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Mr_K

Mr_K

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Mr_K
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  • I've experience a pallet save yesterday.

  • Why would they buff an already broken item?

    Broken keys have the most charges so with the 1 charge at a time it will last the longest. Nothing in the notes say the broken key will now open hatch or anything really about it. The Devs may be removing it?

  • From what I've heard it runs better on Switch 2 just the graphics look "outdated". These will be the best frames you ever get. If BHVR ups the graphics expect the fps to drop some.

  • @snowyhans said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958833#Comment_3958833

    Sure but that's obviously not what I'm talking about I'll be honest mostly because I have never liked holding an analog stick at the a partial input like that, It's so hard hold it there consistently with the grace I want out of the drama I'm trying to create. And obviously I'm not going to have my controller on hand while I play on keyboard just to slow walk badly.

    How slow though? With a controller you access to a range of speeds but with a keyboard, with the suggestion of a walk button, only two speeds.

  • @Nazzzak said:

    Pig got buffed! Can't wait 😁

    it's really a nerf in disguise.

  • PC version supports controllers.

  • If you're sleeping on the yellow bottles then you really should reevaluate.

  • @Pulsar said:

    Is this because of that Choy video or is this the bi-weekly everyone argue thread?

    Can it be both?

  • @killer_hugs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958353#Comment_3958353

    That assumes BHVR is stupid which they are not. BHVR themselves deflates stats they release to the public by removing games where a player disconnects. Of course most of those games are 4ks for the killer so it's easy to see why.

    Dying on hook is not a disconnect. The difference in DCing and going next is the killing of themselves on hook or allowing the killer to kill them. And like you said, most of those games end up as 4ks.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953268#Comment_3953268

    Because by playing Killer you only rely on yourself and when playing Survivor you rely on your 3 teammates. 4 of yourself on comms would easily get 80% escape rate.

    4 of me wouldn't get close to that number.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958325#Comment_3958325

    i dont think legion really set anything, the DCs became rampant much later, it was SM nuke that culminated and validated the mentality.

    The words of a Dev years later publically said the changes to Legion reduced the DC rate by "x" amount and said they were proud of that result.

  • A crosshair would imply the axe will hit at that location but that won't work for a projectile with an arc. The best a crosshair does is provide the vertical center.

  • Wish they just release new global perks instead of 18 more prestige levels I have to do.

  • What am I missing? I don't see the killer in the clip.

    Killers did have a chance to spawn right next to a survivor long ago. Examples can be found on youtube.

  • It's balanced at the High MMR as much as the players on this forum are "High" MMR.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958299#Comment_3958299

    the OG legion was one of the few exceptional cases when the DCing sabotage wouldve actually been justified.

    the other ones would probably be 2024 ptb twins and 3 gen SM.

    that's about it. in every other case people were not justified to insta RQ.

    It set the mentality, justified or not.

  • It's listed, are you looking in the wrong place?

    go to bhvr support and click submit a request and choose Behavior Account from the drop down.

  • @Destaice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958231#Comment_3958231

    You're not really explaining anything as much as you are just ignoring their arguments and pretending they don't understand how the feature works.

    When being face camped the survivor's best choice is to wait 69 seconds, unhook right before the next stage, give the best possible chase, and repeat for the next hook to let their teammates rush generators.

    The fundamental problem here is this. If the feature is named "anti-face camp" then why wasn't face camping prevented? The face camping still happened. It's not named "buy your teammates time while you get face camped."

    It does not address or even attempt to fix the issue that face camping makes the game a less fun experience for the player getting camped. The entire reason people dislike camping.

    And how exactly were you to implement it? Do you want the killer to teleport away or something? The issue with facecamping was it became extremely unlikely to get an unhook. The Dev's made it so you could unhook yourself even at second stage. Don't forget you have more than just the scenario where the killer stands in front of the hook. A killer can have legit reasons to be there.

  • @Senaxu said:

    One alternative to ragequitting or forced hook suicides could be a personal killer opt-out system integrated into matchmaking. Each player could be allowed to exclude one specific killer from their matchmaking pool… the one they personally struggle with the most, whether it's due to mechanics, frustration, or just playstyle incompatibility.

    This would give survivors a constructive outlet rather than disengaging entirely. It also respects individual boundaries without overhauling balance. To prevent abuse in SWF, the opt-out could be limited to just one collective exclusion per group, ensuring it remains fair and doesn’t overly fragment matchmaking.

    It won’t solve everything, but it would reduce burnout and give players back a sense of agency… especially during events or meta shifts where one killer becomes disproportionately dominant.

    So the next time a popular killer gets released everyone can block them.

  • Lets just skip all the steps and go right for the, let us abandon when one of us goes down. Think how fast paced the matches will be then.

  • BHVR really ######### up when it came to how they handled Legion. Pretty much setting the template for every grievance after. Now we get post like this trying to justify bad behavior ingame over reasonable discourse on the forums and other social media.

    If you have an issue with the game then post about it in the feedback. Stop ruining other peoples enjoyment because you can't handle something.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958244#Comment_3958244

    You also said this thread was about anti-facecamp when the title says otherwise.

    No, this thread is about the system BHVR put in place and the OP misinterpreted that system as being anti-camping when it is for anti-facecamping.

  • I believe moris give more points.

  • @MeduSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958167#Comment_3958167

    EACH 20 MATCHES??? For just one reduction??? They do know that there a lot of hackers that keep you hostage or make your game crash right???

    You only see the penalty time the match after the disconnect. You are not waiting the penalty time for 20 matches.

    Put simply, the old penalty tracking aged out over time. The new penalty tracking ages out over 20 matches. The tracking is only there to determine how much time you have to wait the very next match after a disconnect.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957718#Comment_3957718

    So here's the thing. I get that the bar is yellow. Fantastic. They've created a system that makes a progress bar go yellow when the kill is face camping. Wonderful.

    Since it was an edit, you seem to have missed this:

    What, exactly, is choosing to stay on hook doing that not having AFC at all accomplishes? Both with it without it are "wasting the killers time" because they're standing at the hook, in this case hitting someone repeatedly.

    And if jumping off hook into face camping is the wrong play then this mechanic is not just bad at combatting face camping, it's making the situation actively worse for survivors who choose to jump off here.

    I keep going back to "what does this do", and, for two years now, the answer is "it's anti-FACE camping" and the result is that the killer has to stand farther away from the hook, eventually. It doesn't stop face camping for at least 20 seconds, and if the killer backs up slightly farther away they can circumvent it entirely. The barest minimum of effects on the player's behavior.

    It isn't solving that survivors are trading in that scenario, it isn't solving that killers can still stand at the hook and do nothing (especially since proxying is generally more effective than face camping anyway), and it isn't generating gameplay since the killer is still effectively afk but in a slightly different spot. It's not solving those issues, and apparently it wasn't trying to.

    The only thing, we've been told, that this AFC mechanic actually does, is combat and punish FACE camping.

    But it doesn't. And demonstrably so.

    And maybe it's just not working as intended, or bugged, but that's not the argument I'm getting from you, it's that it is doing what it's supposed to. I think we're both in agreement that the mechanic isn't bugged, but when I can show that it isn't working in its intended, only purpose, then there's this argument that occurs that somehow "it's working, bro. trust."

    So the end result then is that the mechanic is meaningless, since I'm saying right now that having this in a face camp scenario apparently means that using it is the wrong play. The player on hook should act as though it doesn't exist to get maximal value, using it is a detriment. Which, in other words means: the killer cannot misplay around this mechanic, facecamping, or not, is a win-win for the killer who has decided to stay at the hook.

    The biggest indicator to me that this mechanic is insufficient is the community reaction. There are always at least some killers on this forum at least who will decry every change in the game. Yet as soon as AFC released, people realized that this isn't an effective or meaningful mechanic. No one complained after launch, because it's trivial. And the only thing we've seen for two years now, is "it's not anti-camp, it's anti-FACE camp" with a zillion upvotes. Which is generally intended to mean "of course the mechanic does nothing, it's not supposed to, and don't change it because it's fine if it does nothing".

    And yet, when I point out that "hey, this mechanic seems to do effectively nothing", I get a flurry of pushback and downvotes because those same people do not want a mechanic that actually deters camping, or FACE camping in any way. If there's one constant on these forums, it's that (for some people) you simply cannot make any change that might impact how killers play in a meaningful way.

    I've stated this before. If you don't want killers around hooks then remove the hook. When survivors are down they are automatically sent to cages. If the killer gets near the cage it moves. It can move to a nearby survivor or pause the timer for a bit.

    There, just solved two of survivor's biggest complaints. Slugging and camping. It's not free though. You have to give up on pallet and flashlight saves. Killers no longer waste time carring a survivor to a hook.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958152#Comment_3958152

    But people weren't asking for 'anti-facecamp'. They were asking for anti-camp.

    The same happened in this thread. The person was complaining about the lack of anti-camp, it was very quickly pointed out that it never was anti-camp, and now you're saying 'it's what you asked for'?

    It can't simultaneously be explicitly NOT what people asked for, and what people asked for.

    I advise you to go back and search the forums (here and Steam) prior to this feature. Yes, you will find complaints about camping but will also find complaints about facecamping. It was still possible to stand in front of the hook with a one shot killer. Thus why complaints about facecamping were still thrown about.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957728#Comment_3957728

    That's funny, because this thread is talking about anti-camp, and the very first response is immediately pointing out that 'IT ISN'T ANTI-CAMP!'.

    So how could it be what people, including those in this thread, asked for, when the very first reply is about how it very explicitly ISN'T what people asked for?

    because the "anti-camp" the Devs implemented was called "anti-facecamp". You can't complain the anti-facecamping system is not working against camping when the system wasn't designed around camping.

  • @Firellius said:

    Problem with AFC is that literally no one asked for it, and no one cares about it. It was a complete waste of time.

    It was literally asked for and still is (look at the thread your posting to). People just don't like the way they did it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957556#Comment_3957556

    Facecamping with Bubba never netted you more than two Kills.

    The issue was that there was no way to realistically unhook, ie, normal gameplay.

    Facecamping wasn't about netting kills it was about a kill. A kill that sometimes turned into many kills because survivors couldn't help themselves.

  • @Chiky said:

    sadly not even presenting 10 minutes of video evidence is enough to have them removed...

    every account I've reported got ban. But like LordGlint said, they have many cheap ways of gaining another account. Also there are ways around hardware bans so those don't work against dedicated cheaters out to ruin the game.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957403#Comment_3957403

    You are still ignoring 50% of what i came up with, i even reminded you.

    And Nah, you might as well clam that face camping is a good strat, Trapper is one of my main killers, you migt get lucky and get this to work, but most of the time it dont.

    I'm just giving the stat that would cause the most uproar. Not the optimal why to play.

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956861#Comment_3956861

    There is a difference between "there are cheaters", and in DBD's case "the game is rampant with cheaters". Its absolutely horrific that I have to think every lobby I get before loading even starts, "will this lobby include cheaters?". Like some others have said before me, Almost every match at the top bracket, you get them A LOT. And I rly am talking about the pure blatant ones here, teleporting/flying in your face type of cheaters…

    I'm pretty sure either BHVR is way behind on bans, doesn't care, OR they just do it quarterly… Whichever of the 3 options it is, it is absolutely equally horrible for players to deal with. Cause I monitor multiple accounts myself, some steam accounts, they still get daily comments about their cheatings, months after my official report, hence I know they aren't being banned, even tho I sent in blatant video evidence including their steam ID.

    Because of the above, the problem is only getting worse, and people such as myself stop caring too, and thus stop reporting and sending in evidence… cause its just a waste of time anyway. Its just a vicious cycle of making the problem bigger by the day. BHVR simple does not do enough to combat cheating, and it needs to be said over and over, until something is done.

    You must live in a region that has a lot of hackers. I too run into hackers but it is months between them.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957295#Comment_3957295

    Basement builds are as good as dead, if you focus on putting survivors in the basement, anti-facecamp will trigger.

    But i did also present another solution :)

    faster hooks due to self unhooks. In the case of Trapper, they is no escape.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957048#Comment_3957048

    You can raise the bottom and nerf the top. Nurse needs a rework where she has to not only work for her blinks, but can't use them at the start. Blight needs his base speed nerfed and he needs his add-ons nerfed. Ghoul needs to have his hitscan health state bull to be reworked as as well as power cancelling nerfs since he truly is a Killer for imbeciles.

    "Survs don't want strong Killers" or how about Survs don't want Killers that make the game unwinnable 30 seconds into the match, but then drag the match on for 5 more miserable minutes so that they can farm for bloodpoints for themselves.

    You want nerfs for the top because you don't like them. Your proposals are to stop the killers from being played not to make them "fair".

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957048#Comment_3957048

    Let him start with more traps, or let him recall traps like the skull merchant.

    No other killer have to spend minutes going around the map to collect their power.

    Imagine if nurse had to collect blink shards at the other end of the map before she could blink, it would suck, right?

    Starting with all traps has the downsides explained by the addon. The addon has a downside that you cannot move the traps after placing. This makes the addon less popular to other addons and not an issue in survivors minds. Making it basekit now brings it to the front and every survivor that goes against a Trapper will believe every basement hook is the same as Basement Bubba.

    A buff I would like to see is the ability to hold more traps. At least half the available on the map.

    On topic, there's many ways to buff low tier killers without affecting the upper tiers. The issue is every time a low tier gets buff the buffs are removed (or made worse than they were before) or reduced to a quality of life. Nurse has been nerfed massively since her release yet the bottom tier stays where they are. Maybe its time you all focus on buffing the low tier killers.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957162#Comment_3957162

    When did I ask anyone to care?

    Again, not sure you get my point if you think I am asking for anyone to care, the fact is you cant make people play matches they don't want to and no forced participation will work. It clearly isn't either, it is just prolonging people leaving matches they effectively were not in in the first place.

    Killers DCing is just as bad as survivor. Even if killers were replaced by AI like survivors.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957132#Comment_3957132

    The only complaint Billy got back in the day was instasaw. Wesker only got complaints because people got tired of seeing him 7 out 10 matches. Can't recall anyone complaining about Oni. Like I said most people enjoy strong killers that feel fair to face.

    Billy got complained about a lot back in the day. I'm going back to Steam forum days. The ironic part, Billy was accepted more right before the nerf.

  • @jmwjmw27 said:

    Feeling the same. Had to make an alt account to play with 3 friends who were new in order to not get a match where the killer was playing like it was the DBDLeague grand finals. Which granted isn't the killer's fault, they can play to win, but I'm really hoping the most optimal strategy for killer will be a more fun one for new players. New changes can't come soon enough.

    I hate to say it but no strategy is needed against new plays. They practically kill themselves. To play nice is the equivalent to babysitting 2 year olds.

  • @tjt85 said:

    The mind of a booner is a mysterious thing indeed. It's like a compulsion. It does not matter how many times the Killer snuffs their boon, they've got to keep on booning. They just cannot help themselves.

    I really don't want BHVR to let us see each other's perks in the lobby. But if they do, you can bet I'm dodging every lobby with a booner in it.

    The will o' wisp beckons us to follow.

  • Unless the killer directly told you it was because of not bringing an offering, this is purely speculation. If this is not from your matches, then I'm curious as to where you are getting this idea.

    I've had games where the only survivor that died was the one that burned the bp offering. Should I assume the killer was targeting them? It's absurd to give these odd motivations to a killer killing a survivor when thats their role.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957028#Comment_3957028

    While it'll be hard (likely impossible) to close the gap that doesn't mean it would be pointless. Making the weak killers stronger will make them actually feel good to play as. Yeah Trapper will never be competing with Nurse for the top of S tier but making him more viable seems like a worthwhile venture to me.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957048#Comment_3957048

    I find this to be completely untrue. Most everyone was very upset when Billy got nerfed all those years ago. The majority of survivors like facing strong killers. They just want them to be at a level where they feel like there's a fair chance.

    I haven't once seen a strong killer that didn't receive daily calls for nerfs. It's one thing for people to call for nerfs, its another when the Devs actual do in the name of fun and interactive.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957048#Comment_3957048

    I brought up billy exactly because he's strong but fine to go against because you actually have to be good at billy to get results and most killer players don't wanna put that work in. I'm not saying I don't want strong killers at all, I think Billy, Dracula, Singularity, Twins are all great because they're both strong and require skill to actually make work. I have a problem with Nurse, Blight, and Ghoul because they're both ridiculously strong and are rather easy to get results with. Nurse is a special case because you just don't play DBD in Nurse games and that's a design flaw that's been looked past for far too long.

    As for what I would do with Trapper I think let him start with all his traps and let traps inflict deep would base kit if the survivor escapes from it and that would go a long way. It saves trapper a lot of time at the beginning of the game while creating some stall if he can't get to his trap at the time. Trapper will never be A tier and I don't think you want a trap killer to ever be A tier because they tend to stall games the most but I think there's no reason he can't get to low B with the proper buffs.

    Yes, the start with all traps is a common suggestion. But we do see the result because it's already an addon. Players would lock down a single location and camp out a survivor. I can hear the pitchforks and torches already.

    Tell me, what buffs could we give to normal M1 killers to make them more viable?

  • What would you buff about Trapper? When people bring up this "gap" between killers they always wanting to nerf the top but not raise the bottom. You at least said buff the bottom but how?

    Odd that you would bring up Billy. When people talked about Nurse being #1, Billy was always #2. What you are asking them to do with the top is what the did to Billy. Face it, survivors don't want strong killers. Any killer we get that's above average is called broken and demanded to be nerf. Trapper is not the low end. It's what they want as normal.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956708#Comment_3956708

    Didn't say it was. I'm simply offering a possible explanation.

    Neither did I. Yes, that's a possible explanation, I just disagree with those that think that way.

  • @Senaxu said:

    Alternative to the Current DC Penalty: Behavior-Based Matchmaking

    Instead of punishing disconnects with time-based penalties, I believe the system could be improved by introducing behavior-based matchmaking.

    Here’s how it could work:

    • The game tracks how often a player disconnects over their last 20 matches.
    • Players with a high disconnect rate (e.g., 6 or more out of 20) are primarily matched with others who have a similar DC frequency.
    • Conversely, players with little to no disconnects would only be matched with similarly reliable teammates and opponents.

    This would achieve a few things:

    • It removes the need for strict lockout timers or queue delays.
    • It naturally groups players with similar play intentions and levels of commitment.
    • It protects fair players from those who frequently leave matches, while not entirely blocking anyone from playing.

    The goal isn't to punish… it's to create a better experience for everyone. Ragequitters won’t ruin games for others, and reliable players can enjoy cleaner matches. Over time, this might even encourage better behavior simply by showing the difference in match quality.

    I think this could be a healthier and more scalable alternative to time-based DC penalties.

    Opposed to BHVR-based matchmaking that we have now, right? 😁

  • Event and popular killer. It won't let up for awhile.

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