We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

While overall a great update, there's some important issues to be addressed with some perk changes

So the update is ultimately great, a lot of perk changes are positive, but there's two of three changes that need to be addressed.

Even with the buffs, Mindbreaker and Cruel Limits are still going to be D tier and never picked, they are too niche and have either none or extremely limited inconsistent match impact, this isn't fixable with number tweaks as even with those, their effect just isn't impactful enough, if atall.

Mindbreaker; increasing the exhaustion timer will still not make this perk good, the effect isn't strong enough, isn't impactful enough (it wears off after 50%, so you may get nothing out of it), it's a useless niche meme perk ultimately.

To make it somewhat viable in it's current state, it needs an additional effect. My idea is that the survivor screams when they hit this 50% threshold, giving a 4 second notification bubble to the killer (Dragon's Grip esque) - This means that it will either be impacting the player working on the generator by giving them exhaustion, or revealing their location through the scream, it will have consistent impact, but none of these effects are overpowered or overbearing. A bit similar to Tinkerer, but not as strong in the information effect, kind of like an alternative option as it's a hybrid perk, weaker information but if the info is never given, it has another potentially decent effect. Both of these effects would be healthy as they encourage pressuring generators, and again I assure this perk would not be overpowered atall.

Ignoring the fact it's better balance for the perk. it even ties in with the name and theme of the perk well I think, it gives killer decent info but not overbearing where they can actively pressure generators (this perk is no stronger at detection than alternatives like Tinkerer/Discordance, arguably even Gearhead, it just wouldn't be close to overpowered with this effect) Mindbreaker would maybe be a decent perk with this change.

Cruel Limits; Pretty simple change required to make it somewhat viable, it should block vaults within 24/32m (I don't really mind this number, I'd even start with 24m to make sure it's not too overbearing) of the **killer's** current location when a generator pops. Right now, if a generator pops, you are very often far away from it, and it will often have basically no match impact. If it blocked vaults near the killer it'd actually give them consistent potential in a chase, and you could even add a bitter murmur like thing where you blocked vaults mapwide for 10-15 seconds after all generators are completed. This would make the perk viable, not too strong though.

As someone who really advocates for lots of perk changes and very excited for the number of balance tweaks that are being made, I understand it is very hard and of course you don't want to risk making things too strong, but I can assure you as a fairly experienced player the new iterations of these perks don't fix the issues with them.

I'd strongly encourage trying my exact changes to the perks, atleast something similar if you can think of better alternatives, right now they are still too niche and weak to ever be picked, I can confidently say the buffs will essentially do nothing. An additional effect which isn't too strong or oppressive would make mindbreaker decent, and cruel limits goes from being impactful 0-2 (usually 0) times in a match, to having impact potential always as the effect will be near you every time.

The rest of the perks are ultimately fine and I'm happy with the changes, I know technician is a perk designed for newer players, but there's a couple things I'd like to address.

  1. I still think the perk needs an additional effect, don't really see the point in even a new player using it without some other small addition, nothing I can think of right now though.
  2. The biggest problem with these new player perks (Visionary, Windows of Opportunity, Zanshin Tactics, Technician) is that they are essentially locked for the players who actually need them. 9000 iridescent shards is A LOT for a newer player, and it is not worth a new player spending those just to get one of these perks. This means we can mostly say they are behind a paywall. They still however require player grind, and I can give feedback on this from my own experience. When I started playing this game, I mained killer only for a bit, then went to try out survivor. I was obviously abysmal, and my main issue was finding structures to work with, so I was recommended windows of opportunity. By the time I actually managed to get that perk unlocked as a teachable and on my main character, I... had no use for the perk anymore, and never used it. Beginner perks aren't available for beginners, they are only available when you are experienced enough to no longer need them.