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Cassiopeiae

Cassiopeiae

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Cassiopeiae
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  • Let me see…

    Ghostface, Pig, Bubba, Hag, Doctor, PP head, Xeno, Chucky, Singularity, SM, Artist, Lich, Trickster, Demo, Plague, Wraith, Hillbilly, Clown. For most of these, it's been YEARS.

    Basicaly I only get Nurses, Blights, sometimes Twins, and more recently the Ghoul.

    Very rarely I get a Spirit or a Huntress as well. And I just faced an Unknown today that caught me off guard too.

  • I would welcome a greater focus on ghost entities — particularly those capable of dynamic interactions within their environment. Ideally, such a ghost would be able to actively startle or jumpscare survivors, possess inanimate objects, and even summon additional spectral manifestations by drawing sacrificed survivors back into the trial as minions.

  • It does not require a mathematician to understand that a 50% kill rate—equating to two survivors escaping and two being eliminated per match—would represent an ideal equilibrium. In such a scenario, all core game mechanics are engaged: each player has participated in chases, the primary objective has been completed, the Endgame Collapse has been triggered, and both sides have achieved partial success. This outcome should not be viewed as a loss for either party, but rather a balanced result where every player has had the opportunity to utilize their full build and experience the game as intended.

    Furthermore, in response to other comments on the matter, I believe my original post does not display bias toward either side. My critique is centered on the game’s structural flaws—regardless of whether they affect killers or survivors. For instance, older killers have become less viable over time, and generators are often completed too quickly, both of which point to broader balancing issues.

    Lastly, to clarify a potential misinterpretation: I did not equate "holding W" with looping. Rather, I emphasized that "holding W" is what survivors generally wish to avoid, yet are often compelled to do in situations where looping is no longer viable due to a killer’s power rendering it ineffective.

    My intention was not to favor one side over the other, but to highlight systemic issues that impact the overall balance of the game. Constructive criticism should apply evenly across both roles, rather than defaulting to blame or dismissive generalizations aimed at one side just because you play the other.

  • A fundamental problem with Dead by Daylight lies in the disparity between what the community desires and the direction Behavior Interactive (BHVR) continues to take. Players consistently advocate for balance—specifically, an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics. In contrast, BHVR appears to pursue inflated kill rates.

    Rather than addressing systemic design issues—such as the speed at which objectives are completed or the growing irrelevance of older, underpowered killers—BHVR frequently introduces overpowered killers. These new additions are not created to enrich the game's depth but rather to artificially compensate for existing shortcomings.

    One of the most glaring consequences of this approach is the diminishing importance of the chase. The traditional mechanics of looping and outplaying the killer are being phased out in favor of simple "hold W" gameplay. Players no longer engage in skillful evasion; instead, they are often forced to run in a straight line until they are inevitably and rapidly downed.

    This direction undermines the core of what made Dead by Daylight engaging in the first place—tension, strategy, and outmaneuvering. If not addressed, it risks alienating a player base that values depth and balance.

    No player genuinely wants to queue into yet another match where a killer like The Ghoul (as an example) is capable of flying across the map, landing a free hit on the first survivor they see, gaining an empower state in the process, and then closing the remaining distance faster than it takes someone to walk into their kitchen and forget why they went there in the first place.

    This kind of design does not foster engagement—it undermines it. The encounter shifts from being a tactical exchange of skill and mind games to a preordained sprint where survivors are punished not for poor decisions, but simply for existing within the killer’s line of sight. The moment-to-moment gameplay devolves into passivity, with little room for meaningful interaction or counterplay.

    When killers are designed to skip entire phases of interaction, it stops feeling like a match and starts feeling like a cutscene.

  • Perk name : "Phantom Pressure"

    Description:
    Your uncanny instincts let you weaponize the Killer’s own pursuit. You become a phantom in the fog, twisting perception and presence to escape their grasp.

    • After being in a chase for X/Y/Z seconds without losing a health state, Phantom Pressure activates for X seconds.
    • While active:
      • Your footsteps are completely silent.
      • Your scratch marks are misaligned, appearing offset from your actual position.
      • Your aura cannot be revealed by Killer perks or powers.

    This effect ends early if the chase ends, the Killer is stunned or if you lose a health state.

    “Let them chase ghosts. You’ve already moved on.”

  • The decision to base the game's core design around looping mechanics becomes questionable when many killer powers either trivialize or bypass this element entirely—often reducing gameplay to little more than "holding W" to reach the next loop. Granting killers tools that effectively shut down the only engaging and skill-based aspect of the game for both sides seems less like thoughtful design and more like a band-aid solution. It's a reactive approach aimed at securing quicker downs to compensate for how swiftly survivor objectives can be completed. This is emblematic of Dead by Daylight’s ongoing tendency to address the symptoms of flawed design rather than confronting and resolving the root issues.

    The community often exhibits a strong "us vs. them" mentality, particularly with killer players making remarks such as, "If playing survivor is so unenjoyable, why play at all?" This perspective ignores a key reality: the game's ongoing success is less a reflection of its quality and more a result of its addictive nature. Players continue engaging with Dead by Daylight not because it consistently offers a well-designed or enjoyable experience, but because it taps into the kind of compulsive engagement that keeps them coming back, even when the fun is long gone. Many seem to have lost sight of the fact that games are fundamentally meant to be fun. Instead, they find themselves trapped in a cycle of chasing that rare enjoyable match amid a sea of lopsided stomps—outcomes often predetermined before the trial even begins. Whether it’s a well-coordinated SWF steamrolling a killer stuck in 2016 mechanics, or a Solo Queue team of bots and one decent player facing an overpowered killer, the imbalance swings both ways, and it’s exhausting.

    Given the current state of the game, can anyone truly be surprised when survivors opt to immediately queue for the next match? The fact that survivor queues are instant just reinforces how miserable the role is. Everyone’s rushing to escape bad matches and hope the next one’s better.

  • @The_Yosh said:

    There sure are a lot of killer portraits in here talking about making a mode that was already horrible for survivors even more horrible. 😨

    I main survivor. Yoichi, Meg, Renato. I just have a Nurse portrait because that's the killer I play when I play killer.

  • @Deathstroke said:

    No idea killer is miserable now unless you play toptiers. Survivors gen rush and rush. I almost have stopped playing killer even soloQ is better.

    killer miserable? since when? its the only fun part of the game, playing survivor now that's boring

  • Literaly the only problem with Pig is that for some reason people think tunneling an active trap is a good idea. 🤷‍♂️

  • Please no.

  • Just because you get performance anxiety doesn't mean the role isn't fun. That's like saying seggs isn't fun just because you're scared to pull down your pants.

    Just play for fun and stop focusing so much on winning past your skill level. Try different things.

  • @Pulsar said:

    Trapper buff, Blight nerf, Dull Merchant rework.

    Damn I forgot about Skull Merchant. I chose Twins 🤦‍♂️

  • @I_am_Negan said:

    It's nothing special😀 just a floating halo😂

    Like for real nobody even uses it and you can see that crap across the entire map

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468253#Comment_3468253

    Ok… you’re not taking into consideration the skill required to use the power. Ghostie is beginner friendly, and has an easy to use power that is STEALTH and ONE SHOT capable.

    Blight has the most beginner UNFRIENDLY power in the game, and has neither of those abilities. Recharge is fine where it’s at.

    Depends who you ask. Blight didn't feel that hard to learn, for me at least.

    Billy or Hag though, holy F. Not trying that again.

  • @LobbyDodgerLeonidas said:

    Why would you be getting dodged as survivor for 15 minutes?

    As a p100 Yoichi, I've genuenly had the whole lobby reset several times in the span of 14 minutes because killers kept dodging and survivors were tired of waiting.


    Even though it's just a number.

  • Take my upvote.gif

    Survivor's been lacking in the fun department for quite some time for several reasons, I'm not surprised they asked about it again in the recent survey.

  • Absolute snoozefest. Everyone just willingly hook themselves to go next, it's unbearable.

  • @Skysair said:

    It's not hard to moonwalk, why use a macro for it...?

    fingers get tired 😂

  • @OnryosTapeRentals said:

    I believe they are a "use at your own risk" type of situation, in the same way that custom character portraits and perk icons are.

    To elaborate, I don't think the developers go out of their way to ban for this but if the game's anti-cheat detects you're using them and bans you automatically, they won't help you get unbanned.

    Source: https://steamcommunity.com/app/381210/discussions/0/4523281307940512113/ (bear in mind this is from 2 years ago, so their stance might've changed).

    This happened to me. Do NOT use macros-

  • Devs literaly play the game every day, and being one isn't as easy and rainbowy as people think.

  • I think that's how it's intended, but it turns out that what BHVR might think is strong in paper and therefore iridescent might not actualy be as good in practice.

    Either that or what people are saying above, which is that it just changes the playstyle without making it a matter of power level.

  • I hope nobody here is into deflated swamp T D's 🤣

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465368#Comment_3465368

    Im not sure if Im allowed to post shirtless killers drawings here...

    everyone's shirtless with a little imagination 👀

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465670#Comment_3465670

    its reverse of snowman event from 2 years ago for killer. it was unfair event sided for survivors because they got free endurance. now it is the opposite. it is an event that highly favour's killers. on following snowman event, they did some modifications to the event to make it more favourable for killer. they'll likely redo this event next year with more survivor-sided type powers.

    snowmen were literaly a meme, cant compare at all

  • Good survivors getting punished with an instadown just because a killer is getting BL is bs.

    Then again the event is temprary so yay I guess, I sure hope BHVR doesn't invent a perk that gives free instadowns at X tier Bloodlust because that'd make us bomb their HQ with eggs and toilet paper

  • @LeFreezy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463275#Comment_3463275

    And some people dc over a slightest inconvenience or any other silly excuse

    Guess which type of players is more common to face?

    sadly those ppl are in every game, it's not dbd exclusive.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463234#Comment_3463234

    u forget that Toolboxes and Gen Progression exist ? no Survivor who is know what he is doing sit alone on a Gen whitout a Toolbox or some Perks make Gens faster. also most time i hv Matches whit like 2 Prove Thyself and the Peek alone increase the Gen Speed alot when Survivor sitting together on 1 Gen

    When all Survivors needa 90s for a Gen it would be way to easy for the Killer the Problem is that all best Gen Regression Perks got nerfed and Survivor still has very strong Toolboxes and Perks that makes Gens much faster the Event toolbox alone already give u 50% more Gen Speed whitout Addons

    Toolboxes work for a % of a single gen, recharge perk takes 12 s in a locker and prove thyself isn't that good because it's more efficient to do gens separately and solo gen perks only shave off like 8s or so of a gen like resilience does.

    The problem isn't gen speed, it's the fact that gens are the only thing survivors have to do, so in conclusion we're left with a game where survivors hold m1 and get bored while from the killer pov gens fly because no1 is doing anything else other than gens.

  • Can we all look at the source of the problem for a second? Why do people give up? Why do people leave?


    Fix that!

  • Have you sat on a single gen for 90s and thought to yourself they're too fast?

  • @ElodieSimp said:

    The event has always been killer sided. Easier to just play killer during it to finish all the unlockables. As survivor you have to have the invite + make it to EGC.

    the fact the invitations can expose people as well is disgusting

  • If you want event cosmetics play killer, way easier.

  • An educated guess is still a guess, which doesn't make it feel any better.

    I don't feel rewarded for having good educated guesses, I just feel lucky, which is the problem I'm trying to present here.

  • Survivors don't get adept when a killer dc's. At least not me.

  • @Doomzilla said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401553#Comment_3401553

    Well yea, if you mostly play survivor that’s what you’re typically gonna see. I’ve been playing this game for almost 7 years, played in a SWF group for about 3, and I can tell you from every angle, survivors historically dc way more than killer.

    Now what’s going on rn may be an uptick in killer dc’s, I haven’t seen many and played against some really bad killers in the last few weeks, but what I can confidently say is at least once per play session there will be at least one survivor dlc when I find them early, or when they are on death hook (pointlessly as they are hooked or before, denying me perk usages or allowing for hatch plays), etc. It’s simply way more beneficial for a survivor to dc against a killer as part of strategy (and to make it worse, the DC penalty barely effects SWF’s who use it because they’re usually waiting for their buddies while spectating for the whole minute or two anyway).

    So yea, there are a myriad of incentives and reasons for survivor to dc before the end of the game. With killer, it’s full punishment, especially dcing towards the end, which is the most likely time for a killer to dc. Have I had killers dev against me because I just looped them that hard? Absolutely, especially the 110 killers like huntress. But 9/10 I get a killer who will play to the end, try to get what little kill or two they can and accept it, and never do, or I get 3-4K’d because someone on my team DC’d after their second chase (or they might as well have because they were hiding in a corner or something).

    I play whatever has the BP bonus. Unsurprisingly it's survivor pretty often.

    I'm a veteran too, and yeah you're not wrong about the survivor dc's. I was just pointing out that killers dc just as much, whether or not people see them do it, they're just another player behind a screen after all.

    Some people just give up at the slightest trigger regardless of role.

  • @Doomzilla said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401120#Comment_3401120

    Some people will say anything. What does any of that have to do with the fact survivors on average dc way more than killers per game?

    What I'm saying is that essentially in my matches all I see are killer dc's. Not everyone's experience is gonna be the same

  • People really ought to pay a little more attention to unemotional and unbiased data instead of people.

    And we all know what the last batch of data said. Whoever dismisses that based solely on their own subjective opinion is coping.

  • Probably going to be the worst tome so far, imo. I find her lore... cringe? I can't even find the right word.

    It feels like they took it off of Wattpad, or a 14 yr old's fanfic.

  • @imakepeoplehateme said:

    Outside of map of the realm becoming basekit knight doesn't really need any change.He is already a very strong killer if used correctly.He can guarantee a down on someone eventually with his strong antiloop,he is one of the best campers in the game,he can bypass bodyblockers while tunneling by haunting said survivors,allowing you to both pass through them and keep them busy for 12-24 seconds.

    Also this ^

  • Dude being chased by a guard while the Knight is already on you is oppresive enough

  • I can confirm I'm usually just messing around with my SWF at Saturday and Friday nights and some of us do so under the influence jus to spice it up. We also record it just in case we get any silly mess ups worth saving, we have a full discord gallery of us being absolutely ######### 😂

  • I don't think it's an easy thing to fix but if they've said so it'll happen. How long that takes is anyone's guess.

  • The only problem is that the stun is too short. DS deactivating after gens pop is fine.

  • "Fair" matches will probably never even happen.

    1. Matchmaker prioritizes time over skill level
    2. That skill level isn't even tracked properly for either side
    3. BHVR doesn't want 50/50 ratios and are in favor of higher kill rates (which is fine for assymetrical horror, I guess?)
    4. You can literally queue with a friend who just bought the game when you're a 10k hr veteran and the game won't stop you.

    I just think approaching the game with a competitive view having balance expectations is just not the thing to do, it's like getting into a Solo Q match and expecting your teamates to be altruistic. Not going to happen.

  • From my experience it's always a 2-2 situation as survivor, I can count on someone else to be useful and carry the team with me, while the other two are potatoes. As killer I can be matched with a 4 man comp SWF with a fancy team name and get absolute potatoes the next match, and then back again to efficient teams, with no gap in between the two at all and regardless of match outcome.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400213#Comment_3400213

    Survivors DC way more than killers. I think I've had 9-10 killer DCs in all my time playing and probably a survivor DC about every third game on average.

    That's only because there's 4 survivors and only 1 killer.

    Way more likely to have the dc be a survivor than killer just because of numbers.

    And I still see a LOT of killers DC'ing at the slightest inconvenience. Even when they've been playing like sewer pipes they still have the nerve to disconnect.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400916#Comment_3400916

    I mostly agree, but I still think that some killers simply cannot down good survivors quick enough to be able to not rely on slowdown perks. When I play some m1 killers, I’m bringing 1/2 slow down perks not because I care about winning but because I don’t want to lose within 5 minutes. If you have only a basic attack and you have no mobility you will struggle without slowdown.

    But then the overall issue of how do you balance a game that contains both Nurse and Trapper rears its head and no one has any solution to that dilemma.

    Yes, exactly, that's why the perks exist. But instead of being used once or twice in a build for certain killers that kinda need it, they were being used as a 4 stack by literally everyone just for the sake of exploiting them and having no-brainer pressure.

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