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CautionaryMary

CautionaryMary

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CautionaryMary
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  • I have played with Flow State, I do genuinely like this perk simply as a counterplay towards hex totems - particularly Pentimento and Thrill of the Hunt builds that you see. + the healing and unhooked speed is a nice incentive, you can pair it with Desperate Measures if someone wanted to.

    I haven't played with Five Moves Ahead yet, I probably would just slap this with Alert or something to utilize it or just more experimental with it.

    A Place For Us seems okay, it's a bit situational but it's not the absolute worse perk I've seen. I don't think I'd personally use it myself but I can see the utility for some people.

  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062060#Comment_4062060

    Yea and eating a down because there's no counterplay isn't looping. It shouldn't be a guarantee again Ghoul is in severe need of nerfs. Michael's horrible rework is a great example of this.

    Yeah, I mean the revault thing was kinda hit or miss. There was skill expression to vault back over the pallet to mitigate the vault and hit that a Kaneki typically does.

    I'm gonna be honest with you, I have so many issues with the killer that I will not divulge (Kaneki hate is overstated at this point). It's just gotten to the point where I just learn how to face him specifically because I find a lot of Kaneki plays the exact same. I'm sorry, I feel like a lot of them do and I've just learned you know what, they wanna bite me, slingshot to a pallet, bodyblock - I honestly will predrop and stun them or just bodyblock them, wait for them to get out of their little animation, and stun them regardless. It's uncanny to me just how much is baked into that killer.

    This is coming from someone who loves going against Nurse, Krasue, The First, Vecna, anyone. Quite frankly, anyone and I complain about Hillbillies and Blights.

    However, as I've said in a previous comment elsewhere I at least feel satisfied when I am looping Hillbillies (I find the gameplay a bit boring, they just ride you with their chainsaw. Some Hillbilly mains shock me when they don't go for the basic M1 when you're injured and just spam the chainsaw, but it's whatever.)

    I would rather take hundreds upon hundreds of Blights, The First, Nurse, Krasue, Wesker, Michael Myers (even if survivors hate him, lol), just anything I will tolerate and be satisfied because there is give and take. Kaneki is like a mosquito to me and I see him so much in my day to day games - I would love to go against Nurse a 100 times or a Blight 100 times. I still don't know why when you're bit, you're frozen in place.

    Kaneki is just mad goofy from a technological and implementation standpoint, but I will see the Kaneki's out in the fog and I will still try to loop you regardless but lord, removing the vaulting thing? Really? Lmfao.

  • @Balrog said:

    Please leave feedback for 9.5.0's aura updates here. Thank you!

    Can we get a bubble change? I know that's a spicy ask, but I would like to use Kindred without having to pair it with Open-Handed each time.

    It worked like that prior, but now all of a sudden you can't see the killer if they leave the bubble quickly as the bubble obscures information - as you know information is important for information in soloq or just in general for other survivors.

    Anyways, I will attempt to see about the aura color changes but that's a point of contention that's been brought up dozens of times and it is in the realm of aura/bubble.

  • @ThatRyanB said:

    This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.

    All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!

    I'm not gonna lie, I was surprised to see that they buffed Fast Track LOL.

    I always used it on Yun Jin (Fast Track, Stake Out, Deja Vu, Sprint Burst). So, I'll have to try it out when you know, I wanna try the build again.

    I think the goal is just to get people to get out of meta. I still to this day have never used Conviction, Last Stand, Hyperfocus, or a lot of the newer perks because they simply do not fit my playstyle.

    And yes, I have never used Hyperfocus as I value more consistency - you lose them if you don't hit greats and I just don't care to do the Hyperfocus builds that you see floating around.

    So, it's nice that Fast Track got love because no one and I mean no one other than myself and Yun Jin adepts used it, lol.

  • @[Deleted User] said:

    I have faced a lot of different Meta in DBD. So what was your favorite survivor/killer Meta?

    Survivor-Boon Circle of healing. I know it was a bad time for killers. I struggled a lot as killer but as a survivor I loved the fast heals and I ran Boon Cicle of healing all the time and I stacked other healing perks to go full Medic.

    Killer-Made for This. I was terrible for most of the killers but im a Oni main and perks like sprint burst and lithe made it hard to get damage states for blood. Made for This replaced so many other exhaustion perks that it made first blood easy. And 3% faster meant. Nothing to a rushing Oni. It was hard for other killers but us Oni mains were eating fine.

    So what was your favorite and why?

    My favorite period was when the game was darker and foggier. It felt more like a horror game, even if functionally that time period had a lot of jank, broken stuff, and everything else.

    Other than that, I just liked the aesthetic. I get surprised when I see how the map looked before Dracula was released and it's a far cry from what the game was originally.

    Mechanically speaking, I prefer DBD how it is in its current form even if I do not like the amount of aura reading, but it is what it is. Dead By Daylight has so many perks, so it was bound to happen with overlap upon overlap of perks - Lucky Star v. Iron Will is a strong example, like yeah...

    Edit: I will expand, basically what I am implying is that Iron Will makes Lucky Star redundant unless you are using Sprint Burst or something and wanting to mute your noises to hide in a locker.

    Versus a more superior variant of Iron Will. Some people can tell me that you can use Lucky Star with Exhaustion, but you can't with Iron Will.

    Wrong. You can use it: You can use Lithe + Iron Will, Head On + Iron Will, Dead Hard + Iron Will, etc.

    People just think what's the point of using Iron Will with an exhaustion perk but the whole point is to be silent and then use the exhaustion for the burst of speed - Iron Will helps you mind game, exhaustion perk gives distance. They work in tandem of each other and is far more superior than Lucky Star. (not saying I want an Iron Will nerf, I hardly use it as a Sprint Burst user) but yep.

  • @cogsturning said:

    Bots need buffs, not nerfs. They're horrible at chase. Most killers instatunnel them out with no trouble. I have zero trouble with bots as a ranged killer.

    I agree with Cog here, anyone who logically thinks that bots are fine in their current form is understating how bad they are.

    I wish they would be more bold, instead they operate in a way of - hear the killer terror radius? Leave. Killer terror radius around the hook? They do a suboptimal pathway just to unhook you.

    I like that I can tell them to do a gen when they want to heal me or they want me to heal them (by pointing at the gen) or telling them to follow me with the come here emote - but anyone kidding that you can just take a game back full of bots are wild.

  • @MechWarrior3 said:

    I love the new fog vials. More charges is a W. They are WAY more helpful now than what they were. My humble opinion good changes. I still think 4 charges could be buffed though to 5 or 6 given they are still not the strongest item's to use in the game but that's just me.

    Yeah, I don't normally bring them into trials but if I find them in chests or whatever - I typically pick them up and use them especially if my current item has no charges. I would have to obviously see how they are currently, I've got some nice little plays with the fog vials in their prior form anyways.

    But I use them in mid chase when I have a bit of distance or to obscure the vision of the killer, especially if they are dash wise.

    Edit: I don't think fog vials (even though I did recommend them to place them into the game, who knows if Behavior did that because I said it would be good to have more diverse builds.)

    Obviously Medkits, Toolboxes, and Flashlights are meta for a reason. I doubt even if they were unlimited that survivors would bring them, but I'm just speaking on behalf of the fact that they were hardly utilized in the beginning forms. People probably played around with them a bit then thought, I might as well bring a Medkit to heal myself. I might as well bring a Toolbox to repair gens faster. I might as well bring a Flashlight for flashlight saves/flashlight blinds at windows/pallets. Fog Vials have a skill expression, in my opinion.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064429#Comment_4064429

    but you know how gaming moments are.

    A proverbial heated gamer moment. I can't watch anything at work, even though I'm clearly not being productive anyway! Might check it out later when I've got the time.

    The degree to which I sweat depends entirely on who I am playing against. Less about proving a point and more about what's fun. If the game is going too well when I'm trying, that's my chance to try the world's most unlikely mindgame as an experiment, or go for axe orbitals, or try and make the billion different killer techs work in a real game setting. To be honest, I am still to slug specifically for the 4k. I have slugged someone before to go and find the one player that had been stealthing the whole game, hook them, then let the slug stand back up by backpacking them around for a a bit. Let them choose if they wanted to save the teammate who let everyone else get to 2/3 hooks. They chose not to. Maybe that was toxic of me, coulda just been a scared player, but after the game they appeared to have more than enough prestige levels to understand that they were playing selfishly to a point of near sandbagging.

    In terms of exhaustion, I don't mind them. I actually like how dynamic they can make the game sometimes. A player I know has lithe is likely to take more risks for a vault if they're trapped on an unsafe tile, so I can zone the vault. A player with balanced landing is gonna favour an upstairs gen under most circumstances, so when do I pressure them off to get them on cooldown, and do I do this directly, or by pressuring the rest of the team? Or do I just chase anyway because their perch has no safe tiles nearby? Dead hard is funny when they miss so that's always worth it, and if they get it, I have to respect it, because it's essentially a parry and they read me to accomplish that.

    In terms of playing killer vs survivor and who I main, I am pretty stark 50/50. I expected to be mostly killer, especially as my early survivor experience was so much more difficult, but playing survivor taught me so much about killer that I invested time, and now I enjoy it about as much for different reasons.

    I'm not much into theorycrafting builds yet, as I'm still sub 1k. I tend to run basically what I feel like. I must admit I'm a bit addicted to balanced landing, though. It's probably because I can't seem to roll a map that isn't saloon.


    Yes, I try not to cuss as much as I used to in videos I've done a year ago, lol. I don't even cuss on here, but I'm a sailor when it comes to the gameplay at times.

    See, I would have this mentality - the whole take it easy, but I remember one time playing SWF. The team I was with was saying this Pinhead isn't that good, he sucks with his chains, etc. So, my team kinda laxxed on him and I knew deep down, just like with my Wraith example that you can have a rough start and then completely start bulldozing things when the survivor role messes up. You know what happened? Complete 4k.

    So, when I play survivor I don't "take it easy" on the opponent. At any time, in my brain - the killer could simply just struggled for whatever reason at first and then completely find their tempo and it's a gg moment. I could do that as Skull Merchant or the other games I had as killer because at that point, I already won. 2 people DCed, I don't want to stigmatize Skull Merchant further, so I let them go. (probably the friendliest Skull Merchant they met). - same for when I have achieved 3 kills, in my brain I've already won. I do not care that you get hatch, I do not care to sit here and slug you, I do not care for all of that. Even Momo, who I have played against (comp player) doesn't do this or at least when I faced him and saw him play, he doesn't sit there and slug you for the 4k. He will hook the third, go find hatch, you find hatch - doesn't matter Momo already won, you're a tally in his winstreak.

    Killer has more initiative to do that as they are the ones who are supposed to be the power role, the one exerting pressure on the map and in the trial. Survivors, to me - does not have the luxury to do that unless you consider "bully" squads and I tell the same killer main friend that to me, bully squads are handing you a win on a silver platter. They aren't doing gens (unless it's some weird hybrid bully squad efficient gen SWAT unit) - once you recognize the pattern that they're doing, they are easily dealt with. They will more than likely not get the gens done, at least not efficiently - take advantage of that knowledge.

    This is exactly why if I use builds that are more conditional than Sprint Burst - yes, I believe Sprint Burst is the easiest condition wise, but people misuse it and walk everywhere (I call that a walking simulator gamer) - but when I use Lithe, Overcome, Balanced Landing, Smash Hit - I do not use them as one off exhaustion perks... Again, this is where I say I like to outsmart my killer peer. They see Lithe, they're like "Okay, she has Lithe" - they get in chase with me again, I pallet stun them (I get Smash Hit value). I like to keep killers on their toes when it comes to my builds, that's why I prefer to run off-meta perks because I like to challenge myself and put the killer in the situation to think, just like I am doing during our chase.

    I do not use Windows - I am not the survivor main that will say relying on it is autopilot, you don't know how to loop, you don't know how to play, you just run to yellow that killer mains will say. For the most part, if someone tells me they need advice for looping - I point them to WOO. People also use WOO for soloq, but at my hours and experience I know where the pallets are, I know how to chain tiles together, and I do not need a perk to tell me where to go - I use my eyes, I can see the pallets in the trial, not that difficult for me so I get perk choice freedom because I do not need Windows.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064419#Comment_4064419

    My playstyle is making strong Loops (like Shack) unusable and being Unpredictable. I also Addons that involve them finishing Gens (Vanishing Box) and Anti Heal (B-Movie poster) so it punishes The survivors for doing Gens to Quickly giving me a upper hand.

    I use Surge as a Gen Management Tool to know what Gens are being done so I know what Gens to Look at and protect (this gives me ideas where to place Hallucinations).

    My Anxiety happens when im failing or messing up. Its a Autistic thing I think (i hope it is). It can be very painful for me because I shake to the point it actualy hurts. I have medication to restarts my body by putting me into a sleep.

    I see, I get what you're saying.

    If it makes you feel any better, I make mistakes. Same for the people that others follow on here (Otz, Hens, Ayrun, JRM).

    Even though it's an anxiety inducing thing, once you realize that the majority of the content creators that people watch in these forums make mistakes too - you should know that mistakes are lessons learned.

    I'd argue that instead of internalizing it, "I feel horrible for performing so badly." invert that into, "Okay, I did horrible. Let's review the footage and unpack it." - it's why I was such a huge fan of Pain Reliever back in the day. He would review killer and survivor gameplay, give out key moments, and analyze what you sent him and give actionable advice.

    I understand that when you first start doing it, you're going to be having bias because you could watch over it and see absolutely nothing wrong - but trust me, no one plays flawlessly in this game. There is no such thing as a perfect Dead By Daylight player.

    So, you look at the gameplay - notice that survivors go to shack, you can opt to ignore them entirely. When I played Doctor, as soon as you go to shack I will abandon chase with you. I'm not going to sit around here shocking you repeatedly unless I absolutely need to. You can drop chase, find someone out in the open (this is where Unknown shines) and punish out of position survivors.

    Just because a survivor takes you to shack does NOT mean you have to commit to that chase. You can simply say, "I see what you're doing, Meg. I give you a raise, I'm going to go find Sable near water tower on Dead Dawg." - you have to take the mentality that just because a survivor leads you somewhere, you do not have to commit to that chase.

    If a survivor is leading you to where a gen pops or leading you away from your three gen, take the injure (if you can) and abandon the chase. This is quite simply (and I punish this as a survivor) the easiest way to lose as killer. You are the power role, you make survivors react to you - not the other way around. Do not let survivors lead you like a dog somewhere, you analyze what they're doing, stop, think it's a waste of your time, take your suitcase with you elsewhere, and find someone weaker to get.

    Hopefully this helps!

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064385#Comment_4064385

    You might have to forgive the typos by the by. I'm doing this on a work laptop and there's no native spellcheck on the browser I have to use D:

    As I'm still sub-1k, I recognise that I'm in a position of not being good by long-term standards, but competent and able to contribute decently in every facet of the game. I've even hit a point where I consciously hold back as killer just to make the game more fun on rare occasions, which is surprising as I never thought I'd be good enough to get away with that. I recall a game with two Feng Mins. They were clearly together and there was a very noticeable difference in how they moved. It was for sure an experienced player helping their new friend get used to the game. Every time I went near the less experienced Feng Min, the other was there bagging desperately for the chase to protect her. It was cute, to be honest. So, I obliged, chased, hooked, and when I had no info other than where baby Feng was, I chased her, but went pure M1, maybe letting her get away with a single hit instead of confirming the second. The result was an EGC where high-hour Feng was thanking me and low-hour Feng was enthusing over how scary the game was.

    People do forget that this game takes time to get good at. The skill floor for survivor is shockingly high given it's supposed to be 80% of the playerbase at any given point. The majority of people also respond better to positive reinforcement rather than negative. People say they want the game to survive then immediately condemn terrible players for being terrible, instead of being inexperienced. Getting targeted with hate when you're new or stepping out of your comfort zone is gonna discourage you from doing the thing. If the thing is playing the game at all because you're too new to understand why you're getting hate, then that's the thing you stop. Boom, we lose a potentially great member of the community and they forever see this one as a mire of anger and toxicity. Not gonna claim to be fully innocent, though. Sometimes I get mad at my team. I just keep that internal.

    Wesker is one of the only killers left that gets to my panicky side. I'm pretty reactive to certain things, and my mental is my biggest hurdle. I can survive Blight/Nurse for considerably longer than I can survive Myers or Wesker. Something about the way Myers still jumpscares the hell out of me to this day, or the sound design on Wesker's dash, activates some primal prey-response in me when I'm survivor, and I struggle to think ahead. I do appreciate the tips though. Forgetting to vault back is probably my gravest vs-Wesker sin.

    Yeah, I apologize for the cussing in my videos lol.

    I think a lot of people might whiplash when they see how analytical I am compared to how I am when I'm gaming. I've been trying to tone it down, but you know how gaming moments are.

    Yep, I remember playing Skull Merchant (back before her nerfs) and I did not tunnel, camp - even stretching to proxy camping. Just regular no fluff, no toxicity as Skull Merchant. Two people DCed relatively early in the game, I decided to then kill the bots and allow the two to go. It's amazing because when I did play killer, I obviously played similar to how I handle my survivor gameplay. I go for the win, but I typically did not go out of my way to tunnel/camp - I didn't feel like I needed to do it and for the most part, I played with meta perks. I think the least meta perk I've used is with Skull Merchant back in the day (Thwack, Pop, Nowhere To Hide, and Surge) - still my build on her even if I have no intentions to play her again.

    I very rarely slugged for the 4k, only did that when I was going against a 4 man SWF with hatch offerings and flashlights/flashbangs. Similar to a Wraith game that I've talked about on here. I feel like people read my comments and wonder why I do not play flex or a killer main, as I've said I find it boring. - that isn't to look down on killer mains, I view them as a peer, similar to a sparring partner.

    I also will admit that I do get more tilted when I played killer than I did survivor - I still tilt as survivor, but I do not really sacrifice the match over being tilted. I am aware people make mistakes, I do not punish people for making those mistakes verbally. I will punish your mistakes in game, but I will not go out of my way and insult you.

    I do feel like I ran meta because I could afford to do that. A lot of killer mains I see (even the killer main friend I talked about earlier ^) stated that he thinks exhaustion perks are second chance, I obviously disagree and view them as tools to be used - just like the killer strategies I believe killers can utilize too. The point being I tell people all the time, if you are struggling with a persistent perk itself - re-evaluate your build and counter it.

    I ran meta because exhaustion as killer did not bother me, second chance (I hardly got hit with them anyways) didn't bother me - so, I could afford to play with meta perks without feeling bad for using them. Even in the Wraith game, I used Starstruck because I saw the survivors had flashlights. - I literally went in my build, swapped a meta perk out for Starstruck, had a rough start on Eyrie of Crows, but managed to 4k.

    I truly believe Starstruck is slept on compared to Lightborn and I'd argue Starstruck is better macro wise than Lightborn. I think a lot of people think I should be a killer main, but alas I like to play survivor so I dropped killer and I do not have any intention to pick it up again in all honesty.

    Not that the role is bad, it's too easy, it's too hard - I simply prefer outsmarting the power role and punishing them for their mistakes. Same for when I get outsmarted and punished for my mistakes, I respect when a killer can outplay me.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064337#Comment_4064337

    https://us.v-cdn.net/6030815/uploads/Q39DFFQVYYX0/1000017837.jpg

    Im P53 this is a Old Screen Shot but this is who I main and what i run. I am still experimenting though.

    Doesnt he Look pretty

    Haha, I actually really love going against Unknown! Very tricky killer to master, in my opinion.

    I see that you're trying to do an anti-loop build, FTTE for potential snowball, and Surge for active gen regression.

    Would you say you're struggling with ending chases more or just in general getting gen rushed? Or kinda like a combination of both?

    Depends on what it is, Unknown can be mindgameable in higher MMR as survivors learn to not hug walls tightly. It's not a bad build from what I can see - it could use more lethality, but I don't view it as a struggle build. I would argue that Dissolution and Bamboozle are competing for the same spot (Bamboozle for the windows, Dissolution for breaking pallets - I can see the synergy vision but I can see this build actively getting gen-rushed too), but other than that I find the build fine dependent on what you want out of it and how you want to play.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064361#Comment_4064361

    Valid take, to be honest. There are some survivor games where I know I screwed up, and taking that loss is fine. There are some killers that I see so rarely that I don't know effective counterplay intuitively, so I lose and feel I cannot do anything, and that sucks. The worst case is when I match with 3 people not doing gens while I take chase, or handing the killer a free snowball with poorly thought out saves when I'm not in chase. Seeing lots of bellycrawling going on somewhere else on the map while I work on completing the first gen is a knock for sure.

    I don't agree, but I respect your view and understand where it comes from. My kyrptonite is a good Wesker. Wesker is not OP I just suck against him. Those are my survivor games where I feel i can't do anything, as you described. Anecdotally, bad-to-medium-skill Weskers are the most DC prone of any killer I face, maybe on par with Springtrap, so I'm never in a game with him long enough to feel the other side.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064362#Comment_4064362

    Fully on board. I even make posts purely for good vibes because people get so bogged down in their negativity about a game they are supposed to willingly give their free time, I think they forget what they participate for in the first place. DBD is a game where negative experiences are much more memorable, because amazing plays usually have a more etheral impact on the overall gamestate. It's not like popping off in a hero shooter, allowing a clean break to secure the objective and win the game as a direct consequence. Moments like that still happen, but in general most plays contribute to a push and pull of who is applying the most pressure to the other side, instead of who is making a game-winning play with a single decision.

    I think we all consciously agree we'd prefer a more unified playerbase. Like I said earlier, it's a net positive if everyone is having fun. Survivors having more fun are less likely to DC or give up and request you hook them so they can abandon, which is more fun for killer and vice versa. The issue is most see any buff to the enjoyability of one role as a nerf to their chosen role (this is true sometimes, cannot lie), and it breeds arguments based on fear of losing out.

    Even when it seems not to be worth it, I'm always nice in EGC. I'll credit particular players that I noticed were really good, and never bring attention to someone doing poorly. I think the most toxic I've been is cut in on another survivor blaming out Claudette over some nonsense. The Claudette said sorry and I told them not to apologise, as they did fine and the other player doesn't need it reinforced that hurling insults gets them validation like that. New players will make mistake. Hell, the old guard make mistakes too. DBD is a hard game and we could do to remember that.

    Yes, precisely the Claudette moment.

    You have people trying to dictate and optimize other people when us survivors do not operate on that plane. I hardly if ever message people, unless like they did something then I have to go out of my way (add on Steam, message) or Xbox (communicate there). I do not come at survivors to ask them why they did such and such - I might have done that years ago but I can probably count on one hand of me doing it. Even then, it's more of an education situation rather than a git gud moment.

    I think a lot of people forget their own roots. You were not as good as you are today, you sat and invested time into a game. I've seen people with less than 1k hours and know micro gameplay (flashlight saves, looping movement, and general game sense). This is why I opt to help than to criticize. People will complain that survivors are brain dead, can't take chase, can't do x, can't do y - but then they don't take the time to help the person. It creates stagnation and I do not want stagnation on either side - it is why I say use what you want. Four Gen regression, Thana/Dying Light Plague/Legion, impossible skill check Doctor, aura reading mobility killers / Huntress, slugging, tunneling, whatever it is you want to do - I will work around it and adapt.

    People need both the adapt mindset and also to stop degrading others. It isn't cool, it isn't fun to make a Claudette have to apologize for something that was never that deep in the first place. It's just something that bothers me, I don't know lol.

    Also, for Wesker what I like to do is create space for him just like I would handle a Krasue. I will pre-drop with a Wesker, if a Wesker vaults the pallet - I vault back over it. It's why I wish Kaneki had a similar mechanic - sometimes you can do it, other times you're just down to the power. - Wesker struggles with objects between you and Wesker, yes Weskers can do their little techs but the ideal is to keep an obstacle between you and Wesker - same for a Krasue.

    Ah yes, I will give a visual representation of it too if you want to see it. -

    https://youtu.be/xjubd9TdLhI?si=XmxrmhSI6lC73asX

    I hardly upload because I'm a Political Science major, but yes. 😊

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064359#Comment_4064359

    Speaking of exit gate opening lol

    https://us.v-cdn.net/6030815/uploads/5HC9IV07JDWC/20260317081451-1.jpg

    I just played a round where i died to a 99'ed gate as meg got tunneled off at 4 gens left, i looped the killer for atleast the last 3, and then got chased out of the basement and wouldve made it if they didnt 99 the gate first lol, but yea i didnt give up even with an early tunnel out. But technicly i lost. I won in doing my part but i died regardless of how well i played - as expected, but was 1 descision of another player away from escaping and technicly winning.

    Nice! I'm glad you're taking what I said and applying it.

    Your build is also not bad, even though I use exhaustion for the most part. Not saying I need it, I have looped a Kaneki with zero exhaustion before - I just like to have it, lol.

    Yes, I also do the 99% strat but I will open it when I know that the team will be going in for the unhook.

    My randoms might be different compared to others, but what I find in my random games is that people do typically try to come back and unhook you. I hardly if ever see someone literally open a gate and immediately leave.

    Again, not saying it doesn't exist I'm saying at my hours I do not see it. It's great that you bought your team time to do the objectives and the looping for three gens to pop. - it's always nice to see during your own chase that gens are flying.

    That's why I think if people curbed the desire to DC (even if bots were present) would make games much better. I genuinely do believe that my survivor peers do not understand how much of a reward and accomplishment you will be if you just choose to play the game.

    I don't DC against killers, I don't give up unless I know for a fact that it is not going to be a favorable outcome - hatch closed and the doors are close, I will abandon and not feel sorry about it and hop in another game. Once survivors realize that you wasting time is what makes killers have to work for their win condition the game will be much better.

    I play with my friends who I disagree with at times - they'll say, "I'm gonna let the random die. The random sandbagged me, the random didn't last x time in chase, I'm leaving her on hook." I do not operate on this level. I do not care if you cannot last in chase, you're getting unhooked, and you will buy our team time to do things.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064354#Comment_4064354

    Yeah, I think we are. I'm someone that likes to consider every emotion valid, but vitriol is something I feel is entirely unproductive. Being angry is a natural response, but what we do with that response is where we separate good & bad (referring to choice, not an entire person).

    I'm fairly recent to the forums. I'm actually a relative newcomer to the game outright, having first played in 2022, dropped the game, and came back due to long-term sickness that kept me off work. Boredom got me to try the game again, boredom got me to invest hours enough to feel confident enough to chat with a community that - outside-looking-in - is very intimidating to default Megs or baby Wraiths.

    I think my focus on the emotional aspects of the game comes from me seeing it as the true source for a majority of complaints/discourse I see online. Sometimes there is objective truth behind the emotional response, sometimes there isn't, but the outcome is equivalent.

    Yes, so for sure - we started more than likely around the same time.

    I started in 2022, I was consistently playing (currently 4.1k hours) but I go through periods where I don't feel like playing. It's sad, I say this to my friends all the time that I am a single player girly. But Dead By Daylight keeps bringing me back, similar to Mass Effect 3 Multi-player as I've said before.

    I think that's the reason why I come on here, share what I think would help someone else, and even if it's the "other side" - I do not believe in gatekeeping knowledge. It's the same I got from going on the ME3MP forums and Reddit. I got to see spreadsheets, optimal builds, best guns to use, how to play characters, and I fell in love. Similar to this game, I just wish the community was more like the ME3MP variant. Any time someone struggled, you were helped. Any time you needed advice, they were there to answer. Hardly if ever did I experience toxicity in that game (granted, it's PVE and you're going against hordes but it was nice to experience a gaming community that uplifted you.)

    You could go a round of soloing in Gold/Platinum (what I played) and be thanked. Hardly if ever people back on the PS3 (I played back then lol) would come out and make excuses, being toxic, nothing. - I am not saying I never experienced it before, but on the top of my head it's two times.

    I get way more toxicity in the game of Dead By Daylight, even arguably more than I got from other games - Fortnite, Overwatch, GTA Online. It's a travesty, given how much I care for the game itself even though I disagree with the developers on some things.

    I try to be the bridge between both roles, I don't really try to be tribalism or us v them - it doesn't fix anything.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064339#Comment_4064339

    And i didnt mean to make it sound like a defeatist mindset, ive been plauing since the myers chapter and from experience the game is built so that the killer is supposed to kill everyone unless the survivors play perfectly or the killer makes too many mistakes. So ive died a lot more than escaped making the idea of escaping more of a prize rather than an inevitability just because i can loop.

    What makes survivor feel much more casual for me is that i am not worried about winning due to the lower likelyhood of escaping. But i don't give up till the round is over, i even avoid clicking abandon when everyone gets slugged as ill even crawl to the other end of the map to hide n bleed out or sometimes even get hatch. Even recently crawled to the other side of the map while waiting to bleed out only for the killer to find me by the gate, still didnt abandon and he let me go out the door lol.

    But the point of this vote is which one feels worse to get stomped in, and survivor its very common in solo que, while on killer you are usualy the one doing the stomping but getting stomped in the power role feels worse especially when its a specific playstyle killer you main and you realise just how weak that killer is in certain areas.

    I jist mean with survivor im not worried about losing - by expecting it, not in a pessimistic way.

    I see, yes - I agreed with the sentiment that by community standards I agree killer "feels" more unbalanced simply for how the game is.

    I've been playing since I think the Stranger Things chapter, I can't really remember as it was years ago and I got the game for PS Plus - so, 2022... I mean, I was here for old Haddonfield and the old Coldwind. Even then, all throughout my time as playing survivor I just don't come in with that sentiment.

    When I first played, I watched people like Probzzz (I do not watch him anymore), Noob3, Naymeti, Yerv, etc. I have also watched killer mains (Otz, Hens, Scott - to some extent) - I do not really watch them now and if I do choose someone to watch, I'd watch Cru5h if anything. However, the point I'm making was that even though I am critiquing people for copy/paste - monkey see, monkey do behavior. I will admit that I used them as a template to know gen spawns, T&L walls, strong tiles v. 50/50s. These are things I learned and got ingrained into me because I practically watched these content creators religiously, then I moved to comp players, but now I don't really indulge in it anymore because I don't need it.

    I had the training wheels when I first played by watching people, I still use builds that Probzzz has videos on (Iron Will, Light-Footed). However, because I chose to go out of my way to basically educate myself I do not agree with the sentiment. Even if I die, I know I put in contribution for my team to potentially survive and get out. I do a lot of things that I'd argue a lot of the content creators I used to watch do not do, but that's because I learn what works for me and apply it - hence the belief that I think survivors should operate on a - "How can I make this killer waste their time?" / "What can I do to help my team?" / "Sable is being tunneled, what should I do?" / "I unhooked Sable, killer is coming back, what should I do?" - people think survivor gameplay is simplistic and function on a, "Well, I'm gonna die anyways so who cares?" - I do not think that way. If I die and the last gen pops, I feel like I won.

    If I die getting the exit gate over halfway done, I won. - my team will get out regardless.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064348#Comment_4064348

    Thats fair. I don't condone emotion as an excuse for lashing out in game. My head nods are exclusive to funny moments, such as getting chain pallet stunned multiple times and waving my mouse to show the survivor it's a rough time but I'm in good spirits, or maybe shaking my head at a killer that has me cornered edge-map and comedically begging for mercy. No salt if they don't give it.

    I'm a 50/50 player. Which is sort of the source of this question. I can feel heated in both roles but it is a very different kind of heated, which made me curious about other perspectives. People that don't spread their playtime as much or at all will bring perspectives I haven't considered.

    In general, when I see people come here after a bad match, obviously angry, they get shut down to a degree, because people are pushing back on this adversarial mindset between survivors and killers. I tend to join this, asking such players to explain specifically what was unfair to understand where they are coming from. I find general game frustration to be an unproductive critique as well. It's more interesting and beneficial to discuss what elements of the game resulted in such frustration and why that is. The game being fun is literally the only thing everyone sees as a goal, and having fun is a consequence of vibes, not logic.

    Ghoul is a common one (just an example - please avoid making this a Ghoul thread despite my hypocrisy for bringing him up) to see discussed despite the numbers showing that they're middle of the pack in terms of power. I don't believe Ghoul is OP but for the health of the game, some review is needed there. I don't pretend to know the solution, just that one needs to be considered without Skulling his Merchant, if you catch my drift.

    Haha, you are fine.

    I will not make it a Kaneki thread or whatever, I do feel there is counterplay and I do not DC against a Kaneki.

    I still have my Kaneki fatigue, but I won't flat out say that the killer has no skill expression - I do think he has a low skill floor, but I won't derail the topic.

    You and I are similar, even though I play survivor mainly - I still come here to share my thoughts, give advice to both killer and survivor, and try not to get into emotional spats. It's why I typically take months away from the forums, it sometimes feels as if I'm speaking a foreign language when I'm communicating with a survivor ^ as shown above or I'm too "analytical".

    I come here to help, share my thoughts, give advice to people who are obviously struggling (whether killer main or survivor main) simply because I want people to enjoy the game without feeling as if they are completely devoid of decisions. The game suffers from giving the players the utility to do better - it is why content creators typically push the game forward, in my opinion.

    People struggle with the game, look up content creators, copy them, still struggle, come to the conclusion x role sucks because I still struggled with y's advice and videos. This is an unpopular opinion for sure, but I do wish that the community would actively try to use different perks instead of parroting what content creators say.

    I will edit and say that the head nods and humping does get on my nerves to an extent, however - I take it as you are wasting your time humping me and nodding at me as I look at the hud and see a gen popping, but again how I view the game is not the norm, lol.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064317#Comment_4064317

    Even though I don't like to talk about "feelings" - so, it's hard for me to answer this question.

    I understand the hestitation to discuss feelings, because feelings gets us bad decisions. I also think that dismissing them outright is not the right way to go about things either. As logical as we all like to profess we are, human beings are emotional creatures. We play this game for the emotional responses it stirs in us, not because it is a productive activity. It's why I argue that balancing should not be strictly around hook rates, kill rates, or any other numerical perfomrance metric exclusively, but also address the impact this has on fun.

    I think your full response is pretty well written. Especially the note regarding the immediate feedback of killer vs survivor. Losing badly as survivor gives you so many ways to not blame yourself, or not realise where you messed up. Killer puts your mistakes on blast every time you make one immediately. That makes one more visceral.

    I see, when I say I don't want to talk about feelings - I'm not trying to minimize or invalidate others.

    However, a "feeling" is not something that every player experiences in this game. Like I say to my friend who is a killer main, says the game is survivor sided - on the same level say that survivors are brain dead.

    There is a lot of sentiment and I've seen it when seeing what survivors write, killers write, and others who obviously know how to play the role they play and not adopt a negativity bias.

    That's what I think a major issue in this game is: you get steamrolled, you think - alright, I'm going to slap on the worst build, I'm going to down this survivor, and I'm going to hump them or nod at them. It's the same toxicity you see on the survivor side because people do not know how to handle their own emotions, not take it out onto others the very next game they load into.

    Just because you got juiced by an Ellen from last game doesn't mean the Meg that you've downed in x amount of time gets the BM, the humps, the head nods.

    This is why I say I do not like to talk feelings, people have different experiences depending on the match-up type, how the game progresses, and have negativity bias.

    A killer can go game after game with 2-3ks and then have a game where all the survivors leave or have a 3k, come here to vent, have a validation party, and never have the mentality challenged. Same thing for the survivor end, I just do not engage in this role makes me feel x and x. I just play the game, do the best I can, move onto the next game. I don't sit there and think, I'm gonna go put on my try hard build (I already play under the sentiment that I will do my best regardless and if I have a misplay - I sit there and analyze what I could have done better). I go into the next game, a killer isn't playing optimally - I do not shift gears, I might go cleanse totems or whatever it is, search a chest but I know deep down, if I was in a situation where the killer is dominating me, they will not shift gears and take it easy on me. - I hardly if ever see that on my end, just my 2 cents.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064320#Comment_4064320

    I never said survivor was horrible, i play it more often than killer. I just meant theres a much higher chance of dieing than escaping and you rely on a lot of rng factors, so i go into every survivor round knowing i am likely to lose, but can win (mostly play soloque). While killer feels like the game should run based on your skill and killer choice with a chance to not get kills. So i go into killer rounds feeling im more likely to win, but can lose.

    I see, I also am a person who mostly plays soloq and I still have that same mindset.

    Sure, there are RNG factors - you cannot control every single thing in a match, you can't control where the gen spawns are, the skill level of your randoms, what tiles spawn, etc.

    I just do not believe that survivors should have the mentality that we have a higher chance of dying. I just don't understand that, but to each their own. Even if you do die, you still contributed to the match.

    Your death could have helped a gen pop, allowed a gate to be opened, etc. I guess I just view the game differently is all, best regards and I do not want you to feel as if I am judging you. ❤️

  • @Skeleton23 said:

    I wanted to ask anyone on how to counter The Shaking feeling when I play Killer. Today I literally had a Panic Attack dearing a match. It wasn't that I was playing terrible. There is just so much happening, I get overwhelmed very easily do to my Disability. I never had this happen when I first started playing.

    When it happened I felt as if everyone is staring at me. My Anxiety goes to 0 to 1000 in like 2 mins. Im high functioning and what love some Advice on how to deal with this.

    Any Advice will be Appreciated

    I see, may I ask what killer and perks you are using?

  • @secret_survivor_main said:

    Since I've started playing this game I've only really played survivor with my only killer experience being challenges for rewards during an event. I have 800 hours in the game now and I wanted to share my experience with the game so far.

    I'll start by saying the game is getting less enjoyable as a survivor player when I solo queue from when I started playing the game to now. It used to be that I could solo queue and it would be fun, nobody is all that good but everyone is doing their part and trying to win. But now when I play the game I struggle to even find a lobby where it's even gets close to end game. I've been playing for about 2 hours the night of this post and all my games so far have not made it exit gates powered.

    I'm not sure entirely what is planned for survivor but it really just feels like this game is heavily balanced towards the killers side leaving survivor players to suffer. The only times this game is even fun anymore is when I can 4 stack and actually communicate to my team or else it's just impossible to play.

    Additionally when survivors decide to troll and ruin the game for others there is no detection for this so there are no punishments given and there is no way to abandon a match earlier. For example if I get left on hook to second stage when a player is standing beside me or starting and stopping the unhook action should I not just be able to abandon the game and go next? Even after a game if I report someone I don't get notified that any action was taken and that a player was punished in some way (unless it's cheating related or the report system actually does nothing).

    For a game I really enjoy playing it's sad to see how slow these issues are handled. There should not be a sacrifice of content in the game to solve these issues either. Both should be in development at the same time. What do you think? I'm hoping by making a post here the devs will see this and use it to help to future development decisions being made.

    And please remove Henry Creel this killer adds nothing to the game except ruining the survivor experience. You can't even loop this killer on a tile it's just 50/50s the entire chase.

    Hm, I can see your perspective regarding soloq even though I have said time and time again that I enjoy soloq. I can play SWF, but most of the time I am playing soloq. As people are aware, schedules conflict and sometimes I just like to play without information overload. (by this I mean tilting, backseat gaming, unnecessary information) - doesn't mean I'm robotic, I naturally am someone who laughs a lot and can have conversations with friends without it being optimally about the game all the time.

    For me, as a survivor who enters soloq - I like to focus on what can I do, what do I bring to this team, what actions can I do to make this game more easier. I like to think of myself as someone who can operate on my own because I do not like to depend on dependent variables (map, killer, other survivors, etc).

    So, for me and I say this all the time a lot of the time I come in with an information perk (most of the time, it's Deja Vu so I know for 100% certainty that gens will be done whether it's myself or my teams - I know progress will be done). I come in with an exhaustion perk, sometimes two depending on what build I'm creating. However, most of the time I use Sprint Burst (it is the perk that I use the best in the exhaustion perk class) - again, I can use anything but Sprint Burst is my favorite perk. Lastly, I just make a duo synergy build (Leader/Botany Knowledge / Borrowed Time (even is survivors say it's a waste but still complaining about tunneling)/Babysitter, We'll Make It/Second Wind / Troubleshooter/Alert / Any Means Necessary/Alert. I'm not going to continue naming every duo synergy but you get the point that I'm making.

    I optimize myself to know I have a chase perk to extend my chase, an information perk to know where gens /killers /other survivors are, and then whatever two perks I like to use in tandem on each survivor. Every single one of my survivors have a different build because that is how I enjoy playing the game. I like to be challenged and I like to improve, so my level of reasoning is top down. I do understand that how I play is not the norm for the average casual player base - it's why I am disappointed that no content creator does deep dives to explain how to counter perks/killers, which feeds into this defeatist mentality that I see survivors having.

    For your Henry Creel point, even though I have issues with the killer. I have learned, in my few games that I have had against the killer. When you get to a pallet, do not pre-drop. Greed it because once you drop the pallet, you are going to get hit with the power. The killer is similar to Nurse, which is why I love the killer (even if I have issues with some of his power mechanics - such as how fast he is underground, the fact that he can see scratch marks/survivors) - honestly, to me he seems like an easier to play Spirit with zoning capacity.

    I do not agree with your sentiment to remove the killer, but if you are going against a Hens build (which I have seen some do) then yes, I will agree with you that you will struggle with the killer. I honestly think surprisingly the only thing way to beat that build is with Boons. You bring Counterforce, doesn't matter Henry has the mobility to relight the totems. You ignore the totems, Henry has the mobility to push you off the gen to trigger Ruin. Luckily, from what I see many Henry mains are not using this build (I've only seen this build twice) but whatever, you get my point.

    -

    Greed pallets, do not drop the pallet when you know that the killer can use their power (I'd even say spam it to an extent), and stop hugging the loops and break LOS.

  • @ShanoaLegendaryPlz said:

    Another factor is if you are playing a killer you main, you feel like you are failing to get better with that killer, or that the killer has reached its limmit in strength making you feel its weakness. As survivor you expect to lose, try to escape. As killer you naturally expect to win, try not to lose.

    It especially hurts when you actualy finnish chases really fast and still the generators fly faster.

    I didn't even see this text.

    When I load in as survivor, I do not "expect to lose" even if you said try to escape afterwards.

    Every single time I load into a game, I do not think to myself - "I am going into a game with a disadvantage at the start." I might groan at a No Mither, I might think to myself I could not sit there and play a game where I am one tap - even if arguably I will get off the hook, run to the other side of the map to double a gen with someone else, and expect to get healed after the gen pops.

    I don't adhere to this whole survivor is horrible, you should expect to lose because you can't calculate for your teammates. Even if I view survivor as a unit, you have individual skill expression for the survivor role.

    It is up to that person to want to do better, not come in with a defeatist attitude.

    When I see Hive Mind, Ruin, etc - I go find the totem.

    When I see Pain Resonance, Surge, Pop, etc - I work around it simply because I like to be gen efficient.

    When I see aura reading and I see a killer come straight to me with BBQ, I take a mental note. Same for Lethal Pursuer, same for Nowhere To Hide, etc. To me, coming in with the idea that you as a survivor is helpless and it's so hard is regressive mentality. You should opt to do better if that is what you want to do - obviously my comment is not towards people with meme builds, I don't even play meta - I like to experiment with builds and use my experience each trial I load into. I would hope, even if the killer is using full meta the same mindset that I have.

  • @zonkednb said:

    Faced a wave of DC's lately, after a few matches that were clearly not fair. This isn't a statement on matchmaking as we have numerous threads about that already. Instead, I simply want to know the general consensus on which role's fun is more impacted by severe skill/knowledge disparity.

    Even though I don't like to talk about "feelings" - so, it's hard for me to answer this question.

    Some will argue that losing as a killer is hurtful because you are going against four other people. You are 1v4 every single trial, you have to keep tempo to have map pressure (hence why slugging, tunneling, and gen regression is prevalent). You lose, most of the time it's misplays on what you did. Overextending, not checking your gens, eating a DS/Off The Record (if tunneling) and your time is "wasted" (even if I'd argue that you chose to do a risk play, you got a consequence). You choose to slug, you cannot calculate if this survivor has Unbreakable. You hook someone at the exit gate, they have Deliverance. You choose to not slug for the 4k, hook the third to last survivor, they get hatch = no 4k for you. So, yes killer is highly dependent on you and your own decision-making throughout the game (not to mention end game salt) that you get as a killer or the vitriol given.

    Survivor is the same way: even if you are working as a unified unit (this is how I view survivor) - if you have a weak link on your team that dies in less than 30 seconds each time they're in chase, it feels like you're punching upwards as a survivor. Someone unhooks in front of the killer, goes down on the hook, and you have one person on the ground and still the hooked person is there - a moment in your head goes, "What happened?" as the other survivors watch a misplay the more than likely cost the entire game and you're not even involved in the situation at hand. Same thing for when survivors heal and they go down in succession, a lot of that is groaning moments and wondering what happened for that to occur. I can continue on, but you get the point that I'm making.

    For the general community, I would say killer feels more unbalanced because you are working at a 1:4 ratio, you make decisions, you feel the immediate consequences of the actions you have chosen during the trial. I get more irritated from a survivor perspective as I main survivor, so obviously my answer would be biased as I see survivor misplay (on my end, I'm not allergic to misplays) and seeing other people committing mistakes that just gave the killer easy map pressure for zero reason.

  • @UnicornMedal said:

    The irony that Survivors have to get better while claiming that Killers are still the weaker role is really getting old.

    I will say that you have to decide where you're hooking or to choose to slug in this situation.

    When you are killer, you should NOT be hooking someone near an exit gate. I do not care if the gate has no progress, you cannot proxy camp a hook AND a gate at the same time - you will lose unless end-game perks are available.

    You have slugging at your disposal, use it.

    You have the ability to hook survivors away from the exit gate, do it. You have the ability to hook in basement (extra points if away from exit gates) - use it.

    You hook me (or another Survivor) near a gate, I will pressure your gate. You try to slug at end-game, I will work around you and pick up my survivor teammate or focus on getting the gate first. Just like I decision-making at end-game, you have the same tools as a killer.

  • @DemonicDemons said:

    I know this keeps getting brought up and it's obviously for a good reason, I just ran a game, two people had only one gen speed perk each no toolboxes, the perk that gives 6% boost to gen repair, they finished a generator per minute, within 5 minutes all gens were done, keep in mind I'm running Oni, arguably the fastest killer in the game, I didn't get a kill. If I can't get a kill as the Oni what do you think my experience is on killers that are far slower, Myers, Krasue, Cannibal, Trapper, Ghost face and Deathslinger?

    It's miserable, I don't know what the heck is going on but honestly, the killer experience has degraded into one of the worst gaming experiences I have ever had and I don't get what is happening because when I'm survivor we don't finish a gen per minute on our own and I run full gen rush perks plus the toolbox. Something needs to change and hopefully fast, I'm getting into games as a survivor, one of us run the killer for 2 gens before they even get a down and I'm watching killers quit repeatedly, listen to your community, you've taken killer nerfs too far.

    I am of the opinion that whoever is most efficient wins.

    It all comes down to what survivors bring v. what killers bring. Without knowing the full match-up, I cannot relay what or how a killer failed or what or how a survivor failed.

    I see so many killer mistakes that cost them the game, the main takeaway is "Survivor is too strong, please nerf." - the same happens on the flip side for survivor - "I hate such and such perk/killer, please nerf."

    If a survivor is running a pure chase build, you punish it by simply determining is this Leon with WOO worth chasing? Is it better for me to find someone else who is a weaker link, yes or no?

    If a survivor is running a pure gen efficient build, you punish it by simply committing to chase with that person - more often than not and I've seen it countless times → survivor brings extremely efficient gen build, they get in chase, they have no exhaustion, therefore no ability to extend chase.

    Same thing for a healing build, sitting duck energy. What I've noticed even from my survivor peers is that they always have a build dedicated to something. You never see a survivor with a diversified build (it's like a rare unicorn).

    You can tell how a survivor plays just from the first few moments that you interact with them.

    Running from pallet to pallet (either someone who uses WOO/or knows tile memorization) - do you continue chasing this person or not?

    Gen is about to pop, do you drop chase to affect it or do you continue the sunk-cost fallacy of continuing the chase and thinking you're gen-rushed.

    Same logic for the killer - someone brings an anti-chase build with no regression, you're setting yourself up to be gen-rushed. Same thing when you see a Huntress with a full aura build, as a survivor - you punish that by pushing gens and determining what the killer brought.

    It's a back and forth consistently between both roles and that's why I'd argue that killers who are struggling should really record their games and look back on the footage - same thing I'd argue for a survivor if you want to improve.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064131#Comment_4064131

    Thing is plague isnt best in chase she is pure m1 without red puke and she is one of tallest killers not to mention her lamp or flail or whatever its her weapon makes smoke that can be tracked behind her so good loopers when the loop isnt super tall where its all 50/50 guessing have clear sight on you and this makes her one of worst midngamers in the entire game because most of loops cant be mindgamed with plague because survivor has still los on her or parts of her character like the smoke thats behind her, dam even kanekis tenticles move with his character and not against him or ghosfaces flips arent moving with him bu he is small and can crouch to mindgame or many other most used cosmetics dont have them and these are best on him.

    This is why you move from being a chase killer to a killer that punishes efficiency.

    The reason why Thanatophobia and Dying Light combos are hated on the survivor role is because it directly affects how long the trial goes on for.

    Objectively speaking, a killer is stronger the longer a game goes on for. When I played killer, I would focus on the strengths of the character and magnify what their weaknesses are.

    Plague is not a chase killer, at all. Plague is a set-up killer that takes time. It is why when Plague doesn't have any slowdown, she can genuinely be gen-rushed. The point is to indicate what the weak spots are (for every killer) and capitalize on what they are strong for. Plague is set up, so you use perks that allow you to set up.

    Corrupt Intervention, Thanatophobia, Grim Embrace, Deadlock, Dying Light, - hell I'd even argue Ruin could work on Plague as people get off gens and the gens will naturally regress.

    Same thing for why aura reading is great for mobility killers.

    Same thing for why anti-chase and gen regression is good for killers that are not as good with chase to slow down the fact that you do not have the mobility to keep up.

    I use Trapper the same way I would use Plague.

    I would use Onryo (a killer I love going against due to her being my main when I was in my little killer arc) - she's mobility to me, so I would use aura reading to snowball + gen regression. The point is to look at the killer, notice what they're strong at, place a build that utilizes their strengths - not focus on their weaknesses. Sure, PWYF can make you catch a survivor quicker but it does nothing for the macro of the entire game as a whole. You can catch survivors, but they are not penalized for staying injured and doing gens unless you added gen regression into the build, in my opinion.

  • @MechWarrior3 said:

    I would love some help. I don't do well with her at all but she is so fun and unique. Please help me. They just hold my power against me all match.

    As the other poster mentioned, there isn't much to do if survivors will deny you their power.

    It's simply why Thanatophobia and Dying Light (what I see from Plague when I verse her) to slow down gens. I would also argue that Corrupt Intervention is great on her giving you time to set up by vomiting on the gens to ensure survivors get sick.

    People have to remember that even when survivors are not cleansing, they are generally one tap the whole game.

    It's a decision where survivors decide - cleanse and give Plague her power or stay injured for a vast majority of the game and being vulnerable.

    This is where you take that mentality, say okay - you want to stay injured? Place Thanatophobia and Dying Light to make gens take much longer. Plague, similar to Trapper is a set-up killer. She is weak at first (in my opinion of playing with her when I was on my killer playing period of time a year or so ago). You sit there and think, "How do I make this set-up killer stronger over time?" / "How do I punish survivors for refusing to cleanse?" etc.

  • @outcastraven said:

    why do we still have it because the close feature makes it so it randomly opens if you close it anyway its like i want a feature like every other game has to actually permantly disable it in settings so I don't have to worry about seeing you're a trash killer or negativity yes its nice when you see ggs but at this point its rare to see and it feels more like a way to bully then anything. I had a 4 man team calling me names and telling me to off myself and all as a streamer I get enough hate as it is so I've been wanting to mention it for so long but didn't want to upset anyone but it's time there's so many people who are tired of it to I think it'd help the game feel more welcoming as well because as a new player you literally see people cussing you out and telling you to uninstall and play a different game and I know other games are worse with all of this but they have a feature to actually disable vc and text chat or allow you to actually mute people one reason is lets say i have the worst day and hop on to stream and i see everyone tbagging mid match and doing bm then text in the end game chat and then knowing they will hate on me in my stream chat as well so again why not add the ability to disable it

    I'm gonna be honest with you, I would actually like an end game chat even if PC players use it to bm one another or circlejerk each other. Us console players have no way to communicate and sometimes I do meet people who are crossplay (I met a friend the other day from soloq and added him). I had to literally go out of my way to add him on Steam, then I had to add him via Discord just to play with someone I found in a soloq game that I enjoyed playing with. - I will edit and say this was purely just to have a text chat with the guy. I have no way of texting anything to anyone unless I go out of my way to message them on Xbox (another app) or add them on Steam to message them - very, very outdated.

    Most of the time (from what I hear from other PC players is either it's toxic filled or completely silent when people opt to leave).

    So, it would be nice to have it for me simply to exchange information easily. Regardless, even if the chat existed and I saw toxicity, I would just leave... I don't know? Lol.

    If you find what another person is saying toxic, they're shouting expletives, or slurs - I would report and move on. Same for when I see a cheater, I would just report and move on.

    I wouldn't interrogate the cheater, I wouldn't go on their page like a lot of Steam people do with the -rep and +rep (lol). I simply would not care, but I would like it for the social aspect. It's a shame that even in the game of DBD, you cannot message anyone. I can't even remove crossplay people from my friend's list, the UI is very dated.

    So, that's just my two cents on the conversation. I don't understand why people think it's productive to go back and forth with people who will not remember you games later or a week later, if anything.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063670#Comment_4063670

    To compensate what? Gen perks must be nerfed so do the exhaustion perks. Killer side is unbalanced due to those reasons.

    Not comparable and a false comparison.

    Gens are objectives, just like the hooking of survivor is the killer's objective.

    Exhaustion perks are not an objective.

    As I said months ago - you want to disrupt exhaustion - exhaustion inflicting perks, add-ons, and mobility killers exist.

    You cannot logically tell me that I cannot use my Sprint Burst, Lithe, Dramaturgy, etc when mobility killers exist and exhaustion perks are utilized to extend chase for gens to be done in the meantime.

    I don't understand when people compare exhaustion perks to gen times. Monitor your gens, stop overextending on chase, re-evaluate your perk build.

    If you are losing to exhaustion perks - you are overcommitting to a chase, not applying enough map pressure as killer, or you are not checking on your gens. I find many killers will often ignore a gen having progress and about to pop due to their own tunnel visioning on a specific survivor and not taking 2 seconds to stop the chase and interrupt the gen itself.

  • @KillerKiryu47 said:

    Tired of sweaty and toxic players. Tired of getting irritated and frustrated with myself, the game and other players. Tired of feeling like I wasted an evening when I sign off unsatisfied. Tired of regretting even giving gaming a second chance sometimes. I'm honestly just drained and over it all. Hope you can all somehow keep enjoying this cycle because I think I'll be dropping the game at last. Actually, maybe even online games as a whole. Ironic, seeing as the tenth anniversary is starting soon too. Congrats, and, maybe, even thanks, Dead By Daylight. I'm finally considering waking up.

    I think a major thing is recognized when you should take a break.

    I also don't really take what a person does to me personally.

    Granted, I don't really get messages all that much on my end (killer gets them more than survivor, I am a survivor main).

    But even if I get a message about something, I kinda just upvote emote react to it or just simply say, "Okay."

    When you recognize that people typically should hold no control over how you feel - these people do not know you and once you adopt that mindset it's much easier.

    For actions, again I don't really allow it to get to me. I might mention a killer shaking their head at me or humping me on the ground, but the amount of times that typically happens is the killer wasting their own efficiency. I remember once being humped on the ground and the last Gen popped, so I do not attempt to take it personally - unless I'm already beginning to recognize I'm getting irritated, that's when I take the decision to get off and play something else.

    To me, "sweaty" is just someone playing for the win - similar to when I play, so I do not really mind it all that much. I have the game end, get into a new game, new experience, and it's in the past for me.

  • @SAWII said:

    Having 4k hours lifetime is irrelevant here because Krasue has only been out since August (unless your 4k hours are from the last 8 months =P). She IS unpopular, but I wouldn't be surprised to come across a similar number of Houndmasters, Twins, Artists, etc. over the same time period.

    I feel the reason why there is a lot of disconnect with Krasue, Nurse, and The First (all killers I love going against) is due to the fact that these killers rely on prediction and guessing. Yes, Nurse is hard on an open map - but with LOS blockers, you can mind game. I think that's why I naturally gravitate towards enjoying going against them versus let's say a Kaneki.

    It does not mean I hate Kaneki, it does not mean I don't like versing Kaneki, it does not mean I'll DC against a Kaneki - however, they are unpopular due to how "unfair" some survivors view them. I have my issues with The First that I will not delve into, but even if I have "issues" with a killer - I still try to find some counterplay (all of the killers have this).

    Survivors prefer playing against killers that are more predictable and loopable (it's why Kaneki is an unpopular and hated pick for survivors). I don't like Kaneki, I can loop a Kaneki - but I would rather take Nurse, Blight, or any other S tier over a Kaneki simply because as I've said many times - Kaneki has an easy accessibility and why Kaneki is picked a lot. At least with Nurse, Krasue, and The First I can feel good about mindgaming them and the satisfaction is there - I hardly if ever get satisfied with a Kaneki due to my many issues I have with that killer. (the mouth itself gives information to Kaneki, a Kaneki can literally be in the court yard of Midwich and find a survivor in a bush quite easily due to the autolock and aim feature Kaneki has).

    Krasue, Nurse, Blight, The First, Spirit, etc - all at least feel manageable for me to handle, however even if I loop a Kaneki - I get Kaneki fatigue from seeing him/her so much in my games daily.

    Hopefully my comment prior helps others understand that Krasue has counterplay, but even though there is counterplay - that does not mean she is an easy killer to face. I like to be challenged, hence my preference for the three I have mentioned here.

  • @100PercentBPMain said:

    I swore I've only seen her twice, but I really wasn't tripping as I got met by a Krasue loading tip jumpscare tonight. I spent the match kinda starstruck like wow...I'm really facing this killer.

    sadly I never looped her, I was using my no Mither treacherous crows build so I never got chased. but it was nice listening to the edge of her terror radius. maybe I'll learn what she does next time lol.

    am I alone/lucky in my experience? or is this killer just doomed? I'd offer to help by playing but she kinda harshes on my vibes. (maybe weird to hear from a cenobite main since we have nip strips, but at least that's why we have Hell Priest for our eyes)

    I haven't been on here in a while, but the thing with Krasue and why many survivors struggle with her is that you need to keep space between you and Krasue.

    When I face Krasue, I typically predrop and go around the pallet as the pallet itself is the space between her and I - especially when she's in her head form.

    The thing with Krasue is that people like to naturally greed pallets - you cannot do that with a Krasue. The goal is to predrop and loop around - the pallet is the space between you and her.

    Again, another unpopular opinion is that I enjoy facing her - just like Krasue, just like I do with the now new The First. Now if the Krasue is using Dissolution or anything that prevents you from having space from her (I'd argue it's a great perk for her) then you will struggle.

    It didn't help that you had No Mither going against to me, an S tier killer such as Krasue.

  • @Szakally said:

    dead game.

    Yeah, someone is just downvoting the feedback - it's hilarious.

    Off to Crusader Kings 3 I go. 🥱

  • @sno_7 said:

    nancys model should be reverted as it is a lot worse and bring back steves scream

    Yeah, this just shows me that they did not listen to the feedback when it came to Nancy's face.

    Nancy looks as if she's been buzzed by honey bees multiple times and has became inflamed and puffy as a result.

    I'm not too impressed with the rift and the multiple reskins of Jeff's face with sunglasses, just looks like Pornstache from Orange Is The New Black for me.

    I haven't played the update, but I know once I do I will more than likely swap out Nancy's skin for the Robin skin due to them, as always - not listening to the community feedback regarding her model. (I honestly think this was done purposefully to signal more sales for Robin due to them not correcting Nancy's face model!)

    The sounds of the characters are abysmal, as we've seen with Steve and him being hooked - just a travesty. I'm glad I have had other games to play in the downtime for the update coming up (Crusader Kings 3) but I'm genuinely tired of Behavior not listening to the community time and time again.

    Each update it's the same, each map that's made is a repeat copy-paste as we've seen with the prison map, along with the FNAF update and the pizzeria. (the picnic tables, the small little machines around the map, etc) - I am aware that Behavior is trying to become a publisher, but being lazy and ignoring feedback is not it.

    1000005966.jpg

    We did not need three variations of this same face for the rift, it's one thing to have one and that's cool. However, to not give Jeff more love is again tragic. They could have given him more faces - something, but nope it's just George Mendez.

    1000005969.jpg

    I get tired of how simplistic the rift gets, even further down into the rift. They could have done more for Jeff, Claudette, and the other characters. Don't even get me started on the face for Gabriel.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038219#Comment_4038219

    Look at the thread your in its complaining about killers only using two perks you may not have said it but we are in a thread with the pretext that killers only use two perks.

    Yes but you only spoke about from your perspective, you said "Even when I play, you do not see every survivor use Deliverance, lol." Which is completely anecdotal but then you go on to say "Deliverance is not in the top ten and for a good reason." Top 10 of what? Im going to assume nightlights stats and yes it not top 10 its currently in 35 higher than other perks that have been spoken about before such as OTR and Conviction. Point being that just because that its pick rate is not high does not mean its a fair perk (remember it only needs to be one one out of the four) with perk like this being more common against more sweaty teams so people who would be in a higher bracket would encounter this more than a mid player would.

    Dead Hard is not anti-tunnel as you can save its use for anytime after a first unhook so if you get hooked first in the match then the killer goes on to hook everyone else you will still have access to Dead Hard and are we really going to say SB and lithe are anti-tunnel perks? that would mean anything that gives you a burst of power in the moment is anti-tunnel which is demonstrably false tunnelling is just returning to the same hook to go after the unhooker immediately so an anti-tunnel perk should prevent just that like Decisive strike, OTR and Borrowed Time does to say a few.

    Dead Hard is just a pocket 3rd health state that you get for losing, not what I would call healthy perk design a better example of a fair endurance perk is Metal of Man as you need to go out of your way to get it with some risk involved. Which is why clean break should function as it is because having an automatic heal while you do something else is huge its why needles used to be such a problem ass they were too useful in and out of chase for a free health state allowing survs to be insanely efficient.

    Just because I'm in a thread of people complaining about killer perks does not mean that I said that killers are a monolith, lol.

    I simply stated a fact, Deliverance is not in the top 10 and it's not a readily used perk in SoloQ, which most players play, SoloQ. According to Nightlight.gg, it's not in the top ten - that is what I'm using and I hardly see people use Deliverance when I play. Sure, people use it in your games, but you are implying that many survivors use Deliverance.

    Dead Hard is an anti-tunneling perk, it becomes usable when you're hooked, and when you are unhooked - the survivor can essentially Dead Hard if the killer comes back to tunnel. It by definition is an anti-tunneling perk. Yes, I would determine any exhaustion perk - especially Sprint Burst as anti-tunneling. I use Sprint Burst and the killer has came back to technically tunnel, but give up and go for the unhooker as I have too much distance on them. I determine anything that helps you not get tunneled as anti-tunneling and I would argue that with Dead Hard being the only exhaustion perk with two uses and people not needing to play around Dead Hard is where we have tunneling much more prevalent. Why wait out Dead Hard if I just have to ignore it twice per trial?

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037931#Comment_4037931

    So you never see it so its not prevalent enough to be a problem? Only your pov matters? I see Deli quite often maybe I just go against a higher calibre.

    Dead Hard is not an anti-tunnel perk it does not expire after time all it take it to be hooked once (Losing to the killer, by the way!) Decisive strike can be used aggressively often paired with Unbreakable so they can get away no matter how bad the mistake on them or the team or even just fake a gen to try and force value out of it (wow such anti-tunnel!).

    Survivors are a not a monolith but killers are? Seems one sided.

    Clean break should not just be available to pop on your own, the whole point of the perk is you take a risk for an automatic heal that lets you be extra efficient for it like healing while doing a gen.

    I would say that a huge problem with a lot of the best surv perks its that they give too much for doing nothing or just losing take Botany for example I would say that its old version when it decreased efficiency with med kits was it most fair as you had to give up something for the strong passive boost, now its just free and this kind of perk design reduced the overall skill of the game as there is no risk to using these perks.

    Meanwhile I would like to point out that all gen regression perks require the killer to be winning to work, Pain Res is a scourge perk that of the bat has an RNG problem of scourge hook spawns, then a killer has to down a surv near enough to a hook, then it only works once per person and on top of all that its a -20% not a flat number a percentage meaning this perks effect is essentially wasted if it hits a gen with little progression.

    Where did I say that killers were a monolith?

    I never said your POV did not matter, but again - Deliverance is not in the top ten and for a good reason. You cannot coordinate with others without popping your Deliverance early. There is no indicator of when Deliverance is in play, so if you're using it in SoloQ, you're opting to pop it before someone comes up to you or allowing the unhook to prevent the broken status effect.

    Dead Hard is an anti-tunneling perk, you get unhooked, and if a killer is still on you - you can Dead Hard and tank the hit. Arguably all exhaustions perks like Lithe and Sprint Burst technically are anti-tunneling as they're able to get you out of a situation to prevent being tunneled outright. If you're arguing that Decisive Strike is not anti-tunnel and complaining that it's used with Unbreakable, that is a you problem when you're taking the risk. Should DS users not use UB if a killer decides to wait out their DS?

    If you're gonna tunnel me or any other survivor out of the game, you're going to have to work for the hook itself. I'm not (nor other survivors) will give you free pressure and allow you to continually hook to cause a 1v3.

    Also, Clean Break is a situational and conditional perk - with the Syringe changes, it should be looked at for what it is. Clean Break will not have as much utility, especially in SoloQ due to information and the fact that you have to cause yourself to be broken while being specifically healed by another survivor + the 60 seconds to actually trigger the full healing state.

    The rest of your comment I will not touch on as I do not have issues with PR myself.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037934#Comment_4037934

    Scratched mirror is a meme build played for jump scares. It's not in the same category as survivors burning maps like Badham and Eyrie. When survivors or players in general burn maps like that they are playing for maximum advantage to win.

    The scratched mirror add on doesn't work without an indoor map. So to compare it to map offerings in general is silly because generally map offerings are used to get extra advantage. If Myers players want to win they're not going to be turning to scratched mirror. You play that for the memes and fun of jump scares.

    YouTube is loaded with videos of players' reactions to getting jump scared by scratched mirror Mikeys because that's why people play it. For the laughs. Something that's rare to see in this game any more sadly.

    Sure, some people on YouTube would do jump scare compilations.

    However, when I played against that specific build it usually was Myers proxy camping from a distance and doing hit and run and downing survivors without any comms.

    By all means, if you believe that, that specific build is a meme build - which I did not experience then whatever. Judging from the downvotes, I do not have much to say further than my original point - neither side, regardless of what killer you bring should have any say in what map is brought.

    We can agree to disagree.

  • @Dwight_Fairfield said:

    An easy solution for scratched mirror is to make it so it guarantees an indoor map if he equips it.

    Completely disagree, like I said prior - they should have made the map offerings map bans.

    Making each map 20% is an inconsistent change. Either retire them completely or make them map bans - neither side should have any decision to bring each other to a specific map. You have one side complaining about Garden of Joy, Badham, and Eyrie of Crows.

    Then you have the other side complaining about Midwich, Fallen Refuge (I particularly despise this map), and Hawkins (whatever maps you can think of here.)

    Just because you are deciding to play Scratch Mirror Myers does not mean that you should be hand delivered an indoor map. You can talk about specific changes you would want to compensate for indoor maps being less selective, but I am glad that map offerings are now gone to prevent a killer bringing me to a specific map - similar, to a killer feeling the same when survivors would bring them to Garden of Joy or Badham.

  • @Ragna_Rock said:

    I wish I would stop going against DS+DH+UB+DELI+ every second chance perk under the sun, but one can dream.

    Are all suvs cats or something? They all have 9 lives.

    Even when I play, you do not see every survivor use Deliverance, lol.

    Sure, you have a point on DH or DS (anti-tunneling, by the way!). Other survivor use Lithe, Sprint Burst, Deja Vu, Windows of Opportunity, Made For This, etc. Survivors are not a monolith and typically you will see variation.

    If we're complaining about survivors using specific perks, I'd like to point you at the fact that a lot of survivors perks, along with killer perks are conditional. I tried playing with Clean Break yesterday and even that's conditional because I have to heal someone (Botany Knowledge) and be healed and then hit the button. It would have been much better if I could just retain the ability to pop my Clean Break whenever without relying on someone to heal me first of all.

    Typically, this is why Behavior should focus more in line on perks or rework perks instead of leaving a lot of them to be conditional. No reason for Road Life to be as conditional as it is, along with Michonne and Rick perks. Same for the Invocations, too restricting but that's on par for Behavior.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461791/killer-perk-meta

    I'm also tired of seeing Pain Res + DMS or Deadlock all the time
    Pop + Nowhere is fair game if you ask me, but those remote triggering ones are so annoying to deal with constantly.

    Deadlock for me is not as annoying. Once a gen is locked up, I just go do a different gen.

    For Pain Resonance, I typically let go before the person is hooked to see if it's in play. Dead Man Switch can be a bit more frustrating, especially if used against a Kaneki with Yamori's Mask.

    Typically I see Pop, Pain Res, Corrupt Intervention more than I see the prior ones coupled with DMS.

  • @JimbusCrimbus said:

    Why are survivors in high MMR allowed to have exhaustion perks and second chances, both of which are designed for beginner players?

    How are exhaustion perks, even extended out to (DS, OTR, and other second chances as whatever you deem them as) seen as beginner perks? DS is locked behind a paywall, same for OTR.

    I don't see your argument and if anything, if you want to do limitations to survivor perks for high MMR - the same would have to be done for killer, thus making high MMR comp based. High MMR is comprised of mobility based killers, so I don't see why you're saying high MMR survivors should not use Dead Hard (reaction time based), Sprint Burst (99%ing your Exhaustion), and Lithe (dependent on windows and pallets, new beginners do not know map tiles).

  • @jesterkind said:

    Of the two, I think Kindred gives higher value overall, but my actual pick is usually Empathy lol

    Yeah - Empathy, Bond, and Kindred are good. I like Empathic Connection as well. 😊

    But of the three, I do prefer Empathy the best (aura reading wise) as it gives me direct information on where the killer is and allows me to reset other survivors when necessary - I pair it with Botany Knowledge on my Claudette for nice speedy heals.

    If I use Kindred, I typically either need it with Open-Handed or Reassurance - those are the only builds I use with Kindred. I don't use Bond as much, however. Bond is good, I just don't use it as much as the other two.

  • 1000005442.jpg

    Yeah, I was talking about it with my friends the other day.

    I used to love the darker aesthetic back in the day, especially the foggy atmosphere.

    1000005445.jpg

    A lot of the game, in my opinion - lost its personality when it became much brighter. That's just my opinion, I know people aren't much a fan of the new Autohaven color textures but it's nice that I don't have the killer see me from one end of the map to the other. I don't think either the survivor or killer should be able to see each other, but that's just my opinion.

    I started in 2022, so even then it still had a dark appearance. I remember watching older videos of Coldwind, especially with the old Cow Tree.

    1000005432.jpg

    As evident here, the walls were a bit taller which was nice. I get such a Dead By Daylight nostalgia kick when I look at older images - such a far cry from the personality that it used to have, yes the maps are more detailed. That doesn't mean it needed to lose the more spooky look, however.

  • @トメ86歳 said:

    There are too many survivors connecting to VC parties behind the scenes (via Discord, etc.) and sharing in-game information in real-time during matches, causing the game to collapse from the ground up even when playing as the Killer, making it impossible to play properly.
    This is especially true for matches where players share not only real-time information on Discord but also video footage via live streams like Twitch.
    Their actions are far more problematic than tunnel or crawl-through abandonment—I consider them the worst kind of legal cheating.
    We urge the BHVR team to seriously consider this situation once again. Who in their right mind would want to compete in matches where their opponent's entire strategy is exposed in real time from the very start?!
    As one suggestion, I think we should separate the game into different groups: those who want to use VC Party and those who don't.
    We kindly ask BHVR to consider making this a positive and wholesome game. Thank you for your cooperation.

    Yes, you cannot punish people for using outside sources - Xbox game chat, PSN, or Discord when other people are playing with one another.

    That's why I've always argued that giving solo-queue players more information, so that they can be up to par with SWF (even then, there will still be a communication disparity involved).

    We have no radial wheel (even if I don't believe Behavior would ever create one) - hence why the HUD was introduced. We can see what other survivors are doing (chests, totems, gens, and healing). We cannot pause the game and look at what other survivors are using, which should have been something Behavior looked into regardless instead of saying it's not on their radar. I appreciate them introducing the AFC bar being shown to others.

    SWF should not be punished (I've seen people say to make gens take longer). Just because you are playing in a SWF doesn't mean that they're all some designated SWAT team - some people play just to have fun with their friends, some people play on a more competitive mindset. This is where Behavior should be prioritizing more information based stuff to SoloQ. We get the option to pause our screen, looking over our own perks but cannot do the same for the other players in the game? It doesn't make any sense and it's a shame that mobile players had this information, but Behavior is dragging their feet on this issue.

    Edit: I know some people will say different development team or whatever, I do not care. The game should allow us to see what other players are using, it would allow people to learn new perks (especially newer players) and see what their team is actually using. There is no reason for Behavior to not implement the changes, especially when SoloQ is lacking in this capacity.

  • @azaxydbd said:

    You realize how annoying that is? is not even a game, is pure wallhack cheating built in game to torment players, why wallhack is even a thing, should just run oOo i guess, those wallhacks is out of control, people not even learn to play good, they just have wallhacks(literally!), there is no way to justify a wallhacking killer that can teleport behind walls and 2tap everyone, and i forgot to ask, when are u going to address the no terror radius bug? the killers coming without terror radius at times.

    I don't really understand the issue with Nurse using aura reading - similar to other high mobility killers using them as well.

    From my perspective, most mobility users either use full gen regression or an assorted mixture of aura reading and gen regression. Once you recognize Nurse has aura reading, there is still counterplay involved. However, yes versing Nurse on a map with very little line of sight blocking can be difficult as a whole.

    Limiting what a killer player can and cannot use just because of a specific killer being great at utilizing it due to their mobility is simply using their strengths with information. Now I won't argue that Behavior overly nerfed Distortion because they obviously did with the amount of aura reading in the game, but I would not advocate for such a change.

  • I actually enjoy Lery's, it's my favorite indoor map to play on as a survivor.

    It's either or for other survivors, either they like it or they don't. All of the other indoor maps typically suck for looping as a whole. Hawkins has a lot of unsafe pallets, Midwich is alright for looping (but obviously killer sided), The Game is pallet city.

    I don't think much changes need to be done to Lery's, we already have two other maps that are a bit annoying to play on. I'm not a huge fan of reworking maps to make the pallets a lot more unsafe in general - it gets exhausting to drop a pallet, it's instantly a 50/50, and it's just a situation where I either get hit on one side or bloodlusted to be hit regardless.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037186#Comment_4037186

    Well, it is supposed to be a fun mode that should not be taken like a comp match.
    Besides, the community task specified to throw snowballs at eachother.

    On another note, it is so fun when you get the entire lobby with you on the shenanigans, and you end up as 5 snowmen running around in the end

    https://us.v-cdn.net/6030815/uploads/WHB1500QV9T3/20251210191219-1.jpg

    Also, side-note:
    If you exit through the gate as a snowman, you will be sliding along in this pose:

    https://us.v-cdn.net/6030815/uploads/V23RNXKKN5UC/20251210191301-1.jpg

    Nice photo! The snowmen are nice, I like that in some ways that they don't move.

    I remember last year being body blocked by the snowmen, while looping which was a little frustrating but it created some funny moments.

    I'll be honest and say I haven't really used the snowballs to freeze a pallet, other than for the challenge itself. It is nice that we can now aim with the snowballs, I just like running around and tossing them at the snowmen - such a nice, refreshing mechanic in my opinion. 😊

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036480#Comment_4036480

    I literally saying when and how… not “at all”. Said main “if”, a bunch of reservations. Sure. I just feel you read one sentence you didn't like and stop reading everything else. Because everything you trying to blame in wasn't actually told.

    Yeah. You are mid player as soon as not maining specific character or invested a lot of time in game overall. Mid play doesn't mean bad, I don’t know why you are so sensitive about people you are facing generally being average, as majority are. There are many casual players who are good. Like I’m mid player myself except one killer, doesn't feel anything wrong about this. I just don't claim that the best counterplay ever evolves around capitalizing mistakes of someone being worse than me in advance in X situation.

    You yourself started with “if Legion good enough”, and then dropped to explanation of counterplay when other side making many mistakes aka spamming power on Doc without purpose. It wasn't me who provided a plank of specific play in dialogue. You started this, and now got mad when I said it's not such a high skill to loop one tile against Doc or spamming vault button against Legion.

    There are no idealised world, but I thought it is rational to try best in trial if you want to win. Which assume respecting opponent and feeling they understand characters they playing, until it will be proved otherwise. Especially in DBD where matchmaking is broken. Again, please, some attention, I said “until”. Didn't say always. There are no way of perfect play and I didn't even claim it.

    The only person I see being sensitive is you.

    "Treat him like a killer you shouldn't drop pallet for without specific reason. There are plenty of them, like Doctor, Artist, Trickster, Houndmaster, Ghoul…"

    -

    "If not from wrong but didn’t manage get stun, you just waste pallets. You drop only when sure she doesn’t have birds yet and this is safe tile for predrop to shift w."

    -

    "Good Doctor will zone you as well, and at that moment, dropped pallet not gonna help you, only if you exploit bug with frames after he used power." (bug, lol.)

    -

    "I’ll prefer to make few more rounds around some garbage before dropping pallet against Doc rather than using one thing and assuming player doesn’t know timings or not using electrodes :)"

    -

    "Your choice wasting 20 seconds around one tile or 30 with constant connecting and pushing him farther from your start point, with probability of not wasting a single resource."

    -

    "Is it me trying here point how it’s right to play or you sticking to only one possible scenario forgetting game can be variable and you should adapt?"

    -

    "so skill expression - is average killer repeatedly doing mistakes or patterning mediocre play… wow… I thought actual skill expression is understanding actual potential of killer."

    I hope you are aware in your rigid black and white thinking that even chess grandmasters made mistakes. People in sports, of all kinds are capable of making mistakes. Online multi-player is no exception, but again I do not expect much from someone with issues in dichotomy thinking. Every single aspect of professional sports, games, anything all capitalize on mistakes and adapting from the perceived errors their opponent consistently makes. You are arguing that a killer should be its pinnacle, when humans are humans and guess what humans do? Predictable patterns - but I digress, this is my last comment to you.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036338#Comment_4036338

    Hex ruin was generally buffed and has good synergy with mixed tape. He literally has mini ruin in his add-on and you can combine them, it is logical to use them together. Dominance, Undying, Painres and good luck average solo q dealing with such build on small or medium sized map. On big maps it’s more manageable.

    You literally provided yourself arguement about easy counterplay of Dying Light. I simply don’t understand you, because specific statements in your posts simply contradicting each other. My position is simple - majority aren’t using actual full meta, because crave some variability. Thats fine. But it’s not making Dying Light on Legion a good choice. There are no macro if you playing around average play, this is just your memory and habits. And good killer player abuse such habits a lot. You aren’t gonna face them average match simply, but your actual skill potential has chance to shine in such cases when you in advance playing “clean”.

    Listen. I just said it’s not that hard to counter iri button. Even in good hands. Yes, it’s a strong add-on, thats the point of strong add-ons, but it’s still a mid killer. There are no advanced mental gymnastic to counterplay him with or without this add-on. You don’t need to play in sfw to understand you can prevent stack if it’s convinient for the team, you can save sources and everything else, and playing around iri button doesn’t provide you anything. He is just extemely annoying.


    Momo three times and Bleak once

    Why I need such information? Congrats, I played in solo with Ivn and against some comp players. Some pub players with 18k hours. Is it some silly competition you want to make? I can’t play against Momo because we are on different continents, kinda.

    I didn’t tell you don’t have experience enough or anything. You can be better than me in terms of looping, I’m not here to claim you are completely wrong or anything. No one forbids you capitalise average killer mistake - after they committing it. Or before , ok, but there are no macro assuming mid play, you hoping on luck. Running to Legion face and vault after him thinking he wouldn’t catch proper timing isn’t the best play ever and understanding of his addons and positioning is much more important, Yes, I do it myself as well, I just don’t call such play a high level one or his counterplay. Counterplay of killers is in macro. I think you can’t deny it. Yes, we aren’t robots, but our discussion was about being able to dodge one addon on low tier. You started with some arguments, and as soon as I said such play isn’t the most effective one you got seriously offended. Play however you want, idc. Just there are no point claiming something hard to dodge when your average example of counterplay is only about abuse of rookie mistake. Because it will flip flop to killer capitalising your own.

    I don’t see point in dropping pallets against Legion in power anyways, if it’s not a play for stun that risky. No point in wasting any resources when you are healthy especially, you’ll get a hit anyways. My counterplay was simply not letting him bodyblock prompts and always waiting for his power cancel. He can’t do anything in power if you spread on map depriving from stacks. Usually worked. I don’t find it exceptional or extraordinary

    Alright, I'm not depending on luck but if that is your core argument and you are applying the logic that the killer has to be all-knowing, chess grandmaster level with no imperfections - I have nothing more to add to this conversation where we are clearly applying two different mindsets. I cannot debate someone whose core concept is to not ever drop pallets against Artist, Legion, or Doctor - nor can I debate someone who functionally implies repeated observation of misplays or patterns is "luck". I'm not engaging in some false idealized world that the player I am playing against is some deity that just is automatically good and your comment earlier where you implied if a killer does a mid play, therefore you are a mid player is Ad-hominem by definition - I'm not wasting my time on a person incapable of getting out of rigid black and white thinking.

    Best of luck.

  • @SoGo said:

    People exaggerate here... A LOT.

    Yeah, it's more than likely confirmation bias if anything.

    Someone doesn't get a 3k or multiple people out and it's an issue.

    Even when I play, I don't see excessive tunneling. I have had games where I get unhooked, the killer will see me, and will opt to ignore me, lol.

    Sure, it gets frustrating being tunneled but I don't actively do much behavior to be targeted (not saying all tunneling is targeted).

    The worse thing I do is cuss, but even then I'm not going out of my way to brag to the killer or put the killer down when a match ends. I don't engage in teabagging, I don't engage in flashlight clicking, and hardly if ever emote or do anything - the last time I probably did that was against a scratch mirrors Myers months, months ago due to the fact he was seeing me and I was doing a little friendly taunt to him. I typically treat the killer as if they are a respectable entity, even if I cuss out of frustration or whatever it is. I would never go and message someone a negative message because I know to treat others with respect and etiquette. I treat people like how I am treated, if you message me ggs, even if I die - I respond back with a "gg ❤️" and I even look down upon friends who actively engage with "ggez" comments or making people feel bad for misplays that they're doing.

    I also do not engage in the whole, "I had a horrible game last game, therefore I am going to run this extremely toxic build and be incredibly toxic to said survivor/killer." mentality that is prevalent a lot in the forums or even in natural gameplay.

  • @WoodenFox said:

    The Devs say tunneling is in 46% of all matches. But how much of that is the survivors fault? As a killer main id break down my matches roughly like this:

    • 15% of the time the survivor body blocks with BT or tries to get a flashy save with BT. Their fault
    • 10% of the time they run into me after getting unhooked. Their fault [I don't play stealth perks]
    • 5% of the time they run to me or go afk to die because they want to give up. Their fault
    • 4% of the time they tbag or click/ emote at me. Their fault
    • 11% of the time I tunnel because I need pressure and im falling behind. My fault

    Most of the time survivors get themselves tunneled. If you accidentally run into me I am not going to spare you. Learn the game and run away from me. I have a terror radius. Run away from that not towards it.

    Even in the survivor matches I play, almost every time I get tunneled it's my fault. Not every time but almost. I can count on one hand the amount of times I seen a killer hard tunnel right out of the gate. Actually a P100 Blight 3 hook tunneled my friend in his very first match of DBD with me. I even used STB and Babysitter on him but he still got cooked. We laughed and I apologized for the short match and we moved on.

    Even though I am in the camp that I can understand tunneling and why it's utilized, if a killer is prompted to want to tunnel - there is fundamentally nothing a survivor can do.

    I played two back to back Blight games in solo-queue the other day and the Blight would engage with someone else while away from the hook, injure the survivor, and once the unhook notification occurs the Blight will return for the full formal tunnel out at five gens.

    As I've said in another comment thread, ideally the tunneled survivor should stay on the hook, hit skill checks, and the other survivors doing gens. Some survivors find this playstyle boring, especially if in a SWF (I am not in this camp, as I like to play and maximize success). If I notice someone getting tunneled, I will unhook them, take a hit, I've even gone down for them as evident in my Freddy Fazbear solo-queue game I had yesterday on Borgo's Square for a Taurie Cain. However, I will not keep continually doing it. If you down me, still proceed to go after Taurie even with the down, I will get picked up and proceed to go do gens - nothing I will do will get that Freddy off of that Taurie and it's genuinely a waste of time for the whole team to play babysitter Steve with the Taurie. It was a one man out, I got out via the exit gates (it was a massive three gen in a corner) but regardless, if a killer is dead set on tunneling someone out - there isn't anything to do other than prioritizing gens, which my team did in the game even if Nea and Dwight died after the Taurie.

    I can understand logically why Springtrap chose to tunnel the Taurie, to place the game in a 1v3 - but do not complain when people use second chance perks to mitigate your tunneling or call it unfair.

    Unlike other commenters who imply that they take body protection hits, I'll do it on my first hook, but I will not do it on my second hook (I actually personally disagree with survivor mains who opt to do this, it's the easiest way for you to die, and at that point of death hook you should not be body blocking but that is just my opinion).

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