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Elan

Elan

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Elan
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  • Pls, give Dredge proper buff:

    Power:

    → Holding remnant movespeed 4.2m/s (was 3.9m/s)

    → Teleport during daytime movespeed 25m/s (was 19m/s)

    → Nightfall teleport movespeed 50m/s (was 38m/s)

    → Initial charge time 5s (was 10s) - this means how long it takes to use power at the start of the trial, giving dredge better early mobility

    → Cooldown during daytime 6s (was 10s)

    → Cooldown during nightfall 2s (was 4s)

    → teleport around hooked survivor restriction 24m (was 12m)

    → Exit locked locker duration 2s (was 2.25s)

    → Lockers are unlocked and cannot be locked during nightfall (new)

    → Warning sound threshold removed (this means that survivors won't get feedback that Dredge is hiding inside locker)

    → Nightfall activation charges 200 (was 300)

    → Automatic charge rate 0.5ch (was 0.25ch)

    → Hiding inside locker gives no charges (was 6)

    → Injuring survivor with basic attack gives 30 charges (was 20)

    → Hooking survivor grants 50 charges (was 20)

    → Teleporting back to remntant grants 5 charges (was 6)

    → Nightfall duration 70s (was 60s)

    Add ons:

    → Wooden plank: Added charges to the nightfall when hooking survivor to 40 charges (was 25)

    → Burn letters: Added charges when injuring survivors to 20 charges (was 25)

    → Fallen shingle: Increase charges added when using reign of darkness to 30 ch (was 15)

    → Haddie's calendar: Every locked locker within 12m of your destination will be automatically unlocked (rework due to exit locker base buff)

    → Broken Doll: Increase nightfall charges by 15ch (was 20ch)

    → Iridescent Wooden Plank: Survivors are revealed for 6s each 30s during Nightfall (new)

    → Sacrificial Ward: Hits caused within 3s after teleporting back into Remnant will trigger Nightfall for 30s (decrease base Nightfall duration to 50s)

  • @CraKaLaKinChr1s said:

    Haddonfield is by far the map I ever dread getting, the chases aren't fun super small map. It was better when it was bigger. Because how small it is leaves it so uninteresting and there is no value in this map. Played it as killer and survivor and it is just so bland. Then you get killers who can traverse the small map in seconds. It's like what is the point. There's no enjoyable loops. Truly an all around bad map that needs a rework

    Haddonfield is currently the most balanced map that also put some consistency for both sides. The map is decently big but not too much, has enough pallets, maybe i bit too much currently but the buildings aren't super infinites anymore. If you go against Pig, Clown, Kaneki… doesn't matter as no killer is much stronger than others due to pretty safe pallets and mid-sized map. I said they migh add more los blockers - trees, more cars etc. But the map itself is super-well balanced atm. All maps should be like current Haddonfield.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017883#Comment_4017883

    Yeah so far I feel like people are vastly overrating her strength.

    She was more forgiving, now she will struggle in head form against people that know what to do - camp pallets, spinning, vaulting back etc. It's like you need disolution on her same like you need bamboozle on lf.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017825#Comment_4017825

    Yeah essentially my goal is to accomplish something similar to Weskers change, you have the idea. As you mentioned though this doesn't quite work the same way for Krasue. Any ideas how we could accomplish this?

    I saw your ideas with faster infection but faster cleanse, I'd be down for this as well. Different issue than this post though.

    But difference between Wesker and Krasue is that Wesker's full infection grants him ability to instadown and catch up, while also have limited cleanses per game. Krasue infects immidiately to what she needs, thus she has unlimited fungus per game, which makes sense. I feel that people overrated Krasue a lot, as I saw some survivors spinning her head form and 50/50 so well that she eventually just dcd.

  • @Michael_Afton12 said:

    #1 Philly [Add-on]

    Reduces the time to stalk survivors by 15%Reduces Mark's duration by 20%Add-on rarity: (Common —> Rare)

    #2 Chewed Pen [Add-on]

    Marked survivos will suffer the Oblivious status effect until the mark dissapearsAdd-on rarity: Blue —→ Green

    #3 Night vision monocular

    Once a survivor is marked:

    The survivor will scream. Therefore, his aura will be revealed to the Ghost Face for 6 seconds

    The survivor will suffer the Oblivious status effect for 20 secondsAdd-on rarity: very rare

    #4 Walleye's Book

    Reduce el tiempo de recarga de Velo de la Noche en 5 segundos

    #5 Victim's Detailed Routine

    If a marked survivors escapes from a chase, his aura will be revealed for the next 8 secondsThe Ghost Face will gain the Haste effect (7%) and the Undetectable status effect (10s)

    #6 Outdoor Security Camera

    Every survivor will spawn 50% markedIncreases the time for marking survivors by 10%

    Increases the mark's time by 15%

    When downing a marked survivor:

    Any other survivor within 16 meters from your location will scream and reveal his aura for 3 seconds. Therefore, they will suffer a penalty of the 4% on their movement base speed for 5 seconds

    MARKED SURVIVORS CAN'T USE THE EXIT GATES UNTIL THE MARK IS OFF

    #7 Ghost Face caught on tape

    Marked survivors will scream and suffer an 8% Hindred status effect for 5 seconds

    When chasing a marked survivor, the Ghost Face gains a 5% Haste status effectReduces the duration of the mark by 20%

    #8 Drop-Leg Knife Sheath

    Once a survivor is marked, the Ghost Face gains a 10% Haste for 5 seconds

    The marked survivor will suffer a 2% Hindred status effect for 4 Seconds

    #9 Roll of photographs of the Victim - NEW ADD-ON

    Any stun caused by Marked survivors will be reduced by 20%Dropped pallets by Marked survivors will destroy a 15% faster

    #10 Driver's License

    Vaulting a window while chasing a marked survivor will block the window for 10 Seconds

    Reduces Eager for Blood's speed by 5%

    #11 Leather Knife Sheath

    The Ghost Face recovers a 25% Faster from missed attacks of Eager for blood.

    Eager for blood's rush will only be usable 1 time, then, it will be on cooldown for 40 Seconds

    [NEW ABILITY]EAGER FOR BLOOD

    Press the ability button 1 to trigger your second ability Eager for Blood. When triggering, the Ghost Face will gain the ability to Vault pallets and Windows considerably fast (similar to Legion's vault speed). This can't be used to Destroy pallets nor Destructible Walls.

    This ability is ready to use ONLY if there's at least 1 Marked survivor, if not, you can't use this ability.

    If perfectly landed on a survivor, the Ghost Face will be able to perform this rush one more time

    The first survivor hit with this rush will be instatly downed by the Ghost Face, the second survivor hit by this rush WILL NOT be downed but gain the Deep Wound status effect, the third survivor hit by this rush will only be damage but not Deep Wounded (the fourth survivor will suffer the same as this third)

    So you wanna make him basekit vault in 1s when someone is marked? When Krasue got nerfed from 1.5s to 2s? They truly can't balance vault-kit killers well. GF should get something more interesting imo. Just not another dash pls. :-D I might see potential in reworking his crouch and give it some additional function to be more meaningfull.

  • @Blueberry said:

    So I very much like the idea of the hook clearing infection so they can't be tunneled off hook. Concept is good and I don't want that concept changed. However, the downside of this is when playing Krasue I feel disincentivized to hook survivors as it lowers my overall map pressure of infection. I'd rather be encouraged to hook instead of slug.

    Just asking for something to still prevent that person from getting tunneled off hook from infection, but still require them to need a mushroom to cleanse the infection when unhooked. This encourages me to hook while still protecting them from being tunneled off.

    Currently hooking feels like the wrong play and I don't want that to be the wrong play. Trying to get changes to encourage the Krasue to want to play in the way the survivors find more fun. Asking for some other solution that accomplishes the same thing but without removing the infection.

    You mean something like Wesker? The issue with that is that even minimum leeched makes you vulnerable against whip same as if you were leeched 2. I posted recently about making her infection and cleanse both more meaningful with cleansing being faster and fully infection trigger faster. There should be one more nerf to Krasue due to Otz and I hope it will be to cleanse rate as her whip and vaults are in decent balance-wise spot and don't need further nerfs. And main issue, infection of hook was also solved.

  • Pallets is a hot topic, hands down. For high tier or high tier killers, pallets are barely a defensive resources, for lower killers though, each pallet creates a bigger gap between chance to win and being demolished. While Haddonfield was most balanced map before this update mainly because every killer had equal chance to win due to decent amount of pallets but not too high and decent size of the map but not too big, it was nice experience. I still think there can be more los blockers but map itself was best balance-wise to offer both sides fair compete for a victory. Now you have plenty of bad pallets that didnt exist before but also a lot of strong pallets that are unneccessary.

  • @SoGo said:

    ?

    His break speed with his strike is the exact same.

    Or do you mean him breaking pallets normally (+Hairbrush add-on)?

    You can stack 80 % breaking speed with add ons, basekit and perks. Which I think is fine when you dedicate over half build for it. He defienetly doesn't need nerf, he might see some more buffs. Just those buffs should be done in PTB, cause I've never seen such a big buff in hotfix.

  • @SoGo said:

    They do.

    If I remember right, they quadruple the skill check odds, from 8% to 40%.

    It's only 40 %? Feels higher.

  • Those adjustments might help him:

    → Longer undetectable while tp, 40s (was 15s)

    → Granted haste once door is left (new)

    → Increase movement speed while holding hatchet to 4.0m/s (was 3.8m/s)

    → Increase time it takes to remove axe to 12s (was 6s)

    → Decrease time to retrieve axe to 4s (was 7s)

    → Increase hatchet velocity by 10 % and angle by 5 %

    → When entering radius of axe, survivors will be revealed for 12s (was killer instinct)

    → Increase range of the grab to 4m (was 2m)

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016647#Comment_4016647

    I wouldnt have both 6 blades and bounce as basekit, but I do believe main event should have bounce as basekit.

    It wouldn't make much sense. Idea behind this rework is to make each shot more meaningfull while giving more option to last in less safer areas.

  • Chucky's, Krasue's, Oni's and Blight's flicks should come back, they were fun, increased skill-ceiling and made killers less clunky.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016862#Comment_4016862

    not everyone is running vigil every game so killers can still get value from perks affected by it, even if you do encounter it you just have to try harder! vigil is not as big a deal as everyone is making it out to be. like literally so what lmaooooo chase the person with vigil and tunnel them out if you really want to. no reason for it to be nerfed anymore

    also my pig has 70% kill rate and i dont hard tunnel unless im like mad at life or something lmao i play relatively chill and let people boop the snoot, farm the odd occasion etc… but there

    https://us.v-cdn.net/6030815/uploads/63NMZ33VNJ6H/screenshot-2025-10-20-at-23-07-00.png

    13hrs gameplay, ok. Must be very low MMR.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016599#Comment_4016599

    thats your own fault for solely relying on insta down perks to win you games xdd

    try getting better? using your brain to win mindgames? the lost art of dbd.

    1. I havent said I'm using them, mainly also because with Vigil they are useless and perks should be countered by powerhouse perk.
    2. Winning or losing isn't about mindgames it's about what killer and what perks you play to have chance to compete in higher mmr. (Go play Pig with your "master mindgames" and post us your stats. I doubt you will have higher winrate than 50 % without hard tunnel every game)
  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016675#Comment_4016675

    You need to work on your mind gaming and winning chases. Tunneling and slugging is so unnecessary if you know how to use the killer you're playing. Every killer on the roster is strong in their own way. I've 4k many times as trapper and hes one of the worst killers in the game. Without tunneling or slugging. You do realise most pallets on maps are unsafe and easily mind gameable?

    You just have so cheap arguments. Killers are limited by many things. Some can do way less effort as others to get similiar results, but some killers just cant win in scenarios where others can no matter what. So if you push the thought of "just play Nurse" then it's not the way. Every killer should have equal chance to win.

  • I feel the current main event is too spammable within chases, plus you can run add ons to prolonge it. Here's my idea:

    1. Decrease movement speed to 110 %
    2. Decrease laceration meter to 6 blades
    3. Main event can be triggered once you land 24 blades and can be manually activated, no longer has window to be used.
    4. Knives bounce of walls once by base.
    5. Increase time it takes for laceration meter to decay to 20s
    6. When main event naturally ends, blades are refilled without reloading.
  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016424#Comment_4016424

    Yeah because why use actual skill to catch and hook survivors right?

    And what is skillfull about holding M1 at gen? What punishment survivors have for rushing their objective? None. Killer can't rush their objective? Survivors can bodyblock, but killer can't slug? What is this nonsense? Do we remove everything frustrating for both sides or is it just anti-killer? Good survivors will last a while when tunneled, hide in locker when killer purposely slugging etc. etc. Do survivors lose collisions with each other to disable bodyblocking? Do survivors lose ability to repair for some time if they rush 2 gens in 1min? No, right? Survivor paradise is all you ask for, then go play customs with friends and ask killer to wait at exit gates and open them once all gens are done.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014205#Comment_4014205

    Don't bother. Anything remotely challenging to the killer mains they whine for nerfs. They need their easy wins or they'll stomp their feet and whine.

    It's not challenging. It just deletes perk effects, challenging is winning against good looper, do well with weaker killer or get value out of meme build. Vigil has nothing common with anything challenging because it does everything for zero requirement. In the current hard survivor-sided state of the game it's hard if not impossible to win with 60 % of killers against semi-decent teams, which is alarming. Those changes will come one day, they have to. And once they decently buff all the killers I might admit that survivor may deserve some tweaks too. My playing survivor = most of my loses are to bad teammates. With good solo q players you dominate.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016599#Comment_4016599

    It sounds like your build sucks not the perk is OP because I dont see SWF groups run it mass. It saves a sec or two but its not game changing in its current form.

    Again, wrong. So… Startruck lasts 30s with Vigil it's 10.5s, same with Friends till the end. Haunted ground lasts 60s with Vigil it's 21s, forced penance lasts 90s with vigil it's 30s. Just by one single perk every status effect is negated. Seems like balanced perk? Not to me. It's like if killer has perk that would make every heal 66 % slower, every repair 66 % slower, hinders, exposes etc. How fair would that be for a single perk slot?

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016593#Comment_4016593

    You do realize how SWFs used it and I suspect that was its only big function.

    No. It's still extremely overpowered perk. I run Starstruck, Haunted Ground, Friends Till The End… - useless, I run sloppy butcher, Gift of Pain… - useless, I run Forced Penance, Forced hesitation - useless. Everything runs out before you blink.

  • Most balanced maps are currently Haddonfield, Dead Sands and Fallen Refuge. Most busted survivor-sided maps are pretty much everything else.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016584#Comment_4016584

    The nerfed the team bonus aspect to just one player so clearly you didnt read the patch notes but here it is

    9.2.1 Bugfix patch notes

    • Vigil:
      • Survivors can now only benefit from one Vigil perk's effect at a time (previously stacked with other versions of itself).

    Yeah, it's 66 % effect to every survivor closeby. Nice nerf. We might as well nerf Pain res to be 30 % if time between hooks is more than 10s. Reasonable.

  • @Coffee2Go said:

    Dear developers if slugging and tunneling gets a heavy nerf then with new pallet density and scarce deadzones should be tweaked.

    Consider adding slowness fatigue if a survivor keeps pre dropping pallets and not doing their gen objective.

    If thats a no then i will continue using my bubba build and hook basement and continue to tunnel without mercy.

    Playing anything else is not fun

    The antitunnel and antislug might come after killers get gigabuffs and survivors get giganerfs. I don't understand why healing still takes 16s with all the perks in the game, gen should take minimum 120s and base kick damage at least 10 %. Also regression rate might easily be buffed to 0.5ch/s so fully regressing a gen would take 240s which is enough time to stop the regression. I might as well see potential in repair fatiques, meaning that after repairing certain amount of gen survivor's repair speed automatically decreases or that each gen gives global -10 % repair and healing speed to all survivors.

  • I'll also add few ideas:

    → Houndmaster - increase slipstream from path to 7m/s, increase base houndsense radius to 10m and it's maximum range to 25m

    → Spirit - increase base movespeed of phase walk to 195 %, decrease base cooldown to 10s

    → Twins - Victor can now injure healthy survivors and latch onto injured survivor holding them in dying state (as it was in PTB) if survivor crush Victor before Charlotte comes the survivor will be automatically recovered, Victor can hold survivor on ground for 20s, then goes on 15s cooldown

    → Knight - increase movespeed of every unit by 5 % and torch becomes basekit

    → Ghoul - increase leap range to 17m, decrease deep wound attack range to 8m

    → Krasue - decrease head vault to 1.5s, perks no longer works for head form vaults (bamboozle, superior etc.), increase time to m1 after spit to 1.5s, increase dash attack duration by 10 %

    → Nurse - 30 % lunge attack add on fully basekit, fatique reduction add on fully basekit, Nurse can't see auras when holding fully charged blink, increase base speed to 98 %

    → Leatherface - increase chainsaw speed to 175 %, increase number of charges to 4, Bubba can overheat to enter new status "thrilled" when thrilled LF blocks any vault and his attacks cause defeand and blindness for 60s

    → Legion - increase base FF speed to 7m/s and bonus from hit from 0.2m/s to 0.5m/s better allowing him to chain hits into down, rework iri button to take away the "scamper style"

  • It got laughable nerf. It is powerhouse to recover from everything quickly. The nerfed Vigil should only affect mangled, hemmorage and broken and it's value should be 10 % at most like killer add ons.

  • @Alicia_Tried6041 said:

    They know tunneling, proxy camping and slugging are broken mechanics with no counterplay so they do it.

    Slugging requires teamwork or recover perks, tunneling same, camping same. On the other hand there is no counterplay against sabo, genrush, heal meta, bodyblocks etc. etc.

    in RIP DBD Comment by Elan
  • I think there is place for bigger buffs, expecially if antislug and antitunnel comes. (FE: third dash for Wesker, third zombie for Nemesis, 5th RBT and stronger dash for Pig, longer expose and longer reveal for Ghostface etc.)

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016354#Comment_4016354

    Imagine implying that giving the information to your entire team about which generators to repair, is worse than a 3% haste effect in an extremely small area.

    Which makes sense as generators have preset spawns, you see bubbles once they are repaired and haste is stackable. Anything else to talk about?

  • @Alicia_Tried6041 said:

    This Elan seems like a troll to me. He really thinks the anticamp did anything when you can just back up a bit and the survivor anticamp bar doesnt even fill. Anti tunnel? Since when have we got anti tunnel? While I do admit conviction is a good perk but boons? lol The only decent boon is exponential. Dramaturgy? That's a lousy perk. Wow 2 seconds of haste while risking being exposed. Great perk. lol

    If you back up then you give enough distance for a save, plus if you waste time proxycamping then you give time to complete survivor objective. Boons give extra perks to whole team in wide area, the only bad boon is illumination, other boons are very powerfull. Wow, dramaturgy being more busted than old deadhard worth the expose risk.

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015976#Comment_4015976

    If killers need to bring 4 slowdown perks, and hard tunnel/facecamp to get a win…


    Don't you think you're admitting that the game would be healthier with the Killer not needing that to get a win? That's litterally what we ask for.

    Nobody is asking for the killer role to be nerfed, we're asking for this strategy to be nerfed to the ground so that buffs can be given to the killer role in order to achieve the win with spreading hooks, and not needing 4 slowdown perks for that to happen.

    Which is impossible without hard nerfing survivors.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015870#Comment_4015870

    When the killer notices 0 gen popping in a fun event how about laying off till you actually are having a competitive match?

    Event means you should be clown for survivor entertainment? Since when? It gives you extra points for completing objectives, otherwise the game mode is same to classic one. I'm not playing event to have fun but to complete it.

    in RIP DBD Comment by Elan
  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016013#Comment_4016013

    No killer brings slowdown to counter genrush. Cause genrush isnt a thing in 9 out of 10 games. Killer bring slowdown cause its the easiest way to win consistently.

    That's the same as if you say that survivors bring exhaustion perks to make eventual distance in the favor of ongoing match. Kinda off isn't it?

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016013#Comment_4016013

    survivors dont have to use anti tunnel or anti slug perks to counter these tactics. if you struggle to counter without them then yes its probably a good idea to use them but they are not needed. its about playstyle not about perks.

    Then you admit that tunnel and slug is not problem. Noted.

  • Would be cool and Capcom might be opened as well. We'll see.

  • So in your opinion killers have to bring slowdown to counter genrush but survivors should have antitunnel and antislug free?

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015959#Comment_4015959

    What is your average escape rate? I see that you frequently post how “miserable” the solo queue experience is, so I’m curious how often you escape.

    I defienetly never said that solo q is miserable. The game is most survivor-sided it ever been to the point that solo survivor is an absolute powerhouse. I play since 2017 and now it's easiest to play survivor to the point where it's just boring to get free wins, if you wanna say how many things been added then:

    • many exhaustion perks that you can recharge in 20s with vigil
    • so many ways to heal
    • UI to said what are teamates doing
    • very strong maps
    • pretty busted perks - conviction, dramaturgy, boons etc.
    • basekit antitunnel
    • removed 3 genning
    • removed proxycamping and facecamping
    • etc.

    Even survivor main must admit, that survivor is beyond ez to play atm.

  • @Emeal said:

    Those slugging and tunneling changes cant come soon enough. Its the only thing I hope about right now.

    They shouldn't come at all. How are survivors punished for rushing gens? Unhooking in killer face? Etc. Why survivors can rush their objective with no punishment but killers can't? Killers have to bring multiple slowdown perks to have a chance to win, if survivors don't want to be tunneled or slugged there are plenty of perks to chose from.

  • Again. Slugging and tunneling is a playstyle you can counter. Instead of crying on the forum you can pop on some unbreakable, ds, conviction, off the record and so on.

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015871#Comment_4015871

    I say the same on killers who complain about flashlight bully squads run Lightborn and you get them complaining I WANT TO RUN MY BUILD. You cant win.

    Well, killer has 4 perks slots, survivors have 16. I'm shocked there are not killer basekit perks like survivors have. Killer shouldn't run anything to counter anything it should be mainly survivor-side requirement. If it's 2v4 and not 1v4 I'd might argue.

  • @Rigbeta said:

    The Void is already incredibly punishing for Survivors, and the fact that nearly all of our event points require interactions with it is hard enough. But To additionally make it so that you're unable to leave AT ALL if you're slugged is abysmal. Killers genuinely just refuse to hook you 90% of the time because they get free tabs on you and then say "What I'm just having fun" while playing Bubba because they desperately want the basement Bubba back.
    It's not just Cannibal though, obviously, it's any killer using this literal cage that survivors are encouraged to walk into and it's just FRUSTRATING because everything about this event is tied to it and it alone besides Pumpkins.
    When I play Killer, I don't do this crap. It's just plain obnoxious to be so obsessed with having everyone under your thumb the entire game instead of just loosening up even the tiniest bit for an Event.

    How about make the event not feel like such a slough???
    Why does the Void have to punish survivors so badly???


    Here is some concepts, just, you know, spitballing here:


    - Remove like 75% of the pallets (Or all? I don't care) from the void (That way the Void is basically "No Man's Land").
    - Killers cannot use their powers while inside the Void.
    - Killers and Survivors cannot use their perks while inside the Void.
    - Killers move at 115% in the void no matter what (Nurse, Spirit, Deathslinger etc, all move at base speed).
    - Allow Dying Survivors to leave the void, either by touching a portal, OR maybe a timer. Like if the Killer refuses to pick up, just have them transport automatically.

    There, Simple solutions that make the Void less oppressive while keeping it from being a power trip for killers and a "Safe Zone" for survivors.
    The Void should be a desolate and frightening place, but it shouldn't be used as a literal hobsin's choice when playing the event.

    Getting slugged? There is more than overpowered perks like Conviction, Unbreakable, Boon: Exponential etc. You can use them, don't eb scared.

  • @redheadbeauty said:

    Even during the event, Killers can't help themselves but to tunnel off hook and camp. At 5 generators none the less! As one of DBDs biggest fans, I have concluded that the game is dead. I have reached out to behavior several times, I have posted multiple discussions and polls to no avail. I get that sometimes it's a strategy and play style to slug and maybe end game camp the hook after the exit gates have opened. What I do not understand is why killers are tunneling off hook, camping and slugging at 5 gens. My only assumption is those particular killers have no regard to others gameplay or their ability to earn any points. They do not see anything wrong with playing like this. Each post that I have posted in regards to the extreme tunneling I get a bunch of killer mains coming in full attack as if it's not enough that each game I am tunneled.out of. To answer anyone's question, I am just an average player. Not great at looping but not the worst. I game to relieve real life stress. Lately all I have been getting out of playing Dead by daylight is more stress. Unless something is done about the tunneling and camping, I don't foresee myself continuing to play. I do believe that behaviors initial plan to fix this issue was a bit much, but that doesn't mean nothing needs to be done. I'm sad to see this game fall apart like this.

    What's the problem? That the player tries to win in competitive game? Very rude.

    in RIP DBD Comment by Elan
  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015241#Comment_4015241

    Bro, kaneki is not b tier lol, he is way stronger than that.

    He's not if you are good survivor.

  • @Alicia_Tried6041 said:

    Yes we need decisive strike buffed and lets get the old dead hard back.

    So the already insanely survivor-sided game is a free win for them. Nice way to balance the game.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015265#Comment_4015265

    Even famous twitch streamers like spooknjukes agrees the games killer sided as far as solo q goes. Please post stats to prove you only lost 10% survivor matches. I'd love to see it. No? That's what I thought killer main.

    Being famous streamer doesn't mean skillfull player. I don't understand what's so hard on rush gens in solo q… you neither? Well then where is the problem? Is it the killer's fault that your random squad ignore main objective? I don't think so. No way killer should be punished for poor plays from survivors.

  • @MadamTigs said:

    Hello, I was thinking. Hear me out, I think you guys need to make an accessibility option for flashlights. I don't typically play killer but when I do and I don't run lightborn I end up having seizures because survivors are toxic sometimes and just flashlight after flashlight. I think there should be a way to replace the obnoxious brightness for a darker option. Like instead of the usual sun some of these flashlight users have, maybe my screen just turns black and gray. I just think it would improve the game for not only me but many others.

    I already mentioned it, but it's time for removing flashlight saves/flashbang saves as they are just extremely ez and unfun. If you get down and decide not to slug, you shouldn't be punished. Flashlight saves are outdated, same as hook grabs were. Time to remove them.

  • @Vapsiik said:

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

    Sure, buff already broken perks. DBD is only competitive game where competitive playstyle is punished. If DS should be buffed, then buff top tier killer perks too, there are a very few that can even compete with average survivor perks.

  • Killer event ability = garbage short range attack, survivor event ability = autorepair… sure, the event is killer sided, nice joke.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014898#Comment_4014898

    Its pretty bad when you have to be in a swf to stand any chance in a match with killers. Otherwise you're lucky to escape 10% of your matches.

    Not true. Survivors are cringe ez atm. I literally lost like 10 % matches only to bad solo q teammates. There is no way, that despite bringing the best the killer can, the game might even remotely be consider as killer-sided. If you struggle as survivor to win against any killer other than Nurse then the problem is not on the killer side.

  • @dramafinesseXD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014899#Comment_4014899

    I know this is rage bait but I actually enjoy going against ghoul but the hinder and vaulting is just cheese for a already really strong killer like wesker is way weaker and his vault is useless lmao

    Winning against Kaneki is cringe ez. If you struggle just get better, simple. Why nerfing balanced killers, when there are 75 % underpowered killers that need massive buffs.

  • Nice Joke. But Ghould is decent balanced B tier, trapper is top 3 worst killers, depending on add ons used.

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