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Emeal

Emeal

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  • @Rick1998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069608#Comment_4069608

    what is the winrate for nurse and blight ?
    welp they don't even crack the top 5 in WR guess they are fine and should never be nerfed then. Fast tracl is not an issue in a vacum but when used by a team to min max it's value.

    How low can a perk change the winrate before its not a problem in your opinion?

  • It IS possible to run out of pallets tho…

  • So what's the win rate of fast track users lately if this perk is such a problem?

  • It might take some time for BHVR to find Amazon Web Services in the Middle East for a lil while due to you know… the war.

  • When the Survival rate going up by how much with this build??

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069019#Comment_4069019

    In theory separating the sweats out should be a good thing, but I agree it isn't worth harming queue times. DBD simply doesn't have the global playerbase to support two permanent queues. 2v8 highlights this issue each time.

    Yes, yes it does, which is why I dont think 2v8 will be permanent any time soon.

    Honestly personally I'm fine with 2v8 coming back ever so often as it is right now.

  • Ill respond to your points here, cause I think you are wrong about a bunch of it. But I do have some questions too.

    Having ranks to climb would give players a clear goal and long-term motivation, along with a real sense of progression.

    If you need long term goals there is devotion levels and prestige system.

    It would also create a more competitive environment for players who enjoy tryharding, with more serious matches and better matchmaking overall.

    I'm afraid most Killers and Survivors are not interested in competitive play only in Killing or Escaping.
    Only a small group of people are into competitive, but they play that at tournaments.

    it would help separate casual and competitive players, allowing everyone to enjoy the game the way they prefer.

    Most are only competitive towards winning, not above trashing on casuals. Like I mentioned before.
    So the separation does not mean anything, you would still be able to go in play competitive and then go back out and play casual. Unless you forced this there would be no separation at all.

    My questions to someone who wants this System in the game…

    1. How many people exactly do you think want to play in the competitive mode if it takes longer to queue? at the promise of better matches for try-hards? what ever that means.
    2. Adding a second queue will destroy the queue time for the other, how do you justify this? Why would we accept this?
    3. At what point would these two queues start to damage the game in your oppinion?
  • @zonkednb said:

    I like her conceptually. What would you suggest the change be?

    Survivors now are experienced enough not to worry about playing injured, especially if doing so relegates the killer to M1 and nothing else.

    Perhaps have another stage beyond broken? Wesker's infection applies hindered, which forces your hand. The same kind of thing could work, maybe with some kind of caveat, given cleansing is much more of a trade off for her.

    Off the top of my head, have her infection progress beyond broken to another stage that also applies hindered, but only when all survivors are infected at the same time? That would force survivors to cleanse after long enough, but allow them to forego cleansing as long as they can see at least one person is healthy.

    I dont know what BHVR could do, because as I see it the counterplay is so strong it has destroyed any fun I could have.

    Someway need to be possible to either reduce the power strength to allow more power use or the other way around.

  • Sure I could do that but… its a BHVR problem if a Killer is only viable or fun gameplay with specific addons/ perks.

    This is why Im trying to get BHVR's attention on this issue, maybe they will understand that if the Survivor counterplay is to deny 90% of your secondary Power and they do so, then maybe playing that Killer is kind of bad.

    This is why I wont be playing Plague, I will be playing Killers who are more fun to play, but I still want to give BHVR a note.

  • I think you should explain each point and as to why those changes should be.

  • @Unequalmitten86 said:

    the thing is the splitting of the events proves they can this. Majority of killers want easy wins so if they are not going on the competition side they surely play crappy on the casual side. It isn’t anything to do with the game it’s a massive player issue.

    THIS

    Why would I as a Killer willingly go into the Lion's Den when I can go in and have easy pickings on people who just chill.

  • @Knotty1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067796#Comment_4067796

    You assume I have it, my suggestion was to allow expanded player base for those who dislike gore, general gameplay isn't that bad but the mori scenes are different.

    if you have hemophobia

    How can an IF question assume anything?

    You are not addressing my question at all,
    Why would players who dislike gore play dbd, a game which so obviously cater to slasher and horror themes?

  • Why are you playing a game that is about Slasher/ Horror violence if you have hemophobia?

    That like playing call of duty but you have a phobia to guns. Like Why would you do that?

    Do you ask the Subnautica developers to reduce the Thalassophobia too?

  • @Dinadin said:

    If you have a bad MMR it doesnt matter. Events are always unrelated to MMR.

    image.png

    Yeah… no thats not how MMR works.

  • @Dinadin said:

    If you have a bad MMR it doesnt matter. Events are always unrelated to MMR.

    Source? I was pretty certain BHVR had explained it uses your existing mmr but you just cant gain or lose mmr.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067563#Comment_4067563

    Its interesting to read the claims of the tunneling when I played 20 matches in the event queue and got like one hard tunneler and maybe one or two tactical ones. Its one reason why I take these kind of claims of tunneling numbers as pinch of salt as they don't fit the experience I have been seeing. Also just to point out how in the world he manages to be the first to get chased in those seven games to be the one getting tunneled that is statically very unlikely if he is not intentionally trying to avoid the killer.

    Don't worry, I don't need to take your claim with a pinch of salt as I'm well aware how strategies, playstyles etc can change up the MMR chain. I have no need to doubt you when you say 1/20 games contain a tunneler/ camper, its entirely possible.

    I also have had games for a long while without any tunnelers. But not last night, they all came out of the woodworks.
    It got so bad the MMR system started giving us Killers who had extremely low play time in comparison to me.

  • I tried to invite my friend to play the Event with us and he was tunneled out before the first 1 to 2 gens 7 times of our 9 games.
    He says, this is why he does not want to play this game.

  • I love playing Myers myself, but I have to agree, hes way too easy to play and in Evil Within he functions like Bubba.

    One suggestion idd like to see tried is: Destroying a Pallet with the Slaughtering Strike should cost some Evil Within.

  • @azaxydbd said:

    mmr is not working properly, maybe due to cheating issues, if bhvr will fix mmr i think all the streamers and pros will see only sweaty lobbies and cheaters in every game so they dont want that, thats my assumption.

    They ALREADY see that, All streamers I know of complain about sweaty meta all the time.

  • Different Killers have different MMRs, but within a range and that range could easily be within range of "bad survivor mcgee"

    If you want your MMR of the Killer to change you got to play and lose some or win some to make it go up.
    BHVR cant magically know how good you are, only how good it was shown you were in the past on that Killer.
    But if you don't want to lose a match then your mmr will never change.

    Personally I play pretty chill just so there is a larger chance they escape.
    Why? More bloodpoints and more action within the match. But that is me adapting to the system.

    How would you mathematically solve this??

  • having to wait for a while isnt going to stop anyone from dodging, its just an annoyance

    better idea.
    make the penalty for dodging depend on the past history of dodging. If you are a serial offender, get punished harder.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065454#Comment_4065454

    I'd buy them all for ghost face there's tons of ideas to be put out. I don't like the limited idea of having to tie to a whole skin and you can use it anywhere else which is another thing not making sense.

    Sorry we dont like money around here, so actually we will be removing the Ghostface mori. 😝

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066502#Comment_4066502

    You could be right, but I don't think I've come across a survivor that dodged a grab as of yet. They're not hard to hit if you commit to walking an axed survivor down at all. The skillshot component is hitting the axe. The grab is a punishment for a survivor that fails to use the boost from being hit to make distance to a safer structure.

    @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066502#Comment_4066502

    You're right dude, Springtrap being able to grab survivors slightly faster & consistently than before would make him waaaaay stronger than Blight!!!

    We should make sure this """"quality of life"""" suggestion never gets implemented, y'know, because of the agency.

    🙄

    Nah, there is more to Killer skill than just landing the attack that is harder to hit with.
    Clearly Springtrap is already fine balance wise so there is no need to make him more secure in getting kills/ grabs.

  • Would people not then just hit an axe and run after them spamming M2 until the nano second they could grab them???

    " more agency… " seems to mean more secure grabs, because we have plenty of agency.

    I think the reason we don't do this is that it would make it too easy to get grabs and lower the skill floor further.

  • @Dinadin said:

    You chose to slug for your 4k. You chose to do the mori. None of this did the survivors.

    BHVR says slugging is part of the game, which it is. And even if it was not, you can often get two from a failed flashlight save.

    Its BHVR who designs this game in a way so one player has to clean up as part of the gameplay, therefore I need to reach them so they can make changes so that nobody has to stay in non gameplay after.

  • We DO need a way to favorite star a Survivor or Killer.

  • @ThatRyanB said:

    I wanted to pop back in to this thread to thank you all for the great back-and-forth. There's a lot of feedback here that we're working through to bring to the team. It's no secret that The Trickster has a high skill floor that relies quite heavily on the risk-reward per knife, and that their perceived strength can vary map-to-map. These are things we're following both through feedback and game data, and will continue following over time, understanding the learning curve.

    All that to say, the shift to 4.4 m/s was done to focus on The Trickster's identity as a projectile Killer, prioritizing skillful knife throwing over M1 attacks in-chase. I hear the frustration about this that some folks are sharing, as well as the comments from folks who feel it feels good, and want to assure you we'll continue to watch how these impressions evolve.

    Ryan, What would the possibilities of you guys adding an extra brown addon which basically would be.

    115% speed, 8 knives to injure
    , max knives to 44 again. as a compromise for people who really need speed.
    We could consider it training wheels, something to use until you dont need them anymore.

    I'm desperate for this situation to find some common ground for both sides.

    I beg of you though, just don't make it a Ultra-rare cause that was really a big mistake with the Myers rework.

  • Equipable Moris is such a good idea and everyone wants it, but we are baffled at BHVR not having it implemented yet.

    "Nah we don't like money" said someone apparently.

  • @ThatRyanB said:

    I wanted to pop back in to this thread to thank you all for the great back-and-forth. There's a lot of feedback here that we're working through to bring to the team. It's no secret that The Trickster has a high skill floor that relies quite heavily on the risk-reward per knife, and that their perceived strength can vary map-to-map. These are things we're following both through feedback and game data, and will continue following over time, understanding the learning curve.

    All that to say, the shift to 4.4 m/s was done to focus on The Trickster's identity as a projectile Killer, prioritizing skillful knife throwing over M1 attacks in-chase. I hear the frustration about this that some folks are sharing, as well as the comments from folks who feel it feels good, and want to assure you we'll continue to watch how these impressions evolve.

    But hes not a regular projectile Killer, he has to hit multiple times. If 4.4 m/s was the identity of projectile Killers then the Unknown should be 4.4 m/s too because he has an even easier time to actually damage with the projectile. AND he can teleport.

    To me it seems like BHVR's mind is already made up that Trickster should be a high skill Killer only.
    But I am here because when you introduced the new Trickster update, you said the that one of your ideas for doing this was to get new players into playing Trickster. But I guess the only thing that has been done in that regards is the Style System.

    I also dont see how these impressions can evolve for any who are pretty turned off by how you designed him this time.
    This is a video game after all, not a house chore, so there is not reason to play a Killer which is easily outrun by holding W, which you then hope that oh well maybe the player magically develops skill to aim while they are back there unable to keep up and getting punished for every failed knife throw.

    I think because you designed this Killer with high skill-floor in mind you actively bar new people from getting into it, so the Killer base population who actively play that Killer will dry up.

    This isnt a comeback for Trickster until you realize the Killer has to feel good to play at all levels of mmr.
    Which means you have to be able to play them much more like m1 because knife skills are not there.

    I want you to ask the Game Designers, Why they claim a Killer will be able to bring new players into a high skill killer, but you turn around and nerf the only thing that helped them bridge that gap.

    To me this all seems one step forward and one step back and I'm already back to playing other Killers.

  • image.png

    This loop is SOO OP especially when its this close to shack.

  • I think with the removal of the 4.6 m/s its pretty clear this update is for Trickster veterans, not new players.
    its not easier to get into trickster one bit, because you loose so much from every misfire'ed knife.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064384#Comment_4064384

    @ThatRyanB can you tell us something about this? This window is basically an infinite loop and basically every killer just struggles against it. We've told you during the PTB that this window is an issue, so why did you not changed it?

    I'm betting on data inconclusive and they didn't see a huge spike in wins. But just wait until people find out.

    I mean has BHVR EVER changed a loop unless it shows extreme imbalance? Just us claiming imbalance isn't enough.
    They also need to be able to see it.

  • One thing I can say which is new for maps, this new map loads beautifully and easily on my potato pc. GOOD JOB BHVR.

  • @ThatRyanB said:

    One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

    Why? Because slow movement speed means I get to hang back for longer and watch Survivor butt as we run for even more time than any other 4.6 m/s would, it is frustrating to just sit and wait until we get to a spot where I am able to reach enough knife stacks to make a play or waste survivor resources.

    Why do I not try to go for knife shots right away? Because If I fail to make all the hits, I have wasted all the time I spent trying to build it up, which is more and more costly the worse you are at the playing Trickster. 4.6m/s would at least medicate that problem by allowing me to get into my secure knife shot range faster or a range at which Survivors start using resources to escape me rather than holding W.

    Does this make it clear? trying my best here.

  • I'd like to ask the developers why they deemed it necessary to nerf the movement speed down.

    I also want to tell them I see this as game balance vs. game fun problem, I am sure BHVR does their best to balance the game fairly but for a slow movement speed, with a slow injure ranged power in a hold w game nerfing his movement speed only leads to many very very long marching sessions, where we run for 10 seconds before we get in meaningful range.

    Seems to me, this Killer Power is more fun for a person who can hit consistent hits at long range, but since I am just a bad gamer, this Killer is absolutely atrocious to play as in a "hold w economy" when your skill isnt good enough.

    Huntress have an easier time cause her projectile is massive and you only need to hit once.
    Springtrap speeds up if he misses an attack making him able to stay viable even if you are a cabbage.
    Deathslinger has pinpoint accuracy which only needs to succeed as much as huntress.

    And no I dont think making the hit decay go slower is going to fix it, the entire problem we have is that hit decay becomes needed to help us because all it does is extend boring gameplay.
    Surely you must see how mega boring the Trickster can be if you have a harder time hitting knives, right?

    Make this a lesson for the Core Philosophy on Killers: Skill should not equal fun/ action, play should.

  • I'm glad every perk does not come with a thesaurus of text, now do it to Killer Powers. The Doctor will see you now…

    Now that all perk texts are more manageable should should make an optional splash screen appear at the start of a match to inform the player what their perks do, this would also be great for Chaos Shuffle.

  • Map is super good at confusing the Killer, most of the time you are looking at scratch marks trying to follow the survivor.
    Its kind of funny this map is the Trickster's home base because the map is awful for him.

    But I actually thinks it breaks one of the core pillars of Dead by Daylight that the killer needs a chance to predict what the survivor will do. But you CANT on this map, cause its shop after shop after shop… and you dont know which has a pallet or window or not.

    Am I supposed to remember where everything is? and which shop has a pallet? a pallet which I may add I cant see.

  • All I want to know is if you removed that godloop window that you guys placed in the building next to shack.

    EDIT: Update…

    image.png

    Its over guys, we are cooked!

  • I just noticed this Video by Otz is outdated, Skull merchant was changed in 9.3.0 | Mid-Chapter Nov 25, 2025 but Otz video was from Oct 15, 2025.

  • @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064259#Comment_4064259

    Im talking about the effort of having to scan people three times with 1 scanline for an injury other killers can do on instant. Or the laughable 10% hindered that requires 4 scans which is also weaker than a Clown bottle or a Freddy snare. Its really not that hard to understand.

    But you CAN injure in an instant with your M1,

    Im guessing your use of her power is to lock down a survivor at a loop and keep looping until you can get a injure via the drone?

  • @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064225#Comment_4064225

    Her effort-outcome ratio is objectively weak and that isnt a secret. In terms of injury Ghoul/Legion/Plague have it way easier. In terms of Stealth Wraith/Myers/Chucky/Onryo/Springtrap have it way easier

    What effort are we talking about? Is it hard to press a button and time it? I mean you do get free 4.6 m/s stealth.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064166#Comment_4064166

    I would say main issue is things she can do in theory and reality are very different. Most things she can do are limited and often depends on survivors related to how effective it is.

    Even after her changes she is very weak killer, which means long list of things she can do clearly has some flaws to it.

    I personally dropped her after her stealth nerf. I simply liked more stealth on deploy for ambush playstyle and I am too lazy to recycle drone for infinite undetectable…
    So I hope we get ANY rework for her at this point.

    I would say main issue is things she can do in theory and reality are very different.

    This applies to every Killer, so why would it be an issue if it applies to Skull Merchant? But you kind of slip up and tell us..

    I am too lazy to recycle drone for infinite undetectable…

    What!! I really hope BHVR wont just start reworking Killers because people are lazy.
    Skull merchant is an amazing short burst stealth Killer right now and your lazyness holds you back from enjoying her rn.

    Please stop being lazy.

  • Currently, the Skull Merchant feels quite monotonous to play as and against.

    8 second undetectable whenever you want.
    Survivor Movement Slowdown/ Inconvenience by drone placement
    Survivor wastes time by hacking.
    Failure from survivor side = free injure and broken for
    Clawtrapped Survivors free aura reading on radar.
    Drop Drone in loop for 5% haste in chase for 8 sec.

    What kind of definition of monotonous are you going by, because there is soo much you can do in a chase?

  • Unlike other people I actually have nice pleasant chitchat in end game chat so Idd like to not see it removed.

    If the chat opens randomly then its a bug and you should report it

    settings should have an option to keep it shut for those who cant look away.

  • @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064027#Comment_4064027

    “Locked on“ is being clawtrapped and it gibes 125. so its supposed to happen often

    Yeah but the down is 1000 which is like a bear trap.

    This Killer makes no sense to me. 😝

  • @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063926#Comment_4063926

    actually you are wrong. Its hitting a clawtrapped survivor with m1 that gives 1000 bps, not the clawtrap itself

    Yup, I meant downing a clawtrapped survivor.

    image.png

    If it gives that little is it supposed to happen often or rarely.

  • Additionally I just realized, the score event for injuring with the beam is 1000 points. Like the bear trap.

    Im calling it, no way its designed to injure often.

  • @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063889#Comment_4063889

    Isnt that literally what killers like Artist, Clown, Trapper do as well? Leave the loop or die

    That is what those Killers do, but that don't mean Skull merchant is intended to do that too.
    I mean the Pig could do it too with a Reverse Bear Trap.

    @claysgaming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063889#Comment_4063889

    I would also like to see an Addon overhaul in that case because the clawtrap addons are borderline useless (especially the skill check ones, smh)

    Yeah I agree most her addons are useless if Survivors can avoid the beams.
    if they all were useful to someone who dont try to force beams then idd be happy.

  • and it would make applying Clawtraps much easier

    I dont think Clawtraps are supposed to be a damage method that way, I think that is why we went down to 1 scan line.
    Or else you could just slap them down at every loop and hold survivor there until damages. Which survivors hated going against.

    I consider Clawtraps more like happenstance, a Survivor screwed up so they are injured and become trackable.

    I dont know the play method BHVR wanted, but I much prefer not staying at the same loop for seconds as a Killer even.

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