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Thesevenspirits

Thesevenspirits

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Thesevenspirits
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  • With the way this game is going all the killers will either be range or dash killers. Why do the devs hate trap killers so much? Trapper suffered, Hag is in the water, Freddy had to get range snares, skull merchant is getting range ability I won't be surprised if in the future rework trapper will be able to throw his traps at survivors.

    If this game is following through with the horror franchise, then they are doing a grave injustice to this characters.

  • After considering all possible abuse scenarios here are my suggestions to prevent or limit abuse.

    Disabled the slug wiggle progress during endgame.

    A single hook can't be sabotaged more than once every 120 seconds.

    If another survivor is within 15 meters of the downed survivor then the recovery progress will not be added to wiggle progress. The progress will be as it currently is.

    Remember the sun is to do generators and the best way to succeed is to spread out but if the bully squad are within close proximity of other survivors then the downed survivor doesn't get the benefit of recovery when slugged.

    Other suggestions are welcome but I believe this will prevent abuse of the mechanics by bully squads.

  • @smurf said:

    Adding recovery progress to wiggle progress will generally make bully squads able to easily prevent the killer from hooking survivors. As @XDgamer018 said, the mechanic could easily be abused.

    The hook breaking near the killer could have a similar effect, although I do understand the rationale for it. I think getting unhooked by a teammate who is oblivious to how close the killer is or who just wants to farm an unhook should be looked at, but I would worry that the mechanic would also be abused.

    Removing unhook notifications seems like a decent idea to consider.

    Removing gen aura visibility from killers would be thematically interesting, but would also be an insane nerf. Doing this would probably require a rebalancing of the entire game as it would seriously inhibit the ability of killers to perform one of their core needs, namely gen patrol. Having said that, I think it would be a serious thematic benefit and feel more like the killer hunting in a horror environment. But that would require rebalancing toward what I think the game should have been: more of a slow, tense, hide-and-seek style survival horror experience. But sadly, we have Scooby Doo-esque chase game instead :/

    Your insight is very deep but you must know that ANYTHING can be abused as long as there are people willing to abuse it. Food can be abused, sleep can be abused, friendship can be abused.

    In my next reply I'll attempt to paint a picture of how I think this can be abused and the solution to prevent that

    I think the amount of bully squads players claim to be in game is over exaggerated, most players 95% and above play SoloQ and the biggest downfall of bully squads is lightborn. Negates flashbangs, blast mine and flashlights all in one. You may still face head on but if you play about smart you will get them, or simply ignore them while they waste their time in the locker.

    You see the issue with unhooking is, killers unless they are chasing another survivor will keep patrolling the hook waiting for that notification then bam, tunneling galore. "ALL" weskers I have played against are guilty of this. If the hook broke killers will still be able to chase, down and hook but it just won't be on that recycled hook, at least not immediately, I don't see how survivors can abuse this especially when it's not in their power.

    If the Gen aura is removed then the generators can take a bit longer to complete, probably the devs can add parts around the map and each gen requires 3 parts that can add 10 percent progress but the Gen can't be completed without those parts and the gens can't be regressed below the value of the installed parts. Say you can manually repair a gen till 70% but that's as far as you can go without going to source those parts.

    Parts can include (plug, fuel pump, wires, switch, oil) etc different gens require different parts and you can't install 3 switches or 2 fuel pumps on one Gen. But the map has enough parts to fix exactly 7 generators only.

    Thanks for your reply

  • Then let those who don't want to message or receive messages play against other players let that too, and let the rest who want messages play against themselves.

    So people actually want interactions in games

  • I understand the fear that the suggested changes could be abused or make life harder for killers, but you understand that slugging, tunneling, and hook-cycling are already heavily exploited by killers, creating frustrating and unfair experiences for survivors.

    1. Slugging Recovery and Wiggle Progress:

    Yes, allowing survivors to recover and pick themselves up after 45 seconds could be exploited, but only if it were unlimited. To prevent abuse, this mechanic could be capped at once per trial, ensuring it doesn’t become overpowered while still giving survivors a fighting chance.

    I suggested to add recovery progress to wiggle progress as it would prevent killers from abusing slugging for free map pressure, especially in endgame scenarios. This change would discourage killers from leaving survivors on the ground indefinitely, making the game more engaging for all players.

    2. Hook Breaking Near the Killer:

    Breaking hooks after an unhook when the killer is nearby is a necessary change to reduce hook-cycling and proxy camping. If a killer stays within 15 meters, they are clearly pressuring the same area, making it nearly impossible for survivors to reset. This hook break would force killers to move around the map rather than hover near the unhook location. For indoor maps, the hook respawn time could be adjusted to prevent excessive hook scarcity, addressing concerns about smaller, hook-limited areas. After all many killers have mobility and can make up 15m in a short time.

    3. Removing Unhook Notifications:

    Disabling unhook notifications is a valid way to reduce tunneling. The argument that killers should always know when a survivor is unhooked ignores the fact that the killer already has multiple ways to track survivors, including sound cues, HUD changes, and visual observation. Removing the automatic notification makes the game less hand-holding for killers, rewarding awareness and skill rather than free information.

    Also the anti camp needs to be reworked because it only works if the killer is face camping. The timer needs to be fill up faster the closer the killer ks, I'm talking terror radius close.

    4. Generator Aura Visibility:

    The suggestion to require killers to use a perk for gen visibility is about creating fairness, Survivors already need perks like Deja Vu or Visionary to see gens, and they sacrifice a perk slot for it. Requiring killers to do the same would make gen-patrolling more strategic and reward map knowledge, rather than giving killers free information by default. This would encourage more diverse perk builds rather than relying on guaranteed map control.

    Any objections?

  • @theonryo123 said:

    If you’re not playing against nurse blight, billy or oni etc then you shouldn’t say it’s killer sided. Also if your playing M1 killer who doesn’t have a high kill rate like pig Ghostface wraith or Onryo then it shouldn’t be that killer sided. It depends if going against high killer level. For Solo q it’s not always the killers fault if certain survivors give up on first hook by killing themselves by throwing the game. And you also have survivors who dc, don’t do gens and that’s the point of solo q but it’s not the killers fault it’s the survivors fault who should know what they are doing. But as for Swfs it is very survivor sided if your facing a 4man because they have comms and they bring builds that deal with gen speeds, hooks, flashlights and exhaustion. In my opinion I think the game is 50/50. If you disagree with what I’m saying then you have never played both sides before and I think that’s the problem with the community you have to play both sides in order to understand both perspectives.

    Well it's killer sided, I just started playing all the killers I've never played, Spirit, oni, ghost, I have played blight twice, I don't like nurse or any of the chainsaw bros and yet it gets 4ks most matches, on rare occasions 3k and that's even without tunneling anyone or running back to hook.

    Tell me again how this is not killer sided?

    I see how helpless the survivors are, I know where they are, they can chain as many loops as they want but I'll still get them as long as I don't spend too long in a particular chase, all I have to do i pressure the gens and not tunnel the person off the hook and you will get them.

    If they are efficient in doing gens, then you will get 2 or 3 kills before the end game, lastly it's a race to hatch where the last survivor may escape and that's based on luck.

    How is this not killer sided? It's boring after a few games seeing helpless survivors…it's then my decision to tunnel if I want to win quick. Convince me otherwise

  • Is that the only kind of messages you receive? Maybe you are actually playing unfairly then. Sometimes I get to messages but most times I get good messages.so what gives?

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900367#Comment_3900367

    Heavily online people are terrible to interact with. Most of them are children with absolutely no social skills and explosive tempers. Why would anyone be eager to interact with that?

    Being rude and obnoxious doesn't make people afraid of you, they're just annoyed by you, and would rather ignore your existence entirely.

    Last time I checked, some of these games where rated matured and you had to be 17 and above to play. If a player is immature and can't handle a message then they should not get the game, jeez this is not Minecraft or fortnite

  • Honestly sometimes I just want to say "don't teabag the killer" he is probably learning the killer. But of course you can't send a message or suggest anything.

    Honestly some plays are unnecessary and the best way to fix the community is to talk amongst ourselves instead of waiting for content creators like Otz, brian Ayrun, spookyloopz, henz, mint and others to say it first.

  • I feel you, but blood points is not the only solution. The devs seem to want killers to slug, tunnel and camp (proxy) that's why the notify killers of the unhook and in case no mither

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900327#Comment_3900327

    Communication coordination system:

    Ping wheel
    Smart callouts (some that activate in a match if you have reassurance, deli, etc…)
    In game chat box. And an added auto W run feature (so you can chat on the move)
    Team lobby loadout.
    Archive's that arent deliberately screwing over the team

    Stuff that any team game has.

    Lol, ability to chat in the run? This is still a horror game right? Sounds more like subwaysurfers

  • I think that 40% is a doctored number you can't tell me most players escape 2 out of every 5 games. Does that make any sense to you think about it logically.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900218#Comment_3900218

    Lmao are you suggesting people who don't want to receive messages are just scared of deserved valid criticism? Hell, half of all salty messages seem to be people who played poorly rage dumping on the teammates or the killer. A lot of post game chatter is just salty people pissing blame on each other, and it's hard to blame people for simply wanting no part of it.

    And regardless, no one is entitled to be able to tell someone off because they messed up in a video game, ffs. And if anyone is bothered by not being able to do so, that is most definitely a them problem.

    As for the OP, console players limiting messaging to friends only is pretty common, and not without cause. It's a calculated decision for each player; you'll miss out on some constructive dialogue, but you'll also be spared from a lot of utter nonsense.

    Never said anything about entitlement. Why are you afraid of receiving messages? Shouldn't you should be playing against bots instead since you want to avoid human interactions?

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897602#Comment_3897602

    Yes, mind you I'm not someone that uses second chance perks. I just so happened to be playing my Nea with -> DS, Unbreakable, Soul Guard, and Sprint Burst.

    I utilized my perks, I didn't go up to the Wesker, I didn't bodyblock or anything.

    That Wesker player decided to come back to the hook and think the poor Nea player was going to be an easy tunnel target and it backfired. Things don't always go according to plan, again - I didn't force him to do anything. He chose to do that, just like @Firellius said earlier - anti-tunneling is reactive. It is used because it's a common theme that killers will hook, leave the hook/proxy camp, wait for the little unhook notification, and then go back to hook and try to tunnel the person who got off the hook.

    It's why basekit borrowed time and the anti-camp meter (still needs to be shown) exists - it's a strategy that counters tunneling.

    It attempts to counter tunneling but it doesn't, the killer can just wait out the timer but I get your point.

  • @jamally093 said:

    So is your post about why you can't send messages to other players on console or about the tutorial?

    In the simple terms if your going by the title the player can have the option to prevent messages coming to them it prevents them from dealing with toxic players you sorta just have to accept that your opinion to them doesn't matter plus I mean most people who message you in dbd are either saying gg or being toxic so better prevent either by blocking messages

    If you played well you shouldn't be scared to receive messages. It's called accountability

  • So there is no answer everything depends on everything else? Then why do people complain that survivors are too strong in chase? Is it because they are watching content creators on YouTube running 4 gens? While the average player doesn't last 20 seconds?

  • @xCakeStick said:

    It works as intended. Yours and the killer ping are also a factor when it comes to this.

    Please I don't want to hear anything about ping, or PIP or anything, just fix the game.

  • @LockerLurk said:

    There's perks that activate on vaulting that already can make the Killer whiff; I'm sorry but vaults should not be a get out of hit/down free card. Tiles are not meant to be safe havens, ever, they're meant to be structures you show skill around. Some vaults are quite hard for some Killers to handle, we do not also need to make them hard for the Killer to hit around those vaults.

    I understand your frustration but this is a change that half the roster can ignore and the other half is hard nerfed by. It's an awful suggestion. Just use Finesse or Lithe and learn how to properly run tiles.

    I guess you have never experienced the frustration when you vault with lithe and still get hit even though you are on the other side of the vault.

    Why must you just two separate perks together just to give you a chance to mitigate this issue?

  • @Iron_Cutlass said:

    SoloQ feels like walking around on a hot day with soaking wet socks on pavement that somewhat clings to the external fibers of the sock.

    Like yes, you can technically do what you would normally do, but why would you when there are just better options and more fun ways of using your time. I rather just go home and put on a new pair of a socks or do something else completely.

    SoloQ feels like going to Spain for a bull run but the bull will not be stopped until it kills you and everyone in site. Also the arena is locked so you can't do a simple flick dribble the bull and jump into safety.

    Good luck with you loosing streak

  • @LordGlint said:

    https://us.v-cdn.net/6030815/uploads/KPCQP6NX8HTY/17407449274672801618010449727429.jpg

    Haven't really been playing much lately with the exception some 2v8 matches over the weekend, but saw a Pig video yesterday and figured I kinda wanna play her since I usually dont. Figured I'd try getting some dash value at loops...

    This morning, I log on and hop on Pig... I've played 2 games so far and BOTH have ppl trying to "go next" on the first hook of the match immediately. First guy succeeded... 2nd guy got rescued before he could do more than hit 2nd stage. This is essentially proof that ppl will do this against ANYONE for no reason except they got caught.

    Quick question: why is rage quiting common with survivors more than killers? Is it possible that the killer derives more fun for unfair play styles and tactics. If survivors know they will be banned for rage quitting and still do it doesn't that tell you something is very wrong?

    You tunnel someone of the hook 3 times and the person is supposed to smile and play the next game happily (everyone is not a streamer)

    Then we have chaos shuffle ( 2 people were given no mither and no perks to help them run or hide) they got tunnelled out of the game quick what did you expect the remaining two to do? Do gens and have fun? No, the remaining two are demoralized and less inclined to play.

    Just asking, please don't shoot the Inquisitive student

  • @Yoshirama said:

    Go Next prevention was a needed feature, we know some survivors will DC after any minor inconvenience. But let's be honest, some people DC because the match is frustrating. Tunneling, camping, BMing and some kind of nasty behaviors are also reasons on why people don't want to play a match. Punishing people for not wanting to play a game like that is not the best idea. If anti camping and anti tunneling comes, there will not be a real reason for people to disconnect, but until then, survivors will have to play with killers and teammates that will take advantage of that and just queue to make the game miserable knowing they forced to stay or eat a DC penalty.

    Anti camp: I was on hook, the killer down the last survivor, picked them up and dropped them under my hook and waited on front of me till the hook timer ran out. All that while the anti camp progress was stagnant at about 25% I was on that hook for more than 30 secs and before that the killer was chasing a survivor at the shack where I was hooked

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892252#Comment_3892252

    Fortunately we have you, our valiant Eeyore. Patrolling the forum, ensuring that nobody has any expectations of having a decent discussion 🤣

    Hahahaha, sounds like I'm tunneling. Yay!🤣

  • I get what you’re saying, and I’m not asking for killers to be removed or for the game to cater to every individual issue. My point is that allowing players to ban two killers and two maps would help reduce the number of people dodging matches, which is already happening anyway.

    This wouldn’t change the core of the game, and it wouldn’t impact the experience for people who don’t use the system. It just gives players a way to avoid the matchups they personally don’t enjoy while letting the devs actually punish the "go next" players instead of just hoping they’ll stick around. Most people dodge because of specific killers or maps—not because they don’t like the game itself. This would just help keep games going more smoothly.

    Its better to do that than to eliminate 1000s of players from the game

  • @LordGlint said:

    https://us.v-cdn.net/6030815/uploads/KPCQP6NX8HTY/17407449274672801618010449727429.jpg

    Haven't really been playing much lately with the exception some 2v8 matches over the weekend, but saw a Pig video yesterday and figured I kinda wanna play her since I usually dont. Figured I'd try getting some dash value at loops...

    This morning, I log on and hop on Pig... I've played 2 games so far and BOTH have ppl trying to "go next" on the first hook of the match immediately. First guy succeeded... 2nd guy got rescued before he could do more than hit 2nd stage. This is essentially proof that ppl will do this against ANYONE for no reason except they got caught.

    The best way to solve go next is to allow survivors pick 2 killers and 2 maps they never want to play on and you will see go next die a natural death. Most players go next because they either don't want to play against certain killer or on certain maps.

    It's not an excuse I know but some players have phobias and react to different sounds different. Some may be high blood pressure and don't want to face jump scare killers, they want to know when a killer is coming.

    Ithe same way some people can play killer because of motion sickness as a result of First person view.

    Fir me don't like to face the ballsack and the unknown and I don't like Hawkins lab and The Nostromo Wreckage, next to midwich elementary School.

    I don't go next but I'm sure not enjoying the match there.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892327#Comment_3892327

    To be honest we're more arguing that they shouldn't rely on a single perk and poking holes in the arguments seen. Scattered isn't the right word, but since we can't come up with the word...meh

    1. True. As we said hiding and chases are important. You don't need to loop for 5 gens, but survivors should learn the basics to survive, which does include looping. Basically we're saying survivors should learn everything to a basic competency from stealth to loops. Hell we 3 prefer stealth, but we also know how to keep the killer busy with other ways. We can also flip this coin. There are players who rely on aura reading to catch survivors and old distortion disproportionately affects them. These killers also need a basic competency training too as if they run into someone running full anti aura then they run into problems.

    2. While not truly unlimited, in practice it consistently blocked any single aura reading from the killer. Survivors in the past could hide in the terror radius via locker, recharge tokens, move, repeat. Should the survivor desire it basically shut down anyway to find the survivor bar scouring the map and getting lucky. Should a survivor be good enough in stealth they very well could hide for an hr if they wished (bar whispers) especially if the survivor in question did not care about doing gens to escape. It took a full dedicated aura build or SM Meyers to be able to break through the single perk.

    3. True not every survivor needs to be a chase god, but they shouldn't lean completely on stealth either. Making distortion weaker does change the way they play, but it also doesn't completely invalidate stealth it does it? It changes how they go about it.

    4. Killers are limited, just not in ways you specifically want. Survivors can stack anti-aura reading just as killers can stack aura reading. What your specifically asking for is to restrict how someone plays via limiting what perks the killer can run. That is something different that what nerfing distortion has done. We compared it to tunneling because it became harder due to the anti tunnel perks and base changes just as the distortion nerf now makes it harder to stealth.

    5. This is why a certain competency base is good for survivors in general. The alternative is keeping the killer busy via running and having them chase you. What aura reading does is locate targets not covered by some means. Any snowballing is done by the discrepancy in the killer and survivors skills (or mistakes a side does). Aura reading does not net a down.

    I want you to understand that distortion provided a buffer against excessive aura reading, which is increasingly common among killers with fast mobility or strong map control. The nerf doesn’t just "encourage better chases"it removes a tool that some survivors relied on to level the playing field. If killers are free to stack multiple aura-reading perks, then survivors should have strong counterplay options.

    We wish for you to look at our view. You say it was a buffer against "excessive" aura reading, yet this single buffer also practically nullifies that whole class of perks on its own for the "smallish" cost of hiding within the terror radius. One of the ways past it was through "excessive" aura reading. We also never said it "encourage better chases" (did you mean "encourage to get better in chase"?). Currently survivors do have tools to counter aura reading and they are good enough to us, but we want to know what is your baseline for "strong"?

    So if we're arguing for "players should adapt," why not apply that logic to killers too? If survivors are expected to get better at chase instead of relying on Distortion, shouldn't killers get better at finding survivors instead of relying on aura perks?

    Ohh we very much believe that killers should as we said above, but survivors currently do have decent tools to counter aura reading as said above. They may not be as good as old distortion but they work and are good enough. The devs nerfed a single tool, it may have been a fan favorite, but theres still others and they work.

    Your argument says survivors shouldn’t rely on Distortion, but by that logic, killers shouldn’t rely on aura perks either especially when they have high mobility. If survivors need to “adapt,” then the killers should learn to track without overusing aura reading.

    Like I stated previously, old Distortion was strong but had trade-offs for instance hiding didn’t progress the game be cuz they weren't doing Gens. It balanced against killers with strong aura and mobility which are already big advantages for killers. You say survivors still have counterplay, but most anti-aura perks aren’t nearly as effective, making this a one-sided nerf. DS has a condition that if you do anything useful for 60sec it is unusable also you can still tunnel the survivors because guess what, your aura tells you were they went and 3 seconds is not enough of a distance to get away from high mobility killers i.e nurse, blight, legion, weaker, Spirit finds you injured, knights guards find you easily, Oni and his blood orbs, hound master and her dog, wraith, Doctor and his shock wave, the chain saw brothers, clown and his slow down has bubbles, Victor, sadako demanifested, the Drac wolf or bat etc should I continue to mention killers that can catch up instantly?

    You said they had counter play, please name them? ...hiding in lockers for 2hrs? Is that not what the killers complained about? So basically if survivors are hiding they shouldn't be doing Gens of course that works for killers but if the killers are using aura to find the survivors they should also be able to catch-up and down and hook the survivors you see how one-sided that is?

    If DS disable killer power for 10 seconds even the killer base movement speed will close the distance within seconds, then what next?

    OTF has the same problem, it only works if the killers does not continue chasing you after the initial endurance hit, then what next?

    You are aware that many killers go back to hook to down and hook the person who did the unhooking and then use aura to find the injured survivor that got unhooked. High mobility makes that possible.

    Comparing this to anti-tunnel perks doesn’t hold up—those don’t completely stop tunneling, just make it slightly harder. Meanwhile, aura reading gets stronger with killer buffs, while survivors now have fewer ways to avoid detection.

    If the goal is balance, survivors should have strong counterplay options just like killers. Nerfing Distortion while letting killers stack aura perks just makes things easier for one side.

    If you play both killer and survivor you will know that you are just arguing for the sake of arguing.

    I admit killers have their challenges but my argument is if killers can have stacks of aura reading perks, then survivors should not me limited to a diluted distortion.

  • @Zuiphrode said:

    Let me make this perfectly clear to you: the last time the developers made it harder to hook people, it almost destroyed the game and caused a literal killer strike.

    Also you're on the record complaining about slugging and you want to make it harder to hook people. Whoooooooosh

    Your argument being if the devs don't spoon feed killers, they will react by slugging every survivor as a form of protest? As usual killer players will fight against anything that makes you work slightly harder for your 4k win streak.

    Right now, hooks are placed way too close on most maps, making wiggling almost pointless. Unless a survivor is running multiple perks designed for it, escaping from a killer’s grasp is nearly impossible. The Petrified Oak add-on barely makes a difference, and perks like Boil Over or Breakout feel useless most of the time.

    The problem is killers almost never fail to reach a hook. No matter where you get downed, there’s usually one just a few steps away. This makes the wiggle mechanic feel like a joke, it’s supposed to be a chance to escape, but in reality, it rarely ever happens.

    Some people argue that hooks shouldn’t be compared to pallets because hooks “progress the match,” but that’s a weak argument. Survivors have to play smart with limited resources like pallets, so why should killers always have a hook guaranteed? If survivors can get stuck in dead zones with no pallets, there should also be areas where hooks are scarce to make killers think about where they down people.

    I suggest hook placement should be adjusted so killers actually have to work to secure them, instead of always having one nearby. And wiggle progress should be slightly buffed so it’s not completely useless. The game should reward both sides for playing smart—not just give killers a free hook every time they down a survivor.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892218#Comment_3892218

    Zombies abound! We apologize if we miss the point of this post (it seems like it's trying to argue different things at once to us).

    Has it occurred to you that many people that are not happy about the current state of distortion are not good with chase?

    The thing here is that chases are a part of the game just like hiding. They're going to need to get better at it eventually. Aura perks makes hiding from the killer a lot harder but not impossible while old distortion you had a good chance to be able to hide from the killer for an hr. Current distortion gives a buffer for aura reading for ppl not good with chase but they're now going to need to learn how to either loop or stealth naturally without overly relying on the perk.

    Some here complained that they killed survivors too fast and the last two are hiding for 20 mins, well what other indicator do you need that you have out best the survivors and they don't belong to a highly coordinated SWF team?

    Sooo we're confused as to this train of thoughts. Mainly how it relates to distortion and its changes.

    Survivors should have the option of playing whatever play style helps them survive as long as possible.

    This is true however there's things to consider. First is that the change doesn't outright remove any style, just makes it harder. Second is that this falls under the similar vein as tunneling/camping/slugging as everyone should have the option to whatever play styles help them. And (no) surprise those things become increasingly harder just like hiding.

    If you take out the Technician, you will most likely win at 2 or 3 Gens.

    If you takeout the Runner you will most likely loose the game or get 2 kills.

    This is just our curiosity but what happens when you take out the jack-of-all trades?

    And for those that disagree that fast/teleporting killers shouldn't have more than 1 aura perk

    What happened to that option to be able to whatever play styles they want? (Sorry couldn't help ourselves). Snark aside, that's basically what happens when a survivor with a self preservation instinct sees a killer coming at them from a distance away. They bolt or disappear.

    Good breakdown of the argument much appreciated. Zombies yea right!

    You may say my thoughts are scattered but as you will understand with a game like this with multiple dynamics affecting play style a linear argument will not do justice.

    It seems like you're arguing that the current version of Distortion encourages survivors to improve their chase skills rather than relying too much on aura-blocking, and that hiding should still be possible but more challenging. That’s a fair perspective, but here’s why I disagree with the idea that this change is entirely justified:

    1. Hiding is Just as Valid as Chasing

    Yes, chases are a core part of Dead by Daylight, but so is stealth. Survivors should have the choice to play in a way that suits their strengths. Not every survivor is built to loop killers for five gens, just like not every killer is built for mind-game-heavy chases. Making stealth harder disproportionately affects players who rely on it for survival, just as reducing chase perks would disproportionately affect loopers.

    2. The Old Distortion Didn’t Grant Unlimited Hiding

    You mention that the old Distortion allowed survivors to "hide from the killer for an hour," but that’s a bit of an exaggeration. While Distortion provided solid protection against aura-reading, it wasn’t infinite, and it required survivors to be in situations where aura-reading would be used against them in the first place. If a survivor was avoiding detection effectively, their tokens lasted longer meaning the perk rewarded smart play rather than enabling permanent stealth.

    3. Not Every Survivor Needs to be a Chase God

    Your argument assumes that every survivor must eventually become proficient at looping. But just as some killers lean on slowdown perks, zoning abilities, or instant-down mechanics instead of raw chase skill, survivors should be able to lean on stealth, teamwork, or information-based strategies instead of pure looping ability. Making Distortion weaker forces stealth-based survivors to play in a way that doesn’t suit them, while loopers remain unaffected. That’s not balance—it’s just limiting options.

    4. The “Survivors Can Play However They Want” Argument Cuts Both Ways

    You suggest that the change to Distortion is fair because it doesn't "outright remove" stealth, just makes it harder. But if that logic applies, then killers should also be restricted in similar ways meaning limiting aura stacking on fast or teleporting killers is a valid discussion. Survivors adapting to stealth nerfs is no different than killers adapting to slowdown nerfs.

    5. If Survivors Can’t Hide, Killers Get Easier 4Ks

    Many killers complain about survivors hiding for 20 minutes, but what’s the alternative? If survivors are easier to find and chase due to aura-reading, they go down faster, and games end more quickly. This leads to survivors dying rapidly while the last two try to survive, but now with even fewer tools to do so. The core issue isn’t "survivors hiding too much" it’s that aura-reading lets killers snowball more effectively, leading to situations where survivors have to hide to stand a chance.

    I want you to understand that distortion provided a buffer against excessive aura reading, which is increasingly common among killers with fast mobility or strong map control. The nerf doesn’t just "encourage better chases"it removes a tool that some survivors relied on to level the playing field. If killers are free to stack multiple aura-reading perks, then survivors should have strong counterplay options.

    So if we're arguing for "players should adapt," why not apply that logic to killers too? If survivors are expected to get better at chase instead of relying on Distortion, shouldn't killers get better at finding survivors instead of relying on aura perks?

  • like the original post stated, survivor passive will not be meta. How about having 8 option of survivor passive like.

    Here’s a refined and structured version of your response with added clarity and balance considerations:

    Proposed Survivor Classes and Abilities:

    1. Technician – Survivors can see the generators their teammates are working on. Additionally, grants a slight Prove Thyself buff (+2% repair speed) to all survivors working on the same generator.
    2. Medic – Increases healing speed by 10%. This applies to both self-healing and healing others, making them a dedicated support role.
    3. Runner – Gains a 2% Haste bonus every 30 seconds. This effect is not affected by exhaustion, ensuring consistent movement speed boosts for quick repositioning.
    4. Recon – Reveals the killer’s aura every 45 seconds for 3 seconds. If another survivor is within a certain radius (e.g., 8 meters), they also see the killer’s aura.
    5. Fixer – Grants the ability to rebuild one broken pallet every 60 seconds, allowing survivors to recover key looping areas over time.
    6. Scavenger – Allows survivors to replenish depleted items every 60 seconds, ensuring that items like medkits, flashlights, and toolboxes remain useful throughout the match.
    7. Tactical you can create rally points that all survivors within 32 metres can see on the map (you can use this to highlight Gens, totems or points of interest.
    8. Mimic can swap appearance with any other survivor once every 120 seconds

    Any survivor can select any of these as their default at the beginning of the match.

    Please don't blindly down vote , read understand and make better suggestions if you have brighter ideas.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438799/im-starting-to-wonder-if-2v8-is-actually-survivor-sided

    I believe maps in 2v8 are fairly balanced and don't need any changes BUT Raccoon City Police Department is way too small for this mode. I would have hoped they could have extended the map to a small portion of the parking garage or even the clock tower.

    RPD is too small, but that's not the main reason its killer sided. Being a long rectangle instead of roughly squarish really limits the survivor options.

    On the other maps, when the killers are approaching the survivors have 180' of possible escape, 90' if they are in a corner, and rarely 360' if they are in a center gen like Ormond. Now some of these angles will be taken away by the approaching killer(s), but the survivor should still have multiple avenues.

    On RPD usually the routes a survivor can take are

    A) straight at the killer

    B) straight away from the killer, sometimes with two or three variations, but right into where the other survivors are

    If the two killers are coming together, it is very easy for them to trap the survivors and cut through them.

    But it gets worse from there.

    RPD's central areas have three main paths into the wings, a fourth less used path on each side along the balacony, and the front. One of the key goals of the survivors are to spread out off the start, but RPD makes this very difficult. On other maps you can usually edge run to get around, in RPD you usually have to try a stealth approach (or just pick a path, run, and hope). Even then, when you make it to the center, if a killer is there you risk being spotted.

    This is such an important issue because as the two killers push through one wing, the cages will begin to spawn in the other wing. If no survivors are over there to get the save, it can very quickly be game over.

    They should connect the two back courtyards and run the front path further down the opposite win and create entrances. That would alleviate some of the issues.

    A stealth approach to navigate RPD will be nice but you know, there are too many Aura reading killers in the game even in 2v8 for that to work successfully

  • @Leon_Loves_Cheryl said:

    Here is an INCREDIBLE game from Tru3Ta1ent depicting a very engaging match as Billy with great survivors:

    https://www.youtube.com/watch?v=cpEcs37TMGU

    It's one of the most entertaining matches of competitive (not Comp competitive, but just high caliber competitive) DBD I've watched, because both sides played extremely well. The thing is, this match was only winnable for the Killer via slugging. If the strategy is nerfed even just a little bit, this game not only would have been lost for the Killer, but it would have been significantly less enjoyable both to play AND to watch.

    It just sucks to think that BHVR would ruin the highest level of their game's gameplay. Surely they'll implement some kind of compensation for the Killer like they did with the 8-gen kick change, right?

    What are you guys hoping for?

    Personally I'd like to see a basekit mini-Pain Res (remove 7% from all gens on any hook, perhaps?) and buffs to hook-based perks like Pop (I feel like Pop is pretty terrible now). Just spitballing. Above all, I think we NEED to remove the chance of self-unhook because it's an outdated mechanic that just discourages the Killer from hooking people when all 4 are slugged. Why would I risk someone luckily jumping off the hook with RNG, run up to someone while they have basekit Endurance so I can't stop them, heal the person and completely start the game all over again? It's a pointless risk, but it feels toxic as ######### to NEED to slug everyone in this situation.

    Suffice to say, the game is in a better state than it was a few years ago, but it still has a very long way to go. In the end, I just really hope BHVR don't ruin what makes matches like the video I linked so amazing. That was peak DBD in my opinion.

    In my opinion you can slug but after 90 seconds the survivor shall rise again.

    I just finished a game against a skully, 3 were slugged I started the last generator and finished it hoping someone had adrenaline, no one did because it's too situational. The only player with unbreakable had used it earlier in the match.

    People tend to forget that killers can slug a player as many times as they want will UB counters slugging only once in a game.

    In the end, I picked up and healed on with my medkit, and we proceed to pickup the rest, opened the gate and escaped.

    At this point one player was teabagging at the gate. I don't approve but I understand he wants the killer to feel bad for slugging him and he still escaped.

    Yes slugging is a strategy and the only way to use slugging the right way is to give base it Unbreakable after 90 seconds. The point of slugging is to apply map pressure and eventually hook the downed survivors…it is not meant to bypass the hook just because you know the players did not bring unbreakable to the match.

  • Thanks for the statistics Captain Obvious

    Of course how could have have ignored maths and statistics?

    Killers have a 64% win rate on average and that number is too high, with the number of survivors on the map the survivors should win more based on the argument but that's not the case is it?

    Its because anything that gives survivors a chance to escape is nerfed or removed from the game.

    I am looking for an engaging discussion with arguments for or against.

  • @champzaza007 said:

    useless survivor perks and should be improved (My Idea).

    Survivor Perks:

    Streetwise (Nea)

    Long nights out taught you to do a lot with what you have got.

    • Increases the Efficiency of your Items by 15/20/25 %.

    The 25% number is too low. While we have a perk like Built to Last (Felix), which allows you to replenish an item up to 3 times (even though the percentage decreases each time). But when comparing the effectiveness, Built to Last is much more useful. For example, a regular Med-kit without Add-Ons can heal yourself only once per game. But if you use Built to Last, you could heal yourself up to 3 times per game. Meanwhile, Streetwise doesn't really provide any benefits.

    My Idea: Make Streetwise have a 100% effectiveness, or for example, if used with a Med-kit, it would allow healing up to 2 times per game. The number of healing times per game is fewer than Built to Last, but you wouldn’t need to waste time hiding in a locker. I think this would be reasonable and useful.

    Sole Survivor (Laurie)

    As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.

    Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:

    • Grants a stack-able radius of 20/22/24 metres per Token around you, up to a maximum of 60/66/72 metres, within which you are immune to the Killer's Aura-reading abilities.

    When you are the 

    Last Survivor Standing

    , you benefit from the following effects:

    • Increases your Repair speed by +75 %.
    • Increases your Gate and Hatch Opening speeds by +50 %.

    This perk is really pointless because if you’re the last survivor, no one is going to sit around fixing generators. The only benefit of this perk is opening the exit gate.

    My Idea: The ability to open the exit gate at 50% is useful and worth keeping. However, the generator repair part should be slightly adjusted to encourage more repairs. For example, every time a teammate dies (whether from being sacrificed or by Mori), you will receive a 2% boost to Cleansing, Healing, and Repairing actions for each teammate that dies. And when you are the last survivor in the game, you will receive a +75% increase to your repair speed.

    Ace Visconti (All Perks)

    Ace is a character who is a gambler, and according to his lore, he seems to be a lucky person. But Ace's perks are almost completely useless. Wouldn't it be fun if Ace's perks were all based on 'luck'? I might leave Ace in the Hole as one perk because it’s actually related to luck. I got this idea from Nicolas Cage’s Dramaturgy.

    My Idea:
    Open-Handed: While in the Dying State and fully recovered, you can press the E button to randomly gain one of the following abilities:

    • You can completely recover from the Dying State,
    • Increase crawling speed by 25%,
    • Teammates' healing speed increases by 15% for 30 seconds, etc.

    Up the Ante: Every time you or a teammate lose Hook State for the first time, you will receive 1 token, up to a maximum of 4 tokens. Permanently reduces the Repair Charges requirement of that generator by 1/2/3/4 Charges per token, up to a maximum of 10/14/18/24 Charges.

    Left Behind (ฺBill)

    Once you are the Last Survivor Standing, Left Behind activates:

    •  of the Hatch is revealed to you within 24/28/32 metres.

    My Idea: Left Behind is too weak and not worth using. Even though it has an aura to help find the Hatch, if the killer finds the hatch first, this perk becomes useless immediately. So, I would like to add an ability to Left Behind, which is: Grants the ability to rummage through an opened Chest once per trial and will guarantee a basic Dull Key.

    Technician (Fend Min)

    My Idea: For Technician, there’s not much to it. Basically, the killer will already hear the noise from the generator being repaired and will have to patrol around to check. So, I think your Repair noises by -8 meters should be adjusted from a distance in meters to a percentage, such as the SFX while repairing the generator being reduced by 100%.

    No Mither (David King)

    My Idea: The main issue with No Mither is that you start the game injured and with the Broken status. The chance of using the ability Unlocks the Self-Recovery ability, allowing you to fully recover from the Dying State is almost impossible. So, I think its ability should be adjusted to: When the game starts, the player will be in a healthy state as usual, but anytime they are injured from being attacked by the killer, they will immediately gain the Broken status, and the perk will begin working from that point. Additionally, the icon for the Broken status will not be shown to the killer (only for this perk). This will make the perk more effective and make the killer more careless if they don't hook the survivor quickly.

    Poised (Jane)

    My Idea: I think the benefit players get from Poised after repairing is too little. It could make the value of repairing more worthwhile in my opinion. For example, after repairing a generator, survivors who participated in repairing that generator, if injured, should receive 50% of the Healing State.

    Camaraderie (Steve Harrington)

    My Idea: For me, Camaraderie should allow players to choose whether to use it in Hook State 1 or Hook State 2. It should also be usable by the player themselves, without needing another survivor to be in range. For example, you could press the E button while on the hook to Pause the Struggle Phase timer. However, the duration of the paused Struggle Phase timer should be reduced. For example, from 26/30/34 to 10/15/20. Because if you can pause the Struggle Phase timer by yourself and the time remains the same, it might not be fair to the killer.

    Blood Pact (Cheryl) & Teamwork: Power of Two (Thalita) & Teamwork: Collective Stealth (Renato)

    My Idea: For me, these 3 perks have the same issue: 'the usage distance.' I think it should be changed from 'distance' to 'time.' After successfully meeting the perk's conditions, the perk’s effect should last for 60 seconds (for both the player and their Duo partner).

    Invocation: Treacherous Crows (Taurie Cain)

    My Idea: This perk is definitely useless. It’s not the short duration of the aura reveal, but generally, the chances of a killer startling a crow are very low. And especially if the crow is startled by a survivor who is being chased, the perk's ability is not counted as being used. If this perk should be adjusted, it should be that every crow within the Killer’s Terror Radius, if startled by any means, will reveal the Killer’s Aura. This would make the perk more effective.

    Your suggestions are with the best intentions but as usual killer mains will down vote and dislike anything that makes the killer struggle a little more for their 4k win streak.

  • @NarkoTri1er said:

    are we talking about actual high skill and 0 perk/item/addon restrictions on each side? Survivor wins most of the time

    I have seen many games were a killer came with no perks or add-ons and won the whole game but I e never seen a game where survivors came with no perks, add-on or items and didn't get sacrificed completely

  • @CryptoCoder said:

    I've come across so many killers that will just face camp you until you are out of the game. I have a suggestion because the ability to unhook yourself isn't enough and there is no other counter to this exploit.

    When you unhook, you get endurance and haste (120) and suppressed scratch marks for 1.5x the amount of seconds that the killer was within 10m of the hook. If they stood there for 30 seconds, you get 45 seconds to lose the killer.

    Normal unhooks (self or assisted) do not apply to this logic.

    As a survivor this is outrageous. How about the Anita camp fills up faster or the hook timer slows down the closer the killer is to the hook to the point where it stops completely.

    "The entity doesn't like when killers are looking at his food too closely before he eats"

  • Has it occurred to you that many people that are not happy about the current state of distortion are not good with chase? Not everyone is a YouTuber or an SWF player. I understand that stealth can be abused but with the numerous Aura Reading perks on the killer side who can blame the newer player?.

    Some here complained that they killed survivors too fast and the last two are hiding for 20 mins, well what other indicator do you need that you have out best the survivors and they don't belong to a highly coordinated SWF team?

    Survivors should have the option of playing whatever play style helps them survive as long as possible. As for me my priorities are as follows.

    1. Doing Gens
    2. Not taking chance unless it will give my teammate time to complete a Gen, regroup heal, and especially if someone is exposed or on Death hook.
    3. Autism when I can.

    You should understand that most players pick perks that suits a play style efficiently.

    If you take out the Technician, you will most likely win at 2 or 3 Gens.

    If you takeout the Runner you will most likely loose the game or get 2 kills.

    And for those that disagree that fast/teleporting killers shouldn't have more than 1 aura perk…will you like a a survivor perk that shows the killer location many times in the match but also give the survivors dash or teleport abilities Everytime they see the killer aura?

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891973#Comment_3891973

    Hm, I think that would be a bit too strong in my personal opinion - you are getting free time to do it whenever.

    Think of me as a Deliverance player - I like to waste the killer's time as much as possible so I always like to Deliverance off when I'm about to reach second.

    Let's extend that to my second hook, I can deliverance off once more right when I'm a sliver of health away. It would be incredibly strong in a coordinated SWF that tells others, "Hold on, let me hang for a bit bro - trust me."

    Deliverance is an already strong perk and even though people don't think it should work end game (I disagree, especially if you go all game without being hooked) - that buff would make it extremely strong with no counter and allow survivors to rush gens without worrying about unhooking the person.

    SWF are not the majority of the players of this game. Why do you use the performance of the most coordinated teams to judge what perks should be tweaked?

    Its just like saying Ayrun, hens, otz or spookyloops can loop go to 3 Gens straight so we should reduce the vault and running speed of all survivors.

    If the brokenness and the inability to heal for that long and it's once per trial the killer can down you again almost immediately and that's two downs two hook states in less than a minute and a wasted perk slot for the rest of the game

  • Yes only if deliverance also worked on both hook stages too. I mean how many times can you stay on the hook? Twice and deliverance does not work on second hook state. Some perks like this should offer more value, not some one time use perks that also punished you for using it

  • When 3 survivors kill themselves on hook at 4 or 5 Gens do you as a killer feels powerful?

  • @Vixxie said:

    As a seasoned player who's spent a lot of time and at least $400 on this game lol, I'd like to take a moment to leave some feedback/constructive criticism in hope that maybe some things can be kept in consideration for future changes.

    First I'm going to start with something that will probably bring a lot of disagreement.

    Aura reading. This is way more beneficial for killers than it is survivor. The only survivor perks that are truly beneficial for seeing the aura of the killer is Object of Obsession, Kindred & Wiretap. If surviviors were able to see the killer's aura as much as the killer see's their's, there would be rants over it from killer mains. With that being said, killers lean way too heavily on aura reading. Especially Huntress players who have builds completely surrounding aura reading. A killer having a full aura reading build is an unfair advantage. Especially when survivor perks that would counter aura reading are being nerfed or only of use late game. Sole Survivor requires your team to die to have value, and Distortion has been nerfed to the ground requiring you to be chased to have it. So with survivors needing to "earn" the counter, where are killers earning the aura reading?

    BBQ & Chili is one of only aura reading perks that is truly earned, along with Blood Warden, and the one where you see auras while carrying survivors (forgot the name). But opening lockers? Kicking gens? Survivors completing gens? The start of the trial? Literally just loading into the match earns you aura reading? Survivors walking past a totem? Survivors vaulting? Killers being blinded gives them an aura read? And the plethora of add ons that killers have that are aura reading and not actually earned.

    You want to change up the meta? Rework aura reading. This game is supposed to be like "hide and seek" but how does that work when the killer see's auras the whole match? Aura reading could be traded for screaming instead with killer's instict to show where they screamed from. Or maybe make it so they need to earn it too. Must kick 3 gens to gain a token. Must open 3 lockers. In my opinion, aura reading shouldn't have ever been brought to the game as heavily as it is. I do however understand from the killer's side how some may struggle with finding survivors. But its overkill at this point.

    Distortion should not have been changed with how heavily aura reading is used. If anything, make it so survivors need to be doing gens, healing or even going for saves to earn the tokens. This way people aren't hiding the whole match and need to participate in order to get value from the perk. The power of altruism is able to protect you from being seen! (But again, why do survivors need to earn tokens and killers don't need to earn the ability to see auras?)

    My next topic is slugging.

    Slugging is great for when you need to apply pressure and maybe slow things down. But leaving all 4 survivors on the ground and refusing to hook? Why are we forced to endure that? We can't disconnect to leave, so we just lay there on the ground. This is tedious and boring from the survivor's perspective. This goes for the end game mori as well. Slugging is at an all time high right now because of it. No one wants to lay on the ground and wait for their teammate to be found and/or die.

    My suggestion to balance this is if 3 or 4 surviviors are being slugged and none have been hooked for 40 seconds, a survivor at random gets the ability to pick themselves up. This will discourage slugging the entire team and refusing to hook. If the survivor that got up gets slugged again, the timer restarts and someone else gets the ability. This keeps Unbreakable in good standing too, because the ability to get up will be granted at random, where Unbreakable is guarenteed (if you haven't used it yet). And as for killers slugging when there are 2 survivors left for an end game mori: If a survivor is left on the ground until they've bled out half way, they should have the ability to get themselves up once. This encourages the killer to make the choice of hooking the survivor or letting them go while they find the 2nd survivor. No one wants to just lay on the floor and wait to die in a video game.

    My next topic is the anti-camp.

    The range of where the killer is standing to "counter" the anti-camp is way too close. The anti-camp stopping if someone is nearby also sucks, because it encourages people to not go for saves, thus forcing the hooked survivor to unhook themselves and get tunneled.

    My idea of a solution for this is to increase the range a killer needs to be for anti-camp to not progress. Killers are standing pretty close and the meter barely moves. It should fill up faster with how close the killer is to the hook, and a survivor nearby shouldn't stop the progression of anti-camp. Maybe change it to if two survivors are nearby it stops. But if one is nearby and the killer is very clearly only 10 feet away, it doesn't make sense for anti camp to stop, because that is still camping.

    My next topic is about No Way Out.

    This perk feels kind of punishing as a survivor. Survivors did their objective, they finished all gens and they survived to the end, just to be met with No Way Out. The gate is blocked for entirely too long for a killer who lost the match. It should be blocked at maximum 30 seconds with no "additional time". 15/20/30 seconds for the 3 tiers. Enough time for the killer be alerted that someone is at a door and to try to find them and hook them.

    Next:

    Maps are feeling way too small and crowded. I understand some maps being larger can be overwhelming as a killer, or even as a survivor to have to run across the map for a save. But hooks and generators are entirely too close together now. A lot of the maps are feeling way too killer biased. Tiles with pallets being used create too many dead ends for chases. Maybe spreading gens and hooks out more and putting better tiles would help with how small they feel?

    Last:

    Flashlights. They're great for saves, but chain blinding is ridiculous. My idea of a solution for this is to make flashlights have a cooldown timer after a successful blind. Like 10 seconds or something. People do straight up abuse the ability to blind. I know Lightborn exists but if you don't run it and you end up in a match with people who are click happy? It sucks. As for flashbangs, the ability to basically have two should be removed. If you're already holding a flashbang, the perk needs to stop refilling until the flashbang is used. The option to place flashbangs down for survivors to stock up on so they can locker stun and flash bang them 4 times in a row, also needs a change. That is straight up bullying the killer. If the flashang is placed down instead of thrown, make it so it depletes after a certain amount of time to avoid abusing the perk.

    I love this game, but there are things going on that are truly making the experience very negative and frustrating. I hope some of these ideas help in some shape or form.

    You need more upvotes

  • @Chiky said:

    it's fine as it is

    No it is not fine as it is, any killer with aura reading should not me a dash, teleport across the map easily. killer Aura reading should be for m1 killers only. And Aura reading should not stack with each other same way Endurance does stack.

    Or at least by default let the survivors know when their aura is being read

  • Imagine running around the map just to die under a hook or the hook is 8 steps away in any direction. Should survivors be able to see hooks when they are in chase so they can know to avoid dying there?

    I don't like when the killer feels entitled to hooks. No one is entitled to entitled to getting a hook or making an escape.

  • @dbd900bach said:

    Slugging is the act of purposely leaving survivors on the ground after downing them. It is generally frowned upon by the community obviously yet is still seen as a valid tactic within the game that can turn the tide of a match.

    Camping, tunneling and slugging are all tactics killers can opt to use, but many players take issue when the tactic is used for more toxic purposes, or they repeatedly encounter one or all in multiple matches. Yet, as of late, a lot of players keep talking about a slugging meta and claim that slugging far more prominent than before. Is that really the case though?

    My thought process on the subject is players general habit of hyperfixation, something unintentional but does happen due to the stigma around these tactics. Players tend to fixate on other players are doing something wrong or something they don't like. Players remember these instances more than positive ones, especially if they lose. It doesn't even have to happen all that much for it to stick either.

    Skill and mmr also play a huge factor as less skilled killers tend to rely on the easiest solution to make up for a lack of skill such as camping because they don't know how to spread pressure. It is a necessary action or the player feels like they will lose. More skilled players rely less on these tactics in general because they aren't necessary and when they are necessary, it's for a good reason. Survivors tend to fixate on the action, but neglect to ask why it happened sometimes. It's easy to jump to the conclusion that the killer lacks the skill, or they did it on purpose to be toxic because it lessens the impact of losing and removes blame from the player. Yet when it's necessary, a situation where the killer would otherwise be intentionally losing if they did not slug, camp or tunnel, it still gets lumped into the other two conclusions.

    In conclusion, people don't like slugging and tend to hold onto the more extreme situations which often can give the implication that it happens more often then it actually does. Whether or not this gibberish means anything is up to whoever actually read all this.

    If a hooked survivor has a limited amount of time to be rescued or die then a slugged survivor should have a limited time in which he will get up again if he is not picked up and hooked.

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598202#Comment_3598202

    It says that's how easy it is for a killer to eliminate a player once you find them. Don't be deceived by those selective well edited YouTube videos of survivors looping killers, for all you know it could be a setup to farm content

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587837#Comment_3587837

    The entity is gaslighting them by saying "the entity hungers" lol. It is not your sole responsibility to feed the entity, the entity has eaten too many survivors every match it needs to loose some weight and go on a diet.

  • @kommandantlocke said:

    say your someone whos got all the perks or play enough to get bloodpoints from both sides, it wont work cuz some people wont care about the grades its just for bp really no real downside not to mention losing games normally wont depip you now so easy to get that grade back up its kinda of meh penalty if u really think about it it wont really stop people from getting out of their way to "Go Next" if they really dont like the killer or the match

    Well if grade penalty it DC penalty will work dbd has to give the survivors options to select 2 killers they don't want to face and maybe 2 maps they don't want to play in. Me I don't want to play against the unknown as the Ballsack

    Dbd can then collect the stats and see which killers and maps were most rejected by the players and maybe do a rework or something

  • @GentlemanFridge said:

    Wiggling exists because it ensures that the killer can't just take you across the map to hook you. It's not supposed to be a consistent way to get off.

    You miss my point,I know you are intelligent to understand that wiggle is a good addition my issue is with the hook density.

    At almost every point in the map the killer as 3 hook options even when they are at the edge of the map.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885413#Comment_3885413

    Hatch is such a healthy mechanic, right? Totally not a detriment to the game.

    I was being sarcastic

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891108#Comment_3891108

    I have a high end gaming PC with an array of great peripherals, but I've spent about 98% of my 6K hours in DBD playing on PlayStation, from my couch, 10 feet from my TV, with no headphones, most of the time with lots of background noise, lol.

    While I absolutely can dial it in and sweat, generally it's just that kind of game to me, a plop down and kick my feet up after work and decompress kind of casual game. And 2v8 is the highest (or lowest?) form of that casual vibe.

    Videos have been made about this, but I think most people in places like this forum assume everyone playing the game have a similar level of investment, but the overwhelming majority of players are really, really casual. And no matter how good you are, these people are in your matches. Consistently.

    Which is why I can't wrap my head fully around why people take DBD so seriously. I mean we're in a thread where someone is trying to dictate optimal play in a mode essentially designed to be total mindless chaos.

    It's supposed to be a casual experience but you won't find it funny if you get punished for someone else's "casual" play style.

    Some healing you and misses a skill check now the kill comes and tunnels you that just got off the hook… did I hear you say, you should run DS?

  • @PetTheDoggo said:

    That's like saying Rapid Brutality helps survivors because you don't get bloodlust…

    I am sure killer mains are going to be very happy, if you don't use most of those perks.

    When the killer already moves faster and some killers have powers to make up for even more mobility, bloodlust is icing on the cake. Also rapid brutality does not deactivate after 60 seconds and doesn't require a difficult skill check for you to use it. İt also does not give you a condition like " don't kick gens, or hook survivors or it will deactivate"

  • @Firellius said:

    Most of these are just 'not that good', not actively favouring the killer. No Mither does benefit the killer though, along with Potential Energy and the Invocations. Autodidact used to as well.

    I'm sure no one wants to buy a car that only works on Monday and maybe sometimes on Saturday when the stars align

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