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  • @SkeletalElite said:

    Why do killers say "GG" or "EZ" when they win, but say nothing when they lose?

    I've not seen a lot of Killers do this when I am Survivor, though it certainly does happen.

  • I'm fine with simple tasks, I would just much rather see also some quests that encourage playing in different ways on top of that.

    I also want all the quests unlocked at once. Having to wait to unlock more feels like hot ass in this system because there's not enough, five is not enough. At least give us 10-15 to chew through, BHVR!

  • You do not need to hardcore tunnel, slug, or camp at 5 generators left to win a round… as any Killer. We already know if anything, the changes are gonna be as mild as the AFC is and somehow Survivors will STILL find a way to complain. Killer's in a good state if I the average player can play, IDK, Trapper - and not tunnel slug or camp - and STILL get a 60% killrate; it doesn't need these tools to win. At all.

    We can stop with this stupid, stupid lie, too. It's also time to stop the "but weaker Killers, they have to do this!" lie too. There are no weak Killers in DBD - just Killers a player personally struggles with. It's time to admit that the metric of "win = gate escape or 3-4k" is and always has been total bullcrap.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936604#Comment_3936604

    Nah, their response wasn't totally unreasonable: I misworded my original post, it probably sounded like I was holding the survivors hostage or something. (Not the case, I really want to stress that, the survivors slow themselves down more than I slow them down.) I went back and edited my post after their reply to me.

    it's just not in the spirit of things

    Changing my playstyle because of a bug is actually totally in the spirit of a BHVR game. lol

    Really, I know I'm a bit strange in that this is an elimination game, yet often when I play killer I prefer to chase and hook but usually let everyone go. I really dislike the milestone Quest for killing, as I feel it forces my hand. I didn't like the escape milestone as survivor, either, because it encourages leaving as soon as the exit gates are open and I don't think I offered killers a single mori before I finished that Milestone.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936509#Comment_3936509

    This made me chuckle. My friend and I have made similar comments, only rather than DCing we say it about survivors hiding all match instead of participating.

    I mean it could sound that way, but I understood what you meant and it seems most people here understood what you meant, not thinking you were holding anyone hostage. After all, that's impossible for the Killer to do by kicking gens anyway now - there is a kick limit, Survivors can always repair 5 generators and escape. It taking longer than the Survivors may want is in no way "holding the game hostage", it's just a really long round.

    Besides, if Survs refuse to keep doing gens for 10 minutes, the Killer can always Abandon. That's also a thing.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936607#Comment_3936607

    Yeah I'm one of those folks who is always on here annoyed about survivors who don't do anything, but from what I've seen from people playing on the PTB, the crows are currently way too harsh. Imagine running around trying to find Ruin, for example, and you're just getting crows. I actually wouldn't mind if it kicked in x amount of minutes into a game because I find most survivors are engaged at the start of a match, it's late match that they tend to give up.

    Survivors who are not doing anything, or worse, give up on the first down or because it's a Killer they hate, are the ones ruining rounds for me. NOT tunnelling, slugging, camping Killers (though yes that is also annoying). There have been enough carrots for Survs in the form of BP incentives, an anti-DC discouragement system, an anti hiding system, and SWF being a thing as well as the HUD update and perks. It's time for sticks to punish this behavior, it's actually out of control.

    And no, it's not a Killer related issue, you cannot blame Killers for existing when Survivors do this stuff just because they can and they want to win. It's the exact same nonsense as tunnelling someone out at five gens, and has the same result - the game becomes artificially easier for the Killer, or annoys them into worse behavior. This is a Survivor issue. Survivors are doing this. I'm tired of pretending people I get paired with, either side, are innocent and can't ruin the game for everyone just because Killers do it too. SURVIVORS in this case are the problem, Survivors not playing the game by its established rules is the problem. I don't care what the cause is, DCing and hiding too much because screw their team, they wanna win, is the problem. A stronger penalty is the solution.

  • @jayoshi said:

    I'm worried about killers tunneling out a certain player and the system seeing it as that person running to the killer and "giving up". How will it know the difference?

    This is actually a super good point, not sure why someone downvoted you. Wouldn't this punish the Surv being tunnelled done this way? Seems incorrect.

  • @Kapkan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936583#Comment_3936583

    You're missing the point. When did you ever see more killers than a Blight, a Nurse, Hillbilly or a spirit? I never see Chucky anymore. I never see Xenomorph anymore. I never see Trapper, Twins, Knight, Pig, Doctor, Artist, Trickster, etc… Where the Hell are they?

    If everyone's goal is not to win then why is there a lack of killer variety?

    I see a wide variety of Killers, friend. I'm sorry you've boosted your MMR to a level you do not, or that you're so good you only ever see the best of the best. 95% of players, the rest of us really, do not have this issue. At all.

    Why is your only measure of what a win is a 3-4k or escaping through a gate?

    Edit: The downvotes here just prove how lost and out of touch the community is with the reality of this game - the reality is, wins do not matter and never did. How terribly sad…

  • Frankly you should start to accrue crows after 20-30 seconds instead, and also unhooking should definitely remove all your crows. There's no reason unhooking shouldn't remove crows and it feels a bit harsh to put Survs on such a strict time limit especially for new players. I worry this is too quick for those players.

    You know how stressful it can feel to see gens pop quickly as Killer? Now Survs get to feel that stress because crows! Woooooo crows! What about perks that need you to sit in a locker for a second like Flashbang, or stay still for a second like Still Sight, or that force you to stand in place while using them like Bardic Inspiration? What about techniques such as using checkspots that some more experience players do, they are punished for doing them too much now and what, being good at the game? Why?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936184#Comment_3936184

    To be fair, you are not really playing the game as intended. Which is a bannable offense.

    @Topic:

    IMO the first penalty or maybe the first two penalties should be lenient. Because people should not be punished too much for unintended crashes. Yesterday for some reason my game basically exploded when a Dracula transformed in front of me. I would have been quite mad if this would have been a harsh penalty.

    And the last two willing DCs I did were against Cheaters. One time when playing Survivor, one time when playing Killer (several weeks between those). I dont care too much, since it is only one minute, but if it would be more I would be pretty upset that I get a harsh penalty because I faced a Cheater. (I could not even suicide on Hook as Survivor. I wanted to be out of the game since I dont want to play with a Cheater and they got me stuck in the Unhook animation…)

    Throwing the game is not under the official list of bannable offenses, it's just not in the spirit of things. Nobody is going to be banned for going around overkicking gens and losing the game doing that, they simply played the Game inefficiently and lost.

    You cannot be banned for playing inefficient and losing. Stop being weird.

  • Killers cannot facecamp around hooks without setting off the anticamp. Killers soon will have trouble hardcore tunnelling or slugging as a form of griefing. Soon Killers can't bodyblock you in a corner anymore. You have basekit Borrowed Time. Several unhooking perks were recently buffed to give you more of a chance to not be tunnelled off the hook. You have an abandon feature if the Killer decides to bleed you out on the ground or force you to DC like this. There are also multiple antitunnel perks and three others to help draw heat away from you in a pinch.

    How much more do you really need before the Killer isn't allowed to do anything to you at all?

    The issues you're describing are fixed, or being fixed. Please can we stop complaining about issues that are, or will soon be, obsolete?

  • I miss the older days' spirit. I do not miss the older days' more exploitable strengths and builds and perks and Killer powers. I definitely do not miss infinites, DH for Distance, the hatch spawning for everyone to escape through, or no actual protection for Survivors being BMed. Killers still tunnelled and face camped and slugged; DS made you untouchable then and flashlights were a nightmare. The Old Days were not all sun and roses.

    The problem is BHVR did not create this mess. We did. The community did. Whenever they fixed anything, we developed sweatier and sweatier strats. 3Gen meta happened and Survs learned hyperefficiency. So Killers compensated with even more tunnelling, slugging, and camping. Then MFT meta happened so everyone learned to do those things on the strongest possible Killers. Then that got nerfed, then everyone just continued to genrush and slug-tunnel-camp even harder over and over, now BHVR has to play the catchup game because none of us can simply calm the actual heck down for five seconds and chill when we see the other side struggle hard. There is no sportsmanship left in DBD anymore, it's dead. And we killed it.

    It's us. We are the problem.

    Edit: You can downvote me because the truth hurts all you want. The facts are WE decided to make this community become what it is. WE made toxicity, WE made up terms for things that the Devs put in the game, WE are the ones who complain when changes WE ASKED FOR don't do exactly what WE want, and WE are the ones griefing each other. BHVR did NOT make the game have toxic players in it.

  • "Why would anyone want to play Wraith when Dracula exists and he's better? Why play another Killer when Blight and Nurse exist?"

    Because not everyone's goal is just to win, and winning easily all the time is super boring anyway. It's also super friggin' weird to be obsessed with winning as the only way you can enjoy the game. Plus, I don't necessarily like playing those stronger Killers. At all. Neither Blight nor Nurse are fun to me. I would rather lose and have fun than win and be miserable. Why would I or anyone else want to play a Killer I don't even like just to stomp easily on babies round after round after round? That's not a game, that's a curb stomp. I like my games to have SOME challenge, it's weird to me that some people don't. Do these people who only play four Slowdown Blight and full Aura Nurse think they are playing Hello Kitty Island by Daylight?

    As for Dracula? I do play him. But I play him because I find him fun, not because he's "a better Killer" than Wraith who was my first Killer Main. I just happened to get bored of Wraith, so I don't play him anymore. Same with Legion - got bored of their power, have more fun as other Killers, do not play them anymore. Nobody actually plays a given Killer just because they're "better" than other Killers unless they are comp or something, they play that Killer because that Killer is fun and they do well as that Killer. I do very well as Dredge, Ghostface, Nemesis, Dracula, and weirdly enough Sadako. I also play some Pig and occasionally Pinhead because I find them fun to play as. None of these Killers are considered strong or "better" except for Dracula; most have been badly powercrept. But I find all of these Killers genuinely fun to play as, so that's who I play as - nothing at all to do with strength, because only comp weirdos play Killers based on how strong they are. That's why tierlists are ultimately useless to 95% of the Community and shouldn't be trusted as a source of info for anything, they don't reflect the reality of trial performance and nobody actually plays Killer that way.

    That, and not everyone performs well as those other stronger Killers or can play those Killers well - I get motionsick with both. I HAVE to play others. My killrate is still a balanced 60% as the Killers I do play; odds are yours is too on literally everyone you play that is not Nurse or Blight. That's called consistency and it's what happens when you know how to play Killer in general, not just these ubertier super strong Killers that can sneeze and get a 4k with or without a super strong build.

    Looks like 95% of everyone playing agrees with me on that, and only the 5% of sweaty tryhards want to dominate super hard as Nurse and Blight all the time. Thank God, can you imagine if everyone ONLY played those two Killers?

    I think Nurse needs a full on power rework. She's difficult to master and get consistent with, but stomps everyone once you do master her. Not good character design AT ALL, needs a redo. Blight is fine, if strong - he's at least fair now after his collision glitches were fixed. It's okay for a Killer to be strong. It's NOT okay for a Killer to completely break the whole concept of the game; Blight still has to play around Loops. Nurse does not play around Loops, she plays "How fast can I ignore this Loop?"

  • They didn't create them. I'm sure if it becomes really truly bad enough, they will in fact do something about it. Much of the stuff they have added so far has given Killers more pressure - a basekit Mori, anti go next, hooks respawning, and spawn logic updates for Survivors for example.

    While I agree basekit kicking could be upped, and maybe some perks should NOT activate the gen kick limit like they do, and perhaps there should be SOME balancing of SOME generator tools for Survivors… it's not the end of the world if anti genrush never comes, since it's just part of the game.

    If you aren't a fan of it, just use a perk. There are perks for controlling generators. That's what the perks are for.

  • My favorite small details:

    • Ghostface's little chuckle after he does the jumpscare motion in the lobby, the way his shoulders kinda shake with laughter. Bro's having the time of his life in the Fog.
    • The way Dredge schlurps out of its own shadows when it spawns into the lobby or the map.
    • Both Wesker and Nemesis have the same little tentacle animation and pose when spawning in.
    • The way Survivors' faces subtly change in intensity with every tier of Madness against Doctor.
    • The little spiders on Toba Landing, they're super cute. :3
    • The Unknown changing to a male or female voice depending on what head you have equipped, and the fact that under UVX the voice sounds like a normal human voice - not garbled.
    • Any of the still props in a map that turn to look at you - the Yamaoka statues, the knights in Vecna's map, the Animatronics in the FNAF map.
    • Dracula's castle appearing on maps you face him on, as long as the map is not licensed.
    • The weird stringy bits on the planet that look like a web in the Nostromo Skybox.
    • The ######### BEAUTIFUL skies on Dead Dawg, Toba Landing, and Nostromo Wreckage.
    • The way the hooks gently sway a bit on their axis.
    • The fact you can power up the Greenville Main gen and it shows a film clip.
    • Any map with a jumpscare, any of them. Super cool detail and super fun.
  • Hi, Killer Main over here.

    On second thought? I am not okay with these Mori changes, I changed my mind. It's not a good idea to have the Killer able to insta kill someone if they have a Death Hooked Surv AND someone else on the ground, this incentivizes slugging for TWO Moris. Alternately, now it shifts the "waiting to Mori" issue up by one Survivor; if you have one on first hook and a Downed Death Hook Surv, now you have to wait until the first person goes to Second to be able to Mori.

    The only time you ought to be able to Mori like this is if someone is on the hook period and the last Survivor is in the round and you Down them. Once you Mori it should auto kill the person on Hook. That at least incentivizes hooking people, not slugging two people for two Moris (endgame and this one). It's not fair to Survivors to deal with this and does nothing to stop the slugging problem.

  • @Roco45 said:

    The going next prevention as well as other changes are going to kill the game. People already don't want to play SoloQ as most SoloQ matches have Killers tunneling/camping/slugging at 5 gens with SoloQ teammates crapping on eachother throughout because the match is so unfun. Instead, BHVR focuses on ways to trap players into a match they don't want to be in, when the entire point of a video game is to have fun. Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF.

    BHVR also keeps streamlining every aspect of the game to where Survs have no agency anymore and most of the game is spent being locked out of moving. I mean, this entire patch is really only targeting SoloQ and it's not like SoloQ needs anymore nerfs, it's already easy mode for Killer. Same with Killers, all new Killers are insta taking Surv health states paired with some for of fast map traversal on already small nerfed maps.

    BHVR needs to focus on making the gameplay loop enjoyable and getting rid of the overkill DC penalty. This is a party game with quick matches, there is no logical reason to have a dc penalty system that goes beyond 72hrs and takes 24hrs to de-escalate timers.

    I really do understand the frustration with these changes and that they seem pretty harsh. They are harsh.

    But can we not for once claim that a change made to benefit everyone is "going to kill the game" just because it's going to push out bad actors or force them to stay in the round? Like I get that this is the community's thing, that we hyperbolize every change the gae goes through as "the next thing that will kill DBD", but we asked for this. Guys, we as a community ASKED for Go Next prevention and this is what BHVR did. They are once again giving us the peas and chicken we asked for, and like petulant children, we're going "But I don't LIKE peas and chicken!" and then throwing it at the wall to make a mess. It's exhausting, no wonder BHVR won't try new things, we're cranky toddlers that are literally never happy.

    Going Next is a habit. Habits can be broken. If the rules are "you queued, do not leave or you get a penalty", odds are that habit may just break. If people really cannot handle having to actually play DBD, maybe they shouldn't play. It really isn't fair that I have to play with people who queue up JUST to go "Oh no, I don't like X" and then take their ball and go home, ruining MY game. And yes, this is why people do it, it's not just because the other side is being a jerk.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936074#Comment_3936074

    there is simply no map where you will last <20s in your very first M1 chase, let's stop making excuses just to avoid learning chases. Even on Vecna's map you can literally last 60s+ in your first M1 chase.

    @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936241#Comment_3936241

    most maps? Pardon? Only fundamentally bad maps are Forgotten Ruins and Haddonfield and even on those you can last significantly more in M1 chases than 20s.

    To be fair, you're not really supposed to be able to outlast a chase with a Killer or win a chase against Killer as Survivor. Any Killer. The Killer is supposed to inevitably win chases if they stick it out; the challenge is to waste their time so your team achieves their goals as a result of you doing that chase and catching their interest. Smart Killers do not take chases with Survivors that are difficult to catch to start with, because a smart Killer knows that their time will be wasted and they could pressure better elsewhere. Especially if the Killer is an M1 Killer.

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936193#Comment_3936193

    To be fair, my friend, most of the older killers can handle the older tiles just fine. Most maps were overnerfed.

    Let me rephrase that, what I meant to say was that in the past, VERY OLD maps were changed to remove things like infinites, which was also why Bloodlust was added. And some maps even after that, prior to rebalancing, were still quite nasty for Killers that had to deal with collision and Killers that lacked strong chase abilities. The rebalancing was supposed to fix this but failed at it, now nobody's having fun.

    It is true many of the current maps simply don't feel good, especially certain realms, from either side of the game. I don't think anyone either side likes current Red Forest, I don't know any Killers who like either of the Eyrie maps, and I don't see many Survivors who like Haddonfield. There has to be a middle ground, Looping should be effective but it also can't be so trivially easy that it's as simple as running from pallet to pallet. If this is problematic for older Killers like say, Pig, then simply buff those Killers . I know the "REEE NO MORE HASTE!!!!" people will hate me for this, but if the only solution is Haste? Add the Haste. If the maps are balanced but not fair for some Killers, make the Killers have more capability around the new tiles, don't keep nerfing more maps - because that just makes it trivial for those with stronger chase powers.

    Kill rates shouldn't be predicated on how well a Killer does in a map, but escape rates also should not be determined by how easily Survivors can use a map. There has to be some common ground somewhere.

  • @Iron_Cutlass said:

    How will this affect the trout the new player population?

    It's incredibly necessary for brand new Killers and will teach new Survivors to be more alert of totems, gens, and other tactics Killers have. It's all a good change for newcomers, new Killers especially. The fact is before this, Survivors had some really good basekit perks or easily unlocked perks from the word go for what is best for Survivor - Sprint Burst, Hope, Adrenaline, Lithe if you are on console, Bond, Empathy. But Killers have had nothing for what is most necessary to Killer - no gen perks, no real hex perks, just info. While that does train them to be good at chase and pay attention to info, it does nothing once they start to actually learn Killer and realize any half decent Survivor will not just sit there being cannon fodder, but WILL do gens and hide and may even do those things to a very high degree.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933111#Comment_3933111

    Maybe that maps are so terrible you end up with gens spawning in complete dead zones or pallets that are so weak that even if you somehow get a stun you still get hit. Its sad to think a killer player would feel like they actually outplayed anyone by "winning" a chase at some of the current tiles.

    Many of those newer tiles were designed with the fun of M1 chase in mind, why? Because the previous iteration was too strong for them; it required you to be M2 or have some kind of strong Chase Power that turned them into 50/50s or forced a mistake. Half the Killers in the Roster do not have a strong Chase Power.

  • It's kinda funny how most Killers got stronger except for the only other ranged one in the mode (who already is kinda mid) and the generic chase guy, even Ghostface and Legion were treated better and frankly are probably some of the stronger support options in 2v8. What do Nemesis and Deathslinger add in comparison to a second "wildcard" of a stealth Killer with an instant down and a speed Killer that runs around keeping everyone oneshot while making them need to stop doing gens for a secondm or two?

  • FNAF created an entire genre of horror - mascot horror, a type of horror built for kids just getting into horror as teens and preteens. FNAF also is notable because it's taking the concept of something deeply nostalgic especially for Millennials, Gen X, and some of Gen Z - that being Chuck E. Cheese type animatronics - and making it horror. Let's face it, those old animatronics were always slightly creepy, and that's the horror FNAF plays off of. How many of us as kids thought maybe someone was alive in there, or they had an eerie life? I thought that they put bad kids' brains in the robots as a 6 year old, my mind ran wild. FNAF isn't too far a stretch from that idea, that an animatronic is somehow both real and not.

    I'm not surprised FNAF got as big as it did. It's the first thing in a while to make an iconic terror for a new generation, the way characters like Michael Myers and Freddy Kruger were for 80's kids and the way someone like Ghostface is for 90's kids. It belongs in DBD for that reason alone.

  • The box. You closed it. He left. :(

    I'm happy newcomers get some base regression and solid perks, but I'm still calling them Plaything, Gift of Pain, and Deadlock.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936094#Comment_3936094

    My guess is the DC penalty time is based off of how many of the last 20 games were considered "Go Next".

    For example, let's pretend C = completed game and R = Ragequit game. Below is an example list of 20 games….

    RRRRR RRRRR CCCCC CCCCC = DC penalty based off of 10 "Go Next" ragequit games. And if you completed the next game, you would have…

    RRRRR RRRRC CCCCC CCCCC = DC penalty based off of 9 "Go Next" ragequit games. Notice that the first game (a ragequit game) got bumped off the list, because it is no longer in the last 20 games.

    This means the maximum DC penalty would happen if the last 20 games were all "Go Next" games.

    I think that IS how it's supposed to work, but BHVR worded it very poorly. If so that seems more fair, if harsh. But then again, Go Next is that big of a problem.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935813#Comment_3935813

    But the point we are making is that is fine, they can claim they are going to do that. But at the glacier pace that the devs make changes to this game, we are gonna be waiting years for things to be put back into place.

    This is a nearly 10 year old game with a lot of spaghetti code. I'm not surprised the changes are so glacial.

  • @CruelLimits1982 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932826#Comment_3932826

    I don't know why you're making this about killer sadly the loser mentality of people who give up for literally anything is what caused this. People will go next if its a 4 slowdown blight or a perkless Pig it literally doesn't matter I've had plenty of games where my soloq teammate gives up at 3 gens and please don't get me started on when someone is in a duo with someone else they get sacrificed first then the other one wants to go next so the other doesn't have to wait.

    This isn't even addressing when survivors go "oh well i gave up cause the killer is boring" saying a killer is "boring" means nothing and even if YOU find the killer boring this is a team game I can't get how people don't think its selfish they'll ruin the game for 3 other people and the killer potentially because THEY find the killer boring its so asinine

    People are making it about the Killer side because Killers playing correctly appear to be the single biggest reason people go next. I've seen people go next because a Legion playing normally tagged them ONCE. I get that, Legion's annoying.

    But I have also seen people go next because a Ghostface successfully marked and downed them first try, a Huntress hatchet sniped them, a Hag jumpscared them, a Nemesis existed, a Wesker grabbed them, a Hillbilly mistimed his chainsaw and hit a wall, a Bubba existed, and a Trapper trapped them successfully.

    A Trapper. People are going next against Trapper. Yeah.

    No matter what Killer is being played, my rounds are being ruined because SOMEONE goes next. This happens when I am playing Killer with harmless normal non meta builds (not even playing unfair with camping or slugging or any of that either) as well as playing Survivor against Killers in general. It's. That. Bad. Go Next had to be punished, harshly, because at this point it's become ingrained habit to just quit for some Survivors whenever some little thing doesn't go even slightly their way.

    If you do not want to potentially lose the round because the other side outplayed you or you may face a Killer you don't like, then do not play the game.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934622#Comment_3934622

    The problem is, survivors go out of their way to make every loss and every escape as miserable as possible. Losing as a killer involves either waiting for two minutes while survivors spam loud noises or the age-old humiliation ritual of marching all the way across the map to witness their tbags while they make you down each and every one of them all while getting bagged and emoted on. And that's not just some matches, it's not just the majority of matches. It's almost every match that a survivor escapes.

    But the ritual isn't even over then. Afterwards, you get to see the "GG EZ BABY KILLER" in EGC, too. To really rub salt into the wound. I'd rather get salt from survivors that think I played "unfairly" than get mocked repeatedly, even on games that I win or draw. Because even if I get an 11 hook 3k at 3 gens, the survivor that got hatch will STILL throw out a "GG EZ" in the EGC like they didn't just get the pity escape.

    Friend I'm out here running Deli and OTR so I can yeet myself off hooks and vanish like Batman, alongside Lithe, and still dying. I'm out here running the funny Lute Perk on Nicolas Cage and somehow still escaping with those perks. Survivors are not trying to make anyone miserable, I'm sorry you keep facing nuisance squads. I hate them too.

  • Honestly I would rather only keep mori, hatch, and BP offerings, none of the rest have a point. I guess Luck Offerings are OK now since they now unlock the chance to Kobe.

  • As it turns out, a limited but super powerful effect still is not fun to play against, because it's super powerful, so you can't make them TOO strong or they become really unbalanced. As I pointed out Hex perks have this same exact problem and that's why nobody hardly ever runs them.

  • Machine Learning was fine before this patch if niche, what it needs is just to make the duration of the haste longer. Not shorter.

    Now nobody will ever use it.

  • Boons are best described as a niche perk type best used for SWFs, and since BHVR does not want to make SWFs more powerful but wants to keep them balanced (a 4-man SWF according to their data has a higher likelihood of escape and sometimes even approaches a 50% escape rate if they're one of the rare very coordinated and very good SWFs), Boons gotta be left behind. They're a failed concept unfortunately. Niche.

    Hexes are quite similar too - not many Killers can defend a totem well, perks like Hex: Ruin are way better used on Killers with high mobility. Unless you're running something like Pentimento and Plaything together, Hexes are also often not great unless built around. Perhaps they were good when Hag was released, but not anymore.

  • It's not an airport. You don't need to announce you are leaving…

    I miss it too, but I believe the Devs did want to make this a permanent mode eventually. My hope is that's true. We just aren't quite there yet, we don't even have every Killer in it yet! It's a nice change of pace from how crazy sweaty normal DBD can be, a good place to practice new Killers in a more forgiving environment, and an easier way to grind BP than the main mode is.

  • @ShanoaLegendaryPlz said:

    They don't seem to want to make another stealth killer for some reason. Even Xenomorph would of made an interesting stealth killer

    Well we did get two about a year ago in Chucky and technically Xeno. Stealth is a sort of niche playstyle and not for everyone. Do we really need tons of any kind of Killer?

  • I mean it's not an airport OP you don't need to announce your departure…

    It took me time but I've warmed up to this mode. I feel like 2v8 has gotten more balanced, Oni-Legion aside. Survivor side feels pretty good when you get people who know what to do, almost every Killer in the mode feels so much better and stronger in it (except Nemesis), there is a lot of synergy between different Killers, I genuinely enjoy having to Survive by looking for items in chests than just being able to bring whatever, different playstyles both sides are rewarded, and as a whole it feels a lot less sweaty. I do not feel bad when I lose as either side in it because I know I'm not actually losing anything and it's just part of the chaos - my addons and items aren't gone, it may not have been my fault, it could have just been my partner/team or the map, etc.

    I do think the mode skews slightly more Survivor-sided but it's not totally a non-starter for Killer side at all. Even Killers like Legion and Ghostface can do very well in the mode and generally keep up with stronger Killers like Oni and Blight, provided the player is skilled enough - so it's even more skillbased than the regular mode is!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935397#Comment_3935397

    The point was proven during all the slugging debacle. When survivors get hooked, they get access to a ton of second chance things and become extremely strong. My point still stands. We are getting tons of "anti-some-killer-playerstyle-we-dont-like" mechanics in play and not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    While this is all true, we need to consider that if killrates are a problem due to these changes the Devs can and will rebalance Killers struggling due to it around this, so everyone is back at 60% again. If it's true a Killer needs to slug, tunnel, camp, etc. for their kill rate and these changes nerf them too much, the Devs will fix it. There is good reason everyone got buffed and upgraded before these changes went to live or were even discussed.

  • @CrossTheSholf said:

    He'd be a good stealth killer if he wasn't a walking Metal_pipe.mp3

    True but to be quite fair, Demo has this same problem due to its big steppies. :)

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935348#Comment_3935348

    i mean yeah, it's separate balancing ruleset, but taking in mind that survivors receive max amount for perks and addons bans against Ghostface (general + tier 5 killer balancing) and Ghostface still can't basically do much at all pretty much tells everything about his actual state. Imagine if he truly was matched with good squads with full meta loadouts.

    We don't have to imagine, we can see it.

    Most teams are not bringing full meta loadouts, and most Survivors are not even SWFing in 4-stacks. The data from BHVR proves this; 4 man meta squads are vanishingly rare.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933549#Comment_3933549

    "Genrushing" isn't the same as tunnelling, slugging, and camping though. While being genrushed the killer still has 100% control of their character and can play the game. The reverse is not true. A slugged or hooked survivor is just removed from actively participating in the game and able to do nothing fun. Generators are 90 seconds of no fun but mandatory for the victory conditions.

    Gen slowdown and tunnelling, slugging, and camping are all no fun for survivors. Only chasing, or narrowly escaping with a neat hide or mindgame are really fun. Anything that reduces the fun bits should be weighed carefully and same goes for increasing the no fun bits.

    Friend, feeling helpless is a thing even if you are not actually helpless. And since you mentioned Killers here, let's talk about that.

    Thing is, just because the Killer, who is not actually helpless, can move around and attack and do things doesn't mean they can't feel helpless to prevent Survivors from winning if the Survivors are just better than that player is. I may well be able to push Survs out of the gate at any time, but I might still feel like my agency to actually do my job and kill them was taken from me and that isn't fun. It might not be logical to think this way, but human emotions about stuff aren't always logical and you can definitely feel helpless while still being able to technically do stuff.

    Well what about Survivor side then? The exact same is true of Survivors here. I feel helpless when I am slugged as Survivor. That's not fun. But I can technically still crawl and be picked up by someone or use a perk to get up, which is technically agency right, even though I can do nothing else to progress the round. By your logic here, that Killers having "agency" in situations that can make them feel helpless, a Survivor being tunneled is not helpless because they can continue the chase, and a Survivor being slugged is not helpless either because they can crawl. That's obviously not correct though, just because they can move doesn't mean they can do anything…

    And that's why people compare genrush and slugging. Because both make the player feel helpless to stop it themselves, regardless of whether that is or is not true.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935336#Comment_3935336

    I am not sure I would mention such scenario as an example of strength / weakness of a killer because comp is completely irrelevant when it comes to balancing.

    It is external, not experienced by the majority of players and filled with restrictions that a regular game doesn't have. It is made for entertainment, not something that players are seeing on their own games daily. It is useless for these kinds of discussions.

    Against the average team, Ghostface can hold his own. Every killer can. Any us can think about our own games throughout the years: I guarantee all of us here have seen every killer get a 4k at some point.

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935355#Comment_3935355

    But that applies to every single killer in the game, except Nurse. You can be a good player and still lose, it is natural, no one will win every single match they play.

    However, that doesn't mean they will lose every single time, either. I wouldn't go as far as to call it a competitive community, more of a "play a casual horror game but don't like to lose". I think that is a better fit. Because it is true, some people out there try optimizing their playstyles because they don't like to lose, it happens. But they do, because DBD is much more than individual skill, there are always more factors at play.

    Yes, Skull Merchant as she was on her release was not good for game, no one will deny that. But she is not the only unique killer we've had. Original Freddy was perfect, and he would have stayed that way had BHVR not nerfed him after a week, a decision even Cote himself said on an interview that they shouldn't have done. But he is proof that an alternative killer can work, it just has to be done properly. Knight, the other one you've mentioned, may be disliked, but he doesn't cause any real issues for the game. He is simply not for everyone.

    Having an unique killer is far better than another repeat of a generic anti-loop or, the worst possible case, yet another dash killer, when we have enough of those already. The only reason Springtrap has a recycled power is because it takes less time and game knowledge to get the hang of, which fits a chapter that is meant to attract a lot of new players to the game.

    You speak a lot of wisdom, my fine Nightmare-Maining Friend. :) I wish more people would stop using these "but Good Survivors" and "But comp DBD" arguments. They quite simply do not, never have and never will apply to the average round of DBD. The same goes for tierlists. Nobody actually needs a tierlist to know how "good" a Killer is because all Killers are fine and can hold their own in an average lobby. They're designed for that in mind, so the average person wins some and loses some.

    It is long past time to put away the myth that some Killers are "just bad" because they got powercrept. There is no such thing as a truly Bad or Weak Killer, except maybe Skull Merchant. Nobody likes Skull Merchant.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935034#Comment_3935034

    Put the best ghostface in the world against a comp team, even the most chopped one and the ghostface will be destroyed if they are not playing on Lerys. Certain killers depend on your opponent being bad at the game, thats just how they are designed.

    There are Comp Ghostfaces that win rounds against comp teams. They exist. Go look up "DBD Comp Ghostface". He is certainly not washed in Comp because Comp uses a special ruleset for him.

    Besides, the comp argument is moot - Comp scrims are a different game from normal DBD entirely. Nobody in regular joe blow level DBD plays comp like this. Not a soul. Most people, 99% of everyone playing, are just playing the game normally - not with callouts, not with the strongest stuff, and not super damn coordinated.

    Most every Killer requires Survivors to make a mistake if they are not named Blight or Nurse. That argument has to cease too, literally every Killer does better if they force or learn to use Survivor misplays - and even good Survivors can and do misplay. Being good at DBD does not mean you're a perfect God that never fails; players that never screw up ever don't exist. Because of this, capitalizing on Survivor mistakes is a basic skill that Killers in general, IN GENERAL, any Killer player should know how to use, because capitalizing on opponent mistakes is the literal game, trying to make the other side mess up is part of the game. Master this, and you can do well on pretty much any Killer. It's a basic Killer skill, so the argument "but X Killer has to rely on mistakes!" doesn't hold water, either.

    When are we all finally going to admit that no, none of us are actually going against comp players in a comp setting 24/7/365, and at some point understand it isn't the Killer's kit sucking - it's US sucking at the Killer's kit?

  • @Man_of_triangles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935114#Comment_3935114

    None of that game sense matters when a survivor tells their buddies you are heading to their side of the map.

    Not the point of my post and you're falling into a logic trap by taking THAT away from my post rather than my actual argument. This is fixable by simply knowing how to play a Stealth Killer by… you know… actually being stealthy so they can't do this as easily. I handle SWFs just fine with them all the time.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935114#Comment_3935114

    The killer is going 6, nvm he is heading 1 now, he just tp to main, hes going for the gen on 3. And thats all it takes for the best macro stealth to be absolutelly useless.

    Almost nobody but the top 1% of Survivor SWFs play with callouts like this. Most people are playing this game casually.

    Stealth Killers are viable against 99% of everyone playing the game, bro. Why bring this comp nonsense argument into it? Nobody cares about or really ever plays this comp, and when they do, pretty much everyone in the Roster not named Blight or Nurse have to suffer for it.

    The community is no longer comp 'must win at all costs' anymore, those days are over. They died back in 2024. We've all moved on from that now. We're now as a whole a lot more "Play Casual but Play to Win", which is a little more chill.

  • High B to MAYBE Low A if you're really good with the axe.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934127#Comment_3934127

    My issue with them checking missed skill checks is if the missed skill checks arn't going to end you on hook anymore whats the incentive to hit them. I would just tab out watch YouTube on my other monitor while waiting for the rescue at this point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934480#Comment_3934480

    I may only have this opinion because i am a very casual player but does anyone actually care about losing a grade? Grades arn't visible to others, Unless your getting irry grade then the BP you get doesn't really matter as you could just play a handfull of games (or even the weekly gift) to get the same amount of BP.
    Lets face it. Anyone who is actively going next a lot isn't getting a high grade and anyone who does get max grade every month isn't sitting their going next a ton.

    People only care about Grades because Grades = bloodpoints at the end of the month. Losing a Grade is like having your pay docked.

  • Frankly just make the gates regress a little bit basekit and call it a day, no need for a perk for it.

  • Because of the demonstrable lie that all stealth Killers are always weak and that stealth itself is weak. It's not, and they are not. They simply take a lot more time, energy, skill, and effort at the game to become good with than someone more simple to learn like a mobility or speed Killer does. This chapter will draw many new players and BHVR doesn't want this big massive chapter that has been the most asked for Killer for YEARS to be too hard for people to use or get the hang of. A stealth Killer requires much more macro knowledge and setup understanding, tactical thinking, and game sense to win consistently with.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933424#Comment_3933424

    Now its

    "Show us how you play without tunneling, whilst you going afk at the start of the round, while spinning in place for 5 minutes, while the survivors are coordinating, while the stars aligning…"

    I think that's a great point.

    It basically boils down to: '[insert strategy here] is unbeatable, ergo if you beat the survivors, they must not have been using [insert strategy here], because its unbeatable.'

    It is related the example of 'Good survivors are unbeatable, ergo if the killer won, the survivors must not have been good'.

    People have established their conclusion and are working backwards from that instead of looking at evidence and working toward a conclusion.

    The more I play this game the more I am convinced "X Killer is bad/weak because of good Survivors" is an oxymoron and never actually was true to start with. I get decent Survivors plenty often that know to do gens, coordinate, how to loop, how to use resources against me, etc. I get people who know to selectively lock lockers against Dredge, tight-loop against Nemesis, stare at Ghostface, break line of sight and use lockers against Myers, do tapes against Sadako, and be careful with headtraps and loops against Pig. And I am still seeing an average of a 2-4k, with the occasional 1k depending on map, MMR mismatching, etc.

    I am utterly convinced that all tierlists really measure is how hard you may have to play against a decent team as a given Killer, not how good their kits or abilities actually are. There is no such thing as a perfect SWF that makes 0 mistakes. All Survivors are human, so all Survivors make mistakes. Even the bots are programmed to make mistakes sometimes.

    It's not that a supposed "bad" Killer can't win against "good" Survs - as we have established here, "Bad Killers" do not exist truly and it all depends on the player and their opponents' skill levels plus a bit of RNG. Rather, it's actually the case that most Killers and Survivors are pretty average, and at average MMR, every Killer is pretty much a tier higher than you'd think.

  • @Nazzzak said:

    Content creators can have really bad takes. Their words aren't gospel and i wouldn't worry about what one has to say about you or anyone else. He's scraping the bottom of the barrel if he's turning to forums for content. Reminds me of those "journalists" who type up articles just quoting social media users. It's laziness.

    This is yet another reason I don't trust tierlists, especially from big name creators. The game's balance just doesn't work in a neat tierbased system like that in practice against most Survivors, period end of.

  • There are a lot, lot, lot more Killers that need an actual buff before Xeno gets one.

  • Should be stronger than 50%. Hell most of Springtrap's perks could use a power boost to make them worth it.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934389#Comment_3934389

    Condemned is really strong, if used correctly.

    Sorry, but I'm starting to get tired of explaining this in every single post that gets created about her.

    I feel the same way about Dredge, Ghostface, and anyone else who isn't considered an A or S tier.

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