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GhostRider1518

GhostRider1518

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  • @Dem34888 said:

    Lately, I've stopped dodging lobbies for both Survivors and Killers - the results are disastrous

    One Killer game I struggle to get a -1, the next I'm matched with players who can't even repair a single gen (DC after first chase)

    On Survivors, it's a complete joke. If you don't check lobbies based on players hours, you'll get people with 100-600 hours, and trials end terribly. Meanwhile, if you look for teammates based on their hours, either the Killer will DC during the trial or suffer the entire trial, because survs aren't stupid = gens are flying, chases are long

    The game throws you anywhere just to fill a lobby faster

    Additionally, I'd also like to point out that the game shouldn't consider the total Killer time, but the individual Killer time. If you've played 1,000 hours on Nurse, that doesn't mean you'll be tournament skill level on Hillbilly

    You hit the nail on the head. The fact that you can face a competitive squad in one match and absolute beginners in the next proves there is absolutely zero consistency in this matchmaking. A functioning algorithm stabilizes your matches over time; this broken system just throws you anywhere to fill a server slot.

    And your point about individual Killer playtime is brilliant. BHVR claims they have separate MMR for each Killer, but your Nurse vs. Hillbilly example completely exposes how poorly that actually works. Even if individual tracking exists in the code, the base "softcap" is clearly set so low that performing well on one Killer effectively ruins your hidden rating for the rest of the roster anyway.

    It’s a massive failure in system design, and the complete lack of consistency proves we are all just being used as backfill to keep queue times short.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062617#Comment_4062617

    The internal system doesn't see hours at all, it looks at your kill/escapes which over time will place you against a challege every match. If you get 3-4ks, you are going to face survivors that escape more often than not. If you continue getting those 3-4Ks then your MMR score is going to go above the match making threshold where there's no upper limit to who you will face. The very nature of the system is to pit high kill rate killers against high escape rate survivors.

    One thing to point out. New players are going to think those first few matches are hard when any experenced player would think it's easy. Nobody seems to notice that this is true at every skill level. Casuals vs Casuals is going to feel just as difficult as Vet vs Vet. Players think they are at high MMR and every match is sweaty. But facing the same skill level will always feel like you're struggling.

    The MMR system isn't there to give easy wins. If it did, well I guess you were the sacrificial lamb for that team.

    You completely misunderstood my position. I never claimed to have high MMR. In fact, I play pretty averagely, and based on my mechanical skill, my MMR should be low. If any experienced 11k-hour veteran actually watched my gameplay, they would be shocked that the system paired us together.

    And that is exactly the fatal error of this algorithm. It completely ignores what actually happens during the match—the very data that would reveal my true, average skill level—and relies solely on a 1/0 binary outcome. Because of this blind spot, it artificially inflates my score after a few lucky escapes and randomly throws me against players at the absolute highest MMR cap.

    In any other serious competitive multiplayer game, this would never happen. In Valorant, a low-ranked player doesn't get matched against a Radiant just because they had 2 lucky games and their hidden MMR temporarily spiked. The system prevents that type of mismatch.

    But in DbD, as you literally just admitted, once you cross a low threshold, "there's no upper limit to who you will face". That isn't a functioning matchmaking system; that is a single, massive data bucket.

    We aren't asking for easy wins or to be "sacrificial lambs". We are asking for an algorithm that actually measures mechanical skill instead of using average players as server backfill for top-tier squads.

  • @top500spiderman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465045/the-math-behind-dbd-039-s-mmr-is-just-a-single-if-statement-900h-vs-11-000h-lobby-analysis

    How do hours played equate to your MMR bracket? I know people who have played a game for years and are still very average in terms of skill level.

    You are absolutely right, and I actually mentioned that exact point in my original post. Hours are not a flawless metric. You can easily inflate them just by leaving the game running AFK in the menus, and I personally go against people with 2,500 hours who play like they only have 10 hours in the game.

    But here is the core issue: right now, playtime hours are the only tangible indicator we have left that even remotely reflects actual experience.

    Because the internal MMR is completely hidden and relies on a flawed, binary kill/escape system rather than tracking real mechanical skill, we have absolutely no other data to look at. We are forced to use hours to point out these massive matchmaking gaps because BHVR refuses to give us a real, functioning, transparent metric to measure skill.

  • @stealthyflash67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062635#Comment_4062635

    it does sound simple but then the more i count the if scenarios, the harder it might sound.
    + the coding probably would be impossible to manage.

    i do wonder what that list would look like.

    i mean, we do kind of have that system, but it clearly doesnt include them in ranking noir does it include everything like bodyblocks or "bully" tactics. (aka playing to rescue ur mates)

    You bring up a very valid concern about code complexity, but from a software architecture perspective, it's actually not impossible to manage at all. In fact, the framework already exists in the game.

    You don't need a million if statements. Modern game engines use event listeners. Dead by Daylight already tracks almost everything you mentioned. When you bodyblock for a teammate, the server registers a "Protection Hit" event. When you run the Killer around, it tracks "Chase Duration". The server already knows exactly how much of a generator you repaired. The coding failure isn't in gathering the data; it's that BHVR actively decided not to plug those existing variables into the algorithm.

    Regarding your point about "bully" tactics—handling this mathematically is incredibly simple. We know exactly how a bully squad operates: they focus entirely on harassment (chases, unhooks, bodyblocks) and ignore the main objective (generators). Since the server tracks all of this, the algorithm would simply see a massive spike in 'Altruism/Boldness' metrics and a flat zero in 'Objective'. If a proper MMR formula requires a balanced score across multiple categories to rank up accurately, a squad that refuses to do gens wouldn't break the system at all. They would just be scored exactly based on their specific variable inputs. There is no complex philosophy or impossible coding here—just basic data weighting.

    Instead of building a weighted mathematical formula, BHVR threw all that rich, granular data in the trash. They opted for the laziest possible boolean logic: if (escaped) { MMR++; } else { MMR--; }. It's not that a detailed system is impossible to code. It's just that relying on a binary outcome requires absolutely zero balancing effort from the developers.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062620#Comment_4062620

    According to BHVR they tried matchmaking via skill like that and got inconsistent results. But I'm not sure how it was much worse than the system we have now. 😭

    Exactly. In software engineering, when developers claim a new algorithm yielded "inconsistent results," it’s usually corporate translation for: "We fed garbage data into poorly weighted variables, the output broke, and we didn't want to spend the resources to properly debug it."

    If they tried tracking granular skill but couldn't figure out the correct math to weigh a 60-second chase against a generator repair, their test system would obviously fail. But you are absolutely right—there is mathematically no way it was worse than the current state of the game.

    What we have right now isn't even an MMR system; it's just a queue-time panic button. They likely saw that actual, strict skill-based matchmaking made lobbies take a few minutes longer for top-tier players, panicked, and reverted to this lazy backfill script. It’s much easier to just throw a 900-hour player to the wolves than to actually fix the architecture.

  • @stealthyflash67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465045/the-math-behind-dbd-039-s-mmr-is-just-a-single-if-statement-900h-vs-11-000h-lobby-analysis

    how do we fix the lobbies?

    sweats/vets get screwed either way, since playing against eachother is what we already have.

    but i dont see how including the casuals or making it easier to get into elo-hell would be.

    there needs to be more details on how to properly redesign the mmr system.

    because from where i stand…you could tweak it so its not so nuisating when playing a new killer.

    maybe have an mmr reset every season, if the person doesnt play anymore, they mmr gets lower until brick mmr.

    this would incentives people to take more breaks and makes people less tilted when queuing against people that has a huge gap.

    problem with this, smurfing will be easily accessable. which idk if thats a good thing

    You are asking the exact right questions. How do we actually fix this architecture instead of just pointing out the bugs?

    Regarding your idea about a seasonal MMR reset—you make a solid point, it could actually help flush out stagnant data. You mentioned the fear of smurfing, but let's be honest: smurfing is already a massive issue in DbD anyway. A structured seasonal reset might actually be much healthier than the permanent, broken data buckets we have now.

    Another practical fix would be a return to the old visible Rank system, but completely redesigned with strict enforcement and hard caps. The old ranks failed because they just measured monthly playtime. If BHVR built a highly accurate, heavily monitored ladder with strong thresholds—meaning once you reach the "veteran" bracket, you are hard-locked and literally cannot be matched with casuals or beginners, no matter how long the queue takes—it would solve the mismatching instantly.

    And that brings us to the hard truth about queue times: in every serious competitive game (CS, Valorant), the top 0.1% of players always have 10+ minute queue times. That is the price of being at the top. BHVR is just terrified of 10k-hour streamers complaining about queues, so their algorithm intentionally sacrifices average players as "server backfill" to give those squads fast matches.

    The fix isn't impossible. It just requires granular data tracking (chase times, not just binary kill/escape) and strictly enforced, hard-capped brackets.

  • @EntityNea said:

    To be honest, anyone with 1000 hours on a game has spent almost a month and a half of their life playing that game.
    After that many hours, you should know the game well enough for your hours played to not matter when it comes to matchmaking.

    Hours played is only a problem when someone is very new to the game and are still learning the basic game mechanics.
    So people with few hours and not many matches played should be put into a "newbie queue", but even then if matchmaking takes too long, they might need to be put in with more experienced players so they don't have to wait forever.

    Anyway, I dont see why hours should matter for anyone with more than 500+ hours, maybe even less hours than that. At that point you should know how to play the game, and your skill level is highly personal to yourself and your playstyle. The game should have collected data about your skill level after that much playtime, and it should use your skill level for matchmaking rather than hours played.

    You make a fair point in theory: a system should use highly detailed skill metrics instead of raw playtime. But let's look at the reality of how the skill ceiling in this game actually scales.

    Saying that a 1,000-hour player is on the exact same playing field as an 11,000-hour player just because "they both know the game well enough" is like saying a Junior Developer and a Senior Systems Architect should be given the exact same tasks because they both know the basic syntax of Python. (I'm learning programming, which is why this comparison came to mind.)

    At 1,000 hours, you absolutely know the mechanics, the perks, and the general map layouts. But at 11,000 hours, you have ingrained muscle memory for every single tile permutation, edge-case mind games, and pixel-perfect hitbox manipulation. You simply cannot bridge a 10,000-hour gap of pure, mechanical experience just by "knowing how to play."

    However, you hit the nail on the head with your last sentence: "The game should have collected data about your skill level." The tragic part is that it doesn't. Because the matchmaker's data collection is strictly binary (kill or escape), it completely fails to recognize the massive mechanical gap between a 1k-hour intermediate and a 10k-hour veteran. Since the internal variables are useless and blind to actual skill, playtime hours remain the only raw data we have left to expose how broken the matchmaking actually is.

  • @Mr_K said:

    MMR is not based on hours but a score that's adjusted by how many kills you get a match or how often you escape.

    Hours is only something they started tracking. Those high hour you played against may only have a thousand hours according to the system. In that case, if this were based on hours, they would be a perfect match for you.

    That is exactly the problem I’m pointing out. If a player has 7,000 hours of actual mechanical experience, but the internal system only "sees" them as having 1,000 hours, then the system is fundamentally flawed and data-blind.

    You can't ignore 6,000 hours of muscle memory, map knowledge, and mechanical mastery just because an arbitrary "score" hit a ceiling. From a programming perspective, if your input data (actual skill/experience) is vastly different from your processed variable (the hidden score), your output (the match quality) will always be garbage.

    The fact that the system treats a 10k-hour veteran and a 1k-hour intermediate player as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the "hidden score" doesn't reflect reality once you pass a very low threshold. We shouldn't be making excuses for a system that chooses to be ignorant of the most important metric in a competitive environment: actual time spent mastering the mechanics. The core issue is that the algorithm relies on almost binary kill/escape data. It completely ignores what actually happens during the match, which is just bad design. Treating a 10k-hour veteran and a 1k-hour intermediate as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the hidden score doesn't reflect reality once you pass a very low threshold. We shouldn't make excuses for a system that chooses to ignore actual time spent mastering the mechanics.

  • @BorisDDAA said:

    Played Sadako yesterday and someone had 20 hours. MMR doesn't exist.

    Exactly. Your experience with Sadako is just the other side of the same broken coin.

    When the system puts a 20-hour beginner against a seasoned Killer, or throws a 900-hour Killer into a 11k-hour veteran squad, it proves that "Skill-Based" matchmaking is a myth. There is no actual skill verification happening here. It’s just a "fill the slot" logic that fails both newcomers and experienced players alike.

    A 20-hour player facing Sadako probably didn't learn anything other than how fast they can be eliminated from a trial. It’s demoralizing for them and boring for the Killer. Whether it's "backfilling" or just total algorithmic incompetence, the result is the same: the hidden rating doesn't exist, and the matchmaker has completely given up on fairness.

  • @Aven_Fallen said:

    You probably got backfilled into a Lobby which was previously dodged. Another Killer probably had those Survivors, decided to dodge and since then the Matchmaker prefers queuetime over fairness, you got backfilled into it.

    Exactly, and that’s precisely what this whole post is about. You just described the exact symptom of a completely broken system.

    If a Killer dodges a lobby full of 10k-hour survivors, the matchmaker shouldn't just panic, turn off all skill requirements, and pull a random 900-hour player as a "backfill" just to keep queue times short. That’s not a matchmaking algorithm; that’s just a desperate server plugging a leak with whatever player it can find.

    In any serious, balanced multiplayer game, if someone dodges, the system should pause and wait for another player with a similar skill level. Prioritizing queue times over fundamental fairness in an asymmetrical PvP game completely ruins the experience for the person getting backfilled. There is absolutely no excuse for this kind of design.

    So, what are we supposed to do as average players when the devs clearly don’t care about fixing this?

    Do we just stop playing altogether?

    Are we supposed to suffer through a miserable 10-minute trial being treated as a punching bag by a squad with 11k hours combined?

    Should we just DC the moment we realize we've been backfilled into a sweat-fest and eat the penalty?

    Or do we just walk into a corner of the map, face the wall, and go AFK until they finish the gens and leave?

    None of these are acceptable options for a game that wants to be taken seriously. The system is fundamentally broken, and "backfilling" is just a lazy band-aid over a much bigger issue.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png

    The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

    Read on for all the details:

    NEW FEATURES

    https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png

    • If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
      • Added the option to enable or disable this mechanic in Custom Games.
      • Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
    • Gradually increases crawling speed for Survivors who are left in the Dying State.
    • Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
    • Updated several Survivor and Killer perks to account for these changes.

    https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif

    Passive recovery while crawling

    https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif

    Pick yourself up if you’ve been in the Dying State for 90 seconds

    DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.

    A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.

    https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png

    • When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
      • This is disabled once all generators are completed.
    • Unhooked Survivors gain the following effects for a limited time:
      • Haste, Endurance, and Elusive (see below) status effects.
      • No collision with other players (both Killer and Survivor).
      • Immunity to Killer Instinct and sees the Killer’s aura nearby.
      • These effects are lost when the affected Survivor perform a Conspicuous Action.
      • All these effects (except Haste and Endurance) are disabled once all generators are completed.
    • Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
    • After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
      • Bonus damage for the next generator kick.
      • Temporary Haste status effect.
      • Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
      • These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
      • These effects are disabled once all generators are completed.
    • Added new effects that disincentivize tunneling:
      • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
      • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
    • Added the option to enable or disable these new mechanics in Custom Games.
    • Updated several Survivor and Killer perks to account for these changes.

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.

    https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png

    • Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.

    DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.

    https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png

    • Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
    • New lore is unlocked each week within the active Tome.

    DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.

    https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png

    KILLER UPDATES

    https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png

    • Replaced “Evil Within” with two modes that can be toggled with a button press:
      • Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
      • Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
    • Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
      • 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
      • Unlocks Slaughtering Strike ability:
        • Hold the power button to charge this ability, reducing movement speed.
        • Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
        • If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
        • This ability can also be used to destroy pallets.
      • Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
    • Adjusted some of the mechanics of stalking:
      • Removed the limited pool of stalk points per Survivor.
      • Reduced stalk range to 32m and removed distance modifier.
      • Moving while stalking has increased movement speed but incurs a reduced stalk rate.
    • Reworked his add-ons.

    https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif

    Slaughtering Strike in action

    DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.

    Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.

    Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!

    https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png

    • Increased activation time of the Afterpiece Antidote.
    • Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.

    DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.

    https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png

    • Increased the additional time added to Weakened when injured by a UVX projectile.
    • Increased movement speed recovery after teleporting.
    • Increased camera vertical range.
    • Adjusted several add-ons.

    https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif

    Increased vertical camera range in action

    DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.

    It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.

    https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png

    • Vampire Form:
      • Slightly reduced Hellfire cooldown.
      • Increased total Hellfire pillars by 1.
      • Reduced Hellfire charge movement speed.
      • Slightly increased slowdown time after casting Hellfire.
    • Wolf Form:
      • Increased Pounce Attack charge time.
      • Increased Scent Orb spawn time.
    • Bat Form:
      • Increased movement friction to make flying easier to control.
    • Adjusted his add-ons.

    DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.

    https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png

    • When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.

    DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.

    https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png

    • Hooking a Survivor now spawns more blood orbs.

    DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.

    https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png

    https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png

    • Updated various perks.

    DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.

    Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.

    https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png

    Until next time...

    The Dead by Daylight Team

    Seriously? That’s more or less what I meant with the anti-tunnel thing, but damn. You get a kill before the 6th hook and then what? Survivors get a gen boost for the rest of the game and I can’t even do anything about it (gen block)? And what if I don’t even have 6 hooks, but a survivor throws and dies? I just get screwed over, just because. Another thing is that survivors will intentionally go down so the team can do gens faster. And that 6-hook rule is stupid because it eliminates optimal killer gameplay. Optimal play is: you hook one surv, then the next surv, then go back to the first one. That’s not tunneling. But weak and whiny survs will still call it tunneling. For a win condition, you can’t allow a situation where you have 6 hooks and 0 kills. When there are 2 gens left, there should already be 1 kill. When a surv is on hook, it’s worth going back if you don’t have another target or if the one you’re chasing is too good. If the team is strong, it’s better to eliminate the weakest member first. Now the game is really survivor-sided and killer profits are way too small. Anti-slug is kinda okay, but still painful. I never really played adepts, and after this update I won’t either—it’ll be impossible. When 2 are left, you down 1, chase the other, and now that one just escapes and gg. If you play Sadako with Mori for power—basically correct gameplay—you still get punished! Really? Simple question: what’s even the point of killer in this game? Just add a killer bot and let survivors play against it. Then there won’t be tunneling, gen regression, camping, slugging, or anything at all. Great idea, right?

    Meyers—I’m honestly not convinced. I think he was the first licensed character added to DBD. It fits his lore and all. I’m a fan of the old-school DBD. But giving him a dash like Chucky? Not a good idea... I’m a killer main myself, but I play both sides. I used to laugh at kids arguing “the game is killer/surv sided!!!” But now? Now it’s really survivor-sided, yet survivors will still cry that killers even exist in this game. We’ll see how it looks in practice and what the MMR changes bring, but if it’s like it looks on paper—DBD is done for me, I’m moving to Valorant. Shame, because it’s the only multiplayer game I’ve been playing for years. And somehow this update came right after I bought 2 characters, lol. Now I regret it. I regret spending so much money on a game that was already a mess and a failure, and is now becoming an even bigger mess and failure.

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