GeordieKiller
GeordieKiller
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@Mandy said:
We tried to be very clear around the PTB time that this Killer is going to take some learning - its not a Killer that you're just going to pick up and play well instantly, it is very high skilled, probably one of the highest (if not the highest) in the game so far.
I know that's not for everyone, not everyone wants to put the time into learning how to play a killer - or has the time even with how busy life can get (yes that's me!), but we fully expect those who are putting the time in and can pick up this killer to be absolutely beasts with it. We also need to see how survivors are able to adapt to the power, its part of why we were looking at the vignette and what would be required there. Its going to take some time before things start to become apparent here.
yes you made a very high skilled killer but you made it one of the easiest to counter so this will put off people playing the killer as what is the point of learning a high skill killer when it so easy for survivors to counter
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yeah i say avoid playing judgement till they give her actual buffs like removing at least survivors seeing where you aiming and reduce the distance that you can see the beam back to ptb 32 meters (my opinion on buffs needed)
basically the devs has 2 choices here to make judgement stronger
If they still want to keep her difficult to play and high skill celling then they need to make it so much harder for survivors to counter it
or
if they want survivors have it easy to dodge and counter it then they need to make power much easier to use and less skilful
We cant have it where it takes alot of skill to use the power but it to easy to counter it from the other side as people will drop the character and go to Jason ,ghoul, blight etc which as a community created killer will be a shame
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yeah this killer is weak the beam is to easy for survivors to read and to easy to dodge if the devs want to make the beam a hard ability to use then it needs to be hard for survivors to counter it if they want it easier for survivors to read and dodge then they need to make it easier to use simple as
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093282#Comment_4093282
To be fair killers where the most focused on in the last anniversy so its not surprising its swinigng in the other direction for once.
i would strongly disagree that killer were the most focused on last year anniversary i believe it was on paper fairly balanced both sides in terms of effects and in game the killer just edge it cause the remote hooking and auto break just made killer a bit more efficient so they can be on survivors more often then normal
But i would argue as well that compare the powers event that killer got last year to Survivor power in this year event that survivor got the biggest win ever and its not even close.
The fact that at all main courses all survivors can get a free health state is insane, killer never got anything like that in any events they never had an ability where they injure all survivors after doing an event task and that just one of the insane effect survivors get!
i cant see any viable defence for this event its not balanced its not fun for killers and back to my original post "for any killer players who see this post avoid this event just take the queue times and play normal that how strong i feel about this event that it is an avoid"
this was meant to celebrate 10 years of DBD of Survivors & KILLERS and killers i can safely say was a 2nd thought with this event which is sad and heartbreaking i hope the devs can do better
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this is so disappointing basically killers get almost nothing a bottle of poison and haste at end game if they go to the cart and interact with it while survivors get so many strong benefits and thats just eating the morsel the banquet payoff are insane.
for a 10 year anniversary celebration where we meant to be celebrating survivors & KILLERS it just appears that what killers got was thrown in at last minute because there was so much attention on survivor end
Devs i know it is very unlikely you can make changes to this event as it is out now but if you ever do this event again next year then please give more thought to the killer community and make the event actually for survivors & killers
I will say aswell for any killer players who see this post avoid this event just take the queue times and play normal that how strong i feel about this event that it is an avoid
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086228#Comment_4086228
We will share more information as soon as it is available! We only have Slasher information available at this time.
not going to lie bit annoying there no info on that perk potential changes when it was introduce in the same ptb so not sure why that info can not be given at the same time as Jason if you can explain great if not thats fine, would suggest for future PTB that have perks for another chapter to consider given updates on any changes to them on the same post not have them separated
On another side note regarding jason silent shadow perk alot of people were saying 13 seconds of UD was not long enough and suggest increasing the time to a higher number seconds.
So I dont understand your reason to change it to per hook what do you mean 13 seconds of UD gives killers to much of a stealth identity? if you are able to answer that great or if you can get a dev to clarify that will be also great
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086221#Comment_4086221
This update is for The Slasher only since the Survivor and the perks are not releasing with the Chapter.
okay but can you at least confirm you are making changes to that perk as it was busted in PTB
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Steadfast:
I would suggest that when the gen in the boon range it slows the gen regression so instead of 0.25 base regression it wil be like 0.15 which as a killer focus player is painful for me to suggest but at this point anything is better than permanent progress
Lay waste:
Reduce cooldown to 30 seconds or increase the value to 5% or 10%
Salvations Cry:
thats fine but if there has to be a change maybe a cooldown of 15-20 seconds
Hex Under Your Thumb:
have it where it relights when haste is used again and the 1st time be cleansed so like the hex: two can play (Chucky perk)
Fruits of your labor:
reduce haste to 3% we all know how strong haste is on survivors looking at you old MFT!
Vigilance:
inverse it so all survivors bar the obsession is reveal and tie it to terror radius not as set range
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i dont like the permanent progress and it should be get rid of like they did with killer incapcited debuff (Old eruption) fast track has shown what a issue permanent progress is and i would argue is much unhealthier for the game
I would suggest for this perk is that when the gen in the boon range it slows the gen regression so instead of 0.25 base regression it wil be like 0.15 which as a killer focus player is painful for me to suggest but at this point anything is better than permanent progress
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why? majority said to remove it and you still adding it in this was not needed to show the killer
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070307#Comment_4070307
So your personal experience is accurate but Aven's is bad data?
My experience aligns with theirs. My killer losses are against good players with little to no gen perks. My killer stomps are against people who run perks like this.
And it's not an issue of health. This perk already did this before the rework. Where was the problem then? Oh yeah, that's right, the CCs weren't screaming. This is an issue of who gets listened to and who doesn't.
i think you misunderstood what i was saying there regarding bad data Avens experience can be accurate to her like my personal experience is accurate to me but BOTH are bad data as it doesnt give the whole picture like your experience accurate to you but still bad data hence why is used nightlight to showcase that actually it is used highly and has a high escape rate but not tied to personal experiences as it gathers it data across all games
and it is 100% issue to do with health as yes the perk did that before the rework but with ONE Key difference it originally grants a 1% bonus progression for great Skill Checks when repairing generators. which offered counterplay as a killer can erase that progress but now killer cant at all as its permenant progression nothing a killer can do to erase that progression how is that fair?
look in the end of the day its getting nerfed we can disagree or agree with it but its happening
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070304#Comment_4070304
I mean, obviously you dont see the fall off in the graphs yet, since it is only 2 weeks since it got buffed. I can only speak for my games and for the builds I can see in those games. And Fast Track has become more rare in those.
Right so you believe it has dropped off cause in your games you have seen less of it in use and you personally arent getting any use of the perk im sorry that just bad data, as i can say that in my personal games i seen it used in a majority of my games a mininum of 1-2 survivors using it and it has a huge impact in my games as a killer which is actually acurate
that why i went to nightlight while it doesnt give the whole picture since it looks only at steam, its not influenced by personal experience its every game and that what the results shows
fast track in its current state with permenant progression that you get from killer doing their job is not healthy for the game at all it needs the nerf and im glad to see it getting a nerf and i hope the nerf is a strong one ie remove the permenat progression .
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070282#Comment_4070282
Still, not really a good showing once again. You are listening way too much to the loud people, the Perk is already falling off and used less, simply because it is still not good (or at least not as good as the more popular Survivor Perks).
It is not that I care about Fast Track at all, I tested it and I dont think it is worth bringing. But it is always concerning to see how fast changes happen when people complain loud enough instead of waiting before things have settled down.
sorry thats a lie it hasnt fallen off and used less it has risen up as a must have perk especially with good survivors as they know how powerful permenant progression is and how easy it is to get it with fast track.
So im glad to see its on the list for nerfing which it deserves and i hope we can have a bigger discussion on permenant progression as i strongly believe it needs to be changed as there is no counter for this and that is not fundamelty fair
Below are the stats for Fast track and the usage rate plus escape rates from Night Light yes this doesnt give us the full scope as it only takes info from steam but this can give us a clearer idea on how the perk is performing i also have attached a link to the stats if anyone want to take more of a look at its stats
https://nightlight.gg/perks/Fast_Track
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@Raptorrotas said:
Stop with the 4.4, its outdated by todays game speed.
yeah its a very weird trend going on unless the power is something like the the first something with mass movement speed i cant see a reason to make a killer 4.4 trickster is the perfect example of a killer not deserve to be 4.4
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i do have a question on the dimishing returns which is more on the survivor side if all 4 survivors run the same perk will it get dimishned aswell or is it tie to just the indivdual survivor ?
i have a feeling its individual but i hope team
a follow up question if it is individual for this version would you look into changing it to team in a future version?
a quick example to explain what i mean
if all 4 survivors run Botany knowledge then
1 is at 100%
2 50%
3 25%
4 12.5%
or something in that line reason why i want to see this diminishing return on team is more targetted on SWF which is one of the strongest thing in the game as we all been or seen a team of swf running the exact same perks but if we incoperate the diminishing returns on teams it will increase build diversity and weaken swf which will ease the massive pressure on killers currently
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no you arent alone alot of players are saying he to slow and a merged post about it is up and running with thatryanb asking about the movement speed
https://forums.bhvr.com/dead-by-daylight/discussion/465261/trickster-update-feedback/p3
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@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?
I done detailed posts in the past but i dont have the energy to do those post due to my feelings like feedback arent heard so i would do a simple post to cover why trickster should be 4.5 and not 4.4 as i really want this feedback to be heard:
The 4 key reasons on why trickster should be reverted back to 4.5 m/s
- has increase map pressure which is non existentent currently
- reduce the damage holding shift W and pre running does to trickster (side note even if you try to catch them off the lullaby goes nope to that)
- reduce the punishment of using trickster power ie throwing mode speed (why does he get punished for using his power btw? it doesnt make sense since its not a instant damage ability like the huntress)
- in areas where his power is not useful he can play around it much better (tall walls, jungle gyms etc)
i also want to put out the notion that if you bump trickster to 4.5 you need to nerf the knives hit back to 8 i want to say no you dont need to do that, you can keep it 6 and i honestly believe it wont make him op or oppressive as if you bump it back to 8 then you have the same issue that you had before chapter and current he just to slow to down survivors
i would suggest to keep it at 6 when his movement speed is bump back to original and see how it goes if im wrong and its to much of a issue then a compromise bump it to 7 but that a seprate discussion but something i want to mention since it connects to base speed.
trickster is meant to be a fast pace range killer and currently he to slow and the holding shift W plus pre running just leads to unintresting gameplay and makes a weak killer even weaker. i want this killer to be viable for all players across all levels of play and currently he failing
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064397#Comment_4064397
Thank you! I promise you, we're here to listen and bring feedback back to the team. While perspectives on a given chance can differ widely across the community, our role on the Community Team is to bring those different perspectives together for the team so they can see the big picture.
then why did you still make him 110 i could understand testing it out on ptb as the trickster mains said he should be 110 but the ptb proves and majority of the playerbase said that 110 is a huge no go for trickster he is still so slow his power is not strong enough to justify the 110 penalty i strongly advise to make him 115 again this wont make him op or oppressive but a strong choice of killer across all ranks bar the absoulte top end of ranks
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yeah this is a nerf and btw trickster mains can be wrong aswell like they are wrong about having him at 4.4 he just so slow in the ptb any smart survivors will know to pre run and hold shfit W which is such a fun gameplay (Sarcasm). His power just doesnt justifiy him being 4.4 its not dangerous as huntress and doesnt allow him to travel quickily like the first (ST Vecna)
Also before anyone suggest making the purple add on that grants movement speed per tier base kit, no that just bad as it still doesnt deal with the issue as you still start at 4.4 (110 ms) which is bad as mentions survivors can pre run and hold shifit W, then you have to tier up where smart survivors wont let you do easily and all that for a measely 1% movement bonus for a totel of (111ms) and if you get to S tier then you get his 4.5 (115ms) movement speed which is standard for a vast majority of killers but only for 66 seconds if you dont even use main event. I rather have the standard 4.5 (115ms) base like in live and have the add on revert back to its current version.
overall ptb trickster is to slow for current DBD they need to revert his base movement speed back to 4.5 tweak his throwing rate bit more and revert his ammo count to 44 then he wont be a op killer or a s tier killer but a strong B to low A tier killer that can keep up in current dbd
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yeah will say those trickster mains who said to put him at 4.4 got it wrong he needs to go back to 4.6 he just to slow at everything in this ptb please revert that base speed nerf
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@MrBuffalo said:
I really can't tell if this term is a meme or people are being serious….
Its real just not alot of people talk about as majority of the time it gets ridiculed but lately i have seen it gaining strength and more people openly talking about it and less ridicule so that a postive.
and it is very valid and real as dont forget while survivors have teammates/friends to cover their mistakes killer is all by themselves where a single mistake can cost them the whole game (this was even said in the video should give it a watch)
I would say personally reduce gen effiency will be a great step to alleviate killer anxiety for example base corrupt and deadlock that would attack the gen effiency and take some anxiety away from the killers about potentially making a bad chase and survivors complete 60% of their objectives in 90 seconds (Gen is worth roughly 20% of their objectives if you wondering where i got 60% from)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021373#Comment_4021373
The survey is still rigged even though it has an “Other” option. People in general are more likely to select options that are directly in the survey, especially if that involves a simple mouse click, and the Other option involves typing.
This isn’t up for debate. It’s how surveys work. Anyone that has had to conduct surveys for academic work, should have learned this fact.
im amazed people are still defending the right to exclude killers to share their reasons of uninstalling in a clear way with checkboxes options why is it so hard for them to say
"you know what your right that isnt fair lets get bhvr/devs to correct the exit survey"
Also i would add that the devs need to release a new survey with killer related options to ask killers who left or considering leaving to answer that survey so they can get clearer data sooner and push towards a HEALTHIER gameplay for both sides
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020911#Comment_4020911
The fact is it should be on there to give clean data on reasons of uninstall which in turns gives healthier balance changes to address issues on BOTH sides.But balance issues aren't the focus of the exit survey. DbD has balance goals and they have actual data on that. They don't have anyway to gather info on people who are leaving because the game lost its horror feel, or people who are playing something else, or that they don't like the graphics, etc.
but there are options where for survivors they can say due to tunneling or camping etc where's the killer options ie gen effeincy or SWF for example
So please dont tell me balance issues arent the focus of the exit survey when there are balance issue related options for survivors in the exit survey and in fact in the stream the devs mentioned that the reason they are doing these changes is the fact its the most uninstall reason which we all know is bad data as there is no killer related options to give a clear picture on the actual game state
The fact you are still defending that killer players who leave shouldnt get a chance to explain their reason clearly via check boxes astound me how can we get the game to a healthier place if you keep ignoring one side of the community and dismiss their valid concerns or not give them a clear fair chance to explain why they uninstall the game
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@ImWinston said:
- The truth is that we players have a "partial" view of the situation; only Devs have "certain" data on the game dynamics. MAYBE Devs have statistics that show greater dissatisfaction on the survivor side. Consider that the majority of people who "leave" don't do it theatrically (for example, by issuing press releases about "X")... they simply uninstall the game and move on to the next game. Perhaps (this is just a hypothesis) the number of people who are still playing survivor is simply decreasing over time, and this creates a general problem for the game.
- EDIT: Okay, I read Mandy's reply (here on the forum) and it all seems to make sense. When you uninstall the game, a questionnaire appears, and it was implied that the greatest "dissatisfaction" comes from the survivors.
But the issue is the killer players who uninstall are not getting their fair chance to give their reason of dissatisfaction that made them decide to uninstall. Even if there are more survivors leaving they still able to do the uninstall survey and submit their reasons of leaving but killers players are not allowed to submit their reasons via check boxes
The other box details (which can be used for both sides btw) is not the clearest collection of data due to the each person writing style it can be unclear or confusing and when going through it takes longer then checkboxes.
It insane how people are defending that killers are not allowed to explain their reason of leaving clearly via checkboxes when it should be on the survey right at the start.
What this has caused is bad biased data which in turns leads to bad balance choices like we have in the upcoming PTB.
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this is getting so dumb the defending of not adding killer issues to a uninstall survey is insane
The fact is it should be on there to give clean data on reasons of uninstall which in turns gives healthier balance changes to address issues on BOTH sides. Getting told for killers to right in the others boxes instead of having choice boxes is also insulting as it would take devs longer to go through the others boxes compare to a check box
These excuses to not give killers a fair uninstall survey is pathetic and if you actually care about the game you would be saying there should be checkboxes to explain killers uninstall aswell
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020441#Comment_4020441
sorry but how would you know? i uninstalled and as you can tell by name im an killer player, OP is right the survey should consider both side but it is heavily biased towards survivors which is fact.
No, I'm offering that as a reason for why they're polling specifically about survivor issues.
If you have 100 killer players and 100 survivor players, and a month down the line you have 90 killer players and 50 survivor players, you're gonna ask why survivors are quitting, not focus on the killers.
It gives bad data and leads to what has happened now horrible and lack of understanding balance decsions devs are clearly putting blinders on with killer issues and give either useless "buff" (15 sec bloodlust) or palcebo buffs that looks like buff but doesnt change anything for killers (the big 6.1.0 patch)
How're you going to accuse anyone of having a horrible understanding of balance while calling 6.1.0. a patch that changed nothing for killers?
they shoud do a polling on both sides not one side regardless if it mainly survivors or killers leaving its a fair and accurate data that can give a clearer picture.
What exactly changed for killers in the 6.1.0? the faster weapon recover and break speed and less speed burst for survivors? survivors still can get to the next loop or pallet so does nothing, increase gen times to 90 seconds gen are still going faster forcing killers into tunneling & camping styles so nothing changed there, bloodlust trigger time reduce again does nothing and the perks changes either been reverted, nerfed or rework to not worth running anymore
thats how i can say 6.1.0 changed nothing for killers because they are in fact placebo buffs looks like buffs but does not change gameplay at all for killers
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020413#Comment_4020413
If a player quits the game because they think the killer role is unfun, then their voice deserves to be heard too.
Sure, but my point is that there aren't any that are uninstalling for that reason.
sorry but how would you know? i uninstalled and as you can tell by name im an killer player, OP is right the survey should consider both side but it is heavily biased towards survivors which is fact.
It gives bad data and leads to what has happened now horrible and lack of understanding balance decsions devs are clearly putting blinders on with killer issues and give either useless "buff" (15 sec bloodlust) or palcebo buffs that looks like buff but doesnt change anything for killers (the big 6.1.0 patch)
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019447#Comment_4019447
I still don't know why they thought original Pop basekit was good.
What good it does for killers with no mobility?
Current Pain Res should've been made basekit and the perk reworked.i just given up on devs actually thinking what is needed for killer side they are so focused on survivors issues which are symptoms of killer issue that are the root cause just no point in playing atm i do hope either new devs come in that actually balance the game fairly or a asym game comes in to kick them into being better like Rivals did for OW2 but im just done with these devs
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019469#Comment_4019469
The problem Is BHVR absolutely refuses to fix the issues on both sides of the game.
They keep saying “slugging is bad”, but refuses to help the killer avoid hook denial strategies like pallet saves or hook sabotages.
They keep saying “camping and tunneling is bad”, but refuses to address excessive survivor hiding, or actually help killers find a different target to chase.
Just look at the latest livestream. Everything was aimed towards helping survivors. There were zero issues with piling good things for survivors, but the killer side got absolute garbage for incentives. How is extra bloodpoints supposed to help the killer spread hooks for that game?
In short it doesnt
15 sec bloodlust and bp bonuses as incentives they are useless they took 10 steps back on this
im still trying to figure out how the feedback was clear to much handholding for surviviors in the 1st versions made devs go ahhh to much handholding for killers lets get rid of something that would be useful like aura and gen regression and give them useless bloodlust.
all they had to do for killers incentive is gen regression map wide with total damage and not current for each unique hook and maybe aura aswell that is a REAL incentive not this pathetic bloodlust and BP bonus
and before anyone says ohh you havent tested it in PTB we were right to call it out the 1st version on how bad it is before PTB and this is the same again and i bet if there isnt an outrage like the 1st version it will go through to live and game will get worse not better.
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they had it almost right with the 1st version with the gen damage and aura all they had to do was make it gen damage map wide not kick and total damage not current damage instead they took 10 whole steps back and once again in a sense stick a middle finger at the killer community once again.
to say 15 seconds of bloodlust and BP bonuses is strong enough incentive they are clearly not getting what killers truly need to be incentives not to tunnel
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can we get a calrification when you are saying safer do you mean pallets once down killer has to break it as there nothing a killer can do or for a higher level killer very limited on what they can do
Then i would say no as that is not healthly and leads to dull gameplay look at the map The Game as an example all pallets are safe and that is the most mind numbing dull map ever exisited all survivor has to do is drop the pallet and they are safe and they can easily get to the next one no fun gameplay there at all
I would rather see less pallets and have them in a long wall short wall style of tile as it makes the gameplay more engaging as a survivor you want the killer to be on the long wall and for the killer to be on shortwall so theres mindgame between the two and whoever plays it well gets rewarded
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yeah worst changes i ever seen and very shortsighted dont need PTB to know how bad it will be the fact they dont even give numbers is another huge red flag like how long are the extra basekit for survivors going to last or how strong is the extra gen kick (should be map wide not gen kick)
Im kinda exhausted of this game and the shortsightness of the devs and the worst thing is they can get away with this as they dont have any competition to actually force them to heathly balance the game i wish a game does come up and forces them to step up like Rivials did for overwatch.
But yeah im done with this game cause once again they are dealing with symptoms and not root causes of the issue of the game and getting poor information on what the game needs
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@tannhauser said:
I've seen some people talking about certain effects made basekit for all Killers so I wanted to compile the ones I've seen, list some of my own, and share thoughts. Feel free to add suggestions.
- Corrupt Intervention (I do like this one, since it feels necessary on a lot of Killers, and would immediately go away after the first down. The perfect example of a buff that helps weaker Killers without being too oppressive on stronger ones.)
- Pop Goes the Weasel (I could see it being nerfed down to maybe 10%, but I don't hate it as an idea. It gives Killers more incentive to go for hooks rather than simply protecting their gens for as long as possible.)
- Deadlock (Would help weaker Killers a ton to prevent 3 gens from popping in the first chase.)
- Gift of Pain (I like this one a surprising amount. It gives Killers some incentive to spread hooks via forcing gen slowdown. The Hemorrhage/Mangled doesn't have to be included, of course.)
- Deerstalker (Maybe not super impactful but still possibly helpful. Probably with a lower total range, and of course, Plot Twist should be immune.)
- No Way Out (but it works in reverse. The more hooks you have, the less time the gates are blocked for.)
- Dying Light (without the buffs to the Obsession of course. A simple stacking gen-speed penalty that encourages hook spreading.)
What do you guys think?
This is what exactly killers need very healthy ideas which deals with one of the root causes that is plagueing the game Gen effiency and will have a postive effect in dealing with the symptoms tunneling, camping etc
Only area i have issue with is No way out not sure how that would work but i like the rest but if we are limited for like 3 i would go with
Corrupt- helps early game and brings it a bit more balance for start of games
Deadlock - deal with gen effeicny passively and give a bit more time to go for multiple hooks
Pop - but change it from current to total
this will passively encourage killers to get more hooks as they are spreading hooks and without costing them the potential win in the game which cant be the same for current dbd as its spreading hooks = lost games and because killers are more rewarded and have a better chance at winning by spreading hooks you will see vast majority of killers focus less on tunneling camping etc and more spreading hooks so its a win for everyone
Great ideas there tannhauser :)
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983489#Comment_3983489
They are talking about bugs affecting the killer’s performance causing frustrations..they have a massive pile to deal with.
god i hope it really not just killers bugs they def need some base stuff to help as those are big impact issues :/
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would you be able to clarify on high piority / impact killer issue as i hope you meaning base gameplay for example base corrupt and not just bug fixes on killers
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960362#Comment_3960362
I promise you, there's no disrespect intended for Killers from our side. PTBs are intended to be a space where we present changes to the community to go hands-on with and share their feedback on. Just because something makes it to the PTB, doesn't mean that's the precise state it will then make it to the live game in.
We've been closely following community feedback on these 3 topics (among many more, of course), and have been sure to share this feedback with the team.
While I totally get that it can sometimes be frustrating to come face to face with changes that you don't vibe with, believe me, sharing constructive feedback on what does or doesn't feel good is immensely helpful to both us and the wider dev team, as it helps inform further balancing adjustments.
Just want to point out this disrepect that the killer community has been feeling isnt just due to this patch it has been growing for awhile now.
For me it feels like we have to be louder and fight more on voicing our concerns against the survivor community only to be gaslighted or just "wait and see on live" perfect example as some people used is MFT alot of killer players instanly saw the glaring problem with it and rightly pointed it out in PTB but sadly we have been gaslighted, told that its overexgarated and will be fine or the classic line "so you dont want survivors to have anything" which i want to point out is so dumb and untrue of course we want survivors have things but not broken OP stuff that breaks the game. Then it goes live and killer community was correct and we had to wait so long for it to be nerfed.
Also i do personally feel like theres blinkers going on in BHVR on killer stuff as you are so focus on the symptoms that survivors are suffering from like camping, tunneling etc and not the root causes which in my opopion are gen effiency and map balancing we see all these game changing basekit hand outs to deal with the symptoms for survivors like the anti face camp, endurance off the hook and gen regression limits. But killers dont get any game changing base kit to help deal with the root causes for example base corrupt intervention which will help deal with gen effiency so much at the start of the game or even healing limits as that causes the same issue as 3 genning stalling the game out. Before anyone mentions the faster break and attack cooldown i would argue they are placebo buffs as even with them (which are so small you dont notice it at all) survivors can still reach another loop or pallet so it does nothing to the gameplay at all.
I know this is meant to be talking about this patch PTB but considering your response to the person you were talking to i thought i will add to it and address what i believe are vaild concerns with the game direction and health. In the end we all want this game to be healthy and not die but it safe to say the killer community are getting unhappy with what feels like the lack of respect, care of our valid concerns and issues and the lack of understanding about the killers and killer perks.
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going to post this as it is very accurate in explaining what is going on with the games currently and hits what i believe but in a much clearer way then i can:
https://www.youtube.com/watch?v=IImUI1uGPuM -
@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925184#Comment_3925184
You got Yellow Mori basekit and now will get Purple Shroud basekit, so two Offerings basekit. Map Offerings nerfed to unstackable 20% on top of Sacrificial Ward nerfed down to Brown. Eyrie getting a second Map which I have no idea is a good or bad thing. Badham variants gone. Maps and Keys buffed which means less Toolbox and Medkits.
those are small placebo buffs they do nothing for actual gameplay (bar the shroud basekit will have min effect on gameplay i grant that) or help to ease the pressure or frustration playing killer which are currently gen effiency being to high and SWF and now we have to worry about maps and keys
but iam seeing good posts that articulate exactly what killers are going through and are clearer then what i can write for a post for example:
@Ace_Main said:
This post is intended to outline ongoing issues in Dead by Daylight through a lens of balanced reasoning. The goal is not to inflame, but to point out persistent problems that affect the game’s long-term health. These are not based on emotional bias but on mechanics, design trends, and developer decisions over time.
1. Gen Speeds vs. Killer Time Pressure
Fact: Survivors require a combined total of 400 seconds of uninterrupted repair time to complete all 5 generators. With four survivors, this is achievable in under 3 minutes under optimal conditions. In contrast, killers must simultaneously patrol multiple generators, apply pressure through chases, get downs, hook, and rotate — all under constant time pressure.
- Regression perks have been systematically weakened or reworked (Call of Brine, Overcharge, Pain Resonance, Pop Goes the Weasel).
- Killers have no basekit gen slowdown to help them counter this efficiency.
Logic: When gen speeds remain fast and killers are stripped of effective slowdown tools, tunneling and camping become fallback strategies — not because killers want to play that way, but because the game design creates a pressure cooker that demands it.
2. Map Size, RNG, and Tile Layouts
Fact: Many maps remain unbalanced in favor of survivors due to large size, strong chained loops, and inconsistent tile spawn logic. While some reworks (Autohaven, Coldwind) improved flow, others like Garden of Joy and Eyrie of Crows continue to heavily favor survivor pathing and resource chaining.
Logic: When map size and tile RNG create environments where killers cannot catch up to or cut off survivors efficiently, killer performance becomes inconsistent and too dependent on spawn luck — not skill.
3. Second-Chance Perks Chain Across the Match
Fact: Endurance effects do not stack simultaneously, but survivors can chain multiple second-chance perks throughout a trial to maintain momentum.
- Off the Record grants 80 seconds of Endurance after unhook.
- Dead Hard remains usable if the survivor hasn’t been hit.
- Decisive Strike activates post-unhook and still works in many chase scenarios.
- Adrenaline provides an instant heal and speed burst.
- Deliverance allows survivors to self-unhook after unhooking another survivor.
- Unbreakable and Soul Guard allow full recoveries from slugged states.
Additional Note: Survivors can also use Endurance effects gained from unhooking to bodyblock killers, preventing them from downing another survivor in the process. This is a particularly potent tactic when survivors coordinate well, as they can absorb hits and continue to stall the killer, extending the match further.
Logic: Survivors may not be invincible, but they are equipped with a series of layered fail-safes. When mistakes are consistently mitigated through chained second-chance perks, it extends survivor uptime. Killers, on the other hand, have no equivalent recovery tools if they misplay — they are punished instantly and often permanently for one error.
4. Solo Queue Communication Remains Limited
Fact: BHVR acknowledged solo queue is disadvantaged compared to SWF. The introduction of HUD icons and pings improved this slightly, but voice comms still provide SWF players with a major coordination advantage.
Logic: If killers are expected to be balanced against solo queue but are also regularly matched against coordinated SWFs, it creates imbalance. Killers are given no additional tools to offset this communication disparity.
5. Tunneling and Camping Are Symptomatic of System Design
Fact: These strategies are frequently labeled as toxic, but in reality, they are often responses to the game’s demands. A survivor eliminated early dramatically reduces gen repair speed and overall pressure on the killer.
Logic: If killers are discouraged from tunneling or camping without receiving meaningful alternatives for pressure and control (e.g. basekit slowdown, better chase tools, or anti-gen-rush mechanics), then the game penalizes them for playing "fair." Systemic design issues, not player intent, are the root cause of these behaviors.
6. Anti-Cheat and Match Integrity Are Still Weak
Fact: Despite years of development, cheating remains common, particularly on PC. Speed hacks, teleportation, and infinite items still appear regularly. Reporting systems rarely result in clear outcomes or bans.
Logic: A competitive multiplayer game cannot thrive if the legitimacy of matches is regularly compromised. If cheaters face little resistance or consequence, both killer and survivor experiences are diminished.
7. Killer Balance Adjustments Are Infrequent and Reactive
Fact: Many recent updates have focused on survivor-side quality of life: anti-camp systems, anti-slug timers, anti-tunnel protections. Meanwhile, killer-side compensation is either minimal or delayed by multiple patches.
Logic: When changes address one side's experience while neglecting the other, it results in imbalance. The game should evolve to promote healthy play for both roles, not to correct perceived unfairness on only one side.
Conclusion: True Balance Supports Both Sides
This post is not about dismissing survivor concerns. Survivors deserve quality-of-life improvements and tools that make the game enjoyable. However, killer balance cannot be an afterthought.
If tunneling, camping, and slowdown perks are going to be reduced or removed, then killers must be given:
- Basekit gen slowdown or pressure mechanics.
- Better map control and patrol tools.
- More consistent chase performance mechanics.
- Buffed or reworked perks that offer meaningful counterplay.
- Ongoing adjustments to maps and tiles to prevent overwhelming loop advantage.
Dead by Daylight’s long-term health depends on both sides being heard and supported. Ignoring the underlying reasons behind “unfun” killer strategies will only create new frustrations in place of the old.
This post covers exacatly whats killers are dealing with and the request to get devs to actually looking to killers frustrations and fair issues so we can move it to a more healthier game for all sides
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@Lixadonna said:
Killers have been power crept to 60% Kill Rates. Even in Anniversary stream Eric said all attention goes to Killer so time for Survivor to get something.
yeah that was a slap to the face for the killer community as small tweaks to things that should be basekit for killers (even though its half of the add on strength) and niche perks getting small buffs is apparently devs giving their whole attention to killer :/
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To be fair it is getting very tiring seeing these basekit being added to survivors and not address any of the killer fair issues like Gen effiency and SWF which i see as root causes that need urgent looking into but whats funny is that due to the root causes not being looked into, It is causing the symptoms of tunneling, camping etc
but at times it does feel like trying to bring up killer related issue just gets yeeted in the void and ignored or in some case getting gaslighted
I do hope at some point the curtain gets drawn to see the killers have valid issue so they can be addressed and the game is moving into a healthy postion
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yeah once again didnt needed those nerfs only nerfs needed was the long range on grabbing survivors and the auto lock all this does is allow survivors to hold W and barely interact with killer which is unhealthy
this needs reverting plus increase range to min 15 meters while reducing the grab attack on survivor then we got a healthy killer
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One thing im concern about is the time to down (ToD) it sounds like this version of SM has a long ToD and in the current enviorment of DbD where everything is so fast paced im not sure it would be a good rework there feels like there so much you need to do to down the survivor
i know its still a design preview but could we get a rough estimate on what the devs aim SM ToD to be with this rework?
also the fact the EMP dart does nothing on non trap claw survivor seems a bit weak
but way much better than 1st design preview
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yeah they shouldnt have touched his range like the add on for increase range fair enough not his base range though i will still argue that the lock on nerfs was all he needed hopefuly devs rever the range nerf and for me personally the recharge after breaking pallet then he is perfectly fine as is
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totally agree way to many nerfs i would say the targetting nerfs are fair enough but the range plus losing a token for breaking a pallet are to much
I hate these knee jerk reactions 2 weeks is not long enough to make drastic nerfs for example MFT was left for around 3 months before it nerfs and chucky wasnt nerfed till June and he was realised in November!
These knee jerk reactions are unhealthy for the game as it does not give people time to adjust and learn how to play against the new content and it just showcase the people who winge about do not want to learn that they wanted it to be easy (Harsh but there is truth in that statment)
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Tested the changes and yeah way overnerfed but fixable to make it fair for survivors and still a viable choice for killers across all levels especially in the higher levels and the changes are simple:
- Reduced Tentacle range from 16 meters to 14 meters.-Revert his map pressure doesnt need nerfing
- if possible just nerf his attack range on survivors to 14 meters not his mobility
- Reduced Enraged mode time from 45 seconds to 40 seconds. - Revert it was fine at 45 a pointless nerf
- Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.- Revert again pointless nerf un needed
- Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.-
- Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
- Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
- Those 3 changes KEEP i agree with those nerfs increases the skill cap and in some case can be seen as a buff as there are times i want a wall to cut off survivors but hit them instead costing me a down
- After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown equal to a single Leap usage.- Remove Why are you encouraging unhealthy playstyle of drop pallet hold W ? it required survivors to play smarter and punishes this unhealthy less interactive playstyle
- With those simples fixes you will have a killer that is fun fair and viable across all levels for playing as and against
also on a side note please hold off nerfing or buffing killers (mainly nerfing as of late) 2 weeks after their release give people time to learn, these knee jerk reactions is causing more harm to the game. The only time i will agree with early nerfs is when it is painfully obvious the killer is OP which this killer isnt it.
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@MarbleThrone said:
"Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender."
Why would they, if they can just open the exit gates themselves at any time and trigger End Game Collapse?or better yet instead of giving the killer the option to give up which lets be honest the survivors that are forcing that gets a ego trip where they will be like "ooo look we made the killer quit haha" just make it where they are revealed constanly and exposed so killer will have it easy to hunt them down and get the game over with
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Honestly its been 3 days so nerfs calls are unjustified we are all still learning the killer in fact i have come across good survivors that already throwing some counters against me for example when you see he is attempting to leap like you do with nurse sharp turn into him as even if i cancel the cooldown before i can M1 allows survivors to make the loop/pallet
But overall the bottom line its been 3 days as of this post we are still learning to play as and against so calling for nerfs is unjustified give people time to learn
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Looking over this design to put it simply these changes are bad to put it lightly. going to use one of the methods another poster has done to try and explain each section starting with
Hacking changes: that is a very bad change the fact that the mini game is so easy its basically free aura for Survivors theres no Risk at all which is even when worse when you play against SWF (Yes this has to be taken account along with High lvl survivors)
Propose change: No extra reward for survivors the fact you disable it for a good duration is reward enough, However would propose that hacking mini game has a short time limit to add the panic of hacking succesfully before the timer is up.
removal of DW, Broken Hinder and Haste: Another bad change in fairness DW can be removed thats fine but i would argue that the Hinder and Haste stays and at the same levels as it was with 2.0 SM (before the guttering) this is SM anti loop without it she is a basic M1 killer which we all know is the weakest form of killer. Also the fact it requires survivors to be scanned 3 times and then getting scanned again justify having Hinder and Haste
Propose change: Keep Broken Haste & Hinder remove DW
Controling Drones: i can see the idea behind it but in this day and age of DBD where trials are so fast and there a shrinking amount of tools for killers to slow down the game, the added time to hop into the drone to control it find survivor then hopefully hit the survivor waste to much time that the killer doesnt have but it can be modifiy a bit
Propose change: when survivor enters the drone area SM can trigger attack mode and drone dash into survivor that enters the area causing damage to survivor this attack mode can only be used if a drone has been in the field for 10 seconds to stop the tatic of summon drone then dash attack straight away so they have to be placed and you push survivors towards those areas.
red light green light: like the idea want to make a small tweak to it
Propose change: ties to SM terror radius like the doctor area static but any drones out they create a 48 meter radius around them when this is triggered so instead of map wide its now Killer TR plus drone terror radius
Overall the 2.0 SM was fine i honestly think it just the hatered that linger for SM that got the undeserve/uneeded guttering but going forward these design changes are overall very bad and should be stopped before any resources are put towards it only thing i would be a welcome addtions is red light green light & my propose change for controlling drones but only if we can revert back to 2.0 SM
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889973#Comment_3889973
I’m fine with the last 2 ideas but the first one wouldn’t be good imo. Og pain res was 15% and worked infinitely as long as there was a scourge hook. Giving players half a pain res basekit on EVERY gen would be too much imo especially if it doesn’t have the scourge hook requirement. If they were to add this they would have to nerf pain res for compensation because getting 4 hooks that give -30 regression on the top progress gen along with a -10 on every other gen would make A tier and above killers feel unstoppable in most matches.
I disagree that pen res will need to be nerf in compensation with those changes i suggested as the addtional 20% (not 30% as you said in the last comment) that pain res gives will only go to the gen with the most progress and that can only be done on fresh hooks and on a scourage hook on top of that so there alot of requirments to get the strong 20% regression and once the 4 is all used up its a dead perk (still weird that killers perks kill themselves after use) i think these changes will be so much healthier for the game as it incentives killers to spread hooks and are properly rewarded for getting hooks which in turn will deal with the symptoms of tunneling, camping and slugging.
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i hope they actually buff hooking to help combat slugging instead of nerfing the symptoms i would like to see the following
- When killers hook a survivor a 10% total regression hits all gens and will not count to a regression event
- While a survivor on a hook all survivors suffer a 5.5% action debuff which stacks on the number of survivors that are on the hook so if killer has 2 on hook 11% action debuff to the other 2 survivors
- When killer moves 16 Meters away from the hook they gain a 5% movement speed buff for 10 Secs the bonus is lost and not returned if you return to the hook then leave again.
