http://dbd.game/killswitch
Dev Update April 2025
Didn't see anyone posting this yet, so here it is.
The 8.7.0 Update will be here before you know it, so let’s take a look at the notable gameplay changes you can expect from next week’s Public Test Build, including improvements we recently shared as part of our Quality-of-Life initiative.
You may notice that in this Developer Update, we haven’t included the crunchy numbers associated with certain changes. Without the context of a PTB to dive right into, specific value changes can be difficult to contextualize in the form of a blog. Stay tuned for the PTB Patch Notes, where we’ll share the precise values that are changing!
Read on for all the details:
NEW FEATURES
- [NEW] Added a Quests menu to centralize all quest-related content in one place.
- This replaces the Daily Ritual, Tome Challenge, and Event Tome systems.
- [NEW] Quests are organized into distinct groups, including Daily Quests, Rift Pass Quests, and Event Quests.
- [NEW] Quests do not need to be selected to be considered active. All available quests are eligible for completion at all times.
- [NEW] Upon completion, players receive quest rewards automatically without needing to return to the Quests menu.
- [NEW] Added Milestone Quests, which reward players for completing progressively higher amounts of common in-game actions (i.e. hooking Survivors).
- [NEW] Added the ability to pin multiple quests for easy reference in the Lobby and Match Details screen in-game.
- [NEW] Quest notifications can be toggled on or off via the Graphics options menu.
- [CHANGE] Updated verbiage to use the term “Quest” instead of “Ritual” or “Challenge”.
DEV NOTE: If you caught our latest livestream, you know what’s up – if not, check out the recording here for all the details on the new Quests system!
Our intention behind this system is that – win or lose – we want Trials to feel even more rewarding for players, making in-game tasks and rewards easier to engage with. What this means for you is that you can complete multiple quests per Trial, you can pin quests to easily reference them in-game, and rewards are unlocked automatically to minimizing the amount of time you spend in menus, among other things. Checking things off your to-do list should feel snappy and rewarding, and that’s the feeling we’re aiming for here!
- [NEW] Extended the number of levels in the Deep Rift and increased the number of available outfit variants within it.
- [NEW] Updated the final Rift tier – following the Deep Rift – to act as a repeatable source of Bloodpoints.
- [CHANGE] Moved access to the Archives from the Lobby main menu to the bottom-screen menu.
- [CHANGE] All Tome lore in the Compendium is now unlocked for all players.
- [UNCHANGED] All existing Tome Challenges can still be completed for Bloodpoints and their page completion rewards. Note: They will not use the new Quests system, meaning they must be activated – one at a time – and redeemed once completed.
DEV NOTE: Alongside the new Quests system, we’ve also adjusted some of the game’s other menus and features. With the Rift, we’re really excited about how quests will make progression more streamlined and are happy to share that we’re adding even more content into the Deep Rift to spice up those level-ups.
While the Archives and Compendium will remain accessible in-game, Rift progression moving forward will be handled through the Quests menu, so you’ll likely see less of these legacy spaces. As a fitting way to show our respect for them, previous Tomes and their challenges will remain available for you to work through, and all lore is unlocked to let you walk down memory lane.
- [NEW] Added a widget highlighting a player’s own Perks in the pre-game Lobby.
- [NEW] Newly unlocked Survivors and Killers come pre-equipped with a Perk in their first slot.
DEV NOTE: There's a lot of info that newer players face when opening the game, so we want to highlight the importance of Perks for them. This widget uses a visual effect to let players know if they have unused Perk slots, making it easy to jump to that menu with a single click.
Pre-equipping a Perk for newly unlocked characters also helps ease players into the game, ensuring they won’t be at a disadvantage in their first Trial if they miss the Perks menu.
- [NEW] Newly unlocked Survivors come pre-equipped with a small set of items and add-ons, as well as some extras in their inventory.
- [NEW] Newly unlocked Killers come pre-equipped with a small set of add-ons, as well as some extras in their inventory.
DEV NOTE: Similar to the above, as we look to the future of Dead by Daylight, it’s important that we re-evaluate players’ first steps within the game. It’s not always clear that they should check a newly unlocked character’s loadout before entering a Trial.
Giving these items and add-ons to newly unlocked characters allows us to highlight the basics of a character’s kit, giving players something to use in their first few Trials.
- [NEW] Each Survivor can attempt to unhook another Survivor 3 times. On the next attempt, they cannot cancel this interaction.
- [NEW] Each Survivor's individual unhook attempt count resets when the hooked Survivor exits the hooked state.
DEV NOTE: It's not lost on us that unhooking can be used by Survivors to grief others. While we know there can be strategic reasons to cancel an unhook, this isn’t something that should be occurring over and over.
By setting a limit on this action before it becomes uninterruptable, our goal is to ensure well-meaning players have the flexibility to change their tactics on the fly, while also preventing others from using this action for griefing purposes.
- [NEW] Added an additional window of time in which a skill check will be nullified when letting go of an action as the skill check pops up.
DEV NOTE: We’ve all been there. You get off a generator just a fraction too late and BOOM, you trigger a failed skill check. As a result of your feedback, we’ve added a slightly extended grace period for letting go of generators and healing actions. This should help reduce the frustration of a rogue skill check alerting the Killer, without being so generous that you can be careless with your actions.
KILLER UPDATES
- [CHANGE] Decreased Dog Chase Command vault speed.
- [CHANGE] Increased Bloodpoint rewards for all Deviousness scoring events.
DEV NOTE: When vaulting, Snug feels a little fast given how his animation plays out. This can feel off and leaves Survivors with very little time to react. We’ve decreased Snug’s vault speed slightly to better match his animation, while giving Survivors a little more flexibility while being chased around pallets.
We’ve also seen your feedback that the Houndmaster’s Bloodpoint rewards need a little buff. We’ve doubled the reward values of all her Deviousness scoring events to help bring this in line.
STATUS EFFECT UPDATES
- [CHANGE] Haste no longer stacks with other Haste effects.
- [CHANGE] Hindered no longer stacks with other Hindered effects.
- [CHANGE] Updated status effect widgets to display current Haste and Hindered values (this can be disabled in the game options).
- [CHANGE] Updated select Perk descriptions to change base movement speed adjustments to Haste or Hindered effects.
- [CHANGE] Introduced small buffs to Perks which previously relied on stacking.
DEV NOTE: Historically, stacking status effects like Haste and Hindered, as well as base movement speed changes, has led to circumstances where certain Perk combos (Made For This + Hope, anyone?) ended up far more powerful than intended.
By streamlining these effects, you’ll only ever move as fast (or as slow) as the highest Haste or Hindered effect currently active (note: the highest value of these two effects will still interact with each other). Our intention is to limit instances of overtuned combos, while making their effects easier to understand, especially as we welcome new players to the Fog.
Stay tuned for the PTB Patch Notes, for an overview of the Perks that will be receiving small buffs to account for the removal of this stacking.
PERK UPDATES
- [CHANGE] When a Totem is Rekindled, Survivors’ healing and repair speeds are reduced. This effect is increased for each additional Rekindled Totem. If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
- [CHANGE] Survivors cursed by this Perk see Rekindled Totems’ auras within a small radius.
- [CHANGE] Hex: Pentimento no longer reduces recovery speed from being downed or gate-opening speed.
DEV NOTE: It's no secret that Hex: Pentimento’s repair speed debuff is its strongest effect and main draw. With this change, we’ve moved away from giving the full power of this debuff at 1 Totem. Instead, gradually increasing healing and repair debuffs give this effect a more gradual power curve. This preserves its focus on slowing Survivor progression without being too dominant at 1 Totem.
As for aura reading, our goal is to help support solo players who don’t have the benefit of teammates to help with Totem callouts.
Pentimento looks wild. That is all.
Comments
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Finally on the haste/hindered change. Haste has always been a slippery slope. A survivor should not be as fast as a killer same as a killer should not be so fast there's nothing you can reasonable do. Hindered being pretty much the same.
-7 -
hate the haste and hindered change already made a post about it.
the unhook spam thing scares me that it might help killers more than it does survivors as some saves require multiple fakes to be able to escape against a camping killer and 3 times might not be enough.
15 -
Looks interesting but the nerf to haste stacking is way more impactful than hindered. Aside from the obvious example of Hope + Made For this (only meta recently due to Kaneki being stupidly busted) it nerfs the teamwork power of two perk (which still sucks I never see it) and Blood pact. Oh also it makes Dark theory even worse somehow.
Everything else looks cool i guess.
11 -
" If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity. "
Huh? Someone smarter than I, please explain. How does one rekindle 5 totems simultaneously?
4 -
It means if there are 5 totems lit at the same time, rekindled is what they are referred to when you activate pentimento on the broken totem.
8 -
Yeah, it impacts Haste-Stacking way more than Hindered-Stacking. Outside of some very specific niche situations Hindered-Stacking was not really a thing.
But, they said they buff individual Perks, so maybe some Perks will be useable on their own. Overall it is the more healthy approach, because the Alternative would be to nerf the Perks individually, which also hurts players who run only one of those Perks.
Basically "have been rekindled", so five Pentimento-Totems are up.
10 -
oooooh ok lol I don't know why I figured that meant you had to preform the rekindle action on 5 totems at the same time. (obviously impossible) Man do I feel silly. Thank you th3
2 -
Do I see other players perks in this lobby perk preview as well or only mine?
Pentimento is very questionable depending on what values we will get, because you almost never get over two totems. The removal of exit gate opening speed and recovery speed, just why? Seeing the aura of the totems will make it useless together with all the other changes.
Generators no longer making boom as soon as you leave them will be great as well as the pre-equipped items/addons and Rift/Quest/Archive changes.
The unhooking spam prevention is questionable implemented again. It would be much better to allow survivors to unhook themself after someone unhook spammed them 4 times on the current hook stage than limiting us to 3 unhook tries across all survivors.
Not a fan of the hindered/ haste change since it removes a lot of cool interactions and makes some perks even more useless than they already were. Maybe I change my view if they finally decide to buff boon dark theory and boons in general.
Post edited by Langweilig on4 -
You only see your own Perks. And yes, they really should implement a way to see other Survivors Perks, when not in lobby then at least ingame.
Pentimento is a good change. Totems are a side objective after all and side objectives should not be punished like this. 30% Slowdown for just one Totem was way too much.
Unhook Spam… No, there should not be a possibility to unhook yourself. This would mean that you can unhook yourself even if you are not griefed, but for example camped. IMO the Unhook Spam prevention is fine as proposed, even against a camping Killer you dont need 3 Unhook Fakes to get an Unhook, Grabs are not a thing anymore and it is really only used to grief at this point.
They also said they will buff Haste- and Hindered Perks, overall it is more healthy to do it that way.
3 -
I didn't know unhook spamming was that much of an issue. I can't remember the last time I saw someone doing it.
The haste no longer stacking is going to kill a lot of builds on both sides.
5 -
Haste change one of the worst in history doesn’t make sense for both sides sucks fun for both too
12 -
Pentimento is already extremely easy to deal with. All these changes will do is that you’ll never see this perk again.
Forcing someone to unhook you is still not a good change. In the end this feature will force you to unhook a person and kill you instead of them, especially since it is 3 cancels across all survivors rather than on individual survivors and it only rests after all generators are done. This will just make it easier for killers.
-2 -
Nerfing niche/meme haste builds when 4 gen slowdowns still stack and are stronger than anything else.
11 -
The only thing I actively dislike here is calling the challenges/rituals quests. The word just doesn't fit the vibe of DbD, I can't explain it any other way.
Which is to say, great changes overall.
6 -
It's not lost on us that unhooking can be used by Survivors to grief others
But it's apparently been lost on you that the vast majority of unhook spam was vigilantism done against real griefers.
-9 -
Pentimento - maybe in an SWF. But not in SoloQ. In an ideal world people would remember where they cleansed their Totem and rekindle it, but there is not really a chance that someone who is not on Comms will be able to do this. I MIGHT see it if it is a Hex, but if I am occupied (e.g. in a chase) or it was a Dull Totem my teammate cleansed, no chance to get this Pentimento-Totem. And even if it is cleansed, it is just more time away from Gens.
And if nobody runs Pentimento anymore… Good, honestly. The Perk is too good for a Perk which makes side objectives more punishable. Doing Side Objectives should never be punished.
And when it comes to forcing someone to unhook… You know, you dont need to try to unhook in the first place if you dont want to risk to die yourself? Nobody is entitled to be saved. As I said, 3 attempts are enough in a camping situation IMO, if you are alone, you will trade anyway, if you are two people (which is the minimum required for an unhook against a camping Killer) you will get away with 3 fakes.
-4 -
Good changes overall, although I would have preferred removing stacking in all areas. Make us choose a single perk for each purpose so you can balanced around a common target.
-4 -
I'm glad to hear the old archive challenges aren't going anywhere and will still be accessible. They're a fun self-directed goal, and they're also a good source of BP that contributes to the grind not really being a problem anymore. Good to hear, assuaged my concerns about the new system instantly.
I'm curious about the Haste/Hindered change. On the one hand I feel this wasn't a problem at all currently, this only would've been an actively good change back when MFT was released, but on the other… if the buffs done to the affected perks are done properly, it could be a much healthier direction overall since some tools are mostly useless without stacking but also can't be buffed because of stacking— most notably Dark Theory. I'll reserve judgement until I see more, I think.
Everything else seems fine, nice to see Pentimento being streamlined and weakened. This way maybe it won't be the elephant in the room preventing any buffs to the hex mechanic.
-1 -
You’re massively overestimating pentimento. Sure the number was high, maybe a bit too high, but finding it wasn’t hard and if your whole team isn’t paying attention on where it distroys the totem, then it is honestly deserved to suffer the penalty. Totems aren’t hard to find and pentimento isn’t used much in lower levels either since most people don’t own it there. By the time players actually use it, everyone should have understood how the perk works.
I don’t have a problem with dying through unhooking someone if it is MY CHOICE. In so many situations it is not practical to unhook someone straight up instead of trying to get into a more advantageous position. With this feature you can no longer try to do that if the killer interrupts you multiple times, which takes away a lot of player agency.
-1 -
So no Ghoul changes?
-1 -
Can you tell me how I can see where one of my SoloQ-Teammates just cleansed a Dull Totem? So I deserve to suffer a 30% decrease in Repair Speed because I am matched with Teammates who a) think it is a good idea to cleanse Dull Totems (it is not) and b) dont bother to cleanse it?
Pentimento is a really bad designed Perk because it hurts Solos more than it does SWFs and it punishes doing Side Objectives way too severe. (And it is already a big advantage for the Killer if Survivors waste their time on side objectives)
1 -
FINALLY Pentimento is getting changed.
3 -
Agree
3 -
I had a David who was literally throwing the game vs an unknown with me and one friend, following us, blowing up the gens, intense griefing, idk if he did it to our 4th which was a table as well. When both of us was on second hook he kept doing it until we die.
I also see it done to people who try give up which we hate but people are unhook grieving them are no better. I mean I just report rage quitters when they do that kamikaze on first hook. So I actually want unhook spamming gone, as a swf its easy to communicate rescue.
Post edited by buggybug on-2 -
Everything looks good aside maybe the Pentimento changes and Haste/Hindered stacking removal, but I will have to see the numbers to make my opinion.
0 -
I'm a little confused: can someone clarify if there will continue to be new tome/rift lore going forward, or are you retiring that method of delivering lore?
0 -
punishes Side Objectives way too severe.
But without it having a good effect no one would ever bother doing it and that’s probably what will happen with those changes.
I forgot about the part of randoms cleansing dull totems, because why would you do that. On the other hand we shouldn’t nerf perks for the sole reason of people being dumb.
2 -
I do not like Houndmaster's nerfs lately. First she loses her anti escape machanic and now she can't even punish survivors who predrop pallets? Most unnecessary changes, truly one of the worst chapters ever
-3 -
Mandy said next Hotfix will have some changes for the Ghoul that brings him more in line with other killers. I guess they want to see what we think after these changes and depending on this feedback, do more changes.
0 -
I can understand why they change Hex: Pentimento and depending on the numbers, it can be a good change (now it applies slower repair and healing speed) but I wish alongside with this change, the devs would tweak totems, especially hexes, in general - my idea is to reduce the cleanse time of dull totems to 10 seconds to make totemperks better while increasing the cleanse time for hex totems to 24seconds (of cause then nerf TotH a bit) and hexes lit up once their effect triggers (e.g. Blood Favour hex becomes active with the first injury).
1 -
I can see why they didn’t publish any numbers in this post - they probably gutted a bunch of stuff and are averse to receiving any feedback on it. It’s really not that hard to contextualize numbers, I think people reading these sorts of things know what 5%, 10%, etc mean in DBD when referring to different aspects of the game. Based on the state of other things I don’t think a PTB in itself will be substantial enough to change their minds about anything.
Sad to hear about the type of changes being made to Pentimento. Getting more than 2 lit pretty much requires that youre running a dedicated build (like plaything n such) or that a player is running around focusing every dull totem (generally rare imo).
As for Haste/Hindered changes and the “Quest” system (terrible title for goals in DBD btw, call it Compulsions or something), it seems that the game experience is going to become progressively more standardized, and I don’t know if that is a good thing or not. It removes flavor and that’s really primarily what this game has going for it imo. You worry me, BHVR. Hoping for the best tho
2 -
Honestly very lackluster dev update. We still don't have Map offering changes, spawn rule changes, go next prevention, bulk bloodpoint spending.
Houndmaster getting only a minor update is really disappointing. She hardly feels good at all to play and she's now only getting worse. Like what about knotted rope add-on?? Doubling the bloodpoints does not even fix that issue also, because doubling very low amounts is still low and she does not have many score events.
Pentimento is just dead. Slowdown that builds up is hardly viable and survivors can deal with it easily now, preventing it from even building up in the first place. It was too strong but now it's too weak.
Haste and hindered not stacking and showing the value on the HUD is good, i just sincerely hope that Made for This has not been buffed.
But overall there's like no incentive to play killer on this ptb. There will be new survivor perks but there's no matchmaking so i doubt anyone will be using them effectively.-3 -
Seeing Dark Theory get indirectly nerfed because of this change sucks since I consider it the funnest boon.
It has "safe" values because of its potential to stack with other perks (and working for other survivors), so I hope the devs consider making it on par with other haste perks if they decide to roll with this change onto the live servers.
0 -
My first impressions:
We saw the new quest system on the livestream, that looked awesome, I'm super excited for that.
Decreasing Snug's vault speed is probably okay as long as it's not back to what it was originally (like 0.65 seconds would be good). She REALLY needs some quality of life on her Search aiming mechanics though, it is still super clunky and more difficult to aim than it should be.
Changes to the lobby/pre-equipped perks/addons is totally fine, great QoL for new players.
Improved skill check safety net is good.
Haste/Hindered stacking being removed does kill some builds on both sides but I think it's probably for the best in the long term. While MFT + Hope isn't as powerful right now as it used to be, at its peak it was still proof that this stuff can get obnoxious and having speed stacking in the game created an artificial barrier for individual perk balance, both with existing haste perks and potential new ones that come in the future. Power of Two should definitely be buffed now that you can't stack with Blood Pact, and No One Left Behind would need an adjustment as well if it no longer stacks with base BT. Unbound should be buffed as well. This does indirectly nerf Singularity a bit since Rapid Brutality was super good on him but since it won't stack with Overclock haste anymore it'll be a bit worse (and I guess with Clown's yellow bottles as well).
In regards to Pentimento - I'll reserve judgment on this until we see it on the PTB and know what the numbers are. I never felt like this perk was a problem personally, but I know a lot of players dislike it so I understand if it needs to be changed. However, depending on the exact numbers, the change they have proposed could make it pretty weak if the penalty for 1 totem is low enough that survivors can just power through it. If it only gets good value with multiple totems up, that makes it significantly weaker.
9 -
Kinda true. The new Questsystem is a huge W as well as all the changes for new players.
I am really disappointed that we don't get the map offering nerf. Currently, I really enjoy the Blood Moon event because the chances are really low for map offerings and I actually can use my cakes and BPS but after the event? I'm forced to use hands again. I was also hoping for some killer tweaks since many of them still need some - e.g. Plague and Pinhead are still on the list.
The change to Houndmaster seems not be a change but a bug fix (depending on what numers we get) because the current vault speed is faster than intended. Maybe they just fix the bug and call it a day. More BP is nice but she still needs a lot of bug fixes and I hope she will get them with this chapter.
The nerf to pentimento can be good (now it applies on healing and repair at the same time - we need to see the numbers to see how good it will be) but it's an overall nerf to hex builds in general without giving them some needed buffs to make them more reliable.
But overall there's like no incentive to play killer on this ptb. There will be new survivor perks but there's no matchmaking so i doubt anyone will be using them effectively.
It's the opposite from what we had/have with Tokyo Ghoul. I like it that the developers want to make both sides happy with new content but that splitted content has some issues.
0 -
So after 3,5 years of Pentimento we decided to nerf that perk to be much worse = everyone will stop playing it = another dead perk slot for killer. I bet the value will be like -10% per totem so that's absolutely not worth it. It is strong perk, don't get me wrong, but Idk why suddenly nerf this much after almost 4 years of existence. That's kinda wild. We need more perks to be in meta, not less.
5 -
I don't see a world where the devs say they're adjusting some perks based on no longer being able to stack them and Dark Theory isn't on the list, personally. I have to imagine it's one of the perks they're buffing to compensate for this change.
2 -
The Killer will know you have to lock in after the three attempts, so I also wonder if it will help them more. I always thought Survivors should be able to decline getting rescued, especially at less than optimal time, but I can see that being used as a tool to deny one Survivor a rescue while a friend swoops in instead, trolling, etc. Sometimes I want to decline a rescue, especially when they bring The Killer with them or it's too soon.
-1 -
As though it isn’t already far too easy to find totems, so much so that they often don’t survive the first minute of the game, let’s make one of the only good ones left glow through walls like NOED!
Being a hex perk is ALREADY the downside! Having to be manually set by the killer which is dependent on a survivor cleansing the initial totem is ALSO ALREADY the downside! It doesn’t need to shout its location out also!
3 -
The anti Go Next and anti Hiding changes are being delayed again? Are these really the lowest priority items on the QoL list?
0 -
Glad they’re finally addressing haste perks. They’ve been bandaid perks for both sides for ages. Both sides feel pressured into bringing them to have a chance and they usually account for 50-100% of the perks on any given build.
I’m sure they’ll balance stacking other less important things like gen regression and 2nd chance perks eventually.
-4 -
… people bring multiple haste perks at once when they're not just looking for a little edge because that's what makes them fun: getting the biggest speed multiplier possible. Rather than, say, just bringing a balanced meta build with a tiny bit of speed replacing some extra slowdown or info or what have you.
Except we're being forced into meta builds because not letting things stack will just slide it towards the individually strong perks.
2 -
Wow, how completely unsurprising that our complaints are lost in the void of the forums. No changes to the Ghoul and no Changes to the Bloodmoon event….
And the crowd. . . . rolls their eyes in disappointment. Who could've seen that coming. . .In other news though, I have a neutral opinion about the Haste/Hinder Stack change. I'm of the opinion that haste SHOULD stack but Hinder SHOULD NOT. But, honestly, it's also a good change since more perks can be balanced around a flat buff rather than a Killer moving at like +50% their Normal speed for running a speed build (Which is outright unfair.)
Pentimentio getting nerfed is also a good thing as contrary to popular belief, It's a perk I see VERY often being ran with other perks like Blood Favor, Haunted Grounds, Undying & Face the Darkness to ensure that they can get their Pentimento stacks.
Though, I'm inclined to agree with others that once survivors figure out Pentimento is in play, it's only a matter of time till it can no longer get its stacks since Survivors won't touch dull totems and will only cleanse the lit totems. (I'm one of those Survivors that tend not to touch Dull Totems till they glow, SPECIFICALLY because of Pentimento lol.)
All other changes are okay, i guess but I'd be lying to say if I wasn't disappointed by the lack of response or addressing to the state DBD is in right now.-6 -
These all seem like decent changes to me (even if it means the silly turbo Legion end game build will no longer be possible).
I'm glad to see Penti get some changes, too. Probably not a problem for SWFs with a dedicated Totem finder, but when this perk is paired with Plaything it's an absolute Solo Q destroyer. With the recent Knock Out change as well, I hope we'll see less things in the game that disproportionately damage the Solo Q experience.
0 -
I’m aware of that I was being sarcastic.
Nobody feels pressured to bring haste perks. And haste perks do not actually account for 50-100% of any given build like slowdown or second chance perks which feel required against competent SWF and Killers.
0 -
I'm gonna miss the Haste stacking. More fun and wacky builds are gone
2 -
The UI changes for Quests and Lore are all great! Haste and Hindered might end up feeling a little boring, but it's been a controversial topic for awhile so it makes sense there wouldn't be a consensus. It's good we're getting more broad scale changes, even if some might not be the most agreeable.
0 -
Wait, Hope combo is because of the Ghoul being busted? You mean the perk that only activates when the gates are powered? How are you finishing 5 gens against a busted killer? (Or) How are you escaping a killer once the hatch is closed?
How does it make sense burning two perks slots for this?
3 -
The quest system and archive changes aren't interesting to me as they don't really affect my enjoyment of the game much at all. And the actual gameplay things you have to do in trials to complete challenges seemingly aren't changing much at all, or at best shifting more to a "you will complete most of them inadvertently without even really trying to" paradigm that while arguably nice obviously makes them even less interesting. While I will say that the "all challenges can be done at any time" change is a bit concerning because one could reasonably see it lead to players instead of playing in earnest just trying to cram as many challenge completions into a single trial as possible, I suppose that would also lead to those players completing their challenges in fewer rounds and thus going back to playing normally more quickly.
The lobby perk preview and pre-equipped loadouts thing is quite the non-feature for anyone but the newest of new players and it's funny that it among a bunch of other such changes is being highlighted so much in this "quality of life initiative". Or that it was being "A/B tested" for 2+ years. Yeah sure improving the new player experience is great and all, but those players are not reading these notes or excited about this entire ordeal altogether. I mean, they aren't even playing the game yet… For long-time players that have been looking for a plethora of tangible QOL improvements for ages and were excited when this "operation health" thing was finally announced on the other hand, these changes and the importance that is being ascribed to them is more of an insult.
The unhook spam prevention is a bit of an awkward bandaid for which there would have been a decidedly more elegant solution that would have also improved the game beyond preventing abuse: instead of making it so survivors cannot attempt to unhook someone more than 3 times (which I guarantee there are instances of in which the player is not griefing), they could have simply given the hooked survivor the ability to deny unhook attempts, just like they can deny heals. This would not only prevent cases of abuse, it would also bestow upon the player on hook a degree of agency in cases where they deem it more beneficial to remain hooked (e. g. when the killer is around, when they have just transitioned into struggle stage, when they have perks like Deliverance or Wicked, if AFC is active, hell, if the other players are trolling or working with the killer and they just want to leave the match).
The extended skill check safety net is neat, but for this too I think there exists a more elegant solution: the skill check should simply continue to play out if the survivor lets go of the respective interaction during the check, allowing/requiring them to still complete it. Just like with Overcharge. This would ensure survivors would never randomly miss a skill check, but without the possibility of "abusing" this where instead of having to complete skill checks they would simply let go.
The slightly decreased vault speed on Houndmaster is a moderate but appropriate adjustment. Just what that entails will have to be seen in action though of course. I think a more interesting change could be to more substantially decrease the vault speed on the first pounce, but increase it on the second pounce. This would lead to players having to work with the redirect much more proactively, both prior to and after vaulting.
The Haste and Hindered stacking change seems like one of those uncalled-for adjustments made with "consistency" in mind that is however removed from the gameplay reality. Future perks and powers notwithstanding, there is nothing whatsoever in the game now in terms of stacked Haste and Hindered effects that is truly problematic. In fact, most of the Haste or Hindered effects are only remotely interesting or potent enough to consider precisely if you do stack them, and even then most of them still end up being more so "for-fun" than something people abuse to get a competitive edge. Blood Pact, Power Of Two, Dark Theory? Game Afoot, Unbound, Batteries Included, Furtive Chase? These are all objectively pretty terrible perks that nobody in their right mind is seriously using to begin with, and if they did it was mostly only ever to stack with other such effects for a wholly unreliable and impractical but at times funny result. I sure hope they will at least tangibly buff all of the affected perks to make up for this. (Play With Your Food on the other hand could do with a nerf, or rather a rework. It's the only actually problematic Haste perk, and the problem is not that it stacks with others.) Rapid Brutality doesn't need the Bloodlust removal, Unbound doesn't need the timer, Game Afoot doesn't need the Obsession condition, Knock Out should also proc if the pallet is destroyed before the survivors leaves its range, Power Of Two could have a much-increased linger timer, Dark Theory could be 5%, and so on and so forth.
The Pentimento nerf is unfortunate. It is a really good perk but not too good, and it is also one of the major drivers behind making builds with multiple Hex perks viable. And it lives and dies with the impact that having 1 rekindled totem up has, which I suspect will be much-decreased with this change. Rekindling 2 or let alone more totems and much less keeping them standing is not realistic or practical, and so if what I assume turns out true and the first totem will only make for a marginal debuff of 10% or so, that's lights-out for the perk. At the very very least, they should make it so that this debuff increases with every further rekindled totem regardless of whether the previous one(s) have been cleansed. Oh, and make Dominance protect them.
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I don't get why nerfing Pentimento, that nerf feels a bit arbitrary, that perk wasn't meta. I tried using that perk a lot of times, specially the first few weeks after the release, and it was only good when combined with other two or three hex perks or combined with Plaything and it was a good way to not remaining perkless when all the other hexes were cleansed and most of the times the pentimento totems were destroyed in the first two minutes after litting them. Also the five totems at once and blocked didn't happen a single time.
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