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ForTheEntity

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  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106226#Comment_4106226

    The whole point is it should be a deterrent to people ragequitting. Plus I don't think it would be that fun for survivors, because when a killer ragequits, then the game instantly ends. So survs in these proposed DC heavy lobbies would either lose the game (and probably ragequit in the process), or the second they get the upper hand, game ends and they don't get to earn more BP or actually ever get out through hatch or gates because all the DC heavy killers will simply rage quit when it looks like they will lose.

    Being stuck in these lobbies will simply ruin the game experience for everyone who is inconsiderate enough to ruin everyone else's game experience just because they can't handle a loss or a bad game. Personally i think this sounds pretty good if it means I can play without survivors DCing on first down and killers DCing the second I get a pallet save against them.

    I keep seeing you bring up that when a killer DCs or abandons the game instantly ends, like it's a bad thing. If it is such a bad thing then where are the complaints about it? It happens often enough that if it actually is a problem we should see complaints about it. But we don't see complaints.

    So is it actually a problem?

    When I play or watch someone play I never see anyone raging about a killer DC, it's just a moment of surprise "Oh the killer DCed" and it's on to the next match. I have never seen anyone get more than mildly upset about a killer DCing and instantly ending a match.

  • @ArtGueds said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106365#Comment_4106365

    I am the unreasonable one? Everything you said is so conflicting that it just shows that there is a big problem with the current slug system, as your reasoning for it benefiting survivors is just "helps me leave the match". Not only that, the 2v1 scenario is something easily fixable, with a timer that applies for 1 or 2 mins when there is 1 downed survivor and 1 up, or something completely different that would be way better than how it is today, with even a hatch reword that is very called for. And in any case, having one scenario (that is usually already won for one side) dictate how a system should work even tho it can ######### up how the rest of the game works is also extremely unreasonable. But I don't expect you to understand that because by the way you ignorantly type I can already tell you aren't here to discuss ideas and exchange opinions, but more to try and prove people wrong by engaging in topics that you have no intention of changing your mind on. Miserable

    What have I said that's conflicting? I am defending a mechanic a necessary mechanic that has been in the game for a decade.

    You're practically frothing at the mouth with your strings of bad grammatical strings of texts. If you can't be bothered to present your ideas in a serious fashion, why should we take your ideas seriously?

    The abandon mechanic is a poorly implemented band-aid solution (abandon and magically MMR doesn't change) to an unsolved problem.

    Without slug timers and without hatch survivor could only wait to die! How can you be so obtuse to not see that? Do you want your guaranteed 4K that badly?

  • @ArtGueds said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106164#Comment_4106164

    "It doesnt only benefit killers, it also benefits survivors, they will still lose, but it will benefit them as survivors because they will be able to go next" LMAAOOO thats the abandon feature buddy lmaoo. As a previously said, you dont even need to remove the bleedout timer to add an abandon feature for when youve been slugged for more than 2 min. But it is way more logical to also rework the slug, wiggle and sabotage system along with the perks involved with it to make the game more objective and more interactive and nothing youve said disproves that it does need rework, if anything it just showed why. Your argument was "it is miserable to stay on the ground, so the bleedout timer needs to exist so I can die on the ground" as if there arent other ways to make you escape this scenario, or, as I said, a rework on these type of systems

    Again you fail to even sound remotely reasonable. So reasonable discussion with you is not possible.

  • I only played 1 game this Lights Out as a Billy on Yamaoke Estate and 3 gens popped and I never saw a survivor. In fact I never saw a survivor all game. That's enough Lights Out for me.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106264#Comment_4106264

    All tho that does sound devilish, you would then punishing people who are not dcers with potentially more dc matches (the high rank killers and survivor players having to verse these dcers

    It doesn't matter. A DC Queue is never going to happen. Unless you count playing against bots in the tutorial while you wait for your DC penalty to run out.

    BHVR has said that they can't differentiate between intentional and non-intentional DCs, so they are not going to discriminate against all DCers with a "punishment" queue.

    Besides, DCers are paying customers too and they wouldn't want to do anything that might make them consider not buying the next DLC.

    This is why DC penalties aren't harsh and they won't make them harsher than they already are.

  • @random1543 said:

    this would inflate the wait time, while DCing survivors may enjoy the dc lobbies more because who is more likley to dc?

    main reasons:
    Killers who are getting bullied / not getting hooks.
    Surviours who are not enjoying the match either due to killer or how match is going.

    I feel like this would lead to some people wanting to be in dc lobbies because weaker killers are more likely to dc.

    Then match DCing survivors against non-DCing high MMR killers with sweatlord buildouts who will stomp them into the dirt.

    And match the DCing killers against non-DCing high MMR SWFs with sweatlord buildouts who will stomp them into the dirt.

    Laugh-Burns.gif
  • The tips on the loading screen are just general information to add something to what would just be a bland loading screen. Not everything it says is accurate as it has to be brief since it only stays on the screen for a few seconds. Loading screen tips certainly aren't meant to be cited as rules for playing DbD. That line has been coming up on the loading screen since at least 2018 without ever being changed while the game has changed around it.

    Also that particular line says "primary" so it's not the only way to kill.

    Pre-rework Myers could famously tombstone people without ever hooking them, Pyramid Head can in theory kill all the survivors without hooking them and Sadako is another that can kill survivors without ever hooking them.

    Cypress Mori becoming basekit also reduces hooking.

    The latest 3 killers all have mini-moris after survivors have 2 hook stages so clearly hooking is getting less and less primary.

    Not that I am for heavy slugging. It's certainly not fun being slugged.

  • @ArtGueds said:

    I was thinking about it, I understand why we can't pick ourselves up. Sometimes it is better to slug so you can apply pressure around the map. However, why does it kill you? Does it not just provoke people to not hook, which is a gameplay that is not intended? They added slug timers as a detail to prevent killers from holding survivor hostages when there weren't any other way to progress the match and the killer didn't want to kill anyone on the ground and now that there is a abandon feature they are just afraid to remove it. There are plenty of ways to balance it. Like making so it takes longer to recover and maybe remove the option to pick yourself up entirely. Slug timer only benefits killers that enter the match without the intention to hook, which makes for a boring gameplay that rewards the usual high tier/high mobility killers and does nothing to the average ghostface, deathslinger and so on. So I ask, why do slug timers exist?

    Why should slug timers not exist? I don't see a single good reason in your original and subsequent posts as to why they shouldn't exist.

    You also say it only benefits killers but I disagree. As a survivor on the ground it is nice to know that the misery has to end eventually. I've been the SoloQ matched with 3-man SWFs that left me on the ground and it would have really suck if that had to last longer than 4 minutes.

    Slugging for the 4K after 2 survivors have been eliminated is a thing. Currently if the killer slugs one of the last 2 survivors and goes after the last one standing the last survivor has a chance to evade the killer for 4 minutes to have a chance to escape. If there were no slug timer then the last survivor would have no hope at all.

  • I think this is a bit much.

    I'd hate to see how this would be weaponized by bully SWFs. I can already imagine incorporeal survivors magically appearing in front of the killer 10 seconds after the hook with lingering endurance from the actual perk Borrowed Time or Off the Record and of course being followed up with Decisive Strike and then Dead Hard should the killer choose to tunnel.

    Invisibility should not be an every game occurrence.

    I still wish BHVR tried on a PTB or in a temporary game mode that unhooked survivors lose their collision for 10 seconds so they both can't be sandbagged and can't bodyblock for their unhooker, but they wouldn't be able to vanish like a fart in the wind like being incorporeal would allow them to do.

  • It's always been the reality that if Trapper started with all his traps he could just carry a survivor to a corner of a map and then place 8 traps near it and then he wouldn't even have to be close to the hook to proxy camp it.

    Imagine how boring it would be if everyone knew whoever the Trapper caught first should be left to die on the hook and all they should do is pound out the gens as fast as they can in the hope that the rest of them escape.

  • You've been playing the game for a "long time" ? You sound like you haven't been playing for 100 hours yet.

    Get good, and tell your friends to get good too.

  • @masterofmanygames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105252#Comment_4105252

    You probably play at 60 FPS your whole life and think that’s normal… poor guy, you’ve been missing half a century of progress.

    A half century of progress? What was the frame rate people got to play with on an Atari 2600 in 1977? 120 FPS is much newer than that, if you had done your homework.

    I've been playing DbD at 120 FPS since before it was an option and I had to edit settings.ini and set it to read-only. I think that was possible back in 2019 or 2020. 60FPS or less really sucks for DbD. 120 FPS is perfectly fine for DbD since whatever slight advantage you would get from a higher frame rate is lost in the latency.

    The sad reality is DbD owns its own gaming genre with no competition and they don't even know what Quality of Life is. They proved that last year.

    DbD is nothing like even the lowliest multi-player FPS which is a saturated genre with heavy competition. If an FPS doesn't have all the QoL players have come to expect, they get left in the dust, whereas DbD practically has a captive player base.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105625#Comment_4105625

    "See...that sounds exactly like double standards if I ever heard it…

    It's not ego to want the 4k...but it's ego to want the 4e...like most at least try to hide the double standards they have mate…"

    i was asking if slugging for the 4k is ego then wanting the 4out should be the same. it was asking if one is ego is the other.

    "Ignoring the fact of you lumping all survivors together: If they were going to be toxic about getting the hatch, they were going to be toxic regardless. I've had surviors boast random things, infact durring the banquet event one of those groups were harping about how bad i was…despite the fact i got enough downs to kill them all twice over. Slugging for the 4k is not going to fix it, it instead brings a different ego AND makes innocents miserable."

    if it stops some survivors from being toxic in end game chat i will slug for the 4k i already get enough death treats from survivors when i play both sides so anything that reduces toxicity ill do.

    4Ks and 4Es are not the same scenario, not even close.

    In the 4E scenario it's Endgame with all four survivors left alive, and usually only 2-3 minutes from start of Endgame to the game being over. If all survivors are up, it's a max of 2 minutes, less if the killer endures the gate teabags and pushes them out. If 1 survivor is on the hook then the survivors heal each other up and do a team save and then the killer chases them out and the game usually ends promptly and in an engaging fashion. Also in these scenarios the killer has much more agency than a slug.

    In the 4K scenario it is almost always not Endgame and the slug usually has a close to 4 minute bleedout timer which the killer can choose to extend by putting them back on their feet. It's not uncommon for these matches to drag on for 5+ minutes if a thirsty killer without info perks/power is up against survivors that don't sell each other out. If the killer has a way to find the other survivor quickly then it's not really a problem but we often see this play out where a killer slugs for the 4K with no tools (many adepts are like this) to find the last survivor and they search fruitlessly while keeping tabs on the slug or worse having the slug sell out the other survivor. Usually this scenario wastes a lot of time for everyone involved and it's not engaging if the killer fails to find the last survivor. The slug has virtually no agency unless they sell out their partner which shouldn't be an option.

    I find the concept of "hatch ego" ridiculous. A survivor with an ego is going to be toxic and the hatch has little to do with it except if they get the hatch they can go "ggez I got hatch." If they don't get the hatch they'll hit you with something else such as calling you out for perceived survivor rulebook violations or perks or just hit you with slurs or worse.

    Slugging for the 4K as a response to "hatch ego" is just punishing yourself and those last 2 survivors left, who most of the time don't have egos. It's a colossal waste of time that is better spent in the next match.

    A better strategy is to laugh at the post-game chat or hide/ignore it.

    I don't entertain the 2v1 scenario on either side. As killer I hook the third one immediately unless I know where the 4th one is and I have reason to dislike them. On the survivor side if I am not the slug I am easily found and if I am the slug I don't sell out my teammate. I want to maximize my time in matches where both sides have a chance and not in ones where the outcome has already been decided.

  • I think it's rather simple. The game doesn't tell killers that they won when they get a 3k so many killers go for 4ks so they think/feel like they've won or won more.

    They don't realize what a colossal waste of time it is and how not fun it is for everyone involved.

    I am surprised the slug in the 2v1 scenario doesn't have an abandon option by now as they don't have any agency and are practically being held hostage unless their teammate picks them up which often they (smartly) let the slug bleed out for a chance at the hatch.

  • @masterofmanygames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105076#Comment_4105076

    You clearly have no idea what you’re talking about. The jump from 120 to 150 FPS is noticeable, but I’m referring to 240, 360, etc. If you’re used to gaming at pathetic frame rates, that’s your problem I’m not going to deal with the same limitations.

    Jeez, go back to Call of Duty or whatever.

  • I don't think people complain about the bloodpoint system enough for BHVR to change it.

    These issues have been in DbD for a decade at this point and BHVR has never changed these issues with bloodpoints. The only changes they've done over the years is to increase the caps, increase the amounts of certain score events, add more score events and change score events into different categories. Cleansing totems used to award Boldness but for some reason a couple years ago the changed it to survival, so now a survivor can cleanse all the totems for 7500 points in the survival category and get the rest from self-healing and/or struggling on the killer's shoulder and then they can care a heck of a lot less about surviving. Which is terrible because cleansing a bunch of dull totems reduces your teams chances of getting Survival points.

    Many killers struggle to max out the Deviousness category while for some it's barely an inconvenience. Wraith is super easy to max Deviousness in, since he has a simple power that can't be capped and he has good score values. Plague is a prefect example of the opposite, they could double all of her score values and she still wouldn't be that good and she hard denies Altruism points for survivors.

    The bloodpoint scoring system has needed serious changes forever and they'll probably never give it the attention it needs. It's just a sad reality.

  • It is like they want DbD to feel like Purgatory.

    I don't think having a defeat screen would be helpful or needed.

    But I definitely think that the killer should get a "You Won" screen that is identical for a 3k or a 4k. There are killer players who think they've lost if they don't kill everyone and it makes the game worse for everyone involved when they slug for the 4k, especially when they have anything to help them find the last survivor.

  • She's a 4.4 m/s killer who has to place traps that can be wiped away and no other power.

    They could make her 4.6 m/s and it wouldn't make much of a difference.

  • There are people on this forum that argue that the stats from Nightlight are useless. Well how are these stats any more useful?

    They gave us a grand total of 8 numbers.

  • Have you never tried to get flashlight saves as survivor? They are hard to get and often near-impossible versus a good and aware killer. If they made basekit pick up speed any faster it would be that much harder.

    If you want to be able to insta-pick without worries keep running Agitation, Forever Entwined and Mad Grit.

    Killers should be encouraged to hook, but not like this.

  • This all just boils down to a meritless argument of we can't nerf [broken thing] on one side because [broken thing] exists on the other side. By that logic we can't nerf anything, ever.

    I don't think Sprint Burst should be nerfed either. I think they should just make Vigil not affect exhaustion and exposed if it remains a 15 second lingering affect attached to a survivor. Then Sprint Burst would be subject to a normal 40 second cooldown instead of 24s or 28s after the Vigil nerf.

    Also, after recently acquiring the Ghoul I don't think he is that easy to play.

    Now downvote me into oblivion.

  • It's stomp newbs until I get matched with players with experience then I get stomped until I encounter the newbs again. Repeat.

  • I think killers in Chaos shuffle should be able to equip 2 addons. The equipped addons would NOT be burned from the killer's inventory but would take them out of the random selection. For example a Hillbilly could equip Counterweight and Cracked Primer Bulb so they don't get those awful addons. Killers who want more of a challenge could equip the Iri addons to prevent getting them.

    I just really don't think they should have addons in the mix that could make a killer not interested in playing the match out.

  • I expect the system to be buggy and undercooked just like everything they do. It'll probably be even worse since it's a hidden system. We only get to experience the matches we get put in, we don't get to see our MMR score.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101713#Comment_4101713

    Survivors never got to choose their addons, they got to pick their item but the rarity and which addons were totally random. While none totally hose a survivor many are useless like instructions. I would be in favor of making the items random as well, but if you wanna go "chaos for me but not for thee" then why do we allow killers to pick which killer they can play as?

    I didn't know what survivors got to choose last Chaos Shuffle as I didn't play survivor last go around.

    Random items as a mechanic for survivors wouldn't be a big deal since there are only 6 items, they can swap, there are chests and survivors always have the choice to just not use their items.

    Not so for killers, they tend not to do well if they don't use or are bad with their power. Now if killers could interact with chests or something else to be able to reroll another killer and addons… that could be fun.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101702#Comment_4101702

    survivor addons cant completely hose them like for example water lock shoe on hag

    That's part of my point there. Why should killers have completely random addons while survivors can choose their item and its addons?

    That's why I'm asking the question.

    It should not be survivors bring 4 flashlights because the killer can't put on Lightborn. It should not be chaos for me but not for thee.

  • How disappointing. I rather like Chaos Shuffle but certain addons can neuter certain killers. It was bad enough last Chaos Shuffle when I got Counterweight on Billy what seemed like every third game now I'd have to put up with Cracked Primer Bulb as well.

    Do survivors still get to bring items and choose their addons for said items?

  • Darn.

    They did the lowest effort thing just like they almost always do. And it's not even that big of a numbers nerf.

    A shame they didn't actually make it not affect killer powers or exposed. Or did something crazy like make it a boon.

  • Basekit? No. It'd give killers even more reason to slug for the 4k and they do that too much already.

    Maybe as a buff to Left Behind.

  • I found that if I go into a DbD match with a mindset wanting to kill and win, I just don't have a good time. If a chase goes longer than I think it should especially with a generator or three popping as it happens my blood pressure and killer anxiety peaks. If I didn't get a 3k with that mindset I'd be disappointed and even in matches where I got a 3k I could still be miffed because that Entity-cursed, teabagging Nea managed to get away.

    So now usually I go in with a backpack build and just want to have fun and earn bloodpoints. Sometimes I have fun and I always get decent bloodpoints so I don't feel disappointed much anymore. If I get genrushed and stomped I can move on to the next match that much quicker.

    Sometimes I go in with an education mindset where I try to learn how to better use a killer's power or learn object hitboxes on maps. If I improved or learned something I won, no matter what the outcome of the match is.

    Games are entertainment, something to pass the time. You don't have to win to have fun.

  • When?

    Can we expect it soon or will it be in 3 months with next Midchapter after this rift has closed?

  • I think Wraith is in an okay spot. Compared to other killers he actually has a decent, useable addon set. He's simple and easy to understand.

    He has been and will continue to be powercrept into oblivion by newer hybrid killers and I doubt he'll ever get another pass with how low effort BHVR is currently.

    He is fully invisible from 20m out and I wish he had addons to reduce that or was harder to spot inside that radius.

  • @sp1nu_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101480#Comment_4101480

    Bodyblocking one side of the pallet seems to be a bug brought around since they messed with collisions a while back. The pallet prompt fully disappears. You probably noticed a lot of survivors going for pallet saves and not being able to drop the pallet and getting smacked or downed. Feels really bad considering this has never been a thing since the beginning of the game. Removes a core aspect of the game that a lot of people love. The counter play is to find the survivor hiding for the save. Never has been a problem before, I don't know why it's been made a problem now. If you can't find the survivor hiding for the save, the pallet save is the reward for being able to stealth around the killer and being able to save your teammate.

    Or slug and build more pressure. Find the survivor hiding for the save, now you have 2 downs and the game beins to get a little bit chaotic and intense.

    I also don't know if it's just me but i've never had issues with Vigil/Sprint Burst because it punishes the killer for not commiting to a chase and you realistically only get one use out of exhaustions if you do actually commit, so the hysteria about Vigil has never made sense to me… Also Sprint Burst doesn't annoy me as much as Lithe, because I know Lithe players aren't really thinking in chase, you can see it… They just lithe away for a free escape every time. Whereas Sprint Burst, it can be wasted and actually has a skill and bit of technique to it to get maximum use out of it.

    I don't think it's a bug and I have never seen it called a bug by anyone until now.

    I've been playing since 2018 and as killer as far as I can recall I have always been able to consistently bodyblock one side of the pallet, regardless of whatever collision changes have been made, especially if the survivor wasn't centered under the pallet. I haven't noticed any significant changes in the amounts of survivors going for pallet saves on the bodyblocked side of the pallet. During what period was it easier to get pallet saves?

    Survivors can often choose to go down under pallets, they can crawl to either side of the pallet to force which side the killer can block, Background Player exists, there are more unsafe pallets now (so it's easier to get to either side of the pallet when the killer picks up) and there are more survivor stealth perks in the game including current Cross Examination, which seems tailormade to help a survivor stay close to the killer undetected.

    Also, there already is the Power Struggle, Flip Flop, Unbreakable and usually Plot Twist build that already was a pain in butt which has just been buffed because a teammate can bring and use Lend a Hand on them.

    So I hard disagree that pallet saves should be made any easier than they already are. Pallet saves should not be easy enough so that good killers could be easily bullied by mere duos. And I hate the idea of the counterplay being only "just slug."

    Contradictorily, I do think the timing of pallet saves should be made slightly more forgiving since latency affects them too much currently.

  • Imagine trolling on the DbD forums in 2026.

  • I'd love to see screenshots of these spawns.

  • It's hardly a perfect mode. If it was this would not be only the third iteration of it in over 2 years since it was introduced.

  • @sp1nu_ said:

    Survivor changes would like to see are:

    • Commodious Toolbox Nerfed
    • Lithe Nerfed
    • Windows of Opportunity Reworked/Nerfed
    • Low % Pick Rate Perks Buffed (there's a lot)
    • Add-on/Offering Reworks/Removal to Reduce Clutter
    • Flashlight Settings (Sensitivity Setting/Dark Mode)
    • Killer Hitbox no longer blocks pallet from being dropped for pallet saves and in general
    • Map Collision Fixed - I keep getting stuck on either nothing or the tiniest bit of map (since previous patch)
    • Blinding Killer outside of FOV reverted
    • Removing Hag traps with Flashlights, Uncloaking Wraith with Flashlights, Removing Artists crows with Flashlights brought back

    Killer changes I would like to see are:

    • Unemployed Build Nerfed (Thrill of the Hunt - either nerf numbers or make totem progress permanent when thrill is selected.)
    • Jason Nerfed - No more killer instinct (scream when jump scare is fine) No more red stain on survivors in Omnipresent Evil. Timer on Omnipresent Evil. Longer Reload. Slower Speed in Omnipresent Evil.
    • The First Nerfed - Smaller radius for Vine Attack. Shorter Range. Less time on clocks. Require an extra stack to mori.
    • Nurse Blindness Status Effect when Blinking
    • Ghoul Nerf - Can no longer latch onto survivors without leaping from environment beforehand.
    • Low % Pick Rate Perks Buffed (there is a lot again)
    • Auto Aim Toggle
    • Controller Deadzone Settings/More settings for controller overall
    • Ghost Face buffs on exposing a survivor (faster pallet break, built in bamboozle when chasing exposed survivor etc.)
    • Chucky Scamper brought pack with maximum 1 Scamper Token System that goes on cooldown for 20(?) seconds.

    That's a few of my wishlist changes I hope to see one day.

    First, I appreciate that you make posts like this, so thank you.

    I agree with most of your changes in the survivor section.

    I think it's crazy to call for Lithe to be nerfed without calling for Vigil or Sprint Burst to be nerfed first or as well. Personally I think Lithe should be the standard for exhaustion perks, I'd rather see weaker exhaustion perks buffed closer to Lithe's usefulness and the game balanced around that.

    I heavily disagree with reverting flashlight changes to Hag, Wraith and Artist. If these mechanics were brough back the Wraith lightburn stun should be cut in half and the time to remove a trap/bird doubled. However, I am in favor of bringing back the mechanic of flashlights stopping Nurses from blinking.

    Explain what you mean by "Killer Hitbox no longer blocks pallet from being dropped for pallet saves and in general" because to me I can only see one way to make this work and that would be to remove the killer's collision when picking up, which would be a beyond terrible change. It would remove the only counterplay that killers have for picking up under a pallet which is to bodyblock one side, so if another survivor is around they just wouldn't be able to pick up at all. Also, flashlighters/bangers would be able to run through killers picking up to make their saves.

    I agree that Thrill of the Hunt should get a nerf and with your QoL suggestions but I think some of these killer nerfs are a bit much. Aside from Jason getting adjusted I'd rather see weaker killers buffed rather than stronger killers nerfed.

  • As implemented I think it is trash that reduces build diversity with little to no actual benefit. It doesn't affect the what is considered the most problematic builds: the genrush builds.

    I'd much rather they addressed individual perks rather than a terrible blanket mechanic. It looks like job justification to me. "Look we did something big," when it's nothing-burger.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101175#Comment_4101175

    honestly I had an idea that if you hit the killer with the pebble it’d like hinder them for like 5% for a short while.

    While it’s not a full on stun, I still don’t really like the idea of just buffing it by giving it hinder it seems really boring and lazy to me.

    Maybe it could give blindness if you hit the eyes? Ooooo idea! give us a dnd style dirty tricks perk that’s let’s us throw pocket sand and it gives blindness (similar to residual manifest)

    And it's a terrible idea.

    Even a 5% hinder for a short while could be weaponized in chase with good loopers. It could be used to extend chases in a cruel fashion.

    It would create a sort of lose-lose situation for the killer. Keep chasing the person they're chasing, while getting pebbled or chase the pebbler, who will inevitably be someone will take the killer on a long chase.

    It would disproportionately affect weaker killers while not affecting strong killers much if at all.

    It would just be the next tool to taunt and bully killers with. It's a diversion not a weapon.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101167#Comment_4101167

    Okay let's say hypothetically the devs release a survivor perk that's something dumb like the killer instantly dies if you pull off some ridiculously hard thing that only the best survivors could accomplish but had no real counterplay from the killers would this be fine to you?

    So you're getting dumpstered by bad Nurses so badly that you think anyone can win just by playing Nurse and that she has no counterplay? Or do you just give up as soon as you hear the Nurse's first screech?

    It also sounds like you've never played a game as Nurse because it certainly isn't easy, especially against good survivors.

    That's what I'm getting from you coming up with this ridiculous hypothetical scenario.

    Perhaps you need to get good.

  • I think this rift is mid as well. But at least the outfits are black and gold and white or blue/purple and gold in the deep rift. I actually might use some of these cosmetics. That's something I can't say about most of the cosmetics from rifts over the last 3 years.

  • They announced before Jason dropped that they weren't going to do balancing changes with chapter drops anymore.

    Today was 6 weeks after Jason dropped so this was the moment for big balance changes to happen, if we take BHVR at their word.

    So we shouldn't expect any balance changes until 12 weeks from today.

    Personally I don't expect much to change balance-wise for the rest of 2026.

  • I think people are miserable because the game never tells them they won. Ever.

  • @sp1nu_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101127#Comment_4101127

    I was doing my adept. So no…I wouldn't have abandoned. And thankfully I didn't - loser mentality would have caused me to not get my challenge.

    Also I had 1 teabagging and caught her off guard with my spear, she was no-where near an exit gate, 3rd vaulted into me trying to lithe away and 4th died trying to open an exit gate next the the hook. I wouldn't say that was an already lost game. Again, loser mentality is far too prevalent in DbD.

    I am against the option existing for killer, because abandon option only exists as a means to stop people being bled out for 4 minutes straight or to skip being hooked for your inevitable death after being 4man slugged… and then once everyone abandons, the killer can also abandon. so it's fair. If you want out that much just dc i.e. rage quit like a man! It's like you just want the killer to be able to dc for free as an easy way out… Just take the loss. Force them out. Break your pallets for extra BP. Catch them off guard and get your wincon… or rage quit like everyone else when they are upset that they lost.

    Your recap of the game doesn't change what I said. They threw and you took advantage, as you should. Congratulations on your adept.

    You sound like all the other survivor mains wanting to be able to teabag the killer as the killer has to push them out. I am fine with taking my losses, I'm just tired of wasting 2 minutes AFKing staring at the gate switch waiting for them to leave, and one of them always stays until the last second.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101108#Comment_4101108

    I want it to work like the snowballs so you can actually aim where you want it to land.

    I think that’d be so cool

    So you can throw it on pallets/windows/lockers etc to make it more believable. The only downside is it would definitely be a nerf on tight indoor maps but I think the trade off for more control would be worth it.

    Also if this did happen, I’d like to see it get 2 charges/tokens

    Why didn't you say that in the OP?

    That would be a fine change to the perk. In that case 1 every 20 seconds might actually be too much. 😅

  • @sp1nu_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100423#Comment_4100423

    The game being 'already lost' for survivors is 4 survivors being dead on the floor completely unable to do anything to perform a comeback. As killer I got a 4k from 1 guy being hooked in EGC. This is proof that the just getting to end game does not = the game is already lost for killer. Therefore it makes 0 sense for the killer to abandon since there are still ways to win the match. I think the give up mentality is far too prevalent in DbD.

    That actually was an 'already lost' scenario for you. The 3 survivors could have left and you would have lost.

    They decided to hard throw trying for a 4 out.

    You had someone on the hook and the will to keep playing. Would you have abandoned in that game if you had the option?

    If not, then are you actually against the option existing?

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100969#Comment_4100969

    In your killer abandon scenario I think most abandons would happen on the chase out the door rather than get hook > abandon. 

    Maybe you are correct, but the important part is the 'I think'.

    What if your guess about how other humans will behave is wrong? If killers in this situation abandon when the game is competitive, you're having an impact*. It's not going to destroy the game or anything like that, but there will be instances (I think potentially pretty common) of games that a kill(s) could have still been secured that the killer abandoned, both affecting player experience and overall stats.

    This happens on the survivor side as well, except circumstances outweigh what the players will do. The situation they are in is so dire that the amount of times they can successfully progress the games are extraordinarily rare, so how players will behave is not critical to the impact because it is such a rare exception.

    *The impact would likely also be felt more or less in different regions - some regions seem to love 99ing the gates, others seem to always open them right away. A person in a region where gates are always 99ed would think this is a rare occurrence, but in some regions this would probably come up regularly.

    I don't think the 10-20 second delay is worthless MMR-wise either. That time would allow the killer to sacrifice 1-2 survivors before they can abandon which would preserve the MMR changes that should be happening in this scenario but don't because the abandon system is poorly implemented.

    We've received contradictory information from mods, but I think the most senior person we've heard from has said that abandoning doesn't circumvent MMR loss. Even if it did, there's a much simpler way to address that.

    Also I don't care wasting about 10-20 seconds of survivor time in games when they get stomped because killers don't have a similar option when they get stomped. 

    When did we start talking about getting stomped? You can get to the loss condition and stuck there regardless of how competitive the match was.

    You're also allowed to care or not care about anything you want, but its not really fruitful when BHVR has to care about all the players.

    10-20 seconds is still way better than what we had before abandons where Slugging Sally could waste 4 minutes of those survivors' time.

    Old DH (unlimited usage) was better than old, old DH (distance with invincibility), but that doesn't mean people didn't have a right to complain about old DH just because it wasn't as bad as it used to be.

    What are you on about with that exit gate coding crap. I never suggesting anything like that. It's all still part of the 60s after a gate opens>resign option I've been pushing. 

    I'm not sure how it links to your overall idea, but ultimately being in the exit gates is easily circumvented - if the survivors aren't trolls, they are just going to leave, if they are trolls they are just going to stand slightly outside. Whether that happens with a 60s timer or not I don't think changes anything.

    I countered your 'I think' with my 'I think' so no issue there. We're just speculating on what killers would do in the scenario if they could abandon. Could have =/= would have when comes to securing kills, it comes down to the motivation of the killer players. For example I myself could secure many more kills than I actually get because I don't bother camping hooks in Endgame. The killers that would secure those Endgame kills wouldn't abandon and those that don't care that they could secure a kill could abandon. I don't see an issue here.

    These stomp questions are silly. If all 4 survivors are slugged they often got stomped or feel like they got stomped, and they get to instantly abandon in that scenario. If all the generators are done and the killer got 0-2 hooks, they got stomped and should have an abandon option as well, but arguably not instant.

    Do you have anything to say about killers gaining the option to abandon 60s after a gate is opened? I don't care to keep talking about the rest of this crap.

  • You can already throw a pebble every 20 seconds with this perk. That's a good spot for it.

    You want to make it so you can just crouch and constantly throw pebbles and notification spam the killer?

  • @cammoking123 said:

    This is Scavenger all over again. A perk that was well balanced gets nerfed into the ground because BHVR lets alarmist content creators decide the balance of the game. But really, I'm just tired of BHVR trying to force the chase meta while actively nerfing perks that help players loop.

    A perk that was "well balanced." You're hilarious.

    With old Cross Examination all people had to do was take the killer to a place with high walls, get hit and vanish like a fart in the wind. Even more powerful when paired with Quick and Quiet.

    It wasn't a perk that help players loop, it was a perk that helped them vanish.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100763#Comment_4100763

    As someone who tried using no mither recently for the escape while broken achievement I wouldn't advise it. 🤣

    I got tunneled in the majority of my games when the killer realised I had no mither. I suppose it did stop me being slugged after a fashion, because they always put me straight on hook.

    It's one of those "good for me but not my team" scenarios. I can crank out a lot of games in short order, which actually would be nice for those complete 1500 trial milestone quests, but at the same time I'm ruining games for the other survivors. Unless I actually am a great looper/stealther, which I currently am not. Pre-6.1.0 I actually did this a lot and with old Dead Hard and constant practice I was a valuable teammate despite No Mither.

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