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MissiCiv

MissiCiv

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MissiCiv
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  • Am I the only one who can’t access the first page of this topic?

  • fqw.png

    Any Update on this ? @Mandy

  • Just imagine it for a second they suddenly change it into 100M BP

    few.png
  • Im always being proven right by not trusting BHVR and the DEVs. They continuously show me that I am correct in my decision. Is this what you were hyping up? They don’t even know why Survivors don’t use Springtrap's doors. They think it’s because of the battery... bro They’re so out of touch with the game and let’s not forget this either, as soon as they buff something, they immediately need to add a nerf right after it

  • The whole community said he should stay at 4.6ms, but yeah they are listening 😑

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    Its usage already dropped a lot after the first nerf, and now you’ve nerfed it again at this point, who would even want to pick that item in a match? That alone should be enough for you to realize you’ve over-nerfed it. Please just bring it back to slightly below its original power, that would be enough.

  • @ThatRyanB said:

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

    2 charges only is overkill

  • Bro i mean, just listen to Otz, man’s out there trying to save the devs from clowning themselves and the stream, and they’re like: ‘Nah, we’re good.’

  • All of their games ended up being a huge fail, the only thing keeping them afloat is DBD, and they can’t even manage that properly.

  • Don’t worry DEVS, when the time comes, we’ll gladly hand you the Labor of Love award… wrapped in all the disappointment you've worked so hard to earn.

  • 100% agree! some thinks should stay exclusive, like how it was supposed to be.

  • @I_Cant_Loop said:

    BHVR should just get rid of the chat altogether. 95% of the time people use it to be toxic to each other. The common response to this is “just turn it off”, but many (most?) players do not have the discipline to do this and will be tempted to keep it on and then get sucked into the toxicity.

    BHVR says that they ban people who say especially nasty or threatening things in chat, but I’ve never seen any action taken against people I’ve reported for chat abuse - examples include racial slurs and death wishes against myself or family.

    Endgame chat has a microscopic amount of upside benefit and and infinitely huge amount of downside. There is no good reason whatsoever for it to exist. If BHVR was serious about minimizing toxicity in its game, end-game chat would have been removed long ago.

    100% agree. Really hope Mandy sees this thread and gives us a clear statement on it.

  • If it said you'd gain 100% more BP from this match, then sure I'd do it. But other than that? Nope.

  • Gs8v0TbXwAAEDiU.jpg

    Now add a prestige filter so we can organize them more easily.

    Edit: Found it on twitter.

  • Man, I’ve never seen a game company this stingy in my life. Instead of rewarding players with more BP, they’re cutting it back. Instead of encouraging people, they’re basically saying ‘be happy with what you get.’ Unreal.

  • ehm no. We are Finally, free from this damn thing. And If map offerings were the only reason you keep playing DBD, then yeah… maybe it’s time to move on.

  • Artist. too high risk, very low reward

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942440#Comment_3942440

    Afew points to make here...

    As far as running out of content from using a single IP... many games didn't really have that problem. TCM for example just kept releasing new characters that you kinda just had to assume were Bubba's cousins who have been out of town for awhile or something, lol. Introducing new Demons in Evil dead was also a non-issue. You have IPs like Puppet master that would introduce new characters every movie, so I don't see why they would have an issue pulling new puppets out of their ass for the game.

    Correct me if I'm wrong but... it SOUNDS like you want a DBD clone you can play because you really like what DBD has but you wanna be able to say you play something else. It's like that old meme "we have DBD at home". If the only differences you want is renaming stuff... what's the point? "It's not a survivor fixing a generator, it's a victim repairing a power supply...TOTALLY different".

    If your solution is “just throw in random characters and call it content,” then yes you’ve already run out of meaningful ideas.

    You can slap 10 imaginary cousins onto Bubba, or conjure up nameless demons from the void but that’s not expansion. That’s filler. That’s the difference between building a rich, evolving universe… and duct-taping extensions onto something never designed to grow in the first place.

    And as for the whole “we already have DBD at home” argument? Come on.
    By that logic:

    • Why did Riot make League of Legends when Dota already existed?
    • Why did they make Valorant when CS:GO was already kind of a tactical shooter?
    • Why did Pro Evolution Soccer even tryed when FIFA dominated the football scene?
    • Why did we get Apex Legends, Warzone, or Fortnite when PUBG already "defined" the Battle Royale genre?

    Because all of these games share the same core gameplay loop, the same foundational logic, the same mechanics and design philosophy they just reimagined it within their own unique universe.
    They didn’t need to reinvent the genre just refine it, evolve it, and present it with a different voice. And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.

    So this isn’t about swapping names or making cosmetic changes.
    It’s about taking a proven formula and evolving it, giving it new life with smarter design, better balance, deeper mechanics, and a fresh identity.

    it’s not about renaming perks or swapping generators for computers.
    It’s about taking a formula that works and pushing it further refining it, elevating it, giving players different choices.

    Competition breeds innovation. And innovation is what keeps games and players alive.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942425#Comment_3942425

    There was killer klowns, f13, Texas chainsaw, evil dead, and Last Year to name afew. DBD players try them out while claiming its the DBD killer and every single time...they pick DBD over the alternatives. I have a really hard time taking ppl seriously anymore when they say they'll jump ship once an alternative comes along since there's been plenty of alternatives.

    You can also go play the Roblox DBD clone or Identity V if ya want.

    You might've misunderstood my point by miles. I'm not talking about asymmetrical horror games in general.
    I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.

    Most of the games you mentioned (like Killer Klowns, F13, or TCM) rely heavily on licensed content and are built around a single IP. That kind of design is doomed from the start. Once they burn through all the recognizable characters, maps, and references from that universe, there’s nothing left to keep players invested. No long-term gameplay variety, no creative freedom. These games are also fundamentally different from DBD in terms of core gameplay. They don’t follow the same chase-loop-objective format, don’t have the same perk systems, nor the same kind of 4v1 tension or match pacing. They might be asymmetrical, but they’re not mechanical alternatives to DBD.

    I’m imagining a game that has its own unique theme and identity, just like DBD did when it launched.
    A game that releases its own original chapters and content updates, but also welcomes a variety of licensed collaborations across horror, sci-fi, or even fantasy. It should have the mechanical depth of DBD -chases, loops, perks, clutch saves, all wrapped in its own stylistic world.

    That’s not what we’ve gotten from these other games.
    None of them offered the same open-ended foundation that allows for decade-long growth the way DBD has.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942082#Comment_3942082

    Asymmetrical horror games like you've described HAVE come out though... Why are you here and not there?

    And which my friend :)

  • @StonedHermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941754#Comment_3941754

    Trust me if there were another game that scratches my DbD itch I would drop this game in a second. The lack of competition is the ONLY reason BHVR get's away with being so lackadaisical in their approach to addressing the issues this game has.

    100% This.

    Just imagine a new game is released that’s exactly like DBD. It shares the same core gameplay idea, just like how League of Legends and Dota 2 are based on the same foundation. The only differences would be the characters, some terminology, and maybe a few visual elements.

    For example, instead of repairing generators, you'd be fixing computers. Instead of running from a killer, you'd be escaping from some sort of monster, hunter, or anomaly. Just like in DBD, there would be survivors, except they wouldn’t be called that. Maybe they'd be referred to as Runners, Escapers, or Operatives, depending on the game's theme.

    And just like how every survivor in DBD comes equipped with up to four perks in our games, this new game would have something similar, perhaps called modules, traits, or protocols but functioning in exactly the same way.

    The gameplay loop would also be nearly identical: chases, mind games, looping around structures to buy time, completing objectives under pressure. Everything just the same, just presented with different names and visuals.

    If a game like that existed, I’d drop DBD without a second thought. The only reason BHVR gets away with so many poor decisions is because they hold a monopoly over this genre. They know that if you enjoy this specific type of 4v1 gameplay, you’ll eventually come back to DBD because there’s no real alternative. And that’s exactly the problem.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940423#Comment_3940423

    Exactly this tbh, Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out.

    Have BHVR ever truly considered why killers resort to these strategies?

    No, I suppose not. So let me explain.

    The game simply isn’t designed with a 12-hook playstyle in mind. Do BHVR realize how fast generators are completed? And how much constant micro and macro management a killer has to handle to keep up? It’s overwhelming.

    I'm not even touching on the massive power gaps between killers, that’s a whole topic on its own.

    If this is truly the direction BHVR want the game to go, that’s fine. But in that case, killers need proper tools to handle the pace and pressure of the match. Right now, matches often feel like they're over two minutes after the first chase, with gens flying before the killer can even react.

    Nearly every slowdown option, whether directly or indirectly providing time management, has been nerfed. And then BHVR and only Survivor players wonders/asks: “Why are killers tunneling and camping?”

    Maybe start by asking yourselves what options you’ve actually left them with.

  • @Nazzzak said:

    Being a console player, I can honestly say you don't even need a chat box. BHVR should give PC folks the option to just remove it.

    yeah just an option to toggle it off permanently

  • The gates are kinda cool but other than that i am not a fan that he turns to a 4.4ms Killer with his axe

  • images.jpg

    If you're buffing healing, then at least revert this perk to its previous state it's a useful perk for low-tier killers.

  • At the very least, I wish there was an option to prioritize certain items or addons, but oh well, this is still something. Hopefully they'll add that kind of feature later on too.

  • The best thing to do would be to add an option to permanently disable endgame chat.

  • The Map offering is still only 20% chance right?

  • No. Some thinks should stay exclusive

  • @frozzenk said:

    I'm sorry but are you pretending to be dense? They're obviously not anonymous from BHVR. BHVR knows who they are and can take action.

    Some people, I swear to god…

    Are you seriously missing the point this hard or are you just being willfully ignorant? Nobody said BHVR doesn’t know who they are that’s not the issue. The point is that we, the players, don’t know who they are, and that gives toxic players a free pass to spew garbage in chat without accountability.

    You think every toxic interaction deserves a report and a hope BHVR eventually does something? Keep dreaming. If someone needs Anon Mode for safety great. Use it. But you don’t get to be fully hidden and still run your mouth in chat.

    So next time, before acting smug, try understanding what people are actually saying.

  • Sometimes i just wish BHVR would add an Option to Toggle off the End Game-Chat permanently. Console players are so lucky that they have not EGC.

  • @Mandy said:

    We won't be able to fully address every single quality of life feature in these coming months, we're looking to address the most egregious issues that players are facing.

    With regards to number 3, that's not a QoL feature, QoL should not heavily affect balance and having Sprint on a toggle is likely to do that, it would definitely buff Sprint Burst for example.

    Hi Mandy, I was wondering if there have been any updates on the prestige filter? so we could finally sort or Killer/Survivors by their prestige numbers for a cleaner look.

  • I'm copying my comment that I wrote about this topic somewhere here.

    Honestly, it’s unbelievable that some still defend this behavior. Everyone knows why Survivors linger at the gate until the timer runs out: just to rub their win in your face with teabags and flashlight clicks if you approach. It’s pure toxicity. Instead of implementing something that actually discourages this and helps reduce toxicity, we’re being told to either “go AFK” or “just hit them out” ,as if that’s an actual solution.

    And this isn't about being “too sensitive,” to BM, it’s about a flawed game loop that allows and even encourages toxic endgame behavior. Giving killers the option to abandon without penalty when the game is over, would reduce frustration and make the endgame feel less like a taunt session.

    The abandon feature is already available for survivors. If it were implemented properly for killers as well in situations like these, it would be a very reasonable solution.

    Edit: Really curious about the reasons behind the downvotes. Though chances are, there aren't any, probably just little trolls doing their thing...

  • The solution is actually very simple: once the gate is opened, Killers should have the option to abandon the match. They can either choose to keep playing in hopes of a comeback or abandon immediately when the gate opens. Survivors would be counted as having escaped, and the Killer would take a loss. That’s it.

  • @Nazzzak said:

    Pretty sure the map change was part of Phase 2, so in the second half of the year. Makes sense if FNAF is coming with a map and potential hoard of fans that want to play on it

    Can't BHVR not just boost the map when FNAF comes out? But when it's a Phase 2 thing yeah okey then.

  • Honestly, it’s unbelievable that some still defend this behavior. Everyone knows why Survivors linger at the gate until the timer runs out: just to rub their win in your face with teabags and flashlight clicks if you approach. It’s pure toxicity. Instead of implementing something that actually discourages this and helps reduce toxicity, we’re being told to either “go AFK” or “just hit them out” — as if that’s an actual solution.

    And this isn't about being “too sensitive,” to BM, it’s about a flawed game loop that allows and even encourages toxic endgame behavior. Giving killers the option to abandon without penalty when the game is over, would reduce frustration and make the endgame feel less like a taunt session.

    The abandon feature is already available for survivors. If it were implemented properly for killers as well in situations like these, it would be a very reasonable solution.

  • @Jtflorencio said:

    Buff Fire Up please start with 1 token

    Option 1: 6% - 12% / 18% / 24% / 30% / 36% ← (Buff Brutal Streght 25% Maybe?)
    Option 2: 5% - 10% / 15% / 20% / 25% / 30% (5% for token but start with 1 token)

    https://us.v-cdn.net/6030815/uploads/M7WZVQO0CWDP/image.png

    This makes the Perk more useful and less risky, because survis can do 3 GEN at the same time, it is something necessary
    and most of the games you never make good use of this Perk and it's a horrible perk consider "End Game Perk"...

    Would love a buff for brutal srenght to 25%.

  • im in love with the drawings 🤩

  • No worries, I'm just asking to understand how the community feels. And to be honest, you are somewhat right — some people prefer the normal mode over the events.

  • @Emeal said:

    What is going to stop people from abusing this system and say, "Well you camped (even when I didnt) so no honor for you"
    or "YOU TUNNELED" when I could not find someone else. How do you prevent this?

    Another question to answer is what is too much tunneling, camping or looping? Are you really going to expect that the Community can police itself with giving honor to only players who play the way they approve of?

    These side effects need to be addressed before this idea is greenlit. How you expect to do this?

    Also, I dont think this System actually worked for League of Legends as their community is one of the most toxic.
    Dead by Daylight isn't even on the top10, and ill be honest, I have not seen a single toxic person in like months on EU Servers.

    Hey, really valid points – thanks for taking the time to dig deeper into the idea. Let me try to address your concerns one by one:

    1. Abuse of the system (e.g., “You camped, no honor for you!”):
    This is definitely a risk, just like with any player-driven reward system. But the key here is to minimize the impact of individual bias by making the rewards cumulative and based on multiple endorsements over time, not just one match. So one salty player skipping the thumbs up won't ruin anything – it’s about overall positive feedback across many games.

    2. Community policing itself:
    You're totally right that there’s always subjectivity in how people define "camping," "tunneling," or even “fair play.” That’s why this wouldn't be a punishment system (no one loses anything), but rather an optional reward system for those who consistently get positive feedback. So no one is "policing" others – it’s just a small way to recognize good vibes.

    3. Defining what’s 'too much':
    This is a grey area, and that’s why the system would never penalize anyone. It's more like an appreciation system. You don't get punished for not getting honors, you just may not get a bonus. Ideally, players who make the game fun – whether they’re killers or survivors – would get noticed over time.

    4. “LoL’s Honor system didn’t fix toxicity”:
    Totally fair – LoL’s community still struggles. But their Honor system does offer exclusive rewards, and many players still strive to stay on Honor level 5 to get them. No system is perfect, but if implemented thoughtfully, even small incentives can make a difference, or at least recognize the ones trying to be positive. It’s not about fixing toxicity overnight – it’s about encouraging better habits.

  • @RpTheHotrod said:

    I doubt they'd remove it. Game dev studios are absolutely obsessed with SBMM systems these days despite it just turning matches into frustrating sweat matches. They will probably just adjust the mmr ranges and maybe add a new tier somewhere along the range.

    Yeah… I hate to admit it, but this is probably exactly what’s going to happen.

    After a long and tiring day at work or school, all we gamers want is to unwind — not to get even more stressed out by Gaming. I just wish more game studios, including BHVR, focused on fun and casual experiences instead of trying to force everything into a sweaty, competitive mold with SBMM and strict matchmaking systems. Not every Game needs to feel like a tournament.

  • @kit_mason said:

    Some kind of sorting would be nice. I already prestige characters as I use them, so it'd move the ones I use the most to the top.

    100% agree, it would tidy up the character selection screen and bring a much cleaner, more organized look.

  • @vol4r said:

    We could also add some kind of "favorite" character sorting option, which would push them on top of the list.

    I can have plenty of p25/p50/p100 which I do any play mostly my p11 unknown or vecna (which I do, lol).

    Having easier access to them would be amazing. Especially with 38 killers in the game. Same goes to (soon) 45 surviviors.

    Unfortunately, it feels like not many players are interested in this kind of QoL improvement in DBD, and that makes it really difficult for suggestions like this to get any real attention. We can only hope…

  • @xGodSendDeath said:

    I remember when the devs buffed Deja Vu and said they were going to nerf it after the anti 3 gen mechanic was introduced. Nope, still hasn't been nerfed. I also remember when the devs said they nerfed healing and Medkits to make injuries more impactful. Then they giga buffed Resurgence and introduced the new survivor's perks so you can basically heal in 1 second. I don't get it at all

    They probably said that just to avoid backlash at that time and then completely forgot about it.

  • @Aven_Fallen said:

    "Solo Queue Killers"? This is a thing now?

    It is more like an Anti-Tunnel Perk than anything else. And even there I would say it can be even buffed a little (but deactivate when being unhooked so that the unhooked Survivor cannot use this).

    i worded it wrong lol sry for that. gonna fix it!

    and no 6 sec for 25% haste? needs to be nerfed asap

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