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do we likely houndmaster now after these changes?¿

solarjin1
solarjin1 Member Posts: 2,221

Killer Updates

The Houndmaster - Basekit

  • Chase Command cooldown reduced to 4 seconds (was 5 seconds)
  • Completed Generators now appear light orange to The Houndmaster after charging Search Command (previously Completed Generators were visible at all times)
  • Houndsense Radius only visible to a Survivor when the dog is within 20 meters of them (previously was visible at any range)
  • Survivors afflicted with Houndsense appear with reduced color and opacity outline to The Houndmaster (red tint used to blend too much with Killer Instinct feedback)

 

The Houndmaster - Addons

  •  Training Bell:

Increased the Survivor aura reveals to 8 seconds (was 5 seconds)

  • Spiked Collar:

Increase the duration of the Mangled and Haemorrhage status effects to 60 seconds (was 45 seconds)

  • Gunpowder Tin:

Reduced the action speed bonus to 30% (was 40%)

  • Marlinspike:

Updated effect to exclude grabbed Survivor from receiving Houndsense (was previously all Survivors within 20m of location of Dog Grab)

  • Fixed an issue that caused the Dog to grab Survivors that are being killed by the Entity during the End Game Collapse.
  • Fixed an issue that caused the Dog's Chase command to always vault if it is next to a vault location in Redirect mode.
  • Fixed an issue that caused the trail boost to have no effect when starting a chase on the search path.
  • Fixed an issue that caused the Dog to get stuck on walls and fail to dash when the Killer quickly sends the dash command on the other side of a wall.
  • Fixed multiple path finding issues with the Dog in various maps.
  • The Dog no longer teleports at the start of a dash.
  • The Dog patrol path can appear above ground level when the patrol is sent to a different elevation.
  • Fixed an issue that caused the Houndsense Killer Effect to be removed when an injured Survivor is grabbed.
  • Fixed an issue that caused the Houndsense Killer Effect timer to reset if a Survivor was hit while having the Endurance effect.
  • Fixed an issue that caused the power not to visually appear on cooldown when spectating.
  • Fixed an issue that caused spectators not to see the reverse Red arrow marker when The Houndmaster points at objects with the patrol ability
  • The Nipping at Your Heels score event is no longer earned twice when the survivor escapes the trial with Houndsense

is she better?

Comments

  • Na1ts1rhc
    Na1ts1rhc Member Posts: 67

    I'll let you know after I get home.

  • LordGlint
    LordGlint Member Posts: 8,682

    Fixed an issue that caused the Dog to get stuck on walls and fail to dash when the Killer quickly sends the dash command on the other side of a wall.

    Hoping this one right here fixes my most common annoyance with her. I'll see how she is tonight.

  • ControllerFeedback
    ControllerFeedback Member Posts: 174
    edited December 9

    Fixed an issue that caused the trail boost to have no effect when starting a chase on the search path.

    This one's kinda crazy. I thought the speed boost ending when in/initiating a chase was an intentional mechanic. Apparently not.

  • Yggleif
    Yggleif Member Posts: 259

    Me too, that actually makes her noticably better. Dunno if it makes her actually good but that will feel really nice.

  • OrangeBear
    OrangeBear Member Posts: 2,847

    Haven't tried her out yet but i want more changes, i hope there is more in hotfix 2

  • solarjin1
    solarjin1 Member Posts: 2,221

    that roughly how i feel. Nothing was change about the actual antiloop. no increase hitbox for the dog, no reduction in the movement speed penalty after canceling your power, no speed increase in the dog. Just bugs fixes and some feel good stuff.

  • ControllerFeedback
    ControllerFeedback Member Posts: 174

    I'm unsure on the trail boost, do they mean like, you can now start chases on the trail and keep the movement speed? If so this is actually pretty solid, but i'm assuming it meant that that trail was just bugged forever and wouldn't give the movement speed bonus after the chase ended.

    The speed boost just works 100% of the time, even if you start the search command mid-chase. Which, with the 0.5 second cooldown change they made on launch, makes it well worth using in places where getting a chase command grab is questionable or potentially disadvantageous.

    Only problem is that the dog still has trouble catching up sometimes after returning from a search but w/e, they'll fix it eventually.

  • Inosennatoki
    Inosennatoki Member Posts: 110

    These things don't change anything. She was still as weak as ever.

  • NickMilian
    NickMilian Member Posts: 115

    she still feels really underwhelming tbh, like freddy tier.

  • solarjin1
    solarjin1 Member Posts: 2,221

    just play a match using the search command as my primary antiloop instead of the dash. Went way better than expected. Maybe these changes wasn't so useless.

    It was pretty decent at catching up in chase when out in the open instead of risking long range dog shots. I didn't really find it that useful around loops but I got a few speed boost into a hit at a long wall (but the survivors I got it on wasn't that good)

  • MechWarrior3
    MechWarrior3 Member Posts: 2,804

    She feels a bit better for sure, but the dog still pulls the survivor away from me sometimes instead of to me when I get a grab.

  • This content has been removed.
  • Karth
    Karth Member Posts: 234

    can i pet dat dawg tho

  • SoGo
    SoGo Member Posts: 1,517

    The bugs are her worst issue by far, so bug fixes are always good.

    Basekit changes sound fine, but she could get some more advantages to Houndsense. Right now, it coumters Dead Hard and enables a few add-ons.

    Add-on changes... eh. Marlinspike and Gunpowder Tin were some of my favorite add-ons on her, so seeing them nerfed doesn't excite me at all. At least they are still usable. The mangled add-on got a nice buff, and Training Bell is fundementally destined to be weak regardless of duration.

  • Caiman
    Caiman Member Posts: 2,959

    Still the same garbage as before, haven't noticed a single difference. If anything some things are even worse, locking onto points for Search feels even more difficult than before.

  • solarjin1
    solarjin1 Member Posts: 2,221
    edited December 10

    Yeah houndsense need buffing. I think they should do away with the whole deep wound and give a new status effect. The deep wound is such a random thing in her kit and almost unnecessary for her playstyle.

    instant down? might be to far

  • LordGlint
    LordGlint Member Posts: 8,682

    While I wouldn't mind seeing a buff to her redirect window, her biggest issue for me was the bugs. If those are taken care of...I'm happy.

  • BlackRose89
    BlackRose89 Member Posts: 519

    I dont know…she still feels so weak and still feels buggy. Dont know if anyone else is having this issue but when I use search its not locking on to gens…I had a match just now where My search would not target the gen Im aiming at and when it did lock it would cancal the lock and just send the dog near the gen but not at the gen…

  • ControllerFeedback
    ControllerFeedback Member Posts: 174

    Well, you know that main building drop down on Toba? Snug managed to fly off of that and get stuck on a rock for a good 30 seconds. And he managed to get stuck midway through a search path on Lery's. So there's that.

    Snuggy's still pretty buggy.

  • Na1ts1rhc
    Na1ts1rhc Member Posts: 67

    we likely houndmaster

    The changes aren't anything crazy. Dog gets stuck less, feels about the same.

  • katoptris
    katoptris Member Posts: 3,207

    I felt it was more consistent when she got released. Not good but I was able to lock on gens beforehand.

  • BlackRose89
    BlackRose89 Member Posts: 519

    I felt the same…before yesterday patch I felt the lock on gens was more consistent but last night It felt like she didnt want to lock on the gen at all.