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CompetitifDBD

CompetitifDBD

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  • @VibranToucan said:

    Honestly, killrate is such a bad standard for balancing. The difference in games between a 3k and a 4k, are not big enough to warrant a 25% difference in strength rating.

    There are multiple factors that I will get to, but a big factor is slugging for the 4k. If a killer slugs for the 4k, usually they have a huge advantage on finding and hooking the survivor, finding and hooking the survivor and the survivor physically cannot open the gate. If a Killer always slugs for the 4k, its not hard to imagine that they get the 4k way more often than a killer who never slugs for the 4k, so their killrate in those games is 25% higher. This could easily add up to a more than 5% higher total killrate.

    But the choice to slug for the 4k compared to not slugging for the 4k, is completely unrelated to the power of the killer and mostly the skill of a player. I would not say that a player who slugged for the 4k performed 25% better compared to one who didn't.

    It also makes some killers seem stronger. I'll give any example. I know Nightlight is far from entirely accurate, but its the best data we got. Looking at the Killrate, Dredge (57.07%) has a higher killrate than Hag (55.29%). If you look at the details however, Hag has a higher winrate, getting more 3k (19.23%) or 4k (30.77%), getting wins a total of 50% of the time, compared to dredge. But because Dredges 4 kill rate (39.13%) is MORE THAN 5 times as high as his 3 kill rate (7.61%), Dredge is higher. This is not accurate of how oppressive the killers actually are. I'd argue for most soloqueues a Hag is worse than a Dredge, and for SWF they are roughly the same.

    Now, why the 4k rate is higher, Idk. Nightlight has a small sample size, and its data tends to be inaccurate for factors I dont want to get into now, so it could for example be a slug happy Dredge on the server nightlight users are more active or something. I do not think, that this is a completely accurate representation of the actual killrate. But, my point still stands. A 4k does not intrinsically mean more than a 3k, except that the killer was potentially happy to slug for the 4k.

    Even without slugging for the 4k, I think that the performance difference in getting a 4k or 3k, is not nearly as big as the differen between a 0k or 1k/1k or 2k/2k or 3k. But it still affects the killrate the same.

    There are also intrinsic factors. Mobility, Stealth, Detection, Slugging Potential. All those 4 factors contribute to getting a higher 4k rate than a 3k rate, even without intentionally slugging for the 4k. A Wraith has an easier time to find the hatch and patrolling the gates than a Bubba. Twins is more likely to naturally go into a gamestate of all remaining Survivors being on the floor than a Clown. These factors do increase the killrate by 25% in relevant games, which can add up to a higher killrate of a few percentage points overall, even if they had very little to do with the performance of the killer in the actual trial.

    So my proposal is, that while killrate is kept in mind in the back of peoples head, I think that instead of average killrate, we should use the killer's winrate/tierate/lossrate to balance killers. (Wins being 3 or 4 kills, tie being 2 kills, loss being 1 or 0 kills.)

    Especially when its communal killrates. Some players quite literally are just really good at the game and earn their high MMR.

    Personally, they should be nerfing/buffing killers based on how obviously their kits are ass/broken. Nurse and Blight being an immediate thought, their powers are pretty unfair. Trapper, Ghostface and Skull Merchant are the top 3 worst killers in the game in terms of kit design and strength. Skull Merchant is awaiting a rework soon, but what about Trapper and some buffs to Ghostface? Why can Ghostface even be revealed? Why is it so buggy? Trapper still doesn't have trapper sack basekit.

    Theres just so much the devs could be doing instead of basing changes entirely off of stats or super casual players who somehow can't learn how Trapper's power works.

  • @BugReporterOnly said:

    If I'm aiming them away from the hook it should allow my crows in ecg. Also I think her crows should do these things or at least one of these things in the match not just ecg,

    Prevent fast actions when swarmed.

    The crows should no longer be removed by lockers if anything they should swarm the locker they get in.

    Hinder survivor a bit (if they can't do rushed actions this wouldn't be added)

    They should work at all times, just as long as the crow isn't facing the hook

  • @Foggyguy said:

    Huh… that actually sounds like it could be a decent strategy to help distract killers who are tunneling someone out.

    That was the vision with Come And Get Me! But we all know how ass that perk is

  • @CursedPerson said:

    3 ideas
    Road Life

    • While injured, not Broken and repairing a generator, gain 1/1/1 token for each regular great skill check success.
    • When you have 8/7/6 tokens, spend all tokens and gain 300%/300%/300% healing speed until you stop healing.
    • Lose 1/1/1 tokens when you fail a regular skill check

    or

    While injured and repairing a generator , each great skill check heals you for 8/9/10% of your maximum health.

    or

    After completing a generator, gain 100% healing speed for 70/80/90 seconds

    No point in keeping the original activation requirement, its too unpredictable, too hard to get and just not a good basekit buff

    A reactive healing for generators sounds pretty balanced actually

    This third one just sounds like a worse We'll make it. Spamming gen pops would make the perk useless or get alot less value

  • @XackerV said:

    INLately, my internet has been crashing, and I'm getting disconnected while playing, which is causing me to get kicked out. I've already been banned from playing for 5 minutes. The question is, is it possible to obtain a serious limitation in the end in this way?

    Its based kn your past 20 games.

    Lets say you're a new account and played out all 20 of your first games, doing so grants you a penalty free disconnect because you have went inti the negatives for disconnect points (going negative is good.) But disconnecting before you've completed 20 matches and not having a negative penalty points value will cause a disconnect penalty. This penalty increases in severity if you don't play out your matches.

    So in other words, the system recognizes that you are a fair sport and keep trying even when a game seems lost, but if you just try to leave the second a match doesn't go your way, you get smited.

  • @Xray said:

    Imo every single map in the game sucks to some capacity but some are just worse then the others and it seems like they keep getting worse. I mean just take a look at the last 3 maps we have been given fazbears dead sands and fallen refuge. Those maps are terrible Fazbears is not a indoor map fully like we all wanted, dead sands is just dash killer heaven and fallen refuge is just pallets and windows the map oh but cant forget the walking dead "building" on it.

    Fazbears is commonly considered a very balanced map, regardless of its lack of homage to the games

    Dead Sands just has stupid gen spawns, you can get a nasty 3-4 gen bottom side

    Fallen Refuge is lazy and too small. No one knew this was even going to be a map or not, but personally I'd like it gone

  • @3AMandLost said:

    the maps that are considered more "balanced" by both sides set on a much lower % and the more complained maps much higher (WITH A FEW EXPECTIONS)

    Here is the current odds % of some of the maps. notice a patten?

    https://us.v-cdn.net/6030815/uploads/C7QHSDMD4SPS/image-2025-09-16-030932627.png

    https://us.v-cdn.net/6030815/uploads/TUI59DWJA24P/screenshot-2025-09-16-031440.png

    https://us.v-cdn.net/6030815/uploads/KUOBXWYGXO93/screenshot-2025-09-16-030950.png

    Every day I play I always get gideon, badham, toba, nostromo, and these maps are just so boring and badly designed for most killers and how the power interact with the environment, I am wondering if this a intentional choice and to soft nerf certain killers making them moderately harder to play

    also maps like midwhich sucks playing as survivor but honestly its not the worst as long as its not vs a Nurse or something with insane mobility…. like Ghoul lol

    why not put maps on equal value?

    The legends were true. The Script is actually real!

  • @Foggyguy said:

    Tbh spirit is a terribly designed killer.

    Indeed she is.

    Even without this add on shes really strong and boring to face. I can't even imagine what its like for hard of hearing players, they probably get cooked up cus of her power just purely being an accessibility nightmare.

  • @Inosennatoki said:

    Why doesn't DBD have a stamina bar for survivor like other games?

    Texas chainsaw massacre.

    https://us.v-cdn.net/6030815/uploads/4H7BV4J4U4JX/1000035738.jpg

    Killer klowns from outer space.

    https://us.v-cdn.net/6030815/uploads/TOBZU3EUYLG8/1000035737.jpg

    Home sweet home online.

    https://us.v-cdn.net/6030815/uploads/GBFOAKDB5WEX/1000035740.jpg

    Id think anyone would wanna play survivor if they had a stamina bar. Imagine getting slower over time because you were running around looking for a gen, or if you could randomly burst in speed and rapidly drop your stamina.

  • @ThatRyanB said:

    Hey there folks! Amidst all the detailed gameplay discussions, it's always great to see these forums get so jazzed about the art created by this incredible community.

    We want to thank you all for participating in yet another Dead by Daylight Design A Cosmetic Contest! This year, we received close to 6,000 submissions, full of amazing Badges, Banners, Killer and Survivor cosmetics. Our team was really taken aback by this community's continued expression of passion and skill!

    As a reminder, the winning designs will be added to the game over the span of several future releases – but don’t worry, we’ll be sharing a Roadmap with you soon on when you can expect them!

    The concepts themselves will also go through some changes before taking their final form in-game, and for that, we will also be sharing with you within the next few weeks what those changes are to keep you and the artists informed. This is to make sure they fit the narrative tone, character model, and technical requirements, with the end goal being to keep the original design idea intact while making it possible to add it to the game.

    So, without further ado, it’s time for you to see our winners! But, more specifically – YOUR winners, as this year, the Community got to vote on which Badges, Banners, Survivor Outfits, and Killer Outfits they wanted to see come to the game from our Community Contest finalists!

    Please join us in celebrating our winners for the 2025 Dead by Daylight Design A Cosmetic Contest!

    Killer Cosmetics

    Splinter Rose, by Ath – The Knight

    Periwinkle the Jester, by KahChen – The Wraith

    The Lingering Rancher, by Trip – The Deathslinger

    DINER GIRL, by maru – The Legion (Susie)

    https://us.v-cdn.net/6030815/uploads/5I0V2457ZUAZ/splinter-rose.jpg

    https://us.v-cdn.net/6030815/uploads/HD7L9FYHSDKB/periwinkle-the-jester.png

    https://us.v-cdn.net/6030815/uploads/OAZUK13DXQ64/the-lingering-rancher.png

    https://us.v-cdn.net/6030815/uploads/4UEL2QA6AYDX/diner-girl.png

    Survivor Cosmetics

    Star Student, by Lynn – Feng Min

    The Slayer, by TinaBeans – Kate Denson

    Runway Ready, by Blake Brewer – Jane Romero

    Weathered trek, by teethjarz – Taurie Cain

    https://us.v-cdn.net/6030815/uploads/3UPS3MNZJEPQ/star-student.jpeg

    https://us.v-cdn.net/6030815/uploads/8JW25HYL7MAO/the-slayer.png

    https://us.v-cdn.net/6030815/uploads/MPPDZM4ELW3C/runway-ready.png

    https://us.v-cdn.net/6030815/uploads/J0KONM51Y504/weathered-trek.png

    Banners

    Deadly Prize, by Juno

    Aching, by Joybilance

    Have you seen my dog?, by hushiepup

    Purrgatory, by Squidsiclez

    https://us.v-cdn.net/6030815/uploads/QG2ZH1CUK6NZ/deadly-prize.png

    https://us.v-cdn.net/6030815/uploads/FDE1S1YAWLAW/aching.png

    https://us.v-cdn.net/6030815/uploads/XEW39R74AKN1/have-you-seen-my-dog.png

    https://us.v-cdn.net/6030815/uploads/QIV2J03APP0X/purrgatory.png

    Badges

    Raccoon Feast, by Glossopho

    "Failed Hunt" (I´m Cooked), by Strawbewy

    Artist's Muse, by DatWashi

    Moonstone Maurice, by DrawnByDragons

    https://us.v-cdn.net/6030815/uploads/K3MN1H0B2D2D/raccoon-feast.png

    https://us.v-cdn.net/6030815/uploads/W41BQYDTW01E/failed-hunt-28i-27m-cooked-29.png

    https://us.v-cdn.net/6030815/uploads/MBT5CST5BD3U/artists-27-muse.png

    https://us.v-cdn.net/6030815/uploads/HTITNVA689WC/moonstone-maurice.png

    Developer Pick

    The Dev Pick is saved for the cases where we come across a cosmetic that we all love and simply have to bring it into the Fog. For this year’s Dev Pick, we decided to choose this Killer Cosmetic by Merelifluous called, “Gilded Baroness” for The Houndmaster!

    https://us.v-cdn.net/6030815/uploads/HGODKX94SV3E/gilded-baroness.png

    Please join us in congratulating not only the winners, but every single person who submitted a design this year. There is so much talent in our community, and it is an honor to be able to showcase it in this way.

    We can't wait for you to see these creations in The Fog, and the amazing wonders you prepare for next year!

    The Dead by Daylight Team

    HOUNDMASTER THE GOAT!!!

  • @Rizzo said:

    Could you please attach the logs? Be sure they are taken right after encountering the issue.

    To find them:

    1. Press the Windows Key + R to open the "Run" command.
    2. In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
    3. Click "OK" - this will open your Dead by Daylight Logs folder.
      • If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
    4. The file called "DeadByDaylight.log" is your log file

    Thank you.

    is there a specific file we pull from the folder? Like do we just use the most recent one?

  • it just needs to be removed. The game is 17+, you should be mature and expect mature/adult like behavior

  • @Jog_Og said:

    I see a lot of people here who have a fundamental misunderstanding of how the game is balanced, a lot of people here seem to think that the game is tilted one way or the other, this is likely because they A: Solo queue exclusively or B: Only play weaker killers. Now in case A, these people call the game killer sided. In case B, these people call the game survivor sided.

    The truth is that if a killer is easier to understand and pick up, they will be stronger to new players due to the sheer amount of tech and knowledge that is required to learn DBD. If a new player picks up Trapper, they don't have to think as much as if they had to play Nurse. Now if this new player had a Trapper that was anywhere near as strong as a fully mastered Nurse, no new survivor would want to suffer through that, thus Trapper needs to be weak for the game to be fair to the most amount of players possible.

    Behavior has gone to lengths to mend this rift however, Nurse has received numerous nerfs despite her abysmal kill rate. Trapper has received a lot of buffs as well. But at the end of the day they can't ever go too hard because the game needs to grow, this is why they balance in the manner they do.

    uh uh

  • @AlwaysInAGoodShape said:

    Residual Manifest, allowing a Survivor to discover a flashlight from a chest, is a really healthy perk for the game. Instead of survivors instantly bringing items into the match, they'll have to obtain them during the match. That is why I wanted to give them perk some love

    Residual Manifest Buff:
    At the start of the match, reveal the chest closest to you for 20 seconds

    Nothing big, just to give the perk some love and allow for healthier flashlight gameplay 😘

    might as well remove that duration and make it permanent until you search the chest.

  • About ptbs

    So since forever ptbs have been locked away to strictly pc players but I think this isn't required anymore. We have a new main menu system that allows you to opt in or out of different game changing events or game modes so the possibility of ptbs being accessible to console players should be a simple ask.

    This would also affect more of the community and allow more voices to be heard. Sometimes a killer that plays well on pc doesn't translate well to console so having this connection would allow bhvr to be notified of this earlier and make changes accordingly.

    how about no more PTBs and instead we have an experimental queue on live to test new changes and chapters exclusively? New maps, characters/ character changes and other changes would be the only things useable in this mode so they can be tested, no other killers or things that didn't even recieve changes.

    About bloodlust

    Bloodlust is a very outdated mechanic that for some reason rewards the killer for playing bad and punishes them for doing good things. Most of the time when your a good player you will hardly even notice that thus mechanic exists unless you play a worse off killer like trapper or current skull merchant. It rewards you with haste for chasing the survivors which is a great effect but trying to utilize this effect will make you play in a very self destructive way.

    If your chasing a survivor and it takes a minute to down them the game will help out by giving you bloodlust but if you break a pallet, hit a survivor, use your power, or lose Line of sight with the survivor you loose bloodlust. These requirements make bloodlust almost a non factor in chase as strong killers will never really need it and weak killers will be unable to abide the restrictions with the way some loops are set up.

    This doesn't even cover the fact that it feels completely unfair on the survivor side of things. You play really well but your teammates top afraid to touch gens hide and you die as the killer enters turbo mode. And when your facing a good killer the bloodlust won't be the thing that kills you.

    All this to say that bloodlust needs a rework not a removal as that one ptb proved why it was needed but ultimately something needs to change for the system to help killers better and make chases more reasonable.

    They could make bloodlust an interactive system that gives the killer small boosts of speed the longer it takes to get a down and rewards the killer for getting injuries on Multiple survivors. Imagine playing trapper after 30 seconds or no downs you get a slight 2% haste and every 30 seconds you get another 2% haste until you have a max of 10% haste. If you hit a survivor you lose the haste and the timer is paused for every time you use your traps but resumes after you stop using your traps. In chase the timer is doubled allowing the survivors a way to slow the haste build up but this forces interactions but once the trapper downs a survivor timer fully resets. Then If the killer gets a hit they get a haste effect of 3% to a max of 12% until the killer gets a hook. Neither of these effects can stack with other haste perks or each other. They only stack by themselves like play with your food that way the killers don't become to fast.

    Your bloodlust idea is definitely good, though i wouldn't say the current version rewards bad killers, it just makes things not infiniteable, which is the entire purpose of this mechanic to aid weaker killers.

    Play your way.

    I think we shouldn't punish players that don't want to play against real players if someone wants to play custom matches only with their friends why can't they do this and also progress through the rift or even earn in game currency. In the same vain why can't someone just play against bots in custom matches alone as well. I think if more people could enjoy this game in their way it would give more people what they want.

    You need to think about customs queue wise. The game doesn't have enough players for players to have an incentive to play customs and make pubs take much longer.

  • @sphingidae said:

    When you're on a hook, you see the auras of all the remaining survivors. Sometimes you want to point out the player who could save you from the hook.

    Is it possible to create a perk with a similar mechanic that would hint to the player that he is in a better position than others to save me from the hook?

    The motivation can be x2/x2.5/x3 blood points for saving within 30 sec.

    https://us.v-cdn.net/6030815/uploads/WP54H0BR4YVS/20250913224510-1.jpg

    I like a concept like this. Though i have a better idea. What if the closest survivor to your hook thats within a certain range recieves a haste bonus to get to you faster? It would be a basekit feature that decentivises coming back to hook since you know someone will still likely make a save if you try to secure a stage.

  • @Alicia_Tried6041 said:

    ..is just miserable these days. Killers are still way overpowered especially the newest killer which makes huntress obsolete. Unlimited hatchets, teleport and built in tracking. Really BHVR? Then when word gets out survivors get a little help via tunneling and slugging its the end of the world. Ignore the killer mains on the update. There is no reason to ever leave a survivor slugged more than 90 seconds.

    Springtrap is worse than huntress. Tell me you don't play the game without telling me you don't play the game.

  • @dgbug said:

    We don't want Myers to be another dashslop killer. Do NOT release 9.2.0 myers.

    Whos we? This Update is gonna make him way stronger than he is now. He needs the buff

  • @AcesSpeedo said:

    im pretty sure map variants got removed to allow for more diverse map selection

    Was gonna say the same thing. This is fortunately not a bug. Having a higher chance if getting a realm with 10 maps in it is not fun

  • @bleep275 said:

    I am so excited for it.

    tried 1v4 for the first time in a while as survivor….and each and every single match…one dude was tunneled immediately. the moment of unhook they would stop whatever they were doing and head back to hook. had an unknown drop chase with me just to warp back. a spirit phase away just to get back. a ghost face camp just far enough away to mark anyone with the unhook and tunnel. Another was an Artist that was just…the worst…and tunnled so aggressively hard for the mori. you can mori without tunneling btw. I had one blight who did not tunnel at all and hooked each of us one time, just like the beta. bro stomped on us. he was built different.

    "Survivors when killers do their job". nah man, I've been a killer main since 2017 and the job is to serve the entity and the entity is basically the devs and the devs have spoken "tunneling aint cool man". you can win in a video game while also displaying human decency. everyone deserves to have fun.

    I do play a lot of killer though and some of it has me concerned. I think there should be something to prevent it from ruining Sadako's whole power, condemning is already difficult enough. I think they should code in exceptions to the whole thing as a workaround. similar to how nurses m1 doesn't really count as an m1. or how the new speed boost in the anti-tunnel update effects killers differently. the six hook thing is annoying…but i can just kinda smack em if they keep running into me. In general it hasnt effected my gameplay very much at all as killer.

    Other than that i am excited to see it in the game and am excited to play survivor for the first time in a very long time. I just hope there isn't a lot of bugs that come with it lol.

    You're an indecent human because you want to win a video game? What the hell kinda logic is that?

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000285#Comment_4000285

    He gets his axe back without needing to stop at a locker and reload

    Without his axe he's faster without the need of an add-on

    The axe can apply buffs and debuffs with or without hitting someone

    He has map traversal with built-in Undetectable

    Of course his axe doesn't behave the same as Huntress' hatchets. If it did, who would bother playing Huntress? It's just part of his kit, not his entire power.

    He has a single axe that takes 10 seconds to get back if he misses, and 12 seconds if he gets a hit

    A 5% speed boost is not enough compensation, hes just an m1 killer at that point

    The undectable does nothing, since hes loud asf. He also gives a visual cue when hes tping to a door

    As everyone else is saying, super lackluster killer, pretty obvious power creep too, its super unoriginal what he does

  • @OrangeBear said:

    I barely see him anymore either, and when i do they are not very good at him unfortunately. Although he's personally my new main.

    I do not like the narrative going around that he's weak, i think he's pretty solid and better than the average killer.

    Hes essentially a weaker huntress/Xenomorph. His axe is just terrible compared to huntress hatchets.

  • @dark_hunter92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000152#Comment_4000152

    Haha wow, you just don't quit, do you? Of course I'm a little bias, and I'm willing to admit it. But in all honesty can you say the same about yourself? Everyone is a little bias in the role they main. And if you stand there and tell me you're not, you're just lying to yourself.

    Like, I didn't reply above when you said I was "massively survivor biased" because it wasn't worth the effort. You're holding yourself to a higher degree when clearly you don't see your own hypocrisy.

    I've already stated my position in this, here and in other threads. If you can't stand to reason or even try to see the opposing side's POV then I don't know what to tell you.

    I don't "main" either roles, I play them evenly AND I solo queue like half the time I play surv. As to when it comes to my non existent biases, I stand up for the little guy, which at the moment happens to be killers. I care about nothing but balance for DBD, I'm literally trying to join the balance team once I'm done school. You're crazy if you thought that update was balanced, of course I'm not gonna tell you what I and others have told other survivor players already, its getting tiring.

  • @kaneyboy said:

    games are awful lately since they decided that being tunnelled didn't need a nerf in the PTB. Its so great being BM'd 3 games in a row and receiving horrible toxic chat from killers at the end basically laughing in our faces because we where helpless against the tunnel. Something needs done sooner than later because killer queue is about to get even longer.

    Who said tunneling wasn't a problem? They delayed the chnages cus they were too extreme and punishing for killers.

  • @Eliott said:

    Hi !

    I couldn't play that much for this rift and I wondered if it was possible to finish it in time, and if it is, if you have tips for me to reach tier, thanks for your help !!

    Here’s some info:

    1. I'm lvl 55 on the rift
    2. I still have 4 weeks of rift pass quest
    3. I'm on step 6/7 on every survivor milestone
    4. There are 28 days left until the rift closes
    5. And I'm not a killer player :( (if it isn't achievable without playing killer, I have 10 weeks of killer rift past quest, but I would prefer not if possible…)
    6. And I can't play that much

    I don't know if the rift fragment gain from just playing games is enough to fill the gap, and I don't think there is anything in the last days of the rift to "speed it up".

    Am I doomed to miss on the deep rift or is there hope ?

    Thanks !!!

    -A really desperate DBD player

    You gotta play everyday for the remainder of the season pretty much, but yes, its doable.

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997917#Comment_3997917

    Defo not, again based on the names I see in my lobbies, plus the profiles I check on Steam :D Many many Russians. I assume they would be banned due to the war? I guess they are all female Russians. Whenever they have a TTV that I check, they are female, so… At least I assume it is because of the war they would be banned? I have no idea why else.

    At least I can confirm, from what you are quoting, I checked those 2 Steam profiles, they were both Russian, and obviously both together with their very similar skyhigh pings.

    I just swear I remembered when the war started, DBD stated they wouldn't be updating the game in Russia anymore, which led to alot of people VPNing to play the game still.

  • @09SHARKBOSS said:

    i liked most of them but I would like to see who I hooked last so I am able to keep track of the last person I hooked so the anti tunnel cannot be used against me

    That was a thing. A black ring eoyld surround the most recently hooked survivor's tallys

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999259#Comment_3999259

    Okay… I can see I'll have to push your limits here with some advance math. Survivors have four perks. If three are being used for this combination. IE lightweight, Ghost Notes, and one exhaustion perk. How many perk slots does that leave to counter aura and screaming?

    Brother, the point is no one runs scream AND aura perks in one build. Your argument was that the only way to counter this combo should be to run tracking perks, which is super unrealistic.

    Are you gonna counter 4 assumed gen regression perks with 4 gen speed perks? No. Just like how no ones gonna know if you brought Ghost Notes and Lightweight.

    Like I said and you keep proving me right, you are a SUPER biased player when It comes to favoring survivor.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998856#Comment_3998856

    Right, so you still deflecting the fact that distortion does not counter scream perks but let's ignore the fact that by not responding to that you're essentially admitted there's counterplay and that you just don't want to adapt. It's okay, most survivors don't want to dedicate their whole build to if the killers tunnel either so unless you are a massive hypocrite I'm sure you supported the anti-tunnel changes. Wink

    Anyway, hypocrisy aside. You are telling me a killer can't track someone in chase? Sounds like a skill issue to me. Blood trail is super easy.

    Hardened and calm spirit exist buddy. Still no excuse.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998855#Comment_3998855

    I think the main problem with soloq is just the lack of communication I don't think any kind of base kit addition will ever have the same effect as just adding even a ping wheel if not comms.

    https://us.v-cdn.net/6030815/uploads/MR75DY47E4V8/screenshot-2025-09-08-140137.png

    https://us.v-cdn.net/6030815/uploads/AC6WF36X3FSU/image.png

    Game is not doing bad by any means I think its mainly just BHVR matchmaking is not good. (And this is just steam)

    So like a profile check for each killer.

    Trapper

    • Territorial (Does not want to move outside his web )
    • Control (Survs are forced to make unfavourable decision due to the traps)
    • Set up (Must invest time into his power)

    Then you would have something like.

    Oni

    • Charging power (Must invest into charging it)
    • Slugger (Benefits from leaving survs down more)
    • Powerful (Insta down potential)

    Or like

    Onryo

    • Warping (Teleportation)
    • Stealth (Harder to track or spot)
    • Executer (Insta kills or kills earlier )

    Just keep it to 3 so it gives an over all idea to what they do then on the side of that there could be.

    Hook Powers

    In the case of Trapper

    Haste ✅

    Remote Gen Regression✅

    Aura Read ✅

    but then someone like Dracula

    Haste ❌

    Manual Gen Regression ✅

    Aura Read ❌

    I think for the sake of new players this game needs to have codex for all the different terms and status effects.

    Having a base kit knockout for killers like Oni M2, just the recovery speed and moment reduction would be good no screen effects or aura denial so survs can still see each other (unless ping wheel but that's a big if). In the case of twins she usually slugs for long periods, bleed outs are not uncommon with her so rework is needed specifically for her.

    Also spingus is springtrap/animatronic.

    Damn, going to assassinate nurse mains good luck o7

    ahh. people call Springtrap Spingus? Interesting. He definitely does need a buff, he's really just a weaker Huntress/Xenomorph hybrid. He should be able to use the cameras as well, and maybe have a lock on machanic that can instantly teleport him to the door you were looking out of.

    Nurse I don't wanna say is a personal project, but she is quite broken and easily my least favourite part of this game. I know changing her would hurt a lot of players, which Is why i want to make her less broken, but still the strongest killer in the game. Mainly through changing her ability from just free form blinking, to teleporting directly on the opposite side of walls, props or loops first. Kindof like, if you get a power hit by tping across a loop first, then you get a free form blink to follow up. Nurse is really just too easy to play, and having a good chase majority of the time is decided by guessing correctly as a survivor.

  • @Wolf65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456323/the-divide-in-killer-survivor-stance-is-shockingly-a-50-50-split-as-of-this-update

    TL;DR... almost, I stopped after you claimed to be neutral and want the best for both sides and than complained about "tunneling".

    Did you adress gen rush later? Maybe that wozld make me read the rest.

    If someone tunnels from the get go -which is the most logical tunneling- 3 to 4 gens should be done by the 1st K, unless the rest is not afk. So, what's the issue again?

    This post is covering the PTB, not existing issues.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998780#Comment_3998780

    Okay so you do understand that survivors can only run four perks right? And that distortion only works once before you need to go in chase? Have you never played survivor before?

    Its 15 seconds. Are you telling me you can't hold chase for 15 seconds?

  • @Ragna_Rock said:

    First I don't think there can ever be an unbiased opinion most people even when trying to put it aside will have it for the side they enjoy to play more which isn't a bad thing just needs to always be kept in mind.

    TUNNELING

    When it comes to tunnelling I think 3 (maybe 4) hooks is the ideal limit as it should only really punish hard tunnelling any more than that is too much with the gen block completely removed.

    As you need to keep in mind killers like Pig and Sadako who have insta-kill powers who may get punished for using their powers.

    Then there is more slow but strategic killers like trapper, hag and knight who have down time and cannot travel far due to no movement or having to stay near traps so pressuring survs across the map who split up is more difficult.

    This is also reflected in the "rewards" for hooking where a boosted gen kick, small haste and base kit BBQ is good for Ghoul or Blight but not so much for Trapper or Hag and to allow them to take advantage of it would require something more like a basekit pain res for non-dash/free teleport (think Freddy, not sadako )

    So if we do have this system 3-4 hook minimum for the progression boost to gens with is lasting 60 or untill the next person gets hooked. For the same hook gen block I think this is too much and should be scrapped.

    As for boosts for hooking No haste, No aura just the gen pain res style regression as dash killers should not get aura read basekit. I guess you could tailor it killer to killer but that can over complicate things as everything added will need to be accompanied by tutorial (a good one) as new killer player are going to have no idea about all the systems in play.

    Also timers for the base kit BT ,Haste and the new "Elusive" should be reduced with the BT and Haste being the current 10 seconds and elusive being 15 (due to how much stealth this provides and you don't have to walk, also add foot steps being silent too as its not listed in the original description) and the hook status should not be blocked as this gives vital info to the killer about peoples where abouts are for stopping heals, knowing rotations or just when to leave area as otherwise it promotes more camping so the killer could just look at what happening due to the UI being unreliable.

    SLUGGING

    The 90 second times has knock on effects called Oni and Twins with Oni taking a big hit and twins getting obliterated due to it so big buffs to killers that need to slug more to make up for it and Twins needs a rework due to it.

    The base kit unbreakable needs to re-set every time you go down with it not activating while downed through player choice (for example plot twist). Also to prevent free struggle-outs, wiggle should decay while down this is mainly due to maps having bad hook spawns or if a team decides to bring breakdown/sabotage build with a possible sabo nurf (just so survs cant do it in the killers face).

    The base kit tenacity should be removed as the player should need to make a choice as to what they want to do as a team that knows what they are doing will set up pallet saves with not much the killer can do.

    So I think 90sec timer that resets every down. Wiggle decay. The player should still need to choose to recover or crawl(It can still be automatic just pause recovery while moving). No speed boost. Self downs should not contribute to the unbreakable.

    Allot of the problems with slugging as a whole is due to 9 years of balancing the game around it in mind is going mean rebalancing or reworking allot of perks but mainly killer powers to work with it.

    ENDING

    I think I covered most of the issues may have missed something may add more or edit as things go. Who knows what the next attempt at this will look like next PTB.

    (Also if you make it on the balance team sneak in some spingus buffs id be forever grateful)

    I like both sides when they're played in their intended outcomes. Solo queue seriously kills my survivor mood though, it's very annoying to have teammates not playing well or ignoring the objectives for challenges. All that can be fixed with seperate grade gainable and quick play game modes, but the game isn't popular enough to split the queues like that at the moment.

    When it comes to killer specific nerfs or buffs, I feel like this is a good reason to have a Power Types sorting/stats machanic. Each killer would have tags attached to their bios and hover break downs, featuring a new sorting/stat machanic to better understand a killer's kit and the expected playstyle: Setup/Control, Mobility, Stealth, Hindering/Chaser, Tracking. Each has 3 levels based on how much their kit uses each playstyles.

    Someone like Trapper would have 3 ticks on setup, since its the entire aspect of his kit. He would have one tick on mobility (he has mobility with trap setting, its just minimal,) tracking (his traps reveal locations and auras,) and some Hindering/Chaser (his traps completely immobilze survivors temporarily.) No ticks on stealth unfortunately, since his kit is broke asf.

    Dracula, a killer thats known to be a hybrid, or mix of all playstyles could have 0-2 on all of his power type tags. No ability he has is insanely overpowered, they're supposed to be weaker versions of existing abilities, all crammed into one kit.

    With these in mind, maybe they could say "okay, no mobility killer gets basekit pain resonance or haste (going off your suggestion to switch basekit pop to that.) Setup killers get extra haste and kick percentage. Hindering/Chaser killers have longer basekit BBQ to start the next chase sooner. And these micro buffs can be changed from killer to killer too if some are performing too well/too poorly. The devs can get more creative, so yeah I agree with you there.

    Slugging for killers with slug playstyles should just apply Knockout's old effect of slowing down crawl speed temporarily or completely immobilizing the survivor for maybe 15 seconds. Could help Oni and Twins alot, especially since one of them is completely incapable of picking up a survivor when they're in power.

    One question for you though, who is Spingus? Idk if thats what some people call a killer in the roster, kinda sounds close to Spirit, I've never heard that before, but I'll keep "Spingus" in my mind, once Im down with Nurse (she gotta go man.)

  • @rvzrvzrvz said:

    Anything would be too much and you know it, imagine the update was only 30 seconds of elusive effect after being unhooked and nothing else, no punishment for killing early, you would get the same doomposting and biased videos saying DBD is dead. If it does anything at all, if it gives survivor any value it's over, it's "too much"

    Anticamp was the same and now it pretty much never comes into play, it might as well not exist. Devs say they want to make the game healthier, at some point they'll have to ignore the crying and finally push something to live server… I don't think they have what it takes to do it, they're too scared

    Giving 30 seconds of elusive and nothing else would be just like 2016-2021 DBD. It was one of the problematic things killers could do back then, that being to insta hit a survivor off the hook. Then again, back in that day survivors could infinite loops, and that made them completely uncatchable, just as this update would've done with the anti slug changes and SWFs running pallet save builds.

    Anti camp is a seperate problem. It doesn't do anything at all, none of your teammates know your meter progress. It's pretty much there to stop "face camping" which was no more of a problem then camping is in general. Either way you're still trading for a pull, either way either chainsaw killer is making that save impossible.

    There is hope now for killer specific nerfs, as we've first seen in this PTB. Maybe we will see a future where secondary instant down attacks can't trigger near hooks and instead force the killer to make the unhooker trade rather than just die and their hooked teammate. Personally, thats my biggest frustration as a survivor when killers camp. Expose wouldn't make sense to include since you have to earn that through your perks or powers. If you're getting expose downed trying to save, that'd be on you and your teammates (if they're alive.)

    Just my opinion. I agree Anti Camp is a fundamentally flawed machanic.

  • @brewingtea said:

    If it was 80/20 it would be even, since it's an asym game.

    The fact that we're treating 50% killers (over twice what it should be!) as if that was "balanced" just proves that killers are over-represented in the feedback.

    I guess BHVR balances the game by Electoral College, lol

    The numbers did pose a problem, at least to me. 6 stages means you need to at least have the entire team hooked at least once, then you can kill someone. And even after doing that, if you happen to kill the most recently unhooked survivor, you lose all gen defense. Thats clearly not tunneling if you've gotten half your stages already.

    4 stages means you've made an effort to spread hooks at least, and once gens have gotten to 1 or 2, you can now tunnel as a last resort. Winning without some weird endgame build on a minamum A tier killer is barely gonna give you a shot at 4king without tunneling in late game gens.

  • @[Deleted User] said:

    Yeah, like you i try to be unbiased, the thing is when i argue in favor of survivors, all killers vote me down and yell at me. When i argue for killers, all survivors vote me down and yell at me. And both sides are holding grudges, as late as yesterday i tried to delete a comment, i could not so i deleted the text and put a "." and it still got down voted.

    I really just want a fair game (not 50/50, as this is an asymmetric game, and the killer should be scary and dangerous).

    I have played a lot both killer and survivor, and i have had my fair share of "unbeatable swf's" that were super toxic, but i also had my share of tunneling killers that were also super toxic.

    The Patch :

    So, my biggest issue with this patch, was the anti tunnel, i think as you said that the intentions were good, but i feel that it was not thought through, because it would only work on mid and low tier killers, the top tier killers would still be able to tunnel as they dont have to care for gens at all.

    Balancing the game :

    So i really think this game needs a way to get all killers closer to the same tier, because there is a huge difference in spending 3 seconds or 12 seconds on walking from A-B, both in chases and finding survivors. And i dont think the game can be balanced as long as there is this huge gap between killers, so either the super slow ones need a walking speed buff or the super fast ones need a walking/running speed nerf.

    Tunneling :

    How do we fight it? i really dont know, tunneling at 5 gens is crazy, and it it way too common.

    But some swf's are so good that at some point (at 1-2 gens) the killer needs to tunnel to secure a kill.

    Bully squads :

    What is a bully squad? if you save your buddy are they then a bully?

    Im not sure how to define this, but i have had people constantly fast vaulting a pallet while in a chase, i thought of that as bullying for sure.

    I would define Bully Squads as an entire SWF of players with coordinated builds that make some aspect of survivor far too strong. For example, pallet saving squads. Pallets are a finite resource, even with Apocalyptic Ingenuity, you could theoretically eat all the pallets in a match and defend gens at the same time, leaving all 4 survivors with garbage builds that can't help them when their main purpose is no longer usable. The chances of these players being that dumb though to let this happen is pretty low

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998686#Comment_3998686

    Oh no, if only there were dozens of aura, sceam, and reveal things killers could use in the game. What's that? You just wanna use four gen slowdown perks? Okay but your tracking is gonna be bad.

    You see there's this thing called a trade off. If you don't want to use anything to help the thing you are bad at then you are going to be bad at that one thing if someone brings a build based on that. It's why healing builds suck against plague.

    If only there were perks that completely counteract gen perks and better. Eh hem, Deja Vu, Overzealous, Prove Thyself. But thats ok, if you're doing bad with everything else, you can always just run this broken ass build and never get found, plus with what I said in the first comment, you're completely untraceable. Talk about "killer sided game"

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998686#Comment_3998686

    Oh no, if only there were dozens of aura, sceam, and reveal things killers could use in the game. What's that? You just wanna use four gen slowdown perks? Okay but your tracking is gonna be bad.

    You see there's this thing called a trade off. If you don't want to use anything to help the thing you are bad at then you are going to be bad at that one thing if someone brings a build based on that. It's why healing builds suck against plague.

    So run distortion and calm spirit for the odd chance u see a 4 info perk killer

  • @vol4r said:

    Was it blight tunneling at 5 gens? Well, yes.

    Atleast we had some hope for a week.

    https://us.v-cdn.net/6030815/uploads/83LL562983Q3/image.png

    Being mad about tunneling at 5 gens is understandable, especially if the mf is playing Blight. Inexcusable

  • @SoGo said:

    The combo does require 3 perks, Ghost Notes, Lightweight and an exhaustion perk, so you don't get space for other annoying perks.

    Also, injured survivors get almost no value from this, only healthy ones.

    Rapid response and you're golden. You can exaust yourself completely for free and get info out of it.

  • @Foggyguy said:

    Killer post #100000 saying stealth should not exist and survivors should only genrush.

    Also… yeah dedicating three perks to one thing should be strong.

    U gotta be the most biased player I've ever seen on forums before. Always glazing survivor on the daily

    Have you even seen these two perks in action? You're scratch marks disappear in around 3 seconds. Pair that with light footed and and you're completely untraceable outside of aura reading and killer instinct.

  • Im only on step 8, and I have like 20 something days to do this. It's just not happening, thats way too much.

  • @CakeDuty said:

    I have played about 15 games since the update yesterday and I have barely gotten passed Tier 1 milestones for both killer and survivor. I remember when Orela came out, the first couple tiers flew by and it felt great to feel like I was progressing pretty fast.
    However, it feels like they've made them grindier? I suppose they felt the first iteration was too easy to finish? Also I noticed that instead of giving an extra 10+ Rift Fragments for each tier, so it started with 10 at tier 1 and 100 at tier 10. Now it seems to be locked at a solid 25 rift fragments per milestone? At least tier 1 and 2 seems to be the same, except tier 2 grants 20k bloodpoints instead of 10k.

    Anyone further ahead who can tell if the rift fragment rewards get bigger? If not, then that's a huge nerf for the milestones.

    You gotta get over 2.5K hooks for step 10 in one of the milestones 💀

  • @NoirGhost said:

    With these killers notoriously bring harder on console do to playing with a controller, how have you learned to do it and what are some tips you have for other console players

    You find Nurse and Huntress harder on controller? Trickster is understandable since he throws various projectiles plus every hit counts for saved ammo. Though I don't find those other two challenging to play at all. Killers that are hard are ones who rely on turn rate, like Billy, Oni and Blight. These killers are alot weaker when played on controller, since you can't play some loops like PC players can.

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    No

  • @Tikury_ said:

    (EN) - Hey ! ^^

    I'm a Houndmaster main, based on her add-on, basekit stats and what i know of her gameplay, i had some ideas for her stats and skills to integrate her into 2V8 ^^

    • Increases Snug's initial hunting speed by 6%.
    • Increases Snug's redirect hunting speed by 10%.
    • Increases Snug's search radius to 9 meters.
    • Reduces the duration of the Houndsens status to 8 seconds.
    • For each Survivor in Houndsens status, your Killer companion gains 2% speed, the effect dissipates when no Survivors are in Houndsens status.
    • Reduces the cooldown duration of the ability to 4 seconds.
    • Reduces Snug's grab duration by 20%.
    • Increases the speed gain while staying in Snug's search path by 3%.

    (FR) - Hey ! ^^

    Je suis un main Maîtresse des molosses, basé sur ses accessoires, ses stats de base et sur mon expérience, j’ai réfléchis à quelques idées sur de potentiels stats et compétences pour l’inclure dans le 2v8 :

    • Augmente la vitesse de chasse initial de snug de 5%.
    • Augmente la vitesse de la chasse de redirection de snug de 10%.
    • Augmente le rayon de la zone de recherche de Snug à 9 mètres
    • Réduit la durée du statut Houndsens à 8 secondes.
    • Pour chaque survivant sous le statut Houndsens votre partenaire Tueur obtient 2% de vitesse, l’effet se dissipe lorsque aucun survivant n’est sous le statut Houndsens.
    • Réduit la durée du cooldown du pouvoir à 4 secondes.
    • Réduit la durée du grabbe de Snug de 20%. 
    • Augmente le gain de vitesse en restant dans le chemin de recherche de Snug de 3%.

    https://us.v-cdn.net/6030815/uploads/RTHPKJLCEHIB/portia-2v8.png

    Most detailed post of 2025. Even put it in French too! It all seems pretty good, but I feel Houndsense should stay the way it is duration wise, but make the haste gain a stackable 1% for both killers. Reducing the Dog Grab duration is fine I guess, since theres 7 other people who can just repel Snug.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998452#Comment_3998452

    Did they specify only extreme tunneling?

    Realistically, you probably shouldn't be leaving Survivors on the ground for 90 seconds each. That's a minute and a half.

    Id think they did, but it definitely should be targeting people who tunnel when they don't really need to. Tunneling at 5 gens for example is quite unwarranted and just unnecessary, you don't need someone dead that fast to win. Tunneling in late game when only 1 or 2 gens remain is far more viable and respectable as a strategy cus you really could use the extra pressure given by killing someone. That form of strategic tunneling, as Mintskull states shouldn't be punished for.

    The anti slug is just stupid. No ones gonna get slugged for 90 seconds in a match, but the effects Survivors get passively and if that does happen is far too strong. Maybe if they make it 45 seconds that has to be done each time you're downed, it would be balanced, plus make recovery only work when you're not crawling. Cus atm this would just punish short term slugging, as well as bully squads who play for saves.

    No denying this update had major flaws, but as you said, most can be fixed with number tweaks.

  • @Pulsar said:

    How would we feel about ramping up rewards for continuing to hook unique Survivors?

    For example if you hook 4 Survivors, with nobody being hooked twice in a row, you get an extra bonus.

    Nothings gonna top straight up removing a survivor at 2 or 1 gens left. Atp you need less hands on gens to win, not more regression. They really just need to tweak the punishments so only extreme tunneling is punished for.

    So make the stage requirement to avoid extra gen speed only 4, and make the second punishment linked to the stage requirement as well.

  • @kaneyboy said:

    I dont understand this response.. why not just make it harder to tunnel..? take some aspects and see if they work? keep the buffs from the unhooking and get rid of the gen progress aspect to it. Cant it just be met halfway?

    These are the only situations where tunneling should be punishable, not at 2 or 1 gen left where tunneling is a necessary and viable strategy to win. In short, only extreme tunneling should be punishable.

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