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Elan

Elan

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Elan
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  • @ImWinston said:

    It's also true that M1 killers are rare, Trapper and Pig I see very rarely. All my games are Blight, Wesker, Oni, Billy, Kaneki, Huntress, some Nurse, some Spirit... the only M1 I see played consistently is Myers (with Tombstone) and Legion (I guess because it's fun to play). I mean, the norm in this game is to play against strong killers, not weak killers. So I think the game is generally balanced around the most used killers, rather than the "niche" ones.

    Trapper is the only killer in the game that can completely shut down loop without any chance of counterplay. He also is extremely good at proxy-camping basement. All his gameplay of survivor stepping into traps to give you free hooks is just so luck-based that it's not even fun to play. Fe. I trap pallet jym, three survivors step into same traps, boom… 3 free hooks, then another game I trap everything and they just disarm everything. Hot take here is just every trapper running double iri making him not so relying on resetting traps.

    Pig is in the box of m1 killers despite her ambush got changed, she has stealth but everyone plays her like none of her kit other than RBT exist. Again, she's not fun to play either.

  • @IamtheMilkman said:

    The fact that people have to play nurse or blight at top tier mmr shows how unbelievably unbalanced the game truly is. Whether it’s map design, gen speed, or the thousands of second chance perks survivors have. The state of the game is dog water because devs refuse to balance at the game at high mmr.

    M1 killers always meant that you need that basic attack to down survivor, so you feel that playing listed below killers is unfair?

    → Wraith

    → Trapper

    → Myers

    → Hag

    → Doctor

    → Freddy

    → Pig

    → Clown

    → Spirit

    → Legion

    → Plague 50/50

    → Ghostface

    → Pinhead

    → Sadako

    → Dredge

    → Skull merchant

    → SIngularity

    → Houndmaster

    → Kaneki

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949130#Comment_3949130

    What is a "hard tunnel" in your opinion? Because to me, the only tunneling that should be prohibited is tunneling from the start of the game. When hooks 1, 2, and 3, are all the same person and then the game is unfun for everyone. If you're dying on hook 3, you were tunneled. Hook 4, probably still counts as tunneling. But if you're dying on hook 5 or 6, you weren't tunneled. Even if you were chased off of hook because your teammate didn't unhook you properly. The killer went after multiple people, downed them and hooked them.

    "Tunneling" doesn't mean "killed me faster than I would have liked."

    So, no. I don't think that you should get basekit DS, or longer BT. Just make it so that no survivor can be killed before hook #5. If you try to hook a survivor on death hook before hook 5, they just get an extra struggle hook and it doesn't count on the hook counter.

    That is really good idea too.

  • @Jtflorencio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448928/demogorgon-needs-more-buffs-and-qol-changes

    Behaviour will not buff C-D level killers
    Learn to play Nurse-Blight-Billy-Singularity :/

    Well Demogorgon is defienetly B tier, he has antiloop and map presence.

  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949238#Comment_3949238

    we will have to see but i hope gets more. He really needs it

    I don't think he needs it. Unpopularity isn't solveable by tunening him up when he is already decent.

  • @Filipino1490 said:

    good point and i understand your opinion but (to me at least) he feels kinda forgotten and would be really nice to make him a bit better overall since newer killers have similiar aspects to demogorgon but just better. He needs a bit extra. Not much but at least addon rework + making some of them basekit, making portals more useful and a little bit faster just to be more different from other killers.

    I'm sure he got some buffs to portals and travel speed last and this year along with shorter cooldown for shredding pallet and survivor. Maybe some Demogorgon main might bring us more fresh infos.

  • @kCauek said:

    Feedback: "Made For This" perk rework Hello, I’ve been a long-time fan of Dead by Daylight and wanted to share my thoughts on the rework of the Made For This perk. The speed boost was a key part of many injured playstyles and helped balance out killer pressure in solo queue. I believe the new version is much less viable and has lost its core identity. Please consider revisiting this perk, perhaps with a limited-speed cap instead of full rework. Thanks for your attention.

    The 3 % speed is cherry on pie. And makes killers like Deathslinger, Legion etc. lose their mind. The real and insanely broken part of the perk is the self protection when picking slug.

  • @Royval said:

    miss the good days

    It was the most broken perks in game. They kinda overnerfed it though, by making it max 2 uses. But it was frustrating to hit survivors 3 times in almost every chase to down them and was the biggest problem while lower tier killers struggle so much. Fun is that Dramaturgy is similiar to old dead hard with only limitation of being healthy. :D

  • @AhoyWolf said:

    I don't think that's the thing that should be nerfed, what should be nerfed is his enraged vaulting speed which pretty much deletes any mid ranged loop and his easy first hit, for a killer with such an easy power and best mobility in game he shouldn't be getting first hits for free with no effort.

    No. His enraged vault speed is not a problem, you can literally see him charging power, wait for him to cancel and smack him with pallet, all it takes. What he really needs is removal of kidnap (automatic hit when you are in line of sight, touching object when he is valuting, sometimes even when you are 8m away.)

  • @KingOfDoom55 said:

    I feel like demo, sadako, & xeno need buffs, they do be lacking a bit, with each new chapter that comes out

    I stated opinion about Demo above. Sadako is hard to balance because most Sadakos spam the buffed TVS and spread 5 stacks of condemned pretty quickly before you even get to tv to turn it off rather than using it for mobility. She got her invisibility which is weird but fun antiloop tool that needs some timing and practice but works against best players too. With her it's always something being taken for something being given. But overall she's kinda underrated and is by far one of the killer with highest kill rate for a very long time. Xenomorph got some buffs recently while also some nerfs. The problem with him is that his simply worse Nemesis, yes… worse. While ha has step ahead at map mobility and first hit damaging he can't really rely on any stealth as turrets are beeping crazy when he's close. I played a lot of Xeno and while I think that he is defienetly a decent A-B tier killer, he's just not as fun to play or play agianst. Why I said that Nemo is better when he has no mobility? 1) He has slowdown from injection, 2) he has AI support that might be gamechanging and overall is doing a lot of passive slowdown and pressure, 3) Nemo shreds through pallet with his power, keeping close distance all the time, while if Xeno misses he has to break pallet and catch up again. But again, none of them are bad killers, they are both actually pretty strong… just for me it will always be Nemesis over Xenomorph. They all (Sadako, Xeno, Demo) got a lot of buffs, a lot a lot, which makes question if they should be rebalanced when they are currently pretty balanced?

  • @Filipino1490 said:

    Since new killers are getting better then demorgon and sort of forgotten. He needs something. So i have some ideas: make some addons basekit: barbs glasses, mew"s guts, rotten green tribe (at least 10% would be nice), black heart,rat tail and maybe rat liver and reworking most of the addons like viscous webbing,sticky lining,thorny wines,elevens soda,upside down resin,unknown egg, deer lung, lifeguard whistle and rotten pumpkin. To make them more unique just like springtrap Then red moss remove the 15% longer time to emerge from a portal plus slightly nefing the percentage of the undetectable to 6%. Increase the undetectable duration to violet waxcap and wermilion webcap. Next: increase duration of undetectable to like at least 10 seconds. Give demogorgon the abillity to when he places the seventh portal the oldest one get replaced just like hag (and maybe give him 7 portals instead of 6 basekit) and maybe make him slightly more quiet with walking plus slightly increase the speed when demorgon is about to teleport. That way he would still be worth to play. Since i am an demogorgon main.

    I will be pesimistic here. But Demo got a lot of buffs and the fact that he is not played as much i that he's not as easy while also not as fun, at least to me. He has insane map mobility and area control with his portals (tbh I don't use portals almost at all). On top of that, he has the best zoning from whole roaster, maybe Springtrap might be very close. He has already good cooldowns on shredding pallets and survivors and good demogorgon is quite deadly. So I don't really think Shred needs any buffs at all. I might see portals be faster to set up, if not instantly or being activated upon setting to be used more for info while charging power.

    Strenghts

    → Very good antiloop

    → Very good zoning

    → Very good map mobility

    → Decently fast time to down when played properly

    → Area control and info

    Weakness

    → set up

    → portal activation

  • @Brassoace said:

    ik its fnaf but does this not sound crazy:

    a killer with aliens portal ability, when he appears he god dam invisible like WHAT

    a killer with a axe (not like huntresses) and a aura which addons can give it specific effects, also i really don't mind this feature

    but the speed the killer gets when throwing the axe into a survivor or with specific build is stupid and defo need to be checked because no loop is looperable as soon as the axe is in you its basically death but i convinsed this was intentional

    ps(the photo is stupid)

    I think Springtrap is fine as is. He has good mobility and hard zoning. The only change I would like to see are some add ond rarity because it makes no sense that some of them are rare when other killers have pretty much same that are very rare or iridescent. And his add ons overall are decent, they just need different rarity.

  • @YuffieGreatestWaifu said:

    I would say 60% of tunneled players is something they have no control over. A lot of bad players unhook players in bad situations allowing easy tunneling to occur. That endurance does not matter if your 1 hit is used up right off the bat and DS meta means your ALWAYS playing it using a perk slot and BHVR will just nerf it because they dont want perks to be overused.

    I don't think so. Windows of opportunity and Pain Resonance are most used perks of both sides for quite a while and haven't received any major changes in a while either.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948599#Comment_3948599

    So… the survivor gets to use their basekit BT/DS as an offensive weapon that stops you from chasing someone else, and the only punishment they get is getting slugged? And you somehow think this is fair and balanced?

    What's the killer supposed to do? 30 seconds is too long to just stand there and wait it out, but if you leave, he's getting picked back up and healed. So the killer was unable to chase the survivor he wanted to chase, and is unable to get any real pressure off of the survivor that used his basekit anti-tunnel offensively. And you think that sounds fair and balanced?

    The main point was to give last unhooked survivor some sort of protection and this is just discussion of posibilities. As I mentioned only the "hard tunnel" should be punished. There are other option like making the haste and endurance of hook way longer, but at this point it will make no difference to killers like Nurse, Blight, Billy, Kaneki… but will make huge difference to lower tier killers which is in my opinion also not really a good way and survivors can offensively block too. It's also why I ended with "opinions"? So I'd gladly hear another opinions or possible options.

  • @Memesis said:

    No more buffs for legion. I am sick of facing them, all running the same iri button spirit fury thana builds.

    Because spirit fury and iri button is probably only viable way to play him. At this point you also give up on slowdown perks. He got some buffs, yes… but his basekit is still not good enough. Look at buffs they gave to Vecna, who already was in pretty decent spot.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448868/tunnel-and-antitunnel

    so what happens if the hooked survivor just forces you into chase like they bodyblock you after unhook and try to force you into chase and just don't touch a gen and i'm talking about it's the first chase

    If that scenario happens then you can down the survivor and his ds has the 30s timer, meaning that you can still slug. The main point of that is to encourage people to not give up while being tunneled but save time for the team for the price of being out soon.

  • @Flexyy said:

    this could be just me being salty but the knight map is awful to play as survivor, only main and shack are actually good pallets then the rest of them are either edge map 50/50 pallets or if your lucky you get the odd filler pallet, i only ever see 2 jungle jims which can spawn with no pallets at all. its just a dreadful map to play. im not saying make it op and add 30 pallets but at least make it so pallets are more central so im not playing edge map 50s.

    I think Shattered square is pretty balanced map, it's not small, it's not big. It has good or bad RNG so none side is in advantage.

  • @hunubul said:

    What if you can get yourself up after 30 sec when you're at "Find Help" on the ground? Meaning you could only use this effect when no perk is in place to help you get up, and that would discourage the intentional slugging everyone playstyle.

    i think their intention was to make that surivors in dying state can heal themselves up. But it couldve change, just like finisher mori.

  • @Emeal said:

    Mirrored Illusion is a fun lil perk, with a few fun applications, I think it should have more applications.
    What if it counted for a Survivor as another Survivor being present?

    Exactly, Prove Thyself, Thanatophobia and even Discordance.

    That's right, I am asking for BHVR to make it so that having a mirror'ed illusion on your generator should activate Prove Thyself and grant the benefits for both real Survivors on the Generator but also Mirror Illusions.

    In the same tone, I also ask that each Mirrored Illusion in play will counteract the effects of Thanataphobia.
    Reducing the effects of Thanataphobia by 1.6% / 1.33% / 1.14% / 1% per active Mirrored Illusion.

    Indeed, I am also asking that having a Mirrored Illusion should trigger Discordance, Alerting the Killer.

    Is this a Batshit idea? Yes, But is it the buff that Mirrored Illusion deserves?? ALSO YES.
    Thank you for coming to my TED talk.

    I also had idea of some stupid "ai friendL perk. Where if you do half of gen, you can spawn bot to help you repair, let's say at 0.5 charges/s. It's sounds so dumb.

  • @Emeal said:

    Mirrored Illusion is a fun lil perk, with a few fun applications, I think it should have more applications.
    What if it counted for a Survivor as another Survivor being present?

    Exactly, Prove Thyself, Thanatophobia and even Discordance.

    That's right, I am asking for BHVR to make it so that having a mirror'ed illusion on your generator should activate Prove Thyself and grant the benefits for both real Survivors on the Generator but also Mirror Illusions.

    In the same tone, I also ask that each Mirrored Illusion in play will counteract the effects of Thanataphobia.
    Reducing the effects of Thanataphobia by 1.6% / 1.33% / 1.14% / 1% per active Mirrored Illusion.

    Indeed, I am also asking that having a Mirrored Illusion should trigger Discordance, Alerting the Killer.

    Is this a Batshit idea? Yes, But is it the buff that Mirrored Illusion deserves?? ALSO YES.
    Thank you for coming to my TED talk.

    I can see two options:

    → Make the illusion itself less obvious to be a fake, it's pretty obvious from far away

    → Leave it in the open as additional option, might be new funny mechanic in chases, to deploy at checkspot and keep going.

  • Does it? haven't noticed. Maybe a bug. I'm more into his add ons being bit off with rarity. Why Wraith iri add on is same as his blue add on? Why +50 % undetectable is green? Like what?

  • @Good_Pancake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948240#Comment_3948240

    Btw, he is the guy that mentionned :

    1. When chase begin survivor suffer exposed for 60s, once down or time elapses, goes on cooldown for 20s.

    as a perk idea

    Yes, and?

  • @TheTom20 said:

    These are some stats for him from nitelight

    https://us.v-cdn.net/6030815/uploads/ORC25Y406BB9/image.png

    Which is absolutely irrelevant because a lot of people been doing adept and let's be honest his perks are poop.

  • @TiredDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948236#Comment_3948236

    Say you don't play Survivor at all without saying you don't play Survivor.

    I play a lot of survivors, that's how I know how absurd the healing is.

  • Wouldn't because all healing perks need massive nerfs. Why add ons offer 5 % heal speed and perk does 50 %? Like seriously.

    Botany: 50 % → 10 %

    Desperate measures: 20 % → 3 %

    Do no harm: 50 % → 10 %

    We'll make it: 100 % → 20 %

    Empatic connection: 35 % → 7 %

    Circle of healing: 100 % → 40 %

    Reactive healing: 50 % → 25 %

    Solidarity: 70 % → 35 %

    Inner healing: 10s → 20s

    And much more. Healing got out of hand already. I wouldn't mind making self healing bit better, but healing others in 4-6s is just ridiculous.

  • @TiredDBDenjoyer said:

    I've been running this perk while playing Survivor since Killer queues are abysmal and new Botany is just plain absurd. Being able to run a blue or purple Med-Kit with Gel Dressings and Self Adherent Wrap in addition to Streetwise and Botany and be easily be able to get 2 FULL SELF HEALS with no heal speed penalty at all in addition to around half a heal on another teammate is ridiculous. And even when you run out of Med-Kit charges, you still get to heal all your teammates 50% faster for free.

    Ordinarily I'd say this buff is neat and I like putting more tools in the hands of solo queue players, but with how many healing perks that have been getting added and buffed lately it just feels impossible to have people injured when they're out of chase for more than 20 seconds if you're not running a full anti-heal build.

    Also, the reason why I'm saying Botany needs reverted and not nerfed is because if the heal speed on it were to be nerfed, this would disproportionally nerf some more niche (and arguably more fair) healing builds as well like Self-Care + Botany or Strength in Shadows + Botany. So unless Med-Kits are planned to have their self-healing penalties increased even further, something here needs to change that isn't Botany's heal speed.

    New Botany is also especially brutal against M1 killers, especially if you run something like Duty of Care + Overcome with it that pretty much always ensures you will be able to take a free hit for a teammate that's being tunneled out and waste TON of the Killer's time for essentially no time investment from you, all the while your two teammates still get to work on generators like nothing else is happening for free.

    Not only reverted but nerfed. Jack of all trades, like healing wouldnt be fast enough already.

    → Revert efficiency on medkit

    → Reduce healing from 50 % fo 10 %

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946088#Comment_3946088

    Yes it is so healthy for me to be fair. I am having a very good laugh at this ######### show currently they did a PRETTY GOOD JOB SO FAR. The only reason I am here is to read the shitshow behaviour makes every update. That is definitely increasing my lifespan with a good laugh for a few minutes.

    If you feel offended then don't play. lol, its that simple.

  • @TripleStryke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946897#Comment_3946897

    Why do people think this perk is weak? Why do you think it favors the killer?

    I’m trying to understand why there’s such a disconnect about this perk because most people with a lot of experience think that when it’s used well, it’s the most impactful perk in the game,

    I think the best way for me to try to explain is just to say that once the killer gets into the 3v1 it’s a way stronger position and that if a person hasn’t been hooked yet by the point someone reached struggle phase it can delay that first kill by over a minute. Unless you’re the strongest killers, you don’t really have the time to go hooking every survivor individually especially when the person with this perk is probably playing more hidden.

    If you as killer are beating a team by 12 hooking, sure you would’ve beat them anyway if they had shoulder, but if you need to ignore a survivor for whatever reason in closer games against good survivors (doing gens in strong areas, leaving areas you care about defending, on the other side of a large map etc) it can lose you the game for no reason other than a survivor brought a perk because of the pressure it relieves.

    Simple. Survivor is second stage, someone gets STB on them now they are one shot and will be second stage once you down them. Not even talking about people STB when already been hooked. The perk is garbage. And people know it. To make it work you have to run 4-man with everyone have it equipped.

  • @KeefCheif said:

    Hey everyone,
    I wanted to open a discussion about something that’s been on my mind lately as a longtime DBD player. I absolutely love how Dead by Daylight has continued to grow over the years—especially with the consistent release of new killers. That steady stream of fresh content has done a great job of keeping the game exciting and drawing in new players. But I think we need to talk about how this rapid expansion is impacting the survivor side of the game.

    Here’s what I’m seeing:

    1. New Killers Every 2–3 Months: We’re at a point where Behaviour is adding a new killer every couple of months. While that’s awesome from a content standpoint, it also means the meta is constantly shifting—especially for survivors.
    2. Survivors Have to Learn Every Killer: As a killer main, you can get by maining 4–5 killers and mastering their kits. As a survivor, though, you have to be ready to face any of the nearly 40 killers in the game (and counting). That’s a huge knowledge burden—especially for newer players.
    3. New Perks Reshape Old Threats: Each new killer also comes with new perks that don’t just affect that killer—they can drastically alter how all killers play. For example, Ultimate Weapon from the Alien chapter.
    4. Early Weeks Are Rough for Survivors: In my experience every time a new killer drops, the first few weeks are brutal for survivors. Most players are still learning the new power, and instead of trying to use it effectively, they often fall back on reliable/easier to execute strategies like tunneling, camping, and 3-genning. This leads to a frustrating gameplay experience for survivors who are already trying to learn how to counter the new killer’s mechanics on the fly.

    TLDR:

    I love the direction the game is going in terms of content volume, but there’s a growing imbalance in how that content affects the two roles. Killers benefit from the additions without much downside, while survivors are increasingly burdened with having to adapt to a wider and more complex threat pool.

    At this point, survivor gameplay has become relatively predictable in terms of counterplay options, with the only real weapon left in the survivor arsenal being aggressive gen rushing—which is a whole separate can of worms.

    What Could Help:

    It would be amazing if future development could look at ways to make survivor gameplay more dynamic—perhaps giving survivors tools or mechanics that force killers to adapt more in turn. As it stands, killers are becoming more varied, more powerful, and more surprising, while survivors are mostly stuck with the same tools they’ve had for years.

    Would love to hear others’ thoughts. Are you feeling this disparity too?

    Survivor is the easiest mode possible. Literally zero skill needed to escape. What the heck are you talking about? The only time I feel like I have to even try is when I'm facing Nurse (good Nurse), otherwise it's cringe ez mode where I can sleep while playing and win 100 % time. Untill they buff killers significantly I don't even bother play them, because why should I do that, when I can get 100 % escape rate as survivor on top of feel free to farm points from that.

  • @chainsawmis said:

    This killer is too strong. It needs a nerf.

    Springtrap has significant bugs, that will be resolved in the future. I'm sure then he will get way weaker by itself.

    BUGS:

    → He is invisible for 3s after leaving door

    → His haste add ons bug agitation that allows him to move at ridiculous speed (don't abuse that please, it's lame)

    → Some skins (Glitchtrap fe.) have muffled or barely heared footsteps - like were elk with lullaby.

    → He is not always 110 when axe is in his possesion

  • Statistics from 2024-2025:

    Unknown - Got buffs from PTB, is decent killer.

    Vecna - got multiple buffs and quality of life changes from ptb, multiple buffs to cooldowns, add ons and qol changes.

    Dracula - got buffs from PTB, got buffs, got qol changes, got nerfs, got buffs

    Houndmaster - got buffs from ptb, got multiple buffs, got minor nerf to vault speed

    Ghould - got multiple nerfs

    So… none of those killers i listed were overnerfed or made unplayable. So please don't spread false informations.
  • When it comes to gap between SWF and SoloQ you always have to question what SWF knows but SoloQ doesn't:

    → Where on the maps their teammates are (unless they have particular aura perks equipped - Bond, Empathy…)

    → What perks they saw killers have (apart from obvious ones like corrupt, grim, pain res…)

    → Where they been doing gens (main, shack…)

    → What perks they have (Shoulder the burden, We'll make it, Babysitter…)

    And many more. So there is a way to close gap between SWF and SoloQ, but I don't think it's a good way.

    They might though:

    → Show teammates perks in lobby

    → Kindred basekit

    → Each time gen is completed, you see all survivors aura for few seconds

  • Ragebait? Wanting so iconic killer to be at least good is rage bait? This is forum to discuss, so if you don't agree with my suggesttions, whatever.

  • @TripleStryke said:

    This perk needs to be much more restricted, because it being so readily available makes it super easy for inexperienced survivors to use it wrong, and it is way too strong in the hands of experienced survivors who already don't need this perk to win. Additionally, it actually encourages the sweatiest gameplay to a degree because the best counter is Hard Camping. I propose a couple conditions that would make it only counter the most extreme case of hard tunneling.

    • Shoulder the Burden deactivates for all survivors once more than one unique survivor has been hooked.
    • Shoulder the Burden can only be used on survivors in the Struggle phase.

    This keeps it easy to use for newer survivors, while toning down its strength at the highest level.

    It's almost not used perk, favoring killer if you play around it. So no. I don't think it needs nerfs.

  • @w0lferzTTV said:

    The fact that Springtrap's door spawn right next to the generator's is unfair play. There is no slow down when he comes out of the door nor when it comes to his axe throws on top of him being undetectable. Blight has a moment where he cannot move when he comes out of the door. There is also no way to counter him teleporting with the doors being that close unlike with Blight and Onryo. In the games of FNAF, you are allowed to block the doors to keep the Animatronics out of the Security Room so why can that not be a mechanic in the game especially when there are soo many doors and many of them are super close to generator's.

    https://us.v-cdn.net/6030815/uploads/B07JC8RPD96U/image-2025-06-19-211100231.png

    This is ok. I got door where they were 0.5m from gen so i got so many grabs it was funny. :D If you struggle, take sprint burst, it's that ez.

  • @Orthane said:

    I am a killer main and coming at this from that perspective. I LOVE the fact Survivors can't just go next the second something doesn't go their way or a killer they don't deem fun is the opponent. However the stage 2 misses change is pretty awful. It makes dying when there's only 2 people left take forever, meaning the likelihood of the other survivor getting hatch is dramatically reduced.

    One of my earlier suggestions was to make the Hatch spawn when there's only 2 Survivors left and 1 is on hook or in the dying state. This would make slugging still viable for getting a 4k, just a bit harder and not a guaranteed win. But this would also be a way to make sure the new go next changes don't affect the game as heavily.

    It gives you option to 4k without slugging last two survivors and play 50/50 find hatch game. It's pretty fair. Also healthy for the game.

  • @IrisLP said:

    This is the second time this story has happened to me.The randoms are letting themselves die anyway, bringing a lucky offering (or using slippery meat) and killing themselves on the hook. What happened? I'll narrate one of the games.

    Situation: We were 3 left with 2 gens. The map: Forgotten Ruins.

    I finished a gen (1 gen left to repair). There's a survivor hanging below, but he's already giving up the game, so he uses his attempts in the first phase (he put a lucky offering and starts using his attempts to reach the second phase, and he succeeds). I see through Empathy that my other teammate is going to rescue him, so I proceed to look for another gen, but surprise, my teammate is right in front of the killer, so I CANT touch another gen. I have to go down to my teammate on the hook, but I have to go around because the chase is on the tower stairs, so I have to use the portal behind the tower to go down because there's no other way. I go down as fast as I can, because it obviously takes a long time, and the teammate still lets themselves die (the teammate failed all the skill checks in the second phase). What happened then? Not only did the teammate let themselves die, but I ALSO got a crow on my head because the game thinks I haven't done anything in 10 seconds of gameplay. I mean, running around the map, evading chase at the only entrance to the place, going through a portal to reach a teammate who let themselves die, and then a crow pops up because they think I just stood there doing nothing in 10 seconds... So... either devs extend the time it takes for the AFK Crow to appear or they add to the game that it NOTICES when a player is doing more actions (including running, which leaves scratch marks; running isn't free).

    Long story short, something similar happened in the basement of Gideon Meat Plant.

    I don't think it's fair that a player trying to get through the game should be punished, while the player who let himself die should be fine anyway (and even if they if they punish them, it doesn't help me at all, because I'll find more teammates like this, and that doesn't make the games any more enjoyable).

    And for the record, I've said it before, those kinds of people don't care about losing BPs or ranks, they don't care about that, that's not a punishment for them.

    *As a note, I did report this teammate, so I hope to see some feedback soon. But like I said, this isn't going to do any good.

    Regarding the latest developments in the title, I'll simply say that I've already seen people leaving others on the hook for failing skill checks or simply not doing something they consider "appropriate" for the game. They do this because they know those on the hook can't even try to free themselves. In fact, when I took someone off the hook who the others didn't want to be taken off, it was my turn to stay on the hook because I "dared" to take down an "unwelcome" companion that previously failed a gen skill check.
    I suppose this is also reportable...

    Solution to self killing might be just remove luck and self unhooking perks.

    Solution to afk crows? IDK, havent gotten one yet.

  • @dramafinesseXD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946169#Comment_3946169

    I think it’s a rage bait account because honestly a map spawning 3-4 pallets on it getting called balanced is just madness I love escape streaking with my 4 man but like realistically how are you meant to win on maps like forgotten ruins borgo or haddonfield against anything above a D tier killer

    This is pure lie. Haddonfield has 15 pallets. Some of them are worse, but there is no chance of spawning less than 12 pallets.

    Same with Forgotton ruins, it has very good loops. You just need to play vertically to not 3gen, that's it.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946131#Comment_3946131

    I've seen comp teams lose to random legions and onryos on this map. There is nothing balanced about it. You won't gaslight me into believing it is either. The only map that might be worse is Forgotten Ruins.

    Comp team losing to legion or onryo feels not to truly happen sorry.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946135#Comment_3946135

    Damn, I would love to see your chases against Kaneki… Like what are your tips to play against him?

    Hold W doesn't work, safe pallets doesn't work, windows in most cases doesn't work (Bamboozle/addon)…

    Only fun thing I know is basically try to vault back on pallets through him, which needs good timing otherwise it downs you by default.

    This is pretty complex, but I can give you some tips. You just need to understand what tile you are in and if the ghoul is charging power or not.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946122#Comment_3946122

    Mobility is most likely best thing you can have with killer, there is a reason why all top tier killers have good mobility.

    Both Kaneki and Springtrap have decent mobility. I would say Kaneki has it way better, because he is not limited on where he can use it…
    So just based on that they simply can't be low.

    I don't think Kaneki is S tier killer, maybe like low A, but he is definetly one of most boring to play against in my opinion.
    Springtrap has one of highest skill ceilings, so hard to tell, but definetly not lower than high B imo, but also not S.

    Disagree. Kaneki is very fun to play and extremely fun to play against when he is so weak now. The only killers I'd agree being boring to go against is Knight and Skull Merchant. Other than than it's just whining.

  • @SoGo said:

    I think they should just do a 180 and start from the OG layout again.

    Remove the long fences. Remove infinites and some god pallets/windows. Replace the old House of Pain with something less aneurysm inducing.

    But keep the long narrow street, the tall trees, the buildings (even empty ones, they add to the vibe).

    True. I loved old Haddonfield estetically, but it was despite highest kill rate, the worst killer map. Too big, too many line of sight blockers, too many incosistent pallets.

    But narrow street with police care made Haddonfield identity.

  • @dramafinesseXD said:

    https://x.com/greeniedbd/status/1934854935704948784?s=46

    So here we have haddonfield with 0 pallets in the street how are you even meant to win at that point after the fnaf map you guys have shown you can make good maps please for the love of god fix these maps no more edge map pointless fillers no more filling the map up with pointless 50 pallets

    Haddonfield is still most balanced map, even after windows been nerfed. It's small map, so it doesnt give advantage to mobility killer and not the other way around either. Main issue is that houses have plenty of god loops I see no one using as survivor, and there is also one god loop outside. I'll help you understand that.

    Left corner house has one decent window and one god window on first floor and one god window on second floor, leading to either god loop or "shack" pallet.

    House of pain has one god pallet downstairs, one good palet upstairs and one not so good pallet outside or good pallet in front.

    Right corner house has the same as left corner house, but has garage and pallet on first floor.

    Main building has one good window and two very bad windows. But has one good window outside and one good pallet behind.

    While some RNG might be worse, Haddonfield is by far the only balanced map and with enough knowledge is pretty good survivor map still.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946070#Comment_3946070

    So by your opinion Kaneki is F tier killer and Springtrap D tier killer… Suuure

    I guess your tier list is all the way to Z, otherwise I have no idea how you got this outcome.

    I played against Kaneki a lot of times and it was cringe ez to escape those matches. Every game ended by him facecamping hook with 2-3 hooks in possession, yeah… 100 % how games against SSS tier killer would look like.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946070#Comment_3946070

    So by your opinion Kaneki is F tier killer and Springtrap D tier killer… Suuure

    I guess your tier list is all the way to Z, otherwise I have no idea how you got this outcome.

    Springtrap has more map mobility and good antiloop along with quick 2 tap option, so yes. Springtrap is defienetly stronger than Kaneki yet not stronger than 75 % of the killers.

  • @lockpaul6 said:

    While I understand Dead Hard is a strong perk, it takes incredible skill and the 0.5 sec window is heavily affected by ping issues. In order to alleviate some of the frustration surrounding that, I recommend that the Exhausted status not affect survivors that miss their Dead Hard.


    New players have enough difficulty getting into this game, anything BHVR can do to alleviate frustrations in this game should be considered.

    Dead hard indeed doesnt need any buffs. It's still perk that shouldnt exist in first place and it's laughable that it's not deactivated in the EGC, when you can use it ridiculous two times per game, meaning killer loses 2 hooks, and that only one survivor, 4 of them might have it.

  • @dramafinesseXD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946085#Comment_3946085

    yep my friend got tunnelled by a nurse on stream got a grade reset and a 5 minute penalty great job bhvr you know how to ruin the mental of your players !

    It's most likely bug and is already reported to the BHVR. Stay tuned for more infos.

  • Spingtrap has lots of bugs, I'll wait for hotfix before judging.

  • @SoGo said:

    It should get a big rework, imho.

    Even without the downside, it's a win more perk.

    I would do this:

    Dying Light (Rework):

    You start the trial with 3 tokens.

    Whenever you hook a survivor that's not the Obsession, all survivors repair and healing speed decreases by 3/4/5% for each token you have. This debuff will remain while the survivor is hooked and 30 seconds after.

    Whenever you hook the Obsession, you lose a token.

    Don't think that it will do much as main issue of dying light is that it doesnt affect obssesion and it has most power in endgame when most likey one survivor and obsession is alive so it wont do as much either.

    Rework:

    Old: 33 % bonus to obsession, 3 % penalty per stack

    New: Scourge hook: Dying Light: Each time survivor is hooked on a hook, gain 5 token up to maximum of 15 tokens. Each token decrease repair and healing speed of all survivors by 2 %. When obsession is downed or hooked you lose all tokens.

  • @Orthane said:

    Or recently unhooked like 5 seconds or so, similar to Xeno. It makes 0 sense why he has no sort of restrictions on this.

    As a killer main, I might actually agree on this one.

    → He gets slowed by 50 % for 3s when exiting portal near hooked survivors

    but mainly:

    → survivors get anticamp progress when springtrap (would apply that for xenomorph too) is hidden in door at at hook

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