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Haste/Hindered still needs VFX.

Even with the recent announcement that Haste and Hindered will stack again (Yippee!!!!), paired with a few odd and concerning abandon match/loss/draw conditions (loss on 10m without gens being done? Hope they forgot to mention something to prevent edge-cases), there's still a major problem that leaves their main reason for having changed Haste/Hinder unsolved:

Players being confused about how fast a Killer/Survivor is.

There was no mention of Haste or Hindered getting any form of VFX to notify the other party that they have it. Sure, some individual perks are very obvious (Exhaustion 150% speed, Chem Trap frost effect, etc.), but the main problem is that pretty much every other perk fails to give some sort of tangible visual or auditory indicator to let players know 'oh this guy is faster I gotta play safer'.

The solution is pretty simple as well! Just use the existing VFX for Blighted syringe for Haste effects, and the old C33 dripping effect for Hindered effects. Sure, it may not fit visually with some killer powers, but some indicator is better than no indicator.


The balance of Haste/Hindered effects/perks is a very heated debate it seems, and while I personally am glad they didn't go through due to the changes being largely treated the same between both roles (Which they both fundamentally and mathematically aren't, as explained in one of my previous posts on the Haste and Hindered changes which I'll link below), I think that's for the best.

We need to find a way to preserve the build variety for stacking Haste/Hindered effects, while managing both the benefit it gives lower mobility (and by extension lower overall strength) killers, as well as how survivor Haste/Hinder fundamentally gives more time in chase than killer Haste/Hinder, and how Haste/Hindered affects the distance between loops. There's a lot of factors people don't really think of when dealing with movement speed increases, that I'd love to see explained further.

Here's that post I mentioned btw. If you have time to read it, i would recommend you do so since it provides a good insight on how Haste/Hindered affects chase times differently when applied to survivor and killer. Though, a note: The numbers assume 100% haste/hindered uptime, so the actual impact of these effects when timed is often weaker than stated in this post.