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NarkoTri1er

NarkoTri1er

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  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916821#Comment_3916821

    I think you're being too literal on "mmr".

    Yes, the ranks are not exactly your mmr, but they are generally a representation of your mmr in a rough category. Close enough that I think it would be disingenuous to say it doesn't represent it. It is a representation of your mmr.

    too strict makes a difference between player with "silver" MMR playing in emerald ranks because they are boosted by another player. That's a prime example, if you are playing in emerald rank as a silver MMR player, you are almost guaranteed to have one player in opponent team that is also on that MMR level, meaning there will be two silver MMR players in emerald match purely because those two players are boosted. You can overperform in bad ranks and lose, but your MMR will go up compared to rank.

    This is one of the most obvious ways to describe how MMR and rank are very different things

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916726#Comment_3916726

    Every single competitive game has mmr visible as a "rank". IE like league with bronze, silver, plat, ect

    not quite right. MMR and divisions/ranks are two separate numbers/things.

    Divisions are visual representation of your achievement in terms of gameplay and it works based on whole team's performance. They are merely an attempt to somewhat translate MMR into a visible form, but in a more inaccurate way, with an intention to motivate you to play better.

    MMR is a strictly hidden number used to determine your overall position on matchmaking ladder in order to give you a match with opponents near your skill level.

    When you queue for ranked in League, your MMR is the number used for determining who you will play against, not your rank. Also, there is also MMR for normal matches that is separate from MMR for ranked matches, which means there are rank, normal MMR and ranked MMR.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677

    https://us.v-cdn.net/6030815/uploads/JM5V24APMR2P/img-9008.jpeg

    There’s one question about why you took a break from the game or something, and the answer options are all survivor sided like killer power/perks too strong, and nothing about why a killer player might have stopped playing.


    It does give an insight into the devs mindset that the killer players are not as important.

    this most likely explains what role the current majority of playerbase that buys most cosmetics mains lol.

    It's sad to see questions about people enjoying playing against xy killer playing xy strategy while vice versa version of question is not even mentioned

  • no game ever had MMR visible, why would dbd have it lol

  • @MissiCiv said:

    https://us.v-cdn.net/6030815/uploads/P38RJ9L9GDTE/opera-anl-c4-b1k-g-c3-b6r-c3-bcnt-c3-bc-2025-04-22-232329-forums-bhvr-com.png

    Do you think Behaviour will actually remove SBMM this time, or just tweak the system again?

    Or do you think the new system will just separate new players (like under 50–100 games), and then place everyone else into one big messy matchmaking pool, regardless of their skill or performance like the old Grade system?


    What’s your honest guess — will they rework it, remove it, or keep it the same with slight changes?

    why would SBMM ever be removed? If anything, it literally needs to be stricter due to how random matchmaking is

  • Hag is terrible even with top tier build, she doesn't deserve A-tier at all.

    Wesker should be dropped down a tier, he's been hardcore powercrept by some killers and doesn't have what it takes to remain relevant in high tiers.

    Huntress should also be dropped down a tier, aside of camping potential, she isn't really good.

    Oni, Houndmaster and Chucky should definitely be placed in A-tier.

    Slinger tier D? This is the biggest misconception for Slinger as he has some of the best zoning capabilitier and chase powers in entire game, he definitely deserves to be tier A.

  • @ihatethisgam3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915995#Comment_3915995

    Now it sucks, bcs i can't even get one gen with randoms, who fall at 5 second of the match, and the killer immediately flies to me on bbq, because the first token was already eaten by the pursuer, let them at least return 3 tokens at the start like they did before.

    the problem with randoms is fault of matchmaking and average player skill, not Distortion being nerfed.

    Btw BBQ has other ways of being countered too, such as hiding behind gen or hiding in a locker when the perk is about to proc.

  • @I_CAME said:

    Waiting to hear the mental gymnastics about how a 70% Blight kill rate against the best survivors you will get in a real match is totally fair. You don't even need to gut the killer. Just tone him down a tad.

    now let's ask the same question about how did Sadako, Myers and Dredge managed to finish amongst killers with biggest killrates.

  • Distortion is still decent, unless you are scared to enter in chase and actually want to spend 99% of your match hidden from the killer

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888048#Comment_3888048

    Splitting gens is kinda forced due to gen regression perks, and even then only really effective against low mobility killers. But granted, somewhat of an issue(altho there are basekit counters to it, otherwise low mobility killers wouldnt have killrates above 2.5 on average).
    Saboing is not something you can rely on much and requires quite a few perks and specific addons to happen more than once a game succesfully. Slugging and tunnelling does not require any of that.

    I would be 10000x more okay with tunnelling and slugging if it actively relied on perks to be consistently viable, but its not. It's basekit.

    Anti-camp isnt strong, anti-tunnelling isnt strong, anti-slugging isnt strong, otherwise camping, tunnelling and slugging wouldnt be an issue, now would it?

    And hooking is more viable than ever in DBD history, wdym? The issue is that people like you just hook willy-nilly on the closest hook whenever you hook. Go take strategic hooks, go that extra 5 second time investment so survivors are forced to hooktrade or end up multiple people injured.

    "all of these strats are meta cus average player doesnt learn counterplay"
    Except the same can be true of anti-camp(which only works if you camp), anti-tunnel(which only works if you tunnel) and anti-slug(which only works if you slug). Not even talking about how if tunnelling is not viable unless as a last resort, anti-tunnel perks will also be basically non-existant in use. Right now they are top 10 because of how viable tunnelling is as a normal strat

    Splitting gens is kinda forced due to gen regression perks, and even then only really effective against low mobility killers. But granted, somewhat of an issue(altho there are basekit counters to it, otherwise low mobility killers wouldnt have killrates above 2.5 on average).

    Splitting gens is not forced because of gen slowdowns, gen slowdowns are forced because of gen splitting. Basically the whole purpose of the most important perk to use as killer, Corrupt Intervention, is to make gen splitting more difficult.

    Saboing is not something you can rely on much and requires quite a few perks and specific addons to happen more than once a game succesfully. Slugging and tunnelling does not require any of that.

    This is now comparing apples and oranges in terms of resources for using a strategy. If we are going by this logic, gen splitting doesn''t require you to use any perks/addons/resources as survivor and is the most powerful survivor strategy and got even more powerful with further nerfs to gen slowdowns. If you are going to give sabo as comparison, then give it with a killer strategy that actually requires perks or addons to be executed.

    I would be 10000x more okay with tunnelling and slugging if it actively relied on perks to be consistently viable, but its not. It's basekit.

    as i already said, splitting gens is also basekit, but compared to tunneling, it's absolutely necessary to bring Corrupt Intervention as 99% of killers to stand a chance against competent team.

    Tunneling is already 50/50 hit or miss when playing significant portion of killers when survivor has no anti-tunneling perks at all. Tunneling requires survivors to make big mistakes to be executed successfully, splitting gens doesn't require killer to make just one small mistake in first chase.

    Anti-camp isnt strong, anti-tunnelling isnt strong, anti-slugging isnt strong, otherwise camping, tunnelling and slugging wouldnt be an issue, now would it?

    Anti-camp is overwhelmingly strong, anti-tunneling is overwhelmingly strong, anti-slugging is very strong in competent teams.

    Now, if you want to talk about how "problematic camping, tunneling and slugging is", why don't you take a deeper look at it. Primary counter to tunneling is being good in chases. With the average chase time of 60s per WHOLE MATCH, not per single chase, how would you even expect people to counter tunneling.

    It's the prime example of how average survivor player doesn't want to learn how to counter killer strategies at all, they just want further anti anti anti mechanics and basekit perks to be slapped until they wouldn't need to give any skill input towards the game.

    And hooking is more viable than ever in DBD history, wdym? The issue is that people like you just hook willy-nilly on the closest hook whenever you hook. Go take strategic hooks, go that extra 5 second time investment so survivors are forced to hooktrade or end up multiple people injured.

    First of all, survivor is the one controlling the direction of the chase in most cases (unless we are talking about Brutal zoning Blight, Kaneki or edge map chases, but those are 50/50s in terms of chance of killer to redirect the chase). If survivor is aware they are about to go down, they will intentionally force you to down them at a spot where you CAN'T get a beneficial/strategical hook. You are talking as if strategic hooking is so simple and easy when it's the thing that is simply induced by survivor mistakes.

    Also, take a look at how many meta survivor perks have hooks as condition to be activated and then think a bit more about it.

    "all of these strats are meta cus average player doesnt learn counterplay"

    Except the same can be true of anti-camp(which only works if you camp), anti-tunnel(which only works if you tunnel) and anti-slug(which only works if you slug). Not even talking about how if tunnelling is not viable unless as a last resort, anti-tunnel perks will also be basically non-existant in use. Right now they are top 10 because of how viable tunnelling is as a normal strat

    anti-facecamp is only meant to prevent toxic usage of camping, not camping as a strategy. Anti-camp perks literally work both if you camp or you don't camp (they also work as an anti-tunnel because hooked survivor is "frozen" and killer can't attempt to tunnel them unless they are unhooked, meaning greeding survivor on hook can often give you big advantage even when killer isn't camping.

    Anti-tunneling works only if you tunnel? Really? After so many years of discussions being held about aggressive usage of anti-tunneling perks, we are still using the good ol' "just don't tunnel" as a defense for how strong anti-tunneling perks outside of actual tunneling are?

    Anti-slug also works in order to force lose-lose situations when in combo with some perks + with some combos you can literally pick up a survivor killer has basically just downed.

    I actually truly recommend you to watch some actual high skill level matches, scrims with no limitations or whatever you want just to be aware o how stuff you are trying to present as mid is actually strong and how this game is much more deeper in terms of decision-making, balance problems and various other stuff than you think :)

  • big 2025. and people are still wishing for a mechanic that prevents only toxic usage of one specific strategy to be buffed to the point when it stops the strategy on it's tracks as a whole. I guess learning how to counter strategies was never an option

  • @cestoda5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915091#Comment_3915091

    I will bite. Care to explain what a "very non-beneficial hook" is?

    a hook in a gen deadzone/out of 3-gen in most cases. If you pay attention to top tier gameplay, when survivor knows they are about to get downed soon they would proceed to force a down close to edge of the map and as far from most important zones where gens are being repaired as possible so that killer has to hook them somewhere out of those crucial zones. This also forces killer not to camp because camping a hook in a gen deadzone is literally a one-way ticket to losing the match.

  • Resurgence, Deliverance, Dead Hard, Wicked, We'll Make It, OTR, DS, Reassurance, Camaraderie, Second Wind, Babysitter, StB etc. Basically huge majority of surv meta perks has hooking)unhooking as an activation condition.

    Not to mention how +10s hook timer change also had a huge impact onto general hooking aspect.

  • @TalonTheGreat said:

    I've been playing dead by daylight as a survivor and killer for many years, what's up with the recent hook changes? Not only do sacrificial hooks respawn, but there are hooks every 10 meters. This essentially makes sabotage builds or boil over style builds obsolete. As a killer you no longer have to worry about which hooks you sacrifice survivors on, there's hooks pretty much everywhere, and in almost every room.

    "as a killer you don't have to worry which hooks you sacrifice survivors on"...

    this is only true if you play killer at low skill level against low skill level survivors. Hook placement is literally very important and people can often force you to hook them on a very non-beneficial hook.

    Ohh, should i also mention how hooking is much more beneficial for survivors nowadays?

  • Corrupt is technically not a real slowdown, but more of a zoning perk.

    Out of it, the best gen perks would be DMS, Grim Embrace and Eruption. Pain Res kinda fell off after latest nerf

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912730#Comment_3912730

    In Juliy 2024 there were around 100 k players on average and now its just 50 k.

    https://us.v-cdn.net/6030815/uploads/1WVNN43ER43E/image.png


    So each chapter brings in a few new players but on the average it is in decline.
    On average the game peaked in 2021 and since then each new chapter gets a spike but the decline after release are happening faster and faster which foreshadows a faster decline then growth over time

    there was literally free weekend in July 2024. and that's the reason it reached 100k. Game is fluctuating in terms of playerbase but nowhere near dead lol.

  • @Shaun2196 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913655#Comment_3913655

    Not the same thing as having a perk be ridiculous in PTB vs in real game so hold up on whining on that one lol

    And "this has been the well known easy" - wut? This is a response to Ghoul so stop pretending and … make more sense

    yes, this is about Ghoul and also about general problem with releasing overpowered stuff just for the sake of people mass buying characters (most recent example also Gabriel Soma and MFT that was literally way too powerful for couple of months before nerf) until enough money has been gained.

  • or how about we make spreading hooks (well hooking in general) valuable again instead of further punishing strategies that are just consequences of game plain punishing spreading hooks and hooking just because people refuse to learn counterplay even with the fact that counterplay isn't that complex at all?

  • @Shaun2196 said:

    If this is the new way to cash grab, time to find a new game.

    this has been the well known easy for it for a long time, same as with ultimately broken new survivor perks

  • @BirdiePlays said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912776#Comment_3912776

    ok set it this way then. IF YOU CAMP…and your would be terror radius is within hook range? the bar should SLOWLY go up. also when killers decide to slug a survivor at the hook just to camp? that needs to stop too.

    at this moment just say you want full autopilot counter to every killer strat because you don't want to bother with learning to counter any of those

    @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906049#Comment_3906049

    Dk why people downvoted this like its not true. If it really was a problem, then the meter growth rate would be insane

    i started ignoring downvotes, it's a feature usually just spammed when people don't have counterarguments do they reach the for good ol "i'm right because i ratiod you"

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912318#Comment_3912318

    I don’t disagree that tunneling increases your chances of winning. That’s exactly the problem. Something that completely removes a player and snowballs pressure shouldn’t be that effortless, or that safe.

    Saying 'the killer doesn’t have enough time' as a justification only reinforces my point: tunneling is a crutch to cover design flaws, or skill especially if you are playing your profile picture, not healthy gameplay.

    Looping isn’t comparable—it’s an interaction, not a removal. You can say they’re both natural strategies, but that doesn’t make them equal. One still plays the game. One ends it for someone.

    We can’t remove tunneling, sure—but we can disincentivize it and reduce its power, so it isn’t the default path to victory. And when even you say that deviating from tunneling loses you the match, that’s not strategy—that’s imbalance.


    When someone ignores their entire match and everything that led up to "see if I didnt tunnel…" its a pure defensive mechanism.



    But the game for some people has turned into, for some dumb reason, if you dont 3k/4k at all costs you are a failure outside of the game. Which is rediculous.

    People seem to think its NOT okay to lose. Which cannot be fixed sadly. I think streamers are mostly to blame for this kind of attitude.


    I don’t disagree that tunneling increases your chances of winning. That’s exactly the problem. Something that completely removes a player and snowballs pressure shouldn’t be that effortless, or that safe.

    the thing is...it's not safe at all, it's just poor matchmaking that makes it look safe because in soloQ you are guaranteed to have at least one bad survivor in the team thanks to it (not to mention that early 3v1 is also heavily caused by people giving up very fast even when killer doesn't tunnel).

    Play any game against a good competent team, tunneling will only be viable if you manage to get your first hook very fast (if first chased survivor makes serious mistake).

    Saying 'the killer doesn’t have enough time' as a justification only reinforces my point: tunneling is a crutch to cover design flaws, or skill especially if you are playing your profile picture, not healthy gameplay.

    if tunneling is a crutch covering design flaws, we can also say that basically every single optimal strategy on both sides is a crutch to cover design flaws.

    Looping isn’t comparable—it’s an interaction, not a removal. You can say they’re both natural strategies, but that doesn’t make them equal. One still plays the game. One ends it for someone.

    you are playing a 4v1 game, your team as a whole is like one equal to killer. Acting like losing one player is something too serious, while any way of losing as killer is not serious simply because...you are not outted very early. Not to mention that you definitely can't tunnel a good survivor out very quickly and even if you try, at least 3-men escape is guaranteed.

    We can’t remove tunneling, sure—but we can disincentivize it and reduce its power, so it isn’t the default path to victory. And when even you say that deviating from tunneling loses you the match, that’s not strategy—that’s imbalance.

    we can't remove tunneling, but we can incentivize spreading hooks more rather than further punishing tunneling simply because players are bad. Spreading hooks nowadays against any half decent team is literally the best way to lose a match as killer.

  • @WolfyWood said:

    Can you show an instance of Balanced Landing creating an infinite or is it just theoretical?

    Disturbed Ward main

    Dead Dawg main

    Gideon holes

    these are top 3 spots on maps where you can easily make an infinite as survivor using BL bug

  • thank you for making Oni 180s a true thing again, he finally feels like good ol' Oni and this made me definitely install the game again <3

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911268#Comment_3911268

    Here, unfortunately, the truth is more on the side of the survivors.

    Shoulder the Burden is only useful for SWFs and strong mancers. Other survivors simply cannot use it.

    I would even say that it punishes 12 hook killers more. I literally had problems with this perk when I was trying to play hooks. Where that extra stage from the survivor killed the whole momentum of the game. I had no point and opportunity to search for a rescued person, and catching a Shoulder the Burden user did not give me the victory. Since I could not even play tunneling in the late stage of the game (last generator left)

    Whereas with tunneling builds, I can benefit from Shoulder the Burden. I have a universal dual tunneling build consisting of Friends 'til the End, Nemesis, Alien Instinct and Furtive Chase (Leverage). User Shoulder the Burden goes on a hook where I happily walk thanks to Alien Instinct to tunnel a rescued survivor.

    Shoulder the Burden is only useful for SWFs and strong mancers. Other survivors simply cannot use it.

    since StB doesn't require comms to be used successfully, it is very good for both SWF and soloQ (only requirement for this perk being very good for soloQ are teammates that aren't throwing).

    Whereas with tunneling builds, I can benefit from Shoulder the Burden. I have a universal dual tunneling build consisting of Friends 'til the End, Nemesis, Alien Instinct and Furtive Chase (Leverage). User Shoulder the Burden goes on a hook where I happily walk thanks to Alien Instinct to tunnel a rescued survivor.

    Friends till the End only goves you 50% chance to actually make the chase against StB user worth it, meaning you are still technically spreading the hookd because you are forced to and additionally, you are potentionally forced to chase stronger link in the team.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911226#Comment_3911226

    You CANNOT call StB an "anti-tunnel" perk. The user transfers the hook state from their teammate to themselves AND becomes exposed in the process, making them an easier target for the Killer. It's a perk that literally screams "Don't tunnel that guy, tunnel me instead," and then we're back to square one.

    StB cannot be called anti-tunnel perk? StB is literally not only the best anti-tunneling perk in the entire game, but also the best survivor perk at the very moment because not only it counters tunneling, it also forces 12-hooking which is already a crippling disadvantage for huge majority of killers.

    The user transfers the hook state from their teammate to themselves AND becomes exposed in the process, making them an easier target for the Killer.

    You don't need to be a godlike survivor player for the exposed timer to run out way before killer will even land a hit on you :)

    Plus, you are now forcing killer to spread hooks, which is already a huge disadvantage, as i already mentioned.

    It's a perk that literally screams "Don't tunnel that guy, tunnel me instead," and then we're back to square one.

    so...spreading hooks is now...bad for survivors? Did you even read what you typed?

  • honestly, it looks very tidy and cozy, they should maybe only add possibility to hover over an item/addon/offering to see the actual full number

  • @Suei said:

    This is not comp, it's pubs, so no need for any perk restriction. No one should be punished just for playing a game with their friends

    comp has much more restrictions compared to pubs and i think it's completely fair to implement such a thing as perk repeat prevention because stacking perks, especially those like Vigil, StB or anti-tunneling + antislug for aggressive usage is extremely unhealthy for the game.

    @RpTheHotrod said:

    I feel it might end up removing more fun than it would solve any actual problems, but that's just my opinion. What kind of perks do you feel are problematic? It would be frustrating to want to run a build and never be able to because it just so happens one other survivor just happened to also pick that perk.

    #1 most problematic: StB

    #2 most problematic: Vigil (because it's bonus stacks)

    #3 most problematic: anti-tunneling perks and their aggressive usage

    #4 most problematic: anti-slug perks and forcing lose-lose situations in combination with anti-tunnel perks

  • @Shroompy said:

    are the survivors complaining about skully nowadays in the room with us?

    people are still massively giving up against her even in the current state which is closest to what powerless M1 killer truly feels, so yes

  • @Iron_Cutlass said:

    Because sometimes people do not like "reaction farming" or "bait" where someone intentionally make posts to try and derive a response (often negative, but not always). Alternatively, some people just instantly downvote things based on a preconceived bias against things (e.g. "this is about the opposing side therefore I dislike it").

    It's also just possible for people to not like your post… Ive definitely made posts that people didnt like.

    Honestly I dont mind it, the forums are small so it really does not matter too much, I just post what I want to post when I want to post because I feel like it, but mostly just talk about stuff I am interested in (e.g. deeper mechanics with the game, audio layering, etc.).

    honestly, since i am very familiar with both dbd forums here and on Steam, downvotes and Jester awards are mainly used as a way to troll where you want to avoid constructive argument and instead resort to downvote bomb

  • @daikaimon said:

    I understand that the tunnel is one of the key strategies for the killer. I am aware that, as this game is a competitive one, it is inevitable that someone will be somewhat uncomfortable.

    However, with the FNAF collaboration coming up and the number of new players increasing, it still needs to be adjusted.

    Remember when we were still new to the game and we were tunneled?

    That boredom should be reduced, in my opinion.

    that's fault of matchmaking, just increase soft cap and make matchmaking stricter in general so that fresh installs don't get put with people who are already playing the game for quite some time

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911027#Comment_3911027

    As long as you're doing this within the boundaries BHVR has put up, you shouldn't have to listen to what anyone has to say.

    And here's where the issue lies. As I've been saying, there's a time to tunnel, but most Killers have been pushing beyond those boundaries so much that BHVR has had to step in to tone it down some, with plans to do a bit more in the second phase of the Quality of Life Initiative. What exactly they're planning to do is unknown as of right now.

    when average survivor simply refuses to improve themselves on the level where they are going to make tunneling truly feel like very situational, why are we expecting tunneling not to be so orevalent? Killers are tunneling because survivors are letting it go unpunished and that's the core issue with tunneling. As for tools to counter tunneling, anti-tunnel meta is the strongest it's ever been and with the addition of StB, we can freely say losing so often to hard tunneling killers is nothing but a skill issue.

    @IronKnight55 said:

    Tunneling has been an issue for a very long time. Hopefully, the developers will make it much harder to do, but I doubt they will.

    devs have already made tunneling much more difficult to the point where it should feel like extremely risky move that will only succeed if survivors make serious mistakes.

    Meanwhile, average survivor keeps getting worse and worse in terms of skill the more tools for countering tunneling they have and the more powerful those counters are.

    You can really see how bad average survivor in this game is nowadays when average chase time of single survivor per whole match is 1m, meaning average survivor lasts ONLY 20s per single chase with 2 health states.

    If you can't last a minute in chase, don't expect to ever be able to counter tunneling no matter how many tools this game gives you (unless they give you possibility to counter it on autopilot)

  • BL is not making quite some tiles on some maps literal infinites with no resource consumption and thus should be killswitched

  • @wakesafe said:

    Ghoul has tons of bugs rn he is not kill switched. When Merciless Storm reset gens it was not kill switched. Kill switch is reserved for game breaking bugs.

    Nemesis has gamebreaking bug and is not killswitched, yet he should be.

    BL also technically has gamebreaking bug and should also be killswitched.

  • iri addons should be strong and eventually shift a playstyle, but still balanced carefully to be fair for both sides imho

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906049#Comment_3906049

    When do we stop calling it a strategy, when it clearly is one of the biggest game flaws?

    everything is a game flaw if you don't wanna learn how to play against it and instead seek for coping mechanisms to avoid ever learning

  • @SlowLoris said:

    I'm genuinely shocked there are not more posts about this.

    I'm happy to see they've accepted 180s as base-kit, but they've made them basically impossible to do and just overall made him feel much worse for even not 180s. It feels like you're turning in molasses.

    I can't believe this is legitimately how it's intended to FEEL. Everyone seems to be accepting it as status quo, but maybe this isn't what it's supposed to feel like?

    not many people are avid Oni mains to the point they love limit-testing him in terms of 180s + many people are allergic to skill expression in any form so they couldn't care less if something related to it gets gutted.

    And agree on every point with you, Oni now feels closer to Billy than he was ever before. With his 180s feeling more like Billy's curves with exception that they are more like wide J-curves so easily avoidable, i don't think there even is point in playing him anymore. It was truly the last straw that made me finally break free from this game and finally uninstall it.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909810#Comment_3909810

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909900#Comment_3909900

    This isn't about whether tunneling can be extended by looping or if gen-splitting causes pressure, it's about how one-sided the effort-to-impact ratio is.

    It takes zero killer perks to tunnel and completely gut a survivor’s match. Meanwhile, it takes multiple specific survivor perks just to maybe delay being tunneled out and even then, it often doesn’t work. That’s not balance. That’s disparity.

    Comparing that to looping, which is just part of core gameplay, is inappropriate. Tunneling isn't just pressure, it's elimination. There's no upside for the survivor being tunneled, only the killer.

    This isn't about whether tunneling can be extended by looping or if gen-splitting causes pressure, it's about how 

    one-sided

     the effort-to-impact ratio is.

    1. it's "one-sided effort-to-impact" ratio only if survivors have next to 0 chase knowledge.
    2. same can be pretty much said about gen splitting. 0 effort (holding M1 on three random non 3-gen gens) with tremendous impact. The difference is: against competent survivors tunneling can be fairly taken care of without anti-tunneling perks , while earlt gen splitting requires killer to bring Corrupt literally every match.

    It takes zero killer perks to tunnel and completely gut a survivor’s match. Meanwhile, it takes multiple specific survivor perks just to maybe delay being tunneled out and even then, it often doesn’t work. That’s not balance. That’s disparity.

    it takes zero survivor perks to split gens early and completely gut a killer's match. And it takes multiple specific killer perks (with the accent on Corrupt again) to even stand a chance against gen splitting.

    Btw as survivor you are literally supposed to waste as much of killer's time as possible, so killer finishing with 1k due to wasting so much time on you is a win for your team :D

    Comparing that to looping, which is just part of core gameplay, is inappropriate. Tunneling isn't just pressure, it's elimination. There's no upside for the survivor being tunneled, only the killer.

    ummm…looping being a core gameplay mechanic doesn't mean it's excluded from list of counters to tunneling lol.

  • @ChuckingWong said:

    Takes 0 perks to tunnel someone


    Takes all the perks to extend the duration of you being tunneled.


    technically same goes the other way in case of early gen splitting and gen slowdown, tho gen slowdown doesn't have secondary usage, while anti-tunneling builds have.

  • it's crazy how even in big 2025. Reassurance is considered as an exclusively anti-camp perk and even worse, considered mid

  • @GhoilKena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906307#Comment_3906307

    Break los? Devs have said that's the intent to make the first hit free and make him accessible to controller players. If your wanting those changes then they can't give him more cooldowns cause then he'll just be a killer who will have a very hard time getting downs

    so to make him accessible to console players we have to make hitbox have the size of a heavyload truck so that he can hit even behind walls?

  • doing that to Ghoul? Killer literally gets his 1st hit on a survivor completely free with the autoaim that makes hits feel like he is having twice+ as big Huntress' hatchet hitbox, either remove it or do some significant tweaks to it because he doesn't even take skills. He also needs fine addon tuning and tweaks to some of his addons.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905386#Comment_3905386

    as much as I cant stand the ghoul no just no dude.

    Nurse does not have reasonable counterplay. She has NO counterplay. Getting behind LOS isnt counterplay, you still can and will get hit.


    It is 100% on the nurse how the match goes.


    Lets be reasonable nurse can go through terrain, up and down levels with her power.

    Ghoul simply cannot. But hes right behind her with billy and blight for sure. Probably ahead of blight.

    "it's 100% on the Nurse how the match goes", well yes if team has really bad macro game knowledge due to her counters being hardcore macro focused (and average players seek counters for everything chase, which is very, very wrong), otherwise no. Nurse doesn't get free hits through solid walls like Kaneki does (we will exclude aura reading perks because we all know she needs to have her synergy with aura reading perks nerfed).

    @GhoilKena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905386#Comment_3905386

    Absurd take Nurse has no counterplay she ignores everything

    the easiest thing to do is act like something has 0 counterplay without everinvesting time into informing yourself and learning how to counter a killer.

    Well way too many players are not even focusing to learn counters to killers, that's the reason why killers like SM and Sadako are amongst knes with highest killrates in this game.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441879/gen-regression-vs-aura-reading-for-killers

    eruption is terrible because of the gen kick limit it eats through the 8 kick limit

    even with the 8 gen kick limit, after all the gut kicks gen regression perks got, Eruption is one of the best and most consistent killer perks.

  • @smurf said:

    Yeah, I'll agree with this. From the killer perspective, if I down the second to last survivor, and leave them on the ground, it just seems like me telling them "Wait here and do nothing while I go do stuff to your teammate." It's super rude. And as survivor, it's so annoying to have to wait so long just so the killer gets a few more blood points. At that point the killer has already won, so there's no need to do it. And if someone wants an adept, then they should just go actually earn it instead of using a cheap exploit to do it. From both perspectives, I see slugging for 4k as cheap and rude.

    I have to admit though that last week I had a match where I wanted to give hatch to the third survivor, but their teammate had been very annoying, so I downed the third and went after the fourth. Once the fourth was on-hook, I went to go pick up the third so they could wiggle off. I searched frantically and couldn't find them. I felt bad because I forced the third survivor to wait while I did that, and then I ended up with an undeserved 4k :(

    killer has full rights to go for 4K, same as survivors have to make sure everyone escapes. It's not fault of killer that such a hardcore RNG mechanic decides absolute match outcome.

    Either hatch should be removed eith something being done about what happens when there is only survivor alive or hatch should have one fixed spawnpoint instead of being spawned randomly on the map, tho hatch mechanic in general is absolutely outdated.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441829/the-nurse

    As a former main she gets quite boring after about 1000 hours with her though her skill ceiling caps out and then there's nothing new to learn or do just the same slaughter over and over again enjoy these wee early hours my friend

    problem with playing Nurse in pubs is that you will rarely bump to a team that actually has macro experience to play against her, meaning your skill with her basically stagnates unless you start going for scrims and tournaments.

    It's really sad when you see thst huge part of pub playerbase has no idea what macro game knowledge is and thus how to play against such a killer that is countered in macro sphere as Nurse.

  • anti facecamp meter is made to counter toxic usage of camping, not camping as a strategy.

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903281#Comment_3903281

    This is hilarious... samething could be said about a killer who tunnels/camps or slugs. You are ruining it for another player. But no I guess by your standard they need to stay in the game for the sake of everyone else's enjoyment. The hypocrisy is real

    this is literally completely wrong comparison because you are comparing using a strategy to win with someone throwing a game.

    Only things you can compare to tunneling, camping and slugging are survivor strategies that also ruin killer experience in terms of fun (early gen splitting, sabo strats, bully related strats etc.)

  • @ScndCitSlyr said:

    U still have to stop to be able to hit it, its not an instant as you're running fix. Where's rhe problem? U literally give the killer time to catch u or gain ground on u just to use it.

    there are so many circumstances where you can literally pop a syringe and have 0 problems to spend 24s without getting hit.

    But hey, 20s average chase length...well seems like we can see a pattern why people think syringes are bad in chases since they lose not one, but two two health states in timestamp of 20s lol.

    It's sad when you see powerful stuff go conpletely under the radar simply because average player can't get use out of it thanks to lack of basic game sense and skill

  • i would like to see a rebuff to Pain Res to 25% and Ruin to hmmm...maybe 150%. Haven't used aura reading perks for the past 2 years at all so idc about them.

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