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HoodedWildKard

HoodedWildKard

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  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053280#Comment_4053280

    I completely agree, being left with nothing as soon as the match starts if the killer has Lethal is annoying. But I believe the way that tokens are earned works well enough, the issue is how low the token cap is along with only starting with one token.

    Buffing the cap to 3 and simply starting with 2 or 3 tokens would make a huge difference IMO.

    Idk i still think being in chase to get tokens is not great. Particularly with this current vecna meta, vecna is particularly good at ending chases quickly, stops you genning many tokens unless you are particularly good at chase, which I'm definitely not, and tbh most of the survivors who are, won't be using distortion because they don't need it

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053251#Comment_4053251

    This isn't necessarily true, aura while in chase can be just as useful as aura to find a survivor. I've started using Distortion specifically to try and counter aura reading Vecnas, I don't want to completely avoid chase, I want to try and minimise the information that the killer receives while chasing.

    See i run distortion too, and my tokens get burned so quickly i can't get any use out of it. Since most aura read killers are running leth i start the game with no tokens half the time

  • Demogorgon is fine. Probably one of the better balanced killers in the game, requires skill to use and has a few different way to play. I main him and honestly I do pretty well with him, don't win every game but my winrate with him is steady.

    Might've been nice for some more cosmetics though, and some for steve too would've been good

  • @Philscooper said:

    Make distortion work on generator progress.

    Not on chase. Killer mains suggesting "making it chase" also had no idea why and how distortion worked.

    And this is why you dont only listen to one side's feedback on a perk THAT IS NOT THEIR'S.

    That's my main issue, a distortion player is explicitly trying to avoid being found. Forcing them into chase defeats the point.

    Gen progress for tokens is a good shout. That way you make sure the player is still contributing.

  • @THEProblemsolver said:

    the reason i ask is because the animal slasher franchise is huge and dbd doesn't have any animal killers and no the si fi ones don't count im talking real world.

    Dinosaur 🦖

    I made a detailed post a few years ago about how the indoraptor would make an excellent killer. Sure jurassic park/world franchise isn't explicitly a horror franchise. But neither are a some of the survivor chapters we've had: lara croft for instance, dnd is a big one too.

    Hell you could easily make a generic velociraptor a killer and it would be plenty scary. There are an awful lot of millenials with childhood trauma stemming from seeing raptors in jurassic park 🤣

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038967#Comment_4038967

    How did a match against Trapper (12) take 15.45 Minutes?

    If he placed Traps in the early game nearly all gens should have been done. If he didn´t place traps what the hell did anyone do against a M1 Killer?

    Clearly you've never seen a trapper hold down a 3 gen. I did this once on a whim on eyrie of crows just to see what would happen. I hoarded traps around a really tight 3 gen and turned the place into a killing ground. Trapped all the safe vaults/pallets. And a few others spread around in hard to see but high traffic spots.

    The survs played like a well co ordinated swf. I had 1 hook at 4 gens finished. And ended up with a 4k. Game took forever and felt like pulling teeth for everyone involved. Wouldn't do that again but damn it was effective. Probably wouldn't work now because that was before the gen regression limit. But I can still see it making a game last a damn long time.

  • I can get behind this. Tbh the only time i think seeing the lobby is a good idea is when I play survivor it allows me to see what items other survivors are running. If I see 2 other flashlights then I'm not bringing mine. I'll switch to medkit or toolbox

    But that's a minor bonus. Tbh seeing the lobby is 99% of the time going to make the game worse. People lobby dodge, killers switch to lightborn if they see 2 or more torches, the stremsniping issue. It just turns the lobby into some kind of pre match mindgame and that isn't healthy. I remember back when you could see survivor's prestige levels prematch. And you basically guarenteed a bad game when you ran a p100 survivor. The only killers who wouldn't dodge were ones who were confident enough to take on a p100 and usually ended up winning

  • I'm always ambivalent about the whole go next thing.

    On the one hand there's nothing I hate more, as killer or surv, than seeing someone have a tantrumn because they got downed for the first time, or realised the killer has lightborn, while the game is still winnable. Like sorry you screwed up one chase or you can't do your clicky flashlight thing all game, poor baby. Yes of course you can ruin the game for everyone else involved because one thing went wrong. Such a bad attitude to the game, and player who do this should absolutely be banned.

    On the other hand, when I'm playing survivor, and the killer is hard tunneling someone and manages to get them out of the game at 4 or 5 gens. Then that game is effectively over. I can deal with it in the odd game but it's a VERY repetitive experience at the moment.

    Example, last night i managed to stomach 4 survivor games, 2 chuckies, a vecna and a singularity.

    First chuckie we got 2 gens done relatively quickly, then chuckie tunnels out one of the randoms. And the game kind of goes to hell, we all die at 2 gens. 4k

    Game 2 singularity on lery's who only engages chases on 2 players, takes one out at 4 gens. 3k and killer let a surv get hatch

    Game 3 another chuckie (honestly sick of seeing him atm seems half my survivor games are against this little rat) this game goes a little better. We have a jeff who turned out to be p100 who leads the chuckie on long chases. Chuckie switches to tunneling a dwight on 3 hooks in a row. Literally ignores everyone else, I tried throwing myself at chuckie during chase to prevent the third hook ,he didn't even bother hitting me, just straight up ran around me and then i couldn't get between them again. 3k with 1 gen left, 1 surv manages a gate escape after hatch was closed.

    Game 4 vecna, tunnels out a bill super quickly, literally gets a mini mori at 5 gens.

    At this point i simply turned the game off, it was over an hour of thoroughly unenjoyable games where I was unable to achieve anything. If people want to stop seeing the go next mentaility then the game experience for survivors needs to change. Mediocre to bad survivor players so lets say a good 70% of the playerbase are going to die in the majority of their games. And that makes for a pretty bad game experience. So ppl will and to hit that next game button to get on with it until they find a game where they actually manage to achieve something.

  • @exDbd said:

    Lately, the gameplay experience in Dead by Daylight has felt increasingly strained, even when playing in a coordinated Survive With Friends (SWF) group. There seems to be a growing trend—partially influenced by high-profile content creators—where "hard tunneling" from the very start of the match is viewed as the only viable strategy for a win. 


    Furthermore, the prevalence of aura-reading perks has significantly shifted the balance. While counters like Distortion have seen recent adjustments, many feel the sheer volume of information available to Killers has made stealth nearly impossible. This often leads to a cycle where "low-effort" pressure strategies dominate, leaving Survivors with fewer meaningful ways to counterplay. 

    I’d like to open a discussion on a few points:

    •Survivor Counter-Play: Aside from standard anti-tunneling perks like Off the Record or Decisive Strike, what advanced strategies or builds are you finding effective against heavy aura-reading and early-game tunneling?

    •Game Health: How can the developers better incentivize diverse playstyles so that tunneling isn't the "default" for Killers seeking a competitive edge?

    •Sharing Feedback: For those who want to see mechanical changes, what is the best way to provide constructive feedback without it being flagged or removed? Many have recommended the Official BHVR Forums or the Player Satisfaction Surveys as the most effective channels. 

    I’m curious to hear how others are adapting to this meta and what specific changes you believe would restore a healthier balance to the trial.

    I've always felt the game should have a dynamic system that buffs and nerfs each side as the balance of the game changes.

    Track the hook states and number of dead survivors against total generator progress.

    If the survs are on the back foot then give them a gen repair speed boost and maybe 1% haste or slow the killer a tiny bit. if gens are flying then slow down repair speeds and give killer a little speed buff, maybe quicker recovery from missed or bad hits.

    This would keep the gsme tense so it slways feels like the win is in the balance. I'm honestly sick to death of playing survivor games where within 2-4 minutes it's obvious that we have no chance of finishing gens. It's immensely discouraging.

  • @KytLuna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052549#Comment_4052549

    This is just incredibly untrue. Survivors have always been favoured in the game. If you don't like being tunnelled, there are like 7 anti-tunnel perks you can use to prevent that. Don't like being slugged? Well, there are another hundred or so ways to solve that, too. I agree it's dumb the OP is being punished for getting tunnelled, but trying to claim the game favours killers is one of the hottest takes I think I've ever seen related to this game. A strong survivor team is almost always going to win against a strong killer as long as that killer isn't a Blight or Nurse.

    The game is literally designed to be killer sided. It's an asymmetric pvp game.

    True a top tier 4 man super sweat swf is an absolute nightmare to play against. But that's a tiny fraction of the player base.

    I think a lot of people on the forums forget that. And a lot of killers end up with that opinion becuase they have been getting 3 and 4k games for so long that they skyrocket their mmr and end up against super good survs all the time. Maybe if killers took it down a gear, and wouldn't resort to tunnelling playeds out then their mmr would be more reasonable

  • @TicTac said:

    For whatever reason two friends tried DBD again. They played around 100 hours two years ago, but got frustrated and quit.

    We are not doing well and im worried they will stop quickly again. I try to take aggro, but then the killer leaves and downs them pretty fast. Shoulder the burden gives them some time, but bc of the fast downs the gens are quite slow.

    Do you have any tips?

    Unfortunately there aren't many. I've recently come back to the game myself and am having a similar issue. It's just the state of the game.

    Playing survivor just sucks, unless you have at least 2-3 players on the team who run an excellent chase, then you are basically screwed. If you are clearly effective at chase then smart killers will clock that and totally ignore you until they have you in a lose/lose position. They'll focus on the easy targets tunneling them out of convenience

  • Tbh it's relatively easy to avoid bloodwarden, unless you have a brain dead random playing with you.

    If killer is about to hook someone, don't open the damn exit gate. Wait until they are hooked, then open.

    And don't go for stupid hook saves at the end of a game. Amount of games I've seen go 180 very quick because ppl are too trigger happy on exit levers or go for suicidal endgame saves is way too high. Turns a 3 out into a 1 or even 0 out

  • @KerJuice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4046141#Comment_4046141

    Now this is very interesting- why bloody prestige cosmetics, keys, maps, and no item?

    I can answer for the bloody cosmetics. They blend in super well so usually they are players who are both good at the game AND have a healthy dose of caution. A bright "hey look at me" outfit usually means a showboaty player who is mad good in chase, very easy to ignore and go after easier targets. But bloody cosmetics will gen rush and use stealth super effectively. They usually scare me more than a scoops ahoy steve.

    Keys probably because you have someone who'll hide at the end game, often with a hatch offering and force the killer to try and police both gates AND the closed hatch, which is of course impossible.

    Maps I have no idea, mayne super gen rushy teams?

    And no item usually means a last minute switch to avoid lightborn. Sign of a bully team

  • I don't really dodge anymore but if I see multiple TTVs in the same game I do sometimes think twice if I don't feel like playing a bully squad. They can be the worst for toxicity.

  • Nurse's calling is particularly a particularly dirty to use with vecna's basekit. Combo it with any stealth perk, like ooh let's say his add on that decreases his terror radius and that makes for an awful lot of free double vine hits on survivors who think they are hidden and healing. Add sloppy butcher for good measure to increase the chance of catching survivors with their pants down and getting an easy hit through a wall.

    My anti healing build for him is nurse's, moniter and abuse, sloppy butcher and coulraphobia. It does lack gen regression so sometimes I swap couraphobia for thantophobia and m&a for a different stealth perk. but damn it makes it easy to stop survivors healing and gain value at the same time. And when mindbreaker hits makes for a lot of one hit downs lol.

  • I was playing him on console last night and was landing my vine hits just fine. Just takes a little getting used to.

  • He is fun to play. The upside down traversal does make him a bit tunnely though. If you're having a bad game it's pretty easy to rotate back to hooks and just hound whoever got unhooked. I think his traversal needs to maybe be a bit more spirit esque, maybe hide scratch marks and hide survivor noise, since you can see survivors perfectly. Combo it with nurses calling and unhooked survivors really don't have a good chance to recover. So probably best to disable aura reading during traversal too.

    The vines power however is a lot of fun to use and pretty balanced imo. It's satisfying on both sides to win the mind game and either dodge or land a big brain hit.

  • Yeah i had this as well. Noy sure if it was right after I hooked soneone but it wouldn't let me use the traverse power. I used a vine ranged attack and that seemed to reset it. Was able to traverse afterwards

  • @NewishPain said:

    This is mainly those I'm seeing a lot of and I've still not seen about half of the cast so potentially there might be more. There is three I'm really struggling with and have not had a single escape with. Granted partly this is also just from the others doing literally nothing when I am being chased.

    1. Myers (Shape) is one I genuinely cannot understand how to deal with. I know he relies on stalking but even when I shouldn't be visible (Far away and crouching behind something), he still gets his one shot. It also sucks because I feel I should be out of range but instead I still get struck when he attacks.
    2. Deathslinger is the next one and I genuinely cannot figure out at times where they are landing the hits from. Even when I do manage to break free from the chain, it doesn't take long for him to recatch up and land another snipe. Perhaps this one is just more so needing experience against him but it feels rough, especially when what should be a wall is in between us.
    3. Springtrap (Animatronic) is… so frustrating to deal with and it isn't even the axe that's causing the problem. I find it so difficult to deal with him because he always seems to sneak up so effortlessly and when it does get to needing one more gen, none of them are safe as there is a door right next to them so he can easily show up and force us away or kill us.

    Any tips for these three specifically? So far had 8 matches against Myers, 5 Deathslingers and 5 Springtraps with no escapes from any of them.

    With myers early on you need to keep an eye out for him. More so than most stealth killers because other stealth killers will try to get hits, even ghost faces usually try to get close or they'll telegraph their mark while miles away and give you chance to make distance. Meyers will just stand there watching.

    once he hits tier 3 do your best to hide, prevent him getting those quick downs. In chase when he's powered up looping him is incredibly risky, best just to make as much distance as possible and predrop pallets to try and make it to the end of his tier 3 timer. His thing is he's weird because he spends much of the match not chasing but building his power with brief bursts of aggression when he hits tier 3. It's a very odd pattern.

    Deathslinger is a killer I play a fair bit. First off you need to watch that terror radius, you really want distance on a slinger to make his shots harder, bear in mind a lot of slingers (me included) run stealth builds for easy shots so don't rely too hard on the tr, keep your head on a swivel. Be careful of vaults and pallets, if he has a loaded shot they are a golden opportunity for an easy hit, fake out and if he misses that gives enough time to drop the pallet or vault through before he can recover and m1. His shot is relatively easy to dodge with a bit of practice, he takes a moment from ADS to being able to fire, and that is the point you want to disrupt his LoS, a bad slinger will go for snap shots so if you see him ADS just jink, my favourite trick as slinger is to mindgame ppl with the ads to make them evade and lose distance to me, then M1 them or get an easy shot at close range. Use the environment, solid cover and objects are your friend, open areas are a nightmare, make sure he doesn't have a round in the tube before you try to transfer to a new tile. Looping him can be punishing if you get it wrong, but high walls are a god send and if you crouch at low walls he struggles to spear you. If he misses a shot he must reload and this slows him so take the opportunity to get that distance back. Another thing to remember about slinger is he suffers a similar issue to legion, if he can't reel you all the way in for a free hit, the spear can only injure and deep wound you, not down you, keep a solid pallet dropped loop between you and him and he can't get the hit. Conversely some slingers will simply aim to tag you in a chase and break the chain to get the free damage. Basically his biggest weakness is his single shot mag. The rythmn of his chases is bait the shot, if he misses make distance, if/when he does hit you

    Springtrap I havent seen very much of but his mechanics seem very similar to alien and demo. Watch those doors, and keep a wary eye out while you are working gens, as you should with any stealth based killer. Listening helps, it can be hard to hear them moving over the sounds of working a gen particularly one with the pistons going, but you can still hear audio cues (I think he makes an audio cue when using a door, not sure, like i said not too familiar with him) and watch the player list if he's chasing someone then crank that gen, if he stops and you don't know where he is, take a moment, hide, check the area and the closest door or try and spot him across the map. Info against any mobility killer like springtrap is invaluable. If you swf make sure everyone calls out his locations so you know when it's safe to work gens.

  • Pretty sure killswitching the perk is less disruptive than taking away a killer from ppl

    Besides when was the last time you even saw someone running pwyf?

    Ditch the perk till it's fixed

  • Man I haven't even seen her in a game yet. So I was assuming she had issues. Bit of a shame, really awesome concept for a killer. Clearly flawed execution

  • @xAnonymous said:

    Well, I played against really good survivors as Ghoul and Krasue, and they were bodyblocking and taking me to very safe tiles where they could waste my time as much as possible and still get the gens done and all that.

    Saying the new killers are OP is a huge exaggeration XD

    Those killers indeed are A-tier and have potential to be arguably called strong, but DO NOT say they have 0 counterplay because that's straight ignorance.

    Ghoul definitely has a higher skill floor with his leaps, and on the other hand Krasue is easier to use; however, there is far more counterplay to her like bodyblocking and being effective with eating mushrooms that give you even temporary protection, if I remember correctly.

    Which is still more than enough.

    Problem is there's a huge disparity between really good survivors and your average player. The forum will always be pretty skewed on that opinion because a lot of the people who are on the forum will be people who play a lot and fit into that "really good" category. So yeah zero counterplay is hyperbole, sure, but a killer that only high skill players can counterplay hurts the game.

    I've played the game a lot, and took a huge break from dbd foraybe 2 years, I was never amazing as survivor but I could run a respectable chase on a good day. Coming back to dbd when I play surv it's usually solo q or as a duo, occasionally we'll have enough for a full team of 4.

    And it's been pretty crap, we have a bad escape rate because we just can't get the kind of efficiency going that high level swfs do, against low or mid tier killers we have a low to middling escape rate if the killer doesn't activley tunnel or camp hooks (spoiler alert most killers do) against ghoul/krasue we are basically guarenteed a hatch game 3/4k with maybe 2 gens finished. To date the only game where we had more than one escape vs a ghoul was one who was farming.

    On the other hand my killer games have been pretty easy. Even when I get put against high skill swfs I can usually (approximately 80%) take total control of the game and prevent gens getting finished. And I usually only play mid tier killers (demo is my main) AND actively avoid the cheap tactics like tunneling etc

    Just because the top 1-10% of survivors can counterplay a killer does not make it balanced. Problem with ghoul and krasue is they have insane traversal so actually getting away from them is practically imposssible for mid/low level players. It's like going against a sweaty nurse or blight player, counterplay is possible but extremely difficult because distance means basically nothing against these killers, well beyond the scope of your average survivor. Ghould can launch himself around crazy distances and grab in the process and all krasue needs to do is tag you once and she switches to head mode for a huge speedboost. Imagine how mad people would have got back in the day if plague got a speed boost after she vommed on a surv. They are not balanced killers when you take the playerbase as a whole.

  • @TheLastSane1 said:

    It comes up with every single new killer. Because people don't know how to play against them, and haven't gotten used to the mechanics. It feels like its harder than for play against a killer you've faced dozens of times before. Its the fear of the unknown making you anxious and seeing them as stronger. There have been numerous killers who were declared just so OP but given a few months and even before the "nerfs" they are still much easier to handle because you've gotten used to the play.

    Idk, I'm back to the game after a good two year break. So I've had a fair few new killers to learn how to counter play and I've coped fine with most of them. Krasue and ghoul both stick out as being particularly broken to me since pretty much all of my games against them have resulted in a 4k whereas the likes of springtrap and dracula have been interesting but not a huge problem. And i haven't even seen a houndmaster yet so I'm assuming she's absolute dogwater, excuse the pun

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461777/is-it-just-me-or-are-new-killers-pretty-broken

    its how they make the most buck.

    i got no clue why they dont do it for survivor. even twd only had conviction. thats all we got this year, strange asf.

    It's hard to do with survs. They all have exactly the same base mechnics so the only power creep is perks. And they have to be very careful with those, usually if a surv perk is busted every surv runs it. Plus players don't need to buy survs to access that perk. Just wait till it turns up on the shrine so they don't make money off broken surv perks.

  • @supersonic853 said:

    Springtrap:am I a joke to you.

    Hes nothing that amazing in strength surprisingly. A 7 second recall time for his axe. The doors seldom do anything in some games.

    Yeah he's not too much of an issue. Just a half hearted combo of demo/alien mobility with huntress ranged attack.

  • I just buy the perks I don't have off the shrine. Although I did save up for bills plate carrier skin before. That took a while

  • Wholeheartedly agree. Unfortunately you can't trust a community to always play respectfully, and it's a vicious cycle. Survs struggle to survive games and will either take out their frustrations on killers when they do get the upper hand or play killer themselves and vent frustration that way. And killers will come up against swf sweat squads, get bullied and then take that into their next game.

    Not really much of a solution for that. My personal suggestion would be to split casual and ranked games. Ranked games are for the competitive players to earn rewards with skill based mm so the hardcore players can get their fix.

    And a casual playlist with a system to match players based on their attitude. Main argument against this solution is that sweaty players will simply play the casual playlist for easy games. So introduce a reaction system similar to the existing one. But have it prompt players to vote a reaction at the end of each trial for each other player. Give it various different boxes to tick depending on the players playstyle: helpful, casual, hardcore, friendly, aggressive. And match up players together based on the reactions they accrue. Not fool proof obviously but I can't see it harming the play state more than the current attitudes do

  • Kindred is more useful for the team. Personally I perfer aftercare though, shows me the auras of the team mates that are being helpful, I don't need to see the rest lol

  • @Junylar said:

    That's the life cycle of a typical new killer in DbD. A new killer gets released in a new chapter → The killer is absolutely broken OP → This ez win factory boosts sales of the chapter to the moon → After half a year, when the sales eventually drop to the average, that killer gets nerfed to oblivion, in anticipation for the new blockbuster. So just you wait for the new killer, those two will get Skull Merchant treatment after a while and you won't find them anymore. For now, just let the precious customers enjoy their fairly purchased ez wins, or buy The Ghoul yourself for a good few evenings of enjoyable victories and survivor salt.

    Much as I like tokyo ghoul, not sure i really wanna contribute to this sales tactic 🤣 plus I prefer a bit of challenge with my killer games, easy 4ks are not my idea of fun. I'll always toake a hard fought 2k over a steamroll 4k when I play killer.

    It feels worse now though. I remember when skull merchant was released and ppl were complaining a lot. Her power was a pain because of the area denial, but it was counterable, and after that she was just an M1 killer. Even when she did win the game would take a while and ppl had a fighting chance. Against these 2 it's just quick down after quick down, riveting stuff

  • I will be partially friendly as killer. I rarely do full farming games as those are pretty boring.

    If the survivors are obnoxious I'll do my best for a 4k.

    But my usual MO is to play normally to start with and assess the team. Usually I'll kill 2, generally the most toxic, double hook the others and then get friendly and let them out.

    As a rule I'll usually let at least one go so 4ks are rare for me by choice.

    I think I do this because i split roughly equally between playing surv and killer. As a surv I find 4ks unpleasant and all too common.

    Unless you are a swf with at least 3 survs who run a good chase playing survivor is incredibly tough and demoralising. I always appreciate a killer who show a little mercy towards the end of the game.

    As killer when i have 2 survs sacrificed and 2 on double hook, the game is won as far as I'm concerned. Especially if there is one or more gens left. So chasing down and killing the other 2 always feels like putting salt in the wound. I've outplayed the team and proved myself better. So why not drop a few thousand BP and let the survs get a little joy and way more BP than I'd earn?

    I try to make a point of releasing survs that are clearly babys or very bad in chase because they probably escape only rarely and survs who run good chases and play altruistically for their teammates. And also make a point of killing survs who are disrespectful to me or unhelpful to their team. If you hide and arent doing gens or even worse troll your own team I will come for you.

    All in all I feel my brand of friendliness just adds a little something good to the game for the players I spare and helps to mitigate the toxic mindset the some players display to the opposing side in this game.

  • Man i love coming up against bully squads. They are so easy to counter when you realise what their deal is. Going for hook sabos? Slug the orginal down and whack the saboteur. Flashy clicky spam blinders? Do pickups facing a wall, look somewhere else and that's if you aren't taking the lazy route and simply running lightborn.

    Tbh I like running anti bully perk builds sometimes, especially ones like awakened awareness, anticipation etc stuff that makes you dangerous while carrying a surv. Catches them off guard.

  • Don't think demo needs a rework based on new lore from the show. Making portals work on ceilings, and particularly walls would be a technical nightmare for the devs, lot of effort to put into a killer that is already fine as it is. And I say that as a demo main, it works fine as is.

    Adding lore accurate powers to killers would make the game more horribly unbalanced than it already is.

    I mean the demo can run at speeds in excess of 30-40 miles an hour in the show when it chases down trucks. Don't think that seems a necessary change either.

    New mori and skins would be nice. I imagine we'll get a skin or two, but I'd imagine most of the effort is going into dev work on vecna

  • It's a niche that needs filling, flashlight is really the only way for survivors to "fight back" beyond static objects like pallets. As a rule when I play killer I find flashlights very easy to counter, and for killers who lack the skill to do so there's always lightborn.

    You kind of need at least 1 surv to "fight back". Otherwise it's just all about fixing gens and running away

  • It's not like you can't just throw an exit switch and let the end game timer do It's thing. Maybe even force gate camping survs outto speed things up a bit

  • Tbh i use distortion more for info than stealth. I lose a token and 9 time out of 10 i know exactly what triggered it and boom i can tell my team one of the killers perks/add ons.

    Plus I always sit there sniggering like mutley when a killer tries to spot me with nowhere to hide, kicks a gen and does a quick 360 then wanders off 🤣

    Real talk though it's such a good survivor perk. Maybe a crutch for the urban evader types but it's also mad useful for survs in chase too.

  • @GensByDaylight said:

    Over a year and 2.5k hours in DBD ago, I barely understood how the game worked.

    I thought trapper was ridicuolously overpowered, and thought Nurse was weak AF, as I couldn't win a single Nurse game, but won almost every trapper game against baby survivors.

    I didn't know the lunge existed until about 20~ hours in, it was revolutionizing to discover it.

    I actually thought facecamping was how the game is meant to be played and almost quit!

    I also went AFK infront of generators, which worked extremely well...

    DBD felt like such a different game when I first started playing.

    What did you do when you first started playing?

    Bled someone out as trapper. Had the daily ritual for killing a surv by your own hand with trapper. Since I didn't have any mori tokens I assumed the only way to so it was bleeding them out 😅

    Sacrificed 2 survs and bled the third out while the last one repeatedly pointed at me.

    That and i always used to give survs on hook a quick whack after I hooked them

  • Jeff johansson. He's one of the more wholesome survivors, loves dogs and metalheads are awesome.

    I like him enough to have ground him to prestige 100

  • @MistyShadowWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549536#Comment_3549536

    I don't have windows of oppurtunity yet, but I'll be getting that soon! Once I figure out which survivor has it lol. As for tunneling, that takes away the fun of it :( I'd rather set some traps or something and wait for that payoff then just chase some poor dude while his teammates abandon him to his fate

    Kate denson is the one you want. Probably the strongest set of perks on a single character imo.

    And for killer i wasn't talking about tunneling the same surv over and over 🤣 i meant tunnel vision. When a killer zones in on a chase and commits to it for far too long, loses a bunch of gen progress for just 1 hook state.

  • @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392492/why-is-endgame-chat-a-thing

    In my opinion I have no idea what was going through the devs heads when they made end-game chat. Voice chat could be useful but that is a smart decision on the devs part. It would be so much worse if you could hear people calling you slurs etc.

    Yh me neither. And that's why there are mute functions, every game with vc has them. You just cherry pick who you want to talk to.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549528#Comment_3549528

    Yes ? I'm not sure why you'd think people would hold off until the game is done to yell at their teammates for messing up when they can do it live. Blood runs hot after the game, but it definitely runs hotter during it.

    And, as much as I wish playing as a team meant people wouldn't be toxic (or only rarely), literally every multiplayer game ever makes this really hard to believe.

    As i said, it wouldn't be perfect but it wouldn't be 100% bad all the time like you make out. But it'd be better than what we have. Egc serves absolutely no purpose. At least in game vc would be useful some of the time.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549531#Comment_3549531

    I'd love to play a game vs. the super chainsaw brothers. Is that chainsaw in the distance a Bubba chasing a friend, or Billy charging at you full boar? xD

    We haven't had many useless combos...

    Legion has quite a few anti synergies, Deathslinger, Plague, Shape, Ghost Face... you kind of have to work around everyone else's power rather than your own.

    Huntress/Trickster don't go well with GF/Myers. Hatchets and Knives are affected by add-ons. I suppose Nurse is also bad with the Stalkie Bois as well.

    Omg if they did the billy bubba combo they could both get horror theme mario and luigi costumes 🤣

  • @jimih1983 said:

    Replying to both =)

    I understand what your saying, its honestly more of a reference to abilities that require 0 user input.

    Those kind of abilities should be informational at best not immunity to damage.

    Even with your build it requires you to actually do something, hook and chase your obsession / defend generators ect...

    You could point too the killer perk ultimate weapon but even that requires you to search lockers to keep activated and even when it reveals something its a generalised idea most likely they are already gone..

    As far as survivor being harder to play, yes surviving solo queue is difficult nobody is saying it isnt. SWF play however is not harder. The difficulty for each side is different, killers have to out think 4 players and hope the perks they brought counter the ones that the survivors brought. Its more about dbd giving survivors repeated get out of jail free cards with the right perks a survivor can take unlimited hits in a match, run faster, fix gens faster than a killer can cross the map to get to them ect..

    When i referred to tunneling and camping it was a bit facetious but it still requires, catching someone, hooking someone in a advantageous area and then fending off up to 3 other people, it requires a bit of game knowledge and understanding of the killers power (I.E. Bubba)... is it fun or fair.... symantics because honestly you COULD ignore it get gens done and get out.

    Look i know it swings back and forth as with any game, the point of the matter is no perk should be without a criteria, and I agree with you on NOED albeit i haven't really run noed for a few years now. Either way everything on both sides should have ACTUAL criteria

    being injured isnt a criteria its a state of the game. Unhooking someone is a critera, completing a generator is, fully healing someone is, hooking someone is... ect... not just existing in the game.

    One of the best examples of a good design of this is Play with your food, which requires chasing and letting someone go, but even then its a token base that you lose one every single time you swing so you need to think about if you want to use it up or not.

    I just wish that both sides had actual things that "has to happen" to trigger abilities and mabye even with a limit on how many times per match it could happen for either side.

    So what endurance perks require zero input? Because I can't think of any.

  • @MistyShadowWolf said:

    Loved Dead by Daylight for years, haven't played it until recently because my computer was a potato. Any tips, tricks and perks I should be aware of? Like for starters... is there some perk that prevents proper hook sabotaging or was that a glitch in my second game, lmao! And which characters are the best for noobs? I'm currently maining Nea, but I was wondering if like, Bill was better or something. Any advice would be really great!

    Top tip for both roles.

    Survivor: use. windows. Of. Opportunity.

    Such a good perk for beginners, lets you be much more effective in chase, seeing pallets and vaults through walls is invaluable and lets you plan on the fly and be totally aware of where the nearest safe spot it.

    Killer: do. Not. Tunnelvision.

    So many killers do this, if a surv is dunking on you in chase sometimes leaving them injured and going to pressure gens is the best call. The longer you focus on 1 surv, the longer 3 other survs have to rush gens. If you leave them injured then you may get an easy down later or if they get healed it's buying you time. Bit of a balance, you don't want to abandon every chase but knowing when to shift gear and keeping an eye on the bigger picture is very important for killer.

    P.s. your surv main is mainly just a cosmetic choice. Mechanically they are exactly the same, the only difference is appearance and the noises they make, which is a pretty negligible difference except for a few extreme examples, i.e yoichi's bright yellow raincoat making him easy to spot or Bill's insanely loud hacking smokers cough. Aside from that it's just whichever character you like best 😊

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549528#Comment_3549528

    Yes, 1000%. You think people are nice to each other in call of duty lobbies just because they are on the same team?

    Not 100% of the time. Obviously.

    It's online gaming, some people will always be toxic little goblins with zero impulse control.

    It would simply serve more purpose than endgame chat. Like seriously what is endgame chat? 90% of the time just a vehicle for salt to let players rail at their opponents after the game is done.

  • Nemesis and wesker would be funny together because resident evil. Plus there would be so many supply cases scattered about and the empty syringes and spray cans would pile up.

    Ghostface + wraith would be very stress inducing.

    Doctor + skull merchant no gens would get done ever.

    Deathslinger + hag because cue banjo music

    Billy + bubba because chainsaw go Brrrrr

    Trapper and any other killer because the other killer would step in traps constantly 😂 clown would be funniest, top tier comedy duo

    Demon + alien because release the hounds

  • @Annso_x said:

    I'm really not sure how you went from "endgame chat is just survs insulting eachother and the killer" to "people would use in-game chat to help eachother", like... all balance and solo v swf debates asides, the toxicity would be worst in-game than in the post game chat which a lot of people don't have or don't use.

    So you're saying survs who are trying to work together in game would be more toxic to each other than survs and the killer immediately after a game when their blood is running hottest? Sure

  • Its like p100 syndrome. Some streamers are god tier players but I find a lot of them are actually pretty mid. Plus i enjoy chatting with them in stream after.

    Although I have noticed that ttv tags who arent streaming often play maaaaaad toxic and will ragequit very quickly if downed.

  • I really enjoy playing as and against him.

    His power is very interesting, good for shutting down loops, quickly damaging stuff and getting hands off pressure.

    Playing against him it's basically get the hell away when he goes to drop a guard. Break LoS so it doesn't chase you and he's forced to M1.

    Playing as him is a lot of fun if you use his power right, if you use his power mid chase you can predict where the surv will run to avoid the guard and move to cut them off. Few dbd experiences are as satisfying as mindgaming a surv into getting hit by a guard then immediately following up for the down by hitting them yourself. He can be pretty brutal in chase, while you're setting a patrol route you can hear the survs noises and see things like grass shifting, similar to a phasing spirit. So if you m1 a surv, immediately follow up with a guard, if you trigger a guard hunt you are cooking on gas, just move to cut them off and either you down them or they double back and the guard gets them.

    Perkwise you want some aura reads or spies from the shadows, some regression obviously and anything that adds pressure in chase. Knowing where survs are at from a distance is super useful because it allows you to drop a guard right on their head. Plus it's super rewarding to predict where a surv is running to drop a guard there and cut them off. Nowhere to hide is a good one if you want a one tap build, kick a gen, see the aura, flush em out with a guard, easy hits.

    My usual build with knight is discordance, spies, pop and eruption. Good tracking to let you apply pressure with guards and good solid regression to keep gens under control, eruption works particularly well since survs being downed by guards trigger it. If I want more of a chase focus bamboozle+superior anatomy is a good combo to mess with a pallet loop and can be very dangerous for a surv trying to loop shack. Spirit fury is another good one, just break 2 pallets normally and have it in your back pocket, if you start a guard chase then you can just run headlong into a pallet and surv loses a lot of distance and will probably take a hit between you and the guard.

    All in all his pressure is amazing if you use his power right, he can run chase with one survivor and in 2/3 secs can make a guard chase a 2nd survivor off a gen and tie them up for a good 10 or more seconds. Immediately following up on the first surv applying dangerous pressure on 2 survs at once.

    Add on wise he has some good stuff. My favourite add on is dried horse meat, longer hunt times are so useful, worst case it just ties up the surv for longer, best case you get a free hands off injury and it can often cause survs to drop pallets to avoid the guard which you can quickly break hands free when you notice them. But he has a lot of other cool addons, you can combo broken hilt and chainmail to basically give guards sloppy butcher. There are addons to focus on the use of carnifex, assassin or jailer if you like a particular guard.

    Imo very fun and effective killer when used right.

  • @jimih1983 said:

    Let me preface by saying I am a killer main and only dabble with survivor, that being said.....

    When I DO play a perkless or few perk new survivor the game is so much more interesting having it truly feel like there are consequences for mistakes, getting spotted, getting hit.... generally to win regardless of solo or team queuing there needs to be a level of knowledge along with luck.

    Why is it there are so many perks and 2nd 3rd 4th 5th chances for survivors not to suffer the consequences of anything seriously wrong they do? Why is there even a mechanic for endurance that allows you to face tank a hit in the game from a killer because..... you stood up? Someone touched you? The wind blew to the west?

    How about we will all run like we all qualify for the Olympics after we gen rushed all the generators and get out at the speed of light because some doors are open?

    I understand killers can face camp or tunnel but it still requires a little bit of knowledge to do, what direction are they coming from? If they get off the hook you still have to chase and try to capitalize on someone panic running away which one of the survivors was it that got unhooked ect...

    Having skills that require no input from the player and turn them into a immortal for no reason other then there being oxygen in the world, in a game that is literally about supposedly being a victim who has to outplay and outsmart the killer into a 20 min hold W and press space at the right time.

    That being said, should killers have a I win button either... no of course not but every single match every single player running the same 5-8 perks on top of the upcoming unhook patch is going to turn a lot of killers either off the game entirely or it will turn them so insanely toxic nobody including survivors will have a ton of fun.

    I'm going to call it now, if the perks don't get tweaked a bit with/before this upcoming patch your going to see killers running all slowdown perks and slugging multiple times worse now than ever before.

    All I'm saying is no perks should just be a oh here's a flat speed or here is a get out of jail free card for nothing other than existing for EITHER side.

    Well this is certainly a hot take.

    Honestly not sure if you're dangling troll bait or if this is your genuine opinion. Survivor is by far the harder role to play, endurance perks are difficult to trigger and often require very specific situations. And trying to say face camping and tunneling requires skill? Really?

    Hard focusing out a survivor as killer and securing a kill is much easier by far than running a decent chase as survivor even with a full complement of decent perks.

    None of their perks is an easy "I win" button. Killers on the other hand have plenty of perks that make the game extremely easy for them or allow them to get easy kills. NOED for one

  • Yeah I'd like to see hook states as killer. I like to try and double hook all survivors before I sacrifice anyone. The amount of times I've inadvertently put a surv on 3rd hook stage early is really annoying.

    Plus it wouldn't encourage tunneling. A tunneling killer is simply focussing out 1 survivor and it's very easy to keep track of.

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