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Arcturus

Arcturus

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  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121447#Comment_4121447

    Why you marked those perks? NTH is still insanely braindead free aura without needing any form of game sense, blood favor is still extremely strong just you will have to basic attack before rushing into your power, DMS is actually still the most unhealthy perk as it constantly keeps objective hostage on good killers or bad teams.

    Oh yeah don't worry I know LOL, I think I mentioned the same in one of these comments. It's just that even if you look at purely the number of meta perks nerfed on the survivor side versus killer side without accounting for the fact that NtH especially is still a great perk and still top 5 used on NightLight, survivors have still been hit harder by the sheer number of perks nerfed. So where you are looking at how hard the meta perks got nerfed or how many of the meta perks got nerfed, both hurt survivors way more.

    And as I said in one of my posts as well, this also doesn't account for the fact that way more from 10.2.0 benefits killers than survivors. The only 2 maybe possibly meta perks from the PTB were Flow State and Road Life, and Road Life's heal speed was massively nerfed to almost double the duration. On the killer side, Help Wanted is still very powerful even after they nerfed it, new Undone is a great alternative to pop for certain killers, Knockout may be broken on Artist and Knight, and even the perhaps not meta but very strong perks are more plentiful, as things like Fire Up and Ravenous got sizable buffs to make them much stronger.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121433#Comment_4121433

    To be fair, I don't know how illustrative this visual really is considering what perks are actually shown from the original tier list.

    Some stuff is here that's kinda questionable, like Slippery Meat and Up The Ante being skyrocketed up to the top due to a heavy bias in favour of coordinated 4-mans at the highest level, and some stuff that should probably be here like We'll Make It and Background Player are missing.
    It's also a bit outdated so it doesn't have Self-Preservation as you mentioned, as well as Lend A Hand and (imo) Change Of Plan.

    The marks added afterwards also only really signal that a perk got changes, not what those changes were or how the perk is afterwards. Slippery Meat, for example, is given the same mark as Vigil; a perk that got reworked to be much more directly useful vs a perk that was very much over-nerfed and isn't very good right now.

    I don't think you can fairly conclude from this that survivors aren't allowed to have good perks, even as hyperbole. It's just missing too many of the good perks that currently exist for the ratio to be accurate.

    I simply used Otzdarva's tierlist as a guide, I too would move a few perks around here or there. I will say that Self Preservation was still on this list in its 30s version but still isn't in the top 2 tiers, and I think this is reflected in the fact that SP was not that popular of a perk, it wasn't meta. Slippery Meat and Up The Ante, while they weren't good in solo queue, yes in 4 man stacks they were incredibly impactful, literally the only counterplay was to slug the whole team or hard tunnel someone out. It literally evaporated any pressure the killer made at the beginning of the match, allowing for hard slamming gens.

    We'll Make It I'll give you that it should maybe be at the bottom of the 4 star tier. I wouldn't consider We'll Make It meta, but it is a strong perk. Lend A Hand would only be in this tier with duos or squads with Resurgence. Otherwise the perk just shaves 4s off each heal at the sacrifice of 14s for each totem cleansed or blessed (and if you're using a perk to speed it up like Counterforce, that's another slot used up). So if you think the 4 man swf bias of Slippery Meat and Up The Ante makes them undeserving of their top spots, the same is with Lend A Hand.

    There's also no way Change of Plan is meta. I agree that it is underestimated by the community, but it is not so strong to be in these top tiers, and it is so unpopular as well.

    I gave all the perks that are now less powerful than before the same marks, true. In the case of Slippery Meat, yes it's usable by itself now, but it is permanently just an "okay" perk in its current form. While old Slippery Meat was not very useful on its own, in a luck build squad its power was insanely high. There is no build that can make new Slippery Meat come even close to that.

    It is a fact that the survivor meta has been shrinking and shrinking for the last half a year. And especially with this patch, the killer meta is hardly touched in comparison while having more perks to contend with the top. The only two buffs that made survivor perks possibly strong enough to contest any of these top tier perks were Flow State and Road Life (and I wasn't even convinced on the second one). Flow State by some miracle survived, and Road Life got nerfed to take almost twice as long to heal.

    Yes, my statement of "survivors aren't allowed to have good perks" is a hyperbole, but at the rate we're going we are not far off.

  • @crogers271 said:

    Survivors got a few buffs that honestly don't even make up for the massive wave of nerfs coming with them. 

    A guess on my part, but I think BHVR is really overestimating how much impact the chat wheel will have on survivor performance (and maybe even queue times). That might be the reason for the nerfs is how much they think it will change the game.

    Maybe, although this is also after multiple patches in a row that benefited killers a lot more, along with a wave of A and possibly S tier killers. Unless they've been thinking for the past half year or full year that the chat wheel will giga buff survivors or something, I doubt it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121433#Comment_4121433

    And even on this list, I would not agree with some placements. Wicked for example is not "very good". It could have been "very good" if the Buff from that one PTB would have went through, but suddenly Killer Mains were scared about getting robbed of their Basement Hooks for some reason. (I almost never end up in Basement, since Basement most of the time is not worth it for the Killer AND there are usually no Scourge Hooks… For me this is an example of Killer Mains just protesting that a Survivor Perk might be buffed, because I really have to question if they actually play Killer if they think Basement is relevant)

    I would also not put Kindred and Shoulder the Burdern on this list in this constellation, because I would have to question, on what Otz is basing this. Solos? Then Shoulder is not excellent, same with Deli. Or SWF? Then Kindred is not "very good", at this point it is a useless Perk.

    But, my issues with this Tier List aside, I think it shows that a lot of Perks on Survivor just got nerfed in the past few months. And I would argue that a Killer Tier List looks different. There were hardly any Nerfs but other Perks got buffed. (And for some reason, it is always ok to nerf Survivor Perks if their pickrate is high, but say that Pain Res also has the highest pickrate and then pickrate is irrelevant…)

    I would also not say that Adrenaline would move up a Tier. I would even question if it should be on "very good", because it is a Perk with a one time use which might not even activate. And adding 1 second (which was just throwing a bone to be honest, since in the same Patch Deliverance got nerfed and Sprint Burst and Vigil got obliterated) will not change that.

    If you want a visualization for killer meta perks, here it is (note that I made these before the PTB went Live, so Thrill is most definitely a nerf now).

    Screenshot 2026-10-05 155906.png

    This is not accounting for the fact that Nowhere to Hide is still one of the top 5 used perks on NightLight because it is still strong, and also 10.2.0 sees a lot more strong killer perks contesting the meta than survivor perks.

  • Screenshot 2026-10-05 155520.png

    Because survivors aren't allowed to have strong perks (unless if it's Adrenaline apparently). This is just Otz's most recent tierlist with all the changes in the last 6 months or so marked. SP isn't even on there and still got nerfed and cut in half. I also didn't slash Up The Ante because it didn't directly get nerfed, but it's now completely useless with DR on luck and the absence of Slippery Meat.

  • 52.5% shorter cooldown with Dark Arrogance and STBFL was not so much an issue on the majority of killers, but on Freddy and especially Clown it was a genuine issue. It wasn't about the survivor being bad, it was about them getting absolutely nowhere before getting hit again. Here's a clip I found from DStrike. Granted it uses all 4 perks for 60% faster attack cooldown, but the difference between that and 52.5% is not that big.

    https://youtu.be/1KYvQUFryQk?t=23

    With the hinder effect, the survivor makes almost no distance whatsoever at 0:24. I don't see how this could not be an issue. Granted, the DA nerf is not what I would have liked to see, as I think it may possibly be worse than before the PTB due to the stun duration, but it was indeed a problem

  • I think considering they completely abandoned their anti-tunnel and anti-slug systems, have nerfed the only basekit protection we got from that PTB, nerfed almost all anti-tunnel with StB being next, and with this Abandon change and the fact that somehow both Forced Hesitation and Infectious Fright weren't in their list of "problematic perks," it seems clear to me the way BHVR wants the game to be played.

    They want you to hard tunnel from 5 gens, they want you to slug the entire lobby on Blight. That's the way they want the game to be played. More fun for survivors, am I right?

  • @Brimp said:

    Its funny because we got nerfs and borderline guts to a lot of the super strong killer perks like Thrill, Dissolution and Blood Favor and buffs to perks that get stronger/activate the more you lose like Help Wanted and Fire up along with the odd rework to Undone but on the survivor's end? They just got perks buffed and none of the traditional meta perks nerfed. Like sure STB makes you broken for two minutes now but that's still a slap on the wrist compared to its upside long term.

    Not to mention Dark Arrogance didn't even get to see the light of day before it was gutted but hey we still get to see the same 8 perks still on the survivors end with maybe the rare perk slot being changed for one of the buffed perks. More Lithe/Dh, Resilience, Resurgence, DS and Five Moves Ahead I guess.

    In the last update, Vigil got obliterated, SB got cut by a third (which is technically not true because SB also accelerates for half a second or so, so it's actually an even bigger nerf than on paper), and Deli had it's downside doubled. Before that, Fast Track also got completely gutted.

    StB, despite the deactivation condition being taken back, the punishment is being tripled (while also making you lose a health state and making you waste time healing after the effect is over, if you're even alive by then). Self Preservation is being cut in half. Windows of Opportunity is being gutted into something no one will use and the change will only serve to make inexperienced players die even faster.

    On the killer side, last patch Nowhere to Hide got nerfed to have the aura be attached to the gen. Yet it still remains the 5th most used perk on NightLight because it's still a very strong perk. Dissolution is being changed to only basic attacks and 5s less duration. Although this perk was strong, it wasn't even meta on the vast majority of killers, and on the few it was popular on like Ghoul and Krasue it was just plain unhealthy. But I admit, this is a huge nerf. Blood Favour works the exact same just not with m2 abilities. So the perk will remain just as strong as before on more m1 centered killers, while m2 centered killers like Blight, who don't need the help in the first place, can't use them as effectively (although you can also just walk a survivor down for the first hit then down them with power). Killers like Jason will still be able to use this perk pretty well. It's a decent nerf, but the perk is still very decent. One you didn't mention was DMS, which, while it does not synergize with Pain Res anymore, will still be a quite a decent perk for killers that can pressure survivors off of generators like Billy and Blight, especially since the duration got slightly increased as well.

    As for Thrill, many in the community have pointed out the alarming concern that this might not be a nerf at all. For lower tier killers that are not as powerful in chase, yes this is a huge nerf. But on killers like Blight, Nurse, etc, it might be as strong or perhaps stronger than before. With a full hex build of 4 totems, the totems are blocked for 40s. If the survivors get on literally frame 1, the totem can be completed in another 14s. The strongest killers in the game can very often get downs in 54s, in which case there may be games where the hexes are literally impossible to cleanse. It remains to be seen if this is actually going to be an issue and we won't be able to tell until it goes to Live. But as of now, while I agree with the devs that it is indeed a rework, I'm not convinced it's flat out a nerf.

    But even if you count every one of those killer nerfs from the last couple patches equally to the survivor nerfs (which, in my opinion, have generally been way more extreme and I wouldn't even count Dissolution as a meta perk) you're looking at 5 killer nerfs while survivor got 7. Even making it as blunt as possible and ignoring the nuance of things like how NtH and probably a couple of the nerfed killer perks will still see a decent amount of play, survivor perks have still been nerfed more. That also isn't putting into account that the PTB changes give way more meta competition for killers than survivors.

  • I don't DC off the rip when seeing these killers, but it's really tempting sometimes. And when I'm already in a bad mood from previous games going this way or it's my very first game on, I do sometimes DC when they start hard tunneling, camping, or slugging the lobby. For me it's definitely Ghoul, Jason, and Judgment.

    I feel that at least against Jason, maybe my experiences would be a bit better if the players weren't so awful. His kit is perfect for camping and tunneling so almost every Jason I run into do them, which leads to me hating them all. Ghoul players do the same except add in an occasional slugfest. Judgment players for the most part only tunnel out of these options, but when they do they will literally just travel to the opposite side of the map where the person spawned to immediately tunnel them out, fully taking advantage that they know for certain they can't have any anti-tunnel.

    I also just hate how all of these killers feel so brainless to me. The rare Judgment player that does not run aura I can respect, you are the 1/20 Judgments I face. Judgment is fun in chase, but because every Judgment runs full aura or at least a couple perks and Blindfold, half the match is spent dodging from across the map and hoping that she doesn't just curve it directly to where you swerve or spawn it on top of you. She also literally has Pain Res and BBQ as addons, because the community just loves 5th and 6th perks. Jason feels cheap where he is literally missing nothing from his basekit and has everything handed to him on a silver platter. Badge is stupid (another 5th perk) and as a Springtrap player it infuriates me that the devs made a carbon copy of him but better in literally every way. Ghoul gets by far the easiest, most brainless first hits in the game, while also being able to practically spawn on your back and breathe down your neck, downing you with little to no counterplay. And of course, not only is Coffee insanely powerful, he gets addons for BBQ and Bam as well (yay more 5th and 6th perks).

    I honestly just think every killer since Ghoul (besides Springtrap) has been pretty miserable to play against.

  • StB is designed to be an anti-tunnel perk, and it should do its job. The main issues with current StB are thus:

    1. In a 2-1-1-0 hook stage scenario, StB can evaporate any options and pressure the killer may have by making it 1-1-1-1. It goes without saying that if it is 2-1-1-0, then the killer either isn't tunneling, or the perk has already done its job by one or perhaps two players.
    2. In more competitive teams on comms, StB can also be used on a player with Deli, giving them a second chance to use this perk even though the killer was lucky enough to hook the Deli player in the first place.

    Neither of these issues are addressed by the PTB nor the soon-to-be-released versions of StB. I don't think your idea of disabling StB from working on a player who has used StB fully addresses issue #1 (because StB can still be used on the 2 hook survivor as long as they didn't use StB previously), and it comes with the added consequence that it also affects scenarios where only one player has 2 hooks (they are being hard tunneled) and they are then Shouldered. Then the StB user becomes a guaranteed tunnel out as their teammates, even if they have StB, can do nothing to help them, so it goes from a person dying in 3 hooks to dying in 4.

    That is still the mark of a hard tunnel, exactly what this perk was built to combat. The current 2 minutes of broken also makes that tunnel extremely easy, as even when the person gets off their second stage hook, they have no ability to heal even if they got the chance, simply because the broken lasts so long.

    So how do you fix both issues while keeping StB a strong deterrent against hard tunneling? First I'll go over the issues with Deli, and we'll try to get 2 with 1 stone. For Deli, the main issues are thus:

    1. It punishes killers for spreading hooks.
    2. It can be used in endgame for a free escape, possibly while hook trading as well.
    3. Despite having an inherent risk that you may be found first and thus not get value, that is eliminated when you have a teammate with StB.

    The nerf where they doubled the duration of broken to yet again be absurdly long did nothing to address any of these problems. Unfortunately issue #1 requires making the perk work off of a different activation condition, of which I'm not sure what it would be changed to. But issues #2 and #3 are easy. Change Deliverance to:

    • Add a modifier that it does not work when exit gates are powered.
    • Add a modifier that when the user is hooked, the perk is permanently deactivated.

    That solves 2/3 issues with Deli, and I believe with this the broken status effect could be placed back down to somewhere between 60 and 90 seconds. This also solves issue #2 with StB. To solve issue #1 of StB while keeping it a strong anti-tunnel perk while limiting its effect on killers that are not tunneling:

    • Add a modifier that StB deactivates when 3 survivors on your team have at least 1 hook stage.

    This is all you need to address issue #1. And if these changes were made, I would think that StB could be changed back to the same duration as I said with Deli (somewhere between 60 and 90 seconds) to still guarantee that the killer has plenty of time if they want to pressure the StB user while also not dooming them to having no option to heal even after they get off the hook. A similar amount of time being exposed would also work, although I think something like the Ghost Face exposed timer on the HUD would be useful for the killer to fully know who used the perk.

    Thank you for coming to my TED Talk.

  • @cogsturning said:

    The only time this perk is an issue is when a swf uses it to turn a 2+1+1+0 into a 1+1+1+1. It's happened to me and it's lost me all my pressure, but it's not that common and I don't see it as an issue. Perks are supposed to be useful. They're supposed to help you win.

    And ironically the nerf, whether before or after they reverted the deactivation condition, does nothing to address this problematic scenario while tripling the penalty of the perk (and more since you are a more obviously vulnerable, if you're healthy it takes a health state, and you need to take time to heal afterwards).

  • Dark Arrogance was problematic for giving 5 permanent stacks of STBFL that, with STBFL, could result in over 50% reduced attack cooldowns, which was an issue on Clown, Freddy, and possibly Deathslinger. It's not my ideal change either, I'd like to see the stun increase go back to where it was, or for them to just reduce the % from 25 to 10-15, but it should not have made it to live.

    I don't know how we're saying they "buffed Shoulder the Burden." It's still a massive nerf. They removed the part that made it completely unusable for solo queue, but it's still broken for 2 whole minutes. That means you very well might lose a health state and are guaranteed to have to spend time healing after the broken is over, and that's assuming you survive the 2 minutes, because that duration is plenty long enough to down you, hook you, and you will still be impossible to heal the next time you get off hook so you're an easy target to tunnel out instead. I don't really think "buff" and "Shoulder the Burden" should be used in the same sentence.

  • Hmm, mixed feelings on this one.

    I'm glad StB's deactivation condition got reverted, as it mostly just negatively impacted solo queue players. But the nerf still didn't change the most problematic part about the perk (making 2-1-1-0 hook stages into 1-1-1-1) and also with 2 minutes of broken, as long as the killer has a bit of brains and goes after the broken survivor, 2 minutes is long enough to down them, hook them, and then even when they are unhooked they'll still be broken for an easy tunnel out. Really wish BHVR changed StB to 60s of broken and deactivation when 3 unique survivors have a hook stage.

    I'm not sure why This Is Not Happening got gutted. I understand it's probably because of Hyperfocus, but the combo was still much weaker than current Hyperfocus + Stakeout. I guess brand new players still might find this useful for their first few hours, but this takes away even the small reason anyone else would use it. Hyperfocus really should just be changed so the skill checks are locked, otherwise I swear we're going to have this same issue again.

    I'm glad Dark Arrogance didn't make it to Live, although the way it was changed is a bit concerning. I don't think the new effect is quite worth the increased stun duration. I would like to see the stun penalty reduced by 10% or so, or see it simply changed to something like 10-15% faster cooldowns but still include hits.

    Well, not really surprised that despite the community being in uproar about Windows of Opportunity, BHVR still didn't revert it. It's a change for the sake of change, a change simply because a perk is popular and not based on actual strength. The new WoO is also terrible because of only working on windows, being on a 30s cooldown while also being only 10%, so I doubt many will use it. I'd rather experiment with Spine Chill any day.

    I'm glad Borrowed Time is being reverted, at least that's good. It was just a weird, nonsensical change. The rough idea wasn't bad, but the actual affect of the perk was useless and replaced a perk that, while niche, was still quite decent.

    So overall, one of the several killer meta perks that came from this update may possibly be worse than before the PTB now, although I think that remains to be seen. Survivors, in an update that was apparently supposed to focus on buffs, had to save 2 different anti-tunnel perks from being destroyed and one of them is still receiving a massive nerf. TINH got nerfed so that it will barely see any use just like before, although at least brand new players will find it useful I guess, and Windows of Opportunity, a great perk for inexperienced and more casual survivors got reworked into something barely anyone will use.

    So killers lost a new toy, although I didn't realize it stacked with Unrelenting and will have to test that out. And survivors managed to riot enough to save themselves from getting stepped on quite as much, but they're still getting stomped on. Even though a couple of these are nice changes, I'm pretty disappointed so far. Hopefully the full list of changes gives me a bit of hope.

  • @SpyUA said:

    Every time I used NOED, it's cleansed before even I manage to get a hit, so literally no value, this should be fixed. I think many people overestimate how strong the perk is, in current state without actually using it themselves.

    This bug could stay but NOED a shouldn't show the aura of the totem to the survivors in radius, at least keeping the radius only 4 meters. The aura with an increasing radius is balanced around that it only appears for survivors after the notification but it appears instantly.

    It's a Hex totem, every one of them inherently run the risk of being cleansed early. The same thing happens with perks like Ruin, the survivor gets on a gen, checks for Ruin, sees it's Ruin, goes around and cleanses the Hex. Sometimes, because Ruin and many other totems (usually the strongest ones) light up at the start of the trial, Survivors accidentally find the Hex early and cleanse it.

    Funnily enough, NOED runs less of this risk than most Hex perks. Yes a Survivor could still technically accidentally find NOED, but the chances are much lower. At this stage in the game, survivors will not be searching around the map for generators or totems, they'll be heading in a straight line toward the exit gate. They'll be covering a lot less ground than they were at the beginning or throughout the generator portion of the trial. In addition, what reason do they have to be looking around for NOED? They could run past the same totem that later becomes a Hex totem throughout the game once, twice, thrice, always a dull totem. I should note that the totem's aura doesn't begin until after someone has already been screwed over by NOED as well.

    The thing is, I run NOED. I don't run it by itself in every build I make like some people, but I do enjoy an endgame build every now and then. And it is unhealthy. Over the years, more and more perks have come in to assist NOED, it's not necessarily just a standalone thing. No Way Out is often paired with NOED, trapping the survivors in to practically guarantee you value. Silent Shadow makes you a permanently undetectable 119% movement speed instadown killer. This isn't even accounting for the fact that haste, despite DR, can still very much be stacked. You don't even have to go all in, you just need one addon. I often run Foxy's Hook on Springtrap, and now I am essentiall a 126% movement speed killer, I have no TR or red stain, I will one shot you, and you're stuck in here with me. Every game I have run with this build, even if I had a lot of hooks by endgame I would purposely leave all the survivors alive because I knew I'd probably win the game anyway, and in the games where I struggled before all gens were done I would often end up snowballing and winning the game anyway as well.

    You don't need to run other perks, it just shows how stupid NOED can be. In fact, running no No Way Out or Silent Shadow can have the advantage of being a lot less suspect and much more of a surprise. I wouldn't be completely opposed to reducing the range of the aura, but I still think for such a powerful effect the maximum radius should be at least 12-16m.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121210#Comment_4121210

    No doubt mostly killers who don't do well have it equipped yet devour hope works the same. I mean that change would make already not so good perk even worse. Personally if I should equip endgame perk over noed (I run no way out quite often) I'd chose Terminus instead. Also NOEd isn't that much of an issue as it has straight counter, perks like Rancor gives away it's presence much sooner but in the end you can't do anything about it other than leaving and not even saying you can run it with obsession changing perks. Game afoot + rancor allows 2ks to killer who was afk for whole game.

    Rancor is a completely different perk. Rancor is not inherent to how NOED works and most people who run it do not run it with Rancor. I'm not sure how a completely different perk having a giveaway is somehow a reason NOED isn't an issue. I mentioned in the OP that it has a straight counter, yes, and then also followed up by how the perk is problematic despite this because before the survivors can even attempt to cleanse the totem the killer could already be snowballing the entire game. Also, you CAN play around Rancor because it makes its presence known. When I am the obsession and have Rancor I play brazenly because I know I won't be able to do anything in end game. Even if it's Game Afoot, the killer would have to injure you first to make you the Obsession, so unless you're staying injured in end game you'll have chances.

    The thing is, NOED is most impactful when the killer is losing the hardest. When the killer is terrible but suddenly gets a 4% speed boost and can now insta down survivors, who wouldn't be able to get a down or two? The perk inherently rewards bad players the most. It doesn't matter if the survivors played incredibly well the entire match and destroyed the killer, one unlucky hit (again, it's not just insta down but haste as well) or one unlucky totem spawn can screw over an entire survivor team that had been crushing the killer. The survivors are not losing to the killer's skill. They're losing to a perk and possibly totem RNG.

    Devour Hope also does not work the same. Devour Hope can be cleansed before it becomes an issue. Devour Hope also requires the killer to actually get at least 3 hooks and play around their perk by getting far enough away for stacks. Even when it is activated, the haste the killer receives is not permanent. Devour Hope rewards a player for hooking survivors with a chance to snowball. NOED rewards a player for losing with a chance to snowball. One rewards good plays, one rewards bad plays.

    There is no warning with NOED. There is no chance to cleanse NOED until it's already been revealed unless you get insanely lucky. The counterplay is "well now that the game you thought you won is being destroyed by a perk, if you cleanse this totem you at least have a chance to recover." Despite BHVR updating this perk a few times throughout the last decade, the perk still feels extremely dated and unhealthy. If this perk wasn't so old and not too popular and instead was released today, people would riot. Otherwise, where is my resurrection boon?

  • Drop Leg absolutely should become basekit, and I think most players would agree. There's a lot of other things that need attention about Ghost Face in general though. I genuinely do not understand how this killer still has a massive 15s cooldown on his only power when survivors—alive, downed, or hooked—can all reveal him incredibly fast and he has zero chase power. He just needs some love in general.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121152#Comment_4121152

    I've never been able to track via audio, even with headphones, but I agree with the sentiment. I only mentioned audio because it's an example of how things that hurt players with limitations aren't allowed to be adjusted by the players because it affects balance. Both audio effects and the fog fit into that category, and the weather will probably fit into that category as well.

    For someone like me, who can't seem to track via audio even with a headset (maybe because my headset isn't something I had to mortgage a house to afford), something visual to help with tracking would be much appreciated, because sometimes I can hear footsteps but hell if I know what direction they're coming from; I end up turning in circles and losing complete track of a survivor if I even attempt to follow them via audio. I can track via audio at least somewhat in other games even with my crappy headset, so I don't think it's totally on me. Hmm, I think I'm going very off topic here. Whatever, there are a lot of reasons I kind of don't play DbD much anymore: the game leaves me feeling like it doesn't care about my experience from any angle.

    I can relate to this, and I actually have some really nice headphones. Not even a gaming headset with unbalanced bass, my mic is separate. I actually can track survivors on certain killers while on others the chase music feels so loud it's like I can't think. Billy is the first one that comes to mind for me, I literally just can't hear anything at all. If it weren't for survivors coughing and screaming Clown would be awful too.

    I honestly think even if a music volume slider wouldn't be viable because everyone would just put it to the lowest setting to hear as much as possible (and I'm sure they want to keep the games atmosphere) BHVR could still afford to decrease the volume of chase music by 10%. Some audio balancing would do wonders, they still haven't after a decade balanced the volume of survivor audio either.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121144#Comment_4121144

    https://us.v-cdn.net/6030815/uploads/VGRJAEP83H35/sn-c3-admek-obrazovky-28287-29.png

    My all time kill rates are also way lower for sure. but I don't count them as many friendly games or even farming during events I obviously decreased it. i don't slug for 4k and don't run super meta either, just into count.

    I have the occasional friendly or farming game as well, where maybe I let one, two or even all four survivors go. This isn't the norm but does happen. In fact I probably have quite a few of those on Springtrap from when I was trying to farm his awful achievement. I also don't slug for the 4k, I often do not run meta, and I do not hard tunnel.

    And yet both of us are able to easily achieve over 70% KRs, and a lot of those killers I can tell aren't even close to being your mains. It's not like you're going to be the best Judgment or Springtrap in the world with just 10 hours, but you're good enough to get 70%-80%. That means you are by far winning more than you're losing, especially considering those games where you let someone go or someone gets hatch.

    There are certainly many frustrations that killer players have to deal with, just as survivors have to deal with many frustrating things on their end. But by no means do killers have it bad, and by no means are killers struggling to win games.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121145#Comment_4121145

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121146#Comment_4121146

    What do you think the odds are that they'll offer the ability to turn off ANY of the extra effects in the options menu? The rain and water effects are probably gonna be the worst offenders.

    I'm not sure. I think you might not have the ability to completely turn off things like rain, but very likely you'll be able to turn down the amount / quality of particles. Even current DBD does this between graphics settings. I think when it comes to the specific effects though, perhaps like fog, it would have to do with how much of a competitive advantage it is to get rid of them.

    Personally I'd love if the game was still just as competitively viable in high graphics as low graphics. I hate being told to run the lowest settings because it's a competitive advantage when I want to be able to enjoy the graphics of the damn game.

  • @TragicSolitude said:

    I'm going to agree with some other posts I've seen in this thread: I'm not looking forward to the graphical update. I dread the addition of weather effects. This game is unoptimized as hell. Maybe BHVR can improve the optimization, but history doesn't paint an optimistic picture: Meet Your Maker ran smoothly on my PS4 Pro on release. With the first update, performance worsened. After that, if the updates had any effect on performance, it was always for the worse.

    Now is NOT the time to require better hardware or new consoles from players. The cost of everything is going up at a frightening rate thanks to AI. Consoles, which were supposed to be the cheaper route for gamers, are getting ridiculously expensive, too. I still don't even have a PS5 because the cost keeps going up, not down. If BHVR thinks people on old consoles have the funds to update, hah! And if they do continue to keep the game running on older platforms, their weather effects better not make my GPU catch fire. Their old loading screen with the uncapped fog effects came damn close to overheating my PS4 Pro, and their particle VFX still turn my machine into a jet engine.

    I'm absolutely skeptical of this as well. As I said to someone previously though, I do think at the very least the ability to change your graphics settings manually to the lowest settings and proper Super Sampling will help a lot, but I'm not sure how optimized the overhauled game is going to be. It could end up being a Meet Your Maker situation like you said, where on launch it performs well but as updates come it starts performing worse and worse.

    I was having a conversation just recently that BHVR's devs really need to get some help from Overwatch's devs. I don't think I've seen a single bug in 400 hours of play time on that game, and the game performs extremely smoothly despite tons of particle effects.

  • I can understand that, it's part of the reason I haven't played a ton of killer either. But you misunderstand the point. Even if you had played more, any killers you only have a few games with the KR does not mean anything. If I play one game of a killer I think I'm really good at and stomp some solo queue babies the terrible matchmaking places me with, it doesn't say much. Likewise, if that one game I get matched against a tough team of survivors on comms and get zero kills, it doesn't say much either. No stat means anything without a large enough data set.

    If I go to my highest KR killers in the last 30 days, I also have killers with 100% KRs, actually even more than you. But do I play any of these killers frequently? With the exception of Billy, no. So my MMR is going to be low. But either way, in general me having a 100% KR on Pyramid Head in just 2-3 games does not make me a God-like Pyramid Head player, it just means I got a few good games.

    image_2026-10-04_113527401.png

    If we're looking at my top killers however, we actually have a few hours of playtime to go off of, and the stats have a bit more substance to them. I am a Ghost Face and Springtrap player (along with Blight and Billy on the side). Despite me loving Springtrap, I have to admit that I don't think I'm the best at him. In order to get better at all 4 of my mains, recently I have been doing a decent amount of games with zero slowdown and very little chase perks. Usually something along the line of Agi, Forever Entwined/Fire Up, Enduring, and Discordance/BBQ.

    You can really tell it's hurt my Springtrap KR, as I'm now below 70%. What I get from this is that 1. Springtrap benefits more from active gen slowdown like Pop due to his doors, 2. I do think I need to work on my Springtrap mechanics, and 3. I think I rely on his gen kick synergy too much. On the other hand, Ghostie is doing great, with well over an 80% KR despite being by far the weaker killer, and over time I've come to consider him my primary main over Springtrap. What this tells me is that I am much more in tune with Ghost Face's gameplay loop than Springtrap's. These are not killers I do not play either, these are my mains, so I would expect my MMR, wherever the hell that might be, to be somewhat evened out, giving it more weight. I should note that I also frequently give hatch, which is probably screwing over my stats as well. (Also ignore Trapper, I don't play him I just had tome challenges I was grinding)

    image_2026-10-04_114256878.png

    How large the data set is is what makes a stat worth something. Honestly if I played more like 10 hours on Ghostie my KR would probably mean more. But if I played one match of Ghostie or any other killer, won a game and logged off, I would not be able to claim to be a 100% KR killer player.

    And you have to realize, that despite me playing one of the worst killers in the game, often with zero slowdown, I am still able to achieve an 84% KR. This game is designed to be killer sided, the devs aim for a 60% KR, not 50%. The only time it isn't killer sided is at the very highest level, where every survivor is on comms and every player in the lobby has 8k+ hours. In these lobbies, the game is survivor sided (except if it's Nurse). That is not your average lobby.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121119#Comment_4121119

    Yeah, optimisation could really save this game on lower power platforms. Trouble is, as you say, we've not seen much effort on BHVR's part to try to achieve better performance and it might be that the underlying code is limiting any improvements they could made. Right now, I can't even navigate through the menus without significant lag on my Switch 1.

    I think even the OG Switch could possibly just about still run the game with the right optimisation, being home to some impossible ports like Doom and Doom Eternal. It also still runs Fortnite pretty well for such old hardware all things considered (but I know these are different types of games and Fortnite has very cartoony graphics in comparison). I still expect them to retire support for Switch 1 in the next few years anyway as Nintendo's player base slowly move over to the Switch 2.

    I'm hoping they at least target the Steam Deck for their minimum system requirements. If they do, I'll still have a decent shot at running the game because my graphics card is a 1050 Ti and roughly equivalent in power, although I know it's not quite as simple as that because the Steam Deck has more modern tech within it. I just want to know what their targets are regarding hardware with the new upgrade. I guess we'll have to see, but what I've seen so far doesn't exactly fill me with hope…

    I'm hoping for the same. I will say, the current game does not make use of Super Sampling well at all. We technically have FSR, but I think it's probably the literal oldest model, because I don't think I feel any kind of performance boost when I turn it on. We still don't even have DLSS amazingly enough.

    As long as the overhaul comes with modern Super Sampling, as every game in the last several years has, that alone would be a huge performance boost and a huge boon for older hardware. As long as the game is decently optimized, I think Super Sampling and Low graphics settings will hopefully keep it playable on older gen consoles, although I think the Switch 1 is probably a stretch.

  • Yeah that's pretty much what I thought. Every killer you listed has 1-2 games played, it literally means nothing. Absolutely nothing. The only killer on here with substance is the Judgment, who actually has a decent amount of games played. 80% is not bad, but it is nowhere near 100%. And that's not even to mention that Judgment is a baby stomper and also gets a lot of people to DC, so a decent Judgment player will probably always have a higher kill rate.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121130#Comment_4121130

    I¨m talking about killer players not me particulary. Also keep in mind that you can't balance the game with such diverse killer range.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121131#Comment_4121131

    Houndmaster, Wesker, Onryo, Ghoul and Artist I have currently 100 % KR in 30 days.

    You think that killer players in general, whether they are playing Ghost Face or Nurse, whether they are good or not good at the game, have at least a 75% KR if not 100% KR and you think this game is still think killers have it bad? Not only is this incredibly false and based on pure speculation, but if it was remotely true then the game would be incredibly killer sided and it would be ludicrous to argue the game is rough for killer players.

    The question was also about your specific KR, not what you personally think killer players' KRs are in general, so I don't even know why you answered that then. But on the subject of your KRs, at least the ones that you mention here, if you genuinely have 100% KR on those killers I guarantee you have less than 10 matches played on each. If you want anything you say to have weight take a screenshot of the stat page and post it, because a 100% KR is impossible if you play a decent amount of matches. Even the absolute best killer players only have 90-95% KR.

    And if somehow some way that genuinely is your KR, literally why are you complaining in the first place. In a completely unrelated post at that.

  • So is that like a guess? Why are you saying a huge range of 25%? Why not just look at your kill rate on the DBD stats site, screenshot it and show it? Also, who on Earth has a 100% KR?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121122#Comment_4121122

    My PC atm is good enough to handle it, but im kinda pushing it on the RAM for some of the new updates. Witcher 3 got a remaster recently that everyone that had it already on steam got for free. I downloaded it, then started looking through the chart on recommended stats.

    My wife asked me yesterday what I wanted for Christmas and I told her a stick of RAM...

    yeah and unfortunately it can cause issues for your computer if you use a different type of RAM stick than the ones already in your computer, which probably severely limits people's ability to even upgrade their RAM if their model is super expensive

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4121119#Comment_4121119

    I was already kinda dreading it for the added noise when im trying to track survivors. Now im just wondering how much of a mess its gonna be with bugs as well as how much RAM they think we all have.

    Yeah honestly that's a big concern about the overhaul. DBD right now is extremely unoptimized, so even if the graphics are overhauled there is still a chance that on the lowest settings DBD could somehow be less resource hungry than before, or at the very least about the same or a slight bit more. But that would require optimizing their game, a LOT. I'm not sure if BHVR has shown they are capable of doing this, although maybe because of the code they were limited on what they could do.

    If they don't optimize the overhaul and it ends up eating up way more system resources than before, they have to realize that in today's market a lot of people don't have the money for a new console or a new PC / new PC parts. AI has completely destroyed pricing for getting into gaming. If they don't properly optimize their game to be handled, even on the lowest settings, by older consoles and lower end hardware in general, they'll be isolating a lot of their audience.

  • @tjt85 said:

    I won't lie, I'm dreading more news on the graphical update because I think it's going to confirm what I already suspect - That the older platforms like Xbox One, PS4, Switch and my potato PC are not going to be able to run the game any more. I'm not even sure there will be a future on any Nintendo platform for the game, since they keep telling us there's no Switch 2 version in the works (which would be my preferred upgrade path). So I could be in for a pretty lengthy break come the update because I'm not looking to upgrade any time soon, as I've always been little bit behind when it comes to console generations. Oh well, at least I'll be able to make a dent in my backlog of other games when it finally does happen.

    I'm honestly not that excited for the update unless it also comes with some fundamental upgrades to core game play mechanics. I'd like to see new ways to escape and new abilities for Killers. If all it has to offer us is the same experience of looping around a rock but with improved textures under some fancy modern lighting and weather effects, I'll be disappointed and wondering why they even bothered. DBD's better looking competitors always lose out because they can't offer the same variety, being single license games, so they become stale very quickly (despite offering their own unique gameplay mechanics). Graphics aren't everything. But then again, if DBD could do all 3 by looking good, offering a modern game play experience and maintaining the variety it currently offers, it would be unstoppable.

    But yeah, they really should have given us some kind of update by now. Even just to acknowledge that they know we're waiting on one but that they have nothing concrete to share with us yet.

    Yeah I'm wondering about that as well. BHVR also has not kept to their promise of optimizing older generation console versions so it's looking likely that they won't be supported. At the same time, with the overhaul we will very very likely be getting much more in depth graphical settings, in which case you might still be able to run it, the game probably just wouldn't look nearly as good as it could on max settings.

    I'm not even looking forward to the overhaul for the graphical update though, that's just a nice bonus to me, and I think to many others. DBD is a very dated looking game for sure and I'm glad that's being addressed, but I care much more about how the terrible coding that has plagued the game is being fixed, and how we most likely will be getting a lot of QoL settings (such as the graphics settings I mentioned) with the overhaul. It means less bugs, less limitations, more customization, and hopefully it means more unique killers and possibly faster updates and reworks. Also, if the code is being redone, the god awful net code should be getting redone as well.

    I don't need new content with the overhaul, I just want the overhaul to bring a lot of much needed fixes and hopefully lead to fixes in the future as well. The only new content I'd love to see along with it are a bunch of balance changes and the modding suite, although I'm not sure either will happen (at least on launch day).

  • Hey, Springtrap / Animatronic player here. So first of all, with regards to Jason's movement speed penalty when removing a spike, I am of the opinion that that is completely stupid. It effectively just gives Jason permanent aura reading on top of an already massively bloated kit, as there are only certain situations where a survivor can afford to eat a massive 10% speed penalty for several seconds straight. I don't want that for Springtrap.

    Instead (if the aura reading on the axe were to be changed at all) I would want the aura reading to not go away while the survivor is actively trying to get rid of the axe, that way the aura reading only goes away when it is successfully removed. As it is, a good Springtrap player won't have much time where they leave the axe in the survivor's back (as that means the killer literally doesn't have a power), so I think those few seconds of aura reading being guaranteed would be fine.

    As for points 1 and 2 surrounding the haste from Foxy's Hook, I think you might be misunderstanding something with this addon? Foxy's Hook applies 7% haste to any player that enters the range, including the killer. Yes, sometimes a miss will mean the survivor can grab the haste which is unfortunate, but so can you. So it's not the loss of distance you have to worry about, it's the possibility of them making it to another resource they may not have made otherwise. A good Springtrap using this addon can throw it just outside certain loops where the axe isn't useful (such as God fillers with tall rocks) in order to actually be able to outplay these normally outplayable pallets.

    Foxy's Hook is already one of Springtrap's best addons, I think removing the possibility of the survivor being able to get the haste may make it too strong. I'm not sure if you were trying to say for point 3 that Foxy's Hook should be base kit, but I don't think that would be a good change either.

    I think most people in the community want Springtrap's doors and cameras to be more purposeful if anything. I know I do. I would like to see some small buffs in this direction that also incentivize survivors to use the cams, but at least for me these suggested changes are not what I would be looking for.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120836#Comment_4120836

    Looking at this list I am really wondering what Survivors are allowed to use.

    Literally. Apparently Champion of Light is too strong. And this is completely unrelated to my post about the promised overhaul livestream.

  • I would agree if it wasn't so map dependent. Even without the oddball Trickster's Delusions, there are a good amount of maps where the only place you'll be able to use your BL is a singular hill at the edge of the map. So for me, it's debatable. On about 50% of the maps, yes it absolutely might be the best exhaustion perk, at least better than Lithe. On the other 50% maybe not so much.

  • You're probably right that loading into 2v8 as survivor is way more likely to net you a loss, especially when the devs essentially added a huge timewaster (salt) that also encouraged survivors to waste even more time opening dozens of chests.

    However, I think part of this problem is also due to something you pointed out: people in killer queues that dgaf. And unfortunately there's not much to do about that. One thing I will say is maybe dull totems shouldn't spawn (although I am guilty of cleansing one or two, as survivors that don't have Escapist or a Medkit literally cannot get Survival points besides escaping) as it just encourages more wasted time. Perhaps chests should take a few seconds less to open. Maybe Invocations should take 30s instead of 40s.

    I do wish there was some kind of very basic matchmaking in 2v8, but matchmaking doesn't even work in 1v4, and 2v8 killer queues are already astronomically high. I think the best you can do is, like I mentioned before, get rid of or tone down the time wasters so that casuals don't waste all their time, and perhaps BHVR could slightly increase the comeback mechanic to increase the number of close games.

  • More specifically, tunneling needs to be addressed (because the difference between hard tunneling someone out from early in the game and not is massive) and Shoulder the Burden should be nerfed, but specifically to not work in 2-1-1-0 hook scenarios.

    StB is supposed to be an anti-tunnel perk, and tunneling is literally the strongest thing in the game (granted you have a strong killer ironically). It should stay very powerful at anti-tunnel while not working to completely dissipate a killer's pressure when they've already hooked other people (or StB has been used once or twice already).

    Having StB deactivate as soon as anyone else uses it hurts solo queue way more, aka the survivors who need powerful anti-tunnel more. The double duration of vulnerability also makes it unusable for solo queue, as you can't rely on your teammates to try and help you not become the killer's next meal.

  • @dangersmymidd1ename said:

    My recent survivor games have felt like the killer is at my skill level (very average), but the problem is that they are using the strongest perks, builds and killers in the game, tunnel out as fast as possible and will do absolutely anything to win. Out of 20 games I escaped maybe once because the team actually won, another 2 or 3 because the killer let us go, and then a couple of times the hatch at like 4 or 5 gens (because I had to escape for some Tomes challenges).

    I try to help the newer players but they just don't stand a chance.

    Honestly for me it feels like the killers are below my skill level, but because they are doing exactly what you said (running A/S tier killers, full meta builds with triple or quadruple slowdown, the strongest possible addons, in addition to tunneling someone out, camping, etc) they are still winning games. Despite me feeling like I was a better player than most of the killers I was facing, if the killer was just running the sweatiest possible stuff and found someone to tunnel or proxi camp, they win anyway. Really shows how flawed the balance is, because if these players didn't have the strongest possible loadouts or didn't employ the lowest effort yet most efficient "tactics" to win then they would be losing all of these games.

  • The forums has been devolving for months unfortunately, a sign that they were going to drop the nuke before they did so

  • @HoodedWildKard said:

    Oh my sweet summer child. You should've played back when there was no anti facecamp mechanic. Killers could literally sit on top of the hook with no downside. Bubba in particular was very bad for this.

    I get it though, even proxy camping hooks is still annoying as hell. But believe me it's much less common than it used to be.

    Unfortunately proxi camping was pretty much every game I had last night. People looking to cheese will always just play around the mechanics

  • @ForTheEntity said:

    A lot of them are purely traps for survivors if they use them. Most of the elevated windows on Hawkins spring to mind here.

    But sometimes an elevated window is good for a mind game. Where you run toward it and do a little crouch and fake like you're taking it at the right time and the killer chooses to drop off or hesitates or some such. Haddonfield was amazing for this, if you did it right it often ended the chase.

    I think any of the elevated drop windows that a high enough to stagger a survivor but not activate Balanced Landing shouldn't exist.

    Unless something changed, I think those garbage trucks on Autohaven with the singular window at the back still don't trigger BL unless your on 60fps or lower…

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120651#Comment_4120651

    Definitely do let us know if you notice any changes (or heck, if you don't notice a change, as that's equally valuable) in matchmaking. We're keeping a close eye on this so we can keep the team working on it informed.

    As for the note about sharing feedback, I totally get the frustration about the Forums closing. While the forums have always been an important piece of the collecting feedback puzzle (and speaking personally, they were first place I got to know the DbD community!), we take feedback from across the other DbD channels just as seriously.

    I'd love to know, though, what would your ideal method of sharing feedback look like? We're always open to rethinking and adjusting how we go about thinks like gathering feedback, so I'm always down to hear!

    I can't speak for Aven but I think my ideal method of sharing feedback would be a more direct form of communication without restricting character limits that allows for long-form feedback, in an environment where members use the platform specifically to discuss the state of the game. You know, like a forum of sorts.

  • There's also very often a deadzone one side of shack between two of the tiles. I think there are only two possible pallet spawns throughout that entire stretch, and many times neither spawn. I've also recently realized that the bug on indoor maps where pallets sometimes don't spawn may be on Fallen Refuge as well, as I recently encountered a tile that was literally just walls, no pallet or window at all.

  • There's hope for Shanoa yet

  • Everything that is bought with auric cells, whether that's cosmetics, characters, the rift, etc, should all be giftable without limits. Either way BHVR gets the money, adding a limit would only limit the amount of money they would make and inflict a dumb restriction on users.

    I doubt we'll get any kind of gifting for grindable things since that would mean less money for BHVR, but simply having the opportunity to gift like 500 Iri shards and 100k bp to one person per week would be nice to see. It would encourage both players to repeatedly get on while also helping a little bit with the grind of the game.

  • @Mooks said:

    Overall good list. Some things i would add just Off the top of my head:

    1. Controller settings: Deadzones, Response curve, as you said killer specific settings but also different settings for survivors for movement and aiming, possibly gyro aiming for Controllers that have that
    2. Cross-Hair not locked behind addons. Accessibility settings shouldnt be locked like that, and they already scknowledged that many monitors have it built in and should be used for that. Why ‚punish‘ those that would benefit from it but don’t own such a monitor?
    3. Sprint Button toggle. They said its not feasible due to some perk interferences. Well, then adjust them to work with it, they are building the game with a new code foundation after all
    4. Possibility to rebind specific actions to different buttons (i think a major problem is still vaulting and entering lockers?) - or at least get the priorities for these right

    These are all great suggestions! 14 QoL suggestions but I knew I'd be missing some.

    Controller deadzones and such would be great for consoles. Crosshairs may be a controversial one but considering some people (like you said) just put one on their monitor I think it would be a good change. A toggle sprint option would be amazing and I assume it hasn't been implemented due to how they detect sprinting for different perks, but you're right that I would hope this will be fixed with the overhaul. Finally, I agree that either every button should be customizable, or at the very least while running towards a nearby window, that should be prioritized over a locker entry.

    Glad we're building up an even longer list lmao.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472682/all-the-qol-changes-dbd-needs-yet-doesnt-have

    I agree with all but point 7 and 8, 7 being slightly and 8 being completely.

    For point 7, this change should come with another one for Adept achievements. I myself don't care about 4k, so I never slug for it, but there is one exception, if I am doing adept achievements, I absolutely will slug for that 4k. If this change comes with Adepts only needing 3 kills, then I see no problem with it personally.

    Point 8 however, I can't agree this is even QoL. This is very much balance field, as revealing any perk by simply getting value out of it once is a huge benefit to the opposite side. It might reduce the difference between solo q and swf, at the cost of many killer perks losing part of their effectiveness, but it will, without a doubt, increase just how powerful the expert players will be. Can you imagine a global reveal of Spirit Fury? Might as well become an F tier perk. Additionally, it might sound like adding the option to read about the perk that just popped up is a good idea, but realistically, who's gonna read that? Expert/good players will know the effect by icon alone, newbies might not even know how to check it, and killer players will simply never have time to stop and read a perk.

    I completely agree with you on point 7, that was a QoL feature I missed. Actually reminded me of yet another QoL feature I meant to mention, which is the killer should have a surrender option when all gens are done (or maybe gates are open since the killer can open them) as an equivalent of the survivor surrender option.

    I somewhat agree on some of what you said about point 8, but I still mostly disagree. I do think the part about having perk popups occur for the entire team crosses over into balance. But personally, if there is a perk that requires a completely different way of playing that a survivor would have no way of knowing about except if they're on comms, I don't think it's a healthy perk design.

    Spirit Fury is an incredibly unhealthy design that punishes specifically solo queue survivors more for simply using the counterplay the game gives them. Coup is a perk that affects solo queue much more than SWFs simply because a solo queue survivor has no way of knowing the information other teammates may already have, with which they may play things differently because the perk makes safe situations unsafe. These perks require changing how you play to account for them, but you can literally only do so if you have the information that it's in play. Penti is a healthier design in this way (even though I'm not a fan of Penti either) because it actually lets the team know about its presence, and in certain builds that can let the team know they shouldn't do more totems. In my opinion, in general bridging the gap between SWFs and solo queue as much as possible with information that would have been available to them on comms is needed for a much easier time balancing the game.

    But I get that that could be an agree to disagree, and people may have different opinions on it.

    However, I think the issue of the perks not being read is very simple to solve. The feature would not be intended for veterans anyway, it would be for the new player that, as you pointed out, may not understand that this feature exists. The simple solution is to either introduce the concept in the tutorial, or have a pop up appear the first time a perk comes up in the top right saying something like "Press tab and hover over the killer's perk to understand what it does."

    Even if perk HUD alerts are not made globally across survivors, at the very least I still think the rest would be an incredibly nice feature.

  • I mean, they have most of this on their stats website. The real question is why can't it be in the game instead of making players look up an external website?

  • @Shroompy said:

    Guessing right about the return of Stranger Things :)

    (iykyk)

    Still insane lmao

  • I only wish I became active here sooner so I could have the pleasure of getting to know more of you all better, including you General. I feel like I had just integrated with the community a month or so ago and now it's going away, it's a real shame. Thank you everyone for making me feel so welcome here

  • I'm sad that I only started becoming active here in June. I've met a lot of wonderful people here and have had some of the most thought provoking discussions about this game we're all passionate about. I'm going to miss this community.

  • Oh haha, wasn't expecting a shoutout. Being called a content creator is something I haven't experienced before lol. This was my first long form video in ages, the situation just inspired me to make a video on it, I'm glad you enjoyed it <3

  • @Idontcareaboutmyname said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119924#Comment_4119924

    What other platforms are we talking about? I thought this would be the best place for info to be given to the devs but guess I was wrong ?

    It is the best place to have your opinions heard by the devs, on other platforms they're drowned out by all the noise. But they spend more time over there because there's simply more people. Doesn't mean they listen much to them though.

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