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DarKStaR350z

DarKStaR350z

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DarKStaR350z
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  • When I started playing when the game first launched on console I mainly played Doctor as I had trouble finding and tracking survivors. I still enjoy him to this day but I’ve always preferred playing a variety of killers as they all play so differently.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968122#Comment_3968122

    Not everything can be replied to, but everything is seen. Our Community team is very active on all of our platforms. Let's please not throw the team under the bus. Not every question is answerable!

    I really hope Ghoul doesn’t “get Skull Merchant’d” which is what I’ve seen a lot of people wishing for; the treatment of that killer in response to DCs and complaining have set a very scary precedent and the sentiment from the community seems to be that they can weaponise feedback to destroy a killer even when they don’t need it like in Skull Merchants case.

  • @hermitkermit said:

    First off, how you feel is completely valid , personal experience is as important just as much as stats. That said, the data does show that killer is the power role by design. they win more often than they lose. But that doesn’t mean the role isn’t stressful, it just means the stress looks different than it does for survivors.

    Survivor is statistically harder to win, but killer is entirely dependent on individual performance making it more stressful. That leads to a tricky balance when we talk about fairness and role incentives.


    For example:

    If killer were made less stressful but won less often than survivor would that feel fair?

    Or if survivor became more stressful but started winning more than killer would that feel fair?


    In an ideal world, both roles would be equally rewarding and fun. But in an asymmetrical game, that’s not realistic. It’s not meant to be equal, there is a give and take between both roles. Both roles offer something the other role can’t, and it’s that players choice on which one they prefer or if they prefer both!

    Personally, I think killer should be the power role. they’re solo, they don’t have teammates to lean on, and it makes sense from a horror genre perspective. Winning more often makes the role worth playing, even with its stress.

    I don’t think survivor needs to win more than killer, I think the issue is how survivors lose. Losses that feel unfair, or cheap, like getting slugged all game or tunneled out immediately, in my opinion are the real problem with losing. I think survivor role should lose more, but the losses should feel deserved. I’m not a fan of snowballing either, and it can happen to both roles. That’s why I’m in favor of unpopular ideas like a base-kit slowdown that affects both roles.

    In your opinion, what are some ways you think the killer role could be made less stressful/more fun without making it stronger?

    For me if the gens get done in 5 minutes but I get 3 kills at the end due to altruism or something, it doesn’t feel like a win or very satisfying; similarly if I feel I’m winning every chase quickly by playing well but by the time I’ve walked to a hook and walked across the map toward the gen and it pops in my face which ends up feeling frustrating as even though you feel you’re playing better you lose as the game can be over too quickly.

    I don’t want to win all the time but if I win or lose I want it to he because I feel one side played better in chase not just because getting 8-12 hooks takes loads longer than 5 gens, or because the gens are so far apart it feels impossible to pressure because half a gen can be done while you walk from one to another, and any injuries can be undone in 4 seconds way faster than it can take to get a hit.

    Sometimes when I’m playing survivor I can escape without ever seeing/being chased by the killer just by sticking to a gen and prerunning to a strong loop they don’t want to follow to, especially once a centre gen is done and it splits the rest to opposite corners of the map. This also doesn’t feel very satisfying even though I might escape I don’t feel like I got out because we were more skilled just that time was on our side.

    Of course it’s equally frustrating to run the killer for ages and feel you’re outplaying them but no one else is on gens so eventually you die anyway, but at least it feels rewarding to lead them on a good chase and you know if your team were playing better you would’ve escaped.

  • I enjoy facing them but same as any killer it gets old seeing the same one too often.

    I feel if Ghoul is really winning all the time like people say then they will eventually be at different MMR and won’t see them as much. I sometimes see Blight or Billy but Nurse for me is a rarity as I must not be at the MMR where people only play those killers.

  • @kosaba11 said:

    Not in my games. Gosh darn teammates refuse to touch the darn things even when I've somehow unlocked the ability to loop (or I'm against a baby Killer - which doesn't happen often, but it does happen). But that's just my games.

    Lmao I feel this one; the one in 20 games where you’re like ‘im doing it dad I’m looping!’ and running the killer like you’re making a TikTok video, not a single person on a gen 😭

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967357#Comment_3967357

    The demand for “proof” usually isn’t about evidence. It’s just a way to put the burden entirely on the other person while never actually offering a counter.

    Ive never seen the opposite shown from the killer side of things, not one poster has had any stats to share for killer that would suggest they are in such a dire state. Or video, nothing.


    The only thing I ever see in return is, “Well here’s team elysium”. Which is essentially telling people to "just get good, steph curry hits 25 points a game" while everyone here is playing pickup basket ball at our local gym.

    If we’re really talking balance, the thing we all engage with when we press the "Play" button on our screens for dbd, then both sides should be bringing something to the table.

    Not speculating on tournaments we dont take part in, the games not balanced around, and not where the skill level any of us are probably even close to.

    Otherwise, it's just a bunch of what if's until someone wins an argument on the internet.

    If anyone posts killer stats with low kill rates they’ll just be told it’s because they’re bad.
    Plus it’s super easy to swing the stats either way without seeing the actual gameplay.
    I could slap NoeD on and run the best addons and get 2/3 kills even though gens might’ve been done in 5 mins. Or I could run no perks as stand in the corner until all 4 escaped. I could get random solos not doing gens trying to flashlight and head on, or I could get a full 4 stack on a win streak.


    Stats don’t have value imo as so much could happen during the match, plus the matchmaker is all over the place and often feeds newer players to better players or feeds those better players to 10k hour mains if it feels they’ve won too much.

  • @stephenjames8382 said:

    Hello I'm a 42-year-old legally blind male that is having many problems playing dead by daylight a little history on being legally blind I have a condition where I will go completely blind sooner or later and it's affecting my gameplay now and I was wondering if there's any way that we can brighten up the characters to make them better as a killer or to make the other survivors brighter so I can see them now regular vision is below 20 / 200 is considered legally blind so I'm having difficulty I would appreciate it if somebody could give me helpful tips or anything I'd really appreciate it I play with my wife Jasper Twilight on here all the time and I just want to keep playing with her till I can't sorry for such a long post

    If you are on PC you can use Reshade to alter the colours iirc, and it is allowed by the developers. Not sure if that could help you until another solution comes? If you are on console though of course that isn’t an option.

  • I don’t get the arguement that the game is not over when the exit is powered when the same can be said for 4 man slug, someone could have Unbreakable for example, but survivors can still just DC. I don’t see any reason why the killer shouldn’t be able to DC as soon as the exit is powered if they know they have lost and there is no endgame perks in play.

  • @Choaron said:

    Clickbait video. When was the last time you faced a killer running Franklin? Exactly.

    Why nerf it then?

  • They all look good but I really like the Daryl skin, Michonne does have the sword holster though

  • @vol4r said:

    You can blind while hooking.

    This is how I finally managed to get it after hours of trying last night

  • I ended up getting it eventually with the Foxy Hook and Endo CPU addons, but yea I had a lot of really rough games and its was a miserable time trying to get the Adept

  • I loved when perks gave bp and Doctor was my go to for using Distressing Thrill BBQ to get loads of bp.

  • @jesterkind said:

    I'm not necessarily saying the change is a good idea - it depends very heavily on how much lower the number is, so I can't say for sure until I've been on the PTB - but I do think people are being a little uncharitable to the reasoning given.

    To me, it didn't read as "You're using the purple bottles too much so we're nerfing them", it read as "the value of Clown's power was weighted too disproportionately towards the purple bottles, so we're evening the value out to make both bottles appealing".

    I don't think it's as much about the literal statistical ratio as much as it is evaluating how Clown's power is designed and how the bottles are used or not used. I don't think it's absurd to suggest the yellow bottles require a lot more effort for not that much better reward, so I don't think it's insane to proactively weaken the purple bottles while buffing the yellow ones to avoid things getting out of hand.

    They just buffed some underused survivor items to get them used more and didn’t nerf medkits etc because people used them more, they could’ve just buffed the yellow and maybe given them seperate ammo counts. It’s just weird how they nerf things they think killers are using too much to make them use something else rather than just buffing other stuff to give killers more appealing options for variety

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958864#Comment_3958864

    Pretty sure all the streams mentioning it are gone and I doubt the vote is still around, but I am pretty sure that it happened. They didn't have time to finish it, but obviously wanted people to play with their friends in some way.

    Cote was describing the game as a whole. Clearly, the vision has changed. They still wanted the game to be a hide n seek game, and looping wasn't even really a thing back then yet. That's how early it was. I'd argue that the introduction of aura perks shows that even if they did hold that vision, it didn't last long at all.

    Oh yea that’s what I’m saying that it wasn’t the vision at the very start but the vision obviously changed very early on to due the demand from players and who’s to say it would have even been as popular as it is without swf added!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958845#Comment_3958845

    Cool, as someone who was sort of following the game at that point, here's a fun fact!

    The Devs wanted SWF and KYF in the game at launch, but they put it up to a vote because they couldn't finish both in time.

    The community chose KYF. SWF was always intended, even prior to launch.

    Even if what you claim is true, which it isn't, then that idea held true until Nurse. Who was added in 2016, a couple of months post-launch…nearly ten years ago. And then SWF was added on….the 11th of July 2016.

    Yea it was already kind of in the game for custom lobbies they just added it with a matchmaker for the main game mode. They didn’t even add the emotes until the patch after swf.

    You can clearly hear the game director himself explain the game concept being lack of information in the video, which of course would not be a thing with communication.
    Similar to how the original design intent was hiding stealth and being scared the design of the game changed into what it is now.

    So you have anything to suggest SWF was always intended? I would be interested to see that as someone who has also been following the game from back then.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958750#Comment_3958750

    Well, clearly not so much an edge. We know the Kill Rates against SWF and it still favors Killer.

    Regardless, SWF was designed and allowed into the game from the very start. Hacking has always been against the rules. One is a mechanic, one is cheating.

    Just jumping in to say that SWF wasn’t designed and allowed in game from the start.
    The game was initially designed to be solo players who couldn’t communicate and a lack of information about your teammates, the killer, and their perks. It was added due to popular demand later in the 1.0.3 patch.

    There is this interview with MCote in 2016 when Nurse was added describing the lack of information part around 1:15 mark

    https://youtu.be/YH5jhyU6GjU?si=x-IQN5K0Ssg3FYBO
  • Can’t believe Clown got a nerf and PH slowing down when using trails sounds awful.
    I’m guessing the ‘buffs’ will be like the Unknown changes where they add something to base kit but then nerf the addons and it’s actually an overall nerf when the new base is combined with the addons 😭

    At least Deja Vu got buffed so gens will go even faster 😂

  • I actually wish there was no slow walking on controller as it’s never used in regular gameplay, and actually makes looping less efficient than on PC.

  • The problem with a ranked mode is that people will still play in unranked if it means their games are easier.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957035#Comment_3957035

    You're missing the point.

    The competition is the fun part. Testing yourself against an opponent is the fun part. Using macro strategy, scoring hits off of mind games, or hitting with your power is the fun part. Winning is the icing on the cake. Sure, the cake is okay by itself, but it tastes REALLY good when it has the icing. Losing normally wouldn't be so bad, but survivors can and do take every opportunity to rub it in your face that you lost. So not only did you not get icing on your cake, but someone hocked a big ol' loogy on it.

    Running around "goofing off" with survivors isn't fun, from the killer perspective. What, realistically, are you going to do? Point at each other? Pretend to do a gen? It's funny for about 30 seconds, then it's really freaking boring. And you make zero BP.

    "…not because of skill, but because you just brought the wrong thing to the game."

    You're so close, so close to getting it. Unless you're using an S tier killer, not using "unsportsmanlike" strategies is "bringing the wrong thing to the game" when you're playing against survivors that are efficient on gens. You just don't have the time to 12 hook the whole squad. You have to get someone out by hook 5 at the absolute latest, or you're going to get crushed. And that's if you're getting fast downs and have some map mobility.

    What’s depressing is that even when you are winning the mind games and getting quick downs while shredding through pallets, that you can still lose to the gen timer even though you feel you couldn’t be more efficient. It doesn’t feel as bad losing when you feel you’ve been outplayed but losing when you feel you’ve been the one outplaying all match feels awful, especially when you then get bm’d for it at the end as if you lost due to being outskilled when it often just comes down to the fact the survivor objective is faster and easier to complete than what is expected of the killer for their objective, especially when trying to play in a way where survivors won’t complain you used unfair strategies.

  • Especially when they expected so many new players with the FNAF chapter who let’s be real are really going to need all the BP they can get with how much stuff there is to unlock.
    Very strange choice.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954554#Comment_3954554

    If you balance around the highest level of play, I guarantee you the balance will not trickle down.

    If you balance around the potential for players to improve, then you alienate the casual player. The vast majority of casual players will never reach high MMR, thus the focus shouldn't be on improving balance for high MMR. Especially in a game like Dead by Daylight, where the asymmetrical nature means that balancing around the top would make high skill-floor killers downright oppressive.

    Evidence of this can be seen in Overwatch with Tracer, who has only ever been bad during the GOATS meta. She's easily dealt with at the highest levels of play, but can be downright oppressive and obnoxious to play against for the average player.

    The high MMR experience doesn't need balance changes to be improved. It needs fundamental changes that benefit everyone, such as playing for hooks instead of kills.

    You wouldn’t be playing against high skilled killers if you are not at high MMR as eventually those killers will be at high MMR and you will not be if you don’t improve to play at that level.

    What you are saying is that people just have to quit playing or accept that they might reach a point if they play well where there are things they cannot do anything about no matter how skilled they are, and that’s bad for the game.

    If your issue is that the matchmaker could use some work as it sometimes throws one side to the wolves by feeding lower MMR players to higher MMR players then that I can agree with but it’s a seperate issue to game balance.

    Edit to add I completely agree with balancing around hooks instead of kills 100%

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954349#Comment_3954349

    The vast majority of players in PvP games will never reach the highest levels of gameplay. One important factor is time. The vast majority of players for PvP games are casual players whose skill level falls in the Average and Above Average brackets.

    While they can improve, they aren't necessarily interested in treating the game like a job. They play to have fun, regardless of whether they win or lose. Very few of these players will ever reach the highest levels of play. To put into Overwatch terms, a few of these players might reach Diamond but the vast majority will remain in Gold/Plat.

    But they don’t make say headshots easier to hit with Widow for example because average players can’t reliably hit them, because as you get better you can hit more of those shots and it would make the gameplay super oppressive at higher skill levels. People can always improve no matter how much or little you play.

    You can’t buff killers because average players get looped too long because they can get better, you can’t balance around teammates not doing anything because at higher ranks they will, you can’t add extra pallets because survivors don’t know how to use loops because better players will be able to use them too effectively.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954170#Comment_3954170

    The vast majority of player will fall into the average range. Truly great players are a rarity. That said yes the top tier players will probably feel an unbalanced match more but that's the problem with PvP and ASYM games. You'll basically always have that issue even with good match making. Ultimately you have to balance things in a way that gives the most people the best experience you can give them.

    Most PvP games balance for the top because people can always get better and improve; if balanced for the average leaving the top unbalanced then there’s nothing those top players can do except accept it or quit playing.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954023#Comment_3954023

    Yes it applies to both sides. Balancing around top tier players on either end is a bad idea.

    If you balance around average players then what do you do when those players get better and it makes the game unbalanced?

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953064#Comment_3953064

    You can't balance around the top tier players. Imagine how painful survivor would be if the devs balanced around survivors playing like Hens or Ayrun.

    But there’s literally a comment in this thread saying killers can’t lose if they play like streamer one trick killer mains, both sides should be balanced the same so if you want to balance killer gameplay around the top 1% who play as their job, then you have to do the same for survivor to be fair.
    If you’re balancing around average survivors then you can’t expect killers to play to a level you don’t think is fair to expect of survivors.

    Sure you can’t lose if you play like a streamer who plays as their job full time but the same applies to both sides which people don’t admit.
    It’s always killers are too strong as this streamer can go on streaks, but balance around average survivors as you can’t expect them to play like survivor streamers who go on streaks.

  • @killer_hugs said:

    i mean it's obvious that BHVR has been gaslighting us around this issue

    we know survivors d/c at high rates. these games are often 3/4ks for killers.

    we also know that BHVR removes these games from their stat totals

    they tell us averages but they don't tell us is what we really want to know - just how effective are the best killer players in the game?

    we can watch twitch and see it for ourselves. lillithomen loses maybe 1 game with blight per 1000 games. onepumpwilly just goes on a 210+ winstreak with trapper. at the very top of the game the best killer players are just rampaging and feasting >99% of the time and it's clear. when the ceiling is so high that you basically can't lose if you know how to play it does show just how poorly balanced the game really is.

    Why when talking about balance are you expecting killers to play like full time streamers who are the top 1% of players, but when talking about survivors we are never looking at Hens or Aryun and expecting survivors to play like them but arguing about balancing for the average player?

    Killers it’s always get better this streamer can do it, survivors it’s always it’s hard for average players who think Lich/Dracula have to many abilities to learn counterplay to so the game should hand hold them instead of expecting them to get better as they can’t be expected to put the time in to improve.

  • @Plague_Priest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948523#Comment_3948523

    Except Kaneki's release kill rate was astronomical and is still, right now, higher than Springtrap's on average and with a higher rate of 4ks. It's not just about hysterics, it's about statistics and high-tier player reception.

    Springtrap isn't a problem, he's not being pointed at as a new contestant for S-tier alongside Nurse and Blight like release Kaneki. People with proven skill are placing him above average but not broken or even particularly strong. And he's not got such a high kill rate that he's out there just monster mashing the newbie crowd like Kaneki did.

    Yet still we have "worst patch ever" and "He's so OP how is this allowed?!" screamed because somebody had 1 or 2 bad games where they probably got tunneled down, because that's the survivor kryptonite.

    People could just go next against Ghoul and can’t against Springtrap.

    I’d rather play against Ghoul than Springtrap tbh, and a lot of people’s complaints about Ghoul are worse against this killer.

    Ghoul has a terror radius this killer seems to be silent most of the time, people complained about Ghoul getting one health state over loops where this killer can down over most loops, can deny window and pallet vaults, gets a grab that counter Dead Hard and other Endurance, teleports like a quicker Alien with no cooldown or counter, and can instadown like Dredge grab but more consistently.

    Not saying Ghoul is easy but I’m honestly finding this killer much more frustrating to play against.

  • I think the number of gens remaining can be deceiving. It can show you go down with 5 gens left but in reality 3 gens could be close to 99% or something. You never really know how close 5 gens remaining is to being 1/2/3 gens remaining and that number can make it feel like there’s no hope.

  • If survivors don’t like killers running he slowdowns, aura reading, anti heal, and now haste perks; what perks are ok to run?

  • @CriticalWeasel said:

    For now, just settle for Borrowed Time / Babysitter / Off the Record

    The tunneling eventually goes down overtime, though I can not lie. Springtraps be tunneling extra hard lately.

    Many are probably new killers and there’s nothing in game to tell them they’re supposed to play in a non optimal way. To anyone who doesn’t know they’re expected to avoid tunnelling it’s the most logical option. Just as survivors wouldn’t randomly think it’s a good idea to leave a gen at 75% and then go start a fresh one for no reason.

    The game should focus more on hooks and teach killers there’s benefit to hooking different survivors when there actually is any benefit to spreading hooks.

  • In regards to Vader not being as powerful in game as he actually is, it’s the same with Vecna and for lore reasons they say the entity puts its mark on them to limit their power.

  • I’m around 65ish iirc and think most of my progress has come from event quests.
    Its definitely slower for me than before but I don’t get chance to play every day or 2 due to work/life but when I do play I tend to get a long session in.

    I’m more worried that I’m almost done with most of the milestones and when they run out I expect my progress will slow even more dramatically than it already is.

    I’m holding off on buying the rift until I see if I finish it and get what I want from it first and if not I’ll save my money. Theres not that much I’m bothered about in this rift tbh but I do still like to buy them if I get everything from it.

  • Freddy Leatherface and Pig should definitely get some of their iconic music from the movies incorporated into their chase music, such a missed opportunity imo

  • Please look into this devs; as others have said it should be an easy fix to just make killer items spawn first and then chests.

  • @RJoyYourJoy19 said:

    Didn't BHVR themselves say in the past that you can't force people to play matches they don't wanna play? What has changed? There's a billion valid reasons why people hook suicide or DC, but now you're not allowed to do either.

    Notice how it's almost always killer mains celebrating these changes? Allegedly they are meant to improve Solo Q, yet it's gonna make it far more miserable and a lot of survivors are speaking out against the DC penalty and go next prevention. What does BHVR think is gonna happen when they force survivors to play matches? They won't suddenly start enjoying them or start trying, they'll either quit the game or sandbag their team.

    The new spawn logic, the rework of map offerings, the new AFK crows, the new mori system, the new way the DC penalty works, the new go next preventions and the fact that they even apply to SWFs where everyone can just agree to go next all send a clear message. You're not here to have fun, you're here to boost the killer's ego as they get their 100th 4k in a row. You WILL stay in a miserable match and you won't complain as you watch your random default Feng with level 2 perks getting tunneled out by a P100 quadruple regression Blight on Haddonfield.

    This is genuinely the worst patch this game has ever gotten.

    Why are you making this an us vs them?

    This will absolutely improve solo queue as the majority of my solo games are ruined by a teammate going next or DCing a few seconds into the match just because they got found first or something.

    DCing ruins the game for the other survivors way more than it does the killer player.

  • @Roaroftime said:

    Other killers get kill switched until their major bugs are fixed so I don't understand why ghoul is getting special treatment??

    Twins didnt get killswitched with the bug recently where you got stuck viewing Victor attached to a survivor and had no choice but to DC

  • I feel like the wiggling skill checks are faster but something definitely feels different with the regular ones as well

  • Ah I actually had this on PS5 once today and wasn’t sure what caused it.
    Started the match and got on a gen straight away as the killer came close to us the frame rate went from bad to full freeze in the space of a couple of seconds and I had to close and restart the game.

  • Apart from locker placements I think Dredge is in a good spot, they have mobility, anti loop, stealth; and some of the best skins in the game.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916751#Comment_3916751

    It does give an insight into the devs mindset that the killer players are not as important.

    Or that they are seeing a lot more survivors quitting the game than killer players and that is what they are trying to figure out. Going of reports about queue times it seems a valid concern.

    I would say a good percentage of players play both roles and there’s no reason they would not just put the same answers but from killer side as well, it’s not like they’re limited to that many choices and they couldn’t add 1 or 2 more to see how people felt. It implies they don’t think people have any complaints about playing against survivors.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916774#Comment_3916774

    Your claim: "It does give an insight into the devs mindset that the killer players are not as important."

    And I showed you that your claim is wrong, meaningless and does not provide any significance.

    And please, dont get started with Bugfixes, when we had Bugs like the Merciless Storm-Bug, which was in the game for months…

    Look, you try to paint the picture that the Devs only cater to Survivors and that those poor, oppressed Killers are ignored by them, but it just is not true. You have to do a lot of mental gymnastics to get to your conclusion and you might want to stop doing this.

    You haven’t showed anything though, just mentioned they fixed one killer bug?

    I haven’t painted any picture, I uploaded a picture that shows the facts that the only answer options given on a player satisfaction survey were from the survivor perspective which demonstrates that the killer perspective is valued less than the other options given.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916751#Comment_3916751

    Just to show you how bad your take is - remember that an event got delayed so that a Wesker-Bug was fixed before the event started, so that Wesker-players could play the Killer during the whole time of the event.

    And you seriously say that a company which does that only cares for one side? Come on. BHVR neither only cares for Killers nor only for Survivors.

    What’s that got to do with them putting out a survey that only includes answers relating to the survivor experience?

    I never said they don’t care but it certainly suggests where their priorities lie which is on the experience from the survivor perspective. There are plenty of survivor perks and play styles that aren’t fun to play against.

    And if you want to talk about bug fixes look how long it took to fix uncounterable flashbangs, killers sure had fun playing against that.

  • @CrossTheSholf said:

    It feels so survivor sided tbh

    IMG_9008.jpeg

    There’s one question about why you took a break from the game or something, and the answer options are all survivor sided like killer power/perks too strong, and nothing about why a killer player might have stopped playing.


    It does give an insight into the devs mindset that the killer players are not as important.

  • @RJoyYourJoy19 said:

    There's no reason to already start asking for killer buffs when we still have no clue how BHVR plans on addressing these issues. We already got base kit anti-tunneling and anti-camping changes in the past in the form of basekit Borrowed Time and anti-camp meter and we already know that those changes did nothing to change the crazy amount of tunneling and camping survivors go against.

    When it comes to slugging, we already know that BHVR won't give us basekit Unbreakable which would be the only viable way to fix slugging (other than basekit We're Gonna Live Forever and Made For This which is also not happening), so there's definitely no need to panic if you enjoy slugging that much.

    The reality is that those playstyles are unhealthy for the game . People can swear up and down they are legit strats, but if only one out of five people is having fun in a match, that's just bad game design. One person should not have the power to make four people miserable in the match that they are playing. On top of that, the vast majority of the killers are more than viable enough to win the majority of their matches without these strats and if the changes end up being actually impactful, it will force many killer mains to finally develop enough skill to win matches without making others suffer in the matches against them.

    The only thing basekit borrowed time did was make survivors who just got off hook body block the unhooker with the endurance effect when the killer is trying not to tunnel, then when they go down they have DS, then they complain about being tunneled

  • Until something is done about survivors giving up or ‘going next’ kill rates are still basically meaningless.

    Edit to add that these stats also don’t account for wether players were running meta or meme builds, or if people were doing some tome challenge or playing normally.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916066#Comment_3916066

    I'm mostly being insanely sarcastic tbh.

    I said that people splitting up on gens was worse for the killer before the prove nerf, and nerfing that perk would just make gen rushing worse. At that time I was told I was an idiot, and it was 100% PT (and BNP) causing the problem.

    Fast forward to today, and shocked Pikachu it looks like people are splitting up on gens more. Who could've seen this coming?

    I think with regards to gen splitting and Prove Thyself; splitting is stronger early game when there are more gens left but Prove let survivors smash out the last gen or 2 really quick.
    Even with someone out the game by that point if everyone had Prove they could often complete a gen in the killers face no matter how efficient a chase is against a survivor especially with a lot of the killer roster.

    When paired with Deja Vu and sometimes toolboxes it made the last gen’s feel hard to pressure due to the speed they can be done and the regression limit. If you don’t commit to a chase and push them off gens they can infinitely reset and heal, and if you do commit the gen speed can be so fast you're losing a gen which will often leave the remaining gen’s too far apart to stop because of the travel time between them.

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