Doctor_Xenomorph
Doctor_Xenomorph
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- Doctor_Xenomorph
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@cogsturning said:
You're saying your coworker knows enough about dbd and your post history in this forum to reference your past post, access your stats, and make fake screenshots out of those stats?
idk what he knows or doesn’t know but he plays dbd and sucks at it so im guessing he just posted some bogus screenshots to get some kind of reaction. Either way im changing my password
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Can a community moderator delete this post b/c it’s not from me ?
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That’s what I get for leaving my phone in the charger and walking off 🙃🙃🙃🙃
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guys I did not make this post - my co worker took over my phone when I wasn’t looking. Please disregard all of this. They were impersonating me
I gotta delete a bunch of discord msgs now b/c of them 😑 -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102206#Comment_4102206
Then I want to see actual gameplay and not some modified screenshots.
they were screenshots sent to me from a friend I met on the DBD discord server. We both main ghoul (though granted he also plays hella a lot of blight). If they are doctored imma be pissed at him LMAO. I trust that dude
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102200#Comment_4102200
The result "Brutal Killer", "The Entity Hungers" are taken from the amount of escaped Survivors. Since 4 Survivors "escaped" (again, all abandoned), it counts as "The Entity Hungers".
So unless you say that those are your games, my point still stands. If those are your games, I want to see gameplay or call it staged.
EDIT: To be honest, this is most likely staged anyway. Looking at the amount of BPs, those are not the BPs everyone gets in a 3 minute game.
5 of the 10 yr anniversary cakes will do that + a few hooks/pallet breaks. Whilst I cannot speak for the survivors and what all they did exactly (since I was watching the killer in those games and not chasing all 4 survivors at the same time for obvious reasons (IE the killer cant be in 2+ places at onec)). It is very much possible to get that # of BP.
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just took this screenshot from yesterday to prove my point. Yes there is a UI bug but it still shows merciless killer b/c they all 4 died
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@Aven_Fallen said:
Survivors who abandon are shown as escaped in BHVRs stats, even if they obviously dont escape.
So those are 4Ks which happened in around 3 minutes.
I wish those were 4k's, they were losses. To prove my point - look at under neath the ghoul where it says "brutal killer" or "the entity hungers" - those are exclusive to matches depending on how many survivors escape/are killed.
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the killer generally only has "advantages" in solo que OR in lower MMR lobbies. The devs have openly admitted that in higher MMR lobbies the survivors generally have advantage (or that the game is more "survivor sided" as Michael Cote put it).
To put it bluntly : Soloque < Killer < SWF
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101710#Comment_4101710
Its been kind of wild seeing 6 second survivor queues even at 10pm. I guess they no longer care about the experience if they can just lean on play while you wait to make up for no one wanting to play survivor?
ehh- timezones can factor in a lot. What 10pm is for some folks, for others its right when they get on. Plus - lets just be perfectly honest - a good portion of the playerbase plays this game past 3 AM.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100689#Comment_4100689
That perk needs no changes.
hold on - it should instead always be active
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@Your_Dad_Playing_DbD said:
This post really just proves how busted Ghoul is 😂. I am usually very sympathetic to the killer side, but I would be very happy if Ghoul was simply deleted from the game.
bro really wants to give him the Michael Myers/Pinhead treatment🙃
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101015#Comment_4101015
72% is on higher end, the goal for killrate is meant to be around 60% according to devs.
Regardless the if you get 0-1k your MMR will get down, it will take way more matches for it to go down so it might take awhile for it to adjust if you are loosing more. 2 will do no change. 3-4 k makes it go up.https://steamcommunity.com/sharedfiles/filedetails/?id=3049293721
here is a steam page that breaks down MMR more if interested. these longer ques times will also broaden the bracket for matchmaking,even w/ the MMR guide this feels like a stretch at best
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@Aven_Fallen said:
I mean, given that you 4Ked all of the games, it does not seem like you got outclassed, so I doubt it is backfilling. Even if you did not play Ghoul for a long time, the MMR is taken from your general Killer MMR. If that is high, you go against good players, even if you are new to a Killer.
And well, it is Ghoul… One of the easiest Killers in the game and one of the strongest. Plus you use extremely strong Add Ons. If you go against people with a huge amount of hours, I think you are right exactly where you want to be, because I highly assume you dont want to stomp some Newbies with your Build.
I have 148 hrs in total as killer since I bought the game - w/ 80ish being in the past 2 months (most of that being doctor and getting curbstomped)
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@random1543 said:
What is your Killrate? MMR is based on killrate so if you have a high killrate your MMR will be higher regardless of hours.
All the matches you posted have you 4k which means your MMR would be going up after versing them.As of RN - I am standing at a 72.88% KR. (but that is mostly from earlier this month when I was stomping the newbies). If we look at the past 7 days … 😥 its low…. very low
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ehh, sometimes its worth, sometimes not. It is very situational. There is no real 1 answer for this. If there are 4 survivors, 2 are hooked and 1 is down - its better to slug than to not b/c travelling the downed person to a hook usually allows survivors to unhook the hooked fellers.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100479#Comment_4100479
Can you prove that you had them three times in a row? Can you show a screenshot of it in recent matches in stats page or something? Haven't got the same map in a row forever and even then it was offering causing it.
if it means anything, 1 was rpd east, next was rpd west, then east again - so technically 3 rpd in a row
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100474#Comment_4100474
Should not be possible wihtout offerings as map repeat prevention should not allow that.
yet here we are
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Perhaps its just my luck but 2 days ago I got RPD 3x in a row 😐️
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100292#Comment_4100292
So… they are complaining they are being qued with people on their skill level instead of newbies that they can easily crush?
this is such an obvious straw man argument that I do not know quite how to address it.
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@GroovieAshes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100263#Comment_4100263
I agree that the data can be useful when comparing Killers relative Power. The Killers sitting at High 50% in NightLight data are probably the same Killers that are sitting at 60%+ in BHVR data.
The OP seems to think that Killers need further buffs because the NightLight data is all below 60%. The problem is this is a small subgroup of players and doesn't reflect the larger casual experince.
I can only speculate why BHVR doesn't give us some data from their end. I suspect because Killer is being largely hand held but, that's just my opinion.
the whole "hand held" argument about anything killer or survivor related just goes nowhere and only works to dmg the arguments about buffing or nerfing survivors/killers/etc b/c it is effectively a straw-man argument or an adhominem attack (depending on the circumstance)
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lol
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@dangersmymidd1ename said:
Sounds like AI.
Vigil is a counter to killer effects, so buffing those effects would just nerf everyone that does not have Vigil.
im not some stinking, lousy, cog sniffing, bolt chugging, bolt brained, wire-neck, byte huffing, waferheaded, tin skin, grease cricket, circuit loving, code skull, spring neck, low volt, water wasting, property value waster, soulless, chromy, spark donkey clanker AI D:
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100204#Comment_4100204
https://us.v-cdn.net/6030815/uploads/4V0BDO7KPE16/20260414185527-1.jpg
This was following a report from a match where the Killer decided to hurl some slurs in end game chat.
It definitely helps to report both in-game and with a ticket afterwards to get it to the devs' attention.wait - at what point did anyone get a 6.25x modifier?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!
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nitelite- whilst imperfect is the only real source us killer/survivors have to see how each individual killer is performing. It is sad that literally any post that references nitelite is downvoted (usually by what I suspect are survivor mains who simply want to nerf killers) (but you did not hear me say that :P).
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doctor, hag, trapper, pig, wraith, nemesis, onryo, huntress, etc.
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@QuantumEcho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100105#Comment_4100105
Mostly killers like Wraith, Legion, Clown, Doctor, Knight, Nemesis, Dredge, and any of the M1 killers.
since you play doctor - I can suggest a build suggestion to help take the focus off of generators - to waste the survivors time. Use this build - use both calm add ons (SUPER important) to make your static shock absurdly large + post shock you are almost undetectable.
For perks - you are going to be running a location/lethality build. You are going to use 1. Hex Devour hope 2. Undying 3. Hex Face the darkness and 4. Hex : thrill of the hunt
NOW HEAR ME OUT.
so obviously the most important hex here is devour hope - the 3 other hexes do something important though. Say you find a group of survivors - smack 1 of them and chase someone else (if applicable). The reason to (ideally) leave the other survivor is b/c every 25s all other survivors will scream. If a survivor screams (or is otherwise interrupted from cleansing a totem, their cleansing/blessing is reset and they need to start over entirely). (also if you use static shock it does the same, which is why having the 2 calm add ons is also important). W/ hex thrill + the screams + static shock survivors are forced into 2 options. Either 1. try to heal everyone and THEN do a hex OR try to do generators (in which you get full value from hexes either way).
Given how 99.99% of the survivor playerbase has a mindset of "if it glows it goes" then they are FAR more likely to choose to try and cleans the totems -wasting time. Even if they healed all survivors, a single static shock clears them off of the hex.
Now hex devour hope has obvious benefits - 1shotting survivor w/ your m1 and being able to mori that 1 survivor w/ 0 hook states.
THE ONLY real counter to this build is for survivors to ignore totems and try to focus gens (which is hard since they will always be giving themselves away w/ the screams or unable to hear you approaching as you will be almost undetectable (b/c of the calm add ons) until you are literally inches away from them).
There is 1 caveat- you will almost certainly be trash talked in the EGC if you use this build
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so - what I am gathering from this is that its not only okay, but morally and ethically correct to tunnel. Gotcha - I will tunnel more in future matches ;D
this is obvious ragebait -dont fall for it
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/469981/will-to-live-adjustment
Ignore the bodyblock and let the rescuer escape.
Hit or chase the bodyblocking survivor instead.
Wait for the survivor's endurance to run out and then smack em
You missed the 4th of smack the body block the second they try and continue to chase the unhooker. It works super well 90%ish of the time.
Also how is ignoring the body block letting the rescuer escape?
Regardless of that, a 20 second delay will make it so its practically useless to the average survivor (and many above average at that).
by the time you realize whats happening, realize you cannot get around said survivor, etc 5ish seconds has likely passed - thats a 5 second head start. If you smack the body blocker, that gives an additional 2 ish seconds for the animation to go away - so you would be starting a chase around 7-10 seconds delayed if you play that optimally - which a survivor can just hold W and make hella distance- making a chase often non practical or a waste of time.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099432#Comment_4099432
However, I think you're also unintentionally suggesting something else: that killers should simply expect to lose. When you say "stop playing to win" or "aim for 1 or 2 kills," it can come across as saying that a killer shouldn't realistically expect to succeed, but instead should enter the match assuming defeat because it's mentally easier.
that's NOT a healthy mindset either.
Interesting considering expecting to lose is how a huge chunk of the player base view survivor.
I personally have not met a single person who openly honestly admits that they view the survivor role as the designated loser and I do a good bit of SWF's in the discord
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@HexSlugged said:
Stop playing to win. Im an anxios person normally and get stressed out easily and while i generally dont have stress in multiplayer games, i just dont care if i lose in games.
Killer in dbd is different. not so much over winning but the level of obstacles i feel i have to fight through to succeed especially when i know i can perform super well.
Set your goals lower. dont shoot for a 4k. shoot for a 1 or 2k. whatever feels achievable. focus on no kills at all, focus on getting better at 1 loop or 1 action.
With huntress recently to learn her i completely stopped caring about if gens were done or who escaped. the only thing i do is throw hatchets so i can get better at it. i wont even m1. i just throw the hatchets and let people escape. This for example was waaaaaay more fun than having to eat 20 pallets to get 1 down to be blinded when i pick up for hook 2 in end game.
Its not easy to get out of that mindset but the reality is this game is asym and its not perfectly balanced and you are expected to stomp some lobbies and be stomped on by others.
every loss pushes your mmr a little bit closer to being more likey to face people at your level.
Dont fall into tribalism. that will be one of the biggest drainers of fun in existence when you start viewing the other role as these spiteful toxic people that want to ruin your day and the game is rigged against you and caters to the other player. this is a pitfall 80% of this forum and userbase are trapped in
Well hold on now—you are right that lowering your goalposts can help reduce anxiety. Focusing on improving at one aspect of your gameplay instead of obsessing over the final result is generally good advice.
However, I think you're also unintentionally suggesting something else: that killers should simply expect to lose. When you say "stop playing to win" or "aim for 1 or 2 kills," it can come across as saying that a killer shouldn't realistically expect to succeed, but instead should enter the match assuming defeat because it's mentally easier.
that's NOT a healthy mindset either.
There's a difference between having process-oriented goals (landing more Huntress hatchets, improving at mindgames, learning a tile, etc.) and expecting to lose before the match even starts. The former helps you improve regardless of the outcome whilst generally accepting defeat, the latter quite literally risks becoming self-defeating.
If someone feels anxious before every Killer match, the issue probably isn't just that they care too much about winning. Anxiety usually comes from believing the outcome is largely outside your control - which sad to say, statistically (according to Nite Lite info on kill rates on various killers) often is to some degree(assuming the killer in question is of "average" skill capacity. If a player feels like they're constantly fighting uphill against opponents where every mistake is punished so heavily that they never have a realistic chance + taunted + ridiculed in the end-game-chat (sometimes w/ threats that go unbanned as is documented), then telling them to "just care less" doesn't really address why they're anxious in the first place. If anything, could perpetuate a growing belief amongst a growing number of people that the killer side is the "bad guys" - when in reality, it is a game and everyone *should be playing to have fun and ideally to win.
That doesn't necessarily mean the game is THAT unfair or that survivors have too much an inherent advantage (it is a 4v1 afterall). It could simply mean:
- The player is still developing their Killer fundamentals and hasn't built enough confidence yet.
- Their current MMR is placing them against opponents who feel overwhelming (as is VERY common, especially during time(s) when the survivors get extra BP bonus b/c of a lack of immediately ready players, often resulting in more experienced survivors facing lesser experienced killers).
- They're putting too much pressure on themselves to perform every match.
- Unrelated but they could be facing "subtle cheaters" which are *uncommon but far from the "rare" they used to be (if you don't believe me, you should do a quick google search on dbd cheats and you will be astonished at the sheer quantity of various cheats for the game for either side).
In those cases, the answer is to redefine what counts as success—not because you should expect to lose, but because improvement is a better long-term measure than a single match's result. You should still queue into a match believing you have a fair chance to win if you play well. Otherwise, the game starts feeling less like a competition and more like an exercise in damage control or a humiliation ritual, and that's not a particularly enjoyable mindset either.
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Personally I dislike it when someone or myself tunnels anyone 99% of the time, but we cannot truthfully discredit the reasons behind it. I believe I can speak for many when I say that the "90 second generator" is a profound lie. Sure if a survivor w/ 0 perks, tools, add ons, etc were to individually do a generator and hit 0 Great skill check - it would take 90 seconds, but often times - 2 or 3 generators can be done within the first 2 and a half minutes of a match (this is well documented), and in rare cases - all 5 generators can be done in sub 4 minutes.
Tunneling is often done B/C killers know that generators can be done ridiculously fast, and gen rushing is often done b/c killers tunneling out 1 survivor can screw over the survivors. Its a lose-lose situation.
Call me crazy or absurd BUT if the generator progression that tool kits add were to be nerfed, or killers to be ironically buffed, killers would not feel overwhelmingly pressured to tunnel as much.
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I also own him. I agree w/ quentin - requires LOTS of skill for small-medium rewards
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I read about 70% of these comments thus far -and here is what I can say -
To start off- I will be perfectly clear, I AM a Killer main because when I like being able to capitalize on mistakes of my opponents + I simply love being able to chase a survivor as they run away (yes I am completely mentally sane, dont judge 🤭).
When I play killer - I notice that I very much have to "sweat" (I made a post about this a few days ago) in order to get a 3k/4k (or sometimes just to get a 1k if I am facing a full sabo/flashlight team). Sometimes after a game I can notice my heart rate actually going down from that match, because I was simply extremely stressed the entire time.
Using the official DBD stats (over the past 30 days) I have a 68.15% kill rate (though admittedly this is somewhat skewed poorly b/c I have let survivors who were nice escape for free). Depending on the killer I can have anywhere from a 64-78% kill rate.
I also have about a 46% escape rate. So in both categories (as killer and survivor) I am exceeding either the 40% escape rate/60% kill rate
Now I say this because I want to demonstrate that I atleast want to believe I know what I am talking about when I say the following: Survivor is overwhelmingly less stressful to play then killer 9 times out of 10.
To prove my point - I personally admit to listening to early 2000's/2010's white girl music when playing as survivor 😅(basically making me unable to hear killer radius) and honestly I can sit there and vibe w/ few cares. When a killer does approach - I just pop a sprint burst or lithe and I am zooming (usually the killer drops chase, if they dont then I just loop them for aprox 30 seconds before I get a slap and go down). I refuse to believe that I am the only survivor that does this (albeit they may have better taste in music than myself). As killer - I don't play music b/c every small sound que is information I need; I need every small tiny advantage I can manage to get to be able to down a survivor and hook them. If I make a mistake - I am immediately punished for it and that feeling of dread just washes over me.
I dont honestly ever feel much of any dread when playing as a survivor, maybe some annoyance here and there but never any genuine dread. But when I play killer - I can feel dread when I get stunned for the millionth time, get blinded while carrying a survivor, get told to **** myself in the EGC, etc.
TLDR: I have experience w/ the game + perform well enough to speak on these topics : playing as survivor has from my experience been a relative breeze w/ very few mental struggles whilst playing killer requires myself to accept that I am going to feel dread eventually at some point most of the time.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/469811/most-perks-need-a-buff
Since it's not lost on me that speaking about this in broader terms can make it tough to pull out specific examples, I'd love to dig into this a little deeper. We want to make sure we're getting feedback to the team about perks folks feel could use a boost, after all.
I'm game to hear any feedback on perks you think could do with a buff, but specifically, have you noticed any perks that were adversely impacted by Diminishing Returns and are lacking utility nowadays?
Sorry that I am getting to this a bit late, but I would argue that really most hinder/haste perks have been hit pretty hard b/c of the diminishing returns update.
Don't get me wrong - the update in general is good as a concept but in my opinion was executed a bit too broadly. In regards to different perks needing a "buff" (or a re-balancing in my opinion) - perks like self care, dissolution, friends to the end, etc are interesting in concept but often fall short.
To elaborate - being able to heal yourself is perfectly acceptable if you bring a perk or a medkit - but why make it take 3x as long? Why allow for a pallet to be destroyed but allow survivors be notified that the killer is running that perk (and thus avoiding pallets), FTTE does sound solid and can be useful but very very very often, the obsession is either on the opposite end of the map or if nearby - they can just loop for 5-10 seconds and be relatively fine. The issue with these perks in general is simply a matter of *time. On the survivor side - self care (or other non-generator related perks) simply take too long to do anything - whilst on the killer side, they very often lack the time needed to succesfully complete many time-based objectives.
A great example of a good timer is Pop goes the Weasel or Turn back the clock. 45-60 seconds allows for *most killers to be able to 1. Reach their objective and have a *chance to complete it. However, 20 seconds is very often just not enough to do anything unless the objective is immediately nearby
I could go on about other perks/hexes that I *believe should be buffed and nerfed (like how I mentioned brutal strength should be more than 20% in the main post, or how in other posts ppl complain about Hex:Nothing but misery not doing much of anything) but I believe my point has been made. I have been playing this game since 2020 (w/ about 3k hrs on my old xbox and 400 something hrs on my current computer) and I have noticed that many many perks are simply never used or do not get value. As both killer and survivor. (For reference I play killer about 75% of the time but I do play a good bit of survivor later at nights or if I go on a losing streak D:)
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DBD just suffers from the same issue that the overwhelming majority of other major games suffer from - Power Creep.
Hate it or love it, power creep is almost neccesary to some degree to keep a game alive and for people to keep putting $$ into it.
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b/c the game is survivor sided - so the newer killer perks are generally not going to be as strong as the perks survivors get
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@scoser said:
Pick an S tier killer with meta perks and do a lot of practice with them, that's what's needed if you want to winstreak. Or just accept the game as it is and be able to mentally take a fair amount of losses.
I mean it is kind of sad that most killers either need to use relatively "broken killers" to have a chance - or just lose more often than not.
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@Wyndsor said:
I don't understand, are you asking to be able to win against opponents that are trying without trying? There are killers you can play for that.
No, that's not what I'm saying at all.
I don't expect to beat good survivors while putting in half the effort. If both sides are playing well, the better team should win. My point is that the amount of effort required from the killer feels disproportionately high because of the game's time economy, not because survivors are "trying too hard."
Survivors have four people progressing their objective simultaneously. Killer has one person who has to find survivors, win chases, break pallets, respect windows, carry, hook, defend generators, and repeat—all sequentially. Every extra 10–15 seconds spent on a strong loop is 30–45 seconds of generator progress elsewhere. (which can result in 2 generators being done if survivors use common builds/perks).
When I say it feels sweaty, I'm not saying I want easy wins. I'm saying that it often feels like there's almost no margin for error. A single inefficient chase can decide the match before you've had much opportunity to build pressure.
If there are killers that circumvent that by ending chases much faster, that's more of an argument that certain killers are better at overcoming the game's time constraints—not that the underlying concern about time economy is invalid. But for the record - I main dracula (as of right now) and I can consistently win chases in 30ish seconds (most of the time) but even that feels like it takes too long. It almost comes off as 1 gen per chase from my experience.
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@Xendritch said:
I don't think it really needs the 8 hit prerequisite tbh, 5% hinder is nothing crazy when you consider it's always attaching to a speed boost and you can cleanse the totem.
Hell even if they did that it'd still be a bad perk.
The 8th hit requirement is actually something I like b/c it prevents the totem from being shot down at the start of a match. But yes the perk needs a very large re-haul
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fair arguments tbh
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@Your_Dad_Playing_DbD said:
There’s also some subtle cheating that goes on where gens pop suspiciously fast. I’ve seen many examples where I’ve gone past multiple gens with zero progress, started a chase and then see two of those gens pop in a minute or less and survivors don’t have toolboxes or gen speed perks.
I am sure that cheating goes by undetected, though I do not personally want to throw around the term "cheater" unless it is apparent or semi obvious. In the cases I am referring to, I do not believe there was any cheating. Now I 100% HAVE encountered obvious cheaters on a few occasions ( teleporting across map, infinite health states, perma-faster than killer, etc). Though thats only really in 1:10 games
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This is a valid argument tbh. Toolboxes are incredibly potent - my personal gen rush build lets me crank out a full gen in a little under a minute solo. Stack it w/ over ppl and we can do it in a theoretial 35-45 seconds (depending on the # of great skill checks we succeed).
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@Yamalive said:
If you feel forced to tunnel you made mistakes before. Instead of throwing the same tantrum as every killer in these forum, you could focus on getting a better understanding of the game mechanics. We dont need another gen speed nerf as long as its just too easy as killer to rely on "killer strategies".
then explain what I should do when I have 4 hooks by 3 mins and 3 gens are done + 1 is 1/2 done (yes this has happened on 2 occasions). I play both low and high mobility killers
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OFC I was simply using last night's game as an example - I often feel forced to tunnel b/c gen speeds are ridiculous in many games. The fastest I have personally seen was a 5 min 4 man escape, but I can say my avg game length is aprox 10-14 minutes. 90 seconds repair time *sounds like a lot but it really isnt when you can individually knock out a generator in about 1 minute.
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In concept this would be good to incentivise more reporting of sus players, but in practice this would 100% help cheaters out in the long term b/c ppl would spam-report and cases would get overlooked and/or misjudged.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092706#Comment_4092706
ah ok, we got some new blood! if you have 500 hours that actually makes sense, sadly.
not everyone likes the notion that if you have less than 1,000 hours you're a beginner but the sad fact is even at 1,000 hours you could still have killers you haven't seen(usually Pinhead, Twins, Artist, Hag)
you're on switch, right? they can't play with other platforms can they? I play Xbox on NA East trying to keep the dream alive
mmmm does 1100 hrs on my old xbox count towards my total hrs if I use laptop now?? 😅
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my current 2 mains are doc and dracula - though I am mostly playing drac as of right now. I LOVED doc b/c of his ability to locate survivors relatively easily and block pallets, vaults, etc. But I have shifted away from him b/c he works well in lower MMR lobbies but as I started winning many rounds- I started facing opponents who knew exactly how to maximize gen pressure+ never missed a single skill check.
Currently I am testing out dracula b/c he seems to be just an arguably better chaser/killer in *most situations + has better map mobility. I have always loved the entire concept of vampires - which is why I chose to start playing him when I was getting frustrated w/ doc - and I honestly am not yet let down w/ Dracula. I have found that running PWYF in wolf form drac is super solid b/c you can get 17%+ haste easily to chase down survivors (running Hex: nothing but misery also off-sets the loss of the 1 PWYF tokens from hitting a survivor).
*note - these are updated as of 6/22/2026 using the last 30 days of info- since that time I have played a dozen or so matches and gotten mostly 4k's as drac and a few 2k's - I expect my kill rate to be within 1% difference of what it is as of that posted time though
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@NeverSolus said:
No. As a killer main, I say no, anyway.
The game isn't long enough to justify inserting data flag code on this, and frankly speaking hex's are largely worthless in their current iteration. The only exception being, of course, abusing them in a full hex build which does make them tenable but only in a border-line unhealthy way.
I'd rather see a total rework of the hex system, from spawn locations to hex strength, etc. I think being able to see which hex is which would be an unnecessary band-aid on a tumor. Would it be nice? Certainly. 'Should' it be the case? Meh, hardly worth thinking about.you are right in your assertion about the issue w/ hex totems in general, survivors can literally spawn on them and cleanse them within 10 secs of game starting - before you even have a chance to get to the totem. Most hexes are also useless yes, Hexes should take a MINIMUM of 70 secs to cleanse b/c of the amount of value they bring whilst being vulnerable.


