09SHARKBOSS
09SHARKBOSS
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@spacekid420 said:
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⚔️ Killer Name: The Radiant
Real Name: Seraphiel Duskvale
Realm: The Sunken Cathedral
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🩸 Backstory:
Once a devoted monk obsessed with purging darkness, Seraphiel discovered an ancient scripture promising “eternal illumination.” He built a temple of mirrors and gold — a place meant to hold the light of heaven itself. But when he opened the final gate, the radiance consumed him.
Now, The Entity’s realm holds him as The Radiant — a being of blinding beauty and searing cruelty, his body cracked with molten gold and his eyes burning with divine light.
> “You prayed for light... and now it burns you.”
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💡 Power: “Sanctum of Light”
The Radiant manipulates holy light turned cursed, using it to blind, scorch, and expose survivors.
Primary Mechanic – Light Wells:
The Radiant can place up to three Light Wells — golden crystals that emit glowing auras.
Survivors within 16 meters of a Light Well gain “Revelation” — their auras are faintly visible to The Radiant.
If a survivor stays too long, the Well overcharges, causing a flash of golden light that inflicts Blindness and Burning (a unique damage-over-time status).
Secondary Ability – “Searing Manifest”:
The Radiant channels cursed light through his hands, creating a blinding beam that shoots in a 20-meter line.
Survivors hit are briefly Staggered and leave a trail of glowing footprints for 5 seconds.
The beam also powers up Light Wells in range, increasing their radius temporarily.
> “Light reveals truth… and truth is pain.”
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🔆 Special State – “Overglow”
Each time The Radiant hooks a survivor, he gains a stack of Overglow (max 3).
At 3 stacks, he enters a heightened state for 15 seconds:
His aura shines gold through walls.
All Light Wells erupt with beams of energy.
Survivors caught in their radius scream and become Exposed.
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💀 Weapon:
The Sunstaff – a ceremonial rod tipped with a fractured golden halo, glowing faintly. Every strike leaves trails of burning light in the air.
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🌕 Perks:
1. Purging Brilliance
When you kick a generator, it glows gold for 10 seconds. Survivors repairing it suffer from Blindness for 15 seconds.
> “Even your hope will blind you.”
2. False Divinity
Whenever a survivor is healed from the Injured state, they emit a bright flash of light, revealing their location for 5 seconds.
> “Mercy is still judgment, only slower.”
3. Dawn’s Wrath
After breaking a pallet or wall, the next survivor you hit within 10 seconds suffers Oblivious and Exhausted for 20 seconds.
> “The sun rises… and so does your suffering.”
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🕯️ Appearance:
A tall, gaunt figure wrapped in cracked golden armor and glowing linen.
His face is featureless, save for two radiant eyes burning like suns.
His chest glows with fissures of molten gold, leaking light like blood.
Wherever he walks, faint golden dust follows.
The sound of glass shattering and whispers of prayers echo when he approaches.
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🔆 Mori Animation:
The Radiant grabs the survivor by the face, lifting them as blinding light floods the screen.
The last thing they see is his silhouette — arms spread like a messiah — before a beam of golden fire erupts through their chest, leaving only ash glowing faintly in the dark.
> “Behold, salvation.”
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terrifying for my gamer eyes
wanna make addons for this guy with me?
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@steelmenace said:
Possible new killer idea, let me know what you think or feel about this.
“The Raptor”
Real Name: Specimen IX
Origin: An experimental hybrid recovered from a secret facility — engineered for intelligence and obedience, but something went wrong.Killer Type: Stealth / Ambush / Mobility
Speed: 4.6 m/s (standard)
Terror Radius: 24m (reduced due to its low growl rather than heartbeat)Height: Medium
🎯 Power – “Pack Instinct”
The Raptor uses a primal connection to its pack to hunt in coordination.
Abilities:
- Echo Clones
- Press the Active Ability Button to summon up to two Raptor echoes — spectral packmates that mimic your movement for 10 seconds.
- Clones move in a slightly delayed path of your last 5 seconds of motion.
- Survivors can hear snarls when close to an echo but can’t tell which is real until they attack (illusions vanish on hit).
- If a survivor vaults, the nearest echo pounces over it too, adding confusion and pressure.
- Silent Stalk
- Hold the Power Button to crouch low and silence your footsteps (similar to Ghost Face).
- While crouched, you leave no scratch marks for 6 seconds after uncrouching.
- Ambushing a survivor from Silent Stalk grants a brief lunge boost and Deep Wound if successful.
- Blood Trail Scent
- Injured survivors emit a glowing red mist visible to The Raptor for 4 seconds longer than normal.
- This encourages hit-and-run style play.
💀 Special Ability – “Pack Hunt” (Cooldown: 90s)
Activate to summon two spectral raptors that spread out and sweep the area around the nearest generators for 15 seconds.
- Survivors within 16m of an echo are revealed with Killer Instinct.
- If a clone reaches a survivor, it screeches — stunning them for 1 second and marking their location.
- Great for area denial and tracking multiple survivors mid-match.
🧩 Perks
1. Feeding Frenzy
When two or more survivors are injured, you gain 5% haste for 10 seconds after each successful hit.
(Stacks up to 15% — “The scent of blood drives you wild.”)2. Territorial Roar
After hooking a survivor, all vaults and pallets within 16m are blocked for 10 seconds.
(Perfect for holding choke points and creating pressure.)3. Pack Coordination
When you damage a generator, the aura of the most recently injured survivor is revealed for 5 seconds.
(“You can smell who bled here.”)🎨 Map Idea: The Abandoned Containment Site
A ruined jungle enclosure overgrown with vines and reinforced fencing, with spotlights flickering, and echoing growls in the distance. Think Jurassic Park meets Red Forest.
🪓 Gameplay Fantasy:
You’re not brute-forcing like the Oni or charging like Hillbilly — you’re a fast, precise predator.
Your strength comes from confusion, silent mobility, and split-second ambushes.
Survivors will constantly ask, “Was that the real one?”i like this but I have no idea how this would go in the normal game
wanna work on addons together?
i already have an idea
- Echo Clones
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@Crowman said:
What is winning for each side?
How many kills does a killer need to be considered the winner?
Do you need to escape to win as a survivor? Does it matter if none of your team escapes? Does it matter if you die if the rest of your team escape?
Like it is not that difficult to play for hatches by not interacting with the rest of the game as a survivor. It is also not that difficult to get a single kill as a killer.great question
i think its 3 k for killer and escape at all as a surv which makes 2 winners possible per game
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WAIT WE DO HAVE ZOMBIES SO OOOOOOOO I WANNA SEE IT SO BADLY
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dude that would be awesome
gimme all the COD survivor skins for him tho
Perk: window barricade
not super useful unless you can break it on a fast vault and the killer has to manually hit it first for them to break it
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@Sam_Samson said:
Vee is becoming one my favourite survivors and I really want to buy a FNAF shirt for her. Since she is an original survivor do you think it will ever happen?
hey man the more FNAF I see the happier I do be so hopefully
read that aloud for the rhyme please
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@Firellius said:
I think it's a waste of time.
Making tunnelling a bit harder but not actually discouraging it is not going to resolve the problem, while those who are adamant that tunnelling must not be obstructed in any way are going to be just as irate over this patch as they were over 9.2.0.
Trying to appease the 'tunnelling 5ever' crowd while also trying to stop the game from bleeding survivors who just don't want to deal with tunnelling anymore is just going to end up with a system that does too little to actually address the problem, but no matter how little it does, it will be too much for the other side of the aisle.
At this point, they just need to tell one of the two groups to eat dirt. Either tell the survivors that you're not going to do anything because you fear the backlash, or tell the killers that you're going to be experimenting with anti-tunnel, even if they don't like the idea of a game without tunnelling.
the harder it is to do the less people that aren't die hard tunnelers will tunnel but I understand it still does not solve the problem
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@Zombieville said:
What do you think?
because we are all like dogs with zoomies
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022314#Comment_4022314
It shouldn't need to be "we should view it as" but "the game treats/reflects it as".
My experience is several years outdated but nothing in the game treats a 8 hooks/0 kills better than a 4h/4k and im pretty sure that hasn't changed in the last few years.
There is no rewarding representation of the first vs second case and everything in-between. Stop asking people to shift their view and instead for the game to make it feel rewarding.
never
i will keep trying my best to make the game more fun for both sides
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@KEYKYNTAK said:
Do you understand that people are leaving your game because they don't enjoy playing a game where, in the vast majority of matches, they are stupidly camped, tunneled, and slagged?
Why can a killer play as dirty as possible, but I, as a survivor, can't instantly die and give the hatch to the last remaining teammate while the killer who wants to kill everyone and deprive the last survivor of even a 50% chance of finding the hatch is slagging me?
Why is the threshold for entering the game as a killer so different from the threshold for entering the game as a survivor? Why can a killer get away with making their gameplay as easy as possible by destroying the basic gameplay of the survivors?
Personally, I don't care which skin I'm in, I'll get tunneled/slagged anyway.
Give people the opportunity to play against AI killers, and you will see what percentage of players will continue to play against real people playing as killers. I assure you, it will be so low that you will finally have to think about what you have done by allowing killers to do whatever they want and depriving surviving players of their right to the gameplay that should exist in theory but does not exist because of the permissiveness granted to killers.
Survivors are people who paid for the game just like the killers did. WE ALSO WANT TO ENJOY THE GAME. Being cannon fodder is a game for the VICTIM, but not for the survivor.
P.S. If anyone seriously intends to prove to me in the comments that Dead by Daylight is “a game on the side of the survivors,” please answer the question: why can't even the most experienced survivor players achieve the win rate of average killers? I won't even mention killers with a win rate below 70%. How is that possible? The game is “on the survivors' side.” Don't be hypocrites. The facts speak for themselves about whose side the game is on.
as a killer I'd actually agree, I cant stop winning as killer and when I play survivor I'd like to have the ability to try against AI in customs to practice
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¯\_(ツ)_/¯
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@CatManThree said:
Something that I just about never ever EVER see discussed online is the prevailing issue of players (and seemingly the game) undervaluing hook counts.
It isn't uncommon for players to be seen upset they "lost" the match because they failed to killer any survivors or perhaps only killed one after having achieved around seven to nine hooks. At least to me is feels like a serious detriment to both the improvement of skill and the health of the games player base. "Damn I didn't kill anyone but I got them through so many hook states" is so much more productive than "arggggggh I need to kill someone I need to tunnel this person out or else I'm losing!!!!" or "SCREW YOU ALL KILLER IS IMPOSSIBLE I CAN'T GET EVEN ONE KILL".
Tangentially, at least to me, it really feels like the concept of killers "losing" if they don't get 3 or 4 kills feels unhealthy, strange, and not how the role was designed to be viewed.
Any thoughts?i gotta agree as a killer myself we should view it as hooks = a win and not kills a kill is 3 hooks x4 survivors which as you know is 12 but 9 hooks is still a 75% heck 8 is still a win and you can do that without getting a single kill
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@KeefCheif said:
I feel like Behavior implemented this so that they can start selling Mori animations that buyers can reliably use without the iri add-on. Definitely don't agree with this decision, but that's probably why it was done.
id buy new moris personally
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@ImperatorHaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022303#Comment_4022303
LOL - 10/10 comment
thank you I try
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@GentlemanFridge said:
I think this is a bit skewed due to how new these still are, compared to the game's life.
There's a massive amount of players who dropped somewhere along the line, and are probably never going to attempt these, yet they're still counted for these percentages.
and the fact console isn't counted in those numbers
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fat guy who likes to lick fingers verses so many traps I can set and vents I can move through just outrun him because he obviously has asthma and rat poison in the food court so he cant eat or he dies
im not trying to hide or escape I'm trying to win
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@Blueberry said:
I can see it for sure. A vine like whip for her weapon. Maybe she puts out plants that shoot projectiles that can be dodged.
rose whip with thorns would be SO cool I really wanna see that and I would more think thorny vines that slow or give some form of new killer effect like pollinated or something plant related
killer mori voice line could have "stop and smell the roses" as flowers grow out a survivors eyes and mouth
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either way solo Q or swf its easier for killer as a killer main myself I play survivor and do survive games but usually someone dies with me doing my best to help the team even without friends to play with
but then again I haven't played for months
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020470#Comment_4020470
Survivor can vault pallets and windows much faster than a killer can. Also, the smaller hitbox makes the survivor "faster" than the base mov speed when compared to the killer.
I'm not contrary to having haste after a unhook, but even 5% speed for a survivor can make a huge difference in chases, specially against weaker killers.
fair enough, they did nerf the Gabriel soma perk a while back that gave 3% boost which was somehow still super OP
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@chknTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020470#Comment_4020470
Some Killers are 110 like Hag, Huntress, Springtrap, Chucky kind of.
And even some Killers that are 115 are fully M1 Killers like Skull Merchant, Trapper, who will never catch a 10% haste Survivor.
The 'rewards' from unique hooking are completely irrelevant gameplay wise, Bloodlust T1 (4.8%) for 15s that is cancelled upon doing any ability, or entering chase with a survivor (So a worse bloodlust cause it doesnt benefit chases), and Bloodpoints, something that doesnt affect the match at all, this is like if BHVR gave Survivors extra BP for being the first to die in a match instead of anti tunnel changes.
Compared to the 9.2.0 PTB, Killers had some basekit benefits like pop and a much worse bbq, they basically removed as much from the killer benefits as they did the survivor benefits.
Survivors went from MASSIVE benefits to Great benefits (4 Basekit Perks, + Antislug)
Killer went from Okay benefits to Negligible benefits. (15s of worse Bloodlust, Bloodpoints)
Survivors get basekit OTR, Babysitter, sidegrade to Wicked, a worse Kindred (anticamp meter visible), and the antislug ontop of that. (Potential INF UB)
Killers get 15s of worse bloodlust and some BP.
If we simply look at these changes i dont see how they are gonna make the game more balanced, Trapper is affected much more than a Killer like Blight from this aswell.
Honing Stone (One of his strongest addons) isnt a free Down cause if u leave them slugged they might get UB for the rest of the match, so Trapper now has to hobble over and pick every survivor who gets downed from that, killing his momentum, the AntiCamp makes basement plays worse, without even mentioning how the Unhook protections make you completely safe from a m1 killer like Trapper.
Seeing as these changes will just push more people onto stronger Killers or off of Killer if they play Lower Tiers.i do see your point now but at least its an attempt on a fix right?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020463#Comment_4020463
Kid named handle vibration disagrees hardly.
:( saddened locker demon
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020466#Comment_4020466
https://imgur.com/a/hvpx5BU
thank you
JEBUS THATS A HACKER AND A HALF OF SPEED
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@chknTM said:
https://us.v-cdn.net/6030815/uploads/8KQMU5XZLZDS/screenshot-2025-10-27-055938.png
So next PTB every time you are unhooked, you will see the killer within 32m through undetectable for 10 seconds, ontop of 10% Haste, Elusive and Endurance for the 30 Seconds.
That's across 8 hooks 80 Seconds, 1.33 Mins of Aura Reading every match.
Healing Underhook cant be punished anymore cause you can just 99 the heal and if you spot the killer approaching and then run safely away while keeping the protection buffs. (Only lost if u get healed a full health state)
This just seems absurd, every single time someone is unhooked you can just scan the map with 10% Haste, Endurance, look for the killer and comm their position every single time, everytime you are unhooked you can get an exact update on the Killers location.
And all the Killer gets is T1 Bloodlust for 15 Seconds and some BP? (Bloodlust is 4.8% Speed, cancelled upon any action, so not even half the haste a survivor gets for half the time, and only on unique hooks)
I think people didnt really realize how crazy this is, its very clearly a patch that greatly benefits the survivor side objectively looking at it.
Even if you dont abuse these insane protections at all, it still gives u a guaranteed safe heal underhook everytime.
Imagine playing Killer on an Indoor map in this patch where your position is constantly known by the survivors, through Undetectable btw.
I dont really care about the basekit OTR theyre adding, but Aura reading is insane, every Unhooked survivor literally just becomes a better Scratched Mirror Myers, also able to run at full speed instead of slowing down for the aura reading for 10 seconds, and its not like the Killer can hide in a locker from the Aura Reading, + it ignores Undetectable.
I mean i don't really see how you punish this either, its a 10% haste survivor that can see you through walls, and leaves no sound or scratchmarks with endurance, this is insane, its literally multiple free perks basekit, anyone who thinks the game is decently balanced in its current state cant look at these changes and say its a good idea, unless you whole heartedly think this game is EXTREMELY KILLER-SIDED this cant seem good.https://us.v-cdn.net/6030815/uploads/QW5TAG0OMY6X/screenshot-2025-10-27-061956.png
32M is an insane distance, considering its every direction thats like half the distance of some maps, its literally the default size of a full terror radius.
Im not gonna doompost or anything just talking about how objectively strong this is gonna be, its gonna be super strong for the average solo queue team, and abusable by the strongest SWFs.
I think the Elusive makes sense, the unhooked survivor being able to make distance by themselves without leaving a track, giving them a fair shake to get away, but the Aura is intrusive, it falls outside of just keeping the survivor safe to even giving them vital info which can be shared with their team.
(My only issue lies with the Aura Reading part, thats what this entire post is about)
Tell me what you all think.
I would MUCH rather just have better comms for solo queue than these types of changes that make SWFs even stronger.
(Please don't make the comments a US VS THEM thing)so you do know most killers are still faster right at 115 while the surv is 110 with that boost
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@[Deleted User] said:
I don't know why some people only have an audio, for me it is a video.
And.
That is 10000% a cheater. There is nothing ingame (no addons, no perks - nothing) which lets you hit THIS fast.
Edit: Like if you watch the video, he did not even finish his M1 hit animation before hitting that Jill the 2nd time to down her and then on top hit you to put you into deep wound.
could you re-record it and show us please?
like record it while its playing and post it in here
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@squbax said:
"I will be doing zero stealthing" my brother in christ you are playing dredge to begin with, stealth was never an option at all lmao. But yeah the pov is significantly better now.
i stealth dredge
fear what you cannot hear and be wary of what you cannot see for the lockers shall be your grave in the end and with me soon you shall be my friend
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@ImperatorHaze said:
Hello DBD developers and community members,
I’ve been following the PTB discussions and community feedback on tunneling and slugging, and I wanted to share a comprehensive proposal that addresses these issues while keeping Killers’ agency intact.
The goal is to realign incentives rather than punish players: giving Survivors meaningful counterplay to exploitative behaviors, rewarding Killers for strategic play, and maintaining dynamic, tense, and fair matches.
1. Momentum Protection
When a Survivor is unhooked, they receive:
- A 5% Haste boost for 5 seconds, and
- Reduced scratch mark visibility and quieter grunts of pain for 10–12 seconds if the Killer immediately re-engages them.
These effects end early if the Survivor performs a significant action (healing, repairing, or leaving chase range).
Why it works:
This gives the unhooked Survivor a fair chance to reposition without granting immunity. It prevents instant re-hooks from being the most efficient play, while allowing Killers to capitalize on genuine mistakes or poor positioning.2. Anti-Slug System — Radius-Based Recovery & Hindered Deterrent
Slugging can be a strategic tool, but extended slugs and bait-camping create miserable experiences for everyone involved. The following adjustments preserve strategy while introducing fair counterplay:
- Survivors can self-recover up to 90% of their recovery bar automatically while stationary.
- If the Killer leaves a set radius (approximately 16–20 meters), the recovery bar automatically fills, and the Survivor recovers to the Injured state.
- If the Killer stays within that radius too long (around 45 seconds) without picking up the Survivor, they gain a Hindered debuff (10–15%).
- The Hindered effect ends once the downed Survivor is healed, hooked, or the Killer moves outside the radius.
Why it works:
This removes the incentive to camp a downed Survivor as bait while still allowing Killers to use slugging for short-term map pressure. It forces Killers to make an active decision — commit to a pickup or move on — while giving Survivors meaningful counterplay.3. Incentivized Killer Play — Reward, Don’t Punish
Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive.
- For each unique, first hook, the Killer receives:
- A 3-second aura reveal of all Survivors, and
- A small Bloodpoint bonus for that hook.
- Bonus limitation: The rewards are disabled if the Killer hooks the same Survivor twice before all Survivors have been hooked at least once.
Why it works:
This creates a positive feedback loop for fair, skillful Killer play. The aura reveal provides valuable map information that helps maintain pressure and reduces the temptation to tunnel the same target repeatedly.
4. Data-Driven PTB Implementation
These features should be rolled out incrementally through PTB testing with telemetry tracking for:
- Repeat-hook frequency
- Average slug duration
- Kill and escape rate balance
- Chase duration and map pressure efficiency
The data can then guide numerical adjustments (radius, duration, buff/debuff percentages) to find the optimal balance between fairness and flow.
5. Synergy Between Mechanics
These mechanics are designed to work together, reinforcing balance and fair play:
- Momentum Protection + Anti-Slug Radius/Hindered: Survivors have multiple ways to counter tunneling and prolonged slugging, while Killers must actively make choices about pickups or rotation.
- Anti-Slug Hindered + Incentivized Killer Play: Killers are rewarded for spreading pressure and cannot rely on camping bait, encouraging dynamic map control.
- Momentum Protection + Incentivized Killer Play: Survivors get brief reprieve windows, and Killers are rewarded for targeting multiple Survivors, naturally reducing repeat-hooking.
Overall: Survivors gain fair counterplay without being overpowered, Killers are rewarded for skillful and strategic play, and SWFs are not disproportionately advantaged. This creates matches that are dynamic, strategic, and tense — but fair.
Final Thoughts
Dead by Daylight thrives when both sides feel like they have agency and counterplay. These mechanics interlock naturally to promote balance, fairness, and fun.
What do you think? Would these adjustments improve match flow and fairness for both sides? Are there specific Killer kits, perks, or Survivor behaviors that might need tuning alongside these systems?
i really love the detail you put into this concept but instead of the aura reading I would say killer instinct to get general areas instead of exact locations and ranges
i do think this would work well and I do wanna see more stuff like this from people, you included ofc, as it would help the devs and community find solutions to problems without bashing each other with sticks -killer main
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@Destaice said:
If you've played any ranked symmetrical PvP game you've undoubtedly noticed problems with its matchmaking system. Whether that be players who lacked the skill for their ranking, or that player refuses to engage with ranked play seriously.
If we use League of Legends as an example. We've all had the blind supremacist support because they oppose vision wards, the bot/mid carries who think being out of position is a career goal, or the jungler/top who think they're playing a single player game. Or players who won't pick strong champions because "I hate meta sheep" when adapting to the meta is a core component of ranked play.
In DBD these problems are extreme. The asymmetrical nature of the game means player rankings are all over the place. Factor in how there's no ranked queue so players have no incentive to play around a meta. You are allowed to play a rummage chest build and get your entire team killed because you spent 2 generators worth of time rummaging for a broken key. Now add in additional factors like players giving up or farming killers and matchmaking gets really silly really fast.
This isn't just personal experience. Go watch any streamer and the wild inconsistency in player skill. Watch a killer main barely pull out a win against good survivors and in their next match play against 3 baby survivors for a stomp and in their next match a hatch gamer who let's their team die. Then the next game a P100 survivor goes second hook stage while their team finishes the last gen so that survivor blocks the exit gate on unhook because "how dare you not unhook me" as if they don't understand the value of popping the last gen.
Yes other games with MMR systems are messy but DBD is the only one I've played that I'd describe as burnt. It's just too wildly inconsistent to say its an intentional choice. I suspect the lack of a ranked queue and the asymmetrical design combined are the biggest reasons why. But ranked queues are an entire light novel worthy discussion on their own.
But the reason I made this thread is because in the kettle of hot takes on tunneling a common argument in defense of tunneling is "but I have high mmr." And well, you don't. It's not real. You know it's not real. You know that 1 game you'll barely get that win and the next you'll tunnel out a noob who throws unsafe pallets like the Steelers throw games. MMR has no business being so prevelant in these discussions when it has this many problems.
respect
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im a neutral killer myself as I try to win but I have fun doing it without tunneling, camping or major slugging
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@Ricardo170373 said:
You need be so much naive to believe in that data from BHVR about soloQ escape, its absolutely misable to play this. Im trying to play some matches after a busy day and i cant do nothing.
Slug with 5 gens before 2 minutes against myers
Noone touch a single gen against deathslinger and he obviously came to me, becuase i tried do something
Noone touch a single gen against Oni and tunnel
i closed the game.
How i can enjoy this?
i cant have a single decent match,i dont matter if i die or not, but i never can have a single decent match to play normallyas a killer myself I actually agree, solo Q is the hard mode of dead by daylight and playing it stealthy gets you made fun of, not taking hits when you are halfway across the map gets you made fun of, pretty much everything you do gets criticized but that's not the point you made. the point you made is that its extremely difficult and almost impossible to win right?
well we killers are responsible for the difficulty and so is your team that you get but in the end if you all just work together even silently you will rule any match you come across
for anybody that gets this far in my rant as survivor here's an experiment for you to try
get in a swf with you and 3 other people but nobody can speak, I myself wanna try this out but have nobody to try it with so if you do this please record it and put it on YouTube and link it here for me to watch, as no matter if I get 100 or 3 I will watch them start to finish
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@Crockodilich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018515#Comment_4018515
Haha that’s awesome! Honestly that’s the perfect balance — still having fun, farming some BP, and spreading good energy in the process. And noted — if I ever see a Dredge that just stares after a T-bag, I’ll know it’s you respect for keeping the fog spooky and kind!
i really like my bloody body and head and use random weapons otherwise like the candy ones
Edit: I will likely also us my pre-teleport rift as a form of T-bag and way to work on gens with you
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@Crockodilich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018506#Comment_4018506
Yeah, I totally get that. It’s hard to stay chill when others play toxic or insult you — it gets to everyone sometimes. But I think that’s why kindness hits harder when it does happen. You don’t always have to rise above, but when you do, it makes a difference. Even one chill match in ten can change the vibe a bit. This is the best answer I could give to you, sorry if that does not satisfy you.
what do you play on? as I play Xbox myself and would love to play with ya sometime
Edit: please send it as a personal message as to not get other people hitting you with waves of invites
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@Crockodilich said:
Let’s be real — the current state of Dead by Daylight can feel rough.
Tunneling, DCs, stressful matches… sometimes it’s hard to remember why we started playing in the first place.So here’s a little idea — a call to anyone who wants to join in:
Let’s have some “Kind Killer” nights.
Play for fun, not for kills. Chase, laugh, vibe, and then let the survivors go free. Let them dance at the exit gates and enjoy a rare match filled with good energy instead of salt, maybe even give everyone a clean escape — just because you can.It’s not about ignoring the competition — it’s about reminding ourselves that we make this community special. Every small act of kindness sends a ripple through the fog.
So if you’re reading this and thinking, yeah, I could do that once in a while — this call is for you!
Let’s make the fog a better place, one friendly trial at a time.i already do this personally
but thats because i cant stop winning as dredge so i myself give up as killer but keep playing for BP and funny/fun moments i let em stun me and even down the last guy and bring em to hatch if they let me of course but its always my favorite one that gets hatch whether that be their survivor skin or how fun they were
P.S. I really like cool or spooky skins so if you see me in the fog just look at me and T-bag and I'm there and will follow like a dog to see
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018215#Comment_4018215
Thank you for your opinion. This doesn't change the fact that the perk is clearly OP and needs to get some balancing changes.
On a side note, would you like bot killers to be added to the game similar to bot survivors?
i personally would but no wall hacks please and no insta hatch knowledge
Edit: yeah I mean for bot killer being added by the way
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@Swampfox said:
Have you thought about it? because of every update that hurts the Killer side of things especially weak Killers this encourages them to use stronger killers or do unsportsman like things like slugging or tunneling in response
Pallet density and Generator repair speeds are part of this problem. skill or not. if it is based on skill how come more powerful Killers have became more popular/adopted recently the ones that depending on how you look at them, take more or less skill such as Wesker or nurse because of their high mobility?
Even I started to use them more often because I am not trying to slug as Billy sure Billy can destroy pallets instantly with this chainsaw but he still has to rev up the Chainsaw for longer than it would take to just break the pallet.
it does not help when the Survivor can just constantly pre-drop pallets and move on to the next pallet just 10 feet away doing this for the entire maps length as three generators can pop in the first minute of the game because of gen rush perks and tool boxes
I guarantee there's at least one peron, running weaving spiders in a third of every game anyone plays and on top of this.
the new survivor has not only a generator perk that can be paired with other generator perks and items to constantly get great skill checks that can complete the generator in half the time by Yourself.
But a perk that encourages you to be stealthy and not even take up chases but also lets you escape from chases extremely easy because you leave barely any trace or tracks to follow or go off of after the Survivor runs away faster than majority of killers to somewhere out of Sight, but can also be paired with perks that do the same thing without any requirement
I could literally run a circle inside of the shack and have my scratch marks disappear before I can Circle back to them because they disappear just around 3 seconds or less thats about the same amount of time it takes for a killer to damage a generator in
https://youtu.be/10GSoLZ0qb8?si=Omd6pv7XvSzERSQ6
Let me know Your thoughts on this one
i never want to play against that
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games where I'm killer lol
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@Rock_KBob said:
- Fixed an issue which prevented switching characters while matchmaking as a Killer.
So I can safely ready up and spend points on a different killer now and still switch after loading in to a lobby? YIPPEE
thats a bug?
well I'm not complaining that we got something that doesn't cause complaints
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@Xray said:
the Blight serum mutates everyone and sure messes you up just look at what it does to the other killers it gives Pig two heads. If the serum was tested on Shape would it be a drastic change or would it would just be Michael Myers covered in yellow goop?
werewolf or he just loses his shirt
sorry i had to
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dredge, springtrap, nemesis
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downside is matchmaking time increase but upside is you can have fun with more like-minded people
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this and bioshocks big daddy either Mr. bubbles or the main character from the second game
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@MechaSandvich said:
I think Merchant is in the most desperate need of it, but they all could use updates honestly, of varying degrees.
agreed, I clicked her but then saw all and decided why not
but devs do please take your time on this and no in case you thought this was sarcasm it is not I genuinely want you to take your time
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dredge :D
but otherwise its stealth then trapping and dredge is like a mix of the three because every locker could be a trap and he has no terror radius while teleporting/in lockers so if we could expand on these triple typing then I would love that
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its too easy to predict it because its already most likely at shack or main and if not then just search structures/hills and you will find it
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@Shaddoll_Serpent said:
Not at all.
If you're properly equipped/prepared on either side, you should expect to win most of your matches, IMO.
So if it's any sided, it's "whoever brings the best gear and is trying to win the hardest".
skill and gear sided
so pretty much whoever knows what theyre doing more/has better stuffs
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@Philscooper said:
killers are somehow complaining, even though this is like another event for them.
i know pallet density is ######### them over, but we are getting screwed by their consistent tunneling, slugging, s-tier overbuff killer releases and events that give survivors barely anything.
last survivor sided event was fun until kaneki ruined it til krause came out to fix his god damn kidnap exploit.
and before that it was 2 years ago exactly where survivor had a reason to go in and didnt get a massive penalty for trying to play the event.
for the love of god. if you have to do the event, DONT PUNISH PEOPLE FOR GOING INTO THE VOID SO GOD DAMN MUCH.i havent played since the anniversary event and played 1 killer game on a controller with full stick drift to one direction and got a 4 k without any gens getting done
houston we may have a problem
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sorry for the long paragraph
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@Tenac said:
I apologize in advance but I am new to the game and this is my first rift. I have been looking to participate and yet countless Google searches and YouTube videos haven't given me answers. How do you actually enter the event. I thought I would just come up in trails but I can't seem to find any thing. Any info would help because I would really love to unlock things if possible epically that ghost dredge skin. Thank you.
first off welcome to the fog new friend and second it just takes time and practice to understand how to use things and do things but if this one is anything like last year only go into the portals if you know the killer hasn't and if you are killer don't camp inside the portals because they will know fast
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@angel_pellegrino said:
I know a lot of people talk about how overly competitive dbd is. But out of all of the online multi-player games I've played, it's probably one of the least toxic, competitive games in my experience. The pvp and war players in New World Aeturnum make Dead By Daylight look like Monopoly Go by comparison. (And players in New World can switch on their mic whenever they want to and tell you off. They can also tell you off in the ingame chat that plays DURING the game.)
I think what makes dbd feel more toxic and more competitive than it really is is the simplicity of the game itself. There's killing and surviving in one particular scenario. And that's it. Unlike New World, there is no way to really avoid that highly competitive gameplay, so the competitive nature of dbd becomes unavoidable and relentless. I think that's why I mostly want to play dbd when a different game mode drops. I enjoy dbd, but it can get so monotonous to play.
I think when the devs created dbd, they envisioned it as a fun, spooky hide and go seek game. But somewhere along the way it got away from them and turned into Call of Duty with generators. I think the devs can't really "fix" dbd because in their mind it's still a casual, fun party game. Or at least they want it to be that. The simplicity of dbd, winning by killing or surviving, killer vs survivor, has created a completely different competitive game where people often feel frustrated, cheated, tired and angry. And sometimes I find myself gravitating to playing other things instead.
my controller is broken
thats genuinely my only reason I'd still be playing daily if I had the ability to run as a survivor and play killer without my controller falling apart
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@Dreigonix said:
Just stop. Stop trying to distract us. FIX YOUR DAMN GAME.
its a event that happens every year not some distraction so please dont get mad at the devs doing something correct which takes effort and time