Slaanesh
Slaanesh
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- Slaanesh
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Errr... I think you missed the point of the post.
You're talking about running specific meta killers and slowdown perks just to sweat for an effortless win. That is exactly the kind of balancing trap this proposal is designed to fix.
This suggestion isn't about how to win a match right now using a specific build. It is a foundational blueprint for BHVR to redefine the game's core win conditions and match baselines (targeting a healthy 6 hooks and 1–2 escapes). Giving the developers a universal anchor like this allows them to balance future powers, perks, and maps properly, ensuring players don't have to rely on meta-slaving just to have a satisfying match.
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@ShanoaLegendaryPlz said:
I think the first question most would ask is what are the killer's payouts like? Does he get full points and achievements for 3k or is there an incentive for him to always slug for 4k?
And if someone does get tunneled out then they are now incentivised to sit through the entire match in spectate to see if they get bonus points at the end.
Also wouldnt the fact that the whole team gets a payout if 1 person makes it out, cause players to always take the safer rout and leave someone behind? Unless the multiplier for each person is pretty high itl never be worth it. We currently risk saving eachother out of pure altruism, tieing points to leaving someone behind would cause people to just leave more often.
Great questions, and you’ve hit the exact design friction this system is meant to address!
To clarify, this proposal is intended as a high-level conceptual blueprint, not a final patch note. The granular point tuning and exact math would absolutely rely on BHVR. However, the true value of this blueprint goes way beyond just the endgame—it gives BHVR a universal design anchor to balance the entire game’s future (Killers' powers, perks, maps, and items).
Currently, BHVR balances new content in a vacuum because the baseline for a "healthy match" is completely vague. With this framework, they finally get a concrete target metric:
- Balancing Perks & Powers: A new Killer power or Survivor perk is balanced if it helps sustain that 6-hook, 1–2 escape sweet spot. If a new addition heavily skews this baseline, BHVR immediately knows exactly what needs tweaking.
- Balancing Maps & Items: Instead of guessing if a map is too survivor-sided, BHVR can look at the data. Does this map naturally result in at least 6 hooks by the endgame? If not, the map layout itself is the problem.
- Solving the Slugging/Tunneling Dilemma: Because a 3k is now mathematically coded as a complete victory, the incentive to toxic-slug for a 4k disappears. Micro-balancing the endgame multiplier aggressively ensures that risking a rescue is highly lucrative, turning pure altruism into a high-reward tactical gamble.
By shifting the win condition to collective team success and establishing a clear gameplay baseline, BHVR gets the exact structural framework they need to balance every future piece of content they release.
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One of the reasons Arc Raiders died out was the rampant cheating. I don’t want to see Dead by Daylight suffer the same fate. I hope the developers take these issues seriously.
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@Master said:
@Slaanesh said:
Just like the tittle said. I used to find a match as the killer very fast but after the Clown's update it takes so long to find a match as the killer.
Do you guys have the same problem?If you dodge every SWF, even 2 mans, then the queue time can be quite high.
If you dont bother with lobby dodging, then I find survivors within a few secondsI have never dodged a SWF before.
I haven't played for quite some time so my rank has been reset to 20. I wonder if it's difficult to find a match as a killer at low rank. -
The pallet vacuum getting removed is a good move from the dev.
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@MrChills said:
Ik, I want to see these pallet changes and if they dont change anything, I am out.Have you seen the latest dev stream?
I think they will implement it in the PTB.