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Anti051

Anti051

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Anti051
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  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053273#Comment_4053273

    I love to see the face when blight users have to chew through 100 pallets.

    Fair is fair, the Blight kit is ridiculous.

  • Incorporating more effective anti-cheat measures would take work that the project leads aren't willing to approve. DbD needs kernel-level anti-cheat, but that sort of thing would have to be done in a completely new game project from the ground up at this point.

  • Not sure people could handle a 'pull-away' killer.

  • Just make map resources spawn based on which killer it is.

    Stronger killer = More resources.

    Weaker killer = Less resources.

  • Always should have been true-random/no repeats. Idk how they effed that up

  • The game can be over less than 4 minutes from the very start, so maybe just chill out.

  • I'd reinstall to give that a try

  • @maybesarahhh said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049279#Comment_4049279

    This isn't normal gameplay. Killers should not be rewarded for not hooking survivors. Answer this: why is the survivor in a worse position slugged than on hook? These two states should be equivalent (anticamp, endurance on unhook/pickup from anticamp).

    As it is now, the game rewards killers for not finishing their objective (hooking the survivor) by not having a camp timer on the slugged survivor.

    The objective is to make everybody die.

  • @Compenjoyer said:

    Me and the friends I'm playing with shouldn't be rewarded for mistakes. That's not how we learn the game (or how the world works in general) when we get spoonfed to an inevitable victory. I don't know a single PvP game that do this. They also call this second chances.

    Why am I allowed to receive endurance when I'm in the dying state all because of my friend brought a perk called We're Gonna Live Forever? I made a dumb mistake of going on the ground in the first place. The fact that I get endurance and the killer can't down me despite me making yet another mistake dumbfounds me.

    Why am I rewarded for perks like Sprint Burst, Lithe or Dead Hard when I haven't done anything compared to Smash Hit which is a perk that rewards me for interacting with the killer? This is exactly why I only use Smash Hit.

    Same thing with unhooking. Why am I allowed to run away scoff free because my teammate unhooks me next to a killer and I receive 15 seconds endurance and haste?

    I don't understand it. I don't want to be handheld, I'm here to learn and become better but because of all these weird changes over years, I haven't learnt a single thing since then. It's just me with more power against something I shouldn't have power against.

    I'm deeply sorry to whoever is suffering from killer anxiety. I don't know how it feels since I rarely ever play killer. However, I do understand the situation especially how the game is in its current state.

    It doesn't matter if there's so much endurance that it destroys the contest, it's all about getting players to feel comfortable enough to keep buying content.

    The wall of endurance you run into as a killer makes it pretty much pointless to play Ghostface past the intermediate level; but why would BHvR care if that much endurance is going to make more cash in the long run?

  • Boosting survivor for the sake of making sales is sort of the only thing that the project directors have been focusing on for years now. They don't seem to care that the game isn't even a fair contest for most of the killer roster as long as survivor players feel happy enough with the gameplay to keep buying content.

    From the artificial regulation of lethality through endurance and pallet density to decimating gen regression while making progression more problematic, the pattern, purpose, and intent of the project directors is pretty clear.

  • Why would the devs listen to a bunch of emotional noobs demanding a change that would prevent most of the killer roster from being able to stop survivors from escaping in advanced play?

    The only way that hardcore blockages on "tunneling" could work is if it becomes physically impossible to complete all gens in under 4 minutes. Too many of you stop your thought process at getting what you want without considering if there would still be a contest afterward.

    Most of the survivor horde evidently thinks that every killer has the same level of power and that they should all be forced to play for 12 hooks (in perfect rotating order) on top of multiple second chances inside of a 4-minute timer and that "if they're good enough" they can still stop everybody no matter which killer is being played.

    Unironically complaining that you're not being listened to when you're literally asking the dev to break the contest of the game for your own egoic satisfaction = WeirdMaxxing

    DbD is becoming one gigantic lesson in game design about what happens when you continuously make developments off the copium-based opinions of game-scrubs.

    In reference to the true definition of the word "scrub" as far as game design goes - https://www.sirlin.net/ptw-book/introducingthe-scrub

  • @DevLinky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040283#Comment_4040283


    "people don't all celebrate christmas there is other religions " Agreed, but kinda wrong in 2025 tho. I'm from a Christian/Muslim family while being an atheist myself + I have some jewish friends and everyone celebrates Christmas. It's not so much about religion but more about the period of the year, especially in younger generations (which contains more players than older ones).


    "Why would they also not play the game seriously its their right to decide how they play that does not correlate anyway of their personal life or if they have family or friends."

    Never said they souldn't play seriously. I'm just pointing out that I haven't had such sweaty games during the entirety of the year.
    Wether you think like me or not, I strongly believe there's a huge correlation.

    Sounds like you're trying to shame people into playing worse out of your own insecurity, but that's nothing new for the survivor horde.

  • Game can be over less than 4 minutes from the start and we still want to act like focusing someone out isn't fair? After all this time you lot STILL want to ignore the in-your-face fact of the stupid game setup?? If you cap off the completion rate of gens, you can have all the anti-focus features you want, but you can't have loads of anti-focus AND comically fast completion rates at the same time. The thing you want has to be properly facilitated to work.

    It also gets complicated because not all killers are capable of the same power output

    For example: Nurse and Blight put out 1000 volts a piece while Ghostface and Trapper barely put out 100 volts, yet people want to hold them to the same restriction standard, which is dead-ass ignorant. The S & A tiers have the power to ignore you and go find somebody else, the mid tiers can only do that sometimes and the lower tiers have to take whatever they can get as soon as they can get it to stand a chance. However, in spite of how true this is, the majority of survivor players don't give a damn and continue to act like their feelings about their individual experience in a trial matter more than what's fair. It's disappointing and extremely annoying that so many people want to take such an overly selfish stance on this.

    It's like a bunch of people are trying to squeeze a single-player survival story out of a multi-player contest and then getting mad/vocal that they're not receiving the desired outcome.

  • Some of you are starting to go completely nutty over these coping-gamer terms.

  • Well…even if you get good at the weaker killers, they are positively crippled by the inevitable flood of endurance you'll encounter no matter what perks you use, so the only real huge tip is to base all your gameplay off a foundation that can easily recover the momentum lost from endurance effects by playing the stronger killers.

    A few lighter tips: Lethal pursuer allows you to start a chase immediately and floods of rage is great for finding people throughout the match. Grim embrace/pop goes the weasel or grim embrace/pain resonance can be nice for getting more of a chance to get some real damage done before the gates are powered.

    However, I'd advise you to brace for things to only get worse for the killer experience as that's what the pattern has been since 2018. There's always something looming on the horizon that aims to further limit what the killer can do based on what novice/intermediate survivor players find "fun."

  • 100% with the OP. I can't describe how annoying it is when you're locked in, trying to guide your lunge and this dumb mechanic wrests control from you, jerking you into the corner you were trying to steer around.

    It's been a royal pain for years, so what's the actual situation on this problem?

    Like…does the studio want to do something about it, but the bosses said no? Any information would be great.

  • If all remaining survivors are within a certain distance of an open gate (unaffected by bloodwarden) and are still standing, the end-game-collapse timer should speed up dramatically. If a survivor stands near hatch for a prolonged period of time, the hatch should close and their aura should be revealed.

    The counter-play: Leave like you're supposed to.

    The outcome: decreased toxicity.

    There is currently no sense of needing to gtfo while you can and all the endgame hazing stuff is just cringeworthy, stupid, and makes people not want to play killer.

  • Getting 3-gen'd is basically getting screwed at the macro level for the survivors, right?

    Getting gen-split (2 gens on one side of the map, 1 on the opposite side) is basically getting screwed at the macro level for killers, right?

    Does it seem like a bit of a double standard to anybody else that one of these things gets a special aid system and the other gets nothing?

    "My favorite part about hockey is how the goalie gets benched for the rest of the match after blocking 8 shots on the goal." - Patrick Harris, Probably

  • Tunnel and slug prevention can't be introduced until it's no longer possible for gens to be completed in less than 4 minutes.

    Address the primary reason that killers get conditioned to tunnel and slug (which is comically fast gen speeds), then you can apply restrictions/penalties to tunneling/slugging and both sides will be in a better place. Put people in a desperate situation and they'll resort to desperate measures, this problem is not complicated (no disrespect).

    The 9.2 PTB was actually on the right track by incentivizing going for hooks and making it more practical (in a competitive sense) against gen speed, the foul-up was trying to stop the killer from punishing bad plays that led to an early kill (virtually trying to codify 'the amateur survivor's rulebook for killers'). It's good that there's an awareness that the Patrick Harris philosophy of stomp or be stomped is recognized to do nothing but breed resentment for the game and I encourage the exploration of where the 9.2 PTB was headed.

    Survivors complete gens, killers go for hooks, make these two things intertwine competitively at the highest skill levels, this is the only realistic progressive goal at this point short of adding an entirely new game type. Good luck.

  • Trying to make players happier by boosting maps for various reasons is not the "work smarter not harder" move. They're going to need to make resources spawn dynamically, based on which killer is played (or at least on how deadly the killer is in chase). This will allow for greater practical variety on the killer end of things and reduce the rate at which the game starts to feel stale from both ends. Working on this and in-game video demonstrations for new players will create an environment that allows DbD's player retention (and thereby sales) to grow. So stop telling the studio to shortcut, just have them do the damned work and abandon this pathetic blood transfusion model that hits like a wet noodle.

  • There aren't so many connecting safe-loops that you can't be caught in the comically short timespan of the match?! God forbid.

  • Need to stop ignoring the fact that the game can be over less than 4 minutes from the start. The killer can't outpace gen completion by spreading hooks. Every complaint about "tunneling" in the games current version is completely near-sighted and self centered.

  • The game can potentially be over less than 4 minutes from the start, it's not smart to spread hooks.

  • @Meg_Survivor said:

    This statement is starting to get so annoying! “If killers are tunneling, you need to learn how to loop better” its honestly the dumbest thing i have ever heard in my life, killers can still tunnel even if the survivor is really good! or they can just tunnel for literally no reason at all, Tunneling out a survivor doesnt always mean they are bad at looping, honestly when most killers dont like a certain survivor even if they did nothing to them they will still tunnel them out, the way certain killers think will never make sense to me fr - we needed that anti tunnel update and now we get nothing smh

    What do you mean "for no reason," the match can potentially be over less than 4 minutes from the start. What is with the majority of you guys just ignoring critical details like completion speed? The way you feel about fabricated cope-concepts doesn't matter more than what's fair.

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030504#Comment_4030504

    There IS no counter. None. If killer proxycamps and decides to down you off hook there is zero counterplay. You are dead regardless of skill.

    The counter-play is get to a tile within 15 seconds and outplay the killer at that tile, run to the next tile and repeat until the killer has to drop chase or commit to you so hard that they lose the match. With games potentially ending in under 4 minutes, I'm not sure what time you think there is to facilitate strict anti-tunnel/slug rules.

    This is one of those "believe it or not" "Like it or not" things:

    Until spreading hooks can actually compete with potential gen completion speed, strict anti-tunnel/slug rules cannot be facilitated without breaking the game for most of the killer roster.

    gbnsqi6yk5051.jpg

    Just because a few of the killers can reliably play for hooks and win does not mean that ALL of them can.

    You can't expect the devs to make adjustments based solely on how you feel, having them totally ignore the big picture and forsake what's actually fair in an asymmetrical sense (especially when not every killer has the same level of power).

    Anti-tunnel and anti-slug rules CAN be introduced, but not without making hook spreading the absolute best way for all killers to compete with gen completion speed.

  • Pretty gnarly exaggeration.

  • Yeah, it's pretty strange, but it's just a visual UI thing. There aren't actually multiple obsessions at once.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031127#Comment_4031127

    Whole I'm not necessarily opposed to a cap on things like haste or overall speed increases and decreases, that's not what I said at all, but it's it what I responded to.

    It also conveniently ignores all of the actual limitations they have added such as pretty and item nerfs as well as actual increases to gen times.

    Typical moving the goal post, and just now evidence that it will never be enough for some people until kill rates are 100%. It sure wasn't enough when gens could be stalled for an hour, so why would now be any different?

    Fast completion speed has always been the reason that killers adapt "tunneling and slugging" into their gameplay. The only convenient ignorance on display at the moment is the vast majority deeming it to be fine that potential hooking speed cannot compete with potential gen speeds. Demanding restrictions on the only things the killer can do to combat the gen speeds is selfish and near-sighted.

    After gens cannot be completed at ridiculous rates is when restrictions to "tunneling and slugging" should be applied if we ever want to truly get to a more positive and fun game state.

  • @Nathan13 said:

    survivors have plenty of perks to counter tunneling and slugging, we don’t need basekit anti tunnel or slug because it clearly won’t work.

    It can work, but only if broken gen speeds are no longer possible.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030809#Comment_4030809

    Thankfully, they've already put several limitations on gen rushing and a huge list of nerfs to keep it in check.

    So fixes for tunneling are long overdue, even by your standard.

    There is no cap on gen speed.

  • "Tunneling" and "slugging" are conditioned responses to insanely quick gen completion.

    As long as the door is wide open on broken gen speeds, there can't be restrictions on "tunneling" and "slugging."

    Curb ridiculous completion rates THEN restrictions can be facilitated and the game gets to a better place for both sides.

  • You can't have invincibility in a bottle. Players riding endurance features to the finish line is game-breaking.

  • As long as the door is wide open on broken gen speeds, there can't be restrictions on "tunneling" and "slugging."

  • @Crowman said:

    Well BHVR constantly knee caps their own DC penalty system and alongside the abandon system it's actually easier for survivors to quit games without building up large time penalties.

    I think the core problem is that the devs just do not play their own game in an actual setting and rely too much on data and surveys to make changes. And the surveys lately show a bias towards survivor as well.

    Gets downvoted, yet is objectively correct.

    /facepalm

  • What if you just played out the match that you agreed to take part in?

  • I'm currently #4 in the world for marked downs on Ghostface with 61,743 and counting. I continuously experiment with all manner of builds/strats using the Ghostface kit and I'll tell you right now, there's little that one can realistically do anymore with Night Shroud to combat seasoned survivors.

    Sprint Burst has always been the primary obstacle which was counter-acted using Mindbreaker: You would sneak in close, they'd hear the billowing of your cloak and run, prevented from Sprintbursting long enough (5 seconds) for Drop Leg Knife Sheath to take effect if you could be fast/fluid enough with your leaning stalk and you'd stand a great chance at catching them before a window or pallet. However, now that Vigil cuts the exhaustion timer by 66%, you will sneak in close, they will hear the billowing of your cloak, release the generator, walk off the neutered exhaustion timer and sprintburst into a forest of pallets before you can lean and land a mark.

    At present, if your target sprintbursts, the likelihood that you still catch them in a timely fashion is so miniscule that you may as well drop the chase and attempt to sneak up on another target. Of the other 7 options you have for anti-exhaustion, only one (Nightvision Monocular) is truly useful on a semi-consistent basis in the shadow of Vigil. Another thing about playing Ghostface (or any other M1 killer) is that even if you become quite good at using nothing but M1 and the ducking mechanic, endurance will completely trash the Ghostface kit.

    Blight on the other hand is a rabid mobility monster who doesn't give a damn about exhaustion or endurance features as he possesses a power designed for chases.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029325#Comment_4029325

    Do people really need perks for generator regression when slugging, tunneling, and camping exist in the game? Ask something else stupid.

    Less than 180 seconds completion > killer strats.

    gettyimages-1224638137-640x640.jpg
  • My wishlist after 11k hours of mostly playing Ghost Face.

    • After 3 successful marked stabs, gain the ability to throw the knife once (one-shot down if target is exposed).
    • While crouched and in Night Shroud, the Ghostface will not trigger chase.
    • Accrued stalk points do not drop off on injury. (All accrued stalk points drop off when put into the dying state)
    • All reveal progress is instantly lost when technically losing sight of the Ghost Face while Night Shroud is active (Current time to reveal is 1.5 seconds).
    • Add slight speed burst, stun recovery and pallet break speed bonus when revealed.
    • Make directional indicators more accurate when in the process of being revealed.
    • Cut cooldown of Night Shroud in half on successful marked stab.
    • Make effects of current 'Chewed Pen' and 'Lasting Cologne' base kit (Increases reveal time for dying/hooked survivors to 3 seconds).
    • New Chewed Pen: Marked targets become blind for the duration of the mark.
    • New Lasting Cologne: For 80 seconds, survivors injured while Night Shroud is active take 1.5 seconds longer to reveal the Ghost Face and leave scratch marks for an additional 5 seconds.
    • Make current effects of 'Headline Cut-Outs' base kit (+40% movement speed while stalking holding M2).
    • New Headline Cut-Outs: Increase time required to reveal the Ghost Face by 0.5 seconds.
    • Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events. (Putting survivors into the dying state ends Night Shroud)
    • Marked Map: After performing the damage generator function, survivors within 10 meters of the affected generator will have their locations revealed upon the next interaction with the affected generator.
    • Victim's Detailed Routine: (In addition to the current effect) When marked, generators being repaired by marked survivors will be highlighted in Yellow and marked survivors receiving or performing healing will have their locations revealed.
    • Night Vision Monocular: (In addition to the current effect), auras of all survivors within 10 meters of the revealing survivor are shown for 5 seconds.
    • Telephoto Lens: (In addition to the current effect) stalking has no range limit.
    • While Night Shroud is active, if a survivor is 'stalkable,' their portrait will animate to indicate they are 'stalkable' (unintended marking can be extremely detrimental).
  • @Falcao said:

    I agree with everything, but the Cenobite addon should still be nerfed. It's bad game design when one addon deprives most perks of a second chance.

    Do people really need all sorts of second chances when there's no cap on gen speed?

  • @kit_mason said:

    …why not just axe the anticamp measures that won't address the underlying problems with camping instead?

    "we've added anticamp measures but also let every killer in the game hard camp by entirely preventing unhooks whilst they're there as long as a survivor's trying for it" is an awfully overcomplicated solution. stand at the anticamp max range → move in when a survivor shows up → they cant unhook bc of the grab so they have to leave → go back to max range.

    And then lose because you're lurking @ hook too long.

  • @Colt45m said:

    https://www.youtube.com/watch?v=p_utv9buOEc

    Look at this. How is this not an issue?

    That's endgame with six survivors choosing not to leave in the face of a lost cause.

    Game could have ended with a score of 6 to 2, killers losing. Instead it ended 5 to 3, killers losing.

    What's the only thing (in 2 v 8) killers can do to create enough time to hook everybody to death? Perform a lot of knockdowns.

    What's the only thing (in standard) lower tier killers can do to create enough time to hook everybody to death? Perform a lot of knockdowns (unless anti-slug perks screw them over).

    A lot of you guys really ought to quit acting like the way you feel matters more than what's fair in an asymmetrical situation. You can't just have endurance butt in and bail you out of every scenario you don't like.

  • Going for hooks would have to become the best way to compete against gen completion speed, then (at the same time) anti-tunnel and anti-slug systems can take effect until the endgame collapse starts. The previous PTB was on the right track, especially with different rules depending on which killer it is.

    Then throw in a dramatic speed up on the collapse timer if all survivors are within a certain distance of the exit gate and not in the dying state. Presto, better game.

    idk where what's-his-nuts was getting all that mumbo jumbo about things being "too cookie-cutter," I mean do you want killers to play for hooks or not?

    The entity wants it, the survivor community certainly wants it, killers wouldn't mind as long as it's actually viable to play for hooks with any character…so what gives?

  • It's the same concept as a boss going into enrage mode when you've got it at low health, plus runningguy is right.

  • @MDRSan said:

    It wasn't outright stated as such but it was implied they'll be reducing pallets in the next patch. Don't worry, they'll be making all the maps nice safe kiddie pools for killers to play in soon enough.

    You'd think after shrinking map sizes, handing out aura reads for everything, causing survivors to spawn clumped together in a predictable spot, increasing visibility, and eliminating stealth as a play style they might need to give survivors something to compensate and keep kill rates from going crazy but apparently killer players don't like to acknowledge all the other handouts they've gotten.

    (-,they said as another large survivor buff was being tested in the PTB.)

  • @Mr_K said:

    Anti-Hemorrhagic Syringe:

    Removed the heal over time effect.

    Removes Exhaustion on use. (Rework)

    Consumes the med-kit on Secondary Action use.

    How three times? I'm only seeing two instances. Initial run to trigger SB. Pop the syringe for another SB. Where's the third?

    The perk 'Blood Rush.'

  • It would probably go the same way original lights out mode did; nobody could lean on perks so most people hated it.

  • It's a great perk to supplement other repair/healing penalty perks.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025604#Comment_4025604

    I agree with that.

    However, what people often miss when making this argument is that these players respond with tunnelling because tunnelling is unbalanced- it's the most value you can get for the least effort, and effective counterplay tends to be locked behind specific perks and a fairly high skill floor.

    There are other responses too, they're just not as effective as tunnelling, because tunnelling is unbalanced.

    'Unbalanced' in an environment where the game can be over in 4 minutes or less?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020028#Comment_4020028

    It's not exactly something that needs deep research. Killers tunnel because it's unbalanced, that's always been why it happens.

    There are definitely killer problems to fix too, but they're largely unrelated to tunnelling. Tunnelling just happens to be the response most killers choose because it's the most bang for your buck regarding effort to value.

    When killers experience matches with quick completion times, they respond to those experiences in future matches by "tunneling and slugging."

    Killers tunnel and slug because they're trying to combat fast completion times, that's always been the true reason.

    Humans tend to respond in certain ways after they've been conditioned to expect something.

  • If you're making the environment black & white while the characters glow red, that's cheating.

    If you're adding a bit of gaussian blur and extra film grain to improve the cinematic quality, that's fine.

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