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CompetitifDBD

CompetitifDBD

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  • @Defnotmeghead said:

    So, as far as event offerings have been made, they have always been a common variety. This was done at the time because there are always enough commons to obtain, so it will have 0 impact regardless as what side you play or which killer you play as.

    Arcane Dowsing Rod was part of this, it has been on previous versions, but now its Purple rarity. This does have impact on bloodweb generation, as 1 purple generation is now turned into an event one. With purple rarity generating 2-4 times depending on level, it could actually mean that you get more Visceral rarity in bloodwebs on average.

    If you want to play a killer build that even depends the slightest on Purple addons, you're out of luck, because you get an Arcane Dowsing Rod instead.

    Why even change the rarity of event products if the whole aspect of the rarity was so that they barely cost you any BP?

    Unfortunately, it's not a bug. The devs intentionally made each event product have a different rarity based on their stats equivalent counterparts, like the rare flashlight being the same cost as the halloween flashlight since they have the same duration and other effects, same for the uncommon medkit and the lunchbox.

    Dowsing Rods for some reason sit at a unique and very high cost of Very Rare when they used to be uncommon. Idk why they don't just make this offering basekit, since it now has no effect on gameplay outside of BP gains. Event offerings are also inconsistent, because the Bloodshot Eye, Mistletoes and Coconut Scream Pie are all commons, while for some reason the Dowsing Rod is super expensive and useless.

  • @Choaron said:

    You're talking to the devs that refuse to do substantial nerfs to Nurse, Blight and Ghoul but happily curb stomp the likes of Deathslinger and Myers. Don't get your hopes up.

    Slinger has gotten nothing but buffs since his ADS delay was added. He needs alot more to fix him though for sure, like maybe more chain range and reel time, basekit cigar and Tin Oil, because missing a shot and losing an M1 are pretty punishing.

    Myers on the other hand was actually pretty good in the recent PTB, but now hes terrible because for some reason the devs thought his Slaughtering Strike was broken. He got nerfed when he already wasn't that good.

  • @Vixxie said:

    She is way too strong with zero ways to counter her. She needs a rework. Her infection bounces off the damn ground, there is no avoiding it. Then she's just speeding around and hitting you over things. Every single match against her has been miserable. I haven't escaped a single one since she released. There's no way around any of her attacks. Way too much tunneling, the mushroom doesn't make the infection go away fast enough. I can't freaking do this anymore. A game should be fun, not this dang stressful.

    Her projectile in fact does not bounce off the ground, it bounces off vertical surfaces and elevated horizontal surfaces only. Her Leeching Gland is actually very easy to dodge, even with the auto aim, which is probably why the devs made her able to spam the projectile since its hard to land infects

    The key to lasting in chase against this killer is to stay at whatever loop you're at, once you're infected, preferably a weak pallet. Krasue struggles alot with small filler pallets, since until she has pretty much a straight path towards you, she can't hit you with the whip. Hugging corners tightly at these loops in most cases forces her to switch back and break the pallet.

    This changes and gets harder however when the killer has Dissolution. Then you need to slow vault the pallet and win 50s flawlessly. You just never jiggy a loop when you get hit or infected, (don't W key) because Headlong Flight is too fast for you to make it anywhere. Keep looping the same thing for as long as you can, and this mini counter is actually good for your teammates, since you're keeping her in one place, they can all do gens freely.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458827/playing-as-a-survivor-has-become-extremely-boring

    Yeah nice try killer main. Just because survivors get a little help via pallets don't complain pls. It was long overdue. It means little to most killers anyways besides ghostface, pig or bubba. But ghostface and pig are stealth killers and should be used as such.

    Biggest Cornball on forums right here. Probably has never played killer before

  • @Shroompy said:

    At least for things like map changes/new maps, character and perk changes, and new mechanics. We know they can change/modify a character and maps on 2 different gamemodes thanks to 2v8.

    Having the entire playerbase be able to test out changes like these rather than just Steam players would help a tone with feedback and you can even add BP incentives to encourage people to test out these changes.

    just proposed that same thing two days ago. genuinely surprised this hasn't been done already

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015705#Comment_4015705

    Uh no, I was locked out of even going into the void, could not access the portal. I'll say it again, could not access the void. Again what? You just posted a reply that signified you aren't comprehending what I posted and it seems a couple of you are having trouble with that lol No, the same can't be said for Singu because I can put that item down.

    holding a tape does not prevent you from entering the void, and if it does, that's a bug

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015698#Comment_4015698

    It's required to pickup a tape when playing against her and being locked out of going into the void until the tape is put into a tv across the map is circumventing the entire event. Everything else can be put down by Survs, her tapes cannot be, this is very simple logic.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015700#Comment_4015700

    Doesn't matter, everything you just listed can be put down while her tapes cannot be.

    You're not "locked out" of the void, you're locked out of obtaining a void crystal. Again, you need to be transporting tapes or just not interacting with her power if you want to get one. Same can be said about someone like Singularity, you need to play normally before you use the event specific items

  • @Roco45 said:

    Holding her tape prevents going into the void. She needs to be KS for the event as it circumvents the entire event.

    So don't pick up a tape. If you wanna go to the void, you're not accumulating codemned anyway. Just transport your tapes as a team and go to the void, simple as that

  • @Sinndica said:

    These are the killers I've heard the most complaints about, especially within my friend group so

    Way too many bugged, really weak, really busted killers. Ik its an assym game but damn, like majority of the roster needs changes.

  • @Inosennatoki said:

    Because New killer houndmaster is weak and Shoulder the burden is strong ( Survivor's perk )

    Michael myers, dracula and chucky still got nerfed in new update.

    All of the gen regression perks get nerf into the ground.

    Current Gennerator is so fast.

    Tbf, Drac and Chucky are still A tier killers, Myers is expecting buffs in the next patch too, though I doubt they'll be too impactful on his tierlist placement and strength.

    The gen perk nerfs were awhile and I agree for the most part, some were just plainly unnecessary like Deadlock and Dead Man's Switch, two perks that can be used against the killer and made essentially useless if survivors actually tap 0% gens or 99 a gen outside of a 3 gen.

    Generators are definitely too fast when survivors split pressure. This is where Deadlock should be basekit or they have the 2v8 slowdown mechanic in 1v4 to give killers a chance to catch up. Gen speeds should also be capped/not stack in some situations. Overzealous is very strong when paired with boon: coh, you get 10% speed until damaged and you can freely heal your teammates at high speeds (were in a speed healing meta right now too, so it doesn't help that theres always one guy running Botany, Do No Harm and We'll Make It. Healing soeed should also be capped, though not unstackable). Pair Overzealous with deja vu and prove thyself and you can knock out any 3 gen in less than a minute. It doesn't help that gen kicks are limited and only do 5% as well, thats way too small.

    The games kinda been survivor sided since it released. The common misconception behind why people think its the other way around is stats and solo queue being a thing. MMR is far from perfect, getting an inaccurate matchup skews the killrate stats, and this happens in majority of games, since the game prioritizes faster queue times over a fair, quality matchup. Killer supposedly has around a 56-57% killrate, and the target is 60%, this is only like this because of how poor matchups in low MMR are. High MMR actually has smart, competent players and often SWFs, which is why most matches against people like these result in 1 kill or 6 stages at best, when you're not playing an A+ tier or S tier killer, its difficult against survivors who know the ins and outs of the game. If survivor was put on the killer tierlist, they'd be equivalent to an S+ tier character. Theres just so many factors, I can't explain jt all but the game is survivor sided. It always has been, and unfortunately it probably always will be.

  • @Btobin2426 said:

    PPlease I beg you bring back meaningful map offerings. Maybe a 75% chance of loading to the map you offer. I am so very tired of playing almost the same 4 or 5 maps all the time. Please I am begging you.

    They should get reworked based on how many maps are present in that realm. Like Macmillan bones would garuntee the realm, since theres five maps that can't be predetermined and abused, and an offering like Airlock Door would remain at 20%, since Nostromo Wreckage is the only map in that offering realm, Ichorous Loam would be 80% since theres 4 maps in the realm, Swamp would be 40% sibce theres two, etc... essentially for every map in a realm, the chance of the offering actually working should be increased by 20%.

    Its also worth noting that you can run multiple different realm offerings as a swf and have like an 80% chance to get a map you guys prefer, so thats still abusable and doesn't exactly fix the problem, it just makes it so that swfs can garuntee a realm of choice, while killers and solo queue survivors can't since they can't coordinate.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/RFFYKABR7Z2O/image.png

    What are the survivors supposed to except dc?

    Brother thats pretty much default every match on that map. With the new changes though, a filler can spawn between those two trees. It was fine before, they don't need to add another pallet and encourage mindless jiggying

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015291#Comment_4015291

    Survivor is only strong when you're in a swf otherwise the games killer sided. Most survivors play solo q. You do the math.

    No its not. Solo queue players can play well, the thing is MMR is very unpredictable and often doesn't give you who you should be getting in a matchup, mostly to prioritize queue times over quality matches, which I disagree with since solo queue frustrations is one of the main factors of people disliking the game or thinking the game is killer sided.

    The reality is the game has never been killer sided before. It got close back in 6.3.0, and then things just started to go back to the way they were, and more recently worse. All the 3 gen perks got nerfed, various gen defense perks were nerfed for being popular, (pain res, deadlock and pop. Perks should never be nerfed just because people prefer them over others, instead they should be fixing outdated and weaker perks that could persuade killers to use a different playstyle) and most recently which majority of players find absolutely absurd and unacceptable is the pallet density update.

    The amount of people i play against who just predrop and mindlessly jiggy to another pallet without even having to think about how to path is insane and it pisses me off that even lesser experienced and skilled players can waste alot of time now, not even needing to know how to loop properly. Its annoying, its boring, and its made majority of the killer roster not viable to play, cus pretty much any killer thats below A+ is getting rolled.

    I have lost kills and stages because of how much longer it takes to catch people in some situations, and genrush speeds not getting nerfed after all these years still is baffling. Why aren't gens slown down when multiple are popping in quick succession? (Like in 2v8) Why isn't deadlock basekit yet? (this should've already been a thing + the perk is terrible and can be weaponized by survivors) Why aren't gen speed percentages capped/Why do great skill checks trigger a bonus to gen progression everytime you hit a skillcheck? There needs to be changes, cus this game only gets worse and worse for killers and actually good players, while casual and experienced surviviors are getting spoiled for not actually learning how to play the game.

    And this update is not a QOL, its a buff, just a different term used to make people think its harmless to in game changes and interactions. QOL would be something like Anti-Camp or Anti-Tunnel, which shouldn't be triggering in most matches, but in the chance a player is experiencing an extreme amount of unfun, theres a failsafe mechanic. This pallet ######### is just a blatant buff to the already stronger role, which again, no one asked for or expected.

  • @TheGoon224 said:

    I’m really only saying this because I feel like the only reason why the Myers rework made it to live is because we were all too busy with the controversial but good intentioned anti-tunnel and anti-slug but that’s kind of why I’m saying that big reworks like this their own space because when you have several massive changes along with a new killer and some questionable pallet density changes it really was hard to focus on Myers with everything else that was surrounding him. I think Freddy Krueger is kind of the prime example of how you present a rework. give them their own PTB so that they are the focus along with a few perk changes so that the survivors at least have something for these. So for the killers that are gonna get reworked like Trickster, Trapper, and Merchant they need their own room to breathe.

    they should opt to make a test queue rather than do PTBs in modern DBD. There is a ridiculously small sample size of playtesters when PTbs release, console players should try out the new changes too in the form of an optional event queue

  • @DEMONANCE said:

    they will go away until next Halloween

    He just explained why hes unsure of if thats going to happen or not. Theres an icon inconsistency, the item is in sale, but not limited, even though it usual is displayed otherwise.

    Tbh, this collection is incredible, it sucks that they haven't added to it this year.

  • @Alicia_Tried6041 said:

    Because survivors deserve more pallets to defend theirselves against todays broken killers.

    Each individual killer needs fixing, not a masked basekit survivor buff. Survivor was already the stronger role, this change wasn't needed nor asked for and has dropped killrates drastically.

  • @Tamo said:

    Haunted by Daylight, I reviewed the gameplay details & when I came to the mention of the void I immediately bumped into the exact problem we had last year. It's the Halloween event & you've made interacting with the Halloween specific section an absolute no-go for survivors. Even worse so this time around. Did you not learn anything from last time? Why would survivors go into the void, it's entirely Killer sided, again even more so this time. Killers can enjoy the Halloween event. Sure you gave us a gen tool with the fog vial but why would I go in to get one if I'm exhausted, broken, constantly screaming, hindered & can't hear the killer (who also of course knows I'm in there)? Why the hell would I do that!?

    The catch of the void is that you can keep the killer occupied away from gens. Last years setup in there was definitely better than this years though, its just the added haunts that make looping in the void much harder and alot less long. Why it was changed, no one knows, the void well was pretty accessible anyway.

  • @Vapsiik said:

    My suggestion is that once you get downed with desicive strike, it actives to prevent slugging and make it a bit more useful. So the killer can't just wait it out or go after someone else. This makes the perk alot more useful and I think this is pretty valid. Don't forget that this is my favourite game and keep up the great work!

    DS is fine as is. If you want anti slug, run unbreakable in unison

  • Well, theres this new hindering percentage that essentially just brought it back. Yes you can move again, but at 2 meters per second, basically just pike being stuck in place by kidnap tech

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015047#Comment_4015047

    Read my post above, there is a different proposal there.

    Reducing the size of the bloodweb essentially just means getting things that are very rare or greater is impossible. If you didn't know, those rarities only appear at the end of nodes. Shrinking the web entirely just means commons are gonna become Super Commons, since they'll make up 90% of your web.

    The web should stay as is, or it could follow my proposed rework:

    • You can now collect whatever you want from the web
    • Only once all collect turns have been used will the Entity come and block all unclaimed nodes, resetting and leveling up the web as usual.
    • The turns work like usual, the first 10 levels have no Entity blocking, the 11th one introduces it and tells you how many items you can claim before the web is consumed and reset in the top right of the web overlay.
    • Added a new auto and bulk spend mode to prioritize a specific item/offering/add on.

    These changes aim to allow players to claim any item/add on/offering multiple times if there are duplicates in their web far easier. The Entity will only consume what you leave behind once you are out of spending turns. Because of the new spending mechanic, filters can now be set to buy specific things from your webs.

    Believe me, I played mobile too since its beginning, and it had thee worst progression system I've ever seen in any game. Getting a P100 took an insane amount of time, spending experience and playing so many ganes took so much time. You don't have to di that on core, it takes only a few months of consistent gameplay to max any character.

  • @lestatvampire69 said:

    what happened to the golden toolboxes? havent seen anyone talking about this since forever.

    Oh im sure the new ones are out there somewhere, but for the most part they're very hard to find. The last one found we got was when Eyrie's main got reworked some months ago. The toolbox is right beside the main building generator on the book shelf

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014911#Comment_4014911

    I get no such pop up, but thanks… I'll pay EXTRA attention next match and just use right click anyway just to see if it works. That is my toolbox button.

    You must be using the same button for item use and normal interactions. Which im pretty sure is the default, so that'd make sense

  • @Amanova said:


    I remember when I played DBD mobile there was a bulk spending too, but it bought everything that was in the bloodweb (ignoring entity blocker) and didn't buy everything cheap like now. I think it is worth removing the entity blocker so that in the future we you don't have to bother with updating (QOL) bulk spending so that it chooses the desired addon. To make everything fair, you can just reduce the bloodweb as if it was eaten by the entity blocker 😀

    You would be spending alot more bp if this wasn't a thing

  • @PleaseRewind said:

    What is the advantage? During the last anniversary event I was travelling Internationally and played some games on my crap laptop to get all the goodies. I had high ping most of the time I had to give up. As survivor I couldn't hit skill checks and would teleport like crazy. When playing killer it was just as bad. Every time I went to swing at someone they would teleport ahead of me and I could never get a hit in!

    High ping isn't the same as playing from a different server. If you're playing on na servers while in a different country, you're VPNing, which though is allowed, is frowned upon since you've essentially made your ping worse and harder to play against. It hurts survivors more than it hurts you, interactions change completely whether you're gonna make that vault or not. Having bad wifi is having bad wifi. You're in your intended server and you're playing a game despite your atrocious net. Also frowned upon, don't recommend.

    Please stop doing either of these, its boring to face and it shouldn't even be allowed for modern online pvp standards. No ones fault BHVR still hasn't introduced an ms cap, but you still shouldn't be that guy who abuses the system for a comp advantage.

  • @TheArbiter said:

    I dont use a VPN when playing this game but so often I've been placed in the wrong server where everyone is over 100ms ping, I genuinely think matchmaking is broken at times

    Thats a bug, its no ones fault that that happens

  • @Royval said:

    don’t pre drop pallets vs ghoul there’s your fix.

    Well if you're gonna get hit anyway from a kidnap tech or a grab attack, you should just hug the vaultable so you firce a grab and get more distance from the injure. This makes a huge difference when you're injured already and not marked, you can force a grab instead of a kidnap, giving you a longer chase.

    Kidnap teching is stupid, but it is preventable

  • I think their motive behind not adding an abandon scenario for this is that you can just force the survivor out, and if you get lucky, might even make them backflip or front flip away from the exit if they're not careful.

  • @RebeccaGlazer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008036#Comment_4008036

    How does you getting sandbagged and dying because of that relate to my point that DBD isn't survivor or killer sided?

    Because erratic solo queue teammate behavior is the biggest part of the reason the game seems killer sided when in reality its the complete opposite if everyone just plays the game properly.

    Majority of the times I've lost is because my solo queue teammates are just horrible. How they even ended up in my lobby let alone that MMR is beyond me since im practically at 1.6K (max MMR) for MMR ranking. Theoretically I should only be getting paired with other comp players pretty much. And yes I know queue times and when you're playing and whos playing matters, but I'd much prefer a better matchup than more lower quality games filled with horrible players. Thankfully, they are going to fix MMR in April though, so hopefully I won't have to worry about this anymore and I can actually solo queue with reassurance of an actually fair match.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014407#Comment_4014407

    singularity is op only against bad or uncoordinated teams

    if you wanna name an OP killer name kaneki not krasue or singularity. and i dont think this killer is top 5 anyway as people learn how to play agaisnt her more like top 10.

    Brother, my usual 4 man struggles against him, and we're a group of comp players with a combined experience of around 25K+ hour

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014407#Comment_4014407

    singularity is op only against bad or uncoordinated teams

    if you wanna name an OP killer name kaneki not krasue or singularity. and i dont think this killer is top 5 anyway as people learn how to play agaisnt her more like top 10.

    Kaneki is worse than Krasue, even after the two nerfs shes recieved

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014452#Comment_4014452

    no. you use fixated mid chase when she phases (since she cant see you). you sprint and make her think you're located around where your scratch marks end and fixated/jiggy away. its completely different to a killer that can actually see you.

    and no its not unintentional, it giving you a "boost" when not holding shift is the way the perk is designed. literally by definition "gain 20% haste when walking". therefor any interaction from killer that forces a survivor to walk, is automatically increased by 20%. pretty sure the same goes for Snug when he grabs you too(could be wrong and if so i will eat my words), you're in walking animation so if you are running fixated, you automatically get 20% haste, because thats what the perk does.

    So again, it's doing exactly whats intended. Nothing else is changing other then your walking speed. You're not gonna jiggy anywhere from leaving scratch marks, you're just gonna get yourself found, you're not fast enough to get away walking.

    It doesn't work like that (or at least its not suppose to.) Snug has his own slowing mechanic that isn't affected by fixated. Its supposed to be the same for Cenobite chains, though for some reason to this dat you can let go of shift and benefit from fixated even when you shouldn't.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014438#Comment_4014438

    fixated counters spirit because you can walk when shes midphase so she cant hear your footsteps and panting/breaths and also make more distance if they're following your scratchmarks.

    also its not a bug, when you're chained by pinhead, you cant sprint > instead you are walking, fixated gives +20% haste when walking thus you are 20% faster when chained. not a bug. just how it works.

    So…in other words fixated does nothing more against spirit than it would any other killer. And the Cenobite effect is unintentional. Survivors are forced into a specific movement mechanic for this killer, fixated giving you a boost when not holding shift is unintentional.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014235#Comment_4014235

    fixated counters spirit and pinhead, but that doesnt need nerfed does it? no.

    i think it's nice to have niche perks that (soft)counter the odd killer anyways. calm spirit also counters doctor.. doesnt mean calm spirit needs nerfed though does it? its again, an already niche perk that barely does anything in the grande scheme of things and makes no sense to nerf it, same with vigil. like i dont think its that deep to warrant nerfs.

    vigil already had stacking removed, like the perk used to be dead before it got buffed and now you want it to be dead again. doesnt make sense to me.

    How does fixated counter spirit? Cenobite being countered by fixated is a long standing bug that has never been patched somehow. Its not intended

  • @ImWinston said:

    https://us.v-cdn.net/6030815/uploads/3F07SL6TMNOS/pallets.jpg

    • I've seen a lot of discussion these days about the recent increase in pallets on maps. I thought, "Who's really suffering from pallets?" I made my own tier list. Each killer deserves an in-depth discussion; for example, Wraith, with the right add-ons, could easily be moved to the "eats pallets" category. Or Skull Merchant, has no power with pallets, but "punishes" the survivor with his drones if he doesn't change loop. Or Deathsliger ignores weak pallets, but suffers from strong pallets. Or Houndmaster punishes those who misuse the pallets, but suffers greatly if the survivor uses them well…in short, reading this tier list requires a bit of mental flexibility. Thoughts about it?

    Spirit def not suffering from these changes ngl

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014237#Comment_4014237

    you literally said it yourself nerfed down from S tier

    yea she's still good Atier killer but nowhere near OP.

    What? Shes still a top 5 killer, ######### do you mean she isn't op? Singularity is op and hes like the 7th or 8th best killer in the game, and hes an A tier too

  • @[Deleted User] said:

    why do you want to nerf a balanced killer, adapt

    Are you ragebaiting or do you genuinely not know how strong this killer is? You do know she was nerfed twice down from an S tier killer right?

  • @TheGoon224 said:

    Her only purple rarity outfit is locked behind the blood moon event and she has not gotten a single outfit since, not a single bug fix, not a single balance change since her release, and they still have not updated knotted rope which they said they were going to do, but I guess they just kind of forgot about that like how they forgot about this killer.

    The perma slow bug still exists too after over 2 months. Supposedly the devs care alot about her, but im not seeing it (they picked an HM outfit fir the community contest as their "dev pick" and shes Supposedly getting a rift next year.)

  • @stikyard said:

    Since Distortion was ruined there is no counter to this perk.

    Feels like every match all the Survivors start together and then the Killer is there in like 3 seconds.

    distortion isn't bad, you just need to work for your stealth. The perk used to be broken, and it rewarded never confronting the killer

  • @THE_Crazy_Hyena said:

    So, here we are again, talking about the map balance. Now that I have had more time to fully test out the maps, and fairly extensively too, I can make a better judgement on how (at least) I feel about the current state of the maps.

    The TL:DR is in the image
    A more in-depth breakdown below

    https://us.v-cdn.net/6030815/uploads/8YQ48NZZXT9B/my-image-289-29.png

    Pretty balanced for both sides

    • Ormond Lake Mine - Not much changed with the tile and pallet updates. It still plays mostly the same, and feels decently balanced to play on.
    • Freddy Fazbear's Pizza - Still feels good to play on for both sides.
    • RPD East Wing - This map is the perfect balance for an indoor map, and should serve as a template for how to make a good indoor map. Loops are not too strong, and pallet density is just right.

    Almost balanced for both sides

    • Blood Lodge - The pallet update helped this map more, at least in terms of reducing the dead-zones that could often spawn near the main building.
    • The Thompsons' House - Pallet update helped reducing the dead-zone in the corn-field in front of the main building.
    • Léry's Memorial Institute - Still the same Léry's, with a ton of windows. It needs a few breakable doors added to the long rooms.
    • Dead Dawg Saloon - Still feels a bit inconsistent, especially in terms of generator spawns, where it can sometimes create some terrible 3-gens.
    • Dead Sands - Was not affected by the pallet update, and it is still plagued by a few weak tiles.
    • Toba Landing - Feels pretty balanced all around, but it does need a few small tweaks to be up there with the best maps.
    • Nostromo Wreckage - Like Toba Landing, it does feel pretty balanced all around, and it needs a few small tweaks to play better. Mostly in terms of clutter in the middle part, that killers can often bump on.
    • Greenville Square - Pallet update made it better in terms of the middle part, but the loop tiles got severely reduced in strength.

    Still slightly survivor-biased

    • Gas Heaven - Has always been survivor-biased, and the pallet update didn't help its cause.
    • Torment Creek - Got a bit more survivor-sided after the pallet update, where loops are much more easily chainable.
    • Eyrie of Crows - Main building is still strong, despite countless attempts to nerf it.
    • The Game - Still the most pallet-dense map in the game.
    • RPD West Wing - Unlike the East Wing counterpart, this layout favors survivors more, with the narrower hallways with god-pallets and all the rooms that breaks line of sight.

    Still slightly killer-biased

    • Shelter Woods - Pallet update helped a bit with the dead-zones that could occur near the big tree, but it is still a killer-favored map, despite the increase in pallets.
    • Azarov's Resting Place - No amount of pallet increase can help this map, due to the layout.
    • Rotten Fields - Got significantly better with the increase in fillers, but it is still Rotten Fields at the end of the day.
    • Rancid Abattoir - Actually playable as survivor now, but it still suffers from being too small.
    • Haddonfield - Significantly better after the update, but it is still a bit small, and the problematic 3-gen by the Myers house is still present.
    • Family Residence - While the pallet update made it better, it still feels like too many dead-zones spawn in the middle.
    • Sanctum of Wrath - This is more a problem thanks to the layout of the map.
    • Hawkins - Mostly due to the tight generator spawns in the middle part of the map. Once the nearby pallets are gone, it is an automatic win for the killer.
    • Midwich Elementary - Still favoring killers, thanks to the tiny size, and easy rotates.
    • Fallen Refuge - Like with Hawkins, the generators spawn too close together, especially around the main structure.

    Pallet Update made it survivor-biased

    • Coal Tower - Used to be the de-facto map for balanced play, but after the pallet update, it shifted into being pretty survivor-biased, thanks to the increase in safety.
    • Groaning Storehouse - Got significantly stronger as survivor, thanks to the increase in pallets.
    • Ironworks of Misery - Same as the previous mentions.
    • Suffocation Pit - Used to favor killer more, thanks to the layout, but with the increase in pallets, it has shifted to favor survivors.
    • Wretched Shop - Used to be one of the more balanced maps before the update, but now it is a lot stronger for the survivors.
    • Wrecker's Yard - Got significantly stronger for survivors after the update, despite it being a more killer-favoring map beforehand.
    • Fractured Cowshed - Used to be very survivor-sided in the past. Got shrunk and changed to be more killer-favoring, and now it is back to being survivor-sided once again, thanks to the dense pallet spawns.
    • Mother's Dwelling - While the main building got nerfed for survivors, it more than made up for it with the amount of pallets around the outskirts.
    • The Pale Rose - Used to be slightly survivor-biased before the update. Now it is even worse for killers, thanks to the increase in pallets.
    • Grim Pantry - Same as The Pale Rose, but with a stronger main building.
    • Mt. Ormond Resort - Got significantly stronger in favor of survivors, thanks to the increase in pallets.
    • Temple of Purgation - Got much stronger for survivors, thanks to the increase in pallets around the main structure.
    • Shattered Square - Definitely got a lot better for survivors, maybe a little too much.

    Heavily killer-biased

    • Forgotten Ruins - Doesn't matter how many pallets you add to the outside, the map is flawed by design, thanks to only one access point into the dungeon.

    Heavily survivor-biased

    • Disturbed Ward - Got more survivor-biased after the update, thanks to the addition of more fillers, and close pallet spawns.
    • Father Campbell's Chapel - Got more survivor-biased after the update, thanks to close pallet spawns.
    • Badham Preschool - Still the same, with no changes. Still the same buildings, including the original House of Pain design.
    • Garden of Joy - If anything, it got easier to chain loops after the update.

    Hawkins is definitely not killer side my guy.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013896#Comment_4013896

    True !

    First time I embarrassed myself as Ghoul (I was zooted)

    Second time I embarrassed myself as Trickster! (I was also zooted)

    The zooted excuse had me dying that first time. The trickster match tho u didn't even do bad, u got like 9 stages 2K on your C tier killer main. that's pr good

  • @devoutartist said:

    yeah this is on all platforms it's really bad on xbox you get like 10 frames even when they are not lit only happens when the gate switch are interactable after the gens are done

    Nah this happens even when the gates can't be touched yet. I've been playing all day and the second u go near a gate my frames die

  • @xshatteredmindx said:

    I'm happy OTR is back, this version feels more balanced. Tunneling is still awful, can't wait to see anti-tunnel.

    Gen speeds are also a problem. Its very hard to balance both without micro balancing between MMRs, so we just put up with it for now.

  • @cogsturning said:

    I keep hoping I'll accidentally run into someone but I never know if they'll have the same name.

    I've Came across @Shroompy twice now in pubs. I was swfing and he was the killer both times

  • @Starlesque said:

    After going through the Entombment and Reverence Rifts, the community has strong, mixed opinions. Both Rifts had amazing concepts - ancient, entombed vibes and cathedral-like stained-glass aesthetics - but the execution fell short.

    We’re not just venting. DBD players care deeply, and BHVR needs to hear this: we see the talent, but the same mistakes keep happening.

    🩻 Entombment — Solid Concept, Weak Execution

    • Deep Rift numbering bug: Tracking tiers was confusing and messy.
    • Theme vs. rewards: Bone aesthetic looked great, but grinding 100 tiers for mostly filler charms and minor recolors felt tedious.
    • Few “wow” moments: Very few cosmetics felt premium or memorable, leaving the Rift underwhelming.

    🙏 Reverence — Bold Ideas, Poor Follow-Through

    • Yun‑Jin physics: Skirt and cloth glitches broke immersion.
    • Dredge: Fan-voted ghost-in-a-sheet design got reworked into tissue-paper textures with huge scissor arms - blocking the screen. Clearly not playtested.
    • Stained-glass textures: Concept was elegant, community expected an actual stained-glass effect on the outfit, rather than the quilted jacket-like texture that was delivered.
    • Recolors dominated: Few original designs, making progression feel dull.
    • Rift duration: Four months feels long for limited content.
    • Deep Rift labeling bug: Came back, showing quality control issues.
    • Missing Claudette headpiece: This small but noticeable omission really summed up how rushed this Rift feels.

    Unfinished community contest examples: Sable’s “Death by Roses” (missing makeup, awkward skirt) and Singularity (no facial animation) show the same pattern: community content isn’t being polished properly.

    The bigger problem? No proper playtesting or approval process before release, especially for fan-submitted content.

    💐 Overgrowth — A Glimpse of What Could Work

    The Overgrowth Rift mostly delivered: Ascended Outfits, better color variety, and smoother execution. Minor issues like preview rotation glitches and reward bugs remind us quality control still matters, but it’s a step in the right direction.

    💬 A Decade of Empty Promises

    BHVR has apologized countless times for recurring issues. Ten years later, apologies don’t hold weight. The backlash isn’t toxicity - it’s accountability.

    If these problems are “part of the game,” stop apologizing. We’ve accepted the flaws, but we won’t accept repeated negligence.

    🧩 Moving Forward — What We Want

    • ✅ Approval process for community-created content before release
    • ✅ Transparency between concept and final product
    • ✅ High-quality Rifts with meaningful rewards
    • ✅ Playtesting for visuals and gameplay
    • ✅ Follow-through - stop letting promises remain unfulfilled

    Both Entombment and Reverence had incredible potential. The community just wants BHVR to deliver on vision, polish, and respect the players who’ve supported this game for over a decade.

    💬 Let’s make our voices heard:
    If you agree, upvote and share your thoughts below. BHVR needs to know the community cares about quality, not just quantity.

    Wheres Overgrowth? That was also a terrible rift

  • @WeirdHexButOk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013756#Comment_4013756

    What's a stat tracker? I'm assuming you're talking about the end game score board, which also shows all player perks. If so, you would know that the killer's loadout is hidden until all survivors (including bots) are dead or sacrificed, it doesn't reveal the killer's loadout if ALL FOUR survivors DC; and that's what I have an issue with.

    Deducing the killer's loadout is a huge aspect of the game, and it is required to come up with a counterattack as survivor. That being said, I can't tell you how many times I've kept a mental track of what perks and add-ons the killer is using, only to reach the stat tracker surprised that the killer did not have a specific perk equipped despite demonstrating their ability to use it during a match. I've been playing this game for almost 5 years; I've reported dozens of blatant cheaters and almost every single one has been banned. My main issue is that I don't want to waste the developer's time by filing tons of erroneous reports; therefore, displaying the killer's loadout once ALL FOUR survivors disconnect would help prevent wrongful accusations.

    I can't help but notice you completely avoided my argument revolving around subtle cheating killers. You can't just pretend like subtle cheating is non-existent, it has been a persistent issue with this game ever since BHVR decided to make DBD free for a day. I'm sorry, but your response sounds like a lazy excuse to avoid catching and reporting subtle cheaters to me. At the end of the day, I am only looking to improve the game and make it fun and fair for everyone.

    No, there quite literally is an official stat tracker for DBD as of the FNAF release. It tells you all sorts of things about your career, including your 10 most recent matches

  • @WeirdHexButOk said:

    Even if the killer were still in the match, survivors should be able to see their perks and add-ons if the whole team leaves. The whole point of hiding the killer's build in the end game chat is to prevent SWFs from relaying that info to the remainder of their team; but if all of them DC, what's the point? It's not like we can tell the bots what the killer's build is. Are we really expected to watch all the bots die just so we can check if all the killer's perks check out? What if everyone DCs because we suspected the killer was cheating? There would be no way to cross reference our memory against the actual killer build. Although, to be fair, I haven't witnessed a legitimate cheater in a good while.

    If you dc, you're willingly leaving a match early. You don't deserve to see anything, thats your punishment for not sticking out a match.

    You can also check the Stat Tracker when the match is completed. That tells you what perks, items and add ons people had

  • @alex1988 said:

    Theres is no way! I got exact the same issue, with exact the same killers! Onis dash, hillbillys chainsaw, vecnas fly but also pyramid heads power. I am playing on ps5 and i am trying to fix this issue since moause and keyboard was introduce on console. I bought even a new mouse, but it did not help. I am so glad, i am not the only one having this problem. Pls let me know if you fixed this bug!

    This happens on M&K on all platforms. Unfortunately these killers had their turn rates changed to a consistent speed and locked to about 30⁰/s. Oni and Billy feel awful to play cus of these changes, but at least Vecna has multiple abilities, and the flight being perfect doesn't really matter since you can't do anything after for 2.5 seconds.

  • @megswifey said:

    I haven't been super active on the forums like I once was, but I came back to ask if anyone else is feeling the same way as me?? Like every match I've had is a Myers and all my teammates feed him in .5 seconds. I also hide from him yet get punished for my team members giving him charge. I thought old Myers was tough to play, sure, but this is like… overkill imo. Any advice on countering him now?

    His power sucks outside of his new stalking speed

  • @killer_hugs said:

    they were just going to get changed into something that no one wants to use?

    They're just extra clutter for chests and the bloodweb at this point lol

    The crazy part is they're easily fixable too. Just give them more charges and revert the effect nerfs + make the effect consistent on all map skydomes

  • @Xray said:

    Im not talking about the chase music itself but the 3 parts before it, for me personally i gotta go with Nemesis when he's about to run up on you to throw hands (literally) it gives you the feeling its about to go down. Close second to Unknown for how unnerving it is and third goes to Dracula.

    Icel, the past 4 killers I've just kept bouncing between when they released. Krasue's music just feels so high quality and is genuinely catchy and fitting

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