JPLongstreet
JPLongstreet
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- JPLongstreet
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For me it was the wildness and chaotic nature of the trials I miss most. We hadn't efficiencied out so much of the joy yet.
And of course the blue/green aesthetics of the oldest realms. The Coldwinds were nighttime, and you couldn't see from one end of the map to the other, no matter the moonlight offerings used.
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Wouldn't comms just destroy such a killer designed like this?
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@Anti051 said:
Agreed, the only thing aim dressing seems to do is commandeer your control, screw up your lunge and leave you feeling scammed.
It's just such an awkward and weird feature whether it's forcing your lunge into a corner when you're trying to swing around one, or trying to target a specific survivor and getting vacuumed onto the one next to them.
If DbD mobile offered an option to turn it off, why can't we do the same thing here?
If I remember correctly the mobile version of DBD was recoded from scratch by an entirely different team. So maybe there's technical issues in the 2016 game to consider?
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@MiniA said:
well, I know it kinda is bad to get this game modded since it sometimes DOES give advantages over the other players, but how about we make it like some other online games, I KNOW it would take a lot of time and effort but how about putting a tab in game where you can download and publish mods, and mods MUST be verified by devs
How would that work for the consoles, since each and every patches and updates must be separately and individually certified by Microsoft and Sony and Nintendo? And is not free either?
Also messing around with how the Perk icons look is one thing, but almost anything else is suss.
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@UndeddJester said:
I've been thinking a lot about Hag lately, and I'd like to explore it. I've factored in a number of old discussions in the forums, looked through her history and explored a number of others ideas. I encourage you to read the whole thing for the full context, but of course not everyone has time for a deep dive.
If anything seems unintuitive or illogical, or ofc if you have any issues with my suggestions or have other ideas you would prefer to see, there is a decent chance I've already answered it in the deep dive, but I don't mind reiterating/re-evaluating any points, so do feel free to drop them in. So without further adue:
The TLDR - Proposal to fix Hag issues:
Basekit:
- Hag traps can no longer be placed within 8m of a hooked Survivor. Existing traps within 8m of a survivor being hooked will burn away.
- Hag gains 2 extra traps to a maximum of 12.
- Hag traps when placed are "warded" for 30s. Attempting to wipe away a warded trap will trigger the ward.
- An activated ward will cause the trap to glow orange after 1s (same hue as the hex totems) and trigger a unique alarm sound. If the trap is successfully wiped away, this followed by a shriek from the Hag for the Survivor. The Hag receives the same unique alarm notification at the same time the Survivor does, and the trap is considered triggered for 3 seconds, allowing the Hag to teleport immediately if the Hag is able to using the secondary killer power button. If unable to teleport, the secondary killer power button will create a Mud Phantasm instead.
- Mud Phantasm's will now only yank the survivors camera a maximum of 36° in the direction of the Phantasm.
Add-Ons:
- Rusty Shackles now silently creates a smaller incomplete/amorphous Mud Phantasm when the trap is triggered, which no longer pulls the camera to face it.
- Powdered Eggshell renamed/rebranded to Half Eggshell and increased to 25% Phantasm Duration (was 20%)
- Cracked Turtle Egg increased to 33% Phantasm Duration (was 30%)
- Bog water now reduces trigger range of traps by 15% (was 10%)
- Bloodied Water now reduces trigger range of traps by 30% (was 20%)
- Half Eggshell renamed/rebranded to Hunting Spider Skinshed (or let your imagination go wild). Now triggers the ward on a warded trap in 0.25s and ward activation lasts for 3.75s. (was 25% Phantasm duration)
- Bloodied Mud renamed/rebranded to Hunting Spider Carcass. Extends the duration of the trap ward by 10s. (was 30% reduced trap trigger range)
Introduction
I really like Hag. I have a soft spot for set up killers in DBD, and Lisa is a pretty unique killer... I'd argue she is almost as unique as Nurse; while she has never been particularly popular, she has always appealed to a certain type of player, and her fan base has always been pretty loyal to her...
So before we start, any update to the Hag first and foremost, must maintain the elements that keep her unique and for players of that certain archetype. She is not an m1 killer in the traditional sense, her traps are her identity, and should remain the core of her gameplay loop. We don't want a Trickster situation where we make her a 4.6m/s killer and dilute her unique gameplay away from what makes Hag, Hag.
It goes without saying, the main thing to remember here (and I'm not insulting anyone but this point is important), is we must absolutely avoid reworking her to cater to the more modern dash and projectile style killers we see in droves in modern DBD. Any rework or changes should not cater the kind of players who only see skill expression as being something purely driven by input accuracy, like Blight, Nurse, Huntress, Wesker, etc.
While this kind of skill expression is fine for these killers, this is not who the Hag is; her skill expression is far more about prediction, map knowledge, efficient and effective trap placement, macro control and out of the box thinking to catch survivors off guard.
So with that in mind...
What actually is Hag's Identity?
Her character description is pretty on point for the Hag to be fair:
"The Hag specialises in creating a dangerous web of Phantasm Traps, to be triggered by unsuspecting Survivors. She can instantly teleport to a triggered Trap, striking the Survivor that sprung it. Lock down key areas, make rescues a deadly gamble, and end chases quickly with strategic Phantasm Trap placement."
Now, with this in mind, her design fits this goal well. Hag is burdened with the troubles of being a setup killer; she is slow to traverse the map at 4.4m/s, and so tends to have to forgo gens farther afield.
The way she makes up for this is by setting up and maintaining a large web of traps, that are quite hard to see in vast majority of locations and maps, that give her the ability to heavily punish careless survivor movement in a given area, both in defending locations like generators and hooks, and in cutting survivors off at loops. She herself is also small and quite hard to see, with a smaller terror radius, so is more difficult to observe setting up her traps.
If survivors are being careful with movement, Hag is massively slowing down all survivor movement out of necessity to avoid her traps, and always adapting her methods of approaching, pressuring and looping survivors based on what she currently has set up and available in any given moment, as well as what time constraints are currently placed on survivors (usually hook timers, but also healing, or searching for totems, etc).
Hag thus is a mix of an area control killer with decent abilities to hold objectives, psuedo map mobility and maintaining pressure between hook timings and totem defence; and a zoning killer that is capable of making a large number of loops unsafe, forcing survivors to leave and gamble into a previously set up and as yet unseen snare at another loop.
In many way Hag is the ultimate set up and pay off killer...
Fantastic, so what are her issues currently?
Hag has been directly and indirectly nerfed over the years, and has been hit quite hard via the changing landscape of the game.... there have been some things that have also benefited her as well, but usually the benefits came as a double edged sword...
1 - Trap Wipe Away makes her vulnerable to survivor stalking
The removal of the trap burn did remove flashlights as a pretty hard counter to her power, and is a good change... making this a universal wipe away mechanic is much fairer and easier to balance.
However the wipe away mechanic has also allowed survivors to undo her setup basekit, and while fine in theory, it gives her a similar problem to Trapper of having to deal with a survivor trailing behind her undoing her setup. At least before it was limited to survivor loadout that you could see in the lobby, and you could always take Franklin's to mitigate the problem if really needed, however now anyone can do it at all times, and is a constant threat.
Unlike Trapper, Hag is 4.4m/s and can't effectively push a survivor doing this away. Hag relies much more heavily on her traps for everything, so someone doing this punishes her way more than Trapper... which is really saying something... 😖
2 - Hook timer increase to 70s hurts her ability to exploit her survivor movement slowdown
Hag does have a reputation of being one of the worst hook campers in the game, and this would be something I would want to also address (see Survivor issues)... but it is undeniable that even if she isn't hook camping, this change hurt her quite badly, as even the most fair minded Hag's still need to exert some level of unhook time pressure... and this change hit her ability to squeeze survivor time substantially.
Survivors now have more time to complete gens, more time to snoop for and avoid/clear traps and generally limit her zone control effectiveness in her quadrant of the map.
3 - Maps got smaller (mostly Yay!) and brighter (eeehhhhh...)
As I say it's a bit of a double edge sword with Hag, the shrinkage of maps makes it easier for her to hold gens, no longer just a 3 gen machine, she can reach to 4 sometimes 5 gens with moderate effectiveness, which just is a boon for sure...
However... smaller maps do also mean survivors are more likely to see you setting up, and with maps being brighter as well, its easier to spot you and your traps than ever before... this amplifies the problems in point 1 where your traps are easier to shut down, and also further pushes point 2 as well, where smaller distances mean that survivors can take more time to comfortably reach the hook... likely even avoiding your traps entirely.
What I'm basically saying is... the Hag's game leans entirely on her power/traps probably more so than most killers, and if they are easily shut down or subverted, she suffers a LOT for it.... which leads me neatly onto...
4 - The S Tech
.... Yeah...
This is by far Hag's biggest problem. If a whole survivor team uses this and she doesn't have Rusty Shackles, the Hag is basically a 4.4m/s killer that doesn't have a power much beyond a survivor controlled teleport.
For those who don't know, the S tech involves pointing your camera to face the survivor and run towards your screen. The Hag's traps will pull the camera automatically to face the trap , and since the Survivor is already holding S, they will instantly turn and run from the trap the moment the trap is triggered.
This basically completely deletes all the Hag's setup value of her traps in an instant... a survivor can basically give Hag all the issues of point 1, but without even having to wipe away, or even look for traps at all... just blindly run around and safely remove her traps with little the Hag can do about it. It also completely pushes the issues she had in points 2 and 3 to the point of being absurd as well in the same way...
Some Survivor side issues
1 - Traps have no limitations on placement, particularly around hook.
Exerting time pressure and defending hooks IS a part of her game plan and design. It's even described in her killer overview:
"She can instantly teleport to a triggered Trap, striking the Survivor that sprung it. Lock down key areas, make rescues a deadly gamble, and end chases quickly with strategic Phantasm Trap placement."
So hooking a survivor within her web of gens and holding unhook pressure is absolutely a part of Hag's game... however Hag has no traps placement limitations, which can be pretty cool for creating trap gauntlets.... but unfortunately this lack of spawn limitations means that Hag can trap all around a hook with impunity… this playstyle is very lame and boring, but also quite tricky to effectively play around, especially in soloQ.
The last line says "strategic trap placement"... however there is nothing strategic about trapping the holy hell out of hook... and way too many Hag's fall back from the idea of maintaining their web, to instead just trapping hooks to oblivion and camping/tunneling players out... it takes no effort and no skill to do, and this gameplay should be limited in some capacity.
2 - Rusty Shackles is a universally disliked add-on that enables a lot of Hag's most unpleasant builds.
Every player I've ever talked to, veterans to newbies, casuals to sweats, meme players, theme players, whoever... nobody likes this add-on on Hag.
Survivors get no chance to react and even try and dodge when this add-on is in play, and it betrays the usual agreement survivors have with traps, bjt at no cost to the Hag. Normally Hag has to capitalise quite quickly on her trap trigger to get value (which is something we want to fix vs. S tech), and so this gives survivors a chance to react to the trap if the trap trigger isn't convenient to the Hag. You have a chance to move away if the Hag hesitates to take the trap.
Rusty Shackles completely undoes this, and due to that lack of warning Hag can take their time and often still get a hit with no chance for the survivor to do anything about it... and where this becomes a problem often, is this add-on enables Hag to exploit mean effects of perk combos very consistently (e.g. Weave Attunement and Franklin's was very oppressive on Hag).
Now admittedly a lot of Hag's nastier builds have been gutted since Knockout and Franklin's have been trashed... but the fact a survivor can't react at all will always remain a problem whenever some mean trick of killer perks becomes an option. Rusty Shackles is in every build like this.
My personal gripe is there is something deeply unsatisfying about it. Hag jumpscares are actually quite fun to me, and her traps creates a nervousness that is lacking a lot against other killers... and Rusty Shackles turns that cool alarming jump scare and instead makes it a very boring and just annoying. Despite the result being the same... a Rusty Shackles hit feels so much worse than a normal Hag hit.
Change goals and principles/discussion points.
Hag hooks range limit - The reduction of Hag's camping ability via the trap hook limitation seems counter intuitive to her identity, however I was careful to choose 8m, since her trap trigger range is 2.7m, she can still effectively trap pretty close to hook for preservation of her hook pressure, but she can't trap all around the hook in the Survivors shadow to make it so obnoxiously difficult to play around. It's still effective to exert hook pressure, but it does take more trap commitment and set up, that a single wipe away (rather than 3 or 4) can effectively counter for survivors two pay attention.
Increased trap count - Number of traps correlates to the effectiveness of the Hag's web. While there isn't much we can really do about the 10s hook timer increase (at least without strong arming it), what we can do is allow the Hag to be a little more liberal with her trap placement. More traps means survivors have to be more careful traversing the map, since there are more opportunities for a trap to be lying in wait ahead of you.
This has the added bonus effect of effectively increasing the effective range of her web, and making her a little less 3 gen reliant, and also rewarding Hag with effective trap placement by increasing the odds she can push Survibors into her Web a little easier.
Warded Traps - A straight forward change really, it simply limits Survivors from following Hag around and bullying her by neutering her traps. The 1s initial trigger and 3s activation aligns with her wipe away mechanic, so of Hag does leave it too long, she loses the ability to protect her warded trap. She can't m1 and run for example.
Obviously some effects, like her blocking add-ons and her Iri with the cooldown can prevent her from teleporting to the warded trap, but the ability to create a Mud Phantasm instead still keeps the mechanic functional in her kit when running these add-ons.
Reduced Camera Yank - Thinking about it carefully, this is the best number I can imagine to effectively gut this effect. The camera yank is a great little horror theme addition I'd love to keep, and this change doesn't effect how most survivors interact with the traps.
The problem with values any larger than this (say 90° for example, you can create similar W/D techs). 36° still does enough to disorient/spook the survivor/get the idea across, but trying to tech it comes with issues like you can accidently run into walls, and can't usually turn far enough for it to matter without really good reactions to recognise which way they turn and respond fast enough from the survivor in addition, which seems fairer all round.
Egg and Water Add-Ons - I wanted add-ons for the new ward mechanic and having 3 variants for her duration and range add-ons is just... why?
The only reason you use the eggs is for the purple block add-ons or for slightly better anti loop flexibility, and we don't need such small differences between them... also the numbers were ugly...
Similarly since range was changed basekit, we don't need such small subtle differences between them anymore.
Suggestions I avoided
- Increased to 4.6 after teleport (and 4.6 in general) - This is simply unnecessary if you don't have S tech. Hag can usually get a hit if she reacts immediately to a trap trigger, and if she doesn't, the decision to actually take the trap is a meaningful decision for Hag. It also is a key part of mindgaming Hag at tiles, where if Survivors know a trap is down, they can bait her trap/TP and create an effective mind game, and Hag in turn can mind game taking the trap at any moment over it's 6 seconds duration to go flr a hit as well. If she becomes 4.6 however, she can just take the trap anyway and then loop normally for a short time... and doing that, she isn't really playing the Hag game anymore.
- Increased lunge after teleport - Again this is not really necessary after removal of S tech. Hag can make good use of perks like Coup and even Unrelenting to go for big swings off of traps, and should be a conscious decision of her build. The zoning power and potential mind games of an activated trap in chase gives her plenty of tools to get the job done, and she still has plenty of options if she has been diligent in her Web setup (Which itself is stronger with extra traps and the ward protection).
Overall I feel like these changes give her some nice QoL, and bring her a little more up to date, while still maintaining the core of her identity (and removing the main thing that totally kills her viability)
It also removes some of the more frustrating and irritating elements of her kit for Survivors, to nudge her more towards the more fun and engaging elements of her kit and generally make her more interesting for all.
Thought and feedback more than welcome!
The very few Hags I go against usually aren't difficult to deal with, even before being able to wipe the traps and no matter her add-ons in play. Her rarity makes her a noob stomper, like all less seen killers that have lots in there kits for survs to deal with.
However the reason I do not play her myself (and likely why most others don't either) is because of playing DBD with the controller. Those who play her with M&K universally rebind her attack to the mouse scroll wheel, to instantly swing as you teleport.
But the input delay using a controller prevents this, as each and every action with the controller has something like a third to half a second delay. You teleport, swing, miss, and the surv gains decent distance during recovery with a slower moving killer.
The answer to this is more robust options for the controller in DBD, dealing with dead zones in the sticks, response curves, etc. Instead, sometime this year the consoles are getting M&K support, which tells me there will be no changes to controllers coming ever. I do not believe many will stop using the controller, and with more than 70% of the global playerbase on the consoles Hag will remain seldom used and forgotten. Which means none of your proposed changes will matter then.
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@Zuiphrode said:
You can already make yourself anonymous in the options.
Those of us on Xbox cannot use their Anonymous Mode
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@Marc_go_solo said:
Title: Although I'm getting my matches updated instantly, my stats page is saying the last update was 7th July. Even signing out and back in doesn't seem to refresh them.
Just interested in seeing if this is a common issue, or maybe a me problem.
I wonder if they only pull that info like once a week or two?
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@GeneralV said:
Add: an option to use the old powers of killers who got reworked to a point where their gameplay changed substantially (except Legion).
Remove: Wesker.
You don't miss backwards walking forever mending Legion players? 🤣
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@XzNadesu said:
When will you start thinking about the players who aren’t crying about the basic mechanics, but who actually want balance in this game — something that currently doesn’t exist?
The game is being completely tailored to whiny survivors with barely 1k hours, who don’t really understand how anything works. They post their so-called “balance” suggestions here, and by listening to them, you’re just burying your game deeper and deeper.
People should be learning how to play this game properly, but instead, you’re making it more and more casual — specifically for survivors. Killers are nearly unplayable now, because of the overwhelming number of unbalanced perks and mechanics survivors have, while killer perks and mechanics are slowly being nerfed or made irrelevant.
Players like Meydix are exactly what your game needs. But if you keep following the advice of casual, crybaby survivors, this game is going to die very soon.
They've never made changes with the top 6% or whatever players in mind, mostly looking at what the average trial is like rather than what's possible by experts with tons of hours.
I also seem to remember the average player time globally being less than 200 hours. There's lots to DBD and it does take a while to gain what I'd call beyond just competent knowledge of the game. The insufficient tutorials doesn't help the rookies either. DBD also relies way too much on "go YouTube it" as an answer imo.
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@Good_Pancake said:
One thing that has struck me when using this pretty niche perk is that it activate on hook. And it's not as if the information was relayed to my team since that perk only reveals you the killer's aura.
Therefor, if you are soloq it is simply useless.
The perk should instead not activate on hook and be saved for after the unhook happens.Small Game would still ding me if I was hooked facing a totem. Super annoying.
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No CrossPlay or MMR. But I don't think the game would have survived without CrossPlay.
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@Nerman said:
Since I have been playing dbd I play both survivor and killer pretty evenly. I have recently been enjoying the killer trickster “which requires constant precision aiming” and have noticed the incredibly high dead zone. Trickster overall is usually rated a bit lower than other killers. On PC hitting your throwing knives with high accuracy isn’t to hard, but on console it’s completely different. Hitting those throwing knives is much more difficult and results in console tricksters to miss a lot more of their knives. The high dead zone isn’t much of a problem at all for survivors, which means it’s only a disadvantage to trickster. This fact makes him worse than what his kit actually is. This isn’t only a problem for trickster, but for all other ranged killers. For the other ranged killers however it isn’t as big of an issue because you aren’t throwing multiple projectiles in a row. Trickster is one of my favorite and most fun killers to play. Sadly, he just isn’t as good or enjoyable as he could be, same with the other ranged killers. Adding dead zones would improve not only present killers, but future ones too. This feature would also make the game more fluid and enjoyable for everyone.
Yeah more robust controller options have indeed been asked for many times over the years, things like dealing with those dead zones in the sticks that you bring up, response curve, etc.
They're adding in M&K support soon to the consoles, but sadly I'm afraid they'll say there ya go and that's it.
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@undeadmauler said:
This lobby simulator bug is ever prevalent yet again, no matter what patch, what i do, what effort i put in i cant play this game with my friends because this bug wont let me join them. im tired of it. it never gets fixed for more than a few days after a patch. why, why cant they fix this spaghetti coded issue.
I'd get this issue from time to time over the years too. We'd restart the game every four or so trials to keep it together better, and rotate who's doing the inviting as well.
During prolonged issues we'd have to restart our internet too. And yeah there's times no matter what we'd do it just wouldn't let us form up, which is super frustrating.
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@RizeKagune said:
I'll still use Franklin's, it's actually my most used perk accoring to my DBD stats lol. I don't touch Weave though.
Mine is still to this day BBQ & Chile, even after all this time. Shows how much we wanted those stacks back in the day.
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Yeah it can take several times for them to figure it out. Also, please my fellow killers don't drop them a distance from an open hatch just to slam it shut right in front of them, it's cruel.
Those cute lil newbies greatly increase their chances of living if they'd boop my snoot as well. 😜🐷🐽
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Screenshot_20250708-172030.png@Empiryaa said:
When will there be development for a possible switch 2 edition of dead by daylight?? i think out of the many 3rd party games, dead by daylight is one of the hardest to play on a nintendo console and with the release of the nintendo switch 2, the game could perform so much better with a new edition of the game on the new hardware
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I think it would be better for everyone if no profiles could be seen actually.
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@LordGlint said:
Consoles dont have kb/m support for dbd yet... They were talking about adding it later this year.
Edit... just read the ptb patch notes...disregard, lol
Yeah a distinct lack of the word "Switch" anywhere in there ...
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We've all suffered the supreme disappointment of finding a broken key in a chest. Anything that makes those in particular not feel like dumpster juice on warm armpit wheat sammiches I'm all for.
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@SigmaLord said:
Define tunneling
I'd define direct tunneling as going after the surv immediately after they've been unhooked, forsaking all else to do so, and putting that surv back on a hook.
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@TheTom20 said:
With such an ever growing roster, I was wondering if there are any players who have never gone against certain killer or killers?
Rumor has it there's a killer called "The Hag" I think, not entirely sure but apparently they exist and have for years now? Maybe? Sorta??
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@HuskyDogLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957854#Comment_3957854
This is a problem in a lot of games, (like the examples I gave in the opening post) and those games solved the problem by addressing their tech debt and shifting to a server authoritative security model.
Right now, Behaviour seems to be choosing short-term content releases over long-term infrastructure fixes. That’s a business decision, not a technical impossibility.
Both could be true at the same time too.
I'm thinking like most things we'd love to see in DBD it would require recoding the game from scratch. And they have said many times they have no plans to do that, sadly.
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@CertifiedMegHead2 said:
I had a game where I was losing pretty bad as Springtrap. However. I noticed that if they got one of the gens on the other side of the map done then I would have a nasty three gen. A three gen so nasty that all the gens were in line of sight for me they were that close. So they pop the gen and I start anticipating them for my comeback and then THE SERVER CRASHED. Absolutely devastating
A while back I stumbled into a similar straight line 3 gen along side the temple in the forest. Luckily the server let me keep my three sacrifices from that trial. 😋
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I'm pretty sure the builds players run aren't loaded in until after the lobby countdown is complete, and then loads as it generates the map. So what are we talking about about here, another lobby before the lobby (and in the case of SWF a third lobby)?
I can here the game creaking and tearing just trying to do all of that.
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@HuskyDogLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956871#Comment_3956871
This simply isn’t true and highlights a core issue in the gaming industry: a widespread lack of expertise in security architecture.
Many developers still operate under outdated assumptions from an era when bandwidth, cloud computing, and networking techniques were far less advanced.Today, modern solutions like lag compensation, rollback networking, delta compression, and scalable cloud infrastructure allow games to maintain both strong server-side authority and excellent performance.
Some of the most cheat-resistant games, Fortnite, Valorant, Apex Legends, prove that performance and security are not mutually exclusive. It’s not a technical impossibility; it’s a question of priorities and investment.
In the case of Dead by Daylight, it’s likely the developers have weighed the cost of overhauling their security architecture against the revenue from releasing a new killer or survivor, and decided that short-term profit takes precedence.
Fixing the underlying issues may not immediately boost sales; but ignoring them damages long-term player trust and game integrity.I'm not disagreeing with your assessment, but what if the way the game was coded back in 2016 hampers or even outright precludes such improvements?
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@DeBecker said:
This is either a system issue on your end or some kind of hacker. I have literally never any serversided DCs on my end, and i dont even have the highest specs on my PC.
It's pretty common for players to see a "Dedicated Server stopped responding" message when this happens. They're much more common during major chapter updates and/or events. I've seen them say twice a week ever since they went from killer-hosting lobbies to the dedicated servers. And that's across three moves, four consoles, and two internet & equipment upgrades.
I'd consider your luck awesome if you've never seen that error message.
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@Hicham said:
i got banned on my main account like 2 days ago and i tried to appeal they haven't responded yet i go to my alt i play 2 games in the middle of the 2 game i get banned i bought dead on a new account i uninstalled the game and on the second game
i got banned again i have the video this time because i felt it might happen again and it did
https://imgur.com/a/ZQXbAUqNo one here on the Forums can help with any ban, nor is it discussed. You'll have to take it up with support.
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@darkshadows8326 said:
BHVR, you need to introduce a way for Killers to see if players are in a SWF, through either making a new icon indicating their party count or by changing the color of their names. This has no downside whatsoever, if Killer doesn't want to play against a SWF, they get to wait for another match. There are some players who want to play against SWF to challenge themselves.
As others have said, doing this would lead to mass lobby dodging and shopping around, which further damages the matchmaking system. Queue times would also soar because about half of all survs globally are in at least a two-man SWF.
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@[Deleted User] said:
Wait wait wait.
I am not a game designer, even me I know a good pattern when playing using a client / server architecture is:
- The server orchestrates everything
- The client just acts as a remote controller
- The client sends its current state to the server, which validates it and recalculate the game state according to it
Don't tell me this is not even the case. Please
Their servers don't do what I call "sanity checks" and things like flag impossible speeds etc.
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Screenshot_20250702-210005.png@The_NinjaGuy said:
Good afternoon,
Is the team at BHVR working on a Nintendo Switch 2 version of DBD. The console is powerful enough to handle a better version of the game, and it desperately needs it. I can't handle 15 fps and 720 much longer.
Thank you -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956268#Comment_3956268
I wish they did hotfixes every 2 weeks or once a month to help keep up with all the bugs.
If the game was only on say Steam they prolly could put out three patches a week if they desired. But because DBD is also on the consoles Nintendo and Microsoft and Sony all individually certify each and every update. This process can take 3 - 5 days or on occasion longer, and it is not free either.
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@ToriumSlurs said:
To modernize Dead by Daylight’s visual quality and performance across a broader range of hardware and display setups, I reccomend those improvements:
1. Add NVIDIA DLSS support.
Integrate newest DLSS to enhance frame rates and image quality for players with RTX GPUs. DLSS uses AI-driven upscaling and frame generation to deliver smoother gameplay without sacrificing visual fidelity.2. Update Intel XeSS to the latest version.
Implement the most current version of Intel XeSS to ensure optimal performance, improved upscaling quality, and full compatibility with Intel Arc and other supported GPUs.3. Upgrade AMD FSR to the latest version.
Adopt the latest iteration of AMD FidelityFX Super Resolution. This includes improved image quality and optional frame generation, enabling better performance and visual smoothness on AMD and other compatible GPUs.4. Expand FPS limit options.
Introduce additional framerate cap settings to support modern high-refresh-rate monitors. Recommended options include:
• 144 FPS
• 165 FPS
• 180 FPS
• 240 FPS
• 360 FPS
• UnlimitedThese enhancements will improve overall responsiveness, visual clarity, and performance scalability for all players, while making full use of current-generation hardware capabilities.
As someone who truly enjoys using these advanced graphics technologies, these improvements would be very much appreciated. They would greatly enhance my experience with the game and make it even more enjoyable to play. It would be really nice if I would be able to play on 240 FPS.Anything above 60 frames prolly feels criminal to our precious Switch cousins! 🤣
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@SuppaRider said:
Hi, I'm a streamer from SEA and I mainly play Killer. I've noticed that when I'm matched against players from China, they often seem to run faster, and when I hit them near a pallet, they scream but don’t get injured...then I end up getting stunned. Their ping is usually around 20–40ms, while mine is around 90–120ms during those matches.
I realized that when I'm actually on the SEA server, my ping is around 50–60ms. During those matches, the movement feels smoother and it's much easier to catch up to survivors.
It's really frustrating when I'm up against survivors from China, their movement feels faster while mine feels slower. Sometimes it's so frustrating I feel like givingup. Is there any way to get matched only in SEA servers?
here is the screenshot of the ping:
https://i.imgur.com/dkWXdfY.png
https://i.imgur.com/VPs7h7L.png
https://i.imgur.com/a2A4grK.png
https://i.imgur.com/BFvtC3t.pngSince DBD is banned in China players there VPN to other regions, hence their higher ping.
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@[Deleted User] said:
Something that I thought of quite some time now.
When you play solo q and you are dying anything other than last, why can't you see the killer build in the postgame lobby? Sometimes stuff happens and you want to check what the perk or addon was.
You basically would have to wait the whole rest of the game while you as a solo player certainly cannot tell anyone in this round the perks and/or addons of the killer as there is no ingame voice chat. Which is the basic idea of hiding them, I get that.
But a solo player is exactly that: solo.
So the suggestion: Make killer builds in solo q visible for the player who already died so they can check and just play their next round. Thank you. :)
I don't think they've ever made changes directly around SWF or solo for what players see post-trial. I'm not even sure they can coding-wise.
The last change somewhat like this was globally blocking killer builds until all survs were sacrificed or escaped. But that was for everyone. So an all or nothing change.
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@sausage11 said:
Well sadly the guide @isha linked to didn't really help in the end. I'm still dropping beneath 100 fps after playing the game for like 30 minutes. Despite having it locked to 120 fps. Never had this kind of issue before. For now, only a restart "fixes" the issue. I hope the devs acknowledge this soon, there's also people on the Steam forums complaining about this:
https://steamcommunity.com/app/381210/discussions/0/594027255177434261/
Sounds suspiciously like a memory leak issue.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953900#Comment_3953900
Basekit Distressing on Pig 🐷
Cannot deal with the jump scares.
Shoulda booped that snoot when ya had the chance..... 🐷🐽
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@Virtual_Fleeces said:
Bump. Literally the only time I notice auto-aim doing anything on k/b & mouse is when I absolutely do not need it. Why is it not a gameplay setting?
Oh I can assure you Aim Dressing has cost my beloved Piggly Wiggly many a hit over the years with my controller.
It usually happens in tight spaces and against walls etc. The surv sill do something crazy in front of me, and the game freaks out a little. It'll grab my camera and I'll smack a rock, that tree, even thin blessed air, anything besides the surv.
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I've always appreciated any surv running No Mither. Shows guts and jumbo cajones. 😋
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@molliemae said:
I love DBD, been playing it for 6+ years. My currently laptop is getting old therefore sometimes has problems processing the game so it tends to crash fairly often now but I can't afford anything to replace it just yet. I was wondering if anyone knows of the possibility of BHVR implementing a system to recognise the difference between someone intentionally disconnecting to go next in game, and someone's game crashing? As I understand the penalties are there to deter players from DCing often but its annoying when its not intentional and I end up with 15min + penalties and my SWF has to wait for that to be over before we can go into another match.
In addition to what @Shinkiro said above, they also treat any leaving a trial for any reason all the same because otherwise it would be abusable. Players could dashboard their game (or the PC equivalent) or pull some wires.
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@Marc_123 said:
New player experience is bad for some time now.
But it seems not to be that important for some reason. (…and to mitigate the grind we get fewer event cakes on top)
Also - 40k players on Steam. You also have PS, Xbox, Epic and Switch players.
Plus those playing on Windows too.
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@Destaice said:
In my opinion the biggest hurdle to overcome when I started playing was how much jargon is in this game.
As an experienced player the concepts of generator speed vs charges vs regression are second hand where as first learning the game was convoluted and poorly explained.
DBD definitely has its own unique vocabulary, much of it borrowed from other games and mutated to fit this one.
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@Pulsar said:
I will play one Killer game, get a 4K and claim my 100% KR.
I will also play one Survivor game, escape and claim my 100% ER.
This will show the game is perfectly balanced, both sides are OP and need to be nerfed.
/s
Nerf everything.
But leave my beloved Piggly Wiggly alone she's had enough! 😋
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New player experience in DBD has always been rough. I do wish the game itself explained much more, and the answer should never be "go YouTube it" ever.
The issue is DBD now has so much to it and an immense amount of game sense to pick up. The large number of add-ons, perks, and killer powers to learn is daunting for anyone who takes an extended break for the game, and so much worse for a newbie.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953197#Comment_3953197
Hahahaha, truth be told, my dear friend, I've been playing way more survivor than killer these days.
Especially now that I got my favorite survivor to P100!
Welp if you happen across a Piggly Wiggly perched on a hill, give that snoot a boop! 🐽🐷
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@GeneralV said:
Well, I am certain that Freddy remains DBD's deadliest killer 😎
Especially in your hands! Go get those filthy survs!
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@stormguards said:
Current situtation and some microissues:
Yesterday DbD almost broke 121k players. https://steamdb.info/app/381210/charts/Reasons: FNAF & anni hype (sales), TCM died and currently no other big releases.
Not because the game overall have improved significantly in the last months. Still issues with cheaters, imbalances in killer for different mmrs, maps, swfs and bugs. We even saw rollbacks on go next preventions due to it being totally out of touch. Also ppl still dc albeit less but now its more "soft" inting, doesnt really change the outcome much. Upcomming QOL:
https://deadbydaylight.com/news/quality-of-life-initiative-2025-phase-1/
Future macroview:
The game eventually need to be ported over to UE5. Now this might already be a wip. Several gaming companies are rewriting and updating their code as there have been lot of progress in terms of technical upgrades and solutions in the last years especially in regards to ai coding. The game has a lot of old spagetti code which creates bugs and sucks q&a resources and feeds cheaters.
Updated/rewritten code and engine will give devs massive new possibilites to create killers with more complex designs and artists will have way more freedom in their projects. This should eventually iron out most of the unwanted errors and free up resources = more efficiency and content.
Creating a professional e-sport ecosystem:
DbD have over 60 million installs. There is an issue with player retainment. Currently the game is missing out and not using the popularity of it's viewership (top 12th most viewed game on Twitch.tv). Officially moving in to support @DBDLeague is a move in right direction but without a competetive base it's gonna be hard to drive popularity. The game need a competetive aspect in terms of a mode that enables people to compete against each other under such circumstances to foster this.
What makes some people keep playing a game and improving and nurturing their skills is to keep challenging themselves to become better. Currently there is little to no recogniztion of this hard work reflected in game. This is a huge missed opportunity and leads to some competetive individuals seeking other games. We could have large international tournaments with teams from different countries batteling it out or we could simply do nothing and wait until another company sieges this opportunity.
I too would like a recoding of the game from scratch, but they've said repeatedly they have no plans to do it.
A potential DBD 2 would allow them to clean up their coding yes, but also put in a trial replay system to aid in reporting & players watching their own play to learn. No doubt it would strengthen efforts against hackers as well.
But there are the practical reasons why they aren't doing it:
The licences. They'd most likely have a nightmare trying to individually work out new deals with each license, with no guarantees any will be possible, let alone profitable.
The last gen machines. With the vast bulk of the playerbase on the consoles (70%+ ish) and around half of them still on the prior gen ones (Switch, PS4, and Xbox1 variants) they would have to be left behind. That's too many players they'd lose, and queue times would be crushing.
As for comp stuff, just no. Nope. Uh-huh.
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@QuestionMark220 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952525#Comment_3952525
It’s not self reported. It’s verified through screenshots. You can’t lie.
How can it be verified if a player can pick and choose what screenshots to upload or not?
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@Mr_K said:
If all stats on the site are reported from players, then it's inherently inaccurate. Only the most dedicated players will provide their stats consistently.
I agree stats from that site would be coming only from the sweats, and they don't really balance around the top players anyway. Plus it's only in English and not likely used by consolers (the vast majority of the playerbase globally) limiting its scope big time.
For years Nightlight was all we had true, but that doesn't change the fact that it is more useful for trends than anything else. With access to the real deal stats now, we all can better judge how we've been performing and when.