CompetitifDBD
CompetitifDBD
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@BeTrends said:
It is common for Killers to leave the third Survivor in the dying state to prevent the hatch from spawning.
However, the Survivors have no choice but to accept this situation, and progressing the game from this point becomes extremely difficult.Below are several proposed system adjustments:
- Activate an anti-slugging system once only two Survivors remain.
- Activate an anti-slugging system if slugging continues for a certain period after the number of Survivors has dropped to two.
- If slugging continues for a certain period after only two Survivors remain:
- Survivors may choose to give up.
- The hatch will spawn.
- Increase the generator repair speed for the active Survivor.
- Disable the appearance of crows on the active Survivor.
There should be absolutely No Anti Slug when there are less than four survivors remaining. Only extreme slugging should have systems in place to prevent that situation. Slugging one of the two remaining survivors for the 4K is a risky strategy as is, giving free Anti Slug when the killer earned their two kills and are gambling to 4K is not fair, and is only going to prolong the match even more.
Anti Slug has been flawed since the first iteration, but also easily correctable. Targeting all forms of slugging simply because it's "boring" to be on the ground for awhile does not warrant giving survivors free permanent unbreakable, especially when there's already one or two survivors dead. Actual Slugging is when a killer intentionally refuses to hook all four survivors, or commonly referred to as "4 Man Slugging." This is really the only form of extreme Slugging in the game that shouldn't be possible, even in the rare instance of a killer who intentionally wants to Slug all four survivors. like Anti Face Camp, this specific situation is what shouldn't be possible, not all Slugging. (like slugging the second to last of two remaining survivors for the 4K. That's not actual annoying slugging, it's a strategy killers use to gamble on 4King or accidentally giving the remaining survivors another chance once they're all up again.)
Anti Slug should be instantaneously activated for the first person slugged out of the four living survivors, but the mechanic should disable entirely when someone is dead. Easily, only extreme slugging is eliminated, while strategic and earned slugging stays.
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@Ragna_Rock said:
It was an awful system that made aggressive use of "anti-tunnel" too easy to do as you could easily body block with the 30 seconds of BT then run away with the haste and elusive that made getting away super easy.
Then you had the "anti-slug" that just gave you base kit UB for the rest of the match which was busted as it meant the killer could get no pressure from slugging as there was no reason to get off a gen when you could let your teammate pick themselves up, which in a TEAM game to do so much on your own is insane.
Couple that with the fact they did nothing about gen speeds or gen perks in the update meant that if it went live there would be no point in trying to play killer as there would be no way to create pressure so anyone wanting to play to win would be shafted.
And even by the end of it they still gave the extra 15 secs of BT making end game escapes pretty much guaranteed as well as making it so the anti-camp sky rockets in progress after 20 secs meaning killers that are more territorial like trapper and cannibal are even worse than before.
I h8 that 15 seconds of endurance in end game. I've lost kills cus of how long it is now
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@Gh0st2317 said:
Been playing a few games as survivor and these have been getting a bit way too out of hand...
Genuinely, why were they scrapped in the first place?
Definitely didn't need to be scrapped entirely, but it did need major adjustments. Essentially tunneling was made impossible, but there was no addressing why killers actually tunnel in the first place. The rewards to dissuade tunneling were super miniscule and still weren't enough to combat gen speeds. This obviously got worse in the second iteration where all rewards were removed other than the new base kit Bloodlust, which was a nerf on the previous iteration's hooking movement speed bonus. They also kept the Anti tunnel protections changes with almost no adjustments.
Survivors off hook were pretty much made invincible, practically untraceable, and even better for weaponizing Endurance. Why is the Endurance not a loss of Collision and interaction with the Killer? (No basic or special attacks can be dealt to them, or grabbing from vaults, or even triggering a chase.) Survivors then wouldn't be able to weaponize their endurance.
The even hooking benefits were good, but could be better. Also don't like how specific killers had a weaker effect. The bonuses themselves should get changed to be the same on all killers, while being equally as useful on all killers. The Speed boost should've been the same for all killers, but disabled when they use a power that increases mobility. (hybrid of both iteration's speed bonus mechanic) The gen regression bonus should be changed to a mini pain resonance, so mobility doesn't matter whether you can get the bonus regression or not. The base kit BBQ was pretty healthy, but the duration of the aura read was super short. Why not just make it reveal survivors with the least amount of stages (reveals multiple if lowest stage is on multiple survivors, essentially being stronger when evenly hooking, but giving recently unhooked survivors more stealth, then getting stronger when multiple are at the same amount of stages), and increase the duration to find a new target? Easily, the effects are decent on all killers. None will really utilize them more than others, so no need to nerf them on specific killers.
Anti Slug has been flawed since the first iteration, but also easily correctable. Targeting all forms of slugging simply because it's "boring" to be on the ground for awhile does not warrant giving survivors free permanent unbreakable, especially when there's already one or two survivors dead. Actual Slugging is when a killer intentionally refuses to hook all four survivors, or commonly referred to as "4 Man Slugging." This is really the only form of extreme Slugging in the game that shouldn't be possible, even in the rare instance of a killer who intentionally wants to Slug all four survivors. like Anti Face Camp, this specific situation is what shouldn't be possible, not all Slugging. (like slugging the second to last of two remaining survivors for the 4K. That's not actual annoying slugging, it's a strategy killers use to gamble on 4King or accidentally giving the remaining survivors another chance once they're all up again.)
Anti Slug should be instantaneously activated for the first person slugged out of the four living survivors, but the mechanic should disable entirely when someone is dead. Easily, only extreme slugging is eliminated, while strategic and earned slugging stays.
Hope that clears your query up. The suggestions to fix them ofc are purely conceptual, but I believe they would fix the problems of boring strategies, while rewarding killers for not trying to enforce boring strategies, ultimately giving them decent base kit gen pressure and information to keep evenly hooking.
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@Zanecc said:
Here’s a crazy idea. Until you crappy developers can filter out cheaters better, end the time ban. No one wants to play a game against a cheater. Then you get banned for leaving. It’s stupid af. Fix your game.
That Band aid fix would become a big problem, since people would just start dcing non stop when things don't go their way, cheaters in the match or not.
Their Anti-Cheat is supposedly getting better soon as part of the Health initiative, so we'll just have to wait and endure. Keep reporting them so they keep wasting their money, they'll stop eventually if they get banned too often, too fast.
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@Pulsar said:
Saw this image floating around, not mine, and it's being used as proof that the company is using AI to speed along Customer Support. (blurred out the name in case it's a real person)
https://us.v-cdn.net/6030815/uploads/XSA6YCBWXP1Z/screenshot-2025-12-11-140351.png
Should be pretty easy to refute if it isn't true, and I'd like to get a statement so we can know one way or the other.
Well if It answered such a ridiculous question, it's without a doubt a chat bot. These aren't necessarily bad, a lot of companies and sites use them to try and help clients ASAP or without the need to displace resources.
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@Shroompy said:
bouta try that recipe real quick hold up
new snack when u get the munchies
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@azaxydbd said:
You realize how annoying that is? is not even a game, is pure wallhack cheating built in game to torment players, why wallhack is even a thing, should just run oOo i guess, those wallhacks is out of control, people not even learn to play good, they just have wallhacks(literally!), there is no way to justify a wallhacking killer that can teleport behind walls and 2tap everyone, and i forgot to ask, when are u going to address the no terror radius bug? the killers coming without terror radius at times.
The real question is why can she read auras while charging blinks? If she has aura before hand, at least survivors have some reaction time where they won't insta die the second she finishes blinking
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@CakeIsTheRoad said:
DBD introduced map-specific queues for Fazbear's and now for Ormond (first Cabin and now the Mine). How does everyone feel about this different queue? It's nice to go to a specific map to learn and practice on them. Killers like Ghostie can utilize learning maps to get good stalking locations, for example. Survivors can learn pathing from pallets, window, ect. (I recently found a new pathing from the stairs in main to the window up that I hadn't put two and two together on, something that would have taken me ages if not for repeatedly playing on the one map).
What would it be like to have a Week Long Map Showcase for 1 out of the 40 maps every week? Could it have unique aspects, like maybe seeing more of certain types of killers or perks in play? Is there benefit for having Map-Specific queues with rotating maps every week for a short while?
What have other people experienced on the Ormond-Mine Map Showcase?
I like it because it garantees a balanced map for both sides.
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@ButThatBootyTho said:
Hii everyone,
We all know the new Fnaf movie dropped last Thursday. I'm becoming a huge fan of the Fnaf series. Im hoping we can see maybe new additions added to the Fnaf chapter in DBD. I would lose my marbles if Bhvr will add Freddy, chica, foxy to the collection. I love foxy and would enjoy being able to play as them in the game one day. I hope to hear feedback from you guys soon much love from Ana in Canada ❤️
They did say potentially in the future there's a FNAF part 2 or even a survivor to join the existing chapter. i Certainly would like Freddy and the Gang to be a killer themselves, maybe a system to let you switch between the four animatronics map wide.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035908#Comment_4035908
Sure. 99+% on killer, 80% on survivor. Sounds fair…. I think there's no point in continuing this debate at this point.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035909#Comment_4035909
Right. Survivors need to just git good. But killer is hard. No metric except competitive and some streamers says so (there are ofc other streamers saying exact opposite things), but still. Killer is harder and survivor just git good. And if there's OFICIAL stats proving me wrong, than that's "unreliable". But anecdotal experience or "streamer said" is obviously clear proof everyone should listen to. You are waay worse then @tes above…
Do you even play the game? It is so obviously survivor sided, like I genuinely have no clue how people like you could think otherwise. You're right though, I'm done w/ this debate, the game has always been survivor sided, and you can't accept that most survivors are quite literally, just bad at the game.
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@[Deleted User] said:
I didnt think too hard of it
Dead mans switch, pain res, the perk that makes survivors scream when you open a locker, noed
If you want to guarantee killing just one person. Rancor, noed, nemesis, bitter murmur
those perks reward even hooking tho. Make your Choice and Leverage are amazing tunneling perks. The rescuer can't take hits and they can't reset the hooked survivor too fast
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@brewingtea said:
That 60% killrate is severely skewed by horrible survivor players.
In a fantasy world where survivors play 100% perfectly (with a notable lack of killers doing likewise?) you have a good point. I hadn't thought about it like that. I don't think ANYONE else has sat down and thought about that, for some strange reason
You don't even have to play "perfect" just a slight bit of competence in survivors and i'd be happy. I just don't see any good survivors like at all. As teammates, as opponents, most are just terrible and that's why killrates look so high when in reality killers like Sadako or Skull Merchant are straight garbage and only look so good because people don't understand their powers.
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@cogsturning said:
The ones against walls on Lery's are so annoying. The most bodyblockable of all hooks.
Those can actually be exploited to completely prevent saves. Me and my friends have played against exploiting killers a few times now doing that when they're losing
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035899#Comment_4035899
2k win streak on blight. 500 winstreak on nurse no perks. 60% average kill rate and by official stats there is no combination or mmr where killers as whole have below 50% kill rate. The game is killersided everywhere but in competitive where there are special rules and only 4man swf squads (a thing almost nonexistent in soloQ).
the game is without an argument killer sided.
the fact you are watching truetallent and similar misguided streamers does not change anything. And you should not base your argument by your favorite streamers - that's just catering to more biased population. Use valid stats/facts instead.
I've already told you those stats are not reliable or realistic.
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@hermitkermit said:
Would be nice. I haven’t played since they destroyed them. It just felt like such a slap in the face lol they admitted the survivor role was really lacking, and needed something to look forward to only to double nerf them after like 9 days or something, and never touched them again. A common theme with anything to the survivor role for “operation health”.
Well I understand that survivor was kinda boring, operation health has had more buffs for them than nerfs.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035762#Comment_4035762
Cool. You are showing beginner's stats (clearly all the common perks when nobody has anything remotely better).
Now are you disputing 2k wins in a row on blight? Or any other message I posted here before? Or are you still going to cherry-pick your narrative and deliberately ignore everything else?
I own and have owned all characters in the game, even when I was using the BP build. I know that I'm good enough to still win without relying on perks, which is why I ran these in the first place to reward myself more for winning with no perks anyway.
Idk why ur talking abt Blight. No ones talking abt Blight. And I'm going to keep telling you the game is survivor sided because it is. You're acting like I'm the only veteran or high hour player who says this. Pretty much every content creator knows that the game is survivor sided, and most of them aren't even good at the game themselves.
If you really think the game's killer sided, prove it. Because all you've done is deny my evidence without any backing.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035713#Comment_4035713
Aint nothin better than playing my favorite game of tag with a dry mouth and munchies
🙂
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035746#Comment_4035746
Asking to play the game only if you can find 3 friends willing to play together with you daily is not realistic expectation.
Also being any competitive name and not stomping ALL pubs means you are REALLY bad killer. Or you deliberately handicap yourself. As stated before. A lot of killers get kill streak in pubs. At this point having at least 100 kill streak on a killer is nothing special for basically any competitive player playing outside of "me and my friends" league. Yet the game is "survivor sided". Well 100% not in pubs it isn't
This might clear things up. Though I don't do this anymore, since these perks don't give me any extra bp. regardless though, the game is not killer sided, most players are just bad. Why can't you accept that?
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@Elan said:
Seems like copycat.
- Nurse S tier
- Blight S tier
- Billy S tier
- Ghoul S tier
- Larry S tier
- Dracula A tier
- Krause B tier
- Twins A tier
- Plague B tier
- Spirit A tier
- Pyramid Head B tier
- Wesker B tier
- Hound master C tier
- Oni A tier
- Freddy A tier
- Vecna DND B tier
- Artist C tier
- Micheal Myers A tier
- Pin head B tier
- Huntress B tier
- Chucky tier
- Unknown C tier
- Spring trap B tier
- Xenomorph B tier
- Nemesis B tier
- Death slinger B tier
- Hag F tier
- Wraith B tier
- Clown A tier
- Skull merchant F tier
- Knight B tier
- Dredge F tier
- Bubba/Leather face D tier
- Doctor D tier
- Sadako c tier
- Pig D tier
- Legion B tier
- Trickster B tier
- Demogorgon B tier
- Ghost face C tier
- Trapper F tier
Brother, Krasue is not B tier. Kaneki, Lary and Billy are not S tiers. Houndmaster is NOT C tier!!! 😭 Wdym he's being a copycat? His tierlist is completely different, and WAY more realistic than yours.
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@DevLinky said:
Before anyone gets me wrong, I do not believe Kaneki to be THAT strong. He's good, but there's counterplay and the 50/50s at pallets are very enjoyable, just as they are against Huntress.
The issue is on his LOCK-IN-PLACE attack, which is just very, very, very bad design.
Let me explain.
On the killer's end, you get stuck in place but it doesn't feel bad. Why? Because you are the one initiating the action, therefore it feels REWARDING.What's happening? ⇒ Locked in place.
Why? ⇒ Hit landed.
Brain ⇒ Dopamine.
Now on the other end, survivors getting locked in place feels so awful, clunky, uninteractive, blablabla. Simply because ON TOP OF GETTING HIT (first penalty: you lose a health state), you also get STUNNED. This feels twice as bad as getting hit. Very poor design. Honestly, even slowing survivors by 90% would make everything way smoother. BHVR, please hire me. You need it.
Now, some people might bring up Wesker, trying to equate the "Throwing" to the "Locked-in place", except that they are inherently different for the sole reason that Wesker CAN MISS. If Wesker throws the survivor in the open air, nothing happens. So, as a Survivor, when you lose a health state to Wesker's power, it doesn't feel as bad as Kaneki's because he could have missed but didn't, you got outplayed.I want auto lock gone as someone who plays this killer. It hurts more than it helps tbh
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@Gandor said:
You just posted your personal stats and call it "gospel" (proof). The thing is by definition anecdotal. The only thing it proves is, that you are better survivor then killer.
But I have actual stats for you. Best killer fell short of 2000 kill streak on blight. Best killer on freaking ONRIO got to I think 200 if I remember right. Best soloQ survivor? After years of trying. He's somewhere around 42 escapes in a row (and quite a number of those games were killer's win AND it included heavy "rat" playing).
The truth is, the game is killer sided by default so long, as players on both sides don't change that fact. Sure if you pick nurse in beginner MMR or say legion in competitive, the game is survivor sided. Sure if you take 4man SWF that scrims together daily with busted build vs trapper, the game is survivor sided. But if you take random median game, it's absolutely killer sided - because "killer fantasy" is more then survivor's fair chance to escape according to devs
One more thing. Competitive play and pubs are so different, that they can be a different game altogether… I never saw competitive where 4man SWF could not communicate and never played a game together. VERY DIFFERENT to actual pub
No, it proves that if you're actually good, you escape at the rate you actually should, rather than way less as reflected by the inaccurate collective killrates the devs post.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035683#Comment_4035683
How am i lying to myself? By not blindly believing a stranger on the internet who posted no verifiable proof?
It's easily verified proof, notable by playing the game yourself or watching someone else play, and it's common sense, coming from someone you could optionally find on Discord (if you rly want to debate this so bad I'll dm you) who is telling you they're a comp player with over 11K hours of experience and a player of DBD since 2019. Quite a credible source as I myself have been at all skill levels at some point, seen most metas, though I have a bias of expecting near best interactions from my teammates, as per my MMR confidently being maxed and my competitive background. I can confidently say that MMR is definitely not working as intended, which is why Survivors for the most part are awful in all MMRs and because of this, killrates are overinflated.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035645#Comment_4035645
Lets be real here, the only thing you proved is you have an ego problem. You states your “stats” but you never proved them. Not like you can since the stat tracker doesn’t track things properly.
Again, whether you're willing to accept it or not, that's up to your own agency, but it's very much true, so no point in lying to yourself. As for the point you seem to be proving is that OP and people who agree with the No Mither adjustments recommended by them, simply lack skill if they're complaining about something like this.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035636#Comment_4035636
low mmr - killer sided
Average mmr - killer sidedHigh mmr - survivor sided if swf
No, and I just proved you wrong. Reread the comment
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035304#Comment_4035304
Survivor is so easy, that 60% kill rate and 2000 kill streaks with 100 on low-tier killers…
No mither is not fair to survivors provided, that it's not 4man SWF that scrims together daily for number of hours. So as I said before… No mither should not be allowed in soloQ. Or duoQ. Or chaos shuffle. It just robs survivors of already low chance to actually win.
As for rapid brutality - I agree that for most killers, it's outright nerf. But it can be beneficial and you can make it work. Comparatively you can't make no mither work if you are not in a group that creates build around it (like say full sabo squad).
That 60% killrate is severely skewed by horrible survivor players. Survivor is the stronger role, whether you're good enough to accept that or not.
And for the record, my personal escape rate in the last 30 days is almost 80% and that is just pure solo queue and duoing with people off comms. My lifetime is 61%. Talk about "Killer-sided Game." My overall Killrate is over 75% for lifetime. (includes some of the most broken metas the game has seen) Point being that communal stats like that are not reliable or realistic as to how matches are expected to be playing out. Now I'm not saying all people should be on a competitive level of skill like I am, but statistically survivors are 4 times more likely to suck compared to a killer, and that's why the killrates are so over inflated. That's why Skull Merchant pre buff still had an almost 70% killrate when she was the worst killer in the game. Survivors are genuinely bad at the game, and it's proven by these stats and is common sense in the sense that there are 4 times more survivors in a match than killers.
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@Ghost77 said:
Yesterday, while playing a solo queue match, a killer camped with 5 generators and was relatively close to me. I entered the second phase, and the anti camp bar only filled halfway. I wondered, is this garbage the new anti camp system? You should fix it, please.
Proof? (I want a video) As far as I'm aware, the killer cannot be within 16 meters of the hook for more than 15 seconds without giving you anti-camp
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@Balrog said:
This time, you will determine the Killer Power - there are 4 Aspects of the Power for you to shape:
https://thegrimoire.deadbydaylight.com/
Cast your vote before The Grimoire closes on December 8th at 12:00 PM E.T.
Tell me what you voted for!
Passively sins are gained. Sins will be applied at the start of the trial. The sins will force the survivor into another realm.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/461542/something-that-still-bugs-me-about-blight
That's not actually accurate. Blight still has a cap on his turn radius no matter how sensitive you make your mouse you ain't going past that.
I think his point tho is that you can hit the cap way faster with DPI enhancements and other third party software. It's a pretty unfair advantage, seeing as blights already so strong and him turning so fast lets him hit the 180⁰ cap way faster, killing the one counterplay of hiding behind props or walls completely.
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@Artimenius1307 said:
It's no secret that a party of 3-4 non-casual players was always an outlier in power in dbd, and with BHVR aiming to make the game not as wide as it I believe a change could be at least tested to see if it works out.
The main idea of the change came to me after playing survivor in 2v8: the limit. In 2v8, you can only pick up to 4 of the same class, so why not try something similar for 1v4? It's not an original idea to be fair, many unofficial tournaments and competitive leagues play with a limit for a long while, and I find this change will end up healthy for the game
How the limit should work: It only applies if at least 3 survivors are in a swf. If you are solo, or in a duo, there is no limit, naturally. Maybe for simplicity, all the perks and items (Could be changed for less impactful options) would be limited to 1 per party, so that in a team of 4 only 1 could pick let's say sprint burst and medkit (Though items could probably use a limit of 2). It can also apply to addons above very rare rarity, though that can be done later or not done at all.
The pros of such changes:
1) It will drastically reduce the power of people using same perk with great impact, like decisive strikes, dead hards, etc. In turn, it will give more freedom in the design of the perks themselves, since the issue of thinking how 4 people could use this perk in a group will be lesser
2) It will have an effect on the meta, I don't have any data to say for sure that majority of player base always play in a group of 3-4 but I strongly believe that to be the case because solo is misery
3) It will open potential new ways to improving the experience of both survivor and killer since the outlier which is swf would have less of an impact on the game balance
Of course, there are also cons:
1) It is a forceful limit, so naturally people will not like it. I am unsure if anything can be done about that, at least I couldn't think of anything
2) It will kill certain strategies, and while I will not shed a single tear over gen rush strategy with the stakeout + hyperfocus, some are definitely not as problematic (Maybe the perks which are part of them could be buffed)
A very important note - a change like this absolutely MUST come with something to decrease the power of the outliers on the killer side. It just wouldn't make sense to make swf weaker, and then leave S/A tier killers running around with 4 slowdowns, strongest addons, and hard tunneling right away. However, I am unsure myself how to change this in killer side, an idea I had was to classify certain perks and then put a limit on the perks from same class, say 1-2 maximum. Addons I don't think can be limited, it will be same as removing them, or maybe a certain condition like facing non 3-4 swf lobbies? I will think about it more and maybe create a separate thread regarding killer sideMy only problem with this is restricting players to 1 perk across the whole team. People have a preference for their preferred exhaustion for example, what If I want Lithe and it's taken by the members of a SWF? I understand your motive of wanting certain strategies gone, (like Head On bully squads on certain maps or full flashlight and flashbang SWFs who constantly Die under pallets with Background Player) but what about the people who are running those perks just because they like to and find it suitable to their personal playstyle? That's where things like these need individual changes, like maybe a certain form of save can only occur once every 30 seconds or so (for example, one pallet save for a while, or one flashlight save for awhile)
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@Mandy said:
Hi there all, we're currently on the lookout for new forum moderators. This is a volunteer position and we're particularly interested in those users who are currently using this forum.
If you are interested in helping us to moderate the forums and to help drive discussions we'd love to hear from you - please fill in the attached form with basic information and we will get back in touch with you.
https://dbd.game/moderator-application
Thanks for the interest!
Mandy
I have dropped an Application in! Being someone in Game Design who actively wants to work on DBD when I'm finished Uni, having Forum experience would be nice, since I already spend so much time here.
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I would much rather they just drop an optional In-game VC like all big games nowadays have. DBD is really falling behind in terms of modernizing, which I know comes down to coding limitations, however the game would benefit a lot more from being re-created using a different method than Blueprint rushed code. Personally, I'd appreciate less often content releases over a more stable and quality experience playing DBD.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035159#Comment_4035159
This MAYBE applies to plague, ghoul or legion AND provided killer decides to be extra nice and does not (proxy) camp. Realistically? One hit means that survivor is dead, because you just can't rescue him ever. Especially if you take any killer, who's primary power is not getting 1st hit for free.
Realistically, no mither should not be part of the game (maybe outside custom matches or 4man swf). By taking the perk (or getting it in chaos shuffle), you actively ruin game for 3 other survivors (and yourself in chaos shuffle) by being easy target to tunnel out by killer.
The perk's downside it waaay too big and consistent for the super rare benefit of killer not being able to slug you. Maybe if killer did not see broken status effect, then it would come closer to "almost as good as not taking any perk", but in current state the perk is equivalent of killer getting his ability removed but getting 5% movement speed boost. Worse then garbage
Rapid brutality is actually a pretty good perk. No mither is too, if you run things in unison, otherwise you're just nerfing yourself. The entire purpose of No Mither according to the Devs is to have a survivor hard mode for yourself. Survivor being as easy as it is already, No Mither can have almost no effect on the outcome of a match if players are just competent about winning.
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@indieeden7 said:
Just looking for opinions here, not trying to start any arguments, but does anyone actually like playing against new Myers?
He seems to be a combination of nothing but some of (in my opinion) the most irritating parts of many other killers' kits.
If anyone has any tips on going against him, they would be much appreciated.
It's pretty much W key simulator with this killer and praying you don't zone yourself near the edge of a map or near no resources. His Strike cooldown is really short now, breaking pallets pretty much gives his power back immediately and Incarnate lasts for an entire minute, while taking almost no effort to build stalk. He's easily jumped from a C tier to a low A tier cus of the number buffs
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@MechWarrior3 said:
Aren't there a few big bug fixes coming before Christmas?
They pushed what was gonna be two bugfixes (one this week and one next week) into just next Tuesday.
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@idi_007 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034892#Comment_4034892
Bro, are you serious? Forget about Oni's power, if there were 4 No Mithers in your match it doesn't matter if you're Nurse, Oni or Trapper, killer's won! The survivors cannot go and unhook safely, chases would be considerably shorter and the only hope for survivors would be gens or stealthing. If you lose against 4 No Mithers, you seriously need some improving to do.
Not true. Survivors being injured all match is not a problem if they can just crank and spam predrop pallets. You'll never catch them, and if you do, you're likely getting 1 kill at best since every save would just be either a 1 for 1 or just not at all since Oni can proxy camp.
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@TiSeraph said:
Tunneling remains an issue for newer players. One of the killer concerns with giving survivors longer endurance is that survivors will use it for body blocking. I'm personally agnostic, as I think the trade-off of having new players stay with the game is worth a very small number of players trying to abuse the system. Having said that, what about simply removing collision for survivors so the killer CAN'T interact with survivors until 1) the timer runs out or 2)the survivor does an action that ends the protection? Same protection against Tunneling without the possibility of abuse.
Part of that would be a timer on the HUD that told killer and survivors who was at risk.
I'm on board with preventing Tunneling if it's done with common sense.
This should've been how it worked when basekit off hook anti tunnel was made a thing in the first place.
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@idi_007 said:
I was playing a few matches as survivor and decided to do the David King adept achievement. Then, I got paired against an Oni and, since I was injured, I started giving blood orbs right as the match started and, in the end, the killer could cicle through his power all the time thanks to that. This might seem just me being concerned about little details of the game, but in the perks description says that your blood clots more:"Go on out, kid, it is just a scratch.Your thick blood coagulates practically instantly." Soo, imo, No Mither shouldn't drop blood orbs.
Well if it was like that, theoretically 4 people with No Mither would turn Oni into a powerless, M1 killer, outside of hooking blood orbs, which are very miniscule. He would at least need to get the 40% that he'd typically get from hitting healthy survivors if they were to remove passive blood orb generation, but also removing passive orbs makes his frequency add ons useless. In short, just keep thugging it out for the achievement. Oni is pretty rare, and if you get him with No Mither, you should just accept the fact you're likely not winning and pray for anything but Oni next match.
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@ImperatorHaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025860#Comment_4025860
Have you played The Unknown?
Didn't you read their name? Ofc they think Unknown is broken just cus he got buffed recently
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034459#Comment_4034459
How does someone making mistakes and getting tunnelled out fast, justify the game threatening that player with a disconnection penalty for dying too quick?
It would be like if killer players got a warning for not getting any kills. Bad matches happen. Nobody should be punished for doing poorly.
It doesn't and that's not my point. The point of my statement is purely telling them that no one should be dying that fast in the first place.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034459#Comment_4034459
Blight is called one of the strongest Killers in the game for a reason.
Being able to return to the hook in less than 10 seconds is pretty effective.
No no, NO KILLER should be getting a kill in a minute and a half. That's 100% you or your teammate's fault. There is no way you couldn't last that long after being unhooked, even if they insta farmed you.
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@Ghostofsnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034436#Comment_4034436
so a team getting slugged is them fumbling, but a killer choosing to down a person for the entire 4min and not finding the last survivor in that time isn't their own fault?
I'm not asking for free pick up's that are abusable i just think slugging to the degree of longer than 3 minutes is entirely an awful gameplay choice and think that should be addressed. heck, in endgame how about if you go to hook another survivor the exit gates are blocked for 3 seconds and the killer gets killer instinct on the next one. encourages hooking, stops the hiding wait and actually makes a game progress much more consistently.
also to me an abandon feature just shows how bad a game can be match state wise. a lot of us are just queing into matches we'll be invested in just to hit 'veto' turning it into a big waste of time. even on the killer side, you 4k'd sure, but now get to walk up to the slugged bot to mori….what's enjoyable there?
wouldn't you rather have a match where everyone is engaged to the end?4 players getting 4 man slugged is 100% their own faults. Splitting up and doing a gen while the killer distances themself from a down is common sense, and makes slugging so extremely punishing for the killer, though in the odd chance the killer succeeds, survivors at least don't lose the entire game if they don't have anti slug perks. Even solo queue players who actually have a brain can avoid that, achieving getting 4 man slugged is some next level type of embarrassing.
When two people are left on the other hand, giving a second chance when the killer has earned their kills doesn't make sense, especially when a slug for 4K situation pretty much means a loss for the survivors anyway. It doesn't matter if it's boring, that's why that abandon situation exists, so you don't have to sit through and wait if you don't want to.
Personally and you'd find that many agree, it's not fun nor fair that a survivor should get free, permanent unbreakable when them getting into these situations is on them in the first place. It doesn't matter if it's engaging, it's just another useless match extension and random unwanted catering to inexperienced survivors that would just harm the game's health even more.
Main takeaway being that only extreme slugging should be punished for, not all slugging.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034115#Comment_4034115
So you dont believe its possible to tunnel a Survivor out in less than 2min? Honestly I think that is the more extraordinary claim.
Even if you and your teammates are bad, getting killed that fast should not be possible for any killer. If you really did die in a minute and half, you all definitely did smth wrong that game for that to happen.
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@Ghostofsnow said:
Like, no other game I can think of has 4/5 member's that can have all agency removed on them for 4minutes straight while still technically being in play. hell, I wouldn't even care if they removed the cumulative build up. a 2-3min prerequisite unbreakable would have just been nice to deal with some of the most boring matches possible without that abandon feature.
Survivors could get free pickups when only two are left alive for example. Slugging the second last survivor to find the last should not be giving the slugged survivor free unbreakable. You as a team funbled enough to get in that situation and you're going to lose anyway, giving pickups when the killer has earned their minamum 3K is just unfair.
Realistically, the only situation where this mechanic should be coming into play is when all four Survivors are being slugged for the 4K (Killer purposely is avoiding hooking and is just pinballing between Survivors). Though this is also your team's fault for fumbling, you guys never had a chance at progressing. It really hurts solo queue. It also shouldn't need to be built up, it should be like the anti slug PTB a couple years ago where the first slugged survivor gains a free, instantaneous pickup once only one survivor is standing. Then it should disable when 3 or less survivors remain, because at that point having someone dead is on you as a survivor team.
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@ahrenisabimbo said:
Whispers is a killer perk that sees very little use and has also not been updated since version 1.0.5! So seeing as we are now in version 9.3.0 I would love to explain how I use the perk, the issues with it and how I would change it.
https://us.v-cdn.net/6030815/uploads/83QGZLTJYATK/img-3576.jpeg
Whispers is a flexible and reliable killer perk with low stakes and proportionate strength. It asks nothing of the player and in return rewards them with vague but ultimately helpful information. I believe it shines in few very specific scenarios already but I believe it has a lot more potential than its current strength leads on.
Two scenarios in particular where Whispers can be helpful is at the start of a trial and near the end of a trial. Now that all survivors spawn close together, this perk will alert you to the location of the whole team. This saves you from doing a full map sweep just to have a gen repaired before you even find the survivors! Additionally, as survivors start to thin out and you are left in a trial with less and less survivors, Whispers will start to play a much bigger role as the information becomes much more important and the Whispers procs will be more precise. This becomes especially true when patrolling 3gens and Exit Gates, and can save you from doing a 2 minute march between gates when the RNG odds may be stacked against you. What you will come to find is that Whispers is generally excellent for combating stealthing which is a very underrated and strong survivor technique!
Personally, my favourite way to use Whispers is on killers who require some form of setup, particularly on The Executioner. When I’m approaching a gen Whispers is my queue to start leaving trails at loops that are adjacent to the generator so I can increase the odds of a survivor becoming tormented. This same tactic can be used on killers like Trapper, Skull Merchant or even Hag.
And speaking of playing these killers, you’ll notice I didn’t list any high mobility killers, and that’s where Whispers shines again. Whispers allows low mobility killers to patrol gens faster, by shortening their patrol path as Whispers will not activate when approaching gens that aren’t being worked on and conversely, will activate long before you can even hear a gen being repaired.
Unfortunately there is one thing holding back all of these wonderful qualities and actually severely inhibiting the utility of this perk and it’s very simple. The problem is that Whispers currently activates on Hooked survivors. This means that so long as you’re within 32 metres of a survivor on hook you receive no information whatsoever from Whispers because the hooked survivor will proc the perk permanently until you’re no longer in range. This is what I believe is holding the perk back from being viable.
In case you’re thinking “This sounds abusable or like it could potentially be problematic and enable camping.” I can explain why that is not the case. Yes, disabling tracking for hooked survivors would allow killers to have a general idea if there are any survivors stealthing for the unhook. However if we take into account that the range for building up the anti-facecamp meter is 16 metres it would mean that for the killer to not activate this whatsoever they would have to circle the hooked survivor carefully only gathering information on survivors within 32-48 metres of anywhere near the hook. Furthermore let’s not forget that Whispers in this scenario can only give you vague information compared to things like aura reading which I will get to very soon. The most you will know is that within 32 metres all around you, that there is a survivor… somewhere… This is why all in all I believe that this proposed Whispers buff does not help to enable camping. (And also why do I need whispers to tell me that there’s a survivor on hook? I can see their aura permanently bro)
So why Whispers?
For starters, Whispers has many innate qualities to it that already make it an appealing option. Not only is it entirely free and global and comes on every single killer without having to prestige anyone but it also is a perk with no conditions, cooldowns or limitations. You can absolutely use perks like Barbecue & Chilli if you’re okay with only seeing auras more than 40 metres away and once every unhook, or you can even use perks like Friends Til’ The End or Alien Instinct to see the aura of just one survivor every hook. That is until any survivor has Distortion, or a nearby locker, or even has Off The Record active. Whispers simply just… whispers! That’s all there is to it. Its simplistic and easy to use nature combined with its support for macro gameplay is what makes me fall in love with this perk. Whispers isn’t for the fast paced killers of the world who need auras and need them now, it’s for strategic methodical killers who rely on macro knowledge to better outsmart survivors to the win.
I hope you take my feedback on board and listen to players like me who love your game dearly and furthermore care about these ancient relics that remind me of the days of old DBD.
Yeah, this perk is just horrible still. If it was like mobile's version at least, it would have an icon that gets more intense the closer you are to a survivor. Though I think a creative idea to fix this perk would be to play your own terror radius and increase it's intensity the closer you get to a survivor.
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@UndeddJester said:
I recently came up against a few Ghoul's yesterday and got caught on a number occassions that really grinded my #########. I'm not gonna lie, I caught myself really raging a number of times... and generally speaking I'm not too upset by losing in DBD, and lose often, so I was trying to take stock of why is got under my skin so badly.
I went watching videos, mostly JCGlitchmaster, to work out what I did wrong, as he is an avid Ghoul defender and does give some good tips on how to counter Ghoul. He is not wrong in his assessment at all, but watching his videos carefully, in conjunction with my own experience, there are a few things that stuck out...
I think the biggest problem with Kaneki being so hated is he is really REALLY obnoxious for console players. Let me explain:
- Kaneki is a killer that is punished for breaking pallets, on a map like Gideon, where you often have another pallet in range you can make it to, you can put up a better fight... but if you lack access to pallets, against a decent Kaneki you just lose outright, especially if he takes the likes of Bamboozle or Blood Favour.
- Even if you have a lot of pallets not blocked by Blood Favour, Kaneki is a killer that makes many traditionally strong tiles very unsafe. Your "counter play" in a good number of tiles relies on you getting the stun. If Kaneki lands near you at a tile with vaults in hand, he recovers so fast that you can't greed cause you won't make it round a loop, and you can't throw because he will grab you and vault, your only chance is get the stun, and if you don't, then you just lose at many tiles.
- If the Kaneki misplays, grabbing you when he shouldn't and not grabbing you when he should, you can give him a lot of headaches... (this is a problem for the Kaneki player as well, because often the hitbox grabs when he doesn't want to grab). Point is though, if he knows when to grab you with his vault, you're basically cooked at any strong tile, and often even mid tiles...
- Weak tiles are your only shot really vs. that vault cause he doesn't have time to pull up… but, its a weak tile... if you make it, you take the vault and likely get caught on the other side before you can vault again. Even if you win the 50/50 you are stuck here playing 50/50s on this tile unable to leave... if you don't take the vault, you still often can't leave and you will go down l in a pretty short time.
All of this might be managable... but you get injured for free by his auto grab, and it ALWAYS feel crap to get hit by this thing...
Now as say... I am on console, so I have to deal with input lag caused by the forced V-sync... so this combined with need to get a stun or die in 1 hit makes Kaneki feel awful and extremely oppressive to play against. The need to land a stun is very VERY hard to time as a console player because you simply just can't react... you have to guess... and as I say, if the Kaneki isn't stupid... you just lose majority of the time.
I have looped bad Kaneki's a few times, but every time I have, I never felt like it was me playing well, more him playing bad... and a Ghoul who can slide around tiles repeatedly and pull up his grab at the right times... you just get rolled over.
The Fix Proposal
This is with the goal in mind that you are trying to make less Survivors quit the game.
The only fix I can think of for Ghoul to get rid of these issues is to just bite the bullet, remove the auto lock, and make Ghouls grab an honest to God skill shot. Put the reticule on terrain if his grab is in range, but otherwise just make it a skillshot. This would remove all the frustration of being injured against him, and even give us the rush of watching his tentacles fly past us.
While I realise you want a killer more accessible on console, as a console player myself, skillshots are not that bad. Yes against truly cracked Survivor gives you skillshot troubles, but as a console killer you can often adapt your builds to be more effective, and they usually play in lower MMRanyway.
If you wanna make it easier to grab the player, give the tentacles 2 hitboxes, with larger hit box on Survivors and a smaller one on terrain.
Reticle stickiness has to be the most annoying feature for survivors and skilled ghoul players. Sometimes you grab something you didn't want to because your reticle lingers on the most recent surface for a bit, or you accidentally grab a survivor instead of the environment. Overall, just a stupid feature for everyone. Let it go
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@Ghost77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034195#Comment_4034195
I agree that the developers should have removed the resistant loops they added in that update. But why did they remove most of the safe loops and make them all 50/50? And as if that weren't enough, they removed the anti-slug and anti-tunnel effects a second time, ruining the maps with the syringe and the astringent. But the survivors get a reward: 5 more seconds of the enduring status effect. I think they're not interested in this feedback, but they are interested in the killers' feedback, because they immediately post on Twitter and forums saying that changes that help survivors won't be released in the game.
Nobody knows man. They addressed the problem and did the complete opposite. For the record, I have lost kills cus of that extra 5 seconds in end game situations. Idk why they still give you that much in end game but wtv, balanced ig.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033907#Comment_4033907
personally i think its a good thing to move away from loops. for years the whole scooby doo chases have been a joke in dbd. it looks and feels pretty awful. its almost like dbd is a comedy horror or a spoof of a more serious game.
The game was built around looping, because the thrill of the chase is the most fun aspect of DBD. Taking away looping is essentially changing the entire game as we know it, and that would upset pretty much every player. If there was a game mode that focused more on the Hide and Seek aspect of the game, then that would be fine, but making the whole game lack chase potential kills DBD's identity.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033664#Comment_4033664
they are not supposed to be "safe". the main issue with the game has always been that survivors have "safe" areas where they know they are untouchable and will always run there. like shack for instance, so many people head for the shack because its often better to abandon chase and go for someone else than chase around the shack. survivors shouldnt have areas like that all over the map. you also shouldnt be able to run from pallet to pallet to pallet…its boring gameplay and part of the reason why killers tunnel.
while on tunneling, i have always said if people want tunneling to be nerfed that much then gens need to be slowed to allow killers time to spread hooks. the answer has been a unanimous NO. fair enough, another way to help killers not need to tunnel is to allow faster downs so they can keep up with the speed gens fly. these smaller loops do this. maybe its the start of the anti tunnel coming in?
yes, 50/50's aren't supposed to be safe, but the point is not every filler should be a 50/50. They're practically unloopable
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033652#Comment_4033652
Lol, what balanced map?
Wreckers Yard
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@Meg_Survivor said:
This statement is starting to get so annoying! “If killers are tunneling, you need to learn how to loop better” its honestly the dumbest thing i have ever heard in my life, killers can still tunnel even if the survivor is really good! or they can just tunnel for literally no reason at all, Tunneling out a survivor doesnt always mean they are bad at looping, honestly when most killers dont like a certain survivor even if they did nothing to them they will still tunnel them out, the way certain killers think will never make sense to me fr - we needed that anti tunnel update and now we get nothing smh
There are factors to this statement, but for the most part tunneling is pretty hard to do if a survivor knows what they're doing. (and has a balanced map ofc)
