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ChaosWam

ChaosWam

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ChaosWam
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  • I keep seeing these posts, yet the few content creators I watch that play both sides had similar views on the changes, and none of them I saw wanted it fully scrapped (or at least the ones I saw) just adjusted.

    I think the tribalism is insane in this game. Only a few days ago it was doomposting about the changes, now it's doomposting about not going through with all of them. Can't even make a point without people assuming you're a killer/survivor main.

  • I actually recommended something like this last year, as well as more information on most things like killer powers, addons, and so on.

    Go ahead and give this a read if you'd like, but I recommend not necro'ing the discussion.

    @ChaosWam said:

    I've suggested this in the past, and I've said this across many places. We all hate that we get stuck with SoloQ players not knowing a lot about the game, right? And clearly, the tutorial doesn't cover all the nuances this game has. Therefore, I suggest once again, the game needs a compilation of all killers, powers, power addons, perks, items, item addons, offerings and maybe even things like personal stats and personal kill/escape rates easily accessible to players. Maybe in the character select screen below the shop tab.

    I am aware this won't fix all issues, however, this will help with some things old and new players struggle with. Like for example, killer changes to their kits and for new players learning what a killer does and what they have access to, as well as easy access to learn why they died to certain things.

    Layout

    I am not good at making graphics for this, but I will explain it to the best of my ability.When opening this tab, you are given the options of:

    • Personal Stats
    • Survivors
    • Killers
    • Maps and Tiles (possibly, not entire sure if we need this as an option)

    Once clicking one of these, an additional dropdown menu will appear for Survivors, Killers and Maps. For example, dropping down Killer will show the options "Killer Roster" and "Killer Perks" while survivor will show "Survivor Roster", "Survivor items and addons" and "Survivor Perks" seperately.

    Personal Stats

    Personal stats will show us what we all have wanted for awhile and what some websites draw from the game. Stuff like overall escapes, overall kills, generators defended, pallet stuns, hatch escapes, favorite killer (by use) and favorite survivor (by use), etc. Each can be separated into the Killer and Survivor category, or even inside the previous Survivor and Killer options without a personal stat option, but I suggest it in case of global personal stats being placed here like your devotion level and grades.


    Survivors

    As stated before, the survivor tab will drop down the options to see:

    • Survivor Roster, where you can click each survivor portrait to look over them all and their perks. Maybe even see their personal escape rates and deaths if you so wish.
    • Survivor items, to show details on each item, their addons and how often you use them.
    • A red ( ! ) will appear next to any survivor and their perk if they get changed between updates, to have players at least check them if they haven't been aware of any updates.
    • Possibly, a Survivor's Stats option for overall survivor stats so they're all combined.

    Admittedly I don't know what else to add for survivor considering they're mostly all the same. If I get suggestions for this tab, I'll consider adding them in.

    Killers

    This will be a pretty extensive part, at least for the roster section. The Killer tab will drop down to show:

    • Killer Roster, where you can see each individual killer and allow you to click on each one to see their power in detail, their addons, perks and personal stats between each killer for kills, gen defense, and maybe even # of pallets broken, stunned by, flashlight blinded and so on. A red ( ! ) will appear on them if their power, addons or perks are changed. This will help alleviate players confusion on how certain mechanics work, especially when a killer is reworked.
    • Killer stats, for all combined killer feats. just to have it all on a global sense if Personal Stats doesn't cover it or is left out.
    • Added: Each killer with an intractable (Pig traps, Sadako TVs, Xenomorph turrets) have a small section or addition showcasing what they do, explain how they're important, and how they're used for better clarification.

    Maps and Tiles

    This one I'm not sure if it should be added or not, but could be useful so I'll touch on it. Clicking this one will present a list or portraits of each map and map variant, and clicking on it can show the following:

    • Map statistics, both personal and global for all players on escapes, kills, stuns, window vault misses, window vault hits, and gens popped. Maybe even show the % of how many times main gen was done, who knows.
    • Generated and Map Unique Tiles from a birds eye view, as well as each floor of a building's layout. Perhaps even provide possible ways loops can be ran by showcasing arrows?

    Final thoughts

    A lot of this would, in my opinion, help clean up confusion without trying to traverse stuff like the shop and character menu to find powers and items to learn more about them, as well as provide information for EVERYTHING without having to own it or have gotten it from the bloodweb for newer players to find out. You could even make a cute little way to hide each portrait until you face that killer at least once for new players to experience the scares before spoiling themselves on their kits.

    With just how much DBD has and is getting in the future, I think it's more important than ever to be able to easily access this information so players aren't always left in the dust.

    Highly agree with you though OP, we need more information for players to access easier in general.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030667#Comment_4030667

    And every one of them was full of killer players demanding pallets be removed, smaller maps, nerfed main buildings, etc. Killers dont want to actually outplay survivors at loops. They want to break one pallet (if its even one worth breaking) and get a free hit because the next tile is miles away. They then pretend its a "skill issue" when survivors get tunneled on maps like this.

    That's untrue though. The nature of polls pulls from both sides. And if you check the polls, the numbers don't lie on what's a problem and what isn't.

    Set aside your us VS them for a moment and actually read the constructive feedback, not the kneejerk posts and maybe you'll understand what both sides have issues with.

  • They did, actually. Well, the maps that were changed anyway. Go check the link I posted again.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030332#Comment_4030332

    Killer players: "just learn to loop!"

    Killer players when maps aren't complete barren deadzones and survivors run loops properly: "remove loops!"

    I seem to recall plenty of 'killer mains' complain about Haddonfield lack of pallets, as well as praising BHVR for giving it a well-deserved buff.

    Heck, go look at the polls of the pallet changes if you want to see what the overall feedback of what both killer and survivor mains thought of the pallet changes here:

    Categories - Share your thoughts on recent pallet changes
  • I'm not so sure either, and I can't entirely blame BHVR either. Well, to a degree.

    We as a whole community want games to last a bit longer so everyone can enjoy the match, but changes come in half baked or so hated people want it entirely scrapped, not adjusted. It doesn't help that BHVR seems to be focusing more on the survivor side of things than killer as of late which is influencing these decisions.

    But as others have said, DBD is a technical nightmare that will only get worse if they do band-aid fixes rather than a complete health update of the code and more general additions. I'm still a firm believer that more than getting anti-tunnel, we need updated tutorials and in-game easy to access information. It makes me wonder if I should revisit my post about the in-game compendium I did awhile back and make a follow up.

  • @Teh_DuuuDe said:

    cries in Houndmaster

    The worst part is I'd probably enjoy Houndmaster a lot if not for the insane amount of bugs.

    Same reason I dropped Twins when I had a lot of fun with them.

  • That sounds… Extremely sad.

    Imagine making a discord community shaming people for a play style in 1 game out of many.

  • I have not uninstalled yet, but I'd still like to give my two cents on what is slowly making me consider it.

    I feel as if the low tier killers are more stressful to play due to recent changes and the upcoming changes. I love playing Sadako, even the current one, but the sheer amount of pallets and her power being very easy to deal with combine into a tedium that even I can't keep up with. And now, I play more powerful killers just to have an enjoyable time.

    And this is coming from someone who does play as fair as I can. Spreading hooks, not spamming my power, not using the meta, and not tunneling/camping unless there's 1 gen left or it's endgame. And yet, despite all that, I'll still get insults and accused of doing things I wasn't anyway to the point where I just keep my steam profile comments locked to friends only because I just don't want to deal with the community's toxicity when DBD is only one game out of many I play.

    And BHVR doesn't really seem to care about these core issues? For years I've advocated for better tutorials and even a comprehensive guide to the deeper mechanics, perk and buff/debuff explanations and so on with an in-game compendium that other games have done successfully. Imagine if you went against something you had no idea how it worked, and then your compendium auto-updates with the perks/addons/items etc that you faced with an alert so you can read it, learn about it, and formulate how to go against it later instead of waiting for the end of the match for the killer's stuff to appear or to try and find it in the shop via the info tab on each character.

    But, I digress, I still haven't uninstalled but it's feeling more tempting as each new disappointing patch rolls in.

    Edit: Oh and the sheer amount of perks that are pointless to run, that doesn't help. I like running weird builds, but only when there's value in running them. Not in an auto-win or make it easier argument, I mean in a way we can use combination for fun without breaking the game or feeling like it's underwhelming. This goes for survivor too.

  • I wouldn't mind if that replaced opening gates imo. Though maybe update Blood Warden to change it to opening just so the perk works a bit better? I suppose that would make Bloodwarden plays very obvious so adjustments may be needed.

    @SoGo said:

    I would like a slightly different thing.

    A perk (I know you are talking basekit stuff but this would fit a perk better) that allows you to close back OPENED exit gates.

    Meaning you can lock survivors inside of them, forcing them to leave, or prevent them from getting in, if you outrun them.

    All I can think about with this addition is Dracula, Alucard's Shield addon, blood warden and just locking survivors in the 'oven'.

  • I get the arguments against Scott here, because DCs aren't as often as I see them either.

    However, DCing isn't the only way a survivor can give up and mess up their team. At least the bots do gens.

    I've had people DC against my Sadako, yes, but more often than not my TVs turn on and I notice survivors hiding all game, or blocking teammates, or throwing all the pallets, etc etc.

    It happens with Sadako, it happens with Pyramid Head running the new Iri addons, it happens when I play wolf-only dracula, and for some reason it even happens with Insidious Unknown of all things. Frankly, it's tiring and I 100% get where Jund is coming from here.

  • The one that always get me are:

    "Killer likes to return to hook/attack off hook" and then try to mass shame the killers for it.

    Aside maybe seeing someone being unhooked, killer doesn't always know when a survivor is unhooked. They can't even see the 'hooks' in this mode. Especially when one killer attacks from the next. I was accused of this a few times for taking a chase, going back to gens after getting a hook, and then finding a survivor healing another in a corner with the gen kick aura. I have no idea if it's someone who was unhooked or got away from a hit, so of course I'm going for that. And when I play survivor, I know that 2v8 is already pretty survivor favored with gen speeds, amount of gens, pallets and if you're running the pocket SB you're pretty much golden in most 1v1 situations.

  • This is why I opt for ggwp every match regardless of outcome.

    Doesn't fix people attempting to insult me but I can't fix behavior, only control my own.

  • Should have been a priority long before any basekit changes in my opinion.

    Would have been easier to overhaul the tutorial than constantly adding new things and making it more tedious to update the tutorial later.

    Even worse, something tells me the tutorial is going to leave out the new stuff for a long time, so people will be unaware of a lot of things.

  • Current iri tape may as well be a brown addon with how it functions right now.

    So I agree, any change for the better would be welcome. Good idea as well.

  • I like the concept, but that nagging voice in my head is asking why wouldn't the survivor with the last hooked mark just bodyblock the killer, especially any M1 killer, from their next target for as long as possible since hooking them would be detrimental to the killer?

    And I assume this is also with the anti-slug, so the unhooked survivor can pretty much guarantee a protection hit (twice if they get the extended BT from the update, but I'm not sure if your hypothetical is using that) and extend chases on their next target.

    That said, I'd be very interested testing this kinda mechanic.

  • The anticamp radius is probably the biggest oversight so far to me. The stats are going to be interesting from this PTB, that's for certain.

  • I just slapped deadlock on and waited in the void while hitting pumpkins for awhile

  • The killers I joined the game to play are not able to keep up in the meta well and even when I win, it doesn't feel fun.

    I'll occasionally hop on to play survivor or a killer like Dracula or Unknown, but it's not for long. I'm not really motivated to play the Halloween event either. I've been playing other games instead, like Limbus Company or Voices of the Void.

  • I myself am loving playing Pyramid Head again after his changes, despite the bad changes to everything else. So I think you're valid, OP.

  • I played Pyramid Head today and got complaints, so it doesn't matter. Win or lose survivors will have something negative to say or act toxic. Can't blame people for choosing the stronger ones at this point.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458341/us-vs-them-is-killing-the-game-current-patches

    Its not, the thing that has slowly been killing this game is MMR.

    MMR introduced an idea of "as i win games, i start playing against people who win games more often" so you are basically punished for winning in a sense. And this is in a game where you get no reward for that MMR, there's no ranking system, no leaderboards, or anything.

    So it becomes a sweat fest. Because if i don't sweat, then i get stomped on and the game is boring. Thus creating a perpetual cytcle of everyone playing their best. And that results in both sides exploiting the biggest BS they have access to right now.

    That does make a lot of sense.

    And to add to this, MMR was also meant to help survivors play with survivors who know the game, and if you lose lots of games despite doing well generally (other survivors leaving you on hook, not healing you, you getting tunneled, etc etc) you will be stuck with poor survivors for awhile as well.

    Really, we need a tutorial overhaul to better explain how this game is played over MMR.

  • I'm not a fan of the auto-aim either, but saying she feels better to face and play as and then asking for more nerfs feels weird.

    I think we let the current changes cook for a bit before we ask for anything else, considering so much was nerfed now.

  • Screenshot 2025-08-31 202320.png Screenshot 2025-09-01 135959.png

    Set on the 'All Time' tab, as far back as the stats go anyway

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009001#Comment_4009001

    I actually like this set of changes.

    From the perspective of console, does anyone else find the Regurgitate does require you to be quite precise where you hit on the surface, even with the auto aim? Because the auto aim seems to be limited to 180 degrees off the surface it bounces from, not the AoE that Unknown has. I did with console Krasue find it tricky to actually land the right spot reliably on quite a few surfaces... you did have to very mindful of where that projectile hits to actually get the spit to scatter and land correctly on the Survivor.

    While it does look quite easy for PC, I did find it quite tricky at some locations on console to land the infection, and my impression is that having her be 4.4m/s in body form so that getting around in time to get the right ricochet angle would open up some opportunities to dodge her projectile a little more consistently.

    A lot of people talk about removing the auto aim, but short of making it larger bomb (and basically a carbon copy of Unknowns power), the auto aim doesn't seem too bad outright to me if she's 4.4, since it'd be more about getting the right angle for the bounce o the wall, rather than Unknowns more trying to time the projectile to drop at their feet.

    I tend to forget about console, so this is a good viewpoint I hadn't considered.

  • @CrimsonMothKing said:

    She just does so much, so quickly.

    If they make it so she doesn't infect people as quick, slow down when she can attack after spitting/transforming, remove infection on hook and lower the turn radius on Whip she would be better.

    Personally, I would have her be 110% (24m Terror Radius) in Body form, increase her cooldown on spit and recovery and then you can keep her Head form the way that it is.

    Maybe even slap on her pallet vault consuming headlong flight charges, but that's just me.

    I think she is really fun to play.

    I'm not a big fan of making her main form slower, I think other changes would make up for that just fine.

    However, I do like the vault taking charges. It could also limit them from vaulting more often.

  • @MarylinMonhoe said:

    Yeah I think her spitting shouldn't immediatly infect people

    Like a direct touch or splatter shot should only partially fill the infection level

    Maybe rework some addons so like direct touch or splatter would instantly fill the infection level

    A build up would be nicer, I do agree.

    Though if it were to build up, that begs the question if the auto-aim would be important or not considering the time sink to infect. Personally, I'd rather not keep the auto aim because from my small tests there's some interesting interactions with the environment you can do with the spray, but it would also depend on how quick a slow infection like Plague could work balance wise with other changes alongside it.

    @PetTheDoggo said:

    She is definetly salvageable, but right now simply super overtuned without really viable counterplay.

    That can be mostly fixed with number changes tho.

    I've found some counterplay, but it does depend on the loops and what you have available, as well as what the killer is running. It's mainly finding loops the head form has trouble managing even with the lunge, i.e. specific pallet loops that chain to windows to force them to break the pallet and leave head form, which isn't often but it can happen.

    While it can vault pallets, it's can't vault windows as fast. And once I realized it can hit over small walls, I'd keep an eye for when it tries to attack over them and move accordingly (which is another thing I don't think should be a thing.)

    What really irks me though are the mushrooms. Those should either be a slow-to-use and instant effect like the nemesis vaccines, or instant and takes a moment to cleanse, not both.

  • To me, it kinda cheapens the potential skill expression?

    Like, I was kinda hyped that more interesting shots could be made with this, since it's just a shotgun blast of infection. I was kinda excited to learn some neat tricks to make the projectiles do fun things, but now it's kinda taken some of that magic out, I dunno.

    That's just me though, who already likes Unknown's UVX.

  • It's what bothers me about posts complaining that BHVR only nerfs survivors or they hate survivors, because in reality these changes/additions are harming low tier killers as well.

    I love killers like Dracula, but I'm also a Sadako main and I can feel a MASSIVE difference between playing the two. The pallet additions make me not want to play M1 killers, while killers like Dracula let me be more expressive with my hellfire shots since I'm in a loop more often.

    There's a massive rift between low tiers and higher tiers and it's only getting bigger.

  • The fact that post has been up for so long, I think we would need this as well.

  • It's tough to keep the mindset if trying to let everyone have fun, spread hooks and run off-meta when all I'm met with is tunneling accusations, complaints about anything I'm running or who I'm running.

    And then I play survivor against an actual tunnel/camp killer.

    There's no winning when you're trying to have fun.

  • It's why I barely post these days.

    Hard to have any opinion here when there's hysteria.

  • @ShanoaLegendaryPlz said:

    It took me 8 tries to get adept. But ill admit i was playing "fairly" like the first 2 tries someone was hiding all round for the hatch i didnt tunnel or slug for 4k. Then it was 6 rounds of maybe 1 kill if at all. Then on the 8th try i managed to start winning in the asylum map, and had decided to finally slug for 4k. After that it was like 6 more rounds of being gen rushed with maybe 1-2 kills. (Its not that i suck at the new killer i play the whole roster competently enough for 100% challenges/achievements and often get to red rank 1, i just dont like to tunnel)

    so then i tried some survivor and the first krasue is turbo tunneling, wins easily. Someone in the chat was complaining "9 tunnelers in a row smh". So it seems to me that shes "alright" if she plays casually but is somehow built to be the best at turbo tunneling besides kaneki. I swear i was getting much better results on the now Nerfed Dracula.

    I was thinking on this as well, after combing through some of these other posts.

    Krasue was probably made with the anti tunnel in mind, so now, she's a VERY good tunneling killer while being A tier otherwise once you get to know her kit well. It's kind of a shame, honestly, because I do find her quite fun when not tunneling.

  • You know, I've been playing and it just registered I can see them as killer.

    This is amazing. I don't have to keep track anymore, I can spread hooks more ethically!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005162#Comment_4005162

    Yeah i honestly dont' see it either. She seems ok, but not great. I'm sure with some practice you can get pretty good with her, but she gets destroyed if survivors body block for each other since you can't go through them anymore with the head. On top of that, i have played 5 games so far as survivor and not a single person was playing her. And thats on release day. Usually a good indicator that the killer isn't very good when nobody is playing her before the first day is even over.

    I'll probably sink enough time to really see the potential, but from videos and posts claiming she's the next Kaneki or Nurse? Definitely not.

    Not that she's bad by any means, I've had some really good mindgames on medium loops, but windows are still tough on her and scamper isn't nearly as bad as Kaneki's situation. If I had to nitpick, the spray on the M2 may be a tad too wide and makes it easy to get the T1 down, but the killer is too new for me to say it's a necessary nerf to do.

    That said, it does feel better in PTB in some ways, and weaker in ways as you said with the lack of being able to phase through survivors during flight.

  • I was never a fan of it having such a long duration of endurance but this…

    It didn't deserve this kinda treatment.

  • I'm not really seeing it, to be honest.

    Even with scamper, you can't get too much value when a survivor can just keep going around the loop, it's specific loops she can cut down with the M2, and even then they need to be infected.

    She's strong, but not NURSE strong like people claim. Maybe it's a skill issue on my part, but I'm just not seeing it yet. Maybe my opinion will change with time.

  • I'm so confused as to why people think audio spam is a counter to tunneling.

    Tunnelers don't always use sound to tunnel, they just follow off hook and track by scratchmarks. If anything, spamming audio is detrimental since you're not doing gens so the rest of the team has a chance to escape, as harsh as that sounds.

    If anything, you're just an annoyance but you're not stopping someone from tunneling. Heck, I don't tunnel and I still get survivors doing this stuff just because they were hooked first.

  • Do a BP multiplier per rando slot you use and I'll 100% do random killer perks, even losing would net a decent BP bonus that way.

  • Eh, there's a case to be made that tunneling/camping is lame and isn't fun at all.

    But you also have to accept that killer can't reliably micromanage 4 survivors unless you pick a top tier or they don't run meta as well. Both can be true.

  • Checking my own stats, I am escaping and killing on either side about as much as they projected.

    Ticking the 'All Time' tab, my Yoichi has a 42% escape rate and my Sadako has a 67% kill rate. Ticking 30 days, Yoichi has a 52.94% escape and my Sadako has a 60.71%

    This is going by their stat tracker as well, which you can debate can be off, but I can't argue that the game is being overly punishing on survivor. What it IS punishing is survivors who don't have the same time to learn everything, and is basically stuck with a limited perk pool. What probably has my Yoichi above norm is the fact I've been running either a full heal build or a genrush build on and off.

  • I love undetectable and killers that can use it efficiently or in ways survivors don't see coming.

    Unfortunately, I can't really run fun ones without at least 2-3 slowdowns of some kind, depending on if I run a M1 killer or not.

  • I'm currently running stake out, hyperfocus, prove thyself and deja vu with a commodius with BNP and wire spools.

    I straight up can't be mad when the killer tunnels me, because if they don't, gens would go way faster.

    Heck, I had a Kaneki tunnel me out and the others got 3 1/2 gens done by the time I died.

  • The way I saw it, the system was punishing killers for following the rules because survivors could manipulate it, and the game doesn't take into account getting a kill while spreading hooks under 6 hook states.

    That said, I would have still liked for it to go through with the right adjustments for a simple reason: build diversity.

    As a killer who doesn't typically tunnel unless absolutely required, I'm kinda tired of survivors always baiting with OTR and DS, as well as bodyblocking with endurance. I want to see more interesting builds. Same goes for gen speeds, I'd love for killer side to get some better tools (mainly the M1's) to combat optimizing the gens so I can do more whacky killer builds without relying on regression too much.

    But, what's done is done, and we just have to see what they're planning to do next PTB.

  • Cheaters tend to use Hyperfocus, so that might be the reason.

    However, I also use Hyperfocus, and if you're good at GSC's, you'll be just as efficient. Especially paired with Stake Out for any mistakes.

  • @AmpersandUnderscore said:

    This is increasingly difficult to do, especially as someone who has been around since the days of the "your fun is not my responsibility" forums meta.

    There is a massive component to many of the discussions here where people lack any kind of empathy for anyone who isn't them. This isn't even necessarily even just "the other side" but also for players who either aren't as skilled, or more skilled, depending on context.

    I think asking "why" is a valid question. Especially when BHVR is inconsistent with listening to feedback, or who they listen to, or whether they consider the abusable scenarios ahead of time.

    This community largely has the perception that complaining loudly, early, and as often as possible is the way to get BHVR to "listen to feedback", and when they don't listen it just feels like you're watching the Devs be be manipulated.

    We need to stop being blind to one side's issues and actually take into account all the pain points, what is broken or abusable, and find the best workaround if we want to see good changes, since BHVR clearly looks at overall complaints to make their decisions these days.

    To put a fine point on it, and recent: they are taking this tactic with 9.2 ptb, absolutely. It's also the healthier way to approach things.

    They specifically didn't do this in 9.0, with afk crows making it live in an unacceptable state despite and in contradiction to feedback.

    The "go next" system in that same update, went live without testing, was pulled briefly, then pushed back in (quietly, with no patch notes) with no changes. Currently, on live, it punishes false positives for being hard tunneled. It's abusable, and people do.

    Seemingly, the only difference here is volume. Which only reinforces the "loudest voices choose the game direction" idea even further. That is, objectively, a bad thing for the game at the bare minimum.

    That would be a better way to describe it than I did, actually. Volume, not overall.

    It's where I also started noticing the extremes in either side posting their reactions. And if BHVR is making these drastic changes based on that, it's showing that it's possible BHVR doesn't really know what to do.

    Not saying they don't know their game or don't play, they simply don't know what will make the game fun overall and appease the widest net of players. At least, that's what it feels like. And after this week, I can't blame them based on a majority of these posts.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997407#Comment_3997407

    I am a bit confused here now. I went through my post again and it doesn't mention killer main once. What I said is that I hope killer queue times increase further so that BHVR might feel more pressured into releasing these systems as quickly as possible.

    Only in my follow up post did I mention killer mains, but without generalising all killer mains.

    This is my quote of the last post you responded to, I literally stated in that post that I mentioned killer mains only in my follow up post. But I didn't mention them in my main post. Do you read my entire posts or just the beginnings of them? Also, as I pointed out, I never generalised killer mains in any way.

    Your post is attempting to nudge survivors to stop playing the game to punish killers for a change that didn't go through.

    This is the exact us VS them situation I'm talking about. Instead of investigating why the changes are being delayed, it's just doomposting on the other side.

    Normally I ignore this and let it blow over, but this past week with both mains of either side are showing their ugly sides.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997372#Comment_3997372

    Dude anti slug is already done it's fine on PTB, and elusive effect is very straightforward it helps unhooked a bit so you're less reliant on perks, not forced to bring DS/OTR every match.

    If the 6 hook states and gen block was the problem why nuke the whole update tell me ?

    I would agree with that, 100%, but this is BHVR we're talking about.

    We have no idea if these changes, code wise, are tied together in some weird way. You know how these bugs show up, old bugs even, when something unrelated is changed?

    Mix that in with the fact that BHVR, on either side of the game, will kneejerk react to any problem and go scorch earth, it's probably for the best to let them take it back and adjust it further rather than push it in and it be ineffective or worse.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997376#Comment_3997376

    I am a bit confused here now. I went through my post again and it doesn't mention killer main once. What I said is that I hope killer queue times increase further so that BHVR might feel more pressured into releasing these systems as quickly as possible.

    Only in my follow up post did I mention killer mains, but without generalising all killer mains.

    Screenshot 2025-08-28 021233.png
  • @ForumPikmin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997354#Comment_3997354

    Ok? Survivor, especially for solo que players is still insanely miserable, the fact that we're not going to be getting ANYTHING is the problem.

    Neither is anything being done for the weaker killer cast.

    As I've said in other posts, I did want these changes to go through and then be adjusted, but things need to be adjusted carefully so we don't have people continuing the Us VS Them nonsense and get us in a worse situation.

    Anyone with common sense knows SoloQ is struggling, but this patch was giving far worse tools for SWF to abuse and to further separate good and bad killers roster wise. Those are the pain points we should be focusing on.

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