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CautionaryMary

CautionaryMary

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CautionaryMary
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  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089668#Comment_4089668

    On 2v8 each time I faced spirit only counter was either play scount who has iron will or get smoke bomb that basicaly hides scratch marks and makes sound which disturbs spirit literary best item against spirit you can have because rven good spirit will have very hard time dealing with smoke bomb.

    Precisely, it messes her up as she primarily uses sound - which is why as you said Iron Will is a strong perk to use against her.

    Same for Nurse - Nurse relies on line-of-sight and she struggles when something obscures her vision. I will pick them up when I find them in chests as I primarily use toolboxes, same for keys just so I can find someone to heal me with when I need it.

    It's all about utilization, most people just stick to the trio (toolbox, flashlight, and medkit) but if I use my toolbox and find a key or a fog vial, I'll pick it up lol.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089372#Comment_4089372

    I don't think they should all be nerfed eqaully. Dramaturgy is what SB should be. SB is the problem child.

    I think the notion of just nerfing perks because they're used is a bit of an issue when it comes to the game.

    I am still of the opinion that making Dead Hard hardlocked to two uses and not letting it operate on an exhaustion meter like the others is a bit of a hard nerf and I say that as someone who never primarily used the perk.

    You make Sprint Burst into Dramaturgy when it already has the restrictions it has by making you have to learn the mechanics of 99ing the SB and using it on-demand, which most people do not know and will walk everywhere just to save the SB.

    Even under the idea that you can only use SB as a healthy person? Or however you are implying it should be nerfed would just push more people towards Lithe, which then people would say it's too strong → then we get into, "Well, Lithe should only be used when you're healthy." but to each their own.

  • @Kerkvlerk said:

    To be fair, I actually see quite a few people using the Vial in my matches. As a killer player myself, I think the biggest issue is that most survivors use it incorrectly.

    A lot of survivors wait until the killer is basically right on top of them before using it, and at that point it's pretty much useless. However, if you use it just before someone gets hooked, especially if you know the killer has BBQ, you can prevent your aura from being revealed.

    It's also very effective if you spot the killer approaching and use it before they're close enough to see through the cloud. For example, if you're inside a building, you can often slip away unnoticed and reposition safely.

    I don't think the item is useless at all. I think a lot of people simply don't know how to get value out of it, to be honest.

    That or using it against Nurse or Spirit.

    I was able to extend my chase with a Spirit while injured while using it as she was trying to cut me off, so you can use it here or just to use it ahead of time. I think a vast majority of people just plop it down and hope for the best, but I'd still use medkits and toolboxes over it personally but they're not bad. They're just very situational if anything.

  • @SurrealEcho said:

    People complaining about omni when wraith can do the same thing but better….

    Wraith? This is what we are comparing OE to?

    Wraith is objectively weaker and his mobility is not comparable to Jason's traversal. If anything, I'd argue it's most similar to Henry's map traversal as they both can stay in their power indefinitely.

    No need to compare apples and oranges, I think it's overblown with Jason but to compare it to Wraith? That's wild.

  • @cogsturning said:

    Ditch the add-ons; nerf the perks.

    Literally his argument in a nutshell.

    Comparing Dramaturgy to Sprint Burst and Lithe is insane.

    One where you can only get when healed while the others don't have as much conditions, but implying all three are similar.

    OP please bring up Overcome.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089335#Comment_4089335

    My logic is fairly consistent.


    Exhaustion Addons (and killer/map balancing overall) are as strong as they are due to Exhaustion Perks being too accessible (namely: Sprint Burst/Lithe/Dramaturgy.)


    I would like Exhaustion Addons to be nerfed because I find them oppressive when combined with tunneling + four slowdowns, but not without compensation, increasing the timer of exhaustion would be a fair compensation in my book for what I am looking for.

    If you can find me footage of a high level game in which the killer allows the survivor to walk for 13+ seconds without getting hit on a strong killer, please link it so I can learn.


    EDIT: I might add, imo the intention behind exhaustion addons should be to prevent using them at the start of a chase (where they are most oppressive) and to force the survivor to trade distance for potentially getting their perk back mid chase, there is skill expression there, there is gameplay there. This is healthy.

    10+ second exhaustion just completely disables the perks, I find this to be bad design.

    So, you want me to go out of my way to go find a specific high MMR player that walks off exhaustion add-ons (mind you are already incredibly niche to begin with).

    No one in high MMR is using exhaustion add-ons from what I see in my OWN games. - before you imply I am not high MMR, what metric do we have? I have faced comp players and you are arguing that you cannot walk it off. - you can walk off stuff while looping and holding checkpoints or being on another side of shack. I am not going to do your research for you to find one specific video nor do I have videos of me breaking down each specific killer I go against with exhaustion add-ons.

    You're not going to get me in a gotcha and your argument collapsed the moment you brought up Dramaturgy.

    Before you say: "Of course, you don't have videos of you doing it because if you did you'd show me a video."

    I don't do that, I clip my best chases and either use them as a resource for others to use or upload them on YouTube. I don't get out of a game and be like, "The killer used x exhaustion add-on, guys!!! I walked it off, here is how you do it."

  • @BruceCampbell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089350#Comment_4089350

    I mean as an option.
    People who want to use the same killer go with option 1
    Players who want each to use a killer go with 2 :)

    I see, I'm just saying it doesn't work like that.

    It doesn't make much sense to have 1v1s work like that, but as a casual game mode sure.

    I feel that should be renamed to versus mode if anything. It would be difficult to determine who wins a 1v1 if both sides are using different killers.

    You need to have a baseline - imagine someone is using Hag versus Hillbilly as an example, lol.

  • @BruceCampbell said:

    Going straight to the point: I know that 1v1 is supposed to be played by both players taking turns as the same killer, but instead of this how about set a timer for each killer individually based on how strong or weak he/she is?
    Example: we have a Nurse main and a Dracula main facing each other, but both will have to play as either Nurse or Dracula, so instead of that we set that surviving a Nurse for 30s as the threshold while Dracula could be 50s and every second more than that earn you bonus points.
    Like I would love to play like this with a friend who have his mains being totally different from mine. He plays his and I play mine.

    I don't know too much about the 1v1s, I don't even do 1v1s personally.

    I mean, the whole purpose of a genuine 1v1 is learning how to loop better versus how to use a killer functionally.

    I don't think anyone in the comp scene (which is where it originated) do Nurse 1v1s unless they're trying to get better at going against Nurse.

    That's why a lot of 1v1s involve Trapper, I think the core point of a 1v1 would be locked on a specific killer. It makes no sense for a Dracula main to use Dracula against the Nurse player and vice versa. They operate and are functionally completely different from one another.

    But if it works like that, then sure. It's not normally how 1v1s operate, however.

  • @Brimp said:

    Just what we need. More pig nerfs.

    Pig should just stay permanently crouched, just the Pig nerf I need. /s

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089331#Comment_4089331

    yes, people indeed do.

    i have never seen anyone run Counterforce. thats like saying Red Herring would be meta

    I'm just saying that's what I read when the update came out.

    It's the same thing when Shane will be released - people use the new perks for a bit, people see the perks, the perks die down in usage, and then people act like they didn't initially complain about the perk.

    That's how the forums operate - killer comes out, I struggle, nerf please.

    Survivor comes out, perk is too OP and meta-changing, I struggle, please nerf.

    People need to realize you're not going to win every single game and just because you lost doesn't necessarily mean you have to come on here and demand nerfs - it's rinse/repeat every single chapter update.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089323#Comment_4089323

    You are not walking off a > 10s exhaustion duration against any competent killer. Maybe with Vigil and that's a big maybe + the killer messing up big time.

    Sprint Burst/Lithe/Drama are already too accessible and a big reason why BHVR keeps adding more ways to make them irrelevant which in turn punishes everyone else.

    Not to mention, a nerf to the timer is only impactful after said perk is used, I honestly don't think it should be consistent to be able to SB/Lithe multiple times in one chase.

    You could still pre-run even if the timer was increased, and again, I have no issues with exhaustion perks sans maybe Languid Touch. They come with a big trade-off. The addons not so much.

    So, you're flat out admitting that you want exhaustion perks nerfed because they're too accessible - so, which one is it?

    Either exhaustion add-ons are too strong or increase the timer, regardless you are nerfing stuff that do not need to be nerfed.

    You can walk off exhaustion add-ons and perks. To imply such a thing is very, very restricted thinking.

    Just say your initial post was, "I think exhaustion perks are too strong and accessible, they need a higher cooldown rate and we can adjust exhaustion add-ons." but you don't want to have that as your main argument because no matter how you slice it, it's nonsensical. We already nerfed Dead Hard, are you really bringing up Dramaturgy as an accessible perk once they made it so you only get Dead Hard twice in a match? Dead Hard is the only exhaustion perk that doesn't function off of basic exhaustion, yet you don't hear me complaining about it because I don't use it - but to bring up Dramaturgy? Are you gonna bring up Overcome next?

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089299#Comment_4089299

    i generally feel this is a balanced chapter, and feel that we shouldnt turn Jason into a krasue mishap

    Counterforce meta???

    People were saying Counterforce would have killed totem builds when it first released.

    Do people have amnesia every single chapter update?

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089318#Comment_4089318

    I feel like exhaustion tied to a perk is fine because there are tradeoffs, someone running genetic limits is one less slow-down they can run.

    But going against four slowdowns + exhaustion addons that hard nerf chases since its impossible to lose the timer due to its length feels awful to play against.

    I know that exhaustion perks are very strong however, so I would be okay if exhaustion went up by 10-15s to compensate. I don't find it healthy that non-iri addons can straight up disable perks every chase.

    I would hate your suggestion, I'm sorry.

    I do not want to have to run Vigil just to have my exhaustion perk come back before 60 seconds. I hardly if ever see people using exhaustion or oblivious add-ons - usually the killer I face use aura or hemorrhage status effects over exhaustion add-ons.

    They are arguably the weakest of the add-ons as people can easily just walk it off - same for Mindbreaker and it affecting you.

    I just would not like the changes at all and I say that as a prominent exhaustion perk user, which I'd argue it's always good to have an exhaustion perk on you to extend your chase.

    In essence, what you are describing is a flat nerf to all exhaustion perks due to exhaustion add-ons, which affect exhaustion anyways. - not necessary, you are just making exhaustion perks harder to obtain with what you are suggesting.

  • Didn't say anything was wrong with the perks, just Dustin used them incorrectly by hiding all match - don't twist my words.

  • @YaBoi0215 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089305#Comment_4089305

    This. I completely agree with this and think it's the right move. Your MMR should be tied to the actions you take in a match and not if you just escape/3k-4k or die/0-1k. I mean what's the point of all the events that can be triggered in the game if not to determine the amount you've contributed to the game.

    I think this is why the old Pip system felt so good to play into. You cared more about the amount of stuff you did in a match. Taking chase, doing gens, healing teammates, etc. Forcing you to interact with different aspects of the game to attain higher MMR would just be far more healthy for the game in general, so I entirely agree with making MMR based on the actions you take during a match instead of one thing that you do.

    Yes, even though I consistently say I enjoy my own solo-queue... I can count on one hand the absolute god awful games I have played (tsk, tsk, tsk Dustin hiding in a locker any time the Oni came near upside down room the other day). I still typically have competent survivors who do different gens and stuff.

    I do believe MMR exists, if it didn't I wouldn't be here saying I enjoy my solo-queue but the way it works now is that Dustin with Fogwise, Alert, and whatever other two aura reading perks he had on during that match is placed with myself simply because Dustin's playstyle is hiding to get the gate or hatch.

    There should be no reason why that specific Dustin player is matched with people who consistently do things. This would also help people being tunneled. - what I just described where how long you are in chase would determine exactly how the match went. Currently, DBD punishes you if you are tunneled out and you lose MMR - what I described would help people get matched fairly if that same survivor wasted so much time during the tunnel moments.

    But that's just my two cents regarding MMR as a whole - it's too simple for basic win/loss conditions.

  • As I've said multiple times on the forums, I typically enjoy my solo-queue on my end.

    However, if they were to change the MMR system - I believe there needs to be more nuance when it comes to how someone falls into higher MMR.

    Taking body protection hits, safe unhooking, how many gens have you done, how long you are in chase - I mean, we have all of these stats that can easily be documented to help others find proper matches that people on the forums seems to consistently struggle to find.

    There is no reason why a Claudette who uses selfish perks and escaping solo should be placed with someone who does gens, takes chases, and actively pushes the game forward.

    Going based off of win condition flattens the skill expression down - so, if they're going to fix MMR, the best thing that they can do is broaden the requirements. This goes for people who DC a lot, but people who normally DC so much will be low/mid MMR regardless.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089181#Comment_4089181

    Now iits more clear to me, yeah people forget that they wont run new killer thats been out for almost 2 whole days like wraith or huntress is shock to me like this game is decade old and people wonder on still so clear things.

    Like a todlers wonder why stove burns.

    I don't know why people come on here to insult others.

    Every single time a patch releases - it's complaining on both sides, but because people struggle for whatever reason and it's the survivor end it's an issue.

    I'll see how the forums are when survivors release - I still remember the time of being on here and seeing killer mains talking about how Counterforce would be meta.

    Five Moves Ahead being meta and game-breaking.

    Just fear-mongering on both ends, people will struggle when a new update comes out - not everyone just picks up the game and just easily loops Jason on the first match that they play unless they commit to playing consistently.

    The average DBD player doesn't have 4k+ hours.........

  • I just used my code to prestige all my characters up to prestige 10.

    I don't really sit and collect bloodpoints as it's generally waste for me to play, earn BP over the BP limit, and not earn more.

    After I get everyone to 10, I'm gonna go for 15 and so on and so forth. 😊 One day I'll prestige everyone to 100... one day....

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088317#Comment_4088317

    The downvotes don't surprise me, these forums have been heavily biased for a very long time. I'll speak the truth regardless, i dont mind the downvotes.

    There's more flex players and more killer mains that I see commenting more on the forums.

    Sure, there's survivor mains who are lurking but to claim these forums are survivor-centric is beyond me.

    If you believe that slugging everyone to a point of bleeding out or abandoning is okay and perfectly fine due to "second chance perks" then there is no rebuttal towards built-in UB when you're abusing a system, especially in the context of Kaneki and other S-tiers.

    But it's either here nor there, I know I'm going to get a response talking about how second-chance perks are abusable, yet you're defending hyper-aggressive slugging to undermine the hooking mechanics, but go off King.

  • @Royval said:

    this should’ve been in the game a long time ago. Dbd is turning 10 years old. I don’t want to play with WiFi players. I don’t want to queue with console players on console. It’s just frustrating at times.

    Lmfao, I am a console player that is on wifi and I get below 60 ping the majority of the time.

    Yikes to the PC elitism, glad I stepped back from this game, lmao.

    Edit: Also, turn off crossplay. I don't know what to tell you tbh, I get tired of going against Steam and Epic players using hacks that are inexpensive but I don't come on here vilifying a whole platform. 😌

  • @Shirtless_Myers said:

    DBD 2026 is obnoxious, but for nothing you list. You come across as a viewer who regurgitates the same dime-a-dozen nonsense from the numerous killer-main streamers who dominate any discussion about this game and turned it into the mess it is today.

    I still want my fog back, which will never come.

    I do think fog removal directly affected how the game plays (not necessarily for hiding or whatever) - I don't feel like diving into it necessarily, but coming from 2022 and all the way to 2026, you can tell the identity shifted.

    I think if I talked to 2022 CautionaryMary, I would be surprised on how much horror aspects Behavior took out of the game. I think a major issue with DBD, especially going into 2026 is clip farming in all honesty on both ends.

    I liked 2022 because you could rotate and it actually being meaningful. I really despise how bright the game is, even if the addition of fog vials. I just wish the game would lean into its horror aspect instead of whatever 2026 DBD is.

    I remember in the past I'd be jumpscared and actually feeling the horror, you cannot feel the same with how it is now - it just becomes more efficient, micro focused gameplay but I think that's the main issue DBD has compared to other asyms - you're stuck in a situation where every micro decision you do impacts the trial, hence why gen rushing and tunneling/slugging is prevalent at high MMR.

    I wish the game was more macro focused, but the general gameplay loop that Behavior is and has shifted over the years makes it highly improbable.

  • @nerf_them_not_me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070215#Comment_4070215

    I'm not surprised. Cheaters also spend money on the game just like non-cheaters, and banning people means less revenue for BHVR. They're making a business decision here - they're better that they lose fewer players (and less revenue) by allowing cheaters to run rampant than they would by more strictly banning cheaters. This won't change until more people leave the game due to the cheating issue.

    I mean, I'm not asking for a boycott of the game.

    I just noticed it when I watched Fortnite content, I was bored - I do not necessarily play Fortnite, I haven't in years.

    Just breathtaking to me that all of the competitive "esport" games take cheating and demeanor more seriously than Behavior does.

    I have a lot of gripes with Behavior, cheating is one of the few things - I'm just pointing it out. They're not as bad as let's say H1Z1 where a developer outright showed that they were cheating. But the only slap on wrist, report, cheater rebuys game (or whatever they do), hack skins in/hack their levels/use whatever hacks they do.

    I haven't touched the game in days because I saw two cheaters on the same day.

    One against a Trapper where you could obviously tell the person is cheating (knowing where people are even behind walls, no scratch marks, and just their movement ~ you can tell) and a teleporting Doctor where they teleport on you when you vault anything.

    It's just a shame, even if you look at asyms (which I didn't play TCM that much, but you could label people as people you want to avoid and the game will notify you if that person is in your lobby). So, to me cheating is an issue that should have been a priority over revenue or matchmaking as a whole.

    Some people can argue that cheaters can bypass this and make others appear as if they're cheating - regardless, Behavior needs better anti-cheating. I still am surprised that us console players cannot type in our own reports or upload the footage on what exactly happened - we have to go through a multitude of steps to prove that cheating happened.

    All of it is just mind-boggling to me as a whole when it comes to it - I am aware Behavior does not view DBD as a competitive entity, that doesn't excuse the behavior at all. We should prioritize game health, not simply imply there is nothing we can do and I see the same cheaters every now and then - it ruins the gaming experience for both survivor and killer.

  • @Drunkenmunky said:

    Just had a survivor instantly revive from the dying state.
    Survivor main.
    It's one thing to never address balance, it's another to never address blatant cheating.
    BHVR didn't quality of life anything. Waste of a year.
    Make the game server side to control this trash.

    I still get surprised that Behavior (for what is compared to other games) don't have hardware banning.

    I am aware that DBD (or at least Behavior doesn't view the game as competitive) ~ but at least Valorant, Fortnite, Overwatch, Call of Duty, and other "competitive" games take cheating more seriously.

    This is the only game I can think of that gives cheaters a slap on the wrist. You can say slurs, cheat, (in the past hold people hostage)... But for some reason Dead By Daylight refuses to stop repeat offenders from continuously cheating.

    I can understand why they would opt to not do it necessarily as it could affect matchmaking to a certain degree, but at the same time Behavior needs to recognize that game health is more important than simple band-aid fixes like get done with a game, report, account gets banned, account gets created again, - rinse/repeat.

  • @Gardenof_Eden said:

    Personally, I've been against a looot of bully squads lately as a killer. which is fine, i know how to counter most of them and usually do fairly good, but if they get good loops and i don't get them okay, sure. That doesn't bother me. What bothers me is I've been joining peoples' chats if they have yt, tiktok, or ttv as part of their name. I stop in. talk while i queue up again then dip out. usually follow them too. Lately though I have gotten random friend requests on steam from people who got super salty after a match since i essentially "bullied" their bully squad or broke their toxic duo dynamic. I expect the after game salt sometimes, yes. These people are taking it to a new low, though. Recently from blood moon toxic duos/bully squads I've been getting after game death threats and chat filter bypasses to say slurs etc. Me and 3 of my friends who were all playing killer games in discord dropped into one of her survivors from her match. she was talking ######### on stream and told her to drink bleach live on stream. We all reported that. Within like 2 hours she got a ban on twitch. not sure for how long but hey twitch reports worked for once. Why stoop so low to try and ruin someones day like that though? You went in to be toxic and instead you got schooled. Take it as a lesson. Don't go even lower. Hard to want to be a part of a community where the bad is seen more than the good it feels.

    I get a little amazed when people get surprised when they interact with toxic people, they get toxicity back, and then come on the forums as if it's a reporter giving the weekly temperature of DBD.

    I get toxicity from killer mains, literally had someone complain about me using Shoulder The Burden on a tunneled person - yet I just respond with a "Kk".

    I don't really care to engage in toxicity, so I get astonished when people hate toxicity, get involved in it, and then use it as a bragging thing or painting the other side a certain way.

    I must be in a different world here because I'll outright one word you or promptly ignore the toxicity, but I do believe people in the DBD community definitely gets off on it, for sure.

    Then come on the forums for validation, feeding the tribalism cycle, and stuff. Just strange.

  • @ChaosWam said:

    I get so many complaints, survivor or killer, about playing 'too serious' and whatnot, or playing against/with people who ARE way too serious and toxic in endgame chat that when I get lobbies like this… I'm fine with it.

    I'd rather have a goofy farm session every once in awhile to break up the monotony.

    I still think about this Nemesis that carried me with Mad Grit and repeatedly hit the air around me.

    I would have died for that man, but he dropped me at the exit gate and watched me crawl out. It was such a shame, best killer I've seen in years.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069440#Comment_4069440

    tcm is why i no longer give them benefit of the doubt in the f13 scenario anymore because the game had already started falling off well before the lawsuit became a factor now it seems to be more of a convenient excuse we overlooked.

    Also you’re forgetting killer klowns.

    Never played Killer Klowns, so I cannot speak on the game.

    I suppose, but again - you cannot update the game if the lawsuit is there. People still beg for Behavior to put Jason in the game, but they would have already done it if the lawsuit wasn't an issue.

    TCM has more dynamic environments, tracking (puddles/chickens), and other things that we will never see in DBD due to Behavior's spaghetti code and inability to just update their game. We will never have a functional life injected patch due to Behavior's insistence on content and not fixing major issues with the game, so yes - again, I would rather outreach and play other games that aspire to elevate the horror genre than simple bandaid fixes that Behavior does.

    You had different powers, the looping in the game was more dynamic than DBD, you weren't locked into a monotous hold M1 on a gen and pallet loop around like DBD has. Don't even get me started on the clutter that DBD has, especially compared to TCM.

    Again, I can still enjoy the game but when you're at 4k hours in DBD it gets quite boring.... So, again yes, I look forward to playing Halloween.

    Edit: I did look up Killer Klowns @MashedBroccoli as I didn't even know Illfonic made it, but they're not even in the same subgenre. That's like comparing Luigi's Mansion to Alien Isolation, lol.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069435#Comment_4069435

    ew you’re going to give gun and ilfonic money when they abandon games quicker than they release them.

    I don't really see this as a proper argument.

    F13 died due to a lawsuit, nothing they could have done there. I actually kinda wish I played the game back then, but I was knee-deep into DBD at the time. The game looked like a vibe from every time I watched streamers play it and it actually had a scare factor in the game - something that DBD to this day struggles with.

    TCM I will agree - they could have done better, I played around the time Danny and Hands was released and they broke the game if you know how those two characters operate. Along with other issues I had with them not allowing different perk playstyles, but yes. I can say confidently and without a doubt, I look forward to Halloween. I played Phasmophobia the other day, I actually had more fun playing that with a duo friend than I have had with DBD recently.

    I actually liked a lot in TCM - the maps, the powers, the different ways you could play around objectives in TCM (both killer and survivor). Regardless, I have said this before to my friends - the only reason why DBD prospers is due to the IPs they can inject in the game. I never said Halloween would replace DBD for me, but I will look forward to playing a game where it's not prevalent with tribalism and us v them as much as DBD is, so yes - my point still stands.

    I can still like DBD, but have major issues with the game and step away when necessary. I cannot say the same with others in this community.

  • @Lakkah said:

    The devs don't care about killer players, accept this and you live a happier life, nothing will be changed.

    About the combo: just tunnel as much as possible.

    I can't wait for Halloween to come out.

    It gives me another game to put energy into without seeing the same ol' tribalism comments over and over again.

    What will you say when another patch comes out when killers get to feast? You are aware that Behavior balances around both sides, not just one specific role? If Behavior didn't care for "killers" MFT would never have been nerfed.

    Dead Hard wouldn't have been nerfed to two uses (only exhaustion perk with a given limitation) as you can use other exhaustion perks more than twice, but 🥱.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069431#Comment_4069431

    Some people seem to view their opponents as a whole hive mind in this game after awhile. Even just in-match, a lot of killers start to see survivors as one unit and not four seperate people, so one tbags, and they throw their anger at the whole team. It's really odd. I don't get it.

    I played 12 survivor matches last night, escaped 9, usually with teammates, and I don't recall anyone tbagging. We just left. But the way people talk, it's every survivor, every match.

    Yes, I never understood the whole "rulebook" from either side.

    But then again, I do not treat DBD like a tribalism game.

    I played killer for over 1k hours, I never treated the survivors I went against under a rulebook or dictated how I played depending on how they played. The only time I "lax down" in a game is when bots would become prevalent. Otherwise, it's fair game - never complained about exhaustion perks, second chance perks, x, y, or z.

    Same for the survivor side - even when being tunneled, I do not let my frustrations out. I might make a side comment when a friend got tunneled in a video a year ago, but I do not care how one plays. You want to tunnel, proxy camp, slug ~ sure, do what you want. You want to play S tier killers? Go ahead. - but you cannot complain about your opponent if your logic is survivor bad, they want to teabag me at the exit gate.

    I just truly hate the tribalism that this game has, it's pathetic to me in a way.

  • @Mr_K said:

    They want you to play like that so they can teabag you at the gate.

    I don't know why people generalize people in this game.

    This is the only game I have seen this be such a major issue.

    I have played TCM, I have seen people play F13 - this is the only game in any asym game that hyperbolizes one side to imply a rulebook is a thing and how we want you to play a certain way.

    I don't really care what you use, but let's not kid ourselves when killer mains love to complain about 2nd chance perks and exhaustion perks.

    I don't really comprehend what you're implying, play however you want to play ~ but you forfeit your complaints on your side too.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068048#Comment_4068048

    NS and NS2 players play together because there is no NS2 version

    Aw, that sounds dreadful.

    I wasn't aware of that at all, I thought crossplay was enabled for all platforms as I used to play with some girl on a Nintendo Switch years back, haha. (She was using the Nintendo Switch, not me) - I play on PS5.

  • @Skeleton23 said:

    Ive been trying to play Killer Mainly my Unknown but sense there isn't alot of players on switch. its very Difficult to find a Killer game i have the blood point farming Build just cant get enough games to help hit my goal to p100 Unknown

    Does the Nintendo Switch not have crossplay enabled, even for Nintendo Switch 2 users? I wouldn't know (even if I have a Nintendo Switch myself).

    I would be very surprised to know that NS2 players are stuck in their own Nintendo Switch bubble and not have crossplay enabled.

  • @Rokku_Rorru said:

    I'd love more pants for gabriel, I know he has a summer outfit but I'd love another one, he is a handsome guy give him lots of outfits!

    Male survs getting more outfits is always nice

    Yeah, just give him normal dressware.

    I actually love Renato's fits, I think he's a cutie.

    Gabriel just looks like a hot mess in most of his outfits. We just need normal outfits, the same thing for someone like Jeff. (I made my Jeff look like he got abducted out of his slumber).

    Give me beach outfits, normal city clothes. Gabriel reminds me of a character from Cyberpunk but without the cool aesthetics of Cyberpunk. Like a side character you'd see when you walk into a club, not main character energy.

    Renato is fine, I love his outfits in general. If I could pick a male main it'd be Felix, Dwight, and Renato.

  • @Sadstuffsthebear said:

    Adding a gun to the trials

    So we all know adding ways to directly harm killers in anyway is a sure fire way to tank DBD even further towards being the same failures as Friday the 13th and so on.

    Making the power role (Even more so) less than the survivors.

    But how about an implementation that requires FULL commitment for a survivor.
    (not an expert so genuinely asking for a discussion here)

    It's kind of clear a LOT of survivor mains don't wanna do gens, they wanna directly interact with the killer. Whether that's bully squads basically attempting to piss off the big scary monster, or even just people who click their flashlights to bait chases.

    So, how about we give them that option but lock it behind severe drawbacks.

    There is no, ok I took chase for a while, now time to do gens. No, they left me alone, guess I'll just go take chase again.

    So, here's my design idea, and I'd like to know how more knowledgeable people think about it.

    I was watching Jurassic World again, because I love the ideas behind it. And naturally being a fan of this game, I've thought about a dinosaur killer before. I even put my own spin on it in a post of mine you can check out if you'd like.

    But I'm getting off topic.

    The island security was using shock prods and tranqs against the asset out of containment. Before N-Gen moved on to using live ammunition that barely did anything against the Indominous Rex.

    So I was thinking, perhaps I can use that to make up a perk concept that I'd like to share.

    Perk: Locked And Loaded

    So, we already have characters in the game who are absolutely not new to handling firearms. Ash, Leon, Jill, Bill, etc. But then again, we also have survivors like Dwight and Claudette who I'm positive who have never held a gun.

    So how can we make a "gun" that anyone can use. Well, we make it less of a gun and more of a potato cannon. Just a piece of junk that's liable to break apart the minute it fires.

    But how do we balance this out, obviously it can't be too strong. Having an on demand pallet stun? We all know how it feels to have locker doors slammed in our faces endlessly by a squad. So that's a no go.

    But, slowdowns? That's enough of leeway to be played around with I think. Stuff like the traps, haven't gotten much push back since they require doing almost half a gen to activate ONCE.

    Following that philosophy, the perk obviously needs an activation check before it can be used so it can't just be spammed again and again.

    But it also needs to feel impactful, otherwise nobody would use it.

    However, given how much of an impact this could have, I'd say this would need to be the first perk that takes up two slots. The first half giving you the cannon, but the second one being the one that allows you to use it. Meaning that you have to sacrifice two slots for a major change to how you interact with the trial.

    Activation Condition

    Rather than just pure gen progress, this perk would REMOVE progress from a generator to charge the weapon. Having the survivor break off a piece of the generator or just using it to fuel the weapon via something like steam or electricity.

    Now, for ammo we can't just have a crafting system, because there's not much to use. But we do need ammo for a gun, so let's use what we already have, chests and scrounging for items.

    As for the ammo and how it works,

    Let's use the DBD ranks here:

    • Common rank:
      Bone scraps wrapped tightly into a ball. Perhaps an unfortunate survivor's remains from previous trials or just the remains of a broken totem. Not going to make much of an impact when it shatters apart but would mildly disorient anyone at high speeds.
    • Uncommon:
      A broken cluster of items, not useful enough to warrant being anything but last ditch ammo for our weapon. Crushed med kits, broken flashlight pieces all bundled with wads of maps and key strings.
    • Rare:
      Something actually worth throwing at the monsters face, a decent bunch stone packed into our weapon and ready to be launched.
    • Very Rare:
      Metal scraps, hard and tough and sure to cause some damage when fired. But not as strong as our last tier.
    • Ultra Rare:
      Our iridescent, A fog vial. Not like the item itself, but this one is special. It's not a full vial like we see the survivors use. But rather a sealed ball, think the cursed cannonballs of Sea of Thieves.

    https://us.v-cdn.net/6030815/uploads/A5KU8VRAPLVH/2026-03-28-120-kleki.png

    A ball of glass with fog swirling inside it and glowing. Blasting apart on impact in a shimmer of fog and a loud crack, fractures of reality cracking from the blast of pure fog weaponized.

    This being the most rare of the ammo types, and it's impact should reflect that. Being unable to be just simply grinded out in the bloodweb and being purely chance based.

    The Weapon of slim choice

    So, we have our activation method, draining progress from a generator and a scarcity system, having survivors have to scrounge around in chests for ammo. Which needless to say would need to be limited heavily.

    But what exactly are we using here? I already discussed the potato cannon idea but let me elaborate on that.

    https://us.v-cdn.net/6030815/uploads/QNXC1HKX53FG/2026-03-28-11a-kleki.png

    This is a basic idea of what I've got in mind. Just a piece of pipe and some scraps the survivors likely found in the trash of the various realms. All it needs is someone to carry it... however...

    https://us.v-cdn.net/6030815/uploads/4PUQJTFQ37BV/2026-03-28-11j-kleki.png

    It's not exactly the most ergonomic weapon to carry around.

    It is a massive pile of... stuff the survivors pulled out of the garbage.

    So, it'll make moving around the same way as usual much harder. Making you slower and much easier to run down, and making vaulting near the killer the worst option. It's do or die while you're carrying this thing. Stand and fight, or just be instantly cut, crushed or sliced to pieces.

    So, with the limited ammo you have, it's up to you to make the most of every shot.

    We already have aiming for survivors down, with the snow skulls from the winter event and flashlights. So we'll use that. Making your FOV much lower while using them but giving you the best chance of making the most of every shot by giving you an aiming line.

    As for reloading, it's gonna take some time. But being able to do it on the move, thanks to your survivor not focusing entirely on running means you can reload on the go. So it's gonna be a lot easier to take potshots while you're looping. But it also means you're gonna need to loop entirely differently from normal.

    Aiming to get lines of sight rather than just avoiding being in sight. It also means fighting ranged killers is gonna be much harder while using this item.

    Making sure the killer has the advantage on their own turf rather than the survivor. Having a much more cumbersome weapon that isn't guaranteed value like a killer's power.

    Fighting Back… kind of

    So, like I said, we can't actually use real weapons for a very obvious reason. Killing the killer doesn't make much sense in a trial. Not to mention how some of the killer's roster are just immune to such implements or it not making much of a difference how much damage some take. Making this thing too impactful will just lead to more killer frustration and too little means it's useless.

    So, we need to figure out a middle ground. Enough impact that one cannon feels impactful. But not so much so that four is a pain for a killer.

    So, a health system, or at least a pseudo health system should work. Something like the Mr. X or Nemesis from Resident Evil.

    Stunning the killer after enough damage, but only briefly.

    Refilling their "Health" after each stun.

    But we also shouldn't make this a tool that's useless for drawing the killer's attention but can also just be used to take shots while another survivor is looping them and the killer ignores them.

    So, if you're not in chase or directly in the killer's sights, using the weapon is gonna be much less effective. Say only half of the damage the shot would do than if you were in chase or within the killer's sights.

    And so you can't just see someone stun the killer and then run in for a cheap shot, being stunned by any means:

    Head On, Survivor saves, Pallets or blastmine

    The killer would be immune to the cannon and have their health temporarily protected.

    So, what do you guys think? Could this little cannon sink our ship or would this be an interesting way to spice up trials in the fog?

    Just give me a Wendigo, a flare gun, and a character from Until Dawn at that point.

    To be honest, I am very surprised we do not have an Until Dawn IP in the game.

    I'd play Emily for sure.

  • @MechWarrior3 said:

    Maybe I just missed it…I haven't seen anything as of yet. I was curious on the direction of the game, what plans do we have in store?

    1000007468.jpg

    I'm still waiting for the This Is Not Happening changes, guys.

  • @angrychuck said:

    P100 is already daunting enough…

    Yeah, this is why I just try to P100 everyone. At least it gives me something to do rather than pump my BP into one specific character.

    I don't really find P100 that impressive, to me it's just an icon and red emblem. I wish there was more stuff in the game rather than the P100 grind or the Rift itself, but that's just me.

    Even going as far as to creating more events, ugh. Just anything, but I get reminded of why I take months breaks at times because the game starts feeling like the same to me, lol.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068018#Comment_4068018

    The one Skull Merchant I saw yesterday was an awful match. Two of the survivors immediately stood next to her the whole match.

    Funny was she refused to hook them, so me and the other player that were actually doing gens, etc. got some free BP from those two.

    People still automatically "go next" when they see her.

    Yeah, such a shame because Skull Merchant in my eyes has been defanged so much.

    I do not mind Skull Merchant, I think they did changes that didn't really tackle the killer but the issue is she does so much in one kit. They (Behavior) just need to figure out what they want Skull Merchant to be and not treat her like a baked potato with multiple toppings thrown on top. Every other killer in the game has a specialized kit dedicated to them, meanwhile you have Skull Merchant (haste, broken status effect, hindering, etc).

    I don't go next at all in the game, I couldn't tell you the last time I've actively gave up but people are people, same thing where I've seen Survivors DC when a Singularity appears and a biopod is on their back on the start of the trial (Singularity's add-on, not familiar with him and can't be bothered to know the name of the add-on) on Tiktok.

    I think it's just people burnt out on the game. Even when I play daily here and there, I do not play daily every single day - people that play Dead By Daylight can sometimes have an unhealthy addiction to it which is why the community is the way it is, in my opinion.

    I couldn't imagine playing Dead By Daylight every day, almost every hour, and not taking a step back and recognizing (I'm having a bad day, maybe we should play something else - but alas, people have an addiction, yes an addiction to Dead By Daylight and will quit over almost everything).

  • @Rogue11 said:

    https://us.v-cdn.net/6030815/uploads/AMRP7XAGT4E7/image.png

    hey at least they fixed all the gas pumps spawning in 1 place right?

    oh never mind that was the line about going against the same pain res + grim + DMS builds in another event while playing walking simulator

    What a beauty, a trifecta of gas stations that could easily have been spawned elsewhere.

    Making me feel like I'm playing an MMO and chests are everywhere or a Legend of Zelda game collecting rupees... But this is Dead By Daylight, so... Wow.

  • @MechWarrior3 said:

    Ive been playing Sadako, Houndmaster, Pinhead, Skull Merchant and Singularity.

    You know, my friend group hates Singularity.

    I get so surprised when survivors hate Singularity, haha. 😂 I think it's a situation where survivors don't like doing secondary killer objectives (Onryo's tapes, Pinhead's box, Skull Merchant drones, Singularity EMPs, etc).

    I do not mind the little robot, but I find it a little funny when people loathe going against him. I'll take every killer over a Ghoul any day.

    Blight, Nurse, Henry, all are fun for me - I do wish Blight had a longer cooldown as someone said in a post somewhere on here that Blight needed nerfs but yes, nice killer selection - there's variety there.

  • @MrBuffalo said:

    I think my problem are most of the Meta killers atm.

    I feel because of them the low tier killers cant really be buffed in any meaningful way with out making the meta killers stronger. I was hoping they would realize that each killer cannot be treated equally and do more specific buffs with how perks interact with other killers and how the map interacts with these killers.

    Imagine if map tiles changed depending on the killer? I think that'd be pretty neat. Changes the flow of the strong loops for killers that are slower.

    Yeah, Behavior would never implement anything dependent on the killer at all.

    It's really sad because they do at best top down changes, but you cannot really alter the game all that much due to how old it is and just how their coding is in general.

    So, you're kinda stuck with the old code and Behavior has said time and time again that they won't make a Dead By Daylight 2 - I believe this is due to loss of licenses, but the game itself (and I say this with a lot of hours) is quite bloated. Perks overlap with perks, killers overlap with killers - each change to a tile, jungle gym, pallet all is affected depending on the killer that you're going against - same for map size as well.

    Even though I'd love Behavior to differentiate dependent on the killer, I just know Behavior's track record is not to change specific things pertaining characters. This is why I believe it'd fundamentally break the game because they are a corporation and making sweeping changes like that affects their bottom dollar the most.

    It's also another reason why Dead By Daylight would never have an Operation Health like Rainbow Six Siege did. This is why I'd argue that I wish other asymmetric games would more popularized, so that Behavior would actually adapt and listen to their community as a whole (both killer and survivor) - that's the only time we get any drastic changes is when a competitor enters, once the competitor ceases to exist - Behavior goes back to their stagnating ways.

  • @BongoBoys said:

    Literally what is this devs they spawn in clusters meaning you have to fix this so they can be spread out

    https://us.v-cdn.net/6030815/uploads/BBQBKXC8C32T/20260328-053152.jpg

    https://us.v-cdn.net/6030815/uploads/A2J40UGJVBD4/image-281-29.png

    That's what I said, no reason for them to be so compacted.

    You'll run to one location to get blood aka gas canisters and run all the way back losing so much blood in the process.

    Then again, I've never been a fan of the Blood Moon event anyways.

    It's ridiculous seeing like 3 gas pumps spawning on top on each other - I don't think last year was like this at all.

  • @squbax said:

    As a range killer player, springtrap. Huntress requires good mechanics but her shots are not that hard, trickster is pretty easy, harmless gets punished by existing but he also requires good mechanical skill, and I mained slinger for a while, he is fun af but I dont see why hes hard, and I actually was adicted to playing him, using gaps for shots and snipes as well.

    However springtrap requires managing the arc on the axe, knowing the hitbox, because it is way smaller than huntress but bigger than slinger so you can still do gap shits but not on all gaps, just certain ones, also orbitals require an amount of skill that is literally not viable as learning the spots is a long process.

    Yes, I was gonna say Springtrap or The Unknown. I get relatively impressed when they arc their M2 at me and hit me.

    I remember messaging an Unknown a while ago saying he was very good at the killer and how impressed I was at his shots.

    Same thing for a Springtrap as well due to the trajectory.

    I'm trying to think of a relatively normal non-ranged killer that I'd determine for an answer - I mean, I think a lot of the killers have a high skill ceiling. Yes, some have a low skill floor (the accessibility to their entry of playing them). I typically get impressed with those ^ and killers that have to predict me. I don't really get impressed with killers that can simply walk me down and hit me, lol.

    Like, I wouldn't be impressed with a Clown but I wouldn't say a Clown doesn't take much skill as you have to time your bottles, aim your bottles, etc. I guess a regular M1 I'd get impressed with is Dredge, but I might be biased because I loved playing as Dredge and going against Dredge, so.

  • @cammoking123 said:

    I think people need to admit Skull Merchant is a fundamentally bad killer. Her power is just not fun for either side. I would delete her from the game if possible.

    I just honestly hated her Stealth in all honesty.

    Really hated the fact that she could plop a drone outta her back pocket, have zero cues that she's near you.

    I do like that they did the drone scans to show the survivor when they're seen and how to avoid being scanned. Honestly, I don't have much to say about Skull Merchant.

    I played her for a bit, I'd have to look at my stats for the exact hours but she was okay. I didn't even play her in the way some Skull Merchant players do where they pull out the telephone (I like calling it this) and just whipping the scan back and forth. I think the main issue is that she is a jack of all trades killer.

    Ask any survivor what their issue is with her, you will get a different answer every time, lol.

    I liked playing as her, but she's not a very dynamic killer to play as.

    You drop a drone out, pull up the phone, survivor gets to a tile, plot that drone out, imma bloodlust you as you get hindered and potentially injured (which is where other survivors hated her kit). She just needs something, I honestly feel like I could play music while playing Skull Merchant because she's very simplistic to me.

  • @KytLuna said:

    I started playing DBD in March of 2025 I believe, and have sunk almost 900 hours into the game, now every time I play it, all I feel is anxious, tired, and completely over it at the same time. I really enjoyed it for a while, but lately it's just been exhausting. Wins don't feel rewarding anymore, and when I do want to win, I have to resort to tunnelling and slugging really hard, otherwise 9/10 times, the survivors absolutely destroy me.

    I don't like playing this way. I just want to be able to relax and have fun when I play the game. However, when I decide I want to relax and play fair, I end up losing miserably almost every single time. It feels like playing anything other than high mobility killers now is just an instant loss, which really sucks since I love to play The Artist, yet she's so so weak in the current meta.

    On top of all this I was really excited for the new Trickster update, but as a killer main who dares to play anything other than Nurse or Blight; the new map is completely insufferable. It really sets the tone for what kind of game BHVR envisions DBD to become, and I don't agree with it one bit.

    I was originally going to stick around until the Grimoire chapter came out as the prototype the devs released for the new killer seemed pretty interesting, but this game has been eating away at my mental health and I just can't for now.

    Maybe I'll come back at some point, but for now, I'm staying far away from this game. I just hate the direction this game is going in. Bigger maps, more cosmetics, more licenses… It just seems like the devs care more about making a buck than they do making a legitimately fun for all, balanced, functioning game and addressing the plethora of bugs and problems that continue to plague this game, and I can't support that anymore right now.

    I know I'm not really anyone important to this community, and I doubt anyone is going to care that I've stopped playing this game, but I figured I'd come here and share why anyways.

    Nothing wrong with taking a break, even coming from the survivor aisle of things.

    I get like that too at times, I kinda just go back to single player games (Crusader Kings 3 has been my comfort game - even though I haven't touched it in weeks) but taking a break from a game that's increasingly became more competitive as time progressed (we cannot go back in time to where survivors and killers don't know what they are doing anymore).

    I just learned to accept it, even if it sounds counterintuitive to some. I might get tunneled, I might get farmed off of hook - but I just look at it from a perspective of doing my best in the trial to ensure my teammates get out.

    If anything, taking a break when obvious burnout is showing is a healthy choice and even if I am on the other side of the aisle, I wish you the best and hope to see you in the fog if you come back for future updates.

    All the best, @KytLuna ❤️

    Edit: also, you are important. You might not be a popular forum poster on here, well known, or whatever metric you determine as important but you are. Don't put yourself down like that, your mental health matters - just like for any burnt out survivor too.

    Artist struggles on the new map due to the fact that she can't really trap on the map itself. (she is great on outdoor, but struggles indoor - in my opinion). I only played her once and gave up on her because I loaded in on The Game, so if it makes you feel any better - you can feel good that you lasted longer than I have as Artist. 🤗

    Artist is a very skill intense killer in my opinion and just know that it's not you, it's the map (which is normal for all killers)

    Like I told my ex-friend who plays Kaneki and Wesker, those killers are not good on the new map due to the clutter and having to deal with the indoor portions (the streets is god awful for survivor) but you know, I did recommend him to play Skull Merchant (his old main) - technically I said any Trap killer and he chose Skull Merchant... and you know, I mean he was dominating - so, once you reach the conclusion that some killers are great here and not so great there, you won't see it as a skill issue on your end.

  • @Elan said:

    Déja Vu - 3 % (was 6 %)

    Resilience - remove repair speed

    Hyperfocus - decrease bonus to 10 % (was 30 %)

    Prove thyself - decrease repair speed bonus to 5 % (was 10 %)

    Fast track - grants 1 token per hook, token grants 1 % perma progress chunked

    Bardic - decrease bonus to 0, 0.5, 1 % (was 1, 2, 3 %)

    Weaving spiders - decrease progress to 5 % (was 10 %)

    Quick gambit - decrease bonus to 2 % (was 5 %)

    Specialist - 1 token grants 1 % (was 3 %)

    Eleven's, Dustin's and Thalita's perk down to 2 % from 5 %

    You do realize survivors can only bring 4 perks? I've said it time and time again, people using a full gen build is a sitting duck. If you are struggling with a sitting duck with no WOO, no exhaustion, nothing for defense and just efficiency like we can talk about it @Elan .

    3% for Deja Vu is pitiful, like why is Deja Vu catching strays?

    And Prove Thyself? LOL.

    Edit: Yeah, I see you Elan. You think you're being sneaky, but your bias is showing. Go look in the mirror and tell me why gen efficiency needs to be nerfed, but not gen regression (and I say this as a person who doesn't mind gen regression) but you've clearly lost the plot.

    Making me wanna go play my Cheryl build and repress the gen in your face, that's how disappointed I am. Tsk, tsk, tsk - shame on you, @Elan .

  • @Mushwin said:

    We need Brenda in DBD, loud Brenda who screams in the cinema, likes hot sauce on her chicken wings and makes dirty cruss words! Also laundry day! so many perks she could have!

    Give me Brenda and Cindy!

    They better give it to me when Scary Movie 6 comes out or there will be consequences (by that I mean quit playing for a week and return 😡)

    Hibachi teriyaki benihana forever.

  • @AnimatedAaron_ said:

    I might be the only one.. but I always kind of hated playing against trickster. But now with him only needing what 6 blades? There's like nothing you can do it seems. Super annoying.

    I honestly just hold W and go around obstacles to avoid Trickster.

    It's harder to do on an open map like Coldwind or Shelter Woods.

    I remember playing with some friends last night on the new map against Trickster (Mina was trying to tunnel me) and I just kinda kept running from grocery store to grocery store. I honestly think on my last hook (yes, she was still following me around and I think it took either my friend or Ada to force chase to get her off of me) - I honestly believe if I did not have Sprint Burst I would have died otherwise.

    It's honestly ridiculous to me that she can melt through an endurance and down you, but indoor maps and holding W is the only counterplay to her and I'll continue doing it otherwise.

    For open maps, I would just recommend splitting up to prevent her from getting a snowball - especially when survivors are trying to get flashlight saves, she can turn into an oppressive force when people are clustering.

  • @poinepp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065825#Comment_4065825

    well yes it definitely is fixed, the reason you may not see any auras is bc the aura revealing mechanic being a bit tricky. If the player isnt behind any solid object you just dont see the aura bc the game thinks you have clear line of sight to that player so maybe you were in that direction where you didnt see auras or you were afflicted with blind status effect

    Yeah, I still haven't tested it. 😭

    Thank you for reminding me, lol. If and when, I'm glad even though I do love Open-Handed and Kindred on my Ace. You get radar level knowledge of exactly where the killer is going and what's about to happen.

    Used to use Kindred all the time in SoloQ years ago and I always hated that damn obscuring bubble stuff. I remember the bug where you'd be on hook and you literally couldn't even see the killer with Kindred as a Kindred user, I swear the amount of bugs in this game.

  • @Taro888 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066282#Comment_4066282

    Blight has a 40m Terror Radius now, and Distressing increases that by 30%. That gives Coulrophobia a huge area of effect, so “just heal outside the Terror Radius” is much less realistic than it sounds. On a killer with Blight’s mobility and down speed, survivors often don’t have enough time to reset before he’s already on top of them again.

    In theory, splitting up and staying injured is the counterplay. In practice, against a strong Blight, that’s far easier said than done. He can rotate too quickly, force constant pressure, and snowball before survivors can stabilize.

    So I really don’t agree that this is a weak build on Blight. Against an average Blight, maybe. Against a good one, it’s extremely oppressive.

    When I say it's weak on Blight, I'm saying it's relatively weak when it's against people who split up from one another due to the lack of information if one person is doing a gen on one side of the map and another on the other side of the map.

    To me, when I go against the build that's what I do - I split up, I do gens, and I power through it, and punish it.

    The Blight has no slowdown, this is also why I'd argue that it's important for people to actually move from their initial location because killers hate this - they genuinely hate when a survivor is downed and they move. I remember going against a Skull Merchant (before her nerfs) and she was doing a slugging build to slug people intentionally and she'd hover my body and it took me having to crawl away for her to make the decision of either picking up or completely losing me to begin with.

    Same thing for a Blight, same thing for a Hillbilly, Doctor, Wesker, etc. - if you're going to use a build dedicated to slugging me to death and using infectious to get value on my team trying to hover around me and heal me, I will punish you by simply moving.

    I have gone against these types of builds in SoloQ and each time I've done something similar to this. This build only grows in power when survivors are huddled together and allows a domino effect to occur in the first place. Granted, I didn't say the build wasn't oppressive, I just said it was a weak build. Any coordinated team or a team that functions how I just described above ^ would completely dismantle the build, especially with WGLF which I do see in my games. (another perk people complain about)

    It's a strong build, don't get me wrong - it's just not as consistent as full gen regression or aura + regression is my point.

    Edit: I'd even say you can waste their time too - I used to do this when Knock Out was a thing. Honestly, my logic is if you waste my time, I will waste your time.

    You wanna slug my teammate with Infectious, alright - I'll hop a locker, force you to grab me, and put me down and waste your time just like you are wasting my team and I's time. So, sure that's another thing that I would intentionally do because believe it or not, a killer hates having their time wasted thinking you have Head On (and you don't) and they stand there waiting and baiting a Head On just to grab you out, go through the animation, and then have to set you down - yeah, you can do all of that Mr. Blighty boy.

    But that's just me, I look at the game in math at this point. You wanna waste my time, I'll waste your precious time in seconds to give my team time as well.

    It's actually kinda funny sometimes! I remember doing that against a killer with Knock Out and they actually hooked me, lmfao.

    So, yeah I will think about doing that again if and when I come across a Blight, Wesker, or whoever wants to do this build on me again, thanks for reminding me of this, lol.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066282#Comment_4066282

    I would say that the only counter to this build is healing outside of his terror radius or simply playing injured.

    When using Distressing Blight has a 52m Terror Radius. You will basically be in his Terror Radius all the time, especially due to his insane mobility. Which also helps him to down people quickly with Infectious Fright. You are far away when he downs someone, but he is very quickly on you.

    Separate, do not be with other survivors, and he will not get perk value out of Infectious.

    While this is true, when you pick someone up, you need to be close to them. Which then prompts the Killer to go back to that location and at this point, there are two Survivors which are close to each other.

    It is absolutely miserable to go against. Of course some muppets will now say it is due to Fast Track, but this is not true, this build has been around for quite some time. And not only on Blight, Billy is basically the same. And it just shows that Anti-Slugging is needed, because stuff like that should not be possible. And nerfing the Perks is not really a solution, because neither Infectious Fright, nor Coulrophobia, nor Distressing or Forced Hesitation (which is the Perk which was used on top of the rest when I encountered the build) are a problem on its own.

    You can argue if Blight would be the problem and while this is the case to some extend, reasonable Nerfs to him will not change that this build on him is oppressive. And even if the Devs can somehow change Blight in a way that this is not possible, players would just jump to Billy who is the next best user of it.

    Oh yeah, for sure - I haven't experienced the build as much but when I do, that's typically what I do when I play against the build.

    Most of the time I experience Blights, it's full regression or aura + regression. So, I don't see the anti-healing variant on him as much - I probably see this type of build on Wesker the most from what I experience.

    I think if I was downed, let's say a snowball occurs - I do believe it's crucial to crawl away from one another. Same thing for when a survivor going down in front of a hook, you want to crawl away - else the killer can just sit on top of you and it gives the killer the advantage to just watch two survivors even if people prioritize recovering first.

    The day Behavior gives survivor anti-slugging (we still don't even have the patch where we get off a gen and it doesn't blow up after how long they said they'd fix it?) - Behavior implements anti-slugging, you will see forum post after forum post doomposting how unplayable the killer role is and people threatening to quit the game.

    This game in particular has so much tribalism to the point where one side needs validation, feels misunderstood, doomposts about a new (map, item, perk, etc) - therefore the only time I can see Behavior doing this is only when survivor queues are decimated and killers start complaining about queue times again - even then multiple years and patches saying we'd get anti-slugging and Behavior is always hesitant to do so.

    Maybe when Halloween comes out and survivors who are slowly fading from the game to go to a competitor is when Behavior does something, the survivors will come back praising the game, and then Behavior gets the benefit of looking good when in reality they only did this to stop the competition from growing - we see this every time when a competing asym is created or when queue times are horrendous.

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