Little_Kitten
Little_Kitten
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Yet another person complaining about the nurse, but who won’t show us any videos of their matches against her. Because, of course, she’s the problem—there’s no way the other side could be at fault too...
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@Rigbeta said:
The gameplay as survivor is so SO mind numbingly boring despite the gamemode being LITERALLY survivor-sided. Walk around to drop blood off to a tub. Gee, how fun. And with absolutely none of the interesting and creepy blood shrine globules from before.
The gameplay as Killer is extremely obnoxious; you have to try and catch up with Survivors that have literally 4 incredibly fast gens that can be easily knocked out of the game in no-time, forcing you to play as a sweaty meta-sucking mobility or niche killer. Meanwhile, the blood event only gives you the ability to gain extra points by kicking canisters over or hitting survivors holding them. Wowie, how fun and new.Walking to repair is boring? Yeah, because spending over a minute sitting on a generator is clearly an incredible adventure.
But seriously, what kind of gameplay would you have suggested instead?
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Let me get this straight… are there really people complaining about survivors playing together on voice chat on
Discord… in 2026?
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Tunneling is neither good nor bad—it’s a technique, a tool 😊
What makes the difference between a “understandable” case and a “not cool” one is the timing.
Sometimes survivors apply a lot of pressure in a match, and the killer realizes that between, say, a P2 survivor and a P0 survivor, the best way to apply pressure in return is to sacrifice the P2 😨
Especially if the killer has played very fairly throughout the match, tunneling then simply becomes a strategic choice.
If a killer focuses a survivor right from the start for no reason, then yes, it’s totally understandable that it feels unfair from the survivor’s perspective 😣
Of course, personally, if a survivor starts bodyblocking instead of hiding right after being unhooked, or gets greedy with a flashlight while injured… basically, if they play like an idiot… then no more mercy. They want my attention, they’ll get it, no problem. Sometimes with a little bonus slug to waste a minute and counter a potential Decisive Strike. I’m not about to be taken for a fool 😁
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First of all, it’s absolutely true that starting a match with only winning in mind is a double-edged sword. If you win, you feel even better—but if you lose, you feel even more frustrated.
Whereas if you start the match with the goal of just having fun and earning Bloodpoints, it immediately feels better.
(That said, a killer who downs everyone or tryhards as if their life depends on it—or even plays just to ruin the survivors’ game—I completely agree that it’s not enjoyable.)
On the other hand, regarding “aggressive” builds:
The developers have introduced the beginnings of something that could become even more interesting.
For those who don’t see what this refers to, we’re talking about the fact that stacking two healing perks (for example) reduces the effectiveness of the weaker one.
We could go much further: make it so that, technically, a player (killer or survivor) simply cannot equip more than two perks of the same “type”: anti-generator, anti-healing, survivor speed, aura reading, totems, etc.
That way, it would force players to diversify their builds and show a bit of creativity, while also reducing the power of certain very aggressive builds.
Moreover, limiting a killer’s strength through perks rather than directly nerfing the killer helps avoid weakening a killer just because “they’re too strong.”
Interestingly, the so-called “overpowered” killers who go on winstreaks never do it perkless…
So, what do you think about a limit of two perks per type? 😊
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"Help, I’m looking for excuses for the fact that I’m too lazy to practice and get better."
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People who complain about things that aren’t real issues are usually either trying to favor their side, or they’re simply inexperienced—most of the time.
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@loopgod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071216#Comment_4071216
BBQ is better countered by getting close to killer. If you're really far away locker is waste of time unless you're on death hook.
Nowhere to Hide range moves with the killer so its not that simple. If you run away they see scratch marks and if you walk away you are likely still in range if they kick and move in your general direction.
Vigil also counters Friends til the End.
Aura reading perks on killer are just excessive and cheesy as hell. Killer players just don't need skill like they did in the legacy days. I've accepted this and outplay them regardless.
So yes, I should clarify what I said👍
BBQ is indeed very well countered by moving closer to the hook. In fact, that’s what will especially help a player who wants to unhook safely. Logically, they’ll start running toward the hook area as soon as they see their teammate go down, in order to get within 40 meters.
Nowhere to Hide does indeed move around the killer; what I didn’t explain is that around generators—like in a bush—you might feel “hidden,” but if the killer knows you’re there, it’s over.
If they spot you with Nowhere while moving, it’s less of an issue if you’re close to a loop area. That’s what can be very interesting: moving away from the generator while positioning yourself in a favorable loop starting area. And sometimes, you’re far enough away that Nowhere expires before the killer reaches your area. WHEN that happens, because sometimes they’ll move in the opposite direction—and then you’re safe.
Yes for Vigil—I’d also mention Calm Spirit for not screaming—but for the aura, the best counter is still a locker. Basically the same strategy as BBQ. If you know you’re going to be exposed, you jump into a locker (you have plenty of time, unless you’re extremely unlucky with RNG—but you also have to anticipate).
However, where I can agree with you is on stacking perks of the same type 🤗
I had suggested that it could be interesting if killers/survivors were no longer allowed to stack more than two perks of the same category (anti-gen / aura / anti-heal / totem / etc.).
On one hand, it would force players to diversify, and on the other, it would prevent the kind of single-type perk stacking builds you were talking about 😊
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BBQ & Chili can be countered with a simple locker.
Nowhere to Hide can be countered with basic common sense—don’t stay glued to the generator when the killer comes over.
Friends Till the End can also be countered with a locker.
A Nurse’s Calling is easy to spot if, strangely enough, the killer approaches while you’re healing. And generally, unless you’re healing in the middle of the map…
Darkness Revealed is strong, but by the time the killer gets to the survivor, they’ll usually have had enough time to reach a safer area where they can at least hold the killer for a bit.
Etc.Moreover, the more aura-reading perks a killer uses, the less pressure they apply on generators and healing.
In short, aura-reading perks are not a problem.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069710#Comment_4069710
Not everyone is playing comp level. A minority is.
The nerf to blight aims to tackle the least skilled playstyle, that being forcing a pallet with 4.6, breaking that pallet and catching up for a hit with power before the survivor can make it anywhere.
Blight will still be a lot better than a majority of killers. Good blights will barely feel this change.
This change gives survivors a fighting chance in chase and punishes fights that use their power in the cheapest, least avoidable way.
Overall, according to your logic, you should be in favor of this change, as it allows survivors to step up and actually play against blights power. Something that playstyle didn't allow in a lot of scenarios.
The idea that something could help someone play a character better—yes, I’m absolutely in favor of that.
In the case we’re discussing, when we say that survivors are lazy or even bad, we’re not JUST talking about being able to loop against Blight.
We’re talking about wasting time.
The stronger a killer is, the more a risky or outright bad decision made by a survivor gives that killer an opportunity to snowball.
And when you have one survivor who can’t hide, another who brings the killer to their teammates, another who doesn’t heal, another who plays far too greedy and runs around everywhere, another who gives the killer free hits (I won’t list everything, you get the point), obviously that benefits the killer.
And the stronger the killer is, the more they benefit from it.
And you don’t need to be a competitive player to avoid making these mistakes. We’re not talking about knowing every LT wall, every loop, the location of every totem, the RNG of every single map, etc. No—we’re talking about basic mistakes, but ones that can have terrible consequences.
As for me, I play survivor in solo queue, survivor with voice comms, and killer. Every day I see mistakes that make us lose / make me gain so much time—really dumb mistakes. And again, we’re talking about players who have experience in the game.
Which brings us back to my earlier conclusion: the question isn’t whether survivors can improve, but whether they want to.
I play solo queue, but I’ve also played in voice comms with different people over time, and the difference between some of them is striking.
What I also notice is that we’re told, “Yeah, but good Blights won’t really be affected by this.”
So the “good Blights” will keep going on winstreaks, and some survivors will keep crying “Help, I can’t do anything, he’s too strong…”—and to satisfy these players who need to be carried, Blight will get nerfed again because “He’s too strong.”
And meanwhile, the complaining survivors will be happy, because they’ll be able to keep being incompetent and lazy.
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Can wee see your game against Blight ? 😊
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@TerrifierChapterplz said:
Pallet density, 15sec haste+endurance on unhook basekit even endgame, exhaustion every 20 seconds because yes hold W to win, gen speed is so trivialized that 2 min games are a thing now and don't you dare say the 4 in 1v4 should cooperate to win instead of winning only on perks because soloq bots DC at the first inconvenience, diminishing returns was barely talked about and I already can say it won't do ######### to survs
I’m sorry, but it’s not at all clear what you’re trying to get at; it lacks development.
For example, you could, for each point, explain what you think is wrong, why it’s a problem (with clear and specific examples), and suggest what would be, in your opinion, a viable and sustainable alternative.
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Let’s hope they realize that knowing who the killer is within the first few seconds is the worst idea imaginable, and that it should never have even crossed their minds. It almost feels like they’ve never played their own game, or that this announcement was some kind of April Fools’ joke—I don’t know …
Aside from that, I’m looking forward to seeing what they’ll do to improve the strength of the weaker killers.
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It was a rhetorical question.
Most survivors are just too lazy to want to improve, preferring to stay in their complacency and complain every other day about the slightest inconvenience on social media or in the endgame chat.
In fact, those who complain the most are usually the ones who do the least and show the least. It’s no coincidence that everyone is quick to complain about this or that, but when it comes to proving what they’re worth against the issue in question… suddenly no one responds.
But it’s hardly surprising—there have always been plenty of extremely lazy people who need to be led by the hand.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069908#Comment_4069908
SWF gets that information immediately, even before the chase starts. Tying killer reveal to chase (or first hit, somewhere around there) is the optimal decision IMO.
As has already been said: if this absolutely ridiculous option were ever added to the game, it should at least be implemented in a way that the information isn’t immediately visible.
That way, people like me who enjoy keeping some mystery in solo queue could preserve it, and those who need to be spoon-fed and guided every step of the way could be satisfied as well.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069606#Comment_4069606
I guess you play a different game than anyone else. Blight and Nurse havent been touched for eternity. Nurse nerfs wont change anything, Blight nerfs need yet to be confirmed meaningful enough.
I wasn’t giving my opinion on the Nurse add-on nerf or the Blight nerf. I was simply responding to someone claiming that ‘the developers want to favor killers,’ pointing out that no, that’s not the case—nothing more 😊
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Just so you know, I had indeed read your entire message. That doesn’t change anything. Who cares whether “tbagging” in DbD is done on an enemy or in front of them? Everyone understands the intent (whether it’s friendly or mocking). No need to turn it into a whole language lesson.
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The developers have better things to do than create an option to satisfy such a ridiculous request.
DbD is a horror game. A child has NO business being in front of it.
It’s up to parents to educate and monitor their children, not the developers.
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I’m simply pointing out a very basic fact. A serious DbD player would NEVER suggest that survivors should be able to know which killer they’re facing.
In fact, even someone who doesn’t know DbD in depth, but has a rough understanding of it, wouldn’t suggest that—if they’re being honest.
Like I said: it reeks of survivor main from miles away. Or someone who doesn’t really understand video games.
But hey, it’s not a big deal—every day, players who don’t understand the game or just want to benefit THEIR side come up with ridiculous or completely out-of-touch ideas. Nothing new.
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069887#Comment_4069887
What a terrible take. You're complaining about solo queue, the worst form of the game, where players are placed into a match they have no hope of winning against Blight. You complain about their performance while one of the most overpowered killers in the game can camp, tunnel, and slug while running quad slowdown and double speed add-ons. The easiest way to win a game, yet have the gall to tell them to improve?
I’m not complaining about players, I’m just making an observation.
I observe that players make terrible decisions, offering opportunity after opportunity to the killer. And of course, the more dangerous the killer is, the more they benefit from those opportunities:
- survivor running around the killer while they’re carrying someone to a hook instead of doing a gen / hiding
- survivor messing around with their flashlight instead of doing a gen
- survivor bringing the killer to another survivor repairing a gen, when they could have led them elsewhere and clearly knew it would be disruptive
- survivor working on a gen right next to the one they just finished
- survivor opening a chest, doing a totem, looking at the sky, admiring the grass instead of repairing
- survivor using the strongest pallets on the map within the first minute
- survivor insisting on repairing the same gen instead of going to another one, giving the killer an easy hook
- survivor giving free hits to the killer
- survivor staying 1 meter from a gen and acting surprised the killer comes back after kicking it
- survivor staying on a gen and getting hit by Pain Resonance
- survivor leaving a gen at 95% to go unhook, dooming it because of DMS
- etc.
But sure, survivors can’t improve at all. And don’t think these mistakes come from beginners—you’d be surprised by the playtime of the survivors I’m talking about.
So the question isn’t “Can they improve?” but rather “Do they want to improve?”
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070026#Comment_4070026
I am Iri 1 on killer and survivor every month. Just because you disagree with me doesn't mean I don't play killer lol.
And me, I'm a pink unicorn.
As expected, Iridescent 1 on both killer and survivor. Sure—if you’re going to try and sound credible, you might as well go all in. Sorry, not buying it.
Juste because your say something in a forum doesn't mean it's the truth.The conclusion remains the same. Only someone who doesn’t understand the game—or who only plays one side—would suggest something that so CLEARLY benefits their own side.
Thread to be forgotten.
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The author is clearly a player who doesn't take the game seriously—or who has never even played as the Killer.
A player who takes both sides seriously and knows the game well would never suggest something like that.
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Unfortunately, many moderators are just people who strictly follow a punishment guideline without questioning anything.
Also, it’s worth noting that a lot of moderators act as if expressing an opinion is some kind of federal crime…
When it would be enough to say something like: ‘Hey, I totally understand what you went through, but just so you know, it’s not ideal to talk about intentionally DCing—even if I understand why you did it.’
Just open a dialogue, basically show some humanity—something many moderators seem to lack, often too happy to have a bit of power. -
No.
There is absolutely no valid reason to do that.
You’ll find out the killer’s identity soon enough—you don’t need the game to help you with that.
It’s a horror game.
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At some point, we need to stop taking people for idiots.
We all know that some players deliberately use a VPN or try to have high ping to gain an advantage in-game.
Killers who play their entire match at over 150ms ping, making it impossible to loop properly because they land hits that shouldn’t connect—yeah yeah, come on, stop treating us like fools.
Even before I had fiber, I never went above around 40 ms.
If people aren’t able to play properly, why should it penalize everyone else?
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@EntityNea said:
The DBD player base does not know what "teabagging" is.
Teabagging is when you crouch repeatedly on top of another player.
Crouching repeatedly in front of you is not teabagging. You are choosing to interpret it in a negative way.
Repeated crouching is the quickest and easiest animation that a survivor can perform.
I do it all the time.
I do it at the start of the trial if i spawn next to someone, to say hello.
I do it before getting on a generator next to another survivor, to show them I'm there.
I step next to the other survivor and do it when they blow up the generator, to show them i'm disappointed.
I do it when I get excited, when I'm scared, when I'm stressed, and this includes if this happens when the killer looks at me.
I even do it in rhythm with the generator noise as I walk towards it.
I also introduced the game to a new friend recently, and she jumped out of a bush and started repeatedly crouching in front of the killer before running past him into the exit gate. Another friend said "wow toxic!", but the friend new to DBD said they didn't mean it that way, they just wanted to pop out of the bush and say hello to the killer before leaving.You’re playing with words.
Even if the ‘true, original, fundamental’ teabag is done on top of a downed opponent, when a survivor crouches repeatedly after stunning a killer, you’d have to be pretty hypocritical to think the meaning is: ‘Oh, sorry, I hope that didn’t bother you, how are you? Want to go again?’
The gesture clearly resembles teabagging; by extension, we call it ‘tbag’, but the intent is the same: to mock the opponent for free.
In THAT kind of situation, of course. This survivor action can also be used in a friendly way, like you described earlier in your list.
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I don’t play killer to be a judge.
If a player clearly shows me they want to be hooked and won’t do anything to help the others, I’ll hook them as many times as they want, and then let the other three go after hooking each of them twice.
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What I don’t understand is how they even came up with this idea.
Knowing which survivor is repairing, healing, or doing a totem—that’s a great idea, because it only brings positive value to the gameplay.
But knowing who the killer is as soon as you load into the match? That’s completely pointless.
- The information isn’t hidden for long anyway.
- During the short time it is hidden, survivors suffer from absolutely NO drawback—none whatsoever.
Some might argue that they could get caught off guard by Ghostface or Amanda—and that is EXACTLY the point of the game. Survivors are SUPPOSED to stay alert and pay attention to their surroundings.
This is DbD, not Minecraft on peaceful mode.
Conclusion: this idea brings nothing positive, improves nothing, and just pushes the game further into “let’s unnecessarily handhold survivors.”
When you give players too much, you end up making them passive and complacent.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069732#Comment_4069732
Because it's not gonna affect Top tier blights it's just gonna effect bad blights and the ones complaining about these changes are outing themselves
I’d be more than happy to support a Blight nerf the day survivors get their act together and learn how to play against him instead of constantly whining. Give and take.
In the meantime, no survivor has ever shown what they’re actually capable of against a Blight. It’s funny—when people have proof that would support their point, you’d think they’d be eager to show it… but no. The community is and always will be the same: no desire to improve, just constant complaining without ever showing what they’re really worth. Classic.But hey, we wouldn’t want to frustrate little Tommy, who plays solo queue and wants to loop the strongest killers in the roster as easily as he loops Amanda. Alright, I’ll leave little Tommy to his mediocrity.
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Chaos Shuffle just shows that Blight’s basekit is stronger than that of some other killers. However, against even slightly coordinated survivors, Blight can’t afford to play carelessly.
If that were the case, Blight would be going on winstreaks with no perks and no add-ons—which isn’t happening.
We always come back to the same point: a lot of survivors are incredibly bad. And I play both survivor and killer, I see it every day… the number of decisions they make that give the killer an advantage… I once even had fun counting the time survivors wasted giving me free hits, trying to blind me, or just doing random nonsense (when I was playing survivor), instead of repairing…
Converted into gen time, it’s honestly insane…
Before saying a killer is too strong (unless they release one that moves at 10 m/s and shoots 50 m/s homing projectiles, of course…), people should REALLY start looking at the survivor side…
Yes, the stronger the killer, the less room for error survivors have. Thankfully, considering the mistakes survivors make in-game, there’s a lot of room for improvement.
Well… if they actually want to improve.
Quick anecdote: one time I was playing Nurse. I ran into a TTV. I thought, “Oh, this guy must be experienced, this should be interesting.” And then he just started running in straight lines. Long, straight paths. Needless to say, that was free value for me…
After the match, I saw he was live. I watched the game from HIS perspective—same mistakes, if not worse. Then I checked his profile: 5k hours on DbD. I watched other VODs of him against basic M1 killers, and he was actually doing really well—clean, precise movement.
He was just bad against Nurse. That’s it.
A lot of survivors simply can’t handle being bad against killers that require something different than: go to a loop → run it for 20 seconds → drop the pallet → go to another loop → vault a window → drop a pallet → repeat… and they just don’t want to put in the effort.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069686#Comment_4069686
Sorry bro, but the game shouldn't be balanced around top 3-5 killers. Survivors objectives, perks and overall balance adjustments to the maps can't be made if we leave the strongest killers still in the game. If we balance them out now, then nothing will change. Strongest killers will still be strongest or even more stronger
I didn’t say the game should be balanced around one killer or another, but rather that weaker ones should be made stronger.
And, on top of that, survivors should step up a bit. If they spent as much time trying to understand their mistakes as they do complaining, they’d be much better.
And for that, as always, they can send us videos of their matches—I’m sure plenty of people could seriously point out exactly where they made mistakes.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069509#Comment_4069509
And you think the majority of blights are comp players who get 2k winstreaks? It goes both ways.
As we’ve always seen, unfortunately, it doesn’t go both ways.
Most DbD players, when playing survivor, are so bad that they’ll never stop complaining that the strongest killers are “OP,” simply because they refuse to question themselves and admit that they’re playing solo queue, that they’re playing with friends who are BAD at the game, or that they themselves are BAD.
Of course, they’ll come up with the classic excuse: “No but I know the game, I have 5k hours,” which just shows how out of touch they are by using that argument.
Most survivors would love to be able to bully any killer in the roster with one hand while cooking with the other.
You just have to look at what happens when you ask them to show their survivor gameplay against a Blight, for example. Strangely, suddenly no one’s there…
When it comes to complaining, there’s plenty of people. When it comes to owning it, no one’s left.
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We get it—you have no idea how to play against Blight, and you can’t handle having to actually improve when you can’t just hold W. Otherwise, can we see your gameplay as a survivor, so we can see how you perform?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069686#Comment_4069686
Leave the op killers as op is a bad take something busted shouldn't just be remained as is and expect majority of people suffering from it to try to beat it.
Like I said: buffing weaker killers is a good starting point. Then, for all those crying that the “evil” Nurse and Blight are OP—we’d love to see your matches on video.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069670#Comment_4069670
The point is: The game shouldn't be about only 3 killers over and over the whole game.
What's the point of buying other killers if they're not viable to play?
So yeah I would prefer nerfing meta killers and buffing others
The solution is simple: buff the weaker killers, leave the stronger ones as they are, and have survivors step up a bit instead of expecting to loop Blight the same way they do against Amanda.
YES, some killers are stronger than others, and YES, against the strongest killers in the roster, survivors will need more speed, efficiency, skill, and game sense than they would against Amanda or Trapper.
But NO, balance shouldn’t be brought downwards. Survivors need to step up too. At some point, they’ll have to understand that against certain killers, they’ll need to be more efficient and won’t have time to admire the scenery or do side objectives like opening chests or breaking totems (even if that’s the kind of gameplay some players would prefer: a game where every killer can be faced brain-off while just holding W).
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I’d simply like to say that if you want to complain about in-game behavior, describing it in text isn’t really relevant. Because there’s nothing proving that you’re not leaving out certain details—maybe even intentionally—that could work against you.
Like with anything: either provide a video, or it doesn’t count.
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@SkeletonDance said:
I do also hope that they will also nerf nurse and ghoul and buff other killers that needs a massive help from devs. This game has above 40 killers and it's not normal that we see only 3 of them constantly in matches. Especially since people are paying for them and then they don't play them at all.
Translation: I am frustrated because I’m bad against certain killers, so they need to be nerfed.
Also, we’d like to see how you and your teammates play against Nurse.
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@MoZo said:
he still needs a tiny bit more imo. i would slightly increase the token recharge to nerf the “i use 2 rushes to injure and only have a 4 second cooldown” playstyle that a lot of blights use. as well as making crow and rat non stackable. with all of these changes, he would still be very strong but not obnoxiously strong like how he is currently.
"obnoxiously"
Calimero in all his glory.
- “Help, Blight is too strong, he kills us all!”
- “But… have you ever considered looking at how you played, and whether there might be some responsibility on your side or flaws in your team?”
- “No! It’s Blight’s fault, he’s too strong!”
- “No but I mean, maybe even if he is strong, a bit of self-reflection on your part could…”
- “NO! THEY NEED TO NERF PIG!!!”
And I’m barely exaggerating.
Come on guys, you who keep crying about the big bad Blight… let’s see your matches against him. Show us what you’re really worth against him. Do you have the guts?
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@ArcT said:
Killers have been able to do all this for years. No items? Can take off Franklins. Four flashlights. Lightborn. 4 matching Aces, dodge.
If it hasn't been a problem for killers to do this, then it's not a problem for survivors.
Or better yet, prevent both sides from seeing anything about the other, which would help curb sniping as well.
The typical survivor opinion of someone who never plays killer and would agree to any advantage given to survivors without hesitation.
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Yes, absolutely. It’s true that sending a survivor to safety on the other side of the map protects them, but doesn’t heal them, so it still slows them down a bit. It’s an interesting trade-off: would they rather be healed in a dangerous spot, or stay injured in a safe one ? 🤗
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First of all, the fact that a killer manages to down a survivor before a generator is completed is not solely the killer’s fault.
Were the other survivors actually working on generators? Or were they wasting time hiding, doing totems, opening chests, admiring the scenery?
Did the survivor who went down hold the loop properly? Or did they just run in a straight line without ever looking back? Did they take the killer’s power into account? Etc.
Also, you’re not the first to come here claiming that poor survivors keep getting nerfed by the developers every day. Funny enough, they just announced a major nerf to Blight and a slight nerf to Nurse. Yeah… poor survivors, right…
Saying killers should only have 3 perks shows a deep lack of understanding of the game—or a strong level of hypocrisy—perhaps because you ONLY play survivor, in solo queue (?), and your level isn’t exactly great. On that note, I’d suggest showing your gameplay before complaining about the other side. Before blaming the opposing side like that, it might be worth looking at your own gameplay first.
Case in point: you say the game is too killer-sided. That’s simply not true—at least not at high MMR. At low or average MMR, sure, killers might have a bit of an advantage. Should we then assume you’re playing low MMR solo queue? Without a team?
Then you go even further in bad faith by claiming survivors are ‘defenseless’ and have ‘no way to fight back.’
That’s pure bad faith. The game is literally filled with so many walls, windows, and pallets you could open a construction materials store.
Pallets themselves were adjusted—more specifically their RNG/number—allowing survivors to connect loops even more easily.
Once again, show us how you play.
You claim to have been playing since 2017? It’s hard to believe that a serious player with 9 years of experience would say things like this. Or maybe you’re a very casual player who only plays survivor and whose skill level has remained fairly low.
Then you talk about survivor hitboxes, claiming that ‘even when you dodge, you still get hit.’ No—that just means you didn’t dodge.
A player who’s been playing since 2017 should know that.
And I’m obviously not talking about killers intentionally playing on 400ms ping or connection issues—I’m talking about normal gameplay.
You mention getting hit before you can drop a pallet? Again, it’s hard to believe it takes 9 years of DbD to understand how pallets work. You mostly give the impression that you only see the game from the survivor side and have never played killer. You should.
You can also anticipate the swing and/or predrop.
Then you complain about killers patrolling generators. You do remember that’s literally the killer’s objective, right? What do you expect them to do—go check a bush 10 kilometers away just in case you’re hiding there? I’m not talking about killers who hard-force a 3-gen from the start and never leave it—but even that can be dealt with.
Well… as long as the team is coordinated.
To conclude, your comment clearly reflects a survivor-biased mindset. I wouldn’t be surprised if you’re a survivor-only player, because someone who plays both roles doesn’t think like that.
Conclusion: show us what you’re capable of, and how your matches actually play out—and then that would be insightful (and not just a 2-second clip, full unedited gameplay).
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@AlwaysInAGoodShape said:
"The idea of injuring the unhooker when they choose option 2 could be interesting, but it might also allow the killer to down that survivor too quickly, which could be a bit too advantageous."
Essentially, the mechanic is there, not to injure, but to keep the unhooker occupied at the hook for a while to give the killers more time to make it back to the hook and find a survivor. That's the aim of keeping them there for about 10 seconds. Kinda the reason why I added the injure is so that killers with instadown don't disproportionally benefit from this mechanic, as normal survivors stuck could just take a hit and have a chase, but if the killer had, say, exposed, then it could be preferable to take the injure and run away prematurely. That's the idea behind it kinda
"So maybe we could imagine that, in the case of option 2, there is still a sound notification at the hook indicating that something happened—but that this notification is identical to the usual one."
I may have communicated it badly, but yes I do want there to be a noise notification at the main hook, just not at the hook that the unhooked survivor is sent to, so that the unhooked survivor is at an known location again (stealth), while at least 1 player's location is still known (the unhooker), so I definitely intent there to be a notification at the unhooker, that's a must.
"Focusing a survivor at 5 gens left is just being a jerk. On the other hand, tunnelling when there’s only one generator left can simply be a strategic way to rebalance the game."
I kinda hope that, hell, even if a killer wants to tunnel at 5 gens, it'd still be consider the survivor's fault when it happens, because with these changes, they absolutely had the ability to survive if they used the tools available correctly. Having to play more stealthy when you're death hook, as you often see in comp. Due to how unfair being tunnelled is right now, in your ability to regain stealth after your first hook, people don't really blame it on you when you get tunnelled because they know it's unrealistic to re-enter stealth as an injured player. If a killer managed to take a survivor out of the game at 5 gens with this update, it would honestly be well played by them, which I think is a good thing, because there's no reason for killers to be blamed for how they play, especially when they're playing to win. I think this update has a high chance of achieving that! ❤️I do think a solution like that would help waste time for killers who try to tunnel right from the start of the match. After that, it’s also up to survivors to play more stealthily 😊
And when I see how some survivors behave in-game, I can’t help but think there’s still work to be done—but that’s not the killer’s fault 😅
Had you considered that this mechanic could deactivate after a certain point, depending on conditions related to the current state of the game?
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@drag27 said:
well people were complaining non-stop that he needed a rework because of tombstone and everything despite that he wasnt that strong, so this is what we got.
I’d say people were right to complain about those old add-ons that allowed him to remove someone from the game in a way that was, let’s be honest, completely unfair.
I’d also say that the new Myers is more interesting than the old one.
And I’d also say that a lot of people keep crying over and over like, ‘Waa waa, I don’t like this and that, so I’ll try to pass off MY opinion as a universal truth.’
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@Mysore said:
Blight still needs to be nerfed for the crow and rat to be balanced; this would prevent players from getting free hits by only attacking the 5th bump
You know, just because you don’t know how to handle a chase against Blight doesn’t mean you should project your skill level onto all survivors.
Can we see your matches against Blight? On video? Just to see, just to get an idea.
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That’s a very original idea, and it could absolutely be implemented in the game 🤗
From the killer’s perspective, though, I’m thinking of a scenario… Let’s say he doesn't want to tunnel, so heleaves the hook area and go elsewhere, but despite his good intentions, he doesn't find anyone (which can definitely happen when you’re playing chill as killer).
Logically, he'll then return to the hook to at least go after the person who unhooked.
The idea of injuring the unhooker when they choose option 2 could be interesting, but it might also allow the killer to down that survivor too quickly, which could be a bit too advantageous.
So maybe we could imagine that, in the case of option 2, there is still a sound notification at the hook indicating that something happened—but that this notification is identical to the usual one.
That way, the killer wouldn’t know whether the hooked survivor is still there, but he would at least know that someone is near the hook. Regardless of the option chosen, the killer would know he can at least find the unhooker nearby.
Another aspect of tunnelling is when it happens.
Focusing a survivor at 5 gens left is just being a jerk. On the other hand, tunnelling when there’s only one generator left can simply be a strategic way to rebalance the game.
So it could also be interesting if option 2 was no longer available once a certain ratio of hooks to overall generator progress has been exceeded.
Kind of like the 'available/unavailable' system they implemented for DS, and the anti-camping mechanic on hooks once the last generator is repaired. -
They want to favor killers so much that that’s probably why they just announced nerfs for Blight and Nurse. Yeah. Totally.
Maybe at low MMR killers are winning, but at decent/high MMR—good luck playing killer 😨
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@mysticecho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069478#Comment_4069478
I understand your pov but I genuinely think that this nerf is not going to make much of a difference for the really good top tier blight players out there. This nerf is really going to affect casual/decent blights.
So yeah, that would be paradoxical.
Because in the end, it would mean that expert / very good Blight players won’t really notice a difference, while those who don’t truly master the character will struggle more.
And yet, from the start, oddly enough, it feels like everyone’s been crying: ‘Help, a scary Blight just went on a nearly 2000-win winstreak.’
So we nerf a character because he’s ‘too strong’, but in reality, we only penalize average players. Top-tier Blight players will still pull off insane winstreaks, survivors will keep complaining, developers will keep trying to please the majority, and Blight will suffer (again).
When maybe, instead, we could’ve taken a look at perks rather than desperately trying to nerf a killer. Because let’s be honest, that famous 2k winstreak… it obviously wasn’t done with zero perks… and surprise, the build was made of highly aggressive perks (and for those who’d say that nerfing perks would also weaken lower-tier killers—we can ALSO buff those killers’ basekit, you know...).
It might’ve been smarter to think: ‘Hey, what if we limited stacking perks of the same type (gen slowdown, anti-heal, etc.)—for killers, but also for survivors?’
But hey, let’s not forget they changed the visual of the Dead Dawg offering for the most absurd reasons. ‘Oh no, it might disturb players.’ Oh really… remind me, DbD is still a horror game, right? What’s next—replacing blood with butterflies and screams with rubber duck squeaks?
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One simple question: how does NOT knowing who you're up against in the first few seconds put survivors at a disadvantage? It doesn’t.
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@Asuri said:
Good Day DbD Community,
As i thought and always say; Killers are way to OP!
I always see Killers against me Solo Q and Team without any Perks and Addons, destroying everyone in No Time and then they claim ''you're just bad'' or ''ez'' and many more examples.., what is wrong with @BHVR!? don't they realize that they make every Killer OP now? where's the FUN? ah, i know it should just be FUN for Killers!
Because Killers always want to Kill everyone every round they play WHICH IS NOT OKAY! Killers need to get PUNISHED! NERFED or WHATEVER IT NEEDS! it's getting out of Hand every Update! ENOUGH is ENOUGH!
The New Map is Survivor Sided? Where? It's so damn Killer friendly that most Killer's i play against have the ''VIP Wristband'' offering to get Kills easyier as on usual maps (especially Myers with Scratched Mirror Addons).
KILLERS NEED NERFS NOT BUFFS FOR GOD DAMN SAKE!Show us 30 videos of you and your team playing at a level worthy of the top Survivors, using the best add-ons and perks on the best maps, and getting eliminated with 5 gens left by 30 different Killers.
Then we can talk 🤗
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@Mikeadatrix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068923#Comment_4068923
Doesn't make sense, doesn't matter. Is that meant to imply Nurse can do EVERYTHING with her power? What does that even mean???
I love Talbot but let's be perfectly honest with ourselves, he'll be fine and he'll still be a menace.
Unlike Blight, the Nurse has to use her power to attack, as it’s her only way to do so (excluding, of course, troll builds at 4.4/4.6 and survivors who are foolish enough not to run in a straight line or who run back into her arms, allowing her to grab them while moving at 3.8).
Blight, on the other hand, can’t do everything with his power. There are areas where the best strategy is to force the use of a pallet or to gain ground by walking. At 4.4, he will take much longer on these loops to force the survivor to use the pallet, and once it’s broken, he’ll have to keep walking to catch up, since he won’t have all his tokens anymore. Meanwhile, the survivor will have time to reach a new safe area, potentially just as complex for the Blight’s power.
But hey, it was obviously Blight’s fault… it apparently never crossed their minds that being able to stack 4 anti-generator perks might also play a role in all this… instead of balancing perks in general, they nerf (again) a killer. Then again, when you listen to players, it’s never enough… let’s not forget there are still people complaining about Nurse, as if they’d need a Nurse moving at 2 m/s, with only one Blink, and a range of 1 meter.