Orthane
Orthane
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- Orthane
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Yeah it makes 0 sense. Hell the Party Hat nerf makes even less sense because it's not even very good… like who the hell was even using that? Also the buff to Foxy's Hook which is a very problematic addon that should have been reworked is also baffling.
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Hopefully not. It was extremely bad for the game in its original iteration. Chucky is still a very strong killer, B+ tier at the least, anyone who disagrees with that is just wrong.
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I'm honestly surprised it isn't yet. Everyone agrees that it should be visible like generator or totem progress bars when hooked. There's literally no reason for it not to be.
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@conradoo said:
Hey everyone, just wanted to share some thoughts after playing Dead by Daylight for around 2000 hours.One thing that really stands out to me is how unfriendly the game is for new players. It's honestly kind of brutal.
I’ve invited several friends to try it out, and pretty much every time they quit after 2 or 3 matches. They die fast, don’t really get what they’re supposed to do, and just feel completely lost. I’m sure a lot of people go through the same thing. The game just doesn’t explain core mechanics well. Stuff like looping, map pressure, or even the idea of wasting the killer’s time to help the team — none of that is taught properly. You either figure it out by watching videos or just by playing a ton.
I see DBD almost like a speedrun: your job is to keep the killer busy while your teammates get things done. But trying to explain that to someone who just downloaded the game? Not easy.
For example: surviving 60 seconds in a chase and going down on the opposite side of the map can be a great play. It buys your team time. But for a new player? That kind of decision-making isn’t intuitive at all.
Honestly, I think the game could be much bigger than it is — all the licensed content, crossovers, etc. It has huge potential. But somehow it still peaks at around 40k players, which feels low for a 9-year-old game of this scale.
And one last thing:
Even though DBD is considered "casual", I think it would benefit a lot from having separate ranked and casual queues. A ranking system could actually motivate new players to improve and give them a goal to work towards. Right now, getting matched with experienced killers as a newbie just ruins the experience.Anyway, that’s been my experience over the years. Curious to hear from others —
Do you agree? Have you seen the same things happen with new players?I started when Tools of Torment released and honestly I'm surprised I stuck with the game. The Tutorial literally teaches you nothing, really it's sort of just like Dark Souls where you kinda just have to figure everything out on your own. The problem is Dark Souls is a single player experience (well, can be online but you get the point) while DBD is a multi-player semi-competitive game. Having to learn things on your own in an RPG is fine, it can even be a lot more fun than hand holding.
In a game like DBD you have to teach the player at least some of the basic things like how Killer Powers work. That's the biggest one imo, they NEED to have a Tutorial for every killer that shows you how their power works and what you can do to avoid it. Like holy ######### the amount of people that still don't know you can crouch Skull Merchant Drone beams is insane. Or also have Killer specific tutorials that teach things like "Use your Vile Purge on a Generator to infect any Survivor that interacts with it" because you're really just dumped into the game with no way to learn other than just playing, which can lead to a lot of frustration.
Also ffs give more free perks. The best free perks were taken when Stranger Things came back. I relied heavily on Jolt when I started the game since it's the only free regression perk you get, now new players get literally 0 regression perks, that's really bad. Same with Inner Strength for Survivor being a great self-heal perk, that's no longer free. They got to take some of these really old Survivor and Killer perks that are important and give them for free, like Pop Goes the Weasel or hell even Windows of Opportunity. Both from the same chapter and both are very good to help new and veteran players on either side. Those are perks that a new player can rely on for every game.
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@Star99er said:
If 4 survivors are slugged or hooked you should be able to attempt to unhook yourself without a perk or luck add-on. It feels bad enough when not being able to do anything in this situation, please consider more scenarios like this where survivors can attempt to unhook.
Yeah I agree. It's really stupid you can't attempt when you and another person are hooked, especially if there's only 3 of you alive so now you just lose because there's no way that last guy who's already being chased can do anything. At least before you could try for a 4%. Now you can't even take a chance.
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It shouldn't. Simple as that, it was extremely unfun to play against.
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@Elan said:
Minor changes:
→ Decrease attack cooldown from 2.7s to 2.5s
→ Decrease break and damage action by 10 %
→ Kicking gen immidiate regression 5 % to 7 %
→ Every gen is blocked for first 20s at the start of the game
Definitely not. As a Killer main that is wayyyyy too much. Especially the attack cd. The last thing we need is killers like Blight and Ghoul being even stronger. Regression is honestly fine base kit, but they need to revert the nerfs to Pain res and Pop, especially with the healing meta we have right now.
Speaking of Blight and Ghoul, they are part of the core reason killer cannot receive any base kit buffs. The difference in power between Nurse, Ghoul, Blight, Billy, Plague all the A tier and S tier killers and all the B and lower killers is so massive that any changes to killer would have to wait until they all get nerfs. Either that or they would have to give buffs to most of the killer roster before doing anything else. Because any buffs to killer would disproportionately affect the high tier killers and make then even more oppressive than they already are.
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@Callahan9116 said:
Hardly no one runs it already
I see 1 Vigil almost every game.
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Huntress is stronger than him btw. He gets 1 hatchet that he has to wait to recall, it's very punishing if you miss it. He's not even that great, like high B.
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@JustElf said:
I purchased a new character with the specific goal of having a completely fresh experience — no perks, no items, no add-ons, no Bloodweb progress. However, to my surprise, the character came with level 2, five med-kits, five toolboxes, and five add-ons already unlocked — all without my permission or any option to opt out.
This completely defeats the purpose of why I bought the character in the first place. I even spent real money on a cosmetic for them. Getting free progress sounds good on paper, but not when it's forced on players who intentionally want a clean slate.
I’ve contacted support asking for a reset or compensation, but I really hope Behaviour considers giving players an option in the future.
??? This is genuinely the most insane take I think I have ever seen.
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"Most OP since Skull Merchant" Lol. Firstly, he's not OP, Springtrap has plenty of actual counterplay unlike the real OP killers like Nurse, Blight, or Ghoul he is at the absolute most A- tier. Secondly Skull Merchant was never OP she just wasn't fun to play against and that reputation never healed. At her height after her rework she was B tier.
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/449650/remove-auto-aim-already
You can disable it in the settings.
You cannot.
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Probably not, DBD has a bit of a problem with FOMO.
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@YamamuraVideoRentals said:
Singularity is the strongest killer in the game right now. People are sleeping on this fact, still stuck in the mentality that nurse and blight are king.
He's very strong but that's an overexaggeration. Nurse, Blight, and Ghoul bear minimum are WAYYYY stronger than Singularity. Those 3 will always be overpowered.
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Yeah ngl I played an Oni games yesterday and it was almost impossible to just do a 45 degree flick. Nothing but 180s all day, it's wayyyy too sensitive now.
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@Contrationer said:
Playing as killer is no longer fun, im a killer main for over 4 years and in the last 2-3 weeks that i came back to the game im feeling oblidged to straight up tunnel, face camp and slug since the match starts, in the last 3 games i played, the first 3 hooks were from the same survivor, this has to end, if the anti tunneling mechanics come, all killers will leave the game, im telling u, same fate as other games, cause it makes no sense for 3 gens being already done before the first chase ends, so i suggest delaying anti tunneling update and increasing gen time from 90s to 120s, and i asked the devs to listen to feedback because this game is survivor sided, and anyone that say otherwise is because they are novice people that maybe even haven't tried killer, and A+ killers feel like B-.
https://us.v-cdn.net/6030815/uploads/A77AB92QPYR6/captura-de-pantalla-2859-29.png
1 minute after the game starts after i made a succesful legion frenzy, all healed and 2 gens done.
https://us.v-cdn.net/6030815/uploads/8LLTSVBSY55Z/captura-de-pantalla-2860-29.png
3 minutes into the match.
https://us.v-cdn.net/6030815/uploads/Q8XA7MW0CRRR/captura-de-pantalla-2861-29.png
I had to face camp in the endgame to rather get a single kill, notice that before they left, all of them were fully healed, they just weren't feeling altruistic to poor leon.
Thank you for reading <3the problem is if we change anything about gens the top killers will be even more oppressive and ruin the game entirely. Blight, Nurse, Ghoul, these 3 in particular are plagues on the game and already feel impossible to win against unless they're just bad or you're a 6000 hour player. The top tier killers are already too strong, so any changes to gen speeds would make them even more oppressive. Meanwhile the mid-low tier killers feel sometimes impossible to win as, almost like you have to tunnel and proxy camp + run 2-3 slowdowns if you even want a chance at winning. The power difference in killers is a huge issue, and until that's fixed nothing can be done about Generator speeds.
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@Milkymalk said:
Seeing this red exclamation mark next to the shop button really triggers me and I have made it a habit to click on each and every new cosmetic, bundle and whatever to get rid of it. Now this time, there is at least ONE last item I can't seem to find. I checked over and over, and it's driving me nuts!
Please build a tab into the shop "NEW" where we can see all the items that are marked as new without browsing through hundreds of items we already know.
Yeah gonna be real, I have OCD and it genuinely makes me frustrated when I see those sorts of things and can't get rid of them. It's always been a problem for me in games where I always have to check all the notifications, same with on the forums as well that little bell if it has even 1 notification I HAVE to click on it or it will bug me for the rest of the day. Luckily the Forums have a "Mark all read" option so the store needs that too. Works the same way with loot in games like Dark Souls lol, I can't ignore anything, my mind will not let me and if I force myself to it will actually make me upset.
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@Elan said:
Overall boon update: Every survivor is able to bless one totem once per game (5x total)
Boon: Circle of healing: remove restriction to work with medkits, now gives 100 % bonus to any survivor that has self heal perk (Fe. Self care + COH = 70 % base self heal speed, Strenght in shadows + COH = base 140 % speed) Limits the self heal speed to 150 % BUFF
Boon: Dark Theory: gives 9 % faster vaults on top of 3 % increase speed BUFF
Boon: Exponential UNCHANGED
Boon: Illumination: Reveal aura of pallets, windows and all survivors when within boon range REWORK
Boon: Shadowstep: Hides pools of blood as well. BUFF
The 9% vault speed would be so unfun to play against forcing you to snuff the totem.
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@austin795 said:
Solo queue is rough—especially when compared to SWF. The biggest issue? Lack of information. SWF players have voice chat to coordinate everything. Solo players have silence.
A simple fix: make Kindred’s aura-sharing basekit.
Why This Helps:
- Shows who's saving and where the killer is during a hook.
- Greatly improves team coordination without needing voice chat.
- Frees up a perk slot for solo players who feel forced to run info perks.
- Doesn’t hurt killer balance—just gives solo players what SWF already shares over Discord.
The Result:
✅ Fewer duplicate saves
✅ Smarter unhooks
✅ Better gen pressure
✅ More fair and enjoyable solo queue experience
Kindred basekit won’t break the game — but it will fix one of the most frustrating gaps in DBD. Please consider it seriously. This one change could massively improve solo queue quality of life.(Also, while we’re at it — MMR still needs work. Even just giving us the option to make visible ranks return (with it off by default) would go a long way toward helping players understand their matches and progress.)
It would be way too strong. They should show the auras of other Survivors to everyone when someone is hooked, but not the Killer's aura when near hook.
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@YumYab29 said:
Hey, I really dislike being the guy that says "the game is ____ sided!!!" and starts complaining about everything, but after playing the event for a bit I do have some complaints about how they implemented the modifiers.
Both roles have 3 abilities each they can ocasionally use throughout the match, but in my opinion the survivor ones are almost useless if compared to the killer abilities.
1. Silent mode - Essentially a better Iron Will that only lasts for a short amount of time. We all know Iron Will is good but not very game changing and mostly situational. Very few cases where you actually feel this makes a difference since most of the time the killer will have line of sight and will be chasing you. But if you go against a Spirit this can be very good.2. Block window - My favorite out of the survivor abilities, you can block and window and stop the killer from vaulting it for a few seconds. Can make for some pretty funny moments where you block the window in the killers face and they have to go around the loop and waste some time. It's mostly very situational though, and a gimmick that doesn't do much most of the time.
3. Create party pallet - In theory the most powerful ability you can have, where it lets you create a pallet in any spot a pallet can spawn, but the pallet breaks if it's dropped, even if it stuns the killer. In theory, this can make the killer's life like hell where in each corner there's a pallet to worry about getting stunned. In practice though, you can bring Enduring and now dropping any of these pallets is a bad idea for the survivor and means getting a free hit. I'm yet to see a single killer to not bring Enduring this event, and why wouldn't you? And even if you don't, even the game gives the killer a limited time Enduring as an ability, so this means using this ability is a bad idea 99% of the time.
Now with the killer's abilities:1. Endure any stun - The game gives you Enduring's effect for a short time. It's not very good since it doesn't last long and not always there when you need it, but it's nice when it's there. But just bring Enduring instead.
Now, for the good stuff:
2. Break pallets from a distance - This was already a thing before and people already disliked it before for it being basically free zoning, and it is. Any time you use this you are not only saving a lot of time from breaking the pallet but instantly zoning the survivor into a bad position and getting a free hit.
3. Hook from a distance - If you've played at least 2 killer matches you've realized that a good portion of the match is spent carrying survivors around to hooks. Sometimes you have a Scourge Hook perk but all those hooks are very far. Sometimes you need to hook in a certain part of the map to gain pressure. Worry not, cause this ability gives you the option to send the survivor to any hook on the map as long as it's on the same altitude. Cutting all that time you spend carrying survivors around to hooks is insanely strong, specially when you can pair it with Scourge Hook perks.
Overall I think there is a clear discrepancy over how the abilities from each side affect the match. I don't really have a problem with the abilities being too strong, I actually like it, since it shakes things up, but if only one side has said strong abilities it makes it a lot less interactive, and I guess I'll be playing a lot more in the killer role this event.You can argue "focus on the fun, not on how strong it is", but if most of the survivor's abilities are incredibly situational and/or weak, it also does not make it very fun to interact with.
Survivors should have a remote unhook. Or maybe even have a consume 2 Invitation stacks for a Deliverance. Survivor abilities are damn near worthless. The Window block can be way too OP in certain maps or just entirely useless. The quiet mode is nice, but doesn't really do too much unless you're at a wall the killer can't see over. Party Pallets are ass. My opinion is they should stun for half the duration (Doesn't stack with enduring) but also linger for 1 second. This means if you get a stun nothing changes, but they aren't also completely useless garbage if you miss which will be 90% of the time. Not to mention the brain dead unfun nonsense that is Hubris Enduring in this mode…
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@Tipsy said:
Background on me, I have over 4000 hours on dbd split between killer and survivor. I use to play comp dbd. I value skill expression and balance a lot.
With that said, I absolutely loathe playing against springtrap. Springtrap is the most braindead and skill-less killer in this game by a long shot.
Overall i dont think Springtrap is very high on the tier list, top B maybe low A.
Okay, lets start with the core issues. Springtrap has no punishments for messing up. Springtrap can zone for free with little to no restrictions. Springtrap's power has very little ability to react.The biggest issues are that he hardly slows down when holding his axe and barely slows down when throwing it and doesnt slow down at all for canceling it. No slow down at all for recalling while almost all other killers have a very heavy slowdown to reload their power but instead of that springtraps gets a speed boost for missing or hitting to be able to reload for free whenever he wants. He can also pull his power and throw in less than a sec, which is similar to other killers except his power moves much faster than other killers like huntress being 5m/s slower with no charge, allowing for springtrap to be far less react-able.
Another big issue with this killer the audio cues/visible are way to quiet or nonexistent. Huntress or slinger for example it every easy to tell, when they pull their power and their when they use their power due to audio cues. Springtrap has those but they are very quiet making them near useable.
When throwing the axe it hard to see it making hard to tell where to dodge at range.
Teleporting while yes had visible cue via the flashing numbers which is nice and all but the problem is the front of the doors rarely face the gen, making that visible cue useless. and the Audio cue is when he comes out of the door, which he does at full speed giving the survivors only 1s to react which is sooo dumb, specially when compared to all other killers that have teleports like that. Dredge is the closest one to the speed of springtrap but dredge doesnt have lockers at every gen and the lockers can be locked, top it off dredge has a week chase power because teleporting is his main power.I like how you guys tried to allow skill expression by making so you can throw up and over high wall loops but you have to realize no one and i mean no one plays like that. There is no reason to play like that since everything else is so free on this killer.
Ghoul, Blight, Nurse are all infinitely worse.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951617#Comment_3951617
That doesn't make it "Unhealthy." It's quite a weak perk.
Just because something is "weak" doesn't mean it's not unhealthy. The playstyle it incentivizes makes it unhealthy, it's the same reason STBFL was nerfed because certain killers made it disgusting.
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@Mr_K said:
I don't believe killers are changing how they play just because its an event. If they play that way in an event that's how they play normally.
Tunneling and Slugging is definitely more prevalent in the event than normal.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951458#Comment_3951458
How is it "unhealthy?"
Because you just farm stacks and then get free hits because you have Bloodlust 1 2 or 3 at every loop. It's so boring.
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PWYF is already an unhealthy perk so no.
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@omathijs said:
When going up against the animatronic when he is coming out of his security doors he does so by having the door open and then being invisible for a second or two while he materializes. Often because of the angle of the doors and it's close proximity to generators this results in survivors getting hit before they can even see the animatronic. I think it'd be much better if for a second or two before he actually emerges some kind of animation plays with him getting out of the door so that survivors can at least have a chance of getting away without getting hit.
Not really. It's a bug that needs to be fixed yeah but are you deaf? Because there's a very obvious sound when he comes out of a door, just start running. Or if you can see the door, watch for the panel to start flickering, that means he's on the way and you can pre-run/
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@Martine1979 said:
I got 5 minutes pentalty for leaving some games for unfair of use of killer(s).
I only disconnect when i feel when a killer player doesnt even allow that one gen is done. in 4 of 5 last games only one gen popped. it's not fun to leave games but its very not fun to play when survivors in my games wont be allowed to do a simple gen done.
Are you seriously implying that Killers should let you do Gens or else you just quit? Get over yourself man.
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@Qinshi1 said:
After playing multiple matches with The Unknown, it’s become clear that he struggles heavily against experienced survivors. His power is too easy to counter with simple line-of-sight, and the pressure he brings is almost non-existent compared to most other killers.
Survivors who know what they’re doing can avoid his blast effortlessly, and the teleport is predictable and doesn't create much map control. Right now, The Unknown feels fun conceptually, but his overall effectiveness is way below average.
Please consider giving him a meaningful buff – whether it's making his blast harder to dodge, reducing cooldowns, or improving his mobility. Against sweaty survivors, he’s almost a free win for them.
Unknown is honestly fine. He definitely doesn't need any changes, nerfs or buffs.
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@Rudjohns said:
Self explained title
I decided to only offer maps the whole day. Apparently I got the map that I offered after about 13 tries, and it's not even possible to be certain that the map we got was because of my offering or if we were going to there anyway.
I don't want to spend my bloodpoints on useless offerings. Even the clear reagent is more valuable to me because my PC is not running great, so removing a bit of fog actually makes my game run a bit better
Remove the offerings, refund us some Bloodpoints
OR
Rework them to map bans. I would gladly offer RPD or Midwich every time I play survivor.
Thanks
They should be removed and refund all BP spent on them. Map Offerings have always been unhealthy for the game, they should never have existed and it's shocking they lasted as long as they have.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950301#Comment_3950301
By the way I saw p100 SM players mainly focusing on either changing rotation or playing with the stay still add on and they did pretty good, better than people give SM credit for.
I'm a P100 SM. Rotations are the most important thing because that's the only way you get Haste now. The no scan line movement is kinda just troll, people have to be really bad to get hit by those lol.
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@Hunkulese said:
Most of the quality of life changes they've made recently have been great, but the awful quest system almost ruins the game for me. All the quests are brainless and are basically just play the game. The most interesting quest we've seen for the rift pass has been to use scourge hooks. You could never look at the quests, and you'd still complete all of them easily.
I know they caved to the people complaining about some of the challenges being too hard, but isn't that the point? Sacrificing four survivors in the basement felt awesome when I finally got it. Now the quests are to chase survivors for 800 seconds. Riveting.
The daily challenges used to give us a reason to try someone we wouldn't usually play. Now it's just kick 3 gens, earn the amount of bloodpoints you'd get in a match by doing literally anything but standing in a corner, and kill 1 survivor.
The challenges gave us something to work at and break up the monotony of playing the same game for 1000s of hours. When they were talking about the different paths in the tomes, I was really hoping they start bringing back challenges that actually took some effort. And now I'm basically done with the Rift Pass, and that's it for a month?
Completely disagree. I think the quest system is a huge upgrade.
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As someone who has mained her since she released, that honestly sounds even weaker than she is right now lol. So many people don't understand that Skull Merchant has to have that Haste, she has no way to down you outside of M1, Trapper can with his traps, Wraith has invis and mobility, Hag has mobility and cutting off loops, Freddy has always had his snares on demand to help him catch up and now also has his pallets, Clown has his bottles on demand etc.
2s to set up a Drone is just…. awful like unless she gets a way to down people without M1 that would actually make her unplayable unless you also remove the ability to hack them which would feel terrible ont he Survivor side. Removing undetectable would make her feel a lot worse, it's an invaluable tool for mind games and getting closer to people in gens as an M1 killer. Removing Broken when Claw Trapped is whatever because Claw Traps should not be your focus, people who focus on getting Survivors Claw Trapped are often wasting their time. It's nice to get people trapped yeah, but if you're hard focusing on it you're often extending your chase, not shortening it, especially with how easy it is to counter rotate spams at loops. Stealth Drones were kinda unhealthy imo, it never feels good to get randomly hit with something you couldn't even see. Her TR was already reduced to 24M a little while back.
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Don't be afraid to experiment with all the perks, items, and addons and different perk combinations. Way too many people will try to tell you there's perks that are "unusable" and that you should entirely avoid leveling certain survivors or killers because their perks are "useless" and while some perks are genuinely just bad, they can still fit niche playstyles or maybe you just like the perk. Fire Up has been my favorite perk that I use on every single killer since I started and I've been pretty successful with it, yet most people would call it horrible, especially pre-buff.
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949522#Comment_3949522
the thing is, you're talking about streamers.
Yeah… who are comp DBD players. Often the biggest ones in the comp community.
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Agreed, probably in Boldness. I also think that both Springtrap and Survivors should get points for using doors. 100 Deviousness for Springtrap (God knows he needs it) and 100 Boldness for Survivors.
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@Valimure said:
You made a more mobile version of Legion and gave it less of a cooldown on power.
2 seconds with virtually no slowdown allows Survivors to move approximately 8 meters. There is absolutely zero counterplay to this; even after vaulting a pallet, 2 seconds is not enough time to make it back around most loops to vault again.
Increase the cooldown to 2.5 seconds, as Legion has, and add a hindered penalty to Ghoul when its power is exhausted / canceled like literally every other mobile killer has.
It's crazy how even after being nerfed Ghoul still often feels impossible to counter much of the time. I genuinely despise the killer. I'm so sick of dash based killers.
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I mean you're playing an online game with bad internet, there's not really any answer other than you should expect to get penalized.
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@UncleTimbo said:
I understand that the anti go-next is meant to reduce griefing allies ragequitting after having a bad start, but there should be a threshold on when you can and cannot give up on hook. It is now not even possible to strategically die on the hook in order to give the hatch to the final teammate. I have witnessed multiple times being among the final 2 survivors, then getting hooked and seeing the final survivor get chased but there is nothing I can do since dying on hook on will is not possible anymore.
In addition to that, the final 2 survivors now being mori-able is promoting slugging heavily. I normally dont mind getting slugged but it feels like killers are now being incentivised to slug for a double mori.It actually made slugging less bad. People slugged for the 4k way worse before this mori change. I also think that the solution is simple and I've stated it before, if there are only 2 Survivors left and one of them is in the dying state or on hook, then the Hatch should spawn. Either that or simply revert the changes to stage 2 misses needed to die.
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@littlehoot said:
I agree that the anti-camp meter definitely needs to be buffed. Though I'd like to add that I think proxy camping needs to be addressed. The most obvious example that I've experienced (numerous times) is the Knight and his AI summons. Many times I've been on hook and he just slaps one of those down right at my feet, meaning no one can unhook me without taking hits from the summon, without a lick of anti-camp meter progress.
Uhh… the guards will despawn if you start the unhook action.
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@Falcao said:
comp players play among themselves. they don't even play in public matches dude. your statements about toxicity are just nonsense. any school kid who came to dbd from cs2 or dota2 has much more toxicity
That's actually just untrue. There's soooo many examples of streamers who do comp DBD going into public lobbies and sweating their asses off, belittling the other side, and being as toxic as humanly possible.
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@VibranToucan said:
Recently, it was announced that BHVR is officially supporting the DBDLeague. This is a bad idea in my opinion and I hope you walk back on it.
The DBDLeague is best known for its members being extremely toxic and at times even bigoted. I don't think "tryharding" to win is toxic. But DBDLeague players are the type of person who, before the abandon update was added, would go for the 4 man slug and then jump the survivors on the ground as they bleed out. They are the people who tbag, nod, hump, etc... and insult you furiously in egc, especially if the other person does it to them back.
Now before anyone makes an assumption, no I don't ######### talking or tbagging should be banned or anything. I have faced plenty of toxicity and it doesn't really affect me.
But I still think we should try to reduce the toxicity in this game. Things are just nicer if people are nice to one another. And this move goes completely counter to that.
There is a reason not every dbd content creator is automatically made a fogwhisperer. But what you have done is basically give the most toxic part of the community your stamp of approval.
I don't care about any of that, I care about the fact that the game isn't competitive. And any attempts to make it so will actually kill the game. Any game that starts to care about being competitive dies or becomes nothing but a cesspool of anger and frustration. In DBD, it might suck to lose or get hard tunneled or tbagged after a 4 man out but at the end of the day it doesn't matter, nothing changes, unlike in a competitive game. Plus in a competitive game any sort of "Having fun" or "Just goofing around" is heavily discouraged.
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Actually you're completely and utterly wrong, classic misinformation. /s
He has 2. Jump Scare and Tough Luck which is gained when throwing your axe at a camera when someone is looking at you through it. He desperately needs more. I also think Survivors should get Survival points when removing the axe from themselves. It's also very strange that he doesn't get points just for using the doors, like 100 each time or something, and Survivors should also gain 100 Boldness points when they use one.
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They tried it before and it was super overpowered. The issue is that it can make winning as killer nearly impossible if the downed person just stays under a pallet and someone hovers. It would have to work like anti-camp where there's a secondary meter that fills up but only when another survivor isn't within like 24 meters or something.
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@CrypticGirl said:
99% of the time the Killer will be chasing you while you're trying to remove the axe, so why would you even want to run to the hooked Survivor?
It's mainly when he's camping hook, if he hits you with the axe you can't unhook. It can also make healing very hard, making trying to pick someone who's slugged up nearly impossible. Had an issue where I got 2 people to 99 got hit with axe, and instead of being able to finish the heal started trying to remove the axe.
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@chainsawmis said:
This killer is too strong. It needs a nerf.
He's like high B low A tier max. He's mostly fine. The only things that need addressed are 1: doors right next to exit gates 2: the bugs like him being invisible coming out of doors.
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@BugReporterOnly said:
It should only be hidden to the killer. Why do I say this? Anything a SWF will tell each other shouldn't be hidden to solo q survivors. Oh hey I brought hatch at shack btw and I solo so someone brings it I'm unaware. If that is too much of a sticking point then remove hatch offerings all together and make it RNG.
I don't even think map offerings should be secret. No offerings should imo. Not for Killer or Survivor.
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Found the Survivor main who always brings Badham or Game offerings.