LockerLurk
LockerLurk
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@Elan said:
Antitunneling - No survivor can be hooked twice in a row before 5th hook. Hooking same survivor twice will not add hook stage. Meaning that you can split it between two survivors which is pretty common strategy but you cannot hard focus single player.
Antislugging - If two or more survivors are downed after reaching full recovery progress they can pick themselves up. Survivors can heal each other while in dying state.
New general killer ability: Bloodhunt - after each survivor has been hooked once the killer will receive bloodhunt mode. The bar will be shown below power icon and lasts 90s. During that time killer has: 25 % faster attack cooldown, 25 % faster damage action, 25 % faster pick up and hooking. After timer elapses, bloodhunt can be activated again once every survivor has more than one hookstage.
So you want to punish Killers who 8hook on purpose for… what reason exactly? Awful idea.
You also want to give free Unbreakable, they tried that. It was too strong. They scrapped it twice. It's never happening, let this one go.I don't think Killers need an extra "mode" that buffs their ability to tunnel, and even if this did work 90 seconds would be far, far too little for a good chunk of Killers in the roster to even use and far, far too much power for other Killers. Basekit buffs are not a good idea. If you want a reward for spreading hooks, give Killers something more akin to Grim Embrace, which rewards spreading out hooks this way.
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@Brokenbones said:
Honestly they should rework 'Septic Touch' and just make it inflict broken and blindness on survivors hit with basic attacks for a certain duration
Would be miles better than it's current version.
I actually think that, or a sort of "Heal based Old Ruin" where it takes away heal progress as a Hex or something, would be a good change. I do want to see more Broken or heal-slowing perks happen. Maybe one that drains item charges faster while injured or something.
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Frankly I don't see why this would be unreasonable. Allow the Survivor to abandon if they are down and the only other Survivor is in chase. I don't think slugs for 4k are an issue, but if people feel they're an issue and it really does impact their game quality, sure, let them leave. Just make sure it doesn't affect the Killer's results when they do this, since the abandon or bleedout or whatever happens while they chase the last Survivor is not gonna change if it's a bot instead of a human.
If we're allowing go-next in a way via the abandon system, because people find certain situations intolerable, I say let them. The end of a round will lose nothing if a bot is there instead. I also believe once they iron out Killer Bots, the same should be true if an exit gate is opened - let the Killer abandon the game as a forfeit, and put a bot Killer in. That way Survivors get their gate challenges (which seem to have been retired but we do have them in tomes still), and Killers do not have to watch Survivors leave or "push them out" or waste time kicking pallets while Survivors mop up their endgame.
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It isn't an airport, you don't need to announce your departure.
Also, it's not always the servers. Have you and your friends checked your internet connectivity lately?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969551#Comment_3969551
The start of the trial is when all the resources are still available. If you can down all 4 ppl at the start, they massively missplayed.
Friend I agree this is mostly an MMR mismatch issue, but some Killers snowball better than others and some of those Killers may purposefully try to cause this to happen at the start. It's not always the Survivors misplaying.
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Ranks are outdated because Skill Based Matchmaking exists.Rank and Grade now exist only to prove time played, and if anything thye need to be easier to get not harder.
Per the current AMA, the Devs purposefully don't want anything, including MMR, in the game to be a marker of "skill" this way because that's not how they view the game - they want fun first, achievement second. You're free to go for it if you want, but it's not what they want the game to be about and no longer the intended way the game is meant to be played.
For proof, just read their own words right here:
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968747#Comment_3968747
Hi PlotTwister, great question! DCing is against the Game Rules, so we don't go for any behaviors against the Game Rules being discussed as personal experience/advocating for it here on the forums. This also includes exploiting, botting, lagswitching, showing videos or clips of you holding game hostages, etc. Especially as DCing REALLY impacts the game for other players, it wouldn't exactly lead to the kind of Forum atmosphere we're aiming for here.
That being said, feedback is welcome, and that's why this thread is still up! We are hearing the frustration, and this is absolutely the perfect place to share those thoughts.
I think one of the things I love most about this community is the ability to have some very difficult and nuanced conversations. This is a great place to get advice or share feedback and ideas without the need of telling players that you pull the internet in lieu of saying something constructive.
Jocelyn, to be clear - I think people have no issue with Ghoul's movement speed or mobility. I think the primary frustration with Ghoul is Kagune Mark as a QTE - it feels really, really bad to have all chase momentum killed for several long seconds when you get hit by it. It needs to feel more snappy and more fair, it's fine to have a Killer with a power that stops pallet drops or halts vaulting. But it's not fun or fair to have that event be an unskippable QTE that lasts several seconds, halts chase momentum dead, and the Survivor can't really have input on because seeing where and when to dodge it is hard due to the tiny reticule.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969129#Comment_3969129
Maybe killers should give it a gen and a first chase before deciding just how much they should sweat. It's what I do when I can tolerate queue times enough to finally get to play killer.
When playing survivor, I don't understand killers who steamroll me and my fellow solo queue teammates. Like - do the killer players in question miss sitting in queue so much that they need to get matches over with fast so they can get back to that sweet, sweet 'Looking for match' screen? Do they realize curb stomping survivors regardless of their apparent coordination is likely part of why killer queue times are so miserable?
Killers don't NEED to 4K when barely one generator is complete or risk loosing the match.
I agree with all of this, but if you're Killer and you're experiencing a lot of sweaty matches, it can be hard to turn the sweat off. If the teams you're getting all day make it very clear they won't even let you get a gen and a first chase in before multiple gens pop in rapid succession because they're locked in, of course you're not going to "give it a gen and a chase" next time. You're gonna play just as hard.
Here's one of my examples: I just had five Pig rounds the other day; the first three were tough and I barely 1-2ked, even 0ked one trying to "give it a gen and a chase" to be fair. That wasn't fun for me, so I turned up the sweat dial and locked in because clearly everyone else wanted to play Sweat By Daylight… only for my next two to be people just vibing and not all that good at dealing with Pig somehow. I even got a couple head pops which are pretty rare for Pig these days.
Sure, I had fun dominating those teams and winning a 3k on one and a 4k on the other at 4-5 gens left... But I doubt those teams had any fun dealing with me, locked in, playing hardball because my last couple of games primed me to play hardball. And that's the big issue here. We need better MMR matching EVEN IN EVENT QUEUES to prevent Killers feeling like they always have to lock in and play hardball, ruining Survivor matches sometimes, or risk having no fun in their matches at all.
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It does seem like Vigil may be either unintentionally bugged, or a bit overtuned. Surely it's not supposed to counter EVERY possible status effect… just make them a bit less powerful. I've seen some very very very nasty builds with Vigil lately to counter intended perk downsides, and even some Killer powers. Some of these perks are very strong without these downsides and some Killers can be totally gutted if this perk is in play (perks should never totally invalidate a Killer's power this way).
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Coldwind and Haddonfield need overhauls, things are dire on those maps. And can we please just delete Rotten Fields, and go back to the drawing board on Dead Sands?!
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Doing Moris. Being in Moris. Moris in general. They just put a nice bow on things, you know?
Especially when you get to photobomb Ghostface's Mori. I hope that never ever ever gets patched out; I once earned hatch because I photobombed EVERY SINGLE MORI a Ghostface did on my teammates once (we were SWF it was OK we all agreed it was funny). Never change. Never let that go away.
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@Unequalmitten86 said:
when are the devs actually going to do something about this. I have honestly had a bad day as playing survivor and the last game just made never want to play. I play almost every day and now I think I am actually done. The last game was good until the killer just started to slug then allow other survivors to heal. They were just goofing off. Of course I was the only one killed. This happens every few games and it’s tiresome. In game reports don’t work. This killer even bodyblocked me to get the final hook. I am sorry the player crap is to out of hand.
I;m afraid people playing farming sim with the Killer isn't actually "working with the Killer". It's not the intended way to play, but it's not "working with the Killer." It's never been against the rules for the Killer to show mercy or for anyone to play a farm round if they all agree to it.
Working with the Killer means purposefully sabotaging your teammates by showing where they are, pointing at them in lockers, etc. in exchange for an escape or something. And yes, that sucks, and I hate it when it's done to me. So when I'm Killer, and I see this, I ALWAYS hard tunnel out that person or slug them until they bleed out, even if it's my only kill, and then I try to play the game chill with the other three. If you want to harass your teammates and won't play fair, you don't get a game.
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There are some issues with the quest system and have been for months. I think you should report this as a bug with the whole quest system.
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@HeroLives said:
I would not be surprised if sabo/background player caught a nerf in extension to this, It wouldn’t surprise me at all. If I were the team I would absolutely keep an eye on that, if not account for it in the beginning. Helping out solo and removing unnecessary excessive slugging is very good, but buffing sabo probably not, so I would watch that.
Oh I'd wager a bet that after this change comes live, they'll remove sabotaging from toolboxes entirely, then take Saboteur out back and shoot it dead or completely rework it at least. There will be no need to deny hooks this way if the Killer is forced to hook anyway or they're punished, after all.
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@Destaice said:
My guess is it will work like a reversal of anti-camp where a meter fills while the killer is far away and if the meter is full a survivor can get up.
That would be a bad change as it would actually promote camping slugs. The Killer shouldn't be punished for being midchase if a Survivor is down, the Survivor teammates should know "hey my teammate is down and the Killer's in chase. Time to pick my friend up!"
If they're gonna do this, it should only punish it if the Killer refuses to get into a chase or sits OVER the slug and W-S keys over them. THAT is toxic. I say the system should really just punish camping your slugs.
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Personally I'd define extreme slugging to mean "downs without hooking… ever" or "leaving people to bleed for several minutes without hooking… ever." Nothing else is an "extreme slug" IMHO - not "slug for 4k", not leaving someone down to get pressure if other Survs can feasibly heal them, not even the Survivor being downed and purposefully crawling to hide in the bushes or a corner.
It's soley only slugging for no tactical purpose and to only be toxic. And that is EXACTLY the kind of slugging we need to address.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969545#Comment_3969545
Ah, understandable. I was just a little thrown off by the wording.
Yeah sorry. I'm autistic and sometimes don't realize my words come off odd or have the wrong tone, sorry for the confusion. I wasn't intending to start an argument, just point out that it's not accurate to say BHVR makes EVERY event Killer sided because there are and were in fact events that were NOT Killer sided.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969538#Comment_3969538
Hopefully phase 2 makes that a bit easier, but we'll see. Without camping/tunneling/slugging being as punishing, healing potentially wouldn't be as important.
I personally look forward to seeing egregous, extreme slugging reduced the way facecamping was, and I would hope if it is true that "Some Killers need to slug/tunnel/camp more", those Killers will recieve buffs - strong ones - that eliminate the need to do this beyond normal Killer pressure. That's what they want to address - excessive slugging, hard tunnelling, and facecamping. The current AMA confirms the devs believe that some slugging is part of intended Killer gameplay. Just not leaving people to bleed out for four minutes.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969541#Comment_3969541
So you agree with me?
"I don't like Pancakes, I didn't like that we had them that one time."
"SO YOU AGREE WITH ME THAT WAFFLES SUCK, WHY DID YOU EAT WAFFLES WITH ME THIS TIME?"
"No. I said pancakes suck. I didn't say anything about waffles."My point is that the Devs have created modes for both sides that are "sided" during events. No agreeing or disagreeing with anything. There have been Survivor sided events. There have been Killer sided events. Masquerade was Killer sided, in the past Bone Chill was Survivor sided. Blood Moon 2024 was Killer Sided. Blood Moon 2025 was Survivor Sided.
This is not a gotcha and we are not arguing.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968805#Comment_3968805
I think the snowman event (Except the first iteration) was fairly balanced? Killers and survivors being able to get in snowmen was fun… except for when the snowmen would bodyblock survivors. That always felt terrible. Also the snowskulls were kinda pointless.
That said, the blood moon event actually could work if they just made a few basic changes to it. Like hitting a survivor actually destroys the blood can would be a good start.The 2022 version was Survivors sided. 2023 and 2024 were balanced. :)
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@Coordi said:
There's no reason to make the topic personal when we disagree.
Thank you, there were too many people here making it personal against me for pointing this out. It's definitely not a stretch to say that healing could be a bit overtuned in some cases now, and that if that's the case we should address and talk about it, right? I don't see how or why everyone's angry at me for mentioning it. It's not taboo to want the game to be balanced.
@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969186#Comment_3969186
No you weren't, stop lying. Back then survivors could heal themselves in ~6s if they had medkit (which btw had insane amount of charges) and had 16s unlimited self heals. Right now if survivor has botany (lets be real, no one uses other healing perks anyway, even botany is kinda rare) and double healing speed add-ons it's ~11s heal and it's one time only, if they have charges add-ons it's 2 ~13.5s heals. It's not even remotely close to OG CoH and if you're saying it feels the same it's clear that you didn't play back then. Honestly idk why all of a sudden people started complaining about healing because almost nothing changed, probably some content creator told people to be mad lmao.
Brother, I am not lying just because you disagree with me. I was there. I PLAYED during CoH meta, it sucked hard. I was a Huntress main and even that didn't help, on the plus side I got really good at trying to down people before they could heal with the CoH meta, LMAO. I don't know what else to tell you and I have nothing to prove, all I know is what it felt like. It felt very bad. It may not be one to one the same, but it DOES feel very similar. That's problematic no matter what you believe.
Stop making it personal.
@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969341#Comment_3969341
yeah my friend runs resurgence and stacked with do no harm and potentially a medkit you've got basically a sub-3 second heal. I've done heals on him in killers faces before.
And this was my whole point. These perks as they are now currently create a situaton which is similar to what got CoH nerfed - it made self healing stronger to the point that the medkit changes back in 2023 were utterly pointless as you can just do a sub-3 second heal anyway. This change kills hit and run.
@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969183#Comment_3969183
Dawg do you hear yourself? All I said is "commit to chases" and you're crashing out on me. Literally all you have to say to that is "I can't commit to chases as x y z because they don't have chase powers." So I can respond "well then instead of nerfing heal speeds they should give those killers chase powers."
The irony of saying you're surprised that I haven't been banned from the forums while being so absurdly rude for no reason. "Please get so over yourself," wow, just wow. Also lol your comment has 3 downvotes now, were the other 2 me as well? My alts? I think it's maybe just normal people that don't care to see someone be rude to someone else over videogame opinions.
Not everything a person disagrees with is "crashing out", stop being weirdly personal. I'm not even angry, therefore not "crashing out." Meanwhile you literally come comment what appears to be purposefully inflammatory words every single time I post anything.
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968993#Comment_3968993
You say that, but then we enter the anti-healing meta again from the past where everyone runs injured builds and slams gens even harder. That's also not taking into account that Killers camp/tunnel/slug and run strong Killers like Kaneki anyway.
Healing needs to be viable enough that players will actually use it and don't feel punished for attempting to. I can agree that something like OG CoH was busted (even though imo it was balanced by being a big distraction and grouping several Survivors together at once), but I think buffing healing to where you essentially have players opting for heal builds isn't a bad thing. It's focusing them on a mechanic that isn't gens which is a natural slowdown.
I agree healing needs to be viable. I just think there needs to be a middle ground between nothing, old CoH, and what we currently have. Killing hit and run as a playstyle isn't the answer either.
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@MaTtRoSiTy said:
I just want them to stop adding weird loops that are useless, as they have done all over Coldwind and most loops on Toba and Nostromo. They are an indirect nerf to survivor in most cases and while the game was far too survivor sided years back, they have made many maps significantly smaller but also added junk loops that are extremely unsafe.
I was all for survivors being nerfed but I feel this went too far on specific maps. Cant be bothered writing a novel but I think most people can figure out which ones.
Oh and I agree with killers that some maps like preschool and OG Eyrie always have been and are still pretty rough for them
I'd like to see the maps have a chance to spawn strong, weak, or "weird" loops depending. Every time a map is chosen, it doesn't make sense for it to ALWAYS have the same exact tiles, or combos of strong and weak tiles. Increase the map randomness. Maybe sometimes that gym at MacMillan's could be a useless weird loop and sometimes it could be strong.
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968485#Comment_3968485
Honestly if we're talking about adding new maps to already existing realms something I'd love to see is an abandoned WW1 style frontline map for the red forest realm. This is mainly because it'd be incredibly cool having trenches and that sort but also because it connects really well with huntresses lore.
Oh my god you know what would be such an interesting map?
An abandoned trench encampment. Genuinely. Could you imagine the twists and turns on a map like that? It'd be spooky, unique, and great for Huntress' lore too. It's something we don't have yet. And it could be an example of an "indoor" map with a small outdoors "No Man's Land", so everyone gets something.
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So this is what I'm hearing here:
- They realize they will never be able to fix the chat filter.
- Choose your own lobby background coming.
- General perks will eventually be updated, and they will continue to improve other perks - meaning expect both sides to get more buffs and nerfs to perks soon.
- Unsure on voicelines for old characters.
- They didn't forget Skurchent or Trickster, they just had too much ELSE to fix first.
- They're going to fix scratch marks being a problem for those with colorblindness.
- They want to fill us in more on how characters get made.
- We are FINALLY going to get some urban and waterside maps, maybe in a new realm, which YAY THANK THE ENTITY. I hope this means we may also get more indoors maps, we haven't had one in a while.
- They will be looking at Trapper again, which indicates they know some of the more simple Killers badly need an update and they will work on them too, most likely - seems like this means good news for anyone who was launched pre-2020 or thereabouts.
- Shrine of Secrets will get updated.
- They plan to have more modifiers and limited modes so we don't have Chaos Shuffle or 2v8 all the time. I hope this means perhaps Lights Out will get more balance changes and return, too - there is a niche, but dedicated fanbase for that mode, though it wasn't popular with everyone.
- Legendaries and prestiges weren't forgotten, but I'm sad to hear the reward will just be badges and not cosmetics.
- They plan to give new goals to complete and more for Survivors to do, which is also good for Killers because it means they might have less sweaty, more chill games since everyone's not sitting on gens all the time.
- We're definitely getting Myers, Pig, Springtrap, Onryo, Xenomorph, and other licensed favorites added to 2v8. So excited!
- They plan to continue giving Killers add-on passes. And sorry, folks who downvoted me over this - looks like I was correct, Toolboxes will in fact be getting streamlined and maybe even some light nerfs in order to be in line with other items and addons for Survivors. Read, "Toolboxes are getting balanced in the not too far future". It seems Medkits and Flashlights will also be getting some addon streamlining. All of this is good for Survivor - it declutters the Bloodweb, and allows us to collect more useful addons than another 100 brown flashlight grips.
- The aim of the game 100% is NOT to win really hard every round on either side. They don't want us to focus on 4ks and escapes. They want us to focus on playing the round and seeing what happens. That means, according to BHVR, if you're playing to win super hard sweating all the time in order to raise your MMR, you're playing DBD wrong. They don't want this to be a tournament comp e-sport. It's past time we all adjust our playstyles accordingly. I suspect the coming MMR system changes will be part of disincentivizing going for escape streaks or 4k streaks. Sorry, comp players - you lost this one. The game is becoming much more casual in the future.
- Myers will get more updates and maybe more skins. This bodes well for the lower tier Killers, think your C and D tiers, getting more love in the future. We did just see Pig get buffed after all, it's not impossible!
- They're trying to give love to less picked characters as well. I suspect this was behind the attempted changes to Artist, and behind the changes coming to Clown. Unfortunately they kinda picked the wrong things to change on both.
- Hexes are going to be buffed in the future. Great news!
- Looks like Knight won't be nerfed after all, but Clown might be in a bit of trouble. Any Clown Mains wanna chime in here?
- Ghoul will be getting more changes in the future as the team agrees he's too oppressive. Expect more Ghoul Nerfs, sorry Ghoul Mains… :(
- The Devs have just confirmed that some kinds of slugging along with slugging for the 4k, like proxy camping and patrolling hooks, are both intentional Killer gameplay mechanics as a form of pressure or to secure wins. It's time to stop calling slugging itself as a concept problematic - it's intentional gameplay for the Killer to do this, just like some camping and some tunnelling likely is. What the Devs WANT to address is situations where the team is slugged for multiple minutes, or people are left to bleed out. These forms of slugging are not necessary and do need to be addressed, but being left down for a minute or having a Killer be near your hook chasing someone IS NOT what the Devs are going to fix, because those don't need fixing, because the Killer is meant to do that. We are never getting slugging, tunnelling, or camping removed, so it's best to just stop calling Killers toxic for doing it and stop asking for anything other than the worst kinds of it to be deleted from the game - it's not happening, let it go, learn to accept it's part of the game. No more complaining.
- Fog Vials are definitely getting a nerf, and at least some fixes to make them not completely white out the screen or mute the sound. IDK if they needed a hard nerf, but they did need the sound and visual issues fixed. Good.
- Bug fixes for Killers will continue to happen. I assume they have a list for Survivor as well, for example like with the issue Last Stand had on the PTB accidentally giving Finesse's vault haste.
- It sounds like stealth is on the way out, so they will probably be giving Stealth Killers a little more power in chase. That means the likes of Pig (who just got buffs), Myers, Chucky, Ghostface, Wraith, Springtrap, Dredge, Sadako, and others who rely on stealth are very likely to get buffs in the near future to help them be more chase viable. Great! These are often some of the weakest Killers in the roster, with the exception of Chucky and Springtrap who are more mid tier. This is excellent news to me as a Stealth Killer Main, I just hope it doesn't mean sacrificing stealth as a mechanic entirely…
- It sounds like the Devs adjusted Survivor sounds to be normalized but doesn't realize that some do not have their FOOTSTEPS normalized. I suggest heavily that the Devs consider looking at Survivor Footsteps, in particular for Aestri, Ace, and Ada who all have extremely quiet ones. Some maps also have issues with sound, and I'd urge the Devs to address those too - I'm thinking the Ormond and Boneyard maps here.
- There will be better tutorials in the near future that align better with how to actually play the game now. GOOD. This is long overdue.
- Swamp Rework and other map updates soon yay!
- P100 bonuses soon yay!
- The game is not intended, per the Devs, to be a competitive e-sport type game where people care about raising MMR as a goal. However they didn't forget the comp players who want to play that way. It's nice that they're giving them something too, even if they're playing DBD the "unintended" way. I'm glad they care about that niche audience.
- Inventory is on the radar. Good, I have too many old non-character items and things on characters I don't play or no longer play.
- Licensed maps might still get their own realms like old ones. Not sure I like that; I'd rather see them be in other realms to widen those pools. It also looks like maybe, if we ask enough, we could get a new indoor map. I'd like that since we haven't had one since RPD, and now it's almost like we have too many outdoors maps. I hope BHVR adds more indoors maps.
- Hit Validation prior to the adjustment was when it was actually bugged. Killers are intended to have higher hit validation, and Pallets are supposed to hit you more precisely. Good. This is good. Now we can all stop whining that "Killers are getting hits they shouldn't" and "Pallets are hitting me from ten miles away" when they should and they're not respectively. This isn't an issue anymore, don't whine unless there's a bug.
- Teammate perk loadout view coming yay!
- They're planning more graphics updates but nothing yet.
All of this looks incredibly positive. So if you're having a rough game right now, it looks like they know and will work to address it. Thank you again BHVR for being more transparent with us, you've done a lot to make yourselves more available to the fans and I know it must be a lot to do between your work on the game!
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969214#Comment_3969214
I read it. And it's just not true. Healing was always doable in certain ways. And as I said if someone runs full build for healing, than bless him if getting tunneled.
Then I suppose you must not have been there for it. It feels similar. Not the same but similar. The fact there's people agreeing it feels problematic here proves I'm not incorrect.
Have a lovely day.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969055#Comment_3969055
I really don't understand the logic with this. There would be days where the killer queue was over ten minutes long and i'd only have a 25% bonus on survivor. Either they broke something and don't know how to fix it or they intentionally changed it and are refusing to acknowledge it for whatever reason.
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969107#Comment_3969107
They literally said they will be looking into this. It happened in a post I was participating in and we still don't have any answers or anything.
It was contant 100% few months before and it was totally fine.
Now I don't even remember how long it was since I saw killer bonus.These are both very true, I don't think I have seen the Killer bonus for over a year on my games. Not even at peak Survivor times I KNOW everyone is on Survivor. It's just never there. My guess is it's not just people not playing Survivor though that may be a factor - it's that something is 100% broken and has been for over a year.
Something is very wrong with wait times overall and frankly, MMR matching. It needs to be broader to start with, or needs to not widen upwards so much. It's not fun to wait 10 minutes to guaranteed get a strong team you know will stomp you running full meta, which is always what happens to me when my wait time on Killer is 10+ minutes or more (and it's not 2v8 queues). It takes another 5+ minutes after that for it to expand to include weaker teams, any teams, as the MMR gets more desperate to find a match.
So wait 10 minutes, you get god squads. Wait 20, and you get infants.
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Not only can I confirm the bad queue times for Survivor here in NA, but the quality of matches I get is awful. It's either baby babies or the sweatiest players I have ever met all coordinating or just carrying the strongest builds and items possible. Some of them have seriously awful ping too which leads me to think some of them may be VPNing from places like the EU for easier games. This is on both sides, but I'm seeing it more on Survivor side.
Survivor queues are instant, Killer queues even at peak times take at least five minutes. The MMR system DECAYS when it has to search that long. This isn't as problematic in 2v8 as it is in modes like these. I have not really had this issue in the non-event queue prior. I assume part of it is the lack of real MMR but being stuck at a certain level you have in the event queue, not just that Survivors don't want to play a more Killer sided event - though too many Killers certainly is part of the issue.
I would beg BHVR to reevaluate their MMR system or at least widen it, OR bring the planned 2v8 "play while you wait" mode to 1v4 for times when the game's queues are unbalanced. I swear, unless I play between about 1-5 PM here, I am not finding Survivors that are of proper caliber. The intended MMR balance system falls apart when you have to wait this long which is probably also part of why people are saying the event feels sweatier than normal this year.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969186#Comment_3969186
Well if you think that 100 % COH and 50 % COH felt the same, then something is wrong on your side.
Friend I was not talking about CoH, I was talking about other healing perks feeling like old CoH. Please read all my posts before you respond. :)
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For Survivor: Lightweight. Does a lot more than you think.
For Killer: Thrilling Tremors. It was always underrated; it now actually works as a gen control perk but it really gets value for performing double duty as info. Two perks in one.
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I will assume the next coming Killer or Killer perks will be done to bypass some of the buffs to certain Survivor things, or at least that the MMR changes planned will finally hardstick strong teams and sweatier Killers against each other where they belong since they all play at a level with a degree of unfun coordination that the casuals don't enjoy playing at. Hopefully casual players will never have to see either again outside of events, right, BHVR?
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Love: The variety of perks, characters, and things you can do and play as.
Hate: The fact the game's community almost ALWAYS has that one person who posts from one side, and refuses to play the other, every conversation.
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@DBD2025MakesMeSad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968842#Comment_3968842
Flashlight clicking was changed because killers cried. The seizure excuse was just because they didn't want to admit and give survivors the ammo that killers were such babies that they had to have a sound nerfed because it triggered them.
Medkits were nerfed in to the ground making excuses for why doesn' t change that - healing yourself in general was nerfed. There is no point running anything but a brown medkit, as there is no change for self heal, just more expensive on the bloodweb. Another pointless thing on the bloodweb for survivors to waste their BP on.
This is my favourite one and proves how you don't know anything - toolboxes had a nerf. Their base charges and add ons have already been changed. Commodious used to be 180 charges from what I remember that is now 32. Tell me again how it hasn't been nerfed in to the ground from the original 180 charges and also tell me again how nothing has been done to them since 2016.
These are some of the most unknowledgeable, bad faith takes I think I have ever seen, my guy.
My best friend couldn't play the original DBD due to a seizure disorder, now she can. The Devs even got shown that the flashlights were a problem and too bright and problematic in that they prevented the Killer from really doing anything in their first iteration. Flashlights needed the change, I know you probably ain't been playing for a long time but they NEEDED to change, and frankly your us versus them attitude about this is ridiculous when the whole argument was about the game feeling bad when multiple flashlights were stacked like this. Don't make me get the MCote clip of him as Hag against the Korean team.
Medkits were changed because CoH meta was too strong, and the only reason they're not a problem with this heal meta is BECAUSE they were changed. You must not have been here for that Meta; it killed hit and run as a playstyle.
Toolboxes are the last item that needs a balance pass, they haven't been touched except to give them stronger Sabo to encourage less use of them for generator repairs. That, my friend, was in 2024. It still did nothing to them. Commodious was 180 charges before because the game used to be a hide and seek simulator where gens could be reduced quicker and people hid more, so Survivors genuinely needed more ammo. As Survivors got more efficient, the need for 180 charges was removed. I remember because I remember the patch coming out for that.
Pretty sure I remember you being here by multiple other names too, because you've been banned for posting biased drivel like this before.
Now, Survivors are once again more efficient, and not much has been done to change this. 2023-2024 DBD was basically the Survivor equivalent of how it felt to be a Killer for the game's first 6 years, do not come and tell me Survivors, who there are four of, need more. They don't.
Coordinate better. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968806#Comment_3968806
Problem i have with set up/ trapping killers is their power isnt that well balanced. Look at is this way trappers traps should be strong, very strong but they arent and by setting them up you are loosing the game and wasting the precius time other dash killers use to get across the map and get chases,downs,hooks. His traps should be like hexes high risk high reward (meaning you can get nothing from them and just waist effort and your time or when they work they should hit hard not the way like now you can escape 12 meters away from trapper with just 3 seconds out of his trap and he gets nothing but points but not that much points annyway he would get by hooking) thats problem i have with set up killers their set up balance is weak and lacks preasure on survivors which is key element to get as many hooks and kills as possible.
And yet nobody is complaining about trap Killers. Funny that.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969023#Comment_3969023
He probably means the latest version with 50 %. You probably mean the og stacking 100 % self heals.
No, I mean the OG one with stacking 100% self heals. It feels very similar. Please do not patronize me. I KNOW what it feels like. I was there.
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@lettuchia said:
Commit to chases
Sure. I've only been playing this game for 8 years, I CLEARLY need baby Killer advice about chasing. Stupid me, why don't I just commit to chases with Killers like Onryo and Dredge and Ghostface who don't have chase powers and often play hit and run? Yeah! There's no fire, is there Lettuchia? I'm just bad and unskilled at the game like ALL Killer Mains are in your eyes, it can't possibly be that the Killers I enjoy are being hurt by the buffs intended to handle Kaneki, so I'm stuck with Dash Killers I friggin' HATE playing as, right?
Please get so over yourself and play a few actual games of Killer until you start seeing this, I'm tired of you and your Survivor-biased concern trolling. I'm honestly surprised your Us versus Them type attitude hasn't gotten you banned from the forums yet. People like you have been telling me the same nonsense since 2017. "Just do this, just do that" when you DAMN WELL KNOW that isn't possible for every Killer because you clearly don't play ANY Killer judging by your attitude.
Please never comment on anything I post again, you almost never add ANYTHING to discussions except more Survivor bias slop. And no, your sad little downvote on my comment here doesn't make you the bigger person. I know it's you.
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@PetTheDoggo said:
Have you actually played during first version of CoH?
This is not even close to it.I've been playing since 2017. Yes I have and I know exactly what I am talking about here. Yes, it is close. Not as strong, but close.
It definitely feels similar to old CoH.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968805#Comment_3968805
To be fair, my friend, this year's Twisted Masquerade and last year's Haunted by Daylight weren't survivor sided.
Yes, true, but the past couple events and modifiers since then have been.
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@UnicornMedal said:
I really don't think that'd be a good idea. Healing is a Survivor scoring event and one of the only ways to keep them in the trial. It has to be accessible. At the same time, I don't see it going un-nerfed forever so just be patient I guess.
Well then we need to find ways to make Healing engaging without it being overpowered. It's currently overtuned, and I think even the most full-throated Survivor Main will agree it's maybe a bit much right now. I mean, 50% from Resurgance, faster healing from WGLF, Botany Buffed… The problem now is there is a whole Killer playstyle just outright deleted or negated, cutting many Killers out of playing entirely because hit and run is their only strategy. This leaves gens flying, because now Survs are healed and on gens faster and longer, and so what do Killers do?
That's right. They slug. They camp. They tunnel. They play more Kaneki. All these things that Survivors absolutely despise.
Healing needs to be monitored. Gen speeds also need to be monitored. The game was genuinely fine before this, I don't understand why BHVR felt we needed to give Survivors more toys when it's been demonstrated that giving them too many toys breaks the balance of DBD because the Killer cannot be four places at once.
@Ikalx said:
Healing is pretty strong right now, but I feel like it's a soft attempt to combat tunnelling etc. If people can heal quickly they should have more of a chance to escape.
That being said, the amount of games I've played where absolutely no one brings a healing perk is astonishing. It's crazy that healing is so buffed and so many survivors aren't using the perks.
The problem with this is it doesn't do that. At all. It just makes Killers tunnel more, and makes them go back to hooks more, because they need to get that down to pressure. We've been seeing that literally ALL Twisted Masquerade this year, half my games no joke on Survivor involve tunnelling or slugging even when I don't bring any healing items or perks. That is how bad it is for Killer right now; the majority feel they MUST play this way, why? Because gens are faster, because Survivors stay healthier, because of the Heal Meta.
Heal meta actually makes Killers tunnel EVEN MORE just to force someone out early because there's no pressure better than a Dead Survivor. That's a problem for everyone.
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@ChuckingWong said:
If its the event, which I avoid on survivor for the most part, gens were slower in my matches because of the totems and the chest. Its like 3500 points for each of those bad boys.
But maybe thats just MY matches because I am the one making gens go slower… I do/did have people walk around to get them though so no… event especially when the totem thing comes up is generally slower gens. People scramble for them things.
And people want to be there for every completed gen since you only get the event BP award by actually being on the generator when it completes.I still don't understand why BHVR made it so you have to finish the gen yourself for the points. So sweaty when they do it that way.
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968797#Comment_3968797
and we can say the same thing about survivors. "Survivors think they deserve to escape, Killers expect to get no kills"
This. I pretty much go into every game as Killer expecting to lose, so then if I win it's a nice surprise and if I lose I don't feel too bad because I expected to get shat on anyway.
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@theMasafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968502#Comment_3968502
I started playing DBD in 2023 and a friend showed me images of the old Coldwind and I never understood why they removed the old atmosphere from the game. The map was so much better dark. I only hated the old cornfield though
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968521#Comment_3968521
same i started in like 2020 ish? also can you imagine how cool eyrie would look with only moonlight as ilumination with a fog effect?
I started 2017, and was a Huntress Main at that time. They changed it so she and Nurse could see better to aim, but I still prefer the old dark maps… they just had so much more going for them.
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@Moonras2 said:
Just wanted to throw this from the wiki page.
"Killer MMR-Rubberbanding
Each Killer has their own individual MMR score, which is the reason Players are locked to playing a specific Killer once the matchmaking process starts, prohibiting switching to another Killer.
Despite this, however, there is a rubberbanding-effect by which a Player's best-performing Killers will influence the score of all of their other Killers.
This is to prevent skilled Players from being matched with lower-skilled Survivors when choosing a Killer they do not play often or regularly.It can be assumed that an experienced Player will perform reasonably well with most other Killers, despite not playing all of them equally often and matching them with inexperienced Survivors would not be fair.
This mechanic also automatically affects any new Killers the Player unlocks through purchasing DLCs"
And IMHO, until someone becomes good at that new Killer, this MMR rubberbanding shouldn't exist. Every Killer should have its own MMR that doesn't affect the others, it's stupid you can't get weaker Survivors to learn on when you've never played a given Killer. It's not fun to be slapped around and you won't know what you do right or wrong if all you do is lose, you'll just get frustrated and go back to your mains.
Frankly the MMR bracket needs widening on both sides, it's too narrow. It also needs a reset since we'll be getting new MMR criteria soon anyway.
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@Crowman said:
I wouldn't say they should be encouraged. I think the game as a whole would be much better if killers had reasons to spread hooks.
This, the issue is they currently don't.
There is a reason to tactically leave a down or pressure a weak link, yes, but there is no reason to tunnel someone out all round or leave them to bleed out (unless they crawl off and you cannot find them or something, that's an accident).
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My first main was Wraith, before I moved on to trying Huntress. Played her for a bit and then swapped to Dredge and Nemesis. Had Ghostface for a while but never learned him until recently.
I liked Wraith because at the time there weren't any other Stealth Killers and Stealth appealed to me. I bought Ghostface day one, but never got around to him until now - I just sort of forgot. Had fun on Huntress for the cool shots I could make, but got tired of how she felt and bounced between Killers until I eventually found Dredge and Nemesis. Never looked back after that.
I like Nemesis because I get to be the KoolAid Man. I like Dredge because I like being a big scary mobile monster. And I like Ghostface because Stealth fon c: -
@DBD2025MakesMeSad said:
So your proof of it being a 4man SWF is meta perks and a toolbox with add ons? 🤣
It always makes me laugh when people moan about survivor items. They have all been nerfed in to the ground compared to where they used to be. Why not just admit you think survivors should have no items, shouldn't be able to move at more than 50% speed and only get 1 hook state per match?
All you want is to spawn in a game and win, that's your idea of "balance". You have deluded yourself to believe that any game you have lost is only because they are a SWF and I get it, you have been brainwashed to believe this by every other person like you in DBD who thinks they are the best killer in the game and they only lose to a 4 man SWF because it is "broken".
The problem is, every time you get beaten. It isn't a 4 man SWF.
Let's pretend though and say it IS a 4 man SWF every time you got beat, you are saying that it should be removed from the game, meaning that you never EVER lose a game. Is that balance? Or is that just you wanting an easy ride every single game because you clicked killer on the menu and that should be enough input for you to win?
No Survivor items were "nerfed into the ground", they were balanced because they were causing balance issues. Flashlights got changed because they caused seizures in people. Medkits were too strong with the old CoH meta and currently are lightly problematic with the overbuffed heal perks we have right now. Toolboxes have barely been touched though, and that's weird because they're hands down the most efficient, best Survivor item in the game. In fact, the best one isn't even a Very Rare, it's a Rare - and event toolboxes are all patterned on it, you know, the ones that Survivors like to collect lots of. At least I do.
Toolboxes have been long overdue for an addon and balance pass since 2016. Every other item has gotten it. Flashlights, maps, keys, medkits. Toolboxes are due for one too. Survivors are highly efficient these days. It's absurd to be able to do a quarter of a generator in 10 seconds, and Toolboxes are also currently the only item that does more than one key thing - they do sabotage AND repair, but buffing sabo didn't make people use them for sabo more, it just means people keep using them for repair and now they can also sabo.
Nobody thinks Survivors should "have no items". People just think that Survivor things, perks and items included, should be balanced. Currently, some aren't, and when you have four people stacking perks and items that aren't balanced against someone who just wanted to play some Pig today, maybe a casual player…
Until these stronger teams get sorted into their proper MMR again it's going to be like this. But that doesn't change the fact that some items and perks NEED adjusting. Survivor is not immune to getting their things nerfed any more than Killer is, and as proven by the recent spawn update and Go Next update, no. Survivor does not need more, in fact all it needed was for Survivors to coordinate and stay in the round working together. That's always been all Survivor really needed. -
Because Survivors have four people to the Killer's one. Killer is meant to be as strong as four Survivors. But the problem is due to various factors, some Killers are not evenly matched against four Survs of the same strength, nor are they evenly matched with four Survivors depending on the meta, the map, the kit, the Killer, and how MMR feels that day.
For example it's common for Killer to ping pong between baby groups and SWF strong teams in the same day, often on the same Killer. It's also common to see some Killers not get played at all during some metas because they cannot keep up, especially low mobility ones. Not all Killers are Ghoul, Blight, and Billy.Currently due to an overbuff of healing perks, continued neglect of how efficient Survivors can be on gens when coordinated, and a refusal to control anything Survivors use for generators, alongside other issues like map balance and lack of real buffs on some of the lower tier Killers, plus how sweaty the event is right now? Killer doesn't feel very good unless you play someone who's very strong. The game goes out of its way to make losing as Killer feel extra bad, and the amount of things Survivors can sometimes have can feel very hard on some Killer choices. That's why you're seeing an abundance of Ghouls, for example - he can keep up in this situation.
It feels a lot like old CoH meta right now and the resulting Killers that show up are similar. Until BHVR rebalances this, it's going to stay this way.
And that's why there's more Killer help than Survivor help, though this year it appears BHVR is doubling down on giving Survivors something because they just spent two years fixing Killer.
In other words? Get used to this, and welcome to how it felt to play Killer for the first six years of the game's life.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968611#Comment_3968611
I don't use any Items besides a Map once in a while but that might change.
Fog Vials? I'm looking forward to them as well.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968431#Comment_3968431
Then you are one of few, most of the player base love dash killers and some even cry blight is super fair and his hug tech wasnt op some compearing it to weskers hug tech which is crazy (its like saying demogorgons dash is better than weskers). Billy is strong but I dont have problem with this he was one of killers with pig and other few bhvr loved to nerf for no reason (they would just want to delete him when they got bubba but they cant), changes like overheat and other that make him terrible and even now he is like top 5 or very close to that (top billy mains will show you thrue power of the saw and you will just stare at them with jaw open, they are one of few killer mains that can 4 man slug at beginning of the trial or go even for this with his kit) and he has some counter like legendary exploit that devs cant get rid of (maybe they can but it would break the game) called crouch tech or him destroying palett instead vaulting survivor.
Ghoul grab animation should release survivor bit earlier but after all he is on easy side of the killers but still nowhere near blights lethality in the chase with antiloop (ghouls antiloop is just his enraged vault). Before they can adjust ghoul they should first fix his bugs that messing up survivors and killer likewise.
The big to-do about Killers currently is that people are calling dash Killers "dash-slop" because they're that unfun to face. The honeymoon period is over now that we have tons of them; it was there when it was just Blight and maybe Wesker. Not anymore.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966829#Comment_3966829
What if we balance events so they aren't killer sided so survivors don't feel forced to rush gens? This could help in the event.
That would be ideal but BHVR can't seem to do that. They can't even make an event not Survivor sided, see Blood Moon this year. Events gotta be sided.
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@Valuetown said:
This is most likely against the EULA, and backed up by the in game report system. This is a 3rd party tool used to gain an advantage. Yes keeping track of these in an automated way is an advantage.
Think of it this way: if consoles can't do it, it's against the EULA.
But Reshade is also a third party tool used to gain an advantage. It's whitelisted.
