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Crowman

Crowman

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Crowman
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  • @XenoMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081446#Comment_4081446

    BHVR said (in one of their blog post about MMR) that they dont want to force people to the meta perks. They have also said that DBD is game without any rules and it can be played by any means. So Hide and Seek is also possible playstyle.

    Just because BHVR doesn't want to police the right way to play the game, doesn't mean we have to allow people to refuse to engage with their only objective or sabotage their teammates by blocking them when they are trying to run away from the killer or intentionally blowing up generators to make sure progress doesn't happen.

    AFK Crows has been in the game since the start. So the intention even before looping became the popular way to play was that survivors shouldn't be doing absolutely nothing all game.

  • When BHVR went back on the AFK Crow update, it became pretty obvious they don't have a big interest in cracking down on survivors ruining games by refusing to play them out. There was also someone who posted a support ticket about a survivor player intentional griefing and BHVR basically said that they won't do anything about it.

    That's just the sad state of the game. If you want to queue up and AFK or be an active detriment to your teammates, you will not see consequences for doing so.

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467582/dbd-needs-more-complex-powers-like-plague-or-singularity

    survivors hate anything that demands they deviate from a standard macro or chase gameplan

    killer players, by and large, prefer simpler designs

    i hope we do ocassionally get more complex killer designs but honestly i think the current ratio isnt too bad. imo the more complex killers should be the unlicensed ones

    A lot of complex powers are not even strong for their complexity compared to their more simpler counterparts.

  • If BHVR was a little forthcoming about the fact the stream was going to be hours of not much happening leading up to the reveal at X time, it would have gone over better. Especially when they were starting it late at night. Most people could have gone to bed and wake up for the actual reveal instead of sticking around until it became clear nothing was happening.

  • 2v8 is unfavorable towards the killer side by design. Killer side also has long queue times and the whole "play while you wait" where you have to go through 2 survivor games just to play 1 killer. It's not really a surprise that people are sticking to killers who are the most fun to play while being the strongest of the limited rooster.

  • I'm not sure why people have a problem making the perk usable through walls. It's already range limited to 20m. It's not like the killer will just pop your gen from across the map. It's also on the low side of regression at 10% and has no ability to stack with other regressions like pop. Might as well make it slightly easier to use.

  • BHVR recently put out a ban wave for accounts with purchases from unauthorized sources, then walked back on it to temp bans. Don't really expect anything serious to be done about cheaters when they've already shown they won't commit to permanent bans on accounts that break rules.

  • It's a shame to see them outright admit they don't want to police in game behavior, but it's not a surprise given how many in this community act. And until BVHR decides to take a stance and police actual in-game behavior, we'll be stuck with the toxic mess of a community that DBD currently fosters.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078549#Comment_4078549

    I want to agree with you, but I'm not optimistic when knotted rope is still in the dumpster

    BHVR is extremely slow at making changes and diminishing returns won't change that. BHVR could easily push number adjustments every 2 weeks live. We don't really need a PTB to test number changes. Then the PTB could be reserved for bigger changes. That's not the world we live in. It'll probably be at least a year before we start seeing sweeping perk changes and it'll still be a handful of perks at a time.

  • DBD is still a live service game. We'll see more changes to stuff with diminishing returns in mind. There was never going to be a scenario where BHVR reworked 100s of perks to release along side the system.

  • You say it's not even strong. I really don't get what we are complaining about. Ghostfact is one of the worst killers in the game, because he power does very little. Being able to play loops by crouching is by far the least problematic thing in the game.

  • I think the problem is that Stake Out is just a bad perk by itself. If you remove the syngery it has with other perks you just create a perk no one would ever consider.

  • @Rockparty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466947/grimoire-chapter-perks-revealed

    I like the idea of Hex: Under your thumb, it allows Survivor to keep running their favorite haste perk, and for the killer to feel the delight of that perk effectively being nerfed, allowing a quicker catch-up. I feel it would be better if the hex totem could be rekindled in a way that Hex:Pentimento can in some form, or the way Hex:two can play can after the conditions are met.

    Under Your Thumb is just bad as shown. It only affects exhaustion perks which killers have non hex answers to. The only way to salvage it's current design to prevent survivors from gaining haste at all.

  • 2v8 is such lost potential. BHVR could have used the mode to try more experimental gameplay features, but instead went down the route of massively buffing survivors in hopes to attract more survivor players. But ultimately made the survivor role so easy that it's not even interesting to play.

    And with the fact they won't add Legion to the mode means the entire mode is now all about trying to appease survivors and not killers.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077098#Comment_4077098

    I appreciate the detail. I'll be passing feedback along to the team, so context like this helps characterize what folks are feeling.

    Out of interest, if you had to point to one aspect of this perk that feels like it'd cause the most friction (i.e. extending the effect to other Survivors via boon; the time investment needed to get value; the speed compensation), what is it?

    Imo, it's mostly the boon aspect of giving other survivors the perk debuff. If it was a personal perk that only gave yourself slower progression for a bonus. It would be bad, but not problematic that you would have to worry about other survivors running the perk just to grief you.

  • We can look over the last few years of changes and there has been barely anything worthwhile towards killer. This is why Killer Meta is stale and the same. The last time killers got a wide sweeping changes was 6.1 and survivors collectively complained about it that most of those buffs have been negated by other changes over the years.

    We really need more frequent and drastic balance changes. Like Diminishing Returns are interesting except that we likely have to wait months if not years for the devs to get around to adjusting perks.

  • You're complaining about "Them vs Us" while making a suggestion that is solely "Them vs Us".

    Really BHVR needs to implement a feature to chat restrict players, but this would also mean they would need to take action on end game chat toxicity.

    in Answered. Comment by Crowman
  • Steadfast if built with Hyperfocus and other perks to increase your skill checks could work, but Hyperfocus builds already have good syngery perks that I'm not sure why you would choose Steadfast.

    Under Your Thumb is also just bad. It really only affects exhaustion haste but it's a hex. Killers have access to many exhaustion inflicting perks that would be more useful than this while also not being a hex. Just make it prevent survivors from gaining any haste.

    Villigiance is just killer OoO, but I don't see why you would use this over other aura perks.

    Lay Waste is fine except for the long cooldown.

    Salvation Cry is kindred for chase so honestly a decent pork.

    Fruits of your Labor. Healing speed is fine I guess but why 2s haste? That sounds rather useless.

  • This gives me the vibes that you took the output of an LLM like ChatGPT and just posted it here.

  • BVHR is just very slow to kill switch problematic broken stuff on the survivor side. I remember the last time it was Streetwise causing infinite item charges and they really dug their heels before they finally killswitched it only a day or two before the patch. It's just weird when they'll killswitch killers quite quickly.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466800/bhvr-nerfed-the-doctor-to-compensate

    That's odd. Doesn't make any sense. Why would they do that? (Not denying your statement..I am genuinely confused.)

    bhvr loves to nerf addons when they buff killer base power. They run almost purely on data but rarely ever buff underused things bc they just don't play killer to any significant degree.

  • @cammoking123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075675#Comment_4075675

    Who cares about Hens and his stupid tournaments? Those are coordinated swfs. Of course fast track is gonna be overpowered under those conditions. My thing is the game shouldn’t be balanced around swfs because most of us play solo and a solo survivor with fast track is not about to make a noticeable difference.

    If you want the game to be balanced for solos then the power level of solos and swfs needs to push closer not further. Having a perk like Fast Track exist where it is too strong in swf is simply a problem for the entire game.

  • @PetTheDoggo said:

    I definetly prefer it to work only when you unhook rather than whenever, simply because that's way less likely to go out of control.

    but 5% seems just low for this.

    I think 5% is fine. Previously you were getting 6% but it was effectively 18% since it was triggering for all survivors rather than just 1. Brand New Parts are 10%, but are single use. This perk can effectively be used up to 6 times (or 8 times for the entire team).

  • I do not think having to put in a little bit of work for free gen progression is really that big of a deal. It's just no longer a perk that everyone must run because it was so overtuned giving free gen progression for the killer just playing the game.

  • This would 100% be abused and everyone would extremely long queue times.

    If you can't handle playing with other players, don't queue up.

  • I don't see how this would change anything. It would not stop anyone from "tryharding". If anything people would just avoid pressing the button so they don't possibly lose their build over restrictions.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073481#Comment_4073481

    People just need to report players being toxic in end game chat

    I mean, it doesn't do anything though. Most are savvy enough to get their message across with enough plausible deniability or obfuscation that they can't really be banned for it.

    Reporting for things said in end game chat is more likely to do something than reporting for anything else since BHVR does get the chat log with the report without needing to submit a support ticket. It's better than nothing, because there's no point in talking back to those being toxic as you'll only feed it.

  • @Dinadin said:

    I doubt that there is any correlation on chat behaviour and anon mode.

    There isn't. Before anon mode, people were plenty of toxic in the end game chat anyways. People just need to report players being toxic in end game chat and move on with their life.

  • I'm pretty sure Almo left on his own accord to seek a new opportunity. BHVR can't just rehire a dev who left to do something else unless they want to come back.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073359#Comment_4073359

    It is same as merchant high kill rate from survivors giving up and killing themselfs on hook because i doubt devs have such clear data on everything.

    This thing happened year ago after freddys rework there were stats from devs and freddys were high and there were few posts making exuce for nerf because he has super high kill rate and pick rate but they kinda forget to look at date from which these stats were taken and just reacted and didnt put that little detective work to find out that its ovious that most of killers played him by that time because he got reworked finally in to something thats playable and not op or weak as trapper.

    The devs do have better data than what they show us. They simply show us these snippets of data for fun, because the community likes it. With over 40 killers in the game and only getting data on the top 5 most picked and most deadly killers for a 3 month period is basically meaningless to analyze.

    Years ago we used to get actual graphs that showed kill rate and pick rate data for all the killers. Which is far more useful than these top 5 breakdowns.

  • It's pretty much pointless unless you are submitting a support ticket with video evidence for every single report. Which even then I can't say if that will successfully get people banned for intentionally throwing.

  • @100PercentBPMain said:

    weren't those stats from back before her nerfs?

    The data was pulled from September 1st 2025 to February 28th 2026.

    Krasue released September 23rd, 2025 on patch 9.2.0. She proceeded to get several nerfs in 9.2.1 and 9.2.2.

    I'm pretty confident that since Krasue's pick rate dropped off a cliff after her nerfs that the 67.1% Kill Rate is heavily influenced by her release state and not her current state.

  • The whole mechanic around Hatch simply needs to be changed. Hatch as it currently stands is just an RNG pity mechanic. It feels bad as killer for the survivor to escape via hatch and personally as survivor it doesn't feel rewarding to find the hatch first, because it's just luck.

    But changing hatch would only do so much to stop killers from slugging for the 4K unless the mechanic was forced upon downing a survivor with only 1 other survivor alive. Which people didn't like the finisher mori being forced on that one ptb even though I'm certain that it would have been a far positive impact than the current live version.

  • After the mess of recent reworks we've gotten, I would rather BHVR leave killers alone than to rework them.

  • It's more just has to do with how BVHR has every character have 3 teachable perks. I think what would help a lot if the Shrine of Secrets was expanded to have more perks available to purchase considering the game has over 200 perks on both sides.

    Also I don't really like the ideal of perks working different depending on character chosen especially for survivors. Killers already sort of filter out perks based on how well they synergize with their power, but for survivor it would just create meta survivors based on which characters get the chosen bonuses to their perks.

  • Ghostface is weak when you compare what his power does compared to others. At the end of the day you have no mobility and no way to deal with pallets/windows. The HUD updates over the years have only made it harder for stealth killers. You are super weak to sprint burst and if survivors pay attention they'll spot/hear you before you get too close.

    How effective his power is in the control of survivors.

  • Have you seen how BHVR buffs killer perks? The reason why the meta basically never changes is because BHVR barely ever buffs killer perks to be useful. At best we'll get slight number adjustments that fail to address why people were not using the perk to begin with.

  • If you are playing customs, you do not need progression since everything is already unlocked for you in customs.

  • @Nehkran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072440#Comment_4072440

    You can still have your profile viewable to others while blocking comments. You seem to be misunderstanding the whole reason of this post. I'm explicitly advocating for the removal of this feature for the toxicity it brings in game. If you read the post it's also mentioned how reporting does nothing :).

    Anon mode isn't the source of toxicity. If it were removed, you would still see the same toxicity at the same rate.

  • @Nehkran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072436#Comment_4072436

    Again, where are these messages being sent? You can hide the end-game chat in the pre-match lobby by clicking on the "-" sign. If you're receiving messages on your steam profile, why is your profile allowing that? On top of that, you have the option to deny friend requests so people won't be messaging you.

    Some people like having their steam profiles viewable to others. If the game gives them an option to prevent them from toxic people in the game and they prefer that over closing their profile, then it is frankly none of your business.

    Report anon players if they are cheating or being toxic in egc. You do not need to know who they are to do that.

  • Anonymous mode is one of the few good things BHVR has added to the game. I do not need salty players harassing me outside of the game.

  • Customs are basically that. You can add survivor bots in customs. There's no BP, because you have everything unlocked.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071270#Comment_4071270

    if survivors don't go down because of it then what difference does it make? playing against Singularity you can't just ignore emps, against xeno you can't just ignore turrets etc. it's just that with pingtab it's not obvious if the baked in counterplay is helpful or not.(sometimes the auras indeed do nothing, and potentially doing nothing gives people anxiety)

    EMPs and Turrets actually hinder the killer's power. Getting an aura of Springtrap does not. Sitting on a door is essentially making the game a 3v1 for the killer and we already know that a 3v1 is a strong position for the killer. Not only that but the survivor on the door is extremely vulnerable, because they can get grabbed by Springtrap teleporting.

    The upside you get for interacting with Springtrap's power is not worth all the downsides you are inflicting upon yourself and the team.

  • You're spending time not on a generator to just see the killer. That's not really a good use of time given how fast matches are.

  • We all have games that are not very fun to play out. It is not an excuse to d/c and without the penalty the game would largely be unplayable, because people love to make excuses why their d/c is valid. If people were not so prone to d/c because the killer found them first, we may not have even had the d/c penalty added in the first place.

  • I think you first need to learn what ping is before you start complaining about the ping level of other players.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068762#Comment_4068762

    How, and why did it needed to be removed? yes to the no stalk cap and more t3 buffs

    what do you mean "improved good boy"?

    Good Boy is the killer title for Chucky.

    Killing a survivor without any hooks and practically nothing survivors can do to avoid the fate was simply not fair and the only way Myers could be adjusted if it that addon was gone.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465572/myers-is-just-a-braindead-killer-that-is-not-even-fun

    well people were complaining non-stop that he needed a rework because of tombstone and everything despite that he wasnt that strong, so this is what we got.

    tombstone was holding back giving Myers proper buffs. It needed to be removed and I think most Myers players just wanted things like no stalk cap and more t3 buffs.

    Instead we just got an improved Good Boy.

  • People having the rare internet hiccups is not a reason we need to make the dc penalty lighter. You lose internet for a bit, you wait for it to be stable, then you wait 5 minutes after attempting to queue up. Really not a big deal.

    Meanwhile the only way the system would be an annoyance for you if if you constantly disconnect from matches. In which case good riddance.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068407#Comment_4068407

    The stats are borderline useless. Unless something changed with this batch, any match with a DC is excluded from publicly released numbers. So imagine how many Blight, Nurse, and Ghoul matches were cut from the data. Consider just how many people probably DC from Momo's matches alone when he hard tunnels them at 5 gens.

    Frankly, BHVR should not be making changes based on DCs.

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