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8.0.0 Changes Feedback

_Onyx_
_Onyx_ Unconfirmed, Member Posts: 348

The Good Guy:

  • Hidey-Ho cooldown decreased by 6 seconds. (From 18 to 12)

Very good change, with him being a 4.4m/s, 1v1 specialist with no map presence, this is great. Being able to frequently attempt Slice & Dice is definitely gonna help him attempt to maintain momentum whenever he gets a down.

  • Can only Scamper during Slice & Dice.

As it is, this is not good. The only thing I can see being remedied for this to be the direction to go in, is the turn rate being increased post Scamper, during Slice & Dice. Right now, you'll only ever hit a Survivor post Scamper if they don't hug the tile they're looping, or if the tile is small enough that the hit can be max distance before they get around a corner. The turn rate is so restricted that you'll never be able to chain a hit from it consistently, even with practice and map knowledge.

  • Scamper time deceased by 0.1 second. (1.4 to 1.3)

I'd say, given the change listed above, this needs to be more drastic. I'd go as low as 1 second initially. Playing it safe with small, incremental changes will just lead Chucky to being a very 1-dimensional Killer who has no strength in the wider scope of the game.

The Cannibal:

  • Chainsaw Sweep duration increased by 0.5 seconds. (2 to 2.5)

More time in his power is what Bubba needs to secure downs with his chainsaw, so this is good. It's Award-Winning Chili at base kit, essentially.

  • Chainsaw Sweep movement speed increased by 0.06m/s. (5.29 to 5.35)

This increases his speed by 1%. Which is 2% less than what The Beast's Marks gives, a meta add-on for Bubba players. The plus, is this comes with no chainsaw charge time decrease. And being able to get from A to B in a loop faster is nothing to be sniffed at, regardless.

  • Decreased Chainsaw collision detection size.

With this, I hope it just means the width. The way they've worded it, makes everyone think this is what they're getting at. However, I'm worried that Bubba's reach will suffer from this touch-up. Being less likely to bump and Tantrum, is great. But not if it means you need to get closer to get a hit with the Chainsaw, coz if that's the case, then the other buffs get cancelled out by this.

  • Tantrum time decreased by 2 seconds. (5 to 3)

Great, Bubba suffered so much from being heavily punished. With a power that hasn't got universal uses on all maps. Mixing it up with sometimes using M1 and others with a Chainsaw is how Bubba is best utilised currently, so making it so trying to use his Chainsaw more frequently is really good.

  • Add-ons tweaked accordingly.

Makes sense, come to expect it when stuff becomes base kit buffs.

The Deathslinger:

  • Stun time when Survivors break free decreased by 0.3 seconds. (3 to 2.7)

Nice, seems they're making 2.7 the universal number for misses and successful uses of majority of Killer powers.

  • Reel speed increased by 1.6m/s. (2.6 to 2.76)

This increases reel speed by 5%. Which is the Snake Oil add-on. Good, at least it means not needing a reel speed add-on if that's your go-to normally.

  • Reloading movement speed increased by 0.44m/s. (2.64 to 3.08)

This is decent, losing sight of a Survivor when needing to reload is big issue for Deathslinger, especially in maps where there are no gaps to see glimpses of movement through. This will help reduce the frequency of that happening a bit.

Honestly, very surprised they didn't make his movement speed 4.6m/s. The shots Deathslinger lands currently at 4.4m/s he will still land at 4.6m/s. And the ones he barely misses will be a chance at landing the shot. Considering that his power is heavily influenced by the RNG of the environment and map, as well as smarter Survivor movement; 4.6m/s is not anything to shy away from in my opinion.

The Mastermind:

  • Hindered penalty decreased by 4%. (8 to 4)

Good, an exceptional Killer that doesn't need Survivors moving slower to land hits with his Virulent Bound. The 4% will still be nice for those players (like myself) who barely play Wesker and/or aren't confident with playing fast and loose with his Bound.

  • Infection resets to 1% when hooking the Survivor.

Great. This aspect was only used by Wesker's who tunneled as their go-to strategy all the time. Whether it's lack of confidence or abusing the current state of Infection. Good to see it go as low as 1%. He still has the Green Herb and Video Conference Device for players who want Max Infection to be commonplace in their matches, so it's all fine really.

The Blight:

  • Compound Thirty-Three turn rate bonus decreased by 22%. (33 to 11)
  • Iridescent Blight Tag rush speed bonus decreased by 10%. (20 to 10)

More fine tuning of the Blight's Ultra Rare add-ons. Looking for the sweet spot with them.

Toolboxes:

  • Sabotage speed increased to most variants.

Assuming Alex's Toolbox is excluded from these number buffs. This is actually nuts. The repair aspect, if they're making every Toolbox a Sabo-Toolbox, should take a massive nerf. Sabotage gameplay is borderline uncounterable as Killer. The only option most times is to drop the Survivor and chase the saboteur or anyone else nearby.

  • Sabo add-ons tweaked accordingly.

Expected with the change above.

Deadlock:

  • Generator block duration decreased by 5 seconds. (30 to 25)

To be honest, fully expected. Everyone moans that blocking gens aids in the 'frowned upon' plays styles, so it makes sense to see them reduce how long it blocks them for. But if you're gonna do this nerf, at least give it a secondary effect. 'The generator closest to the completed generator becomes blocked too.'

Background Player:

  • Movement speed bonus decreased by 50%. (200 to 150)

Great. No more insane uncounterable grasp saves from across the map away.

  • Exhausted duration decreased by 20 seconds. (40 to 20)

*screams* This just negates the speed nerf. The problem with BP is that Survivors get a free grasp rescue which the Killer cannot react to or counter. As it is, this can be triggered once every 40 seconds. If the Killer redowns or gets a new Survivor down in that time, the grasp save can be countered and reacted to because the perk is deactivated, meaning they have to be close by to the Killer to attempt to get the save. Making it more accessible is arguably worse, because it can happen every single time a Survivor goes down. This is insanity that you don't see this.

Grim Embrace:

  • Generator block duration decreased by 2 seconds. (12 to 10)

This isn't gonna change anything, the 40 seconds plus Obsession aura is why people use it now.

Decisive Strike:

  • Reduced the Stun time by 1 second. (5 to 4)

Middle ground, still the strongest perk in the game.

Pop Goes The Weasel:

  • Decreased regression bonus by 10%. (30% of current to 20% of current)

Devs, you tried this before, it sucked but people still used it. The alternatives are now, Overcharge, Call Of Brine and Eruption, all of which are best synergised with slug-centric gameplay.

Buckle Up:

  • Replaced Endurance with 150% Haste for 3 seconds.

So now players that wanna do this play style need MFT too. 3 perks dedicated to this anti-momentum play style is not a heavy price to pay. Especially when that additional perk, MFT, is good outside of this play style anyway. Now you're just making it a new way for a Killer not to get a hook. Geniuses.

Scourge Hook: Pain Resonance:

  • Regression bonus decreased by 5%. (25 to 20)

At this point just give us back the original version. You clearly don't like Killers having pressure by spreading focus to the whole team. So just give us 15% on every hook, let them play how they want to and have done with it.

Invocation: Weaving Spiders

  • Invocation time decreased by 60 seconds. (120 to 60)

The problem with this perk, wasn't the time spent to perform it. It's that the Killer isn't an idiot. Someone becomes Broken randomly, obviously they're in the basement, free down and free hook. I don't get why you're trying to make a meme perk more commonly used. The effect is strong, of course, but efficient teams do gens quickly anyway. This just makes inefficient teams handicapped by a perma-Broken Survivor that just gave the Killer a free hook.

Decimated Borgo:

  • Darker, bluer map instead of light and red.

Good, now we can track Survivors scratch marks properly. However, there is so much clutter on the tiles that just exist to eat a Killers time, that you may collide with the more mechanical powers even more now.

Item Description Previews:

  • Pop-up details when next to an item.

Cool, noobs can now see what's going on with what now.