#November 2025 Balance

59 messages · Page 1 of 1 (latest)

gloomy night
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Hey all, this November we are looking to shift the gameplay of Deceit 2 to be more fast pace and discourage playstyles that don't align with our intended goals (e.g. camping / standing still during the In-between).

Here is a big list of proposed changes. Feel free to up or down vote things you like/dislike. We plan to go through with most of these, but it would be good to get a broader sentiment.

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Sanity Changes:

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  • Remove passive gain sanity during Reality (day) phase.
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  • Increase Sanity gained from tasks
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  • Increase task respawn rate
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  • Increase passive Sanity Drain during the Inbetween
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  • Introduce buff that reduces / removes passive Sanity drain at night after doing a task
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  • Split Sanity on Co-op tasks (Millhaven Showers, Wurgen Decontamination, Circus Spotlights)
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Meta / Sanity Shift

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  • Increase Sanity damage of initial Terror Grab
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  • Increase Terror Grab time (drains less sanity, but also give players more time to save you).
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Game Flow:

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  • Decrease First Day time dramatically. You go to the Inbetween much faster (time for you to basically grab an item from the shop)
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  • Remove Random first Item at Shop
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  • First Item is either a choice between 3 random items
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  • OR is one you can choose
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  • Decrease reality phase duration a small amount
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  • Increase the inbetween phase duration a small amount
lapis tundra
# gloomy night - Remove passive gain sanity during Reality (day) phase.

If this was to become a thing, the observer would need to be adjusted as then effectively it would get any sanity, and would be death sentence to the unlucky player who gets this role, I feel the developers feel this role is very over powered, which it is on paper but in reality it’s very underwhelming, due to the issues this form is trying to fix with a lot of players camping journey in between and just not doing task, you can rarely clear people using the observer role which can be really annoying when you’re running round losing insanity trying to clear people, but no one is doing task, if you remove passives your gain during the day the observer would be an awful role to get, hence why you would have to adjust that role to get some passive sense gain, or allow it to get eternity from completing tasks, even if it’s just every other task.

woeful haven
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The cursed should get passive sanity like the humans

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maybe even more

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you're either dying or playing towards your banish

gloomy night
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November 2025 Balance

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This channel is now for any feedback for with regards to the balance of the last patch. Including the Sanity changes, Meta shifts, Items, Terrors, roles, etc. 🫡

woeful haven
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The muzzle timer being reduced was unnecessary and should be reverted back 💔
if you didn't wanna show that the muzzle got off in the inbetween then you could prolong the grab and do some set up like breaking cracks or draining sanity in the mean time, either that or just hide after the inbetween
now it's just useless unless u want someone blasting music or some child to shut up for less than a minute

woeful haven
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all you're doing by replying is proving my point even further that its useless

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Also, this update has made all cursed roles besides mimic (and sometimes kinda maybe phantom?) because everyones incentivized to do tasks which gives less time for the cursed to actually do stuff

smoky snow
# gloomy night Sanity Changes:

Hello,

  1. Removal of Passive Sanity Gain (Day Phase)
    In my opinion, removing the passive sanity gain during the Day Phase is not an improvement. You mentioned in the patch notes:

“The 1st reality phase runs at 75% of its previous duration, pulling players into the action sooner and encouraging faster deduction.”

However, this change feels contradictory. Only Humans can now regain Sanity while hunting for Infected, while special roles are forced to complete tasks or face inevitable death. This clearly unbalances the gameplay experience.

  1. Sanity Boosts in the In-Between
    The addition of sanity boosts from completing tasks in the In-Between is an excellent idea, but the +15 value is too high. +10 was perfectly balanced rewarding effort without making the mechanic too forgiving.

  2. Task Spawn Rate Reduced (from 15s to 12.5s)
    This change heavily penalizes Cursed roles:
    • The Chemist becomes almost unplayable potions take 110 seconds to brew when both Infected are still alive, which makes the role far too demanding.
    • The Voidstalker, already a tough role, is also affected. Increasing task frequency speeds up key retrieval, leaving the Voidstalker with almost no chance to survive once revealed.

  3. Terror Grab Balancing
    Excellent change! The new grab balance between Terrors is a great improvement, making them feel much fairer and more consistent overall.

  4. Random Item Selection at the Start
    Perfect! Being able to choose between three random starting items with none being banned is a fantastic idea. Nothing to complain about, thank you for this!

  5. Ability to Run Without Sanity
    This new feature, however, feels very questionable.
    Sanity represents the player’s “In-Between health” a key resource that should be managed carefully. Allowing players to run with zero Sanity removes part of the game’s strategic tension. If someone runs out of Sanity, that should be the result of their choices or the Infected playing well.
    Additionally, Adrenaline loses much of its purpose. Previously, it allowed players to sprint temporarily at 0 Sanity. Now, it feels far less valuable to purchase from the shop.

timber bridge
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Separate ranked queue

gloomy night
gloomy night
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npnp

gloomy night
gloomy night
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For the next patch, here are the list of propose changes

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All Cursed Roles:

  • Receive passive Sanity like the Human role. Mimic will lose this once they change role.
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Chemist:

  • Initial stack cool down from 105s -> 95s
  • This means first infected is cooldown from 78.75s -> 71.5s (75% of intial stack cooldown) and second cooldown is from 52.5s -> 47.5s (50% of intial stack cooldown)
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Voidstalker:

  • Countdowns not started yet by the Voidstalker will be reduced by 1s every day. (e.g on 1st Day base level is 25s, on day 2, its 24s, day 3, its 23s etc.) This doesn't effect countdowns that have been already started - so if a player is at 20s on day 2, it will remain at 20s, not changing to 19s.
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Nerf to Low Sanity state:

  • When a terror has LoS on a player with Low Sanity, the terror is given a speed buff (kinda like they are locked in). This means its a feel good mechanic for the terror but not a feels bad mechanic for the player (like the sprint blocking was before).
hollow musk
gloomy night
# prisma timber what % faster?

Numbers haven't been dialed in yet. Expect around or just below 10% (for reference, adrenaline gives you 10% extra speed).

It might being a flat increase, so it doesn't benefit already fast terrors more (e.g Vampire would increase by 73 speed but the experiement would only increase by 55 speed if just 10%, could do a flat +60 all around).

Will be testing with playtesters over the weekend

warm shuttle
prisma timber
warm shuttle
tranquil cave
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What about the Werewolf Skillcheck changes?

stable crescent
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I think they have nerfed the monkey into the ground, not only did they do a major cooldown on traps but they take away a lot less sanity than before plus all the white you see in asylum you can barely see anything compared to using the other infected.

regal crystal
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Also please buff purifier bc now its such a bad role 😭 Maybe reduce the sanity cost to 10 or make it so they also gain sanity during the day like humans

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And I do agree that its almost impossible to win as cursed

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Maybe incrasing the overall number of tasks needed for the key from 45 to 50 would be great in my opinion

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And terror feels pretty weak too. U almost cant ever win unless ur altar rushing and is act good at it. Please do smth abt altar rushing but at the same time buff infected in multiple ways

regal crystal
void berry
regal crystal
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Yeah but hes still rlly weak compared to other terrors

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And he does need some buffs

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Lit every other terror is stronger/better

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Im not saying he should be op and lets bring back his 3 traps