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ForTheEntity

ForTheEntity

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ForTheEntity
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  • 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.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100811#Comment_4100811

    I think the killer should be able to resign or abandon once a gate has been open for 60 seconds. A perfectly reasonable option.

    A game design proposal isn't a question of being reasonable or not by itself. Its a question of what do be want in the game (subjective) and what type of gameplay will occur based on that change (predictive).

    If the killer wants to keep contesting the match they don't have to resign. 

    I'm, openly, a proponent of more abandon options. I hate the end game as killer, especially when it gets drawn out, and have no attachment to my kill rate. If I had a survivor on hook and the others were gathering for the save (especially if I had to wait for them to heal up), I'd probably just abandon and move onto a more interesting game (right now I play it out to be a good sport, but if there was an abandon that is the game is giving me permission to leave).

    Now maybe I'm extremely rare, but if I'm not, what happens? (players like me don't have to be common, even 1 out of 20 would have an impact) Lots of survivors get unsatisfying end games and kill rates overall drop. The change in design (potentially, but I think likely) has a rather profound effect on the game (compare to survivor abandon with four downs, if that didn't exist I doubt it would make any meaningful impact on the kill rate data).

    Instead of letting survivors instantly abandon they could add a 10-20 second delay so if someone has Unbreakable or something else they can make a play before the rest of the team becomes bots. A very simple solution.

    Simple yes, but is it a solution?

    We now have three scenarios where this comes up

    1: All the survivors are downed, no one has a perk that would make a difference, thus everyone has to wait 10 to 20 seconds for no reason. By itself no issue in a single game, but incredibly annoying when dozens/hundreds/thousands of games are taken into account.

    2: A survivor does have a perk that allows them to get back up/off the hook. We now have two situations:

    A: they get other survivors up and the game becomes competitive. This is the situation where obviously we don't want survivors to abandon.

    B: the survivor gets back up, but is downed by the killer with no realistic chance of actually advancing the game. I'd say this just draws out the game in an unnecessary manner.

    I'd also add the same argument If the killer wants to keep contesting the match they don't have to resign.applies here - survivors don't have to abandon if they don't want to (and now can see each others perks). So if someone has unbreakable (or related perk) and a chance to get back up, the survivors can stay in. Except that isn't what happens, people just take the abandon, which is exactly what would happen on the killer side.

    3: Survivors do have a perk that allows them to get back up, but is crawling/waiting for the right time to trigger it, but the abandon option triggers before that. The simple solution thus still leaves the 'problem' in some instances (frequency depending on timer).

    I believe situation 2A to be extremely rare that the survivors are able to meaningfully to advance the game after everyone is dead/down/hooked, thus making a 10 to 20 second timer just wasteful in the vast majority of instances.

     and/or the survivors are just sitting in the exit gate

    This is another example of just coding issues. If you make it so the killer can leave when the survivors are in the exit gate trolling, then trolls just stand slightly outside the exit gate to troll. It's a time waster that doesn't actually bring a solution to the problem.

    In your killer abandon scenario I think most abandons would happen on the chase out the door rather than get hook > abandon. I like to keep my suggestions as simple but if they could code in something for the hooked scenario that'd be great. However, with basekit BT lasting for 66m I don't think this save scenario is gameplay worth saving either for most killers. No matter the case, there isn't much point in speculating without actually trying it out.

    I should not have said solution, as there are no perfect solutions in DbD. Arguably I can't even say improvement, because we're wasting 10-20 seconds of the survivors time most of the time for no enjoyment. It would be a compromise.

    The reason I suggested it is because it is simple and easy to implement, which unfortunately kind of necessary for BHVR. They tend not to implement sophisticated solutions and when they do they don't turn out right. How the abandon system negates MMR changes is a perfect example of that.

    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.

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

    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. You're just pointing out another scenario I have already thought of which is why I suggest a simple 60s rule. Also the 60s rule would have a knock-on effect: once survivors know it's in place they'd leave more often on their own instead of waiting just to bm.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100804#Comment_4100804

    If the killer is done the game is over, simple as that

    If at any point one side just stops playing the game is over. The game could be 15 seconds in and if the killer stops playing the game is over. That doesn't mean we should just go to abandon at any point of the game.

    If you want to use that logic then it can be argued that survivors should not be able to instantly abandon once everyone is slugged because what if Unbreakable, Conviction etc

    Let's say BHVR spent time, that could be spent on bugs or new content, coding to detect whether any survivor has an active Unbreakable, Conviction, or other perk that would allow to get them off the ground, and if any was in play then the abandon would not appear.

    If they wasted the time doing that, would you agree that survivors should be the only ones to have the abandon option in this scenario? Or is it a red herring to the issue?

    Heck if the last survivor standing has Plot Twist and are injured they can down themself and insta-abandon, which is ridiculous.

    It shouldn't as plot twist doesn't trigger the abandon mechanic - something they put in when they introduced abandons just based on killer worries about a hypothetical.

    I'm not arguing that killers should be able to up and abandon at any point in the game.

    I think the killer should be able to resign or abandon once a gate has been open for 60 seconds. A perfectly reasonable option. If the killer wants to keep contesting the match they don't have to resign. But if the killer doesn't have a target in sight and/or the survivors are just sitting in the exit gate, the killer should not have to push them out.

    As for that slug scenario you're overcomplicating it. Instead of letting survivors instantly abandon they could add a 10-20 second delay so if someone has Unbreakable or something else they can make a play before the rest of the team becomes bots. A very simple solution.

    I'll have to test Plot Twist if I ever get the motivation to play survivor again. Probably won't happen until Halloween and I'll forget.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100744#Comment_4100744

    We’re talking about when the game is literally over, not when someone just feels like it’s over because they’re not doing well.

    But the game is NOT literally over in EGC, the Killer just feels like the game is over because they didn't do well.

    Survivors are given the abandon option when everyone is slugged; otherwise it would take four minutes to bleed out. It does not take the Killer four minutes to push Survivors out the gate, nor does it even take four minutes if they choose not to. Their wounds regarding wanting to abandon after the gens are done are entirely self-inflicted.

    If the killer is done the game is over, simple as that. Killers shouldn't have to push them out or wait out the full 2 minutes almost every time because frequently there is a survivor that waits until the last second to leave.

    If you want to use that logic then it can be argued that survivors should not be able to instantly abandon once everyone is slugged because what if Unbreakable, Conviction etc. Heck if the last survivor standing has Plot Twist and are injured they can down themself and insta-abandon, which is ridiculous.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100451#Comment_4100451

    until bhvr adds killer bots there is a great reason. If survivors do not escape the gate they do not get their adepts. Challenges and achievements in which require gates to be opened. Like the rpd achievement requiring specific amount of gates to be opened.

    A killer dcing or in this case abandoning at this moment would deny any and all of those.

    until we get a killer bot, or achievement requirements are changed, killers should not be able to deny them.

    In case some of you weren’t around prior to survivor bots killer adepts could be entirely denied by 1 survivor dc, this was also back when killer adepts were significantly harder to do if i may add.

    I’m sorry but it felt awful back then doing killer adepts, i would be a hypocrite to not say this wouldn’t be fair for surviors. Especially solo q survivors who just get the brunt end of the stick in the majority of their matches.

    I think this is a false flag.

    I have earned my adept achievements on all the survivors I own and I have earned adepts when a killer DCs, as long as it's not in the first few minutes of a match. IIRC I got my Vee adept like that. I think if the game passes a certain threshold, probably 5 minutes, you can earn the adept if the killer DCs.

    However, if that's not the case, which I admit it could be different on other platforms, that's why I advocate for the killer not being able to abandon right after opening the gate but 60 seconds after a gate has opened. If a survivor wants that adept, LEAVE.

    I don't want to see killer bots because back when that code was in the backend hackers used it to make ridiculous killer bots. Also, I don't want to play against killer bots under any circumstances. I'd rather the match end prematurely or let me abandon vs killer bots.

    @Your_Dad_Playing_DbD's idea of leaving the killer stationary without ending the match after they abandon would be fine compromise.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100766#Comment_4100766

    Comparing the raw numbers does not really make sense, because Killer Perks are usually stronger than Survivor Perks. There are far more Survivor Perks which require insane amount of activation for a mediocre effect. Sure, there are Killer Perks which are the same, but their number is lower and usually Killer Perks are simply better for the fact that not all Killers are the same, so a Perk which is bad or mediocre on some Killers can be really good on others.

    And well, it is already accounted for that the Killer only has 4 Perks compared to the Survivor Team. The Perks in itself are better. E.g. the Gen Slowdown Perks are stronger than Gen Progression Perks. Perks which grant information (e.g. Aura Read) are stronger than Perks which should hide information. And probably many other examples.

    Adding a fifth Perk Slot would just be a massive influence on the overall balance. Way more than previous things, e.g. increasing Gen Repair Time or Hook Stage Timers.

    Your first question was "Why?" Well why not, as a temporary game mode?

    It would change things up, in what many could agree is a very stale game.

    It might give the more obscure killer perks a chance to shine.

    Maybe it wouldn't have as much of an effect on match outcomes as you think it would.

    I think it is worth a try.

    If it turns out to be too killer-sided after the first week, give the survivors morsels for the second week.

    I really think they should try "let's just try crazy stuff" temporary modifiers rather than 2v8 and Chaos Shuffle on repeat.

  • I agree. The wreaths and flowers are just bloodweb bloat at this point.

    But most offerings are just bloodweb bloat at this point.

    • Luck offerings? I'm surprised they haven't removed them already as they just help people go next.
    • Basement modifiers? Just more useless crap.
    • Weaker Fog modifiers? Also crap.
    • Map offerings? Practically worthless now too.

    But unfortunately the "bloodpoint economy" has to be preserved. 🙄

  • It's not a totally insane idea. The other team gets to bring 16 perks and can have multiple instances of the same perk as well.

    The change up would make for a whole new crazy era of killer perk builds using 5 slots. 5 totem builds would be crazy.

    This is the type of thing they should throw in a temporary 2 week game mode for and just see what happens.

  • Yep. This is why I kind of like SoloQ when I play survivor. If a game goes badly, and they often do, I can get sacrificed, killed or abandon and usually be in the next lobby in under a minute.

    I just hate getting slugged, as it is rather boring. Perhaps I should run No Mither all the time?

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100643#Comment_4100643

    Best not to engage with some folk, Entity. Some people are just abrasive and very seldom use anything but presumptuous no faith arguments.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100604#Comment_4100604

    Fireup has gen completion requirements. If you remove those from Fireup, or add gen completion conditions to Vigil, I'd say we're be on the same page.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100576#Comment_4100576

    Concurred. I regularly just mark anyone I see with SB as 'to be ignored' and then go after their teammates. Vigil just contributes to furthering the incentive to tunnel whoever doesn't have it.

    Yes, you are definitely right. But arguing with him is currently more fun than playing DbD. 😂

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100643#Comment_4100643

    Lol, survivors should be balanced but killers are A okay being broken and overpowered. I just can't with you. Like do you not hear yourself before you type something out?

    What killers are broken and overpowered?

    Looking at kill rates no killers are actually broken and overpowered. Who's actually overpowered and why? Tier lists put Nurse at the top but her kill rate is in the dumpster because her skill floor is so high. I love playing against Nurses because I know how to run them and they are usually terrible. Blight is better off but he isn't broken or overpowered.

    I guess a garbage analogy was the best you can do because now you have to resort to insults. My posts are quite reasonable compared to your emotional two line responses.

  • Luck usually.

    Spawns are surprisingly inconsistent now. As killer I used to travel to the farthest corner of the map from the place I spawned and guaranteed I would find someone. But now survivors spawn together and usually not as far as possible from the killer so it makes more sense to just rotate around the map until you find the survivors.

    If the survivors spawn close and the killer rotates the right way, we get your scenario of "How did the killer find us so quickly?"

    If the killer rotates the wrong way a generator pops before the killer even sees their first sign of a survivor.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100574#Comment_4100574

    This is why we need a global stats tracker section on the official stats tracker, if even if its your escape rate/kill rate vs the world one

    I agree with you. I'd love to see more stats and live stats would be amazing. I'd love to see figures for what percentage of players are solo, duo, trio and full quads.

    But considering how stingy BHVR has historically been with stats I am confident we'll never get a stats tracker.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100572#Comment_4100572

    Sure, if that could also be the case for survivors that abandon the moment all survivors are on hook or down.

    No argument from me here. Currently, the abandon system is very poorly implemented. I think all abandons should affect MMR.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100576#Comment_4100576

    Lol that's like saying removing Jason and Nurse would be more balanced than what we have now. The goal of balancing something should not be making it so awful it's essentially gone.

    Is that the best you can do? A garbage analogy?

    I said it would the best boon. So you think all boons are garbage then?

    Perks, especially survivor perks, should be balanced. There shouldn't be one perk that's on all the time attached to a mobile source (a survivor) that buffs almost all of the exhausting perks and many more perks besides that and debuffs many killer perks and killer powers. All for the cost of a single survivor perk slot when a team of survivors can bring 16 perks.

    Boon: Vigil would still be powerful without needing to be 200% (your only suggestion). Surely you can actually come up with an argument as to why it'd be "so awful it's essentially gone", preferably in a reply that takes more than two sentences.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100570#Comment_4100570

    Man I bet you think illumination is strong too. I seriously can't believe you think this would be a balanced change, I don't know whether to laugh or cry.

    So passive aggressive.

    It'd be more balanced than the current Vigil we have now. At least survivors would have to do more than equip Sprint Burst and Vigil to be able to pre-run off their gen as soon as they spot the killer or hear the terror radius and repeat the cycle every 30 seconds while the killer targets their teammates.

  • At the absolute earliest they might release some stats around Halloween but I think it is more than likely we won't see another stat drop in 2026, possibly not until mid-2027.

  • BHVR has a very consistent pattern of overpromising, overhyping and underdelivering. Sometimes they don't deliver at all.

    This is why I am not excited at all for modding. It might not happen at all and if it does it'll likely be weak. It's a year out anyway.

    Remember they announced before the 9th anniversary that it was the last Masquerade so they had over year to work on the Black Banquet and look how well that turned out.

  • Once a gate has been open for 60 seconds I think the killer should be able to resign. Not abandon. Resigning would give all remaining survivors full credit for escaping including the MMR gain and MMR loss for the killer.

    If the killer is done trying all that's left for survivors to do is heal (which they probably have already done), cleanse dull totems, open chests and bm the killer which could include using Plot Twist to extend the timer. That's not gameplay worth preserving.

    I also think slugs in the 2v1 scenario should be able to resign after 60 seconds.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100562#Comment_4100562

    Yeah, you are making it nearly worthless, it'd have to be an extremely high recovery rate.

    66% is a high recovery rate already. At 66% an exhaustion perk recovers in 24 seconds instead of 40. That's far from "nearly worthless."

    If Vigil were a boon it'd be the best boon in the game.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100278#Comment_4100278

    Mainly because it just straight up ends the game on the spot. Personally idk why they haven't added killer bots to replace killers who DC.

    and also in egc you can still secure a kill. I've done it a bunch of times, if i have someone in chase injured when gates open then i can usualy end them.

    So what if it ends the game on the spot? What is left for the survivors to do? The generators are done and the gates are open. That leaves healing, opening chests, cleansing dull totems and bming the killer and that's it if the killer is done trying. That's not gameplay worth preserving so the killer should have the option to resign.

    If someone wants to secure a kill or more in Endgame they're not going to resign.

    I don't think the killer should just be able to open the gate and resign. I think 60 seconds after a gate opens would be good.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100304#Comment_4100304

    Sure, I can specify.

    It would be a buff because boons hold a range of 24m static, whereas Vigil holds 16. That's a 50% buff in range from the current Vigil. Vigil does not need a 50% buff, but I am not ignorant to the 'it is static now' nature. However, Vigil is most useful when it can hit multiple survivors. If you coordinate a team and arrange the boon appropriately, you can assure that anyone working in a specified area will gain the benefits. That's a considerable buff. It's harder for teams to coordinate and update people on their present location within 16 meters than it is to plop down a totem.

    I don't personally care all that much if totems can be snuffed, as killers (short of sacing a perk on shattered hope) have no way to permanently shut it down. It can just be replaced over and over again ad nauseum - and given how strong vigil is, it's worth it to do so.

    As to the boon interactions, the ones that particularly gruff me are circle of healing (I know I can't believe I'm saying it either) and Shadow step, and dark theory. You could establish an entire 24m radius bubble of the map under which survivors have secured stealth, haste, faster status and exhaustion recovery, and heal faster if tagged. This makes the boon a required snuff if the Killer wishes to engage. Otherwise, you tag someone, they take injury bonus and disappear with no aura read or scratch marks, get healed faster by their team, whilst the killer is likely being distracted.

    Vigil being a boon would just be a mistake, until they address boons versus totems. The idea of Killers not being able to flat out break totems the same way survivors can really makes the asymm balance of that particular mechanic difficult to deal with.

    I disagree with you that a 24m static Vigil boon with either a 4 second or lingering effect (standard for already existing boons, part of my last post ignored) is nearly as useful as a mobile 16m always on perk with a 15 second linger.

    I don't think the stacking is an issue because we already see players running quad boon builds and it's a huge tradeoff that I am fine with. A survivor has to have skills like Ayrun to survive long with a build like that. Resetting boons is also a major tradeoff as they have to travel to and from the totem and spend 14 seconds blessing it. Only a few totem locations on certain maps are really strong such as upstairs in Ironworks of Misery, Eyrie of Crows or downstairs in the Temple of Purgation, almost all other totem locations are barely an inconvenience for a killer to find and snuff.

    I do think boons should get a change, such as the blessing time increasing every time they bless a totem, perhaps by 5 to 10 seconds each time.

    But even with every bless being 14 seconds I don't see how making Vigil a boon could be considered a buff. In the matches I play and observe boons aren't up even a third of the time whereas current Vigil is always on.

    @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100286#Comment_4100286

    I think if you make it 200% recovery it could work as a boon.

    200%? That would mean survivors would recover their exhaustion perks in under 14 seconds inside the zone. I think that's too much. Especially when they could be working on a gen, opening a chest or healing in the zone.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100276#Comment_4100276

    I can't imagine they did. With Vigil freddy's snares are damn near non-existent.


    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100286#Comment_4100286


    Absolutely not a boon on the surv side. That would enhance the range, and allow it to stack with other boons. It's silly to think of buffing vigil that way, whilst also saying 'we don't need a killer version.'


    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100290#Comment_4100290

    I'd be good with that. It's just too much now and it hitting basekit anything shouldn't happen. Either take exhaustion off of it or nuke it down a bit.

    Making it a boon would not be a buff. It would have to be set up, it would have a fixed location and it could be snuffed. The lack of mobility would make up for the extra range. I don't think it stacking with other boons would be an issue, unless you'd care to address specific examples.

    Also I think the lingering effect should be lessened (boons linger for 2/3/4 seconds if at all) or eliminated entirely. 15 seconds is an eternity when I applied to cooldowns/status effects.

  • Vigil should be a boon and not affect exposed.

    We don't need a killer version.

  • I play a lot of Legion, especially during events. I also enjoy playing against Legion as survivor as there is some decent counterplay.

    I think they are in a good place and they have a decent set of addons.

    I'd hate to see them get ruined with a rework.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100162#Comment_4100162

    Well the game ends after 2 minutes, and you can open the gates yourself.

    And survivors can Plot Twist and make it longer too.

    Killers should be able to resign in EGC. I have yet to hear a good reason for this to not exist.

  • Yes, it is tunneling. No one cares about bots. Often the other survivors just let the bot die on the hook.

  • @TheVarietyKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100178#Comment_4100178

    Nightlight is the most consistent data we can get, and represents the people who are actually committed to the game longterm, with knowledge. And it shows that certain killers, once you know what to do, are a one sided stomp. Just look at Sadako, put her against a team that actually understands her, she’s getting a 1K at best.
    Bhvr collects from the general player base, which includes the stereotypical solo queue survivors who will throw games. The game should, probably, be balanced around knowing instead of ignorance.

    I think that the data on Nightlight is useful to look at, but unfortunately people like us are a very small minority on this forum. Seeing the average kill rate on Nightlight holding steady at 49% or lower over the last few months should make people pause for thought.

    But most forum members here consider Nightlight's data flawed and completely disregard it and to ice the Torte, downvote posts citing it into oblivion.

    It's unfortunate.

    It's not like BHVR has perfect data either. There are new survivors in the game that don't escape because they have no idea what that the killers they're facing are capable of. Survivors who don't even know how to mend. Survivors who hear a Nurse screech or whatever and just give up seconds into matches. Survivors who let their teammates die on the 1st or 2nd hooks. It all skews the data.

    No data is perfect.

  • Jurassic Park could definitely be considered horror, so it could have a place in DbD.

    As its own chapter? Not sure about that one. Sure there's a bunch of people who could be survivors. But the killer? A raptor? The things a raptor can do have already been done. How would a raptor be unique and powerful in it's own right and still be a raptor in DbD? We already have Demogorgon, Xenomorph and a whole lot of dash slop killers already.

    I could see a crossover for cosmetics, BHVR does like that easy money.

    I must admit though, a Jurassic Park map could be really cool.

  • Yeah it's prime time in Japan, it'll get done.

  • We got that Black Banquet quest, yes.

    Now the question is if we'll get the La Fogata community quest done. It has 7 hours left and we still need over 400k hooks. And the prize is 150k bloodpoints and a pretty cool badge.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100005#Comment_4100005

    Points and visuals have nothing to do with gameplay. I don't really care if the exit gate has garland or the basement has Christmas trees. I have nothing to say about it because I don't care about it. You brought it up because you care.

    I'm comparing it to all events. Yes people interacted with the invitations. It was pretty easy to do so unlike, say, making a void crystal. But I can't say I saw a lot of people singing the praises of the masquerade either. Of course now they will, because it's gone.

    Cosmetics have been given through event progress for awhile. In-game acquiring hasn't happened in the masquerade for years, and it's still irrelevant to gameplay. We still got two cosmetics related to the event and two that were just dropped in our inboxes. It seems like you just don't like that the game has changed some things like tomes which is fine, but it's still irrelevant to gameplay.

    The only point you really have is that killers got their ability by interacting instead of passively gaining and yes, that should change for next time.

    Fine, if all you care about is gameplay then I'll tear that down too.

    You call these effects "trying something new" but really the invincibility and speed boost morsels are just rehashed old Dead Hard but harder to time and the counterplay as killer was the same as old Dead Hard, wait it out. The whole team heals existed in the last 2 Masquerades but the survivors had less control over it and they got exposed when it happened. Portals are certainly not new. Invisibility was new but that got old fast as survivors used it to pre-run ending chases before they even began or they used it close and then killers could follow with their ears. Replacing generators with Banquet tables is new but we could see that was a bad idea with all the tight generators groupings we saw. The Banquet Tile was weaker than every tile it replaced and was boring with a single pallet.

    Just because cosmetics have been given out this way for a while doesn't make it any more acceptable. In fact it makes it even more stale.

    Sure, people weren't singing the praises of the Masquerade but it certainly didn't get the backlash the Black Banquet got, in any of its 4 years. It seemed to me like every DbD content creator on Youtube made a negative video about the Black Banquet and they weren't just griping about cakes. In fact I can't recall any non-anniversary events experiencing anywhere close to the same backlash either.

    I wish I could have found joy in the Black Banquet like you did.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099917#Comment_4099917

    If you didn't select killers who could play well around event elements such as the unbreakable pallets, you got punished.

    This is the exact same thing people say about 1v4 constantly. It's always going to be that way with so many killer kits and so much power creep, this just had a different balance shift from the normal self imposed limitations.

    I sure don't have your memory of other events being great. Most of them people just play like normal. At least the banquet had players constantly engaging with the event elements. This one had more going on than any of the previous ones with three distinct versions and the way they designed the dishes means it'll probably change every time, which would be very refreshing.

    Low tier killers being weak is a problem in 1v4 and the event just made it even worse. It should not be possible to lock Ghostface near Gideon Meat Plant's basement for an extended period as was possible during the Black Banquet.

    You didn't take issue on points about the visual and event bloodpoints, so it seems like you can't defend the Black Banquet being good on those fronts.

    You seem to be confusing non-anniversary events with anniversary events. I played during past anniversaries and players, both killers and survivors, were constantly interacting with the Pillars because they either wanted the cosmetics they granted or the ability to use event powers. It is in Haunted by Daylight and Bone Chill where players more often ignored event mechanics.

    I'll bring up more points about how past anniversaries were better:

    • Interacting with the game in the match to earn cosmetics. During the 4th, 5th, 6th and 7th anniversaries we had to collect crowns/invitations in the matches to get our cosmetics. Granted they gave away all the crowns with a single code later on, but collecting the crowns at the time was a fun challenge. This year most people had all the cosmetics on day 2 and there were zero in game interactions to get them.
    • Event Tomes. The 6th & 7th anniversaries had tomes players had to actually get through to earn the cosmetics and the 8th anniversary was similar but instead you earned trinkets the event currency with which you bought the cosmetics with. Say what you will about the old tome system, but it certainly was more interesting and interactive than the quest system we have now where you can ignore it completely and still get everything.
    • The Bag of Tryks mechanic was something I rather enjoyed in 8th and 9th anniversaries, the chaos was much better than the survivor controlled mechanic of the Black Banquet.
    • During the 8th and 9th anniversaries killers actually had to collect invitations from Masquerade Pillars to use their event abilities rather than just passively gaining poison.
    • Love her or hate her, we got the mascot Tryks during the 8th and 9th anniversaries.

    It's hard for me to look at the Black Banquet and think it was good. It was meh, especially for how hard it was hyped.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099736#Comment_4099736

    "grinding" is a strong word considering that people were just playing. Nobody really grinded for that community challenge.

    I agree with LordGlint that it was a grind, especially for me. Was I grinding for this community goal? Certainly not. I was grinding for Tortes and I wanted to play killer and the queue times were better in the event queue so I played it. But the overall experience wasn't very fun and was very much a grind.

    All the community goal did was let me know I played just over 200 matches during the event.

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