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KatsuhxP

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  • @Levallan said:

    Disclaimer: I have nothing against the FNAF franchise itself.

    Introduction

    I am concerned that this DLC crossover could lead to younger players accessing content that is not appropriate for their age group and ruining the game for the existing players in this community. I know there is a lot of text here but please hear me out!

    Intended Audiences

    As a primary school teacher, I have observed that many of my younger, more immature students are avid fans of FNAF. This game, while undeniably popular and influential, tends to attract a younger audience. From my experience, it's rare to meet an adult who plays FNAF; it is predominantly a game enjoyed by children. One of my year 6 students addressed this concern to me stating, "That's stupid it's an R18 game and they're literally asking us to play it by adding FNAF!" That's the voice of an 11 year old child.

    Dead by Daylight is rated R18 and is designed for an adult audience. Its themes and gameplay are more suited to mature players who can handle its intense horror elements and mechanics. Incorporating FNAF DLC could potentially blur this distinction and bring in a younger audience that isn't ideally suited for the mature content and interactions within the DBD community.

    Game Ratings

    As someone who has prev. worked at EB Games, I understand that parents are ultimately responsible for guiding their children's gaming choices and setting boundaries. However, in reality, many parents do not always enforce these rules or are unaware of the content their children are accessing. Additionally, children often have easy ways to bypass age restrictions and deceive online platforms about their true age. This makes it all too simple for younger players to access games that are not suitable for them, despite age ratings and parental advisories.

    Interactions in the Community

    Introducing the FNAF DLC into Dead by Daylight could also exacerbate issues related to player interaction and toxicity within the game. In games like League of Legends and Overwatch, where younger players often clash with adults, we've seen an increase in toxic behaviour, with players engaging in harmful and abusive communication. This could lead to more instances of immature behaviour, such as frequent trolling, aggressive interactions, and general toxicity. Children, often emboldened behind their screens, may engage in disruptive and negative conduct, which could further strain the already fraught community dynamics. Those who are primarily DBD streamers let me ask you, do you want little child keyboard warriors popping into your chat?

    Conclusion

    Again, I want to emphasize that my concern is not with FNAF itself, but rather with the demographic it might bring to a game that is intended for adults.

    Why I am posting: I would like to know the player's thoughts around this! 👻

    To be honest I don't really see a reason why bhvr should care about that, bhvr is just the developer in the end and can't decide who does play dbd and who doesn't. Of course they can try to verify the age of the players better but in the end people always find a way to go around that.

    Kids will always play games that they aren't allowed to and it doesn't really matter as long as they know the difference between the real world and games. I also played cs:go as a kid although just deathmatch because I was afraid to make other people lose because of me (in overwatch it was different, I was pretty confident there, don't know why it was only in cs:go). It didn't really matter at the end that it wasn't meant for my age, it was fun and I was nice to everyone as well as other people to me. It's just a question how mature the kid is at the end.

    Well I'm adult now and it didn't really change much, the only thing that changed is that I understand the games better xD

    I hope you understand my point, I'm german so my english is certainly not perfect.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777018#Comment_3777018

    The game is balanced to play without tunneling and camping. Myself and scores of other killers are proof of that. you DO NOT need to tunnel to win. If losing a match upsets you so much that you resort to tunneling/toxic behavior as your main tactic….thats just called being a sore loser and bad sportsmanship. I win virtually every match with my ghostface without tunneling or camping…and i have 0 gen regression perks. when i dont win its never less than a two kill. and its not "mmr" cuz as i said…i rarely ever lose and im a killer main with 3k hours. Its just that pressure + prediction is better than tunneling.

    like yeah. tunneling and camping is an easy win. But by singling out a specific player and ruining their experience just for your benefit and lack of proper skill…is toxic. If you intentionally and repeatedly perform an action that you know is ruining the experience of others, that's toxic. Now this isnt the same as typical gamer rage when theyre losing, it is the intentional performance of actions that you know will significantly ruin the enjoyment of others. DBD is notorious for its ridiculously toxic community. So as players, do we not have a responsibility to help facilitate an environment that encourages enjoyment and health for all players? If losing a few matches means a happier community and results in a better balanced game, is it worth not tunneling?

    I won't discus this further because you're ether the best player ever or the matchmaking gives you straight up potatoes. You won't have time for 12 hooks otherwise because you can't get quick downs with an m1 as long as the people now what they do.

    Yet again I don't tunnel a specific player but just one survivor I randomly chose because I got them. I don't care at all if the player thinks it's toxic because it's not meant against them but just a way to take the gen-efficiency down. And nope I won't loose matches I could win, idc what anyone says. Besides that I don't even hardtunnel for 90% of the time, I mostly take who I find, so if I find the tunnel I will kill him, if I don't I don't.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776951#Comment_3776951

    This is same argument as you need to tunnel because survivors are better than you and for me that's true I only do tunnel mostly agains't survivors above my skill level. If you actually tunnel all games you can win every game and never lose. There is blight having 2000+ wins streak with tunneling/camping. That's why I think the game is not balanced around it you are supposed to lose sometimes. I kinda feel bad beating very good players with that strat.

    Your problem on that is that survivors on higher level are able to deal with it and it's still not consistent if you win, tunneling and camping doesn't let you win automatically it's just a tool that enables you to win at all because you don't have the time to get 12 hooks otherwise before gens are done.

    To the blight: it's one of the strongest killers in the game, most players can't even play against him playing without tunneling and camping, so of course he destroys almost everyone playing with it. Besides that it's a streak that's impossible for 99,9% percent of the players, that's just the blight being a monster with his power.

    @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776951#Comment_3776951

    Those maps are now much more manageable. Garden of joy even seem to have some deadzones. Both of those maps are only shadow of what they used to be.

    Just because they got worse it doesn't mean they are good in any way, those bushes and the mainbuilding are still the worst things this game has ever seen. And eyrie is still awful regarding the loops.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776951#Comment_3776951

    I hate the argument "if you don't need to tunnel the survivors aren't on your level". couldn't I just as easily argue that if you need to tunnel the survivors are at a higher level than you sense you need to deploy cheap/desperate tactics to win? Furthermore if you have to deploy cheap tactics to win, wouldn't it make since to NOT do that, making the killers kill/escape ratio drop. giving the devs better data and showing them that killers are worse off if they play fair….leading to them buffing killers so people don't have to play in such a manner that promotes toxicity

    Well the game isn't balanced to be played without, that's exactly why they just make it harder to tunnel and camp and don't delete it entirely. Besides that the argument "just lose even if you could win because I feel like it's toxic even tho it doesn't have anything to do with me as a person" is a VERY bad argument too. I really hate loosing and I don't have the intention to give the win without fighting, so if I have to tunnel and camp I will do it.

    It's only toxic if you take it as toxicity, for me tunneling is just a nessasary thing to do, I'm not mad when I'm getting tunneled and I even find it fun to try to live as long as possible.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776635#Comment_3776635

    I win most my games without tunneling so does most players so no need to make huge changes if tunneling is nerfed.

    Killers even been getting buff after buff recently so game already balanced around killers not tunneling but you can't just give only carrot. Winning has never been easier.

    Tunneling was needed 2 years ago when map like garden of joy or eyrie existed but when reworked maps has now 5 unsafe pallets is tunneling needed?

    Yes it is, if you're able to win without tunneling and camping the survivors weren't on your level. A efficient team won't let you win without tunneling and camping because you just loose gens quicker than you're able to down and kill them.

    Besides that eyrie and garden of joy are still two of the most awful maps ever released, they are horrible. The reworks didn't change that at all.

  • @bleep275 said:

    Let’s ignore the usual “it’s toxic”. This time it’s about the growth and player retention.

    So through this event I got several people to play the game and try it with me. About four. At first they were loving it. They were terrible, but having fun despite their mistakes. There was laughter.

    And then the tunnelers came.

    Now they quit. Now they won’t get back on. Because “how can I play and get better if I’m hunted off hook”.

    Yes there are perks to help but the thing is. They don’t have them. They don’t have any DLC they’re new.

    Now with experienced players. It’s a big reason not to play survivor. I typically refuse to play unless I’m begged or a challenge.

    Tunneling is not only detrimental to game health, but also to player retention. Something desperately needs to be done to minimize the effectiveness or something to heavily punish it. So NEW players can have a chance and have fun too.

    What are your suggestions to minimize this issue?

    Mine would be: point penalty, heavily increasing length of endurance, heavily increased haste upon endurance activation off hook

    Well first of all we'd have to rebalance the game because you can't just delete tunneling and let it be like this, against efficient survivors you need tunneling.

    We'd have the option to buff killers heavely, turn up gen speed and delete tunneling and camping at the same time and have super quick rounds where survivors can't do much.

    Or we'd have to nerf genspeed/buff base-regression, nerf regression-perks, buff chaseperks and give more of them and delete tunneling and camping.

    Both of these option would balance it out that you can delete tunneling and camping and still have viable killers.

    I couldn't tell you how to delete them tho, maybe make it similar to the cages from 2vs8 because your idea would be irrelevant. You'd just have to hit them instantly and your entire play to discourage it doesn't work.

  • @bluesidesoul said:

    When the killer slugs for the 4k, I roll my eyes. I then proceed to crawl into a corner or as far away from the slug point so they waste more time trying to find me. You need it so bad? Work harder for it. Plus it gives me a little side quest so I'm not bored out of my mind. We both would have been on to next match if you killed me already. I'm petty

    I never really do it, but I'd just bleed you out and watch youtube while waiting if I don't find you, so maybe not the best option if he didn't bleed someone out before and he'd maybe pick you up xD

  • @ttvbeaniebellini said:

    can we update the survivors? And stop making this game a killer game? Can we run faster? 2v8 is a joke. I run like a snail. And I don’t even have a chance to escape when they get me down. The gens need to stop taking 5 years as well. Let’s make this fair now. Ugh

    No we can't made for this already showed that a higher movementspeed basically permanent is a horrible idea and way too overtuned. Efficient survivors are already too fast to keep up with IF you don't tunnel or camp.

    There are 2 ways to fix that:

    You make killer much stronger so you have super fast chases and make the gens take less a lot less time. You'd have fast rounds where you can't do very much as survivor.

    You make gens take longer or give basekit-regression buffs and at the same time nerf regression-perks. After that you fix tunneling and camping and give killers a lot more and better chase-perks. That way killers have the chance to get 12 hooks without camping and tunneling and survivors won't go down in seconds like it would be in the first option.

    The last option would be that it stays like it is because it's more or less balanced when the matchmaking works.

    Oh yeah I forgot:

    2vs8 is meant to be more killer than survivor-sided, so it's probably intended from bhvr that it's much harder to win as survivor.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776612#Comment_3776612

    But why do they need a PTB to do this? Again, using an extremely small sample size of only one singular platform within a very short time frame won't provide meaningful changes or discussion about said changes. PTBs only last a week so they're using give or take the opinions of around 10,000 people (generous estimate) on one single platform who only got to try for a week but more often times less than a week to balance something and bug test it? Whats stopping them from just releasing to live and then the week after releasing a patch to address these issues? This isn't even mentioning they have no idea how these chapters will perform on consoles before launch which we've seen happen before (IE Nemesis)

    You should never release untested stuff on live servers because it can break serious things and it's probably unbalanced anyways so there will be a lot of complains. It's probably not good for selling the chapter too if it's unbalanced and broken on release. There's just no reason to release it insantly and without testing, it would just be a risk for the game and confuse people why it's so badly balanced on release.

  • @HamsterEnjoyer said:

    This is a genuine question, why not just release the content when the PTB is supposed to drop so EVERYONE not just PC players get it early and then after 3 weeks (or the next week since the changes are made based on 1 week worth of player data) just do the changes? A lot of PTBs recently have launched with very minimal changes and just feels like more of an excuse to hype content rather than actually gather player feedback before pushing an update live especially when sometimes the live update is bugged worse than the PTB build.

    Imo the PTB system is very dated and there's not really a reason as to not just release content flat out and do the whole waiting 3 weeks just to see 3 bugs get fixed and an add-on change when you could just release the content earlier and do the changes a week after release

    (Edit: Another thing I thought of is the fact its somewhat ineffective at its job since its only based on one single weeks worth of data off one platform that not everybody even tunes in. I mean Skull Merchant's PTB everyone thought she was useless and below F tier with no actual viable strategies and it wasn't until launch when a large group of people got to play her that her flaws and issues were revealed. It showcased an issue that could've been highlighted and worked on 2-3 weeks earlier but wasn't due to insufficient data

    The ptb is there for bhvr to test and fix stuff before it goes live and breakes some serious stuff, of course it often happens that there are still bugs that aren't the best but normally they don't break the game. Of course the ptb also hypes stuff up but it makes sense for sure to test and balance the things before release, especially because there's almost always something that makes the killer harder to use or even impossible in the ptb. The main-excampel for that at the moment would probably the huge punishment for hellfire if you cancel it and the way too long charge-duration of the pounce as well as the speed of the wolf, I'm 100% sure that they'll buff it before release otherwise he would be pretty weak.

  • @Pop_Goes_The_Gen said:

    For the half year or so I have been getting a friend into this game and it has been reopening my eyes to how bad this game is monetized. Seeing them have to go through this has literally just made me feel like a bad friend for suggesting them this game. Like them picked this game up because they wanted to try out the Xenomorph yet after buying the game I get the grand joy of telling my friend to spend more money to buy the Xenomorph. Then they start asking questions about perks and I now get to tell my friend that "oh yeah you're prolly just gonna wanna buy the characters for the perks you need" As if spending more money on this PAID game was just what they wanted to hear after buying a game and some of its dlc. They of course decide to just use the shrine and now I get the joy of a discord screenshot of the shrine every Wednesday and a "bruh…" right under it.

    Then survivor is worse because if we are playing serious then they would usually die first due to a combination of being new but also not having self preservation perks like decisive strike or deliverance. Then we can never really meme around because its hard to convince your friend to level up Ace for a luck build or grind iri shards for Elodie and level her up for a chest build when they are busy leveling up like David for dead hard or Feng for lithe.

    Like the new player experience is frankly awful. Like we already have cosmetics why in the hell are killers and new survivors not just free updates. Sure licensed killers might need to be paid but then why cant like perks just be free for all. Why do paid only chapters have exclusive perks that more often then not have a meta perk shipped alongside them that wont be nerfed until it enters the shrine 8 months later. Why is the shrine only 4 perks once a week, which is frankly pathetic and scummy as it clearly only exists so the devs can say its not pay to win and all perks licensed or not can be bought with iri shards which is just disingenuous.

    Like this is a PAID game and we have literally THE worst monetization in everything. All new chapters must be paid for with either the premium or grindy currency with the licensed chapters requiring premium currency, overpriced cosmetics: $15 cosmetics for a $20 game, and making the grind for free to play players as long as possible maybe even infinite if you never let a licensed perk they want enter the shrine. It feels like behavior wants new players to suffer and just either get on the buy every new chapter ride or uninstall

    Can't tell as survivor very much because I got a few survivors while playing killer, but at least as killer I remember my starting-phase to be pretty chill.

    Of course you don't have absolutely perfekt perks, but you can play okayish with free-perks at the start, yeah I got bullied pretty heavely because of old ds and dh but the perks wouldn't even have been a help or just straight up carried me xD

    That being said, yes you have to grind pretty hard or pay but it really isn't that bad, most characters in this game don't even have any perks worth buying and you won't play every survivor/kill ether.

    As killer you need realisticly only bubba, artist, demo, clown (so you have bbq, grim embrace, pain res/surge, and baboozle for a generic build you can use pretty much always on any killer. Alternative to baboozle you could also level up trapper and use brutal or maybe switch grim embrace with brutal and you have a chase-based build with bbq, pain res/surge, brutal, bamboozle). So you'd have to buy auric cells for 20€ and you're good.

    As survivor it heavely depents on what you're trying to do, but the most important ones are laurie and zarina for ds and otr. You could buy laurie, kate, feng for windows, ds, lithe and deja vu for a generic build for yourself or you switch deja vu with we'll make it and you have a little bit of advantage for your team. So yet again 20€ and you have it.

    Of course the price goes up heavely if you want perk variety and use different builds, but just for generic playing with a good build it isn't that bad.

  • @Stevemain2067 said:

    A real big problem has been annoying me and a lot of my friends, 90 seconds isnt long enough on a gen especially with perks. I could have a great game with everyone on death hook and 3 gens remaining with all gens less than halfway then 2 gens are done in 20 seconds. I could recommend nerfing gen perks, mainly hyperfocus, and making gens 120 seconds instead of the usual 90. I would really appreciate these changes along with many others in the community, thanks for taking your time reading this.

    That would be way too long, I think something like pop in a smaller level would be better.

    While I agree that you loose gens pretty quickly against efficient survivors I wouldn't want them to be unable to do gens at all. The better thing to do is giving better base-regression/slowdown so killers don't have to use regression-perks and are able to make chases quicker with chase-perks.

  • @tyrese112499 said:

    Mind you I play killer and survivor. But this is soemthing I was thinking about now that Dracula is out. What is this new theme with killers having multiple powers. I thought 2 was alot like pyramid head and pinhead but theirs dont feel to crazy becuase (lyramid head has horrible turning with his m2 and the cages tbh are worse than hooks 99% of the time. And pinheads box yes it slows gens but unless he knows where it is it typically doesnt or shpuldnt start a chainghunt. And his chain power isnt thaaat crazy pretty easy to counter.) The downsides of them typically are equal to the strength of the power. But for example vecna has 4 powers and almost none of them have downsides. Mage hand has almost 0 counterplay besides pre dropping which then can just be picked up or flown over right after u pre drop. And maybe im bad and just dont understand how to play against vecna but that also comes down to understamdability of a killer and thwir powers. U over complicate it and it becomes bard for both killer and survivor to understand or enjoy the killer. From my few matches playing vecna i had average of one dc a game and i understnd it becuase at times it feels almost like why have pallets and windows if they are just circumvented by one of the killers 4 powers. And im afraid dracula will be very similar 3 powers and from what i see very little to no downsides. I feel what made killers balanced was lets say huntress for example. Slow but has long range capabilities. Maybe im over thinking or reacting. So this is why i ask for the opinions of others. Ofcourse this isnt being rude just an opinion and was curious if anyone else felt similar.

    Believe me dracula isn't too strong he's an absolute joke at the moment:

    Vampire: Way too thin and the charging takes too long and the penalty for canceling is insane.

    Wolf: Absolute worthless outside of situation where you already could have downed them normaly, the palette break takes too long aswell to be usefull.

    Bat: is okay, it's more or less fast and has a interessting teleport, but it's map-dependend.

    So he hasn't a single thing going for him at the moment xD

  • @FrePAS said:

    Killers are too strong and its just unfair to survivors, I love this game but its just so annoying and I rage all the time cuz theres literally nothing I can do against the killers, I can run in circles, stun them, flashlight them, do everything I can but they still just catch up to me, if they nerfed the killers this game would be amazing but right now its just #########

    You didn't play the game enough for sure if you really think killer is too strong. In the best case (Matchmaking worked and no one brings overpowered things and map-offering) it's pretty balanced.

    Potentialy the survivors are stronger because they can throw in more items, perks and offerings that destroy the killer.

    Of course all things said before only count for survivors as a team, not as a single person. A single survivor shouldn't and won't ever be stronger than the killer.

  • @MudSpit83 said:

    This game costs $20 but has a $10 battlepass, $10 skins, and has over 34 DLCs that you need to pay for if you want to have all perks, killers, and survivors unlocked. I think its time for BHVR to make the game free-to-play at this point cause having to pay over $200 just to have access to all characters is a bit ridiculous. Anyone else agree with me or am I wrong about this?

    Because we don't need more cheaters than we already have, they at least should waste their money for making me dc even if I literally never do it (that makes me more mad than the fact they ruined the game xD)

  • @ahrenisabimbo said:

    I'm going to cut to the chase and propose an idea for a slight change to The Unknown that would add a lot of depth to the Killer's power while maintining some trade-off and counterplay! After watching the promotional video for the 8th Anniversary's earnable cosmetics for Bill and The Unknown, we were shown a very creepy and haunting "crawling" animation for The Unknown:

    https://us.v-cdn.net/6030815/uploads/9CVE7149IZQT/img-9082.gif

    This seems like an unused asset that was perhaps once intended to be in the main game! One of the top comments I always see for The Unknown is that people wish The Unknown crawled instead of walking. So I was thinking…

    What if The Unknown was given a "crouch" button? This button would allow the killer to alternate between "walking" and "crawling" at will. This would make the killer far more creepy, would appease thousands of fans AND adds a great deal of depth to the killer that I will explain in detail below.

    The ability to crawl as The Unknown would be an incredible advantage, seeing as the main counter to it's power is by maintaining line of sight. However, as I'll explain there are many intricacies that actually make it surprisingly balanced and even add counterplay:

    Advantages for The Unknown:

    1. Gaining access to an incredible and engaging mind-game tool that could revolutionise chasing survivors.
    2. Breaking Line-of-Sight with survivors to keep their weakened state up.
    3. Catching survivors off guard on maps with high visability.
    4. Scaring survivors out of their minds!

    Disadvantages for The Unknown:

    1. While crouched, the POV of The Unknown will have to be lowered as well, this will naturally make survivors harder to track which would be an innate disadvantage.
    2. While crouched, shooting a projectile UVX blast will also be considerably harder seeing as the player has to completely reconfigure their aiming.

    Advantages for Survivors:

    1. Losing the killer at loops will be considerably easier for survivors and can let them make a quick getaway.
    2. Trying to dodge a UVX blast while The Unknown is crouched should also be significantly easier seeing as The Unknown will most likely need to lob a shot over an obstacle or try and hit a wall insetad of being able to hit the ground at the feet of the survivor.

    Disadvantages for Survivors:

    1. Requires survivors to be far more vigilant, builds anxiety and can throw them off their game.
    2. It would be considerably harder to get rid of the Weakened state (but luckily if the killer is crouching anyways it should be easier to dodge any UVX projectiles.)

    In Summary: Letting The Unknown change manually between standing and crawling would prove to be a great advantage that still offers a lot of learnability and counterplay to survivors which will limit the power of this new ability.

    Hopefully I've done a good enough job for this idea to be considered and discussed! Thank you very much for reading.

    Sounds funny as hell, I wouldn't say it's very creepy but funny and disgusting (in a good way) for sure xD

    It also sounds interessting that you could change the way you projectiles fly xD

  • @GoingToGetDwight said:

    This is why i play killer people dont seem to rescue other Survivors in this mode and people dont heal anyone else dealing with the same?

    I just played 2 rounds myself and watched maybe 6 more, but not in a single one someone died or they didn't heal to a high amount.

  • @bleep275 said:

    so either there are alot of people intentionally losing matches to abuse less skilled players. Or MMR is. A total joke in this.

    For example I have two people who I convinced to get the game for the 2v8 mode. They both tried regular while I watched. Both, despite being first time players and not even in a swf were versing p100 killers that absolutely dominated them.

    The same happens when I play. I SUCK as survivor. I’m a killer main. I’m garbage. I never survive. But I regularly get insanely skilled p100 killers.

    Now on the flip side they tried killer as well. And the same thing happened. Not even a level 10 killer yet. And they’re paired with p100 survivors that bully them the entire time. They’re not always p100 but still high leveled and there’s is an obvious skill gap between the two.

    So what do y’all think? Is mmr a joke? Should mmr be done away with? Or is there just a lot of smurfs?

    Well it exists but works rarely, you ether get people under your level or people destroying you most of the time.

    I'm playing a lot against people with over 5k hours and I'm on 2,5 or something, I still win a good portion of the matches even with 1-3 people with over 5k hours but it's brutal. I also played two times against a ace that's placed 37 or something for most escapes xD

    Well other times I play against 4 people with 300-2000 hours and the games are mostly a joke, I usually win them pretty easily.

  • @k3ijus said:

    I somewhat play both sides and i just dont really get it, most hook suicides are when theres a teammate dead or 5+ hooks at 5 generators… at that point the best the surviviors can aim for is a 1-man escape—which is provided by hatch

    Literally if a killer is stomping on a survivior match to the point where its utter hopelessness in public games can you really blame surviviors for just wanting to hit next? Not everyone has 1k hours (which ironically is considered medicore)

    Also im not advocating for surviviors who just give up when they go down or face a certain killer, which is why i said MOST hook suicides. People who do that ruin the experience for ALL the players.

    Yes I can and will blame them because of that, even in that case I always still try to win.

    I never give up in any match and I don't really like it if other people do it:

    Of course a early death isn't very good for winning the round but you know what will make completely impossible? You're right, more people giving up!

    Same with 5+ hooks it's not impossible you just have to play better from now on and make the chases as long as possible. Of course that requires people to want to take any challenge at all.

    Well in the end I play more killer than survivor so I don't care too much, but it's pretty annoying in the rare cases I play survivor xD

  • I'm hearing that the first time, maybe it's a thing because freddy is so old

  • @CountOfTheFog said:

    I watched an Otz clip saying not to run certain add-ons with The Pig because they don't stack.

    How do you know which, if any do stack?

    Myers has a few that increase the stalk, do they stack?

    Freddy has a couple that reduce time to teleport for each Survivor in the dream world, do those stack?

    As far as I know every addon stacks normally? Maybe he meant it's not worth stacking it and you should use two different ones instead?

    You can send the clip and maybe I'll know what he meant then xD

  • @GreatJokeBalance said:

    Just had a game I lost because they had 3 flashlights and I didn't have lightborn.

    I should have full control and agency of where my first person view is while picking up a survivor.

    I should not be penalized for playing the objective.

    Instead I am forced to slug, or lose the game.

    Because I didn't slug they all escaped.

    I should have full control over my camera during pickup animation.

    Facing a wall does not work when your overly generous blind mechanic is allowed to work from the side, while the killer is facing an object.

    Fix this bs or I am knockout slugging from now on.

    Joke game design.

    Flashlight battery needs to be fully depleted on a successful save.

    2-3 flashlight saves can lose a game, this is trash game design.

    Battery should fully drain and deplete on a successful blind save.

    Flashlight being charged at end game when first aid kits and toolboxes are depleted on first use is a joke of game design.

    Unfortunaly your only counterplay is slugging there, sometimes you can pick up against wall but you still get blinded from outside your view more often then you'd think, so you shouldn't trust walls too much.

    I know slugging on that extend is super annoying to do but they sadly know that that's the only thing you can do, so just do it and hope that they change their mind in between the slugging. Sometimes they decide that they still want to win and stop swarming you.

  • @Memesis said:

    I really hope we're not getting an incoming slug meta. That ptb was horrible, with or without basekit unbreakable.

    What i'd really like to see is the yellow mori basekit, but only working if there is one survivor left, which would hopefully discourage slugging the last two survivors.

    And, give base-kit unbreakable when there are two survivors left to further discourage slugging for the 4k.

    Forcing a hatch or mori only would be the more exciting ending of a killer-won match, and certainly be more fun than a slug fest.

    I've seen a mod comment under another post that it isn't the same finisher-mori tested before, I can't remember the person anymore. So it shouldn't make killers slug more in theory.

  • @Paternalpark said:

    How is no one talking about this?

    It's a massive buff that makes the stealth part of the game even less viable for survivors.

    New tile designs plus this? You just supposed to rush gens then?

    All scrach marks needed were color blind filters.

    Will be meta like stretch rez was for survivor.

    https://m.youtube.com/watch?v=hwd2LL63o64

    And that's how it should be, I don't know any more boring games than games with all survivors hiding. It's just increadible boring to see your gens go down while you search for anyone, besides that I will tunnel more then because it's the only person I find xD

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772329#Comment_3772329

    Not exactly sure, maybe entire rework to hook system into something impossible to defend, it'd kill tunneling in some extent but whatsoever

    PH cages or 2v8 cages are decently good, but I think hooked person should spawn in random locker rather than exact place they unhooked, so they can just stay in there if killers are nearby, obviously iron maiden should be disabled against it

    Well you'd have to give the killers more time of buff them if you want to kill camping and tunneling.

    Most survivors I've seen so far hate sitting on gens and that's exactly what they'd do on the first option.

    The second wouldn't be better because most survivors also hate quick games where they go down quickly, that's why I think it's pretty okay how it is at the moment.

  • @janakin617 said:

    One thing I would like to see taken from the 2v8 mode and brought to 1v4 is the silent unhooks. I think that unhooking a survivor should not make a sound unless Breakdown is used and the hook is broken. I think this would reduce the frequency of off-the-hook tunneling, not saying it would eliminate it. Devs could also look into either adding or modifying a less used perk to add sound alerts to unhooks for killers who really want to have it in their kit.

    Now's your problem that I don't even use it to tunnel nessasarly, I just go back and stop the heal if I don't have someone I chase at the moment. I'd really love to always have to go somewhere, otherwise I just run around hoping to find someone, with people with a hiding playstyle that would be awful.

    Besides that it sounds that the bubble stays, I won't care at all then, I automatically look at the left if something changes. So I can still tunnel if I want to and if I'm in chase and I don't see it, I wouldn't switch anyways.

  • @AetherBytes said:

    Currently, when a survivor is hooked, with monstrous shrine it takes 48 seconds, down from 60 so it's 12 seconds faster for a stage to be lost.

    In the new update, when a survivor is hooked with monstrous shrine, it'll now drop their timer from 70 seconds to 56 seconds, being 14 seconds faster and bringing it back to about normal.

    Wonder if monstrous shrine will see a spike in usage after the update before falling off again.

    The changes just really matter for camping for the most part, MS doesn't even work for camping so it's useless.

    Of course last second saves will be even more effektiv with the changes, but not worth using a horrible perk like monstrous shrine. I'd prefer to just tunnel or slugg more than using that perk xD

  • @Leonardo1ita said:

    Let's talk about it.

    What do you think?

    Is this good for the game? Is this bad?

    Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?

    Or is it gonna incentivise spreading pressure once in a 3v1 better?

    What do you think?

    Tunneling one out at the start will still be the best play, outside of that it makes camping a little bit less worth doing and it will just give even more time to be on gens completely for free. (The last point is regarded to last second saves like you already said)

    I'd say it doesn't affect the game too much to be honest, but it will make pressuring survivors a little bit harder for sure.

  • Ether it's bugged or hillbilly ran off near you and hold the sprint until she hit you, his exposed holds as long as he sprints and the entire bumping-animation as far as I know. His exposed effect just cares about having you in range one single time and then deativates only when he stops.

  • @Namtellum said:

    gotta do smthn about blight

    I don't want hugtech back nessasarly but I want old collision back, it sometimes still let's me slide off in the most random situations and I bump on absolutely everything now.

    Hitting around corners in a sharp turn is so increadible awful to do now because I always bump it feel like, sometimes especially at eyrie loops it's enough when there's a 1 cm elevation of the rockloop and I bump. I just hate it, it feels so much worse than before, I'd rather learn every single object I can or can't bump on than bumping on everything no matter if I should or not xD

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771448#Comment_3771448

    uhm actually good example idk what i was cooking with unknown u right 😭 mighta been salty ive won only like twice againdt unknown

    Ahh yeah sometimes he can be tough if he hits everything, but he has to work for the knowledge how and where to shoot quite a bit, so I don't really have a problem with that especially because his shots are pretty slow and therefore it's even relatively simple to dodge them xD

  • How exactly should you play unknown then lol? You don't always have cover and his power is useless then because it runs out the second you can charge the shot. I never even thought he would be to strong in any form even with stalemates.

    Besides that why him from all killers?

    Nurse is able to do that to some extent, spirit is able to do that, chucky is able to do that, twins is able to do that, knight was made for that before the rework, vecna is able to do that, blight is able to do that, bubba is able to do that.

    I just can't tell why it's a big problem on him specific xD

  • @Sarrif said:

    Not afraid to admit it. The game should have always been balanced around hooking survivors instead of kills. There's no shortage of killers who will tunnel one survivor out and have an easy win because there's no real catch up mechanics in the game.

    By punishing scummy behavior where the killer just decides, no this one survivor can't play the game or have fun. You make the game drastically more balanced and fun for survivors. And the best part is that killers who are actually good at the game and don't need to tunnel won't notice any difference.

    And where do I take the time from to hook all survivors 3 times? Or do I just don't and lose lol?

    If that would be possible a lot more people would do it, but it isn't so you'd fix both at the same time and take a lot of speed out.

  • @Donyjunior said:

    I'm talking especially about the walking/crouching/running animations. I will give some examples:

    • Walking animations do not change whether the player is pushing against a wall or not.
    • Leg animations don't seem to match movement speed. In most cases they seem to move faster or further than they should.
    • Turning-walking animations do not look natural. There is no simulation of inertia and momentum (I'm not talking about physics).
      -The assassins move in a locked manner. It appears that the legs move, but the torso does not have a natural balance.
      -When the char hit a wall or object, there is no reflection in the animation.

    This lack of "care" with animations is understandable in indie games, but not in a big game like DBD.

    What do u think?

    I'm gonna be honest: I couldn't care less xD

    Sometimes it looks a little funny yes, but I never thought it looked really bad and I have much better things to do than looking at the animations xD

  • @Krazzik said:

    I don't mean for this to be an us-vs-them post, I just notice that gen slowdown got a LOT of hate and pushback until most of them were nerfed. Many killers moved from multiple slowdown perks to multiple aura-reading perks, and now aura-reading seems to be going through the same thing, there's a bigger uproar and a bigger push to try and get BHVR to nerf these perks.

    I ask what perks can killers use that won't be branded as 'crutch perks', 'making the game easy' or just generally accused of getting killers to a higher MMR than they 'deserve' to be. Chase perks I guess, but STBFL got heavily nerfed after complaints, and Coup sees the occasional nerf request.

    Everything that helps you at all will be hated, same with any killer that's usable, any playstyle that works AND everything you do in chase that's not running in a wide straight line around loops xD

    The conclusion is: Just ignore everything and do what you want, it's funny to see people complain especially if they weere overconfident and then lost brutally xD

  • @kosaba11 said:

    I want the ability to say "No" to playing against at least three killers. And I mean being queued against them. I am so sick of either facing the same killer over and over, or facing toxic, overpowered killers. I want to actually have fun - and no, I don't mean win, winning doesn't matter in DbD. There is nothing fun about facing the same killer over and over or facing a killer that's overpowered.

    And I'm not asking to be able to filter out a big list, just three would be fine. Heck, I'll take one. Use the rate at which survivors filter killers when you balance. Or don't. I don't care - I just want to have fun, and right now it's just not fun.

    Maybe if I get the ability to ban 3 maps, it's pretty annoying to be send on the same 3 maps that are absolutely horrible as killer too.

    But I know that that won't ever happen probably, so we'll both have to live with it xD

  • @Frogsplosion said:

    Basically, the title. Do you think you would enjoy a much faster paced but more explosive kind of game balance where matches are much shorter or would you prefer a longer more drawn-out match where there is a somewhat even back and forth rally between killer and survivors?

    I mean we have back and forths already, at least if the matchmaking works perfectly by a miracle xD

    If they'd fix that it would be usually pretty balanced at the moment in my experience, and that's how it should be for me xD

  • @AyashiWolf said:

    https://us.v-cdn.net/6030815/uploads/F2BQGZG18ZHB/image.png

    I have been trying to get this in my game but still i dont have it, anyone knows how to get it?

    Some people just get this function randomly, can't tell you if it's bugged or planned as a test in the background without announcing it.

  • @addisonmatteojoy said:

    There is absolutely no reason that these killers should have the kits they do, whichever dev thought that plague inflicting broken was a good idea, look at the survival rate with that killer and forfeit your job please. Logically if you wanted to buff plague in a fair and balanced way, you should give her toxin a reduced speed buff for vaulting, gens, sabo etc. Giving her the ability to break and needing to cleanse to get healthy is the dumbest decision I have seen, it's pretty much die or die. Chucky is the same story, you give him undetectable, lunge, fast vaulting speed and not to mention he's almost impossible to see, ALL OF THESE ARE BASE KIT. You are ruining the game in every instance, stop before you lose everyone that enjoys your game. THINK for ten seconds and you should know this was a horribly unbalanced idea. Be better.

    Plague is not even strong if you don't give her her power, she's just legion then minus the information or further slowdown xD

    Chucky has a relatively bad stealthmode, combined with a dash that's relatively okay to dodge and has the potential to mindgame with his third-person, he's not too strong by far especially since they removed his scamper.

    Besides that you must really hate a lot of killers, there are a few with a relatively big kit: skullmerchant does a lot, singularity gets a lot, wesker gets a lot, artist is pretty insane (range attack that can down through the entire map, slowdown because you need to clear, anti-loop), unknown has range with a teleport (you can't even clear without seeing him) and he's still 4,6 xD

  • @Percival_nxs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763735#Comment_3763735

    Or you can just be in a corridor or in a dead zone, and if he use 2 tokens you are just dead after 5 seconds

    Yet again, what is the problem? You shouldn't be in a deadzone against any killer and the corridor doesn't matter at all because you'd probably get hit anyways no matter if m1 or m2.

  • @joeyspeehole said:

    I understand the pushback against this idea, but other killers don't have grenade function associated with their range attack. I mean, technically the Xenomorph has the acid/ tail attack combo, however it's still limited with it's range.

    I've played against a lot of Unknowns who rely heavily on the spread that their range attack provides, especially in doorways. I still think that the power should be able to have long range, go through walls, and wound people, i just don't like that the unknown can down people with that power as well. I don't want to go down the whole "look at how crazy OP every new killer has been ever since they got rid of Spine Chill and Boon: Circle of Healing," but I just feel like the idea of making some trims here and there is okay.

    Unknown is for sure not to strong with his range-attack, it's pretty slow so it's relatively easy to dodge if he doesn't guess to where you dodge. He has already the disadvantage over other projectile-killers that he has to hit you more often and hide from you watching him. It's part of his counterplay that you have to guess where he'll hit you through, same with him that has to try and know through what it's possible.

  • @Percival_nxs said:

    Blights rush tokens should start from 0 after a rushed attack, because if he hits you with just 2 tokens, its just a matter of seconds after he can start again with the rushes.

    And the problem of that is? He managed to hit you with 2 tokens, so you weren't covered quick enough from the hit. I don't think he should be punished for that, besides that he already loses much more tokens because he has to use bumplogic and bumps sometimes randomly on things.

  • @TranquilityX89 said:

    So, is nobody going to talk about the current gen bug and/or feature that is currently plagueing the game?

    For those uninformed, if a player gets tunneled out of the game and no longer spectates any gen completed after will count as 2 gens.
    if a 2nd player gets deleted, every gen will count as 3.
    And if you're solo and complete a gen it will count as 4.

    Not sure if they are testing anti tunneling stuff out but boy does Sole Survivor save the game now :))))

    Well it's declared as a bug, but I didn't see a match until know where it mattered until know. Maybe I'm just lucky xD

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762972#Comment_3762972

    I don't think that's true, because the time that Surge deactivates here is the time where you don't need slowdown perks anymore because there's an entire survivor no longer able to do generators no matter what.

    That means that your average "one on hook, one in chase, one going for the save" scenario results in nobody doing generators. You just flat don't need slowdown perks when you're capable of making the generator efficiency hit 0% all through regular gameplay.

    Plus, at this point, multiple survivors should be at least close to dead as long as you weren't tunnelling one person out, so you're not only in a position where gen efficiency is in shambles, you're also a lot closer to winning the game by default anyway.

    Yes, weaker killers can use the help of slowdown perks… to help spread pressure and build towards dead survivors. Once someone's dead and others are on death hook, even Trapper doesn't need slowdown perks anymore.

    That's just wrong on many killers, there are many killers that don't chase quick enough to kill efficiency that much by 3 people. Trapper wouldn't even get the tunnel out quick enough to make it possible without slowdown to win the 1vs3, at least if the survivors know what they doing. His chases take longer than the survivors take to save and heal, so they still make progress and you have to get that progress down somehow after the down, normal kicks are just worthless in most cases and waste probably more time than they give.

    It's just not viable to go for more than one survivor if they're not potatoes, you will lose you gens insanely quickly even with slowdown xD

  • @jesterkind said:

    I've been thinking about this for a while, and I think it would be an appropriate + healthy change to the game to have all slowdown perks deactivate permanently when a survivor is sacrificed or killed, from a handful of angles. The major three reasons are these, though:

    • It would work as an incentive to not tunnel to a degree, because tunnelling just disables your slowdown perks when you finish. Combined with the fact that the ACT of tunnelling is crazy inefficient and gives survivors a ton of generator repair for free unless you end chases very quickly, tunnelling would become a losing proposition for a lot of players.
    • It would also serve to make games less hopeless for survivor teams if someone dies relatively early. Obviously if they die at five gens left you're screwed no matter what, but if it's any closer than that, the knowledge that at least the killer doesn't have anything outside of base kicks to regress generators with can help it seem a lot more like you have a real chance of winning.
    • This one might be wishful thinking, but I would hope it would make stacking three or four slowdown perks less appealing, because you'd end up without any perks partway through the match. This would at least be a step towards addressing the obnoxious and unhealthy situation stacking slowdown perks creates.

    There are sure to be some edge cases where what could arguably be called a slowdown perk probably shouldn't deactivate when someone dies, but for most of the major and dedicated slowdown perks, this would be completely appropriate. If you have someone dead, you categorically don't need slowdown perks anymore, and having them active would just make them win-more perks.

    I can anticipate a reaction along the lines of "well then gen progression tools should be nerfed too!", but that's a little arbitrary and not that helpful. There's only one problematic gen progression tool currently - toolboxes - and those tend to blow their payload before you had a chance to sacrifice someone in most games anyway. I don't anticipate this change making toolboxes any worse to go against, but either way, toolboxes should be nerfed and it'd be appropriate to do both at the same time, so I guess go nuts there.

    If you'd only stack the strongest of the strongest perks that would maybe be okay even tho it would still be very weird because survivor perks also don't deactivate as soon as they hit 1-2 gens and all survivors are alive, but if I only use surge that doesn't do much on it's on and is for sure not too op it would be absolutely insane to deactivate it. The only way your idea could work at all is if it only gets deactivated if you stack more than 1 or 2 regression perks, everything else makes the perks just as useless as the version of ruin after the last nerf, they took that away again because they saw how useless the perk gets because of it.

    And yet again (not regarded to your post but all posts that want to punish tunneling): A nurse or blight doesn't care about that punishment very much, a pig will absolutely die because of it, pig doesn't have the chase-speed to win through that and has to slowdown the game heavely, the traps are for sure not enough. Same with myers that is able to instadown but won't generate any preassure without slowdown.

  • @dbd900bach said:

    Singularity upon release and after was a rarely played killer because his macro gameplay and skill cieling was insanely high with the returning value being extremely low. That being said, the few players who mastered Hux were monsters, including the infamous Chess Singularity. However, he still remained absent from most players games. Nurse, Blight and Wesker being not only easier but more fun to play with massive value.

    After playing himself and watching much more skilled players, Singularity is still insanely difficult to get a grasp on, however once you understand how to play him, he goes from frustrating to unstoppable really fast. From what I've learned and witnessed, Singularity is a chase oriented killer with surveillance only being a minor part of his kit. If you try to use him as a surveillance killer, good survivors will make your life miserable and you will get no value from your power. But as a chase killer, emps only help so much and before survivors know it, there is a pallette shortage.

    With his stun reduction add-on, pallettes are feeling useless unless you predrop everything but even then if he times it right, the pallette is still getting broken and he is still on your heels. That is with the speed boost and the speed reduction if Soma Family photo is being used which is a 6% speed difference.

    I'm sure high mmr Swf are still going to be a nightmare for even good Singularity players.

    The reason I brought this up is because more seasoned players have brought up the concern that he might be a little overtuned. I think he's perfect, but I'm sure there will be plenty players saying he's too strong or is still weak. Solid A tier in my eyes, maybe S but that's likely pushing it until we see a LOT more.

    I don't think they made him too much stronger to be honest that I'd call him to strong?

    He doesn't need soma-familyphoto to work anymore because it's at part basekit now. That'a good, less need to use certain addons is always better

    The emp change was very nice because it still allows to help teammates but makes it harder for the chased person to emp themself 3 times. That's good because it makes his chase feel a little bit better.

    The overclock duration is now always the same, it's sometimes good and sometimes bad, depending on situation. That one is mixed, sometimes you'd lile to teleport quicker, sometimes you like to have overclock for longer .

    I didn't test the autoaim to be honest, but I think it's good for people starting? At least if it's the same from the ptb.

    Leftclick to destroy biopods is nice to help you having them always in senseful spots.

    The reduction of the penality around hooks is pretty nice, it's still a punishment, but doesn't make it impossible to gather informations from there.

    Overall he just feels less clunky to play, Idk if he's nessasarily stronger.

  • What challenges do you mean then lol? There are only the ones to level up the battle pass, the only other things you could call challenges if you're generous are dailys and archivements xD

    My logic was behind it: If the challenges that give rift fragment take longer, the bp take longer. That's why I asked why you would like if it takes longer. Maybe that helps to understand xD

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762019#Comment_3762019

    I'm not sure how you thought I was talking about the battlepass when I was clearly talking about challenges. 😕

    The challenges are for the battle pass to level up quicker, why are you thinking we speak about different things? xD

  • @Paternalpark said:

    Had tier 3 Myers just proxycamp then down any1 coming for save. He put us under hook to take advantage of the surivor proxy debuff.

    Intended counterplay? Or braindead tactics?

    I don't think it's intended exactly, but it's surely very smart from him. It's not like you couldn't just crawl away so I don't see a problem with that, he can at maximum pick you up and lay you down 3 times before you're free to go so it counters itself.

  • @Bartusvd said:

    I disliked but didnt really have a problem with the buckle up nerf. I get that it could be unhealthy in some situations. however i feel like those situtions wre extremely rare. When i look at killers they always use the same gen block/regression perks and bamboozle. thats honestly all the perks i encounter in 8/10 games.

    Singularity however is a complete disaster of a killer. every match i play against him is extremely annoying. There is absolutely 0 counterplay. his basekit is THAT strong. how can 1 strong perk like buckle up get removed but a basekit of a killer can be that overpowered. i feel like the game in many ways is so unhealthy for survivors that just play the game for fun. Sure on a competitive level the game might be more balanced, but for players like me and my friends it gets almost unplayable.

    And dont even get me started on maps… Haddonfield in particular.

    I used buckle up as an example but many strong survivor perks are considered OP and get nerfed, but strong killer perks are just fine?

    maybe its just me but things like this can really take all the fun out of dbd for me D:

    Singularity absolutely has counterplay and that's teamplay, most solo-queue teams don't have that really, so he is pretty strong most of the time. But that's the same for most killers that are countered by teamplay I think.

    @Bartusvd said:

    those regression perks deserved to be nerfed. not because they were too op by themselfs, but because nowadays there are so many regression perks and they all stack.

    and yeah those perks got nerfed but STILL alsmost every killer runs them. Its not like those perks arent good anymore.

    And i guess the singularity part is just a skill issue on our side xD. I still think its weird that u need an item to be able to do anything against a killer. In my opinion his basekit way out of proportion with the older killers.

    It's not even different compared to older killers:

    Hag and Wraith were both countered by flashlights heavely. The only difference is that singularity gives you the items for free without you having to get them before the match starts, you even get them passively while waiting, you do have to do the last bit now because it was to insane in chase if you could pick up it feels like 5 emps and clear yourself without losing anything.

    @Bartusvd said:

    those regression perks deserved to be nerfed. not because they were too op by themselfs, but because nowadays there are so many regression perks and they all stack.

    and yeah those perks got nerfed but STILL alsmost every killer runs them. Its not like those perks arent good anymore.

    And i guess the singularity part is just a skill issue on our side xD. I still think its weird that u need an item to be able to do anything against a killer. In my opinion his basekit way out of proportion with the older killers.

    Yes and you know why? Because they are still better than most other perks, that doesn't mean they are good, just that you don't have a reason to run something else if you want the game to go longer than 5 minutes with most killers.

    @Bartusvd said:

    I disliked but didnt really have a problem with the buckle up nerf. I get that it could be unhealthy in some situations. however i feel like those situtions wre extremely rare. When i look at killers they always use the same gen block/regression perks and bamboozle. thats honestly all the perks i encounter in 8/10 games.

    Singularity however is a complete disaster of a killer. every match i play against him is extremely annoying. There is absolutely 0 counterplay. his basekit is THAT strong. how can 1 strong perk like buckle up get removed but a basekit of a killer can be that overpowered. i feel like the game in many ways is so unhealthy for survivors that just play the game for fun. Sure on a competitive level the game might be more balanced, but for players like me and my friends it gets almost unplayable.

    And dont even get me started on maps… Haddonfield in particular.

    I used buckle up as an example but many strong survivor perks are considered OP and get nerfed, but strong killer perks are just fine?

    maybe its just me but things like this can really take all the fun out of dbd for me D:

    Buckle up was nerfed because it didn't have anything you could do and only countered already weak killers, a nurse or blight doesn't care at all about 10 seconds endurance you don't reach anything anyways and even if you do you won't do much. For a pig on the other hand it's impossible to get 2 hits quickly so you will probably reach a loop and there's nothing pig can do about that, pig can't get the down on the loop quickly too, so it's just pigs death because the survivors had one single perk.

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