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Aznex

Aznex

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  • @Readyplayerone said:

    They could easily solve this issue by just putting survivor groups against randomized AI killers.

    That won't solve anything, plus the game's AI has built-in wallhacks to compensate for not being a human meaning it'll just B-line to each person's location. Not to mention it'll either be too easy to loop by people who've dealt with survivor bots, or too hard since the built-in wallhacks make hiding completely useless.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108228#Comment_4108228

    Yeah Myers was one of my most played killers until his rework. IMO they ruined what made him unique.

    Disagree re Pig though (another of my mains). I prefer they improve her chase and leave her RBTs passive

    I'll at least give Myers a pass since even though I hate Slaughtering Strike since its just a power crept Hillbilly power, Tuft of Hair restores his old kit and I do prefer the stance system over the old stalking mechanic since you get to toggle stealth on and off instead of lose it quickly.

    In regard to Pig, her RBTs are her built-in slowdown which is what made her decent in defense since it forces people away from gens and buys her time. You can prefer Ambush over the RBTs, but they have stripped away a lot of their power to the point where she can't even see her boxes anymore to patrol them, and we almost had their duration increased to 3 minutes from 2 1/2.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108487#Comment_4108487

    Never said anything about overpowered, i said power creep. And re Ghoul - getting hit constantly through walls every game was enough for me to put my controller down. I've heard this has been fixed but my interest in survivor is gone, so I don't need Ghoul advice.

    As someone whose been on the receiving end of getting Kagune'd through stuff, I will put this on the fact that Ghoul is the only killer in the game rn with a hitscan power.

  • @ShanoaLegendaryPlz said:

    Well i've heard the Nightmare on elm street license is active again and is making a new movie going back on the original storyline instead of the reboot. Alongside that Robert Englund said he didn't physically have it in him to act as Freddy in a movie anymore, but he would be interested in doing voice work as Freddy.

    So the license is certainly doing some interesting things for the first time since Freddy has been in DBD. I don't know if that means itl effect the dbd contract or leave room to improve the contract.

    That's interesting to hear. I don't think I've ever heard of NoES being active after MK9 and this game. And yeah I can imagine it'll be like the Pinhead scenario if we do ever get Englund in here. The guy is really old.

    I do kinda wonder what's keeping him from voicing the character here. An old interview stated the main reason was getting two companies to agree is difficult, but looking into both OG and Reboot films it seems like NLC made them both. So who's the 2nd company at play here? And has it ever been considered to just make a new license to remake him with and scrap the old one? Worse case scenario, Quentin and the six Springwoods are lost.

  • We gotta remember they have to look at the killers and see which ones will work and which ones will break everything so we don't get another Legion incident.

    Some of my hopes are Pig, Demogorgon, Doctor, First, Lich, and Singularity.
    I do feel like First may mess things up with the skybox alteration like Freddy would (who will likely never come to 2v8 since his license is a Scarlet King level anomaly)

    There aren't too many killers I'd say don't have any chance, but Bubba should never be added there for very obvious reasons.

    I find it incredibly odd that we don’t have totem based class on both sides

    Exactly this. I want to see more classes as well, but totem-centric ones should be a given since the totems still spawn in 2v8 despite contributing nothing to the mode aside from a subtle tell of where tonics can be (tonics share totem spawns iirc)

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108192#Comment_4108192

    I don't think buffing every killer to Jason/Ghoul/Drac levels is going to raise survivor morale the way you think it will. I very much don't think it will.

    One quote from Otz is a good one to apply here: S tiers like Nurse should not be the template for killer balance because you will have no way to give someone like Trapper a Dash or Teleport and justify it not killing their identity. Slaughtering Strike is a prime example of this.

    If any killer imo should be the template for killer balance, let it be Wesker. He is a perfect mix of strong and fun.

    I do wanna add to this saying I really hope my girl Pig can get a buff to her RBTs. It genuinely seems like every time they buff her it's always towards her Ambush special attack when her main source of pressure is her RBTs which get progressively weaker with each change.

  • A simple addition that goes a long way.

    With that being said, you should likely prioritize updating the tutorial after this. Otherwise, this will be like the perk situation where people end up not using it because the game does not inform you that it exists. You don't need to explain every detail, but a basic rundown will at least get them on their feet with it.

  • When there is a new event active, people want to play it and interact with everything it brings to the table. This will of course impact queue times for those who want to play the normal mode instead. 2v8 is the biggest outlier here because unlike the normal mode, it requires twice the number of players to fill a lobby.

    Now I want you to imagine if every single modifier in this Summer Screams event stayed active throughout the three-week duration. You would be lucky if your killer queue time would be under an hour, and the biggest thing that can kill a person's interest in a game is playing a match that lasts much shorter than the time you spent waiting to play it.

    I feel like, for example, there are a bunch of people who only play the game when 2v8 is available, and I feel like having 2v8 be a permanent gamemode would just increase the playerbase, and then we could have a 3rd gamemode come out periodically.

    The biggest draw to 2v8, aside from having a friend on killer, is that it's more simplified compared to the normal mode thanks to the class system replacing perks. It appeals to the casual player base since you don't have to keep hundreds of perks in the back of your head every time you see anything happen.

    As for making it permanent, this would only work in its current state if it's integrated into Custom games. Same goes for other modifiers as well.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107318#Comment_4107318

    Survivor buffs are not needed. They’ve already heavily buffed the 2v8 perks and made it much easier for the survivor role compared to normal 1v4 mode to incentivize more people to play survivor. I play both sides and I’m fine with that because getting more people to choose survivor role is badly needed in 2v8. Last 2v8 I had >50% escape rate playing solo queue and I’m a very average-skilled player. The killer queues are always longer in 2v8 because a lot of people want to play killer role for a unique experience compared to 1v4, especially with friends. It’s not because survivor role in 2v8 is too hard.

    What was your escape rate in the last 2v8?

    This.
    Personally, I don't like how we haven't gotten any new killers in the mode since Chucky back in January. There are definitely a few killers they should never add (ex. if Bubba is added, no one would play survivor in that mode), but the lack of new content really doesn't help. Even a new class would spice it up.

    I will say to the person who downvoted this comment I quoted: Stop expecting survivors to be buffed 24/7. Unless you want the game to become Dead by P100 Comp Nurse, balancing should never play favorites.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103669#Comment_4103669

    1. No, they are easy to play around even if you're playing m1 killer.
      Trapper can trap harder pallets, ghostface can hide his red light.
      If someone is chaining a pallet against you, that's on you.
    2. If bubba is camping, surviviors are supposed to do gens, that's easy to play against it.
    3. You can't say that killer buffs should stay and survivior's help shouldn't… you can't be serious right now.
      Why on earth would killers get basekit buffs if tunneling wouldn't be fixed? You're out of touch.
    4. Pain res nerf was needed. Perk was giving too much value - that's what killers hate about surviviors perks. This works both ways.
    5. I almost never reach kicking limit and I win most of my games. You're doing something wrong.
    1. Sure buddy, it's the killer's fault that the survivor has multiple pallets close together they can run to and extend the chase with across 64% of the game's maps that got stuffed with pallets. And they wonder why The Game is the map with the most slugging…
    2. It's an artificial kill rate inflater, and it's not fun for the survivor being camped. It's not about how easy it is to gen rush a camping bubba, it's about the camped survivor having no gameplay. This applies to hard tunneling too.
    3. The killer buffs were healthy because you had an actual reason to not prioritize getting someone out early. Plus what was about the survivor changes that were healthy? 30 seconds of endurance to abuse, immunity to a mechanic exclusive to a few killer powers, denied info for the killer, hopping off basement hook fully healed, free permanent Unbreakable, denying the ability to regress gens if you die too early, on top of everything else that made killer miserable in those PTBs. I'm not out of touch, I'm just using basic logic in the fact that survivors had far superior buffs than what killers got there that made them way stronger. Consider doing the same, because it seems like you have a major bias toward survivor rn.
    4. It was nerfed because the S tiers got more value out of it than everyone else. Same reason Awakened Awareness lost it's additional timed aura reveal: Nurse used it too well.
    5. You haven't played against competent survivors. I hardly reach it either, but I've seen ones that have. Your experiences =/= everyone else's. And don't say your MMR is high because there is no way to tell this as the stat has no transparency to it.
  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103334#Comment_4103334

    Pallet density added pallets that are easy to play around.

    Anti-FACEcamp update is what you mean. Killer can still proxy camp.
    Also you shouldn't camp, you don't make pressure on the map if you do that. 2 people are on a gen and 3rd is hiding to make last second trade.

    Anti-tunnel was never on live servers.

    POP was changed but is a great perk now.

    Painres was giving too much value, eruption was miserable to go against.

    Skull merchant and kicking limit was direct nerf because people would abuse her and 3gen tactic.
    This made matches miserable for 4 surviviors.
    Matches would take up to 60 minutes without real way to fight back.
    Surviviors had to literally let killer kill them to go next.

    Knight had no counterplay, chucky was impossible to loop - hits were guaranteed, blight was too free and strong (good blights still win most of the games).

    Everything that happened to killers was justified.

    • These pallets are only easy to play around if you have a chase power. If you're just an M1 killer like Trapper or Ghost Face, these pallets will be chained, and you'll be lucky if a gen doesn't pop by the time you get the down.
    • I have no complaints on the anti-camp bar because it shot basement bubba in the head, but there are still Killers who benefit too much from the play style (especially Bubba who will just eat your unhook protections and there's nothing you can do about it without DS)
    • Anti-tunnel's changes (mainly the 9.2 ones) even needing a public beta to test if it would be bad was a massive red flag, even more so was the all-or-nothing approach they had in both iterations. I stand by the fact that if both those PTBs were fused after removing the stuff people hated and refining the things everyone liked such as the unique hook incentives, these would have been incredibly healthy to the game. Instead, they serve as a shred scar between the players who sat through half a year with no new content testing changes they all hated, and the developers who wasted half a year's worth of resources making a large number of changes so drastic that I'm stunned it even made it past QA.
    • As for those perks you mentioned, I will only disagree with the Pain Res nerf. This is similar to why the BP bonus from BBQ should not have been removed: it encouraged not tunneling someone. If the nerf simply made it apply only to unique hooks instead of a token system, it'd be healthier after some number adjustments.
    • Gen kick limit was a harsher nerf to weaker killers than it was to stronger ones. In a war of attrition, the killer will always lose because they can't regress the gens as often as health states can be reset. If the limit was increased or gens took longer to repair, it'd likely not be an issue.

    Lastly, not everything that happened to killer was justified. Saying that hints at tribalistic mentality which is the last thing we should be enabling.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103523#Comment_4103523

    Sure, it's lack of information, but even in Lights Out, there was still a little something to help you along. Such as you can still see Survivor auras when they're downed or hooked. Even the gens started with 5% progress to help Survivors locate them with the noise.

    And on the Killer side, they can still see the auras of gens at all times.

    These pieces of information are necessary, which is why they're there.

    There is a fine line between a necessity and a luxury.
    Knowing where your objectives (and for survivors, their endangered teammates) is a necessity.
    Knowing the location of every vault and pallet within a 2-mile radius is a luxury.

    EDIT: Wow, 4 downvotes just for using basic logic. I guess average IQ is also a luxury.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103382#Comment_4103382

    Looping was nearly impossible in Lights Out, since you couldn't see anything. Maybe if there was a loadout-less mode without all the darkness, then it can be considered a true skill-based mode.

    The thing is: the fact that you can't see anything is the entire point of Lights Out and what made it so skillful. Your core DBD skills needed to be on point cuz the Killer can come from anywhere at any moment, and your map knowledge had to be on point so you could memorize all the pallet/vault spawns.

    By slapping WoO onto the mode's Lantern item (which you spawn with btw), you are doing something that is directly anathema to the mode's entire appeal: lack of information. You can not only see all your objectives, but now you can see where your teammates are since you'll see the pallets being thrown. Not having information is what makes horror games so immersive, and there is nothing that ruins immersion more than having wallhacks on things. If survivors can have free WoO, then it's only fair that Killers should get free Zanshin Tactics to even the playing field.

    And honestly, slapping WoO in this mode isn't even the worst part. That goes to the fact that they chose to do this post Pallet Density.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102918#Comment_4102918

    wasting 4 months of your life to hate on someone in their steam profile is such a loser thing to do.

    I pity that poor soul.

    Only in dbd

    Surprisingly, it's not even the worst thing I've experienced in my 8k hour journey in this game.
    That is currently a tie between a Myers and Alucard who said I wasn't allowed to defend myself because I left the trial (sole escapee btw) due to being injured and on death hook while he had tier 3 active (pre-rework Myers), and the time I played friendly Springtrap and a Jake player tried to accuse me of cheating because me being friendly unfairly manipulates their MMR gain.

  • I'm seeing a massive lack of self-awareness in this thread. Survivor has been eating good for multiple years now, and I'll be analyzing each of your points to prove this.

    They wanted dead hard nerfted? They got it. Spine chill, Shane's perk? got it.
    Deliverance, sprint burst, vigil? Got it
    Soon shoulder the burden, lithe, resilience, balanced landing will be getting nerfs, because of killer complains and spreadsheet will show that those perks are overused.

    Dead Hard was completely unhealthy with its dash to the point Trapper was unplayable.
    Spine Chill granted free wallhacks and a bonus to vault speed for the low price of being looked at by the killer.
    Cross Examination removed all info in chase for simply playing a tile. The perk is flawed by design and should not have needed to wait 3 hotfixes to be nerfed.
    Deliverance removes the need for your teammates to get off their objective. Doubling the Broken duration will not change that.
    Sprint Burst gives you free massive distance for simply pressing shift w. Losing 1 second won't change much.
    Vigil is harmful to perk variety as it shuts down status effect builds and makes Exhaustion perks stronger. If anything, as long as it continues to reduce Exhaustion it will continue to be harmful.

    The other perks you want to predict being nerfed is 75% doomposting. Shoulder the Burden is the only one there that needs a nerf. Anyone with a brain will tell you that Shoulder is a busted perk because of how much pressure it removes. The only reason the stats at BHVR don't reflect that is because most of the player base lacks that brain so the perk does more harm than good.

    We had anti-tunnel system implemeneted - killers feedback made developers scrape the idea, they got rid of it.
    Now killers tunnel and feel good about it. Can't say that about surviviors. They automatically lose a game because killer found the "weak link".

    This is where you start talking out of your ass, because you would not be saying this if you actually read those changes.
    The anti-tunnel changes of 9.2 completely gutted the Killer's macro gameplay and allowed survivors to win on autopilot because they got adamantium armor off the hook with THIRTY SECONDS of unhook protections and immunity to Killer Instinct (which is exclusive to certain killer powers) with incredibly unhealthy perk changes. Let's not even mention the anti-slug with its additive 90 seconds that gives you permanent Unbreakable, or the fact this PTB made Krasue look way weaker than she actually was.

    9.3 was only slightly better because they axed the penalties (that would have killed Sadako and Pig) but it was still terrible because they kept all the problematic stuff that got them that feedback in the first place. You also had updated perks like Babysitter which puts the killer in a lose-lose because chasing either the unhooker or the unhooked means dealing with the 30s of protections and/or a proximity aura reveal. And while I like the BP bonus 9.3 gave unique hooks, it was too small to matter and not enough to dissuade comp behaviors.

    I play both roles with a P100 on each side (Steve and Pig) and all I can say about these two PTBs is they could have had a passable update if they just axed the problem points of both these PTBs and fine-tuned the good things in them. Instead, their all-or-nothing approach damaged trust in them because it proved they were perfectly fine spending months of resources on untested changes no one asked for. I definitely want to see members of their QA team on their dev streams some time because neither of these PTB's proposed changes should have made it past them.

    Surviviors feedback about problematic killers doesn't seem to matter for a long time now.
    Nurse, Kaneki and Jason destroy lobbies without a problem.

    Jason is going through the cycle of "new killer OP because I have to use my brain" that the sub-100hr Twitter players like to perpetuate. He is not problematic in the slightest.
    Kaneki is the most enjoyable of the S tiers because he only punishes shift w compared to the others who have very little counters.
    And just as a solid reminder: Nurse has been the strongest killer ever since she launched, with Spirit and Krasue being the only ones to challenge that position. BHVR didn't want to properly address god loops back then, so they released a killer that ignores them and every single other obstacle on the map.
    The main two reasons she has evaded nerfs for so long are:

    1. Because BHVR mainly balances based on stats, Nurse is actually underperforming in their eyes.
    2. Having your strongest killer available to play right out the gate helps avoid the accusation that the game is pay to win.

    I'm certain everyone has a killer they'd rather play instead of Blight/Nurse/Ghoul but they don't because they've been shafted at every corner thanks to the current stale meta and pallet density. If you make someone choose between kicking a dozen pallets to down one Meg or just ignore those pallets and get the down way earlier, guess which one they'll pick?

    Basekit BT is being shortened - something that helped us a lot when killer went for immidiate tunnel.
    We could make distance to a better loop, giving us a better chance.
    Not everyone was using that offensively.

    10 seconds is still enough time to make it to an exit gate. You also get Elusive during that same period now.
    And just because not everyone was using that aggressively doesn't mean no one was using it aggressively. It has been proven time and time again, especially with the 80 seconds you used to get from Off the Record, that when you give people extended periods of protection from death in a PvP game, it will be used aggressively.

    Surviviors are DCing, giving up against their disliked killers. Making everyone have bad experience.
    But we still didn't decide to think why that happens.

    Survivors have DC'd for far less than facing a killer they dislike. I've has people DC on me when I just wanted to farm BP on Pig/Dracula. Another time I had a Mikaela DC within the first minute of the match because a Trapper downed them first and blamed it on me for wasting time even tho I was on a gen outside of his TR at the time. Hell, a person spent the past four months regularly commenting on my steam profile saying my mother should have aborted me solely because I chose to go through the exit gates instead of saving them and their two buddies who were all hooked in basement against a NOED using Lich.

    Keep in mind that even with having legal cheats in the Black Banquet, survivors did not change. They still lost most of their matches, they still DC'd, and they still complained. At what point does catering to a crowd who just wants to win all their games on autopilot become the worst option you could make?

  • Diminishing Returns reminds me of the Orela Rose PTB where they wanted to remove Haste stacking, said they'd adjust perks that relied on stacking, adjusted 4 survivor perks and 2 killer perks that weren't reliant/popular in stack builds, then reverted the removal when it went live.

    Feels like they learned nothing from that.

  • TBH I find this Rift Pass to be quite mid, which is disappointing seeing as the last two were pretty good.

    The good things about it are the Taurie cosmetic is really awesome with the halo, the Knight and Feng skins on the free track are amazing, and the Egyptian theme is awesome.

    But the rest are just kinda meh. Adam is the only other one on the Premium track I like aside from Taurie. I also don't get why we have existing cosmetics as recolors on the premium tier. Why is Trickster there? His outfit they chose to recolor doesn't even match the theme at all. And Deathslinger's Twisted Masquerade head is already being recolored? It's only 2-3 years old, and it's such a mismatch with the suit it's attached to.

    My biggest issue with this Rift mainly has to do with the centerpiece itself: the Wraith skin. I like the skin, but I don't like it being for the Wraith. The more I look at this skin he has here, the more I believe it would have been significantly more fitting on Ghost Face.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093962#Comment_4093962

    You do realize that you get the extra price back after you either exit the bloodweb or it levels up. You are not paying of them more in reality as you get refunded.

    Getting a shadow refund has nothing to do with the fact that the cakes are twice as expensive as they have been for the past 9 years. It's still fixing what isn't broken.

  • I have forgiven a lot of things in the past.
    Y'all gave killer nothing to do in these events and I forgave it, as I don't play events to win.
    You've gigabuffed survivor with a bunch of stuff they can do in the event on top of their perks, and I forgave it.

    What I cannot forgive is that YOU DOUBLED THE PRICE OF THE ANNIVERSARY CAKES AND MADE THEM VERY RARE!
    The past 9 years those cakes have been priced as Commons and no one complained because that's the only time of the year they can be obtained. You did not need to mess with that. This feels like a slap in the face to the people who wanna reduce the grind using these events because they're the best way to do so.

    With all due respect, please for the love of The Entity stop fixing what isn't broken or I will personally usurp your General Manager of their position and restructure the entire balance team myself.

  • @Mandy said:

    There are no plans to have live design changes during new content release - history has shown us that this is more problematic in getting feedback on new content as well as the changes.

    I can understand not doing changes on killer powers, but you could still update perks alongside new content. It's already bringing new perks to the table, so you'll be looking for feedback on perks anyways. Plus, it would let you see how some perks interact with the new content so you can change them accordingly.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082435#Comment_4082435

    I see what you mean now, but I think that's rather a problem with beginners (no matter if you ragard it to the game as a whole or hillbilly) that could be fixed with actually helpful tutorials. I think changing his power to be weaker with his chainsaw just to be stronger with the hammer is the wrong way to fix this - in the end it's not his power that makes people force themself to use the chainsaw only, but the fact they believe it would be better to hit it, instead of using the chainsaw.

    I mean I admit that instadowns as a mechanic kinda make normal hits unattractive as a whole, but in the end you can still teach people to choose the right tools for certain situations. That alone could already fix your problem. (Or not, I know that the hammer is usefull sometimes and still choose to user chainsaw only, it's just more fun :D)

    Now that I think about it, moving power from the saw to the hammer doesn't sound as appealing as I initially thought. I do still believe there should be something to teach players time and place for power usage (better tutorials being one).

    And yeah, instadowns do make M1 attacks unattractive (Slaughtering Strike). This is why I stated I had my own reservations about Bubba, boiling down to him sacrificing one of Billy's upsides to remove all the downsides (Billy moves fast and can instadown, but has less control and can only down one. Bubba moves slower than Billy with his saw, but has full control and can down as many as his duration allows him to).

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081243#Comment_4081243

    Huntress, trickster, blight, bubba, chucky, wesker (for the most part), demo (for a huge part) and many more probably. Most killers use their ability only if they are cabable of, there's nothing wrong with power only killers. What exactly is your problem with that?

    The others in that list (except for bubba, but those reservations are for another time) don't have an instadown as part of their power (huntress can with an addon, besides the point tho). The reason I hold Hillbilly up here and not the others is because his power tends to screw him over for those who want to just get the instadown with no awareness of when the situation calls for it. "Chasing the instadown high" to put it bluntly.

    Closest example I can give is this match I had in Blood Moon 2025 (linked below), where I inadvertently caused a Hillbilly to rage quit after he missed four chainsaw sprints in a row before any generators popped. Granted this was on Gideon Meat Plant which is the least balanced map in the game, but you can clearly see the Billy had multiple opportunities to hit me with the hammer and instead bit themselves in the ass from chasing the instadown high (Frame 1 I'm up in his face and he revs the saw instead, which breaks a wall that sets up his rage quit)
    https://streamable.com/g0gech

    I won't push for this change any further since it's clearly disliked, but I wanted to clear up the issue I was seeing with Hillbilly in particular, as you seemed to assume it was just with Killer powers in general. The intention was to teach Hillbillies an important thing called time and place.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467122/rebalancing-hillbillys-chainsaw

    What exactly is wrong about using my power?

    Chucky lives of his power, huntress lives of her power, spirit lives of her power, deathslinger lives of his power, same with blight (2-1 placed killers strengthwise btw), nurse (1-2 placed), trickster, hag, st vecna, and so on and so on. Every single one of those killers could also m1 if they want (well nurse not really, but even there some people are running into her somehow xD), but I don't play those killers to m1 survivors - I play them because I love their power and want to use it because it's fun.

    In blights case they literally nerfed his ability to play without his power so he has to use it, so it's even on purpose by bhvr that you rely on your power as killer xD

    The issue isn't using your power it's using ONLY your power and ignoring your M1.

  • Introducing such a colossal nerf to an already volatile perk type is not something we should be pushing for. TOTH and FTD are a combo that leads to not being able to cleanse, but this is a combo only Pig can actually get kills with as a result and if this nerf is warranted for this reason then several other scream perk combos would have to be nerfed for it as well.

    I just watched a streamer get THREE CROWS trying to cleanse a Thrill of the Hunt AND Face the Darkness THREE TIMES because the cleansing restarted every time.

    If said streamer could not pick up on this combo and continued long enough to get crows, that is entirely a skill issue on their part.

  • While I do agree that it's frustrating when you get a penalty for something beyond your control, but I don't think there should be any exceptions like this made for it. Disconnect penalties need to be a "justice is blind not heartless" style, because making exceptions = people exploit those exceptions to dodge the penalty = the system is no longer doing its job properly. We've seen this before.

  • 🔹 5. True Ranked / Competitive Mode

    Add a True Ranked Mode to Separate Casual and Competitive Players

    Proposal:
    The lack of a real competitive mode means players of drastically different skill levels are constantly mixed together. This leads to unfair matches for both Killers and Survivors.

    Suggestions:

    A performance-based ranking system.

    Separation between casual and competitive queues.

    Cosmetic rewards only, to avoid gameplay advantages.

    Benefit:
    Fairer matchmaking and a more coherent experience for every skill level.

    This has been shut down multiple times for very valid reasons, including but not limited to:

    • Skyrocketing queue times, which is why no alt mode like 2v8 has ever been or will be made permanent. Players will quit if waiting in queue takes longer than the match lasts for.
    • Properly effective balance restrictions would have to be added, otherwise the mode would just be 4-man meta-SWFs vs Nurse and Blight until the end of time.
    • It'd be redundant, as there are already existing Comp DBD discords (one of which BHVR supports).
    • Ego bruising. People who would want this mode would not be fully confident going into it. Most killer content creators have insanely high win rates and streaks, and they are very likely gonna be ticked off when their enemies are playing with the same mentality as them and they won't have that constant dopamine high from winning so much.
    • Balancing for two different branches of the game, both the 300+ perks we currently have and any new ones added in the future
  • Best way to tackle perk restrictions in a SWF would be to just restrict the perks that are problematic to 1 instead of covering them all in a singular umbrella/blanket term. Perks like Decisive Strike and the Exhaustion perks would be able to fall under this restriction pretty easily, but perks with less match defining qualities like Deja Vu or Blast Mine should not be restricted to 1.

    There is also the fact that I do not believe this would be coded properly, as I have no idea if the game can already define who is and isn't in a SWF post queue. Go Next Prevention was killswitched for a similar reason, as killers could hard tunnel someone to make the system trigger a false positive.

    This would also have the downside of the devs needing to keep in mind what new perks they're introducing or old perks they're changing to add to the ban list. As we've seen with Wicked in the recent PTB, keeping old perks in mind is not something they're capable of doing.

  • One of the things I would like to be buffed (no compensation nerfs BHVR!) is his crouch speed.

    Ghost Face needs a Rare add-on to crouch at 4.18m/s.
    Pig's crouch speed reaches 4.2m/s with a Common add-on.

    Like I said in a prior thread, needing an add-on to crouch at Huntress movement speed isn't gonna make either of these two S tier.

  • I'll throw in my two cents too.
    I've been playing since the 6th anniversary with most of that being towards Killer (I still play survivor, P100 Steve). If this upcoming stream discussing the 9.3.0 PTB doesn't give me even a sliver of hope I will begin to slowly distance myself from the game, as it's starting to damage my already fractured mental state. My reasons being as follows:

    • Constant "compensations" and fixing things that aren't broken. Almost every time I see a list of perks being changed in an upcoming PTB, I always have to dread how they'll get changed and dash my hopes if I see one that needs change. Same goes for Killer tweaks and the like. Whenever they give something weak a buff or something strong a nerf, every single time they always slap some unwarranted nerf/buff respectively which completely destroys the whole point of the change. Breakdown's hook break timer got halved? Better double the person's healing speed to compensate! Babysitter no longer gives extra haste? Better change it to 30s of wallhacks to compensate! Pig now moves 0.2m faster while crouching? Better half the bonus from John's Medical File to compensate! (Btw BHVR, Ghost Face's crouch speed increase add-on still makes him slower than Pig, and that's a RARE add-on. Pig crouching at 4.4m/s with an add-on would not make her S tier.) It's also flat out annoying how so many things are in actual desperate need of better effects like Insidious being tied to a dead play style and Hangman's Trick giving no benefits for being a Scourge Hook, yet apparently nerfing Monitor & Abuse and copy-pasting Object of Obsession's code onto Deerstalker (i guess ######### Kindred users) was a bigger priority. Insidious is the biggest offender here because when they did update it, all they did was make it take 1 less second to kick in which did not address the fact that you need to not be moving and stay perfectly still for it to do ANYTHING!
    • I feel like nothing I do is good enough. Even when I play survivor, this feeling is there. I tend to follow Sakurai's famous quote during Smash Ultimate's development of "Someone will always be disappointed no matter what you do", but lately it feels like the number of people disappointed is growing too big. When I play Killer one of two things happen: I'm either playing with some silly build that's completely passive and seeing how well I do with it, or I'm being friendly and just wanting everyone to leave the match with a sigh of relief towing a mountain of blood points behind them. Lately these things haven't been satisfactory enough to the people I play with. I play a killer someone doesn't like and they treat me like I just burned their house down, calling me stuff like a Trump supporter for playing Spirit or a coward for using Lightborn. I try to just take advantage of a BP multiplier helping others do so too and I see one douchebag complaining about how I'm not playing the game the way they want me to. I literally called someone out over this during one Springtrap game after they let me sacrifice them AFTER WE JUST OPENED THE GATES, telling them I don't have to play to their standards, and they have the gall to call what I did cheating by some batshit insane math they did and report me over it. I can't even give them the win without them whining. That's how bad it is.
    • Moderation feels nonexistent. BHVR, to claim you are a multi-million-dollar company is an understatement now. You can afford to change your anti-cheat. You can afford to hire a dedicated team of people to read chat logs. And dare I say, you can afford to let the ######### go and lock the door behind them. If some people are willing to bully others over this game, no amount of money those people throw at you will make it worth keeping them around. There is no "leave no one behind" policy when it comes to moderation. If someone is behaving in a way that is damaging to the game's experience, that person should be severed from it, be it temporarily to teach them a lesson or permanently for not showing any improvement. You don't have to permaban for every slur but remember YOU HAVE A STRIKE SYSTEM FOR THIS VERY REASON! USE IT!!!
    • The Quality-of-Life Initiative for the Quality-of-Life Initiative. I was initially glad how fixing the bugs was finally getting prioritized, until we got deeper into it. The game has gotten worse in this regard, and we are almost towards the end of this initiative. The Walking Dead update broke so much whilst in the middle of it, and let's not forget their initial refusal to killswitch Streetwise because items gaining infinite charges wasn't textbook game breaking. Then we had the dumpster fire that was the Chandler Riggs stream being so bad that they had to delay the November chapter to fix more things. Now it honestly feels like they're more inclined to sweep as many of these issues under the rug as they possibly can rather than fix it. They call this update cycle Quality of Life, yet they never said the quality would be going up.
    • Tunneling and Slugging preventions being half baked. I'm not gonna say these tactics need to be left alone as they are very miserable to go against, but you need to look at why these tactics are so common. A killer will need to slug if they suspect someone has DS or an ally is hiding nearby for a flash or pallet save, or maybe all 3 others are hovering for a hook rescue and you have no reason to pick anyone up. Other killers like Oni and Twins need to slug or they just lose their power. This same principle applies to tunneling as rushing to get a 3v1 is just as impactful as rushing the gens. The Cannibal is the biggest offender here which to this day has been unaffected by the unhook protections because of how easy it is for him to get someone back on the hook. If Bubba wants to tunnel someone, even having permanent Endurance off the hook will not stop him. He will just eat the Endurance and down you again within the same singular usage of his power until you are dead. Just a reminder this killer's ability to do this is the primary reason anti-camp was added because the only counter to his basement builds was to just not go in the basement for saves, meaning you had to refrain from saving your teammates just so your team wouldn't wipe.
      To quote JC on this topic: If you want the killer to not do something, give them a good enough reward for not doing it! IT'S NOT THAT DIFFICULT TO UNDERSTAND!

    I will stop here as I feel like my wall of text is big enough and any other reasons I could conjure up have already been covered by those before me. My main hope is either for the devs to wake up and realize what they're doing has killed all their competitors, or for a separate dev team who knows what they're doing to give them competition so they can get their ######### together. We don't want this game to die, we just want it to be better.

  • Monitor & Abuse was perfectly fine as it was. BHVR literally changes things that aren't broken. Of all the perks that are in desperate need of changes like Insidious or Territorial Imperative, what put Monitor & Abuse higher on that priority list? Did Eric Pope lose against a 4m TR Ghost Face and said "Yeah this is OP we need to nerf it"?

    At least the new Furtive Chase (assuming the changes go through) can be combo'd with current Monitor & Abuse to recreate that, but needing to spend half my build to do that when one perk was enough is honestly stupid.

  • @Emeal said:

    Diabolical, but the Hatch is not a Mechanic that should be tampered with. its made to end the game, not this.

    You pretty much debunked your own argument there. The game still ends regardless.

    Take the real hatch, you win and the game ends.
    Take the fake hatch, you die and the game ends.

    Nothing changes except the middle step.

  • @OrangeBear said:

    This is too troll like and dbd is rage inducing enough as is

    You act like you can't already get this same result with Rancor. Get over it.

    @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459156/perk-idea-fake-hatch

    I like it actually. Its funny. But i don't like that they get killed for using the fake hatch. Maybe make it injure you instead if you're in healthy state and deep wound you in injured state? Death would be too punishing.

    Hatch is already a win once a survivor finds it. If it's just an injure or deep wound, then they can use that speed boost to get away and reach the real hatch.

  • @kit_mason said:

    It felt like the first round of milestone quests were used to benchmark and then they set them so that next to nobody would finish them all.

    Additionally, the over-reliance on dailies makes the game feel like more of a chore, which im sure is fostering more negativity surrounding the game as people feel obligated to play.

    This decision has been baffling. I miss the old rift.

    The milestone stuff I agree with as I covered that too in my previous comment. The other two points? Not so much.

    the over-reliance on dailies makes the game feel like more of a chore

    I'd say it's the opposite, and I can prove it mathematically.

    On the old system, you had a bunch of challenges at the start that you could only do one at a time. It took at least two of them to gain a tier, meaning you had to spend two matches to tier up and it wasn't even a guarantee you'd complete the challenge. Don't even get me started on some of those Master challenges that you HAD to get done in a single trial (Decisive Light still gives me vietnam flashbacks). Even if you got all of them done, you then had to wait 2-3 weeks for the next set to open, meaning you had to play ~10 games to tier up without them if Double XP wasn't active.

    On the new system, all quests available progress at the same time. Each round of dailies guarantees a tier up if you complete them all, and since they all progress at the same time you can potentially get them all done in one match. The game is incentivizing you to keep playing with a more reliable way to advance the rift.

    Also the quests are a lot easier to complete too. It literally rewards you for just doing what's normally expected of your role, and I'd take that any day over some of the hyper specific stuff in the tome like "Escape a trial after activating Mettle of Man as Ash" or "Escape with nothing but No Mither in your build". Those tome challenges were a chore. These are far from it.

    I miss the old rift.

    That's just your nostalgia speaking.
    Is the new rift perfect? No.
    Is it better than the old one? By a mile.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003546#Comment_4003546

    There should be at least 1 modifier coming before it ends here in September.

    idk if next week is gonna be Oh look Krasue and boom surprise Chaos Shuffle or something.

    https://us.v-cdn.net/6030815/uploads/LH6SUTZMXNPA/image.png

    Is my memory dying or did we not have a modifier in July?
    EDIT: NO WE DID NOT HAVE A MODIFER IN JULY!

    @PleaseRewind How would your chances of completing this look if you have had the upcoming and the modifer in july?

    During the 9th anniversary, that modifier was supposed to be a version of Chaos Shuffle that would've been used to test anti slug. It was canceled because "it did not meet their standards" during internal testing, so they extended the anniversary event instead.

  • Gonna weigh in my thoughts here: I believe the Quest system is fine.

    I will admit the milestone quests have insane numbers to reach for a reward that doesn't reflect the effort expected, but the Daily and Weekly quests still give a lot of fragments.

    However, I do have one particular issue with the Quest system: the compensation nerf that came with it.

    Before this system was added, you gained fragments based on match XP. This meant during a match, I could potentially gain multiple fragments in that one match (guaranteed during Double XP). Then the quest system came along to increase the required fragments for gaining a tier to 100 (from 10), but the refreshing Quests gave a lot of them to compensate.
    Yet the one thing that got butchered was your fragment gain from the match. Now you get a whopping 5 fragments from the match you played, doubling the matches you need to play to gain one tier when Quests aren't available.

    I honestly would just settle for both the Milestone and Per-Match fragment reward being doubled from their current values.
    Their goal with this system is to make the Rift less grindy. Nothing should have to be nerfed in that same process because it defeats the purpose of what it's meant to do.

  • This was suggested multiple times over the years. While I'm not the type to rely on content creator's opinions, I will quote Otz's video on ideas like this that are good on paper but would fail in execution.

    The first issue that would arise from this is Hour Disparity. Veteran players who have been with this game for a long time already have so many add-ons and offerings they will never use for one reason or another on multiple characters. If a system is added where you can turn those into bloodpoints, it would create an elite group who are now going to be swimming in BP. Take into account P100 characters who would have at least 100 of everything at that point. I should know as I have one (Steve).

    The other issue is it would kill variety and push people towards the meta even more, making this game feel more like a casino where you just keep rolling through blood web levels hoping to get the good stuff you want and selling the bad stuff you don't to continue your blood web gambling.

    I can understand where this is coming from, but like I said it's not a good idea in execution as like many other potentially positive changes we have gotten it can be weaponized. A better alternative would be reworking the stuff no one uses to make it more worth using.