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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Developer Update | May 2025

1356

Comments

  • Oputeeva
    Oputeeva Member Posts: 336

    I agree, these new chapters updates don't solve the problems with the root, but simply complicate everything and create a semblance of a prison regime for players, what if the match is already over on 3 generators and the survivor wants to quickly go next through the hook? If he gets a penalty, he will go play marvel rivals…

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    To be fair they just added it effectively basekit now 🎶

  • GeneralV
    GeneralV Member Posts: 12,666

    I'm fine with that. Don't mind the extra challenge if it means I can have more fun.

    Yep!

    Just need to figure out the precise value to recreate the New Moon Bouquet's effect. If someone at BHVR can give me a hand here, I would appreciate it.

  • HSBY
    HSBY Member Posts: 1

    Map offerings always has been a thing i still dont understand why u guys wanna nerf it since sac wards exist, it makes no sense at all and sac wards are lowkey useless after that, stop nerfing things both sides can enjoy for sweaty rounds hella useless

  • duythong001
    duythong001 Member Posts: 2
    edited May 26

    Why don't you just reduce the attempt to unhook to 1 instead of completely remove it?

  • EinRaikou
    EinRaikou Member Posts: 49

    Is it though? A lot of my games lately 2 or 3 gens are popped before the killer has 2-3 hooks. Not sure if would equate that to being killer sided... This is coming from someone who probably plays Survivor/Killer pretty evenly.

    Some Survivor mains have this mentality that all of them should escape every game and that the killers shouldn't be allowed to get any kills. The mentaliry is exhausting, it's literally their objective. Why would anyone play killer if not otherwise?

  • Langweilig
    Langweilig Member Posts: 3,135

    Me probably. I don‘t want my eyes to burn. I will make it as high and athmospheric it can be.

  • SoGo
    SoGo Member Posts: 4,235

    Poor Carmina doesn't deserve this BS.

    Her add-ons are literally not a problem. Hands are good, but not OP, so no reason to change them, and everything else is completely fine or weak.

    There is NOTHING that should get nerfs.

  • HolyDarky
    HolyDarky Member Posts: 1,382

    Yeah, I know this is just PTB and we have the option to tell the devs what is good and bad and what she really needs but it still scares, especially when looking at past changes. I'm afraid of lazy buffs like "Oil Pants give 4 seconds Killer Instinct instead of 3 seconds", "Ink Egg gives you two extra birds instead of one" and "Severed Hands get nerfed by giving it a big downside". These changes won't change anything but make her less fun to play and perform worse.

    Many of her addons either need a big rework or bigger change like Garden of Rot, Matthias Babyshoes, Charcoal Stick, Still Life Crow, and Choclo Corn need a complete rework while Oil Pants Vibrant Obituary should become one addon and then one of them needs a rework to do something else. Iri Feather needs a different way to get undetectable. Silver Bell and O Grief, O Lover need a linger effect when injuring with a crow. Just Untilted Agony can be good with a lazy number buff and needs it. The other addons are either fine and don't need a buff but wouldn't say no to like a Thorny Nest duration buff.

    However, like you already said, there are just five Artist players and I kinda doubt one of them works at BHVR :/

  • lettuchia
    lettuchia Member Posts: 607
    edited May 26

    I appreciate the response and I definitely will try them out, though I have to say this problem is present even with current Vecna. It's not that he's op, not even close, but instead of being balanced around having 4 strong spells each with 40s, which would result in an average of 1 spell every 10 seconds, which is a standard cooldown time, he gets 4 weak spells with <40s cooldowns, having a similar effect on strength but reducing inthe macro skill expression, a purely worse solution as I see it.

  • CLHL
    CLHL Member Posts: 428

    The 4% was already a thing of the past. Since the abandon system is in place, there are only bots left.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It's still a fact that most of the "exciting 4% moments" are totally preventable by slugging, and they encourage killers to slug.

    As long as survivors have the ability to self unhook on the first hook stage, it's optimal gameplay for killers to slug them instead of allowing survivors to get an "exciting 4% moment".

  • GamerGus
    GamerGus Member Posts: 2

    Would absolutely love a prioritization system within the blood point system where you can choose three offering/add ons to prioritize. Especially with anniversary coming so soon, would love to prioritize cakes over random offerings/add ons I don’t care for. Would love anyone’s thoughts on this especailly ThatRyanB or other Bhvr Employees looking over these comments :)

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961
    edited May 26

    Did you map the Lich's four spells to the four buttons on the directional pad? Because his spell menu is ridiculously clunky on controller. I can't play him because I can't use his spells in a timely manner, I spend a good number of seconds in the spell menu when I bring it up, losing a lot of time.

    Without that change of mapping his spells to the d-pad, anything else done to him is meaningless to a lot of players, because the spell menu makes him unusable for them.

  • terumisan
    terumisan Member Posts: 2,167

    they can just bring the small luck offering and just spam spacebar on phase 2 to go next all this does is add an extra step

  • ruralpunk
    ruralpunk Alpha Surveyor Posts: 6

    I have to say I really, really dislike the removal of being able to make an attempt on first hook. Comeback plays being gated behind perk builds removes an element of variety to the game and standardizing stuff Too much and getting rid of that element of unpredictability or chance to turn a bad situation into a good one is going to feel really bad and remove one of the things I find most fun about playing survivor (since I'm like 70% a killer player and 30% a survivor player). It feels like it's punishing everyone and taking away a fun gameplay element for the actions of a few bad actors.

    Removing the ability to kobe on first hook isn't really going to stop people either. Even if they can't self-unhook, they're just going to stand under the hook and wait to get downed again. I'd at least like to see a change where you only can't self-unhook for the first three minutes or a match or something. Or maybe adding back the ability to make attempts if only one other survivor is left standing? Anything to keep the element of possibly being able to take a bad situation and turn it around. I think that element of hope is really important to keep rough matches feeling fresh. If situations feel totally hopeless because there's no possible way to turn them around, you're going to get a lot more people giving up because of that feeling which just isn't a fun mindset to have in a match. I want to see a bad game and think "well, maybe we can still make something out of this" instead of "damn, there's literally nothing we can do."

    I feel a little similarly about the two-skillchecks no longer killing you thing since there is a strategic element of that people use when they want to sacrifice themself for someone. Would it be possible to implement it so that if there's only two survivors left, missing two skill checks will still kill you? Or maybe add a prompt to sacrifice yourself if there's only two survivors left or something? It's another thing where it feels like a weird thing to take away from Everyone just because some people misuse it.

    The AFK crow collision update is Great! Gone are the days of folks getting trapped in corners.

    I'm going to be honest and say the map offering update is not one I'm fond of either. I get the logic of making it secret to preserve the element of surprise, but when someone plays a map offering that means they're getting to set the match in their favor in the first place. The other side getting to mentally prepare for that and adjust their strategy accordingly is only fair. I'm a killer main so I'm mostly a map offering hater though. I still wish instead of being offerings to get a certain realm, they were offerings to ban a certain realm instead. I'm glad that they're a flat percentage that doesn't stack now, though. I want map offerings squashed !!!

    I'm SO happy about the custom mode updates!!! So so exciting to see stuff that's going to be valuable in a tournament setting. I love watching comp DBD tournaments, so I'm excited to see the improvements at work.

    Very excited to see what retribution changes are coming. I'm already a retribution runner, so I'll be intrigued to see the updates!!

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 28

    Mildly concerned about the perk buffs but this all looks pretty good and healthy for the game.

    I really appreciate these Go-Next prevention changes, it fixes a lot of the biggest gripes with them. It also means Survivors will have to save their friends and that not only gives Killers a little more pressure around hooks, but it could also do wonders against the Gens B4 Friends effect in SoloQ - now someone MUST go for that Survivor, so SoloQ Survs should get some relief there. It also punishes people who try to Go Next or do Go Next, as intended. It should always have been a disconnect penalty, and should always have resulted in a Loss for that Survivor period. Hopefully now all the Go-Next types will sink lower in MMR and not ruin games for the rest of us, meaning I will get Survivors that actually try as Killer, and team mates that won't just hop off the ship first sign of a leak as Survivor. I am unsure if Deliverance and Wicked still work with this system but I assume they do; it'd be really weird if they didn't. It also appears that with these changes, trying to Kobe or getting that off one percent chance of escape is dead, which should make people who hated doing the hard work of hooking but then losing it to a random chance happy. Now you need to build around it - and luck offerings have a purpose again. Good rework, Devs!

    The map offering change should have been a total removal of them or made them NOT go to that map, but I'll take a flat percentage that is no longer guaranteed and doesn't stack. That should help with Survivors who like to get in SWF and force Killers to unfavorable maps, or Killers who like to force Survivors to maps they prefer. That was always a needed change. Hiding offerings is also a good move, though Killers can always still tell by checking the pause screen to see who brought what since it appears map offerings are secret now alongside Moris. This will help hide Mori offerings, keeping them a secret surprise as intended.

    I'm not sure if the AFK update is going to really punish hiding enough, but maybe it occurs faster or is harder to remove? It doesn't appear that you removed the trick of picking up and dropping an item to remove crows, which was always a huge issue, but we'll need to see. The rest sounds good, anti-body block was always necessary. I'm sick of trolling team mates doing this to me, and I'm sick of Killers doing it too. It should have been like this to begin with.

    That Mori update is chef's kiss, and will greatly make the waiting at the end of an already won round less painful for both Killer and Survivor. Thank you for letting us just finish off the Mori with the second to last person struggling on the hook and the last one downed, but it should really be if the second to last person is on the hook at all and the last Surv is downed. Otherwise we have to wait for the Survivor to go to second stage if the Killer wants to Mori, which could be a painful scenario.

    Spawn rules are perfect now, and the shroud items have a use plus counterplay. Much better. Again, good job Devs.

    The updates to Artist are… questionable when she is in a good state already, but I get it. It's nice to keep Killers tweaked and ready. The Vecna changes will make him a bit more powerful with a bit more counterplay, which is always good. This may actually get me to learn him, he always intrigued me a bit. Happy for the Artist and Vecna mains!

    Perk changes appear to be designed to boost them in viability, which is always good for variety. I'm super excited to see CoB and Thrilling Tremors on that list, and am hopeful this means they will both become viable anti-generator progression perks for Killers - something that feels sorely lacking. Thrilling was always a personal fave of mine for doing two things in one (gen control and info), so seeing it get buffed will be awesome! I'm also happy to see some of the chase perks and stealth perks become buffed, those were always fun picks and I would love to see more surprise attacks from Killers running these - and run them myself. I'm a firm believer that some of the most fun you can have as Killer in DBD is with surprise attacks, and these will cement that if they're made slightly better. I am a little concerned about those Survivor perks since buffing Exaltation could create some nasty scenarios with items. I'm also lightly concerned there may be an increase in attempts to flashlight squad with Champion of Light, which worries me for newer or weaker Killer players who struggle to counter flashlights consistently yet. I always liked Desperate Measures but if adjusted too far I suspect it could become another We'll Make It or Babysitter, and we don't need those two things stacking with it. I'm a fan of the Light-Footed change and hope it will become like Iron Will but for being uninjured.

    Overall these look quite solid, I just hope the devs put their money where their mouths are here.

    Edit: I am forced to assumed I was downvoted because nobody has the patience to read, because all I said was the same stuff everyone else did… This targeting has gotta stop.

    Post edited by LockerLurk on
  • upsideinsanity
    upsideinsanity Member Posts: 166

    My quick thoughts -
    Go next prevention: for the most part, I have no issues with this except the second to last survivor should have the ability unlocked to try and 4% when the last survivor is either in chase, stealthing for hatch or, in most cases, slugged for the mori. I also do not trust this "system" that is put in place. I see it handing out incorrect DC penalties incorrectly especially since people are already getting DC penalties when they abandon. Putting this system in place as well as removing the ability to 4% is a bit overkill and is going to cause more issues than fix.

    Mori update: you are just encouraging slugging for the 4k even further. I would still like to see the difference in slugging stats to before the finisher mori update to now, and now youre pushing it even further. At least there are currently (very) few matches where the killer does not slug for the 4k. That is going to be completely gone especially with the patch change to the abandon today. And here we thought you were trying to correct the slugging meta.

    Map offering: I still do not see the point of this. If someone doesnt want to get sent to maps, they bring a sac ward which was also just made a common item not too long ago. If sac wards are not getting changed, just remove them completely. I dont want to waste BP on an offering that is actually 100% useless now.

    Spawn rules: With this being implemented, lethal pursuer needs a complete overhaul. Lethal on a high mobility S-tier killer (nurse, billy, blight) is going to be an automatic quick win for the killer. You are handing already strong killers a free 4-man slug at 5 gens. And here we thought you were trying to correct the slugging meta.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Sometimes. But if it results in a higher MMR, then I'm doing this.

  • AtlasShark
    AtlasShark Member Posts: 50

    Mori change is very welcome! Not sure where people are getting the idea that this removes clutch Unbreakable plays. If the killer has already reached you and is sitting on top of you waiting to Mori while you recover that Unbreakable isn't going to do anything unless you have say, a Dead Hard ready to go as well. I don't think this edge case really matters all that much.

    As for the "Go Next" prevention, I think survivors should be able to attempt self-unhooks if every survivor is hooked/dying. This is a situation in which the game is more than likely already lost so the survivor "Going Next" isn't really a huge deal BUT re-opens the opportunity for clutch 4% plays which people love to see. You could extend this as well to allowing two missed struggle checks to kill survivors if only one is still up and running, sacrificing themselves to spawn hatch quicker but that may be complicating things far too much.

    I also think Luck offerings should only grant the person who brought it the ability to self-unhook, even if the bonus applies to the entire team. This brings them in line with the perks unlocking the ability to self-unhook as well, maintaining consistency. Also because otherwise SWFs absolutely will be bringing one every match just to unlock the ability to "Go Next" because the offering slot is just not that valuable.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Killers and SoloQ are the people most affected by Go Next. This system benefits SoloQ Survivors too by preventing people from throwing on them. It also means a game will not become a 3v1 early which IS a massive buff to the Killer itself; it's one whole less Survivor. This also benefits Killers by keeping good Survs in the round longer, so they may lose anyway, so they might not gain MMR and might not boost into higher levels JUST because people Go Next and hand them the win.

    There is nothing about this that solely buffs for Killers and doesn't address a massive issue both sides have.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Some Killers can also force beneficial maps for them this way currently. For example, a Huntress sending people to Coldwind so she has more line of sight, or a Ghostface forcing people to Lery's because it's a strong stealth map, or a Dredge forcing everyone to Midwich to benefit from how many lockers there are. Both sides do this.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    The changes here are meant to punish these High MMR players. It's Higher MMR that tries to set the playing field, use certain SWF strategies, or play around certain perks. These changes actually make the game more casual friendly because it sets the baseline expectation for the game. Now you have to play fair on both sides, no trying to tilt the scales or force the see-saw down or take-backs if you get salty you got a Killer you don't want to play against.

  • mecca
    mecca Member Posts: 552

    More Survivor nerfs.

    Survivor punishments, reduced agency

    Killer buffs.

    It's a popular obsession theme with BHVR and updates.

  • XLandon25X
    XLandon25X Member Posts: 3

    Personally, I think only allowing survivors to take their chances if they have, Slippery Meat perk, Up the Ante perk, or A Luck offering, disregards one of Dead by Daylights strongest abilities, which is the ability that anyone can change the matches outcome based off of a little skill and little luck. Taking your chances and succeeding can drastically change the game for not just yourself, but your team aswell (AKA successful basement self-unhooks). HOWEVER the issue of survivors abusing the self unhook to "go next" is still a probelm. Instead of narrowing a game changing features ability, focus more on your new "system to identify whether a Survivor’s sacrifice is an intentional attempt at 'going next'".

  • francesinhalover
    francesinhalover Member Posts: 376
    edited May 26

    vecnas one of the strongest killers in the game easily top 10's and now he is a lot stronger on high mmr. and you want him further buffed? lmao

  • francesinhalover
    francesinhalover Member Posts: 376

    it isn't. that's why killers can mori the last survivor with one being on the hook.

  • jesterkind
    jesterkind Member Posts: 9,520

    If anything, doesn't this mori change actually incentivise not slugging for the 4k?

    That survivor being on the ground means you can't mori and you're vulnerable to an unexpected Unbreakable or an unlucky hatch spawn. That survivor being on the hook means you can just find the other survivor and mori them, with the only risk being that the hooked survivor dies and the survivor you're searching for finds hatch.

    I don't see how this could possibly encourage slugging more than it already is, if you could clarify I'd be very interested.

  • RJoyYourJoy19
    RJoyYourJoy19 Member Posts: 77
    edited May 26

    So, survivors will now be forced to play out miserable matches. Anyone who plays survivor more than one match a week knows that you're wasting your time in plenty of the matches. What's the point of a Solo Q squad (or even a SWF lmao) staying in a match on Haddonfield against a Blight with 4 regression perks? Lol. What's the point of staying in matches where you put up a 1-2 minute long chase in the beginning with 0 gen progress and then see that your teammates are crouching behind rocks when you get put on the hook?

    The spawn logic will massively increase the kill rates which is the last thing this game needs. The whole point of the game is that killers have a weak early game and then get stronger and stronger the more the match progresses. The less pallets are left on the map, the more people you have to unhook and heal, the less gens there are to patrol, and the less hook states the survivors have left the weaker the survivors get. This is why Corrupt and Lethal are meta, a killer starting off the match strong can basically guarantee a win and the only way the survivors can make a comeback is for someone to put up an insane chase, but that also requires the killer to make a huge mistake of committing to that chase. Survivors spawning all on top of each other is a massive nerf to their early game which is when they are at their strongest.

    Vecna is already insanely strong, a good Vecna can guarantee a hit pretty damn fast on every tile. So msny tiles are straight up unusable against him as well thanks to FotD and now he's getting additional buffs lol.

    Map offerings also further nerf survivors tho to be fair it's not a massive issue after what they've done with maps. Eyrie has been nerfed and now the realm has a massively killer sided variation as well. Badham only got to keep its weakest variation. Game is super killer dependent and considering you have no clue who you're going against you risk sending yourself to Gideo against a killer who excells on it. Garden of Joy is still strong, but comes with the risk of sending you to the one of the most killer sided maps in the game. Azarov and Macmillan also have variations that are horrible for survivors. I don't like this change, but with what they've done to all the maps now I suppose it's not a big deal.

    It's hilarious how many things the killers have gotten with these QoL changes in the same game where the kill rates are above 60% and killers can go on massive win streaks, while all survivors have gotten for now is the abandon feature lmao.

    I was a survivor main for a really long time, but at this point you really have to love suffering to not switch to being a killer main.

  • nicnc82
    nicnc82 Member Posts: 379

    Lmao, you actually think these changes are going to force survivors to play the game? Ha ha ha!!! No. I've seen so many state nothing will force them to play a match they don't want to play. They will chase the killer around, throw down pallets, not rescue teammates on the hook…not help.

  • nicnc82
    nicnc82 Member Posts: 379

    How does this force survivors to rescued? Actually, it does the opposite. Since I know the survivor can't off themselves on the hook, im staying on that gen longer. And if I don't want tk be in the game any longer, im doing what others suggested and not rescuing. You can't force anyone to play how you want. We should know this by now since killers still tunnel, slig and camp.

  • IronKnight55
    IronKnight55 Member Posts: 3,104

    I can’t be the only one who thinks the "go next" changes won’t make much difference. I can't count how many times I've unhooked players in the past who wanted to leave the match, only to watch them run straight back to the killer, troll their teammates, or be unhelpful for the rest of the game. Forcing them to stay won’t change that. In my opinion, the developers should focus on understanding why so many players leave games and address those underlying issues, rather than implementing band-aid fixes. Just my thoughts.

  • Koyaanisqatsi
    Koyaanisqatsi Member Posts: 2

    As a Killer main, I would've liked to see a different approach to map offerings. Turning them into a chance thing instead of a guaranteed thing is a good step, but I feel it could do more, or differently. Some ideas:

    1) When the opposing side uses a map offering, rewards are increased for the side that did not bring a map offering. So long as it's enough to keep the killer engaged and toughing out a situation that is stacked against them from the start (probably).

    2) When a side uses a map offering, the game is made harder for them. A bit of a give and take: perhaps the one with the map offering starts injured, the map removes a pallet spawn or two, something along those lines. Unsure what the handicap would be for killers, but I think it would be nice when giving yourself an obvious edge comes like a double-bladed sword.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,993

    💯 Correct. What will become of Scratched Mirror Myers?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    "Map offerings no longer stack their effects"

    Do we know if this only applies to duplicate map offerings? For example, if 4 survivors each bring a different map offering, do they have a much higher chance than if only 1 survivor brought a map offering?

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    No, you will just be unhooked per the perks usage. Wouldn't need to change anything about them if you are already off the hook per say.

  • UnknownEnjoyer
    UnknownEnjoyer Member Posts: 16

    4% should have never been a thing to begin with. Why should a survivor be given the chance to get off the hook for free? makes no sense. There was no "earning" a 4%, just pure luck and yes sometimes it F'ed the killer over, which again should never be a thing.