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CompetitifDBD

CompetitifDBD

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  • @BigKingWoof said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063039#Comment_4063039

    I read it. You just can't accept the fact that your idea is garbage.

    The idea is foolproof. You didn't read it at all, otherwise you would be agreeing. Tunneling is completely unaffected by these changes, they're not changing at all what the core gameplay loop is. Its not guaranteed to be longer repairing gens, but its much easier to intercept a part retrieval and essentially defend generators by chasing someone who was planning on retrieving a part. your opinion is uneducated, and it shows in your lack of forum/game experience

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062987#Comment_4062987

    You think that if tunneling wasn't a thing survivors would suddenly start doing dull totems for no reason? Your argument is the same killers make in regards to tunneling. You think that if gens suddenly took twice as long killers would stop tunneling? The answer is no. Both things definitely need to be addressed and likely in different ways, but that is a bad argument.

    At least someone knows what they're talking about

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465096/generator-rework-concept-addressing-lack-of-intractability-unfair-repair-speeds-countering-3-gen

    i would be fine with it like how blood moon gens was a failure because killer powers didn't work on gens so people swapped to totem builds the problem is the devs like to do monkey paw balancing when it comes to killers

    I initially got excited when I heard about the generator mechanic for last years Blood Moon, but boy was I shocked by how unbalanced they were. No perks, no powers, nothing was affected by these gens other than the gate power progress. Worst balancing attempt by BHVR imo

    Glad to see you like the idea though. Any questions or feedback on any proposed changes in particular?

  • @BigKingWoof said:

    Making gens take longer only gives the killer more time to tunnel.

    You can disagree with me, but it just shows you're ignorant and won't accept the truth, and are just uneducated. It's okay though, not everyone could be high mmr like me. I understand.

    A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more 

    variable completion time

     since you may cross paths with the killer or you won't or the sub objective is far away

    Aaaand, another person who doesn't read. Gotta love the forums community and DBD community in general, can never admit when they're wrong

    While making gens potentially longer no matter the map factors or the killer being faced, you're incentivized to play more patiently and try to stop the killer from 3 genning using your ability to reduce the regression limit. though, to be fair, you as a survivor have the agency to run anti tunnel perks. If you hate tunneling so much, why are you not making an effort to prevent it yourself? Not to say tunneling isn't annoying and running these perks won't help a casual for example at preventing it and it wouldn't need to be prevented in the same patch so at least then tunneling isn't just decentivized, but also very hard to do.

    My point with the Problem is as follows: Most killers tunnel in response and expectation that gens will fly, because it's possible for them to. That's just like how you as a survivor should expect a killer to tunnel when their not doing so great, and run the newly free Decisive Strike to prepare for a potential tunnel for example. Now that's a common sense no brainer

  • @Dinadin said:

    Your problem is already a false take. Survivors rush gens (the wording itself is already falsely used here) only because of the killer tactics making games unfairly balanced. Youre just trying again to go against common sense here.

    let me rephrase, survivors are very much capable of rushing gens and I see it on the daily. It's very prevalent in high mmr when survivors actually know what they're doing, unlike some one as yourself for example who doesn't seem to know what the role is capable of. the fact that they do rush gens is very much true, and i just explained why if u would actually read the post instead of just reading the first sentence and immediately downvoting, while also being uneducated on how the game works

    What's common sense is that the game is survivor sided by a long shot, which is what leads to killers doing what survivors deem as "scummy" or "unfair" strategies

    idk why people on forums are just allergic to realizing that or hearing any truth from actually experienced players. probably because most of u are also casuals who don't even know how to play the game just yet or let alone effectively

    what you've just told me with this comment is you're uneducated, biased towards me, as well as in denial from hearing the truth. In short, you're getting ignored

  • @vol4r said:

    I think people became efficient and started using toolboxes and perks for gens because that's the only way they can win games.

    After anti-tunnel, anti-slugging changes being dumped I feel like they lost their hope for the game's health and enjoyment.

    Killers now just tunnel most of the time, more than they did before.
    Some surviviors gave up on using meta perks like DS, Deli and killers just get a free win because of this.

    New killers are really strong at looping, their power are mostly anti-looping and really the only way to win is being efficient and quick at gens.

    Surviviors experience is getting hit behind the pallets with killer's power.
    Or getting hit after the stun or vault.

    The First doesn't care about vaults
    Krasue has increased speed, free vaulting, good mobility
    Kaneki vaults after the surviviors for free hits on top of having free first hit
    Animatronic just throws the axe

    New killer releases are anti-loop, after anti-loop.

    Survivors don't genrush because of killer desperation tactics (killers do these often because it's possible for survivors genrush, and it's very likely to happen, since gens are boring to do and players feel the need to rush to quit the boring gen simulator), they do so because there's nothing else for survivors to do

    Now one could argue that running all of these resources is completely unnecessary, seeing as most killers aren't strong enough to beat a team of well versed survivors, but it is really boring to do gens. 90 seconds default of standing still and occasionally hitting skill checks isn't exciting, which is why people run BNP's, gen speed perks and skill check frequency perks to make the boredom go faster

    Is it fair? Absolutely not. Though, this is a very good opportunity for BHVR to introduce a new sub objective of gens to make them require more time and effort, but feel more interactive and rewarding for deviating from holding m1 for 90 seconds. A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more variable completion time since you may cross paths with the killer or you won't or the sub objective is far away. Of course if this were to be the new mechanic of generators, holding m1 with gen speed resources would need to be dissuaded. What I propose is:

    • When a generator hits 50% progress, the generator will slow down any repair speeds by 25%, (kind of a weaker Scavenger trade off) with this dissuasion, you should find a generator part/gas, which when successfully installed/used, would stop the generator from regressing past maybe 25%, as well as lifting the repair speed nerf.
    • For every 50% of a generator completed after this first part/gas used (lets say if the gen is regressed pretty much to its new limit), you get the option to do it again without causing a repair speed nerf, further making the maximum regression limit rise if you decide to keep pouring gas or parts into the gen.

    This Would also indirectly stop 3 genning as a strategy, since generators that have enough effort poured into them would take a lot less time to repair, but at the same time, gens would take longer and would be a lot more interactive

    New generator minigames would be cool too, like one where you use movement keys/d pad to push a cursor into a broken/exposed wire, which would respawn constantly when the cursor hovers over it, otherwise the generator explodes when you fail to hotwire in time. Of course, this would be paused and ignored if a skill check popped up

    Essentially what the goal of this is is to give the survivor something to do the entire time the generator is being repaired, still with the occasional opportunity to get a skill check which would be more of a true test of whether you're paying attention while repairing, and grant you a chance at extra progress

    On top of these changes, all generator repair speed and slow/frequency of skill checks would be heavily toned down to rely more on the new basekit of each role (essentially skill and better/faster positioning versus just running a perk or add on or item and getting free progress/regression for no effort at all)

  • @Smoe said:

    Core DBD used to have a quick switch button that allowed you to go back and forth between Survivor & Killer.

    They need to bring that back

  • @Xray said:

    Resident Evil speaks for itself everyone knows the series well enough to know its place in pop culture and horror in general. With RE9 now out and it selling 5 million copies it is safe to say the game is at least a success profits wise, but is it truely deserving to be added as the first IP in DBD history to have three chapters representing it? The first two chapters were major for the game and were recieved quite well (unless you were playing on console when Nemesis came out) but is three chapters pushing it in terms of RE content in DBD? Imo we should at least get the RE9 Leon skin, i think that happening is the most likely option. BTW please do not spoil the game for those who have not played it yet.

    I would love Victor and Grace to be in DBD

    There's a lot of potential for Victor to have a power related to his oculus knockoff and maybe an RPG (he seems to use them multiple times together, plus it'd be cool to have a killer with a actual gun, and an explosive one at that) Or his final boss powers when he absorbs the purple lightning and grows a tentacle arm.

    Grace could have perks relevant to uncovering details and maybe the first survivor to bring a gun into the trials, like a single bullet Requiem to stun the killer once per trial, and some aura reading abilities

    For a potential map, I'd love to see either Rhodes Hill Chronic Care Center, or ruined Racoon City Streets or even ruined RPD (though probably not cus most areas were destroyed and devs wouldn't know what to replace) Even ARK would be a cool indoor map

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062471#Comment_4062471

    Thats weird since I have a 5070 and I dont have any issues whatsoever

    The only time I ever dipped below 120 was on PTB, and even then it hovered around 100. They did say they were aware of the optimization issues though, so hopefully itll be fixed before they reach live

    I mean it doesn't happen every single time I get the map, but it does happen like half the time. Sometimes my performance on new Autohaven kinda lacks too. Just some weird inconsistencies, potentially with the sky dome on these maps

  • @brownieland said:

    this is the only map ive encountered so far that gives terrible performance and it shouldnt considering my system.

    ryzen 7800x3d

    rtx 4070

    32 gb ram

    game installed on ssd

    win 10 pro.

    im gonna assume this is a new problem because before the recent updates the map was just fine (december)

    i just got back to the game just to encounter this awful performance, lack of optimization on the map most likely or something broke in it, i have updated my drivers and rolledback to old ones to see if it was something on my system but is not, and its the only map that performs badly.

    anyone else noticed this issue?

    I do notice that on this map I usually hover on 70fps, and I have a 5070ti with 12gb of gpu. They gotta fix these weird ass optimization issues

  • @Jay_Whyask said:

    I'll trade you.

    I keep getting Autohaven, Coldwind, & Nostromo.

    Trading any of these realms is insane, Nostromo especially. Since if you get to end game, you're just guaranteed a free out because of how spaced the gates are, but also the map is just big and often is bloated with decent edge map windows that can be chained into structure loops or fillers

  • @stealthyflash67 said:

    have you seen survivor mains say, survivor is easy?

    Not unless they're highly experienced and play in a 4 man swf of highly experienced players often or get good teammates often. Survivor is hella easy on paper, but you need a functioning and reliable team to make it true, which is why people go on calls to help locate each other easier, give comms on the killer or perks, completely removing the need for aura reading and negating status effects like Blindness, Oblivious and Undetectable. In a solo queue of 4 good players, you're still very likely to win tbh, atp it just comes down to the killer you're facing. Pretty much any killer that's not Nurse or Blight should be getting some outs

  • @Skeleton23 said:

    https://us.v-cdn.net/6030815/uploads/0LQL9YR0GEIW/1000017886.jpg

    https://us.v-cdn.net/6030815/uploads/3GW4735VGRLW/1000017885.jpg

    One I dont think these are the true stats. But when I do play survivor i feel less stressed out than Killer

    tbf, u are heavily nerfed by playing on a Switch. Worst performance and visuals oat

  • @Craven191 said:

    Efficiency killed this game for me. No matter how many times I lose, I still end up playing against survivors or killers focusing on max efficiency.

    How am I supposed to enjoy a game like this where people are mostly pretentiously and desperately trying to be a comp player?

    My experience is quite the opposite, and I'm a comp player. I never see any competent players, especially on the survivor side, unless I'm in a 4 man swf and majority of my teammates escape multiple times in a row, then we get some S tier killer running 4 slowdowns and get spat on.

    Harsh truth is that most players just aren't very good, and that's fine, but when BHVR balances around these inexperienced players, things start to get messy for high MMR. Still waiting for all killers to get individual tutorials and some on the fly videos in the loading screen to at least help survivors understand who they're playing against

  • @mcatdbd said:

    The grimoire needs an option for "back to the drawing board." A vast amount of people are not happy with the designs that we got for the killer, and it's in BHVR's best interest to at least poll "should we come back in a week with another few designs?" as an option.

    In the future, ranked choice needs to be implemented. It's not a coincidence the most celebrated victory of the grimoire (Old lady) was obtained through BHVR carving out a little ranked choice revote.

    Well a lot clearly wasn't enough to beat the majority vote, my guy.

  • @MechWarrior3 said:

    If your teammate in 2v8 Killer goes afk for more than 60 seconds, the game should kick them and put a BOT in please and thank you.

    I approve

  • @BrokenLeg4DX said:

    After trying out the PTB, I got The Trickster in the actual game. I went back to the PTB, but The Trickster isn't available. I've tried verifying the files and redownloading the game, but nothing works.

    It took your progress from live a week in advance. If you bought him after the 17th I believe, you won't have him unlocked on your PTB account

  • @100PercentBPMain said:

    I can't help you with good, but I can help with fun. I like all shaking thunder and jagged compass on him.

    Stretch Arm Freddy. Classic.

    @Madmillennial I use Languid Touch, Brutal Strength, Pop Goes The Weasel and Forever Entwined. It's intention is to be a mix of not giving survivors distance with exhaustions and instantly breaking resources to replace with Dream Pallets. Pop is extra useful since you can teleport straight to the objectives, and Forever Entwined I just like running as a feel good anti pallet/flashy save measure.

    If you want Add Ons, run Jump Rope and Outdoor Rope for longer Snare Hinder and Travel Speed, ensuring they can't reach resources in time or are forced to waste them early to avoid hit or medium vaulting

  • @Jay_K said:

    Some of you seem to not understand my original post. The whole point is there is no point in having a finisher mori with the abandon feature. Like once the last survivor abandons then the killer can abandon making moris pointless.
    A lot of effort is clearly put into the mori animation its just weird that they have a mechanic in the game that could in theory mean the mori is never seen. (highly unlikely but in theory possible)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060037#Comment_4060037


    Why should i be forced to push survivours out of the exit gate when ive seen you leave 1000s of times. Why should I be forced to watch you bag on the hatch which ive seen 1000s of times. We can all ask questions like this but its not the point of this post.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060033#Comment_4060033

    Clearly because i said so. Now do as your told and be a good little survivor and watch my mori XD

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060036#Comment_4060036

    Well clearly I am serious if im asking the question but i thank you for your valuable input into the discussion. Honestly this is the most in depth and relevent reply to a forum post i think ever.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060034#Comment_4060034

    I would also love the teleport feature same with the instant mori on final down but as i said in my original post only if there is 1 survivor remaining in the trial.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060046#Comment_4060046

    I have not said its important to me you have clearly skim read the post and assumed its just an us vs them post.
    The point of this is asking what is the point of finisher mori when the abandon feature is a thing.

    "On the last survivor leaving the exit gate, that you should be teleported to it to watch them leave?"
    I would honestly love this because it means I don't have to cross map to the other exit gate just to force them out as so many survivors live and die by the "Watch Me Leave" mentality that this feature would be amazing. Us killers can't abandon we have to sit and watch it whatever BM the survivors want to give
    How is it a Humiliation ritual? thats a very weird attitude to take against the mori animations. This is just part of the game its like a reward for the final kill of the survivor. you wanna talk about humiliation ritual look at survivors who just bag at the exit gate to BM or killers who slug and "hump" on the ground.

    yeah, that's what I said (finisher mori = last remaining survivor)

  • @dar_geek_yt_ab said:

    Hello everyone, my friend have a bug. My friend start dbd and i play with him. But every time we play, he had the same bug. When my friend run, he cant see in his back because if he check in his back, all of his survivor moove. My friend survivor and camera is like "shift lock". When he moove his camera, his survivor moove too and its really difficult for him to have a chase so.

    Someone know how we can disable this pls. Its so difficult for him with this.

    Thank you for all

    So, your friend is moving in the direction his camera is facing 24/7? Idk if that's what your asking for clarification on, but if that's happening, it's definitely a bug or jumbled up setting. Not one that I've ever encountered before, survivors can move in any direction and look wherever they want usually (some powers lock your camera for an animation, like Mastermind grabs and Animatronic Yoinks)

    What may be the case is his camera rotation is set to the same keybind as his movement keybind (example: left direction on your mouse or controller d-pad to make your character's camera rotate to the left, which can also be mapped to your movement to make your character move left) If that's the case and he's using the same button or gesture to rotate his camera and move, he needs to change it back to the default of either wasd for movement and mouse for camera, or left d-pad for movement and right for camera

  • @jipsu said:

    So what i have seen about the new update is that multiple killers are being nerfed while also giving survivors buffs with a build being able to complete generators instantly and a map that is nightmare for already bad m1 killers.

    right now i have been maining killer but have about 5x more hours on survivor. My issue is that i play chucky on high mmr lobbies and as everyone who actually who plays the game knows is that chucky is garbage and now its being nerfed even more with the removal of 180s, this tech is very diffucult as its a few frame window having to do and is only known by a little portion of even chucky mains and i have never seen a chucky in game doing it.

    This makes chucky unplayable against actually good survivors and i while i get it thats it a exploit and not intended but wesker while its hug tech gets nerfed he keeps it and if killers techs keep getting removed i think so should survivor techs and this is coming from a mostly survivor main example window tech survivors should not be able to phase trough the killers using a few perks and items.

    I ask myself this question on the daily, man. Instead of just making better tutorials to help raise the floor and shrink the skill and game understanding between low and high MMR, no, just blatantly buff survivors, helping experienced and knowledgeable players who can utilize changes more than casuals, whereas the casuals still don't know what to do because the buffs don't teach them anything about playing effectively.

  • @Jay_K said:

    So nearly every game i play the moment that last survivor goes down "BONG" Abandon feature activated. I sware its like they have it set automatic the millisecond they are able to use it.
    Beacuse of this the finisher mori is pointless. All you are doing is doing a mori on a bot and thats just no fun at all.

    Now i get why you would abandon as a survivor. Either you get slugged and you dip which is completely acceptable or you are eager to get to the next game and don't wanna wait those 10 - 15 seconds for the mori to play out.


    So I would love to see a change in how this system works but it would be specific so that it can't be abused by killers.
    1. Remove the abandon feature if there is only 1 survivor left in the game when they go down. This means that the killer can get his final mori on a player not just a bot
    2. 3 - 5 seconds after the survivor goes down the mori animation automaticly plays. This would give survivors who go down at the hatch a chance to escape or those who go down right at the exit of the game a chance to escape but in all other situations would enable the killer to get the final kill.

    I want to stress that the abandon feature should only be removed if 3/4 survivors are dead and one remains.
    By having the mori animation automaticly play after x amount of seconds means that killers can't toxicly bleed someone out.

    Would be interested to hear what others think and if they also have the same issue as me with survivors abandoning to go next the moment they are down.
    Also survivor mains do you do this or do you hang around to watch the mori?

    I mean, u can still see your mori. The survivors just have the agency to save some time and abandon or also enjoy the mori. Most save time though.

    What I would like to see for the finisher mori system is that when you begin the kill interaction on the last remaining survivor, it would do what that one PTB did and teleport you to a cinematic area of the map and then play the mori. That'd be pretty cool and potentially incentivize some people to stick around and watch the moris at least for a little while after its addition

  • @DemonicDemons said:

    I saw that they were making this perk free and I keep getting info that it's been free since at least December 2025 or Jan 19th 2026 but I can't get it or find it in game? Has it been made free yet?

    its a generic perk in your bloodweb. Keep spending bp, you'll find it eventually

  • @HommeBizarre said:

    Title ^

    Explain to me why you have press space to pick them up and potentially get outsmarted by survivor abusing pallet-tech.

    But to drop them no problem, its just another command.

    Space feels very accidentally fat fingerable if you try hooking (also with space btw)

  • @TheTom20 said:

    One of the most common is someone coming up to a nearly finished gen demanding to be healed they refuse to finish the gen one person gets off the gen to heal them. Killer comes gen never gets finished because 1 or 2 other people weren't on the gen.

    Lets list some main ones in bullets:

    • Not evening classes out/running abilities that won't help the team as much, leading to a lack of gen defense from kicks or resource regeneration (scout and guide are very important classes for their team abilities, as well as cage abilities)
    • Not doing generators
      • Not splitting gen pressure (gens take 70 seconds basekit in 2v8, which take longer if the stages to gens remaining ratio is in the survivors favor. Theoretically if all 8 urvivors are good, 6 gens should be popping while both killers chase single survivors away from gens, or 7 gens get high-mid prog if they 2v1 a single survivor
      • Not doing gens and assuming they already won. Often happens at 1 gen, which usually is the product of a 6 gen where doing a gen is difficult atp or they just completely ignore the objective regardless. Either way, you can just eat regression events on the most spaced gens and do just fine
      • Taking chases to generators. Considering that Guide exists and gives you basekit Better Together AND pallets are very abundant and much stronger, there is no excuse why this should ever be happening, especially early game with resources still available and a scout to replace broken pallets
      • Abandoning high progress gens after a kick and brief on site chase. You can see the HUD, and if you're within 20 meters and get revealed, you know the gen was kicked. Why are you not stopping regression at least or getting back on the gen when the killer leaves?
    • Not saving caged teammates. Often a product of lack of awareness of other teammates or even of the caged survivor's location, I often see and experience a free extra stage because no one saves a caged survivor. You have the classes, you have so much info on any class pretty much as to where your teammates are and who can/potentially can save, there is no excuse as to why this should ever be happening, there's 7 of you, two at most being chased
    • Wasting Tonics. Again, a lack of awareness to potential coop heals leads to tonics being used early, which doesn't help you much in terms of saving time and and doesn't really impact the killers.
      • Stealing Purified Tonics from those who need it more. Essentially like taking a tonic as a first stage survivor from a death cage one, you've essentially doomed them the next time they are chased
    • Not healing. Considering how many survivors there are and how easy they are to find, there's no excuse as to why an Oni is getting power every down or post power injure, especially if they're hit and running and ignoring their teammate's injured survivors. You have a class, you have 3 man healing now. No Excuses

    There's just no way that survivors are selling this hard when the game mode is so easy for them if they just think. Like atp the game mode is chaotic only because people run around too often like headless chickens

    image.png
  • @cammoking123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058907#Comment_4058907

    B tier killers are the most balanced. Calling Freddy underpowered is just wrong. But how is he fun to play as? His power is literally just hindering you. Oh and he can make fake pallets. So cool.

    Outside of his teleporting and hindered, his power is still kinda mid. His main two powers of teleporting and launching dream snares are much better than before, but still not the best slowing and mobility abilities out there. His Fake pallets will never get rupture hits against good survivors, but they do trick survivors into thinking they have resources. His Dream World oblivious is still useless, in fact its actually easier to pinpoint where he is since the lullaby is directional. His clock counterplay is very strong, especially if taking chase while immune to snares and ruptures. All of these point to a low-mid B tier killer at best, which is better than the D tier he was last year, but he still not a very strong killer.

    I find him fun to play as and against because when i do play him, no one knows how to counter him (eh hem, why his kill rate is so high) and secondly when I face him, his power is terrible and I know the counterplay, though if your team isn't waking up and staying split up often, he can seem stronger (bad players make him seem better than he actually is, because they don't know the counterplay)

    Most A tiers are widely considered healthy, like Dracula, Houndmaster, Ghoul, Vecna 2, Krasue, Wesker, Artist, Executioner, Billy and Myers. Now some of these killers have some unfun and a little overtuned aspects, like myers 4 second dash cooldown, letting him zone people and eat pallets effortlessly, or Billy with his guaranteed 1K just because he can insta down at will, leading to end game camps that make saving impossible, but their core mechanics are balanced and very counterable if everyone plays their part. Any other killer is over or underpowered.

  • @cammoking123 said:

    Freddy isn't weak. He's a solid B tier killer. He's just boring. They made him a little better, but he's still boring to play against and as.

    B tier is usually considered slightly underpowered. He is enjoyable to vs and play as tho idk where u got the opposite idea

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058692#Comment_4058692

    Sure people in high mmr dont know how to counter a killer thats out for like a decade. people never stop to amaze with such takes like yours.

    What's that supposed to mean?

    First off, his power was completely reworked last year, which is more than enough time for everyone to know his counterplay by now. Him still having as high of a KR despite being underpowered still is a pretty obvious signifier that most survivors are trash (why can no one accept that and stop claiming the game is killer sided?), which is widely known by veterans and actually experienced players like comp players (myself included). High MMR players won't be losing to Freddy because he's still not a very good killer. Secondly, I never said high MMR players wouldn't know how to beat him, his power is still relatively easy to understand and is still not very good.

    Again, they need to add better and more tutorials so people actually can understand mechanics on the fly, (right before a match for example the first few times you see a killer post rework/new addition) I'm tired of people saying the game is this sided or that sided without actually being educated or playing at that level of understanding to make such claims. So many people do that, especially here on the forums, and it often leads to BHVR making rushed and poor balancing decisions because complainers compared to actually aware players are the majority (casuals/survivor players who complain about single losses or negative experiences vsing a new killer to them or someone who gets rolled playing a new killer for the first time)

  • @Xray said:

    The last few times we have seen official kill rates given by BHVR Freddy has always been near or at the top. I believe last year his kill rate was near like 70% please correct me if i'm wrong on that number btw. This got me curious on why this is the case, is his killrate high because people dont know how to counter him, do people give up against him, or is it something else entirely? I am not making this post to demand a Freddy nerf god no pls leave him how he is, i'm just wondering how he got to this high number that even beats out killers like Blight.

    72%, his kill rate was 72% last year. And people not knowing how to counter him is exactly why his kill rate is so high

  • @PetTheDoggo said:

    My and friend I play with both claimed all twitch drops, but still didn't have them on our account…

    silently, yes. They just magically appeared when the drops period ended

  • @Spirit_IsTheBest said:

    https://us.v-cdn.net/6030815/uploads/3PDR0ZVJ4OBF/image.png

    It's a perk I never see run at all. I've been using it the past couple of games on Krasue and I've realized many body block against her, and it gave me so much value, its effect is quite mean, 80 seconds of no healing after body blocking/ taking a protection hit is quite good and it gets the job done.

    My question is why do not so many people use it because I think it's great.

    I think it should be changed into applying broken to the first person you hit, and then after the 80 seconds is up, you can apply it to the next person you hit, essentially ensuring an injure for a long time with no protection hit requirement

  • because playing in low mmr when survivors are scared to even touch a generator is easy asf. You don't need to rely on your teammates to progress the objective, its all up to you

  • @DemonicDemons said:

    The First is a c- killer, he's actually trash, if you get even a half decent team they just run out of view of your attack and the killer is completely useless, his special ability never hits, his other attack is a 50/50 so you could spend a minute chasing a survivor and 4 gens are done. Congrats, I also seen Myers got a shadow nerf to his lunge ability making it at least 25% worse both in range and speed. I get Bhvr wanting to nerf killers but the fact they're nerfing killers so hard in real time while not touching the 1:45 gen rush makes the killer experience miserable.

    You know, I can actually get behind this a little. He has very simple counterplay of just W keying, and Undergate is absolute trash against aware survivors. Though when he does get power, he is very powerful, and he keeps it for a minimum of 80-85 seconds with 4 survivors alive who instantly start the clock. the problem is it's just hard to get power against unpredictable survivors on maps with no choke points and LOS blockers, his power is too much of a 50/50 that only becomes good when you zone a survivor.

    Ironically, survivors that are newer play better against more experienced Vecnas, because their pathing is so bad, its unpredictable. I find turning my brain off in chase to be very effective, just stat doing non sensible things in chase to throw off the killer. Start predicting stupid choices of pathing, especially when they force survivors back into you or into edge map/zone them. Be patient with power too, don't spam it, try aiming and last second flicking to where you think a survivor is going to run and then launching the vine

    Didn't know Myers got nerfed, and not sure why its to his speed/range, the problem is more his cooldown and insta eating pallets with slaughtering strike

  • @azaxydbd said:

    so where are the people who claim this is a SURVIVOR SIDED GAME? killers have over 60% killrate is enough evidence to debunk the SURVIVOR SIDED claim.

    The game appears killer sided because 4/5 players are survivors, most players are casuals who don't understand how to play the game, which leads to unaware survivors losing more often than a single killer who doesn't need to rely on teammates to be smart. Most killers are very underpowered, like the ones on this top 10 most deadly statistic, they're only as high as they are because their powers are complex and hard to understand for casual survivors, leading to free kills that would never happen against well versed survivors

    Because these stats are skewed by the mass amount of bad players, killer appears stronger, when in reality survivor should be dominating almost every killer on the roster if all players know the counterplay and basics to winning in general. The difference is especially noticeable when transitioning to high MMR, survivors will almost always win if they know how to play against the killer they're facing, unless the killer is an S tier/accessibility nightmare (Nurse, Blight, Spirit) you should be outing, even in solo queue

    Instead of giving blatant buffs to survivor, BHVR should be focusing more on the casual player QOL and experience, adding things like video tutorials in the loading screen or better signifiers in game for certain aspects of powers, like an Onryo TV that can apply condemned if too close or letting a survivor know to couch if near Victor or a Torment Trail etc. Things that'll make learning how to play survivor effectively possible without just buffing the role across the board. The beginner experience is ridiculous

  • @Carecalisinha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976522#Comment_3976522

    I disagree. This idea that he can only be a survivor is extremely superficial and limited in content. It would be a thousand times better if he were a killer and Doakes were the survivor. He kills bad people, but theoretically, he killed Doakes, who wasn't a bad person. The Entity is very powerful; it could easily use the dead he sees, making him perceive the survivors as bad people, or plant in his head the idea that they know his secret and that he could be caught, forcing him to get rid of them. He has much more potential as a killer than as a survivor precisely because he is a "normal" person; he would stand out from the others. Doakes would also be a great survivor. This superficial view that the main survivor has is very wrong.

    Dexter doesn't kill innocent people, even if they know his secret. Its against the code, which is another reason he wouldn't hurt survivors, they're innocent. He especially wouldn't fit as a killer because he has no abilities or any distinguishable skills similarly to someone like legion (literally just an angry teen who runs and flips their knife around to deal deeper cuts) What is Dexter going to do that's so unique? Bring survivors into a kill room? Which is impossible for the game's code and current map structure. His current lore and motive for killing is very noble, and that's why he'd fit more as a survivor than a killer, he has morals, but the urge to deliver justice to quench his hunger for killing. Twisting his lore so that he does want to hurt survivors doesn't change the fact that he can't do anything unique or special, again, basically just Legion or a basic killer with a knife and no powers.

    It would be cool though if he had to work with people he'd much rather kill, who he morally won't because they don't meet the code.

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058158#Comment_4058158

    • I disagree about Cenobite in SoloQ: all it takes is one careless player on the box or in any case one "weak link", and the whole team suffers a lot.

    Well I'm not saying most survivors aren't garbage, because they absolutely are. But if you have a full team of semi decent survivors, you should be 4 outing a Cenobite easily. All of these 6 killers should be 3-2 outs minimum

    I don't judge balance based on how the average player actually plays, I judge it based on how effective players play (how they should be playing, based on the factors in play being used to their best strengths) If survivors are struggling to understand a killer power, then clearly some form of forced tutorials are needed to help these inexperienced players learn counterplay on the fly

  • @Chilli_man2400 said:

    first off

    Why the hell does Vecna, Freddy and Sadako have such a high killrate??
    I rarely see them and there so easy to counter how the hell are they more deadly than Billy and nurse?

    What I'm saying

  • @OnryosTapeRentals said:

    This could be what they rework Knotted Rope into doing, since it's currently a useless add-on.

    It should be a 10-15% reduction, and it'd be perfectly fine, basically Demo's stbfl add on

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057662#Comment_4057662

    I would play ranked because having competent teammates is fun

    Unfortunately ranked doesnt mean you'll get competent teammates. Looks at every ranked game ever.

    You'll only get that if you choose them or get lucky in matchmaking.

    the point of a mode like this is for people who want teammates adamant about winning, having communication as a trade off for balancing in the form of banned perks/items/add ons. I'd take a balanced DBD with somewhat more competent and communicated players over the one we have now

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057662#Comment_4057662

    How could they possibly "force" comms? How would they even know who's using them, especially on the consoles?

    a voice channel is always open when in a lobby on this game mode. The only way to not be heard is to use an official muting method from lets say your controller mic on a ps5, or a mute button on your external mic or headset.

  • @SoGo said:

    I'm confused.

    Why would addons need simplifying? They already are very simple.

    [Insert flavor text]

    • Reduces/increases X by Y seconds.

    You can't get simpler than that.

    Some add ons alter the power with new abilities rather than adding or reducing values. Like Jenners last breath, or Bad Mans Last breath, or campbells last breath, even Kavanaghs. Unique effects that are worded weirdly, add status effects not basekit to the killer, similarly to the perk readability changes should recieve a modernized look for the sake of consistency and making all pre game resources easier to understand. Its nothing but help for all players, so there's no point in passing down the opportunity since they decided to do this with perks

  • @BongoBoys said:

    The Community Stream revealed this new condition Killers who break pallets with there power will no longer be able to use perks like Spirit Fury

    https://us.v-cdn.net/6030815/uploads/7I9740R04HPY/20260219-184510.jpg

    This was inconsistent as is currently. Things like Dissolution can't gain a token towards Spirit Fury, but special attacks that are capable of breaking and basic breaks do? In a way I'm happy it's like this, since most killers don't have a secondary faster way of dealing with pallets, now they all deal with them the same if they want value out of the perk. Spirit can't pair Kintsugi teacup with dissolution and instantly get her power back for example

  • @Fixthisgamebad said:

    if the game had inbulit comms instead of SWFs useing discord like we all do, the game can actually be blanced not for solo q, that is just trash and into SWFs which is co-oridnated and can destroy killers easily. if the game was balanced against SWFs instead of solo q by adding comms the game will be much easier of balance

    a ranked system will further help seperating casual players from players that wanna win while also adding a relaxed casual mode for everyone else. this way people actually have a reason to win apart form just winning and the game can be balanced even more effectivly and give a reaosn for people to que apart from "just having fun"

    I just think both survivors and killers will benifit with these changes as the game can actually me balanced a

    I would play ranked because having competent teammates is fun, not dudes who cleanse dull totems affected by thrill of the hunt, (just had a teammate doing that today, super frustrating and a massive waste of potential gen pressure) some who don't know how to play safe and counter garbage killer kits, and people who dc the second one little thing doesn't go their way

    Comms should be forced and encouraged on ranked, and optional in casual/quick match.

  • @EziekelAbh said:

    So many downvotes even though it's true? This forums is weird asf.

    People don't like hearing when their opinions are factually incorrect. The downvoters on this post probably just read the first sentence and were like "yeah, I'm gonna down vote this guy for essentially saying you can't win without tunneling. He's trying to promote unfun gameplay for survivors" like most killers aren't terrible and high mmr survivors don't dominate any non s tier killer

    Though this could come down to most people on here genuinely not knowing how to play the game effectively or having a role bias, lots of reasons. Though what I do see here a lot is people thinking the game is killer sided because of the kill rate stats, which grinds my gears because that has almost nothing to do with most killers being too powerful (some are relatively balanced, and most are weak, a few are broken in their current states and aren't touched because they're og killers and they have a big fan base), it has to do with their kits being too complex for inexperienced survivors to understand, (aka bad or casual players) who are just bound to lose because there's no tutorials on how to actually counter these newer abilities, leading to these players coming onto here and spreading misinformation about their experience, as well as playing dozens of matches before finally understanding the counterplay to a killer power or to a perk or even an add on, that is if they don't just give up the second they see what they don't like and refuse to give learning a chance. There are a lot of these folks on here, which is why pretty much any post or comment arguing the reality of the game's balance often gets down vote ratioed

    Its why most people who are actually informed and experienced don't come on here or just quit talking here entirely, because no one wants to hear the truth or any actually good feedback. There are almost no mechanically aware players on the forums, that's the truth

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057270#Comment_4057270

    I'd agree but the empathy isn't being extended both ways. Survivors can leave/abandon freely without all being slugged. No one is advocating taking that option away from them and saying 'Keep trying! Don't give up!'

    It's simply not reasonable to apply that standard to one side and not the other.

    If you put it that way I guess

  • You can force them out rather than just wanting to end it immediately. Besides, maybe someone gets too cocky and accidentally gets themself killed, or the game isn't necessarily over. don't give up

  • @DemonicDemons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057251#Comment_4057251

    Bro it's not an excuse it's happening back to back to back and getting locked out for an hour of gameplay to ddossers is dumb? Why the hell should I have to suffer matchmaking locks at the hands of degenerates? I'd rather have people dc on me than ddossers lock me out of hours of gameplay like honestly.

    The game needs to be able to detect whether an issue like this is occurring and then they can trigger a free disconnect or even an abandon if the ddos attack happens for long enough (lets say the game detects your packet loss spiking like crazy for a long time, this happened in the Chandler Riggs stream and its what ddosers can affect. With it happening for long enough, you can just abandon or the game can even force end with no penalty for anyone) Dcing as a whole should not lose the penalty, because dodging would become a massive issue otherwise, and if they just only punished dcing, I'm willing to bet there'd still be people pulling the plug on their wifi to dc for free, though that in itself is like a set time limit penalty, cus then you can't use your internet for minutes on end.

  • @dbd900bach said:

    I'm extremely biased but I'm super excited for the map reveal that's coming tomorrow and the ptb thats launching on the 24th of this month!

    I haven't been playing recently, and I'm not really a fan of 2v8 either, but Trickster is one of my favorite killers. I genuinely hope his power is getting a rework or at least some massive buffs since its literally called the All-Kill Comback

    Long overdue map, but I'm happy that what was probably DBD's most popular original chapter is making a Comeback. Excited to test out new Trickster, the new survivor and hopefully voice lines for them and Yun, all this in time for the PTB to drop on my reading week too. Awesome

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