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  • Because Hag is easy to get the basics figured out, but she is hard to be effective with. And now that her traps can be removed without flashlights, it is a bit more difficult to go up the ranks with Hag.

  • Ah, if only I had the power to change that...

    Freddy would have been fixed a long time ago.

  • Yes, they are.

    Mostly because the idea of Breakable Walls was to give the killers a decision on whether or not they want to break them, depending on their strategy for the trial.

    However, most of them were placed around windows that are very powerful, so there isn't really a strategy because it is always better to break them. Two of them (Torment Creek and Wretched Shop) actually made the maps slightly worse because the paths they block were open by default in the past.

  • I don't really understand why that one player is trying to be toxic when you, as killer, has already won.

    You didn't ragequit or hit him on hook multiple times or anything like that. You've won. Don't know what they were trying to achieve.

  • @BlightedDolphin said:

    Disagree honestly. Yeah there has been a lot of pretty bad killers but that’s always been the case (and Wesker, Singularity, and Chucky are honestly pretty good and fair now).

    Trapper: So poorly designed that he’s been buffed countless times and is still bottom tier.

    Wraith: Very popular among newer players but also very hated due to his hit and run playstyle. His release version was also one of the weakest killers ever created.

    Hillbilly: was very well designed aside from Insta-saw. Now he’s a clunky mess.

    Nurse: one of the most poorly designed killers. Breaks the entire design of the game and bottlenecks the balance of certain perks to the point she has gotten otherwise mediocre perks nerfed.

    Myers: was pretty well designed for how the game used to be played but now he is so outdated I honestly would call he the worst designed killer currently due to how slow and punishing his power is yet Tombstone breaks him.

    Hag: no one plays her. Unfun to play against, power encourages camping, unfun to play and heavily reliant of Corrupt.

    Doctor: one of the most hated killers to play against despite numerous reworks. And let’s not forget that his release version was so bad he couldn’t even interrupt actions until his rework!

    Huntress: for the most part she is perfectly fine. Her hit boxes though… also original Iri Head made her ridiculously overpowered.

    Bubba: up until anti-facecamp he was massively hated due to how well his power worked with camping. Original Bubba was also so bad that you could outrun his chainsaw. No killer who’s power encourages camping is well designed.

    Freddy: …it’s Freddy. Garbage on release, nerfed shortly, reworked into the most boring killer ever made with broken slowdown add ons, nerfed to once again to be garbage. And despite all the at he is still hated to play against because of how boring he is. Worst treated killer in the game.

    Pig: weak killer who has to be constantly nerfed because of how abusable the RNG aspect of her power is. In no way is Pig well designed.

    Clown: always top 3-5 most hated killers to play against on those polls yet somehow is still low tier. Really strong 1v1 but next to no pressure and hard countered by pre-dropping. And he gives some people motion sickness.

    Spirit: was so, so, SO hated that everyone ran Iron Will just to counter her. Don’t forget Prayer Beads being near uncounterable, standing still was an actual tech, she had no animation for vaulting pallets, and had o audio cue for phasing. She’s pretty fair now but it took a long time to get there and is still pretty hated.

    Legion: do I really need to say anything? Look at release Legion and see how that was probably the second most poorly designed killer ever created (just behind Skull Merchant)

    Plague: okay for the most part. I don’t find her fun though and hate how she punishes altruism but everyone else is fine with her so…

    Ghostface: Fine for the most part now. Has some problems with revealing. He was very weak originally though. Audio cue when nearby, 30 SECOND cool-down, revealed super easily.

    Demogorgon: pretty well designed just a little weak.

    Oni: very well designed and fair killer. Encourage slugging but overall I think he is one of the most balanced killers in the game right now.

    Deathslinger: quick scoping meant he could zone without having to do anything. Pretty much a lose-lose situation for the survivor and the killer didn’t do anything. Now he’s just clunky.

    Pyramid Head: zoning power was ridiculously powerful on release and he could face-camp his cages. Now he’s a clunky killer who’s power prevents him from being punished for tunnelling. Contender for worst add ons in the game as well.

    Freddy: …it’s Freddy. Garbage on release

    I strongly disagree, my friend.

    Freddy on-release was excellent, in my honest opinion is the only perfect killer BHVR has ever designed. And trust me, no one understands Freddy better than I do.

    The only problem one could possibly find within him is the same problem most people had with Old Freddy: the inability to stop people from doing stuff right in front of you. But that weakness doesn't hurt him in the exact same away as it did after the nerf because he had other things going for him.

    16 meters terror radius, no delay between a survivor leaving your TR and their aura being revealed, only 1 second of movement speed penalty after using power, dying survivors not being automatically woken up after being healed back to the Injured State... those are good things, close to what Freddy should be.

    If only people had taken the time to learn how to play against him, instead of crying and whining for nerfs... he would still be here. Maybe the Incapacitated status effect would have been given to him eventually, maybe not, but he would still be here. The great tragedy could have been avoided.

  • @GentlemanFridge said:

    There's a few rather striking outliers there.

    Clown and Freddy are hardly top tiers, yet are among the most disliked.

    I don't like to see it, but I don't blame people for disliking current Freddy.

    Extremely boring power, after all.

  • That isn't exactly true.

    For a very, very long time Hillbilly was considered the most fun killer to go against and he was far above the B tier.

  • Though unable to dethrone Ghostface, Trickster sure is a strong contender for the position of "killer I hate most to play against".

    I've complained about Trickster not being fit for the game aesthetically. but that isn't the actual problem that I have with him. This can be easily fixed with cosmetics (which hasn't been done yet, but it can be).

    The problem is that he has always been very unfun to go against, and after this rework he is even worse. Essentially, just like @Aven_Fallen said, his counterplay is nothing but high walls, and those aren't always available, especially with the map reworks constantly creating deadzones. And now he has the standard movement speed for killers, so he can run tiles in the regular way if needed.

    That isn't fun to go against.

  • @Dwight_Fairfield said:

    Holy cow seeing Clown pulling in Skull Merchant, Knight, and Trickster levels of hatred is wild. I knew he wasn't loved but my gosh I had no idea he was THAT disliked.

    Honestly, same.

    We never see many complaints about Clown, so I thought people were relatively neutral towards him. Guess I was wrong.

  • @Leatherbilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617498#Comment_3617498

    Survivors have gotten significantly better over the years. Recall that survivors used to get killed back when there were true and actual infinites in the game, and before window blockers every window basically was an infinite because Killer vaulted way slower back then.

    Also, recall the Depip Squad that had some ridiculous triple digit win streak back in that era of DBD, and that was even including good killers like Nurse and Huntress (Blight having not been released yet).

    Well, I am indeed the most old-fashioned DBD player you will ever see, but that is not the era of DBD I'm talking about.

    I'm talking about Decisive Strike being an anti-tunnel perk that actually worked, so that would be from patch 2.6.3 until patch 4.6.0 when they added the deactivation conditions. Before patch 2.6.0 DS wasn't an anti-tunnel perk, it was an anti-momentum perk.

    But I think its presence is required to help fight against tunneling, and I doubt bringing it back would have bad consequences. Certainly better than leaving the situation as it currently is.

  • @Leatherbilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617490#Comment_3617490

    That's just nerfing low tier killers even more because the Killer meta is annoying.

    The Killer response would just be to spam the top tier killers even more and never bother with 2/3rds of the killers in the game.

    That, I believe, is another problem entirely. Killers certainly didn't ask for STBFL to go to the chopping block, for BBQ to lose its bloodpoint gains, for Nurse's Calling to fall from grace, for Ruin to get reworked and nerfed... and so on. The perks that make the killer meta have to be reverted / adjusted individually to give killers more options.

    And people played plenty of killers while Decisive Strike was here to prevent tunneling. I don't see why that would change if the perk was brought back to its former glory.

  • @Pulsar said:

    A reward for hooking a fresh Survivor does very little.

    There is no way to make a mechanic like that both fair and strong enough to genuinely dissuade people from tunneling.

    It is, ultimately, a nice idea but one I believe has little application. I commend you for the clear effort you put into this, and I certainly agree something must change, but I find myself disagreeing with near everything else.

    What Pulsar said ^^^^

    It is an interesting post, OP, but I don't think it would work the way you think.

    I think it is better to bring back DS and let that perk fight against tunneling. It wouldn't stop it completely, but it would stop the sheer amount of tunneling we are currently seeing.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616985#Comment_3616985

    Because there's a difference between a strong tool and something that's absolutely broken. You only need to have 1 person use the perk and its basically a free escape for everyone involved since now you have 2 Survivors who have Endurance, as well as a speed boost now. So now you can't hit the savior, you can't hit the person unhooked, the 2 can body block the other 2 Survivors if they're in danger, all because of 1 single perk. This isn't a niche or situational scenario either, as body blocking in endgame is VERY common.

    Camping and tunneling was also a lot more common back in the day as there was literally nothing stopping a killer from doing so, and true face camping was a thing. Despite this, BT was still broken.

    Once again as some one who has experienced BT back then, it has no place in the game and deserves to be a distant memory

    I don't know, my friend, I am not convinced.

    Like I sad here a couple times, no one is entitled to anything just because all the gens got done. There is no securing a kill, there is no guaranteed escape. If that play you've described happened, it is fair. If the killer somehow manages to down one of the body-blockers with NOED and gets the rest with Blood Warden, also fair.

    And even if, in your experience, camping and tunneling happened more often back then, surely you cannot deny it is a problem now. Everyone else is seeing it. I think this perk would help.

    However, we are going to agree to disagree on this one, I am afraid. Clearly neither of us will be able to convince each other and we will just keep going back and forth around the same topic.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617468#Comment_3617468

    (On the insta-saw thing) Those were the days but also part of the reason the first rework happened lol. Thats why im trying to think of more unique addons. But yeah itd be fun to see the decomissioned ones return.

    We add a little: "Charge-time gains do not tack" and we're golden.

  • The Thompson's Mix, Thompson's Moonshine and maybe some of the add-ons he used to share with Bubba.

    Hopefully the engravings remain untouched. Oh, one more thing:

    faster chainsaw go vrrrrm!

    Untitled Image
  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617289#Comment_3617289

    It’s to make it so trickster isn’t forced to chase or tunnel cause the reason they’re constantly unfun to verse is cause of the laceration meter. But with it removed he can choose his gameplay angle either Chase down or slow down.

    The other guy suggested it you could have the remove blade option while running like Artist crows

    ...He will still tunnel if he wants to.

    There is no power in the game that encourages tunneling. There never has been.

    It is a frowned upon strategy and it is extremely effective right now due to the lack of DS. Any killer can choose to do it, regardless of which character it is.

  • I wouldn't say they scare me, but there are plenty of killers that have a horror aspect. The horror icons, Doctor, Huntress...

    The problem is the game around them no longer having a proper horror atmosphere.

    EDIT: I forgot to mention the killers who aren't scary, but that can be easily fixed with cosmetics, such as Chimeric Horde for Legion.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617191#Comment_3617191

    Very interesting opinion. I never looked at it this way.

    I always felt that the 4 strong structures are way to close to each other, allowing very long chases. Chases that last too long for my taste.

    Yeah, the original Badham is actually fair. There is also the fact it has been around for longer, so most players are used to its layout.

    The four structures all have their advantages and weaknesses when you really look at them, and in my opinion that is what makes a balanced map. Of course, not every map will be balanced, but I don't think it is correct to call Badham survivor-sided.

    Again, only the original Badham. The others were introduced together with patch 3.1.0 (the one I hate most in the game's history) and they are a mess. The original layout is excellent, but it is meant to be arranged in that specific way. If you readjust that, it becomes confusing and not good to play.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617340#Comment_3617340

    Well BHVR just don't know how to make good maps.

    All reworks lately turned garbage.

    Borgo is now full of dead zones. They said they fixed it but from my exp, it's just not true. Map is still so bad and full with deadzone.

    Red Forest is fine i guess by size and loops? But gens are now so close to each other. I can hold 4 gens together, no joke.

    Garden of Joy at least still bad map as before. They did not break anything, it's still broken.

    I really prefer them to not touch maps because they are somehow making them worse.

    They did know how to make good maps in the past.

    But the reworks... the reworks are the problems. They always have been.

    And I am not saying that just because of the aesthetic (though it is an important factor) but because of the sheer amount of deadzones and those awful new tiles that I'm seeing.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616985#Comment_3616985

    Well, I would say you have no problem driving the last friendly, non-camping killers into quitting or switching to also camp if they go back to an old double bt.

    "Don't camp all game only to get screwed in end game when faced with up to 4 uncounterable doublebodyblocks and nothing else to do but secure at least on kill."

    So either camp to get the bt out (just like ds back in the day) or be screwed.

    Not that it matters to me, I quit long ago.

    With the way survivors are constantly rushing the hook these days, the killer definitely won't have to camp to get the bt out. And if we bring this perk back, we can also bring another killer perk back. Balance can go both ways.

    And besides, there is no securing a kill. Just like a survivor cannot possibly secure an escape. Neither killers nor survivors are entitled to anything just because all the gens are done.

    If you camp at the end game, you risk DS or BT. If you stay at the gate rather than leaving, you risk Blood Warden.

    That is why nothing should deactivate at the end game. It is part of the trial, not a place for pity kills / escapes.

  • Devour Hope is definitely worth using and Third Seal can be very powerful against solo players.

    But they will always have a risk. Without Old Thrill of the Hunt to protect them or Undying to save them, your totems are vulnerable.

  • @Seraphor said:

    DCing should never be standard practice for when you start to lose the game. No one wants to play against a full team of bots, plus you can manipulate your MMR that way and the whole system becomes invalid.

    Every time the penalty is disabled you see multiple DCs nearly every game, and survivors still DC for the most innane reasons even with the penalty.

    I had two survivors DC in my games yesterday. The first was pointless, they hadn't beened camped or tunneled, but the moment they went down the second time they vanished, and the rest of us escaped. The second time was with a 'farming' killer who was just throwing snowballs. If they were getting impatient all they had to do was repair gens like the rest of us, but they DCd after 5 minutes of spamming vaults, 2 minutes later we escaped.

    Also, if killers did the same thing surviors do without a DC penalty, no one would ever touch an exit gate. Killer DCs as soon as the last gen is finished, and there's no bot to replace them.

    I had two survivors DC in my games yesterday.

    Same. Both disconnected immediately when they noticed Pinhead was the killer.

  • I disagree, but only for Badham Preschool 1.

    That one still has the original layout, from all the way back when there was only one Badham Preschool (as it should be). That map I strongly believe is fair for both sides, no matter how unpopular this opinion might be.

    But the other four... ah, the other four are bad. Their layouts are all over the place. Very confusing to play.

  • We're going back in time

    You have my attention.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617172#Comment_3617172

    I've had a 4 p100 swf last week. I could not even get a down against these guys. That's saying a lot.

    Loadout was as expected. Garden of joy offering, 3 syringes, one Styptic and 6 different perks spread throughout 16 perk slots.

    I got stomped in 5 minutes at most.

    In post game chat, they said I did way better than the last killers they had.

    I asked how many dcs the get.

    They answered :"many"

    And some say they go against these types of survivors every single time.

    You see my point? I remember one match on Rancid Abattoir, you remember one on Garden of Joy. One trial each.

    One.

    We might remember a few more if we try because, sometimes, bad memories are easy to remember. But the average trial isn't like that.

    The vast majority of trials aren't like that.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617164#Comment_3617164

    Let me introduce the 4man death squad to you. Against these people, you barely get downs.

    In not complaining about you and your four friends that want to have a good time.

    I talk about the people that load into a match to play for 4 minutes maximum and get out. Those that stack strongest loadout to absolutely stomp everything that isn't a Nurse or Blight. They exist. And they are the strongest role, dbd has to offer.

    They do exist, yes, but they are extremely rare.

    The best SWF team I can think of is the Depip Squad, from all the way back when Marth and others did that experiment. But I have never played against a team like that.

    Perhaps close, those 3 Claudettes and 1 Meg on Racid Abattoir really gave me a difficult time, but never on that level.

    Most claims about facing a SWF death squad aren't exactly true. But if the non-existent SWF isn't there to take the blame, then who is?

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617152#Comment_3617152

    Too strong for the amount of effort required. Just play him as basic attack killer with stbfl and then just shred the obsession whenever they come by. It's stupid and overshadows his power. When i lose against demo i want it to be because they used their power effectively not because they used save the best for last.

    Anyways you already admitted you are biased about this anyways so it's pointless to try and convince you to change your mind about this topic.

    This whole discussion is also pointless because developers already made up their mind.

    This whole discussion is also pointless because developers already made up their mind.

    Then suddenly every feedback is pointless. And if that is happening, then we have a problem.

  • @lav3 said:

    The only nerf it needs is deactivation during EGC.

    Why?

    I honestly think nothing should deactivate after the exits are powered. The end game is no place for pity kills or escapes, it is part of the game.

    If your perks made it to the end, you should always be able to use them.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617075#Comment_3617075

    Oh, don't get me wrong, I know what old Billy looked like. I do understand why people loved him.

    But he was the golden standard of another time, another era in dbd. A time (sadly) long gone. Playing Billy right now is as much of a pain train as playing Singularity for the first time.

    Nobody plays him for a reason. More multiple reasons, regarding the 10000 invisible hitboxes you can randomly bump into these days.

    It's very sad. He is probably the one killer that has fallen the hardest.

    I would definitely not call him a golden standard of killer design anymore. There's a reason that almost nobody plays him.

    And that is why he has to be reverted. Or better yet, I believe the "long gone era" has to return, and Billy is a good place to start.

    As for the current golden standart, I think Oni has it. For now.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617075#Comment_3617075

    I think Billy is still a great killer. No where near as great as he used to be, sure, but still much better then any of those killers i mentioned.

    It is also important to say that a great killer is not only great because he plays good. It has to be the whole package.

    Twins for example is probably the worst killer in DBD because almost nobody likes to play them and almost nobody likes to play against them. When we look at Billy, he is top 5 for survivors and still in the top 10 / top 15 for killer players, which is why i think he still belongs into the "golden standard" category.

    On some maps, he might have its issues, but on the majority, Billy feels fine to me, especially running Doom Engravins. The overheat never bothered me. In fact, i think i overheated a handful of times so far. I am not a master with Billy tho, only Prestige 9 so my personal argument is not to important.

    Oh yes, definitely better than all of those you've mentioned. Typically, older killer designs are far superior than anything modern DBD has to offer.

    However, I have to disagree about Billy still being fit for the "golden standart". He absolutely deserved that crown in the past, but now I don't think it can be associated with a killer that got unnecessarily changed. Billy stands side by side with Freddy, as killers who get reworks when they didn't need one. Oni seems to be a better fit for the title, at least for now.

    I think Billy needs a full reversion.

  • Be away from the fights is happiness

    Cries in Freddy main...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616946#Comment_3616946

    As you can see friend, content creators influence sadly also leads to bad decisions.

    When people stop drawing their own conclusions and opinions, it becomes a problem.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617029#Comment_3617029

    If you do t care about opinions of a smaller amount of people the why did you make this post.

    If you dont care about my opinion, that's fine with me. But maybe don't ask for it them by making a post in the DISCUSSION section. Maybe put the post into feedback next time.

    If Billy is your and a lot of people's golden standart my friend, I have bad news for you.

    HE'S AWFUL!

    I think he is actually talking about Old Billy, my friend.

    For a very, very long time Hillbilly was widely praised as DBD's golden standart of killer balance. Older players like OP, myself and many others like to refer to that version of Billy, before overheat was even a thing.

    And trust me, he was magnificent.

  • @Carth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616985#Comment_3616985

    Powerful perks that work once/a few times but result in "auto wins" will always be complained about. Old noed, adrenaline, old ds at endgame, old undying, old dead hard, etc.

    I'm not necessarily saying I agree with that viewpoint but there's lots of examples where "well I played with -1 perk all game so i deserve x in exchange for it/well this thing only works one time so it better be strong and I just happened to save it until end game" has ended up with x getting nerfed/watered down.

    Yeah, I honestly disagree heavily with those complaints.

    Like, it is a valid strategy to save your perk until a critical situation happens. I don't see anything wrong with it.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616967#Comment_3616967

    I am well aware that you think the past is better and I can assure you as some one whos been on the receiving end several times of old BT, its not a good idea.

    Its quite literally Buckle Up + FTP but attached to an unhook. How it would be used (and how it was used) is people would wait until endgame to activate the perk, which made it a guaranteed escape since the Endurance timer was 20-30 seconds and the bleed out timer was 45 seconds. This was also during an era where camping was even more prevalent than it is now for a plethora of reasons, as well as true face camping being a thing.

    This version of BT was removed for a good reason and does not belong in modern day DbD

    I don't see why it is a problem to save it until the end game. Like, it is a valid strategy to save a powerful tool until the very last second because it is still part of the game.

    And I'm honestly seeing A LOT of camping and tunneling recently, far more than I saw in the past. Obviously, it is entirely possible that our experiences are just completely different, but on the Forums there are many complaints that reinforce this fact.

    I think it would help a lot. The current DBD needs it.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616918#Comment_3616918

    Thats exactly how it was when it protected both Survivors and it was still busted

    It would even be stronger nowadays since it has Deep Wounds attached to it and not its own bleed out timer

    Then we use the bleed out timer.

    With this effect, if possible:

    image.png

    I am of the opinion the past was better here, but these things can be adjusted.

    I don't think it would be busted with the current state of the game, actually I think it would help a lot. We are seeing a massive amount of camping and tunneling recently, and this perk would help fight it.

    And it is a one-time use. Use it in a bad manner and you wasted a powerful tool. Use it wisely and you have the opportunity to make a great play.

    I think it would help.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616917#Comment_3616917

    Really?! I genuinely ask for this conversation!

    Ill list my personal pros and cons. I'd love your perspective! :)

    :Pros of lobby being removed:

    • All players go in blind. This is already true for survivors. All we get is what items our mates are bringing.
    • The unbalanced idea that the killer should be able to counter pick with perks is a little ridiculous, imo. I know its a 1v4, but that bomb of an advantage is something I abuse thoroughly on Trappy, and I'm advocating lobby removal due to this.
    • I believe it would add to the game in such a way, that going in 100% blind, including 'who' your team mates are (if Solo'Q), the horror feel would creep back just a bit imo. The anxiety alone would make the game feel better.

    :Cons of removing the lobby:

    • Both sides lose a lot of initial information. This would fundamentally change the game I think. Is this good? I really don't know, but i'd be safe and safe it'll probably not make everyone happy.
    • If we consider SWF's, they are unaffected, and thereby buffed to oblivion. But I don't balance with SWF as the majority.

    TY!

    Sure, I'll try to address your points here.

    I just don't see any cons with the lobby, it is fine as it is.

    As for what you've mentioned:

    I don't see anything wrong with the killer having a chance to alter their build based on what they see in the lobby. A killer deserves to be warned about 4 flashlights, for instance. Or four toolboxes. If the killer equips Lightborn because there might be flashlights in the game, and there aren't any, it is a waste of a perk slot. And a killer wasting a perk slot is far more costly for them than it is for survivors.

    And honestly I don't see how it would improve the horror aspect. This is something that needs to return to the game, obviously, but not seeing your allies nor your prey doesn't alter it, imo.

    I know I would dislike it if it was removed. Though I have no problems with hiding prestige or being unable to access a player's profile while in the lobby.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616777#Comment_3616777

    because a big streamer (you know) started to complaint about it being ´´too opressive´´ and the entire community decided it's true

    Ah, disappointing.

    Everyone seemed to agree that STBFL was a good and healthy perk, particularly for M1 killers. That shouldn't have changed just because someone else said so.

  • @GillyBeannn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616918#Comment_3616918

    Oooo you just gave me an idea, what if for the unhooker, they get the borrowed time effect within the killer's terror radius and then for the unhooked it's how it currently is.

    I don't see why not.

    But I think it would still need to be a one-time use. Otherwise it might be too strong.

  • Everyone wants to help the hooked survivor, but no one wants to risk getting caught and killed.

  • I'd recommend Cyberpunk 2077 if you haven't played it yet. It is really good.

  • As much as I dislike Xeno, this is too much.

  • But the content creator isn't here for the debate, you are.

    You made a summary of the video, but what is YOUR opinion about Clown?

  • I still think they should revert Borrowed Time back to when it protected both survivors, but could only be used once per trial. It helps deal with camping far more than this mechanic.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616035#Comment_3616035

    I don't think any of those perks need the lobby screen.

    Franklin's: If the the other team chooses to not bring any items and you waste a perk slot, well the survivors still don't have any items.

    Sloppy: This perk is strong regardless of what the survivors run.

    Lightborn: This might be the only one I can see as a thing, but being it totally neutralizes the ability of flashlights it doesn't seem like a crazy trade off.

    Sloppy doesn't, but the other two do.

    Franklin's is a perk that you only use if the survivors are all bringing items, particularly toolboxes. If you use this perk without knowing whether or not there were items in the lobby, you will risk wasting a perk slot. And a killer wasting a perk slot has bigger consequences than survivors not bringing any items.

    It is good that you see the point with Lightborn, because this one is a must. Again, you have to know if flashlights are going to be there so you can prepare for it. The fact that it can completely neutralize flashlights, as it should because they are very annoying, isn't enough of a reason for you to bring it without know if you actually need it.

    @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615915#Comment_3615915

    and neither should the basement unless it got changed to not be the absolute death trap it currently is. but people usually respond badly to "big" changes like these.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615920#Comment_3615920

    not at all. the perk will still do the same thing. you just won't be sure it will be useful.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615939#Comment_3615939

    I believe the current actual use is just as a "room" people get into.

    you don't wait in queue, you get into a room and wait for the room to fill to start the game.

    which should be simple to solve with a "x/5 players ready" on the corner... no need to go to an actual lobby screen

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616035#Comment_3616035

    I disagree. I think it's very minor and should not be part of the game because it really doesn't matter.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616047#Comment_3616047

    I don't think it's necessary because the effect of lightborn is absolute.

    it's basically insurance. and that is why you would run it.

    You are allowed to disagree, obviously. We all have our own opinions.

    @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616035#Comment_3616035

    This is the line of thinking because it's always been this way. I promise you will do just fine without this information. The lobby just needs to go. Cons far outweigh the pros.

    Nah, I disagree mate.

    Imo, there are no cons. I don't see a reason to remove it.

  • @pale_hispanic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616777#Comment_3616777

    I assume it’s being changed to stop the anti-tunneling aspect. You can hit a survivor immediately off hook and suffer next to no distance lost even at 6 stacks. Hopefully they just reduce the stacks or make it so the person hook becomes the obsession, anything else would be unnecessary.

    But if they want to target an anti-tunneling aspect then they have to buff Decisive Strike. Which absolutely has to happen, because the amount of tunneling recently is insane.

    However, nerfing STBFL doesn't actually do anything except make the game harder for M1 killers, and that will hurt countless killer mains out there.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616777#Comment_3616777

    Because a Youtuber said it was a issue in end-game camping, and this community is full of sheep

    Ah, that is truly unfortunate.

    This habit of quoting content creators every time a new discussion pops up has to stop.

  • @Firellius said:

    It's Dead by Daylight, not Resident Evil: Dead by Daylight.

    Agreed.

    More cosmetics are okay, but we don't need another RE chapter.

  • And why, exactly, is STBFL getting a change?

    This perk is extremely helpful for M1 killers. I don't see why it needs a nerf.

  • Oh, I had that gen spawn like that on a few trials.

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