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KeefCheif

KeefCheif

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  • Then know your place. You are (just like me) cannon fodder; food for power trips.

  • @ScndCitSlyr said:

    Lol I love when people complain about something for years, then they throw a fix at it and then those same people complain about the fix😂 tell y'all what, just shut your pieholes, play the game as intended and made and stop believing you deserve anything to be changed just because some people dont like it. Its theor game, their conpany, they should just simply put out the game as they see fit and not change a damn thing, ever. Learn to play the game as intended, plain n simple. Christ, y'all so entitled anymore and want eveeything catered to u. Pathetic.

    Stop being a bad person. Why do you come here to spread hate and sadness? Toxic imo.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450287/implement-an-actual-player-blocking-system

    So basically you just want yourself to have fun, but nobody else is allowed to have fun because they have to go extra easy on you so that you have an easy escape or easy 4K every match? Got it.

    lol yea okay that's what I want. You sir are toxic; have a good weekend.

  • @TWiXT said:

    Hell yeah! Then we'll finally be able to block every live streamer or anyone with a TTV/YT/KICK on their name so they can never make monies off of this game ever again!

    Goodbye Otzdarva, Hens, Tru3, Negoose, LillithOmen, Spookyloops, OhTofu, Ardetha, UltimoBushido, WhiteNoiseDesign, Linxy, NaymetiTV, Zet0r, etc! Hell Even Monto, who's recently come back after a long hiatus for the Springtrap Chapter and anniversary event! We don't need any of them posting video's of themselves shamelessly profiting off of this game!

    This idea is Brilliant! The Trolling of these moochers will be epic! Give the community the power to directly destroy their livelihoods! Not even the Hackers have been able to do this, despite how hard they've tried for years! How come this has never even been considered before? BHVR needs to get on this ASAP, so the community can finally put an end to these content Profiteering streamers once and for all!

    /s *

    *signifies Sarcasm

    Yea, let's do the most brain dead implementation of this feature we're talking about in this post; it's the only way your sarcastic comment has any grounds. Like why would we implement it in a way that let users block players they've never matched up with.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956871#Comment_3956871

    This simply isn’t true and highlights a core issue in the gaming industry: a widespread lack of expertise in security architecture.
    Many developers still operate under outdated assumptions from an era when bandwidth, cloud computing, and networking techniques were far less advanced.

    Today, modern solutions like lag compensation, rollback networking, delta compression, and scalable cloud infrastructure allow games to maintain both strong server-side authority and excellent performance.

    Some of the most cheat-resistant games, Fortnite, Valorant, Apex Legends, prove that performance and security are not mutually exclusive. It’s not a technical impossibility; it’s a question of priorities and investment.

    In the case of Dead by Daylight, it’s likely the developers have weighed the cost of overhauling their security architecture against the revenue from releasing a new killer or survivor, and decided that short-term profit takes precedence.
    Fixing the underlying issues may not immediately boost sales; but ignoring them damages long-term player trust and game integrity.

    never said it was impossible. Just impractical from a business perspective that’s already made countless wrong design choices when it comes to security. At this point the cost of implementing what we all want/deserve is very impractical.

  • THIS is why we will lose 75%-99% of new players from the FNAF surge.

  • @WalanAke said:

    Either that, or let killer see when a gen has Blastmine on it. Why are survivors able to tell when something was put on a gen but not the killer? Blastmine legit puts a flashbang with some smoke coming out of it on top of the gen, but only the survivors get to see it. Why? It's right f###### there! Just let us ALL see it!

    Meanwhile Machine Learning and Help Wanted have that "Special" effect that twirls around the gen when it's kicked, telling the survivor "Hey, be careful finishing this, don't want you poor innocent wittle angels to have a hard time."

    EDIT: Since it's clearly needed I'll clarify, I'm saying that BOTH Survivors AND Killers should be able to see the Blastmine on top of the gen, NOT JUST THE SURVIVOR!!!!! Why am I even surprised with this community.

    Edit 2: All the downvotes are the people who have never touched killer in their life, and thus can't say anything in the comments because they don't know anything about the subject. All they can do is downvote to say "Oh someting dat's against the side I pway? Dat make Me angy"

    rage ah post

  • @Shroompy said:

    My queue times for having the audacity to play Ghoul for a session:

    https://us.v-cdn.net/6030815/uploads/DC255I0O74G7/17517582158895754303922990201965.gif

    lol fair point. They’d likely have to reset blocks on some cadence but it’s definitely possible.

  • I love it when I’m being absolutely bullied in a match and my options are to either eat a fat dc penalty or spread my cheeks wider for the perpetrator.

  • @CrossTheSholf said:

    Ok... Then can I block:

    Bully squads

    Gen rushers

    Comp teams

    Survivors I don't like

    And other "bad actors"?

    According to your logic yes

    yes! Exactly the world would be your oyster.

  • While it’s true that the "easy" solution to cheating is to offload everything to the server, we need to consider a more practical and realistic approach. Fully server-authoritative games are extremely resource-intensive. Doing this would mean:

    1. Significantly higher CPU usage per server instance
    2. A much larger server fleet to handle the increased computational demand

    This would likely triple (or more) Behavior's monthly AWS bill—or whatever infrastructure provider they use. And that’s not even factoring in the substantial development and labor costs associated with completely overhauling the game’s core architecture.

    That said, there are still some clear wins they could implement without needing to redesign their entire server model. Take spoofing Steam IDs, for example. This vulnerability exists purely because their backend code is crap from authentication & authorization perspective—let’s not sugarcoat it. This is a basic security flaw that an entry-level developer could resolve, and fixing it would NOT require moving to a fully server-hosted model.

    Now, when it comes to player state data—like location, health, and similar vectors—it’s admittedly much harder to secure without a server-authoritative structure. The unfortunate truth is that they're unlikely to build a cheat detection system sophisticated enough to consistently catch manipulation of these values without false positives. However, they could implement a more intelligent warning and flagging system. Even if it’s not perfect, it would allow for faster manual review and action when players are reported.

  • Hex Plaything:

    This perk can single handedly win the game on an indoor map vs solo survivors. My biggest problem with it is how powerful it can be against solo survivors vs how useless it is against swf.

    Also I swear, this perk being equipped is the biggest tell you're going to get tunneled off hook which just feels so awful when the killer has no terror radius and you're playing alone with no-one to warn you that they're coming.

  • @hermitkermit said:

    Absolutely agree. I’ve been pretty vocal on these forums about this exact issue. It’s not always a skill issue, more often, it’s a skill gap. I've voiced this exact issue in every feedback survey I can lol.

    Whether people want to acknowledge it or not, the fact that killers have access to custom bot lobbies is a huge resource. Killers can test builds with or against perks they don’t even own, experiment with different items, choose specific maps, and tailor exact scenarios to improve. That is an incredible learning tool. Meanwhile, survivors are expected to adapt on the fly - every single time. And while learning to play as a specific killer can give you great insight into how to counter them, it is unreasonable to strong arm someone into playing a killer they have no interest in, that they will have to pay money for, just to get an idea on how to face them because it's the closest thing to practice they have access to- when again- this is not an expectation pushed on the other role.

    And look, growth is good. More killers, perks, and mechanics keep the game exciting. But as the game evolves, the learning curve for survivors keeps getting steeper, and it’s honestly becoming a barrier for newer or even returning players. The fact that the killer role has had access to this training resource since 2022, while survivor still doesn’t, feels like a real oversight.

    All players deserve equal access to tools for improvement. Survivors shouldn’t have to “trial by fire” their way through 40 different killers just to get better. Practice shouldn’t be exclusive or a privilege, it should be standard and equal.

    Dang, I completely forgot about the fact that one can practice in BOT lobbies as a killer. The ability to practice specific builds in tailored environments is such a huge practice resource that survivors don't have. If I want to get better playing against Demo, for example, I either have to play x matches hoping I run into him (which is basically never at this point) or convince a friend to be Demo in custom lobby with me so I can improve (kind of a waste of time for them).

  • @Armando said:

    Youre making it sound like you need a diploma to verse killers

    Either take like 5 minutes of your time and read said killer powers, watch a youtube guide or play the killer yourself to understand how to play against him.

    And that doesnt even take into account that you pretty much never get to see a good chunk of the entire killer roster.

    Cant remember the last time i played against a xenomorph or twins

    I'll entertain this to prove a point. I play 2 matches as every killer to get a genera idea of how they all work; there's ~40 killers right now so lets say that takes 15min (1 match roughly) x 2 x 40 = 1200 minutes. Awesome, I'm mid at best with every killer now.

    Imagine I throw all 1200 minutes into a single killer. I'm probably pretty dang good with that killer after playing 20 hours with them.

    Now, let's look at the survivor perspective; let's say I've played for 20 hours. I'm probably pretty decent with survivor at this point, but there's a very good chance I haven't even played a match against every killer yet. I might get matched against a killer I've encountered 0 to 2 times, but the person I'm playing against is basically an expert with said killer that's sunk a lot of time exclusively into that killer.

    This is not the fault of the killer player. It's minor design flaw on the game's part; survivors typically adapt to the killer they're against, not the other way around (not saying killers don't have to adapt too, but they are not the same). How effectively can I adapt to something that my opponent is likely much more of an expert on?

    Like I said in the original post, the game needs to find a way to make the killer adapt to the type of survivor they're up against too. And no, I don't think survivor perks accomplish this but it's definitely up for debate.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949959#Comment_3949959

    Because vets have seen far worse. But you youngins won't learn from history and continue to make the same mistakes.

    That's a healthy outlook. Bodes well for the longevity of the game.

  • NEVER play solo q on the 13th of the month or 1 to 2 days after. Not really sure why, but my solo Q matches are horrible when ranks reset on the 13th: 3-4k with maybe a single gen done.

  • @YayC said:

    If you look at it objectively, it goes both ways through different ways. Survivor needs a spread sheet for how to counterplay each killer and needs to constantly keep up to date on reworks buffs and nerfs, while killer needs a spreadsheet for how many endurance effects, exhausted effects and "second chances" are in the game.

    If you're a new player getting into either role, is exceptionally difficult to understand what's going on half the time when on survivor you're playing against 35+ different killers on a million different maps while on killer literally anything you do you can be hit with an endurance effect or a perk that mitigates what just happened with effects that literally contradict what the tutorial tells you.

    If we're talking perks survivor has had many more meta shifting perks in recent patches. There hasn't been an actual meta defining perk since Ultimate Weapon which got completely dumpstered after a couple of months and is now borderline useless (tell me when the last time you saw someone running UW since they nerfed it). Haywire seemed like a perk that might encourage some variety, instantly got nerfed. Same thing happened with unbound which wasn't even meta, just usable and now it's been nerfed for no reason.

    In order of release from when I started playing, Knight, Skull Merchant, Singularity, Alien, Chucky, Unknown, Vecna, Dark Lord, Hound Master, Ghoul and Springtrap have come to the game. That's 33 perks added to the game and of those 33, unforseen, nowhere to hide, face the darkness, Ultimate Weapon for about 3 months, friends till the end and weave attunement are the only perks that have actually seen consistent use and of those only weave attunement and ultimate weapon actually genuinely shaken up the Meta.

    Compare this to the survivors and their perks added added in the same timeframe.

    Vittorio, Thalita, Renato, Gabrial, Nicolas Cage, Ellen Ripley, Alan Wake, Sable Ward, Yazar, Lara Croft, Trevor, Taurie, Orela for 39 perks added. Of those, background player, made for this, dramaturgy, scene partner, champion of light, strength in shadows, finesse, shoulder the burden, duty of care and do no harm have all seen good use. Of those, Finesse, Shoulder the Burden, duty of care, do no harm, scene partner, dramaturgy, made for this and background player all substantially changed up the meta and in some cases straight up broke the entire balance of the game in BGP and MFT's case.

    This idea that the killer perks are somehow more impactful than the survivor perks is just flatout false if you actually look at the perks and the impact they've had on the meta and while some perks are better on some killers than other, the impact it has on the game doesn't even come close to some of the meta shifting perks added to survivor recently.

    "but there’s a growing imbalance in how that content affects the two roles. Killers benefit from the additions without much downside, while survivors are increasingly burdened with having to adapt to a wider and more complex threat pool."

    Other than what I just explained which has forced killers to adapt to the never ending meta shifts, there's also the changes/buffs to old perks. Ever since the medkit nerfs, BHVR has been buffing healing perks almost every single patch and not just small buffs, huge buffs. Right now reset speeds are completely out of control and resets are happening faster now than they were during the COH meta (I am resetting my teammates in literally 7-12 seconds depending on their hookstate).

    I feel like you've not played a fair amount of both sides so aren't seeing the bigger picture for both sides (I'm not trying to insult by the way).

    Overall, what we're experiencing is survivors are getting meta shifting playstyles and perks while killers are getting a bigger variety of killers and more reworks than ever before. Survivors are needing to adapt to the constant amount of killers and their numerous reworks (sadako has literally had 7 different versions in that past year and a half while Skull Merchant is on 9 not including the upcoming one) while killers are needing to constantly adapt to the endless amount of meta shifting perks and playstyles that can and will completely uproot matches without you actually knowing they're in play.

    I see where you're coming from about survivor perks being just as meta-defining and complex as killer perks, especially with 4 survivors bringing a total of 16 perks into each match. That’s a lot for killers to keep in mind, and I agree it takes awareness and experience to play around. That said, I still believe the knowledge burden leans more heavily on survivors — and here's why.

    A killer's power is what fundamentally defines the structure of a trial. The killer you're facing dictates how survivors must adapt their entire play style — from how to loop (should you pre-throw pallets, avoid windows, camp them, prioritize line-of-sight breaks, etc.), to how you unhook, heal, rotate, choose gens, and interact with unique killer mechanics (like boxes, fountains, traps, drones, birds, etc.).

    But it doesn't stop there. Some killers are heavily map-dependent, meaning their threat level can vary dramatically based on map layout, size, and even specific tile formations. Survivors not only need to understand how to counter a killer’s base power — they also need to factor in how that killer plays on a given map. This adds another layer of dynamic complexity that killers rarely face to the same extent.

    And as more content is added to the game, this complexity scales disproportionately for survivors. Here's a way to visualize that:

    • When a new killer is added, the survivor must learn:
      • 1 new power (often a completely new mechanic),
      • 4 new perks,
      • and how that killer’s power synergizes with the rest of the perk pool.
    • So the survivor knowledge burden increases by roughly:
      +1 (new power) + 4 (new perks) + p (existing perks the new killer can combo their power with)
    • When a new survivor is added, the killer only needs to learn:
      +4 (new perks)

    This is a critical difference — survivor knowledge growth does not scale linearly with killer knowledge growth.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944181#Comment_3944181

    Battlefront 2 is a hot mess and has been since launch. Literally the buggiest game to exist lol.

    true, but at least the developers of BF2 aren't actively making the game worse.

  • This is actually intended behavior for the switch 2 lol

  • Imma just take a break from DBD and play some battlefront till they sort this mess out.

  • @bashfulboog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941230#Comment_3941230

    It's bad game design brotha. It is something that effects the majority, and is a hinderance to gameplay. God forbid I complain about something in the feedback section. god forbid

    https://us.v-cdn.net/6030815/uploads/KF57UXW60G2I/warzone-dwight.jpg

    It's always "skill issue skill issue 🤓" with you mfers. Always. Why should I have to deny myself information (looking at the killer) and go out of my way to move my camera to avoid bad game design? The way the code is affects more than just this to, like people throwing pallets instead of healing a slugged person, survivors doing CJ's, etc. You literally have nothing constructive to say other than "it's your fault boohoo" like dude. Don't peruse the feedback section then idk what to tell you!!!!!!

    People should def stop saying it's a skill issue. It's just a strange game mechanic. However, what everyone here needs to admit is that fixing the accidental vault into lockers will also remove all types of CJ techs from the game (standard, locker, chem trap, …etc).

    I personally don't want to see CJ's removed, so I'm okay with accidentally vaulting into a locker mid chase and getting downed instantly for it. The game has already removed a lot of skill expression opportunities on the survivor side lately, so it would really suck to see CJ's go too.

    However, I'm curious to see what everyone that wants the locker vault fixed thinks: are you okay with CJ's and other single button mechanics being removed as a result?

  • ngl @Rapid99, been looking through your posts and it's just pure rage posting/complaining. That coupled with the fact that you refuse to engage in discourse with people responding to your posts; instead, you just tell them they're wrong and you're right then suffix it with some sort of emote like lmao.

    Here's a basic formula you can follow to engage in more productive conversations going forward:


    I see what you're saying about [insert valid/intriguing point made by other party]

    I agree/disagree because [reason] ← this part is really important (you can't just regurgitate things from the OP)

    Here's what I think the game should do about it [suggestion that people can discuss further]



    For example,:

    I agree with your OP that DCs & Going Next should not count towards killer statistics. However, it's unclear if the game already factors this in which a lot of people seem to think they do.

    I disagree with your sentiment that Behavior needs to use punishment to disincentivize survivors from leaving/going next because doing so doesn't address the root of the issue. I think the root of the issue has to deal with how miserable solo q survivor experience is as well as terribly unbalanced matchmaking. There are other factors, but I think those are the big 2 for me.

    To address this issue I think that behavior should 1) change the matching making algorithm to prioritize speed and balance (right now it feels like it's 100% prioritizing speed at the cost of balance) and 2) give baskit things to solo survivors only like kindred (meaning survivors in a party with people do not get those things). TBH these points probably need their own discussion post, but you get the idea.

  • @CorvidXCVIII said:

    I recently started again, no teachables or anything and have been slowly going through every character in order. People will literally give up on first hook against anything that slightly inconveniences them, whether it's agitation only Trapper or adept Wraith attempts.

    Frankly if the game is that unbearable to play that even objectively weak killers with little to no perks are reason enough to "go next", maybe it's time that the people who are routinely giving up move on and find something else to play.

    Maybe, just maybe, they give up because you're an experienced player on a new account wiping out newer players

  • I personally love being there as a killer to get one last goodbye in. Idk why but the t bags are just hilarious. I'm prepared for the downvotes; do your worst.

  • NGL, as long survivors can do things like CJ tech then they should also be able accidentally jump in a locker when vaulting. It's a double edged sword that I both love and hate, but never want to see removed.

  • @Marzipan210 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938015#Comment_3938015

    So you are basically saying that if the survivors get too many gens done too quick you should just accept that you are going to lose instead of trying to turn it back?

    Like sorry but that isn't how it works lol. You didn't get outplayed because the gens were popping too fast. Gens just pop too fast. Faster than the majority of the killer roster can hope to secure downs.

    If you don't like tunneling, then ######### tell BHVR to buff the weaker killers so that they don't have to. Then maybe you can have more basekit anti-tunnel. If you implemented more anti-tunnel now you are just going to be making it more necessary to run the stronger killers and making the weaker killers even weaker.

    Like telling people to just play better when they can play super efficient(getting into a quick chase and getting a down relatively early in a match) and still be losing a gen before they can hook is just absolute nonsense. The fact is for like half the killer roster it is not possible to get downs as efficiently as survivors can get gens done efficiently - if the survivors are playing efficiently.

    Nope, not what I'm saying at all. I think you're letting your personal frustrations with the matter perturb the broader analysis at hand. All I said is that the killer needs to attempt to take an unbiased step back and ask themselves if they're being outplayed or not.

    But if your knee-jerk reaction to a match going sideways as the killer is to always blame the survivors/game for op gen rushing then I think you're missing out on some valuable learning & critical thinking opportunities to improve your game.

  • Meh, personally not a fan but that’s just my opinion

  • @Skillfulstone said:

    If BHVR doesn't revert most of their "Anti-AFK/Anti-hiding" system it'll be even worse for new Survivors.

    Don't know the map and gen locations? Get crows and get found.

    Devour Hope in play? No no you can't stop gens to search for the totem and if you don't know the spawns (or if the Hex RNG smiled to the Killer and it's well-hidden) then you'll get crows and get found.

    Hear Oni's Rage start? No you can't stop gens and hide to wait it out because you'll get crows and get found since he can sweep most maps in seconds.

    Injured and on 2nd Hook? No you can't play too safe and settle for unhooks otherwise you'll get crows. Even worse if in a 3-gen situation.

    If BHVR doesn't scrap everything from the PTB Anti-AFK/Anti-hiding system except for the collision loss and making item dropping/picking up no longer stopping crows, then it's going to make the Survivor experience just awful, but it'll be so much worse for newcomers.

    Hell, won't even be able to meme/farm with a friendly Killer in peace since you'll get crows that will never go away even if you run around.

    I'm honestly not on the PTB so I'm not familiar with the crow AFK changes they've made. Surely it can't be as bad as you're making it seem? If so, I think you should start another discussion aimed specifically at these issues.

  • I think a lot of people here are taking personal offense to this discussion and that's not constructive at all. I urge you to take a step back:

    Tunneling hinders your growth as a killer if you:

    • Tunnel regularly regardless of the context
      • This case is targeted at killers whose strategy is: I hook then I patrol nearby so I can tunnel when the unhook happens
      • Hardly anyone regularly falls in this category, but it's still an issue

    • Generally avoid tunneling until things start to look bleak
      • this is where we all need to take an honest step back and ask ourselves: did we get outplayed (cooked in chase, made a costly mistake, …etc) and if so the argument at hand is that regularly tunneling in this scenario hinders your overall growth. This is a fairly subjective analysis at times which is why this discussion can feel like a personal attack imo.
      • I fully sympathize with the argument that it's nearly impossible to win as the killer in a 4v1 scenario, so if that's the case the discussion at hand should shift to how can we make the 4v1 more balanced so that killers don't feel forced to tunnel. But please, do not use the 4v1 as a blanket statement excuse to justify tunneling every time your game is heading towards a loss.

    Finally, keep the original discussion point in mind: excessive tunneling hinders fundamental growth long term.

    I'm personally guilty of tunneling in matches that I would have normally lost simply because I was getting outplayed, and it doesn't feel like a good win. Hopefully others can empathize or at least sympathize with that feeling.

  • I take personal offense to this post as someone who plays DBD on switch.

  • Just wanted to say thanks for all the activity on this post. There's some great ideas floating around here so hopefully they are at least considered:

    • Better tutorials for new players
    • Incentivized tutorials for new players (give them rewards that make the tutorials worth doing). Perhaps some sort of progression system within the tutorials to give them a goal to work towards
    • Exhaustive tutorials that go at least slightly in depth to some of the more complex killers, perks, and survivor strats; some of the DBD content creators have created some fantastic resources to help new players, but a lot people don't look at that stuff until their really into the game which is often too late.
    • Better matchmaking for new players with low hours; I like the idea to only match people with under ~100 hours with one another but this sort of thing gets complicated (could lead to long queue times)

    Good news is that lately Behavior has done a fantastic job at listening to its community so I hope this issue reaches them soon. It breaks my heart every time one of my friends gives up on this game because of the rough introduction.

  • why are you booing me I’m right? I hate DCing just as much as everyone else, all I’m saying is I understand why it’s happening so much. Most DCs I see are not “unprovoked”; the real issue behavior needs to address is why so many people are DCing

  • imo this game is in a horrible state rn. At this point more people DC on average than gens get completed in my matches.

    And I don’t blame them for DCing; who tf wants to spend their time playing against wanna be comps with full meta builds and frankly unfun play styles

  • @DeBecker said:

    To be fair DbD isnt more new-player-unfriendly than any other pvp game. If youre survivor, just play the tutorial games against a bot killer and try something, though a proper killer bot game would be good to have.

    I'm sorry but I think you're just wrong here. Many other pvp games just have you respawn in some way if you die, but that's not the case in DBD. Sure you get 3 hooks, but how valuable is that for survivors that are lasting less than 20sec in chase? Granted, battle royal games also typically give the player one life, but those games are usually oriented around a familiar mechanic (shooting games) where some skills might be shared with other games using the same mechanic. However, DBD has very little in common with other games; the movement and camera positioning alone is challenging for most new players.

    I think for me the biggest issues I've noticed for my new Survivor friends are:


    1. Poor match making; sometime they just get matched against prestige killers with full builds and that's nobodies fault but the game's; might as well be a match between the LA Lakers and your local YMCA.

    2. Un-fun strategies. Somebody on this discussion already mentioned this, but tunneling and camping are very easy to get value out of at a low level: killers that are bad at chase or inexperienced with their power can usually fall back on those strats especially at lower MMR.

  • @jesterkind FINALLY someone who gets it. I'd shake your hand if I could good sir. I've always wondered why some killers inflate their MMR by tunneling match after match, victory after victory. Only to complain that tunneling is the only way for them to win in this unfair game. Makes no sense.

  • @ChainsLogic I just don't agree with you. A lot of these techs are fantastic opportunity for skill expression in game.

    Also, difficulty is 100% a factor. If these techs could be performed by any bozo picking up Wesker or Oni for the first time then I'd agree that they need to be removed ASAP, but how often are you really running into players that can consistently take advantage of these techs?

  • @Akumakaji Fair point. Counter play against him will certainly evolve the longer he's in the game. But, I think that there is still an issue with the core design of his power: the hentai tentacle attack (or whatever it's called) should not have built in auto aim. That part of his power is the perfect opportunity for skill expression imo.

  • Would love to be in the meeting at Behavior HQ that placed item/add on color at the top of the priority list for the game :/

    That meeting must have been straight out of a South Park episode.

  • I'll clarify since apparently the words "zero" and "skill" used in conjunction is confusing for some:

    The killer is very oppressive even in the hands of a someone playing as the killer for the very first time (aka me). Strong characters should require skill and knowledge to get results with, not $20.

  • Most of these techs require a lot of skill/practice to pull off consistently in matches which is why I really don't have an issue with most of them.

    I do, however, think that Behavior should address some of the techs that can only be performed with a mouse and keyboard. For example, I purchased Oni for console and now I never play him and want a refund because I'll NEVER be able to 180 flick on a controller.

  • Rectify the gap between solo and swfs. There's just certain perks and/or play styles that killers can employ that are completely uncompetitive against solo survivors. Similarly, a swfs lobby is much more likely to body the killer if they're actually focused on escaping not bullying.

  • Agreed, going up against a novice Neme can fun if one can actually get some dodges against his tentacle. But any decent Neme will hit you 100% of the time with their tentacle once in range and there's absolutely nothing you can do about it.

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443758/scooby-gang-as-survivors

    Fine but I better get a Scooby Doo themed skin for Houndmaster

    Yes but that's probably gonna be too op. Like how can I be expected to do anything but run towards scooby doo?

  • They could literally sell each cosmetic for $20 and I'd prbly still buy them ngl :/

  • You can even message people online in minecraft :/

    @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900373#Comment_3900373

    Last time I checked, some of these games where rated matured and you had to be 17 and above to play. If a player is immature and can't handle a message then they should not get the game, jeez this is not Minecraft or fortnite

  • @JonahofArk gl but you're talking to a wall :/ . I think we as the DBD community just need to undertstand that a large portion of players really aren't interested in competitive games. They'd steam roll every lobby, survivor or killer, if they had it their way.

  • @Nun_So_Vile said:

    I've been a long time advocate of the surrender option and would happily welcome the option, among other alt suggestions such as faster bleed out and the likes. If the writing is on the wall, then I'd rather mutually bow out and go onto the next one. If survs are slugged on the ground, no reason to have to wait around, especially if you are the last 2 slugged. Bot teammates or just trolling or wanting to SoH…The experience is already dead and gone. It's been soiled, sodamized, vandalized, sold down the river for cheap, and the culture will never be what it once was in the early days, even what the playerbase and devs built on that culture through the middle years. There's been a fundamental shift, and as a part of that now, everyday it's a new post of "I could only play 4 games until I had to play something else". Like, yea I really don't blame people for being tired of being stuck in unwinnable games, especially back-to-back. I would be too.

    With the state of modern DBDs gameplay and with the player agency that has been chipped at and taken away over the years on both sides, there is little chance for a comeback like there used to be. Now-a-days I'd take the bet every time that the side who dominates early on will be the side that wins. 99% of the time the game will be decided within the first ~2-3 minutes. It's that simple. That's why now would be the time to do it more than any other time in the game's history. So, yeah i'd be open to that along with other reasonable suggestions i've seen that are pointed at addressing the issue.

    They should add an uninstall option instead of a surrender option lol

  • I play solo survivor where game is often lost 2 min in. So yes I go next very often and will continue to do so. If I can't go next then I'd rather just eat the dc penalty. This is the reality of being a solo survivor.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438777/solo-survivor-gamemode

    You shouldn't be getting annihilated 9/10 times. Killers are so "strong" because they need to be able to somewhat compete against SWF. Until SWF gets a nerf, expect them to keep balancing this way. OR maybe they should fix the MMR so that you're being put with killers more your level.

    Hear what you're saying but I think the need for 400% bloodpoint bribe to play survivor and horribly long killer queue times is evidence enough that there's something fundamentally wrong with the game for the casual enjoyer. Fixing the MMR won't solve the problem. DBD doesn't have that many new people signing up; it's mostly vets that have many hours on the game. They need a serious rebalancing effort or else the problems we're noticing are only going to get worse until the game ends up like fortnite smh.

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