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NarkoTri1er

NarkoTri1er

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NarkoTri1er
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  • killer: 3k + hatch (hatch after all gens have been done = loss, 3k+gate escape is also a loss) or 4k.

    survivor: soloQ=escape; SWF=3-men escape at least

  • survivor meta is early gen splitting. It's counterpart is forcing a 3v1 asap (tunneling).

    In Chaos Shuffle, killer doesn't have necessary perks to counter early gen splitting on majority of killers (Corrupt Intervention).

    On the other hand, survivors don't have necessary perks to destroy a tunneler (anti-tunneling perks), tho they can still have a decent match with enough chase skills

    I really dislike hypocrisy around killer meta strats when quite a lot of survivors will pick 3 different gens in early game, but they somehow don't see it as "meta gameplay". Not only that, but gen splitting without slowdowns is as easy as tunneling without anti-tunnels, maybe even easier.

  • @Dwight_Fairfield said:

    I can't play the shuffle as survivor. Practically every killer I get is just hardcore tunneling because they know they're safe to do it with no anti tunnel perks likely in play.

    It's miserable.

    killers have easier time tunneling, survivors have easier time splitting gens

  • Discordance + Make Your Choice + Franklins + Deathbound on Oni vs. StB, Vigil, DS and OTR in enemy team

  • teammates getting 2-tapped.

    teammates giving up on first hook.

    teammates not caring about objectives and all and focusing on tome challenges only.

    teammates playing for their own random fun that has nothing to do with objectives.

    teammates that don't do a single gen after a 2min chase where i' not interrupt any gen if it had been done.

    matchmaking randomly putting me in match with 100h players.

    yea, soloq is very fun. Well would be, if my teammates didn't ruin most of my matches.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897608#Comment_3897608

    This is incorrect. Haste bonus would simply allow survivors to last a bit longer in chases, on average, which would make escaping more viable. And since the exact Haste values would be adjusted for a 50 percent escape rate, it would not be overpowered, it would simply balance out the power differential between SWF, killer and solos.

    ahh yeah, i guess this is going to finish as just another "it's just a 3% bro" old MFT defendant argument...

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897585#Comment_3897585

    No need to wait that long to create a balanced game. The solution is impressively simple even if it nerfs the ability of low skill killer mains to power trip in an imbalanced game state.

    after we had MFT in it's prime (literally op perk at that time), you really want to create a "balanced game for soloQ, which suffers from problems that are only relevant to communication and individual survivor behavior?

    You are suggesting a fundamentally broken mechanic that impacts individuals in team instead of something that would help overcome burnung problems of soloQ, such as:

    1. lack of communication capabilities;

    2. tome challenges encouraging gameplay that just griefs your team;

    3. handling trolls and other people griefing matches.

  • 1st of April hasn't arrived yet bro

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897305#Comment_3897305

    Facecamping and camping is ONE thing. Not two different things. It's two words for one problem.

    this is literally wrong lol

  • yes, pretty often for:

    1. forcing DS;
    2. forcing Oni out of power;
    3. removing Artist crows;
    4. denying BBQ aura
    5. countering many other powers
  • @StudiousTome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897202#Comment_3897202

    Is this not how DBD is played?? Meme or no, the Killer should win sometimes. I know what Wiggle is doing, but it doesn't feel like it's doing anything. For either side. So why is it here?

    All of your reason represent high skill(or luck). If every match has Wiggle doing nothing what's the point of paying attention to it. They nerfed the failed skill check sound because it was counterproductive. Why make a sound if we're on the Killer's shoulder?

    It's the equivalent of calming yourself down during a panic attack. Breakout is the only good perk for this because it involves another person wasting their time and being at risk. If it's just me nothing happens. I have no control, so why give me control? I'd rather be hooked, then rescued. That always happens.

    the perspective at which you look at it is what makes it look so weak and pointless. Not everything is about getting easy 2nd chances my friend

  • @ralecgos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897206#Comment_3897206

    Why do you think you're making a point by saying this? I wouldn't even be complaining at all if WHOEVER HAS THE BAD PING PLAYS WORSE plain and simple! If that's a server issue for you "SOMETIMES" which is a word you used, well tough luck, go next. The POINT is good ping players should NEVER be punished EVER.

    Your bad ping regardless of how it happens, I literally do not care, should always be a you problem. Not a ME problem.

    you definitely misunderstood me, first of all players should be not put on another server for the sake of having lower queue times, never ever. That's the first and probably the most widespread problem when the word is about bad ping.

  • it's not omly VPNing or bad wifi, i have optical net with no network issues and sometimes i get into matches where i constantly have 120 ping. Guess what's the cause? Game decides to randomly put me on a different server

  • @StudiousTome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897190#Comment_3897190

    If the Killer is thinking that far ahead, Wiggle balks against Iron Grasp, Agitation, Mad Grit. Most Killers I've played against hook you closest they can get.

    Again, why would they carry you that far? It's a waste of time. Survivors have a mechanic to counter something Killers never do, highelo or not.

    If the Killer is thinking that far ahead, Wiggle balks against Iron Grasp, Agitation, Mad Grit.

    backpack builds are nothing but meme builds, don't let that trick you because backpack build killer has 0 ways to slow down the match.

    Again, why would they carry you that far? It's a waste of time. Survivors have a mechanic to counter something Killers never do, highelo or not.

    1. there might be a scourge hook further than you think.
    2. there is a hook inside 3 or even 4-gen zone where you can hook survivor and effectively proxy while having clear sight of 3/4-gen
    3. it's a basement at beneficial position
  • wiggle mechanic serves to prevent killer from being able to easily carry you to the hook inside a very beneficial zone for them if you managed to draw them far away from 3-gen for example + to prevent killer to draw you to basement from far away.

  • or just nerf NTH and Predator, which are the only truly problematic aura perks atm

  • Kaneki is from horror anime/manga lol, what honestly is the problem with him in the game?

  • it's not gen speeds that are problematic at all, the biggest problem is gen splitting being so easy with the spawn logic and the fact that it's so easy to waste so much of killer's time for majority of killers. To mitigate this, Corrupt and slowdowns are your best friends. However, you still need proper game sense to be aware of where survivors are to an extent.

  • i would rather play against a turbosweaty SWF than a soloQ team that doesn't have remote idea about what they are doing.

  • Pain Res isn't even that much strong anymore lil, it's literally out of meta since it's latest nerf.

  • @zarr said:

    Praise be.

    Consoles are set to be getting keyboard and mouse support, so that argument isn't all that compelling (never was to begin with, as you are not playing Oni against other Onis), and in general I think Oni's 180° flicks are a desireable aspect of his kit. Without them he becomes much more boring as cancelling the dash close to a survivor and then just following and demon-striking them from up close would much more often be optimal. And on shorter loops you would basically be forced to just walk after the survivor. At the very least Topknot (or a substantial % of it) should become basekit if 180° flicks were to be removed.

    I would also note that Oni being a pure M1 killer for long stretches of matches (and particularly in the early game of course) calls for a very powerful ability to make up for it. Flicks also open up counterplay for survivors, who can anticipate and dodge them, punishing overeager killers.

    While there are things I could see changing about Oni (such as stuff to do with passive charge rate), as somewhat of an Oni main I'm perfectly content with the state he is in now. Pick and kill rates and tournament performances are also all testament to how balanced and well-designed he is. So yeah, 180° flicks are something BHVR will hopefully leave in the game, like they have for many years now despite announcing they would be removed as far back as when Oni was released.

    exactly, but i would especially like to point out this part:

    I think Oni's 180° flicks are a desireable aspect of his kit. Without them he becomes much more boring as cancelling the dash close to a survivor and then just following and demon-striking them from up close would much more often be optimal. And on shorter loops you would basically be forced to just walk after the survivor.

    people don't even realize how boring optimal way to play Oni is. Dash is basically used for map traversal in 90% of cases and he just walks you down on any slightly tighter loop.

    Logic behind acting like "omg 180s are boring" would be the same as saying Huntress orbitals are op while most of your matches are gigaboring Huntresses who just turbozone you by faking their hatchets.

  • how is it off topic? You weere literally the one trying to pinpoint PC advantages over controllee by acting like 180s are such a big deal.

    Additionally, Oni doesn't constantly get his power like Blight and Chucky do :)

  • @ForumPikmin said:

    Omg guys the exploit that a majority of the player base (console players) can't even do is staying!! We love BHVR consistency and balancing 😍

    saying majority of players are on console without any proof is wild

  • @Pulsar said:

    Maybe they can make it available on Console's too.

    Maybe some controller settings, pretty please?

    they definitely should. It's better that every platform is able to do it than having everybody constantly play against most optimal Oni players who would usually just walk you down with power and go for turbozoning

  • Screenshot_2025-03-13-17-34-18-383_com.twitter.android.png

    IT'S JUST A MISTAKE ON BHVR PART, I REPEAT, IT'S JUST A MISTAKE ON BHVR PART.

    ONI FLICKS ARE SAFE, HOPEFULLY FOR ETERNITY <333

  • @ARTRA said:

    Tbh, i dont really get it or why they change it so many years later, but here we are.

    At least Oni wasnt hitted as hard as alien.

    those are two completely different changes. Alien got numbers nerf, Oni got complete mechanical aspect gutted.

    Difference is also that this change on Oni can't be compensated with a numbers buff, while this Alien neef can.

  • @anxmari said:

    So, Ihave something to say about this. I'll start with my story of getting to know ONI

    I came to the game in the spring of 2017, and until 2020 I was the main Billy, as you know, in 2020 he was reworked. And I discovered a new character for me, it was ONI, I started playing him and studying his mechanics a lot.

    Then one day I was banned (for no reason) and I left the game for more than half a year.

    But what made me come back and forgive such an unfair act?

    Right! It was the same character called "ONI"

    I realized for myself that I was ready to play this game only because of him and he was the only thing that kept me here and made me endure the whole nightmare that was happening in the game all these years, every time another patch came out, simplifying the game on the survivors side, I said to myself: "the main thing is that this game has my favorite character...." I loved him so much that even when Billy was made strong again and even stronger than before, I was no longer interested in him.

    From 2020 to this day, I call myself "Oni main" because I have played a huge number of hours on this character and the potential of this killer is fully revealed in my hands.

    Now I will try to explain why removing 180° from ONI is a bad idea.

    ONI is one of the most difficult characters in the game to learn, and appearance of "180° " made this killer more difficult. But this difficulty was justified, because if you spend enough amount of time on mastering it, this character becomes so strong in your hands.

    BUT, this "180° " mechanic has never been unbalanced, of course, it gave its value, but it did not make the killer something extremely strong. In other words, this mechanic doesn't make killer too opprasive and unbalanced for rework, as it is too difficult for learning, so small amount of players can use it and that's why it doesn't affect on game balance. To this day, he cannot compete in strength with characters like blight, Nurse or Billy. I also see in advance that it will be impossible to defeat strong survivors using only "90° " And we can also compare ONI with such characters as The Good Guy or The Spirit.

    The ONI player must accumulate his ability himself and use it wisely, accordingly it (ability) must initially be stronger than that of The Good Guy or The Spirit. After all, on these characters the player will use its ability most of the game and if he unsuccessfully uses it, he practically does not lose anything, because a small amount of time will pass before he can press m2 and use it again until he succeeds in doing what he wants.But this cannot be said about ONI, although his ability lasts longer, but player can also use it in a wrong way due to his inexperience or mistake, and if the use of ONI’S ability does not lead to the fact that at least one survivor has been downed, then the ONI player will most likely lose the match.

    So if ONI worked like The Spirit, 90° would be enough for him, but he works completely differently, so 180° is an integral part of him, without which he will not be able to compete with the survivors above average level.

    Good survivors already know how to play against "180° " and if you remove what they have learned to resist, defeating ONI will not cause them any problems.

    As far as I understand, this was done to "equalize" players with a controller and a computer. But why remove this mechanic when you can give it to both sides.

    I think it's wrong when developers first add it and then remove it with no reason, despite the fact that players have studied it for tens, hundreds and thousands of hours and it turns out as if they were wasting their time on it.

    I decided for myself that if this update reaches the main servers, then I will leave this game once and for all and it is at this point that my long (almost 8 years) stay here will end.

    agree with every point.

    I would also like to add that Oni was the only thing holding me back from completely abandoning this game once and for all. Now with this change, if it's truly an intentional move, i can finally leave this game once and for all.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895241#Comment_3895241

    Some might exist, but i bet it's fraction of Pc Oni mains. Well, not it's going to be fraction overall instead. I personally liked to play against Oni and that is going to be gone.

    majority of community was always speaking how they love facing Oni and how he is one of the most well balanced killers in the game. Now suddenly, when 180s are removed in PTB, somehow he was problematic

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895314#Comment_3895314

    Now this is a topic for discussion.

    …always supporting narrowing the PC/console divide…

    I can totally agree with this. But my question for this is if narrowing the gap between the two harms the game/character, when is it too much?

    If this oni thing is solely due to console vs M&kb, the end result would be console having what they already have, and PC getting less.

    There is no net gain in this equation, and as someone who doesn't play Oni but has a few Oni friends, this kind of sucks.

    Thoughts?

    fun thing is, BHVR recently announced keyboard + mouse support for dbd on consoles, yet they still chose to do this

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895263#Comment_3895263

    Am I missing something? When did I bring up "oh well if it was fun for the Oni then I'd change my mind"? You're the second person to respond this way.

    It provides a benefit only to the subset of Oni players that are KB+M and makes him too powerful. It deserves to be removed.

    180s make him too powerful?

    A killer that is M1 for the most part and hardcore relies on basic M1 chase rules to be even able to earn his power (which can be abused by survivors in order to delay his first hit by significant margin to the point where he gets power too late) and has a power that is supposed to be strong (he is already strong in his power with or without 180s) is somehow too strong just because of 180s?

    Are we even playing the same game?

  • @Mavericks said:

    Another killer losing his fun because some survivors didn't like the expression of skill? Great job bhvr...

    unfortunately, this isn't just a "survivors hating on killer" thing since i already saw killer mains on reddit also be happy about the change purely because "omg console can't do it, deserved".

    It truly is sad.

  • @MoZo said:

    Idk bout that one chief. The whole counterplay to oni is A) Avoid giving him an injury and B) get around a corner or the other side of a wall during his demon dash. The 180 removed the second counterplay to oni and made him get hits at almost any tile. I’ve had oni’s literally run past me thinking I dodged them only for them to 180 flick turn around and get me when I wasn’t even on their screen. It’s an exploit that should’ve been patched years ago. At least now since the exploit is fixed they can give a compensation buff to maybe his speed or to his passive charge of his power.

    you don't counter Oni during his power, you force 50/50s on him.

    Let's not pretend that being able to juke him mid power was some kind of counter at all, if you give good Oni an easy 1st hit it's gg in any way, with flicks or not.

    180s added depth to playing him. Locker 180s, mid air 180s, blind 180s, it literally added a completely new dimension of skill expression to him and was literally what made difference between average and good player.

    Also, people sing consoles as an excuse for removing it is the lamest thing anyone could do.

    Ohh and, nobody asked for any number buffs or anything, why don't yall get it at all? Ask any passionate Oni main or Oni one-trick, none of them will ask for buffs in conpensation for removal of Oni's literal signature move.

    BHVR hates skill expression because this community hates skill expression in any form, that's all i need to know.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440112/oni-180s-removed-in-ptb

    what are we even calling skill expression anymore…

    180s are pc-only and went against the dev intent for 90 degrees being the most oni should be allowed to get away with. he's skill expressive outside of exploits, anyway, and perfectly strong to boot.

    great change from bhvr if you ask me.

    there are many bugs/glitches/unintended mechanics in games that were never changed by devs because they were fun and had skill aspect behind them, pure example are bhopping and surfing in CS games

  • Screenshot_2025-03-11-23-24-49-323_com.twitter.android.png

    well, the change is intended, time to say farewell to dbd and move onto another game because there is no point in investing so many hours into one tricking such a cool and fun killer just for him to be treated this way because skill expression is not allowed :D

  • @100PercentBPMain said:

    Not gonna miss being hit by PC exclusive attacks

    If Oni needs help I hope he'll get something in exchange

    honestly, no number tweaks will be able to make up for obliterating half of his skill expression. Even if he becomes stronger than he already is in any way, that won't be it anymore. 180s are literally signature of Oni

  • i would definitely push Bloodrush at S tier. After the buff it received, it definitely gives you tremendous value if used smart

  • @tjt85 said:

    You guys are talking about that recent Hens video, huh?

    My view, syringes are not a problem. Using a med kit for self healing is already pretty weak at 24 seconds, regardless of the rarity. So if equipping an Iri add-on is the only way for med kits to be somewhat useful as self healing items, I think this is fair.

    Besides, what's the point of putting strong add-ons in the bloodweb in the first place if they're not going to give you more value than the brown/yellow/green ones? There has to be some reward to dumping so much BP into a Survivor's bloodweb. Let's not forget it has a one time use as well (unlike a Killer's Iri add-on, which is always in play for the entire trial).

    I'm honestly getting tired of streamers who play this game professionally potentially getting things nerfed for the rest of us because they can get "insane value" out of them. Trust me, if I made a similar pop a syringe in chase video, I promise you the video would consist of me wasting a whole bunch of syringes. Your average Survivor is not likely to get in chase value from a syringe. For most Survivors, it saves a bit of time because you can on sit a gen instead of spending that time healing ONCE per trial. Not a huge deal in my opinion.

    Full disclosure, I may be slightly more of a Survivor main but a nerf to syringes wouldn't personally affect me. I've probably got around 100+ syringes on my main since I don't use items very often. I don't want to be put in a bad mood if the Killer brings Franklin's, so this opinion is coming from someone who doesn't even bring strong items to a trial (syringes or otherwise).

    My view, syringes are not a problem. Using a med kit for self healing is already pretty weak at 24 seconds, regardless of the rarity. So if equipping an Iri add-on is the only way for med kits to be somewhat useful as self healing items, I think this is fair.

    equipping syringe is NOT the only way for medkits to be useful at all and the whole "syringe is used a lot on medkits = medkits useless without it" analogy is very, very wrong. Syringes have very high pickrate because they literally are meta. Was Blight with old Alch Ring useless without it because that addon had such a high pickrate? Absolutely not, he was literally S tier even without it.

    Besides, what's the point of putting strong add-ons in the bloodweb in the first place if they're not going to give you more value than the brown/yellow/green ones? There has to be some reward to dumping so much BP into a Survivor's bloodweb. Let's not forget it has a one time use as well (unlike a Killer's Iri add-on, which is always in play for the entire trial).

    this statement basically justifies overpowered iri addons on killers, like Iri Tag was on Blight. The fact that it's an iri addon doesn't mean it should give you Marvel heroes powers.

    I'm honestly getting tired of streamers who play this game professionally potentially getting things nerfed for the rest of us because they can get "insane value" out of them. Trust me, if I made a similar pop a syringe in chase video, I promise you the video would consist of me wasting a whole bunch of syringes. Your average Survivor is not likely to get in chase value from a syringe. For most Survivors, it saves a bit of time because you can on sit a gen instead of spending that time healing ONCE per trial. Not a huge deal in my opinion.

    PvP games are literally...supposed to be balanced around high skill levels lol. If your "average player" won't get value of something very strong, it doesn't mean that thing isn't too strong and shouldn't be nerfed.

    Nurse was amongst weakest killers in pubs during her "blink attacks = basic attacks" phase in terms of killrate, does that mean Nurse shouldn't have been tweaked because of her nasty synergy with on-M1 hit perks like Starstruck and NOED? Absolutely not, she deserved that tweak. More skilled player are literally making the game more enjoyable for you, but you are ignoring that when they start striking overpowered stuff from the role you mainly play because hey, broken stuff fun!

    Full disclosure, I may be slightly more of a Survivor main but a nerf to syringes wouldn't personally affect me. I've probably got around 100+ syringes on my main since I don't use items very often. I don't want to be put in a bad mood if the Killer brings Franklin's, so this opinion is coming from someone who doesn't even bring strong items to a trial (syringes or otherwise).

    i won't hide it, i constantly run out of syringes and i almost always get gigantic value out of them for completely free. In a chase where i'm confident i can hold it for 24+ seconds with one health state? Pop a syringe.

    Injured on death hook and about to sit on a gen? Pop a syringe and save 24s of my time by syringe passively healing me while i'm doing a gen.

  • @Spare_Them_Mori_Me said:

    What exactly is busted about them that you feel it warrants a nerf? Or whatever it is you're asking.

    Its a 1 time addon that might not even do anything depending on the killer. It has the ability to be a playmaker, but so many things need to align if you're not using it in chase. Using it in chase is what makes it powerful imo.

    What I am saying tho is that if you play to win you will enter the sweat zone very quickly, and that sweat zone might require some attention.

    Attention? Its called moving up in rank. MMR. Whatever the broken thing than can't even be proven to work properly is called anymore. Sweat and these things are the end game. You've beaten the pubs and now you're getting decent gamers.

    Not jabbing, but I gotta ask. What attention? You come upon some syringes and think it merits a thread? I mean, alright.

    Syringes are a tool thats doing well. Not over-performing imo. But if you feel like they are, please discuss more. Thoughts on changes, problem areas, etc. I'd love to delve into it.

    syringes give way too much for completely free. You are In a chase while injured? Pop a syringe, wait 24s and voila, chase has been made completely worthless for killer.

    Also, since you can do whatever you want when you pop a syringe, you can pop it, hop on a gen and save 24+ seconds while removing agency from the killer because resetting would mean no doing gens, while in case of using syringes it's completely opposite.

    It's a free unconditional tool for completely cancelling killer's pressure, and you can have 4 of them for a total value of 96+ seconds (which is one complete gen) if everybody does pop it on themselves.

  • i think Nurse could be tweaked in couple of ways:

    1. Blink recharge cooldown pauses during fatigue and during stun
    2. Blindness status effect during blink charge to prevent synergy with aura perks
    3. Heavy Panting addon getting a tweak/rework. At this state, it basically increases mistake window for mistakes in blinks and gives you far less punishment for it
  • hello and welcome Los Pollos HerBAITos

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893562#Comment_3893562

    sure thing my guy

    extremely negative. As the comp community in DBD increased, so has the toxicity and negativity in the community. Comp ruins game communities. The moment someone adopts a "comp" mindset, fun is no longer the reason for playing or a priority. you begin to blame others for your failures and use tactics and behaviors that ruin the enjoyment of everyone else to feed your comp ego of "winning is everything". It turns a game that was originally designed as a party game, into a sweat fest that is a festering ground for anger and "us vs them". as for if it was a net positive for player population. Net negative undoubtable. August of 2018 had 20k more players than the game has now. The peak of DBD (outside of chapter releases) happens when 2v8 occurs, because of how casual, fun, and non-competitive it is. I know significantly more players who quit DBD because of how competitive it has gotten, than people who have stayed or got into for the competitiveness. In fact I have yet to play with or meet someone who has positive things to say about the DBD competitive community and playstyle.

    sorry but this is not really correct.

    As the comp community in DBD increased, so has the toxicity and negativity in the community. Comp ruins game communities.

    Comp ruins communities, how? Comp players are mostly scrimming in customs (and they are having much more fun than they'd have in pubs) and you will rarely come across them in pubs. Pubs are full of self-proclaimed casual players who want to win, but want to mask it however they can.

    The moment someone adopts a "comp" mindset, fun is no longer the reason for playing or a priority. you begin to blame others for your failures and use tactics and behaviors that ruin the enjoyment of everyone else to feed your comp ego of "winning is everything".

    sorry but again, this is absolutely mostly case in pubs. People always blame opponents for "not playing for fun" and devs for "game not being balanced" while trying to present themselves as casual players who play for fun (i won = i had fun; i lost = my opponent doesn't play for fun).

    And in terms of fun and enjoyment in using strategies, i see it's very one sided argument inside casual dbd community.

    It turns a game that was originally designed as a party game, into a sweat fest that is a festering ground for anger and "us vs them".

    every game that can be played with a premade team is considered a party game, so can we please stop with "dbd party game" takes?

    Also, us vs. them mentality is more present amongst self proclaimed casual players in pubs, while players who actually take deeper interest into improving will mostly blame themselves for losing (comp players in pubs most of times).

    The peak of DBD (outside of chapter releases) happens when 2v8 occurs, because of how casual, fun, and non-competitive it is.

    it happened when 2v8 occured because something that community was expecting for years finally came, you could KWF (Kill With Friends) and killer wasn't a solo role anymore in the mode, not because it's "casual and chaotic".

    I know significantly more players who quit DBD because of how competitive it has gotten, than people who have stayed or got into for the competitiveness.

    i know a lot of player who complain about dbd getting "more competitive" while bringing most powerful stuff imaginable along with map offerings to give them as much of an upper hand as possible. Casual dbd is not about pure competitiveness, it's about trying to rely on stuff game gives you to rely more on autopilot for winning than to actually play the game.

    In fact I have yet to play with or meet someone who has positive things to say about the DBD competitive community and playstyle.

    because people dislike reliability on skill rather than stuff game gives to you. Omg, your favorite op/crutch stuff is banned, how are you gonna win then!!!

    But literally, people are mad at comp community more about the fact that they are giving the game next dimension of balance (and are having great fun in that environment) than about anything else. I have met many comp players, and many of them have unironically told me they enjoy playing customs/scrims far more than pubs.

  • i don't want fortnite, i don't want emotes 🙏

  • Zaka, xenodbd and KnightLight are pretty chill guys + always entertaining ngl

  • @cesspoolechochamber said:

    The same reason I don't want to play a match against farming killer. People do actually want to play the game. You know be chased and such. If survivors are holding the game hostage it's probably the way you are playing and you probably deserve the toxicity

    majority of survs literally hold the game hostage after 2 are remaining in order to unnecessarily waste killer's time and eventually force a DC

  • @ForumPikmin said:

    "I used to pray for time like these"

    https://us.v-cdn.net/6030815/uploads/6WLUFRLVC0NQ/screenshot-2025-03-06-at-10-49-55-e2-80-afam.png

    Rest is piss Knock Out, you will NOT be missed

    now it's gonna be a perfect counter to predropping and holding W, momotech Blight has been buffed

  • @Thesevenspirits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891608#Comment_3891608

    I have seen many games were a killer came with no perks or add-ons and won the whole game but I e never seen a game where survivors came with no perks, add-on or items and didn't get sacrificed completely

    because chances to come up against a perkless 4-men squad are about 4 times lower than chances to come up against a perkless killer.

  • hmmm, a very hot take prolly: There are still balance problems tied to soloQ, but 80% of problem of soloQ being in a bad state atm are players and their mindsets. Everybody plays soloQ in the "i don't owe my teammates anything" manner, where they usually play only for challenges, their own fun that strives away from contributing to objectives and winning and only want to play against specific killers. This is basically the thing that keeps soloQ from getting any better.

  • first of all, tunneling at 5 gens is a term made up by people whose teams are so inefficient that they can't:

    1. split gens early;
    2. hold a decent chase.

    You simply can't be tunneled out very early unless you and/or your team are severely inefficient.

    Next, let's talk about this:

    just takes the fun away and it needs 0 skill. Is it even possible for a solo Q team to win such a round ?

    while i absolutely agree with the 0 skill part in aspect of killer getting into match with nothing but the "i tunnel or i lose" mindset instead of making decisions based on how your first chase goes and what happens, saying how early tunneling is no skill and very easy in general is way too much of a stretch.

    Tunneling relies on mistakes of individual survivors and survivors as a team, not to mention that tunneling is borderline impossible with all anti-tunneling perks + basekit mechanics existing in the game. Tunneling at 5 gens? How long does a chase last in this match? What are teammates doing during the chase?

    A 3 v 1 at 4 gens? i understand that it is necessary to tunnel at 1/2 Gens but at 5 gens is a free win and its just annoying to be a survivor in such a round.

    early 3v1 is the best thing killer can achieve, same as survivors breaking every possible 3-gen earlier into the match. But honestly, with this giving up epidemic nowadays, ratio of early 3v1 due to giving up and 3v1 due to tunneling goes very deep into giving up part. Say thanks to your soloQ teammates for so many very early 3v1 situations.

    Bhvr just should buff DS so its Meta again.

    DS is...literally meta lol

  • highly depends on context. Slugging in order to maintain pressure at specific point of the match? Completely okay.

    Leaving survivors on the ground intentionally so that they can bleed out? Well, that's cringe

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