JPLongstreet
JPLongstreet
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@Rogue11 said:
I think its been worse since the event started. Feels like the banquet tile messes with gen spawns
That's part of it yes. Over the years they've shrunk down maps, and this pushes gens and totems and killer belongings all closer together. Events like this with the tables only add to the issue.
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That a players' mindset going into a trial has more effect on the outcome than allies, map, killer, maybe even ping. 😜
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@Wezqu said:
The library upstairs was removed because of it was abused by survivors to make themselves practically unhookable. It was also literal dead zone with nothing there and I have to admit don't really see how it would be even needed to be added back.
To add to this comment, when they attempted to address that unhookable zone they forced a hook up there that then could be easily bodyblocked by the killer, dooming the surv.
Best not to reintroduce that section of the library.
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@doc123 said:
hi, i really would like to have a killer that is a Skinwalker
i wish he had this look:
https://tudobizarro.com.br/wp-content/uploads/2025/03/1.webp
so, for the power
- Skin walker is a 4.5 m/s, Tall that doesnt walk with 2 feet, but like an animal.
- His power: So his first power should be clone the DNA of the Obessession, with that he would look equal to the obessession without itens, of course… and he would be able to regress gen doing them (not kicking) in this form, aswell he wont have terror radios, he will look exactly as a survivor, as the Obssession. While the Skin walker is hiding in human skin the repairing for all survivors is reduced to 30% slower. So the survivors must attract the skin walker. When the skinwalker in human skin attacks a survivor with a hidden knife, he turns back to the original form, with terror radios. If obssession is healed she cant unveil the skinwalker, doing that he will be stun for 3 seconds and the chase begins.
- While in a chase skinwaalker with the obessession the killer will have the power to throw a black magic, since it has the objects of the survivor affected (this power is magic related to the folclore) tthe black magic, will slow down survivor for 5 seconds
- While in a chase with not the obessission the Skinwalker will be M1 and will be able to slash the victim, similar to the legion, which will increase his run to 4.6 m/s
Unique power: While a survivor tries to blind the killer both killer and survivor will be blinded.
Wouldn't any mimic copy the skin of a surv power be automatically defeated by comms?
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@PriestessPoppy said:
https://i.imgur.com/BNH19Um.gif
I've been playing since 2019 and I've endured a lot, but my mind cannot comprehend how this is still a thing in the game. Killer ping was 180ms, mine was 38ms, I don't see why I should be penalized and he should be rewarder, even a killer with 80ms wouldn't have hit that, why did he get the kill while another killer wouldn't have gotten it? Why is having an higher ping encouraged? Why should all other killers with lower ping not get that and lose games for this missed hots?
I know it is not the kliller's fault (steam profile said they're from saudi arabia), but at the very least make some eastern european servers?
Most frustrating thing in the game since I started playing tbh and multiple times the reason I've quit for a few weeks (never quit for anything else but ping hits). I hope the developers adress this soon because after 7 years it is getting unbearable.Most likely the killer saw that hit him halfway across the pallet on their screen. Ping and latency has such a dramatic effect on this game in particular.
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Their usual stance is "Use at your own risk. Should EAC ban we cannot unban you."
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@Isaacparris said:
The ps5 and switch 2 version aren't synced right now switch 2 needs and update can't join anyother console/pc right now needs an update hope it includes better graphics for switch 2 and frames playstation 2 graphics with 30fps is a disservice to the capability of the Switch 2
Since around September of 2025 those on Switch get patches a week or so later than all other platforms, which would block CrossPlay.
As for a Switch 2 version of DBD, they've said they have no plans to make one sadly.
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Imagine a day/night cycle on the Coldwinds, where as survs are sacrificed the map gradually changes from dark night to daytime. Actual Dead By Daylight 🤔
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@Rawrbot5k said:
Have the dev's spoken out specifically about Coldwinds intensely bright map? Every other discussion post about coldwind is turn down the brightness, can't see anything, give it back the dark aesthetic. Have the dev's actually spoken out about it? Or is it just something they have yet to comment on?
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091411#Comment_4091411
They are not losing anyone those still will run with 60fps. They are asking for an option that those that can run 120fps would be able to. Like are you thinking all PC players are running the game on 120fps.
I hope that the can and do make that an option for those who want it, but I remain sceptical.
The first Switch has never run this game at a steady 60 frames. 45 is pushing it. Back in May 2019 they set a goal to get all platforms then out on to 60 fps. Around a year later they fessed up that they just couldn't do it. But not because of the capabilities of any of the machines. Because of an apparently insurmountable resource bottlenecking problem within the code itself, which remains despite years of tinkering and even an engine upgrade.
The resource draw and iffy optimization of this game is legendary.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091156#Comment_4091156
I find it insane how many games still support old gen until I realized how many old gen players play these games.
It's around half of consolers still rocking the prior gen machines. Too many players to lose.
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@Gustavogtsbr said:
Hello Behaviour Team,
I would like to suggest a Replay System integrated directly into Dead by Daylight. 🎥
Replay Menu
A new button could be added to the bottom menu (next to Archives, Store, etc.) called Replays.
Match History 📂
The replay menu would automatically save a limited number of recent matches.
Examples:
• Last 20 Survivor matches
• Last 20 Killer matches
• Option to pin favorite replays ⭐
• Delete replays manually
• Download/export replay files
Replay Features 🎬
During replay viewing:
• Free Camera
• Killer POV 🔪
• Survivor POV 🏃
• Pause ⏸️
• Slow Motion
• Fast Forward ⏩
• Timeline Scrubbing
• Match Events Timeline (hooks, downs, generators, escapes)
• Dynamic Player HUD: Viewing a player's POV displays their exact loadout in real-time (perks, add-ons, item charges, and active status effects, just like what happens when spectating survivors who are still alive after you have died or escaped).
Educational Benefits 📚
This would help players understand:
• Mindgames
• line-of-sight interactions
• Looping mistakes
• Killer pathing
• Survivor positioning
• Flashlight saves
• Team coordination
• Identifying Cheaters & Exploits: Easily review suspicious gameplay from the killer or survivor POV to verify speedhacks, wallhacks, or subtle cheats, making player reports 100% accurate.
Public Replay Browser (Optional) 🌎
A second tab could allow players to search public replays.
Filters:
• Killer name
• Survivor name
• Map
• Match duration
• MMR range
• Patch version
This would allow players to learn from experienced players and content creators.
Replay Sharing & Console Support 🎮
If possible, this feature could also be available on consoles.
Since consoles may not be able to export or import replay files directly, an alternative solution could be a replay sharing code system.
Players could choose to make a replay public and receive a unique replay code that other players can enter to watch it.
This could also be useful on PC, as replay codes would be easier to share with friends, content creators, tournament organizers, and the community.
That way, players on all platforms could share educational examples, tournament matches, memorable moments, and interesting gameplay without needing to transfer files manually.
Content Creation Benefits 🎥
Many creators currently have no official way to show camera angles, positioning, or line-of-sight interactions.
A replay system with free camera would significantly improve educational content, tournament coverage, and community learning.
Thank you for your consideration. 👍
I believe they stated years back that it's too late to add in a Match Replay system now, that it would have had to been originally coded back in 2016 it's too late now. They'd likely have to recode the game from scratch (a DBD 2) which they said they have no plans to do.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090921#Comment_4090921
Thats the thing, there is no way for them to ever make MMR stricter again. It would be horrible advertisement, not because sweaty people would go against sweaty people, but because the game would basically be impossible to stream. Currently the biggest Content Creators are doing things like viewer builds or challenges, because they win almost every game and it keeps the game more exciting. This would not be possible with stricter MMR and while those Content Creators would probably still play and stream DBD with stronger opponents, the wait times would just kill any interest in the game.
Just imagine someone wants to check out DBD, starts watching some Streams and instead of a Content Creator doing some fun challenges they see a Content Creator waiting in the Lobby for 30+ minutes while playing a different game during the wait.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090974#Comment_4090974
Exactly. I feel that people who say that comms are the big advantage either dont play Survivor at all or never played DBD with a friend. Most SWFs dont talk about the game constantly while playing, especially not with some callouts or anything else. I have gone against 4 man SWFs with a Streamer so I was able to see directly what they were thinking and doing during the match when I watched the VOD and they sometimes did not talk about the game at all and were just playing.
Common op dialog while in a SWF:
"It's Wraith he just left me Where? Next to the thing, where you were. By the downed pallet? No, the other side. Here? No behind that. Oh there. No other side."
"Y'all see that Warhammer update? Took almost an hour to get it's so huge this time. Why is that?"
"Ranch Doritos are peak. The Sweet & Spicy ones are my fav. You're crazy Team Ranch all day."
"I might be able to play another round after this. But I should get off soon I have to work early tomorrow. Jake ready up. That's not me I left I'm playing Helldiver already, loading in now. Back out I'll join you."
"Anyone have any Coins left I'm doing a challenge need four more. Yeah sure I have one. I do too but I want points I'm keeping the Envelope on. Run the Coin and I'll bring in a Spoopy Flashy for you. Double battery please you know I'm crap with them."
Fear us Killers FEAR US 🤣😂
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@EvilBarney666 said:
I think one thing that gets lost in the SWF discussion is that some players act like voice communication provides no advantage at all.
I'm not saying SWF is unbeatable, and I'm not saying every killer loss is because of SWF. Killers absolutely make mistakes, overcommit to chases, mismanage pressure, and sometimes simply get outplayed.
That said, I don't understand how anyone can argue that real time communication isn't an advantage.
Dead by Daylight was originally designed around incomplete information. Survivors are supposed to make decisions based on what they can personally see and what information their perks provide.
In solo queue, a survivor doesn't automatically know:
Where the killer is after a hook.
Whether someone is already going for the rescue.
Which pallets have been used.
Which generators are being worked on.
Where traps or hazards have been placed.
Which teammate is currently being chased.
A SWF on voice comms can share all of that information instantly.
He's leaving hook.
He's heading toward main building.
I'm going for the save.
Trap at shack pallet.
Gen is 80%.
Those callouts effectively provide information that would normally require perks, line of sight, or guesswork or even seeing the info on the HUD
To be clear, I don't think this means SWF should be removed or that friends shouldn't be allowed to play together. Playing with friends is one of the most fun parts of the game.
My point is simply that voice communication is undeniably an advantage. Whether that advantage is small or large can be debated, but pretending it doesn't exist at all doesn't make sense.
The real challenge for balance is that solo queue survivors are significantly weaker than coordinated SWFs. If survivors are balanced around solo queue, strong SWFs become very powerful. If survivors are balanced around strong SWFs, solo queue gets destroyed.
I don't think there's an easy solution, but I do think the first step is acknowledging that real time communication provides a level of coordination and information that the game itself was never originally designed to give survivors.
I've always believed that the true power of SWF isn't comms directly, but midigating the randomness of solos.
You know if a teammate is doing a challenge or daily etc. You know they won't let you get to second stage if possible, and that they will come back for you. Over time you learn your mate's tendencies and weaknesses too. Hard to approximate all that solo.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090834#Comment_4090834
Yea I'm tired of the excuse from people saying "well its not BHVR's fault because when asked players say they prefer faster matchmaking over quality". They may say that on a survey, but player behavior in matches (lobby shopping, DCs, giving up, etc.) show they don't actually tolerate it unless they're the ones stomping the new player(s). We can have a system that waits a couple minutes for a decent match without making a certain Twins player wait 2 hours.
About two years back they made the MMR stricter. The result was indeed complaints about wait times, but also about much more stressful trials. Turns out the sweats don't actually like going up against the sweats back to back to back.
Many of DBD's issues stem from a players mindset.
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Most of the gross steamrolls have their roots in improper matchmaking. The soft cap needs adjusting and lobby shopping needs to be dealt with. Prolly have to give their system more time to match everyone up better as the priority rather than faster queue times.
Once all this is done over time everyone's MMR will filter players to where they belong much more often. This would include SWF gradually, as about half of all survs are either duos or solos, with trios rarer and quads even more so rare.
As others have pointed out, one and sometimes two survs escaping is the goal overall.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088271#Comment_4088271
Consoles have about 5 GB of separate storage per game for mods and whatnot so technically it could use that.
Possibly, and I definitely agree with you about improved Anti-cheat being the best option.
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@jiogo1 said:
The idea would be to follow a model similar to the game "Dota 2".
You finish the match, and only that last match would have a "download replay" button. This download wouldn't go to the Behavior server, but would be a file downloaded to the player's own computer (a way to save space on their own server).
The match would record ticks of relevant events (when a generator was made, when a heal was completed, when an exhaustion perk was used, when an item was depleted, when a hook was made, when a player was sacrificed). This would help players identify "key" moments in the match.
Additionally, through a report button, the player could mark the time (example: from 4:55 to 5:30 in the match, this player shows suspected speed hacking, toxic behavior, or trolling).
Based on the fact that the current Behavior system already notifies when someone is punished, if this occurred when the report was successful:
Hacker successfully reported = this player or other players who reported them earn 50 fragments.
Toxic players or trolls successfully reported = player earns a reward in bloodpoints, around 50k.
This would be an internal incentive for the community itself to help identify and report hacks and toxic behavior in matches more accurately, in exchange for a small reward.
I'm pretty sure they indeed would have to recode their game from scratch to add in any Match Replay system, as others have mentioned.
Also, how exactly would your suggestion work with the consoles? They couldn't simply send a file to any console directly, it would have to be included in a future patch, way past the point it would be relavent.
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@Xendritch said:
I feel like if you did spectrum of red flag/green flag for killer mains Ghoul would be the tip of the red end and Pig at the tip of the green end. Pig mains always seem chill (except for the ones that just tunnel people with party hats but they're not that common).
Thankfully Piggys that just go for the one with the headgear on are uncommon, and are usually throwing the match anyway.
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@TropesDaMan said:
you guys are the best ive ever played against and i always enjoy a pig match, i swear yall have the most personality ive seen. Just came off a match with a pig who kept nodding at me when i did good in chase, yes i did boop the snout. i just wanted to make an appreciation post
🐷 🐖 🐽
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@TheTom20 said:
Just curious as I saw some people discussing it on discord.
When they rolled it out to all the consoles it was active on Xbox for a week or two. Apparently the way they implemented it violated some Microsoft player visibility guidelines. So they disabled it stating it won't return.
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@Callahan9116 said:
Make a game mode where the killers get to ban 8 perks, and the survivors get to ban 4. Or 6. Not sure the balance. It would be a really fun way to force different metas!
In addition to what @Callahan9116 brought up, such a system would be super open to abuse by a SWF, who could ban most of the commonly run perks entirely. And yes queue times would soar.
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@Rigbeta said:
When someone Abandons or Dcs, a bot replaces them, and the game for some reason has the Bot completely in place of the player in the endgame screen. This makes it so reporting them is made harder If there are multiple players playing the same character since it says "Nea_Bot_01" or something, the report feature appears next to a character/bot name so you have to try to remember who had what perk to report the correct survivor, unless of course they have the same perks as others. It's just goofy. If someone DCs or Abandons their name should still be easily identifiable next to the Report button. Not replaced by a Bot title.
I believe when you in-game report a trial all players are visible to the devs, even if they're using Anonymous Mode or replaced by a bot. It's just that the players cannot see their names any more.
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@Dipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083558#Comment_4083558
https://us.v-cdn.net/6030815/uploads/F5K1B6H0T6RW/image.png
Don't forget this definitely OP killer ability
Remember that awful white screen for original Borrowed Time? 👀
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@DNet89 said:
So I think BHVR has done a pretty good job so far at trying to close the gap of SoloQ and SWF. With the Survivor Hud and now with the Visible teammate perks.
I still believe there needs to be a little more adjusting though. So my concept to close the gap is called Shared Aura Reading Perks.
Because a SWF can communicate where they are at all times and where the Killer may be here are my suggestions.
•All Survivors can see the Auras of other Survivors within 8 meters. (A mini Bond)
•Any Auras revealed by you or another Survivor within 8 meters of your location are Shared. Leaving the 8 meter range immediately cancels this effect.
Example 1: You and a Survivor are on a gen together and Survivor A has Alert go off. Now Survivor B can also see the Aura.
Example 2: Survivor A is being healed by Survivor B and their Object of Obsession triggers.
Example 3 Survivor B has Bond. Survivor A is within 8 meters so they see any Survivors revealed by Bond. Survivor C is out of the 32 meters range. Survivor C is within 32 meters of Survivor A though. Because Survivor B cannot see Survivor C, Survivor B can also not see Survivor C.
Survivors do not just get the Aura perks they have to be within range of one another and only see the Auras that the Survivor with the perk equipped sees.
I've always believed the true strength of SWF isn't comms directly, but more the overall mindset difference plus midigating the randomness of solos.
Very good survs are a problem for a killer whether they're alone or not. But it's when they band together and start behaving like a team much of the "lone wolf" issues disappear. Yes you know if they have Deliverance or Unbreakable or Soul Guard etc. active, but there's more to it than that.
You now know if they're doing a challenge and/or a daily,. You know they will come back for you, and won't let you get to second stage if possible. And over time you learn their weaknesses & tendencies. Hard to get all that with solos, even if they had comms.
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@QwQw said:
Man, I know it wasn't very well balanced, but I miss old DbD. It felt like it had so much more identity that is just missing now.
The chaos was a huge part of the fun imo. We've kinda efficiented out so much of the joy.
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@esarraf said:
I miss old dead by daylight… it was so much fun
The old times, in the long before
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@Guitar_Girl_Gen said:
Hey everyone!
I’m absolutely obsessed with Dead by Daylight and I’m always looking for ways to improve. I’d love to find other players who are just as passionate about the game and want to get better together. Whether it’s learning Clock , connecting loops to shack, improving chase :loop, or just becoming stronger overall , I’m down to practice and learn.
If you’re brand new to the game, that’s totally fine too! We can help teach you everything we know and eventually grow together. And if you’re already experienced, I’d love to get better together as well.
My main goal is to build a positive group of people who enjoy improving, sharing tips, and having fun. No raging, no toxicity—just good vibes and a desire to get better.
If you’re interested, send me a DM! My Discord is: GuitarGirlGen
https://forums.bhvr.com/dead-by-daylight/categories/looking-for-players
Categories - Find a gaming buddy here! -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082168#Comment_4082168
Console players are part of the same crossplay pool
No one is forcing them to be. If PC players using filters provides enough of an advantage that console players consider it unfair, they can disable crossplay and play only with fellow users of their console.
The fact that no one actually does this, makes me think the unfairness is often highly overstated.
Unfortunately the way DBD's CrossPlay works is it not only isolates you from every other platform the game is on, but also any of your own platform that still has it toggled on too. So queue times then go from over an hour to never, because you're drawing from the tiniest pool possible.
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@Aven_Fallen said:
I dont think that this is what the community wants. Considering that Ghoul is one of the most used Killers, because he is super simple and you barely see any Singularity despite it being a really strong Killer already shows it. And this is even with Singularity made easier.
This is true overall. Killers like Singularity and Vecna etc. aren't run anywhere near as many others because there's so much to do and remember and stress about.
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@Blaconia said:
Background: I have over 1700 games of Oni, on mouse and keyboard PC, with at least 1000 before the flick rework.
Summary
- His new flicks make him less fun to play as AND against. The old flicks had more counterplay and required more setup and thinking.
- Addons - Most Oni players only run Hull, Crutch and Fang. He needs more interesting addons worth running.
- Oni is a healthy slugger, but the slugged-too-much Abandon option is too easy to reach in general.
Revert Flicks
In an attempt to make flicks more equitable between MnK and controller players, you have made Oni easier, less fun to play (on MnK), and less fun to play against. Bring back old 2023 flicks.
His brainless flicks are causing people to hate him more. Look at this twitter thread and see all the complaints, some quotes: "impossible to juke", "zzz to face", "just so boring", "counterplay is almost non-existent".
https://x.com/tehdarkestlord/status/2051868012249231524
No disrespect intended, but that Oni did nothing special - while you have to somewhat position yourself, you can often just wave your mouse in their general direction and it just gives the flick to you.
Previously you could achieve a lot by setting up your flick by preturning 90 degrees and flicking 90 degrees. This would open you up to counterplay from the survivors flaring the flicks and made successful downs more rewarding, especially in complicated tiles. While this setup is still useful, I can currently get the stupidest flicks without putting any thought into it.
Yes the flashy instant 180 flicks were very cool but you did not need them in most cases. In fact, what people often thought were 180s were actually the preturn 90/flick 90 set up I described above. See the example below:
https://x.com/igotcleareyes/status/1809035146730811451
I understand that this change was to make it easier for controller Onis, but I really dislike how doing that has made not only my experience playing less fun (along with many other Oni players) but also that of the survivors who have to play against it.
Addon Rework
Despite a few other interesting options, Oni really only has 3 addons worth running (5 if we're being generous with Topknot and Ink Lion). When was the last time you saw an Oni running anything other than Hull, Crutch, or Fang?
For now DO NOT make Hull, Crutch or Fang partially basekit. Oni is mostly good enough to play without them but there's just nothing else worth running. Rework the rest of the addons and then see if partial basekit is needed.
My main complaint is that there are multiple pairs (and one triplet!!!) of addons that have the same effect. Most are not good enough to warrant multiple tiers, excepting of course Hull, Crutch and Fang. Remove the lower tiers and you open space for new interesting addons.
I've summarised my thoughts in a tierlist (excuse the old colours), listing based on overall addon design, not their strength:
https://us.v-cdn.net/6030815/uploads/B4919JULTQ4R/image.png
- Red = Needs rework, merging or major buff.
- Yellow = Some changes needed.
- Green = good. Don't touch.
My complaints about current addons, starting from bottom up:
Chipped Saihai - no killer should have three addons that do the same thing. Rework.
Wakizashi, Bloody Sash, Wooden Sword - Not good enough to warrant two tiers. Should be merged with lower tier addon. e.g. Bloody Sash should be 1.1 m/s and rework Blackened Toenail. Could also even buff to be greater than sum of pair (e.g. Wooden Sword extending aura range by 8 m).
Paper Lantern - weak addon but brown and has no duplicate = good. You could also merge it onto Wooden Sword to make a super QOL blood orb addon.
Ink Lion - this is a great green addon. Sakazuki could also merge with it, but both could exist as they are and be fine.
Tear Soaked Tenugui - useless because purple or blue Duration is better unless you're exclusively going for 4 man slugs. Downing two survs with Tenugui saves me 8 seconds, which is identical to blue Duration giving 8 seconds. It's only once I down the third surv and go for the 4th that I have more power duration available with Tenugui. Rework or buff it. If you buff it, it could be interesting to counternerf another part of his kit (like Vanishing Box)
Scalped (s)Topknot - Good! Makes his dash more comfortable to use without being brainless.
Renjiro's Bloody Glove - Transformative. Fine idea. Could be buffed.
Iridescent Family Crest - power crept. If you keep and buff the core idea, it should have a transformative downside effect. Or just straight up rework it.
Sashimono, Oni Mask, Talisman - duplicate of his 3 actually good addons. There is value in double stacking (and every Oni player is running out of Hulls) so these should also stay the same.
Hull, Crutch, Fang - the goats.
Without removing any content you could safely add four addons by merging and reworking: Rope, Toenail, Maedate and Chipped Saihai.
You could increase this to seven or eight by also reworking: Paper Lantern, Sakazuki, Tenugui and maybe Family Crest.
New Addon Ideas
Some addon ideas, feel free to ignore. Some ideas are much more cooked than others.
- Lopro - dashing through a pallet costs a few seconds of power, force injure/deep wound shortly after dashing through pallet. (This could replace Family Crest's effect)
- Faster vault speed in power. Faster space-bar pallet breaking speed in power.
- The obsession drops more blood orbs.
- Think of Myers' new Reflective Fragment add-on. No insta down but hits extend his power.
- Being stunned in power gives you much faster dash charge time for a few seconds.
- Massively increase terror radius in power (maybe increase the cost of downing survivors to reduce Infectious synergy)
- Injured survivors completing a gen drop a large number of blood orbs (NOT healthy survivors).
- Collecting blood orbs shows you the aura of the survivor who dropped it.
- See the aura of blood orbs near gens.
You could copy a lot of Michael's addons, but don't copy Lock of Hair because that would ruin what makes him such a healthy slugger, in that he's forced to pick up to stop power drain.
Comment on Slugging
Oni is a slugging killer done right - natural limit on slugging power with extra cost on down, rewarded for hooking, encouraged to pick up to stop power drain, survivors can counterplay slugging with lockers.
That said, it feels a bit too easy to give survivors the slugged-too-much Abandon option without really meaning to. It should require an extra down, because currently survivors can abandon and throw games a bit too easily.
Have you tried playing Oni with a controller on console? The entire point of this change to his flicks was to attempt to make him more viable and effective with a controller. Didn't they say those flicks weren't intended as well?
Most of the playerbase is on one of the consoles, more than 70% globally. Most of them still use a controller. Tinkering with killer powers to improve how they play for most is a good thing imo.
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@Nod432 said:
The community would really love a replay feature. seeing the pov of the survivors and killer would make for funny moments. Say you were Michael and you creep up on a survivor it would be funny to see their reactions. Thankyou
I too wish for such a feature. However they've stated in the past that it's too late to add in a replay system, that such a thing would have needed to be built in back in 2016. They apparently would have to recode the game from scratch to do this.
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I'll try to find the one from 2019, which has so many things still not done, especially for the consoles.
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@UnicornMedal said:
The entire game revolves around the Killer and it's balanced so that that always remains true, even to the detriment of everything else. That doesn't mean it isn't frustrating or that it's always fun, but the ball is always in your court to, at the very least, secure a tie.
A killer who feels anything less than 4 survs dead before gens get done will never be satisfied with this.
The devs stated goal of 60% killtate isn't too bad imo, which means they're still in the power role. The game only seriously breaks at super high MMR, which is a tiny portion of the overall playerbase.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078638#Comment_4078638
I'd give 50/50 odds on version one having a bug where Nemesis zombies can erroneously trigger guard hunts.
Just think if his guards would kill a zombie on contact, and vice versa! 🤣😂
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078696#Comment_4078696
'Avoid gamey-ness"
… Trickster, arguably one of those most in need of a crosshair by default, literally has videogame level up sounds blaring constantly. I try to extend the BoD to the devs more than most but reluctance surrounding crosshairs is some kind of eldritch, unknowable logic to me.For super hard mode I invite you to run Trickster on a Switch…
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@zonkednb said:
- In the event of vagueposting, apply context to affected area.
This made me laugh mightily ty 😂🤣
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078995#Comment_4078995
I can't have packet loss only on DBD, I literally opened up a video on YouTube to check. 1080p quality no problem no buffering.
Unfortunately yes there are serious memory leaks with DBD the longer it is running, with absurd packet loss. I tend to restart the game every three to four trials to mitigate the issue.
I do not think I get a dc penalty whenever I get that "Dedicated Server is not responding" message but I'm not 100% certain. I definitely get it when it says "Connection to host has been lost" and when I'm dashboarded and receive no error message at all.
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Maybe what's needed is a reduced lobby, where once their MMR system does its thing it becomes locked but the killer can see surv items and that's it. Probably should be made so no one can see profiles either, which most of the global playerbase already cannot do. The only argument that sorta has merit is seeking to avoid known hackers/cheaters, but again most of the players cannot see that now.
Worth testing out imo, see how it affects match quality over time.
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@Xray said:
Sounds like the spaghetti code has grown very strong with this update.
Soon it will develop language skills! 😁🤣
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075895#Comment_4075895
from wha i have heard is because you could force yourself into a lobby wih tha killer via the bloodweb with some exploid that they dont get closed
That's a new one I haven't heard of yet. Wow.
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@vol4r said:
Please, let us spend bloodpoints on kill switched characters
I too hope those becomes possible some day.
I imagine it's tech difficulties. As with so many things in DBD, I bet it's an all or nothing problem either the character is fully available or completely shut down.
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As another has mentioned, this proposed change would make various challenges and achievements an issue to be completed, especially because achievements and trophies cannot be changed.
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@ArkInk said:
I'm torn on this because I do love the idea of a straight up disguise mimic killer, but like everybody says comms or HUD awareness kills the viability of the playstyle entirely.
The only solution I can think of is to make this killer straight up not connect to any lobby with SwF involved, but that really isn't a great fix.
Imagine the queue times if they isolated a killer to solos only, with around half of all survs in at least a duo SWF.
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Screenshot_20260416-172039.png@joshuaromero99 said:
this is upsetting, nearly 2 months later and still no update, I hope behaviour gives us what we’ve been begging for soon or atleast gives us a 60fps option on the switch 1 version, this sucks.
This was a few days ago about the same subject.
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@AerinRockstarTTV said:
Here’s a weird concept I just made up for a rework Legion, and turn his frenzy thing into a cloak ability where he’s got the frenzy movement but is cloaked, he has to unfrenzy/uncloak to hit survivors but he has a secondary power that lets him turn into survivors, of course he’d be the same speed as survivors when disguising, but if he swings he immediately breaks out of the disguise back into Legion, if you get the reference I’m basically turning him into Spy from TF2. This might not make Legion S Tier but it would make him fun to play as and against LOL, and yes any interaction to a survivor while disguised as a survivor instantly undisguises them, including grabbing a survivor off a gen, however idk if allowing Legion to insta down survivors when back stabbing should be a thing, I think it should, but idk.
Wouldn't comms automatically defeat any mimic killer?
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@not_Queef said:
One major downside to this would be that everyone would have to download a massive new update every time there is a PTB, regardless of whether they want to play it. Sometimes the PTBs are huge.
This would be hard to overcome. And all of the console makers have to certify each and every update already, which takes time and is not free either. Plus with Switch already a week behind every patch now they'd never ever be able to participate as well.
What might work is something similar to what both DayZ and Minecraft do. On Xbox both have separate "Experimental" games always up to test new things on. So it's possible.
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@BongoBoys said:
Currently there's people who can't access the PTB namely the console side of the community do you think it would be possible to change the way ptbs work and instead of it being for pc only we can make it a Game mode that gets pushed to everyone to try out and collect feedback for the sake of accessibility.
Epic and Windows on PC cannot access the PTB either, just Steam.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070357#Comment_4070357
in the past, disabling Cross play doesn't prevent you from facing cheaters but idk if these terminator bots can do that. I'm on Xbox so it's tempting to turn it off
Sadly CrossPlay on or off makes no difference when it comes to cheaters, as they can inject themselves into any lobby regardless.
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@Shroompy said:
if they do add crosshairs they need to be customizable
The Trickster one is horrendous and makes it harder to aim if anything
They should make it an option, and yeah change Trickster's 😂






