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It feels like different devs worked on the perk changes

I’m not kidding some of the perk changes look great but some are very questionable.

Coup de grace- now gains 2 tokens instead of 1 when Gen is completed. Nice change but still won’t be good.

Claustrophobia- removed the range limit. Excellent change.

Hangman’s trick- now a scourge perk it reveals auras within 8/9/10 meters within scourge hooks. I feel the range is still too short and since it only works on 4 hooks it kinda feels worse.

Comments

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    Where are people seeing this. I'm not seeing it in the Patch Notes or News sections.

  • Roaroftime
    Roaroftime Member Posts: 433

    Well clearly these devs have an equal hatred towards spine chill as the others even tho it’s such an unproblematic and barely used perk…

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    Stupid phone glitched out

    Territorial imperative- aura reading is 4/5/6 seconds now and the range is 24 meters but the cooldown is 45 seconds. Did they seriously nerf this perk and already weak perk? Like WHAT!!?!

    Remember me- now increases gate opening time by 12/18/24 seconds. Great change but still has the obsession problem so it still encourages tunneling.

    Hex crowd control- windows are blocked for 40/50/60 seconds. Excellent change.

    trail of torment- you don’t lose undetectable when injuring anymore. Great change.

    Prove thyself- now only has a 8/9/10% boost. Great change.

    Blast mine and wiretap- now both duration are 100/110/120 seconds. Great changes for both.

    Saboteur- now takes 2.3 seconds to sabotage and now has a 70/65/60 second cooldown. They ignored the problem of why the perk is annoying.

    Clairvoyance- now activates on blessing too. Excellent change.

    breakout- now they wiggle 25% faster but range is now 5. Nice change nothing else.

    buckle up- healing someone from dying now gains endurance to both of you for 6/8/10 seconds. Huge buff to this perk.

    smash hit- exhaustion is now 30/25/20 seconds. I’m not sure this is the only perk that has a shorter time now?


    With all these changes we got some great ones but why were some felt like nerfs and some don’t fix the problems? What are your thoughts?

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919
  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    They did it cause it’s already base kit so there’s no use plus they already said it was temporary until the visual heartbeat came

  • MrDardon
    MrDardon Member Posts: 4,033

    And Blights Add-ons still remain in their current state.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    At least spirits mother daughter ring was nerfed don’t worry blights judgment day will come

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    I understand that though it’s already incredibly easy to get BP

  • MrDardon
    MrDardon Member Posts: 4,033

    At least something, though I don't get what difference the Cherry Blossom "nerf" will make. It's more of a buff in my eyes because that means when it triggers you will be closer to the Survivor, securing a hit way easier.

    But they fixed the recovery oversight on the duration Add-ons and nerfed her most broken Add-on, that's at least something.

  • Seraphor
    Seraphor Member Posts: 9,421

    With Remember Me: it should be 6 stacks of 4s, not 4 stacks of 6s.

    This would mean that in order to reach max value, you either need to shift the obsession status, or you have to let the obsession heal up after each hook.

  • raevell
    raevell Member Posts: 17

    I really wish since they had touched Spirit's addons they would have adjusted Mother's Glasses and Senko Hanabi. I see absolutely zero reason to run these addons, they just feel completely useless over her much better/more consistent options.

  • Crowman
    Crowman Member Posts: 9,518

    I really don't get why the devs think reducing Cherry Blossom distance by 1m will have any effect. It's like they don't realize that the problem lies with spirit getting killer instinct while phasing.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564
    edited July 2023

    Nerfing Spirit add-ons and leaving Blight alone makes me believe there will be more than add-ons nerfs for Blight. Time will tell.

  • DBDxxxxD
    DBDxxxxD Member Posts: 12

    "I think we did a pretty good job so far" 2HEAD emote

  • Eelanos
    Eelanos Member Posts: 437

    I was thinking the same about Scourge Hook: Hangman's Trick. Still, it could be interesting to pair it up with Scourge Hook: Monstrous Shrine and have, like, free vision on shack or main. Maybe a Scourge Hook build could be fun? But I still think a sliiiight extra increase to the range would have made it more tempting.

    To be fair, we were warned the change was going to get reverted the moment they updated the perk. They were pretty clear it was a temporary measure. But yeah, I do feel the perk needs some buff somewhere if that's getting removed, although I'd say a rework to Premonition should be a higher priority. As it stands, it's just a troll perk for the randomizer to pick up.

  • Tsulan
    Tsulan Member Posts: 15,095

    Only the perk changes?

    *looks at Sudoku and her condemn and tape changes* If the mission was, to increase the condemn rate, then the way its being approached is the complete opposite.

    Cool, condemnation spreats over the whole map per teleport, which only happens once every 15 seconds, only does a 3/4 and has no effect when a survivor carries a tape. Which is encouraged, since tvs that are deactivated by survivors also stay off longer.

    Same goes for manifestation. Cool, you cant get stunned by a pallet anymore, but you also won´t be able to get bloodlust on a notoric slow killer, who is still terrible at looping.

    This is 1 step forward and 2 steps backwards.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    I see it plenty from people who keep hiding all game. Good riddance to them. (they don't even commit to their gens until they're 200% sure the killer is nowhere near close).

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Yeah, basically this add-on takes away Spirit's only weakness. At least for the meh to average Spirits. The good Spirit players probably don't care for me).

  • Ayodam
    Ayodam Member Posts: 3,134

    I mean weren’t the forums like full of killer mains saying Prove needs to be nerfed? Lol. Looks like y’all’s prayers have been answered.

  • BlueRose
    BlueRose Member Posts: 658

    I don't know about everyone else but none of these killer perk changes really excite me all that much.

    Coup de Grâce- It's awesome they doubling the uses of the perk but for me, I still don't like how easily you can waste the tokens of the perk. Meaning I personally won't be using it still.

    Claustrophobia- The change to this perk is pretty cool but it is still a map dependant perk.

    Hangman’s Trick- The change to this perk does nothing to it imo. Great you increased the range by 4 meters but now it only affects half the hooks that are still heavy depending on rng. I rather them just rework the perk and have it do something else.

    Territorial Imperative- Like Hangman's Trick the change does nothing to the perk other than change some numbers. Doesnt makes it any more useful imo. I rarely hook ppl in the basement and when I do I care less if someone goes there to get someone off the hook. If I want to camp basement I'm going to camp basement from outside inside the 24 meters of this perk req. Again I rather saw a rework to this perk.

    Remember Me- It's a ok change but in a game where MfT and Hope stacking is happening, endgame perks seem more and more useless. The only good one imo right now is NOED since it slightly counters Hope and MfT. I used to love using NWO but with the MFT and Hope meta that has been popping up, I switched NWO with Fearmonge or Bloodecho to counter MFT.

    Hex: Crowd Control- Really good change but I doubt you get to see it in a match more than once. Even now when it's only 14 sec it gets cleansed pretty quickly for me so when it's 60s every survivor going to hurt totems and get rid of it right away. If Im running a hex build I still rather have the other hexes than CC.

    Trail of Torment- This one is the one that I don't understand at all. I don't know about others but losing Trails when a survivor loses a heath state was never my main issue with this perk(in fact I completely forgot it even did that in the first place). My main issue was the whole it stops working when the gen stop regressing and the fact survivors are notified which gen you kicked to get Trails working by highlighting it yellow.

    I don't know all these perk changes are just so lukewarm to me and change nothing really. I'll still run the same builds I do now since none of these changes excitement and make me want to change my builds up. That ofc just my opinion.

  • Kaitsja
    Kaitsja Member Posts: 1,833


  • nars
    nars Member Posts: 1,124

    those guys are stupid, prove is balanced. We just needed like one more solid regression perk and gen speeds would even out over all. prove isnt why genrushing happens its the lack of regression to counter it.