Deadman7600
Deadman7600
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020962#Comment_4020962
Believing the game is biased towards survivors for no reason at all is illogical. If the survey currently leans toward survivor issues then that's the data they're interested in collecting. You don't think BHVR has way more info in front of them that this is based on?
even if you are interested in a certain type of data you still need the entire picture, thats what a survey is for, not only does it narrow down the issues but it also measures severity. A well written survey is made to be graphed, there should be a killer related option that is specific to an issue killers often complain about so that graph can be used for comparison. You can measure how severe the tunnelling issue is and how prevalent other issues have gotten for the other side in your focus on tunnelling, camping and slugging. A survey has the potential to give so much clarity on so many things, but this one is (wether intentionally or unintentionally) biased, making it useless outside of a throwaway statement.
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@Wezqu said:
I 99% in about 80% of the time as there is no point to put you and the team on a timer if you aren't in a situation where it does not matter. In the end its situational but there is no good argument to do either option 100% of the time.
kinda true, but the egc isn't exactly a short amount of time. I usually just open if I leave the gate or 99 if im gonna stay there.
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@fussy said:
Wait, did I miss that they dropped her rework?
I don't think its dropped yet, just might get dropped if this buff goes over better ig. Idk its confusing.
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I main killer and the main perks that give me issues are vaulting perks because I play killers that time their powers around vaulting like xeno, springtrap and houndmaster and they kinda throw me off a bit so one of them might be good to have in your arsenal.
If you are looking to just be a little gremlin and don't really care about escaping you could try the build I made to help me learn to loop better. Duty of care (to interrupt other peoples chases), resilience, windows and sprint burst.
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@ShanoaLegendaryPlz said:
I currently main xeno. And springtrap feels like a total upgrade compared to xeno in every aspect- except m2 cooldowns. Xeno can just keep firing his tail very quickly, at the cost of being able to lose his tail for quite a while or being forced to leave chase to go back to tunnels. And the tail now giving the survivor a long warning before going out. However he also doesnt speed up when he doesnt have his power ready like springtrap.
Long story short all im trying to say is if springtraps m2 cooldown got any shorter than it does with the addons, then there would be no point in playing xenomorph.
tbh I think I disagree. I main Xeno but secondary Springtrap and I feel like Xeno is just better. Maybe it's just because I'm on controller so Xenomorph feels better to control but I think the info from the tunnels is fantastic and the shots with xenomorph are so much fun to hit. I also prefer the stagger Xeno experiences compared to the way Springtrap just denies actions and lets you practically get close enough to sniff a survivor, just to loose the hit because you reclaimed your axe in range of a window (about a day ago).
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I mean, as someone who still has a lot of levelling up to do on some characters, it could just be that they don't have that many items on that character, or not enough to want to use them until an event.
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I'm enjoying the game currently too, but mostly because I just came back from a break.
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I feel like the borgo realms did also need it but yeah I agree mostly
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013388#Comment_4013388
That's Dead by Teammate then. Works on doors too. ©
*dead by me
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I'd say no because if you live in an area with a smaller playerbase eventually the queue time could become so atrocious it blocks some players from properly getting to play the game.
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@UnicornMedal said:
Making Trickster the lead character feels like they're hoping the whales jump on-board. They might, but I don't know that that will save anything. I ranted in another thread about it, but the quality alone is lesser so the pricing feels like the final nail in the coffin. Unless they really wow us next year, the Rift is just not worth it.
it could also be because Tricksters rework is supposedly some time soon. That's also possibly the reason skull merchant was chosen for the Halloween event. Just marketing for these characters before their 'big moment'.
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As someone who really doesn't like the changes proposed by the ptb, I am perplexed by the decision to change OTR this early. Surely perk changes pertaining to these additions should be saved until the actual patch they're added with. Another very weird bhvr choice.
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@Amanova said:
No idea why it got buffed when anti-tunnel isn't there yet same with Ruin, yet all nerfed survivor perks went to live from ptb, I guess devs are not working hard on survivor stuff and focused more on killers…
I'd argue that the fact that they postponed (that being the key word) the anti-tunnel means that they probably are working hard on it.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012988#Comment_4012988
The 4perk system clearly was created before they realized this game can be a golden goose with potential of endless DLCs. They didn't count for that much content, everything tells about this
It's not bad making complicated stuff, but it should be considerate in advance. Or it’s gonna be pretty miserable later
Yeah, the only way to make the 4 perk system work smoothly would be to test every perk with every other perk in the game and make adjustments to synergies that are too strong (or just plain bugged). Given the fact that there's already over 200 it really isn't realistic for a AA game studio, especially one which spends that much money on licenses alone to keep on top of it. the 4 perk system is gonna have to be changed to a new one eventually.
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@tes said:
The making gameplay of survivor evolve around perks… was a bad first made decision
You can’t create over 200 perks without providing too boosted combinations or not making around half of them borderline useless. Killers have the same problem, but they at least have additional micro gameplay opportunity
And since because it’s so many perks, you as solo survivor would never be able to play accordingly team, because you simply lack of info…
Just only one this thing making half of this game pretty miserable.
I’m afraid we can’t balance it. It’s just… unaffordable anymoreI’m agree they making this game oversimplified and mindless over the time. Recent Killer don’t need to worry to aim, while currently survivors have endless resources they don’t need to manage that thoughtful anymore (beside their hook stage).
But I can’t tell this game is oversimplified on its own. Something completely opposite. So many layers created a real mess here…To solve this, they would have to abandon half of everything they've already done, delete and rework. And that's... impossible. I'm afraid this is already some kind of point of no return, but I hope devs at least will start to try better
I agree with you sadly, even if its a pessimistic outlook. This is really why I think 2v8 is the proper future for dbd because of the classes mostly. The 4 perk system was decent for a while but the fact that there are now this many makes it virtually unmanageable. I studied game design and I was taught to not overcomplicate, not necessarily make things simple but not to create too many variables that you cannot properly test and manage all of them conveniently. And sadly the perk system has become so intertwined with 1v4 that I think that mode may be beyond proper balancing without ripping it to shreds (and I don't want that).
With the 2v8 mode they have a chance to create a much more manageable mode. Maybe on top of classes players could equip 1 perk each from a list of approved ones and slowly more and more of the perks get reintroduced? Or they could go the same path as sonic racing crossworlds with the 'perks' (that's not what they're called in src) where any 'class' (also not src name) can use any perk but perks often affect certain classes more. Like in that game the handling kit is better on a handling vehicle than a speed vehicle.
I really like the perks but I think its just far too bloated to be managed anymore, and choosing to forgo that in 2v8 hopefully means they're prepping it to be the next flagship mode to cure this problem. But again this is just my opinion.
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@littlehoot said:
I probably don't have much in the way of thoughtful analysis to add (while I am an academic specialising in horror in fiction, I'm not in any way knowledgable about game design), I did want to just comment and say that I appreciate your very thoughtful, well articulated analysis of the game's current state and some of it's problems.
I do think that ultimately, one of the biggest problems with DBD at the moment is the content cycle, specifically the speed of the content cycle. It feels like a lot of long term issues are being pushed to the wayside for the short term boost of players and income that comes with releasing a new Licensed DLC every few months, which to a degree I understand. But it means that the same problem keeps happening over and over: with the addition of every new killer, every new perk, every new add on, it then requires adjustments being made to a significant portion of the killer roster or the perk roster to account for new mechanics and to try and negate power creep.
Which, due to the sheer scale of killers and perks, almost always leads to the introduction of bugs or a failure to account for every single potential conflict or issue (which is fair, its a huge job!), leading to problems with other killers or perks breaking etc. Which isn't inherently caused by the content cycle, but the speed of the content cycle is definitely not allowing a whole heap of time for fixing things.
Like a failed rework or solution to a problem not working, and as such just being ignored and left in whatever state it's in.
yeah to maintain the speed of the content cycle they needed a solid base. We are currently seeing the effects of too much content being piled on a pretty far from solid base.
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This is healthy. It's only a game, you don't need to play, anyone not having a good time should take a break (whether its for any particular reason or not). I just came back from a break and I am having fun again even if stuff is stacked against anyone having fun atm. You can still be involved in a community even if your playtime has gone down.
We all love this game and want it to improve, if its not, you don't need to torture yourself by trying to withstand it.
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Springtrap imo. Although his stealth is hurt by his loud footsteps he can catch people off guard. my favourite application of his stealth is on blood lodge if a door is upstairs, this allows you to shepherd a survivor towards main then suddenly peel off and go through the doors to second story. Then drop on them and watch them dye their pants live in 4k.
Although the main reason I'd say he's the strongest is because he is a hybrid killer with a variety of tools in his kit.
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Morning time is the gamers natural enemy (considering we're rarely awake for it), I'd be disappointed if everyone wasn't in a bad mood.
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seems like steam is getting hit by a ddos currently and this is likely spanning multiple countries.
EDIT: should be back now.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011613#Comment_4011613
Can you stop asking for killer buffs and actually play well? All killer are fine if mastered enough! So sad that the mods only listen to killer mains like you, super awful…
stop asking for anti-tunnel and play well.
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@ba_tetsuo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011053#Comment_4011053
"The killer is mostly fine but has a bunch of annoyances that should be removed" is how we got Krasue :D
Springtrap has nowhere near the potential for being OP that Krasue has. His main mobility is his doors that are in set positions and are visible to all survivors, the only way they would be useful in chase is by predicting where a survivor is going and using the undetectable to cut them off, but a survivor can literally counter this by taking an unexpected turn and suddenly Springtrap has lost the chase. The Krasue has headlong flight which makes her impossible to run away from.
Springtraps power gets stuck in walls (sometimes invisible ones), Krasue's slides off them.
Krasue has infinite heat-seeking projectiles that have virtually no cooldown, Springtrap only has one which takes 3 business days to reload.
Comparing them is virtually impossible.
Besides I never said the annoyances should be removed, I only want them toned down. Killers need little annoyances that serve to accentuate survivors counterplay opportunities, I just find being close enough to smell a survivor through the screen but not being able to m1 is exceedingly frustrating and it definitely makes him less fun for me personally. I'd prefer a stronger but shorter stagger which gives the survivor virtually the same benefit but makes it more immersive as the killer and lets me play normally again sooner.
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@ba_tetsuo said:
Idk man, I just picked up Springtrap not too long ago and he feels fine to me. Comparing him to Huntress doesn’t really work. She can swing sooner after a throw because she doesn’t get the 5% speed boost he does since he goes from 110% to 115% while his axe is down. On top of that, he gets free tracking after landing an axe hit. Meanwhile, she has to manage her ammo and lacks map-wide teleports, which leaves her with a lot more downtime between chases than he has. He pays for that lack of downtime with slightly longer cooldowns
I don't think anyone here thinks he's a bad killer, just one that has so many little hindrances that they pile up and get annoying.
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It's mainly the delays after almost everything he does for me, especially if I have a controller moment and miss at shack I 100% lose the chance to hit for what feels like ages. Sluggish is the best way to describe him I agree.
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@redheadbeauty said:
if you're a survivor and go up against a camping, slugging and tunneling killer behaving this way early on in a match, let's normalize blocking them. Eventually they'll run out of survivors to go up against, assuming behavior does match you up against who've you've blocked. Maybe, just maybe.... They'll stop normalizing that type of game play. For all you killers who play this way..... If you feel the need to comment on this post to defend yourself, then so be it. People want to enjoy their game play and have the chance to improve. If we are repeatedly getting grieved by a toxic killer, it ruins the fun. It's then just a waste of time. I understand if you're down to the last couple of gens and one wants to play like that, it can be a strategy and form of game play.... But at 5 gens? Come on, no one likes to be griefed to the point of not being able to get any points or do anything in a match.
It wouldn't do much, but also, I expect it to become less tunnelly/campy/sweaty once survivors feel the number of krasue's go down and they feel less of a need to bring the lock in perks opposed to the ones they just kinda like. Once the killer playerbase feels the full force of the meta less, they will hopefully chill and the tight balance we had around the springtrap update will return.
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for me its less a problem with the axe but more of a problem with the delay he gets after he misses an axe, I feel its almost too punishing for a killer that can't just reload when he wants. It costs me hits all the time.
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@aNAAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009839#Comment_4009839
"Look, clearly you didn't write this yourself, chatgpt wrote this. "
Do you really think he came up with all his ideas? That I didn't just use chatgpt for layout? xD
I understand your questions, it is indeed a 1vs4 game but behind each player hides a real person who enjoys playing or not.
"If a killer already has bloodlust when you get unhooked removing it won't stop them from getting that hit."
So you tunnel yourself and the killer also has the advantage that if the tunnel lasts a long time he gets speed boosts. I don't think that goes in the direction of fair play. :)
I gave them some leads and ideas, then they are free to do what they want with that.
"So you tunnel yourself and the killer also has the advantage that if the tunnel lasts a long time he gets speed boosts. I don't think that goes in the direction of fair play."
I said what I said because I'm confused about what the original statement said. We're you trying to say 'a killer can't gain bloodlust if they're chasing a freshly unhooked survivor' or 'if a killer has bloodlust and a freshly unhooked person shows up they lose bloodlust'. It wasn't clear what you meant because you used chatgpt and didn't elaborate.
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Personally, I disagree with much of what was said here so imma use that format to respond.
- Strengthen survivors in chases.
- no, the point of pallets and vaults is for survivors to regain some of the distance they lost to the killers base speed giving them more base speed negates almost all chase mechanics.
- no again, this is meant to add to the tension of the chase by trapping you on one elevation, dropping should be a calculated risk not open up the entire map to you.
2. Greatly slow down gens.
- This component idea at first might seem good, and it could work as a game mode type thing, but I don't think that's really a good idea for base dbd. This idea just has so many moving complex parts that it could even break the game, think about how many spawn locations would need added and how hard it'd be to memorise them, and what if one glitches into a wall like totems did in this recent update, that just bricks a gen.
- Also, gens are objectively the worst part of this game, and that's coming from someone who finds their mechanics relaxing. Making them take longer would just be an unnecessary lengthening of the match.
- If I were to try and make gens longer I'd personally use something like the blood gens from blood moon, make the pumps kickable and make them take slightly longer than they previously took to finish them. That way there's more variety in the gameplay of the generators and more ways for killer to slow them down.
3. Survivor perk ideas.
- Balanced landing already exists.
- I don't like it because it basically just draws stuff out unnecessarily (like a majority of your suggestions). You should use a vault for all that its worth not get an extra go around.
- Did we not learn anything from mft?
- I actually don't mind this boon perk though. I'd say there should be a limit, so you can't just go absolutely insane with it but I think being able to add 4 or 5 fragile pallets might be a fun idea for a boon.
4. Changes to perks.
- there's a reason dead hard got changed to be post unhook, as another commentor said, 'e to dash' should not return.
- again no to everything said except maybe the first point. The stun is fine in most cases and a conspicuous actions should be a conspicuous action.
- I actually really like the head on change.
5. anti-tunnel.
- If a killer already has bloodlust when you get unhooked removing it won't stop them from getting that hit.
- This literally has no meaning or explanation.
6. Breakable doors
- I think that has some potential but it should be once and the killer has extra breaking speed on said door because the goal of those doors is to flat out stop people from going that way and shouldn't just be free distance for the survivor.
7. Menu improvements.
- yes.
Look, clearly you didn't write this yourself, chatgpt wrote this. You can tell because the only sentences to use the word 'I' are the in the beginning and final paragraphs and chatgpt has no sense of self (not to mention the emojis). So I don't know how much you actually thought about what was said, but this absolutely would ruin the player experience for the killer side in so many ways and also make other mechanics like gens so much more boring.
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@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009022#Comment_4009022
I think rather than the fact that it's healing itself its the fact that trap style killers as a whole are currently too weak for the games current state and need to be worked on if you are going for that idea because as of now healing hasn't been a issue as of my personal experience
Yeah that's the main issue I agree. TBH the worst case scenarios with healing perks are mainly just synergies with each other and medkits, the only one that's problematic on its own is resurgence imo. Previously trap styles, stealth styles and other weak killers could rely on anti-heal and hit+run playstyles to make up that difference but now they kinda don't have the ability to bridge that gap and build that pressure because anti-heal has been thoroughly defanged. I only say I want healing nerfed because I want anti-heal buffed which is intrinsically a nerf to healing.
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I agree, it's a not great game he came from but he was the single best part of it. It would be a shame to see the guy who carried the whole thing be neglected like that.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009022#Comment_4009022
Sounds like an issue with the strength of chasing, not the strength of dropping chase
It absolutely is, you're completely right. Those killers either thrive off catching survivors off guard, or maintaining a 'web' of traps to the point where the strength of their chase ability is less than the potential of dropping chase. Why would a sadako try tooth and nail to win a chase her power isn't set up to win when she can build condemn and pressure multiple survivors. However, that would necessitate at least that survivor who was just left needing to heal for quite a while to keep that pressure up. This is why I also say some healing perks need toning down, most not that much but some absolutely do, and anti heal needs a buff. If just mangled and haemorrhage (uk spelling) were buffed I'd probably be fine with just that too.
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@lettuchia said:
Only self heals need addressing, otherwise commit to chases
this only works on some killers tho, with some like wraith or sadako committing too hard can 100% come back to bite you because they don't really have powerful chase powers free of addons. If it were my main xenomorph I'd agree but considering the OP has a skully pfp I'm assuming they prefer trap style killers which are some of the ones who specifically can't commit to chases unless they want to loose because they need to maintain a control area.
So once again, if it were a strong(ish) chase killer like xeno then sure you're right but the issue is quite a bit more complex (as with every issue in this game) when factoring in trap killers, stealth killers and other similarly low rank killers.
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I feel like the shotgun vomit is a bit strange given the creatures history but otherwise she's really good. I was hoping for Manananggal but Krasue is an amazing bit of gore/body horror and its great to see creatures from folklore that doesn't typically get represented in media. I hope there are more chapters with killers like this.
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I've not played yet but that sounds pretty tough. I wanted the dash to get better turning but I also feel like hugtechs were part of her power in the ptb. I feel like tho it should be one or the other. I feel like a hugtech killer would be good but giving her dash this many plus sides is weird.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004219#Comment_4004219
if they are close to eachother. May have to crawl cross map to do so.
I feel like giving them the aura of another person and then increasing their speed as long as they are going towards that person could help solve that issue. maybe they could have a houndmaster like trail or smth.
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Sadly no
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001768#Comment_4001768
That's true, and that's what User Research does, they run playtests and surveys with the players who are signed up here:
Behaviour Interactive Playtesting
User Researchers are not game designers however, they are experienced in the field of user research and normally data analysis also.
oh thats basically what I pitched. thanks for the insight.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001640#Comment_4001640
We definitely don't want comp players to be in the area of decision making, definitely no.
Their matches are boring, repetetive and sad.
I agree with that, I said that because I lived in english class and I always use lists of 3.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001640#Comment_4001640
Why have a singular person when they literally have an entire team of people? Its not like this one person would be able to speed up the process of balance (in fact it would probably just slow it down) because they would still only be able to fit so much in 1 patch.
With all that being said, the game designers are your balance team. They just have a different name.
You may be right, I studied game design tho and I learned there was always a Research and Development role in big game companies. What I pitched is just a more focused version of that.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001642#Comment_4001642
Problem is chase build work with specific killers and their addons but they are still worse on avarage than normal build which is mix of gen deffence and endgame perks. Why is that? With chase builds you need realy fast downs and chases to keep the preasure if you get longer chases or few missplays that cost you more time then gens will go and there isnt a single thing which can stop them only some tactics like slugging and tunneling and some mix of these strategyes but they will get nerfed and very restricted next patch in like two months so thats it.
yeah I feel like that pressure of needing to be on it with chase times would be quite fun if I still had a chance, however I feel like with the current meta and just my skill level atm (not played outside of swf survivor or 1v1 in a second except the ptb) I wouldn't really have much of a chance.
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I (a killer main) hate them because I'd rather have a swiss army knife of chase perks because I think that'd be funny. But in all seriousness, I feel like I need to bring multiple (mainly deadlock, grim and painres) and I'd rather have a more balanced build.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001584#Comment_4001584
Asking for a "balance team" is essentially like asking a restaurant to have a dedicated team just to improve the menu. Even if they had such a team, that small group cannot possibly represent the thousands of daily consumers.
I feel like they should have someone responsible for trying to maintain the game balance tho. Although, I wouldn't say there should be a full team. Just someone who actively coordinates playtests and reaches out to content creators/fog whisperers and potentially comp players. That way the game designers don't have to work this out themselves and can just work off what the 'balance manager' or whatever says. Just seems like a more efficient way to handle balance on a live service game.
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@Sambarino1 said:
A werewolf character which begins the trial as a human and plays on the side of the survivors. Every positive action done in this form contributes to the haste/aura reading of the werewolf form and/or an exposed effect on the survivors when a full moon hits and the killer will then spend the remainder of the trial in wolf form hunting survivors. Maybe survivors could temporarily force the killer out of wolf form in some way, but the core idea is that the more helpful things done in human form, the more OP the wolf form
I could see this working in a 2v8 setting but idk how good it'd be in 1v4.
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@Silver187g said:
The my gf and I missed the last 2 v 8 event but we did get a chance to play it this time around and we loved it. Please make 2 v 8 a permanent game mode because not only that the match can go either way but also you have an opportunity to earn more bloodpoints and complete challenges. What can I say, 2 v 8 is awesome!
I think they want to and are working towards it, but the mode isn't really built to last rn.
Firstly the reduced killer amount would essentially exclude a lot of people. Look at me for instance, I main xeno but play a lot of knight and houndmaster. None of my mains are present which kinda sucks.
But mainly its the class system rather than the perks, ultimately its the best choice for an arcade style mode but it still needs a bit more depth that needs figuring out. Maybe allowing everyone to bring a single perk to the match or allowing players to augment the classes to focus on the buffs they want over the ones they don't.
And on top of these problems there should be more incentives too, like maybe new items only available by taking them from 2v8 or bloodpoint bonuses or a way to unlock buffs/augments to the classes.
I want it too, but it's just not ready yet.
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@Amanova said:
She is been bugged forever :)
But personally I like to play as a Lich more, 4 powers is something that I like - variety of ways to down survs, not some dashslop dog with bugs :)
literally not relevant at all
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@Foggyguy said:
Uh… it's an idea no offense, while this theoretically could be fine with a few very specific killers you have to remember that S & A tier killers exist and the basic fact that no killer that is actually good or knows basic gameplay needed to tunnel and that only a few killers need slugging and thus this is just a massive buff for killers who don't need it.
it could be one of those buffs that nurse, blight and whoever else is top 5 don't get access to. I really like this idea for trapper and hag for instance but a krasue or a ghoul wouldn't need it and shouldn't have it.
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@bleep275 said:
Right now tunneling feels like the "efficient" strategy, which is why so many competitive minded killers default to it. The problem is that it makes the game miserable for the tunneled survivor and leaves the rest of the team with less to do. If tunneling is the most rewarded strategy, people will keep doing it.
Endgame Feedback
Instead of always showing "Entity Pleased" when you 4K, make the message reflect how you played. For example:- If you spread hooks and keep pressure across the whole team → "Entity Satiated" or "Entity Pleased."
- If you tunneled one survivor out early while leaving others untouched → "Entity dishonored" or "Entity Disappointed."
Lessoning blood points if tunneling is detected may also help change the "efficient" view of this playstyle. Perhaps lower or reset their devotion level so they are rewarded less iridescent shards (much more valuable than blood points). Maybe if their behavior actively prevents them from obtaining cosmetics, they'll be more willing to change.
Variety Bonuses and Challenges
- Extra Blood points for consecutive hooks on different survivors.
- Daily or weekly challenges that encourage spreading pressure.
- Survivors who get tunneled out early could receive a small XP or Blood point boost so their match does not feel wasted.
Accolades System
Take inspiration from other games that gave banners and emblems for certain playstyles. Killers could unlock unique cosmetics, charms, or banners for milestones like:- "Master of the Hunt" → Hook every survivor twice before a kill.
- "Web of Terror" → Get 8 unique hooks in a single match.
- "Entity’s Balance" → Finish a trial with all survivors hooked at least once.
Why This Might Work
Players do not only chase efficiency. They also chase recognition and prestige. If the game signals that spreading pressure is "pleasing the Entity" while tunneling is less honorable, it reframes what counts as a "skilled" win. They are not here to simply kill, they are here to serve the entity. Positive reinforcement such as extra points, accolades, and visible rewards makes balanced play more satisfying, while subtle negative feedback makes tunneling feel cheap. Over time, players naturally adapt to the playstyle that feels both effective and respected.Now this won't cure tunneling, nothing ever will. Some people are just out for themselves. But I feel like it is a step in the direction as we are not changing gameplay but rather changing the psychology of tunnelers. There will still need to be direct influences in the core gameplay that actively works against tunnelers and protects the tunnels…but the recent PTB failure shows thats a long ways off. This could perhaps create a slow but persistent nudge towards a healthy mutually enjoyable playstyle. It could also be adjusted to change survivor toxicity such as leaving the match early.
I really like the idea of the entity just judging you for doing things. Makes me wish there was a way for the entity or someone attuned with the entity (like its version of the mouth of Sauron) to comment on things throughout the match. Hell, that could be part of the tutorial system if they'd like to help players learn on the fly.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000341#Comment_4000341
"absolute menace" just because the game doesn't end immediately after being slugged like it is on live server ? I think ptb version is great it just lets you play the game which is kinda the point, I think people are scared of any kind of change
"teamwork" doesn't work with strangers, like I said they can just expand abandon scenarios as an alternative, it works for me
Yeah abandon options are definitely the safest option but my idea would ideally come with some level of basekit aura reading so both can see each other, and maybe the closer they get to one another and the longer they're slugged the faster they crawl just to cut off some of the time it'd take to cross that distance. I guess I just want a creative solution to some of this games issues that give both sides more content, new animations and skills to hone rather than basekit perks or abandons. Think about how the endgame collapse was added to fix a problem and it genuinely makes things more tense and interesting, if a solution like that is possible that's what I want.
Edit: forgot to mention I said absolute menace because if you can proc it once you basically have no mither without the downsides, the first pick up wasn't the issue for me it was the permanent buff it gave you after that. Especially since most of my slugging is just letting a death-hook person stay in the match a bit longer while building a bit of pressure on the side. The game would literally be punishing me for showing mercy and letting someone get picked up.
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@rvzrvzrvz said:
I completely disagree I think antislug was fine on PTB, but I have an alternative if they really don't want any form of basekit unbreakable, then the easy solution is to expand abandon scenarios, let survivor abandon after being slugged too long I can't think of anything else. You can slug bots and we can go next and play the game, me I would prefer the PTB version
I like the idea that if 2 survivors are slugged they would be able to pick each other up. It looks way too easy to proc as it was and can let you just become an absolute menace. I feel like teamwork should be more impactful on the match, why not make it the cure for slugging.
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I have no idea why people are downvoting this. It's an escape for the survivor who got slugged for the 4k and making the 3k count as much as the 4k would also stay true to the 60% kill rate goal and also make the killer who just wants bloodpoints be a lot less sweat covered in the final showdown.
I also think there are better options for anti slug than what they have anyway.