Avatar

OPXtreme_ttv

OPXtreme_ttv

About

Username
OPXtreme_ttv
Joined
Visits
0
Last Active
—

Comments

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921731#Comment_3921731

    I find the east wing to be fairly balanced, but the west wing can skew slightly killer sided. At least that is how I feel my own games has been going.
    Besides, I giggle a lot when survivors send me to RPD when I play killer, because I know how to play around the pre-running.
    All you need to do is to not waste time in long chases, and keep pressure on the main room.

    West wing is bigger than east wing, has more resources too. Actually feels like more like the opposite but its still a balanced map

  • @Kleine_Klompje said:

    There was no solo q game where its normal. survs just give up..

    Been wondering the exact same thing, it seems to be happening against all killers too. There is alot of Kaneki hate still but even killers like trapper, wraith and bubba people are dcing

  • @Trex_Crazy said:

    This is what we in the buisness call "cope". I've played as her and against her and its not much different from playing against blight, plus just don't present a target and they won't getthe fast vault. the only "broken" thing about them is that deep wound negates the survivors 37 endurance perks. They really are weaker than people say (not that they are weak by any means, just not as strong as people say) People just don't want to learn how to play against them, and it isn't a free hit just play around objects like you do blight/ranged killers. Ive had plenty of times Ive been forced to m1 because they're playing smart.

    Blight is another broken killer who is equal in strength to Kaneki. They both have the same issues, too many chances to get effortless injures/downs (mostly just blight since his power actually downs) and having way too short cooldowns.

    Kaneki I would say has more counterplay, as you can double back on catch up leaps or put a long prop between you and the killer to force more leaps and in turn, longer cooldown for some more chase time. He really is just a stronger legion

  • @Skeleton23 said:

    I've been thinking on how Bots Acted in this game and the more I go against them the more I realize how broken they actually are. They don't miss Skill Checks or do anything else but get on Gen after Gen. When Player Survivors do more then Just do Gens.

    I wish there was some way to add difficulties in the Custom Game to make them act different. Like have a setting to put random Bots with random perks and tools plus if you want to practice against bully Squads or Sabotaging Squads you can make the Bots act this way to improve on these type of players when they show up.

    I know Bots can only do so much for a player but I think there should also be a Bot Killer as well to help Survivors improve on Looping some killers. And again I think there should be Differently settings on the type of killer Like basement camping, face camping, tunneling all that type of stuff.

    I think this can make Custom game more open and available for players to not only mess with but also learn the game in a controlled area without Judgement.

    What do you guys think of this

    Well they're better than DBDM's bots ever were, I don't see them as a problem since you almost never see them

  • @Retro_Gamer said:

    Why aren't all the languages available on PC available on consoles?

    Russian, Polish, Thai, Spanish (Latin American) and Turkish are missing on Playstation and Xbox.

    By adding more languages, the developers could attract even more users to the game.

    Yeah pretty sure thats up to the console creators to fix, not BHVR

  • @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?

    The punishment seems fair, they tryvto abandon their team, you waste their time

  • @HOMOGRIMOIRE said:

    I wanna start by saying I've been playing DbD since 2021, around the time nemesis released. I've grown to love this game a lot. I first got into dbd because of the lore, and its still something i care about a lot. So, i do wanna say that i am looking forward to all the lore being unlocked from the get-go. Making the lore more accessible is the right choice, and will help make players grow connected to our characters and the overarching lore of DbD.

    That being said, onto the title of this discussion, I'm not looking forward to the upcoming changes to the rarities and the change from the tome-challenge system to the quest system.

    Starting with the rarity changes, let me start with an anecdote. I'm still not even used to the current cosmetic selection menu. The old one was simple and easy to use and displayed everything I'd need to see. The new one still feels too unwieldy and difficult to use for me. It feels almost hidden, and some what difficult to navigate at times compared to the old cosmetic menu, but thats besides the point. The point is that like the cosmetic menu change, the changes to the rarities are gonna mess with a lot of people. Honestly, the current rarity system is fine, the colors are fine. Theres some inconsistency between the type of cosmetics in the ultra rare and legendary categories, but that is perfectly fixable within the current system. The new colors are only going to confuse a lot of the current playerbase once they go through.If we could toggle between the old and new rarity system, that would be nice.

    As for the challenge-tome system change, I am a fan of finally being able to select multiple challenges to progress through and complete in the same trial. Unfortunately, thats where my praise ends. The quests page is lackluster, and devoid of the aesthetic and vibes of the tome and challenge. It feels generic. "Quests" sounds generic. Just about any game can have quests and it'll sound like it fits. So, quests works fine for DbD, but not as well as Challenges and the Tomes and Rituals. Challenge implies hardship, a perfect fit for the nature of the game. Quests has a too positive connotation. It sounds like youll be given a reward from a belevolent benefacor once its completed. it doesn't suit DbD's tone. Aesthetically, it suffers similarly. It lacks the charm of the tome's commected nodes that also resemble a web, like the bloodweb. I could understand perhaps wanting to move away from the observer, his tower, and the auris, and their aesthetic, but the quest system as it is now looks like a downgrade. I'd rather wait for a much more fleshed out looking challenge system that fits DbD's aesthetic, even if it means waiting on being able to select multiple challenges at once.

    All that being said, I hope the DbD team doesn't sacrifice it's current aesthetic for something "simpler" when the current systems aren't even difficult to navigate or use at all. Slow, perhaps, but not difficult or confusing. I also hope the team keeps in mind it's current long-term players when changing and designing new systems and continues to breath life into this wholly unique game that we all love. 🥰

    They're great, so im happy that the Compendium is finally being left in the dust, literally.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920169#Comment_3920169

    If you mean the new Legendary looks and the new descriptions, then yes, thoes were a really good feature.

    But why the hell did they make Rare things blue and Uncommon things green? It's just so backwards.

    There could be a phycological factor with the new rarity system colors being just like Fortnites, atm the most popular game in the world, despite its massive changes since release that personally doesn't make it fun anymore for me. If you're familiar with other game's rarity color schemes, than this makes dbd easier to understand indirectly. Other then that the new colors just look more vibrant and visually appealing

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920109#Comment_3920109

    And how about... just... leaving them, as they were before? Not fixing what is not broken?

    Because the new colors look really nice and each cosmetic features clear distinction between whats unique

  • @SoGo said:

    Why didn't you revert the rarity colors?

    The new replacements are just dumb.

    They're fine, they just need to make a symvol of sorts to signify to color blind people what rarity the cosmetic or item is. Similarly to Marvel Rivals woth the pentagon displaying more filled in 5ths

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919804#Comment_3919804

    Yeah they gotta stop assuming just because a killer had a high kr doesn't mean their kit is busted. Hes still a terrible killer and on paper shouldn't be getting more than 2 kills tbh. And in high mmr this is quite present, good killer gamesense is stronger than this guy's power, but in combination you can do some miniscule damage

    Typical mass downvotes with no explanation as to why anyone disagrees. Its not like im wrong, its proven through BHVR's own stats

    Edit: I swear this whole tool's existence is just to ragebait people and not explain anything. Defeats the entire purpose of a forum but yeah, lets keep it anyway

  • This video is literally just a Blight Rage Rant and Blight Main Stereo Types and Slandering, which he isn't completely wrong abt. The people he showed really do not know how to play any other killer but Blight, they all just run the same outfit running a Winstreak like the killers even hard to play, and then theres the actual power just being insanely busted for no reason and Streamers think that someone wants to watch stupid high speed melee flicks that you can only do on PC? Thats so boring and its honestly baffling that Blight is still the way he is, especially when hes one of the easiest dash killers to nerf.

    Nurse can't really be nerfed without losing the core aspect of her power (busted blinks), thats understandable to keep a large chunk of the PB happy still, seeing as she isn't as common as Blight anyway. Still frustrating asf to play against, but at least its not every game

  • @BorisDDAA said:

    He is but bhvr will probably nerf Freddy instead after those stats loll.

    Yeah they gotta stop assuming just because a killer had a high kr doesn't mean their kit is busted. Hes still a terrible killer and on paper shouldn't be getting more than 2 kills tbh. And in high mmr this is quite present, good killer gamesense is stronger than this guy's power, but in combination you can do some miniscule damage

  • @darky3 said:

    Hey guys, after some research, I made a post breaking down 3 great builds for The Ghoul.

    https://us.v-cdn.net/6030815/uploads/ZDI8153CBBOF/image.png

    https://us.v-cdn.net/6030815/uploads/PTN5BR9A8254/image.png

    https://us.v-cdn.net/6030815/uploads/M6HJ7RCSYYCD/image.png

    Build 1: Brutal Strength, BBQ & Chilli, Surge, Coup de Grâce

    Build 2: Whispers, Sloppy Butcher, Forever Entwined, Bitter Murmur

    Build 3: Hex: Thrill of the Hunt, Hex: Pentimento, Hex: Blood Favour, Hex: Ruin

    What do you guys think about these builds? And what builds are you currently running on him?

    I run Brutal, Entwined, Enduring and Sloppy. I've given up on stalling gens as pretty much all killers, ending chases creates alot more pressure anyway

  • What i hate the most abt it is that add ons, items, and offerings aren't also random. So in some ways the meta can be abused still, defeating the purpose of the mode's existence. They should either make those also random, or not allow them in Chaos Shuffle anymore

  • @danielmaster87 said:

    I think you're able to get them barely if you use 8x STBFL.

    You still shouldn't need a perk to get a exit blocker kill. Cenobite doesn't need STBFL, and he gets alot of time to pick up survivors after downing them when they're chained

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/7MUI0WBMW3DK/dbd-designpreview-sm-banner-1920x1080.png

    Welcome back to another edition of the Skull Merchant Design Preview! As we mentioned in our recent status update, we received a great deal of valuable feedback from you on our initial rework proposal. Today, we’re excited to share an evolution of this rework!

    This places a considerable focus on Skull Merchant’s role as a high-tech hunter – a modern slasher, if you will – who uses the tools at her disposal to generate a network of information as she keeps tabs on her prey, weakens them, and then goes in for the kill when the time is right.

    Let’s first dive into the specific changes:

    WHAT’S CHANGED?

    • We’ve removed the Killer aura reveal when hacking a Drone.
    • The Global Detection Power detects Survivors who are running or walking, keeping this consistent with how Drones detect players.
    • Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action.
    • Skull Merchant has two different types of Drones:
      • 5 deployable Stealth Drones, as previously mentioned
      • 1 Drone Buddy (name pending!) that hovers directly over her shoulder. Note: This is not a separate AI-controlled entity.
    • Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors.
      • Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap.
      • Claw Traps can be removed by Survivors following a held interaction.
    • Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy.
      • This ranged attack has a small AOE and downs Survivors tracked with a Claw Trap.
      • The EMP dart does not hurt Survivors if they are not tracked with a Claw Trap.

    Sound interesting? Let’s break this down by looking at it in the context of an example chase from the perspective of Skull Merchant:

    DEPLOY AND DETECT

    Your first order of business is to make use of the tools in your arsenal to figure out where Survivors are. You begin by deploying a Stealth Drone and piloting it to a high traffic loop, where you leave it passively scanning. Switching focus back to Skull Merchant, you head towards another loop, activating your Global Detection Power in hopes of catching a Survivor heading to their first gen.

    https://us.v-cdn.net/6030815/uploads/KUI0CVR2BROW/killer-redlightgreenlight.png

    Both the Global Detection Power and your passive Stealth Drone detect separate Survivors, notifying you of their whereabouts on your radar. You’re now perfectly situated for a chase...

    TAG AND TRACK

    Switching focus back to the idling Stealth Drone, you see the Survivor who was detected running away. Making use of the Stealth Drone’s increased movement speed, you give chase.

    Mid-chase, you see an opportunity to strike, launching your Stealth Drone forward with Drone Propulsion and hitting the Survivor. Not only does this injure them, but it attaches a Claw Trap to them. This inflicts the Broken status effect and tracks the Survivor on your radar.

    https://us.v-cdn.net/6030815/uploads/6NXWPBOPDGVL/killer-dronepropulsion.png

    While Drone Propulsion can’t be used to down a Survivor, this opens them up to her other ability...

    USE EMP DART TO DOWN

    At this point, Skull Merchant could take matters into her own hands and hunt down the Claw Trapped Survivor by hand with an M1 attack, but where’s the fun in that? Hovering over her shoulder at all times is her prized Buddy Drone, which hides a secret weapon.

    By charging up and releasing the activatable ability when in control of Skull Merchant, her Buddy Drone fires a short-to-mid range EMP dart that hits with a small AOE. If a Survivor is being tracked with a Claw Trap, the dart will activate this fearsome contraption, downing them. Good hunting!

    https://us.v-cdn.net/6030815/uploads/QW3K6M9U65KI/killer-buddydronerangedattack.png

    A SURVIVOR PERSPECTIVE

    All that’s well and good, but if you’re a Survivor, how are you supposed to deal with these high-tech tools?

    • Stealth Drone passively scanning an area? Either crouch-walk to avoid the scan lines or hack it to send this Drone back to Skull Merchant’s personal stores.

    https://us.v-cdn.net/6030815/uploads/GGD11LPZ7AXI/survivor-standstillorcrouch.png

    • Hear the Global Detection Power notification? Same as above – begin crouch-walking or stop moving altogether to avoid having your location given away.
    • Notice a Stealth Drone being piloted? Keep to tight loops and be ready to juke to prevent the Stealth Drone from attaching a Claw Trap to you.

    https://us.v-cdn.net/6030815/uploads/SWFE6Q5D9L47/survivor-dodgedrones.png

    • Afflicted with a Claw Trap and see Skull Merchant approaching? Be ready to juke her EMP dart. It has a short charge time, so use this time to put an obstruction between you both.
    • Afflicted with a Claw Trap and feeling hidden? Hold the interact button to remove it.

    https://us.v-cdn.net/6030815/uploads/HR5M401R5UYB/survivor-clawtrap.png

    With that, we’d love to hear what you think of these changes! We’ll be keeping a close eye on all our community channels and relaying any feedback back to the team, so don’t hesitate to share your thoughts with us (i.e. in the replies right here)!

    While we won’t be running a survey this time, we are taking note of the feedback you shared from the last iteration to inform future surveys.

    See you in The Fog!

    The Dead by Daylight Team

    Alot less of a dash killer now, i like it

  • @TapperBunz said:

    I'm confused as to why kaneki has the ability to trap a survivor in the trials during end game for the duration of his cool down animation and basic attack animation, only for the survivor to escape the trials anyway. I've had multiples games where this instance has occurred and I always pray that I can get the survivor but I never do. Do you expect us to bring "save the best for last" as a means to having a shorter M1 animation, or am I missing something entirely? It feels like no matter how smart I play during end game I still loose the survivor after using his skill to outsmart a survivor.

    On the note of Kaneki's block trigger, it should be made so if you're directly grabbed by him on his first leap, that you can't exit for 8 seconds. That way he can injure, down and pickup survivors who failed to dodge.

    This would be more balanced compared to the grab injure trigger, as you can attempt to loop him long enough in the exit area to leave when the timer ends. His cooldown is also long enough when grappling to survivors that he doesn't get it back fast enough to trap someone in permanently. If they increased his duration after hitting the survivor already, that would be too unfair, theres no way you'd escape if you didn't have a teammate to heal tech.

  • @TapperBunz said:

    I'm confused as to why kaneki has the ability to trap a survivor in the trials during end game for the duration of his cool down animation and basic attack animation, only for the survivor to escape the trials anyway. I've had multiples games where this instance has occurred and I always pray that I can get the survivor but I never do. Do you expect us to bring "save the best for last" as a means to having a shorter M1 animation, or am I missing something entirely? It feels like no matter how smart I play during end game I still loose the survivor after using his skill to outsmart a survivor.

    Alot of killers have this feature nowadays, some its too strong on, and others it does absolutely nothing. Houndmaster has a measly 1.5 seconds of gate blocking. Nerfed down from 5 seconds initially, because people who didn't know how to dodge the dog would get forced into never leaving (shouldn't have ever changed, getting grabbed at the gate was your own fault. You can also run out of the gate while the killer was on cooldown and leave then for free)

    Similarly to Kaneki, this feature is pointless existing at its current duration, granted getting hit by power is super hard to avoid. I would propose that they just remove it from Kaneki in general since if he blocks it for longer when his hits are almost undodgeable, he would be too op

  • @AleksaHazel said:

    Dear Dead by Daylight team,

    First of all, I would like to thank you for continuously improving the game’s atmosphere and the individuality of each killer through custom chase music themes.

    I would like to make a suggestion regarding the chase music for a few specific killers, in order to enhance immersion and atmosphere during matches:

    1. The Nurse:

    I suggest a rework of her chase music to make it darker, more haunting, and less action-driven. Given her lore — being a tormented spirit of pain and suffering — a chilling, oppressive soundscape with heavy echoes, distorted strings, and ghostly whispers would match her presence much better than a fast-paced chase beat.

    2. Wraith, Huntress, Plague, Leatherface (Bubba), Pig, Freddy:

    These killers currently use the standard chase music, and I believe they deserve their own unique themes that reflect their backgrounds and personalities:

    • Wraith: A hollow, distant bell-based theme with eerie metallic tones.
    • Huntress: A folk horror-inspired melody with broken humming or distant traditional instruments.
    • Plague: A ritualistic, ancient chant mixed with deep, unsettling tones.
    • Leatherface: Raw, chaotic sounds of chains, screams, and heavy breathing.
    • Pig: Stealthy and tense music with mechanical ticking sounds and distorted whispers.
    • Freddy: A surreal, dream-like distorted lullaby that turns into nightmarish soundscapes.

    Adding personalized chase music for these killers would greatly enhance the immersion and uniqueness of each match, and further demonstrate the game’s commitment to delivering a rich, terrifying experience for players.

    Thank you very much for considering this suggestion!

    Kind regards,

    Isra

    What abt Trapevian? (Trapper)

  • @VibranToucan said:

    When the exit gate switches become available (either due to hatch being closed or due to 5 gens being completed), big bubbles revealing the exit gate switches appear for 12 seconds. On Survivor this mechanic is great. You get an one time info where the exit gates are, however you need to remember it.

    On killer however this is just detrimental. You see the auras of the exit gate switches anyway so you don't need it. But, since the bubbles cover up pretty much everything, you cannot see if a Survivor is on that gate already. The only way to figure that out would be to get close enough to hear it, which is an enormous waste of time if no Survivor is there. On top of that since the bubbles last 12 seconds and the opening time (ignoring any perks) is 20 seconds, Survivors can get the gate more than halfway open without the Killer being able to see them.

    Please remove the Bubble on the Killer side.

    They should have bubbles be optional anyway, for both roles

  • @Neaxolotl said:

    He is one of weakest killer with all the things, not an issue

    knight is in no way weak anymore. Most consider him a low A tier, high B tier killer

  • @Bleakbtw said:

    When the new UI changed recently it brought a display cap of 999+ and tons of players like myself dislike this change a lot. I was trying to see if there's any way to revert that. As a P100 player I like to collect items/add-ons quite frequently and not being able to see the number of that makes me not even want to put anymore bloodpoints into that character since theoretically in a way I'm done with that character and "hit the cap/max level" I really hope we can revert this as tons of item/add-on collectors really dislike this.

    Thanks,

    Bleakbtw

    https://us.v-cdn.net/6030815/uploads/R1IQLP742LT5/screenshot-2025-04-09-145624.png

    Its definitely not a priority, but I guess it was better before. Its not like not knowing you have more than 1001 of an add on means you're running low

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917516#Comment_3917516

    There is a reason no one uses Smash hit so I disagree, people want survivor gameplay to be more fun and there is nothing wrong with having strong perks, that's why Lithe exists. This just gives an aggressive option for exhaustion, it still uses map resources to achieve this so it deserves to be strong.

    Lithe is strong and fair. This Smash Hit concept would be used for free pallet saves when the base timing for that and flashlights was already buffed in the survivors favor 3 years back

  • @OrangeBear said:

    Able to teleport to chests

    wait this is actually kinda balanced and funny. Imagine getting grabbed off a chest

  • @Rokku_Rorru said:

    I just thought of a way to make smash hit a more enticing exhaustion and a nice option for survivors who want to do pallet stun challenges.

    Maybe it could make pallet hitboxes have a shockwave a nice pretty neon one to match Yun-Jins origins of being in the music industry, so it's readable so the killer knows what hit them.

    just a fun idea to make this perk more on par with it's sister perks and also give it more flavour to make it fun to use.

    Thats sounds pretty unbalanced tbh. You can already get stunned when you're barely even touching a pallet, I don't think any killer wants to be stunned by a shockwave. This perk would also make forever entwined alot less useful since its a direct counter to save prevention.

  • @Memesis said:

    I never see queue incentives for killer anymore. Even in the US West servers in the evening, survivor queue times are nearly instant. That was never the case even just 3 months ago. I know the new stats suggest solo queue is doing better than historically, but the player base appears more dissatisfied than ever.

    Perhaps the blood generators can be introduced into the regular game, with new perks that interact only with them. Maybe experiment with some new exhaustion perks. Maybe make a perk that gives a close resemblance to old balance landing, as a lot of older players loved seeing that bug bring back that old function.

    Obviously, these things need to be balanced, just spit balling. I hate waiting for killer queues, and playing survivor feels kind of boring lately.

    Been asking for a gas machanic that would be required and would stop a gen from regressing past a certain percentage for a long time

  • @TheDavidKingMain said:

    This killer is actually ruining the game. Still broken overtuned aftter his "nerf" (if you can even call it that? lol) and whats even MORE disgusting is that you can literally run 6 PERKS on this killer. 4 slowdown perks, and then 2 addons that give you bamboozle and bbq for free. It is quite literally not possible to win vs this vs any kaneki with a pulse.

    Hot take: he was nerfed incorrectly. Let me explain.

    So Ghoul can hit you from super far away and thats def not fair. In response the grab range to environment and survivors was reduced by 2 meters. Little to no difference for getting hits but super cluncky for environment grabs, also factoring in the minamum leap range of 5 meters from the point of the grab, leaping for distance is alot harder. The attack range should've been the only thing being reduced and it should've been by a large amount, while the environment grabs should've been left untouched. Every other basekit change is fair imo, he still has enraged for majority of the match once he gets his first hit with power, thats a small problem with giving too many chances too often for team injures

  • @UknownShredder said:

    Hello! This post is not to disrespect anybody but i am living in Asia currently, not from around here though ,I am from EU. I started playing this game last year and been doing some serious grinding since. What i have noticed and i wanted to see if anyone else share the same experience as me is that Asian servers are a lot more competitive than its counterparts.

    Usually when i get sent to a different region with English names rather than Chinese or Korean i do feel my opposition is a lot easier than it is over here. People give up easier die on hooks ( And even DC to not see me do the Mouri) and come and beg to be killed pretty early in the game.

    Not once have an Asian came up to me and asked me to finish them or killed themselves on a hook they will fight with tooth and nail to the bitter end and be on their A game every single match.

    Why do you guys think this is?

    Best regards.

    I don't wanna say anything abt the topic that seems hella controversial but theres stereotypes abt asians taking videogames very seriously when they play them. This further translates into obsession and immense skill with the title they play. Mccote actually played against a swf of asian players in old dbd and got rolled by them, which led to flashlight nerfs in the near future

  • @SeriousRain said:

    His range to free injure you is stupid. Also I hate he can still hit you behind walls (like 1s after you allready behind cover). This range should be max half of its now.

    Also its boring how many times ghoul plays play like old chucky with just using it to vault over to you.

    Attack range def needs a massive nerf, but his generic environment grab range should be brought back to 16 meters

  • Brother he said the exact same thing. Are you even reading what he said? He keeps pointing out that its a 1v1v1v1v1, using the glicko rating system. Also outing in general has nothing to do with winning, dbd doesn't do "winrates" they do killrates and escape rates. A win is determined mostly by your bp gain, which is heavily impacted by spreades pressure across all 4 survivors. To put it simply, wins are determined by hook stages and the bp gained for playing the game as intended

    @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916429#Comment_3916429

    Continuing to repeat the same flawed argument doesn't make you correct. A 2k isn't "no win" for the killer. Its 2 wins and 2 losses. 50% win rate. 50% kill rate. Almost sounds…balanced!

    Or if you view it as a team, then a 2k is a DRAW. TIE. STALEMATE. STAND OFF. DEAD HEAT. TOSS-UP. Not a draw "but survivors win some" Not a draw "but the killer lost".

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916594#Comment_3916594

    My apologies - I had your claim of wanting the survivors to have a 50% escape rate confused with someone else.

    The numbers are just some basic math regarding averages when splitting multiple numbers (4 survivors) and comparing against once number (the killer). It's easy to do in your head if it was just 1 killer and 1 survivor (obviously both would be 50% and 50%), but once you start adding more people on a "side" (ie the survivors), that 50% begins to get reduced to maintain balance\equality. The more survivors, the lower their escape rate is, though I assume you're already aware of that. If you really want the math breakdown, I'll put it together when I have some time - I already tossed my notes. XD

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916642#Comment_3916642

    Random, but okay. People are allowed to provide feedback about the game both negative and positive. There's a lot of people here who do not like the whole 1 v (1 1 1 1) aspect and would prefer it just be two teams. There's also a lot of people who would prefer the devs balance around hook counts instead of kills (ie a killer with 9 hooks would win, but that would still leave room for 3 survivors to also win).

    Wait i quoted the wrong post mb

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916671#Comment_3916671

    But having bot difficulty could be useful like if you wanna learn how use works a custom match can help but bots can still understand how to counter you so your screwed. So having a difficulty dial can help even a dial per bot so a Steve could be at level 2 while a Bill is at 5 so you get of everything.

    Honestly i dream of a practice range kinda like marvel rivals, where you can test out different map tiles, lightings, situations using bot opponents and teammates, perk abilities, power breakdowns, etc.

    Bot Pathing in public matches should be based around your mmr rating (dodging attacks less in 0-500, and more in 1000+) So essentially bots will have difficulty ratings basekit. Their wallhacks of interactables need to be removed, that was also in dbdm and it was hella boring to go against as killer. Bots actually do the objective and actively try to counter the killer by any means, but when they can do it so fast it tends to be an issue. Like in 2v8, bots were gen popping machines

  • @jamally093 said:

    Now I get what your hearing is dumb "changing custom matches? What are twelve?" But listen. A problem I have with custom is the bots let's say this you get a new killer I'll use Unknown for example you just got the Unknown and wanna try them out but public matches can be a little hard since your diving head first and having to learn quickly so why not custom matches go against bots and learn how the killer works…then the problem comes you wanna learn how to use UVX but the bots just know how to dodge them with ease or if you land a hit they can look at you and still run in the same direction without bumping into anything which a lot of players who face Unknown has trouble with since you need to quickly look forward and back to remove weakened but bots have 360 vision. Maybe you want to try some hex builds? A little Devour maybe a sprinkle of blood favor but it seems the bots automatically know where the hex totems are so you can't test out your hex build. My solution a bot level. Scaled 1 to 5 you can tune a bot to either be at 1 which is basically like a player who just got the game they do a lot of mistakes and will be easier to chase or 5 which is a knowledgeable level they know how to loop easily will know where your totems are and can understand the killer like they faced them ten times in a row and won each match. The idea is that way you can practice a certain killer at a level where you know you can have a challenge but still get the idea of how the killer works. While I know this sounds silly and probably a waste of time it's still an idea since the tutorials only give the very basic why not have custom match let you enter the idea of how a killer works that way you learn each power and learn which killer your wanting to main.

    Dbd core should do what dbdm did and make Bot difficulties. Essentially their pathing would increase in strength. Also killer bots existed for all characters in dbdm, but not all killers would use their powers as intended. Nurse would insta blink and walk pretty much the whole time, twins would break completely when unbinding Victor)

  • @Blueberry said:

    We all wish. It's just kills/escapes, unfortunately.

    damn, thats tragic. I just want an official method of determining how hard my lobbies are going to be

  • @Triglav said:

    Hello Devs,

    I come to you today to speak on the regression event limits that we've had for awhile now. These limits by themselves are not bad, however, the way it builds up on a generator is, when affected by multiple perks.

    While these perks are doing their intended tasks, its also rapidly building the regression events which will eventually block out the generator as other survivors come back to repair it and I try to bring it back down a bit.

    An example of this is if I tried Pain res and Eruption and triggered both in a situation that would cause 30% potential loss in progress if timed correctly, however, it also adds 2 separate regression events to a generator that is being focused by the survivor team and if repeated, mainly by eruption, can isolate the gen from the killer altogether, not forgetting that kicking a gen for 5% is counted towards this tally as well.

    Kicks are almost not worth it, 5% loss is not worth giving it another event towards being blocked in this current state of the game. I'm not calling for a buff but maybe some change towards how it counts towards regression events.

    With survivor repair speed perks being a constant and just general teamwork of focusing a generator, I don't see how it would be a bad thing if a killer could at least rely on a kick to start regression a few more times outside of perks, when eventually you shut off perks affecting them altogether on the killer side.

    I get no one wants to be stuck in a game trading and even getting caught in loops with killers over a generator, its not fun, however, seeing a generator become isolated and basically theirs for the taking is not fun either due to the current system.

    Seeing it improved upon would be amazing and I think the blocking is too much for doing a basic killer action with kicking while survivors can do healing and repairing to a much higher degree of repetition over the course of a game. You want to prevent perks from being looped, good. Preventing a killer from just slightly damaging a generator is negative to the overall game play loop.

    it would also be nice to see perks outside of the meta pain res get buffed or new perks added that cause significant damage to gens since they will do nothing at all as the game goes on.

    As always a hand clasp from across the miles,

    Triglav

    Agreed

  • @Smezll10 said:



    Hey Behaviour Interactive,


    I just wanna be real with you about the whole 20% map offering change—it seriously feels like a step in the wrong direction. Right now, the system is actually super fair. Both sides—killer and survivor—can throw in a map offering, and the game already splits the odds between them. On top of that, either side can use the cancel offering to block a map entirely. That’s balance. That’s choice. That’s strategy.


    So… why fix what isn’t broken?


    Dropping map offerings to just a 20% chance takes away one of the few bits of control we have before the match even starts. If I’m building a killer loadout that depends on a specific map—like Myers with indoor loops, or Trapper needing tight spaces—and I can’t rely on my offering, it kills the whole idea. Those builds become useless. That’s not just frustrating—it’s demotivating.


    Veteran players especially are used to this system. We’ve been playing with it for years. Changing it now risks making the game feel unfamiliar and random in a bad way. People might just stop using offerings altogether, or worse—lose interest in playing regularly. And that hurts the entire community.


    You already have systems that balance things out without needing to mess with offering percentages. Let each side throw in a map offering, let the odds split fairly, and let cancel offerings do their job. That’s already a solid setup that gives both sides a say while keeping things unpredictable enough.


    Please rethink this change. It’s not just about stats—it’s about keeping the game fun, fair, and familiar for the people who’ve stuck with it the longest.



    Thanks for all the hard work on the game. I just want to keep enjoying it the way I always have.


    Much respect — A devoted DBD player who’d love to keep choosing maps without heartbreak.

    Id mind this, if the maps were actually balanced. Otherwise, this just feels like a bandaid for long projects reworking old unbalanced maps.

  • https://forums.bhvr.com/dead-by-daylight/discussion/443676/which-killers-have-you-not-been-against-in-ages

    unfortunately Houndmaster. A killer who got a pr bad wrap upon release, shes actually one of the more fun balanced killers to play as/against. Really disappointing I still don't see my own main like ever 😓

  • @FizzyWizze said:

    Many Survivors have had an issue with lockers right next to a window vault, and instead of vaulting the window during their chase they fast vault into the locker instead. Giving the Killer a free win. I've seen complaints about this before, especially by players who play primarily on console. With that said, will lockers be separated on the maps with tiles/structures that have this issue.

    https://us.v-cdn.net/6030815/uploads/SCEJZMXSCPAW/please-seperate-lockers-from-windows.gif

    K the locker beside vault/pallet is avoidable at least, its the picking up beside a pallet/vault/locker thats a problem. You get forced to lose a down because of a stupid interactable, even though theres like a dozen buttons on controller that could be binded to picking up only.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916561#Comment_3916561

    10000000000% agreed and an upvote from me. It's a terrible way to balance the game, but thats how the devs have balanced and designed the game. I think the game would be MUCH better if it was killer team vs survivor team, and the survivors all win or lose together (AND it would promote more teamwork!).

    Again, I'm not saying how it should be - im saying how it is currently designed and balanced around. I'm just clarifying for people who think survivors should each have a 50% chance to win would be some great idea - it would not. They misunderstand that a 50% win for one survivor doesn't just apply globally for all players - that's not now asymmetrical games work.

    Edit - for transparency, I play both killer and survivor. Over the past 6 months I have mostly just played solo queue, though I typically prefer killer. If I'm actively playing both, my split is usually 60 killer and 40 survivor. I nearly have my first p100 survivor (had a p70 claudette but dropped her for my boi Alan Wake who is at about p80), as well as a p100 ghostie and a few p30 killers (mostly slinger/myers/pig/dredge/unknown/xeno). Despite my unhappiness with how Survivors are balanced, I'm not letting that affect my view on the reality of how the numbers are balanced by BHVR.

    Forum ban speedrun

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916412#Comment_3916412

    The irony. People can hate facts and math all they like - it doesn't change reality.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916416#Comment_3916416

    If you don't understand these basics, then I don't know what to tell you. I tried explaining them as simply as I can. If you don't grasp it at this point, well, it is what it is.

    Let me try dumbing it down for you further:

    If you view it as 4 different 1 v 1, a tie is impossible for each 1 v 1 due to the nature of 1 v 1. If you view it as a team, then both sides must both equally neither win nor lose. Killer wins with a 3k+. You cant have a killer get absolutely no win and the survivor "team" get some winning (2 winners on their team). That by definition has survivors winning more than the killer and in turn is not a tie - the survivors would have made out better than the killer IF you viewed it as a team game.

    This links back to the game using the glicko (1v1 game) rating system rather than elo (team game). DBD should be two teams vsing eachother, not a 1v1v1v1v1

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916406#Comment_3916406

    A 2k is either a draw (team vs team) or 2 wins and 2 losses (mmr and the 4x 1v1 method). Stop with this stupid slight of hand.

    You want to take the killer win rate from the team vs team comparison and set it against survivor escape rate in a mmr sense. It's an apples to oranges comparison and I'm beyond tired of seeing it parroted constantly.

    The reality is most killers are winning (3-4k) far more than they lose (0-1k). A draw is not a loss and no amount of mental gymnastics will make it one.

    Wins or in this case pipping, isn't based on either of those, its based on stages. Competitively as well, wins are based on your kill equivalent, not in game sacrifices. Blood point score events and emblem gains are more about even progress across all 4 survivors

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916417#Comment_3916417

    I don‘t see the difference to be honest. If a killer has a too high kill rate, it needs nerfs. That‘s what balance is after all. I think it is good to give players a bit of time to let them adjust, but 70% (69) is too much. We don’t know what Freddy currently has, maybe it dropped, but if it is still 70% he deserves nerf.

    Edit: I think I‘ve understood your point now, but why doesn‘t trapper overarchieve in the same way (if it is just about m1 skill)?

    Idk trapper's killrate. Though hes weak, people find his kit really boring to play against. Whenever i see him and play as him, people just give up on hook or dc when a basement camp happens. He needs a rework, but i wouldn't be suprised if his killrate was around 50-60% cus of this stat inflation

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916303#Comment_3916303

    60% win rate for killers vs 40% win rate for survivors.

    = survivor sided XD

    Killrates do not necessarily mean a killer is overperforming. There are countless factors to how a match can go wrong in the killer's favor. Freddy is a good example, being the deadliest killer and having a trash power, only because of high mmr players who for the most part don't rely on a power to win, instead just their raw skill and game sense, but also because people often fumble against freddy's new kit, since they dk how to counter it yet

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916303#Comment_3916303

    60% win rate for killers vs 40% win rate for survivors.

    = survivor sided XD

    Yeah you, @Rogue11 and @Jadelysta the downvotes speak for you tbh

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916148#Comment_3916148

    Over achieving kill rates. Check

    One of 4 survivors makes a mistake and costs the game for the rest of the team. Check

    S Tiers "SHOULD" overperform and their kits are insanely powerful

    Survivor sided game btw!

    So 3 or 4 killers of the almost 40 need nerfs. People only playing thes characters because they feel they need to in order to win, because the game is survivor sided. Which btw is old news

  • @deckyr said:

    or is it ok for him (and not skull merchant) to sit at a 70% kill rate while he waits for reasonable and nuanced numbers tweaks to bring him slightly down?

    interested in your answer, bhvr developers. i'll be considering the reality of what happens to be your answer to this question.

    It doesn't make sense to, his kits trash its just an influx of high mmr players using him. Imo his dream pallet needs a rework. Something like:

    NEW - There is a single dream pallet that has a 7 second cooldown/active life time until replaceable again

    NEW - The infested pallet is visible to the survivors only in the dream world, where rupturing it can actually damage the survivor

    NEW - Rupturing pallets remains unchanged, but pallets ruptured don't break anymore

    NEW - Pallets can be ruptured when dropped

    REMINDER/NEW - Dream pallets can still be created. Upon the pallet's lifetime ending, the pallet turns into a normal pallet. This is here to ensure that this part of Freddy's power isn't useless once theres no pallets left. Though it is risky, as you're creating resources for the survivors

    He doesn't need a nerf, he needs a buff. Killrates have meant almost nothing in regards to a killer kit being powerful, as seen with Freddy compared to someone like nurse. Its based on how many people play them, the more that play a set character, the higher the chance of someone losing and dropping the Killrates entirely. Especially since anyone in any mmr can play these characters

  • @CountOfTheFog said:

    Weekly 🎁 thread

    always, but i love the fact that it stays there until the next week refreshes. So lets say you claim it 1 minute before 11am est on tuesday, then you get ANOTHER gift in only a minute

  • @Rokku_Rorru said:

    Why are the S-tiers untouched when they are over achieving? And clearly High mobility is gamebreaking and needs brough inline with the rest of the kill rates. I'm guessing we are waiting to see how the Anti-Slug and Anti-Tunnel QoL will affect them, as I feel they are the targets for these changes mainly.

    But Nurse/Spirit/Blight/Wesker and I imagine Kaneki too when his stats get released in July/August, among others need changes and soon, why are these never discussed?

    It's either that or force said killers to play against the 4-man premades if that is their designed purpose, rather than forcing solo Q to deal with the one-sided matches.


    Bare in mind we are also only looking at averages across the board, so lower tiers could be cancelling that number out to make it 40 percent survive rate rather than where it should be.

    S-tiers need brought down, Low Tiers need brought up.

    Im only up voting this cus of that last sentence.

    However the game is definitely not killer sided despite the over achieving kill rates. On paper, its survivor sided, its just that making a fumble as survivor could end up costing the game for the rest of the team, leading to these skewed, over inflated stats. S Tiers should and are overperforming simply because their kits are insanely powerful, while lower tier killers also have similar win rates cus of the person playing them (A tiers like Dracula, Artist and Wesker take more skill than lets say Nurse or Blight, since their kits are actually balanced and punishing if used incorrectly)

1 2 3 4