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Elan

Elan

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Elan
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  • The complete add on pass change and zealous nerf was what bothers me. I understand that sniping gens and totems isn't fun gameplay for survivors because the judgment can stand in one place and pressure whole map. But with 12m more range where light is revealed this will by only issue on indoor maps. However I had no much time to try her yet, because of queue times and lack of time to play.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111105#Comment_4111105

    Tunneling somebody out from the beginning of the game and spreading gens are not at all the same. Yes, both are more "efficient" methods of playing the game. However, one completely eliminates a player early on in the match, cutting short their match, their rewards/bp, ruining their challenges, and ruining their experience. Spreading gens does not do that.

    In addition, spreading gens does not automatically mean you will be able to win 90% of your games on survivor. Tunneling from the beginning does, especially on stronger killers, which is why it's more common to see from them. I still manage to win the majority of my games, probably around 70% or so, on Ghost Face (one of my mains) without tunneling from the beginning and often while playing extremely nice. Even most of the games that aren't wins are usually ties (2ks). If I'm able to achieve those results playing like that with Ghost Face, a bottom 3 killer, imagine what I could do hard tunneling a survivor out from the beginning of every game as Blight or Nurse? Simply spreading gens is not enough to counter tunneling. You either need the killer to make the mistake of chasing the wrong survivor, an extremely experienced player (ideally with anti-tunnel perks), or you need to help the player being tunneled if you don't want the game to be lost.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111108#Comment_4111108

    It's true that you can abandon when all survivors are slugged now, and there have been a lot of QoL changes. But I would be lying if I thought things have just been getting better for survivors. Even when I was playing 5 years ago and BT wasn't basekit, I honestly think there was STILL less tunneling back then, as most killers assumed the unhooker had it anyway (as they usually did). In the last couple months, the tunneling has been the worst I've ever experienced, and as it's not being addressed in anyway, and in fact basekit protections are actually going to be nerfed in duration (no the elusive isn't going to do anything against a camping tunneling killer), it's only going to get worse.

    Secret is that killers don't care about survivor fun experience neither do survivors about killer's.

  • Killers need to be gigabuffed. Once they destroy every lobby, we killer mains will be satisfied. Untill then the game is designed for bad baby survivors.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111084#Comment_4111084

    This sums it up perfectly. There will never be an incentive which makes Killers not tunnel. Sure, Killer Mains say that there should be more reasons to not tunnel, but in reality, we heard it time and time again that if X gets changed, there will be less tunneling. X got changed and Killers still tunneled, just better. You can remove all Pallets from the map and Killers would still tunnel. Exaggerated, yes, but true. If there would be an incentive to REALLY work against tunneling, it would have to be something insanely strong, because removing a player early is just insanely strong. Only incentives just does not work.

    I also fully agree with the last part. If it is an early 3v1, there is no way for the Survivors to win, unless there is a serious skill difference between the Survivors and the Killer. And at this point, the Killer cannot lose so they just play to maximize their Bloodpoints, which resulsts in a drawn out match which the Survivors have to play out, without any way to win and without any form to shorten it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110953#Comment_4110953

    For me it just results in liking both roles less. I dont play much Killer anymore, simply because I dont want to bother with the queuetimes. Usually I play Killer when I am alone and play Survivor with a friend of mine. But due to Survivor being miserable and the latest releases and events, Killer queues are just too long for me to bother, because while I can do something while waiting, I just want to play DBD. And my Survivor playtime also is lower, simply because I end the evenings earlier than before, because the game became just so much less enjoyable as Survivor.

    And the worst part is simply that if I see lots of slugging or tunneling, it is almost exclusively done by Killers who dont need to do that. This for example was a recent game:

    https://us.v-cdn.net/6030815/uploads/8HXA9GXV27RE/202608-7e4-jpg.jpg

    People who defend slugging would say this was probably a Ghostface who needs to slug to win. In reality, it was a Blight and I did not bother at thisp oint. We were all slugged multiple times by then (seeing the Renato who already DCed) and the Blight would have slugged us again. So I just finished the Gen to let the Blight slug me, but he even waited with that.

    And then people wonder why less Survivors play when things like that are far more common than they used to be. Simply because since BHVR botched their Anti-Tunnel and Anti-Slugging, even the last person on earth knows how strong those tactics are.

    If killer keeps slugging you can abandon. You don't remember times where killers slugged and then waited for people to bleed out. Survivors become way less frustrating than they ever been due to abandons, HUD and basekit protections. Try to imagine what it used to be to play against 5 blinks exposed slugging Nurses. Also coulrophobia which is common perk in slugging builds is getting nerfed, knock out got reworked so… It's only getting better for survivors after all.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111084#Comment_4111084

    This sums it up perfectly. There will never be an incentive which makes Killers not tunnel. Sure, Killer Mains say that there should be more reasons to not tunnel, but in reality, we heard it time and time again that if X gets changed, there will be less tunneling. X got changed and Killers still tunneled, just better. You can remove all Pallets from the map and Killers would still tunnel. Exaggerated, yes, but true. If there would be an incentive to REALLY work against tunneling, it would have to be something insanely strong, because removing a player early is just insanely strong. Only incentives just does not work.

    I also fully agree with the last part. If it is an early 3v1, there is no way for the Survivors to win, unless there is a serious skill difference between the Survivors and the Killer. And at this point, the Killer cannot lose so they just play to maximize their Bloodpoints, which resulsts in a drawn out match which the Survivors have to play out, without any way to win and without any form to shorten it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110953#Comment_4110953

    For me it just results in liking both roles less. I dont play much Killer anymore, simply because I dont want to bother with the queuetimes. Usually I play Killer when I am alone and play Survivor with a friend of mine. But due to Survivor being miserable and the latest releases and events, Killer queues are just too long for me to bother, because while I can do something while waiting, I just want to play DBD. And my Survivor playtime also is lower, simply because I end the evenings earlier than before, because the game became just so much less enjoyable as Survivor.

    And the worst part is simply that if I see lots of slugging or tunneling, it is almost exclusively done by Killers who dont need to do that. This for example was a recent game:

    https://us.v-cdn.net/6030815/uploads/8HXA9GXV27RE/202608-7e4-jpg.jpg

    People who defend slugging would say this was probably a Ghostface who needs to slug to win. In reality, it was a Blight and I did not bother at thisp oint. We were all slugged multiple times by then (seeing the Renato who already DCed) and the Blight would have slugged us again. So I just finished the Gen to let the Blight slug me, but he even waited with that.

    And then people wonder why less Survivors play when things like that are far more common than they used to be. Simply because since BHVR botched their Anti-Tunnel and Anti-Slugging, even the last person on earth knows how strong those tactics are.

    Again! Tunneling is not issue paired with pallet density or mmr. It's efficient way to win same as spreading on gens. The fact that you lose game to tunneling killers is mostly either that tunneled survivor is bad at looping or that other survivors don't do gens. If someone is tunneled it takes min. 4mins to kill them which is plenty of time to pop most if not all the gens. It's what makes me mad when I'm tunneled that survivors run to take hits, block the killer but no one is doing gens and now they are left in scenario where I'm dead, they have one gen left but one survivor is slugged, second is injured and last one is chased which mostly ends in full slug. If someone is tunneled just do gens, if they are not good at looping taking a hit won't buy them much time.

  • There are plenty issues with balancing the game. If we make killers balanced around high mmr swf then why would you ever want to queue as solo survivor if it'd be just a kill simulator. On the other hand if we balance killers around low mmr survivors then there will be no chance to win against high mmr swfs. That's why later killers are designed well. The balancing point should be Jason/Dracula level where the killers are fairly good but still have reasonable counterplays. Killers like Judgment or Vecna those who dictate the outcome by missing or hitting no matter the skill of other side. Then there is group of isnanely boring killers like Knight or Trickster who are so unfun to go against yet they are quite weak.

  • @Arcturus said:

    I came back to this game after a year break maybe about 3-4 months ago. I have been an 80/20 survivor main from pretty much the first time I played 5 years ago, and back then I would mostly just play killer to get achievements. Over the course of these past few months, I have gone from being an 80/20 survivor player to being a 70/30 killer player, and it's not because killer is so much more fun than survivor. Even though I have found myself playing Springtrap and Ghostface, killers low enough in power (especially Ghostface) to experience frustration whenever I face a coordinated team of survivors and eat a bunch of Sprint Bursts, Dead Hards, eating a DS even when I have 8 hooks and no kills, gen rush builds, etc, that frustration I will take any day to survivor.

    As killer, there are plenty of frustrating things to deal with as it's a "gogogo" role with no breaks and so it can be stressful, but the games are always at least interesting and there almost always feels like some way to snowball into a win or a tie, even in the roughest scenarios.

    Recently, whenever I have decided "hey I haven't played survivor in a minute, I'll try a game or two" I immediately remember why I haven't been playing survivor and regret queuing into it. As soon as I queue survivor, I immediately just experience (ironically, usually from higher tier killers) tunneling from the getgo, staring at a hook or in Jason's case sitting in OE until someone goes to the hook, and the occasional slugfest. It's not just frustrating, it's also incredibly boring and tiring.

    Survivor has already slowly been becoming a bit stale so I had been experimenting with weird niche builds, but I just can't do that anymore without being tunneled immediately for not running DS literally every game. And ironically, even when I do that, how much does DS help me against a Blight? Or a Nurse? It's pretty much just a slight inconvenience for them. Especially in solo queue, these playstyles are almost entirely out of my control and I feel even more helpless than when I play Ghostface against an experienced SWF.

    The only reason why I still say I play 30% survivor is because it's still bearable when I have at least a duo. At least then there's someone to share in the misery with and rant to, and at least one person to properly coordinate with so maybe the tunnel can stay in the game even a bit longer. It also helps that for me, I am the most experienced survivor in my friend group so even when the killers in those lobbies try to tunnel or camp or whatever, they are usually worse than killers in my lobbies so if I can bait them to chase me or if I can manage to save my friends a few times we can usually scrape by.

    I used to play so much solo queue but I just can't anymore. Plus, next patch the killer experience is just going to get better, as all the Sprint Bursts I eat as a non-mobility killer player are getting essentially double nerfed. I think for the most part they were healthy changes, even if I think it was a bit overdone, but it still feels like this game is just pushing me further and further to become a killer main even though I'm still a survivor main at heart. I just want to be able to play survivor without feeling like every other game is going to be miserable.

    This is last constant war against killer mains. Why wouldn't killer tunnel when they can? What do they actually get if they don't tunnel? More BP? No. Aura? No. Regression? No. But they can quickly eliminate 1 target forcing the game inti 1v3 drastically reducing repairing and alturistic effeciency. If you have one survivor on hook, one chased and two on gens… one can still do gen and second goes for save. In 3v1 there is always momentum of no one able to do gens. We never complain about gens. If team spreads at gens they can pop three gens together in single chase if the chased survivor plays safe or well. If you are left in scenario where you have 2 gens left and only 1-2 hooks, there is no reason to hook everyone first, is it? Give killers rewards for fresh hooks. Fe. that every fresh hook increase required amount of charges to repair gen by 2, some aura reveal and extra BP and those who don't desperately want to tunnel someone out may adjust their playstyle, but untill then there is no incentive not to tunnel and tunneling will be efficient way, same as spreading at multiple gens.

  • @Mandy said:

    Will just post our response to the debate here for clarity.

     Last Friday, during the Chorus of Sin Discord Stage a spur of the moment joke was made about Streamers looking at their chat. We understand that this caused frustration and while we never intended for this joke to be the focal point of the Divine Light change, we'd love to give a little more context behind our thought process and ultimately, share an update on the visual indicator we had mentioned..

    What we should have, and failed to mention clearly, is that the changes were there to assist with accessibility giving a short visual warning to Survivors that they are being sniped, due to the speed of the Divine Light and its ability to travel through walls. This is not something that will be happening at release however, we will be monitoring the need for it closely before proceeding, in the event that the increased aura reveal range on Divine Light is not enough.

    Chorus of Sin releases tomorrow and we will be monitoring the reception, and we hope you enjoy the first Community Chapter!

    Thank you Mandy! You always give us hot news! Appreciate it.

  • @MiseryandCompany said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110888#Comment_4110888

    Its not random at all, ive been playing as and against her a lot on PTB. Theres
    - the visual cue of the aim-beam before the real beam gets fired
    - the big beam, being visible through all terrain
    - the charge up audio cue
    - the directional audio and
    - the rhythm. Judgements fire approx every 8 seconds and you know where it will come from because you know her relative position from the previous shot.

    It has plenty of indicators, I learned after 1-2 days how to dodge it regularly.

    People complained about her being too hard to play yet in casual play she shoul not be hard to play against either. I truly don't want another three gen meta killer. After Merchant, Singu and Knight I think everyone is fed up.

  • @MiseryandCompany said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110876#Comment_4110876

    Then the issue there is HexTotems, or specifically, Thrill of the Hunt, not Judgement herself and thus should not pay for a perks sins.

    Gameplay of you getting randomly hit through walls isn't truly a fun one is it? It's like omegaVecna who's already considered very uninteractive. I mean as killer I would love that but as survivor that will be insanely unfun to verse.

  • @MiseryandCompany said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110168#Comment_4110168

    3 genning has been pretty much neutered since the regression limit plus gen regression nerfs. There is only gen slowdown now, you can no longer feasibly make chess merchant-ish nonsense happen.

    If you can snipe cross map with multiple hexes, it might be a bit tricky to fight against.

  • @Thirteen said:

    Botany is just too good to beat.

    No activation condition, not based on a timer, applies for ALL types of heals…

    Realistically, it needs to be nerfed or reworked in some form to make other healing perks more viable, as buffing other healing perks just makes them too strong.

    Agree. Fe. when fully healing yourself or anyone else, their aura is revealed to all players for 6s. This would be insane info perk that would work well with solo q.

  • Maybe botany and we'll make it need a nerf instead :) I'm almost sure that Botany will be one of those perks to be nerfed in big midpatch because any new healing perk will be neiche pick because of botany or we'll make it. Botany works all the time, it can be 20 % and still be very good, We'll make it can be 75 % and still be decent while do no harm would shine when someone is closer to death.

  • I'm afraid it will get nerfed soon as killers won't be happy from survivors auto-healing mid chase. Defienetly not me.

  • They couldve remove exposed, exhaustion and hindred from the perk and leave it at 66 % as anti-anti heal perk and buff ghost notes to 25 % and no one would complain.

  • @ninjabsbx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109770#Comment_4109770

    If you mean the nurse's calling change, then yes

    If you meant the jason locker change it went live weeks ago

    Then it's a false call as he can still hear people screaming in locker when jumpscaring.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110752#Comment_4110752

    While I agree with you to some extent, I just don't think we should be using Jason as comparison to justify massive buffs to Springtrap. Springtrap could use some changes, some of which would be small buffs that are really just QoL like my suggestion, and others that could make the door/camera system an actual factor in his kit rather than something that can be completely ignored. Springtrap is in a decently balanced spot right now, Jason just has a bloated kit and makes every other projectile killer feel pointless. Jason needs more changes than Springtrap does

    Current Jason is in absolute sweet spot and should be balancing example for other killers. If killer has no mobility, they should have very lethal antiloop, if killers have both mobility and antiloop both should be evenly decent and if killer has only mobility it should be insane traversal tool. Jason is more of example how good killer can be when he receives well though kit. Speaking of Springtrap no one is calling for crazy nonsense buffs, but Springtrap is zoning slop, his antiloop isn't that good, neither his doors. Simply for reasons like many people mentioned. Walking through door gives visual feedback to prerun a "stealthy" 4.4 killer. While some doors might not face the gen with panel, it's still completely RNG based and I can see either making it so doors are nearly touching the gen but give the indication or doors are in weird spot like bottom of Thompson House while the gen is upstairs but compensate for it. Sprintrap's footsteps are annoyingly loud to the point where you can hear him apporoaching from miles away. Cameras are not used because they are not efficient, neither rewarding. You try to reveal him and he gets of minimum required range from the door while none other doors are closeby. Not even speaking of travelling through door that can be immidiate down. Yes, you can use them while someone else is chased by killer can abandon that chase any time and giving killer a free hook without even option to be saved by someone is not smart at all. Doors should be counterplay by default. Make Springtrap undetectable for eons while leaving door, increase the range of cameras so survivors make decision whether they go for the reveal to help their teammates in chase or they leave them in chase with killer who has no heartbeat and no redstain - so easier mindgame and removal of perks such as 5 moves ahead, scene partener or crossexamination. On top of that moving through security door should be faster for Springtrap and I remember they nerfed his add on by quite a lot. I want every killer to be very strong yet interactive so it's fun for both sides. I personally hate going against Knight, Trickster and First who are insanely unfun and uninteractive to go against while First is only killer who is somewhat strong yet completely lacking any skill or mindgame on either side just hit or miss, dodge or get hit scenarios. Complete luckfest.

  • @BloodBehemoth said:

    BHVR should add a survivor perk to the game that makes finding and cleansing totems faster for people who hate totem builds.

    Like if there are not enough of them already. :D So nice irony. As long as survivors are happy…

  • Like if survivors are not easy enough already. But true, having 2-3 killers who can keep up with higher end mmr is truly a reasonable way to balance game with 40+ killers. I'm telling you right now, that everyone will either run hexes and spam beams at gens and totems or run feather + kneeler to make her pyramid head. But us killer players who looked forward for new journey to master fairly strong killers can skip this killer.

  • Compare his projectile to Jason. Massive hitbox, long cooldown, easy to dodge, limited range, mediocre grab option, mediocre stealth and I can carry on.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110738#Comment_4110738

    Springtrap is in a pretty good and balanced spot right now. At most he needs some minor QoL buffs such as what OP suggested.

    No he's not. He's quite weak and only thing he has is massive zoning.

  • Would still be insanely weak. He needs more that that.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110735#Comment_4110735

    Tunneling is by far the most popular and effective killer strategy. The most effective way to counter tunneling is genrushing, but simply spreading gen pressure, especially in solo queue, is not enough to counter a tunneling S tier killer. That isn't even actual genrushing, that's just being efficient, but if you actually genrush then it feels terrible and unfun for killers and they get frustrated in turn.

    And Pain Res + DMS is not just a powerful combo because Pain Res kicks you off, it's also powerful because the window for DMS to trigger is so long that especially on a mobility killer (of which most are at least A tier) even if you let go to avoid DMS, the killer can immediately push you off the gen and block it for over half a minute. Yes some of these people just give up too early and too easily, but when tons of people start doing that there is a reason for that, and that's that they have experienced the same thing over and over and are done dealing with it. Tunneling is a problem, and if the only solution to the problem right now is a strat that is unfun to the other side then it's an even bigger issue.

    Tunneling is only effecient if you manage to down tunneled survivor quick enough otherwise you leave three people doing gens. Why should killers not tunnel? There is no reward not doing so, so tunneling is always a higher chance of winning especially on -as you mentioned - stronger killers who can down survivors quickly or bypass their protections. If any fresh hook grants global regression, extra bp and aura reading it would incetivize killers from stop tunneling because they will lose those values.

  • Those are not changes they need. They need power overhaul.

    Trapper - starts with all traps, set traps by button press, reset by button press, gain 15 % haste when setting and resetting traps.

    Hag - 20s cooldown ability to teleport to any chosen map, removal of trap wiping, shorter trigger range so she can better utilize increased lunge

    Ghostface - I think he should have basekit scratch mirror myers ability and instadown any survivor while in chase without needing to mark them. Good and safe start.

    Trickster - as much as I hate him because there is no interactivity neither fun versing him along with Knight nad First who are only three killers I'm bored going against I agree he's weak. But Trickster got some sizeable buffs for being 4.4 and on lot of maps with low tiles there is practically nothing you can do against him other than holding w, losing line of sight and hoping that you will delay the down. If any change is done to Trickster I'd like to see him being more "skillfull" by making so consecutive misses reduce the amount of laceration he deals while consecutive hits increase it. Let's say he hits you with 4 consecutive hits that would deal 6 laceration tokens while if he hits every 8th blade it will only deal partial tokens. I think everyone would be happy with that change, because it would reward good play rather than spamming.

  • I'd give him ability to recall axe anytime he wishes too, faster movement through doors and make walking through blast give basekit 7 % haste, 40 % action speed and make loot bag basekit too.

  • @Fyora said:

    It’s as simple as that: you keep nerfing Survivors while releasing strong Killers, and the result is that it’s becoming increasingly impossible to play Survivor unless you’re in a SWF and only using meta perks.

    South American server experience is terrible. Nobody wants to play Survivor anymore. Every match is a strong Killer running regression perks, and the result is that EVERY single match has someone giving up, because the outcome is always the same: 5–4 generators still remaining and everyone on their final hook.

    Honestly, I don’t even know how people still play Survivor.

    I'm sorry, but terrible teammates are not issue of the game. Different topic is that new players are matched with 1000hrs killers who see them as weak link and tunnel them out. That's not really fun for them, but it's more of poor beginner-friendly protection rather than whole solo team issues. I have quite decent teams and most of the loses are to poor loops or poor effieciency. In the end, you don't have to be really good in chases as survivor neither have extraordinary perceptions, you only need to stick to gens and do them as quickly as possible. When you spread so everyone does their own gen, it's a high chance you gonna do well even if people don't last long enough in chase. And complaining about pain res + dms when you can just let of the gen for moment is not reasonable.

  • I always count that the killer has the perk, because it's extremely popular one. Is it braindead perk? Yes. Is it healthy if survivor manages to getaway without leaving scratch marks? No. But I rather have killers run it over 4th slowdown perk because all I go against is Corrupt, pain res, dms, pop, eruption, nowhere to hide and bamboozle.

  • Aurora's perks are pretty terrible. Judgment's are not much better either. But your idead are not that good either way. Steadfast is powercrept by so many better perks, so is salvation's cry. Fruits of Your Labor is the best one yet still inconsistent where you can pop on Adrenaline and have guaranteed max value without requirement to finish the last gen.

  • I feel like they were not aware of playstyle where Judgy just stands in middle and spam power at gens and totems. And that's probably the only killer to date where they will have hard time balancing. She's not super crazy at chase but her map lockdown along with hex synergy is beyond unhealthy.

  • Exactly what survivor mains would love, press E to open exit gate immidiately and teabag in the exit gate. :D

  • Tbh. they can remove hatch. Last survivor can abanson anyway, so if they don't want to play for gates they can leave.

  • I feel like this is also to prevent her from holding three gen. I'd make it that heretics gain bonus speed to cleansing hex totem to make hex builds on her slightly weaker. But if thrill gets nerfed it won't be an issue.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110116#Comment_4110116

    I mean other killers such as Jason, Singularity, Twins, ect. All have the "hex build problem" I just hate seeing killers powers nerfed rather than changing the problem itself.

    And even more when there are perk to counter them. But people refuse to them because they don't have value every game and complain instead.

  • As long as I know Judgment blindness disables seeing pillars. I believe they made this change so people just don't spam power at totems and gens,

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110103#Comment_4110103

    If bhvr removed those 3 things then nobody would use it and exhaustion is basically the most important one but making it 30% was too much imo. Ghost notes does need a buff and with diminishing returns it wouldn't be overpowered combined with vigil to make exhaustion shorter.

    They announced that Vigil will only affect exhaustion when COS chapter comes out.

  • @SpyUA said:

    Bhvr done this nerf for now because it's a "nightmare to balance" but they are planning to buff it later.

    It's actually quite simple to balance. Remove exhaustion, exposed and hindrered from the perk and buff Ghost Notes. Done.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109695#Comment_4109695

    not true demo got changes well after stranger things left dbd.

    True, but he got add on pass, not power tweaks.

  • Most judgment players will run feather and kneel add ons to make her simple to play. Overall I'd say that she has potential to be top 1 killer and that she is hard to play? Well Nurse is as well and people spent time learning her. Hear me out. She will be spot 1 in S tier once people get used to her.

  • Even as killer main I was never fan of this perk as it completely negates any chances of hiding near almost complete gens. It reminds me of old Ultimate Weapon where no matter what you tried to do, you got revealed. I tried to negate this perk with blast mine + residual manifest but since turn back the clock is so popular this combo isn't very viable either way. It's very good perk and I understand why nowhere to hide is so popular. But it will always being good on medium killers while insane on top tiers. I haven't seen a single Nurse to not run this perk and we all know she utilize this perk the most as well as she will with shorter basekit borrowed time and nerfed sprint burst. I'm happy it's getting nerfed, but I'm not happy Nurse is getting side buffs quite often.

  • @DarkStrife said:

    The thing that is making the game frustrating for both sides is game speed. The game is insanely fast compared to 5 years ago. For most killers especially older ones that are slow the game is too fast thus causing these killers to slug and tunnel survivors to slow down the game thus causing survivors to be frustrated. Also the games are insanely fast compared to 5 years ago. Idk any suggestions to fix it and as much as the obvious is to slow it down that would just cause frustration on the survivors end. What do you all think?

    Now to your point. This is not true. 5 years ago, killers were not that strong, there were a very few gen perks and in mostly weaker form - fe. surge had cooldown and less range, dead mans switch activated straight after hooking etc. Some perks were nerfed for sure. But overall killer lethality was much lower and slowdown was way smaller. There were old 25 % insta BNP, instaheals, endurance in medkit, dash deadhard, same 3 types of loops, bigger maps etc. I'm not saying the game is in ok spot atm. But defienetly not worse than it used to be. Infinite windows etc.

    I'd say game become more competitive which you can't see in constant complain about perks. Fun and strong perks are getting quickly nerfed and I would only imagine what would happen if perks like pain resonance, lucky break, power struggle or iron will would be released nowadays in it's current form. No one wants any new meta, no one wants big changes. Just stale game for about last 5-6 years.

  • I'd like those changes…

    Survivor - every time they are unhooked they no longer have endurance or haste but elusive and invincibility. Meaning that they can't be down in those 20s and will be much harder to track as well as able to getaway from the hook. This will make it so they can't bodyblock anymore while base antitunnel would be more meaningfull. This may work in endgame as survivors would no longer be able to weaponize it by bodyblocking.

    Killer - every time you perform fresh hook - so minimum you have to go for 2 different survivors, you gain extra BP, extra 5-10% damage when damaging a gen and aura reveal on all survivors with least hook stages out of 32m. This would hardly reward switching targets and make non-tunneling more benefitial than tunneling. This might be disabled if any survivor is dead before 4th hook.

    Healthy changes for both sides that would make the game much more enjoyable for both sides.

  • More killers are decent, not crazy strong but decently good. So playing killer is way more enjoyable than it used to be. You can play Henry and ignore entire map existence apart from holding W. You can go Jason and zoom around map untill you wish to stop, you can bring add ons that give you minibloodwarden. While gama is still hardly survivor-sided, modern killers have chance to combat better teams. So i understand. I play mostly survivors if I play, because I'm not waiting 7-9mins for a match and switching tole every game with play till you wait isn't entertaining to me.

  • @Rokku_Rorru said:

    Before his rework I feel he was in a good place where people liked him, current Myers isn't super fun to face coz of how easy he is to control and shred pallets with.

    Is there any intention to revert or balance him? He used to be a killer I really was excited to play against, now he is kind of… jank and wierd.

    Not the most helpful feedback but my friends who mained him are upset he is changed, and quite frankly I loved the rework before the turn changes, but I also really miss old myers.

    Myers is no longer part of DBD. So no further adjustments will be mostly done to him.

  • @Arcturus said:

    As a Springtrap main, I always wished the doors were vents instead. I feel like it would be way more accurate to Springtrap instead of just applying FNAF1 mechanics to a FNAF3 character. I think it also would have been so much more creepy, and like you said there could be vent noises to alert survivors. Unfortunately, I don't think they're going to abandon the doors at this point just for an aesthetic change. I will say though, why would survivors want to check the vent before getting on generators if 1. they see nothing, they know they're safe versus 2. they see something, gain the knowledge they're not safe, and are rewarded by being grabbed immediately.

    Also, because the axe is supposed to be really heavy, I wouldn't be opposed to a new basekit effect or effect for that addon, but it probably shouldn't block pallets, and it definitely shouldn't break them. If the ability to block pallets was basekit, it would completely change how the killer was played, it wouldn't just be a slight change. This could be tied to the addon, but it would probably be too strong. As for breaking pallets, not only would this be too strong as he could shred through every pallet on the map easily, breaking pallet addons are just boring. The Vecna, Wesker, and Legion addons that do the same are all incredibly boring, and Iri Button is one of the most problematic in the game.

    I've seen people suggest before that the axe should inflict hindered when embedded in survivors. I would say that's too strong, but hey, Jason is apparently allowed to go 4.6 out of OE and gives survivors hindered for trying to remove his spike, so I don't see why the axe can't do the same. Or maybe you can attach it to the addon. Or, yk, they could remove the hinder on Jason's spikes.

    But that would just kill the door unique mechanic tbh. I know Springtrap is meme after Jason's existence but I'd rather see buffs to travel speed and undetectable duration as well as some tweaks to how long the axe is attached to survivors to better utilize grabs.

  • If, then they need to adress both issues.

    Both last survivors can abandon once any of them are downed to reduce wasting time from killers slugging for 4k.

    Killers can abanson once exit gates are open.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109624#Comment_4109624

    1. According to NightLight, Trickster's Delusion is the 7th deadliest map right now. You can argue that that's because of lower MMR stats, but that's what we have to go off of. It's possibly because the exit gates are so easy to defend that the amount of 4ks brings the kill rate up, or just survivors getting lost and not knowing how to loop it's unique windows and pallets. It might feel like crap to play on as killer, but apparently it's pretty killer sided on average throughout the playerbase.
    2. Some perks are literally design to always give value, like Bond or Corrupt, and some you might not get any value out of, like Unbreakable or Dragon's Grip. Perks are already balanced so that one killer perk is on average more impactful than one survivor perk, and they do completely different things. Why would one side get guaranteed full value out of every one of their perks every game and the other shouldn't even get the chance to get any value when perks are already designed with asymmetry in mind?
    3. No hate on All Shaking Thunder, but we both know which is the more popular perk and better perk for its respective side. According to NightLight, over 3% of survivors in matches use Balanced Landing, while only 0.4% of killers in matches use All Shaking Thunder. This objectively affects survivors more.

    Because shaking thunder was nerfed as it used to trigger on the smallest elevation difference but was capped with minimum drop required. I know Coup De Grace is more popular, but first reason is diminished returns and second reason is exactly why balanced is used less than sprint burst, it requires something while it's better version doesn't require anything.

  • Well, the map is already insanely survivor-sided. While it's only map where you can't use BL out of shack I think perks should not guarantee value every game, at least not on survivor side. Killer is 1v4 so their perks should have full value every match.

    Edit: Shaking Thunder can't be used there either so it's more than fair.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109562#Comment_4109562

    Elan's right though, pallets that aren't dropped yet make Snug completely useless. From personal experience, if you hear her whistle and you are in the pallet, just stand in the middle of pallet. If she sends the dog, drop the pallets, dog is now gone, and there is a pallet between her and you. If she doesn't, the cancel is pretty hefty, you might even do another loop if the tile is not too long. And even if you stay in pallet, you can now drop it, and go to another loop, unless she stays in said loop without breaking the pallet.

    Unsafe pallets aren't as safe to just drop the pallet, but you can still somewhat drag the snug in a way where you are still in the middle of the pallet and can drop it any time (I mean it's Snug, he is notorious for being buggy, especially when he is dragging survivors)

    Yes! She's like Krasue. If survivors know what to do she is miserable to play. If survivors are casual she might seem decently good.

  • @MechWarrior3 said:

    Hello everyone and Dev Team!

    I wanted to share some thoughts on Houndmaster from the perspective of someone who’s played a lot of her since release. This is meant as a love-letter style feedback post: what she does well, what feels off, and what I’d tweak to make her feel more rewarding and polished. I have played Houndmaster every week, nearly every day since her release. Here are some thoughts I would love to share. 🐕


    What Houndmaster Does Well:

    Houndmaster really shines in chase. Her power lets her fairly challenge strong loops by creating honest 50/50 situations when you are actively using Snug, and she’s excellent at stopping body blockers and unsafe unhooks. She has decent mobility and natural map intel, which helps her keep pressure without feeling oppressive.

    Dog bite injuries at windows, pallets, and vaults are also genuinely fun interactions. They feel interactive and understandable for both sides, and they reward smart positioning and timing.

    What Feels Bad / Buggy:

    Some of her voice lines are inconsistent or missing, especially when hooking Survivors. That might sound small, but it makes her feel less polished and expressive, and part of her charm is her personality.

    Snug will also sometimes hesitate before vaulting windows or pallets, doing a tiny “stutter” before actually jumping. In chase this can feel clunky and unresponsive, especially in tighter situations where every second matters.


    The Search command still feels unintuitive and not very user friendly. Lining up the tracker and getting Snug to search the exact area you want in a timely manner is difficult, so it often feels unreliable or too slow to use reactively. It ends up feeling like more work than it’s worth in live matches.

    What I’d Tweak:

    Most importantly, I’d like to see Snug’s pull strength adjusted. Right now, even when you land a clean, well-earned grab, Survivors can often still drop a pallet and stun him. That makes those moments feel really unrewarding, especially when it was a good snipe that should feel like a payoff. It would feel much better if Snug’s pull were stronger and more “committed,” with his pull coordinates set to Houndmaster’s current position, so that when you earn a grab you reliably secure the down/injury instead of getting stunned.

    I’d also like to see a small bump to her movement speed while she is using her search ability so her mobility feels a bit more rewarding. Faster when trying to get to a prop like a generator, totem or exit gate. Current speed if used in a chase. To make travel time a bit smoother.


    On top of that, slightly increasing the Search radius circle would make the command feel more forgiving and user-friendly, since right now it is very easy to “miss” the area you meant to scan. Combined with the current pin 📍 needle. This contributes to why Search can feel awkward to use.


    Closing statement:

    Overall, I really enjoy Houndmaster and want to see her get the polish and small adjustments she deserves. Thank you for reading, and I appreciate any consideration from the dev team. Happy to clarify anything from The Houndmasters perspective.

    Thank you!

    Mechwarrior3. 🐕❤️

    As P100 Houndmaster I'd say she's one of the weakest killers in the game. Change my mind, but using search in chase instead of chase is way more effective. People who just camp pallets and stun the dog are nightmares to go against even if they suffer short hindred but with that many connected pallets it's not really a problem to make it to another loop. Houndmaster has many options in form of builds but her chase potential is very low and unless they remove the dog stun I can't see her being very good. Dog is very easy to dodge and redirecting mostly hinders than help. I'm not saying she's garbage tier, but she's very weak and her main strenght is to combo perks with her add ons.

  • The problem is that those simple killers are not very good in current form of the game. I defienetly think that Wraith is somewhat fine, but Legion struggles against any competent team. Modern killers have good antiloop, insane map mobility and something more to it either tracking or slowdown. Judgment for example has no mobility, but fact that she can completely skip hooking, deny any antitunnel perks and damage people everywhere compensate for slow mobility. Even if Legion has 7m/s frenzy and guaranteed down on every frenzy use they would still be mid at best.

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