9.4.0 | Stranger Things Chapter 2
New Content
NEW KILLER - THE FIRST
SPECIAL ABILITY: VINE ATTACK
- Press and hold the Power button to charge a Vine Attack. When charged, press the Attack button to activate it, creating a small area of effect on the ground.
- Any Survivors caught within the area of the Vine Attack earn a Worldbreaker token.
SPECIAL ABILITY: THE UPSIDE DOWN & UNDERGATE
- The Killer can enter The Upside Down to navigate the map quickly by tapping the Ability button. While in The Upside Down, the Killer can activate an Undergate attack to return to the map, creating a large area of effect on the ground. Survivors caught within its radius gain 2 Worldbreaker tokens.
SPECIAL CONDITION / ITEM: WORLDBREAKER & GRANDFATHER CLOCKS
- Once a Survivor has gained enough tokens, Worldbreaker activates, and the Worldbreaker Timer begins. While Worldbreaker is active, both the Vine Attack and Undergate attacks do damage to Survivors instead of adding Worldbreaker tokens, and 4 Grandfather Clocks activate.
- Worldbreaker lasts for a predetermined amount of time, based on the number of Survivors alive. Survivors can interact with the Grandfather Clocks spread around the map to speed up the Worldbreaker Timer.
NEW KILLER PERKS:
- Turn Back the Clock
- After hooking a Survivor, for 40/50/60 seconds, press Ability button 1 to make target generator within 20/20/20 meters explode, lose 10/10/10% progress and start regressing.
- Secret Project
- When a totem is blessed or cleansed, block a random unblocked generator for 20/25/30 seconds.
- When 1 or more generators become blocked, you gain Undetectable for 30/30/30 seconds.
- Hex: Hive Mind
- The first time you hook any Survivor, a Dull Totem becomes a Hex Totem.
- Generators are highlighted; the intensity of generator auras reveals their repair progress.
- When 1/1/1 generator remains, all remaining generators explode, lose 6/8/10% progress and start regressing, and the Hex Totem becomes dull.
NEW SURVIVOR - DUSTIN HENDERSON
NEW SURVIVOR PERKS:
- Bada Bada Boom
- After completing 20/20/20% worth of repairs, press Ability button 1 next to a window to trap it for 40/50/60 seconds.
- The trap triggers when the Killer performs a vault on the window, inflicting them with 50/50/50% Hindered for 6/6/6 seconds.
- Change of Plan
- You start with 2/2/2 tokens.
- While inside a locker and holding a non-event Toolbox, press Ability button 2 to spend 1/1/1 token and transform your Toolbox into a Med-kit of the same rarity with a random add-on of the same rarity.
- The new Med-kit has 80/90/100% of its charges.
- Teamwork: Full Circuit
- For each other Survivor repairing a generator with you, the size of the Good Skill Check zone is increased by 15/20/25%.
- While repairing with at least 1 other Survivor, you repair 5/5/5% faster.
NEW SURVIVOR - ELEVEN
NEW SURVIVOR PERKS:
- Extrasensory Perception
- After crouching for 4/4/4 seconds, you see auras in an expanding radius, up to 44/44/44 meters, have Elusive and Oblivious.
- When you stop crouching or after 11/11/11 seconds, this perk enters a 60/50/40-second cooldown.
- We See You
- When the Killer reveals your aura, gain one token.
- When you have 4/4/4 tokens, spend all tokens and you and other Survivors see the Killer's aura for 10/12.5/15 seconds.
- This perks has a 10/10/10-second cooldown.
- Teamwork: Soft-Spoken
- For each other Survivor repairing a generator with you, the range at which generator repair noise is heard is reduced by 15/20/25%.
- While repairing with at least 1 other Survivor, you repair 5/5/5% faster.
Gameplay Features
Visual Terror Radius
- Updated the 2D version of the Visual Terror Radius heart to be animated.
- Matches 3D heart behavior.
- Has its own Lullaby version.
Jump Start Quests
- Quest set in the Rift Pass Quests that offers double the Rift Fragments. Available at the start of a new Rift, for the duration of the whole Rift.
Halloween DLC Changes
- The Shape, Laurie Strode and their respective outfits are no longer available in the store. These characters will remain playable for players who already had them unlocked.
- The following perks have become General Perks, and their names and icons have changed:
- Sole Survivor is now Down to the Last
- Object of Obsession is now Bound by Obsession
- Decisive Strike is now Will to Live
- Save the Best for Last is now Keep Them Waiting
- Play With Your Food is now See How They Run
- Dying Light is now Cull the Weak
- The Lampkin Lane map has been removed from map rotation and custom game selection:
- The Strode Realty Key offering has been retired and can no longer be used.
- The following achievements/trophies have been updated, and their names, icons and unlock conditions have changed:
- Adept Laurie is now Key to Success
- As a Survivor, use a key to open a chest.
- Adept Shape is now Share the Pain
- As a Killer, have all four Survivors injured at the same time.
- Evil Incarnate is now Prized Possession
- As a Killer, finish a match with at least one Hex totem standing.
- The Man Behind the Bush is now Deadly Obsession
- As a Killer, hook the Obsession the specified number of times.
- House of Pain is now Working Overtime
- As a Survivor, repair generators for at least 300 seconds in a single match.
- Adept Laurie is now Key to Success
Bug Fixes
Audio
- Fixed an issue where we were missing the beeping SFX when installing the trap on a vault.
- Fixed an issue where the Blight's "Jingle Cane" weapon is missing bells sounds when swinging it.
- Fixed an issue where some Stranger Thing characters and Legendary Cosmetic's special Voice Lines are missing sometime when joining an Online Lobby with a Specific Survivor present.
- Fixed an issue where Jonathan Byers Legendary Outfit's Grunts SFX are delayed when using the Perk Any Mean Necessary.
- Fixed an issue where Dustin got superfluous word present in the Subtitles of a specific Lobby Voice Line.
- Fixed an issue where Survivor voice lines can be cut off by the Hook Phase 2 struggling animation sometimes.
- Fixed an issue where Nancy voicelines and subtitles are mismatched.
- Fixed an issue where Stranger Things characters Escape voice lines are missing.
- Fixed an issue where missing SFX when a Survivor misses a Skill Check on a Mimic Chest.
- Fixed an issue where missing SFX when Slaughting Strike Charge is ready when using certain weapon cosmetics as The Shape.
- Fixed an issue where the Blight's 'Bellringer' weapon no longer has bell ringing SFX.
- Fixed an issue where Dustin scream SFX is missing upon being slipstreamed by The Singularity's Biopod.
- Fixed an issue where some VO lines for Dustin and Eleven during mori sequence were missing.
- Fixed an issue where some VO lines audio volume were tweaks for better audio balance.
- Fixed an issue where Nicolas Cage reference Sadako Voice Line fires on non-Onryo killers in a chase.
Bot Improvements
- Improved Survivor bots' usage of Flashlights during chases.
- Survivor bots are now able to perform Flashlight, Flashbang and pallet saves.
- Fixed an issue where Survivor bots were able to blind a Killer through obstacles with Flashlights.
- Fixed multiple issues preventing Survivor bots from correctly using various perks.
- Fixed multiple issues causing Survivor bots to not participate correctly in group heals.
- Fixed multiple issues where Nemesis' Zombies could jump up and hit Survivors from a lower level in the Forgotten Ruins map, Forsaken Boneyard Realm and the Raccoon City Realm.
- Improved the behavior of Killer Bots against Flashlights and successful blinds.
- Fixed an issue causing Bots to get stuck in Hawkins Laboratory's Portal room.
Characters
- Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls.
- Fixed an issue where The Spirit’s exit from Phase Walk was missing.
- Fixed an issue where The Onryo appeared in an A-pose during the Mori animation.
- Fixed an issue where the torture device was missing during The Animatronic's Mori animation.
- Fixed an issue where some Killers appeared too low to the ground in online or custom lobbies.
- Fixed an issue where The Nurse's Blink position would be too far from the expected position.
- Fixed an issue where The Houndmaster would experience drops in framerate while aiming the Chase command at certain map locations.
- Fixed an issue where Snug prevented The Houndmaster from using the perk Turn Back The Clock while in front of a generator.
- Fixed an issue where The Dredge could remain stuck after teleporting to a locker at the same time that a Survivor was entering the same locker.
- Fixed an issue where Survivors would sometimes not receive damage or infection from The Mastermind's Virulent Bound when standing in front of a vault, prior to vaulting.
- Fixed an issue where The Knight could get stuck in the summoning animation if stunned by a pallet while summoning a Guard.
- Fixed an issue where The Knight could fall off the roof when tracing a path in certain map locations.
- Fixed an issue where the input icon was still shown in The Knight's power widget after having used the power.
- Fixed an issue where The Singularity was able to shoot a Biopod under the ground.
- Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state.
- Fixed an issue where Survivors playing against The Krasue received the cleanse score event twice after fully cleansing their curse by eating a mushroom.
- Fixed an issue where The Krasue's Leeching Gland would automatically aim at occupied snowmen.
- Fixed an issue where The Lich's spell indicator VFX was visible during his spawn animation.
- Fixed an issue where Survivors could cancel The Lich's Mimic trap by activating ''Run to Cancel''.
- Fixed an issue where The Lich's Vile Darkness power UI was invisible.
- Fixed an issue where The Nurse's POV was slightly shifted to the side when Blinking while turning the camera.
- Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery.
- Fixed an issue where an unselected spell remained displayed for The Lich after selecting several spells quickly.
- Fixed an issue where The Cenobite's grunt SFX would play when switching to Killer perspective while spectating.
- Fixed an issue where The Shape's knife was misaligned while charging Slaughtering Strike repeatedly in Evil Incarnate Mode.
- Fixed an issue where The Shape could become soft-locked when attempting to destroy a pallet with Slaughtering Strike after being stunned.
- Fixed an issue where The Skull Merchant's drone could become invisible and unusable for the remainder of the Trial after being recalled.
- Fixed an issue where The Skull Merchant's drone failed to deploy after being forcibly recalled from hooking a Survivor.
- Fixed an issue where The Skull Merchant's radar briefly became invisible when activating the perk Turn Back The Clock.
- Fixed an issue where The Twins could become stuck when stunned while releasing Victor.
- Fixed an issue where The Deathslinger was not aiming with the rifle from Survivor POV.
- Fixed an issue where The First's Add-on "Smashed Cassette Deck" reduced the amount of Grandfather Clocks by 2 instead of 1.
- Fixed an issue where The First's World Breaker Mode could be activated hitting a Survivor who had already escaped through the Exit Gates with a Vine Attack.
- Fixed an issue where the Mind Break animation was missing for The First when hitting a vaulting Survivor with a Vine Attack during Mini-Mori requirements.
- Fixed an issue where The First's "Traverse Upside Down" ability icon would not dim when using the Vine Attack ability.
- Fixed an issue where The First's "Traverse Upside Down" prompt was displayed when holding the Charge Vine Attack button.
- Fixed an issue where Memento Mori dialogue lines for The First would play when performing the mini-mori animation.
- Fixed an issue where the ground attack combo scoring event was earned for The First when hitting a single Survivor.
- Fixed an issue where The First's "Traverse Upside Down" prompt remained visible when performing interactions blocking Killer powers.
- Fixed an issue where The First's Vine Attack charges were missing on the UI while using the Chess Piece addon.
- Fixed an issue where when a Survivor was in The First's mini-mori state, their collision would cause other Survivors' cameras to shake.
- Fixed an issue where The First's vine attack and ground attack did not progress the Chaser score event on damaging hits.
- Fixed an issue where The First would become invisible when exiting the Upside-Down after being pallet stunned just before entering.
- Fixed an issue where The First's Gutted Supercom add-on was not extended by Lethal Pursuer.
- Fixed an issue where The First's Electrode Cap add-on aura reveal effect was still shown for 6 seconds when paired with the Lethal Pursuer perk.
- Fixed an issue where The First's Shattered Wrist Rocket addon could affect interactables on different floors
- Fixed an issue where The First was unable to grab a Survivor after having previously grabbed them once
- Fixed an issue where The First could misfire when quickly activating the Vine Attack during packet loss.
- Fixed an issue where the Mind Break animation was missing for The First when Survivors used a flashlight while Mini-Mori requirements were met.
- Fixed an issue where The First's vine attack indicator was smaller while spectating
- Fixed an issue where The First's vine attack indicator would remain visible for Spectators when switching between Killer and Survivor POV
- Fixed an issue where Vine Attack visuals were affected by lag, resulting in valid hits received when beyond the targeting indicator as perceived by Survivors
- Fixed an issue where rarely, The First was unable to Traverse Upside Down after hooking a Survivor.
Environment/Maps
- Fixed an issue in the Ormond Lake Mine map where the player could land on top of crates near the building.
- Fixed an issue in the Eyrie of Crows map where the Killer could access an exploitable ledge.
- Fixed an issue in the Fractured Cowshed map where players would not be able to navigate between a set of hay bales and a fence.
- Fixed multiple issues related to the camera clipping inside The Houdmaster at the start of a Trial.
- Fixed an issue in the Coldwind Farm Realm where The Plague's projectiles would be blocked near the shack.
- Fixed an issue in the Wretched Shop map where objects would spawn close to a truck and prevent proper navigation around it.
- Fixed an issue in the Forgotten Ruins map where players would get stuck in a threshold between rooms.
- Fixed an issue in the Wretched Shop map where the player could not interact with one side of a generator.
- Fixed multiple issues related to the placement of the trap when the perk Bada Bada Boom is being used.
- Fixed an issue in the Mount Ormond Resort map where The Trapper could not place his traps properly on a section of the stairs landing near the generator.
- Fixed an issue in the Shelter Woods map where a pallet did not lean against any object.
- Fixed an issue in the Dead Dawg Saloon map where interactions with chests on porches were not working properly.
- Fixed an issue in the Grim Pantry map where a chest and totem were overlapping and rendered the totem inaccessible.
- Fixed multiple issues in The Thompson House map where pallets were partially clipping in the ground.
- Fixed an issue in the Treatment Theater map where dropped items partially clipped into the ground.
Perks
- Fixed an issue where the perk Bada Bada Boom's trap was popping out of place on several vault locations once the animation is over.
- Fixed an issue where the "Teamwork: Soft-Spoken" perk icon would turn off after failing a skill check.
- Fixed an issue where the "Teamwork: Full Circuit" perk would deactivate after failing a Skill Check on a Generator.
- Fixed an issue where players could not rebind the button for Turn Back The Clock.
- Fixed an issue where the external Perk icon for Turn Back The Clock was brown.
- Fixed an issue where Bada Bada Boom could be placed on vault locations from lower ground.
- Fixed an issue where Survivors could use Bada Bada Boom further than intended from vault locations.
- Fixed an issue where Turn Back The Clock's indicator arrow remained displayed when killers used their power while looking at a generator.
- Fixed an issue where The Trapper was unable to trigger Bear Traps during Turn Back The Clock's interaction.
UI
- Improved the visuals of the Friends List.
- Fixed an issue where starting a search with "B" in the Friend List would cause a crash.
- Fixed an issue where the scroll input prompt was missing in some menus when using a controller.
- Fixed an issue where trying to access the friend submenu would not work, resulting in issues trying to invite friends.
- Fixed an issue where the scroll bar in the friends list was abnormally slow.
Miscellaneous
- Fixed a crash that could occur during the game's initialization process.
- Fixed a crash that could occur when closing the game while being in a lobby.
- Fixed an issue where Survivors could clip into Killers during the pickup animation.
- Fixed an issue where Killer models became distorted when swapping from the spawn animation to Killer POV in spectator mode.
- Fixed an issue where Survivors were unable to interact with an occupied locker.
- Fixed an issue where a Survivor's footsteps SFX remained suppressed after leaving the Fog Vial's cloud.
Changes from PTB
The First
- After completing the Undergate exit animation, the Killer enters a 1.0-second cooldown, during which interactions and attacks are disabled. Movement speed remains unchanged.
- The Vine Attack cancel cooldown has been increased from 1.25 seconds to 1.5 seconds to minimize zoning potential.
- Updated the Addon Chess Piece text description to reflect the actual value of the attack radius reduction, changing from 35% to 50%. Also adjusted the unmentioned explosion activation delay from 0.65 to 0.6 seconds to align with the default Vine Attack timing.
Known Issues
- The VFX for the Ascended "Vecna Figurine" charm are currently missing and will be added in an upcoming bugfix patch.
Comments
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No changes to the new Teamwork perks? With the 5% repair bonus just you and 1 friend can complete a gen in ~22 seconds if you build around it.
Is there to be an expected nerf?-6 -
No ghoul nerfs...?
Guys, cmon its been 9 months...hes still the most hated killer since skull-merchant got released.
We really have to bring out the "everyone dc's against this killer",
until bhvr acts, dont we?.
I dont know what else we are supposed to do, feedback doesnt work, even content creators and fog-members said he is not healthy the way he is.
No one likes being injured for free with no effort, through the wall, while having more chase mechanics on top of it.
No one likes going against ghoul when other killers do more effort for less.
-10 -
Maybe look at the Perks in actual gameplay and not in Youtube-Shorts? They are giga-bad and if someone says otherwise, never take their opinion serious anymore.
5 -
A friend and I tested it out ourselves in the PTB, it seemed a tad too strong but if you say so then Ill have to see myself when the chapter releases. (p.s. I dont watch dbd youtube shorts lol)
-4 -
I appreciate the bug fixes in the Chapter. I am curious to see how the balances will be like in the mid-chapter update though!
6 -
Nurse NEVER will be ever changed. (I hope im wrong but she hasn't been changed besides bug-fixes for years, they rather nerf predator than change her)
And blight already got nerfs so he is unlikely either, including killer mains also defending that "blight is fine" after his hug-tech and addon changes.
Ghoul has yet to really get knocked down his s-tier status and hes more likely to be nerfed due to his justifable hate, of his gameplay loop not promoting a healthy and enjoyable playstyle.
-12 -
STRANGER THINGS TODAY!!!!
4 -
You know, I didn't know Janick was the designer for Vecna before this stream, but I had a feeling. The design just has that "I've been in this design space for awhile and have the talent to make something truly, mechanically unique despite the closing walls" feel to it. The guy's one of the GOATs. BHVR is extremely lucky to still have him around.
6 -
Not even hyperfocus can do gens this quick.
I wish this is a new genrush perk but it really isnt.
3 -
No one likes being injured for free with no effort
Do you dc against plague and legion too? Learn to play injured, this is genuine skill issue, ghoul is fine
-6 -
Its more like things like this are just happening in fabricated scenarios. Which is why I said Youtube Shorts, because this is the content that some content creators bring to show "super OP Perk Combos".
I mean, you can test it, but expect it to be mediocre and a waste of Perk Slot(s).
4 -
Their powers is around being injured permamently injured.
They dont just get an injury like :snaps fingers: and another s-tier ability on top of it.
Plague and legion dont just dash or teleport. while you are injured.
1 -
still nothing about the increased chances to get Badham, Meat Plant, Nostromo? Please stop forcing us to play that crap
5 -
There are 3 bug fixes to Ghoul in this patch. He is definitely going to be weaker now if these fixes work.
- "Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls."
- "Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state."
- "Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery."
13 -
Demo not receiving an ounce of attention is cray-cray. Guess they need another skipped chapter.
7 -
We'll be keeping a close eye on feedback to pass along to the team, so don't hesitate to shout once you've had a chance to give his a try with these changes.
2 -
Can you explain the stance change on the last fix. I recall there being a tip in game about canceling the leap mid swing. Why is it now being called a bug fix? I do think these changes will make Ghoul more enjoyable to face but its inconsistent with what appears to have been an intended feature.
6 -
Wait so VECNA still has the same no cooldown to the attack that literally makes it impossible to evade him in chase, he can still just spam it? You've changed the cancel but not given it a cooldown. That's insane! Am I reading it wrong? I know you want to make your money BHVR but people are gonna quit real quick if every game is just spam vines for 10seconds till dead. If you watched any footage his zoning is ridiculously OP
-3 -
You guys ruined all the stranger things season 1 voice lines and screams. Please go backkkk
6 -
Why would they nerf a killer who has a kill rate that is barely above the average?
-11 -
Thank you very much Developers for nerfing him, he is way more enjoyable now.
Just a little tweak but can you guys increase the Missed Vine Attack Cooldown a bit more? Around maybe 0.3-0.5?
Which would make the choice between M1 and M2s way more engaging.Thank you for this awesome chapter, and btw ADD THE MINDLFLAYER TO THE WORLDBREAKER SKYBOX PLEASE
0 -
is there any reason we got zero balancing changes outside of the new content?
0 -
Get a "save game error code 130" message now after an hour I give up. Perhaps tomorrow then.
0 -
Little disappointed to see no other changes.
Would've been a great time to revisit the original Stranger Things Chapter and update the perks/addons.
6 -
I'm so dissapointed from changing Steve's and Nancy's voice actors.
3 -
He's scamper is too much.
0 -
I can probably answer that, as I’m very familiar with this Killer.
We’ve released three fixes, as noted in the patch notes. We believe these changes will directly impact the Killer’s efficiency, as the issues addressed were giving an unintended advantage.
Based on the new data and feedback we gather following these fixes, we’ll be evaluating a balance pass. I can’t give a specific timeline yet, but it is planned. Hope that helps, thanks!
13 -
my first match i played as first vecna with just remember me
I wonder if they will. ..
0 -
whilst there's no actual nerfs to the Ghoul, that issue you mentioned there is fixed under bug fixes. Right now the design team is monitoring to see if Ghoul does require changes, maybe the counterplay is not clear enough for some survivors etc things like the revault. We're not overly concerned with his kill rate right now, nor is his usage rate excessively high either. So it is something we need to be cautious about.
8 -
Like, respectfully, its such a telegraphed ability. Just run erratic, and he cant hit it. Then he is no better than an M1 killer.
2 -
thank you Mandy for this clarification 🙏
1 -
Another easy killer, garunteed hits, nice. 👍️
-8 -
the bug fixes claim to fix the hit through walls thing, and getting injured shouldn't matter that much to you, its getting downed that should, learn cooldowns, learn how letting him injure you puts him in longer cooldowns more often, and stand still in pallets or next to windows and the game becomes far easier against him.
3 -
Thank you Mandy, we love you Mandy - Ghoul Mains
6 -
Honestly these ghoul changes if they work are all I could ask for, here is hoping it takes away the frustrating part of playing against them.
5 -
Thank you so much for Ghoul adjustments in the patch notes, I'm hoping they make the killer feel better to verse from there current state of most unfun killer to verse in the game ❤️
3 -
We want Steagull back!
2 -
I actually made an account to do this complaint and this is my first and last time visiting the forums. I'm casual when talking about this game, maybe like 300 hours played and I started back in 2016. I have made into iridescent couple of times, so even if I'm casual I understand this game enough to have some opinions about the game.
The guy who designed the gameplay loop of "The First", you did awful job. Its not fun to play against, it's spammy, confusing, has minigame, has projectile, ignores many of thr movement mechanics. I get that you must have had fun designing it and on a way, it's kind of cool... But the main problem is, it's not fun to play against. Awful, awful job.
I admit, some of this salt might be from the fact, that our friend group was actually having fun with this game for the past couple of weeks, but all four of us uninstalled and decided to play something else.
And we played multiple matches today into it and not a single time anyone in our group was having fun. Even if all four of us managed to escape, we kept asking "did anyone have any fun here" and the answer every single time was no...
-6 -
the devs seriously need to look into any and all gen speed perks because hyperfocus and stakeout is already an issue and now we have builds where you combine the two new teamwork perks with prove and deja and you can roughly get 25 sec gens. How is this allowed? Devs you need to look into all gen speed perks or increase gen times to 120 seconds. And before anyone says anything about gen slow perks, those perks only work against current gen speeds without any gen rush perks being used, with gen rush builds, gen slow perks basically do nothing.
-4 -
Bring back Stevegull!
2 -
The thing i dont like going against him.
Is that when survivors use the clock, he still has a noticable 40s of power usage still being able to use.
Which isnt that problematic...if he isnt able to hold his power.
If he holds his power, he is still faster than you, so you have to hold w, but in most spots of the map, you really cant afford too, so if you go back, you already lost the chase, the only thing you can do is fully go back and pallet stun him, but this rarely will happen, especially with more experinced the first's.
I have found to be enjoyable to play against if you know how the user plays him, does he go for full predictions of you holding w?, does he risk double backs?, holds power?.
Compared to ghoul, he still needs to have a minimun of 4 hits to down. He doesnt just quickly get free hits, he still has to earn and still take time to gain power, injure you and down you.
He feels like a mix of trickster because open areas will just screw you over, and nurse, because you need LOS blockers or you will be hit over loops since they dont matter or even hinder you. (For example, vaulting over a window, he can easily hit you since you are stuck in position)
I would probably still prefer the first over ghoul any day since he still has to earn those hits to down you which you can reasonably avoid alot more than anyone can try with ghoul.
3 -
May I ask if you could answer the following questions (or maybe @ThatRyanB could answer them):
Vecna has a built-in anti-camp-feature similar to Artist and Dredge (using their power nearby to hook, does either not work or punishes them). Are there any plans to add this feature for Dracula's Hellfire, Pyramid Head's Punishment of the Damned, or Billy's and Bubba's chainsaw? It feels really inconsistent and awful. In addition, it would also be cool if the feature would not trigger/end when the survivor is dead. Currently, the feature ends when the Dying animation is over.
During the PTB, a lot of people thought the line of sight requirement for Turn Back The Clock ruins the perk idea and limits it in an awful way, why did you not changed it and removed the requirement? The perk is difficult to use on indoor maps but also on other maps since some gens spawn behind walls or inside building.
3 -
Fun is very subjective though. I am sorry to hear you and your friends don't enjoy going against Vecna but from what I have seen many people do enjoy going against him. Playing against him certainly feels unique.
5 -
not a single buff for demogorgon or fix for artist? cmon yall :CCCC
3 -
Hello Mandy.
I would like you to answer one question of mine.
When the Ghoul vaults a pallet using his power, is it intended that survivors are able to re-vault it as counterplay?
2 -
In regards to The First and versing them I do like versing him and he is definitely one of the more fun new releases but his power (vine attack not underground one) can feel extremely spammy from the survivors perspective.
I think a way this could be helped is increasing the timeframe survivors are allowed to react and avoid the main power since The First can just attempt to use his power again if he misses anyways.
Or if numbers with the power don't want to be tweaked make listening to the tapes take more time away from being in the upside down world (or wherever we are lore wise)
I overall find him fun to verse and see only minor tweaks needed for make more fun for the other sidePost edited by random1543 on0 -
Any news on this?
https://forums.bhvr.com/dead-by-daylight/discussion/454364/iii-50-trophy-bugged-on-playstation-5?utm_source=community-search&utm_medium=organic-search&utm_term=trophy
This problem still exist :(0 -
I tested it well on the PTB, and I had a few matches last night, so here are my personal thoughts about the Stranger Things characters.
I can definitely say that most of the issues with "Vecna II" that were found in the PTB has been addressed well in the full release, and he feels a lot better to play against now.
You can also happily tell the design team that they did an excellent job with the new character models, since they look very closely to how the characters appear in the show. Definitely a solid 9.5/10 when it comes to accuracy.
However, I don't know how feasible it would be to fix the proportions of the in-game models of Dustin and Robin, so that Dustin appears the same height as the female survivors, and Robin being as tall as the male survivors. This is just a nitpick, but it would be great to know if it could be done, for the sake of accuracy.Other than that, the gameplay loop with "Vecna II" seems good, and in the greater scope of killers in DBD, he'd fall into the average strength category, similar to characters like Wesker, or other ranged characters like Huntress or Deathslinger.
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Can you buff distortion to 3 stacks and/or revert it back to what it was. I‘m sick of vecnas playing aura perks and hitting me through walls without me knowing they knew I was there and don‘t tell me I should use object that only makes it worse.
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