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CompetitifDBD

CompetitifDBD

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CompetitifDBD
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  • @Daniel_Silva04 said:

    It's not 360°, it's 180°.

    He still shouldn't be able to rotate more than 90⁰. That just defeats the one counterplay there is to aboiding demon dash

  • @sinkra said:

    It's not uncommon for killer mains to have an average kill rate of 70%. Some even with 80%. The concept of "win streaks" should never be possible in a competitive pvp game with mmr. The game just became an ego boost for killer mains where survivors were just supposed to be punching bags for a killer's enjoyment. Survivors no longer wanted to play and were leaving the game in droves. The devs are finally taking action to level the playing field, and now killers will finally see what their true skill level is. In the long run these changes will make the game more enjoyable for everyone though, except streamers who can't boast about 1k win streaks anymore.

    It's not uncommon for killer mains to have an average kill rate of 70%.

    Where did you discover this fact? Not saying you're wrong necessarily, I have a lifetime 80% killrate and a 60% escape rate cus I solo queue, but thats cus I have 11K+ hours, I'm super skilled and very experienced in game. Behaviour's target for killrates encompasses all players, including the inexperienced ones.

    The concept of "win streaks" should never be possible in a competitive pvp game with mmr.

    What does Winstreaking have to do with killrates? You're acting like the perks you're about to see are gonna be different than the meta.

    The game just became an ego boost for killer mains where survivors were just supposed to be punching bags for a killer's enjoyment.

    That is literally the entire concept if killer in this game. Survivors quite literally are punching bags. Idk what ego has to do with the core gameplay machanics but sure, whatever makes you sleep at night.

    Survivors no longer wanted to play and were leaving the game in droves.

    This is a straight up lie that you pulled outta your ass. Survivor is the stronger role, theres no need for any survivor mains to quit. Things have only gotten worse for killer since the FNAF patch.

    The devs are finally taking action to level the playing field, and now killers will finally see what their true skill level is.

    This is not "leveling the playing field," its catering to bad survivor players, in the form of making strategic tunneling and short term slugging punishing. Some of these changes are very healthy, like hiding the hook status, lingering icon and the elusive status effect. For slugging, automatic recovery is good too for newer players. Whats not good is the fact that it takes 90 seconds to get basekit permanent unbreakable and a growing in power tenacity. As well as going for someone you hooked previously, even if its way later and you happen to kill them (whether they kill themselves or last ages before finally dying), you get severely punished for by not being able to defend gens by any means AND survivors get basekit gen speed increase if you haven't accumulated half your stages. Not to mention this machanic nerfs killers who have secondary methods of killing survivors by alot, specifically Ōnryo and Pig. There are ways to fix these super broken punishments, but thats a post for another time. Right now, we need to explain to you why no killer player is in favor of these changes.

    In the long run these changes will make the game more enjoyable for everyone though, except streamers who can't boast about 1k win streaks anymore.

    Definitely not for any killer other than the top 5, thats for sure. Again, what do Winstreaks have to do with killrates? They're running perks in the game and tracking their wins, whats wrong with that? Its a popular viewership strategy for social media, its not like people play any different, or I guess for you every person running pain res + dms + grim + pop is Winstreaking right? No, those players feel the need to run that because of how bad gen speeds are majority of the time, which somehow basekit corrupt or deadlock hasn't been made a thing all these years later while various gen speed perks and toolboxes exist.

    These are the reasons why you are wrong about this patch, and the reasons why killers are saying that its "over for killer" because it quite literally is going to be the end for most killers. Killrates will drop even more than they already have, survivor only keeps getting better and better with each health initiative change.

  • @mooasis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992314#Comment_3992314

    it does sound fair which is why im suggesting it, if youve had the luxury to reach a pallet then you dont really need any more help (if the pallet is unsafe you can just not vault it and go to a better part of the map especially if you force the speed boost)

    WHAT!?!?! In what world is losing your already very short basekit anti tunnel because you're trying to get away from the killer fair? So should DS be completely disabled just because you vaulted a window or dropped a pallet? Should OTR, an 80 second window to have a safeguard, be completely negated because you vaulted a window or dropped a pallet? No, absolutely not.

    You need to understand what a conspicuous action is, that being an action thats considered an objective, progressing the survivor's main goal to cleanse a hex or do a gen, or heal (if you're healing you're not near the killer and are safe, so having anti tunnel shouldn't help.) What meaningful progress is being made for your team by dropping a pallet? Or vaulting something, which may I remind you, you can do infinite times.

    No offense, but this is a really stupid opinion/suggestion that I and anyone who actually plays the game fully disagrees with. And thats coming from a killer main.

  • @mooasis said:

    mostly this post is targetted at the strength of OTR but it could be effective in certain parts of the map with weaker pallets for some smaller perk effects. imo the way endurance it is right now, complete and undeniable safety within its timer, is far too overtuned for how common and lengthy certain endurance effects are. rather than endurance being a whole timer OF safety, it should be your timer to REACH safety and once you have that safety regular gameplay defined by skill should resume.
    again this is mostly targetted at OTR but as a survivor you shouldnt be able to for example reach shack, vault shack window 3 times, drop shack pallet, then get outplayed at a later pallet and still get away with it completely scott-free. especially with the strength of dropping certain pallets or the ability to drop pallets for other players while bodyblocking you dont need extra insurance on top of that if your existing insurance gave you the capability to reach that safety in the first place. if youre a skilled and confident player you can still use certain windows effectively but often theyre more temporary and outplayable by the killer

    (for pallet vaults the endurance would end after the vault for obvious reasons)

    Thats not an objective prop, thus it should not be considered a conspicuous action. Imagine running OTR and vaulting something to run away from the killer, instantly ending your endurance, does that sound fair?

  • @ectoral said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992253#Comment_3992253

    ahh thought so! What would left click be equivocal on console?

    X for Playstation, A for Xbox

  • @TripleStryke said:

    Anything I do not mention as a Remove/Adjust I think is a fine change that I would be okay with going through.

    Slugging Reduction Update:

    • Adjust: If a Survivor is left in the Dying State for a total of 120 seconds during a match, they gain the ability to pick themselves up after fully recovering (was 90 seconds).
    • Remove: Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.

    Tunneling Reduction Update:

    • Remove: When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
    • Remove: Immunity to Killer Instinct
    • Adjust: Instant regression on the highest progressed generator (was bonus damage for the next generator kick)

    This is important because many killers cannot benefit from an increased generator kick to a significant level. No Huntress for example is going to find great value out of this, so it needs to be more like pain res, which is solid on most killers because they do not have to deliver it.

    • Adjust: If a Survivor dies before 4 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial (was 6)

    Note: This repair bonus cannot be greater than like 10%, unless every single other repair speed option is nerfed down to a reasonable level.

    • Remove: If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.

    I just cannot think of a way to implement this that would not be abuseable and met with survivors off hook feeling invincible. Having a balance between the base regression and being punished with increased efficiency if you hard tunnel someone out feels more like a fair incentive/disincentive structure to me (along with the other more minor benefits for either end).

    Everything else I think is pretty much fine, obviously I will need to test the specific perk changes, but I think generally exercising a bit more caution is a good idea. Another thing to note though is that the off hook benefits should still last 10 seconds if it was increased.

    Recovery should be automatic when you're not moving.

    They should keep the hidden hook status to reduce camping and tunneling

  • @ectoral said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992216#Comment_3992216

    yeah I understand that it’s just the red ! I wanted rid of prior is it still gonna be there until all the quests are completed then? I swear It didn’t do this prior

    https://us.v-cdn.net/6030815/uploads/KJI85PS3BRQ9/img-5451.jpeg

    this is what I mean when I cleared them all as normally at the side there’s the red ! However when I’m in the lobby and main menu it’s back like this.

    https://us.v-cdn.net/6030815/uploads/VOOF37VTCBNR/img-5450.jpeg

    https://us.v-cdn.net/6030815/uploads/60IUDCANS6XW/img-5452.jpeg

    so I’m honestly just confused on how to get rid of it as when I view the rift and any store outfits it gets rid of it and there’s no pop up of it.

    Thats just a visual bug that makes it seem like you haven't viewed the new quests. You just gotta left click on them to make them go away.

  • @ectoral said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992171#Comment_3992171

    I gave that a try there changed it all to none and the red ! Is still there weirdly I went onto the quests and it’s cleared on there. However when I go back to main menu or go into a survivor or killer lobby the red ! Is still there on the left side of the screen at the quest tab. So I’m really confused on how to get rid of it fully it’s bugged me for a few weeks now I just wanna clear my quests! 😭

    The game automatically pins 3 suggested quests for you

  • @ectoral said:

    I’ve recently been having the red ! For the rift notifications not clear even after selecting every challenge to clear it. I’m really confused on how to clear it as it just annoys me! Does anyone have a fix for this or is my game just bugged? Thanks!

    Its in the graphics options at the bottom, you'll see all the different categories for quests, including the tomes. You can choose to show if they appear when you progress them, when you complete them, or not at all.

  • @Adam_Francis_Main said:

    I don't know where this design philosophy came from but it's getting ridiculous. The devs are literally forcing killers to play the way the reddit/Twitter survivors say the game should be played.

    Over the last few years the devs removed hook grabs, killed "unfun " unique killer playstyles, added regression limits amongst other things. Now killers need to be worried about micromanaging hook states to artificially allow survivors to survive longer ingames.

    it's nonsense that killers get neutered everytime they play efficient, look at protecting 3 gens, the devs made it harder for killers to do that, killers got punished and survivors get rewarded.

    The devs do not care about the killer experience. They want survivor to be the power role

    Impossible

  • @BlightedDolphin said:

    Overall I don't think these massive changes are as bad as some people are worrying about. Somethings with them are questionable and hopefully don't make it live or get adjusted, but overall I'm optimistic.

    The thing that I'm not looking forward to though is how the gap between S tier and low tier killers might get widened and these 3 in particular might be punished the most.

    Mainly because these 3 have ways for survivors to remove their powers, which might become even worse this patch. If someone is unhooked and gains all these protective factors/detriments to re-hooking them there's MUCH less risk to just removing their power. You could just run around and disarm all of Trapper and Hag's traps. They can't really stop you because if they chase you they are just punished for it now.

    And if the most recent unhooked survivor wanders into a bear trap, well you just can't hook them. If they trigger a Hag trap randomly and you TP to it and it's the most recently unhooked guy, then you have just wasted so much time. And if you ignore them it's just constant notifications in the background.

    As for Ghostface, the unhooked survivor is able to freely follow Ghostie around and remove his stealth constantly. He can't really do anything to stop them from doing that, and he's just forced to chase everyone else as an M1 killer.

    Yes doing this means that's one less survivor on gens, but when these killers have practically no power that game I don't think that's really a fair exchange. And it just makes these killers not fun to play.

    I really hope if these changes go through, the weaker killers, and these 3 in particular, get some buffs to compensate.

    Skull Merchant, Ōnryo and Pig are gonna need buffs as well. These changes indirectly nerf some of their core machanics and make them alot weaker.

  • @HoS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991853#Comment_3991853

    Ok, fine, then give survivors the necessary tools to communicate properly.

    I'm sick of so many things said here. We don't know the values and we haven't seen the update yet and you are losing your mind because there's like two deincentivizing mechanics that are surely a bit too much and oh the game is dead. You can just argue and have some doubts about it before overreacting because tbf, the basekit bbq/mini-pop/haste in exchange of delayed unhooking notification and elusive status effect are in NO WORLD a problem. Do you guys want the game to have tunneling forever? The game is almost ten years old.

    But then you complain that survivors make mistakes and get handheld, well yeah because YOU CANNOT TALK TO YOUR TEAMMATES. A lot of times, you lose because you couldn't work efficiently as a team but how are you supposed to know what everyone has in mind with a HUD saying gens/heal/totems and two in game emotes that are used for trolling around anyway. That's the big problem with survivors. They rely on other actual people and if they don't play according to how you want them to, you are in disadvantageous position. If one heals instead of doing gens, if they don't split up on gens, if two people go for the unhook, etc.
    But when survs ask for basekit kindred it's suddenly too much and killers should get compensation. Maybe they should but let's see how it goes first. We can't have too many changes at a time and 9.2.0 is already VERY packed.
    How long are we going to need to debate about the solo queue vs swf (you have to consider the size and efficiency) vs killer?
    It's irritating. Once we find a good solution against tunneling, killers will be buffed and perks will be buffed. It's not in anyone's interest to lose players. And tunneling has never been fun whatsoever.

    Hey I'm all for VC's for survivors, thats the best, most reliable source of communication for all players. But these anti tunnel changes can't go live.

  • @NovaliumTS said:

    Honestly reading everything about his patch seems great

    It might actually revive the survivor players by making it so not every game is a confirmed loss

    Killer players will now get into matches much faster because of it aswell they get basekit bbq!

    Literally all killer players need to do is not tunnel and theyre given really decent basekit buffs

    Survivor players will be able to live for more than 5 minutes :D

    As i see this patch going is tweaking it a lil finally bringing survivors back, then once the game is in a better position FINALLY working on survivor gen issue, because honestly people just saying gens should just take longer please just NO, give survivors a new objective to do heck i wouldnt even mind if it took longer to do then gens if its not just sat on a gen for 100 seconds like i loved the idea of the blood gens (though they definitely couldve taken longer to fill and reward all survivors who worked on it and not just the one to complete it) but 100% you cannot nerf gens until you get rid of the 1v3 meta without completely eradicating what remains of the survivor player base.

    Well if you don't wanna play survivor after all these changes, you're just crazy.

  • @YamamuraVideoRentals said:

    Just one aspect to change about 2v8. In this post I discuss the class system. The survivor side is okay I guess but I really dislike the killer classes. So many of the triggers are beyond anyone's control, and they are so complex that the haste effects may as well just be given at complete random.

    So when it comes to classes and "teamwork abilities" I suggest we keep these mechanics predictable for both killers and survivors, if they have read up on what the classes are supposed to do.

    Base adjustments to all killers in 2v8:

    Reduce aura reading range of basekit Nowhere to Hide.

    Remove automatic aura reveal of survivors when beginning a chase.

    Reduce regression speed of generators.

    Introducing special abilities for each class. When used, there is a sound notification and the killer (or perhaps only the killer's weapon) blazes with flame.

    Brute Class - No actual teamwork abilities, but is truly a brute through and through.

    • Increased all break action speeds by 25%.
    • Basekit Enduring and Spirit Fury.
    • Performing the break action 6 times will unlock one use of your special ability (capped at 1).
    • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, you can instantly break a wall, pallet, or generator by performing a lunge attack. This bypasses blast mine stun, but you are still blinded. After performing this action, your power will begin to recharge or be usable again in 5 seconds.

    Enforcer Class - Actually designed to help your teammate or pick up where they left off. Teaming up with your fellow killer is a breeze, and going after the one who got away from them is a lucrative strategy.

    • When your teammate has been in chase with a survivor for more than 15 seconds, you see that survivor's aura. If that survivor is injured, they are no longer revealed, and the timer restarts.
    • When your teammate has been in chase with a survivor for more than 30 seconds without scoring a hit, you may instantly down that survivor with your basic attack. Your teammate does not receive this benefit.
    • If a survivor escapes chase with your teammate, you see that survivor's aura for 10 seconds, and they receive an "enforcer's mark" debuff for 20 seconds. Only one survivor can be marked at a time.
    • When you begin chase with a survivor who has the "enforcer's mark", the mark becomes permanent until chase is ended. While chasing the marked survivor, you receive +5% haste, +15% pallet and wall break speed, and +20% vault speed. This effect lasts until you down your marked survivor, injure another survivor, lose chase, or use your special ability. Your special ability is unlocked when you begin chase with a marked survivor:
    • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, you receive +60% lunge and can instantly down your marked survivor with a basic attack. Missing the attack cancels this effect and removes the mark on that survivor. After performing this attack, your power will begin to recharge or be usable again in 5 seconds.

    Fearmonger Class - Totally reworked to be "scary" and confuse survivors.

    • Your terror radius size is set to 50 meters at the beginning of the trial.
    • Phantom Fear Effect Plus - Survivors who look at you within your terror radius scream, and their aura is revealed to you for 2 seconds. If they were currently working on a generator, that generator becomes blocked for 10 seconds. If they were currently healing a survivor (including themselves) that survivor becomes broken for 20 seconds. If they were currently cleansing a totem, that totem becomes blocked for 16 seconds. If they were opening an exit gate, it becomes blocked for 10 seconds. If they weren't doing any of these actions, they become hindered 5% for 10 seconds. This effect has no global cooldown, but can only affect each survivor individually once every 60 seconds.
    • When you hit a survivor with a basic attack, for 30 seconds, your terror radius reverts to normal, and that survivor also receives your terror radius and red stain on their back (like dark devotion and doctor madness, respectively). Both you and your teammate see this survivor's aura in yellow. When other survivors come within 16 meters of that survivor and look at them, they scream and the Phantom Fear Effect Plus procs on them once. If that survivor remains standing for the full 30 seconds duration, your special ability activates (once per trial). This ability has a 40 second cooldown.
    • Press the Event Ability Button to consume all stacks of your power. For 60 seconds, you and your teammate become undetectable. During this time your power does not recharge, and your Phantom Fear Effect Plus is disabled. At any time during this duration, you may stand in place and hold the Event Ability Button to cancel this effect. Upon doing so, you will force every survivor within a 50 meter radius to exit lockers (if they were in any) and scream. Your power will begin to recharge or be usable again in 5 seconds.

    Shadow Class - Basically just lots of stealth and mind games. And by "mind games" I mean wall hacks. And strangely unpredictable mobility.

    • Basekit Insidious, Trail of Torment, and Beast of Prey.
    • While standing in place and undetectable, you see the auras of survivors within 12 meters, and they are not notified of this.
    • Grabbing a survivor off a generator or a totem unlocks one use of your special ability (capped at 1).
    • Press the Event Ability Button to consume all stacks of your power. This activation is silent. During this time your power does not recharge. While standing in place, you may use the Event Ability Button to teleport to various waypoints around the edge of the map. During and after teleportation, you are completely invisible for 10 seconds, and undetectable for 30 seconds. Injuring a survivor ends this effect prematurely, and any grabs during this period do not refresh uses of your special ability. After this effect, your power will begin to recharge or be usable again in 5 seconds.

    New Class: The Gatekeeper - Focused on gen regression and slowdown.

    • When sending a survivor to a cage of torment, see the aura of the generator with most progress in yellow, and the aura of the generator with second-most progress in white.
    • Extends range of Nowhere to Hide effect when kicking a generator.
    • When kicking a generator, regression speed is improved.
    • While within 24 meters of a survivor, their gate opening speed is reduced by 50%. You can interact with an exit gate switch to set its progress to 50% (if it was higher).
    • After successfully downing survivors with a combined generator progress of 200% or more (this figure is added to the Gatekeeper's tally, and the survivor they downed resets to 0), your special ability activates.
    • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, the next time you break a generator, it instantly loses 70% of its current progress and becomes blocked for 60 seconds. Your power will begin to recharge or be usable again in 5 seconds.

    New Class: The Devout - A meme idea I came up with, but still kind of funny.

    • Survivors you send to a cage of torment are sacrificed 20% faster.
    • Whenever you send a survivor to a cage of torment, your break and vault actions become 1% faster, your attack cooldown decreases by 1%, and your power recharges 1% faster. You gain 1 token.
    • When a survivor that you sent to a cage of torment dies, you gain +1% haste. You gain 1 token.
    • Once you have collected 8 or more tokens, press the Event Ability Button to consume 8 tokens and mori any survivor who is in the dying state, regardless of their hook states. Doing this removes all the buffs you have accrued during the course of the trial.

    New Class: The Malicious - This is focused on keeping survivors injured and hunting down injured survivors.

    • Basekit Alien Instinct, Sloppy Butcher, and A Nurse's Calling.
    • Every time you injure a healthy survivor, you gain a token.
    • Every time you down a survivor who had more than 10% healing progress, you gain a token.
    • Once you have collected 10 or more tokens, press the Event Ability Button to consume 10 tokens. All survivors who are injured become exhausted for 20 seconds, broken for 40 seconds, and blinded for 60 seconds.

    New Class: The Bamboozler - A chase-heavy kit that blocks most means of survivor escape.

    • Basekit bamboozle. Of course.
    • Basekit dissolution and Zanshin Tactics.
    • Whenever a generator is completed, all vault locations and pallets within 32 meters of your current location are blocked for 30 seconds.
    • When a survivor you are chasing drops a pallet, you gain 5% haste for 5 seconds.
    • Once the exit gates are powered, your special ability becomes ready for use (once per trial):
    • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, for 60 seconds, you gain +4% haste and can instantly down healthy survivors with basic attacks. After this period, your power will begin to recharge or be usable again in 5 seconds.

    Well, I've spent hours on this post already so… I guess maybe I'll do survivor classes next if this is popular.

    This is cool, but where is the incentive to play survivor? They're the ones who needs more classes, Killer class equivalents are when we get a new killer to olay in 2V8. Survivor needs something exciting about it, other than just being the stronger role.

  • @PetTheDoggo said:

    Anything specific?

    I like most of their changes, but depends on specific numbers tho.


    Basekit tenacity is my main issue, but rest needs to be at least tested imo.

    The punishments for tunneling are far worse, trust me. In no world should killers lose the ability to defend generators because survivors aren't good enough to work together as a team.

  • @cogsturning said:

    Yeah tunneling didn't help with pips. When I play a tombstone Micheal and get a 4k through instakills I get no pips because of minimal interaction and little to no hooks. Chase and hooks, in general, get you pips.

    Oh well thats cus they expect you to get like 10 stages at least to pip. Technically with kill systems like Myers or Ōnryo, you can kill survivors without achieving stages. I think that was their idea of punishing you for running Tombstone in the past or killing survivors prematurely, though it really hurts Ōnryo's chances of progressing your monthly grade with her since its a part of her basekit to kill at any moment. They should really just reward the full stages for killing someone by your hands, idk why thats not a thing.

  • @catawumpus said:

    I think I found the cleanest, least intrusive fix for Legion that makes them feel fair in both 1v4 and 2v8 without gutting the fantasy:

    Two small rule changes to Frenzy

    • Legion cannot grab/open lockers while Frenzy is active.
      They’d need to exit Frenzy first to interact with lockers.
    • Killer Instinct does not reveal survivors inside lockers.
      Frenzy KI simply ignores hidden survivors.

    Why this makes sense

    • Removes the low-counterplay interaction. Right now Frenzy → KI → instant locker grab is essentially checkmate. In 2v8 it’s even worse because Legion turns into a free radar dish for their partner.
    • Keeps the fun part of Legion. They still get their speed, vaults, chain tags, and group pressure. Locker logic isn’t the core of Legion’s identity — chaining hits is.
    • Forces real decisions. Legion has to decide: keep chaining hits or cancel Frenzy to make a locker read. That’s interactive gameplay instead of “press button, get grab.”
    • Improves clarity. Survivors know lockers are a stall option, not a gamble. Legion knows if they want the grab, they have to consciously cancel.
    • Thematic consistency. Legion already has Iron Maiden in their teachables — a perk designed to punish lockers. But right now, lockers don’t really counter Legion’s kit at all, which makes that thematic link feel wasted.

    Anticipating the usual pushback

    • “This kills their identity.”
      No — Legion’s identity is chaining hits and tempo, not “survivor sonar → locker freebie.”
    • “It’s too severe of a nerf.”
      Frenzy already gives mobility, chaining pressure, vaults, and chip damage. Taking away locker grabs doesn’t touch that. They still injure and snowball — just with decisions instead of free info.
    • “Survivors will just hide in lockers.”
      Lockers become a stall tactic, not a hard counter. Legion can still cancel Frenzy and check them like any other killer. Survivors lose time by sitting in lockers. And Legion players can bring Iron Maiden, which actually becomes relevant again.
    • “Too hard to code.”
      It’s literally disabling locker interactions during Frenzy and excluding lockers from KI. That’s simpler than many add-on reworks BHVR already shipped.
    • “Legion will be weak without this.”
      Legion has plenty of add-ons that reinforce chase and slowdown (Pins, Filthy Blade, etc.). If needed, small compensations (like smoother fatigue or better chain tagging) could keep them competitive without keeping an unhealthy locker/KI interaction.

    TL;DR

    Legion should win by chaining pressure, not by using Frenzy KI as a free locker radar that deletes counterplay.

    These two tweaks keep Legion’s fantasy intact, make them less oppressive in 2v8, and remove one of the most unfun parts of facing them in 1v4.

    Sooo, essentially rob Legion players of their 5 hit combos because you're hiding in a locker? Yeah, no thanks. Try splitting up next time. Run whatever aura reveal perks for your teammates and stop grouping up, thats the only counterplay you need.

  • @ShanoaLegendaryPlz said:

    I think it was always based on number of hook stages. For example if you tunnel 1 off completely, then slug tbe other 3 for 1 hook each, then you get barely anything and even the entity is like "what even was that?" And u don't get the rank pips. But if you chase people for long periods of time and have a drawn out match with maximum amount of hooks, you end up double pipping with all red emblems.

    Thats another problem tbh, playing the "perfect game" that the Entity expects of you is very unlikely and also very hard to do. Some killers insta down, yet they're only rewarded for one hit, or the have a short chase because of their broken powers like Nurse or Blight, and the game at least punishes you for playing them in that sense, but its still annoying when any killer double taps and has no chase time cus of that.

    Though it is definitely primarily based off kills. The match I just played was 9 stages 1K, with all 5 gens popping after 10 minutes (maxed out Gatekeeper for gen stalling, resulting in silver quality.) Pretty good chaser since I was playing springtrap and he can't insta down or double tap too easily. Silver Devout for getting 4 freshes, but only one kill. And good malicious for using my power. Somehow tho, not a single pip for this result. Then again if you check the Wiki, you need at least 14 grade quality upgrades to get a single pip, and a "perfect game" to get two pips.

    Personally this has always bothered me, since I like to play fair when I don't need to sweat, but these grades just don't reward my efforts. Especially with this upcoming update, the grades really need to change how they gain for Killers, now that Tunneling is fully decentivised.

    If its made by stages, lore accurately and progress wise you are making survivors suffer more and express more emotions, as well as you'd be achieving more stages out of twelve for evenly hooking people. Also killing survivors before hooking them for some reason isn't rewarding the full points for the lost stages (really annoying)

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990805#Comment_3990805

    And yet, it is a buff, and it's incentive to not tunnel. Two things that killers have been asking for.

    Three, really, since it's literally regression reward.

    And you can entirely choose to not opt into those buffs and continue to tunnel. That's still a choice. It just happens to be a choice with consequences, and it may not be the "best option in every situation no matter what".

    It would really be great if people had to use their game knowledge, game sense, and skill to determine which strategy was best instead of just always doing the same thing, regardless of what else happens in a match.

    I'm surprised so many of these "Max MMR" killer gods on these forums aren't chomping at the bit to finally show off their actual skills.

    Thats not incentivising me not to tunnel, its the punishments that are. Pretty much every match with these changes are gonna be garunteed 3-2 out at least now because of the various buffs your 3 teammates get when you die. 3v1 is essentially a 4v1 still with these buffs.

  • You have teammates and your on the brink of outing the killer. Giving survivors these benefits during endgame is just unfair.

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990916#Comment_3990916

    If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering. 

    emphasis mine

    'gain the ability' implies permanence in the game's parlance

    That does not mean its infinite, for now we're not dure whether its going to be or not.

  • @FoxGhoul said:

    The ghouls power should be changed to a 3 part combo, first hit with power marks but doesn't injure/deep wound. The 2nd hit injures or deep wound but only if they are already marked or injured. Then give ghoul the ability to down with their power on the 3rd hit but only if the survivor is marked.

    This would solve most survivors frustration with the first hit feeling like a free hit but would also make him more enjoyable to play since he would now have the ability to down with his power.

    Sooo, more effortless hits and a garunteed 21 seconds chase time? Yeah, no thanks.

  • @AmpersandUnderscore said:

    Getting pop and BBQ for free, base kit, and even on first hook (so, even if you are tunneling) is a pretty big buff for killers.

    Thats not a very big buff, not gonna hold u

  • @lettuchia said:

    Stop disabling anti tunnel/anti camp features in endgame, jesus christ

    Plenty of downvotes but hardly any counterargument because I'm right :)

    If you even make it that far into a match, you don't need anti camp or anti tunnel.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989851#Comment_3989851

    The main issue is how will this impact overall mmr and his ranking on killer tier list.

    I think this could backfire like it is backfiring for pig at higher mmr matches.

    In the gif you can see that the survivor is taking the loop wide, did not drop pallet.

    And that its hard to control this new ability.

    If they make it from the looks of it 50% more easier to control then this will be okay.

    and for it to not waste the stalk meter for no reason unless using it.

    https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif

    I think the playtester was just rotating their camera more cinematically for the purposes of showcasing the ability, there doesn'tseem to be a rotation lock or limited turn rate. I think this is just a reskinned, stronger Pig ambush seeing as it insta downs and also breaks pallets. Though this ability has a cooldown, so we'll see.

  • @Pukenplag said:

    Was Myers one of the worst killers? Certainly.

    But he was unique. His whole gameplay was extremely fitting and his addons in particular were by far the most fun in the game. After the great change to dash slop, so many unique playstyles will be lost.

    And I will absolutely die on the hill that Tombstone (Judith, not piece) was fine and very fun. I will miss it dearly.

    I just don't get the point of reworking killers. You are essentially removing a character from the game instead of finding ways for them to be viable. But then, like with Myers, even while being unviable he was fun.

    There was nothing fine about either of his mori add ons, they created boring, stale gameplay for both roles that either punishes survivors for little to no effort on the killer's end, or the add on is completely useless for the killer because survivors hide in lockers or spam an interaction.

    With the new changes, you can only take survivors out of the game using the mori if they are death hook, which is how Pyramid head's machanic works. And if you're preventing the grab mori now, you're just dead because myers can just hook you now that you're on death hook when the mori is applicable.

  • @Phaliure said:

    I’ve been playing Dead By Daylight almost everyday for 6 months now, and I’ve been a life long Castlevania fan. Unfortunately, I missed out on the Deep Rift versions of Soma and Dracula’s True Form, and in my opinion, you shouldn’t gatekeep these cosmetics from new players for a few reasons



    One, most people on Reddit and X seem to agree that they should return in one way or another, if the intended purpose was to give something to flex, and most people wouldn’t mind them returning, why not bring them back? 



    Another reason, think of the money. I’ve seen the many people that want a certain Mikaela skin to be brought into the store, and I’m sure if you introduced the Deep Rift cosmetics into the store, I’m sure many people them.



    I know there’s many licensed Deep Rift variants, while I don’t know much about licensing and negotiations, I’m sure that since the base versions have returned to the stores, license holders would allow Deep Rift variants to return as well. 




    Thank you for taking the time to read this, and I hope that this topic is in discussions. P.S. Please don’t cook me in the comments 🙏🏻

    If you want them, you can pay and play like everyone else does. Thats our reward for committing to the game, not just some iri shard free handout that just anyone can buy anytime.

  • @RepossessedTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988984#Comment_3988984

    tech?

    THAT WAS TECH?

    i thought it was intended seeing how the window gets marked

    It was a bug with the guard's horrible AI pathing. People quickly learned that they go the exact place you were previously, so if you ran at a window, they'd run to it too and get caught and slown cus the game thinks they are trying to phase through the vault location.

  • I just played against Knight yesterday and can confirm that the window effects do play, but do not slow the guard down. So yes, the tech has in fact been patched.

  • @RepossessedTV said:

    u can bait the guards by sliding near a window it makes them "check it" which could buy u a bit of time

    They actually patched that tech. Crazy work

  • @09SHARKBOSS said:

    very glad neither came to 2v8 because 1 Chucky is one of the most hated killers overall and 2 clown would need only nerfs to be able to be in 2v8

    Clown in 2v8 should keep majority of his recent buffs, and then they should nerf his 1v4 back to what it used to be.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988945#Comment_3988945

    How is Chucky the most hated? He's a shell of his former self

    Quick cooldown, hard to see. Former Chucky could manual scamper, but at least his power took 18 seconds to return and not 14 seconds. Universally, those first two points are why hes generally hated.

  • @TheMonsterManor said:

    20-30 minutes for a 5 minute gen rush is absolutely horrible and a complete waste of people's time.

    Are you ragebaiting to get people off killer?

  • Correction, you do anything on any other killers. The second you leave the killer select menu, you're automatically forced back onto the killer you are queuing as.

  • @Willish said:

    Would it be possible to see the killers ping in the lobby? Maybe even everyone's ping? And would there be any downsides to this?

    I'm all for being outplayed and outsmarted, but when players are using software to send their ping to mars, it's rather frustrating.

    @Nicholas said:

    This needs to happen. Killers have a tremendous advantage with lag, and some abuse it. I have great matches with Killers <50; it feels snappy and crisp. Even 100 isn't too bad, but when you start getting higher, especially at the 250 range, it's a problem. It's not fun; the hits are so delayed and strike from such great distances.

    I can't stand anything higher than 60ms. It just feels so annoying to make alot less stuff cus a killer is playing the game purposely on a horrible connection.

  • @AdamZ said:

    I think it would be a healthy change towards killers, so when the killer loses against one they know that the survivors had a huge advantage and it wouldnt make them feel like garbage as much. also i think it would help killers realise how good they actually are against a sfw and against a solo q team so they dont have like a ridiculous expectations for them selves.

    Nothing wrong with that. As long as its not before the match starts so people don't dodge

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988107#Comment_3988107

    True but doesn't matter at all. The other girl was not found yet and the legion is not affected by her running edgemap at all, besides that edgemap was literally giving her 5 seconds - even in 1vs4 this wouldn't be very effective because there would be a hook next to it mostlikely xD

    If she had nowhere to loop, than dying edge is the play

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454561/what-does-this-mean

    Normally that's meant as some sort of provokation or like saying "look you wasted so much time chasing me to the corner of the map, and now you have to waste more hooking me from here" - but that would only work in 1vs4 normally, because you don't have to hook in 2vs8?

    Maybe she found it funny in general to make you run there idk xD

    Its still smart to die edge map, away from all the gens and survivors, he has to go all that way

  • Theres supposed be a button to switch to the other half of the survivors. Is that not there on your end?

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987881#Comment_3987881

    ahh yes because insta-heals, on demand sprint burst and the ability to rebuild god pallets isnt op

    Thats what im saying. The game mode IS survivor sided, just as the main game is, the problem is just reliable teammates really. Hopefully the MMR update planned for next year will fix the issues of fully incompetent teammates or just players who clearly don't belong in your lobby.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987903#Comment_3987903

    It's not just about whether they're easy to beat or not.

    This game mode desperately needs survivors, and Legion in 2v8 is skill-less, boring, unfun survivor repellant.

    Additionally, the whole idea of Legion as a killer in 1v4 is that they can get the first hit easily but then for the most part turn into an m1 killer in order to get the down. When you add a second killer into the mix the entire conceit of Legion goes out the window, as the other killer can clean up with their power, nullifying Legion's biggest weakness.

    It just doesn't work in 2v8 from both a logistical and balance standpoint without heavy nerfs to Legion, and if that's the case, why are they even included in the first place? It just doesn't make sense to dedicate resources towards balancing a killer that fundamentally doesn't work with the game mode.

    So run more medic classes and stay away from your teammates until they're injured and the Legion is gone. As rare as Legions are in 2v8, he still has the same old easy counterplay of just splitting up, which still shouldn't be too difficult with a 2nd killer. The hard part is the chances of you getting 7 teammates in a single lobby who have common sense like that is next to none, almost no solo queue teammate, let alone 2V8 ones where theres no MMR, have absolutely no clue what they're doing majority of the time.

  • Im just curious, have you tried maybe using common sense in game?

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987784#Comment_3987784

    You do realize there's a second killer who can capitalize on having everyone injured? Killers who are way better at closing the gap than legion like blight, nurse, oni, wraith, spirit, etc. Legion is a support killer, and is extremely annoying to put it lightly.

    Its really not that hard to beat, even with a team of insta mend players who group up.

  • @Abbzy said:

    For me it would be plague, now legion is very strong especialy if he is in duo with coms other killer gets easy downs, oni gets 2x-3x more powers and other killer gets to much info about survivor whereabouts. Plugue can damage you so quickly but she has longer effect on injuries and on top of that she has corrupt purge which makes her super strong.

    Ghoul, but with no extra buffs, assuming they nerf him on normal mode and this current version is what we get in 2v8.

    Houndmaster would be nice too, she can get buffs like no more altruistic dog repelling, various basekit add ons (longer chase command distance, chase speed, search movement speed, Houndsense duration.)

    Honestly all killers should be playable in 2V8 regardless of it they have buffs for the gamemode yet or they're unbalanced atm.

  • @Drunkenmunky said:

    There's no casual lobby, there's no competitive lobby.
    2v8 is the closest to casual
    Might as well make it a thing.

    Side note: I've noticed "play while you wait" doesn't actually pull you from a survivor game. It just puts you at the head of the que. I get why it kinda sucks a sudden abandon but, if it's casual and doesn't matter; I'd rather get pulled from the survivor to the killer role.
    Side Side note: I don't play killer often, the wait times are stupid.

    Absolutely not. The queue times are already awful, why would anyone want to wait any longer because theres a permanent second mode?

  • @Ricardo170373 said:

    Please for the love of God remove this absolute boring killer from this modifier. 10 matches against 8 Legions. This killer is disgustly boring to face agaisnt and never should came to this mode.

    They never we're good in 2v8 tbh, arguably worse with the less hits until down and less killer instinct. When he had to hit everyone, all survivors were getting injured, creating alot of pressure. The problem isn't the killer, its the survivors who keep insta mending, thinking the killer left. 2v8 needs to imo have mmr, cus theres no excuse for why teammates are mending for no reason, or not doing a gen.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987690#Comment_3987690

    At this point, Nurse only exists to be a hard testament to the "DBD isn't pay to win" claim. She has to be the strongest or else it all falls apart. In my opinion. 😌

    She can still be the strongest, but she far exceeds Blight in strength. Very outdated, obviously overpowered kit that has needed a rework for awhile now.

  • @GuardianoftheCrystal said:

    I'm sorry if this is the wrong board to discuss, but I had to come here and make a statement.

    I've waited in queue as killer for almost an hour, only to join a game that literally lasts five minutes. I was playing Trapper (Which was probably my first mistake)

    and there was an Oni as my teammate and generators just kept popping off left and right as him and I went about chasing our survivors. The game was done in no less then five minutes and I rage quit because I just wasted time in a lobby for a game to go that fast.

    There seriously needs some gen regression abilities or something to help killers out in slowing or blocking gens to give them some help.

    I mean, having 7 solo queue teammates never gets you anywhere typically. But if at least half of those people are reliable and decent at the game, you've already won. The game mode has always been survivor sided, Killer is just too fun and more realistic to play, cus who has 7 other people they can SWF with?

  • @catawumpus said:

    Hi BHVR team,

    Since the recent changes, Clown finally feels viable, rewarding, and fun to play—not oppressive, just capable. Survivors can still finish gens and escape, but now he can threaten with his kit instead of relying only on gimmicks.

    Some feedback says his buffs “lowered the skill floor,” but I see it differently:

    • Nurse and Blight have extremely high strength ceilings while providing much higher returns on practice time than most killers, yet remain untouched.
    • Killers like Clown used to require thousands of hours to be “okay,” but still underperformed compared to top tiers.
    • Making mid-tiers smoother isn’t dumbing down—it’s giving them fairer viability, which keeps the roster diverse.

    He’s not Nurse or Blight; survivors still have plenty of counterplay (looping, exhaustion, flashlights, coordination). For years Clown was one of the least-picked killers because he felt clunky. Now he’s finally enjoyable. Please don’t swing too far back—raising mid-tier killers is healthy for the game because it adds variety instead of forcing everyone into 2–3 top picks.

    Thanks for reading—I appreciate the work you do and hope Clown can stay in a spot where both sides have fun.

    Not if he can get 12% faster in a single second. Nuh uh. Nurse and Blight do need nerfs, but at least Blight has counterplay. Nurse is just a lost cause, needs a full rework to be balanced.

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