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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 | July 2025

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Comments

  • Brokenbones
    Brokenbones Member Posts: 5,627

    Peak whataboutism. But sure I'll bite because why not.

    1. Good survivors do need game sense I never said they didn't. You know when people say "oh average survivors aren't that good" yeah if they had game sense, they wouldn't say that at all.
    2. Simple. Survivors are a team of 4 and I'd say in current DBD they need to work as a team to actually win matches consistantly. The reason why 4 man SWFs are so oppressive is because they can work as a team to the maximum possible level. The HUD at least allows solo Q and duos some semblence of teamwork.
    3. What kind of question is this??? I hate windows and think it's become relied on too much. Doesn't change the fact that Killer game sense exists and is a thing.

    None of what you've said proves game sense doesn't exist. That's the point that YOU made. Either back it up with evidence or stop acting like it's true yeah?

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Fine with most of these changes and always happy to see Survivor side get something, anything new to play with. But I'm concerned that none of the perks you mention buffing have to do with actually helping deal with the current healing meta, or with how efficient Survivors currently are on generators. Any plans to address this?

    And also, when are you adding Night Shroud Haste to Ghostface? It's time. It was a hit in 2v8. People had fun with it. It would give him much needed map mobility and would make him feel really nice to play. It doesn't need to be high, just 2-3% would do. Why not add it? You buffed Legion after their 2v8 debut with some of what they got from 2v8, it's time to buff Ghostface too.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    So basically, “game sense” is just a fake term that’s only used for killers?

    Why can’t a survivor just use their “game sense” to know if a solo q teammate is working on a generator?

    Because you’re totally expecting a killer to use “game sense” to find a survivor, when they aren’t allowed to see them, or hear them, or see their scratchmarks, or have aura reading…. and all this while a teammate is ambushing them with a fog vial and trying to confuse the killer with distracting scratchmarks or noises.

    It’s so bad. It’s so very very bad, of the unrealistic expectations that killers are expected to do with “game sense”, but it’s fine if survivors just keep asking for more and more info buffs, so they don’t need as much game sense.

  • PigWithTvs
    PigWithTvs Member Posts: 377

    I don't mind survivors getting endurance and speed after being removed from a cage but why make his power slower but longer, his power already take 2 business to reach lol and its very easy to react to, and way the play pyramid head right is not bait survivors into thinking u are gonna use your power and go for an m1, since its that slow

    im really confused about that change, if anything i expected it to be faster

  • Zuiphrode
    Zuiphrode Member Posts: 515
    edited July 8

    I'm skeptical of these knight changes. He's already pretty bad and you're making it easier to just negate his power by holding W.

    Actually in general, these killer nerfs are unneeded. The clown one especially is bad, as the fast gas helps survs way more than it does him.

  • Nazzzak
    Nazzzak Member Posts: 7,320

    Again, test it out in PTB. So far all the info we have says it's more like the thickened mist than anything we've had in the previous events. So even without the aura you should be able to look for a hook, much like we need to when Boil Over is in play (except the area of aura blocking will be limited. Once you're out of the mist, you're good).

    Considering it is a survivor item, it does in fact need to provide some benefit to survivors. If the trade off is less people bringing flashlights or medkits, then whatever.

  • Nazzzak
    Nazzzak Member Posts: 7,320

    And its easy to make them throw away the match too. I've had a couple Pigs try this on me. I find a box and try remove the trap anyway. They immediately grab me and I refuse to wiggle, forcing them to do the pick up/drop dance. Then I just jump back on the box. Rinse and repeat. It wastes their time while the other survivors smash the gens.

  • cogsturning
    cogsturning Member Posts: 2,120

    Actually thrilled about the seven presets, because fashion. Seven perk builds is cool too, I guess.

  • Elan
    Elan Member Posts: 1,427

    I think it's fine change.

    → Will make Clown feel fresh to play and a bit different.

    → Opens options for more gameplay (I assume purple bottles will be 15→10 % hindred and haste will be 10→15 % haste)

    Overall this is defienetly a buff to Clown, if survivors want to utilize yellow bottle they already give you hit and will result in same speed difference anyway. I'm actually looking forward to as I always ran STBL and Rapid on Clown.

  • Elan
    Elan Member Posts: 1,427

    Absolutely disagree. Pig's ambush has very high skill expressions when used in particular loops, sadly everyone plays Pig as M1 killer holding W whole game completely ignoring part of her power.

  • lettuchia
    lettuchia Member Posts: 607

    Literally the least skill expressive dash power in the whole game

  • VibranToucan
    VibranToucan Member Posts: 674

    Its 48.9% so more like 49%. And high MMR is the top 10% of the playerbase, so in total 6 million players. If you have 3 strong players and they bring a beginner friend, that's a high MMR match I reckon. I have seen 4 stevegulls in high MMR or people doing invocations or a SWF who thought Legion was boring so they all just didn't mend or a squad that ignored gens and went for blinds and stuns instead, etc… So I think that the average competent high MMR SWF has at least a 1.1% higher escape rate than the average hih MMR SWF.

  • jesterkind
    jesterkind Member Posts: 9,521

    This is besides the point of your post, I know, but I keep seeing people list Wake Up while talking about perks that were gutted. I don't truly understand why- the last change that perk received was a buff overall.

    What makes you say it was gutted?

  • Dem34888
    Dem34888 Member Posts: 140

    This
    I'm already starting to have mental health problems because of the constant bugs with her random TPs out of nowhere

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Game sense involves the game itself, and REASONABLE predictions that can be made. People might use game sense to predict where the players spawned in a game, or where the generators/pallets/windows/hooks/hatch/totems are, because it turns out the game doesn't completely randomize where they are located, and a player can find patterns in the spawning placements if they have played the game enough.

    Game sense can also say things like "I've seen a survivor teammate in chase for over a minute, and now I see their aura because the killer just placed them into the dying state, so I'm using game sense to predict that most (or all) of the pallets in that surrounding area are gone".

    But the important thing is game sense is VAGUE PREDICTIONS based on observable information, and/or based on patterns in the game itself (the game itself = not people).

    Game sense does not give killers psychic powers. And it's very often misused in places where the killer would need psychic powers in order to actually know what is happening. When a SWF sets up a fog vial ambush, and the killer can't see their target survivor, or hear them, or have scratchmarks, or have aura reading… and the SWF teammate is purposely trying to mislead them by running around the area… then game sense doesn't work anymore. There isn't any information to based guesses off of, because the game took them all away.

    And the important thing is that without the fog vial, then game sense might be meaningful, because the killer is allowed to actually see/hear/aura-read, and have observable information to help them figure out where the target survivor is.

  • jesterkind
    jesterkind Member Posts: 9,521

    …I gotta ask, man, if your position is that game sense as a concept doesn't apply to this situation, why on earth did you START with game sense not existing at all and being a fake term?

  • jedimaster505
    jedimaster505 Member Posts: 287

    I don't know where you get 48.9 from as the BHVR stat im referring to is 48.2%, unless BHVR put out new stats recently.

    Nightlight is not a reliable source and I don't know where your other numbers come from with respect to high MMR.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Because 99% of the time, it's being used as a fake term, to tell killers to get better at the game. The vast majority of the time, the killers are expected to use this "game sense".

  • VibranToucan
    VibranToucan Member Posts: 674

    You are not arguing the point. Alright let's take your number of 48.2%. is it really that far-fetched that a SWF that tries to win, has a 1.8% higher escape rate than average due to all the examples I gave?

  • AssortedSorting
    AssortedSorting Member Posts: 1,523

    I like Spies from the Shadows. If it triggers in an area where survivors have no reason to be in, it's probably a survivor running to a box/using a box.

  • AssortedSorting
    AssortedSorting Member Posts: 1,523

    Oh, well there goes my team scout build… (Detective's Hunch/Map/Crystal Bead)

  • SoGo
    SoGo Member Posts: 4,235
  • Ardel
    Ardel Member Posts: 11

    I swear, survivor players in this game have had their hands so carried by daddy BHVR for so long that they don't even know anything about killer's powers.

    Do you even know that if a knight leave a guard to "camp" a hook, you can just run into the guard, he will aggro you, and then as soon as you unhook your teammate, the guard will disappear without hitting you?

    I mean, at least, learn the basics of the game, damn

  • jedimaster505
    jedimaster505 Member Posts: 287

    I don't see what point you're trying to make. The average escape rate for solos and Swf overall is in the low 40s.

  • AssortedSorting
    AssortedSorting Member Posts: 1,523

    mmm. ThatRyanB quoted Kaethela's comment:

    "Kaethelea: Currently, Deja Vu adds the marked gens to your map, if you have one. Maps are being reworked to only show things in a range, so adding things to maps doesn't happen anymore, so Deja needs to be adjusted to account for this."

    ThatRyanB after quoting:

    For those asking in this thread, yes, the adjustment coming to Deja Vu is related to its (often lesser-known) Map effect. This is because the effects op Map items are being adjusted with this update.

    So I'm assuming that Perks that used to add auras to maps no longer will do so. But yeah, maybe, idk.

  • VibranToucan
    VibranToucan Member Posts: 674

    I told you my point in my original reply but you focused in on the 48% escape rate.

    Soloqueue and SWF will always have a divide, the idea that the game should be balanced around 4 soloqueues who can't communicate, make constant mistakes and often don't even bring a full load out, having a 50% escape rate makes no sense. In addition to making no thematic sense, competetive games like dbd should be balanced around people trying to win. Yeah, we should balance for casuals too, but not at the detriment for, not just top level play, but even just high MMR play.

    The stats you used it shows that soloqueue having an around 40.4% escape rate and 4 people SWF 48.2% leads to an escape rate of 42%.

    Currently if both sides are strong the game is relatively well balanced. We should not change that just because one side is more susceptible to bad play.

  • AssortedSorting
    AssortedSorting Member Posts: 1,523

    Sadge, map tracking has been removed entirely per the discord preview.

  • jedimaster505
    jedimaster505 Member Posts: 287

    I don't think they should balance around solo Q exclusively, but instead find a middle ground between swf and solo q. currently they balance around not just Swf overall, but around the strongest high MMR 4 stack which represents only a small minority of the survivor player base.

    it's okay if a small percentage of the strongest survivor teams escape more than 50% using 3rd party apps (which is basically cheating that can't be controlled) if the overall escape rate for survivor player base is 50%. killers don't face those teams most of the time anyway. the game should not be balanced to ensure a small percentage of "cheaters" escape less than 50%. if I really had a choice I would never have introduced SWF feature in the first place since that makes balancing a nightmare and ruins the atmosphere of dnd anyways since this game is not supposed to be comp CS GO with map call outs

  • Mellosch
    Mellosch Member Posts: 4
    edited July 8

    Same.. and it has been literally 6 months now.. 😒
    Even more funny to read that like 90% of people still screaming for a rework or nerf .. who is playing Nurse even anymore and how good can that be, if she is legit simply unplayable with her bugs atm?

  • Wihris
    Wihris Member Posts: 17
    edited July 9

    Well overall the perk is already very niche and don't get me wrong, it was and still is very useless:

    It can only be used once per match to do a single specific thing. Someone else might open before you do or you might not even make it to endgame. This made it so the perk was most useful in a 1vs1 situation when opening the gate, which got nerfed to the ground. Now it makes it so you open gates faster the more people are alive, which is also useless, because if 4 people are alive in endgame there's probably 0 pressure to open the gates and you can take as much time as you need, turning the perk into a "win harder" perk or a counter to Remember Me, which is already barely used anyways.

    It was overall a huge disappointment for me what they did with it. When I saw that it was getting changes, I was hoping for a rework that actually made it a good perk. Maybe changed it's effects or gave it a new secondary effect like what they did with Poised. But it was a numbers change that killed it's main purpose, which was inherently selfish, effectively burying an already barely used perk.

    Post edited by Wihris on
  • CursedPerson
    CursedPerson Member Posts: 286

    Keep the good work im happy about removing the item depletion. I was introducing some newer players to the game and they felt like quiting because we ran into franklins 2 out of 4 games. They were upset about the unfairness about not being able to use their items

  • TxQ
    TxQ Member Posts: 56

    All michonne's perks are powerful and very game-changing, and this perk alone is on a different level of being powerful!

    897789.png
  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 11

    I see the point in it being possibly used to create lose loses around pallets setting up for pallet saves. However I still feel Conviction is probably fine. Yes someone may use it to get up again by saving it but you'll just be broken a few seconds later when you get up; any Killer with good gamesense will see that and go for you, or simply let you down yourself and then come for you when they hear you scream.

    If you really do combo it with Plot Twist, bear in mind that you still only get to use Plot Twist once in the end, and once during the round. That wastes more time and takes you out of the round for a while, since most people in a SWF know you having Plot Twist is intentional and will not waste time healing you because you'll get up with haste anyway. And since Plot Twist is limited to only two uses, but Conviction is ANY TIME you heal someone, it a) counters the Healing meta by giving the Killer down pressure 30 seconds later, b) isn't a constant deal with every down, making it a fair but risky perk with some possible synergy and strong uses.

    I really think the concern around Conviction+Plot Twist is very overblown, and won't be useful except in SoloQ, or to prevent slugs for the 4k which some people find annoying (I don't, I really don't care if a Killer wants to slug for a 4k but that's just me). Besides, speaking as someone who plays a LOT of Killer, trust me, a 3k is enough of a win. You can pip with a 3k, you win the game on a 3k. Why are we all so terrified of getting a 3k instead of a 4k, because we want the Mori? Alright, so just hook them and hunt the last one during the Hatch game if you want the Mori so bad, or bring a Mori offering. Problem solved. I do worry it may negatively affect people going for Killer Adepts, since you need to 4k for those - another reason I think those need to be changed to "8 hook as X Killer with their three unique perks" or something.

  • TxQ
    TxQ Member Posts: 56
    edited July 13

    is it even possible to play the twins when the new DLC comes out?.

    imagine the new perk [Conviction] with [power struggle], [Plot Twist], and [Tenacity] or [Soul Guard], or even better… [Smash Hit].

    the survivor can use conviction and the moment the killer pick him up the same survivor will get up, stun the killer with smash hit, run to any pallet far from the killer, (the survivor have 30s to do that before they go into Dying State, 30s is a lot of time btw) then recover 15%, if the killer has no mobility like [nemesis, deathslinger, plague… etc] then the killer will take time to catch up and if the killer pick that survivor up he'll get stun with the pallet again.

    imagine 4 survivors doing the same thing, the killer can't do anything about it.

    Post edited by TxQ on
  • Eon
    Eon Member Posts: 48

    why should it be, if nurse and blight have better kill rates, and are free

  • Eon
    Eon Member Posts: 48

    I have the same oppinions as well as for killer, franklin is a random nerf that killed the perk, overwhelming only works if people use the items within range, too situational, mediocre killers like knight became useless, and mediocre killers like clown have become digusting to play against.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 15

    I feel like Twins is going to be dead due to this perk. Fortunately I don't slug, only leave the occasional couple second pressure down, so I won't be affected. But I worry for Killers that are heavy on slug pressure - Oni, Myers, Twins, Billy, etc. This perk could easily knock them all down a tier. If that's what it takes to make slugging less common so be it. But there has to be a more elegant solution.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,739

    I remember when Circle of Healing killed Twins; Charlotte physically could not pick up to hook before the victor victim would be picked up. Twins players seem to always have it rough

  • Bloodartist
    Bloodartist Member Posts: 143
    edited July 19

    What the heck! You censored Vecna's mori at some point! It no longer shows off the survivor's skeleton having its flesh ripped off before it collapses to the ground. I understand that it was pretty gory, but this is supposed to be a horror game. Now the camera is off angle and just shows mostly empty air.

    What gives?! I hope this is a bug of some sort… Vecna sucks so bad already he definitely didn't need this as well.

  • Skillfulstone
    Skillfulstone Member Posts: 1,126

    It's a bug, a few youtubers covered it. If it was intentional it would have shown up in a patch note.

  • TxQ
    TxQ Member Posts: 56

    even if you don't slug the twins don't have time to switch back, then pick that survivor who has PS!

    Watch this clip:

    if the killer (not just the twins) downed the survivor under a pallet, they can't check around if they can pick up or not

    A good killer will check first, then pick the survivor up, but with the perk Conviction, it's going to be a very big issue, by the time the killer looks around, the survivor will recover 25%

  • Bloodartist
    Bloodartist Member Posts: 143
    edited July 19

    I repeat what I have said earlier: certain killers must slug in big maps to have any kind of chance, because the maps are too large to patrol without travel powers. Devs need to balance the maps or give every killer a travel power or fix the issue some other way.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Conviction is certainly an issue and probably needs a limit. I think 2 per round like Plot Twist is probably enough.

  • Brokenbones
    Brokenbones Member Posts: 5,627

    Yeah a plot twist style refresh would be good.

    Once per trial and is refreshed when the final gen is done.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I'm not sure about once final gen is done would make sense, because of how it works. I do think maybe once per hookstage, so you get two. One on first hook, one on second hook. The perk would need you to get healed from your injury off hook, and then get hit again. Then you can make risky plays with the perk like this, but it would be fair.

    It just should neither be infinite nor active in the endgame. We already have an antislug for endgame; it's Plot Twist.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,508

    Regarding the changes, the most intriguing isn't to do with the characters or perks: It's noted on the 9.1.0 update, killers and survivors (including outfits) are now classed as "Unlocked" rather than "Owned".

    Is there something happening regarding one or more licenses which may result in them going?

    Picture taken from DStrike video.

    Screenshot_20250721_172642_YouTube.jpg
  • LockerLurk
    LockerLurk Member Posts: 1,683

    Or they're just changing the wording because "Owned" sounds weird. Sometimes a cigar is just a cigar.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 609

    Good catch! To put your mind at ease here, this is purely a wording change - nothing is changing aside from that. It's important that we comply with global laws, which can sometimes necessitate wording changes.

    I hope that helps clear this up for you - I totally get how it can feel to see a sudden change!