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CompetitifDBD

CompetitifDBD

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  • @Xray said:

    I'm suprised both killers arent already in the mode, Unknown should be easy to implement. Dredge might be a bit tougher to add as you would have to worry about locker spawns on bigger maps, and some 1v4 maps have iffy spawns for him to begin with. As for buffs for them, i'm just spittballing here but Dredge being able to teleport to any locker without a range limit or a massive range limit at least. As for unknown maybe have his projectile have a increased radius or something idk, point is i feel like these two should come in as the next duo added as they arent as a much a migraine compared to Plague and Singularity.

    Tbh, all killers should just be added to 2v8 despite not having buffs yet, and they can just slowly roll buffs out over time

  • @Skeleton23 said:

    its not every match but I have noticed that there is just alot of DCs in my matches. Including the Killer side.

    I was on Trapper and I had a ghost face as my partner. everyone on the survivor team left, leaving me and the Ghost Face looking at eachother like :Really, what did we do: it might be rare to have everyone DC but it was funny and disappointing because of the Q times for killer.

    dcing to the two worst killers in 2v8 as well as 1v4 is crazy

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/K0QZQL6OBV29/dbd-2v8-tonicsinfographic.png

    Remember herbs? Tonics take their place in 2v8, offering an instant benefit when you pick one up!

    We've put together this handy reminder of each tonic's effects and would love to know what you think about 'em.

    Whether you have thoughts about their balance or you're speculating on what they taste like, let us know what you're thinking about tonics below!

    Last time they were completely broken for survivors, but now that they all spawn at the start and they're limited (no longer respawn plus they're all active at the trial start) they're in a pretty healthy spot.

    image.png

    May I remind you this game mode is still insanely survivor sided, taking away stages for free is not healthy at all. Maybe rework that into a heal for yourself and a random other survivor + reduce the cleanse time for survivors, way too long.

  • @Dinadin said:

    Yeah, I think its time to reveal the killer in lobby. So we all can spare our life time against Ghoul.

    There's nothing wrong with Ghoul

  • @XsashagreyX said:

    Almost every dbd player agrees on one thing, the game is unbalanced and it's getting worse every chapter they add. What do you think the core problems are, and how would you balance the game so that both side is fair and fun to play?

    bridge the gap between swfs and solo queue, nerf killers with no counterplay (Blight, Nurse, Spirit) and buff all weak killers to a healthy low A tier

  • @Wyndsor said:

    He's balanced in the sense that you have to be really good at him in order to get value, but once you hit that point he's pretty oppressive.

    You're most likely not seeing him due to him being behind a paywall + you can invest a similar time in Blight/Nurse/Ghoul and find more success.

    I don't think he needs buffs and still needs a slight nerf, but we really just need to nerf the 'Big 3' already.

    Kaneki is not apart of this "big 3"

  • @DNet89 said:

    So when a Fog Vial has been used it is suppose to suppress Aura and Scratch Marks but I think the Scratch Marks part is bugged.

    https://us.v-cdn.net/6030815/uploads/LLEGJMDTDO4V/screenshot-20260208-142948-544.png

    It's really hard to tell when you're actually in the main radius of smoke (it actually expands outwards more and gradually reduces its opacity until it has no effect, but it only hides marks when you're in the full opacity radius or 8 meters)

  • @Zer0Chill said:

    It is without a doubt that Blight is the most hated Killer for having some of the worst impact on the game's health and design as a whole. Some people would argue Nurse is because she is stronger, but Nurse has surprisingly had a more benign effect on game design by introducing more Line of Sight blockers in Maps (which does increase Skill Expression in the game as it allows for more mindgaming to be done) whereas Blight mandated the much maligned Pallet Density update because he eats through so many pallets with his power alone, necessitating so many garbage pallets as well as pallet chains. Both of these are hated by both Survivors and Killers because the former feels so useless in Chase while the latter forces the Killer to waste so much time breaking pallets that would make life difficult for Killers susceptible to them. While the best nerf to Nurse would be to simply disable aura-reading during her power, Blight would need a different approach.

    One of the strongest things about Blight is how having 5 bounces not only gives him 5 opportunities to hit a Survivor, but also how each successive bounce makes him faster. This level of mobility is not only absurd, but extremely versatile. It allows for a Blight player to do pretty much anything from crossing the map in no time, win chase and put immense pressure on Survivors. Here is a change I would ask for:

    ● 5 charges —> 2 charges

    ● Increase the duration of each Rush by 5 seconds

    ● Increase the turn rate during Rush by 70%

    WIth these changes proposed, Blight would have a reduced power ceiling, but the skill floor would also be released; by reducing the charges, Blight's overall map mobility becomes greatly reduced and his speed becomes much more reactable to Survivors. In addition, less Charges means that loops become more difficult for Blight to navigate. But, the increased duration and the increased turn rate makes playing Blight much more forgiving for less experienced players to pick up and play. This ultimately would bring Blight down to a more appropriate level, but the buffs to his Skill Floor would keep him away from being a garbage-tier Killer. He would still be strong as 2 charges is still good enough to end a good number of Chases on its own (especially with better turning), but he would not be as oppressive for Survivors to face as he would no longer have the mobility to move across the map faster than Killers like Dredge and Springtrap with the letality of having 5 rushes blindsiding Survivors before they can respond.

    Thoughts on these suggestions?

    His cooldown would still need to be significantly reduced. the problem with him using only 2 tokens and getting a hit is that he'll get his power back in 4 seconds, which isn't fair at all. Assuming your suggestions were his basekit, he should have a set cooldown of 8 seconds for getting a lethal rush hit. If all this was his power, Blight wouldn't be at all problematic

  • @whirlwind931123 said:

    Dead Hard is still the best exhaustion perk with at least 60% of survivors running it in high MMR (based on my match history). I don't think Dead Hard needs a nerf, but I think there should be more perk options to counter it. The current anti-exhaustion perk options aren't good enough. Languid Touch is the best counter currently, but it's pretty much complete RNG with crows. We need a perk that specifically counters Dead Hard. I don't care if it's useless against every other exhaustion perk. In fact, it should be to balance it. Considering we already have Lightborne that hard counters Flashlights, a similar perk seems reasonable.

    Languid RNG really isn't bad at all. Survivors never avoid crows, and there's so many

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053966#Comment_4053966

    Tried this out in customs I don't think this was intended I think this is more of an unintended oversight of the serpent addon by the devs since turn back the clock seems to count as a gen kick it triggers the serpent addon.

    I think the devs will just bug fix it in the next patch and not kill switch it like they did when you could block gens permanently with secret project.

    if it can trigger with dissolution and the beast + serpent, I think it's safe to say this is intended. It's technically a break action, thus, he uncloaks

  • @HoodedWildKard said:

    So, the devs need to killswitch either turn back the clock, or the wraith. Just had a game against a wraith where some bright spark has figure out that if wraith uses turn back the clock while cloaked, it instantly uncloaks him allowing for instant hits on gens.

    6 hook states at 5 gens. No thankyou.

    This is intended. Running the Serpent add on makes Wraith uncloak when kicking things or damaging generators. Its interaction with TBTC is intentional

  • @Rokku_Rorru said:

    I recommend everyone puts their honest opinions on how awfully balanced the top tiers are.

    Or better yet you can say which low tier killers are awfully balanced too <3

    Let's let them know how dumb Blight/Nurse or whoever else are, coz I'm personally sick of them.

    If you disagree that's fine, you can also say how much you like them too I believe.

    I wish they'd make questions about how awfully balanced Survivor is too, but as usual, just another Survivor catering survey

  • @Nathan13 said:

    Seems like BHVR is considering adding a ranked/tournament mode in DBD from what we’ve seen in today’s feedback survey. My only concern with that is the queue times being messed up especially when we have events. I also think comp players will go into casual mode to stomp on those players.

    Comp players stomp on pub players now. At least if they had a game mode made for more competent players there'd be less people doing that

  • @[Deleted User] said:

    This means that once 5 players are found and paired, the game immediately goes to loading screen from queue. It would remove the dodging problem and lobby shopping, make it harder to streamsnipe, and shorten waiting time between matches. Sometimes you might wait a long time sitting in lobby due to dodgers. Most importantly though, it could improve match fairness because no more backfills. We can already change loadout during queue time or before queuing up. Most people, and I really mean most players, do not use the pregame lobby chat for coordination nor any useful communication. I dont think we would lose anything significantly beneficial to the game. Thoughts?

    Just like old DBDM, straight into a loading screen that shows your teammate's Loadouts, then offerings screen and into the match load, and I'd be super happy.

  • @XDgamer018 said:

    how about instead of showing these things ingame (wich would lead to indirect nerf to things like undetectable bc the whole point of it is well…. being undetectable) instead we should improve the tutorials and we should add new tutorials that explain status effects with first an easy to understand gameplay of it and then maybe show what perks items addons etc give that effect so people in egc can learn as to what actually made that person inflict that status effect. Ontop of this i think its also high time for killer specific tutorials/guides outside of the little tip bar that… tbh doesnt do anything helpfull

    Tutorials are a separate issue to tackle, this is a small, bandaid help for people who may not be as knowledgeable about status effects and their durations, as well as if a perk affecting them is also revealing them

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051942#Comment_4051942

    It tells you when you're aura is being revealed to the killer(s), which would be a perfect status effect for newer players who don't know what perks are affecting them and if a perk reveals them or not. 

    Thats a direct nerf for the reasons I stated, though. Yes it would help new players, but it basically tells you exactly what aura perk they have as long as you understand its conditions, dumbing down the counterplay to said perks substantially. Exposure effects are a bit different due to the fact they skip entire health states, but there should be at least some onus on the player to realize that if a killer kicks a gen and immediately finds them behind a rock, they probably have nowhere to hide. Your suggestion would effectively make those perks work a single time per player. If comms are involved, it might only be a single time in the entire match.

    The hud information is supposed to provide context that would be present with info trading like comms, but its not meant to solve info about your opponent that directly. Half of the point of loadouts being hidden in the first place is that you're supposed to have to understand and adapt to what they are, and honestly, it has far more mental stack keeping track of up to 16 possible perks than it does 4. Like you acknowledge, this type of information can be gleaned adaptively without needing to be told, and if WoO has taught us anything, its that people would rather be given fish than learn how to catch them.

    But you're going to know what revealed you anyway if you're knowledgeable enough. All this would do is tell you if something revealed you, that's it. In 2v8, you can get revealed for multiple reasons, it doesn't tell you which mechanic revealed you, just that you're revealed.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051895#Comment_4051895

    He has to hit his shots and getting hit in open area with wolf dash in third person making your fov wider is way harder than getting in same situation that hit with wesker and way more easier for survvior to doge it, hellfire is just weaker phead attack with 10 seconds cooldown and bat form is strong as catch up tool but way easier to double back to buy some distance compare to spirit so dracula takes some skill, he is strong because he has 3 powers in one and they are all good but he atleast has to hit you so it takes skill if you must hit something and its not 3 meters wide hitbox it always takes skill, thats like saying billy has speed and instadown and takes no skill but even with high speed on his saw and instadown he is very skillfull killer because he needs to hit his dash while his hitbox is small.

    That's why I said it was a crazy take, cus it's not true at all. Dracula is one of the most balanced killers in the game atm

  • @SoGo said:

    So, about Worldbreaker…

    The mode lasts 4 minutes, if not tempered by clocks. One fourth of it (60 seconds) will always go by and cannot be shortened. The clocks reduce the remaining 3/4 significantly, down to 10 - 20 seconds.

    But… doesn't that seem incredibly unfair? Oni's Blood Fury lasts 45 seconds or so, Plague's Corrupt Purge, Myers's Tier 3 and Dredge's Nightfall all last for a minute. All of them require a bit more effort than Worldbreaker. Or a ton, in some cases.

    My suggestion, halve both the timer and the clock effectiveness.

    5 minutes. 4 survivors = 4 minutes, + the guaranteed minute from phase two = 5 Minutes.

    You're suggestion is very good though, getting World Breaker atm is quite effortless. Though, the problem with reducing World Breaker's duration is cursing becomes way easier.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463529/add-more-status-effect-values-revealed-effect-on-hud

    I disagree, as I feel it kinda removes the point of those kinds of things. Undetectable and Oblivious not oversharing information is part of the point of the statuses, they're supposed to be designed to improve your chances of catching someone off guard, so revealing their presence minimizes their effectiveness while maximizing their counterplay simultaneously. The counterplay is supposed to be a reward for observation: When you encounter something like Nemesis, its supposed to have a higher chance of working on you "the first time" with diminishing returns based on how much you learn from the first interaction. After that, you wouldn't need the status information if it were to come up again, and it creates an avenue of adaptation rather than just diminishing the value of the perk outright. Like you mentioned, to a more experienced player it would have a disproportionate effect due to the information they could pull from it, so it might as well just show an icon of which perk is in play at that point.

    A knowledgeable player is already going to know what a perk does or what's revealing them (i.e. Alien Instinct and Nemesis)

    Also I'm not talking about nerfing Undetectable and Oblivious, just making their status effect duration visible on the HUD, just like Haste and Hindered's Percentage is visible. What I did say should be added is the Revealed status effect from 2v8. It tells you when you're aura is being revealed to the killer(s), which would be a perfect status effect for newer players who don't know what perks are affecting them and if a perk reveals them or not. Take Friends Til' The End for example: You know you're Exposed, (having a number to indicate how long it lasts for would be nice too) but some people don't actually know it also reveals their aura for 10 seconds too. So, why not make it show the revealed status effect with the duration of the aura reveal? Adding these doesn't negatively impact either roles, but it helps newer players learn what perks do and how long their effects last for.

  • @Brightened said:

    So let me start by saying that compared to other killers that have been made, The First really isn't that bad.

    There have been some notably HORRIBLE killers to play against. Dracula comes to mind. :)

    That being said, there are some aspects of him that I think need further tweaking to keep survivor game play in mind.

    Undergate is MASSIVE.

    Vine Attack has practically no cool down.

    Grandfather clocks seem useless.

    No way to remove Worldbreaker tokens?

    Let's break down that down further…

    • Undergate is a move that the survivor has to play perfectly, not the killer. You have to know the exact direction that gives you the fastest move off time and start to run at the perfect time as well.
    • Vine attack is pretty straight forward and everyone that has gone against him knows this too. He doesn't get punished at all for missing. There is no benefit to "let me get better at this spell" because he can do it a million times. While this isn't too bad for experienced survivors, this is going to be very difficult for new survivors.
    • After completing the Grandfather clock, which already takes a while to do, we are still in the power for like 45 seconds? It seems like we are completing the clocks for the next chase, not in any way to help anyone out that is currently in a chase.
    • Again, pretty straightforward, there is no way to remove Worldbreaker tokens. He is able to start hurting us immediately with no retaliation. While this isn't terrible, I feel like every other killer with a power similar has a counter. Ornyo, Plague, Wesker, etc.

    One other point that I think is kind of relevant for solo queue.. Players punish their whole team. It's not super fun.

    Someone can get hit by being new or not dodging well and send him into WorldBreaker that then affects the rest of the team without even having been touched or chased. Doesn't seem great for individuals playing with people they don't know.

    I know that killer mains like to complain a lot about disconnecting survivors, but that isn't likely going to stop. There are a lot of really UNFUN killers to go against. The First isn't one of those, but solo queue is a fickle beast when it comes to someone being the reason we die. Has nothing to do with our skill at all, which makes the game not enjoyable.

    All in all? 7/10. Not terrible. I wouldn't have a "go next" mentality against The First, but he still is a little more draining than he could be.

    You should never be getting hit by the Undergate Attack. it's super long to activate and very reactable, even without exhaustion perks. Even with Rabbit Remains (exhaustion add on) you can still sprint burst or use your exhaustion perk to speed out of the ring if it hasn't visually appeared yet, applying the exhaustion when you've already gotten your speed.

    Vine Attack's cooldown is too short. It should be something that's aimed and not spammed. Pair this with the detonation delay bug where the attack happens far sooner sometimes, and you got a monster who can 4 tap in 15 seconds. The cooldown should 100% be 5 seconds, and as compensation he should be able to recover from launching a Vine Attack way faster (currently takes about 2.5 seconds to regain the ability to Basic Attack)

    The Clocks are extremely useful (where did this take of them being useless come from?) For each survivor alive, there's an extra minute of World Breaker phase one, as well as the guaranteed minute from phase two. That's 5 ENTIRE MINUTES of an instantly damaging short ranged attack. There should always be one person doing the Clock interaction as soon as it's available, but do not stack/do multiple, that doesn't increase the speed by much more than having one person doing it does. Only have one person do a Clock.

    World Breaker Tokens are fine not being removeable, but tunneling out for the Mind Break mini Mori is very easy. My suggestion to fix this is that a new instance of World Breaker must be initiated to make the Cursed Survivor Mind Breakable.

  • @Supernullva said:

    When you heal someone with another person, it doesn’t fill Second Wind to full. It’s not supposed to work this way, right? It should count as a normal full heal

    Similarly to Blast Mine, Wiretap, Chem Trap and Bada Bada Boom, you need to complete the equivalent in solo action to a single full health state. When a teammate coop heals with you, you're splitting the effort 50/50, resulting in the perk only giving half progress at most. Tbf, it is worded really badly in game, and should have the same charge rate even when coop healing

  • @TheDavidKingMain said:

    Dracula, Kaneki, Krasue, and now Vecna. Why is every new killer release designed so a toddler can pick the killer up and win 90% of their games? Vecna just follows the same ridiculously spammable, easy to hit power pattern that originated with krasue. Everyone told the devs how bad Krasue’s design is but they go ahead and release Krasue 2.

    Why can’t we get more Springtraps? One of the most universally loved and non problematic killer releases.

    Dracula not taking skill is a crazy take

  • @Emeal said:

    I want to know how many people actually meets the goal of 60% for their account, aka 40% Survival rate or 60% killrate. WHY??? cause im interested in how well BHVR is doing in creating a fair and balanced game for all players.

    So how many people meet the goal and how well are you guys doing at trimming in the edges?

    Screenshot 2026-02-01 110118.png Screenshot 2026-02-01 110136.png Screenshot 2026-02-01 110816.png

    All Time Killrate:

    Screenshot 2026-02-01 110836.png Screenshot 2026-02-01 111059.png

    Lifetime Escape Rate of almost 60% and over 80% in the past 30 days (not meeting the expected 60% Kill rate at all, in fact I'm dominating by more than double of the expected escape rate as of late)

    On killer I've had over 82% killrate in recent matches (past 30 days), and over 75% all time running the old blood point build.

    Not a very good job so far. Survivor is still way better than majority of the Killer roster as it has been since 2016. If you're not playing an A tier or better against the expected SWF's or semi competent solo queue warriors that your MMR should be putting you up against, then kiss your chances at anything better than 6 stages goodbye, cus no matter how short those chases are, gens can still be done in only 90 seconds and 2-3 different gens at a time assuming this is first chase and you're letting your teammate hang for gen pressure.

  • @mcatdbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051436#Comment_4051436

    The First power creeps every ranged killer, but especially the really bad ones like Slinger. Slinger has to aim a very precise projectile with a very unforgiving reload and THEN needs to reel to actually deal the 2nd health state. The First is able to punish survivors at the same range FAR EASIER with a more forgiving attack that allows for lots of spam and lets him hit through walls. They both fill a "midrange ranged killer" slot but one is FAR better than the other.

    And I absolutely despise this framing I've seen from people that terrible killers don't need buffs because "in the right hands" they're very strong. If the Slinger mains who made him a "monster" mained an actual A or S tier killer, they'd be on 200-game-winstreaks. Their dedication and skill is an outlier and shouldn't be the focus of overall game balance. I do not think we should be condemning entire characters to forever suck because "technically John Deathslinger, the greatest Slinger main of all time, would be too strong if the killer wasn't permanently confined to a wheelchair with a 100 second cooldown."

    If you truly believe characters should be balanced around the top comp players, then go advocate for massive nerfs to the First, because he is far more powerful than 115 Slinger would ever be.

    So, essentially don't balance around the person playing the killer actually knowing how to play the killer? That's stupid

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051433#Comment_4051433

    Your points are too disconnected for me to make sense of them.

    It makes no sense for the perk to affect self healing as is. It should be turned up, but shouldn't affect self healing

  • @mosley said:

    i have been very much tempted to run anti tunnel builds but i have not been able to utilize them properly in the instance a killer is not immediately tunnelling me off the hook. any advice?

    If they aren't tunneling and you can help a teammate who's in chase, you should aggressively body block to force the killer to eat it/slug, so they lose a bunch of distance on the survivor they were chasing.

  • @exDbd said:

    you all have made more and more aura perks every single killer I have faced is using full aura builds but distortion was such a problem. Then you go make a useless survivor perk for aura readers, but yet doesn’t negate the aura at all like distortion, you knew we were tired of aura and what do you do? Oh we will make even more aura perks. Survivor role is so stressful nowadays, you have to do everything right or the whole match is down the toilet. I’m sorry but I’m not a streamer nor am I in the comp teams. I play to have fun. Survivor role is not fun. At all. I’m not even a killer main and it’s like you all want killers to not even have skill anymore. I can go in and easily get 4ks and I don’t even play the killer role like that. I do dabble in it but like I said it’s so easy as a killer. The game is so toxic. Please buff distortion and nerf the first! Like what the heck!!!

    With the new token gain requirement, I don't see anything wrong with this perk having two tokens to start

  • @Daniel_Silva04 said:

    Krause received a nerf that made the survivor lose their infection upon getting unhooked, but this was a very bad ideia. This nerf basically made the mushrooms mechanic useless, as well as all of her addons that affect mushrooms, as survivors don't need to use mushrooms anymore after that nerf. I know the intention of this nerf was to reduce her tunneling potential, but you guys could nerf it by other ways, her mushrooms are really useless now.

    That was the one nerf that needed to happen, ngl. Though it has made mushrooms useless.

  • @mcatdbd said:

    With the First being released as an S tier ranged killer, the flaws of the lower-tier rangers are more glaring than ever.

    The First can hit faster and more reliably than Deathslinger through walls with an easier-to-aim attack AND gets a compensatory movement ability to make up for his 4.4. The First also possesses a "infect-to-damage" power reminiscent of Unknown, but with faster M2s, no ability to cleanse stacks, an (again) much easier-to-aim attack which physically cannot be dodged if aimed correctly, and which activates a power state where he can damage all survivors (compared to Unknown's ability to maybe hit someone if it gets a perfect follow-up shot with its sluggishly slow and dodgable projectile within a few seconds of its power cooldown).

    There are no longer justifiable reasons to keep Slinger and Unknown in low C tier. They need enormous buffs to come in range of the First's abilities. Slinger at least needs to be 4.6 and get an addon pass (and should probably have lower cooldowns as well). Unknown needs its weakened duration extended, the removal buffer window eliminated, its projectile speeds increased, and to always weaken on cleansing hallucinations (along with an addon pass, since it has possibly the worst addon selection in the game atm).

    It is unjustifiable to keep the rest of the ranged characters this bad in a world where the First now exists.

    How does Vecna power creep Slinger? Slinger's power is nothing like his, it's more like Unknown and Krasue 3.0, where you need to apply a status effect first to damage survivors. except just like how Krasue was an improvement on Unknown, this killer is an improvement on both of them, AND you need to play 50/50s with dodging like Nurse.

    Also for the record, Deathslinger isn't C tier, especially with the ADS animation bug still in effect. He's more like a low-mid B tier. In the right hands he's a monster

  • @TWiXT said:

    I think this is one of the biggest issue's with Krasue, here's what it boils down to:

    1. When a match starts, the map spawns 5 mushrooms, and a total of 6 maximum allowed on the map at a time.
    2. A Map mushroom respawns 90 seconds after 1 is consumed.
    3. Every time Krasue changes to Head form, the location of where she dropped her body spawns another mushroom, if the map already has the maximum, the oldest spawned mushroom still on the map de-spawns.
    4. Survivors lose the Leeched status 20 seconds after consuming a mushroom, or if they are hooked.

    The standard modus operandi of a Krasue player is to Leech a survivor, change to head form, pursue and down the survivor, rinse and repeat. In order to chase and down 4 survivors this way, she leaves 4 mushrooms on the map. Is there really a need for the 90 second natural map spawning?

    Honestly even if they removed the map spawning mushrooms 90 seconds after one is consumed, survivors are never going to run out of mushrooms, simply due to how Krasue is generally played. If they left in the 5 spawning at the beginning of the match, and left the rest of them spawning up to the Krasue player, this would invite some new tactics for the Krasue player to try and create scarcity of the mushrooms, but ultimately, when you think about it, those tactics would be heavily flawed and highly unviable (much like that Wesker tactic to have survivors use up all the sprays, which CAN be done, but wastes so much time that the gens are down to 1 left by the time he starts hooking). The real strength of having Krasue dictate where the mushrooms spawn after the initial 5, is that it creates spawning zones wherein she's been actively chasing survivors, instead of leaving them scattered all around the map, which would make the game more fun for both the survivors and the Krasue since no one will have to run all the way across the map to get their Cure. I believe reducing the distraction of cross map mushrooms spawns, and keeping it all in the area that the Krasue is actively hunting would save a lot of time for the survivors, and make the game more intense for all players.

    I mean, they do nothing anyway.

  • Because you're being altruistic by saving from hook, not selfless. It doesn't make sense for this perk to affect self healing, it's supposed to prevent under hook healing for the unhooked survivor. If you want to stop self heals, run Coulrophobia, Sloppy or No Quarter.

  • @ChadDustin said:

    How is he S tier? Yes, I agree, he's a lot of fun to go against but S tier? Sorry, but no.

    He said he's S tier in his ranking of who's fun to play against, and that his strength is more like an A tier

  • @TripleStryke said:

    Leverage didn't need the compensation nerf when its duration was buffed, that's pretty much it. I want a good anti-heal perk to match some healing options on the survivor end and I feel like Leverage is a pretty healthy perk

    After I figured out that this also affects self healing, no it definitely should not. If it was exclusive to altruistic healing, then sure, but not if it's going to affect all healing

  • @NAERUUU said:

    2 hours after the PTB, we already saw people saying Vecna / Henry was BROKEN / OP or WEAK, then, on the release, people start to lock in an understand how to play against, and it's fine, and the more the time will go, it's an battle between Henry / Vecna enjoyers who will try to push the characters with new tech and masterizing him, and the survivors who will learn counterplay. I'm just tired of that a little and i do think it will be greater for everyone.

    He's pretty balanced, as he was in the PTB. Though, similarly to nurse, hos counter is mainly dodging and robbing los, just with a ranged killer who's slower, and also is punished alot for missing, giving you an opening to w key

  • I play a few games on the side, but majority of my game time I spend on DBD. Not even all the time I spend in pubs, sometimes I custom or play ranked which takes hours

  • @Astaroth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049297#Comment_4049297

    4 months of which is mostly vacation, work, Christmas, etc. I would say less than 2 months. Eitherway, I had almost no time to finish it unlike the unemployed.

    I have part time around 14 hours a week (2 shifts, always late afternoon to late night) and 40 hours equivalent of University In class time + Homework, as well as Christmas. Plenty of time in there to do many things, including getting those DBD Milestones done.

  • @Astaroth said:

    The numbers should be cut in half to make it fairly reasonable.

    Not this rift. 4 entire months to do them (I had them done by the first month with maybe 12 games a day average and the right builds to grind individual quests. I think I'm like the equivalent of level 500 if it was possible to get overlevels in DBD. I want more milestones that are different, and then maybe they can reduce some of the existing ones (or just keep them for those who play often)

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049146#Comment_4049146

    Potential isn't relevant for the vast majority of players in the game.

    The vast majority of players aren't playing at the top potential of the killer. The vast majority of players are playing at average level. And at average level for the entire world, killers like Pig and Dredge really do outperform Nurse, Blight, and Ghoul.

    …For the stat question, the left side is Japan only, and the right side is the world.

    Tbh, that's something I wish I could understand for these players and my massive capper MMR that's pairing me w/ these people. I just find it boring to play with and against bad players.

    Matches are just not going how they should, and when the stats begin to lie because of how people misplay, then BHVR is going to balance around these stats and that just ends up making the game's balance worse for veterans and experienced players even more than recent changes already have.

    Like Survivor is on a whole nother level of broken atm, especially in a SWF, which is why so many people just play A tiers or better nowadays in response. Those killers need changes, but so does survivor and SWF utilization in a single patch, because otherwise one role will continue to dominate the other rather than being more like a 50/50 that would change more based on how good the players are (more skill expression, less reliancy on existing broken resources liie powers, perks, items and add ons, plus ____ sided maps)

    Doing all that takes awhile, but it is possible, and it needs to happen for the love of the game balance. That's why I play competitive and DBD Ranked sometimes, I get burnt on pubs and want to play the game with at least some attempt at balancing and actually realistic match outcomes and plays.

  • If anything this just shows how garbage most survivor players are. All of these killers other than Twins are terrible and should be getting minamum 3 outed almost always.

    The reality is Kaneki is pretty much the most played killer still, which means with so many people playing him, the chances of some of those killer players being bad are alot more likely, impacting his global collective killrate to be alot worse than it actually should be if they only cou ted matches where he would be performing at his best and more like his true strength as a high A tier. Like with Nurse, good ones will 4k all the time, but people who don't know how to play her well get outed often.

    Though, aren't these the Asian server stats specifically?

  • @OrangeBear said:

    I've been playing since 2021 and imo the quality of originals vs licensed has been pretty disappointing. Original killer characters range from questionable to completely uninteresting. All of them also feel indirect in their application and don't feel good to play.

    Meanwhile licensed killers feel very exciting almost always and are very high quality usually. Their applications are much more direct and and feel much better to play.

    I understand that some killers are just not for me but i've noticed a pattern and it concerns me because i think without original killer characters to latch on to, dead by daylight doesn't have much of it's own identity but becomes mostly a playground for licensed killers. Which isn't bad but it's overshadowing.

    Oh but i would like to say, i think some of the older killers like Plague and Oni are masterpieces. Their thematics in their design come off strongly and their gameplay is balanced between feeling complex but visceral.

    Meanwhile Pig, Cenobite and Springtrap. Lazy, weak and often buggy powers that are just not useful if there isn't a whole build made around them

  • @FxLoys said:

    I truly regret buying this character. Compared to the other new characters, Ghostface has no redeeming qualities whatsoever. Despite being a stealth-based assassin, a victim can reveal you without any extra effort. There’s no generator control, no map control, no good chases, and no logical ability to slow down the game. This character urgently needs a radical overhaul. Until then, I advise players not to buy this character. Why do characters like The Pig and Freddy get buffs while this helpless, street dog-like Ghostface remains the same? Was the last buff he received—preventing him from revealing stalked victims—enough? I think it might even be a buff added to mock him; it didn’t do a thing.

    Trapper is definitely worse ngl. Never will there ever been such an add on reliant killer

  • @Royval said:

    Please and I mean please stop forcing me to play Badham Preschool 1

    No. We do not need even more map RNG on top of the map offerings not even being useful anymore

  • @Dark_Vorahk1 said:

    With Abandon, stats are artificially skewed. It seems that, at least through the Stat tracker, the abandoned trials are completely discarded. Characters I'm certain that have abandoned hundreds of trials are listed as having played significantly less. It does not alter my pick rate, hours played, or even bloodpoints earned.

    I am foreseeing millions if not billions of "ghost/unaccounted" bloodpoints during this year's Blood Moon. Will this be amended; is it even tracked in the backend? Or does this leave longterm accounts with questionable legitimacy of progression?

    Steam and Xbox continue to track the bloodpoints earned stats, however PS 4+5, Switch, Windows, and Epic do not have public or personal leaderboards.

    Yes. On your stat tracker it's marked as an escape

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047633#Comment_4047633

    What you on about? There's the freezer window, A T and L window, The giant boiler Window and a window jungle gym with a pallet.

    5 windows compared to the usual 15-20 from other maps. Major difference

  • @TicTac said:

    For whatever reason two friends tried DBD again. They played around 100 hours two years ago, but got frustrated and quit.

    We are not doing well and im worried they will stop quickly again. I try to take aggro, but then the killer leaves and downs them pretty fast. Shoulder the burden gives them some time, but bc of the fast downs the gens are quite slow.

    Do you have any tips?

    teaching them how to play the best they can is the best way to keep them engaged. The game has absolutely no tutorials, so learning certain killers remains really hard for majority of survivor players, leading to killrates being as high as they are atm. get them to watch videos on how to play certain tiles, or perk breakdowns and best uses, that's what gets them excited when they realize this game is pretty easy to play once you've learned what needs to be learned.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047315#Comment_4047315

    Why would you balance around a group of players you recognize is a huge minority? Isn't the game meant to try and be fun for most people?

    Same could be said about not making better tutorials if you know most of your playerbase doesn't know how to counter certain killers. you don't buff the stronger role just because most people don't know what they're doing on survivor, you need better ways to teach them how to play. (Tutorials) Which in turn will make it fun for them and likely ensure they're a lasting player

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047728#Comment_4047728

    Nerf that was reverted so it wasnt actual nerf just devs messing up and the map with most god pallets still exist so unless you play someone who can ignore them like nurse,ghoul or someone who can shread through pallets fast like blight,nemi,mayers,larry , you are done here as m1 killer or killer that has to respect them and cant do anything about them or has any power that can give you atlest some chance in landing some shot like xeno, pyramidhead,springtrap (huntress is very dependent on type of loop where the pallet is due to her big hatchet hitbox and slinger is only able to pull injure but he than has to reload and break the pallet which on 110 killer is super bad in terms of distance loss).

    It was not reverted, and it was left unchanged on purpose because the map is broken. Like I said though, the problem is the 10 God pallets on that map, not the 50/50 fillers. It was also introduced in the bugfix before they went on break, and since is still there.

    Also ghoul does not ignore pallets. what're you talking about? If he vaults after you, you're making the vault again anyway, or you can just vault it back after he does.

  • @DeFragment said:

    It's the map of god pallets. How is this map left unchanged for so long? There is rarely any mindgames going on there.

    It actually got a pallet density nerf a month ago. though it didn't get rid of the god pallets, little garbage fillers are often missing now. W BHVR not changing what needed to be changed

  • Yeah, maybe against the 60 something percent of people who don't know how her power works. She's horrible, and these stats aren't at all representative of her strength, more of just how bad majority of survivors are.

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