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Predictions On Next Perks To Be Nerfed (And How They’ll Get Nerfed)

Call of Brine - Increased regression removed, can only apply its effect to one gen at a time.

Overcharge - Difficult skill check removed, will instead increase the regression penalty of the next failed skill check by 5% once as long as it’s within 60 seconds, increased regression removed.

Pain Res - 15% total lowered to 12% of current, now has a cooldown of 60 seconds.

Deadlock - Duration lowered to 15 seconds, killer no longer sees aura of blocked gen, can only activate once per trial.

Pentimento - Each rekindled Totem lowers survivors’ repair speed by 5%.

Assuming every meta perk gets adjusted the same way Eruption did, this is probably what are new versions of popular perks will look like. Lmao.

Comments

  • Xernoton
    Xernoton Member Posts: 5,900

    Don't give them ideas! All of these perks would be absolutely worthless. I'm talking "Beast of Prey"-worthless here. 😂

  • Pulsar
    Pulsar Member Posts: 20,969

    I would like to see Overcharge's difficult skill check put on a cooldown. It's extremely punishing to newer players.

    Other than that, I don't see any reason RIGHT NOW that these perks need changes.

  • edgarpoop
    edgarpoop Member Posts: 8,469

    I wouldn't get too focused on the balance aspect of it though. The devs are also considering the fun aspect of the game. It's a juggling act. With Ruin, PGTW, and Eruption, there was a common feeling of players feeling like they were on the same objective forever, often completing it twice when you factor in the regression. That's straight up unfun, and there should be healthier ways to introduce game delay mechanics. Thana was a bit different. The progress felt awful when everyone even when 3 people were injured at 90s gens. Again, balanced or not, it wasn't fun to play the game with it.

  • Adjatha
    Adjatha Member Posts: 1,814

    They could just save a lot of time by putting a stacking -1% move speed penalty on killers per perk they have equipped. That way, EVERY perk gets nerfed. And if new survivor players still have a boring, not-fun time by actually losing from time to time, they can just tweak the number up.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    Overcharge should just be reworked, weak to normal players but another perk that just attacks newer ones

  • gnehehe
    gnehehe Member Posts: 510
    edited February 2023

    I think that devs will nerf Call of Brine in the coming patches

    Same logic than previous S:PR nerf (from "slowdown/reg + detection" features to pure "slowdown/reg" perk)

    Besides, in current Call of Brine (CoB) state, there is no real point running the Surveillance perk (from a paid DLC)

    Thus, I expect that devs will 100% remove the booom notification feature from CoB perk.

  • BlueRose
    BlueRose Member Posts: 658

    Well, I can tell you as a killer main who also plays some survivor, it isn't fun to hear 2 to 3 gens pop back to back in one single chase. Then in the result screen, you see BNP toolbox, hyperforce, and stakeout. There are a lot unfun things on both sides but right now it seems they only care about survivors' fun and that is it. Another thing that isn't fun is playing a hit-and-run killer just to see someone you just injured get healed in 8s. It is also not fun to snuff a CoH boon for the 5th time in a single match. As you see there a lot of things that not fun on the killer side also :P

  • Marik1987
    Marik1987 Member Posts: 1,700
    edited February 2023

    Yeah something like that. Its their new hobby to butcher killers even more than in the past.

    Since the HUD came out, my results are horrendously more worst than before. But I still manage to secure a 2K sometimes and a 3K with hard tunneling, come on, thats too high, right. The survivors need to have fun to buy our auric-cell-only-cosmetics, right?

    So its time for Pain Res to gets reduced to 10% CURRENT progress (they seem to love this crap) + a hook breaks after using it. Oh NOED will be automatically revealed to the survivors by default and, of course, its time to nerf Call of Brine to 100%.

    Come on devs, you can do it. Kill the killers. The playerbase for this role should go down drastically anyway.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    I'm sure they'll change PR to current progress and rework any DMS interactions too, just because of usage rates and people not having another regression perk to complain about.

    I'm not optimistic that people won't swap to complaining about that.

  • Thralfazuz
    Thralfazuz Member Posts: 165

    remeber they nerfed Pop goes the weasel, a perk so problematic that you had to "just hook" a survivor and walk over to a gen to get value. Now is that unhealthy to the game like eruption, I doubt that, so expecting a nerf to Pain Res is not so far fetched

  • jajay119
    jajay119 Member Posts: 1,102
    edited February 2023

    This is so overdramatic.


    Literally no one has asked for a nerf to any of those perks. The fact that survivors have called for a nerf to Eruption before any of the big hitters is actually proof they won't be nerfed.


    Some people really need to put their toys back in the pram.

  • Firellius
    Firellius Member Posts: 4,561
    • Beast of Prey: Now reduces terror radius by 50%, rather than giving Undetectable
  • jesterkind
    jesterkind Member Posts: 8,012

    I know this thread is just being pointedly snide about the Eruption change, but I'm thinking about it and I kinda think that IF we are ever in a state where Pain Res needs to be nerfed (which right now we are not), it's probably the perk that'd be hit least by current-not-total as a change, since it's always guaranteed to activate on the most progressed generator.

    Side note, I really wish people would stop acting as though 6.1 happened in a vacuum and was the devs randomly deciding to nuke perks solely for being run too often. People had been asking for years for them to address the stale meta, it's not indicative of a new pattern where they just randomly gut healthy perks for arbitrary reasons.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    I'm sure someone has. It's not literally nobody, it just hasn't been a big outcry yet.

    I know that I've seen people wanting CoB nerfs just because it synergises with eruption by also being a kick perk.

  • Xernoton
    Xernoton Member Posts: 5,900

    Mate, the whole game is punishing for newer players. That's how it works.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    No mither: all survivors start broken

    Now that's a nerf I'd love to see when i play oni

  • edgarpoop
    edgarpoop Member Posts: 8,469
    edited February 2023

    Totally different mechanics though. You're comparing peeling an apple to doing laundry. They aren't remotely the same thing. They should address BNPs, yes. And if BNPs prevented killers from playing the game for 25 seconds while also extending the game, they'd be just as problematic. But we're talking about sitting on generators in this instance, already the least interactive thing in the game. They don't want people sitting on generators for 130+ seconds at a time. As I said in another thread, you have prioritize certain things, because nothing will ever get done if you try to wait until you can fix every problem all at once.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    Correction, they are focusing on the SURVIVORS fun aspect of the game. Dead hard is the most unfun perk for killers, and we still haven't seen a nerf to dead hard that has the same energy as the eruption nerf.

  • edgarpoop
    edgarpoop Member Posts: 8,469

    I definitely disagreed with the PGTW nerf even if I kind of understood the logic. And I think Pain Res is fine even if it's stronger than old PGTW. What I think they really need to get away from are flat speed reductions like Thana (which they are). Pentimento is an odd case because it has tokens and counterplay options (don't cleanse the initial totems or cleanse and re-cleanse).

  • edgarpoop
    edgarpoop Member Posts: 8,469

    Because Dead Hard has counterplay 99% of the time and Eruption does not. So Eruption takes priority for now. It makes no sense to leave one awful perk in place just because they don't have time to get to another annoying one for another 3 months. That's not how things work.

  • BlueRose
    BlueRose Member Posts: 658
    edited February 2023

    Ok, now you making it sound I didn't want eruption nerfed, which if you ever look at my past posting I never once said it should not be nerfed. Yes, I agree incap wasn't fun for survivors and I believe it needs to be changed but the way they nerf eruption was to just nuke it to the ground so ppl would want to use it ever again. That is not good balancing or game design. We are talking about having fun here and killer's fun is just as important as survivors yet they have not shown a single once of instant in looking at BNPs, COH with green medkits, and so on. Right now they are only caring about survivor fun first and killer 2nd.

    All I'm saying is there are unfun mechanics on both sides of the game but the dev recently has shown to only care about one side and not the other. What happened to the so-care twin rework we were promised a year ago? What about the trapper who is the worst killer in the game? Right now they are only forcing on the survivor and that's it while the killer has to wait for patch after patch for some kind of QoL change or anything.


    Again I say it for the 100th time: YES eruption needed a nerf, and YES incap was a very unfun mech but nerfing a perk was completely and utterly useless is a stupid and lazy game design. Nerfing perks just bc they are overused but not problematic is also just as dumb and lazy design. If you defend these types of nerfs then you are not interested in actually balancing this game or having build variety.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,904

    I refuse to believe BHVR "didn't have time" to think of a real dead hard nerf in all this time. Just bury the perk

    1) Dead hard only works on basic attacks

    2) Dead hard deactivates for the rest of the trial if it triggers successfully

    3) Dead hard no longer gives a speed boost if it triggers successfully

    Put all 3 of those thing in the game. BAM! We have a real nerf, and it only took me about 2 minutes to think of it. We don't need enormous amounts of time for BHVR to think of real dead hard nerfs. Do we really think a group of people brainstormed non stop for weeks to think of the eruption nerf, and they were so bogged down with eruption discussion that they couldn't focus on anything else?

  • BlueRose
    BlueRose Member Posts: 658
    edited February 2023


  • RaSavage42
    RaSavage42 Member Posts: 5,566

    I would really like that on Surveillance... But I digress

  • Pulsar
    Pulsar Member Posts: 20,969

    And I see zero reason to make their already miserable experience worse.

  • Xernoton
    Xernoton Member Posts: 5,900

    By that logic there shouldn't be any new content. The more content there is, the more you need to know and the more miserable newer players are. BHVR shouldn't actively try to make this game harder on beginners, I agree, but nerfing perks because they're particularly hard on newer players is not the way to go. Next thing, we'll have to nerf Huntress' Lullaby, all exhaustion perks, all aura perks, Brutal Strength, WoO.... Basically anything that isn't Shadowborn because less experienced players will have a harder time going against these perks than more experience players, who know how to play around them.

  • Pulsar
    Pulsar Member Posts: 20,969

    Part of the reason original Ruin was nerfed was because it unfairly punished newer players whilst not really slowing experienced players down at all.


    This is literally the EXACT same thing that Overcharge does currently. Experienced players can hit the skill check somewhat consistently, while new players have zero hope of doing so. Add on the increased penalty for missed skill checks and you have an incredibly unfriendly perk.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093
    edited February 2023

    You forgot Nowhere to Hide. That is my next bet.

    To be honest, it would be even funnier if they nerfed Ruin again next, considering how they detest the perk.

  • scoser
    scoser Member Posts: 512

    BHVR after doing all of the above: "Hmm, kill rates are too low, let's increase gen times by another 20 seconds, that'll help!"

  • Easy for survivor mains to say when the hardest nerfs they get are slight adjustments to DH and DS that don't even knock them out of the meta.

  • InsidiousSmartfaceLF
    InsidiousSmartfaceLF Member Posts: 93
    edited February 2023

    Tell me why is it that Hex:Ruin, Pop, Thana, and now Eruption were nerfed to the point of uselessness while the longtime meta survivor perks like DH, Sprint Burst, DS, Adrenaline, Unbreakable, and Deliverance have been lightly touched at most and are still meta?

  • Xendritch
    Xendritch Member Posts: 1,842

    There's two fallacies here.

    1. You're assuming they never touch survivor perks which like MoM, DS, Self-Care, Sabo, Iron Will, OoO might have something to say about that.
    2. It assumes there arn't killer perks that have never been touched or has but got buffed and are still good like BBQ, STBFL, Lethal, Deadlock, Brine, NWO, DMS


  • TigerSnake
    TigerSnake Member Posts: 531

    Ruin was also passive, required 0 effort from the killer to get it to work, was harder to succeed, and was constant as opposed to one and done. They’re hardly comparable.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    I dont see why they would do anything about Eruption, as it was nowhere near the power level of top survivor perks, either but here we are...

  • Pulsar
    Pulsar Member Posts: 20,969

    The only thing you need to do to get Overcharge to work is kick a gen.

    There isn't a cooldown and actually, I think Overcharge's skill check is harder than a Ruin check

  • hatchetChugger
    hatchetChugger Member Posts: 442

    im amazed that people think a game can last for years with the same exact meta and not become stale. this was a meta shakeup, not just perk nerfs on both sides. many games have recurring balance changes that occur to make the game feel fresh. it doesnt matter if Pop was a healthy perk, and it doesnt matter if ruin was healthy, they were nerfed in order to answer to the calls of the players that found the game stale and boring

  • Blueberry
    Blueberry Member Posts: 13,671
    edited February 2023

    Well now that the gen kick meta is gone we're gonna see a sky rocket in usage of PR and Jolt since there's just nothing left and those get defaulted on because everything else is just bad.

    Then those will get nerfed because their usage is too high.

    I also expect in increase and eventual nerf of Deadlock as well.