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HolyDarky

HolyDarky

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HolyDarky
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  • The new challenges are way better than the old ones for two reasons:

    - Players with less time can also finish the rift faster without pressure.

    - Second, better simple challenges than stupid and throw challenges. Throw the match as survivor and cleanse 20 totems or open 6 chests. Hide within 10meters of the killer terrorradius for 120seconds = follow the killer and do nothing. Killer challenges don't force the player to throw the game but challenges such as hook 4 survivors in basement complete this in one challenge or hook 4 survivors during EGC are annoying and take sometimes ages. Also destroy XX paletts, that's just boring.

    If you want real challenges, do your own challenges like @MikaelaWantsYourBoon already suggested. There are many funny challenges you can do such as an All-Perk-Streak, Theme build, your own randomperk challenge ect. They can be really funny.


    Overall, QoL changes are always welcome because even though you don't need them, there are other players that need them. The rift is also a way to earn things cheaper and to just motivate the players to play the game a little bit more than usual (and of cause to spend 10bucks for the piggy bank)

  • I doubt the developers will implement a feature like this in the near futher because the developer said P100 are not very common. In addition, the developers need ages to implement or fix something so I guess we can expect something like this, Hide-Prestige-Mode, next year or later. I really hope this won't be the case because feeling safe is always important, especially in games/on the internet and if this helps to feel more safe it should be implemented.

    I'm a P100 Artist and maybe get once or twice prestige shamed but no big deal because these type of "players" try everything to insult you - if not the prestige it will be something else. However, it is quit interesting that it seems like that survivors have more issues with beeing P100 than killers have (at least I see more topics from survivor pov than killer pov). So the question is why is this the case (= targing P100 survivors bc why dodging and tunnling is quit obviously) - if the theory is true. In addition, it would be interesting if some killerplayers really dodge or tunnel P100 because of their prestige or for different reasons.

  • Year, I agree that killer is overall more stressful than survivor (especially in a SWF - SoloQ is more different) but this is the nature of the role. As a survivor, you have sometimes chill moments when you sit on generators while another survivor is in chase, does unhook ect. The killer, on the otherhand, has - in a normal match - no chill moments because you have always something to do that needs your attention (chasing, mindgames, looking for survivors ect.). From my experience you have also less pressure because it feels like as a killer all eyes on you while as a survivor you don't feel watched, if you know what I mean. However, every player has a different opinion.


    Pips are pretty meaningless these days and only there to get a nice bloodpoint boost at the 13th each month.

    Just because we don't care about pips, does not mean every player don't care about losing pips.

    Make piping for killer more easy.

    From time to time I see also posts from survivor players that want no depip. I think the pipsystem overall should get a rework like @Xernoton already explained because some killer have a harder time to pip while survivors sometimes lose a pip too easily.

    It feels sometimes akward when you play really good (fast 4k or 5gen chase) and don't get a pip. It is the question if the devs have this pipsystem either to encourage players to have longer games or to play the game more by making pipping difficult.


    Negative msg from Entity like Entity hungers should only be if you really failed hard. The norm should be that you played decent or good. Entety, have more kind words for killer. A little pat on the back.

    Is the message from the Entity really the issue? When I started the game I didn't care about it - still don't do it - but the bm (tbagging, nasty things in the afterchat ect.) from the otherside was annyoing and not very friendly. Meanwhile I don't care about it anymore but there are other players that care about it and feel insulted when they get bmed from the otherside just because they don't got the 4K or escaped.

    Another point is also not the result only but the match by itself. I can 4K every match (or escape every match as a survivor) but this doesn't mean a thing if the matches are either boring or easy. I want more exciting matches without facing stupid ######### (e.g. map offerings, broken perks, killers, addons, items, teammates give up for no reasons, slugging for four minutes ect.). Even if I lose these matches, I have no hard feeling because the match was fun. Of cause, every person has a different opinion about what a fun match is but I think if we can get rid off the most stupid #########, the matches for everyone could be better overall. But this is another topic, I guess.


    Overall, more QoL changes for the players is always welcome even if they are tiny little things like a more friendly message from the entity or easier pipsystem.

  • One of the best changes the developers could ever do

  • @Bafugaboo said:

    I had either a bug or cheater Chucky that stood right underneath me repeatedly stabbing me on hook. The meter never moved.

    Was another survivor nearby? If a survivor is within the anti-facecampradius the bar stops moving.

  • @neuromances said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660518#Comment_3660518

    Can I be honest? If you have to stand at the hook to get the down, you're bad. He'd had other hooks but decided to camp me because I was doing unhooks. Strategically, I can see why taking me out is reasonable, but to stand there? Waste. Get better at the game, but this mechanic isn't strong enough. I was a killer main for more than half of my 1500 hours and I still don't think this is a viable strategy, so I don't care to be condescended to about seeing it from the killer's perspective.

    I agree with @Crowman post.

    Also it is pretty easy to say the otherside is a bad player/should get better or that the developers failed with their system even though the system works instead to admit the team made a mistake which result into a dead or lose (thus some deaths are a sacrifice for the team). I am a killermain and I camp too when it's my best way to win and it works well because this was the right decisions to take advantage of the mistake the survivors made - thus sometimes the survivors find a wayout of this and I have to find a different way. This is one of the crux of every game: see and take advantage of the mistake the opposite makes. For survivors goes the same. However, even if the Killer made a mistake by camping you, that's totally fine because both sides can make mistake. The important thing is to review the result and to understand what went wrong or where are the real issues. With this in mind, the player can perform better next time or the game itself can become a better one.

  • Without 2x BP or an Event, I think the best way is to have a SWF that drops BPS and/or Cakes every match and then to try to get points in every category as well as doing some side quests like totems or chests if the time is on your side. If you cannot built a SWF, killer is the best choice because from my experience you always get more BP than from playing SoloQ. In this case, Blight and Legion are good BP farmer. And then of cause always try to do a tome challenge (especially white and green glyph challenges), daylies, hit rank red one for both sides. If you don't care about shards, you can exchange 2000shards for 100.000 BP in the shrine of secret. Lastly, don't use the autobloodweb because this will waste BP in the later levels- always look for the best way where the entity takes the most fast.

    I hope this helps in some way.

    Maybe with the ongoing event, blood moon, next month we will get special BP Offerings like we had during the Lunar or anniversary event. This could help you alot. But no info's about it yet, just a guess.

  • @sinkra said:

    All it did was make campers more effective campersby making them patrol the surrounding area while still being in range to immediately hit anyone going for an unhook. The bar also fills up too slowly for it to be of use, I've never reached a full bar even when the killer is running back and forth in front of me. This is such an easy problem to fix. Simply make the radius larger and make the bar fill up faster when the killer is withing range.

    Xernoton already explained it very well that this is the anti-FACE-camp mechanic and not a general anti-camping mechanic to make camping completly useless. I also agree that this mechanic is fine and good as it is. However, there are three changes that the developers should do to make it overall more fairer:

    - Some killers such as Leatherface, Trickster, and Huntress have still no built-in anti-campmechanic which other killers like Artist or Dredge already have. This makes them to very good campern because it is nearly impossible to get a safe rescue - there is a difference between difficult and impossible unhook.

    - a soft version of Kindred should be basekit because this would help soloq alot to make better decisions when it comes to unhook (e.g. seeing that someone goes for the unhook and I don't have to left the generator because I am worry.)

    - let survivors see the builds of their teammates to better coordinate.

    This is nothing new and there are some topics about it but what I want to explain is that in my opinion you (not you specific but the users who want to buff this mechanic) complain about the wrong point. Instead of encourage the developers to buff an already working mechanic (and missing the point of it), we should encourage the developers to improve the bad parts of the game.

    @neuromances said:

    I have to +1 this -- though I do think if killers were actually patrolling around it would be better than what actually happens, which is Killers walking just out of range of the bar, where they are still clearly camping, and just waiting for someone to come save. For example, this screenshot is my second hook, but this Chucky was literally RIGHT THERE the entire time. It's not effective at all. They need to increast the range a bit more for killers to be out of it, or figures something else out. At least when a Bubba was just hitting my body on hook the whole time my team knew to go do gens.

    https://us.v-cdn.net/6030815/uploads/NUXL9F54FB1U/chucky-camp.png

    I just can imagen why the killer did this: From my experience the killer was probably thinking that he needs the kill because there are two generators left and he gets either the kill or an exchange with Leon or Kate-bottom (maybe even a painres exchange?) The first one would be the better result (maybe wit No Way Out). If this was the right choice, can't say but would make sense.

    I know camping is not funny for survivors but they must see it from the killer pov that if this is the best way to win, they should do it. Same goes for tunnling or slugging. If the survivors give the opportunity to end the match with this strategy due to a mistake the killer should take it. Thus, this brings me back to why Kindred for SoloQ would be helpful because there is a difference between a mistake and missing coordination due to the lack of communication.

  • I did the tome challenge on release of site 2 and I had no issues with that while I know a friend of mine did this challenge a few days ago and since then there was no bug fix or something that could bug this challenge, iirc. I guess, the survivors just let go of the generator or stop healing right before you hit them with your speer.

    Do you get never a notification from the game when you do it like one out of two?

  • No glyph challenges are fine for both sides because they are easy to do since you will find them anyway during the match.

    • white glyph is cool for 25.000 BP and typical you want to make it to the endgame so you get the 25.000BP -> it encourage survivors do make it to the endgame.
    • blue glyph's drawback is not a huge deal
    • yellow glyph is easy to do
    • green glyph encourages to do gens as survivor (so they support to do what survivors should do when not in chase)
    • orange glyph is a little challenge if you want as a killer
    • purple glyph is easy
    • red glyph is easy
    • pink glyph is the only glyph I would understand if someone say this is a problematic glyph but I find them funny since it is a little game.

    In addition, we have more problematic tome challenges such as cleanse XX totems or open XX chests. These are the challenges that encourage survivors to throw the game, in my opinion.

  • Agree. I've made a post one month ago and talked about similar issue you already mentioned about this map because this map is so easy to play as survivor and unfun to play as killer. In addition, I see more survivors using map offering for this map which is really annyoing. I really hope they will rework this map this year.

  • I play mostly killer and from time to time I get these survivors too. It doesn't matter if you 4k them or everyone is dead on hook and they escape, if you tunnel, camp or do not of both, these players will nearly always try to insult you in some way because it's part of their personality (dependingon the result they either push their own ego or try to down yours with something like "ez", "ur trash". Some players even go crazy like I had players that they something like "I hope your wife has a misscarriage"). I feel kind of sorry for them because with that they hurt theirself the most in some way because they will always find something in the match which they can complain about. But mostly I ignore them send "gg" and left. The only part that bothers me the most is that these players may insult other (nice) players successfully which should not happen because this hurts the community the most. However, I also have good survivors that send gg at the end and everything is good. These players understand that this game is just a game for fun in their free time.

    In my opinion the best way is to ignore these bad players because there is nothing you can do to change their mind (though if they go out of their mind report of cause so BHVRcan ban them out of the game) and to get over it and go next (year, I know easier said than done). Also very import is not to think every survivor is toxic due to this one (I met once a killer as a survivor who had played like we deserve the most miserable match of all time and in the endgame chat this killer even said this which blow my mind). Same goes for killers of cause. Sometimes you will meet a killer that tries to insult you in some way but this does not mean every killer is this type too.

    Overall, in the end out of 20matches you may have this one match with these types of bad players (because they are part of every community, unfortunately) but we should give our best to not get insult from this one match and ignore the other (maybe good) 19 normal matches.

  • It's more of a niche perk and not very strong because there are better info perks and Distortion as well as Of The Record are quite common which counter this perk. Also some maps are still a little bit too big which hurts the perk. I wish the developers would buff this perk to make it more viable.

  • Oni: Oni is a very scary killer because he can always end the match in just one Bloody Fury. So it's always a thriller to play against one, especially a good one who can flick.

    Artist: I'm an Artist-main by myself and it is always a pleasure to have a match as survivor against an Artist.

    Billy: Since his rework (a little bit due to his tome challenges) I see him more often which is nice because I like to play against him. Can't tell why but it is always fun.

    Tiffany: Yes, Tiffany not Chucky because she is a cute gurl.

    Huntress: Always fun to play against, especially a good one.

    Demogoron: Demogorgon is cool and it is sad I don't see him often despite he is now available again for new players and also from a big franchise.

  • The developers need to fit their hitboxes - they are huge. Otherwise, they fit for this map and I don't mind them. But hitbox too big, especially if you play Billy.

  • @ays12151 said:

    is it possible to get a similiar Tweak Killers compared to Patch 7.6.0 in 2024?

    I guess Myers & Freddy will receive a whole rework - not tweaks, so what Killers deserve some Tweaks in your opinion? Let me know your thoughts!

    In my opinion Nemesis & Executioner should get Add-Ons Tweaks mostly.

    Dredge, Cannibal & Knight should receive Base Kit Changes & Add-Ons changes.

    So it would change 5 Killers and I hope they gonna look at them...

    Yes, Nemesis and Executioner need a big Add-On rework because most of their Add-Ons are useless. In my opinion many of the Zombie-Add-Ons from Nemesis should become basekit to make the Zombies more reliable while the Add-Ons should focus more on his Tentacle Strike. Some of Dredge's Add-Ons should become full or half basekit. Same goes for Knight but his Guards need to be smarter and smoother (sometimes they are so stupid and pathetic that I wanna turn off the monitor). Can't say much to Cannibal because I don't play him but see other users/players saying that he also needs some Add-Ons basekit.


    @MechWarrior3 said:

    Ays12151 - I hope you enjoy this post, I put a lot of time into it. ❤️ This is mostly rough data 📈.

    For those of you, that main these killers, please, I invite you to kindly put in your suggestions on what you feel those particular killers need. I am not an expert on any of these killers, as I only main The Onyrō.

    Several killers need buffs to reach 60% (Behaviors desired goal)

    Freddy - Lots of love. Full rework @GeneralV 🥰

    Myers - Addon changes that will = Rework/Basekit Changes. Currently he’s at 58%. (Tread carefully)

    Onyro - No buffs needed, however QOL. After 2 Addon passes not much changed. Survivors counter her mobility and condemn too easily.

    Nemesis - Buff to 60% (Currently at 52%) - Addon adjustments, Basekit adjustments, add one more default zombie? Enhance tentacle. QOL?

    Executioner - Addon adjustments desperately. Buff to 60% (Although he close addons might fix that. He’s at 58%)

    Knight - Fix Bugs for the love of behavior! ❤️ (QOL) Basekit buff, slight addon adjustments. Buff to 60% (Currently at 54%)

    Dredge needs QOL - Better RNG locker spawn. Basekit, buffs to 60% (Currently at 56%)

    Cannibal could use a bit of QOL with some Basekit. Not sure what exactly. Buff to 60%(Currently at 55%)

    Singularity - Buff to 60%. He currently has the lowest kill rate sitting at barely 50%. QOL change, his pods are too fickle when placing.

    Demo - He’s at 55% buff to 60%. Not sure what exactly he needs. (Maybe a demo main can fill this in for me.)

    Skull Merchant - needs……uhhmm….tuning. lol. She’s at 68%. Her drones need to not go back into her inventory instantly when hacked where she can just recall. Broken and deep wound is excessive. Pick one or the other.

    Pig - She’s at 57%. This will drop a bit after the 2 nerfs she got on her traps. Revert the nerfs and she will be fine. 🐽❤️ If not, buff to 60% NOT NERF, please BUFF. ❤️💀🤣 (No funny jokes behavior 🤣)

    Artist - small buff, maybe some Addon changes? (She’s at 55%. Buff to 60%)

    Twins - rework.

    Pinhead - he’s at 58%. Buff to 60, I don’t know if they will because he’s so close already. Maybe some QOL? Not sure 🤔

    https://us.v-cdn.net/6030815/uploads/K3ZHG6GMBGPO/img-1723.jpeg

    I feel like I am missing so much in this post but here goes nothing…. Annnnnnd SEND!


    Artist

    I am a P100 Artist-main so I want to talk about this: Artist is in a really good spot because she is a strong, dangerous(, and beautiful) killer. However, she is extrem difficult to play and I think that's the reason why she has a 56% killrate because new players (due to her perks I think nearly every player has her) give her a try and have no success with her. On the otherside, she has only a 1% pickrate so only her mains play her mostly. In my opinion she is nearly perfect and only needs two litte tweaks: First, the Add-On Severed Tongue (Reduces your Slow-down time by -0.5 seconds after launching Dire Crows) should become at least half basekit to make her more smooth when she fires off her crows. Second, she needs an Add-On that let's her see the aura of survivors you injured with a Crow attacke (like the Glowing Concoction from Huntress).


    Optional (would be nice to make these Add-Ons more viable/better but it's okay if they stay as they are):

    • The downside of the Iridecent Feather (-1 one crow for becoming undetectable during the cooldown) should be removed because it is not worth it.
    • The Hindered status effect from the Untilted Agony Add-On should be 2.0seconds (currently 1.5seconds).
    • The effect from the Silver Bell Add-On (Swarmed Survivors suffer from the Oblivious status effect) should linger 10 - 15 seconds after repelling the Swarm.
    • Ink Egg (you have four crows but idle Dire Crow timer is -2 seconds): Should get a rework because you never want four crows due to the long cooldown.
    • Garden Of Rot (4seconds instadown after repelling the swarm): Even though this Add-On is good and funny, I don't like these types of Add-Ons because they are either too strong (e.g. Clown, Huntress) or useless (Knight, Dredge) and boring to play against from the survivor pov. As a result, this Add-On should get a rework.

    Demogorgon

    I'd like to see some buffs/QoL changes to his Portals because they don't feel really perfect. The Rat Tail Add-On should become half basekit to open Portals faster while the teleportation speed could be 5 - 10% faster. One more Portal would also be really nice. Leprose Lichen Add-Ons should get back his old effect. The downside of the Deer Lung Add-On (-2 Portals) is too much. Violet Waxcap (Increases the duration of the Undetectable Status Effect by +1 second) should get a rework because nobody use it since the Vermilion Webcap has the same effect but gives +3seconds. Just why devs? Otherwiese, Demogorgon is fine.

    Oni

    When you down a survivor in your Blood Fury, you lose 4seconds of your power which feels just bad because you get punished for downing survivors. In general, it would be great if Oni gets more rewarded for hooking survivors (and not for slugging or punished for downing survivors). Tear-Soaked Tenugui Add-On is useless since the extra 10seconds from the Lion Fang Add-Ons is always the better choice. As a result, this Add-On should get a rework. Otherwise, Oni is a great killer and fun to play.

    Xenomorph

    If you it a turret with your tail attacke, it counts as a missattacke which feels so clumsy and bad. It would be great if this would count as a normal hit to make her more smooth to play. In addition, the cooldown should be buff to 2.7seconds.

  • @AhoyWolf said:

    Singularity is a really cool Killer, I love him and it saddens me that he didn't got any love in terms of cosmetics or balance changes in a while.

    I think there are a few changes that could be done to improve his game-play quite a bit tho!

    Teleportation

    I think the Singularity has a really long "wake-up time" after teleporting, 1.7 seconds with a really low movement speed feels quite bad, so I think it would be fair to reduce this wake-up time to 1.5 seconds, but in return also decrease the base Overclock duration from 4.7 seconds to 4.5 seconds to offset this buff. (or maybe 1.4 seconds and 4.4 seconds, not sure if these numbers would be too good tho)

    Overclock

    Currently when you're in the Overclock mode, all your animations stay the same, even tho they're sped up quite drastically. (or they at least look very similar)

    I think The Singularity should have a different set of animations for breaking pallets and vaulting windows while in Overclock mode so they don't look so rough. For example, Hux could just kick the pallet once instead of two times really fast.

    Biopods

    I think looking through Biopods should have some kind of collision bypassing through leaves, there is nothing more frustrating then placing a biopod up a tree, then after you check the view there is a single branch in a way and you cannot mark anyone.

    Add-ons

    This is maybe a stretch but I think it would be cool if the Singularity got some more fun add-ons.

    I think Singularity is the perfect Killer for a meme add-on, for example, an add-on that removes your ability to teleport to slipstreamed Survivors through your gun directly, so your only way of teleporting to Survivors is through your cameras, but in exchange EMPs would have reduced AoE from the 10 metres to like 7 or 6 metres.

    I think something like that would be cool.

    I enjoy playing Singularity because he is a pretty fun to play killer. He is also not weak but very difficult to play.

    Teleport: I rather feel like the Add-On Soma Family Photo should become basekit because it makes the teleport more worth it and feels more necessary than smoother/better.

    Biopods: Agree. It is really annoying when this happens.

    Add-On: As a brown Add-On sure

  • In my opinion Map Offerings should be removed from the game. Yes, you can say that map offerings are not a big deal if very map is balanced, however this will never happen. In addition, every map will have a strong place that is abuseable for one side with the right perks/strategy. On the other hand, there are maps with reliable spawns that players know fairly well which is the reason they use map offerings to go to this map - McMillan, Autohaven.

    I play mostly killer and only use BP Offerings because I like to prestige my charakteres and when I see a map offering on the survivor side, it just feels so annyoing and bad because they send me fairly often to such bad maps such as Garden Of Joy or Badham. And even though I win these matches, it never feels good at the end because I don't care about winning or losing, I care about a good match and many times I don't get it with these map offerings. The reason behind this is that these map offerings/maps show me how bad designed this game can be and how easy it is to abuse these part of the game for one side. Of cause, the RNG also can send me to one of those bad maps but this is not a big deal because it only happens at least every fifth/sixth match which is fine to me to have one rather meh match every sixth match. Of cause, you can also say just use a green hand if you don't like map offerings. But this also feels so stupid to prevent something that could happen and not to get the chance to gain more BP. Little sidenote: This also goes for playing survivor - It doesn't feel better when the killer sends you to a map or you have to prevent it because the chance is there.

    @GeneralV said:

    Yes, I think they should stay.

    The maps themselves are the problem, not the offerings. No survivor wants to play on Coldwind Deadzone, and no killer wants to see Pallet Town 2.0 (The Game).

    There was one patch quite some time ago that attempted to fix the more problematic maps in the game without making them miserable for either side. Those were the original map adjustments, before the big reworks, and if we still had those specific layouts in the game no one would really have a problem with map offerings.

    That's not a good argument. Why is it not okay to let the RNG decided where to go (with the little chance it will be that unloved map) but it is okay to let one side decided which map it will be, especially if it's the map which the otherside don't want to play (e.g. the survivors send the match to The Game which the killer dislikes). For example, even though it is not my beloved map, I'm okay to play on The Game as killer if the RNG sends me to it but it just feels so bad and boring if the survivors chose this map for us.


    @Marc_go_solo said:

    They should stay, but with a couple of changes:

    1. Make map offerings increase the likelihood, but not guarantee the outcome. So for every 5 Offering of Gideon Meat Plant, maybe 1-2 times the Offering won't work.

    2. Make Sacrificial Ward actually meaningful and have to so it cancels out 100% any chance of a map offering from working. It's practically useless as it is, as if I've had it on my randomizer and it's gone against a map offering, most often the map offering works anyway.

    Your suggestions won't make it better. If one side uses a map offerings and it works, it will feel even worse. Like I mentioned before, it doesn't feel good to use a Sacrificial Ward just in case because there is the little chance the other side could use a map offering. In addition, the chance to have enough Sacrificial Ward for every match is very low. This is also so dumb that this Sacrificial Ward doesn't work always.



    Overall, map offerings should go because they doesn't make the game better in terms of fun and playerbase. The developers should also implement the map repeat prevention back into the game and the Sacrificial Ward could either removed too or be used as a Realm repeat prevention. And of cause, the developers should keep working on balancing every map that is either too killer- or survivorsided (Badham, Mitwich) as well as making maps look better (e.g. Borgo is still a huge accessibility issue)

  • I like your suggestions to make the Clown smoother to play.

    2.8seconds reload even with faster movementspeed are still enough time for survivors to make distance or to leave the loop. The rework of pinky finger is also great. From my point of view instadown addons are either straight up useless or too strong and Clown is strong and boring so a rework would be more than welcome.

  • Agree. Making these two addons basekit would be a good start to make Knight more enjoyable and playable. I would be even fine if these addons would get a useless effect (the Guards do a dapp every time they down a survivor) because having them as basekit is nnecessary. Unfortunately, the AI of the Guards is really bad and needs a bigger rework to make them smoother and more threatening during the Hunt which takes time. However, Call to Arms and map of the realm as basekit is such an easy and quick QoL change the developers could do any time and should ddo. Sadly, I think they wait with it until they can release the big Knight update.

  • True. The reason they buff Huntress to make her less addon dependent (she is not addon dependent) and because some maps have bad locker placements (with no Lockers in sight) was such a joke to me, especially the locker part. If maps have some bad locker placements why not fix that issues which would also buff Trickster and Dredge as well as locker dependent perks on both sides (Darkness Revealed, Inner Healing). But nope, giving Huntress more hatchet is easier. In general, nobody asked for a Huntress buff so why waste the time in this but not in necessarily killer buffs like Dredge or Knight. These are the moments where I think the developers are not listing to us - but luckily the other killer buffs are good and reasonable otherwise I would lose my mind.

    I really hope we will see some love to the dredge in the next big patch or at least during the anniversary. Dredge is such a fun and cool killer but beeing addons and map dependent makes him some disgusting to play :/

  • I will test it on the PTB with my friends before I decided how I think about this change but currently I think the mangled nerf is a bit too much without a healing nerf, so yes I agree with you. One big issue that I also see is that hit and run playstyles will vanished from the game when the nerf comes live. This effects Wraith, Sadako, and Dredge more because they are good killers for hit and run. Stealthy killers like the mentioned Sadako and Wraith but also Myers and Ghostface will also get a nerf due to this because their power is to sneak up on survivors which heal each other. In addition, it will also make many mangled addons useless so killers will have even more useless addons, especiallythe ones who have an addon for mangled and haemorrhagelike Xenomorph. I think some perks such as gifted pain and nurse's calling will become worse due to the nerf. As a result, there will be less perk option and build variety and we will see even more generator slowdown and regression. Next, this nerf to sloppy is also a nerf for M1-Killers which are mostly rather weak killers (Freddy, Clown, Doctor - of cause we also have strong M1 killers like Spirit). Lastly, it only needs one survivor with either botany or We'll Make it to counter mangled perk/addons which feels not fair in the end. Of cause in the update they say it will be an either stay injured until mangled is over or heal slower but in reality I think this will not be the case. If you hit a survivor, you will chase them until the survivor is downed and you hook them. Then this survivor will get unhooked and after all this time, the mangled time should be over - unless the timer resets after a new hit but even then not a big deal.

    overall, I am sceptical to this change but will see how it feels in praxis when the PTB goes live.

  • @GroßusSchmiedus said:

    Hag should just have unlimited range, having limited teleporting range incentivizes players to stay close to her traps, which in turn increases camping.

    The Huntress changes boggles my mind, she never needed any changes. Maybe rework some add-ons but thats it, she is nearly perfect the way she is.

    Even with unlimited range, Hag would still trap a specific area because it is more worthy. Not because she likes to camp but because trapping an area turns this one into a spider nety which is hard to espace for survivor once they are in. In addition, spreading ten traps over the map due to unlimit teleport, would them make less efficient. Of cause, in some situations it would be helpful to have unlimited teleport range but it wouldn't change her playstyle. Beyond that, Hag is not that good at camping - if it's not basement though - since survivors can destroy her traps and she has no tools to better camp like Huntress, Bubba, or Trickster have. In general, I am huge fan of this Hag change, she will still be an very uncommon killer but this fine because she is now perfect and her mains will even more enjoy her.

    However the Huntress' buffs are unnecessary and overpower her.

  • Honestly, they should remove/rework every instadown addon because they are either useless/unreliable or too strong and from the survivor pov boring to play against. In addition, it feels so dumb to balance around one addon because it is just too strong. This is now the case: Clown having more bottles is not a huge issue but the pinky finger is the issue and instead of trying to balance it - just remove the pinky finger

  • Personally, it would be really sad to reward players for not acting like an a**hole since it takes very little to not be one and it should be a given to not be one. I also think this reward will not help because these type of players don't care about BP but to give the otherside a bad feeling - that's the reason why they play the game - so it would change nothing in the end.

    In my opinion, the developers should rework their rules and make it more clear what good and bad behaviour is. Many Players complain about tbagging and slugging but both are part of the game and legit strategy in some way to win a game. However, there is a huge different between slugging all four survivors for four minutes just because I can and slugging to end the match and then hooking or tbagging at the exitgate just because I can and during the game to get killers attention. If the developers would make it more clear - if they would really care about it - what is good and what is bad it would help a lot to make the community more healthy. Personally, I'm over it and don't care about bm anymore but other players do care about it and this hurt them which results either in they quit the game or do it as well since it seems okay because the developers don't care about it. (Of cause there also camping and tunnling but these also legit strategy and not a bad behaviour at all if someone do it - they are in some way bad gamedesign but not humanity issues).


    Tl;tr even with rewards toxicity will still exit in the game and only really solved if the developers would care about it.

  • I'm a huge fan of Dredge because I really love his design, his story is also cool, the idea of his power is really cool, and he has awsome skins. However, he feels sometimes really awful to play for many reasons: First, some maps have really, really bad locker placements which feels awful because you have a map mobility that you cannot use due to map rng. In addition, this makes generator defending sometimes impossible - you have no lockers nearby generators. Second, some of his addons feel so necessary: Haddie's Calendar should be basekit because the difference between with and without it so huge. Considering the fact that survivors can lock lockers twice. The Daytime teleport also feels so slow and awful, especially if you teleport to the other side of the map. It also makes Dredge unable to catch up to survivors in a chase because they have enough time to react to it. As a result, the teleport boost from Boat Key should be half or completly basekit. Using his remnant also feels sometimes so bad since he moves so slow. Another issue is that some maps such as Garden Of Joy or Badham have connected loops and tiles which makes Dredge power completly useless. However, this is more of a map issue because other killers - mostly M1-Killers - also struggle with this "map design". In addition, the 12 seconds power cooldown also feels sometimes so bad. Compared to other killers, it feels not right. My guess is that this big cooldown should avoid a remnant spam to get quicker nightfall but then nerf the points for this and make the cooldown shorter. Third, he is so loud! You can hear him from 20meters away and track him which makes mindgames on many loops or tiles impossible which sucks. In addition, what's the point of the stealth part of him when you can hear him 20meters away from you? But then there are the other matches where he feels so powerful because you have a good map like midwich, survivors that struggle during Nightfall (e.g. Accessibility, Consolplayer, no WoO) , and the right addons.

    Overall, I kind of disagree with you and say Dredge is not in a good place - in my opinion - because he is too map dependent, some of his addons should be basekit to make his basekit power good and not addon dependent, and he needs a better locker placement. A first and simple step to solve the locker placement could be to add always a locker next to a generator like Xenomorph has nearly always a Controlstration next to a generators or Sadako a TV. This would give him the ability to better use his map mobility. Thus an overall better locker placement for some maps is still needed due to the fact that Huntress and Trickster also need good locker placements and survivors like to run perks that need a locker (Flashbang, Inner Healing).

  • @Lixadonna said:

    We have streamers like Tru3Ta1ent who is High MMR Killer Main and he crashes on Map Offerings. Do High MMR Killers not want to compete with High MMR Survivor? Killers just want easy games and avoid a little competition from other side.

    This is not an argument. Just because some players dc due to map offerings does not mean every killer wants an easy game. As killer-main streamers, we have Otz and Hens333 which never crash when they see a map offering. Same goes the other way: there are some survivor mains who crash or kill themselves on hook when they see the killer beings an map offering and there are survivors who accept it and play the game.

  • @OnryosTapeRentals said:

    Better yet, get rid of map offerings entirely.

    this is the best idea that can be suggested in this topic about map offerings

  • I don't think we need third RE Chapter because there are still so many other good licences for DBD. However, new RE Skins would be great such as Lady D for Artist, Heisenberg for Deathslinger, or Beneviento for Spirit.

  • The new cooldown feels really weird and we should try 2.0 m/s before we go to this huge cooldown like Xernoton mentioned. The new cooldown makes Billy less smooth to play which is sad. I also agree with Tatariu that Billy now has more useless addons which is really sad. They need to change/rework them. In my opinion it would even be fine when they turn one or two into more gimmick addons for fun because this is still better than useless.

    The new turn-rade is a little bit akward but I'm fine with it - feels good. It needs some time to get used to but it's fine. Thus it's really akward that the developers made this change nobody asked for but I guess they think "new players need this bigger time window so why not easy change". That this may enables players to do 180s, should be fine.


    Yes, the new sound for chainsaw is really annoying. Other killers have a same feature (Legion, Artist, Nurse) but for them it makes more sense but for billy not - it is not very helpful but annyoing. They should remove it or make it as an option for the killer. For the survivor, if this gives them a better awareness then it's fine. I also feel like that the developers are overwhelming killers with unnecessary sound notifications instead of helping them.


    So i feel like he will be nerfed again in the future. Either they will make his missed cooldown much more punishing (like everyone seems to want) or add some sort of mechanic to limit how often you can use your chainsaw (like bringing back overheat in some form.

    I really hope this doesn't happen and that survivors will be able to deal with him a lot better with time but it's been 2 weeks and nothing has really changed in my experience and in the statistics (from nightlight) although i suppose that will take a lot longer to show

    I really hope the developers won't ruin Billy again by adding a bad limit like overheat because this could kill Billy. I also think survivors still need some time to learn how to deal with Billy because in the past he was an easy to counter killer but now he is a different one and players need time to adapt to it. I agree he as a high killrate according to nightlight.gg but we, especially the developers, shouldn't only look at the killrate because this would be a mistake.

  • Oni is a good spot. In my opinion he is still one of the most fearsome killers in the game as he can punish survivors really hard with one blood fury. He is also really funny to play as and against.

    However, some of his addons are either bad or pointless and need a rework/tweak. In addition, it would be great if he would not lose 4seconds of his power when he picks up a survivor because this feels like a punishment for hooking and slugging survivors which is just bad. It would be great to get rewarded for ending the power and hooking the survivor. I think this would also be better for the survivorside as slugging feels not great.

    Another issue is that he struggles on some maps such as Garden Of Joy, Badham, or The Game but this is rather a map issue for M1-killers in general than an Oni issue.

  • @sizzlingmario4 said:

    If Thrilling had no cooldown at all it would create the awkward possibility of dropping the survivor you're carrying and picking them up again to reactivate the perk after the 16 seconds (so you could get it multiple times for 1 down). This wouldn't necessarily always be worth doing since you'd have to spend time dropping and picking up again, but it would be weird and I don't think that's the way the perk was meant to be used. So the cooldown shouldn't be removed entirely but I would support lowering it to 40 seconds instead of 60 so if you do get 2 downs in a short timeframe you're less likely to miss out on it. Also as a QoL update it should show the duration on the perk's icon while it's active, it doesn't do that atm.

    Year, that's a good point from you and I agree with it that it could create akward situations. One solution that I have for it: The killer has to down a survivor to active the perk and when the killer picks up a survivor, the perk effect triggers. With this condition, it should be impossible to create this situation while also removing cooldown. In addition, it would also give survivors some kind of conterplay by jumping into locker like some of them do it to avoid surge/jolt.

    Yes, the seeing the timer as a QoL change would be great!

  • I personally think Deja Vu is in a good spot. It is an useful information perk and 6% are not that much in this case. In addition, as a Deja Vu-user you will not always repair the Deja Vu-generators - you will do a not Deja Vu-generator, beeing in chase, going for unhook ect. However, maybe in the future when bigger issues are solved, we can talk about it again to see if this perk is really too strong or not.

    A much bigger issue are toolboxes and their addons like other users already mentioned. These need a nerf and rework because they are too powerful as an item. I really hope the developers will rework them in the near future.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647900#Comment_3647900

    But hiding it behind limited events / paywall is still really bad in my opinion.

    How the hell are new players going to express themselves. There should definetly be a basic option.

    I am fine with having some "advanced" for events / DLCs, but I just don't understand why base portraits are not an option. Just so players can show off their mains etc.

    This is just my guess and if it's true, I agree with you 100% that this would be really bad to lock these things behind a limited event/paywall. It would be great to get them in some way free such as at prestige 10 or adapt like you already mention.

  • The idea of bannercards and badges for us was a cool idea but the implementation was very poorly (only good guy badges behind a paywall at the start and then little during the winter event and now we start slowly with it).

    I'd love to see if the developers would give us playercards and/or badges for every survivor and killer at the same time but I guess they will do it step by step. Chucky got his by release, Trapper's banner during the Lights Out modifier and Deathslinger as well as Alan Wake's banner during their tome (I guess Legion's badges is also in the tome but not sure). I guess this trend is what the developers want to do. I can understand it because it is a lot of work to create good banners and badges and it would look kind of cheap if they would just copy and paste the portraits of all survivors and killers to make them banners/badges.

    Overall, I agree with you that we need badges/banners for every killer and survivor to give the playerbase the option to express themselves but I think we need to wait - for some survivors/killer longer than for others.

  • @Nos37 said:

    I harpoon the obsession and I'm about to 1-shot them and mori them because of Rancor.

    Nope! Just kidding... They're in a SWF and their team swoops in to break the chain and tank hits for them.

    ----

    Deathslinger walks too slow.

    His shots are easy to dodge, even in tight corridors with very little wiggle room.

    His ADS feels like molasses.

    His reload feels even slower.

    Breaking the chain is too easy and gives survivors a big speed boost right toward the exit gates.

    Running in to block the chain and make it break faster has NO downside like Exposed, Broken, Hindered, Mangled, NOTHING. Both survivors have a high chance of running free.

    He has one of my favorite mori's but struggles to get 1 or 2 hooks before all the gens are done and the survivors just make a bloodpoint pinata out of him.

    Any amount of losses while playing as him does not lower my rating, which is supposed to be a completely separate rating from M1 killers.

    No wonder no one plays him.

    Deadslinger

    Deathslinger is not weak. He is a good killer. However, he has a high skillceilling as you need a good knowledge of the small gabs at loops where you can shot through to hit survivors off guard. In addition, you need to pay attention and wait until you shot or make quick shots. Another issue is that he cannot abuse mistakes on the survivor side as good as other killers such as Hag or Plague (e.g. giving Hag basement or group up while Plague has powermodus). Deathslinger would be too strong if he were a 115% Killer - 110% is perfect for him, the real issue are big maps such as Badham, Ormond, or Disdurbed Ward. If the developers would make these maps a little bit smaller this would benefit him well as well as many other killers without good mobility. Also every killer should have some counterplay and one of his counterplay is survivor breaking the chain by blocking it and give you no down through this way. Overall, you need to spend a good amount of time to get better with him but the sad part here is you could also spend this time in stronger killers such as Nurse, Plague, or Wesker and will perform better.

    The only buff he could get in my opinion is a better reward for hitting surivor with the hapoon, reeling them to him, and then hitting them with his weapon - something like a slighter faster reload or faster cooldown. I know they get the deep wound status but this feels not enough. The Jaw Smasher add-on could also become half basekit. But I can understand if other players would disagree with it.

  • Xenomorph's Controllstations also have the same spawn logic. It would be really cool to fix them so they always spawn closer to the generators.

    Otzdarva also made a video about how chests spawns can effect Controllstations and TVs in a negative way by forcing them to spawn farther from generators which is really stupid. Same goes for Plague's power.

    They really need to fix it because this would make these killer more reliable. I mean what's the point of a mobility ability that does not work reliable?

  • I agree with @aerie. If we remove map offerings, this would be a great change. I still have like 700 cakes on my Artist and it would be great to use them on killers on which I don't have them (anymore). However, with map offerings no thanks because this would be a horrible time.

  • No. This is not a good idea because the result would be three more-paletts-offerings with map offering every single time. This would be just annoying and unfair.

  • I like your idea and I really hope the developers will revamp/rework the toolboxes and their addons because currently these items, especially the green and event box, are way too strong. It is such an akward feeling seeing toolboxes in the lobby as killer since they are so powerful.

  • I think the developers won't do this and in my opinion we don't need it. Yes, there are maps that are bad for killers but let's be honest every killer has very good and very bad maps and if I get a bad map every fith game I'm fine. In addition, just because you get a bad map, does not mean you automatically lose. A bad map can help you to improve you with the killer. However, there are two things I really hate about maps and I really hope the developers will fix: 1) Map offerings are just boring and annyoing - they should be removed from the game. It is so stupid how one thing kann turn the odds in the favor of one side. 2) strong survivor- or killer-sided as well as boring maps. Badham, Garden of joy, Midwich, and The Game are examples of this. These maps need a rework/tweak to make them more balanced/fun to play for both sides.

  • Just saw this video from Scott on X and want to share it to show how disgusting these maps can be: https://twitter.com/ScottJund/status/1754553015816630581

    I really hope the developers will do a rework for this map. Unfortunately, it seems like this will not happen in the first year of 2024 according to their new road map from the Alan Wake Stream (tbf reworking Haddonfield is not a mistake this map is also straight up boring) but I really hope the developers will do it this year asap.

  • I personally think that the hiding part in bdb is currently unhealthy. Yes, hiding is part of the game and should be part of it but the issue is perks such as Distortion and Calm Spirit force killers to use regression/slowdown perks because they are more reliable. When I play a fun auraperk build and have to deal with two or three Distortion users, it feels so unfun and boring even though I win. Then I think "ok running pain, pop, ge, and corrupt is more reliable and is not unfun because it will work". On the otherside, stealthy survivors are hurting their own teammates in SoloQ because they don't take chases or/and go down very quickly because they don't know how to loop.

    Ultimate Weapon needs a nerf because a perk that gives you value for nothing should not exist (open a locker to have a LP, BBQ, and NWTH in one screamperk + blindness which is can be handy in a meta where WoO is so common). I really hope the developers won't nerf it to the ground because it would be enough to make it like a BBQ-screaming-perk - after hooking a survivor, you can open a locker to activate it. This would be completly fine because you have something to do to get it active.

    Overall, Ultimate Weapon needs a fair nerf and the real issue of hiding should be addressed because keeping UW the way it is, is not the solution of the hidingissue (one perk should never be the solution of a gameplayissue in the metagame).

  • Nobody said this about the perk - not even the developers. In addition, you could say this about every other slowdown, besides Corrupt, or regression perk that these perks does not prevent losing 2 - 3 generators before you have your first hook. You can buy Artist with shards so this perk is not locked behind a paypal like BBQ, Surge or DS. We also have many good other genperks such as Eruption, Surge, and Pop - so no player has to rely on one perk to prevent gen popping. Sure all of these perks are not free but this is another issue that the developers does not make the game more beginner friendly. Lastly, you can also use chaseperks to keep up with fast generators - if you have quick chases/downs, you pressure the survivors from a different point.

    Grim Embrace is also not a SoloQ punisher. Grim Embrace has the same effect to SWF groups. The issue with SoloQ is another but not this perk (missing build preview of other survivors; missing QoL changes to name two of a few). I agree that SoloQ is in a miserable position but this does not mean we can use SoloQ as an excuse for everything.

    Meanwhile, basekit Corrupt Intervention would have solved the first 2 problems, and avoided adding to the 3rd.

    Hell no! If we had basekit Corrupt SWFs could call out which generators are blocked which is an advantage which SoloQ does not have. With your idea you would give SoloQ a more suffering time.

  • I hope they will add an extra option. It might be just one click more but this is really annoying over the time and makes it less smooth.

    In addition, it seems like they changed for the upcoming light out mode but this mode is only for a week and nothing more is announced. So this change feels even more unnecessary and dumb.

  • In theory the developers could add this today because all they have to do is setting the blackpip in silver, gold, and iri to zero. Since they did not this already, I highly doubt they will do this for reasons. However, it could also be that they will do a hole rework of the system which is why they did not imply this already because they want to release all at one time. If this is the case, maybe we will get more information on the anniversary event since there is no mention of this in the roadmap for the first half of 2024.

    This is my guess. I'd love to see a fairer system of pipping since sometimes it is really unfair (e.g. u loop the killer for 5 gens and gets no pip or play a quick and successful game and get no pip)

  • @WitchWalpurga said:

    If you mean by reworking them to replace the double floor house and the survivor house with random clutter and 1 or 2 absolutely bad pallets, creating 2 big deadzones at 2 map corners and of course shrinking them i am absolutely against that. I would like to see a really balanced rework and not just a "let's make them absoluetly killer sided now" like the reworked codlwind maps.

    The coldwind farm maps are not killersided, they are balanced (the difference is that both sides have a fair cahnce on this map). The Badham maps should also become balanced which means making the map smaller and rework the environment. I wouldn't even mind if the developers would make one badham instead of five which would be easier to rework. However, how the devs would rework the maps is up to them but fact is that these maps need a rework. Once they did a rework, they will release a PTB where players can test the new maps and give feedback to the developers so they can fix gameplay issues if they are common because the developers don't favour one side or an think in a "Us vs. Them" way.

  • One thing that would be wonderful for this game is if some players would finally stop with their "Us vs. Them". I think this would be the best for the game. Even though the developers fail sometimes, they do their best to make their game fun and fair for both sides because both sides are necessary for a match and we, the playerbase, play this game in our free time and should have a good experience. As a result, some nerfs are necessary and this on both sides like other users already explained. Just because the developers nerf perks for one sides does not mean they love the other side, it's just that these issues are faster to fix for the metagame - and then in the next patch there are some nerf for the other side (Also just because they nerf something does not mean it becomes useless: DH is still in the top then of most used perks). This also works with buffs and QoL changes for a better experience. The developers added Shadowbornbasekit because some players suffer from the current FOV, the developers added basekit BT because they saw the issue back then. Soon they will rework DS and UW for a more balanced game.

  • I personally like the idea of the tailattack and the ability to hit above some obstacles or from far away because you must learn the maps/loops of a new level and it feels satisfying when you land a surprising hit after you spend time to learn how to do it. However, the huge cooldown/slowdown by missed attack feels so bad especially hitting a turret with a tail attack is a missed attack according to the game and this feels so clumsy. You have to M1 them and this is so stupid. The controlstaition spawns are also sometimes a huge joke because sometimes they spawn so far away from generators and during the chil bone event it was just pathetic. What is the point of a teleport power that is sometimes so useless? Same issue have Onryo and Plague (her power on the edge of the map) and it is such a shame what poor work the developers did with this despite how much a cool idea it is and how much love the idea has. Turrets, on the otherside, are cool - I like it when killers have different interactions with survivors instead of just zoning out or hold w. The difference is that survivors have to play around turrets and place them right. Another issue are it's/her addons because some of them feel so useless/weird (e.g. the iri addon to injuring a survivor when you stunned by a palett or the faster vault one). However, many other killers also have useless/weird addons.

    Overall, Xenomorph is a cool killer (great design, sound effects, smooth change to crawler modus and the tunnelsystem is really cool and teleport is always a good thing for killers) but feels sometimes so clumsy to play and these moments are so painful and not funny. I really hope the developers will give another to Xenomorph and make it/she smoother to play.


    EDIT: It is also really annoying when turrets attacks you while you carring a survivor. Turrents should not do this in this case. Otherwise, of cause yes.

  • This feature is an anti-face-camp-feature not an anti-camp-feature and it works perfect as it should.

    I see many posts about this topic lately and I want to give my two cent to this topic:

    I play mostly killer and sometimes I camp a survivor when I see ti as the best strategy to win/when I can get away with it (like early hook, hook to a most progress generator ect.). This works sometimes pretty well and I can either force a second stage or in rarly situations the dead of the survivor. The reason why I get this reward often is - in my opinion - a mistake from the survivorside because they either struggle to exchange or waste their time with trying but not doing. The result in these cases is a I win the match due to right decisions. However, this does not work always because either the survivors do a trade and a Deliverance could happen, they work on generators, or they have the Rebecca Perk. In these cases I have to change my strategy. But why does it work sometimes and sometimes not? I personally think one point is - of cause - communication to make a decision or a player who do the right choice. But another point is missing improvement on the survivorside and I believe this is an issue from the game because the game does not tell you to deal with situations like this and player who don't give the match a review will repeat their mistake. For example when I camp with surcess, I see at least one survivor in the aftergamechat blaming me for camping even though it was the fault of their teammates - or even their own fault - that this survivor reached the second hookstage or dead. When I play SWF with my friends and the killer camps, we can communicat and find the best strategy. In addition, when we lose a match, we also think why did this happen. I don't want to imply this is a exclusive SoloQ issue because even some SWF do these mistake and in my SoloQ matches I have sometimes one survivor who did the right play.

    What can be a solution? I wish the developers would give the survivors basekit Kindred - still unsure with or without the killeraura in a smaller range - because seeing each others can help alot in situations like this - e.g. I had a match as Wairth: One survivor was on hook while I kept another survivor busy, and the other two were on generators might not knowing I was camping and the result was the second hook stage and a paintrade. Another point is an update of their tips to improve the skills of the survivor more. I mean, let's be honest these tips during the loadingscreen are very, very basic and it is embarrassing that DBDMobile has better tips than the main game. For example according to this match from Otzdarva some survivors still don't know how the antifacecampmechanic works and due to this the killer was able to camp and win. Of cause, someone could say that the killer should not camp to give everyone a match where everyone can play the game but taking advantage of a mistake from the otherside is the key to win in every game. Another issue are killers such as Leatherface, Huntress and Trickster. I personally think a good step would be to give them an anti-campingfeature like Artist, Singularity, and Dredge already have. For example: Leatherface cannot use his chainsaw in a range of 10meters and gets a heavy slowdown when he comes in this range with his chainsaw. Huntress Hatchet gets a big slowdown when it's in a range of 10 meter, so survivors can better react to it. These changes would make camping more fair as camping is still a legit strategy but it should be fairer in terms of killerpowers - it is a bad gamedesign that some killers can use their power next to hook and others not. Another issue is the basement because many killers are scary basement defenders but basement is another huge/spicy topic.

    tl:tr: Anti-facecamp-mechanic works well as it should and doesn't need any upgrades. The real problem lies elsewhere. Easier communication between survivors as well as more useful tips to improve players should become a thing. Some killers should get a basekit anticamp-mechanic like other killers already have. In my opinion: With these changes, camping will still be a good strategy but survivors will have fairer tools and better knowledge to counter it if they do it right.

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