Uncomfortable truths of DBD

Camping and Tunneling Are Necessary for Killers to Win

High-level survivors complete generators so efficiently that killers often resort to camping or tunneling to regain control of the game. While criticized as "unfun" tactics, these strategies are sometimes the only way killers can compete against well-coordinated teams.

Balance Favors SWF Teams Over Solo Players

Solo queue survivors frequently struggle compared to coordinated SWFs, who can share information, strategize, and counter killer tactics effectively. Meanwhile, killers have no equivalent teamwork mechanic, leaving them at a significant disadvantage in SWF-heavy matches.

The Game Balances Killers at Their Peak and Survivors at Their Weakest

Balancing is often based on killers performing at their maximum potential and survivors playing solo or with minimal coordination. This makes killers seem disproportionately strong in theory but doesn’t account for real-world factors like survivor coordination in SWF (Survive With Friends) groups, which greatly tips the balance against killers in practice.

The 40% Escape Rate doesn’t mean a 60% Killer Win Rate

Behavior Interactive has stated that survivors escape 40% of the time, but this doesn’t translate to killers winning 60% of matches. For killers, a "win" typically means defeating at least 3 survivors out of 4, which is more challenging than the flat percentage suggests. This discrepancy often leads to misinterpretations about the balance between roles.

Killers bear the responsibility for Game Pacing

Unlike survivors, who can focus on a single objective (generators), killers must simultaneously manage multiple objectives: chasing, hooking, preventing rescues, and patrolling gens. This disparity makes playing killer far more stressful and demanding.

Updates feel reactionary

Many updates are driven by community outcry rather than long-term strategy. Some changes address vocal complaints but lead to new issues or unbalanced mechanics.

To the developers:

Balance should strive to reflect the realities of the game, not merely the desires of those who want an easier survival experience. Making the game easier for survivors risks removing the core challenges and sense of accomplishment that make Dead by Daylight rewarding. A game without tension, stakes, or the potential for failure loses its heart.

Survivors often feel powerless because they are dependent on three teammates whose skill levels or willingness to engage may vary wildly. This isn’t a flaw of killer strength—it’s a natural consequence of teamwork mechanics. On the other side, not all killers are equally powerful or capable of handling high-level survivor play, which further complicates balancing efforts.

Instead of balancing based on extremes—killers at their peak performance or survivors at their lowest—consider practical solutions that acknowledge these nuances. Encourage fair play without over-penalizing strategies like tunneling or slugging, which are often necessary responses to coordinated survivor efficiency. Design changes should reflect what’s feasible and fun for all players while maintaining the core asymmetrical challenge that makes DBD unique.

The goal should be a fair, engaging experience for killers and survivors alike, where skill matters, but the game remains unpredictable and thrilling.

Comments

  • @Vishlumbra said:

    Which killers, though?

    Because this seems to be a sentiment shared by a handful of killer players who seem to consistently complain about how hard the game is, and immediately attributing it to game balance.

    As opposed to, perhaps, their own competence.

    If the game's difficulty were purely about individual competence, why do lower-tier killers consistently underperform at high MMR? Shouldn't they all be equally viable if it's just about skill? Also… comp.

    The balance issue arises because survivors have access to tools and teamwork that scale exceptionally well when used efficiently, while killers often rely on strategies like tunneling or camping to stabilize games. These strategies aren’t about incompetence; they’re about compensating for the pressure that 4 survivors can generate when objectives are completed in 80 seconds with optimal play.

    And although streamers can't be taken as representative of the player base as a whole, they do represent some fraction of the spectrum of players, and everyone gets to see them perform at whatever level they can manage. And there's one streamer I watch who regularly dominates nearly every match I've ever seen them play as killer without resorting to tunneling or camping, which suggests that it is definitely possible to do that. It might not be possible to do with all killers, and there might be a fraction of survivor players who can dominate every match they play, but it appears there aren't a large enough number of these super dominant survivor players to prevent some killer players from winning at an extremely high rate. From my own experience in game, I've also never reached a level where I thought the survivors were so good that I couldn't get a 3k in at least some of my games if I just kept improving.

    It’s important to recognize that what a skilled streamer can achieve isn’t necessarily representative of what the average or even above-average killer player can consistently accomplish. Streamers often play with thousands of hours of experience, near-perfect map knowledge, and optimized strategies. Additionally, they may benefit from survivor behavior that isn’t always optimal due to the casual nature of many public matches.

    Moreover, not all killers are created equal. The streamer you mentioned may dominate with specific killers or under certain conditions, but weaker killers require significantly more effort to achieve the same level of pressure. The same applies to map design—killers without mobility can struggle on large maps, even in skilled hands. The difficulty disparity between killers is an acknowledged design choice, but it does mean that balance issues affect different killers unequally.

    It’s also worth saying that survivor skill scales differently. A single skilled survivor can loop a killer for an extended period, but a coordinated team with voice communication exponentially increases the pressure on a killer. This creates scenarios where tunneling or camping becomes less about lack of skill and more about adapting to overwhelming survivor efficiency in the absence of coordinated teammates on the killer's side.

    If a small fraction of survivor players dominate matches, as you suggest, shouldn’t we also consider that a small fraction of killer players can dominate without tunneling or camping? Wouldn’t it be fair to focus balance on what’s feasible for the majority of players rather than a few highly skilled individuals?

    Personal thoughts:

    Statistics from platforms like NightLight demonstrate that survivor escape rates generally range from 40% to 52%, depending on factors like skill, perk usage, and teamwork. These stats often combine all survivors into one category, as survivors fundamentally share the same tools and objectives. However, for killers, this kind of amalgamation is impossible due to their vastly different power levels and mechanics. Balancing killers is much more nuanced, as some killers (like Nurse and Blight) have extremely high skill ceilings and dominance at top levels, while others (like Trapper, Clown, and Myers) are considered borderline unviable due to their outdated mechanics, reliance on RNG, or inability to apply consistent pressure.

    Many killers urgently need reworks or buffs to make them competitive. Trapper, for instance, is heavily dependent on map RNG and preparation time, which modern survivor tools and perks nullify with ease. Killers like Clown or Myers lack the mobility or utility necessary to keep up with high-pressure survivor playstyles, making them extremely challenging to play effectively even at average skill levels. This discrepancy highlights a fundamental issue: while survivors function as a relatively uniform group, killers face a balance spectrum so wide that some are effectively excluded from competitive play.

    Balancing Dead by Daylight must address the unique struggles of both survivors and killers. Survivors' universal tools and shared mechanics make balancing their stats straightforward, but killer balance requires addressing the glaring disparities between strong and weak killers. Ignoring this reality risks alienating a significant portion of the player base who enjoy playing less viable killers but feel left behind due to outdated design.

    If balance continues to cater to survivor preferences—such as nerfing strategies like camping or tunneling without compensating weaker killers—it risks reducing the game to an unchallenging experience that undermines the satisfaction of victory. The developers should focus on making all killers viable, balancing the game for achievable fairness rather than appeasing demands for ease, ensuring every match retains its tension, challenge, and sense of accomplishment.

    The balance issue arises because survivors have access to tools and teamwork that scale exceptionally well when used efficiently, while killers often rely on strategies like tunneling or camping to stabilize games. These strategies aren’t about incompetence; they’re about compensating for the pressure that 4 survivors can generate when objectives are completed in 80 seconds with optimal play.

    Killers relying on tunnelling and camping are self-fulfilling prophecies. Every win with those tactics gets chalked up to that without exploring what the killer could've done without it. And as others have mentioned, crutching your way up above your MMR without expanding your skillset to match that new MMR is going to make the game feel slanted against you.

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843512#Comment_3843512

    Most of the killer cast. Basically anyone but top 3, S tier.

    We're attributing it to game balance because it is the game's balance that's at fault. I have confidence that most of the experienced survivor players, as many biased survivor mains as there are, would agree with us. I'll say it but hopefully others have thought of it: Of the complaints that we killer mains had 4 years ago, or 2000-3000 hours of playtime ago, a lot probably had lack of experience/skill as factor. I'm no longer an ill-tempered recruit, but a seasoned veteran on both roles, at least by the average player's standards (some still don't know doing gens is how you win). And yet, I'm still having the same issues. We all are. The gens are too fast, good loopers waste too much time/are near impossible to catch, and killer keeps getting nerfed while SWF never gets touched. I'll dedicate some of my losses to my platform and my compatibility with it. A joystick just isn't the same as a mouse, and neither are the sensitivity settings compared to PC, so I'll genuinely miss an attack, maybe even 2, in a match. But I practically trained my chase/game sense alone for the last year or 2 where I continually said, "Gen defense isn't worth it against good survivors. Use chase/endgame instead!" I got better at chase, at camping, at tunneling, at slugging, at dropping chase when necessary, at letting a gen go when necessary, at settling for a draw rather than a loss, and at knowing when to take the big risk to get a 4k. I stay away from Nurse/Blight/Spirit because I just don't want to rely on them always. I've become good with many complex/weaker killers like Wraith, Clown, Demogorgon, Deathslinger, Unknown, Alien, and I've 4k'd with them many times, through hard work and force of will.

    The survivors on the other hand have never felt more mediocre, and they're seeing better results. I feel it as survivor. We're losing a match, and all of a sudden me and 1 other hop on a gen, and now all the gens are done, when before they were going at a snail's pace. "Wow, so we could have just done that at any point!" I sarcastically say every time. The average survivor player really isn't that good compared to the average killer. They prioritize heals over everything, won't do stuff until healed, hide when they have no hooks and their teammates are on death hook, do chests and dull totems, don't know how to run no-mindgame tiles like shack and jungle gyms, waste pallets after getting hit. I see them more and more all the time, no matter how much I escape and push my MMR up. It's as if 90% of ladder is MMR hell, because it's so simple to escape as survivor that so many do it, not knowing some of the most basic game knowledge on how to beat decent killers. They give up constantly too, something I almost never see killers do. And eventually they do die, and me with them... because of them.

    It comes down to MMR. That's the X factor that runs this whole machine. When MMR first launched, it was perfect. You knew exactly what you were going to get in 95% of your matches: teammates and/or opponents who were of your level. But the devs have screwed it up hard. What it does now, as an end result of counting just escapes and kills as a measurement of your caliber, is it puts you and 1 other good teammate with 2 potatoes, up against a decent killer. If the killer realizes they're the weak link and tunnel them out, you're done. The killer doesn't even have to play well at that point, because you've been playing a 2v1 essentially. If the killer chases you instead, most likely y'all escape, as long as teammates know "Do gens = win." And yet, if you're good with killer, you get non-stop tough matches. They don't have to play well. Just as long as they do gens, you'll have a major uphill battle. Against a good SWF, it's basically impossible to win. They have too much control, too many tools and not enough pressure on them. But we don't see this imbalance with the naked eye. MMR hides it, and I believe that's what it's designed to do. It orchestrates the 60/40 kill/escape rate. It forces mismatches on ladder (90% MMR hell), and gives good killers constant tough, gen-efficient opponents at high MMR, to manufacture that 60% kill rate. And people look at that state, recite it, and that's it. No in-depth discussion of any kind. Just "That's what the stats say." The stats are garbage, and don't tell you the story of a match, and we've always known this. A killer getting 2 kills could have got 2 hooks, and was getting destroyed the whole match, or he could have got 10 hooks, put in a ton of work and got a draw by default because gen speed.

    We've had our differences, you and I, but I think you can agree with at least some of what I've said. I simply combine the facts with my experience and others' experience, to conclude that killer is bad off (due to balance), solo is bad off (due to matchmaking, not balance), and SWF remains the untouched power role. You may have had different experience and interpret the information differently, but that's the point. The feedback loop of bad balance and MMR skewing results is what has deceived and confused us all.

    But as usual, this entire wall of text just comes down to 'feeling'.

    'I feel like the game is unbalanced, therefor it is'.

    There is nothing to back any of that up. Kill rates are higher in high MMR than low, and even with 4-man swiffers at the highest ranks, the escape rate doesn't touch 50%. All of these notions of how unbalanced the game is all stem from a few killer players feeling overwhelmed, even if they are still perfectly capable of pulling off a win. Heck, that right there is probably the reason for the trend of 'Look how overpowered X survivor thing is!' + Screenshot of a 4K. There's plenty of killers out there that consider the match lost by the time the third gen pops, with no regard for diminished resources on the survivor side, or the gradually constricting playfield.

    There's a lot of fingerpointing to competitive level play, of which the balance continues to be unproven, but then there's silence about average play where certain streamers have shown more than once that killers can perform outrageously well, even with a bunch of extra restrictions. But despite that, a couple of killer players that feel that the game's unfair will demand more buffs for killers.

    You can have your subjective opinion, and that's fine, but it's really tiring that the subjective opinions of survivors keep getting bowled over by those of killers, while the stats back up the survivors.

    There's an uphill battle for ya.

    It also feels like killers aren't really moving to address anything swiffers do, just pulling out the 'swiffer is the power role somehow despite still not hitting 50% winrate at high MMR' card whenever there's a discussion on balance. I'm pretty sure I'm the only one that's ever suggested basekitting some kind of defense against rampant unhook denial. Everyone else mostly keeps their mouth shut until it's time to defend tunnelling and camping.

    And if we're going to talk about how the game feels, it genuinely feels like killers have been in charge of balance practically since 6.1. So if these issues are still flapping around, maybe there's a problem with the killer community's ability to read the game.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843510#Comment_3843510

    Sorry but that was a failure on your part for picking a completely random number that is also close to killer movement speeds.

    And of course like I said you have absolutely no argument and nothing to stand on when it comes to it being bad for her to move at that speed. I don’t need to see a video. I played her on the PTB for the whole week she had the buffs. I played against her a lot too. She wasn’t overpowered, not even remotely. 10 hatchets was bad and leaving the shiny pin add on in was bad and that was it.

    Thinking an 88% Huntress is Overpowered is a skill issue plain and simple.

    "my failure for picking a completely random number that is also close to killer movement speeds"

    ah yes, because it's so common for killers to casually move at 146% while holding their ranged powers, indeed, that's such an honest mistake from you and totally not you just not taking a second to think about it and instantly jumping to writing a "gotcha" comment.

    yikes. im not going to read or reply the rest of your comment, dont think i have anything to discuss with you here.

  • The uncomfortable truth here is that everyone has a different definition of what camping, tunneling (and slugging) are and when they are fair. Lots of disparate disagreements and suggestions get lumped together making discussion difficult and strawman easy.

    The uncomfortable truth is this: the fairness of strategies like tunneling, camping, or slugging depends on game balance. Survivors feel these tactics are oppressive because they face them universally, while killers often feel forced into these tactics due to the game's pressure mechanics. Balancing must address the why behind these strategies instead of punishing their use outright. Without viable alternatives, the game risks alienating both survivor and killer players, leading to a less engaging experience for everyone.

    Conceptually, I don't think anyone disagrees with the idea that a SWF can and generally are stronger, but it depends on the SWF. Are we talking 4 person comp team (exceedingly rare), a group of friends, or someone playing with their spouse who touches the game every couple of months?

    Games need to account for the upper limits of player potential because that's where game-breaking disparities emerge. Balancing for casual play (e.g., the occasional SWF playing without synergy) creates massive issues when facing highly efficient teams, as killers lack the tools to compete with their coordination. Designing a balance around what's possible ensures fairness across the board while leaving room for players to improve without punishing killers unfairly.

    Balancing Dead by Daylight shouldn’t cater to the weakest common denominator, like a spouse who rarely plays, or ignore extreme cases like competitive SWF teams. Instead, it should focus on ensuring both sides have the tools to deal with the potential best-case scenario for the opposition. Ignoring SWF’s inherent advantage risks creating a frustrating and one-sided experience for killers, especially those playing mid-to-low-tier characters who can't rely on raw power. This is why killers often resort to tunneling or camping—these strategies are their only counter against high-pressure SWF games.

    The uncomfortable truth here though is that the kill rate is a better long term reflection of what the game is actually balancing around.

    The kill rate reflects the overall outcomes of matches but does not account for the vast differences between killers, survivor skill levels, or match scenarios. A 60% kill rate might seem like an indicator of balance, but it’s not a universal standard. For example:

    • Some killers may disproportionately contribute to the kill rate because they perform exceptionally well at higher MMRs.
    • Survivors in solo queue have a fundamentally different experience from those in SWF, yet their statistics are merged into the same "escape rate" pool.

    This makes kill rates a generalized metric rather than a precise reflection of balance across all killers or skill levels.

    Your argument assumes that kill rate is the ultimate reflection of balance, but it’s more of a broad trend than a definitive measurement. A better approach to balance would involve looking at:

    • Per-killer performance data: How does each killer fare against the average survivor?
    • SWF vs. solo statistics: What is the disparity in escape rates between these groups?
    • Match outcomes beyond kills: What are the rates of 2Ks, 3Ks, and 4Ks compared to 1K or zero kills?

    By balancing the game based on these nuanced factors—not just a raw kill rate—developers can create a fairer environment where killers of all tiers have a chance to succeed, and survivors feel like their skill determines their fate, rather than facing overwhelming odds.

    So this is one of those things I've come to realize the community is just going to always disagree on. When I first started this game and being involved in the community I couldn't believe people found playing killer stressful, while it can feel like I'm having a heart attack playing survivor. At first I thought people played killer because they didn't like the intensity of survivor.

    I find the idea that survivors have a single objective particularly striking in light of your examples. Likewise killers only objective is to kill. All of your examples are things the survivors have to worry about as well. Do I focus on the gen or go for the rescue? Is it worth it to heal? Where should I take the killer on the chase?

    Both sides have a single objective (well, survivors also have the gates), and a number of other things that they may or may not do during the game to increase their chance of completing their objective.

    For me, win or lose, killer is chill. The meta-gameplay seems pretty obvious. As survivor, you have to do the same thing, while either also communicating (SWF) or, more commonly, having uncertain information about what is going on (soloq).

    Survivors can specialize: one person focuses on loops, another on healing, and so on. Even their decision-making (heal, unhook, or finish a gen) revolves around a binary "yes or no" choice about taking action in a specific moment.

    On the other hand, killers’ objectives (kill survivors) require them to manage multiple simultaneous factors:

    • Patrol generators and protect the ones closest to being repaired.
    • Chase survivors efficiently, ensuring they apply enough pressure to slow progress without wasting time on fruitless pursuits.
    • Optimize hook placement to maximize map control and minimize rescue opportunities.
    • Deny secondary objectives like boons, healing, or tool usage (e.g., flashlights or medkits).

    Unlike survivors, who divide these responsibilities, killers must juggle them alone. A single lapse—spending too much time on one survivor or ignoring a gen—can snowball into failure.

    Balance should reflect the potential of each role. Survivors’ tasks are shared, consistent, and designed to reward cooperative play, while killers must manage every aspect of the game on their own. Claiming that survivor decisions (heal or not, save or not) mirror the killer’s complexity overlooks the killer’s greater workload and the variance in killer viability.

    Balancing solely around statistics like kill rate fails to address these fundamental differences in gameplay pressure and variability between roles. Developers should focus on making weaker killers viable and ensuring that the workload disparity is accounted for when tuning game mechanics.

    The uncomfortable truth here is two fold:

    1: Balance is only one of BHVR's decision makers on game design.

    2: They want the game to constantly be changing, for metas to come and go. There isn't some long-term perfect goal for DbD. To say they lack long-term strategy makes the mistake of thinking there is an end goal for DbD.

    While it's true that DbD thrives on its ever-changing meta, this approach should not come at the cost of coherent balancing. Balancing doesn't require a static, "perfect" game; instead, it’s about ensuring that changes are thoughtful, tested, and fair across all roles and levels of play.

    The idea that "constant change" is intentional shouldn't justify reactionary design choices. For example:

    • Community-driven nerfs and buffs: Changes like the decisive overhaul of certain perks (Dead Hard, Circle of Healing) often felt like knee-jerk responses to player outcry rather than well-planned steps toward a balanced game.
    • Neglected killers: Long-term issues with certain underperforming killers (e.g., Trapper, Clown) show that some parts of the game stagnate even as the meta evolves.

    If BHVR wants an evolving meta, they must balance shifts within a framework that prioritizes fairness and engagement for both sides.

    Claiming that DbD doesn’t have a "perfect end goal" risks devaluing the experience of competitive players who invest in mastering the game. Even if the intention isn’t to reach a static “final balance,” there should be a clear philosophy guiding balance decisions:

    • What constitutes "fairness" for killers versus survivors?
    • Should the game favor casual players over competitive ones?
    • Are weaker killers being actively reworked to keep pace with meta shifts?

    By dismissing long-term strategy as unnecessary, BHVR risks alienating players who value consistency and mastery.

    Ultimately, DbD is about challenge and accomplishment. Balancing to what is possible—not just to what players demand—ensures that players feel rewarded for their skill and strategy without relying on overpowered tools or broken mechanics.

    It seems that no matter how much evidence or logic is presented, the core issue remains unchanged: a portion of the survivor community appears to advocate for a version of Dead by Daylight where killers are essentially props—meant to entertain survivors but never pose a genuine threat. Competitive players, streamers, and even BHVR's own changes demonstrate the necessity of rebalancing survivor mechanics to give killers a fair chance, yet the insistence on making survival even easier persists.

    I’m stepping away from these discussions because they often devolve into a utopian fantasy where killers shouldn't kill, survivors should always escape, and any genuine challenge is dismissed as unfair. At this point, it feels less like a debate about balance and more like an entitlement to never lose. For the health of the game, both sides need challenge and a fair shot—not a one-sided playground.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843529#Comment_3843529

    I repeat confirmation bias because it’s what you keep doing by misinterpreting what im saying. I’m simply pointing out what’s happening as I don’t want my words misconstrued into something I haven't said. Majority is not an accurate measure of accuracy either. We can go into statistics on average reading comprehension levels in the world to back my reasoning for this if you want to but it essentially dismisses a “majority interpretation” argument for really most things in life in general. Idk why you’re so aggressive towards me in all our communication. We can have normal conversations on here about things we disagree on without being so passive aggressive and condescending. I’m trying to keep things civil and I haven’t been rude to you even though you’ve made countless jabs at me.

    Also the devs have not confirmed they balance around swf, that is a false statement.

    How can you consider anything you are involved in as a normal conversation when you are nothing but dismissive? Again, I say I am so happy you do not encounter slugging like so many other people do, that is great for you however for those of us that do, its ridiculous. But yet I see you are the first person to comment on any post about slugging talking about it not being a problem but if you have to comment on that many posts about slugging, then clearly there is a problem somewhere whether you want to see it or not.

    So, again, just because it doesnt happen to you does not mean it does not happen.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843479#Comment_3843479

    Camping and tunneling aren't forced in any kind of way. It's always a choice whether to do it or not.

    If you 'lose every game' because you can't win without camping or tunneling, your MMR will drop and you'll start winning matches without doing those things. Then you'll land in an equilibrium MMR state where you win sometimes and lose sometimes.

    It is forced. It's the end result of being as efficient as possible as killer, in response to survivors being as efficient as possible. When you're playing in the best way as killer, and you're still losing, that's not on you. Going down in MMR for those killers is just giving them a break from opponents of equal skill. Suddenly they'll start beating teams like nothing, even without strategy, because the survivors are bad. Then they go back to their correct MMR, which you disagree on, and get beat effortlessly by opponents of equal skill again. Good killers want to beat good players, not bad ones, but when we go against them, the game is rigged to lose. You can't out-skill the system of "chases takes X time" and "gens take X time," when the time spent chasing is always greater than the time it takes to do gens. There's nowhere for that skill to go, because you've already hit the limit of what you can do. Survivors can do a heck of a lot better in chase, but they don't have to because they're already winning via fast gens.

  • @upsideinsanity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843659#Comment_3843659

    How can you consider anything you are involved in as a normal conversation when you are nothing but dismissive? Again, I say I am so happy you do not encounter slugging like so many other people do, that is great for you however for those of us that do, its ridiculous. But yet I see you are the first person to comment on any post about slugging talking about it not being a problem but if you have to comment on that many posts about slugging, then clearly there is a problem somewhere whether you want to see it or not.

    So, again, just because it doesnt happen to you does not mean it does not happen.

    How is it “so many posts” and “always first to comment” when it has literally only been 2 posts on sluggin as well as me not even close to first to comment on either? This is a misrepresentation and not accurate at all. Also, how does me commenting on two slugging posts prove it’s an issue? That makes no sense.

    You keep repeating this “it doesn’t happen to me so it doesn’t happen”, which is another mischaracterization of what I’ve said. What I said was it does not happen a statistically relevant amount of times to matter. Those are different statements.

    Might as well just agree to disagree. This is going no where.

  • The thing is there are two types of people in this game.
    One who thinks fun > win, the other who doesn't give a thing about fun and cares about winning.

    Fun is important factor in game but it doesn't make how players play.
    People who play for win just want to win and winning includes fun to them.

    Discrepancy in this community happens because of this.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843545#Comment_3843545

    It is forced. It's the end result of being as efficient as possible as killer, in response to survivors being as efficient as possible. When you're playing in the best way as killer, and you're still losing, that's not on you. Going down in MMR for those killers is just giving them a break from opponents of equal skill. Suddenly they'll start beating teams like nothing, even without strategy, because the survivors are bad. Then they go back to their correct MMR, which you disagree on, and get beat effortlessly by opponents of equal skill again. Good killers want to beat good players, not bad ones, but when we go against them, the game is rigged to lose. You can't out-skill the system of "chases takes X time" and "gens take X time," when the time spent chasing is always greater than the time it takes to do gens. There's nowhere for that skill to go, because you've already hit the limit of what you can do. Survivors can do a heck of a lot better in chase, but they don't have to because they're already winning via fast gens.

    You have a choice. It is not forced.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843587#Comment_3843587

    The balance issue arises because survivors have access to tools and teamwork that scale exceptionally well when used efficiently, while killers often rely on strategies like tunneling or camping to stabilize games. These strategies aren’t about incompetence; they’re about compensating for the pressure that 4 survivors can generate when objectives are completed in 80 seconds with optimal play.

    Killers relying on tunnelling and camping are self-fulfilling prophecies. Every win with those tactics gets chalked up to that without exploring what the killer could've done without it. And as others have mentioned, crutching your way up above your MMR without expanding your skillset to match that new MMR is going to make the game feel slanted against you.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843590#Comment_3843590

    But as usual, this entire wall of text just comes down to 'feeling'.

    'I feel like the game is unbalanced, therefor it is'.

    There is nothing to back any of that up. Kill rates are higher in high MMR than low, and even with 4-man swiffers at the highest ranks, the escape rate doesn't touch 50%. All of these notions of how unbalanced the game is all stem from a few killer players feeling overwhelmed, even if they are still perfectly capable of pulling off a win. Heck, that right there is probably the reason for the trend of 'Look how overpowered X survivor thing is!' + Screenshot of a 4K. There's plenty of killers out there that consider the match lost by the time the third gen pops, with no regard for diminished resources on the survivor side, or the gradually constricting playfield.

    There's a lot of fingerpointing to competitive level play, of which the balance continues to be unproven, but then there's silence about average play where certain streamers have shown more than once that killers can perform outrageously well, even with a bunch of extra restrictions. But despite that, a couple of killer players that feel that the game's unfair will demand more buffs for killers.

    You can have your subjective opinion, and that's fine, but it's really tiring that the subjective opinions of survivors keep getting bowled over by those of killers, while the stats back up the survivors.

    There's an uphill battle for ya.

    It also feels like killers aren't really moving to address anything swiffers do, just pulling out the 'swiffer is the power role somehow despite still not hitting 50% winrate at high MMR' card whenever there's a discussion on balance. I'm pretty sure I'm the only one that's ever suggested basekitting some kind of defense against rampant unhook denial. Everyone else mostly keeps their mouth shut until it's time to defend tunnelling and camping.

    And if we're going to talk about how the game feels, it genuinely feels like killers have been in charge of balance practically since 6.1. So if these issues are still flapping around, maybe there's a problem with the killer community's ability to read the game.

    No. I think you're arguing in bad faith. You're critiquing allegedly "feelings"-based thoughts, and say stats matter over everything, but then argue that killers' subjective (feeling-based) arguments are worth less or none at all compared to survivors' subjective arguments. And you're making the same mistake as the devs by looking just at the stats. The devs need experience-based input as well, to figure out what's wrong with the game.

    Killers have not had control of this game at all, because the gameplay loop and meta that survivors engage in has not changed. Virtually all benefits granted to killers in that "game ruining" 6.1.0 patch have been done away with or cancelled out. There are loops where, if the survivor knows how to run it, a killer has to waste a guaranteed amount of time to catch up to them, with no chance of mindgame shortcuts. When time is what the killers are fighting against, because the gen speed is too fast for them to physically stop, and they can't be in 4 places at once, a single chase like that can be game-losing. I could go on, but the point is that stuff like this isn't subjective; it's a matter of fact. I'll start questioning the average killer player's skill or game sense as soon as a somewhat even playing field has been established, but we have yet to see that in this game, because the math says gens are faster than the combined chases. Despite the handful of gifted killer players who manage to defy the odds, and win very consistently, it doesn't dispute that math.

  • What choice? To lose? I've already explained this:

    Whether you're talking about high level players, or even average players at this point, if it's not a mismatch (one side knows what they're doing while the other doesn't), then the survivors should win by default. The math says that killers need to be hooking someone every 30 seconds or so, to kill them before they do the gens and get out. You can only come close to that time efficiency by tunneling and camping, meaning that just chasing without tunneling and camping, mathematically, should be an automatic loss. I can't explain it simpler than that.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843810#Comment_3843810

    What choice? To lose? I've already explained this:

    Whether you're talking about high level players, or even average players at this point, if it's not a mismatch (one side knows what they're doing while the other doesn't), then the survivors should win by default. The math says that killers need to be hooking someone every 30 seconds or so, to kill them before they do the gens and get out. You can only come close to that time efficiency by tunneling and camping, meaning that just chasing without tunneling and camping, mathematically, should be an automatic loss. I can't explain it simpler than that.

    What maths are you referring to there? That's a pretty extraordinary claim, I apologise if you put the numbers higher up and I missed it but I'd very much like to see how you reached that conclusion.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843810#Comment_3843810

    What choice? To lose? I've already explained this:

    Whether you're talking about high level players, or even average players at this point, if it's not a mismatch (one side knows what they're doing while the other doesn't), then the survivors should win by default. The math says that killers need to be hooking someone every 30 seconds or so, to kill them before they do the gens and get out. You can only come close to that time efficiency by tunneling and camping, meaning that just chasing without tunneling and camping, mathematically, should be an automatic loss. I can't explain it simpler than that.

    Okay, that is absolutely not true for players with average skill levels.

    Also, if you don't camp or tunnel, your MMR will adjust to put you against opponents who are at a skill level where you lose sometimes and you 'win' sometimes. You can choose not to do those things and still 'win' matches. You aren't forced.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843700#Comment_3843700

    No. I think you're arguing in bad faith. You're critiquing allegedly "feelings"-based thoughts, and say stats matter over everything, but then argue that killers' subjective (feeling-based) arguments are worth less or none at all compared to survivors' subjective arguments. And you're making the same mistake as the devs by looking just at the stats. The devs need experience-based input as well, to figure out what's wrong with the game.

    Killers have not had control of this game at all, because the gameplay loop and meta that survivors engage in has not changed. Virtually all benefits granted to killers in that "game ruining" 6.1.0 patch have been done away with or cancelled out. There are loops where, if the survivor knows how to run it, a killer has to waste a guaranteed amount of time to catch up to them, with no chance of mindgame shortcuts. When time is what the killers are fighting against, because the gen speed is too fast for them to physically stop, and they can't be in 4 places at once, a single chase like that can be game-losing. I could go on, but the point is that stuff like this isn't subjective; it's a matter of fact. I'll start questioning the average killer player's skill or game sense as soon as a somewhat even playing field has been established, but we have yet to see that in this game, because the math says gens are faster than the combined chases. Despite the handful of gifted killer players who manage to defy the odds, and win very consistently, it doesn't dispute that math.

    You're critiquing allegedly "feelings"-based thoughts, and say stats matter over everything, but then argue that killers' subjective (feeling-based) arguments are worth less or none at all compared to survivors' subjective arguments.

    That's not what I said at all. My observation is that the opposite is true in the attitude some forum killers have on here. Their subjective opinion is decided to be the objective truth or consensus, and anyone that speaks against it must be acting in bad faith, or must be bad.

    That's also why these are often couched in pressuring language. "Everyone knows that…" "If you're not lead-tier MMR…" "Even you should agree…"

    Killers have not had control of this game at all, because the gameplay loop and meta that survivors engage in has not changed. Virtually all benefits granted to killers in that "game ruining" 6.1.0 patch have been done away with or cancelled out.

    If that was the case, we'd see a return to pre-6.1 figures, and we didn't. The reality is that, no, they haven't been done away with or cancelled out, people just forgot a bunch of the buffs that got included in 6.1. And honestly, that happened within like two months of the patch dropping.

    When time is what the killers are fighting against, because the gen speed is too fast for them to physically stop, and they can't be in 4 places at once, a single chase like that can be game-losing.

    And one survivor being caught in the wrong place at the wrong time can swing a 0K to a 4K. This isn't a hardship that's unique to killers.

    I could go on, but the point is that stuff like this isn't subjective; it's a matter of fact.

    Oh, we'll get to these 'facts'.

    I'll start questioning the average killer player's skill or game sense as soon as a somewhat even playing field has been established, but we have yet to see that in this game, because the math says gens are faster than the combined chases. Despite the handful of gifted killer players who manage to defy the odds, and win very consistently, it doesn't dispute that math.

    If killers can consistently win under any variety of restrictions and conditions, what would it take for you to declare a playing field 'even'?

    Because right now, you're positioning yourself as the sole, subjective arbiter of when a playing field is 'even', and anything that doesn't fit your judgement is disregarded.

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843810#Comment_3843810

    What choice? To lose? I've already explained this:

    Whether you're talking about high level players, or even average players at this point, if it's not a mismatch (one side knows what they're doing while the other doesn't), then the survivors should win by default. The math says that killers need to be hooking someone every 30 seconds or so, to kill them before they do the gens and get out. You can only come close to that time efficiency by tunneling and camping, meaning that just chasing without tunneling and camping, mathematically, should be an automatic loss. I can't explain it simpler than that.

    The math says that killers need to be hooking someone every 30 seconds or so, to kill them before they do the gens and get out.

    And this is where we get to the 'facts' that you prop up.

    How do you math this out? How do you account for a survivor circling a different way around an obstacle to stay out of killer sight? How do you account for a survivor not doing this because the killer went a different way? How do you account for a skillcheck popping up when a survivor lets go of a gen? How do you account for the killer happening upon the person going for the rescue? How do you account for the time it takes for two survivors to find one another so they can heal? How do you account for the time it takes the survivors to find the right hex totem? How do you account for a chase being brought into the area where gens are done?

    You -cannot- math out DBD. It's not a game of maths. It is WAY too complicated to be reduced to something as simplistic as 5 x 90 > 12 x 30.

    This isn't 'facts'. This is desperate guesswork.

  • The uncomfortable truth is that many players here only really play one side and then consider themselves a seasoned professional.

    I've read a lot of posts here now and no joke, it's always clear in the first 3 lines which side this player is fighting for in the rest of his post.

    Well, let’s get that out of the way. What it boils down to is that players always play the game with their own motivation. A fun social evening with friends, Tomb quests & achievements, blood points, streaks, comp play, etc.


    I'll avoid writing a wall of text now because it comes to the following summary:
    The fact is that with the advantage of coordination in SWF, players have an advantage over solo players. BVHR has already improved a few things here. The long-term goal should be to supplement differences (missing information compared to SWF, kindred basekit, global anitcamp measurement, etc..) for the solo player. Afterwards, killers (AND PERKS) should be strengthened so that it is fair for both sides again.

    Many good points have already been made for both sides, but these are things that can follow.

  • @Senaxu said:

    The uncomfortable truth is that many players here only really play one side and then consider themselves a seasoned professional.

    I've read a lot of posts here now and no joke, it's always clear in the first 3 lines which side this player is fighting for in the rest of his post.

    Well, let’s get that out of the way. What it boils down to is that players always play the game with their own motivation. A fun social evening with friends, Tomb quests & achievements, blood points, streaks, comp play, etc.


    I'll avoid writing a wall of text now because it comes to the following summary:
    The fact is that with the advantage of coordination in SWF, players have an advantage over solo players. BVHR has already improved a few things here. The long-term goal should be to supplement differences (missing information compared to SWF, kindred basekit, global anitcamp measurement, etc..) for the solo player. Afterwards, killers (AND PERKS) should be strengthened so that it is fair for both sides again.

    Many good points have already been made for both sides, but these are things that can follow.

    I'm actually surprised at the number of players who appear to play predominantly one side here. Most of my comments likely come off survivor-sided, but I play killer in about 30% of my matches.

    I kind of suspect that while there are some people here who play almost exclusively one role, a lot of us just see certain things as more egregious than other things. For me, I stopped getting annoyed at teabags a while ago, so there's not much survivors can do to annoy me other than selling out their teammates. But killers can do things that I find make the survivor experience just ridiculous.

    Totally agreed about swf though. I swf without comms occasionally and that on its own is enough to make matches better (though I often play and enjoy solo queue). Swf with comms, especialy if the players use communication effectively, is kinda op.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843519#Comment_3843519

    "my failure for picking a completely random number that is also close to killer movement speeds"

    ah yes, because it's so common for killers to casually move at 146% while holding their ranged powers, indeed, that's such an honest mistake from you and totally not you just not taking a second to think about it and instantly jumping to writing a "gotcha" comment.

    yikes. im not going to read or reply the rest of your comment, dont think i have anything to discuss with you here.

    You 146% definitely read it and knew you didn’t have any valid points to make lmao 😂

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843702#Comment_3843702

    You 146% definitely read it and knew you didn’t have any valid points to make lmao 😂

    the lengths people go to avoid admitting an honest mistake and thus discrediting their whole opinion, lmao.

    keeping denying :)

  • An uncomfortable DBD truth: Tierlists are incredibly stupid for an assym game, and tell you next to nothing about how good a Killer is. They're meaningless weapon-measuring contests and shouldn't be used for balance. The only people who need DBD Tierlists are people who play comp DBD, everyone else can do just fine without knowing how weak Legion is or how strong Spirit is.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843865#Comment_3843865

    the lengths people go to avoid admitting an honest mistake and thus discrediting their whole opinion, lmao.

    keeping denying :)

    I never once said I didn’t make a mistake, I definitely read it wrong but you also made a strange mistake. 146% is a very strange thing to say as people almost always say “That 100% didn’t need to happen”

    We’re talking about a scenario where a character was much faster than normal when doing a certain action and people even claimed she was faster than survivors. Not to mention perk combinations that actually can put her around the 145% speed mark while holding a hatchet which I have done for a video.

    And then you strawman me into an irrelevant argument about me accidentally thinking you meant she moved at 146%. All because you have no valid response to the real discussion I was trying to have. That’s all that happened.

  • @SidneysBane1996 said:

    An uncomfortable DBD truth: Tierlists are incredibly stupid for an assym game, and tell you next to nothing about how good a Killer is. They're meaningless weapon-measuring contests and shouldn't be used for balance. The only people who need DBD Tierlists are people who play comp DBD, everyone else can do just fine without knowing how weak Legion is or how strong Spirit is.

    There stupid in any game honestly, sometimes even the so call low tier joke character turns out to be dangerous in the right hands.

    Look nurse as s for example I tend to do well even against a good one yet something like a bubba I may go down to faster than a nurse cause juking that saw aint no easy task specially when they have bambi.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843512#Comment_3843512

    Most of the killer cast. Basically anyone but top 3, S tier.

    We're attributing it to game balance because it is the game's balance that's at fault. I have confidence that most of the experienced survivor players, as many biased survivor mains as there are, would agree with us. I'll say it but hopefully others have thought of it: Of the complaints that we killer mains had 4 years ago, or 2000-3000 hours of playtime ago, a lot probably had lack of experience/skill as factor. I'm no longer an ill-tempered recruit, but a seasoned veteran on both roles, at least by the average player's standards (some still don't know doing gens is how you win). And yet, I'm still having the same issues. We all are. The gens are too fast, good loopers waste too much time/are near impossible to catch, and killer keeps getting nerfed while SWF never gets touched. I'll dedicate some of my losses to my platform and my compatibility with it. A joystick just isn't the same as a mouse, and neither are the sensitivity settings compared to PC, so I'll genuinely miss an attack, maybe even 2, in a match. But I practically trained my chase/game sense alone for the last year or 2 where I continually said, "Gen defense isn't worth it against good survivors. Use chase/endgame instead!" I got better at chase, at camping, at tunneling, at slugging, at dropping chase when necessary, at letting a gen go when necessary, at settling for a draw rather than a loss, and at knowing when to take the big risk to get a 4k. I stay away from Nurse/Blight/Spirit because I just don't want to rely on them always. I've become good with many complex/weaker killers like Wraith, Clown, Demogorgon, Deathslinger, Unknown, Alien, and I've 4k'd with them many times, through hard work and force of will.

    The survivors on the other hand have never felt more mediocre, and they're seeing better results. I feel it as survivor. We're losing a match, and all of a sudden me and 1 other hop on a gen, and now all the gens are done, when before they were going at a snail's pace. "Wow, so we could have just done that at any point!" I sarcastically say every time. The average survivor player really isn't that good compared to the average killer. They prioritize heals over everything, won't do stuff until healed, hide when they have no hooks and their teammates are on death hook, do chests and dull totems, don't know how to run no-mindgame tiles like shack and jungle gyms, waste pallets after getting hit. I see them more and more all the time, no matter how much I escape and push my MMR up. It's as if 90% of ladder is MMR hell, because it's so simple to escape as survivor that so many do it, not knowing some of the most basic game knowledge on how to beat decent killers. They give up constantly too, something I almost never see killers do. And eventually they do die, and me with them... because of them.

    It comes down to MMR. That's the X factor that runs this whole machine. When MMR first launched, it was perfect. You knew exactly what you were going to get in 95% of your matches: teammates and/or opponents who were of your level. But the devs have screwed it up hard. What it does now, as an end result of counting just escapes and kills as a measurement of your caliber, is it puts you and 1 other good teammate with 2 potatoes, up against a decent killer. If the killer realizes they're the weak link and tunnel them out, you're done. The killer doesn't even have to play well at that point, because you've been playing a 2v1 essentially. If the killer chases you instead, most likely y'all escape, as long as teammates know "Do gens = win." And yet, if you're good with killer, you get non-stop tough matches. They don't have to play well. Just as long as they do gens, you'll have a major uphill battle. Against a good SWF, it's basically impossible to win. They have too much control, too many tools and not enough pressure on them. But we don't see this imbalance with the naked eye. MMR hides it, and I believe that's what it's designed to do. It orchestrates the 60/40 kill/escape rate. It forces mismatches on ladder (90% MMR hell), and gives good killers constant tough, gen-efficient opponents at high MMR, to manufacture that 60% kill rate. And people look at that state, recite it, and that's it. No in-depth discussion of any kind. Just "That's what the stats say." The stats are garbage, and don't tell you the story of a match, and we've always known this. A killer getting 2 kills could have got 2 hooks, and was getting destroyed the whole match, or he could have got 10 hooks, put in a ton of work and got a draw by default because gen speed.

    We've had our differences, you and I, but I think you can agree with at least some of what I've said. I simply combine the facts with my experience and others' experience, to conclude that killer is bad off (due to balance), solo is bad off (due to matchmaking, not balance), and SWF remains the untouched power role. You may have had different experience and interpret the information differently, but that's the point. The feedback loop of bad balance and MMR skewing results is what has deceived and confused us all.

    How is Wraith a complex killer?

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