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Developer PTB Update Hits and Misses 🎯

Pelaan
Pelaan Member Posts: 306

  • [Change] Completed Generators now appear light orange to The Houndmaster  
  • [New] Survivors afflicted with Houndsense now appear bright red to The Houndmaster 

Good Quality of Life Changes

  • [Change] Increased Search Command’s starting Houndsense radius size to 2.5m (was 1.5m)
    • NB: On the PTB this was not working as intended. 
  • [Change] Increased The Houndmaster’s movement speed bonus whilst running on the Search Path to 6.0m/s (was 5.2m/s) 
  • [Change] The Search Command’s detection zone to target objects has been increased and it should now be easier to aim 
  • [Change] Reduced the Search Command cooldown to 0.5s (was 5s) 

 A step in the right direction Search may still be to Low to detect survivors should have started at 5m. Search path is great now you can use it to help get to gens faster. Detection zone buff is great cause it was hard to select the gen as a target

  • [Change] Increased the Chase Command acceleration on the dog to 32m/s was 29m/s 
  • [Change] Increased the Chase Command redirect linger time once the dog completes distance to 1s (was 0.7s) 
  • [Change] Reduced Chase Command camera transition time from The Houndmaster to the dog (and vice versa) when activating Redirect to 0.25s (was 0.5s) 

Amazing changes Redirect will be much easier to control and use more effectively. Linger time to redirect was pretty short and often lost the window to use redirect great change. Transition time reduced will help make the killer feel more smoother.

  • [Change] Reduced the percentage of cooldown on the Knotted Rope Add-on to 10% (was 40%) 

Understandable using this drastically reduced the attack cooldown on a grab surv giving no distance to survivor especially when paired with STBFL

  • [Change] Increased the Exposed duration to 60/50/40s (was 30/25/20) 

The only major miss of this update Exposed should have been removed and killers shouldn't see the tally when STB is used.

The counter play to this perk is going for the unhooker but Exposed makes it completely easy and makes this perk totally useless when a killer knows you have it and hit you within 60 seconds and now your deathhook

Comments

  • Vishlumbra
    Vishlumbra Member Posts: 222
    edited November 27

    I think Shoulder the Burden is a game-changer. When used correctly, it’s one of the strongest perks from this chapter. The Exposed effect was needed— the perk offers so many strategic possibilities.

    The perk lets your team decide who holds the "burden," which is huge. Pair it with loopers who have perks to loop and you've got a solid strategy. It essentially shifts hook stages from weaker survivors using perks to rush gens to those who are better at looping, making it incredibly strong.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    this perk is also probably the first proactive anti X perk in the game that gives guaranteed huge value regardless of how killer plays.

    and worst of all the only way to deal with it is to play in the sweatier and more boring ways - proxy camp / go back to hook because otherwise you'll be punished severely by not having a single person dead on hook instead of merely trading one surv for another

  • Seraphor
    Seraphor Member Posts: 9,429

    As someone who likes to spread hooks and is typically disappointed if I lose out on a hook action on a survivor who dies early, I'm anticipating a lot of "accidental tunneling" as I think I'm hooking someone who's not on death hook, but it turns out they are because they used STB.

    As always, intentional tunnellers know who's on death hook, and with STB having a clear tell they can probably keep track on "the survivor closest to death" than a non-tunneler can keep track of every survivors hook states. So please consider showing individual hook states on the killer HUD. I'm not looking forward to the increase in abuse for "tunneling" when I never do it intentionally.

  • CrackedShevaMain
    CrackedShevaMain Member Posts: 505

    True but this will only work for coordinated SWF. This kind of teamwork doesn’t happen in solo Q so there goes another solo Q L.