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Nomade

Nomade

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  • Fine.

    First I want to set the record straight because I think you have me confused for someone else perhaps. I have been a proponent to keep slugging around but fix the issues with it precisely because, fundimentally, it demands survivors do somthing other than slam gens like they're Usain Bolt in a track race. Slugging punishes tunneling on gens, hard. Instead you need to go pick up your teammates. It also means more engagement from the killer. More and longer chases. I have no idea where you got the opinion i wanted survivors on gens all game from but that is not true in the slightest.

    Adding more to that, I would like to point out that hook states are 70 seconds each. Where is all the complaining from survivors about being left on hook for 60+ seconds while their teammates loop the killer and slam gens? I havent seen any, have you? Curious, that survivors will complain about being left on the ground for any length of time though, and then those same survivors will defend 70 second hook states. Please tell me you see the hypocrisy here. It seems to me that again, people are not being honest about what they dislike so much about being slugged or the complaints ultimately stem from this strategy countering gen rushing, and not triggering survivors most powerful perks. If it's the latter then people are just being sore losers. If its the bleedout times then you know I have said I am in favor of shortening them.

    So yeah, I suppose I can get a little rude when people wont be honest, wont focus on where the root problems are, and refuse to accept that the devs nerfing some things can contribute to pushing other playstyles people like even less. I suppose i can get a little rude when people respond to valid killer complaints with "get good" yet do nothing but complain when the shoe is on the other foot. Yeah I can get a little rude when people engage in bad faith by putting up stawman arguments and being disingenuous. And most recently of all, I can definitely get a little POed when someone makes a well constructed post about the problems killers have only to be met with bad faith responses.

    For the record none of that third paragraph is directed at you.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925441#Comment_3925441

    dude…you’re rude to people. It’s literally self inflicted. I don’t think I’ve seen you even once try to see something from another persons perspective on the opposite side. It’s honestly not even what you say half the time, it’s how you say it. There are two sides to this game of a coin. People will disagree with you. Half your takes would force nothing but gens gameplay-which survivors hate, and killers hate when survivors just focus on gens- it’s like you refuse to see bigger pictures a lot of the time and then bad mouth people in the process. I’m not mad at you, I’m just hoping maybe you take what tie breaker and I’m saying into consideration.

    I wasnt rude to people until people started gaslighting me and responding in bad faith first. The only thing stopping me from giving examples is that doing so would be a violation of the forum rules.

  • Ghoul is fine, outside of a rather nasty bug with him currently.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925382#Comment_3925382

    Its pretty obvious that the posters saying things like Pain Res and Pop are weak or not meta are clearly just making things up at this point.

    The people saying they are weak have nothing backing up what they say and everything against them. They know it as well, its just noise/bait at this point.

    We see it in the highest level of play, normal level of play, any level of play. These perks are good.


    Maybe these players are just not that great at killer? whos to say. But gen slow down perks are not bad and certainly are a large part of effective meta.

    Thank you for proving my point.

  • @Raccoon said:

    I've heard rumors of an organized 'hack wave' coming to ruin the onboarding of new players during the FNAF chapter.

    I wouldnt doubt there are some dbd players (I say players as a way to exclude them from the dbd community because imo cheaters are not welcome) that are morally bankrupt enough to try something like this.

  • @Tnotjerryy said:

    Ghoul is now out for 4-5 weeks, its not just you play against Ghoul literally every single game, but they did not fixed the vault instant M1 bug yet. This bug is known since the release of Ghoul. Furthermore is the general cooldown while vaulting paletts far to low, especially since 90% of the killers have a ping of 60+ which makes literally every "shorter" loop unplayable. The "nerfs" which have been done were completely wrong. Very sad since BHVR announced the "big quality offensive".

    People are playing ghoul because he is accessible, powerful and fun. I get that it can be stale agoing against the same killer over and over again but saying that releasing a fun, powerful and acessable killer based on a popular IP somehow made the game worse is lunacy.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925366#Comment_3925366

    I don't think gen defence is weak, at least not overall.

    The perks are weaker, but even then, most of them work perfectly well as long as you're using them to support basekit slowdown, not replace it.

    gen kick slowdown perks and really gen kick perks in general are dead. Pain res isn't great either. Pentimento is deader than dead. There are a small handfull of perks left but those were the weaker gen defense perks to begin with. Eruption, Call of Brine ect are looooooooong dead and should never be made as powerful as the used to be ever again. Base regression speed is a bad joke as well. Corruption is out because hex perks are god awful.

    I think you and I disagree. Killers have very few options for gen defense perks that havent been gutted yet, and those perks still arent great, they are just the last ones standing.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925351#Comment_3925351

    The most straightforward answer here is just, spreading pressure and utilising macro strategies (EG, zoning with pallet breaks, creating and capitalising on deadzones, approaching from odd angles to surprise survivors, using utility perks for opening up new options, etcetera).

    There's a lot more to the killer experience than trying to leverage unfair scenarios to your benefit as much as possible, it is possible to hone fundamental skills that aren't problematic.

    Though, I have to imagine BHVR aren't going to remove slugging entirely, if they're even addressing at all (because as a reminder they called the abandon feature anti-slugging lol) they're probably looking at trying to slug everyone before you ever start hooking.

    Also obviously gen defence is allowed.

    Gen defense is very, very weak right now though and thats one of the fundimental problems with the games balance at this point. It is part of the reason people started slugging so much in recent months. That and to avoid activating the strongest survivor perks in the game which arent terribly fun to play against IMO. Also, because gen defense is so weak, most killers dont really have time to spend significant portions of the match carrying survivors to hooks.

    Some killers may have slugged and tunneled before gen defense was crippled but the thing no one wants to talk about is that there is a huge difference between want to and have to. THe people who wanted to do those things have allways done them, but you saw a huge increase in slugging and tunneling because the people who didnt want to now had to.

    Also the same thing could be said of survivors, because they leverage fundamentally unfair scenarios against the killer too.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924980#Comment_3924980

    You might get less down votes if you were less rude to people. Almost every time you comment on game balance, you can't help but insult half the playerbase. Then you complain that people don't seem to like you. It's a self-inflicted injury.

    I might be less rude to people if people didnt gaslight me, or try to get me to explain the obvious or give a play by play of crystal clear logic. Trying to talk to some of the people in the community is like talking to a brick wall. They dont listen and engage in bad faith. So yes, I have very little patience for some of the people on here because I have tried explaining things before only to be gasit.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925241#Comment_3925241

    Its hard to discuss anything in good faith in your direction as completely false statements just come from you. With public published data telling you, you are wrong

    false statements come from actually high skill matches rather than raw pubs with nonexistent matchmaking? Ok dude.

    •(2024) Hillybilly recieved the largest buff we have ever seen. Moving him from d-tierto the top 5 spots in the game.

    •(2025) Freddy recieved a large buff that has skyrocketed him to the number 1 kill rate slot across high MMR published by stats up from.... freddy tier, he had is own tier.

    •(2024) Dredge recieved a large buff to his entire basekit. Moving him from D tier to B.

    Billy was literally an S-tier long ago, after whoch he suffered a lot to finish in the low C-tier and then finally go into S-tier anymore. He was unbalanced for some time after his rework and now he literally is in a fine spot.

    In terms of Freddy, he was literally a killer with the biggest killrate before his buff too, telling you how bad average survivor actually is when they suffer so much against ordinary M1 killer that is almost powerless.

    DREDGE B TIER????? Are you kidding me now? Like really? Dredge is still one of the worst killers in the game that is extremely powercrept and his power is so map dependant that he barely works on only few of maps.

    (2024) Adrenaline nerfed.

    (2024) DS nerfed

    (2023) DH nerfed

    (2023) Prove nerfed

    Like what "meta perk" do you want to be "touched" I think is the better question(s)?

    Adrenaline received quite a small nerf.

    DS literally received a completely unnecessary buff in PTB that literally destroyed low tier killers while doing nothing against Nurse, Billy and Blight (but that's what players wanted because ppl are not aware of what makes DS less powerful against Blight, Nurse and Billy) after which it received a buff that was the final version in live, which means perk literally has been buffed.

    DH was literally one of the most oppressive perks to ever exist in game when it was purely based on exhaustion, now it's still one of the strongest perks, but is actually a fair one.

    Prove literally received small nerfs + BPs removal, nothing serious taking in mind it's a gen perk.

    And now you have StB, Reassurance and Resurgence still in the extremely strong position without any mention of at least BHVR looking into them.

    No.

    Someone made a post recently which is about as true as it gets. Midwhich is 100% killer sided and you would be disingenuous to suggest otherwise. A trapper can close this map down, thats how killer sided this map is.

    https://forums.bhvr.com/dead-by-daylight/discussion/444344/map-balance-with-tier-list

    you tried to counter my argument by proving part of my statement where i said Midwich is killer sided? What?

    Survivor MS hasnt changed.

    Duty of care is a perk with conditions and limitations. Same with sprint burst, lithe, and overcome.

    are you even remotely aware of how powerful perks like SB and Lithe are? And since when is Duty of Care "perk with limitations" when it stomps every low-mid tier killer and even affects Nurse? And Babysitter which was literally a meta perk even at 10% haste being buffed for no reason?

    Healing basekit has been gutted since 2023-2024. You keep flipping back and forth what you have a problem with. Perks, basekit, meta/non-meta. You cant just change the conditions of your argument every second and expect people to take you seriously.

    since when does something being nerfed mean it's not powerful anymore? Especially in case of healing in general, which is still in extremely strong position?

    Pain Res nerfed (still the most picked perk).

    Pop (still the second most picked regress perk).

    Grim Embrace receieved an extremely large buff

    you are determining perk power over pickrate in pubs?

    Because by your logic, Deliverance and StB are very weak perks due to low pickrate (meanwhile they are top 2 strongest survivor perks at high skill levels)

    Pain Res is not S-tier anymore aftere receiving com.pletely unnecessary nerf from 20% to 15% with 4 tokens.

    In terms of Pop, please take mathematical comparison between it and other regression perks and notice how it's literally only somewhat worth it if you manage to constantly get value of it on 90%+ gens.

    I already told Grim Embrace is now meta, one of the only 4 meta killer perks atm.

    What?

    Its balanced because people give up constantly? You think the game is balanced 3v1 or less? You think the game is balanced for 20s chases or less?

    Lets sit down and rethink what we type before we hit the "Post comment" feature at the bottom of the screen.

    please tell me what else happens in pubs where it's already known how rampant give up epidemic is, how chases last 20s across all killers (when norm should be 40-60s against S-tiers and 90s against other killers) and how it's artificially inflating killrates? And think about it before you hit the "post comment" again.

    At this point you just are making things up in your head.

    Pain res

    Pop

    Surge

    All ahead of every perk you just listed in the meta.

    Ruin is ahead of eruption

    This is public data.

    you mentioned Surge which is a terrible slowdown on majority of killers. You mentioned Pop which is terrible unless you manage to consistently kick 90%+ gens. You mentioned Ruin which basically only works on killers like Blight that can apply consistent pressure and you severely underestimated Eruption, which is literally top 4 perk in terms of strength. Your "public data" is based on pub matches where majority of matches are played by mid players at best.

    Your post is a mess. Like you are contradicting yourself. How is grim meta you say above, but then spreading hooks is punished?

    If this was true then Grim wouldnt be even taken. Grim has a condition you know, do you play killer? This is an honest question.

    Devour hope is meta as well.

    All of this is public, published, data. I am not sure this long thread of whatever you came up with in your head, that also contradicts itself, is strengthening your arguments at all.

    Ohh so wait, Grim being meta now suddenly means spreading hooks is magically not punished? Great logic, because this logic would only work if Grim is like a extremely overpowered perk with power even higher than old Eruption.

    DEVOUR META????? Devour was literally never meta, what are you talking about?

    And again, you are speaking of public data based on same public matches where worst killers have the highest killrates, Nurse seems like underpowered killer and Skull Merchant is not one of the worst killers in the game atm.

    I think they a projecting tbh. They said you were making points in bad faith. All of the things you said are absolutly true. They didnt have a solid rebuttal so they are trying to paint you as being unreasonable. Its a common tactic, and a sign that replying to them in any capacity is a waste of time. Notice how all of the counters they made were insane, or just flat out wrong, and took you all of a few sentences to tear apart? They arent trying to be fair and honest.

    You can't win an argument with certain kinds of people.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924908#Comment_3924908

    They've been doing exactly this in literally every patch for three years now.

    The past year has had individual killer buffs, base kit, add-on reworks, and usually 2-3 killers per chapter or so.

    literally small tweaks to killer basekit, individual small buffs that eventually move killers 1-tier up at best.

    One single buff they do to a survivor overshadowed multiple killer buffs. All killer strats got further indirectly nerfed by introduction of new survivor basekit tweaks and perks, while the most oppressive survivor strat, early gen splitting is still literally untouched.

    Not to mention that none of the actual survivor meta perks were touched either.

    Maps have been reworked, tile spawn logic changed, pallets significantly weakened, entire realms reworked, newer maps are smaller and have tons of dead zones.

    and still, huge majority of maps are still survivor sided, Autohaven maps are bugged and they spawn more pallets than they are supposed to, while the only truly problematic killer sided maps are Haddonfield, Vecna's map and somewhat Midwich.

    Bloodlust had been buffed, anti gen tap completely eliminated gen tapping, hooks respawn. Healing was gutted specifically by request so people could play hit and run.

    Bloodlust has been buffed...and then you take a look at changes to survivor MS, latest being release of Orella's perk Duty of Care. Despite hooks respawning, they are in the worst state they have ever been, where spreading hooks heavily benefits survivors and tunneling and camping are punished harder than ever.

    Healing gutted? It's literally still absolutely strong. Resurgence exists, Syringes exist and you can literally heal fast with just Surgical Suture on a medkit. Healing is still in a very strong spot, while anti-healing status effects have all been indirectly further nerfed by Vigil buff (Sloppy hardcore because it went to limited Haemorrage and Mangled).

    Just about every single class of killer perk has been buffed. (The one exception to this is literally the only reason for your post, and I'll finish with that)

    literally majority of killer meta perks were hit with multiple nerf hammers, you are talking about buffs to perks that are used more in gimmicky builds than in actual high level gameplay.

    They spent 3 years deliberately altering the game balance from basically every direction to increase kill rates, and successfully. They've even gotten it to the point where, overall, SWF and solo are escaping at roughly the same abysmally low rate.

    i don't see a mention of "matchmaking issue" anywhere. Game literally looks balanced exclusively because of almost nonexistent matchmaking, community that gives up 2 mins into matches and players that last 20s in chases. Like let's sit down and think about how killrates got up on the first place.

    So, the only reason for this post to even exist is the only thing they haven't given killers back: gen kick meta levels of regression. It's all some people want is complete control of the game. They've given a metric ton of information, chase, and utility. And all people want is infinite time (or currently, 10 minutes of holding the game hostage).

    they have literally gutted slowdown meta to the point where only meta gen related perks are Corrupt, DMS, Grim Embrace and Eruption. We are in an era where survivors have hard control of the match.

    So no. Not every change in the game requires some kind of compensation buff.

    really? Forcing hooks, and most important spreading them is hardcore punished, tunneling and camping are pretty much dead, slugging is not possible against organized teams, like please tell me where are incentives for actually "playing fair" by the rulebooks?

    You are correct, but good luck getting the survivor mains here to see that. You will be mass downvoted, just like me.

  • @crogers271 said:

    When we got the 3 gen change there was a buff to kicks and elimination of gen tapping. So a small group of killers had a particular playstyle nerfed and every other killer benefited.

    If these changes even approach the 3 gen change killers will be fine. We don't even know what the anti-tunnel/anti-slug will be.

    And as @AmpersandUnderscore mentions, killers get buffed all the time. Some patches are more survivor sided, some are more killer sided.

    A pathetic buff… Id rather have gen kicks be unlimited and not have the 10% initial regression to this disgusting state they are in currently. That one change gutted most gen kick perks. There are more than just gen regression gen kick perks. You wanna talk about a change that completly screwed perk build diversity? That would be such a change.

  • Saying "Matchmaking buddy" is pretty odd.

  • @Nicholas said:

    It's the same thing with the implementation of Go-Next before addressing why Survivors disconnect in the first place. The devs are primarily interested in addressing the symptom while rarely touching the problem.

    This is also completely true. THe devs are rarely interested in going after the source of a problem and instead just treat the symptoms. Take the rise in slugging for instance. Many killer players warned of numerous changes the devs made that would encourage that and they refused to listen. They are killing slugging but not addressing the underlying problem that got us there to begin with.

  • @MissiCiv said:

    https://us.v-cdn.net/6030815/uploads/5TQI1GJJTU85/gqi0rpbxwaa6hkw.jpg

    While it’s great to see QoL updates aiming to make the game smoother — especially for survivors — we can’t ignore the deeper balance implications here.

    Yes, these anti-slugging, anti-tunneling, and anti-camping mechanics will strengthen survivor gameplay overall. That’s undeniable. But it’s also important to ask: why do killer players rely on these tactics in the first place?

    It’s often a response to game design pressure. Many killers feel they have no other viable options due to gen speeds, strong survivor perks, and increasingly nerfed slowdown tools.

    If these changes are implemented without addressing the underlying reasons killers tunnel, slug, or camp, then the imbalance only shifts further.

    Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks, Enhancing survivor quality of life is great, but it must go hand in hand with addressing the core struggles killers face.

    Seeing nothing directly aimed at improving killer experience in this roadmap is genuinely concerning. It feels like we're addressing one side’s frustrations while leaving the other to keep struggling in silence.

    Killers rely on those mechanics because when playing against good teams, the tools survivors have are too opressive unless you are playing an S tier killer. Half the meta perks have endurance on them + DS + insane haste perks like Lithe which is being seen more and more now, insta heals, ect. Survivors are actually completly spoiled rotten for choice on perks. Meanwhile killer has very limited ability to actually slow the game down now. Against really ghood teams of survivors the killer has basically no choice but to sit there and tunnel someone out because there is just no way to build pressure fast enough otherwise.

  • @Shroompy said:

    As time goes on I am getting increasingly frustrated with this patch. Quests and the color changes are obviously done for the (most likely) large influx of players that are gonna be coming with the release of FNaF, but with how buggy this patch is with a large chunk of killers having severe game breaking bugs (or even some small minor ones that still havent been fixed for months or even years) after we got a delay in content just a few months ago to address issues like this.

    As for the 2 main changes though, we'll start with Quests/Rift. On paper its not a terrible idea, but the rewards you get from them and the rate at which you complete the rift is terrible. Not to mention the name it self just doesnt fit DbD's theme at all. The rift it self on release was already a bit controversial back in 2019, but I can GUARANTEE you it would of been even more controversial if it was just called "the battle pass" because guess what, thats literally all it is at its core. Quests could of easily had the name Rituals, and it wouldnt take long for 10 year old Timmy to realize that "Daily Rituals" are just like his dailies in Fortnite. The Entity aint sending Jake Park on a quest god dammit.

    The few changes to the rift it self also blows. Why change that UI at all? Why the gloobersnatch would you switch the free and premium tracks places? Why is it so darn small? That screen has the exact same functionality, but now with a worst UI.

    Then the rarities... Why change these? Literally why? Adds on and offerings could of easily stayed as Common/Uncommon/Rare/Very Rare/Ultra Rare. Simple, hell its even very familiar terms. But now we just have Visceral and like yeah it sounds cool... but thats about it.. Ultra Rare was completely fine! (Cosmetic raritys are fine for the most part imo)

    Then the colors...not only are they an accessibility nightmare but even as some one who isnt colorblind I always have to shoot a second glance at what item and add ons I have since they're all so similar now.

    We've had these things for YEARS and nobody was complaining about them, literally no one. Yet here we are, and now FNaF fans are gonna join not only to a buggy mess but also a community that isn't quite happy with the game.

    ok rant time over

    Its not like the rarities were even hard to understand. If anything they are more complicated now.

  • I predict it is gonna:

    People will come in and the first thing they are met with is an insurmountable wall of "pay us 100s of dollars for the tools you need to play the game".

    Some will, some wont, the ones who wont are probably refunding the game.

    Next, the people who stay will want to play springtrap and quickly see the cracks in the gameplay killers have and many will quit.

  • I don't trust the developers to fix it if they make killer miserable to play. They have not earned that trust. This is on top of the fact that if you read between the lines they are basically saying "If we break the game, we want killer players to tough it out for months or even an entire year while we fix it".

    Again, the recent survey made it absolutly crystal clear that the developers are not interested in what makes killers quit, nor are they interested in the issues killers have or even the changes that have gotten killers to play the way they do. That does not instil me with confidence in their ability to fix anything.

  • @Shodan79 said:

    Sorry you can't tunnel and slug, maybe get better?

    Survivor mains complain incessently about literally everything, but when the shoe is on the other foot, you say this? What kind of BS gaslighting is this?

  • What, are killers not allowed to say anything? Only Survivors?

  • @Garboface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924606#Comment_3924606

    A potent counter-argument. Insinuating I have no intellectual ability but providing no evidence.

    Using big words to sound smart doesnt make you look smart nor does it prove him wrong. It just makes you look cringe. Pro tip: Just be yourself.

  • @Neaxolotl said:

    first 3 hooks, single kill

    Anything else isn't tunneling

    And yet, most survivors STILL think of DS as an anti tunnel perk when it has no consecutive dying state activation requirement and instead just has a timer.

  • @Neaxolotl said:

    We actually got an anti-genrush (better kick) and anti-loop(better everything, and most importantly bloodrust), innately

    And then again you have innate capability for dodging (killers can see survivors unlike opposition team), so for now we have three of those

    Anti-endurance is… meh, deep wounds exists

    Which can now be healed in all of 3 seconds thanks to the new OR perk.

    @GeordieKiller The recent survey they did made it crystal clear the devs arent thinking about killers at all. They arent interested in why killer players quit the game or any of the issues we talk about.

  • Nothing is ever enough for them. They could bring the games balance back to the 2017 days and survivors would still find something to cry about.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444833/ok-where-is-anti-4-man-swf-or-anti-genrush-or-anti-busted-loops-or-anti-endurance

    its a whole other can of worms to point out the fact that not a single thing here addresses the killer's fun by nerfing survivor efficiency. I dont find it fun when I'm playing Legion and 4 survivors are split up on 4 different gens with nothing I can do about it, where is my anti-genrush feature? 

    10 seconds where added to gens once upon a time, that just seems to be forgotten.

    But it also sounds like what you find not fun is not winning, and accepting that you might win/lose is part of a multiplayer game. People want gameplay elements that don't leave them stuck not doing anything for long periods of time.

    Also every player is entitled to what they find fun / not fun, but BHVR has to consider their overall audience.

    Uh huh and nearly every single gen defense perk in the game has been gutted. If we are gonna play this tit for tat game then we are 2 tits to 1 tat. What am I saying, I shouldn't even bother trying to explain this to someone who belongs on dbd twitter.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444808/about-anticheat

    They mentioned in their stream today they will be cracking down harder and up their protection systems against cheaters.

    It's not gonna matter much probably. Free epic accounts. Also all the new players FNAF brings in, some of them will turn to cheats inevitably.

  • The surrender system was built specifically for the survivors to abuse and to punish the killers. Why would the devs then turn around and throw the killer a bone after going out of their way to build a system designed from the ground up to punish the killer?

  • Just watch this get ratioed because god forbid SWFs not be game breakingly unbalanced.

  • being not fun to play against for survivors is a sign that the killer is powerful and good at doing their job. Wear it like a badge of honor.

  • I wonder why no one is playing M1 killers in the patch that they just gave babysitter another colossal buff and added an AoE sprint burst perk to the game?

  • @Pulsar said:

    "I bought the Killer because he was overtuned, and now I am mad he isn't overtuned anymore"

    Things are going to change. That is the nature of a live service game. People who bought OG MoM because it was OP were sorely disappointed when it was changed to be a meme perk.

    Kaneki, to my eyes, is still completely fine. Not S-tier, but certainly a solid A and undeniably better than most of the cast.

    Really, this sounds like you have more of an issue with Blight (and Nurse) being so strong and remaining functionally unchanged. To that I say, fair enough, I've no idea why they haven't been touched.

    Objection! Assuming facts not in evidence.

    I think Sadako players have far more right to be POed considering they bought a character that played a certain way and BHVR just came in and completely reworked her into almost a completely different killer. I would say the same thing about Skull Merchant but she is not a liscensed character so you can buy her with iri shards.

    Legally speaking, this is BhVRs game and they can make any change they want anytime they want so long as they follow the constraints exerted by existing law. If we are going to talk about the morals and ethics of it though, I think BhVR needs to respect the time people invest into learning to play a character and the money they spent on them but only to a point. If a killer just cant really function in the current game i think its right to change them. If a killer is just problematic and cant be solved by numbers changes and it is just the mechanics of their power then i think its fine to change them, but again I think there should be an attempt to preserve the things people liked about the killer to begin with.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923267#Comment_3923267

    Exhaustion perks are the most meta defining powerful perks in the game though

    Any SWF wanting to win WILL use them.

    DS. OTR. Babysitter which I might add just got an a completely insane buff it didnt need and thats just to name a few. There are some powerful exhaustion perks but to say they are the most powerful perks in the game is totally wrong. DS and OTR are more powerful than any of the exhaustion perks in the game.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923257#Comment_3923257

    Yeah, I gotta say I'm not super convinced.

    Survivors could already get this info from a few sources. Fogwise would probably be the strongest, but Open-Handed plus a Blood Amber would do it, Alert could do it, Object of Obsession could do it, Eyes of Belmont could do it…

    Rapid Response being a little more on demand is something, but between the lower duration and the opportunity cost of not getting to use whatever Exhaustion perk you're activating it with for chase, I think it's still weaker overall. At the absolute most, you could argue it's one of the perks that can be used this way.

    Since the others don't seem to see much use for this strategy to begin with, I'd presume Rapid Response won't either.

    Survivors have so many powerful perk options that not being able to run an exhaustion perk isnt really as much of a downside as you are thinking it is.

  • Literally all 3 of those perks are a problem. I said so in the PTB feedback, others did too. One look at those perks and it becomes extremely obvious that in a SWF setting those perks are busted.

    One of the most blatantly OP information perks ever conceived, and AoE Sprint Burst and a turbo healing perk that not only can be stacked to the sky with other healing perks but also punishes the killer for not tunneling by design.

    You really dont have to have 200 IQ to figure out how powerful these perks are when min maxed by a SWF.

    We literally saw people complaining about how the aura reading on Rapid Response only lasted 2 seconds saying the perk sucked because of it. Never mind it is on demand. Team need to know where the killer is? Hop off a gen and into a locker for a little bit and your entire team now instantly knows where the killer is, and all of this by the way happens without the killer even knowing. So now in a SWF you get on demand information on the killer for all 4 survivors at the low low cost of 1 perk slot.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923240#Comment_3923240

    I saw a handful of people saying Rapid Response might be problematic, but they were outweighed overall by the people who felt it'd be too weak, so I'm not surprised that was the feedback that reached BHVR. I'm also inclined to agree it isn't problematic, the only potentially harmful use case I saw raised for it was better filled by other perks already.

    I didn't see anyone concerned about Do No Harm being problematic. I'm not sure what that would even look like, frankly.

    THe people saying it was too weak are idiots.

    Just one look at Rapid Response would be enough for a reasonable person who is using their brain to realize that this perk is disgustingly overpowered in the hands of a SWF. On demand information for all 4 survivors at the cost of 1 perk slot because of Comms. I think you will agree, that is not a conclusion that is difficult at all to draw.

    "but it only lasts 2 seconds!" is irrelevant. The amount of time the survivors get the aura reading literally does not matter. The problem is you are giving survivors on demand information on the killer with no tell to the killer that they are having their aura read, and on a SWF this gets communicated so all 4 players get that information at the cost of 1 perk slot.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923222#Comment_3923222

    Are you implying BHVR should've listened to you specifically and not overall comments from everyone…?

    I don't want to assume that's your position without asking.

    I was hardly the only person saying it.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922833#Comment_3922833

    To be fair, the two perks that got feedback were Duty of Care and Rapid Response, the former being concerns about it being too strong and the latter being concerns about it being too weak.

    The devs nerfed Duty of Care and the buffed Rapid Response, without adjusting Do No Harm, the perk that everyone broadly seemed fine with.

    Don't get me wrong, I personally wish they'd buffed something else about Rapid Response and I imagine most people complaining about Duty of Care wanted a different nerf, but they did broadly make the kinds of changes commonly suggested for both perks.

    I said all 3 were going to be a problem in SWFs but since they arent obviously OP to the absolute lowest skill players in solo queue people laughed and told me I was wrong.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/9BIKQC99HIUH/870-patchnotes-releaseforum.jpg

    Content

    New Survivor: Orela Rose

    New Perks

    • Do no Harm:
      • When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
    • Duty of Care:
      • When you take a protection hit while healthy, all other Survivors within 12/12/12 meters gain 25/25/25% Haste for 4/5/6 seconds.
    • Rapid Response:
      • When you Fast Exit a locker, you suffer from the Exhausted status effect for 30/25/20 seconds.
      • When you gain Exhausted, you see the Killer's aura for 2/2/2 seconds.
      • Exhausted prevents one from using perks that cause Exhausted.

    https://us.v-cdn.net/6030815/uploads/JKASA7BGKW7C/bar-white.png

    Killers

    The Ghoul

    • Breaking a pallet puts the Power on a cooldown Timer based on 2 Leap Tokens. (was 1 Token)
    • Hindering time applied to Survivors when activating a vault using the Kagune Leap while targeting them prior to that instant has been reduced to 0.5 second. (was 1.0 second)
    • ADDON: Yamori's mask no longer reveal Survivors hiding in lockers.
    • ''Become Enraged'' scoring event received when performing a Grab-attacks now properly activates when the killer is already in Enraged Mode and has been increased to 600 Deviousness BP. (was 250 BP)

    The Doctor

    • Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.

    The Houndmaster

    • Reduced the Dog's vault speed during Chase Command to 0.65 seconds. (was 0.45 seconds)
    • Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.

    The Oni:

    • Removed the turn rate limit during the open phase of Demon Strike.

    The Singularity:

    • Overclock Mode now provides a 3% base speed increased instead of Haste.

    https://us.v-cdn.net/6030815/uploads/0F9JGNM1DV8K/bar-white.png

    Perks

    Survivor Perks

    • Babysitter:
      • Increased Haste effect granted to the unhooked Survivor to 15%. (was 10%)
    • Boon: Dark Theory:
      • Increased the Haste effect to 3%. (was 2%)
    • Breakout:
      • Increased the Haste effect while near a carried Survivor to 6/8/10%. (was 5/6/7%)
    • No One Left Behind:
      • Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.

    Killer Perks

    • Batteries Included:
      • Increased Haste effect when near a powered generator to 7%. (was 5%)
    • Furtive Chase:
      • Increased Haste effect after hooking the Obsession to 10%. (was 5%)
    • Game Afoot:
      • Increased Haste effect when breaking an object while chasing the Obsession to 7%. (was 5%)
    • Hex: Pentimento (Rework):
      • You see the aura of cleansed Totems and can Rekindle each Totem once.
      • While a Totem is Rekindled, Survivors Heal and Repair 20% slower +1/2/3% for each additional Rekindled Totem.
      • If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
      • Survivors cursed by this perk see Rekindled Totems' auras within 16m.
    • Unbound:
      • Increased the Haste effect after vaulting a window to 10%. (was 5%)

    https://us.v-cdn.net/6030815/uploads/S5O116HSCHHO/bar-red.png

    Features

    Quest System

    • Introducing a unified place for all Quests, which will include daily, event, rift quests and much more.

    Base Game Adjustments

    • Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
    • Added a protection for failing Skill Checks that trigger right when the interaction is stopped.

    Haste & Hindered

    • The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
    • Perks which affect movement speed now mention Haste or Hindered in their descriptions.

    Abandon Option

    • Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Abandon.

    Rarity Rework

    • Rarity levels have been revised to better surface different tier value.

    Pre-equipped Loadouts

    • Characters now have a pre equipped perk when first unlocked.
    • Characters now have a set of pre equipped items and add-ons to ease learning about their gameplay.

    Perk Previewer

    • Added a widget highlighting a player’s own Perks in the pre-game Lobby.

    Character Visual Fidelity

    As part of our ongoing effort to boost character visual fidelity in DBD, we’ve updated our character materials to match the same physically accurate shading models (yes, fancy math!) used everywhere else in the project.

    What does this mean?

    True‑to‑life skin reflections- Skin will now reflect light just as it does in the real world yielding sharper and more accurate highlights.

    Broader range of looks- Artists can dial in everything from oily youth to weathered veterans, with precise control over pores, scars, and surface oils.

    Consistent across all lighting- Whether you’re in the swamp, the carnival, or the asylum, characters will look and behave exactly the same under any lighting.

    The result? More believable, responsive characters that feel grounded in the world of DBD.

    https://us.v-cdn.net/6030815/uploads/OVHI0OWJMVXW/bar-red.png

    Bug Fixes

    Archives

    • Fixed an issue where some users were getting an error message when selecting "The Tomes" in the main menu.

    Audio

    • Fixed an issue where the wrong audio SFX would play when walking in the Grim Pantry's big Cabin.
    • Fixed an issue where the wrong audio SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
    • Fixed an issue where the wrong audio SFX would play when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.
    • Fixed an issue where unwanted SFX would persist in-game with certain Tome 23 survivor outfits equipped.

    Bots

    • Fixed an issue where Survivor bots could reveal The Ghost Face and were able to clear their Weakened status against The Unknown from normally impossible locations.

    Character

    • Fixed an issue where The Knight would be stunned at the Guard's spawn location.
    • Fixed an issue where The Knight's power could break when being stunned at the start of a summon.
    • Fixed an issue where The Knight could stay in the Patrol Path creation speed due to latency.
    • Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
    • Fixed an issue where The Houndmaster's head customization, 'Festering Scar,' was missing her grin animation during the Mori.
    • Fixed an issue where The Houndmaster's dog end up standing in unnatural angles and partially clip into the ground.
    • Fixed an issue where there was no cancel interaction prompt when The Trickster was in Main Event.
    • Fixed an issue where The Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
    • Fixed an issue where The Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
    • Fixed an issue where The Ghoul's Kagune mark reticle clipped into male Survivors head when aiming at them.
    • Fixed an issue where The Ghoul's Kagune Leap could activate without playing the animation when canceling the power.
    • Fixed an issue where The Nemesis stopped playing his menu interrupt animations.
    • Fixed an issue where The Nemesis' Zombies would be invisible when using the Tyrant Gore and Depleted Ink Ribbon add-ons.
    • Fixed an issue where The Nemesis could vault at nearly twice the normal speed.
    • Fixed an issue where Survivors could become stuck inside a dropped pallet after vaulting towards the Hag's Phantasm trap with the Scarred Hand add-on.
    • Fixed an issue where The Twin's camera could get stuck on the Survivor after Victor pounced on them with some network lag.
    • Fixed an issue where The Lich's Vorpal Sword add-on did not increase the pallet break time to 4 seconds.
    • Fixed an issue where Survivors became infected quicker when the Plague aimed Vile Purge at the Survivors held item.
    • Fixed an issue where Survivors could bleed out during a Mori.

    Environment/Maps

    • Fixed an issue which caused slowdowns on Midwich Elementary School.
    • Fixed an issue on Temple of Purgation that did not allow zombies to reach the arch base.
    • Fixed an issue with collisions on Lerys Memorial Institute.
    • Fixed an issue with collisions on Father Campbell's Chapel .
    • Fixed an issue on Disturbed Ward where zombies that could get stuck on a ramp.
    • Fixed an issue in Dead Dawg Saloon where a character could land on top of Saloon decorations.
    • Fixed multiple issues in Autohaven Wreckers Realm where the characters clipped through the lockers when exiting them.
    • Fixed an issue in Lery's Memorial Institute where the red stain of the killer would appear through a wall.
    • Fixed an issue in Raccoon City Police Department where the characters could get stuck on top of the hooks.
    • Fixed an issue with lighting in Nostromo Wreckage .
    • Fixed an issue where The Mastermind was unable to vault a specific window using Virulent Bound on Mothers Dwelling.
    • Fixed an issue where The Knights Guards could get stuck after vaulting on Raccoon City Police Department.

    Perks

    • Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
    • Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.
    • Fixed an issue where The Wraith remained Cloaked after being stunned by a pallet mid uncloak with Enduring.
    • Fixed an issue where Killers with Stridor equipped could not hear grunts of pain from recently unhooked Survivors equipped with Off The Record.
    • Fixed an issue where The Ghouls aura would not be shown to the Survivor that had Hardened equipped, if The Ghoul had the Yamori's Mask add-on.

    UI

    • Fixed an issue where the Tally Screen would leave the Bloodpoints earned page before displaying all bonuses.
    • Fixed an issue where notifications would disappear when transitioning to the main menu.
    • Fixed a visual glitch with equipped add-ons in the loadout menu.
    • Added audio feedback when hovering collected nodes in the Bloodweb.
    • Added audio feedback when hovering items in the offering sequence.
    • Added audio feedback when hovering items in the Tally Screen Match Consequences page.
    • Added plus/minus audio feedback on Rift Tier update button.
    • Fixed an issue where the external skills icon of any team skills would only appear in a brown color.
    • Fixed a potential crash issue when selecting a player card in the player profile.
    • Fixed a crash issue when cancelling an infinite tier purchase.

    Misc

    • Fixed an issue where the What Lurks Beneath Achievement/Trophy would gain progress when the damage source was caused by a Survivor perk.
    • Fixed an issue where items retrieved during the match are listed as gained when reaching the Tally Screen when the Abandon Feature is used.

    https://us.v-cdn.net/6030815/uploads/C1C1IUZL6TET/bar-red.png

    Public Test Build (PTB) Adjustments

    Haste & Hindered

    • Reverted the changes to Haste and Hindered stacking. Multiple sources of Haste and Hindered can stack once again.

    https://us.v-cdn.net/6030815/uploads/1RQUXIVQNEYT/bar-white.png

    Perks

    • Babysitter:
      • Increased Haste effect granted to the unhooked Survivor to 15%. (was 10%)
    • Batteries Included:
      • Increased Haste effect when near a powered generator to 7%. (was 5%)
    • Champion of Light:
      • Reverted Haste effect to 50%. (was 70%)
    • Game Afoot:
      • Increased Haste effect when breaking an object while chasing the Obsession to 7%. (was 5%)
    • Hex: Pentimento:
      • Increased Repair and Healing speed penalty to 20% (was 15%), +1/2/3% (was 3/4/5%) per additional totem.
    • Duty of Care:
      • Lowered range of effect from 16/16/16 to 12/12/12 meters.
    • Rapid Response
      • Exhaustion changes from 30/30/30 to 30/25/20 seconds.
      • Aura reveal now constant at 2/2/2 seconds.

    https://us.v-cdn.net/6030815/uploads/HL1VP960MCX5/bar-white.png

    Killers

    • The Singularity:
      • Overclock Mode now provides a 3% base speed increased instead of Haste.

    https://us.v-cdn.net/6030815/uploads/V0YDOE2R0VI6/bar-white.png

    Bug Fixes

    • Fixed an issue where Orela Rose's idle animation was missing in lobbies.
    • Fixed an issue in Badham Preschool where three generators would spawn in the same house.
    • Fixed an issue where the Spirit's Husk was missing the Terror Radius if a Survivor entered the Terror Radius while the Spirit used her ability.
    • Fixed an issue where Survivors lose the Dredge's Nightfall effect after the Dredge performed a Mori.

    Wonderful, I see absolutly nothing was listened to with the new survivor perks. I quit.

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444232/is-this-forum-only-survivor-main-platform

    Troll post...

    But seriously you got to be joking? There are a lot of random anonymous survivor main post complaining about killer, but the majority of replies and regular posters are all killer mains. Its similar to reddit. Bully and mods destroy any actual discussion to the point no one with a different opinion wants to stay for long term. Its and echo chamber of bad ideas and status quo

    What are you talking about? I was temp banned on the forums just once and I probably deserved it. There are rules on the forums and if you aren't gonna follow them then you really shouldnt be surprised by bans and removed posts.

    There are discussions about things all the time but what it allways boils down to is survivors not understanding the situation that killers are actually in. The people who do understand and are willing to have fair unbiased discussion are very few in number. Instead survivors do nothing but complain and blame the killer every time somthing happens that they don't like even if what happened was a result of them making a mistake. There is little drive to get better in the survivor community, only to point fingers and play the blame game.

    Every single thing the killer does survivors hate and attack the killer for. There is no self reflection, no attemp to understand why what happened happened. Instead we get endless complaints on the forums from survivors.

  • Any post that is not survivor sided gets downvote bombed ever since the downvotes were implemented so yeah id say the forums are survivor sided.

  • @Apostrophe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920653#Comment_3920653

    First off, 4man flashlight squads are RARE. You don't cater to the 0.00001% of players. As a killer main with over 4,000 hours since late 2020, I haven't run into a 4man flashlight squad in probably two or three years. Second, it doesn't matter if they all run together. If you end up knocking down three of them, you can start picking them up because that fourth person isn't going to be able to blind you on his own, especially if you pick up the survivors facing away from the sole standing survivor. The moment he realizes he can't blind you on his own, he will run away to save himself and will be across the map.

    If there are only two survivors left and you down one under the pallet, pick him up. If the other survivor gets the pallet save, then break the pallet. Once you've taken that out of the equation, you don't have to worry about it again. There's only so many pallets they can use, they're just biding their time. When I'm playing killer, I'll even let survivors get a pallet hit on me during a chase just so I can remove it from the map. Only takes a couple of seconds to break the pallet and then you're back in the chase without having to worry about it again.

    They can heal tech each other as the game is now, you don't need anti-slug measures for that to happen.

    And if it really becomes that abusive that the players are just trading slugs back and forth like you believe they will, then all they have to do is implement an anti-slug timer, where if the same survivor gets auto-raised three times within two or so minutes, their anti-slug immunity is disabled.

    bully squads are gonna get more common with these stats revealed.

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920252#Comment_3920252

    Agreed. I let the person go next if that's what they want, and get the game over quicker. It's toxic to keep someone in the game by slugging them; I'm not stooping to their level.

    Dude…. thats an outrageous take. "it's toxic to keep someone in a match they dont want to be in" are you kidding me? They re screwing over their entire team. They are ruining the match. If they didnt want to play then they should just not queue up.

    I will NEVER reward go nexters. Im gonna slug you if you try to go next and you can eat the DC penalty as punishment for screwing your team.

  • @Breadn111 said:

    I've been getting a lot of people giving up at the very start of the match, no matter what killer I play, what build I use, or how nice I am. It ruins the match for myself and their teammates, so in retaliation, I usually keep slugging them so they have to stay in the match.

    Would you consider this a toxic thing to do? Should I instead hook them and let everyone go next quicker?

    Not at all. It was toxic of them to instaquit.

  • @Apostrophe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920297#Comment_3920297

    First off, that survivor would need to make his way back across the map to manage to blind you in time when you slug that final survivor. Second off, what you're basically saying is to NEVER hook a single survivor EVER because God-forbid you might be blinded by a flashlight. If you're that paranoid of flashlights that you need to slug every single survivor you come across, then you're beyond hope. I don't know what to tell you. For the rest of us who don't like to be slugged by toxic killers, it's the perfect solution. Just like Lightborn is the perfect solution against toxic beamers, but apparently that never occurred to you. Can't go through life being afraid of every possible scenario.

    You need to stop. There are legitimate reasons a killer would slug. First off, hooking survivors is straight up disadvantagous. It wastes a crap load of time and it activates the most OP perks in the entire game for survivors. they even made hook states 10 seconds longer and by the way good teams absolutely use those 10 extra seconds to slam the hell out of gens. Secondly you realize that because of hatch being the way it is, the killer has to slug if they want the 4k right?

    There are a number of other situations where the killers has no choice but to slug.

    Stop acting like anytime the killer slugs you they are kicking your dog, or doing it because they want to be mean to you. Holy crap man, get a grip.

  • @Shaddoll_Serpent said:

    Why on earth do I, who just solo's or duo's, have to play against comp wannabe's sweating their balls off on a p100 Blight or Nurse with run 4 slowdowns who camps or tunnels at 5 gens? It's absolutely infuriating playing a match out that's literally doomed to be an L from the get go.

    I'm so sick to death of being forced to play out matches against these type of players. Like, if matchmaking actually worked they way you think it would, then these guys should be facing seal team six swfs with the same mindset and builds constantly, but that never happens. It's just players like me getting caught in between serving no purpose, but giving these guys a completely free W. These matches are completely pointless and a waste of everyone's time because there's no way even the killer has fun dunking on players way less coordinated, sweaty, or skilled.

    I don't know what the solution is, but I think it can start by heavily nerfing S tiers because I think they're very unhealthy for game balance and it's impossible to fully balance the game out when they coexist with killers like Trapper or Pig. Alternatively, improve matchmaking to where casual players don't get forced into these auto losses, I don't care how long these killers have to wait for a match, if they want to come into a match to pubstomp, then they absolutely deserve to wait to face a team with the exact same mindset as them.

    Yeah no.

    First of all, the killer has no idea what they are queueing into. They dont know if your Solo or a sweaty SWF, or a bully squad.

    Secondly if survivor is allowed to bring whatever they want then so should killers. There is NO rulebook, you are not entitled to anything other than the bear minimum, a match to play. The killer you face, and builds they bring and the way they play are not your decision, this is not a bot lobby where you can customize things exactly the way you want them.

  • @ThatRyanB said:

    As we move towards the 8.7.0 release, we wanted to thank everyone for trying out the PTB and for sharing valuable feedback. We wanted to go over some notable changes you can expect.

    Haste and Hindered Stacking

    The community has shared a lot of valuable feedback regarding the Haste and Hindered Stacking changes as tested on the PTB. After careful consideration by the Design team, we will not be moving forward with all of the changes. We will be moving forward allowing Haste and Hindered to stack again. The perks you saw in the PTB will continue to go Live in 8.7.0 while we monitor their usage on Live servers. The exception will be Champion of Light; this will receive changes prior to release. Keep an eye out for the Patch Notes for full details!

    Abandon Option Trial Outcomes

    With the new Abandon option added for Killers, we’ve noticed there is some confusion around the results on different scenarios:

    Killer

    Scenario #1 – If all Survivors Are Bots:

    • The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.

    Scenario #2 – If the match has continued for 10 consecutive minutes without a generator being completed or regressed:

    • The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a LOSS.

    DEV NOTE: Due to a bug, the endgame screen will currently show Survivors as sacrificed. This will be fixed in an upcoming Bug Fix patch.

    Survivor

    Scenario #1 - When all other remaining Survivors left alive in the Trial are bots:

    • The last Survivor can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.

    Scenario #2 - When all Survivors alive in a Trial are in the Dying State:

    • The Survivors can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.

    https://us.v-cdn.net/6030815/uploads/ECKM8DAU0A3L/abandonoptiontrialoutcomes.png

    See you in The Fog!

    The Dead by Daylight Team

    Killers have to slug for the 4k so punishing the killer for wanting the 4k is baffeling, and very unfair. Not only are you punishing the killer for no reason other than them wanting to fully complete their objective but you are rewarding survivor for losing the game by letting them grief the killer into a draw they didnt earn.

  • @Dadeordye said:

    https://www.youtube.com/watch?v=b4Pq3chcrhg&t=390s

    Eh…
    I thought Gamma Adjustment coming to the game would make ReShade obsolete, but please look at this.
    The guy is playing with 5 perks. With this filter he basically have WoO for free.

    Re Shade is a lot more than just that. It is legit a competitive advantage with everything it does. Using it is technically cheating. It isnt nearly as harmless as some make it out to be.

  • @Reinami said:

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

    Remember the slugging one? All of the questions were around how it feels to BE slugged, but they didn't have a single question about if people feel like they HAVE to slug, or WHY they slug.

    If BhVR really cared about the game health for both sides this would be very useful information for them to ask for. It's omission is at best an egregious oversight.

  • @Pokkisten said:

    im really scared for july. this game is feeling more linear instead of abstract using strategic and tactics.

    soon i fear not able to play but forcing me in a way they want me to play.

    survivors already use endurance from hook to bodyblock when im chasing someone.. why? if i go after him he has decisive and calls me tunneler ez killer in end game chat. then leaving a survivor on ground will be gone in july too?

    what am i suppose to do anymore as killer now? Im so tired man

    The survivor bots in these forums dont wanna hear it. Thats why you got mass downvoted. Just ignore it, you are correct.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915613#Comment_3915613

    Why is it that killers are the only ones who have rules for how they have to play but when killers talk about gen rushing and other things that are a problem, there is almost never any action taken?

    Infinities, auto completing generators with BMPs, FTP+Buckle Up, and even more recent things like adding hooks to counter survivors trying to make themselves unhookable.

    We're even getting survivors starting in tighter groups to slow down on the early game rush.

    It's simply not true that killer's don't have rules about how survivors should play, its just most of the really abusive stuff (Infinites) was already addressed.

    And Sabo and bully squads arent abusive? Survivors lose their minds when the killer does what they have to in order to win but survivors get to play however they want and if killers say anything about it, we are just evil. We cant talk about nerfing SWFs we cant talk or ask for nerfs to problematic perks, survivors even complain about completely harmless things like getting moried. When survivors get together can complain about something the devs are at your beck and call and nerf it but killers are rarely listened to with any kind of expediency. Problematic survivor perks take half a year or more to be addressed but if a killer gets released and is too strong they are nerfed within weeks. Often, The issue is not that the nerfs happen it is that the experience of killer players is being treated as less valuable than that of survivors. Many killer perks that really dont need a nerf end up getting sacrificed on the alter of "lets make things better for solo casuals" making killer that much more stressful to play against good survivors and especially SWFs, while survivors continue to get insane new perks, and the most insane perk buffs imaginable. The weaker killer perks get overall, the harder killers need to try to make up the difference, but then survivors complain about how sweaty the killer players.

    We cant win no matter what we do. You get our perks nerfed, and then complain about being tunneled, camped slugged and the killer having to sweat. Every single time hook states are nerfed, and our gen regression, slowdown and chase perks are nerfed the more the killer HAS to tunnel, slug and camp in order to win. Yes, killers have allways done these things to some extent because they are efficient ways to win but ask yourself this and be honest, is slugging and tunneling getting worse than it was in years past or is it getting better? I think most people will say its definitely getting worse. Survivors have the tools to win in every single situation if played right. and the right perks are brought, Killer doesnt. Thats why at the top level comp play there are a lot of things that are just completely banned for survivor.

    There are still ways to infinite loop in the game. Its just not as common as it once was.

    Additionally, are you aware that there are some killers who just can't play certain loops in the game against good survivors? Good survivors are able to manipulate it so that some killers can just never get bloodlust and for killers who dont have a power that can deal with that, those loops become completely unplayable.

    I think that when the devs implament the change to survivors spawning together instead of seperated it will bring with it a crazy number of complaints to the point where the devs walk it back.

    Fixing things that are just blatantly game breaking are a non argument. Throwing the killer a few bones a few times a year in an endless sea of nerfs to our most relied on perks while giving us no new perks to take their place and acting like the killers have had it good as a result is not an even remotely fair or good argument to make. I feel we have been treated as second class players by the developers.

    In most areas where killer has had it rough, those areas have only gotten worse. We now have allmost no good slowdown and regression perks left. . Many of our chase perks are dead with the haste and hindered changes, hex builds are now totally dead (hexes have sucked for a really long time but pentimento made running them at least kinda okay compared to the alternatives). All this and we are now getting a patch that is having the largest buffs to SWF teams I have ever seen. All 3 of the new survivor perks are outrageous in the hands of SWFs.

    Survivors are literally swimming in completely insane options for perks to bring for a match and killers have been having our options reduced more and more between nerfs to perks and these anti gameplay systems they introduce and things like gen kick limits.

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