ImperatorHaze
ImperatorHaze
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I would like the Unknown
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I can understand not giving out freebies every day until Christmas but a sweater or something cool maybe once a week would be nice. Or even if they made it a challenge like log-in X number of days a week and get this reward. If they are only giving out digital currency then at least be more consistent with the shards so people can get their own cosmetics.
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My rule as Killer is if I see more than 2 flashlights then I take my lightborn build. I feel you though, it is annoying when you are the only one getting gens and everyone else is running around the killer trying to save only to get downed and basically throw the game.
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@Linkdouken said:
I agree his power is tricky to use and failed hits are very punishing but in skilled player hands he's actually pretty decent. It definitely seems tricky to buff some killers like him without making them too strong.
I think I would make it so that when hallucinations are being dispelled, you are given a notification so that if currently in chase it's still risky for a teammate to take that opportunity - I would disable this when 2 or less survivors are standing though.
Weakened should get a Plague kinda treatment where other survivors are affected by it when doing healing or gens that a weakened player is on.
I think his mobility and hitting shots are what cripples him from being one of the best killers. I like notis on the dispel action and having it be contagious like plague. Those together and alone would be a very viable option for him
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@Skeleton23 said:
Im a Unknown Main and I 100% Agree with this.
A buff i would love is to pop the UVX while it's in the air and rework his counter play. Make it his Hallucinations only be Dispelled until there used once and let you set them up at will.
Allow him to crawl Like in his mori to make him gain Distance and help while Looping around small tiles.
I would make Injuring with the UVX Makes it permanent until healed or Downed. This will make his power more threatening and rewarding when Landing it.
Yes it sounds strong But he Needs it for how unreliable his power can be in some situations
I made another similar post discussion about reworking his ability from UVX to "Unravel" which is him being able to crawl around the map on all fours like his mori, essentially becoming a speed killer. People didn't like it though and complained another scamper killer wasn't needed. I like your idea, but I already know people would complain about it being overpowered to win chases.
Making the UVX explode on trigger is a great idea and I would rather have that than the minor hindered effect you get from shooting through a survivor. This would also make it easier to learn for new players and allow people to hit more shots rather than it ricocheting everywhere.
The weakened effect needs to function as it does with other killers who have debuffs. Making it permanent until healed or downed is overpowering. Having an item to get rid of it or increasing the timer would make it much better. Or, for synergy, if they buff his hallucinations by reducing the aura and increasing the dispel time/adding a skill check AND make it the only way for survivors to remove the weakened effect, then it would be amazing. Essentially forcing people to your hallucinations only for them to potentially fail the dispel would increase his pressure immensely.
Great ideas!!
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@jpeg2thehead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027034#Comment_4027034
if someone is standing right against your hitbox, you cannot hit them unless you bounce it off of a nearby wall. and the projectile doesn't instantly explode. it always bounces once before exploding and the delay from bouncing is most obvious when they are right on top of you.
You can shoot your UVX through a survivor causing the hindered effect, even when they are right against your hitbox. And yes, if you shoot the ground your UVX will instantly explode. Hitting anything other than the ground will cause it to bounce twice.
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Please keep in mind the responses are just a brainstorm. If you have any good suggestions, please comment them here!
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031468#Comment_4031468
Regarding the chat/player ping wheel. It has pre-made text or icons on a radial wheel
https://us.v-cdn.net/6030815/uploads/QES6LA5BABQ5/20251124233402-1.jpg
Like this example from Counter-Strike 2. You just hit the corresponding button, and mouse over the command or response you want to use. It works in a similar way on controller, where you just use the right thumbstick to select your action. You can open the wheel and select your action, while moving.
A super-intuitive and helpful way of communicating with your team, if you don't have a mic.This idea could translate well into DBD, with commands/responses like these:
The killer is coming
Let's do this generator
They have a Hex perk
I will take chase.
Understood!
I brought a Hatch offering (main/shack)
Found an item (ping the chest for the type of item)
The killer is close to my hookYes! This I could get behind. Do you think the increase in coordination would cause trials to be more difficult for the killer? Because this would essentially make random teams into SWF teams and then it comes down to skill. I think killers profit the most from uncoordinated teams
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@ImWinston said:
Surv : The strongest exhaustion perks (sprint burst - lithe) should have a longer cooldown. It's not normal to use a sprint burst twice in a chase (I'm especially referring to the combo with Vigil).
Killers: The aura reading perks are a bit too strong on certain killers (Nurse - Huntress). There should be some sort of cooldown so as not to chain the perks too much.
- Buffs for both roles. The endgame perks need to be stronger (including NOED and Adrenaline). I use a perk slot that I can ONLY use in the endgame; it should be truly amazing (my opinion).
I agree with the Vigil combo needing a nerf. It makes it especially tough for non-chase killers or those with no reach.
I don't think they should nerf aura perks BUT if BHVR categorized each of the perks and limited it to one aura perk per loadout, then I think it would be better. That way Killers can't chain, and they keep the benefits/duration of the perk. This could also be applied to survivors as well making it fair. It would also force people to play more strategically with their builds.
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@THE_Crazy_Hyena said:
I play both sides, and I can give answers for both.
Survivor:
Buff: An in-game chat wheel, that is easily accessible for both PC and console players. This will GREATLY help solo queue players, who can't co-ordinate with their team. - Similar to how pings work in games like PUBG and Counter-StrikeNerf: Reduce the strength of repair focused perks, and toolboxes. It is kinda crazy how you can do a generator in 30 seconds solo, with the right setup.
Killer:
Buff: Base-kit slowdown for unique hooking (10% regression or 10 second block on the gen with most progress) - This could also scale with the relative strength of the killer (mobility-based for example), so that a fast killer like Ghoul or Blight does not get the same effect as Trapper.Nerf: Tone down the strength of the stronger killers, to somewhere around the level of Wesker (who is a good benchmark of a decently strong, but fair to verse killer). Alternatively, removing or delaying the notification for unhooking will help a lot with combating tunneling.
I think these are great, well-rounded answers. Only two things out of this that I can see being an issue:
- Chat wheel for console players would be incredibly difficult mid-trial. You'd have to navigate the keyboard just to type something out that may result in you getting downed by the killer or you'd be hiding in a locker just to type. However, I think this is a great idea for the lobby for people to coordinate with others before a match.
- The killer buff, I feel, would be complained about quite a bit even with a prerequisite of a unique hook. It could also be detrimental to the match with aura perks, DMS or Grim. Now if the buff was causing all survivors to scream after a unique hook, then I think that would go down easier for the survivors since it's not impacting objectives and still gives the killer an advantage.
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@Chilli_man2400 said:
this might be a hot topic but blight is the most double standard killer ever, he gets all these bonuses while killers around him get nerfed while he still remains in the same spot. It begs the question should blight be toned down a little??
im not asking for a skull merchant execution just some little tweaks to slow him down a littleMy only 2 changes I would do is making blight 110% MS(4.4M/S) and make it so when he breaks a pallet it consumes 1 token so he can’t just instantly rush
If ghoul gets that nerf it’s only fair he gets it too
But if they nerf Blight before the next update comes out there won't be any more killers left to play :(
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028941#Comment_4028941
This is not about seeing the killer's perks or add-ons in the lobby for survivors. Please reread my post carefully.
If the killer sees what items the survivors are carrying, they can render not only the items completely useless, but also the survivor's entire build.I already wrote about this above: when I play with a flashlight, literally all my perks are chosen for flashlight rescues.
And the killer simply negates my entire build, not just the item.As for the ability to see the killer before the start of the match, it literally does nothing, because his perks and add-ons remain unknown, but that would be equivalent to the killer seeing the survivors' items before the start of the match.
As for camping, tunneling, and slagging, as long as there are no built-in systems in the game to counteract this, killers will continue to abuse it, destroying the entire basic gameplay of survivors without making literally ANY effort.
Why do killers aggressively tunnel/slag on 5 generators? Because the game does NOT punish them for it in any way.
Impunity breeds crime.
I did read your post, and it is about the killer's perks and add-ons because, when it comes down to it, survivors can counter a killer based on their power without needing any perks or items to counter their abilities. Think of it this way - a survivor chooses their power based on the item they bring, killers get inherit powers based on their killer selection. Survivors can counter killers based on their knowledge of the killer and any equipment given to survivors based on the killer(EMPs, med mist, vaccines, etc.). Killers can only counter survivor items(power) by seeing the item itself before the match.
If you based your build solely around flashlights, then it's on you that you didn't even out your build to account for other core components to the gameplay. You made the build knowing it can be rendered useless. Just like if a killer is weak around map pressure and they base their build solely around chases then it's their fault gens are popping every 5 seconds. So, let me ask you - do you think your flashlight build gives you the same survivability rate as a survivor who takes a build to account for chases, gen progress, co-op, and some other 4th perk?
Regarding tunneling and slugging, if it wasn't meant to be strategic then it wouldn't be in the game. I didn't say that it would cause tunnelling/slugging. I said it would increase the behavior, making it worse, and it would cause players to play more common builds and killers ultimately making other lower tier killers and perks useless.
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028924#Comment_4028924
And what is this asymmetrical game?
The killer already has enough basic advantages to level out the difference in numbers.1. The killer is only responsible for their own mistakes in the game, while in the survivor's game, your teammate's mistake can cost the whole team the game.
2. The killer does not get stunned after falling from a height, which helps a lot in many chase situations.
3. The killer does not suffer from “fatigue” after using speed-boosting perks, and perks such as “Trail of Torment” have a ridiculous cooldown time of only 30 seconds, which is completely insane.
4. Even without perks, the killer has information about the location of all generators, which greatly simplifies control of the entire map.
Imagine if you didn't have to take perks to find generators when playing as a survivor.So let's not encourage discrimination against survivors in the lobby before the match starts under the guise of “asymmetric gameplay.”
Why should I take a flashlight and build for rescuing teammates if the killer can see my item before the match starts and simply render not only my item useless, but my entire rescue build?
Then give me the opportunity to see which killer I will be playing against before the match starts, too. I also want to choose my builds based on who my opponent will be.DBD is a horror strategy game with two different sides that have different strategies for winning. Killers have passive abilities that help them kill/pressure survivors(bloodlust, gen auras) while survivors have passive abilities to help them survive/escape the killer(pallets, windows, hatches). Survivor perks/items are made to be used in any trial, against any killer. Killer perks/add-ons are to help counter their own weaknesses and whatever survivors bring to the trial.
When making a build for a killer, you have to take into consideration the weaknesses that come from a killer's power/abilities. You make up for said weaknesses by equipping add-ons and perks. On top of that, you need to equip things to help against survivors and what they bring. Once survivors know the killer, they immediately known how to counter the killer. Killers do not know how to counter survivors unless they have studied the perks and can recognize them in game. They only have the ability to counter the items survivors bring.
If DBD makes it so no one sees what they're bringing to the trial, then Killers would be at a major disadvantage. As soon as a survivor knows who the killer is then they already know how to counter their powers. But now, not only can they counter their power, but also the core objective of their role. Killers would not know what to bring to slow down the progress of survivors, they can only bring what they think would be good for the trial. Survivors can equip whatever they like, and it would work on the majority of killers in addition to the knowledge of knowing how to counter that particular killer.
If this was to be implemented, then we would most likely see an increase in frowned upon killer behaviors that most survivors complain about today like slugging and tunneling. It would also close off experimenting with builds and create stagnant gameplay as all players would gravitate more towards killers that don't have many weaknesses and force them to choose common perks that help in most trials against survivors.
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I haven't uninstalled; I just stopped playing killer. I play The Unknown mainly and everyone has said he needs a buff. When I'm not playing unknown, I am struggling with all my matches as other killers. I occasionally have to throw several matches in order to lower my MMR so I can actually enjoy playing killer but now I've just stopped altogether. My main issue is that there are too many advantages as a survivor, and I say this as a survivor player. 2 gen pop every match after first hook, constantly stunned or blinded, body blocking, DS, I get hit with almost all of it in every match. You could say I have a skill issue, but if I have to intentionally lower my MMR to get a win that's saying something in itself. If I played Nurse or Blight, I'd probably have a better time but I'm on console, so the heightens the difficulty playing them quite a bit.
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@jpeg2thehead said:
i still have not heard a good reason as to why he shouldn't be able to shoot straight down. it's extremely dumb that healthy weakened survivors always have the option to run into your face to force an m1. it increases the distance they gain and it also let's them remove the weaken for free.
every other ranged killer wants to be as close as possible when hitting you but unknown needs to keep his distance even though his projectile is wildly inconsistent.
all they really need to do is make it so that his m1 weakens the survivor (or refreshes it) or make it so survivors can't stare at him while he is recovering. they also need to change how easy it is to remove the weaken. the buffer when you lose LOS is way too long right now.
Can you clarify what you mean by shooting straight down? If you're charging your UVX you can shoot the ground for it to explode instantly while someone is running up to you. It is somewhat difficult, but not a main concern for me and fair counterplay imo.
But yes, his projectile is inconsistent and ideally you want space to hit your shoots as compared to other projectile killers. I do love the idea of his M1 refreshing or adding the weakened status. That would be a great update to improve consistency.
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@Colt45m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026377#Comment_4026377
Its very easy to land shots when it covers so much range. No, hes in a nice balanced state.
I would agree with your comment if he was on a map with open space and sky. But his projectile hits everything. Even shooting an orbital, you're bound to hit a tree, building, or something else when using it. So yes, while his projectile has range, it is very inconsistent, and range means nothing when it takes two hits and your first hit with UVX can be undone after 10 seconds of someone staring at you.
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@chknTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025863#Comment_4025863
I mean its John 'dbdiskillersided' why would he not think Unknown needs no buffs, its in his name- ANYWAYS.
I think Unknown isnt as weak as people say, his Hallucinations are one of the best Teleports in the game, even if theyre removable, i think all he needs is minor tweaks to make the UVX status a little harder to remove, cause Land UVX, Miss, Weaken Removed, Land UVX, Miss, Weaken Removed, Land UVX, M2 Bait, M1, is how alot of his chases go.
Unknown is pretty silent, 4.6ms, normal terror radius, a interesting projectile and one of the best teleports in the game.
Mostly just needs a little help on the Weaken status removal being a bit too easy, it forces you to go for shots you are likely to miss, and when you do, it resets all your pressure.A lot of people make the argument that he doesn't need a buff because he has one of the best teleports in the game. Be that as it may, when a killer has 0 mobility and the only mobility he is given can be dispelled easily, he becomes pretty useless. 95% of the survivors' teams I am up against I have someone following me, removing my hallucinations while I chase someone else. It is too easy, too quick, and with no indication (unless they mess up somehow), to remove his hallucinations. Then the other side of the argument is "well he has his projectile to close the distance", but when his projectile is inconsistent, easy dodged, and the status effect can be removed quickly, he becomes useless again.
Take any other teleport killer, let's say Demo - Demo's teleports take quite some time to remove for a survivor, he does have a teleport animation which takes time, but the removal of his teleports is still time consuming. How does he close the gaps? He has a lunge that allows him to jump from very far, easily closing the distance and most of the time it is a guaranteed hit. The Unknown has his UVX which bounces, hits objects and other things along the way which can backfire, and he has to hit two shots for it to count as a hit. And that can all be undone with 10 seconds and a good loop.
Take hag, another teleport killer - hag's teleports are easily removed..but under the right conditions. You can either shine your flashlight on them or crouch up to them and wipe them away. Run within radius though, they trigger and she gets notified and can teleport to them. Her teleports are also small and can be easily concealed. And, as opposed to The Unknown, her teleports don't have an aura range which also keeps them hidden.
There has to be give and take and there is only take and not enough give with the Unknown. Has a projectile that can hit through walls and give a status effect - but it bounces on everything, status doesn't do anything and can be removed after 10s, and it take two shots. He has a quick teleport - can easily be removed, survs can see the aura within range, also gives auditory signals to where they are at.
So, I would agree with you about teleports if the Unknown was going up against a survivor team that has never played against him. I do not agree with you when it comes up against SWF teams who have played against him. He is almost completely useless, and you are fighting to get your kills. A range killer with no crosshair and a trajectory projectile already takes a level of skill for players, but requiring two hits and being able to undo the progress you've made makes this killer extremely challenging to play, ESPECIALLY when he has little to no mobility already.
Check out The Harmless video Otzdarva made on YouTube. As a pro DBD player, he has even suggested the Unknown needs a buff of some kind. If you won't take my word, maybe people will take his word for it.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026026#Comment_4026026
Yeah i thought the first one was funny but i realised by this point… it's definitely AI 😒
"This took a while but as a former SCP fan this is easy" a while = 2 seconds
I would be fine with it if it was actually discussion worthy but it just wannabe lore...I guess?
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Definitely AI written lol
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@kisfenkin said:
I think at the very least he needs an increase to the infection timer. You should have to stare at him at least one to two seconds longer than it is right now, because a good survivor can literally remove the effect at the exact time you are able to fire again. That makes his the easiest infection to remove by far and forces Unknown to basically be an M1 killer that can teleport.
I like how easy it is to remove the illusions, they are so easy to place and the teleport is the best in the game so it being easy to remove is necessary. However, maybe they should have a skill check running during the induction. Maybe an addon that makes that happen would be a good thing.
Yes, the weakened timer definitely needs an increase. Or an add-on that changes what his UVX does.
I think a skill check or a status effect after a dispel would be great. You could take the homemade mask add-on which gives blindness for 60 seconds when they dispel, which is okay to hide your aura, but doesn't help in any other way.
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@[Deleted User] said:
I think the main issue with The Unknown is your third point, the UVX is too unreliable and needs some time to show a result.
A famous streamer called it the "Artist Syndrome" in a video a few weeks ago.
There are killers who need to do so much before getting a "reward" or "result" (I like to call them "ramp up killers"). On the other hand one little missplay or bad luck destroys all the pressure. Artist, Nemesis, Plague…
Compare them to killers like Blight, Wesker, Hillbilly or Huntress who get results almost instantly and much more straightforward.
Also the counterplay against the UVX is maybe a tiny bit too easy. The average decent survivor looks at the killer in chase anyways, so maybe 1 or 2 seconds more of necessary cleansing time already would help.
I honestly wish they added the Unknown to 2v8 so everyone could see how unreliable his UVX is. It would be the same situation as regular matches. But they won't add him because he would have 0 mobility with everyone dispelling his hallucinations lol.
But yes, counterplay against his UVX is extremely easy. Even those complaining about hitting through walls, survivors that know how he works now know to run wide around objects and buildings to not get hit. Once you know the learning curve it's extremely easy to counter.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025942#Comment_4025942
Yeah in order for a killer to be good they either need really good map mobility or built in game slow down. Unfortunately we have really seen an effective game slow down strong killer but that’s because it’s usually not tuned high enough imo.
Some of his addons are creative just most of them are way undertuned. Like 20 seconds of oblivious is worthless, that should be 60. Effects in the range of the clones is just too short to have any impact, needs to be significantly larger. Any effect with interacting with them is just mediocre since you don’t control that, they do. Like if that blindness was just in a radius around clones and that range was double what it currently is then we might be talking. Matchbox was also just gutted.
I understand why the devs wouldn't tune up killers with slowdown with all the gen regression and injury status effect perks. Some killers, like the Unknown, definitely need a tune up in that area though.
His add-ons definitely need some updates or reworked:
Blurry photo was nerfed which hits his mobility.
Punctured eyeball has such specific prerequisites in order to be effective.
rabbits' foot is decent but I'm not focused on pools of blood while charging my UVX.
sketch attempt I agree is not very useful with 20 second oblivious.
device is ineffective with how quick dispels are.
recording is good but hallucinations shouldn't have auras imo.
notebook doesn't do anything in strong loops and hindered % is already low.
backpack is trash and is essentially a waste of time targeting your own hallucinations for a cooldown on your next one.
victims map is useless.
b movie poster is great but 30 seconds is quick for the effort required to damage survs with UVX.
footprint cast is great but could use a buff to the timer.
front page - its great and I wouldn't change.
hypnotists watch is useless when your power is inconsistent.
vanishing box needs a buff - if not back to what it was then something.
milk carton is useless.
homemade mask is a take it or leave it add on.
game cart - wouldn't change.
serum vial is ineffective with quick dispels and the duration is incredibly short.
captured by the dark is useless once everyone removes weakened and then you are down a clone.
OSS report is good - give and take with that one.
So yeah, out of all his perks there are 3 maybe 4 good ones but even those don't make up for his weaknesses unless hitting the conditions of the add on first.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025930#Comment_4025930
I agree. That hinder effects actually an interesting idea as well.
Since he can’t really control his clone spawns realistically I don’t think a shorter to cooldown would be too much. They could even make it a skill requirement. Say like his teleport cooldown is shorter per survivor with Weakened. This way the shorter cooldown is only rewarded for good plays.
I hope there is a dev reading this because these are all great ideas to play around with.
Shorter teleport cooldown based on how many weakened survivors there are actually forces survivors to seek him/his hallucinations out otherwise map pressure would be insane. This essentially creates a killer-based objective that is important to remove in order to survive. Like Neme with syringes, Wesker with spray, Pig with traps, Plague with fountains, etc. If they want to keep his UVX as a two hitter then great, but there needs to be something that stalls survivors from getting gens if you're spending most of your time getting punished in chases.
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@Rickprado said:
I really believe that answering someone with the name "dbdiskillersided" won't take us far in this discussion, LOL
Well, i'm an Unknown main. Most of us who play him complain of rate the effort/reward ratios is completely against this killer since using your power more punishes you than helps you in some scenarios.
Yeah, UVX need some changes. I think what harms the most Unknown its his cooldown + weakened duration. If the cooldown was shorter and the weakened duration was longer Unknown would be in a much better spot.
Fr I thought the same thing when I saw their name lol
But I am also an Unknown main, and I agree that his ability is more punishing than useful. Even with a small tweak, like keeping mobility when charging his UVX, would greatly change the outcome of matches. I feel as though he is on the cusp of being a perfect killer, but as you mentioned, if cooldowns and weakened stay the same then he will always be underwhelming.
He has even acquired the nickname "The Harmless" by some in the community. When that happens changs definitely need to be made.
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@Blueberry said:
I’ve wanted to make a post like this as well. Unknown is so frustrating to play. I hear this sentiment echoed by most players as well. I want to like this killer so much, he’s aesthetically cool. He’s just way, way too punishing for what skill is required with him. All of your ideas sound great.
I’d personally like the Weakened state to not hold its progress state from looking at the Unknown, meaning if they don’t cleanse Weakened entirely then after some time it will slowly fill back up. The blunt truth is that weakened is just way too easy to remove at the moment for the amount of time invested to Weaken them in the first place. Maybe reduce the range they can stare at him from as well.
I also think his teleportation cooldown should be reduced significantly so he can be bouncing around the map for pressure better. He already cant efficiently put his copies where he wants so this doesn’t sound unreasonable or abusable.
Lastly, his addons are trash. So many of them are so bad. Huge buffs to a lot of these.
I’d argue the aoe on his UVX could be a tiny bit larger but I’m probably asking for too much at this point.
Having weakened slowly fill back up is a brilliant idea. Or, instead of applying the hindered effect when UVX passes through a survivor, have it applied when survivors are weakened until cleansed. Essentially like Wesker with a 4% hindered when infecting survivors and requiring them to use the spray.
But I agree, he is a high risk-low reward killer that can easily have all progress removed in a matter of seconds. In his current state, the best way to play him is by ricocheting around the map for pressure, but his teleport cooldown severely hinders his mobility on top of the easy hallucination dispels.
His add-ons should round out his weaknesses in some way, but most revolve around teleporting which, again, is useless with easy dispels.
I would vote for slightly increasing the aoe on his UVX, but most people complain about him shooting through walls so I imagine if this was added with other buffs people would freak.
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@dbdiskillersided said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025874#Comment_4025874
That makes no sense apparently I have vs him a alot times and if your asking for more buff when he literally just got some maybe its you not the killer.
Okay…so you have tried him? You could've just answered that with a yes or no from the jump. It doesn't make sense to you because you kept dodging my question lol.
The only "buffs" he received is increasing weakened by 2 seconds, reduced movement speed recovery time by .1 second, and updated his vertical axis for orbital shots. That's it. The only thing making an impact really is increasing the weakened state by 2 seconds which gives you more time to injure a survivor during chases. But that still requires you to hit two shots, and pray that your UVX doesn't bounce off something and go a completely different direction. In strong loops and against SWF teams, that increase really doesn't do much.
On top of that he received various nerfs to perks that helped balance him somewhat. Like blurry photo, which was a huge help to his mobility, was decreased from 15% to 7% which is a huge drop.
I think it's funny you also called him a boring, tunneling, teleport killer when that's exactly what Wesker is except instead of teleport he has speed.
The buffs I suggested are definitely viable without making him oppressive.
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@scenekidtrash said:
Both sides are equally insufferable when it comes to the other side.
Queued for 2v8. Queued killer. Played 2 games as survivor while waiting for my killer matches. In both of these games, back to back with different people as the killers, I was one of the last 3 alive and both groups of killers tried to 3 man slug for the 8k. Resulted in over 10 minutes of 3 people rotating between picking themselves up and being slugged.
I get into my killer game. My teammate is afk. Great, kind of sucks but it happens. I just play the match out. I know I'm not going to win but I don't care. I waited 20 minutes so I'm going to play it out. Obviously I don't get a kill, and 5 survivors are sitting in an exit gate waiting for me to chase them out, tbagging me along the way. One of them was a streamer so I went into his chat and asked "why be toxic and tbag me? I'm clearly 1v8 and I dont understand the point"
His response? "Because you tried when you clearly couldn't win". That's ######### insane. That's an insane thing to say to someone else trying to enjoy the game. Why do both sides do this to each other? I think I'm one of the few people left who genuinely just wants to play this game for fun. I don't care if I win or lose, but I'm never going to go out of my way to be incredibly toxic towards other people, even if I'm stomping or being stomped. It's just a game, we should be treating each other with kindness.
You're not alone in feeling that way. It sucks when you know you've already lost and people won't leave the match because they want you to see them t-bagging. I get hate/gloat messages a lot as killer, and I heart all of them because it's pointless arguing with people getting worked up over a videogame. Let em tbag, send hate, whatever will help them sleep at night knowing they're that person.
I think there are some "members" of the community who are actively seeking to strengthen the divide between players(killers vs. survivors) in order to watch the game crash and burn. Which is sad because without them the game would be a lot more enjoyable/balanced imo.
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@dbdiskillersided said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025869#Comment_4025869
Not interested a boring tunneling teleport killer, wesker is who I roll with.
Then you don't really have ground to stand on if you haven't tried him. Just because you read about the buffs/nerfs doesn't mean you know how he plays in trials.
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@dbdiskillersided said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025863#Comment_4025863
He got a buff to his teleport which is faster and he one of the top return to hook Andy who love tunneling.
His aoe hits everyone with already unfair hit box which counters wall hugging and be hitting where it technically should have not register.
If any killer need a buff it is wesker who has become very weak now.
Try playing him and get back to me on this.
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I agree with this. I love the recent update they made to where he can now do orbitals, but for new players and those that struggle with trajectory I think this would be an important add-on.
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@dbdiskillersided said:
No he dont he already recently had a buff last patch.
Have you played The Unknown?
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023520#Comment_4023520
Yes, it absolutely would be at the top of my list
The single biggest speedbump in getting new players to stick with DBD long term is the fact that it is exhausting to actually learn the basics of how Killers work and how Survivors can play against them. If you want new and casual players to stick with the game, you have to help them get over the knowledge wall, and a proper tutorial that shows them the basics against every Killer would be where I'd start, not a ranked mode nobody would play.
So, you would want a tutorial to showcase how to play and counter every killer on the roster? That would be quite the beefy tutorial. Would you get a tutorial for killers you haven't purchased? Going off what you mentioned before about the game being an "unserious, busted, intentionally unbalanced mess", filling in the knowledge gap would keep players around even with the mass of complaints regarding tunneling, slugging, SWF teams, and gen rushing? Is knowledge still effective in a game that is an "intentionally unbalanced mess" as you put it? Again, not saying you are wrong, I would put a new tutorial above a ranked mode, but not at the top of the list.
I don't believe nobody would play the ranked mode though. If a ranked mode was released in lieu of other fixes that promoted game balance I think it would be very successful. Sure, the player base may be small, but at least that's once less sweaty killer/survivor team you have to deal with if you're just trying to have fun.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023503#Comment_4023503
A actual tutorial for starters
So, if you were to prioritize the issues to help DBD you would start with the tutorial? Not saying you're wrong, a better tutorial can help out newbies. But just by the way you previously spoke about it doesn't seem like the tutorial would be at the top of your list.
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@DragonMasterDarren said:
The short answer is lol no.
DBD is, at its core, a unserious, busted, intentionally unbalanced mess, this is not a game where a Ranked mode makes sense. Secondly, a Ranked mode is not how you encourage new or casual players to play the game, people are drawn to it by licenses and the fact that it's fun to play with friends, not because it's a serious experience, and thirdly, the intended audience of "People who want a more competitive option" is a audience comprised of less then 1% of the playerbase, and the majority of them don't even play Competitive, they just sweat in normal lobbies because they get a kick out of curbstomping people who aren't playing on their level, they wouldn't touch Ranked because their egos wouldn't be able to handle it, and the people who do actually play Competitive already have Custom Games that they play their tournaments in anyway, it'd just be a waste of dev-time.
I didn't say ranked mode was to encourage new or casual players to play the game. I said it might be easier for them to get into the game as a ranked mode would divert some of the competitive players away. The ranked mode is not to draw new people in because of the "serious experience" lol, what?
Like I said there are pros and cons to it. What do you think would help the game?
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@JPLongstreet said:
At its core DBD is a chaotic unbalanced unhinged mess of a game, and the more we move away from that the less fun it becomes overall. Doubtful the game has the playerbase size to support two main queues anyway.
Are you saying DBD would be less fun if it wasn't chaotic, unbalanced, and an unhinged mess of a game?
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Just throwing this out because it was mentioned…Trapper and Hag do waste a lot of time due to setup, but you can easily push survivors to you/your traps with gen regression perks such as Corrupt, Grim, Pain Res, etc. Definitely a different playstyle that comes with a disadvantage of needing to build your web but once half the map is closed off by your traps, they are extremely difficult killers to play against.
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@09SHARKBOSS said:
fat guy who likes to lick fingers verses so many traps I can set and vents I can move through just outrun him because he obviously has asthma and rat poison in the food court so he cant eat or he dies
im not trying to hide or escape I'm trying to win
LOL - 10/10 comment
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021523#Comment_4021523
Sure, you should gather general information. But that's not the exit survey. It's a survey that is 'why did you quit the game'. None of the questions are in the vein of 'well, I think this is a little too strong'. The one checkbox that is clearly survivor sided isn't even asking them how they feel about the game overall, it is taking an issue that survivors have repeatedly said is a problem they stopped playing because of and BHVR has acknowledged they find 'excessive' versions of it to be a huge problem.
If people keep saying they are quitting because of a particular issue, it shouldn't be a surprise when that's the issue that winds up on the survey.
That’s a fair point — the exit survey’s main goal is definitely to understand why players quit, not to gather broad gameplay feedback. I don’t disagree with that purpose. My point was more about how contextual questions could make the survey results more insightful.
For example, if a large portion of players select “killer imbalance” as their reason for quitting, it would be helpful to know which killers or what kind of imbalance they’re referring to. That extra layer of detail could help Behaviour prioritize fixes more effectively rather than just identifying the surface-level reason.
I completely understand why BHVR included questions based on the most frequent quit reasons — like issues survivors have raised — and it makes sense that those would appear. I just think expanding that approach slightly to cover both perspectives (killers and survivors) would paint a more complete picture of why players are leaving and how both sides are being affected.
In the end, gathering exit data is valuable, but pairing it with balanced context could help drive better, more targeted updates for the whole community.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021523#Comment_4021523
I believe targeted adjustments should be made—buffing underpowered killers and rebalancing those that are overperforming—to bring more fairness and depth to the gameplay.
I agree with this part, but I'm pretty sure they know this. The specific killer issues they'll already have data on, and it's not going to be many people quitting for that. Even here on the forum, the complaints about killers kits are endless, yet people either still play as them or switch to another killer. They still play the game.
I don't agree about survivors needing nothing though. You shouldn't be able to slug four people and end a match two minutes in.
Something is always better than nothing. If Dead by Daylight is the only game someone plays, they’ll likely keep playing despite the issues — whether it’s killer balance, bugs, or matchmaking. But that doesn’t mean those problems aren’t driving players away.
From what I’ve read here and elsewhere, the majority of people quitting seem to be killers, not survivors — which would also explain the longer queue times. If killers aren’t quitting because of their kits, as you mentioned, then it’s likely because of their experience with survivors. Still, for players who main a specific killer rather than the game as a whole, it’s understandable they’d stop playing if they feel their favorite killer can’t perform at the same level as others.
Take The Unknown, for example. There’s been a ton of discussion on here and Twitter calling for buffs. Even Otz recently posted a video where he struggled to secure kills as The Unknown and said himself that the killer needs a buff. Compare that to Michael Myers, who has received several buffs lately — now he tears through pallets, moves faster, and is much tougher for survivors to deal with. That’s a massive gap in killer strength and highlights how uneven some kits feel right now, especially given the many tools and advantages survivors have received in recent updates.
On the topic of slugging — survivors already have a variety of perks and mechanics to counter it. If you’ve played killer, you know certain ones are naturally better at slugging due to their kits. So when slugging becomes a problem, it usually comes down to two things: either someone’s using a killer designed for that playstyle, or the survivors are a weaker team. BHVR can’t fix player experience levels — they can only adjust killer kits.
That’s why, when they nerf killers that excel at slugging, they should also buff the weaker ones to maintain overall balance. Giving survivors even more advantages just pushes players toward a smaller pool of viable killers. Eventually, new players will only pick killers like Michael because they’ll feel the others simply can’t compete.
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Regardless of the role you play, when a game relies on two opposing sides, it’s important to gather feedback from both perspectives. The survey would have been more effective if it included some of the common complaints about killers to better understand how widespread those issues are among players.
As someone who plays both roles, I see the challenges from each side. From the survivor’s perspective, most issues arise with specific killers rather than the core mechanics. On the killer side, however, certain base kits present clear imbalances, while survivors feel more consistent overall.
I believe targeted adjustments should be made—buffing underpowered killers and rebalancing those that are overperforming—to bring more fairness and depth to the gameplay. Survivors, in my opinion, don’t currently need major changes, but refining killer mechanics would help create a more balanced experience that reflects the advantages survivors have received in recent updates.
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I would vote for these additions. Add Lady Dimitrescu as a Skull Merchant skin and change the drone to be something from the Heisenberg factory.
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Honestly, this survey feels really survivor-biased. Most of the uninstall reasons listed — like tunneling, camping, griefing, unbalanced killer powers, and limited communication — mainly affect survivors. Meanwhile, there’s nothing reflecting killer frustrations like SWF coordination, map imbalance, fast generator speeds, survivors having too many tools, or weak killer perks and powers.
When you have two sides that make your game playable, you need to include feedback options for both — especially on an uninstall survey. It seems like a no-brainer, but this one really misses the mark.
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@VadersRage6 said:
To add to this post otzdarva made a great video highlighting the frustrations of unknown today and I want to thank him for bringing it up more cause I think unknown deserves some small tweaks and make them more accessible for new players
https://youtu.be/hlnHNQYvP60?si=dz0IoPdKOrYXUcrs
Appreciate otz for bringing this up I love this killer and want to see them be better
I just watched this last night and it was funny to see how much a pro DBD player struggles with The Unknown. I am also glad he made the video and brought awareness to his weaknesses because there are a lot of them. Hopefully BHVR sees this and buffs him soon.
As an Unknown main, the main struggle I have is keeping pressure and finding a balance between his base kit and perks, it is extremely difficult. There are some really great builds you can make for The Unknown, but it comes down to the survivors you're playing against, skill level, and maps. There isn't a general build you can take for any situation. On one hand you can take a full gen regression build but then you are weak in chases if you can't hit your shots. You can take a chase build but then 2 gens are done by your first hook. Really you have to find a happy medium between the two in order to get a 3 or 4k. Using aura and endgame perks are great, but expect the trial to be that more challenging as you're down a perk(s) to cover his main weaknesses.
To play The Unknown effectively in its current state, you need to keep track of your chase durations and bounce around the map constantly to continue applying pressure. But even then, it is difficult to do so because coordinated survivors will constantly dispel your hallucinations as you chase someone, while others are getting gens. That being said, I think buffing the weakened timer, increasing the duration and effect of hindered on UVX passes, or make dispelling hallucinations more punishing/increasing the timer, are minor tweaks that can be made to make a huge difference.
As for add-ons, sure, some could use a buff, but in terms or priority I would rather have changes made to its base kit before looking at add-ons.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020535#Comment_4020535
You're saying "early hooks". Nowhere did I state that "early hooks" should be punished. I stated that when the Killer tunnels someone out of the match, so they chose to put the same person on hook twice or thrice, at 5-4 gens, should be punished.
Okay…everything I said still stands regardless of if you said early hooks or not. Early hooks, early kills…making a gen count as 2 still breaks the game, doesn't invite new players, and teaches Killers to tunnel and slug because endgame is already at the door.
I added what I said from my previous comment below for a better read:
I get that you want harsh early-game penalties to deter tunneling, but making early hooks a “potential game killer” for Killers creates extreme swings that punish all players, including new or inexperienced ones. Not every early down is unsportsmanlike, and mechanics like double gen progress would unfairly favor Survivors while heavily discouraging Killers from playing strategically. Not only that but I think Killers would be more inclined to tunnel and camp to secure kills if they know the game is over. Seems like it would create more problems than fix them.
My concept tackles the same problem in a balanced way: the Hindered debuff only triggers if a Killer actively chooses to camp a downed Survivor, and Killer Incentives are disabled if they tunnel early. This discourages early-game tunneling without punishing legitimate play, keeps matches interactive, and gives Survivors a fair chance to reset or recover.
It’s a system that targets behavior, not outcomes, reducing unnecessary tunneling at the start of matches while keeping the game fair for both sides — rather than swinging the match drastically based on one or two early hooks.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020505#Comment_4020505
- OK
- I think it just punishes avoiding pickups due to flashlight/pallet saves. If a killer camps a downed survivor, they're throwing the game already so at this point the penalty is not even needed.
- It still is more useful to mobility killers but idrc about 3 seconds aura reading. 90% they already know where you are by game sense or guessing so OK.
Also thank you for making an actual discussion amongst all of these insufferable threads which are just bitching and moaning.
You're right, it does punish avoiding pickups due to flashlights/pallet saves. At that point the Killer can either decide to down the other survivor within 45 seconds or go pressure those working on gens. And the Hindered debuff can be adjusted to whatever is deemed fair and balanced by the devs. Just enough to be a literal hindrance but also allows them to gain on those trying to save their teammate.
As for the 3-second aura read, you’re right — it’s minimal and mostly reinforces information Killers could already infer with map awareness or other perks. The goal is just a small strategic nudge for slower Killers without overpowering mobility-heavy ones.
And I appreciate you noticing — this kind of discussion is exactly what the community needs to focus on solutions over complaints.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020490#Comment_4020490
The entire point is to make it a "potential game killer for Killer" lol That is the only way you decentivize unsportsmanlike gameplay. Killers should get no incentives for spreading hooks aside from the only incentive being they don't get slapped with a disincentive. Also, what I suggested wouldn't make tunneling impossible for Killer, but it sure would make them commit to the bit instead of having an exponentially easy time after they've finished tunneling, which is entirely why almost every Killer is doing it. When people complain about tunneling, they aren't complaining about tunneling when the gates are about to be powered, they're complaining about all the unnecessary tunneling happening at the start of the match and yes, that should be heavily punished. No Surv queues to sit on the ground or sit on a hook all match.
I get that you want harsh early-game penalties to deter tunneling, but making early hooks a “potential game killer” for Killers creates extreme swings that punish all players, including new or inexperienced ones. Not every early down is unsportsmanlike, and mechanics like double gen progress would unfairly favor Survivors while heavily discouraging Killers from playing strategically. Not only that but I think Killers would be more inclined to tunnel and camp to secure kills if they know the game is over. Seems like it would create more problems than fix them.
My concept tackles the same problem in a balanced way: the Hindered debuff only triggers if a Killer actively chooses to camp a downed Survivor, and Killer Incentives are disabled if they tunnel early. This discourages early-game tunneling without punishing legitimate play, keeps matches interactive, and gives Survivors a fair chance to reset or recover.
It’s a system that targets behavior, not outcomes, reducing unnecessary tunneling at the start of matches while keeping the game fair for both sides — rather than swinging the match drastically based on one or two early hooks.
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@BorisDDAA said:
I mean… the first point is less "punishing" than current 10% + bt for 10 seconds. I don't see the point for hindered if a killer is camping a downed survivor. You're either avoiding a pallet save or throwing the game. For third, okay. Tbh I think aura in general is just a buff to mobility killers yet again. Trapper isn't gonna use the aura reading.
Then the first point would remain at the current Haste buff, and Survivors can still stack Borrowed Time on top of that if they wish. The main goal of my concept is to make the unhooked Survivor a less efficient chase target due to the combination of Haste, low scratch mark visibility, and quieter grunts of pain — assuming the Killer immediately pursues them after an unhook.
The Hindered debuff is designed to encourage Killers to hook rather than camp:
- A. Sit on the downed Survivor while everyone else works on gens.
- B. Leave the radius to pursue someone else, allowing the downed Survivor to auto-recover or be picked up.
- C. Camp the Survivor, get Hindered, and then struggle to chase teammates trying to save them.
Either way, it takes a long time for someone to bleed out, and Killers would almost always prefer to hook rather than sit on a Survivor the entire match.
Regarding the 3-second aura read, it’s short and conditional — only for first hooks and disabled if the Killer tunnels. It’s not intended as a buff to mobility-heavy Killers like Blight or Nurse; it’s a small, situational awareness tool. Even slower Killers like Trapper can use it to decide where to apply map pressure or prep setups. It rewards smart target rotation, not chase speed.
Someone also suggested using Killer Instinct instead of aura reading, which is a viable alternative. It may provide slightly less incentive for Killers who prefer to camp, but it could still fit within this system.
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@Roco45 said:
I mean these are all pretty bad suggestions, but that's to be expected since your suggestions are based in not punishing Killers. The hard truth is, that Killer needs to be punished for tunneling/slugging/camping at 5-4 gens.
Eons ago there was a bug that when a Surv got sacrificed, if they spectated instead of leaving the game, the next gen to pop would count for 2. They should put that in the PTB, if a Surv is tunneled out at 5-4 gens, the next gens that pops counts for 2. Would absolutely counter the rampant tunneling, would decrease Killer map pressure since they have more gens to guard and give the Survs an edge. They removed hook attempts unless offering and going next, so this even is aided by that new mechanic system, especially since if the game detects you going next repeatedly you can accrue a ban.
That would absolutely curb Killers unfairly tunneling from the jump.
I get where you’re coming from — tunneling and early eliminations at 5–4 gens are definitely frustrating, and I completely agree that something needs to address it. But punishing Killers through game-altering mechanics like gen progression boosts would cause more balance issues than it solves.
Your suggestion would make every early hook a potential game-ender for Killers. If one Survivor gets tunneled out early and the next gen pops for double progress, the Killer instantly loses almost all map control — especially on large maps or against efficient teams. That would completely swing the match, not by skill or strategy, but by an arbitrary rule.
The idea behind my concept is to address the same problems in a fair, systemic way that doesn’t punish legitimate Killer play:
- Momentum Protection makes tunneling less efficient, not impossible. The Killer can still chase the same Survivor, but it costs them time and pressure — creating a natural deterrent instead of a hard penalty.
- Anti-Slug discourages bait-camping and promotes active gameplay, again targeting abusive playstyles without removing tactical flexibility.
- Killer Incentives encourage Killers to spread hooks and pressure without forcing them to — they’re rewarded for balanced play and lose those bonuses only if they tunnel early.
All three systems work together — they don’t punish Killers for playing aggressively, but they redirect aggression toward strategic gameplay that keeps matches healthy for both sides.
In contrast, a mechanic that doubles gen progress for early eliminations would create a “swingy” meta where Killers are punished for securing downs too early, even when playing fair. It would end up discouraging good Killer play entirely and lead to Survivors rushing gens to force an artificial power shift.
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@09SHARKBOSS said:
i really love the detail you put into this concept but instead of the aura reading I would say killer instinct to get general areas instead of exact locations and ranges
i do think this would work well and I do wanna see more stuff like this from people, you included ofc, as it would help the devs and community find solutions to problems without bashing each other with sticks -killer main
Really appreciate that, thank you! 🙏
I like your idea about using Killer Instinct instead of aura reading — that’s actually a great adjustment. It would still give Killers valuable directional info without revealing exact positions, which helps maintain that sense of uncertainty and tension. Definitely something that could fit well with the intent behind the incentive system.
My main goal with this concept was to keep things as fair and balanced as possible for both sides while making sure all the mechanics synergize naturally — so Killers feel rewarded for playing smart, and Survivors feel like they have the tools to recover from tough situations.
And I completely agree — discussions like this are exactly what the community needs. Finding solutions together will always go further than throwing blame. Really appreciate your feedback and positive energy! 👏