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HoodedWildKard

HoodedWildKard

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  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054571#Comment_4054571

    yeah the super aggressive anti-camp is another thing that bothers me with this killer. Survivors are practically running to hooks as safe zones. His mobility isn't even fast enough to justify leaving the hook immediately.

    Why do similar killers not have such restrictions (Dracula, Unknown, Pyramid Head, probably more that im forgetting)

    Tbh the anti camp is very necessary. The undergate attack would be extremely obnoxious if you could trigger it as usual on the hook when someone went for an unhook. It would be either 2 free hits, or 4 free tokens and a worldbreaker phas trigger. Same goes for vines. If they triggered on hooks then practically every henry would start running insidious, sit outside the facecamp radius and slap survivors with vines everytime they went for an

    He's already very good proxy guarding and rotating back to hooks. Being able to see survs, scratchmarks, aura read and hear sounds as normal make it extremely easy to chase people right off hook to tunnel or punish the unhooker.

  • I really like his add ons. I can't really think of any that don't have a use. I really enjoy the clock hands/midcentury radio combo to catch people unawares on the clocks. Like most killers have a bunch of chaff add ons that I will literally never use because they do nothing, but Henry's are all quite well tuned and have specific uses.

  • @ShanoaLegendaryPlz said:

    I didnt really notice a bias as i thought the questions asked which killers YOU play and what your thoughts on their balance are. So naturaly i chose xeno, dracula, and foe the killer i have experience in but dont play anymore - sadako.

    i asked for xeno to be reworked as the turret/tail gameplay has no middle balance, only people getting mowed down because there arent any turrets or bad placement, or the killer can barely catch anybody because they all run to the safe zone with turrets everywhere.

    For dracula hes a strong killer whos main strength os adaptability but requires skill+precision+a sense of when to switch forms, so i figure hes balanced. But his addons standout as worthless especially the 2 reds, and cube of zoe. So i proposed alucards shield block the exit if someone gets hit with a pillar, as it sounds like a strong addon but you waste the slot for the whole game for them to run past the funny light show 90% of the time, even if hit. For the iri ring instead of curving pillars just widen them, and cube of zoe reworked to spawn pillars around all generators when one gets completed - avoidable but higher chance of atleast hitting something as ive seen the cube in use many times an only seen it hit like twice.

    For sadako i proposed reworking condemned so that its more of a natural occurance that effects everyone by the endgame rather than being something the killer spams to avoid hooking at all. Like each generator adds permanent stacks and being hit with tapes adds temporary stacks or something. I stopped liking her to play as once she became a spammer.

    From what I've heard sounds like the survey changed depending on how you answered the "what role do you play most" question. I answered both roles equally and got my questions asking about my perspective from the survivor side

  • @oniplayer2579 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054494#Comment_4054494

    "Exactly! That was my main goal—to disrupt the habit of constantly looking back. Forcing Survivors to focus on running forward without knowing the Killer's exact position would make the chase way more intense and scary. I'm glad you liked the idea! 👻"

    It is always nice to see killers that mess with the usual chase dynamics. Well once you figure out what to do differently 🤣

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054146#Comment_4054146

    It wasnt trying to be disrespectful. DBD is just a really big game. Knowing all perks, powers and maps is a lot of information. And then there is techs, macro gameplay, synergy and so on.

    No worries. There are plenty of people who come on the forum after playing the game for all of 10 minutes and think they know how the game should be balanced. Always hard to tell who knows what they're talking about and who is just complaining after having a bad few gsmes. But yeah i do have a reasonable idea of how the game works, tend to read up on the game a fair bit and watch streams etc as well as playing a lot.

  • @diablo916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053453#Comment_4053453

    Bro if you dont get good teams every match then youre really not seeing what the high market killers are experiencing lol. Survivors get everything for free including every pallet standing at the start and every second chance perk available to them with little to no interaction required. Yes killers fmdo need a buff

    Oh I'm pretty sure I do. I regularly encounter 4 stack teams with hundreds of days play time a piece, plenty of ttvs who literally play the game for a living. And mmr occasionally throws me weak teams that absolutely should not be paired up with me. Heck i saw a david with 2 hours playtime in a killer game yesterday.

    I never said I win all those games. Often i get survivors who I can't touch in a straight on chase. So i play around them, go for the weaker members of the team until i can lure the chase jockeys into a postion where I can down them get the game to a point where finishing gens is effectively impossible and i can chase them for ages at my leisure. Sometimes it works, sometimes it doesn't. But I don't let the 0ks get to me when they happen.

    I have 1100 hours currently. And yet when i play killer i can still beat players who have easily 4-5 times my playtime. Whereas when I play survivor the story is very different. I am not particularly good as a survivor, I'm maybe mid on a good day. Usually i only play with one swf team-mate and the experience is not fun. We regularly get 4kd by killers with less than 100 hours plays time. When we 4 stack the odds improve but we certainly don't sweep every game. Had a session of maybe 5-6 games last night. One 0k, two 1ks, one 2k, two 3ks and two 4ks. And that is an extremely good day for us.

    A top tier super good survivor is immensley difficult to catch, and a team of 4 such players makes for an unpleasant killer game. But they make up a very small fraction of the player base. If we balance the game around them then the lower skill survivor players get stomped even harder than they already do which is a lot. General balancing changes affect all players. We can't just cater to the 1%.

    If you don't mind me asking, how many hours do you have in the game? And how much would you say you balance playing killer and survivor? Your post count suggests you are relatively new to the forum, and I'd be interested to know how long you've played the game for. Not looking to stat bash here but it's good to know how much experience you have.

  • @oniplayer2579 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054203#Comment_4054203

    Thanks for the feedback! You are totally right about the comparison to Freddy’s "Dream Pallets" and Doctor’s madness. I agree that the Fake Pallet mechanic is already a specific playstyle for Freddy.

    I just thought adapting that mechanic as a "base power" for Slenderman would fit his "glitchy/static" theme perfectly, since Freddy only has it via specific add-ons.

    But I really like your "Reverse Ghostface" idea! Looking at Slenderman should definitely punish the Survivor (maybe giving him haste or range like you said) instead of weakening him. That sounds much more terrifying!

    Thanks 😁 i feel like it would add a very interesting change to chases as you see most streamers and content creators looking behind them constantly to gauge where the killer is. This would punish that and force a different chase dynamic.

  • @Kupega said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053834#Comment_4053834

    they've stated that there are no short term plans for him, so unless they listened to people mention Demo not even being acknowledged in the last chapter and have something cooking up, I highly doubt we'll see anything until after September at earliest.

    There was also only one killer not in the survey

    He was on my version. I think those surveys were semi randomised. I gave opinions on legion, demo and deathslinger.

  • No but there is a correlation to people putting that much effort into a character and getting better at the game. You do get the odd bad p100 but most of them are pretty solid

  • @azaxydbd said:

    was MMR rework planned for Feb 2026?

    will the mmr become strict so we can get people of similar skill level ?

    i hope there will be strict mmr so best vs best, casual vs casual, this would solve the pub stomping grounds hopefully.

    i will rather wait 5min for a match but get people of the same level as me all the time, than get people of random rng.

    It would be nice to not see prestige 100 killer when I'm mediocre survivor player on a good day. But i worry about the queue times.

  • Seems fun. I love idea of slendy as a killer.

    Not so sure about the hallucinations and fake pallet/window aspect to the power. As you've suggested it, it sounds very similar what doctor, unknown and freddie do.

    Perhaps a kind of reverse ghostface situation, where looking at the killer comes causes problems instead of debuffing the killer like it does with ghosty or unknown. Like maybe the more you look at him the static accumulates and as tatic gets higher then the chase gets harder, slendy gets incremental speed boosts, maybe unlocks a ranged attack with his tentacles, visual effects on the screen that obscure view a little. And once hooked static is removed.

    But yeah, slendy would be an awesome addition to the killer roster. And the survivor and perk suggestions are pretty cool

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053960#Comment_4053960

    They are pretty dedicated to the game, but DBD is also a time-consuming game. 1000 hours in DBD would be dedication, but you count still as new player, who doesnt know much about the game.

    Well guess it's a good thing i have 1,100 hours in the game and then maybe know a thing or two hm?

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054038#Comment_4054038

    Truth, the wraith is bad with this addon (that uncloaks him when he breaks something) and only with this perk of vecna he can get some hits but truth is he limits his use because he has just one space for addon and now his best addons are faster uncloak speed purple one or faster break/vault speed but this one gets downed by this brown one or purple speed one.

    This addon combo maybe gives some easy hits but wraith is very addon dependent killer and if survivor heals than this isnt that great as regular meta addons on wraith such as faster movement speed while cloaked purple addon,faster uncloak speed purple addon and fater breaking/vaulting speed purple addon, these addons in some combinations or with same addon but lower rarity (best is probably faster uncloak speed with faster breaking/vaulting speed while cloaked addons, they make wraith more versitile and able to use his cloaked form more agressively and effectively).

    If wraith gets free hit he still is m1 killer that cant do much on loops without few purple addons I named above so nothing that problematic plus its just few times per match and this build is almost dead on indoor maps.

    The build works best of indoors maps. You can't tell if there is a wraith on the other side of the wall while working a gen. He simply pops in through the door and in under 2 second the gen explodes and he's uncloaked instantly able to hit. The game that prompted me to make this post was on midwich. But it works just as well on lerys, meat plant etc

  • It's the same old story. Anything that's going to help lower/mid skill survivors who get killed all the time by these cheap tactics will be abused at higher mmr to prevent killers getting any kills.

  • @HoodedWildKard said:

    I know it's not explicitly a horror movie franchise. But saw an article recently about bhvr partnering with the universal jw franchise on an game unrelated to dbd and in the article it talked about a crossover event between dbd and jurassic world and how cool it would be.

    "I give you.... the Indoraptor"

    https://us.v-cdn.net/6030815/uploads/60BDP5DS543F/tumblr-p9vf9ggajk1sazoj2o1-500.gif

    Been thinking about it a bit and the indoraptor would make an amazing killer, it's a creepy, scary antagonist in jw 2. Lore wise it's intelligence is on par with if not slightly higher than demogorgon. So it makes sense the entity would take it because of it's unnatural aggression and it certainly would be smart enough to follow the entity's wishes to hook survivors. It can move both on two legs and all fours, so giving a crouch/stalk stealth mechanic would be easy. Size wise it is similar to demogorgon and with a similar gait to so could share some of the animations.

    Mechanics wise it could be a stealth/tracking killer.

    Primal instincts Power: could be stopping to sniff the air for a few seconds, revealing survivors within a certain radius using killer instinct. Stalking mode that slows movement speed as it gets down on all fours to track prey, slowing movement speed, granting undetectable and a pouncing lunge similar to demogorgon's shred. Perhaps it could inflict deep wound or similar effects since it would take good planning to hit this special attack. If it's found that this is too effective it could every few seconds make the clicking sound with it's claw on the floor to give survs an audio cue to listen for and adds to the creepy atmosphere.

    Perks could include:

    Conditioned response: "the indoraptor's conditioning to respond to audio cues compels it to hunt down survivors making loud noises" whenever a survivor misses a skill check on a generator that results in a loud noise notification is revealed by killer instinct for 5 seconds and becomes the obession, whilst this character is the obession they suffer from the exposed status. 1 minute cooldown.

    Feral strength, "a fearsome bioengineered killing machine, the indoraptor can cause as much damage to infrastructure as to living flesh" some kind of regression perk when the indoraptor damages a generator. Damaging gens is 30% faster, gens lose 10% progress when indo damages them with a cool down. And 10% speed increase to smashing doors and pallets.

    Clever girl "an amalgam of the genomes of several of the most lethal dinosaurs ever known, most notably that of the velociraptor a naturally evolved ambush predator" remaining within 10 metres of stationary survivor for 3 seconds without appearing in the survivor's vision inflicts the exposed status on the survivor.

    The mori would be pretty brutal, I'm thinking a nod to the scene where the Indo kills Ken Wheatley by biting his arm, lifting him off the ground, severing it then finishing him off feeding frenzy style, plenty of screaming, snarling and chomping, tail high in the air lashing about.

    Add ons could be based around improving the Indoraptor's stealth, tracking and applying status effects to it's basic attacks. Ken Wheatley's arm would be a funny reference, or laser pointer/sonic device to help with tracking another nod to the movie where a laser pointer and audio cue is used to direct the Indoraptor to attack a particular target.

    https://us.v-cdn.net/6030815/uploads/9K3Y5FYF380R/289a56473bc55760ffdf0c2bc2034a28.gif

    The jurassic world franchise is pretty popular, and i feel like this would make bhvr some decent dollars. And there are some pretty iconic survivors they could add to make a full chapter out of it: owen grady, claire dearing, or maybe some of the lesser know characters in the franchise who die like robert muldoon. So yh just interested to see what the general reaction would be. Might be nice to have another wild animal type killer like demo. The use of killer instinct more than aura reading makes it feel more like a conventional hunter tracker killer than a mystical one.

    Here's a post i made a while ago detailing how indoraptor would be a pretty sick killer. As for actual monsters though something insectoid/arachnid themed would be pretty cool.

    Maybe something in the vein of The Fly like a scientist who fused himself with insect dna and turned into a monstrosity.

    Plus I'm pretty sure demo counts as a monster killer and I LOVE playing demo

  • @TWiXT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054003#Comment_4054003

    It doesn't circumvent his power, it actually nerfs it. When wraith comes out of cloak with that add-on (the serpent-soot), he actually only gets 1/4th the speed-boost and lunge distance than if he just uncloaked by ringing the bell. The only reason that Add-on is useful with Turn Back the Clock is that he doesn't have to kick any pallet or gen first, and thus can use it while cloaked with his superior speed to get the drop on a survivor.

    However, it's still only good for 1 basic attack, he only gets as many uses out of it as he gets hooks (so, realistically before survivors stop doing gens and going into hiding against the killer… 6 minimum, 8 on average), It doesn't give him insta down or extra lunge range, honestly, the only thing it does is remove the Bell warning sound. Are you telling us that removing that noise really is giving him all the advantages? If you are, he has an add-on for that too.

    As for his "invisibility", IDK if you're new to the game or not, And definitely not trying to "Gatekeep" here, but Players have long since learned how to see him coming, even on dark maps, and in all honesty, he could actually use a buff on it because it's very noticeable for most people. Again, none of your complaints warrant a complete killswitch, much less a nerf/rework of the perk or the killer/their add-on's.

    Going back to the GF combo since you brought it up again: Drivers License can be used from 32m away, Damages the Gen for 20%, he can do it as many times as he wants without having to hook a survivor first, AND it Blocks the affected gen for 15 seconds… on top of that, the Stalked survivor(s) are now Exposed for 45 seconds! I'd Argue that GF + Drivers License + Hivemind Is a FAR Worse combo… but still not Killswitch Worthy

    How does Wraith popping a gen for 10% from up to 20m away, and uncloaking for a basic attack, with no Bell sound, even Compare to that? What makes that Game Breaking enough to Warrant a Killswitch/Nerf?

    I'm familiar with how wraith works. Usually i can spot him, but on darker maps, which is most of them, he isn't easy to spot from a distance, on indoor maps he can just keep hard cover until the last second, pop through a door way and is uncloaked and swinging in the time it takes to trigger TBTC which is about a second. And he can trigger this from a distance, even if you spot him and run off the gen he can still instantly uncloak on the fly using this combo. The massive speedboost he has while cloaked combined with the instant uncloak and minor speed boost after the uncloak when survivors are stuck on a gen usually not in reach of a pallet means guarenteed hits provided he can get a hook or two. Every killer ability in the game slows the killer down somehow, either slowing down during usage, takes time to set up or prevents basic attacks during and/or just after usage. There is a reason for that, it's called game balance.

    The ghostie combo is nowhere near as bad, because you can prevent it, ghost face is so easy to spot from a distance so you can reveal him, or get simply get off the gen and run for a pallet, easy to counter. Honestly I'm suprised you bring it up, and even more surprised you say that it's worse. It takes a good few seconds to stalk a survivor AND he won't be so close when he does it because he can never sneak as close as wraith can AND the survivor has to be actually doing the gen. I've literally never had an issue with it because when ghosties use it once, then I'm ready for it and it's so easy to counter. This move that wraith can do the only defence is to not do gens for how a minute after a hook or until he chases someone. You ask if I'm new to the game implying I'm ignorant, but say that this ghostie add on (that I've never seen anyone complain about) is worse than the thing that wraith can do? Right.

    Tbh this smells of the usual forum gatekeeping. Something only high skilled survivors can counter, and is an absolute seal club in lower mmr? Seems fine, no problem here. Like I said devs will be able to make the final call. Be interesting to see how things go if more wraiths start trying this trick how good people will be at countering it.

  • I can sympathise with this. I've just come back to the game and the state of it is awful. Killers are spanming so much aura read at the moment that distortion cannot cope. It's making stealth totally unviable which punishes the new players and any player who can't run chase very well. It is amazingly unfun for survivor at the moment.

    @exDbd said:

    I wanted to share my final thoughts as I decide to step away from Dead by Daylight. This game has brought me incredible friendships, but the current environment has become too toxic to enjoy.

    The shift toward a heavy aura-reading meta, combined with the lack of effective moderation against tunneling and slugging, has made the survivor role feel like a chore rather than a game. It’s disheartening to see veteran players being demolished by new players simply because of unfair perk interactions or ping exploits.

    I hope for the sake of the remaining players that Behavior starts listening to the broader player base instead of focusing solely on high-level streamers/comp players. Until then, my survivor era is over. Thank you to all the survivors and killers I’ve had fair, fun matches with over the years.

  • @Junylar said:

    How the hell were you even able to get friends in DbD? I've been playing for longer than a thousand of hours, but the only thing I've collected were a few metric tons of salt.

    If you are nice to people they will generally be nice back. I'll usually message people after with a gg and a compliment on stuff they did well and more often than not the response is positive. Pulled a 4k 2 mori game on hawkins earlier with aura read vecna. I messaged the one other xbox player (they were kate, led me on loooong chases, lots of flashlight action and an effective sabo play but they weren't disrespectful)after the match and they responded well. Going to be SWFing with them tomorrow.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053979#Comment_4053979

    Its just a wraith he can hit ayou and what he can do next?

    Be m1 killer and how many times he can do this? Few per match because what he needs for this isnt very common so I dont think it needs nerfs and tbh if you look around and are you aware you will spot wraith in time and on indoors he cant do it effectively and you will see him in majority of cases before he sees that gen and can spam that abibility 2 buttun.

    It's easy enough to spot an indetectable killer rolling up on you because they are visible. And it's easy enough to spot a wraith because they usually get right on top of you before they uncloak. But that heat haze is not easily visible at a distance on darker maps, which is most of them. And he doesn't need to get right on top of you because he is circumventing the delay to his uncloak. So it's easy to stay unseen. He isn't slowed or delayed in any way when using TBTC, and every single killer has a delay and/or speed decrease while using their power.

  • @TWiXT said:

    I don't think it's necessarily such a "BAD thing", Certain killers have certain unique interactions with perks that give them greater advantages, and that's been a staple of DbD's Build creation since launch. For example:

    Nurse, The First, Pyramid Head, Pinhead, The Artist etc, all have Powers that can be used through walls, and benefit Greatly from Aura Revealing perks.

    Plague Gets unique benefit from Terminus in the endgame, because when survivors cleanse with Terminus Active, they just cleanse the infection but remain Broken.

    Hag, Trapper and Singularity get extra value from No Way Out and Remember Me due to being able to Teleport to the gates, or in trappers case, use Iridescent Stone to trap the gate switches so the traps reset 20 seconds after being disarmed or triggered.

    Doctor with his top 2 Calm Add-ons and Monitor & Abuse can make his TR only 10m after using a static blast.

    Myers/Shape, Alien, Wraith can all use add-ons + Vault Speed perks to make them vault windows 2-5x faster than survivors can.

    Ghost Face with any Gen surveillance perk (perks that show which gens are being worked on) can combine his Drivers License add-on for remote detonating a Gen via stalking for 20% Damage and from 12 more meters away than the effective range of Turn Back the Clock…

    Unknown + Teleportation enhancing add-ons + Undetectable Perks = Scariest killer ever!

    Honestly, we're Talking about 1 Killer who has 1 unique interaction with 1 perk. Wraith is a mid tier m1 killer at best, this single unique interaction doesn't Break him, hell, it doesn't even put him in the same tier as Nurse, Blight, Ghoul, or even Huntress or Billy… All it does is give him an earlier chance to strike by negating the need to kick the gen himself. This is Hardly broken to the point that anyone should be demanding a Killswitch on either him or the perk.

    Besides, the perk itself does only 10% damage to progress, so It's not like he's getting great value here considering he can only do it 8x max per gen, and he only gets a max potential of 12 uses of it. I know you're finding it annoying right now but, when we're talking about Killswitch worthiness, Think back to when Survivors were using the reworked Streetwise to gain infinite charges on items, or When Legion could continuously stack DW mending time with his Filthy Blade add-on… yeah, this 1 killer getting a unique interaction with a new perk, that is no where near as broken as you're making it out to be, is nothing worth killswitching, much less patching out for that matter.

    Hmm it's a grey area but i think the wraith thing is a little different to the examples you've given. A lot of them are one offs and not actually that useful. Like the plague one, terminus literally makes no difference beyond what it would normally do. Killers messing with their terror radius is nothing unusual and a good nurse/pyramid head etc can hit survivors through walls anyway if they predict well enough and use audio cues, the aura reading just makes it easier.

    But the wraith one is able to be used repeatedly everytime he hooks someone, it's much worse than your ghostface example because ghost face is visible even when he's undetectable. Wraith is functionally invisible and also faster when cloaked, he can't be detected at a distance while cloaked unless you'replaying on a bright map like coldwind or artists map, his breathing isn't audible over the sound of gen repairs at a distance and it only takes a second to use TBTC and he's instantly flying in at the gen. Even legion has a cool down after using their power to injure. It circumvents the basic limitation of his power 8 times in a match.

    My Issue is not with the gen damage, it's curcumventing wraiths power for a free hit with too little chance to react.

    If devs thought it was balanced he would have an addon that removes his recovery time and speed decrease while cloaking.

    Either way devs can see this and make a decision whether they believe this is balanced or not.

  • @Abbzy said:

    There is addon for wraith the brown one i think that makes wraith uncloak when he damages the gen and if combined with one of vecnas perks

    Turn Back the Clock

    "Resist as they might, time marches on, and your master plan comes closer to fruition."

    After hooking a Survivor, for 40/50/60 seconds, press the Active Ability button to make a target generator within 20 meters explode, lose -10 % progress, and start regressing.

    if the wraith has clear los on that gen and is cloaked and uses this timed perk he uncloaks from that addon

    "The Serpent" - Soot

    • Breaking Breakable Walls or pallets
       by any means, or performing the Damage Generator action on incomplete Generators will cause you to automatically uncloak.

    So combination of both of these things (perk+ addon) make wraith able to uncloak without ringing the bell and there are requirement he has to hit to be able to do this.

    First is getting hook to activate Turn back the clock perk and second is having line of sight on gen that is not regressing in 20 meters range to than press Active ability button 2 (any key the game has set for, basekit is E but I have camera turn on that so I switch it to G) and the gen will get 10% regression and wraith will uncloak, thats all.

    This post is just frustration someone get when he saw it without knowing it, personaly I would be frustrated too because cheaters in these days can do wonders in DBD so its hard to know what is legit and whats not.

    Playing DBD in these days is like watching as a kid Fact or fiction and guessing if its fact or fiction.

    Regardless of setup it circumvents wraith's power limitation. Wraith can instantly uncloak when kicking a gen because he's still stuck in an animation for a few seconds and people get chance to run. When using TBTC he instantly, silently uncloaks and can hit straight away that is not balanced

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463787/killswitch-urgently-needed

    Have a question: Do you remember what add ons the wraith had? There's an add on where if they kick a gen while cloaked the immediately uncloak.

    Didnt look at the add ons but yeah guess it must have been

    Edit: messaged the guy and he did mention about finally finding a use for "that" add on so yeah I guess it is

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053826#Comment_4053826

    From my experience that isnt completely correct.

    High skill killer are completely fine result-wise. You win almost every game, but you lose some that badly, that you question your skill. (depends obviously on the killer played)

    Ah guess I'm not familiar, i don't play killer at super high level. I base that opinion off of what I see on the forums, lot of killer mains complain about how OP survivors are, and i tend to assume most of the forum players are pretty dedicated.

  • @SaltyNooty said:

    First and Foremost, I'd like to open with what I've observed and experience playing against Henry. This DOES NOT have all the information needed to make dealing with "The First" or "Henry" easier. He is a VERY new killer, so obviously, no one has all the details; but I'd like to gather both knowledge and experience for those who might be struggling with him or would like to learn his counter-play.

    (At the time I am writing this, I am uncertain if the Wiki has added all the necessary information; so, be aware of that.)

    Second, this is not a forum for arguments. Please, DO NOT come into this forum and start debating. This is just an informational guide gathered by first hand experience, if you would like chime in on what you've seen or gathered; then feel free, but please don't argue. It gets nowhere.

    Third, this is somewhat of a guide; so this will be very, very long.

    Be respectful and kind to one another, we're all going through this chapter together, so there's no reason why we shouldn't be able to work as what this forum is supposed to be: A community. Now, with all things out of the way, let's begin.



    1. Vines/Mind Invasion

    We all know Henry's M1 attacks with vines; what most people should know is about his M2.

    His M2, or what I like to call "Mind Invasion" allows him to spawn vines within a given radius and build up his "Mind Invasion Meter." When he successfully lands 2 Mind Invasion attacks, World Breaker will activate which will switch up how Henry's Mind Invasion works against you. (I will cover World Breaker a bit later.)

    Mind Invasion Meter: When you spawn in a match, everyone will have a clock-looking meter surrounding their character on the left side of the screen; there will be 4 notches surrounding your character picture showing you how deep Henry has gotten in your mind. For every successful Mind Invasion attack landed on your character, a quarter of the meter will fill. — This cannot be reversed or reduced, so it is imperative you pay attention to how deeply you are affected; because when that meter is full, Henry can kill you.

    This is also shown by a lightning-esque effect around your character's head, which becomes more prominent the more you are affected by Henry's Mind Invasion attack.

    Regarding how Henry can mori you, I need a bit more information; but I have generally experienced and speculated that 3 conditions must be met.
    - You must be on Death Hook.
    - Your Invasion Meter must be full.
    - You must be downed by his Mind Invasion attack; which will leave you vulnerable. (This is shown by your character floating in the air and twitching, to which Henry can then walk up and kill you.)

    I have not figured out a way if you can be saved before he kills you; but I can only assume you can. (Of course, how it worked in Stranger Things is not the same in an Asym game like DBD.)

    Things to Know/Remember

    — There will always be an audio que before those vines spawn in, giving you a split second to figure out where they'll spawn. (Assume that if you were running to a pallet, they'll spawn infront of you, behind or generally where your character was going to be.)
    — Henry CANNOT spawn these vines beyond his TR (Terror Radius). If i had to guess, his range is roughly 20 - 30 meters starting from him and to the near edges of his TR.
    — If World Breaker is not active, these vines WILL NOT damage you; they will only build the Mind Invasion Meter.
    — This attack can be held.
    For how long, I'm not certain. It happened to me once or twice while in chase against Henry and caught me off guard.

    — This attack can destroy Pallets. Do not assume because you can vault a pallet, you're safe. Keep making Distance, keep being unpredictable.


    It is possible to dodge the attack, you just need to jerk your character to a different direction than you were originally moving. The biggest counter to Mind Invasion is remaining unpredictable, don't constantly keep jumping through vaults or throwing pallets. Henry CANNOT attack when using Mind Invasion but the cooldown between that and his M1 is Negligent, so don't think that because he used Mind Invasion, he cannot M1 you; that's a mistake you will regret thinking

    Overall, try breaking LOS (Line of Sight) as much as possible; the more you do, the harder it'll be for Henry to predict or assume where you're going. Perks that shut down aura reading/hide scratch marks
    really excel here.

    2. WorldBreaker/Grand Father Clocks

    Remember how I said that if Henry lands two successful Mind Invasion attacks, Worldbreaker will activate? Let's get back to that.

    So, the game says that Henry needs Two Tokens to activate Worldbreaker. This is by successfully landing two Mind Invasion attacks. It can be on anyone, but it will usually be on the person that's in chase, so be aware of that.

    Once doing so, a clock in the top middle of the screen will appear and you will hear a dull, reverberating grandfather clock chime ring in your ear; your screen will change to a reddish, darker tint possibly referencing the Mindworld from Stranger Things Season 4/5. This when the game changes a bit.

    First and foremost, That clock in the middle of the screen tells you how long World breaker will last. I've usually never waited out the timer, but I've speculated that it can last from 1 - 2 minutes. And trust me when I say this, You don't want that to happen.

    "Mind Invasion" or Henry's M2 will no longer build the Meter on the left-hand side of the screen, but will start dealing damage. This can be handled the same way that was previously expressed, just be aware that you can now start taking damage now. Keep trying to break LOS.

    The WorldBreaker timer can be reduced by using the Grandfather Clocks highlighted in a white aura scattered around the map. When in use, they'll play some bass and snare music and you'll visibly see the clock's arrow move at an accelerated rate. (Which, personally, I think they should've added "Running up that Hill" but that's just my opinion IMO.)

    Multiple people can use the Grandfather clocks, but it is ill-advised. Only one player should be reducing the timer, other's should be focused on gens if not in chase. I've experienced multiple matches where too many players were on the clock and we ended up losing from lack of gen pressure. From what I've observed, the clock does not move any faster if Multiple people are on the clock.

    — NOTE: There is a specific section of the clock on the top of the screen that cannot be reduced. (Roughly around the Roman 9 [ IX ] Roman 12 [ XII ] Once you've gotten the timer down to that much, you will be kicked off the clock and it will be resealed in vines. Henry's voice will echo and his power usage will be shortened. Congratulations.

    Things to Know/Remember

    — There will always be an audio cue when Worldbreaker is activated. When this happens, the world will take a reddish tint.
    — The Grandfather clocks will be activated when Worldbreaker is active. Only one person should be reducing the time, everyone else needs to focus on gens. PLEASE, use the GUI on the left-hand side of the screen to see if a player is interacting with a killer item.
    — When World Breaker is reduced, henry will have an audio cue and all Grand-Father clock will be re-sealed.



    3. The Upside Down/Upside Down Strike

    Now we'll get to Henry's extra ability, traversing the upside down. Between every 30 - 40 seconds, Henry possess the ability to move in the upside down, where he'll sink through the ground and his speed will increase drastically.

    There is an audio cue when he decides to go underground and it sounds like a wet squelch, as if you were playing with slime.

    When Henry is in the upside down, from what I've observed, he has the ability to see auras of everything around him; letting him locate pallets, vaults, objects, survivors, everything. To what extent or radius, I'm also unsure of.

    When Henry is traversing the upside down, you can both hear and see him. It will be a dark, bloody stain moving around on the ground with similar noises as if you were dragging your feet through water; you'll know when he's approaching you by the unusual sound.

    From what I've gathered, Henry only has one option in this mode as he's incapable of harming you unless he uses what I've coined "The Upside Down Strike." When he uses the Upside Down Strike, a red ring of about 15 - 20 meters will surround him and the dark, bloody stain will expand until it reaches the outer limit of the red ring; then, vines will rise out of the ground, striking any players still within range of the attack.

    During this, Henry will slow down significantly allowing players to escape the range if their vigilant enough; however, if they are struck by this, Two things will happen.

    — If Worldbreaker is not active, any player caught in the radius will have half of their Mind Invasion Bar filled, prompting Worldbreaker to activate; but you will not be harmed.
    — If Worldbreaker
    is active, any player caught in the radius will lose a health state.

    This move is good for crowd control and if Multiple survivors are in a area they cannot easily escape from; but from what I've observed, that's mostly on indoor maps and it's fairly easy to get out of it. If you are struck by it, assume hitboxes and server latency, lol. — It's better for mobility and allowing you to get from one end of the map to another.

    After using Upside Down Strike, Henry will reappear in the overworld again and be fully capable of attacking with Mind Invasion or his M1

    Things to Know/Remember

    — There is an audio cue when Henry is traversing the upside down, it is different from when WorldBreaker or Mind Invasion is used, so be aware of that. Assume that when you hear it, usually after he's done hooking someone; he's moving to another location, especially towards gens.

    — Henry gets slowed down when using the Upside Down Strike and it can be dodged by getting out of it's range as soon as possible. Henry is capable of shifting the red circle to some degree, as he's not fully immobilized when coming out the Upside down, but you can escape it.
    — If Worldbreaker is not active, any player caught in the radius will have half of their Mind Invasion Bar filled, prompting Worldbreaker to activate; but you will not be harmed.
    — If Worldbreaker
    is active, any player caught in the radius will lose a health state.




    This is all the information I've gathered about Henry so far and I've got to say, he is one of the best killers I've faced in a LONG while. I've had a lot of fun facing off against him, he doesn't feel unfair, his attacks have good (pretty obvious) counterplay, his voice acting and audio cues are incredible and he has immense potential.

    Although there is more I'd like to express as a stark comparison to previous chapters, where those did not feel as fun to play because of how killers were set up and how their powers are used; this is not the forum for that.

    If you have any more information, let me know and post it down below; we should all be there to help each other understand and improve. There could be things that I missed that you might have.

    Just a pointer. I've been playing henry and when you get someone to float ready for a mori, if left alone long enough then they will drop to the ground in the dying state.

    I haven't tested whether this is decided by time in that state or if the drop is determined by the killer moving a certain distance away. But survivors can be spares if henry leaves them alone. Idk if survivors could bodyblock or blind a killer for long enough to actively prevent the mini mori if the killer was determined to trigger it though.

  • I'd love to see the perk tiers removed. My dustin is prestige 2 and i still only have tier 1 lithe 😑 haven't seen it in the bloodweb once. If you've been playing a long time you end up with so many bloody perks that trying to get the ones you actually want takes forever.

    I don't pretend to know much about coding but i can't imagine it'd be that difficult to give people all of their unlocked perks at tier 3. We get access to every perk at tier 3 in customs, so i can't see why there isn't a work around to apply something like this to pub games. Maybe tier all unlocked perks to each individual characters prestige. So if i have feng at prestige one, her perks are unlocked for dustin. Then it i get dustin to prestige 3 it bumps her perks up to tier 3 for him.

  • @Junylar said:

    It seems it's now even allowed on this forum to openly insult people who voted for the other girl, as we can see in this thread. Not surprising, considering the old woman was the devs' pick. But at least now we see exactly what kind of people are going to play as her, and why it's completely justified to always tunnel and never heal/save whoever will play her.

    People get openly insulted for a lot of opinions on this forum be they reasonable or not. If you start calling conspiracy because the vote didn't go the way you wanted, imply being inclusive is a bad thing then yeah people will take exception to it.

  • Idk why some people are so deadset on having the blue haired girl as a survivor after this vote. Like do we not already have loads on young white female characters? Kate denson, meg, michaela, sable, rebecca Chambers, laurie strode, lara croft. The list goes on. Like some variety would be nice

    Makes a change to have an old survivor in the mix. So far the only older female survivor we have is yun jin. And she doesn't even look that old, apparently she's in her 50s which i found put yesterday. The only elderly characters we have are bill and i guess vittorio. Nothing wrong with a new surv in that direction.

    @Weregon said:

    You should consider adding two survivors instead of the one who won – if you had uploaded voting in game, instead of website – dark hair one would probably win. Most my friends who didn’t know about voting told me that they would go for dark hair one – she is wonderful 🖤 some say that she will be Sable v2, although more new players would have a wider choice of truly beginner-friendly survivors, which would help stop Sable from being stereotyped as a “noob” character. New players could learn the game using different characters instead of being pushed toward only one, which would be healthier for the whole community. Another thing is fact that more than 200k people will buy her as in game character and skins You would provide, so actually she will earn you fair amount of money – consider gains from Sable:)

    I'm curious, what makes blue haired girl more "beginner friendly" than the scarred old lady?

  • @Xray said:

    I find it strange that Demo didnt get some buff/changes this update. Hopefully they are saving it for a future patch.

    He was one of the options in the recent killer balance survey so they may be thinking about it

  • @BestofTheBest1995 said:

    your not the only one who feels like this. I get upset and frustrated because of how annoying and toxic these survivors are. I just wish there was a way to prevent T-Bagging at the exit

    You can just ignore them. If I get a toxic team then I don't bother chasing them out of the exit gate. I just wander round breaking downed pallets doors and spam my powers for extra bloodpoints. If they want to sit in the exit gate then just give me time to squeeze out a few more bp.

    Sometimes they may come looking to hassle you and you can get a free kill off of it if you're lucky. Always satisfying. I also like running killers who can punish exit gate camping. Nothing more satisfying than catching someone out with deathslinger using the iridescent coin or a cheeky wesker dash and down. 🤣

  • It's a bit more nuanced than that Game has 4 sides: high skill survivors, low/mid skill survivors, low/mid skill killers and high skill killers.

    Low skill survivors have the worst time and get stomped by the vast majority of killers, high skill killers have it almost as bad since they end up against sweaty survivor swfs most of the time, but can sometimes outplay them or get the dd easy game. low/mid skill killers vacillate between good and bad depending what mmr throws at them, they either get rofl stomped by good swf teams or bully low skill solo q games. And high skill survivors and the best time and win more than they lose.

  • @angel_pellegrino said:

    As a soloq survivor, I lose matches all the time. It's not unusual to have a situation where almost everybody is death hook at four gens. Yet it never feels like a miserable defeat to me. It doesn't feel PERSONAL. I never get the feeling like the killer is doing things on purpose to get under my skin.

    But playing killer tonight after a long time of playing survivor really reminded me of what the OTHER side of the game feels like. First match, within minutes a survivor runs up to me, nods and points and tries to get me chase them. Which they do repeatedly all during the match. I got hit with head on, bags at every pallet. And I wasn't playing toxic, it was four gens and I hadn't really done anything yet.

    I'm not saying this kind of stuff is toxic. I think it's kind of cocky to run up to the killer and nod and point and all that. I think the impression is that of really confident survivors who want to show off how adept they are at the game. Which is fine I guess. But encountering "super confident survivors" who nod, bag, point and follow you around all during the match gets really old when it pops up in the majority of your games. Literally right out of the gate. (With the obligatory exit gate bags at the end. Obviously)

    I do want to get back into playing killer the way that I use to. Because I like the killers that I have. But man, I just don't know how killer mains handle do it. It is SO much pressure, along with everything else.

    I guess it depends how you approach it. I'm also in a similar situation at the moment. Recently back after a long gap of about 2 years. My survivor games have also been mostly dying constantly, but my killer games have been mixed, I'd say about 3/4 of my games I've got full control of around the 3 gen mark, a few 0ks when I've been outplayed but that's part of the game and I'm not all that bothered, takes skill to outplay a killer I just get on with the next game.

    But my feelings about it are opposite. I usually play with 1 swf teammate, and we are both mediocre at best, and we're both dying in about 80% of our games, we've had full game sessions with no escapes. And it's throughly unenjoyable when that happens.

    When i play killer I can usually gauge whether the survivors are on my skill level or not. If they are similar or higher I'll play to win, but if they are obviously much lower skill level (got matched with a david yesterday who had 2hours play time 😑) I'll take things back a gear. Slow things down a bit, and towards the end of the game maybe get friendly and let one or two go. I wish more killers did this, maybe not to the extent that I do. But 4ks at 4/5 gens are very boring and short games, so many killers will tunnel someone out as quickly as possible when it's clear they could spread hook states very easily and still secure the win

  • Yeeah i saw that on the survery and slapped a tick in that box faster than a trapper slapping a survivor stuck in a bear trap. It excites me for two reasons.

    1. A casual queue would definitely be an improved experience on my usual survivor games. There would definitely be sweaty players looking for easy wins. But also I'm confident that there would be more killers playing chill and testing out weird builds. It certainly can't be worse than my recent survivir experience. Plusbi can be one of those killers testing out wonky builds, it would be nice not to need to run regression on every build and play arpund with some lesser used perks.

    2. A ranked mode would (hopefully) mean cool prizes for rank ups. Maybe charms and hopefully cosmetic skins.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053576#Comment_4053576

    Oh no no there is a missunderstanding I am afraid.

    I don´t want Killers to have a higher Killrate than 60% and I don´t want the gen base speed to be touched.

    What I tried to say here is the following:

    "Most things that you can do to push Killrates/Escaperates will not reach the desiered audience but will make the top tier laughable strong."

    Example Survivor:

    • Give Survivor perks and Items to speed up Gens won´t help Soloque players when their whole team sits in corners but it will give better Survivors 17 second gens with perks and stuff which is ridicoulus.
    • Give Survivor more pallets to use and Soloque may survive longer in chase but if no one does something you can give Survivor 100+ pallets and still their mates go into cover when a crow looks angry at them but it will give better Survivors a nearly immunity against a bigger part against the roaster like a Pig on Gideon against pre dropping everything.

    Example Killer:

    • Give Killer specific buffs for their power and no noob Killer will notice something change at all but top Killer will be able to abuse this
    • Same with basekit buffs

    Yh been a bit of miscommunication here. 60% kill rate would be ideal. There is nothing better imo, when i play survivor or killer than a 2k game. 2k games are generally close run games, where both sides have been evenly matched. Unfortunately those games are exceedingly rare. At the low end of the skill scale Survivors are getting stomped, and killers are having a tough time at the higher end of it.

    It is immensely hard to balance an asymmetric game. Mechanical changes like you say will have varying effects on the different skill level lobbies in the game. This is why i think a ranked/casual split on playlists would be a very healthy thing for the game. You see it in the vast majority of multiplayer games nowadays, and there's good reason for that

  • @Royval said:

    https://us.v-cdn.net/6030815/uploads/ABGZHBZ2ZNXH/image.png

    This whole survey will be sabotaged with bad and misleading info. This should only be available for players that mainly play killer. Why do the keep doing this?

    Um because only asking killer players would be like getting millionaires to set tax rates?

    Joking aside there are people who play both roles who'll probably have the best ideas about balance. And bhvr should hear what survivor mains dislike about killers, so the game gets improved with everyone in mind

  • My killer games have been fine. Couple of 4 outs but most of them have been enojyable.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053480#Comment_4053480

    Oh I am afraid you got me wrong there. I was sarcastic with the first paragraph.

    I know well that you need gen regression to fight gen speeds.

    The big problem I see in this topic is the following:

    How should the game be balanced.

    If you say "Yeah the gen speeds must be that fast" so new survivors don´t get thrown under the bus you need to think about the impact.

    Yeah the game gets better for new survivors but if survivors stay in the game and become more efficient the game becomes a laughing stock at higher elo.

    We sadly can´t balance the game around baby survivors and pro killers.

    This is something this community needs to learn. You can´t win all games. Some are just stacked so hard against you that you will lose no matter what.

    Likewise the game can't be balanced around the top 1% or even 10%. This problem doesn't just affect baby survivors. It affects the vast majority of survivors because the skill ceiling is so high for that role. It's like billionaires saying taxes should universally higher. They'd be fine but most ordinary people would suffer.

    And you realise your last statement also applies to killers too right? Because it doesn't seem like it. You can't just keep ramping the game in the killers favour until they have an 75% kill rate against high level swfs and 90-100% against everyone else. That appears to be what you want, unless you're being sarcastic again.

    What the game needs is balancing that will help killers in higher elo games and suvivors in lower elo games. Slowing gen base speed is like using a kilo of c4 to crack a walnut. The solution should have more finesse. Like for example make 2 different playlists. casual and ranked. Casual is balanced one way to make the experience more fun for all involved, and ranked can be tuned for competitive play, offer rewards, ban certain perk combos, nerf certain perks etc. Players whonwant to sweat play ranked for the shiny prizes and casual players stick to casual because it's less sweaty.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053466#Comment_4053466

    Solving killers big issues with perks and addon isnt fix just timed bandaid, he was nerfed and than buffed butm his buffs didnt compansate him for what he lost and it wasnt even that op and now even invisiable walls are more common issue that wasnt a thing like few years ago.

    If devs dont want quick scope like it was before than just buff his range or decrease his terror radius, we have even killers like springtrap that can do almost the same and its easier for them and than theres slinger his tr was increased so he wouldnt be problematic meanwhile springtrap can just go basekit oblivious and hit survivors with his axe from range and has mobility so I think slinger needs some minor buffs.

    Oh I'm not saying don't buff him. That's just advice for playing him in current state. I like playing deathslinger but he is pretty weak as is. Definitely needs a buff and some bug fixes

  • I'd be interested to read and offer opinion on it.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053452#Comment_4053452

    Important to know: if you hit a healthy survivor, they lose collision. So you can hook through them for some seconds.

    I use that often but it never registered with me that that happened lol

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053460#Comment_4053460

    Wait…

    did you just say it is neccesary to run slowdown to compete?

    I thought the most "pro" Killers on this forum can archive pure pressure by just existing.

    No for real. That is not helpful.

    OP got a point. The game is fast as hell on each side.

    Killer trying to nuke one survivor out before he drops to one gen against opening the gates before someone is on dead hook.

    It is not healthy for the game that the whole game can be played by two people and 3 people watching a generator bar.

    I mean i don't see how the game exists without it. Survivors do gens to win. They do them as fast as possible and take advantage of perks and items to do it. Killers run regression perks to counter this. Tbh any killer that runs without at least one regression perk (or at least a perk that does something to slow gen progress) is asking for trouble. That's the nature of games, there is a meta. You can't run wonky builds as killer and still expect to do well in every game.

    In a game that's 10 years old, that is constantly adding perks and content. Dedicated players will doubtlessly get more efficient over time and do gens super quick. Those dedicated players make up a minority though. The majority of survivor teams are not that efficient. If you nerf gen speeds then the lower 60-70% of the survivor skillbase get stomped even more than they already are (which is a lot)

    Imo killers have an easier time of it at the moment on the whole. And to get in before the inevitable accusation of me being a survivor stan, i play survivor and killer roughly equally. So i see the argument from both sides and try to stay objective. The survivor role is much harder. If a killer opts to tunnel or proxy camp hooks, then unless they are incompetent and/or the survivor team is extremely good, then they will get a bunch of free hits, hooks and kills from it.

    It's the same old story on the forum, everyone seems to think that balance should soley be based on twitch streamers and tournament teams who play the game day in day out, know the mechanics back to front and can squeeze every ounce of efficency from their actions in the game. But. Spoiler alert, there is a big casual playerbase and the game is asymmetric. You fine tune those high level games and the vast majority of the playerbase suffer. If people want a finely tuned, balanced competitive scene. Then an asymmetric game is not the way to go.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053300#Comment_4053300

    100% his terror radius is 32 meters but his range is same and he cant quick scope so either make him quick scope which rewards skilled players which have memorized his sights placement on screen or reduce his terror radius.

    Just run moniter and abuse. And/or his add ons that drop terror radius when he uses his ads

  • @MechWarrior3 said:

    Every game is a gen rush. Its super boring. Gen speeds are insanely fast right now.

    Just run decent regression?

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053444#Comment_4053444

    • I use No Mither + spider invocation + resilience + DH... it's a "challenging" build, but when it works, it's really strong

    I don't have any of the invocation perks but they have struck me as brilliant value to use with dead hard. Just best hope you don't get caught in the basement 🤣 tbh killers never go to basement unless they're hooking. And the only killer I've seen using territorial imperative in recent memory got mad unlucky because after i popped to basement tonself heal with inner focus I had a distortion token

  • @diablo916 said:

    In my opinion survivors get way too many handicaps in this game. 16 perks in 1 game against 4 killer perks that always come with a downside, and on top of that 4 items and 8 addons that can heavily impact the game. My idea is to give the killer a 5th perk out of a select pool of perks that stays on as long as there are 4 survivors alive in the game. Nothing huge but something impactful that deactivates after 1 survivor is killed or sacrificed. Some killers probably dont need this but thats when they can look at some weaker survivor perks and bring them to meta level. Its all about scaling in these asymmetrical games and the killer matching a single survivor's number of perks doesnt feel like the power role.

    2nd would be to take survivor addons out of the bloodweb and make it to where you can't bring addons into the trial. Too much clutter for stuff that will never be used. Survivors should only be able to bring base items into the trial and upgrade them during the trial through various actions. Replace the addons with item parts that can be used to craft or upgrade specific items or attach mods that are able to alter its function in some way during the trial only. Chests would be then the only way to get addons (at random) that the item would then lose if they escape the trial. Make these addons game changing sort of like vecna chest items.

    Im no balance expert but giving survivors something else to do besides gen rushing would actually make me want to play survivor again. Cleansing totems is boring and there is no incentive to do it. The killer is often times left hoping to create enough pressure in order to stop survivors from ending the game fast, and most of the times the only way to do that is by forcing the killer to slug or tunnel. Something survivors hate btw. Imagine finding an addon in a chest that gives you base kit unbreakable one time (with a huge downside though like broken for the rest of the trial) Add ons need to be good but one time use and rare. I.e. 5 chests per match. Everyone would be fighting to open chests.

    Just something to chew on. Im sure BHVR will never implement this idea. They wouldnt even listen to otz during a huge livestream so I doubt they take these forum posts seriously. BHVR listen to your vets! Theyre giving you a goldmine of ideas on here but you keep nerfing killers that dont need to be nerfed!!! Also something that they did a long time ago still irritates me and really shows where their thought process is, when they disabled the killers ability to change their killer in the ready up screen! Bring that back bhvr! Why are survivors able to switch last min but I cant at 60 seconds if I changed my mind. Such a dumb and useless change. Rant over

    There's a lot to go through here. But the short answer is killers do not need a buff. The game is still at its core killer sided.

    High skill survivors are a nightmare to deal with but a high skill killer can still beat them. I play killer and survivor roughly equally. And my killer experience is way better. I regularly get matched against really good teams and still more often than not, beat them, and i main a mid tier killer, demo. Incidentally mmr still throws really weak teams at me as well, because the mmr doesn't work. Whereas my survivor games are one long parade of 3 and 4k games where i get an escape once in a while and gens get finished once in a blue moon. Not fun.

    There is the seed of a good idea here though that I would like to see implemented. Just for both sides, not killer only. A dynamic system that tracks the match balance as the game progresses, and helps to address the balance. If there is a survivor dead at 4 gens then killer gets a little 1-2% speed hinder, gen repair speeds are improved. When there are 3 gens done and if killer only has 2 or 3 hooks then killer should get a buff and gens should be slowed, and yeah maybe a a floating perk that enables and disables depending how well the killer is doing would be one way of doing that.

    But to say the killer roll as a whole needs a straight buff? Can't agree, evidence and experience doesn't support it.

  • @yomama0304 said:

    people talk about killers are too over powered but yet i can get in the game as a killer and im either flash lighted constantly (there should be a major cool down on the flash lights or something)or people are blocking the hooks its ridiculous but i get in as a survivor and im getting knocked down with one hit theres really no winning with this game

    How long have you been playing out of interest? It does sound like new player syndrome. The game is pretty punishing for new players. Many regular survivor players have been playing for years and know a lot of tricks.

    Killer gets a LOT easier once you learn to counter bully squad tactics and torches. The lazy option is use the perks. Lightborn completely eradicates any threat from torches, and mad grit, iron grasp, starstruck and agitation or any combo of these punish bodyblocking while you're trying to hook.

    But you can counter them just with gameplay, avoiding torches you just need to look away, try to face walls when picking up survivors, and listen. If you break a pallet then a survivor will easily blind you, but if you have a good headset you can hear and follow the sound of their footsteps. I've got plenty of hits after a pallet blind using this trick.

    Bodyblocking is generally easy to circumvent, just ignore them until you get to hook. Position yourself right in front of the hook and then hit the blocker. They'll either run, allowing you to hook, or commit (maybe try to sabotage the hook) and you down them, so even if your previous victim struggles out then you'll just hook the blocker instead, and probably still be on the trail of your first down. Another one is just go for a different hook. If a blocker is in front of you then turn around. They will struggle to get past you to get in the way. Sidenote if you try to hit someone while carrying, time your swing, you can't lunge so don't waste time trying to hit them when they're dancing in and out of range. Make sure the hit is guarenteed

    Hope this helps some.

  • Nice to see a more elderly character in the game. I voted for her, glad to see it go through.

    @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053303#Comment_4053303

    The game already has plenty of shallow gooner options. You'll be okay.

    🤣

  • Wait switch has crossplay with pc and console? That's nuts. I can't imagine the performance is very good.

  • On average it's killer sided.

    4 man sweat swfs are impossible for average killers to beat. But thats like ooh maybe 5-15% of the survivor player base?

    Mid tier and weak survivor teams get repeatedly ground into paste.

    The game should be killer sided to a certain extent. It is asymmetric after all. But imo it's too far over at the moment towards killer. I'm not a good survivor player, but I'd consider myself competent. And the survivor games at the moment are just essentially a punching bag simulator where you are the punching bag.

    If killers are doing badly then they can just fall back to tunneling and proxy camping hooks for easy hooks states and sacrifices. Or just play broken killers like chucky, vecna and ghoul.

  • @BreadSilence said:

    This post has to be S-tier ragebait

    S tier ragebait is clever and not obvious. This is like E tier ragebait. With an F for effort.

    @ImWinston said:

    LOL🤣 obviously you're joking, but I think NO Mither is not as horrible a perk as everyone thinks

    Tbf it can be fun to run occasionally. On a genrushy build. Dead hard doesn't work well for it anymore because you have to take hooks. But plot twist can be a good one to sneak out of chase. maybe add power struggle for a bit of extra spice.

  • @KytLuna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052946#Comment_4052946

    You need to remember that just because a game is designed with a specific intention, the developers won't always execute it properly. Dead by Daylight is one of those cases. It was designed to be killer-sided, sure, and maybe it was at the very start, but survivor has, for a very long time, been the stronger role; the only reason that's not realised by a lot of people is that survivor is a lot more complex and difficult to learn than killer (or at least most killers) due to its requirement for proper teamwork.

    As for what you said about MMR, it is basically non-existent. A few pretty big creators themselves have stated that MMR does pretty much nothing for the game. If I'm correct, the soft cap on MMR is at around 1600 and a hard cap of 2100. With this knowledge, it's safe to assume that the average MMR of the frequent player would be around 1600. When you reach above 1500 MMR, the game will match you with anyone between the range of your MMR and 1500, which is a pretty wide range of MMR once you reach above roughly 1800. This means that even if you are at well above 1600 MMR, that is roughly the MMR the game will aim to place you in. So skyrocketed MMR doesn't really matter, because even at higher MMR, you're still being placed with such a wide range of players in terms of skill.

    Your point about skyrocketed MMR only matters if the killer player never actually took the time to learn the killer they're playing, and instead began going straight for wins no matter what. The same goes for the survivor. MMR only matters if that survivor was hard carried to the higher MMRs and never really learned the role properly.

    Besides, even without all this talk about the game's god-awful MMR system, it has been proven on multiple occasions to be pretty survivor-sided, whether you care to admit that or not. Maybe it wasn't made this way by design, but right now it just is. And even then, it's hard to really say if it's one side or another side because builds make the game so circumstantial that a single perk can turn the whole tide of the game.

    At the end of the day, though, it is really just opinion. Everyone's going to think differently, and that's perfectly fine. But it is quite fun to debate this kind of thing. I think the only reason people care so much is that it gives them something to talk about with others. Though a lot of people tend to get really confrontational about it…

    The thing is that it mainly hinges on the skill level of the survivor, and the skill requirements for that role are so high.You can't say that survivor is the strongest role when only the absolute best survivors can take control of a game. If you have a full swf team of super sweaty players then yes killer will have a tough time. But if the killer is good then they can still win. But if you cater only for those players, the experience is skewed for everyone below that skill level. Balance can't just be for the top 1% of players who play tournaments or stream the game 8 hours a day. Games need a casual and hardcore playerbase. At the moment the casual survivor playerbase just gets repeatedly rinsed.

    I consider myself a mediocre survivor at best, and an effective killer player. It's not too common that I get a killer game that I can't win. I come up against a lot of very good survivor teams, and more often than not i get control of the game from them without too much difficulty. To the point where I honestly get bored with 4ks so most games now I actually let at least 1, sometimes two survivors go. Unless they are being particularly obnoxious in which case I'll play for the 4k.

    Whereas my survivor experience is on the whole pretty abysmal. I usually play with at least one team mate, rarely solo q anymore unless I have a challenge to do, because I'm not a fan of the feeling of banging my head against a brick wall. I'm lucky to survive 1 in every 4 survivor games, and that's on a GOOD day. On a bad day I'll easily go 10 games in a row with no escapes and no 5 gen completions.

    Many of the old weaker killers have been buffed to be more effective, pig, sadako, freddie have all had reworks and are much more effective now. While we have all sorts of new killers with busted basekits that have no real counterplay. cough ghoul cough vecna. Game can't be survivor sided when like 80% of the survivor playerbase gets repeatedly killed in most of their games.

    And yeah totally agree the mmr is busted, as killer i play against super weak teams of evidently new players i should not be matched against. So usually i cut them slack and do the odd farming game or at least let 2 of them go. While as survivor, despite my atrocious escape rate i end up matched against p100 killers way more often than I should.

    And yeah it is fun to debate, hence why we are all on this forum. People probably get confrontational because that's the nature of people but also the nature of the game. Losing games on dbd is a very punishing experience, for killer and survivor. Tends to trigger people so they come on here, vent and tend to be very one sided on their opinions. I play both roles equally and try to stay objective. With any luck conversations on this forum can help improve the game for the better. And improving the experience for new and lower skilled survivors can only help the game. Because it's very hard to get new players to start or old players to return to dbd after a long gap. Dbd needs it, I'd like to see player retention stats, I'd put money down that new players don't stick around long.

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