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KatsuhxP

KatsuhxP

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  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026726#Comment_4026726

    Maybe it is just bad luck but I also love seeing toxic people get screwed during the match because they played a little to risky

    Yeah nevermind, had a cheryl teabagging me. Well died legit 10 seconds later by my wesker haha xD

  • @natiiiaisiai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025750#Comment_4025750

    Damn crazy you think the current graphics are nice. We are in 2025 and dbd is still stuck in 2016 optimizing, adding physics to clothes and hair wouldnt ruin the games optimization (if it even has any), theyre just lazy and dont want to work on every single piece of hair or clothing. Same goes with hairs, textures are ass and they all look like fried pasta, or are see through because the material used is the incorrect one.

    It's rather sad that you can't live without ultra 4k graphics. I don't care about how sharp or rather good it looks, I just want a style that's fitting to the game. I also find that the first game of the gothic series looks great, it's actually one of my favorite graphic-styles.

    Besides that I agree that they could and should optimize it better. Also yes it shouldn't make a difference, but probably would make one because dbd is badly optimized at the moment.

  • Idk about quality, but the fps are actually capped at 120 like you said because some game mechanics break on higher fps as far as I know. Don't really now why it even depends on that lol xD

  • @jamally093 said:

    In normal dbd it's rare I get a ggez maybe once every...seven? Months but my lord 2v8 I had a match where we did terrible as killer about 25% done on hooks by the time gens were done and boom two ggez at the end. I guess some survivors really find being toxic fun then? I don't see the point of it doesn't really discourage since I see as that survivor just doesn't escape often. Also because I hear Dale from King of Hill reading typing it to me.

    Honestly might just be unluck, my experience (and my girlfriends experience because we always played together) is that people in this mode are actually nicer than in 1vs4 normally. I'm actually surprised sometimes how little I get insulted haha xD

  • @90bubbel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025748#Comment_4025748

    you forgetting a perk then, i cant remember its name but it allows you to build fragile pallets after looting x amount of chests

    Ah sorry, I don't even know if I ever saw it honestly. But okay then it's one almost irrelevant case more :D

  • @jamally093 said:

    So little 2v8 rant

    Me and my teammate got 3 hooks together and by that time four gens were done. As far as I can tell the gen speed penalty series does not exist since in 2v8 most gens are just 3 or 4 person gens meaning the penalty is extremely small or non-existent even as survivor I've had a match where maybe three or four hooks where done and we were down to two gens. The penalty doesn't exist because if you have three or four people on one gen the repair speed is increased for that gen even two people on one gen can go by quickly at times.

    I get there's no matchmaking in 2v8 so your gonna be screwed depending on how new your teammate is but holy hell. I can see three gens be complete in a row before the next hook because the gen penalty barely exists.

    Honestly that's not even the biggest issue of this system. If you get around 12-14 hooks and you're still at 6 gens you can lose super easily. Now you have two options, ether you say me and the other killer is bad OR the boost is just stupid making you lose even though you should win obviously. It's also the other way, I've seen rounds where we shouldn't have won, but we managed to hold them at a loop at 3 gens remaining and won.

    I honestly hate this system. That being said it's also hugely depended on what killers you play, good luck getting anything out of this as trapper and deathsling lol.

  • @natiiiaisiai said:

    Am i one of the few people who thinks physics are very important in games like dbd? Realistic physics with clothing, hair and etc make a very high difference in gameplay for me. I personally like watching things flow like skirts, dresses etc, so when i buy a skin and it has stiff physics it puts me off and makes me not want to use it again. Im not sure why BHVR has different physics for each hair, and clothing. In my opinion it should be kind of a priority to fix, since EU 5 every dress has had pants physics, which results on clothing clipping through the characters legs. Anyone else thinks theyre important?

    Honestly I don't care at all about the physics of hair and cloths. It's of course nice to have, but I'd rather have the game to work first.

    Those physics would make the game more unstable, now that wouldn't be a problem normally if it's actually optimized good, but dbd still has framedrops in situations where there shouldn't be any. So I think they should fix this first and then they can fix the graphics and physics.

    (That being said I really like the graphics of dbd right now, they are not as blurry and dirty like before but they are also not high quality like you see in newer games - it's the perfect middle for dbd in my opinion)

  • @ChronicSkink51 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637717#Comment_3637717

    I apologise for the late response, I know it’s really late, and I appreciate the feedback, I feel like in a way, this has been implemented? With the way of the pallets that break instantly after use I guess?

    If I don't forget any new perk that can do this, then only in freddys power or as an event power was this ever used (of which freddys can't even stun outside of the one funny bug). I really don't think you want palettes like this to spawn on maps already lacking palettes.

    Even if they didn't break and just stunned the killer for a shorter time it would make some loops unplayable even if you played the drop perfectly. The metal ones would take that the other way around, maps with a lot of palettes would be absolute hell. Especially for m1 killers.

    PS: Don't worry, it's just almost 2 years haha xD

  • @Abbzy said:

    If hill billy is easy character than you have 6k hours and main him or you just play against new survivors that run straight from your saw in open, he is mechanicaly one of hardest killers in the game and the time when you can curve with his power is limited and can be crouch teched. Mayers m2 strike isnt still fully controlable as m1 attack with your mause but little more limited still its way better than before and his power should be threat not a joke. Mayers isnt super strong he just feels better to play as because you have more option then before. Chucky got hard nerfed more than mayers and is one of DBD history most nerfed killer in short time window with others like merchant, tbh honest chucky isnt that hard to play as he has worse turn rate but longer dash and doesnt have that limits like spending time stalking but only his cooldown which is like what 14 seconds.

    Mayers evil incarnate mode is stronger but have more requirements than chucky and only chuckys downside is his ability to control the camera when using scamper or on the end of his dash where he can damage survivor.

    Actually you can relatively easy negate chuckys disadvantage to his turnangle. You're right that you can't fix the issue with turning after a scamper, but you can dash in way that doesn't need you to correct you flick right before hitting. Chuckys dash works like a combination of onis dash and pigs dash, so you can only move forward and to the sides, BUT you can use the moondash from pig - so you can simply do a 180 with him around a loop and with some reactiontime while you're still on the curve you can already position yourself to hit there most of the time. Of course you can react to that trick relatively easy, especially now that his dash is so slow, but it's possible.

    (The maximum of this is btw almost 270° around a loop - the more you look into the wall the more turnangle you get, but you're also moving slower backwards and survivors can react quicker to that then. Also you lose how far you can get around the loop because it's on time not distance)

    Sorry for interrupting you, I just really like that trick and I didn't see it ever mentioned really :D

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015642#Comment_4015642

    Hell, you might be right. Maybe I need to branch out my killer roster.

    Well wraith was an good idea as well I must say, I just think m1 killers aren't as good for hitting people in the void in general. Alternatively you could play blight of course or something like chucky, deathslinger should also work pretty good - with a bit of tactic artist would prevent them from leaving as a whole xD

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015637#Comment_4015637

    I had a few games last night where the survivors didn't go into the void once. I am not exaggerating. Why aren't they just in the normal queue?

    That being said the problem is they have to go into the void injured. If they are healthy and you hit them in the void they just leave. So I tried a few different ways to keep them injured(hit and run wraith, legion with broken addon) and it didn't make a difference. When they were injured they simply did not go into the void. I got 3 hooks in the void organically over the course of like 4 hours last night before I broke and just started begging people to let me complete it.

    In my games they literally go into the void injured mid chase and that with me being huntress. Speaking of her you should try her, even if they are healthy they probably won't make it out without getting snipped xD

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/RFFYKABR7Z2O/image.png

    What are the survivors supposed to except dc?

    Is this regarded to the hooks or the gens that seem pretty good?

    In case of the gens:

    Solo-queue probably nothing because they'd have to coordinate and drag you away.

    In case of the hook:

    Helping each other, so also mostly swf because most solo-queue players don't do that. Also you could also be less agressive, but I wouldn't do this myself. In the end you tunneled someone out with just 2 gens lost and that build, so nothing would have saved them lol.

    Edit:

    Sorry I forgot the title of the post. Well like I said coordinate and dragging you away xD

  • @Ohyakno said:

    Nevermind, I was fortunate enough to find a couple of groups of survivors that permitted me to farm this.

    FYI for the future it is asinine to have a goal that requires your opposition to assist you in completing it. If I hadn't gotten groups of kind survivors this either would not have happened or would have taken forever organically.

    Is it that uncommen for your games that someone uses the void? I see it relatively often, I just don't have time to actually do something with most of the time xD

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013131#Comment_4013131

    Was it really even a problem?

    I get it's a big change from other items, but the entire point of the fog is to be extremely situationally good, usually to block aura reading, it deserves a cooldown more than charges.

    OR at least give it like 10 charges, it's not that much from how bad the effect is.

    It's not the effect that's a huge problem but that it's spammable in general. Every single chase starts with it at some point (of course only if brought multiple times) and while it may not be that strong it's increadible tirering (I wrote it wrong 100%, I'm not able to fix that out of my head lol xD) if it goes on the entire game.

    I would not give it 10 charges simply because you have to think about the fact that all 4 people could use it at the same time. If you increase it to ten you have potentially 40 uses of it, it may also be enough for one person to use it the entire game honestly. It's the same reason why survivor perks are weaker in nature than killerperks (just to be clear, I don't want to argue about that in any way or make it an us vs them. It's just an good example)

  • @Alicia_Tried6041 said:

    …coming in with full sweat builds? 4 slow down ghoul, impossible skill check doctor. Like damn people its just a game.

    Probably because I played 5 rounds yesterday of which 3 had at least 2-3 flashlights sometimes a sabo-kit additional. Also one of the flashlight-groups had 2 cheaters in it.

    So I don't know what to tell you except that I understand them, that being said I don't like to play like this, so I use my usual stuff xD

  • And yours is too far ignoring the real problem you explained. We won't agree in this one no matter what we say to each other.

    Oh also your votes speak for themself.

  • @Star99er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013131#Comment_4013131

    They have 2 charges on live with a long cooldown in between uses. But I agree, They should partially revert the thickness of the fog and maybe add another charge to them.

    That's what I thought, this seems to be the best middle ground in my head.

    I feel like they are kinda hard to balance because you have to give enough charges so they feel actually like it's worth running them but not so many that you can spam them the entire round - same with the intensity of the fog, if it's too weak we have current version, too strong and we have the horrible halloween version xD

  • @Star99er said:

    Or at least a partial revert from the barrage of nerfs they got. They’re ineffective and don’t contribute to anything.

    I don't remember how many charges they have, but I believe 1-2? They should cap it to 3 charges and then revert the rest to before the nerf, they could also increase the intensity by a few percent (not sure how sensitive that is, so probably rather less than more) honestly - it was already possible to follow people perfectly anyways xD

    The only really problem they had was the amount of uses, the fog itself was not even strong in any way.

  • @Roaroftime said:

    He's genuinely like D-Tier my teams always get 3-4 escapes against him when Im surv and when I try him as killer he feels so quite like a terrible version of huntress, his axe is SO easy to dodge and clunky/ slow wind up etc. This killer could be really good please rework or buff him somehow. It's a real shame because he was so anticipated. His power is actually more helpful for survivors than himself which is just bizarre.

    Nah he is alright. He does feel like a worse huntress I agree, he does also destroy my entire musclememory I got for huntress - BUT he can be effective when you learn orbitals with him and learn the timing of pridiction-shots for him, also you forget that he has a teleport and is also 4.6 on command.

    While I suck with him because I'm simply to used to huntress and don't want to destroy my abilities with her, he can be effective in the right hands.

    (That being said he could probably be buffed a little, I just don't think he sucks as much that you have to call him bad)

  • Depends on the killer:

    I would never play a huntress or deathslinger in 3rd person, but I'd also never play a dracula wolf in firstperson. Whatever fits the power and killer more is the option I prefer.

  • @nicoblue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010395#Comment_4010395

    I know people are adverse to change, but that's usually what happens when something feels broken or has been pushed outside of its original parameters. It's a suggestion, not a threat.

    Change doesn't automatically generate chaos, it's like how balance patches exists. When one has the chance to look at the overall framework and state of the game and see what isn't working and try to provide a solution. If a company is going to make something that breaks the original intention of their own product, the people supporting it should and can speak up about that.

    Yes, I do play killer! I like old gen 1 killers even, like hag and doctor. I don't find it incredibly annoying, I find it challenging, even against bully loopers and flash squads, but that's the point. I even like the new Myers change.

    Change of specific things maybe, change of a fundamental mechanic of the game is a entirely different story. I'm not against changes as a whole, but I'm also not advertised to change a complete mechanic that's there basically since the days dbd exists just to fix a problem that's not even connected to that. (Besides the fact it wouldn't even fix your problem really)

    Dbd is balanced around having scratchmarks, no matter if you look at perks, maps, addons, killer powers or survivor mechanics like walking and crouching - simply removing them WOULD cause chaos if you think that or not.

    Well then you are someone that likes not having scratchmarks I guess, I don't, I imagine many others also don't like that.

  • @nicoblue said:

    Recently, playing DBD has been a little unfun. I think the progression for this game has been good with the content, but not great with the "ez" auto aim killers that make for the most boring games. I am always excited when I see a Hag player or even a Myers (especially if they jump scare).

    Solo queue is mind numbing fun, I don't care about dying for my teammates so they can get out, but these games are getting monotonous every time I hear a Ghoul or Krasue by and then I see they have add ons to make them even more annoying. So at this point, with all the killer perks, their slowdowns, their ruin… why do we need scratch marks at all?

    Scratch marks are the true devour hope of the game!

    What exactly would change that about your problem? Why would you ask for a complete change of a fundamental of the game instead of solutions for your original problem?

    The only thing that would does is generating more chaos because all of the sudden they have to change even more perks and addons. Also I don't know if you ever played killer on events with the random disappearing scratchmarks, but it has a reason this effect is relatively rare. It's just increadible annoying without them.

  • @Nicholas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951771#Comment_3951771

    I hope we get 120, but I would also be happy with better visuals on the PS5 Pro. I wish they would say. Did they upgrade the game for Switch 2?

    I don't know, but you're are asking for quite much for the fact it doesn't even run on 120 consistantly in general yet. Better graphics would probably kill the fps even more haha xD

    (just kidding, with the right optimization they could get that easily, the graphics aren't too costing in terms of ressources xD)

  • @tinyypup said:

    VERY IMPORTANT SCIENCE QUESTION:

    Killer mains or anyone who plays killer, If a survivor gives u an item as a gift or plays music for you would you become friendly and be considered tamed? What other ways would you consider friendly offerings? Or do you show no mercy?

    Also bonus q's how often do u let the last survivor get hatch?

    Depends on the people I play against and under what circumstances:

    If you did something stupid or tried to show off you won't get any mercy.

    If survivors send/tried to send me to a bad map they won't get any mercy.

    If you where obviously part of a swf and did everything to win you won't get any mercy (normal swf also have a slight disadvantage regarding to my mercy, but there it basically just the things I mentioned first all over again).

    Every single one of the things at the top only counts for hatch or gate, I generally don't do farming matches except you got me on an insanely great day xD

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004820#Comment_4004820

    most of the feedback is ignored and it goes live as is then tweaked. There really isn’t a point and again it’s to limited to certain players. They either have to pull it or make changes after it goes live. It should be released and then all player feedback.

    And that's better in your eyes because of what? You said yourself "most feedback is ignored" means some of it is considered, sounds to me like it would be balanced even worse at release than before. (Your point with the number of people is valid I guess, but at the same time I'm still thinking it's better to have some feedback before you throw it at the liveservers)

    Also I think you kinda forget that they fix at least a few of the bugs from the ptb, if we already have so much afterwards I don't want to see what happens if they instantly throw it at us live.

  • Lol I just used it, I didn't even realize haha xD

  • @Unequalmitten86 said:

    for the last couple of updates that have gone through the PTB it has proven time again the “feedback” is extremely out of touch with base players. Everything gets released is to strong or not worth it.

    This new killer is the final straw. Whoever thinks they have an enough time to be eating glowing fungus is out of their mind. Interactive things like this have no place is PVP games, this one is to fast paced and is completely not controller friendly.


    I’m still mad about Freddy

    So you rather don't have a testing-phase than one you could improve in theory? That's a really smart thought I must say.

    Also they will balance it eventually, but I'm already seeing that she will be hated for the time being. Typical dbd I guess xD

  • @Throw said:

    Yes it's intended and in the patch notes since it would just hard stop you near an object beforehand they changed it

    Ah nice that basically fixed my issue with it not being as usefull around loops in the ptb. I'm sorry, I just flew over them and didn't see that, thank you for telling me! :D

  • @Royval said:

    legit just boring and trash maps for 2 hours on survivor toba, lery, preschool. Haven’t played Dead Dawg in a few days.

    Play huntress then you should have a lot rpd (at least if you're me for some reason) xD

    If you want the game for any reason just play blight xD

  • @CakeIsTheRoad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001062#Comment_4001062

    As mentioned it’s more for quality of life and anti-bully / anti-cheat. You can look down all you want but a cheater is gonna no-clip. You can pull people from lockers but a head-on squad is gonna head on. And if you’ve got slower internet you can turn around but the game doesn’t register it in time so you still get blinded (something I’ve had happened several times). The just look down response while a seemingly “simple” answer doesn’t actually address what I’ve proposed or the apparent necessity of reblinds anyway. Why do people NEED to be able to reblind 3 times in a row? They don’t. It’s overkill and disproportionately affects people with slower systems, light-sensitivity, or less skill. In short, it’s not for the one person who blinds the killer once or twice. That is a just look down situation. It’s the comically long string of blinds/stuns that shouldn’t be allowed. After some point it’s just too ridiculous.

    I honestly really don't see how increadible slow or low skilled you have to be to be blinded more than 2 or 3 times (in my opionion still a reasonable number of blinds). You got a point with the cheaters I guess, but it would be better if they instead focus on fixing the anti-cheat situation as a whole - that's a better use of their ressouces than that xD

  • @CakeIsTheRoad said:

    It’s kinda ridiculous that you can restun/reblind killers like 10 times in a row. This is especially true with new players or cheaters. Can we get a basekit 10 second window from when the blind/stun animation ends where a killer cannot be reblinded or restunned. This may also help people with light sensitivity (especially if you made a toggle for the brightness of the flashlight animation so that’s it darker). It’d be the kind of change that would reward skillful players who are able to time their flashlights and not cheaters who do it through the ground or “bully squads” that stack the things like head on on multiple people. 70/30 surv/killer player btw. I’ve been playing maybe 2 months. It’s actually bothered me that something so simple is not in the game already, as it’s one of the things a new player quickly finds themselves wanting.

    Is it that hard to look down while being blinded? You simply have to move the stick to the bottom or drag your mouse down, you don't even have to see anything for that xD

  • @Starlesque said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999478#Comment_3999478

    You can call me by my real name or the name my gamer friends call me, I answer to both. No biggie. You’re so polite, love it! I cannot wait to corrupt you👅

    Naaah Star, thank you for this offer but I'm good how I am xD

  • I take that as I can call you Star? I'm sorry I was scared to be inpolite xD

  • @Starlesque said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999436#Comment_3999436

    ☠️ Hey Tim! I was reading a Reddit post about Jake and accidentally typed his name instead of yours as KatsuhxP. I’m Stassi, but friends call me Star - my in-game username is Starlesque.

    Oh that makes so much sense now, happens often to me but with words I think about (so wrong words are often in my sentences because of that, adhd is very annoying regarding to that). Well nice to meet you, Stassi! :D

    (Don't know if you just mentioned it for fun, so I call you Stassi for now!)

    My ingame username is simply Katsu and I play killer only basically xD

  • @Starlesque said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999027#Comment_3999027

    Thanks for your feedback, Jake, I’ve updated the modes to make them more tense and fun, giving both survivors and the killer meaningful choices.

    Exploration & Reward Modes

    Sanctified Grounds (Formerly, Hexed grounds)

    The Trial Grounds twist under the influence of Totems. Hex Totems spread corruption, making pallets, windows, and lockers dangerous, while Boon Totems sanctify areas, offering a brief respite from the Entity’s curse.

    • Objective: Move carefully through the map, repairing generators while cleansing Hex Totems or blessing Totems to create safer zones.
    • Killer Role: Empower Totems with Hexes, turning familiar spaces into traps and hazards for survivors.
    • Survivor Role: Push back against the curse—cleanse or bless Totems to reclaim control and secure pockets of safety.

    Think of it like lane control in MOBAs—survivors carve out safe pockets while the killer pushes back with corruption.

    Entity’s Reach

    The Entity claims parts of the map, marking zones of its influence. Survivors must venture into these areas to progress objectives, all while the killer watches, waits, and strikes.

    • Objective: Repair generators, cleanse Totems, or retrieve items in claimed zones, staying alert to danger.
    • Killer Role: Patrol these zones relentlessly, forcing survivors into risky choices.
    • Survivor Role: Time every action carefully, balancing speed and caution to escape the killer’s grasp.

    Think of it like a control point in Overwatch or a Domination flag in Call of Duty—survivors only interact temporarily, while the killer pressures the area.

    Tainted Fog

    A thick, creeping fog blankets the Trial Grounds, carrying the Entity’s corruption. Survivors move through a haze that dulls sight and slows actions, while killers gain subtle advantages in stalking and ambush.

    • Objective: Use the fog to your advantage—repair generators and escape while navigating its hidden dangers.
    • Killer Role: Exploit the reduced visibility to surprise survivors and control the flow of the Trial.
    • Survivor Role: Balance caution and speed, using the fog for cover while managing minor debuffs like slower vaults or healing.

    The fog creates tension and choice without blinding survivors, making every step a careful calculation.

    You're welcome!

    I think I like all of them more like this. Still no clue with the hell you call me jake (of course just fun rage, it's just super random :D), my name is tim! xD

  • @murgunstrumm said:

    So I've recently started playing Dead by Daylight and have been enjoying every minute of it, the reason I started playing is because of YouTuber, John Wolfe.

    Well, I started watching content by YouTuber, SpookyLoopz, because he was in a couple video's on John Wolfe's channel. I've been watching a mix of older and newer content by SpookyLoopz and noticed something odd that I haven't experienced myself and I'm wondering if this was something that used to be part of the game in 2023, or if the content creator was cheating: In some of his videos as killer, you can hear the hatch sound before the hatch has been opened.

    One of the video's I'm referencing is

    https://www.youtube.com/watch?v=LYfbkb_TezA



    Not accusing or alleging anything, I'm just wondering if killers could hear the hatch before it opens, when there's multiple survivors alive?

    Thank you.

    I'm not watching 2 hours of video now, but @angrychuck is correct if you mean that. At least since 2021 where I started playing it was possible for I believe 1-2 year that you can find the hatch by running over it, at I believe 2 gens it spawned in physically but invisible, so if you random ran over it and reconized it you had the advantage of knowing the position of it.

    This happend mostly around shack, sometimes also randomly xD

  • @Coffeecrashing said:

    https://us.v-cdn.net/6030815/uploads/5TZO1E0AZ2S4/image.png

    How many people have actually played a party game? I see people saying that DBD is supposed to be a party game, and I'm wondering how many people have actually played a party game in a real life party?

    Party games are supposed to have really simple rules, so that people can quickly learn the games even if they're drunk. They often involve very simple minigames like "mash a button to pull a boat", or "guess what percentage of Americans have used roller skates in the past year", or "guess what picture your teammate is drawing".

    What part of this is anything like DBD? Does anyone think they can go to a real life party, teach drunk people how to play this game, and then have the new people do well in this game?

    I also don't understand this, it was never a partygame and never will be. The fact that even bhvr called it a partygame in the past (if I remember right) is questionable at best.

    Also an important thing for a partygame is if it's easy to set up, and I don't know about you but I wouldn't call setting up 4-5 laptops (or I think there's also splitscreen in customs, but probably not up to 4-5 players) "easy to set up". It's basically as badly optimized for that purpose as it could be.

  • @Starlesque said:

    Hey Survivors & Killers! 👋

    DBD’s 4v1 is iconic, but matches can feel repetitive, and some mechanics- hexes, fog, maps, chests - don’t get enough love. Other games keep things fresh with rotating modes.

    I’ve drafted seven possible permanent rotating modes-four tension-focused and three exploration/reward - to mix up gameplay and encourage strategy, stealth, and teamwork. Would love community feedback and thoughts for BHVR on which modes sound most fun or how to tweak them!

    Tension-Focused Modes

    • Sudden Death: Survivors only get 2 hook stages; killers get slight buffs. Objective: Every encounter is high-stakes. Survivors must carefully plan rescues and generator runs because mistakes are costly.

    • Trail of Shadows: Only one survivor is visible at a time. Objective: Use stealth and misdirection to evade the killer, or for killers, anticipate movements and track strategically.
      • Perks (1 per player): Decisive Strike, Diversion, Head-On & Lithe/Sprint Burst
      • Always Active: Urban Evasion

    • Predator vs Prey: Killers gain temporary tracking after major survivor actions; survivors get small counters. Objective: Complete objectives while avoiding detection, creating tense cat-and-mouse moments.

    • Encore: Survivors are a “band,” each limited to their signature band perk.
      Objective: Complete generators while staying near teammates to boost “performance synergy.” Healing, cleansing, and interacting with objectives grant small buffs if nearby teammates support. Killers must disrupt the “performance.”
      Band Perk Options:
    • Kate Denson – Dance With Me: Encourages stealth and smooth movement.
    • Ace Visconti – Up the Ante: Bonus luck and item effectiveness.
    • Vee Boonyasak – Ghost Notes, One-Two-Three-Four!, Road Life (team coordination, timing, and movement)
    • Zarina Kassir – For the People: Boosts team support and interaction.
    • David King – Dead Hard: Action-oriented escape mechanic.
    • Nea Karlsson – Balanced Landing: Agility and flair for movement.
    • Meg Thomas – Sprint Burst: Classic fast movement and repositioning.
    • Aestri Yazar – Bardic Inspiration: Grants small buffs to nearby teammates during coordinated actions.

    Exploration & Reward Modes

    • Hexed Grounds: Extra hexes and environmental hazards like blocked pallets or trap windows. Objective: Navigate the map, disable or cleanse hexes, and manage hazards while completing generators.

    • Entity’s Reach: Certain map zones are controlled by the Entity, and survivors must interact to progress objectives. Objective: Explore shifting zones to repair, cleanse, or collect items before the killer intercepts.

    • Tainted Fog: Fog Vials are always active; survivors get minor debuffs, killers gain small buffs. Objective: Use the fog for strategic positioning, completing objectives safely or ambushing opponents.

    I’d love to hear what ya'll think add your ideas in the comment or if any of these interest you speak!

    (Before I beginn I'm just saying that I view it like it is now, so without anti-tunnel/-slug)

    Sudden Death:

    Sounds pretty unbalanced, it's really easy to tunnel someone with two stages, and you didn't say that you'd strengthen maps or something - that combined with the slight killerbuffs make it probably close to impossible to win as survivor.

    Trail of Shadows:

    Could be interessting, but wouldn't 3 people on one gen be impossible to see then (or rather 2 of them)? I also don't think you can really hear them. (Honestly not sure if it's possible to count the number of people by the sound). Also it's questionable if I can still hit them or if they are just not there.

    Predator vs Prey:

    Sounds fun, it seems to focus more one chasing than defending, that's actually what I like about 2vs8 (even though the gens there are brutally fast sometimes).

    Encore:

    Also sound really interessting, Vee seems a bit op with 3 effects at once but maybe you listed them as options rather than effects she has.

    Hexed grounds:

    Sounds fun as killer, but I don't know if it's necessarly fun as survivor. It sounds like the one palette at the game where you just corner yourself but as a whole mode xD

    Entity's reach:

    Sounds like a mode like there is in overwatch for example where you have to claim an area or the payload, I think this might be fun if you balance killer accordly.

    Tainted fog:

    Sounds a little bit like the same issue that lightsout has for me. It just hurts my eyes after a while, and it's not really fun for me to not see anything - now of course I now that fogvials are hardly an inconvenience right now, but it would still be a similar thing for me.

    Other than that I still like the idea of a tournament-mode, so basically 1vs1 tournaments you see normally, but as a normal mode. Of course balanced accordly, but maybe with all killers. (Don't know how this should be balanced.)

    That's just randomly, doesn't have anything to do with your ideas :D

  • @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998398#Comment_3998398

    Its not really random escape and a few numbers tweak could solve the problem. Just make it so hatch only appears after a certain amount of gens are done and only of there are 2 or less survivors alive. Then top it off with if you close hatch the game will continue instead of going into end game collapse. They could even make it so the hatch disappears after being closed for either an x amount of time or until theres only 1 survivor alive. There are ways to go about re implementing it instead of an immediate no

    It is for sure a random escape because you normally wouldn't have to worry about a escape-option in the trial.

    Otherwise I'd maybe agree but depends on how they'd try to implement it, the old version is a strict no.

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    No thank you, I prefer not having random escapes up to 3 man even tho I have gens left. It was annoying to tunnel out people with keys before and it won't change now - well I guess a little because keys only count for yourself now if I remember correctly.

    I'd rather take the anti-tunnel and anti-slugg stuff with actually fitting numbers and as little flaws as possible. I want at least the consistency that every gen has to be completed.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997745#Comment_3997745

    ohhw, love to see someone else likes to play huntress a lot <3 :D

    Yes, crossmapping is simply too much fun. I play her with mostly auraperks (and iron maiden for reload) just for that xD

    Someday I also have to learn orbitals :D

  • @naeveragedjoe said:

    why hello there, fellow dbd enjoyer! :D

    pardon my intrusion, i just felt like looking at some dbd numbers.

    would you, please, show me yours?

    these are mine:

    https://us.v-cdn.net/6030815/uploads/2N826LOUBT9U/screenshot-20250906-000830.png

    https://us.v-cdn.net/6030815/uploads/2VQP38GTUWF4/screenshot-20250906-000717.png

    image.png

    Highest Killrate

    image.png

    Lowest Killrate

    image.png

    Most played Killers

    image.png

    Huntress Stats

    image.png

    General Killer Stats

    image.png

    Most played Perks



    Should be enough numbers for you to look at xD

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996369#Comment_3996369

    oh i totally agree. A pvp game relies on that dopamine hit with each victory. But it can also suffer negatively from unhealthy playstyles and toxic players…something DBD is ripe with. Playing to win is natural and apart of everyone's psychology, my beef is with those who take it so far that they view others, not as healthy competition, but as meat for the slaughter. Like their only purpose is to feed their ego. That's usually the case with tunnelers…they have a very "im not responsible for your fun" attitude. Like no your not, but youre also not entitled to our suffering and when you live selfishly dont be surprised when noone wants to play with you and you're met with hate. I think the devs saw that with tunneling and sought to correct.

    Im all for playing to win…as long as its done in a healthy manner. All sports and competitions have unwritten rules of respect they follow. Even in professional sports many times they do not run up the score significantly out of respect. its etiquette and huma decency and I dont see why video games…where most of us dont get paid millions of dollars to do so…cant act with the same respect. I went up against a blight ealier that absolutley curb stomped my team. dude did not tunnel and followed the six hook rule thing from the ptb. It was a fun and impressive loss and good times in post game chat. Later I went against a spirit who tunneled the living hell out of a feng then attempted to do it to a lara croft. Everyone, including the killer, was salty and rude post game. Killer because they only got one kill due to tunneling, and the survivors because its bad sportsmanship.

    As survivor i usually match the energy of the lobby. If my team is goofin off…ill join em. If the killer is a vibe then ill vibe with them, but generally i play to win. As killer my "win" isnt the usual defintion set by this game. I usually load in with a build and a goal and if i achieve that then I still get that "high" ppl get from victory. I do get regular wins more often than not though. Like back when scratched mirror myers was alive and well i would simply play with the goal of getting jumpscares, usually let the fun survivors live.

    point is….play to win. everyone does. Just don't stoop to the lowest level to do it and treat your competition like sub-human waste.

    Well while I'm not thinking or playing like people are just something to hunt I am probably a little bit mean sometimes. I had someone that was 10 seconds or something from dying on hook, saviour tried to dodge my hatchet and and ran between hook and wall - I bodyblocked that until the person on hook was dead and then hit the survivor. I never intend from the start to play very mean, but I use it more often than not if I get the option for that.

    I generally also have this attitude, but I also have to say that I started with that because I was very annoyed after sometime by people tbagging all the time. I played without tunneling and camping and because of that I got tbagged often, after I a while I started doing that because it was holding me back, and I started caring less for peoples fun because it feeled like it was often also not the case the other way around. Today I still play like this but only in a way where I wouldn't be too upset myself, still get a lot of hatecomments, but I collect them anyways because it's funny xD

    I guess I'm somewhere in between, i'm not that trashy morally but by far not the best person you can find ^^

    I also actually set myself goals to win sometimes, but that's mostly when my girlfriend watches and wants me to play something specific. If she wants to see perkless scratchmirror I will set myself 2k as win for sure xD

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996299#Comment_3996299

    oh i know you didnt mean anything against me lol. downside of chat forums is that its hard to capture intent and emotion. There is 100% going to be a spike in lost games for killers. ESPECIALLY for those who strictly rely on tunneling, and itll get frustrating at times when you get that one goober brain survivor that is just always there infront of you. it def needs some work, but i would rather this than the alternative. Personally i dont care in the slightest about my mmr, stats, or even winning. I used too…but after nearly a decade of playing this game, i kinda stopped caring about that and cared more about having what i conider to be genuine casual fun. So if my mmr drops as a consequence of this….oh well. Low mmr is better for memes and goofing off anyway. More personality when youre not in "comp mentality" mmr.

    I rather say it one time too much than not often enough, I feel like I sound really harsh sometimes and I'm simply scared that people think I attack them personally.

    I mean you should never entirely rely on tunneling that's true, but even before that made you lose depending on map and survivors. Well while I don't really play comp-like I also don't hold back anything normally, my fun comes from trying winning not from meming around.

    I prefer to see it like this:

    why do I play a pvp game if I don't want to win or at least play against other people really? I could also play a mmo or at least a multiplayer game with focus on casualty (probably the wrong word? Well you probably know what I mean xD) or something like this, and then I would have a lot of people meming around with me instead of people that ether want to meme OR play against me.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996255#Comment_3996255

    "well I lost yesterday because I played like the system wanted me to"

    losing is inevitable. in any competition or game or whatever have you. You can play as optimally and perfectly as possible and still lose in anything. Even without this change…I'm pretty sure no-one in DBD has a 100% victory rate. Devs have said if they notice a steep decline in killer ability, adjustments will be made.

    I also think you and I have VASTLY different approaches to this game. You seem analytical and focus on strategy (prolly win alot more than me cuz of it). whereas i play mostly for memes now, i win more than I lose, but winning is just a welcome surprise to my shenanigans. Thats partly why I am excited for this update, because it'll force the repetitive "this is the optimal way to play" sort of gamers to shake things up and take it less seriously (i hope). Its like in chess how everyone plays by the same playbook so when someone comes a long and shakes things up its exciting and fresh again.

    Also im overall pretty average regarded to my stats:

    1000053892.jpg

    And with huntress even worse (to be fair I started playing her pretty much at the start, so the stats have me with 200 hours in it):

    1000053893.jpg
  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996255#Comment_3996255

    "well I lost yesterday because I played like the system wanted me to"

    losing is inevitable. in any competition or game or whatever have you. You can play as optimally and perfectly as possible and still lose in anything. Even without this change…I'm pretty sure no-one in DBD has a 100% victory rate. Devs have said if they notice a steep decline in killer ability, adjustments will be made.

    I also think you and I have VASTLY different approaches to this game. You seem analytical and focus on strategy (prolly win alot more than me cuz of it). whereas i play mostly for memes now, i win more than I lose, but winning is just a welcome surprise to my shenanigans. Thats partly why I am excited for this update, because it'll force the repetitive "this is the optimal way to play" sort of gamers to shake things up and take it less seriously (i hope). Its like in chess how everyone plays by the same playbook so when someone comes a long and shakes things up its exciting and fresh again.

    I don't even say that I shouldn't lose, but I could have won that easily. The system simply dragged my killborder even further out because I played too nice, and thats really stupid.

    This system has to consistently prevent one thing and that is tunneling, but it doesn't only prevent tunneling but even playing nice, so it's a failure.

    Honestly I think I have to play even more serious like this, I'm maybe not tunneling one person out anymore, but instead i'm forced to switch between 2 people and I have to down them quick to win in case of stronger teams. I'd say I could play less agressive on worse teams, but dbd doesn't really tell you how good your opponents are and I only see that when I'm already losing then.

    Well in the end you're right and we think different, but I didn't mean it against you just to be clear.

  • @TT_nottoxic222 said:

    I know alot of pc user won’t agree with this , but as a console user I feel it’s so unfair that only pc users have access to this PTB update …. Obviously it’s for a reason I’ve played for years and understand this. But some do not have access or means to a pc or they simply prefer console use. I feel releasing this PTB would be more beneficial to yous (the devs) because the gameplay is slightly different for console users. I’m not sure if a PTB would be accessible to console users but it should!
    console users have to wait to use the new chapter- (new killer/survior and updates/ reworks) and some would love to give feedback about their PTB experience like myself!

    this may seem like an odd statement/ opinion, however I feel that it’s valid!!
    Appreciate if anyone understood!
    :)))))

    Why wouldn't I agree with this? I honestly don't care if consoleplayers are on the ptb (in a good way), actually it would probably lower searchtimes so I'd find that good xD

  • Sure if I can cut it mid ride and see how you fall and instantly go down on a broken leg xD

  • @bleep275 said:

    I am so excited for it.

    tried 1v4 for the first time in a while as survivor….and each and every single match…one dude was tunneled immediately. the moment of unhook they would stop whatever they were doing and head back to hook. had an unknown drop chase with me just to warp back. a spirit phase away just to get back. a ghost face camp just far enough away to mark anyone with the unhook and tunnel. Another was an Artist that was just…the worst…and tunnled so aggressively hard for the mori. you can mori without tunneling btw. I had one blight who did not tunnel at all and hooked each of us one time, just like the beta. bro stomped on us. he was built different.

    "Survivors when killers do their job". nah man, I've been a killer main since 2017 and the job is to serve the entity and the entity is basically the devs and the devs have spoken "tunneling aint cool man". you can win in a video game while also displaying human decency. everyone deserves to have fun.

    I do play a lot of killer though and some of it has me concerned. I think there should be something to prevent it from ruining Sadako's whole power, condemning is already difficult enough. I think they should code in exceptions to the whole thing as a workaround. similar to how nurses m1 doesn't really count as an m1. or how the new speed boost in the anti-tunnel update effects killers differently. the six hook thing is annoying…but i can just kinda smack em if they keep running into me. In general it hasnt effected my gameplay very much at all as killer.

    Other than that i am excited to see it in the game and am excited to play survivor for the first time in a very long time. I just hope there isn't a lot of bugs that come with it lol.

    "In general it hasn't effected my gameplay very much at all as killer":

    well I lost yesterday because I played like the system wanted me to, so I can tell it does things and it's horrible. If you spread hooks actually, so you do what people want (1 hook on everyone, and then a second one on one of them) you effectively increase the border to be able to kill to 7 instead of 6. The person with 2 is the last hooked person then, so by actually killing them you make yourself lose in an instant by blocking your gens - so the system forces you to down in a specific pattern (person a, person b, person a, person b, person c and person a or b) to be even able to use it's 6 hooks border. There are also other patterns but they probably force you to be only able to kill one of them because of the last hooked rule, I think only my pattern allows two people to be really deathhook at 6 stages.

    My point is that it's increadible annoying because it forces you so much to play ineffective, but at the same time it requires you to play relatively effective if you don't want to be punished in any way, because if you don't play at least relatively effective it punishes you for playing even nicer by extending the border to kill even more.

  • @Inosennatoki said:

    Hopefully she won't get nerfed like springtrap and kaneki.
    Because the latest update made killer worse to play.

    I can't tell honestly, she shouldn't be very strong but I won a lot with her. The highest I've seen regarded to hours where 1700 against my nearly 3200, so it's probably just me having more hours and win because of that, but I don't really know how bhvr will react to that if that happens other people too.

    I hope they won't nerf her, the lack of ability to injure with anything except her m1 and dash that can't really go around corners makes here relatively weak if you actually loop good. Especially because you can't easily out of headform because it takes ages.

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