]]>
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        <title>Will you as well as updating Fast Track, update other survivor’s perks like Thalita’s?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466187/will-you-as-well-as-updating-fast-track-update-other-survivor-s-perks-like-thalita-s</link>
        <pubDate>Wed, 08 Apr 2026 16:30:18 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>IHeartDBDGame</dc:creator>
        <guid isPermaLink="false">466187@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Thalita’s perks are one of the weakest set of perks in the entire game and it bothers me since I really like playing a character’s perks and I really like the character. Is there any changes for perks like hers? I think friendly competition should reward a med kit or something to whoever has the most repair process and cut loose should last for 10 seconds and leave no scratch marks and pools of blood</p>]]>
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        <title>How does diminishing returns affect equal values</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466123/how-does-diminishing-returns-affect-equal-values</link>
        <pubDate>Tue, 07 Apr 2026 18:11:59 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>ZMegalodonX1</dc:creator>
        <guid isPermaLink="false">466123@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>what happens if i run do no harm which gives 50% healing speed for 1 hook state and i run botany knowledge which gives 50% healing speed </p><p> so which perk will receive diminishing returns if both modifiers are equal in value and there is no biggest modifier value will both not be given diminishing returns  or will one be given diminishing returns <br /></p><p>just want to know if y'all officially accounted for equal values</p>]]>
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        <title>I like this</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466170/i-like-this</link>
        <pubDate>Wed, 08 Apr 2026 07:40:12 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Filipino1490</dc:creator>
        <guid isPermaLink="false">466170@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>The diminishing returns are a good idea and it doesn"t completly ruins the builds, yes they get weaker but you can still play with that and i hope for better desing choices unlike fast track which is horribly desinged and should rework completly so that the survivors would have to actually do something while killers can normally play without being too punishing. Overall i like this direction. Plus the status effects like exhaustion should have that. Hope it goes live and will effect other things as well.</p>]]>
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        <title>Netcode Feedback</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466135/netcode-feedback</link>
        <pubDate>Tue, 07 Apr 2026 21:05:50 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Amazedturnip</dc:creator>
        <guid isPermaLink="false">466135@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>We still need the following features to get a pass:</p><ul><li>Increase the server tick rate</li><li>Client/Server Prediction fixes(Some killer powers have all and some have none, some grant hits, some take)</li><li>Fix the hitboxes(Killer lunge and survivor pellet)</li><li>Cap killer ping &amp; Anti-VPN measures</li><li>Bring online more servers</li><li>Reduce network infrastructure friction(If you live in the server, you still get at least 20 ping)</li><li>Allow forcing your closest server and/or capping maximum acceptable ping</li></ul><p>These fundamental changes will allow for significantly more skill expression and reduce frustration throughout the entire game. It will allow for higher competitive integrity and will overall be a nerf to killers, which can be counteracted by actual buffs that allow for more skill expression rather than giving them an allocated handful of free hits throughout the match.</p><p>These issues have plagued the game since the release of dedicated servers and even since the overall release of the game.</p><p><br />
https://youtu.be/ysCvunvgAk0</p>]]>
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        <title>Feed Back For Killer Buffs (Not Nurse/Blight Nerfs)</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466169/feed-back-for-killer-buffs-not-nurse-blight-nerfs</link>
        <pubDate>Wed, 08 Apr 2026 07:26:11 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>CammyChameleon</dc:creator>
        <guid isPermaLink="false">466169@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>First I will go in order of what I think should change/stay the same/be added for each other the killer changes on this list.<br /><br />
The Doctor:<br /><br />
Overall the changes seem good but I would argue to make even more of the detonation delay base kit, perhaps 0.65 or even 0.6 and then just heavily nerf the add ons. He feels too add on reliant already that it's best to just make a big chunk of it base kit in this case so players can enjoy more add on variety.<br /><br />
The Cannibal:<br /><br />
Good changes, esp for not nerfing the speed add ons so that it's just a flat buff, I think the only buff he could use is some more duration base kit, or perhaps going more into depth and reducing the recharge and chainsaw cooldown so it can be used more for map mobility like billy's can.<br /><br />
The Ghost Face:<br /><br />
Underwhelming and it came with an add on nerf. Giving him haste while in night shroud just like in 2v8, would make him feel so much better. 10% in 2v8 so I think anywhere between 5-10% would be best, esp considering the survivors can just break him out to remove the haste it would be really balanced at 10% even.<br /><br />
The Demogorgon:<br /><br />
Everything here is great, just increase the speed he sets portals, and exits and enters them by a bit and he's in a perfect spot.<br /><br />
The Dredge: <br /><br />
Honestly considering Pyramid Head exists in this game and moves at 4.2m/s while holding his power that goes through walls and he's not Overpowered in any way because of that, this dredge buff should easily just be up to 4.2m/s instead of just 4m/s. I feel like if it's not done now, it will just be done in a years later ptb when Dredge is still bottom of the tier lists<br /><br />
The Mastermind:<br /><br />
Decrease cooldown after vaulting a pallet/window and I think he's in a great spot<br /><br />
The Unknown:<br /><br />
UVX Cooldown down to a flat 6s instead of 6.25<br />
Weaken Timer Increase to 12.5 s instead of 10 to account for open outdoor maps/loops that the killer can be seen over easily<br />
Let him look all the way down PLEASE<br />
Injury's fully re-apply Weaken<br /><br />
ALSO THIS KILLER IS IN DESPERATE NEED OF AN ADDON PASS THEY ARE ALMOST ALL SO BAD PLEASE BHVR I P100 HIM YEARS AGO NOW AND I HAVE SO MANY UNUSED USELESS ADDONS </p><p><br />
The Animatronic: <br /><br />
All these changes are great in theory and nice QOL buffs but there NEEDS to be a reason for the survivors to use the doors. Just like survivors have to use Vecna (ST) Clocks, or Freddy's Clocks, or Pin heads Box, ect to counter their powers in some way to make them weaker.<br /><br />
I think Springtrap should have some benefit permanently that only goes away when survivors reveal him with the Cameras so that way survivors actually have a reason to use the Cameras but it also benefits as a buff for a B tier killer by providing slowdown time of survivors off the gens, and if they refuse to do it, he gets whatever buff he has when not revealed for X amount of time.<br /><br />
I think the easiest thing here is Undetectable. Springtrap is naturally undetectable now, however when revealed he loses it for X amount of time and only gets it back by going through a door after X time has passed. This means he gets to be more stealthy if survivors ignore the Cameras. I'm sure a stronger buff could be given instead kind of like how if they don't do Pinhead's box the whole game comes to a stop, but if you do stronger effects you need to further buff the battery timer on doors for survivors.</p>]]>
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        <title>Diminishing perk stacking makes sense, but it diminished the fun factor of builds.</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466058/diminishing-perk-stacking-makes-sense-but-it-diminished-the-fun-factor-of-builds</link>
        <pubDate>Mon, 06 Apr 2026 00:26:55 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>toxik_survivor</dc:creator>
        <guid isPermaLink="false">466058@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Dbd obviously has to keep coming out with perks and it's going to be difficult to come out with balanced perks while also making sure they balance out with all the other stackable perks, so putting the diminishing stacking factor on it is essentially a bandaid so they can keep coming out with perks without having to worry about crazy buff/nerf stacking. </p><p>That being said, stacking is what makes a build fun and as a long time player of the game I think it's a bad idea to nerf that. For the devs and literal development of the game it's good, but for the player base it's def more of a fun capper if that makes sense.</p><p>Just wanted to put that out there, I'm sure others were thinking similarly.</p>]]>
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        <title>Blight Nerfs are GOATED sofar</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466154/blight-nerfs-are-goated-sofar</link>
        <pubDate>Wed, 08 Apr 2026 01:40:46 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>AlwaysInAGoodShape</dc:creator>
        <guid isPermaLink="false">466154@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>After having seen people play with the current Blight nerfs, I can say that is has been an absolutely great success! <br /><br />
I don't think beHaviour has ever pulled off a killer nerf that had so much unanimous support and agreement from the people maining the killer themselves.<br /><br />
Things that have changed:<br />
1. He has fairer counterplay now. Less deathzone downs and requires more reliance on his power.<br />
2. He is no longer "Braindead". Strong? Yes, but you're going to see beginner blights fail more against stronger survivors who will have the tools to put up a real fight and punish misplays. No more need for Blight-shaming! Now we can just appreciate the good ones!<br />
3. With his power having become more relevant, you're actually going to see a really cool trend. Blights will become better than they ever have. Previously, they could rely more on M1, or even just zoning through pallet breaking. Now however, Blights will find increasingly more value in perfecting their bumping game. Training themselves to setup up and recognise check-mate scenarios and elevating him to a new level, turning into an absolute monster and master of his kit.<br /><br />
I can say I'm genuinely excited about the future of Blight as a healthy yet powerful killer, that is to this day, still one of the most interestingly designed killers in the game, from a gameplay perspective. A well deserved happy ending and perfect kickstarter for the healthy Blight era ❤️</p><div data-embedjson="{&quot;height&quot;:113,&quot;width&quot;:200,&quot;photoUrl&quot;:&quot;https:\/\/i.ytimg.com\/vi\/YrDc52NXNKc\/hqdefault.jpg&quot;,&quot;videoID&quot;:&quot;YrDc52NXNKc&quot;,&quot;showRelated&quot;:false,&quot;start&quot;:0,&quot;url&quot;:&quot;https:\/\/www.youtube.com\/watch?v=YrDc52NXNKc&quot;,&quot;embedType&quot;:&quot;youtube&quot;,&quot;name&quot;:&quot;Testing Blight Nerfs PTB 🔪 P100 Killer Gameplay&quot;,&quot;embedStyle&quot;:&quot;rich_embed_card&quot;,&quot;frameSrc&quot;:&quot;https:\/\/www.youtube.com\/embed\/YrDc52NXNKc?feature=oembed&amp;autoplay=1&quot;}">
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        <title>PTB Feedback (And next steps)</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466160/ptb-feedback-and-next-steps</link>
        <pubDate>Wed, 08 Apr 2026 02:51:57 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>curiousTerminal</dc:creator>
        <guid isPermaLink="false">466160@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>With the understanding that the Diminishing Returns system is slated for multiple updates and tweaks down the line as feedback and data come in, I'd like to offer my perspective on the shape those changes should take.</p><p>In the Dev Update livestream you talked about steps one and two already, step one being making adjustments to perks and powers now that they won't be constrained by potentially problematic stacking. I understand why those changes weren't in the PTB, but I think some transparency regarding which perks are being looked at for adjustment (or the criteria for their selection) would be welcome.</p><p>Step two is adjusting the numbers on the system itself. Personally I think that, while it simplifies the math, cutting values by half each step is too harsh. Consider adjusting it to 2/3 or increasing the number of values allowed per step.</p><p>Step three is fully my own proposal: While a progress bar is onscreen, display the numeric value of the speed adjustment along with adjusting the bar color. If I'm attempting to repair a generator, but the killer has brought three sources of slowdown like Dying Light, Thanataphobia, and Hex: Pentimento, it would be nice to recieve red debuff indicators for each of these sources, as well as the exact value at which I am being slowed currently. This would allow for the math to change between patches without requiring players to perform algebra on the fly.</p><p>As for other, less impactful parts of the PTB:</p><p>I am greatly enjoying customizable aura colors, keep it up! My two major criticisms however are that they are shared between roles when previously they weren't For instance, Killer auras were pink on survivor, but my Killer teammate in 2v8 was white. Auras of my fellow survivors were generally yellow, and opponent survivors were pink, but are now the same shared color.<br />
Secondly, the colors themselves feel very washed out in comparison to the previous colors. Perks and Add-ons that display generator repair progress as an intensifying white-to-red are imperceptively different until that generator is about to pop. Consider saturating the existing colors more, adding a new set of higher-saturation swatches, or allowing for full RGB color selection.<br />
Finally, I would like to request selectability for Boons (and the auras of things revealed by those boons) and, <strong>TOTEMS!</strong> Totems not having a unique color and instead sharing the color with Window Vaults is pretty frustrating when I'm trying to pick out a small aura in a sea of bright squares of the same color.</p><p>The killer tweaks are fine, but several of them feel negligible (like Doctor's) and as though they won't do much to keep these killers competitive. Other killers that could use similar buffs have not gotten them (like Skull Merchant - her Undetectable was decoupled from drone placement so it could be lengthened, and has not been) </p><p>The Blight nerfs are thoughtful and seem a step in the right direction. Thank you for those.</p><p>Overall I see a lot of promise, but I hope that the work is put in to further improve from here.</p>]]>
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        <title>GENERAL PTB FEEDBACK</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466158/general-ptb-feedback</link>
        <pubDate>Wed, 08 Apr 2026 02:32:30 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Michael_Afton12</dc:creator>
        <guid isPermaLink="false">466158@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello y'all, hope you're all doin' well. </p><p>As many of you guys know, this PTB promised us all a ton of new changes which were REALLY necessary since the game itself felt quite frustrating to play; no matter if you were playing as a survivor or as a killer, the game ITSELF was frustrating. Now, why do I think this changes are not enough? Let me explain.</p><p><strong>PERKS AND BALANCING CHANGES </strong></p><p>Probably the most, if not, the REALLY most needed part of the update. Killer perks were just getting worse and worse as time goes by; incredible good perks became useless, such as <em>pop goes the weasel, </em>while in the other hand, survivor perks were getting even stronger per update, such as the very well known <em>Fast Track</em>. These changes from the PTB were just the thing we needed. However, the difference when every survivor in the match has at least <strong>1</strong> repairing speed perk is very little, and it does not feel any different from what it is right now out of the PTB. In my opinion, it needs to be even lower since SWFs will be bringing many different perks for repairing generators speed, making it feel barely different from what it is. And, before anyone gets freaked out about this, remember that not every killer player is a very good player to counter this with no regression perks (or even with regression perks). Not everyone is good enough at the game.</p><p>What would I do? </p><p>I would like to see these changes being more significant, as of how it is right now, it would be no difference and all the work behind the scenes would be absolutely in vain.</p><p><strong>KILLER BUFFS</strong></p><p>I'll be quick in this one: these buffs are just ABSURD.</p><p><em>GHOST FACE BUFFS</em></p><p>Let's be honest, Ghost Face already has a ton that could be way better, such as add-ons or his power; his add-ons are just pretty bad and they do not help at all. I know he has 3 - 4 good add-ons, but then why do we need a lot of add-ons if they're just useless and make no difference during the trial? Personally, I think Ghost Face needs:</p><ol><li>Add-ons rework (ALL of them)</li><li>Several power adjustments, it's really buggy; survivors can reveal you from FAR away and BEHIND the walls due to the 3rd person camera, but this is actually UNFAIR and needs to be solved, as it would not make the killer stronger, but it would make it so his power isn't that easy to counter just because the existence of a bug.</li></ol><p><em>DEMOGORGON BUFFS</em></p><p>To be straight-forward, his buffs and adjustments are very well indeed, the 12 seconds of undetectable makes the difference from what we used to have. A very well done buff.</p><p><em>THE DREDGE BUFFS</em></p><p>Dredge buffs are not that good. He does move faster, however, he is still very slow in really long loops. I would like to see Dredge moving at 4.3 or 4.4 m/s while holding down his power, this would not make the Dredge very strong, but it would be able to make his power way more useful in structures like shack or very long loops (such as Lery's).</p><p><em>THE CANNIBAL BUFFS</em></p><p>Meh, he is strong anyways.</p><p><em>THE ANIMATRONIC BUFFS</em></p><p>To be honest, I do liked the recent buffs Springtrap got, please do not move any of his new stats. He is very well balanced as it is in the current PTB.</p><p><em>THE UNKNOWN BUFFS</em></p><p>To be fair, his buffs are really good, this is exactly what he needed. But, being honest, I think he could use some add-ons to be reworked to buff his shoots, such as sluppy butcher whenever you injure a survivor with the VXD or gaining undetectable after you teleport to any of the alucinations. Most of his add-ons are not really good and do not actually helps during the trial, I think he could use another buffs with some add-ons rework. My ideas are as follows:</p><ol><li>Sluppy Butcher when injuring a survivor with the VXD</li><li>Gaining undetectable for 10-15 seconds after teleporting to any alucination</li><li>Recovering your VXD faster </li><li>Increasing the range or area of explosion of the VXD</li></ol><p></p><p>The rest of the PTB is very well done, but these are the things I think could be better, specially the unknown's and ghost face's buffs.</p><p></p><p>Huge thanks for reading! Have a nice day.</p>]]>
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        <title>Unable to play with The Shape or The Cenobite on PTB</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466144/unable-to-play-with-the-shape-or-the-cenobite-on-ptb</link>
        <pubDate>Tue, 07 Apr 2026 22:15:47 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>4thdslip</dc:creator>
        <guid isPermaLink="false">466144@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<span data-embedjson="{&quot;url&quot;:&quot;https:\/\/us.v-cdn.net\/6030815\/uploads\/F45LCFZ6CU7J\/michael.jpg&quot;,&quot;name&quot;:&quot;michael.jpg&quot;,&quot;type&quot;:&quot;image\/jpeg&quot;,&quot;size&quot;:1088633,&quot;width&quot;:1879,&quot;height&quot;:890,&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%2FF45LCFZ6CU7J%2Fmichael.jpg&quot;,&quot;active&quot;:true,&quot;mediaID&quot;:320085,&quot;dateInserted&quot;:&quot;2026-04-07T22:13:12+00:00&quot;,&quot;insertUserID&quot;:248532,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:&quot;248532&quot;,&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/F45LCFZ6CU7J/michael.jpg" alt="michael.jpg" height="890" width="1879" 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/F45LCFZ6CU7J/michael.jpg 300w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=600, width=600/6030815/uploads/F45LCFZ6CU7J/michael.jpg 600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=800, width=800/6030815/uploads/F45LCFZ6CU7J/michael.jpg 800w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1200, width=1200/6030815/uploads/F45LCFZ6CU7J/michael.jpg 1200w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=1600, width=1600/6030815/uploads/F45LCFZ6CU7J/michael.jpg 1600w, https://us.v-cdn.net/cdn-cgi/image/quality=80, format=auto, fit=scale-down, height=2000, width=2000/6030815/uploads/F45LCFZ6CU7J/michael.jpg 2000w, https://us.v-cdn.net/6030815/uploads/F45LCFZ6CU7J/michael.jpg" sizes="100vw" /></a>
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<p>I love getting to make this post every second PTB</p><p>The Shape and The Cenobite are not accessible on this PTB. In previous PTBs, The Cenobite (and probably the Shape, didn't play last PTB) was given for free to all players on the PTB. This would not be a big issue if Michael didn't have a addon I would like to test (Hairbrush) and also if I didn't have to make this post every second PTB. You can access Shape and Cenobite prestige rewards without having access to them (see image) which I find to be odd.</p>]]>
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        <title>Any Other Killers Getting Buffed Soon?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466108/any-other-killers-getting-buffed-soon</link>
        <pubDate>Tue, 07 Apr 2026 15:25:39 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>TreeLambo</dc:creator>
        <guid isPermaLink="false">466108@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>With the roster of killer buffs we got this PTB (with some of them being more effective than others), are there any plans to spread this initiative to other killers such as Hag, Pig, or really anyone else? Just Curious :)</p>]]>
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        <title>Cannibal Tweaks</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466143/cannibal-tweaks</link>
        <pubDate>Tue, 07 Apr 2026 22:15:28 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>antdude</dc:creator>
        <guid isPermaLink="false">466143@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Ive been confused since i saw the patch notes if the tweaks affect his addons and i just wanted to ask if they do and if so what the movement speeds before patch are and what they are now with addons.</p>]]>
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        <title>I can&#39;t test on PTB because barely anything is unlocked</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466140/i-cant-test-on-ptb-because-barely-anything-is-unlocked</link>
        <pubDate>Tue, 07 Apr 2026 21:44:03 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>OneShape</dc:creator>
        <guid isPermaLink="false">466140@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>I want to test the killer changes, but on PTB it only unlocked the characters I bought through steam DLC. Characters I bought with shards or auric cells are still locked and I cannot test them. </p><p>I know I get 6000 cells for free, but that is not enough for all characters.</p>]]>
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        <title>F Tier Killers</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466130/f-tier-killers</link>
        <pubDate>Tue, 07 Apr 2026 20:08:55 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>pidgeon</dc:creator>
        <guid isPermaLink="false">466130@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>So explain to me why I hear that some of the weaker killers are getting buffed and I get super excited because low tier killers are really fun to play then I check the patch notes are zero buffs for setup killers like Trapper or Hag, and the only other setup killer to get changed not buffed was Skull Merchant getting new icons. </p><p>I get that these killers can be hard to balance since they're m1 killers based around traps and map control but at least make hag 4.6 m/s or give trapper haste after picking up a trap.</p><p>Behavior I am begging you to buff my F Tier babys.</p>]]>
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        <title>PTB is extremely buggy and requires maintenance</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466120/ptb-is-extremely-buggy-and-requires-maintenance</link>
        <pubDate>Tue, 07 Apr 2026 17:18:11 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>asteriaqt</dc:creator>
        <guid isPermaLink="false">466120@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Hello, this is my 1st post so I genuinely apologize for the scruffiness of this post in advance if it seems disorganized, but I wanted to be able to address a couple of things within the PTB that I have encountered within about 2 hours of playing it.</p><p></p><ul><li>Consistent crashes</li></ul><p>I have not been able to go more than 2 games in a row where my games ends up crashing before the game loads in. This has only happened when the match is loading and I crash before the game supposedly starts. </p><ul><li>Perks not loading for both sides</li></ul><p>Killer and survivor perks are not loading in properly on both sides and it has been causing a lot of issues where people like myself want to test out the diminishing returns but perks have not loaded in for both sides. There are other points I want to make here that will also go in line with this point listed below:</p><ul><li>Survivors and killers + cosmetics bought within prior PTB not loading</li></ul><p>A lot of the diminishing return changes I am not even able to attempt to test out on killers that I don't even have unlocked if they aren't killers I have bought via DLC. We have also not received auric cells to buy said killers considering everything has been reset. I only have access to DLC killers + survivors and a lot of the changes that I wanted to test out I cannot even do so because you don't receive auric cells in this PTB nor do you get the killers you had unlocked in the PTB prior. </p><p></p><p>I hope this can be addressed soon as it's extremely difficult to try to continue playing PTB without risking any crashes or just an overall bad experience when I am trying to test out the changes but I am completely and utterly unable to.</p>]]>
        </description>
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        <title>Now that we have Diminishing Returns, can we please re-buff Haste perks?</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466112/now-that-we-have-diminishing-returns-can-we-please-re-buff-haste-perks</link>
        <pubDate>Tue, 07 Apr 2026 15:59:41 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Leon_Loves_Cheryl</dc:creator>
        <guid isPermaLink="false">466112@/dead-by-daylight/discussions</guid>
        <description><![CDATA[<p>Since Haste perks can't be abused with stacking anymore, can we buff them back? Unbound really should be 10% in my personal opinion</p>]]>
        </description>
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        <title>Moved: Seriously scared for DBD - Hackers</title>
        <link>https://forums.bhvr.com/dead-by-daylight/discussion/466118/moved-seriously-scared-for-dbd-hackers</link>
        <pubDate>Tue, 07 Apr 2026 16:47:40 +0000</pubDate>
        <category>9.6.0 PTB Feedback</category>
        <dc:creator>Balrog</dc:creator>
        <guid isPermaLink="false">466118@/dead-by-daylight/discussions</guid>
        <description><![CDATA[This discussion has been <a rel="nofollow" href="https://forums.bhvr.com/dead-by-daylight/discussion/466116/seriously-scared-for-dbd-hackers">moved</a>.]]>
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