HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100042#Comment_4100042
A lot of people get confused by this one. Killers bodyblocking/trapping a survivor in a corner for an extended period of time is reportable (exception for endgame). Bodyblocking for a team mate, ie trying to take a protection hit, is not. Makes me wonder how many people report the latter to Support.
People report for just about anything that makes them lose 🤣
I've been reported for guarding a gen, tunneling, running a good chase. If you play the game with any modicum of skill you'll get reported 🤣
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@zonkednb said:
The question becomes, what kind of traversal do they get that isn't just another station-based one like Springtrap or Xeno?
I can hardly picture Trapper constructing a trebuchet with his tinkering skills and launching himself across the map. I also appreciate the fact that traversal is part of some killers' identities but not others.
Rather than give every killer traversal, making the gameplay loop of all killers close in on a single point, I'd rather variable genspeeds or another killer 'stat' that gives breathing room to the slower guys and increases pressure on the killers that can be anywhere at once. Tweakable over time if a killer gets too strong/weak with this change.
Yeah trapper is a funny one. Keeping it on theme would be very important.
Haste would be useful for him, i think giving certain killers a passive haste boost when not within a certain range of survs would be an option. Though i suppose that would act like basekit whispers.
Or perhaps he could have a way of remote way of setting/ moving traps around, like a small machine or a projection power where he goes dormant and can lay traps. I'm thinking a bit like omnipresent evil to lay traps then reverts to his body when deactivated
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@GroovieAshes said:
Interesting how the "power creep" never seems to be on the Survivors side.
Any time we have a powerful perk, it gets nerfed into oblivion.
Dead Hard, Fast Track, Distortion, Self Care, Circle of Healing, etc.
Often we get Perks that sound interesting until you realise you will waste half the match trying to get value from it and it's just a meme...
Killer's are flying around the map with overstuffed kits and Survivors are told to. "Stay on gens".
Also the Diminishing Returns mechanic disportionately affects Survivor builds, like Haste, Healing and Gen speeds stacking. While Killers perks often activate at different times and one at a time so the "stacking" effect was never much of an issue for them to begin with.
It's a slightly different issue with survs. An individual survivor can't really be power crept because they are all just reskins of slightly different sizes and the perks can be shared between them all.
Bhvr have to be careful with survivor perks. Too powerful and they can have a really detrimental effect on the game. For a start if it's truely powerful you can potentially have all 4 survs running the same perk. I remember when made for this was first released with gabriel soma. I was seeing dull teams 4 stacking that perk to keep chases going longer.
They have a certain amount of leeway with new killers because killers are supposed to be the power role. So they can get away with broken killers for a period of time after release.
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@Danjaman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099032#Comment_4099032
I think there's an incredibly important part to add to your comment: tunnelling isn't fun. I literally am facing tunnellers in EVERY SINGLE MATCH. And it just is boring and not enjoyable for anyone:
- If you're the person being tunnelled… looks like you spend your match hanging out (literally), and attempting to run from the killer.
- If you're someone trying to help your teammate, you risk immediately being downed or having to body block, which is also toxic behaviour and reportable.
- If you try to burn gens, you just sit there doing skill checks while your teammate dies.
- And if you're the killer, you wait around the hook until someone comes in and you immediately run back and tunnel.
This kind of playstyle is ruining the game. Sure, you can say that I'm bad and should get better. Okay. But I don't see why I would bother getting better if the game is just going to be boring.
And unfortunately, many killers do this to be toxic. They tunnel at 5 gens, which ruins the game for others. I get it if the match is down to 2 gens with few hooks; as a killer, you need to reestablish pressure. But at 5 gens…. And every game???
I really hoping something can be done. I used to love this game, but now it's just frustrating and boring. I uninstall it regularly because I don't want to waste my time, but then I remember how good it used to be and try again. Only to be in 5/5 matches with someone who tunnels.
And before you say "stop crying, survivor main", I acknowledge I am a survivor main. I only play solo (I don't think I've played in a SWF for at least 5 years). I do, however, play killer (specifically Houndmaster and the Spirit), and I always avoid tunnelling because of how much I hate it on the other side and how boring it is to play for everyone. Some matches are a struggle, sure, but I often get 3 or 4 kills without tunnelling. I seldom even tunnel against a bully squad (likely because I'm not good enough).
I really hope the devs do something. It's not enjoyable when you face off with a tunneller and/or camper in every match. It's just boring and frustrating, which is not what I look for in a game. But maybe that's my problem. I have to be willing to accept this game is boring, repeative, and frustrating if I want to play it.
Yeah soloq can be particularly rough. It's barely possible for a good coordinated swf to counter hard tunneling, let alone soloq pubs who can't communicate. It's a sure win against soloq everytime.
And yeah tunneling is boring for literally everyone involved. Can't say I've ever fallen back on that tactic (apart from once trying to get my blight adept because I'm literal trash with blight) but i can't imagine anything more boring as killer than securing the win in 3-5 minutes and then stomping the last 3 players who have no chance of winning.
Sidenote: not sure about your comment about bodyblocking being reportable. It does list bodyblocking as reportable on the report menu. But survs trying to bodyblock the killer for protection purposes isn't against the rules. It's only reportable if it's being used to grief i.e. a killer bodyblocking a survivor into a corner so they can't move at all or survivors deliberately bodyblocking other survivors so they can't move or get hit by the killer.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099985#Comment_4099985
from what i have been told by the survivors that afk under hook is. "hag is a camping ######### made character i dont want to deal with" which did get a laugh out of me becasue i didnt even set up traps around him because his teamate was right next to us on a gen so i chased. for dredge "he's a cheap as killer that should be removed from the game and has 0 counter play". for pig "wow you want the 4k that badly" he was the 3rd person i hooked and my 3rd hook and i still have no clue on what they meant. lastly artist " wow using the easiest killer in the game your a waste of space" all things i have gotten from survivors that gave up under hook after first hook.
Lol yh sounds like the usual losers mentality. Doesn't matter which killer it is, some players will just moan whenever they lose. Could be the weakest killer in the game and someone will still complain 🤣 imagine describing artist as an easy killer to play.
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Tickets can take a while to get replies depending on how busy support is.
And you won't be a reply on here, mods won't discuss bans and probably don't have access to the info relevant to you anyway.
Will just need to wait for a reply to your ticket.
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@Hunk1559 said:
Shack is a different structure entirely, im not even about to step into a discussion thats anywhere near hinting that shack should be changed. I don't see why it matters if walking behind line of sight blockers takes skill or not. But why half the windows need some hospital curtain or some other line of sight blocker and then still have a safe pallet next to it is beyond me.
Ever thought of running I'm All Ears? Sounds like a perk that would solve a lot of your LoS problems on vaults.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099982#Comment_4099982
dredge pig hag artist are my mains i actual hate ghoul he feels clunky
Yh that auto hit doesn't feel good for anyone. Weird ppl DC against them. Dredge pig and hag are considered weaker killers who've been powercrept to oblivion. And artist is one people usually consider to be strong but a pretty high skill ceiling.
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@AshleyWB said:
https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling
Like it or not hard tunneling is a valid strategy, it just is and even if it wasn't part of the game those who would hard tunnel would just find something just as annoying to do😅
I'm not the best in chase but you can't go down if you don't get hit and so if you are frustrated at hard tunneling play differently and change the flow of the match so the pressure is in a good runner, that's how tunneling is punished not through the Devs jumping in to find a fix etc.
Just my thoughts.
There's only so much survs can do about hard tunneling. It isn't really fair to say it's up to survs to stop it because it is, at the end of the day, down to the killer's decision making and survivors have limited agency in this particular situation.
If a killer recognises who is good and bad at chase in a game, and they opt to tunnel out the weaker player(s) then it's going to happen. Better players can do whatever they like to try and interfere but if the killer is mildly competent/skilled then it won't work. You will literally see killers down and slug a protector not even stop to hook them, just ignore them and just carry on after their intended target.
Altruistic plays are incredibly risky, and against killers who know what they're doing will simply result in snowballs. Flashlights are easy to avoid (or you can simply take lightborn), sabo plays rarely work out and the sabotager often gets downed or at least injured, and protection hits just give the killer free pressure and often free downs/hooks.
As for saying it's a valid tactic. I guess? It's just incredibly unfun. It gives the survivor team little to no opportunity to counter and just results in DCs. I've come across people using glitches in games to win and calling it a "valid tactic" because it exists in the game. Obviously that's a slightly different thing to hard tunneling. Actualy cheating by exploiting glitches versus and very cheap tactic but the parallel is there. Hard tunneling only really falls down when the killer chooses someone who is obscenely good at chase and over commits to it.
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@Domicci said:
Question how do the devs determine what is tunneling and what is giving up under hook because I can tell you 90% of the "tunneling"(killing someone when they are death hook) was people giving up under hook because I play less popular killer and have been told repeatedly that they hate my killer.
Which killer do you main out of interest? Guessing from this comment it's ghoul maybe?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling
As the thread kind of got lost in the weeds, to go back to the original idea:
In the specific situation where you have 2 hooks on the same player, 0 hooks on anyone else and they are chasing the 2 hooked player there should be some kind of game intervention. Something that stops this kind of play dead. Peehsps a system where the surv on taking the second hit straight off of hook gets teleported to thebopposite side of the map and insta hesled or just invincibility or invisibility that gets cancelled if the killer hooks another player or if a survivor struggles out (obvs I wouldn't want to see survs abusing a mechanic like this for free bodyblocks) this would give the tunneled surv an opportunity to get out of the killer's sight and have a chance to heal and actually try to counter play by going stealthy so they can still achieve something in the match.Starting off - BHVR doesn't seem to ever want to do it, but I don't think it would be bad for the game if survivors (outside of EGC) just came off the hook intangible (and maybe even invisible). They can't bodyblock, the killer can't hit them.
Let's say we aren't doing that and just want to focus on the hard tunnel
I think teleporting is a little too random. I'd try 'if a survivor is unhooked, and has been hooked twice, and no other survivor has been hook, they are instantly healed, have 60 seconds of all the current bonuses (with current conspicuous action rules).' You can even put a limitation that this only applies if less than 4 gens have been completed.
If the killer can tunnel through that its probably such an extreme mismatch that nothing is going to change the game.
I agree that I think it would be healthy for the game to do more to eliminate the hard tunnel.
Finally someone dragging this thread kicking and screaming back on topic. 🥲
An interesting suggestion for the auto heal. And yeah, if a killer can get through all that then matchmaking has indeed messed up (as per usual)
I'm hoping I don't see as many examples of this sort of tunneling now the banquet event is over. But it could be habit forming. When i does happen it makes for an awful game and just incentivises survs to either go next or simply DC.
I honestly don't why killers enjoy playing like that. I could win 90% of my killer games if I simply hard tunneled someone straight away like that. But my games would be so mind numbingly boring my brain would literally shrink.
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@Xendritch said:
I remember when the perk first came out it was relatively common that at least one person had it and you could get great value from it and it was definitely a meta perk. However since then we've gotten the anticamp meter and the hook stage timer has increased to 70 seconds.
This begs the question does Reassurance have any value left in it or has time and changes left it behind? Best I can think of it's more of an end game perk now when the anticamp is turned off but that's a bit niche and No One Left Behind is probably better for end game unhooking situations.
Given the anti camp meter it doesn't really help all that much.
it's certainly helpful for wasting the killers time if they're trying to proxy camp.
But it's a very one trick perk. If the killer doesn't try to camp then it does absolutely nothing. Plus with all the traversal killers nowadays proxy camping isn't generally necessary since a lot of killers can rotate back to the hook so quickly.
Bit of a dead perk nowadays.
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Both perks are strong but I don't think they need a nerf personally.
Sprint burst is wildly annoying for killer. But to conserve sprint burst to use it in the best possible situation, the survivor is imposing slowdown on their own movement, they can't run around the map like everyone else. So by using sprint burst they are hamstringing themselves. Gaining one speed burst in a chase versus passively slowing down their own traversal for a considerable portion of the match. I think the killer gains in pressure and gen progress what they lose in the chase.
As for lithe, it's definitely easier to trigger and does have a lot of synergies, dance with me, quick and quiet, finesse, resilience etc. Imo it's the best exhaustion perk in the game and a regular feature in my survivor builds. Do I think it needs a nerf? Not really. The speed boost is useful for stringing out a chase, but when I play killer, as soon as a survivor hits lithe then I'm comfortable in the knowledge they have used their exhaustion perk, and what does the speed boost get them at the end of the day? They reach another tile. It extends chase a little but I wouldn't say it's broken.
Indeed with the balance state of the game I'd say that exhaustion perks are necessary smfor survs to be able to squeeze that bit extra out of chase to have a dcent chance against killer.
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I'm not going to lie I really don't want to see another knee high killer in the game. Chucky already aggravates me enough. Besides gremlins were just a bit wacky. I don't really see them fitting the dbd killer vibe very well.
And none of the human characters in those films were particularly interesting. So I'm not all that fussed about seeing them as survivors.
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@cluelessclaudette said:
Too many people and players on both sides whine about "its boring to play against OP killers" and also "it sucks getting 0K, buff my killer" folks. I play both roles and I enjoy killer more than survivor, but I queue survivor more due to queue times. I come from a competitive FPS background (valorant, CS2, Overwatch, Rivals, Rainbowsix) so here's my thoughts
- The killer needs to aim
- The killer needs to be able to express skill shots
- The killer needs CLEAR signals and telegraphs of their attacks so once you get hit or downed by a survivor, you think "Yeah, that was fair. I got out played"
- The killer needs to be able to be OUT played and not just the pallet game
I personally find that all the killers in this game do not meet these 4 criteria, not all of them anyways, except Wesker and the gunslinger. Getting owned by a gunslinger or wesker feels very fair and "low salt". I find that the huntress is pretty close, but her random bullshit axes that fly in the air just don't make sense as a player. The nurse is basically the complete opposite of fair. A really good nurse means the game is solved, and you can't win a chase.
Killers like Krasue, broken trickster (knife spam era), Michael, etc are oppressive, offer no counter play, and really is boring to play against. Same with the kaneki. Failures of balanced game design. I get that this isn't an eSport and survivors have an approximate 40%~ escape rate which says everything already. If you want to expand the audience on this game, you need some resemblance to balance and expression of player skill in the game. Otherwise it's just some meme game.
I don't want to write a giant wall of text or a thesis, so I am deliberately leaving it short and ending my post here. I would like to hear what you think the direction of the game should go forward or if it should just perpetually stay in this "casual 1v4" area with new licensed killers being oppressive cause $$$$.
I can't see dbd ever being a proper competitive game. 10 years worth of spaghetti code, mechanic and perk bloat makes for a an interesting experience but not a balanced one.
The game balance has and probably will always be a mess. It'll certainly never reach the same level of competitiveness and esports like your examples. It'll always be a wonky casual sort of game. And there's nothing wrong with that, the asymmetric multiplayer vibe is unusual and a nice change of pace from pitched halo/cod style pvp.
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It is a bit lacklustre to say the least.
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@Hunk1559 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099668#Comment_4099668
Okay I thought I was pretty clear that this isnt a post about killer specific counterplay or advice but even then trapper can only trap so many insane pallets and windows and even then he's still trapper. The problem im adressing are the linking/pseudo infinite windows.
There aren't actually that many of those on lerys. A lot of the windows on that map are actually pretty dangerous. The majority of them have doorways next to them. And the vaults around the office are deceptively easy to mindgame survs on.
It's all down to the pathing. I usually do well on lerys as killer because i can often second guess survs and take short cuts to cut them off. Sticking to the scratch marks will make countering vaults much harder.
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Yh lerys is an interesting map with a LOT of LoS blockers. It's very hit and miss for killers. Ranged killers struggle while stealth killers excel. Odd to complain about trapper for that one simce trapper gets on pretty well with lerys, hard to spot traps from a distance so trapping vaults is a great tactic and the grass patches in the outlying corridors are very good places to put a cheeky trap.
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I have to admit it has been fun figuring out killer builds that counter the event. Beats running the same meta shite perks all the time. Certainly made a change of pace for my killer games.
It has been nice to see ghostface benefit from something for a change.
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I'm having that issue too. I thought my old as rocks phone was just bugging out again. If someone quoted me on the first page then that allows me to access the first page again.
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Got my demo to p100 right at the start of the event. Most of my cakes have gone on dwight as I'm running him as my secondarybsurvivor main behind jeff. Bout 300 odd cakes on dwight and counting
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099530#Comment_4099530
And now the average kill rate is 49% across all killers according to Nightlight. So clearly the changes since 6.1.0 have been more advantageous to survivors.
Come on like 10 people actually contribute stats to nightlight. And it's going to be super high mmr players soooo basically a 50% killrate at the highest mmr is only going to climb higher in killers favour as skill level drops. And a 50% kill rate isn't the end of the world. As killer I'd be perfectly fine with a 50% killrate. 4ks get so boring.
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He just isn't fun to play against. Overtuned ranged attack and insane traversal that give loads of info with effectively no cooldown. Plus his addon kit is actually brokenly good.
I'm not a fan of crouch walking everywhere during his power and trying to break 3 gens against him
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@NotPhoenix said:
I don't know why, but recently I've been getting anxiety whenever I queue up to play Killer. I don't have this issue when I play Survivor, or when I play custom matches as either role. I tried looking up advice from others with the same issue and saw to run weaker builds so I would have an excuse if I lost. However, I feel like that has only made it worse, and now I'm completely lost on what to do. Should I just stop playing Killer? Should I take a long break from DBD entirely? What should I do?
Killer is definitely a higher pressure role.
As surv i kind of expect to die most of the time. Whereas when I play killer a loss is much more unpleasant. You're up against 4 other players and a loss with nonkills is embarassing and surv players will often stick the boot in and bm/ talk smack in egc if they've done well.
My best advice is to try and change your outlook when you enter a natch as killer easier said than done i know. But it helps lessen killer anxiety.
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@TheTWDFan said:
I made some comments about the solo queue experience in another thread about killer anxiety, but I thought it might be interesting to put some of my thoughts together in one place. These are just my experiences and observations as someone who's still relatively new to Dead by Daylight, both in terms of playtime and how often I actually get to play.
I started playing Dead by Daylight in July 2025 after The Walking Dead DLC was announced. The Walking Dead is my favourite TV show of all time, and although I usually avoid multiplayer games because of the toxicity and overly competitive atmosphere that often comes with them, I couldn't pass up the chance to play my favourite characters in a horror game. So I bought Dead by Daylight and started the long process of getting every survivor to Prestige 1 so I could unlock their perks for Rick and Michonne.
I currently have around 462 hours in the game. I know that's not considered a lot by Dead by Daylight standards, where many players have thousands of hours, but I do feel reasonably confident now and like to think I have decent game sense. I know not to group up on generators unnecessarily, I try to take chase for people on death hook, and I'll happily take protection hits when needed.
One thing I quickly realised, though, was that there were a lot of unwritten rules and pieces of community terminology that I had no idea about. I vividly remember playing against a TTV who referred to my team as a "SWF." I genuinely didn't know what that meant, so I asked in their chat afterwards. They assumed I was trolling and immediately banned me. At the time I only had around 50 hours in the game, so I was completely confused. I hadn't understood what I'd supposedly done wrong, either during the match or in their chat. After looking it up, I discovered it simply meant "Survive With Friends." Learning that term made me notice a pattern.
No matter what lobby I'm in, people often assume we're a SWF. The funny thing is, I haven't played in a party a single time since installing Dead by Daylight. Every one of my matches has been solo queue, yet I've still been accused of being part of a coordinated group countless times. It seems like if survivors repair generators efficiently, spread out, take protection hits, or generally know how to play the game, they're automatically labelled a SWF. If generators get completed quickly, it's because they're a SWF. If everyone loops reasonably well, they're a SWF.
I know this might sound dramatic, but sometimes it feels like solo queue players don't actually exist in the eyes of some killer players. We absolutely do exist, and I'd argue there are probably more of us than people realise. It often feels like assuming every competent team is a SWF becomes an easy explanation for a loss: "Well, of course I lost, they were a coordinated group." Sometimes that's true, but a lot of the time it simply isn't.
After watching a variety of content creators to improve at the game, I've noticed this is a common discussion point. People often talk about how difficult it is to face coordinated SWFs, but I rarely see anyone discussing how rough the solo queue experience can actually be. When I'm matched with duos or trios, I often feel like the random player is treated as an afterthought. I can get every unhook, spend the match healing teammates, contribute to generators, and still be left to reach struggle stage or abandoned during the endgame, even when I'm running Kindred and everyone can clearly see it's safe to rescue me. It's almost like you're viewed as less important because you're not part of their group. You may as well have a bot icon next to your username.
I've even watched streamers' VODs afterwards and heard them talking down about me simply because I was the random Rick player in the lobby. What's wrong with playing a character I genuinely love?
The character prejudice in this game is honestly bizarre to me. It's never something I think about when I load into a lobby, but I've noticed certain characters, especially Sable and Meg, seem to receive an unfair amount of judgement before the match has even begun.
I've even had people make assumptions based on my username. My name is "ThatTWDFan," and I've had streamers scoff at it as though it somehow means I'll be a bad teammate. I've had that username for years because it genuinely reflects one of my biggest interests, and I actually think it looks quite clean. Yet people still use it as a reason to prejudge me before the game has even started.
As a newer player, that doesn't exactly feel great. There's already so much to learn in Dead by Daylight, and it's a game that's constantly evolving with perk changes, balance updates, and new mechanics. Expecting newer players to instantly know everything feels unrealistic.
Something else I've noticed is that the community often has a "damned if you do, damned if you don't" mentality. If I take a protection hit or sabotage a hook, I'm sometimes labelled toxic by the killer, which can lead to being tunnelled, bled out, or repeatedly humped on the ground, a behaviour that's a fascinating topic in itself. On the other hand, if I don't take the hit or don't sabotage the hook when I have the opportunity, I'm suddenly considered a useless teammate by my own team, and sometimes even by the killer.
I play against a lot of TTVs for some reason, and I've lost count of how many times I've heard people criticise me over things that were completely outside my control. It often feels like you're expected to play perfectly, predict everyone else's decisions, and never make a mistake. If you don't, you're apparently the worst player in the lobby. That creates a surprising amount of pressure. There have genuinely been evenings where I've chosen not to launch the game after a long day at work because I'm tired and convince myself I won't play as well as usual. Instead of relaxing, I'm worrying that I'll end up in a streamer's lobby and spend the next ten minutes being criticised in front of their viewers.
I've always seen video games as a way to switch off from reality and escape for a while, but Dead by Daylight doesn't always allow me to do that. It feels like you constantly have to be "locked in," otherwise you're opening yourself up to criticism from one side or the other.
Despite all of that, I do still enjoy the game. A huge part of that is because of The Walking Dead characters and my goal of getting both Rick and Michonne to Prestige 100. They're currently both Prestige 98, so I'm almost there. Honestly, though, I'm not sure I would've stuck with Dead by Daylight if they weren't part of it. The solo queue experience can be so inconsistent and mentally exhausting that it sometimes doesn't feel worth queuing at all.
This isn't me asking for people to play with, I actually enjoy gaming by myself and have always been more of a lone wolf. I just think the solo queue experience is often overlooked.
I wish more players took accountability for their own mistakes instead of immediately blaming the random teammate. Likewise, if one or two survivors are being toxic or BMing the killer, I'd rather see the killer deal with those specific players instead of taking their frustration out on everyone else. More often than not, it feels like solo queue players end up as collateral damage simply because they happened to load into the same lobby as a group of friends.
Yh if you don't like competitive multiplayer or toxicity dbd must've been a real shock to the system.
Unfortunately a lot of ttvs will be immensley toxic, because it gets them views or they have to try and turn their chat against every player who beats them to keep their egos in balance. There are notable exceptions, I have had a lot of very nice and wholesome interactions with streamers.
I find a lot of dbd players can be very elitist and gatekeepy unfortunately. It is one of the most technically complicated games I've ever played with an insane amount of mechanic and perk bloat. Feels like you need to degree to understand how everything in the game works. And people seem to expect you to know it off the bat and will give you mad grief if you don't measure up in their eyes.
And yh soloq is a huge crapshoot. Always has been. I'm surprised you had the patience to put so many hours into the game in such a short time.
Honestly I wouldn't worry about other players opinions if I were you. Someone will always complain, no matter how you play. So screw em, play in whatever way you enjoy the most. I'd suggest trying to find some reguslr swf team mates, it makes the game much more enjoyable even when losing, which contrary to what a lot of the trival killer mains will say, still happens to swfs.
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Then you would probably get an easy win 🤣
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099437#Comment_4099437
No they dont survivors have all the tools they need just because the average survivor players sucks because of the constant hand holding the devs give and keep trying to hand hold more
As well killer has way less Rome to mess up sense they have no one to fall buck on unlike survivor who has peopld to fall back on so if a survivor makes a grave mistake it costs them a chase vs kilelr who it costs them the game.
Hardly. Killers have to make constant mistakes to lose that hard. A survivor team winning a game is like a house of cards, it only takes a mistake or two for the whole thing to fall down and for killer to snowball.
I see (and often am one of the) killers that turn a 2 hook game with gens finished into a 3/4k win. Both via their own plays and via survivor mistakes. For a killer the game isn't over until all 4 survs are either dead or escaped. For survs if killer manages to tunnel someone out early or get too many hook states before 2/3 gens are done then that's basically it. You'll seldom, if ever see survs pull games back from that.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099344#Comment_4099344
Killer is the power role in name alone swfs and competent survivors are the real power role. The problem is more survivors suck or worse give up under hook and screw over there entire team.
Bias is strong here. Your generalisation that apparently being just being competent or in a swf is enough to dominate every killer is ridiculous. Survivors have to be playing at absolutely peak efficiency to dominate killers in a way that according to you happens in most games. It takes thousands of hours to get good enough to outskill a killer so solidly and consistently.
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I don't see it often in my killer games. Main time I did was a streamer took a hook state off someone on deathhook. Unfortunately for them they timed it very badly and I had a mori token 🤣
It is an immensely strong perk though. Not sure it should be in the game. A surv with 0 hook states taking a hook off of someone who would be on death hook after the unhook is wildly strong and removes a crazy amount of pressure applies by the killer. But on the pther hand it's an excellent way to reverse a killer hard tunneling. Hard one to call imo.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099310#Comment_4099310
Ya im actually im actually in higher mmr the game is objectively survivor sided but because survivor suck so bad at this game and just give up and go next the data doesnt show that. If yiu really think thid game is killer sided your hust showing what yiur true skill level is. Go look at comp they have to ban so much from the survivor side to give the killer a chance in un restricted matchs sirvivors 4 outed and killers never even one there was a single tie and that was from the best Billy player on hid best map and he had to hard tunnel them out. Survivors objectively have more tome to do there objectives them killer sense looking at the numbers it takes 340 seconds for Survivors to do all gems open gate and leave whole it takes kilelr 600 second with 30 second chases to kill all the survivors. You just do not knlw this game well or dont understand data like the devs dont if you think this game is killer sided. Numbers are my thing and extrapolate data from large models for life and death decision for 6 years and I can tell you ad a professional the devs of this game do not understand there game they cant even understand why people get slugged the most on game one of the most pallet filled maps in the game.
When survivors play at 100% efficiency then killer does have a very difficult time. But the time it takes to get that good with survivor is thousands of hours. Killers with the same hours are generally able to beat out survs. And in tournaments they also have to put limitations on killers, i.e. no tunneling, slugging, hook camping etc to prevent the killer from having easy matches.
Even if that wasn't the case then you can hardly call the game survivor sided if it's only at the top 1% or even 5% of skill level. At lower mmr killers have the easiest time. And in my experience playing both killer and survivor, killers punch well above their weight when it comes to hours played. I have about 1500 hours currently. As killer I'm up against and regularly outplay survivor teams who have well over 3 times my hours played. And in my survivor games we'll often struggle in games against killers with 200-500 hours.
There is a stage that relatively new players go through where this survivor sided attitude comes from. I went through it. When I started dbd I absolutely clapped all of my killer games because I started in the protected mmr bracket. But all those 4 and 3 ks ramped my mmr high so at 100 or so hours I was up against co ordinated swfs with thousands of hours who'd been playing the game for years vs my month or two. And I spent a while getting humbled because I didn't have the skill to counter their plays. It's a very frustrating stage and it's easy to say the game is survivor aided when this is your only experience for a bit. But often when you lose it's because you are up against survs who have vastly more experience st the gsme than you do.
Killer IS the power role of dbd. It is infinitely easier to win a game as killer than to get a 3 or 4 out as survivors. Losing killer games is just a much more frustrating experience when it happens.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099201#Comment_4099201
Well it has the downside of Wraith not getting the movement boost after decloaking so if the survivor has Spring Burst, Dramaturgy, Lithe etc. timing it correctly would nullify the decloaking benefit. Still its something you only get after hooking a survivor so you have limited usage of it in the match anyway. Not to mention you need to be near a gen or line of sight of one to even use it.
It doesn't give the full speed boost but you do get a slight speed increase. Not much but as a rule more than enough to get a free hit.
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@Vergiveren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099120#Comment_4099120
I saw your post,I mean it is not uncounterable brokenly strong but a decent wraith can get a free hit majority of the time,I don't understand how people think this is fair and balanced
Yeah once you've figured out what they're running it is counterable. But it's still immensley strong. I mean it completely circumvents his uncloaks basic limitation. It would be like nurse having something that let her ignore blink fatigue or desthslinger having something to bypass his reload.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098953#Comment_4098953
Yeah, but there’s also a really good chance that they’re just the best player on the team for some reason like I don’t think I’ve ever really encountered a bad Renato player.
The two often go hand in hand lol
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@Vergiveren said:
Is it really balanced?
Yh i hate this combo too. Made a post about it when ST vecna was released.
Unfortunately devs decided it was fine and instead of nerfing it changed the perk/addon description to make it legit.
I still think it's a super cheese ball combo. I tried it out in a match once to see how busted it was. I could literally uncloak mid chase with no slowdown if tbtc was active and i had a gen in los.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098962#Comment_4098962
Slugging Singularities used Deerstalker all the time. The perk needed to be nerfed. I can’t imagine the toxic crap someone like Momo Seventh would pull if that trash was still in the game.
Never used to come across that myself. Always struck me as an exceptionally weak perk. Probably had some use of onis that wanted to get greedy with their power.
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Two words.
Light born
Problem solved.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098909#Comment_4098909
In the fighting game community, you would get laughed at for complaining about that, and rightfully so.
I suggest reading the free ebook by game designer David Sirlin, Playing to Win. Here is an excerpt from the book:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.
A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098909#Comment_4098909
Here is one of the best SF2 players in the world daigo playing Ryu notice what he does? Gets his opponent in the corner and then "spams" fireballs. (i say spam in quotes because he is using them in a very specific way that not anyone can just pick up the controller and immediately do)
Yes I'm sure i should absolutely agree with the opinion of some author I've never heard of saying winning at all costs regardless of method is fine. Damn they sound like half of the killer tribal mains on here going "yOuR FuN iS Not mY ReSpoNSibiLiTy" Half the reason I made the comparison is because looking at dbd vs street fighter, tekken, mk etc they are two very different games.
Fighting games like that are a very particular niche. And a level playing field. You all get the same pool of characters, you can do mirror matches, you choose the character you are best with and do your best to use their moveset to win. You can use the same character and utilise the same boring, busted combo. Not in dbd, the 2 sides are very different.
Dbd is an asym. Balance is never going to be level by the nature of the game. The game has virtually no competitive scene beyond community organised tournaments. The roles of the game are open to abuse in a way that you don't see with games that arent asym.
I think a lot of people seem to forget that games are primarily for enjoyment. Sure winning is enjoyable. You have competitive games: street fighter, counterstrike, LoL, overwatch etc. Dbd does not fit that catergory because it would be so uninteresting to watch competitive games with no restrictions because killers would simply do the same thing (tunnel one person out repeatedly) to win. Even the player organised tournaments have to put house rules in place to give them a vague sense of balance, competition and skill expression.
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I wouldn't mind the invisibility cheese if it wasn't for the portals. Makes it an almost guarenteed chase ender if someone can just whisk away after eating it.
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This serious? Smells like bait to me.
Half these complaints are about not being able to indulge in pretty unpleasant and unfun tactics. Old 3 gens were so bad for the game before the gen kick limit. Nothing like being stuck in a 40 minute game with a doctor or legion locking down a 3 gen because they couldn't win a chase. Face camping was a genuine issue, and I almost never see a facecamp self unhook actually trigger because it's a successful deterrent. Is proxy camping not cheap and easy enough?
And the other complaints don't make sense. Diminishing returns affects survs and genrush builds way more than any killer stuff. Who even used deerstalker? NOED is still a huge crutch perk that gives killers cheap pity kills in endgame. And reworking broken add ons that were unfair to play against.
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@Doctor_Xenomorph said:
A major reason that killers tunnel is often because they believe they are forced to, in order to win - which is true in some cases (depending on the game state).
What I am proposing may sound counter-intuitive, but I believe in the long term would actually result in a decrease in tunneling strategies used by killers.
Buff killers outright
I said it- hear me out. As stated before- a MAJOR reason most killers tunnel is b/c they believe they are at high risk of losing if they do not tunnel.
*IF killers were made stronger - we would likely see an immediate uptick in the amount of current tunneling but I predict this would eventually offset as many killer mains realize they do not need to do so in order to win - and that in fact it would be more productive to focus on the survivor team as a whole, instead of singling out any given survivor. Now OFC this could obviously backfire - but this is just a rough idea.
I don't think this would work. Tunneling is just the easy strategy for the win. The majority of killers will take every win they can get so general buffs to the role would just boost kill rates through the roof. Tunneling would maybe decrease a little but that would be offset by survivors losing constantly and being lut off playing the role. The concept that most killers would ease off when they have the advantage is very optimistic.
When it comes to tunneling, you need to disincentivise it by making it less effective and using game mechanics to make it unviable or less appealing. Versus just handing killers easy wins without actually stopping them from doing it.
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Good choice between the two. Idk what it is about renatos but they always seem to be toxic in my games lol.
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Don't have pictures but yeah, gen spawns for black banquet have been pretty janky. Most maps seem lopsided with one super isolated gen I can basically ignore as killer.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling
Why would you expect your opponent to intentionally not do something that is going to likely lead them to winning the game? This is like playing counterstrike and being mad because the T's keep going to bomb site A over and over again knowing that you station your worst player to defend it. Adapt your strategy instead.
I'm not saying killers should intentionally throw. As i said I'm not against tunneling in general. I'll do it myself mid/late game if i need to.
It's more the specific situation where a killer singles out one surv at the start of the game and hounding them out immediately. Sure it gets the win but it's uninteresting, boring, cheap and requires minimal skill. it'll often just make players DC or go next. So you just have a bot game with bloodpoints.
It's like playing a tekken/mortal combat style fighting game and just repeatedly spamming a quick cheap unavoidable move combo. It gets you the win but there is no skill or satisfaction involved. You don't improve at the game and your opponents don't want to engage because there's no point playing against that tactic.
You can't really adapt to this kind of tunneling. In your example you just rotate your bad player off that point and put better ones in. But dbd doesn't work that way, it's not an even playing field. Countering hard tunneling off the bat is next to impossible unless the skill gap between survs and the killer is huge.
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@Angy_Quentin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098854#Comment_4098854
I hope they somehow marry masquerade and black banquet to create an even better mode. The food powers are honestly pretty fun to use and the killer powers from last masquerade were too.
Yeah it's catching a lot of hate but I'm enjoying the black banquet food boosts. Both as surv and countering them as killer. Always satisfying when you hit and invisible surv 🤣
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098857#Comment_4098857
Prayer Tablet for constant infection, Lethal and Black Incense for near permanent aura read, Thano for slowdown, Fire Up or Brutal to make the path clearer, and a fourth perk of your choice. I was using Dying Light but it got hit by Diminishing.
Some teams figure it out and cleanse. Depending on how far along the match is I either reinfect or surprise them by using the M2. I don't like the arc of her M2 though so I try to avoid that.
Sounds diabolical 🤣 and yeah it's a pain for me to use on controller. Must be easier on m&k
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@cogsturning said:
I play Plague with a gimmicky no-M2 build and have a lot of fun with her. I've always found her hilarious.
I dread to ask but how does THAT work?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098848#Comment_4098848
Its nice that her green puke doesnt use PWYF tokens.
PWYF more like POYF 🤣
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@Angy_Quentin said:
Deserved for playing legion?
On a serious note, it's probably an event bug. You can report it, but it may be fixed next year, maybe never.
I don't play them often 🤣 i was just messing with builds to counter black banquet mechanics.
And yh tbf not really fussed. Not even sure if they'll bring back black banquet for the next anniversary. Not with all the negative press it's gotten this year. I was assuming they'd go back to masquerade and the black banquet was just a special for the 10th anniversary
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098542#Comment_4098542
You'd be surprised about Plague. Toss on something like PWYF and it becomes very dangerous to stay injured. On most games I play as her, ppl start cleansing.
Yh i play her on very rare occasion. Tbh I've used her more in the last week since she's good at countering the banquet mechanics. PWYF is a good shout, makes me think might be worth trying coup de grace on her as well