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NewPlayer100102

NewPlayer100102

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NewPlayer100102
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  • These changes weren't going to increase his usage rate. He's also messed up at the moment, his tail attack currently fails to connect on 0 degree in range attacks, among other issues since the last patch and I can't be bothered to either figure out why, or research it.

    The update they did to him made him more annoying to play, if they were buffs, they suck. Please take them back and in exchange I'll happily take a promise that the developers never touch this killer again.

  • When the match ends and the chat box or my profile has some variation of

    You stupid tunneling #########.

    Its tunneling.

    I let the survivors define it, match by match, because at the end of the day its a thing that upsets them, so they get to define it.

  • On Nemsis?

    To test out the thing they broke.

    You watch train wrecks? Here was a golden opportunity to be part of one.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923964#Comment_3923964

    Difference is that BHVR stated that this is basically the case. Killers are being artificially boosted to make the game easier for them than for survivors.

    What does that mean?
    I don't recall the post.

  • I just tried this out and its so broken.

    You can accidently do this, and honestly not notice if you're new.

    Its the most amusing DBD has been in a while.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923380#Comment_3923380

    because Xeno still falls under laws of M1 and suffers a lot against predropping.

    Even Oni could lowkey be considered M1 killer because he heavily relies on M1 chases and playing around pallets to earn his power.

    This is true.

    Your view is just not typical, so I asked.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923190#Comment_3923190

    M1 killers by true definition are killers that rely on M1 chase laws through most of the match (Pig, Wraith, Pinhead, Xeno, Clown, Oni as a huge option for discussion, Trapper, Hag, Doctor, Bubba etc.

    Why'd you promote Xeno to M1 killer.

    His undodgeable tail is.

    I still play them, but mostly because Blight makes me annoyed and I can't put up with the experience for more than 5 games in a row.

    They are fun, but they fail at being competitive, which is sad but in line with the community demands.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920373#Comment_3920373

    Thing is though, they won't learn to be better people from being let out either. When the killer obliges them, its basically "passing the buck" to the next group until that specific "buck" of a survivor finds a game they like. This like can be fairly arbitrary such as specifically getting trapper on Garden of joy to not getting found first.

    For our 3 cents of the OP, its fighting toxic with toxic. Its not inherently a good thing to do, but what the survivor is trying to do is just as bad or worse.

    They aren't going to learn anything. They'll get annoyed. No one here is teaching a lesson in persistence through this game. This specific game lacks the necessary stuff.

    @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920373#Comment_3920373

    All of this would be fine if the DC button, and its associated penalty, didn't exist. Going next is literally evading said system by abusing a core gameplay aspect which is hard to adjust, despite BHVR finally starting to address it. A common go next argument is that you can't force people to stay in the game, which is true. But you can penalize them for disrupting the matches of the other players, which it does.

    I can absolutely sympathize with being frustrated with individual matches, but that is part and parcel of the PVP experience. It has been since that one guy was a crack shot with the sniper in Halo and ruined everyone's day, it has been since that one guy knew the redeemer and other major item spawn locations and timers and ran them like a perfect circuit in UT, it has been since Romero used to aggressively clown other ID developers in Doom deathmatches. Tilt is an important concept for PVP gamers to understand, as its basically the point where you get frustrated with the game more than you enjoy it, and its time to take a break. For some people they might only need a few minutes to recenter themselves, some might take days/weeks/months. When people ignore that and keep forcing matches they are unwilling to play, they just further the tilt and get more frustrated more easily.

    Its up to the players to identify that about themselves, how long they need to calm down, and what they can do to prevent said tilt. Honestly I'd consider sore winners more of a tilt issue than anything in the game balance wise, cheats/major bugs/exploits notwithstanding.

    I can appreciate what you're saying, but this game is too much of a mess for any of that to apply. No one balances anything here. They never tried. I do not feel its a PvP competitive environment. It could be and if it was I suspect I could back your view of enforcing community standards for the enjoyment of all.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920367#Comment_3920367

    I absolutely took it that you used "you" because you were implying that I was the killer in the scenario. It was a reasonable assumption. I clarified because it is a common misconception: Many go nexters assume that people who don't want them to leave must be some kind of sadistic killer main who wants to hold them hostage. I clarified that I am the spurned teammate who just wanted a chance at a fair game, and often gets left holding the bag. People who want to go next generally have zero reason to blame "me" for that, as they generally blame their teammates when they play (or at least the go nexter's perception of them plays) poorly. I'm not a comp pro or anything, but I don't give teammates reasons to ragequit. In fact the majority of people left behind don't, despite common arguments.

    The fact you specified "reasonable" ragequitting vs things you deem unfair means that you are sympathizing with being unwilling to play the hand you're dealt if its unfavorable, a sentiment shared by killer mains who wish to opt out of SWF matches. That is (understandably) denied for the sake of the game's health. The game isn't fair by design, it is balanced by chaotic averages. Either side will always have an advantage based on who/what they bring into a match, that is part of what you agree to when you queue up.

    Because the actions won't accomplish anything but a spread of anger and frustration, directly, acting as condoned will not decrease the occurrences of people giving up.

    But they do. Every time a ragequitter is prevented from ragequitting without penalty, it is effectively imposing the minimum tier of penalty. Bleedouts take 4 minutes, while the DC penalty starts at 5. If every killer slugs and bleeds out every ragequitter, the minimum DC penalty is nearly always being enforced even with the loophole. As a bonus, every time they get picked up by a teammate, it is another chance to instead play out the match. The only thing that is missing is the escalating matchmaking ban, but it makes the workaround both less desirable and less efficient. They are stuck in games longer, so they are unable to ruin as many games due to being delayed in jumping into another game to ruin.

    Nothing about this situation disables the disconnect button, it is there for a reason. Disconnecting is to be done sparingly (IRL issues and emergencies, occasional internet or power outage, important phone call, etc) not as a means of shopping for matches until you find yourself in a favorable position. This game is not structured for that like, say, Team Fortress 2. It is also not a large time commitment like a MOBA, nor is it a game where quitters get paired with each other like many fighting games. You are committing to an average of 5-15 minutes, barring lobby and load times.

    If you use the DC option for important reasons, said reason will generally take longer than the low end matchmaking ban in the first place. If the ban escalates to a long period of time, that is a sign you need to give yourself ample time and ability to finish your matches. Going next is throwing all that methodology and all those systems out the window in an extremely selfish fashion.

    You can't argue with the time penalty that being stuck in a match imposes. It does accomplish the separation aspect of the criminal justice system.

    I will however take issue with the other aspect of the remedy. People annoyed with the game will not behave better due to punishment. They will behave worse. Sadly, in the realm of the game I have only anecdote for you as evidence. Simply the angrier they are made the more they will pass it on.

    Me, making light of the communities feelings related to specific killers was not meant to imply, outside of the sarcastic aspect an empathy with such judgements. Sarcasm aside, I view these games as such, if you want out and don't want to interact with me I support you in that.

    I'm not keeping people around to torment them, its not worth it and they will not learn to be better people from the experience.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920326#Comment_3920326

    Then no, I don't consider it toxic, if thats what you specifically wanted to hear. I was using a comparative assessment to try to give a different perspective on what toxic actually is in this case, but I guess that was not understood. You know who cares? the other 4 people who want to actually play out the match like it is intended, and don't want a pointlessly lopsided 1v3 game. You're trapping them in an even worse game than the one you refuse to play out and wasting their time even more.

    Also "not wanting to play with someone" is not a valid reason to abandon a pvp game. Most games are far more harsh about it than this one is, which is why that sentiment always eludes me. There is no ragequitter hell in this game, the DC penalty is far more forgiving than most, and many games can leave you trapped in matches for longer than the server shutdown time limit in this game. If thats your mindset, you should stick to other pvp games that support drop in/out play so as to at least minimise how disruptive you are when you take your ball and go home.

    Edit: also, why wouldn't they want to play with me specifically? I'm a survivor main who hates ragequitters because they make my games unplayable, not some killer who wants to keep them around as a plaything. I've seen plenty of players realize they won't get a quick out and change their mind and play out matches instead, which is vastly preferable.

    I used "You" because I don't want to consider the appropriate pronoun to imply The view you're championing and may on occasion enact but likely don't because I doubt any player is the morality avenger killer every time they log in and dedicates themselves fully or even passingly to hunting down deviant rage quitting or rational quitting in the case of a comp style nurse/blight, or perhaps Kaneki and maybe less likely Hillbilly, solo Q.

    The other issue:
    I don't care how you play, I was just pointing out a view. You can feel its justified, and I can understand your point. It might be justified, outcome considered, but here I don't think the actions are justified, outcome considered. Because the actions won't accomplish anything but a spread of anger and frustration, directly, acting as condoned will not decrease the occurrences of people giving up.

    And we'll disagree about the consensual play issue. I fully support people leaving if they want out, I don't like the implementations of the alternate view, but I understand where it comes from. You did agree to the match, you should stick it out.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920259#Comment_3920259

    Throwing to get out of a match early to avoid the DC penalty and ruin the match for everyone else is far more toxic than keeping them in the match in a way that they get multiple chances to change their mind and play it out. This isn't a 4 man bleed out W/S scenario. Zero sympathy, except for toward the quitter's teammates.

    They don't want to play with you. This is all I see and where I stop thinking about it in so far as considering the morality of action. I mean, if you force it after that point its bad, if you escort them out, that's good.

    But its a game. Who cares?

    The OP asked if it was toxic, I looked up the niche use of toxic as applied to the community and matched that to my experiences with the term in game. I feel the situation reaches the definition(as poorly defined as it is).

    Also no one asked about the spectrum of toxic. And I don't think I can take such a endeavor seriously, but maybe someone else will take up the task of ranking "Toxic" as related to DBD.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920259#Comment_3920259

    Well like I said, if someone isn't remotely a threat, it's not wrong for the killer to prioritize players who are a threat. Thats entirely allowed for the killer.

    That being said, I personally just tunnel out AFKs then let the remaining survivors get a free win. That's just my personality, however.

    I agree. If you're playing a killer, you are under no obligation to meet the expectations or requests of survivors, its a developer issue.

  • He didn't say "Should I pause the game so my survivors can take a phone call or zoom meeting?"
    He said a lot of words "…them so they have to stay in the match." Implying that he is aware that the opponent isn't asking for a pause they want out.

    Which is why I said, policing moral behavior in a game won't work. They'll just leave.

    Address the underlying issue, whatever it is. Its a developer issue. Players will only, and have been making it worse.

  • Yah its a bad idea.

    Its solely for your enjoyment or sense of superiority against an individual who is trying to disengage from you.

    I'm amazed that some people think you can police community morals with the stick approach, that barely works in the real world…

  • @Senaxu said:

    The implementation of cheat protection would solve this problem sustainably

    They use Easy anticheat. This product, it is awesome, it often bans me from servers I set games up on, simply the best product for inducing murderous rage from a second party vendor. Ever.

    Anyways, when they get serious they can try wiping all the epic games accounts, it might help, but they'd likely need their own internal group to police balance and fairness, you know the things a game needs to be healthy.

  • No backlash from sane people.

    It would demonstrate an integrity rare in modern game companies and a commitment to competition over profit.

  • This is backed up by anecdotal evidence. My sample size is 3 matches. 2 players hard flashlights. 1 DCed.

    Not so bad, good return on investment, for a trolling perk.

    We need a master list of the best perk/killer combo for DC effect.

  • Not reading all of this.

    But, from the title, if I bring light born, people will get angry. So, I'll bring light born and find out.

  • The survey asked me if I liked to spend my non DBD related leisure time Baking.

    I assume we're getting a baking mini game added in the next patch to improve survivor retention.

    I will only play survivor if they implement this.

  • Sadly, I can read.

    Most of the survivor matches I play in this mode feature a blood gen, usually multiple gens, close to a pump.

    As for indoor maps, yes they are a little more labyrinthine, but that is an intended feature of their indoor nature. I mean, it effects everything you do on the indoor maps.

    Finally, to clarify, I tunnel in this mode, almost exclusively, because it is fun.

  • 381210_4.jpg

    @DeBecker said:

    Its quite funny to see killers complaining about the blood pump spawn, while in reality survivors have to run half map to get to a blood gen for most of the gens. Also on all indoor maps with two layers the spawns are incredible broken. Not even to mention that there are far too many pumps that spawn into objects so that you cant even use them from both sides.

    And nothing is forcing killers to tunnel or slug. Its a selffulling prophecy killers hold on to.

    Yah.

    Its far, its been a struggle to cover the distance.

    Anyways, as a killer, I just sort of switched over to tunneling as a mini game in this event.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913174#Comment_3913174

    If I feel it's safe enough to go for an unhook, I'm not being tunneled. I'm talking about true tunneling like what this Wesker did, which obviously you wouldn't know because I posted a screenshot not a video of the round so how would you know what the killer did. He literally downed, hooked, left hook, survivor got unhooked, returned to hook, went after unhooked survivor again even if another was trying to take his attention, repeat cycle until dead. Didn't give me, nor the Yun-Jin who was also tunneled, a chance to breathe once he found me the first time about 30 seconds into the round and I didn't get to do anything. However after we both were dead at like 4 gens, he farmed with the other two. Which is what bothers me as a player. In your example, I'd say no I wouldn't expect you to not act I think in the example you brought up if I'm reading it correctly that's perfectly fine. That's not what this Wesker did or what I'm trying to talk about. Also not demanding anything, I'm saying how this event was made a lot of killers feel like if they don't get someone out in the first 2 seconds then they already lost and losing isn't a good feeling. It's also a feeling that's consistent for killers in this event.

    Tunneling will persist no matter what they do, I don't even expect the anti-tunnel mechanic they're introducing in Wave 2 of the QoL initiative to remove the playstyle, but this event it feels worse than normal and I don't blame survivors, especially those in solo queue saying "I'm not going to bring bps to die in 2 seconds and then the killer mess around with another survivor taking advantage of my offering but I don't." Bringing group bp offerings as killer is one thing because you get to control how the match goes and you'll be able to take advantage of all group bp offerings because you are guaranteed to be able to take advantage of it the entire time. It's not a guarantee for survivors and actually how killers are acting it feels more like a guarantee on the survivor side that you won't be able to take advantage of it.

    I have the video. I described it for you from the Wesker's POV. We watched it like 3 times to try to figure out what you were feeling based on what we saw. I concluded you're either really bad, aren't looking around, or are being dishonest. I honestly don't care which is true.

    What I do care about is the assertion that tunneling with malice is the default tunneling event. Its not. As illustrated in the video, the Wesker player would have to make special concessions to you to avoid tunneling in 2 out of 3 of the events. The final hook, where he dash grabbed you around the corner, as you tried to leave the center gen area after you unhooked Yun Jin was a little tunnely.

    As for the political point you're trying to make based on your personal experience tonight. I don't agree.

    You get your gen rush on, as I'll do when I survivor, and killers keep tunneling. If we all want to farm we'll find ways to communicate such, on the survivor side I usually try NOT body blocking, as its generally interpreted as weaponized perks/comms.

  • I always bring the BPS and try to farm with the survivors when I'm playing as the killer, I do tunnel them, but I don't kill them, anyways that is for BP.

    However, in general survivors aren't into this, but in the above case, as I'm watching it, literally, I can say:

    The killer gets into another chase, breaks the chase to slam his face into the wall for reasons.

    The next event is an unhook, with YOU at the site. Are you really demanding that the killer just ignore the obvious and leave both survivors, since either would be a "tunnel"?

    Your next protection hit, I can't tell if your not looking at the screen or if you're intentionally body blocking for your unhooker. Either way what do you demand the killer do? Go to the corner for 10?

    Let me be clear. I'm not that Wesker. But the apparently intentional body blocking by you and the one survivor that tried to cover for you would justify an immediate exit of either of you from the match if I had been the Wesker.

  • @Reinami said:

    This is a clown main with 4k hours on clown directly. And he is showing what the game can be like at the high level. Yeah, he wins the match, but as he says, just watch it.

    The game is balanced around killers bringing tons of gen defense and other perks or just being a high tier killer, and survivors keep getting tons of basekit comeback mechanics.

    When playing at a high level this is what the game is like when you don't bring gen defense perks and/or a high tier killer, and how making 1 or 2 tiny mistakes just loses you the game immediately with no comeback mechanics that exist for killer.

    https://www.youtube.com/watch?v=FzKLPxB0zKI

    Ok.

    30 minutes of homework before I'm qualified to comment on a forum post deserves a downvote.

    The video sums up your average match with a non apex killer running non regression perks.

    And that is a sad thing. We should not have to bring regression perks or decide between 1-3 killers. Its such a waste of intellectual property, perks, cool powers and so on…

  • Yah.

    They mean for you to play Blight with Friends till the end and tunnel.

    I mean, do you want a handwritten note from the developers?

    "You should tunnel, always. Also, don't forget Blight."

  • You can go hunt for the survivors in transit with the blood jugs. Its different, you won't be chasing them off gens, you'll be intercepting them. If you're here to win this is a bad way to play, but its a new element for killers to work with.

    In a mode solely composed of blood gens and balanced for that, it'd be fun.

    I guess Blight would be best for it, but I'm not using him atm.

  • This event is fun if you don't kill the survivors.

    Its a mess if you try to play it like competitive DBD.

    The blood bucket gens are too fast for this to be competitive, and the spawn distance to a fill station can be too close, but it doesn't really matter if you just try to score well by messing with the survivors, which coincidently gives them more points at the same time. So, its really fun when you killer vs a bunch of solo Q and just farm points aggressively together, like everything here, its a lot less practical when your forced to vs a SWF.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907770#Comment_3907770

    I mean, they also deleted all gen rush perks and items.

    This is a huge test for the community to see how well they can adapt to things they've literally asked for.

    Three of the biggest requests have been:

    1. Gen rush perks and items are too much for killers to handle.
    2. Survivors need an extra objective.
    3. There's no incentive to not camp and tunnel every game.

    And it's a test that at least some people are apparently failing.

    Gen rush is deleted from the game. There's exactly one thing that increases gen speed, which requires carrying an item you have to find, move as slowly as possible to carry it, then get it to a specific gen.

    So this is only gen rushing if people are just leaving survivors alone to slowly carry the item to a gen. If the killer leaves the hook (doesn't camp or tunnel), then they have not only interrupted the "gen rush" and pressure a survivor from working on a gen, but it also deletes the item charges to chase them.

    So for all 3 of these complaints, the devs are realizing that those solutions aren't going to change behavior. They're being lied to by (some of) the community.

    People will tunnel and camp even if gen rush perks are nerfed and deleted from the game. People will tunnel and camp even if survivors are given an extra objective or more gens. People will tunnel and camp even if spreading pressure rewards the killer with slower gens.

    None of those 3 things are going to change people's behavior.

    Survivors can still rush the normal gens. They can and do use toolboxes.

    Its not an extra objective its alternate, it advances the win condition for the survivor side.

    There never is an incentive to not camp or tunnel, you need to do so at your discretion each match circumstances depending.

    This mode seems designed to add complexity to the survivor side while ignoring the killer part of the equation, and its fine. You can still BP away on both sides, its still fun.

    In a massive stroke of unexpected genus on Behavior's part, it seems to address the reasons that have caused the bulk of the frustration on one side of an asymmetrical game. Assumingly leaving the other side to address after this is data gathered.

  • The blood generators are a good start to fundamentally altering what makes the game unfun for the survivor side.

    Sitting on a generator while one person loops a killer so all can leave is not really engaging.

    They've done a lot to work around this crippling design flaw, and I think the blood to bucket system can finally cover enough ground(engagement wise) to make the required rebalance of everything worth consideration.

    So, I really like these, I wish they would give us a mode with just these, balanced time wise for the new play style and split classic DBD with the generators and current time issues into a separate thing, although I want such an approach I'm not sure what I would recommend for the implementation. I can sense a lot of players with heavy time investment into DBD classic wouldn't stay around if it replaced the base experience.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907647#Comment_3907647

    2.5k BP for kicking a can

    and the survivor has to choose to drop it?

    how

    Well…

    When one of the solo people your teamed with immediately DCs or kills themselves on the hook, sometimes the killer will empathize with the now only 3 survivor team.

    From there you could just drop some blood cans in front of them.

  • I'm getting a lot of BP, in both roles.

    You all are so confusing, I'm literally like 6x for killer and about 3-5x for survivor.

    And some of this is with 1-2 survivors killing themselves cause Kaneki appears.

  • Do killers really need to play the game?

    I think this is a topic we could explore, perhaps consider, and lean in to the idea of outsourcing the task.

    It could be really convenient next time something is OP over an entire weekend, like just one call to the killer office manager and bang! They tone it down ten notches until the dev team strolls in on Monday to rebalance.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906693#Comment_3906693

    10% is extremely misleading. If you go to the site nightlight, you'll see the stats this person is using are over the course of March 9, 2025 to today. Kaneki is 10% of matches over that period of time and he's only been around for 5 days as of today and if every killer was played the same amount, each killer would be played roughly 2.5% of the time. So Kaneki's stats over the last month say he's being played 4 times higher than the average killer when he's only been around for 5 days of that period… yeah that's actually insane.

    Also, if you look at the breakdown of how many matches end in 0-4ks, 58.96% end in either a 3 or 4k. 60% of Kaneki matches end in almost if not everyone dying. The second most played killer in the last month, Wesker, only 44.99% let's round up to 45% of the time, a majority of survivors die. That's a 15% difference between the most and second most played killers best matches.

    So He's closer to 60% usage rate( assumed or adjusted) on any given day he as been available to use. That's respectable.

    Your other stuff.

    He's the only killer over 60% kill rate. Their stated target was 60%.

    He's at 64. Normally, I wouldn't argue these things from these statistics, because the data pool is so shallow AND in this case it doesn't help describe anything beyond the new killer meeting survivors who need to have new ways to respond. But you seem into the number.

    I'd conjecture that right now, for each Kaneki player there is one human who needs to master a skill. And that gives that side an advantage. The other side needs to work out their individual skills and the added layer of doing it together.

    I'd expect the teamwork side to lose more at launch.

    So, no nerfs needed, just a good 6 months of data and then adjustments once its all recorded and discussed.

  • He's only 10% of total games?
    That contradicts the narrative here.

    He's new and at 10%, that sounds bad. Needs buffs, or a marketing campaign, or something.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906397#Comment_3906397

    If you believe the game should balanced around average skill players, it is the only logical conclusion you can come to, unless you are extremely biased.

    Yes.

    But how to get the mob behind the idea?

    Anyways, I appreciate the perspective of the thread, but I get, regardless of approach, this isn't going to move forward today.

  • I enjoyed the part of this thread where it was quite reasonably well reasoned that Nurse needs some buffs.

    @Reinami .

    Now all you need to do is rally the local echo chamber behind you and make it happen!

    Anyways, in the world we play in, yes they are coming up with ways to work around Kaneki's abilities.

  • @Blood_Parade said:

    Kaneki's just about everything I wanted in a killer, so much so that it made me want to consider playing the game again — anime, looks cool, has a waifu skin, every killer seems to consider him strong and really fun. It all seems like a really perfect buy, but something in the back of my head is practically screaming that it's TOO perfect. It's hard not to stand by that when the survivor side is already in uproar about him.

    I can't really help but think it's inevitable he'll get nerfed at least how Chucky did, if not worse. I played Skull Merchant and Trickster before I stopped, so I'm used to bad killers people hate anyway, but I've never really been in a situation where I played a strong killer I really liked, and then they got nuked into obscurity; I'm not sure if that sort of whiplash is something I could deal with. When he does get nerfs (and that's probably inevitable), how likely is he to at least still be enjoyable (so somewhere around B-tier at worst)?

    You should buy it if you enjoy the aesthetics and experience of the killer. These are actually good aspects of him, they are fun, the developers did do a good job here. The Rize skin looks great and resolves the over powering screaming of Kaneki's base skin. Appreciated, even if its a cash grab.

    You mentioned playing Trickster and Skull Merchant, Kaneki is not like those in use. He's a mobility based thing, works like Wesker, a little like Blight. If you hate those, I don't see how you'd enjoy this.

    There is some massively unintuitive aspects to his skill usage when targeting survivors, whatever is going on with it is influenced by the map you're playing on. I see a lot of survivors facing him and getting mad about these issues, so I suspect there will be adjustments. But I'm not sure they'll actually be nerfs. You'd have to try the power around a wide assortment of objects to see what I'm trying to get it, in short, it almost feels broken, from both sides.

    I trust whatever fix they put out won't change his style, he'll always be sorta like Wesker.

    I don't trust that the adjustments won't make him feel clunky to play.

    Buy it, try it. Its neat, but be aware incompetence in reaction to hyperbolic outrage can potentially leave him frustrating to play, but if nothing else, you'll know after trying him if the other mobility killers are for you.

  • @Thusly_Boned said:

    Has anyone seen a Ghoul who wasn't running Infectious Fright?

    None of the ones I saw.

    A lot of aura stuff.

    The usual assortment of regression.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904933#Comment_3904933

    Big Maps mean more space for the Survivors to have to run to. Mobility Killers like Blight and Billy can exploit the fact Survivors must cross long distances in the open, which is a buff - if maps big, Survs can get lost in them and thus waste time doing, gosh, anything.

    This also means low mobility Killers like Myers, despite otherwise having pretty okay and even strong powers for most situations, get the shaft on big maps - they have to cross it like Survivors and that makes patrolling gens super hard.

    You really should not HAVE to have a mobility power in this game to have fun as Killer or get any results, and the Devs are trying to work to fix that. Making the maps smaller is one fix for that. If certain Killers are too strong due to smaller maps, well, then they can fix the Killers and nerf them a bit instead.

    @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904933#Comment_3904933

    It buffs mobility killers because it means the killer can get around the map quickly whilst survivors are slow which is critical when it comes to unhooks.

    So Big maps mean more space to cover, and Blight and such killers cover it better therefore they are buffed by large maps.

    Meyer's has a strong power? What?

    I don't know if you should or should not need mobility to enjoy the game, but I can conclude its critical to performing well.

    Anyways, Its hard to argue that Blight is not faster than survivors, but honestly, I struggle to accept large maps being a buff to such killers, I'd more likely phrase it as: those killers are indifferent to map size up to a point we haven't explored yet.

  • @LockerLurk said:

    "Can we make the game feel awful for all M1 and low mobility Killers and hyper-buff the mobility Killers again?"

    Making the map bigger does mess with low mobility killers.

    I don't see how it buffs Blight though?

    I mean I might be missing something, but like Nurse on Gideon, it might not be apparent until you do it/have it done to you.

  • The weekends are the least enjoyable along with a little slot of time weekdays from around 6-9 or so.

    The killers are super aggressive, hardly time to think.

    The survivors are always working together, not much fun, but a good time to practice efficiency stuff.

    midday, when I happen to have a moment, killer is pretty enjoyable, survivor is not fun at that time, no one wants to do anything to advance the match, you'll see the occasional swf 2 mixed into the match that wants to practice loops and saves.

  • Can you just post a video?
    I don't want to poke into a .zip file.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904774#Comment_3904774

    Surviviors dosent care/ They suffer RIGHT now and need changes ASAP, i just want to be sure that changes will be FAIR for both sides.

    Well, I want to do a whole lot of heroin but I sort of accept that that would be bad, regardless of the immediate satisfaction of being obliterated, long term it will result in a bad outcome, for me.( THIS IS HYPERBOLE)

    So, I won't do that.

    I was sort of hoping that people that play survivor more than I do would see diversity of experience as a way to grow the population and their personal enjoyment.

    But, I concede, you're likely correct, this is an issue and this issue must be corrected NOW.

    We can only influence the decline.

  • Please don't nerf this right now.

    This killer is most engaging from the survivor side. From the killer side it feels like Wesker but easier and then suddenly harder, not really to my preference, but still enjoyable.

    As a survivor the pressure the killer puts map wide at any time is awesome. And that is fun.

    Its fun because it really stresses cognitive and communicate skills and depreciates map memorization, which is refreshing.

    His synergy with aura reading perks is a bit much, but there are perks to counter.

    Let it sit for 6 months, please.

  • Again, likely a regrettable action on my part but,

    One killer is an acceptable balance of effort on the players part and the potential of that killer's abilities ?

    Why would you continue to play a game deployed by such developers?

    But in what I suspect will be a second regrettable gesture on my part, did you ever consider that the vast array of killers, which represent a 100 tiny variations on the basic same set of match viable options allow for a diverse entertainment experience, for both sides?

    In short, I don't personally enjoy camera creeper killer play, from either side. Are we allowed to excel at any other endeavors?

  • I saw a three Chuckies!

    And a Wraith.

    3 Rize

    2 Kaneki.

    A Weasker

    A Nemesis

    Its the same as always, if the rest of the Solo folk don't do the team work. We lose.

    If they do, its a 2k or a total loss for the killer.

    His matches are a little harder cause new, but the same time constraints still apply to him(or her).

  • @lettuchia said:

    Literally just stop asking for killers who don't take skill to get buffed, you don't deserve the results without the effort

    I'm going to regret asking but,

    Which killer is deserving of the power they have based on the skill required to make use of it?

  • @OneNineTwoNine said:

    Just a bit confused because I saw a thread like months ago talking about the downvotes added to the forums, and how it was apparently a mistake that caused them to be brought back. I think I read that they'd be removed again very quickly.

    But months later they're still here, so I'm wondering if they're staying? Is there any reason if so? Genuinely curious.

    I hate questions.

    Downvoted.

  • I basically agree with you.

    But I feel like, as long as they don't silence dissent around here, that a few of the developers are receptive to the experiences of committed individual players, and in so far as is possible that such voices might be heard and have some influence on how things evolve.

  • I play survivor a lot.

    Its almost always the team that throws the match.

    A few killers are rough, they are too fast to down during chase combined with map mobility and some built in slow down is a headache.

    But the vast majority of matches are tossed by:

    Sable sandbagged a 90% gen first chase.

    Sable sandbags all the gens on second and third chase.

    Nea follows the killer with a flashlight.

    Meg kills herself on hook because lethal pursuer.

    Someone else is a corner creeper.

    This is most soloQ matches now.

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