PetTheDoggo
PetTheDoggo
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Basically the only thing I am still annoyed by is that he can fully cancel his slide after dash.
I think he should always slide, even if he press cancel during the dash, which means survivor can try to double back and it's not so easy to get next to a survivor.
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I mean, only reason for this is Ghoul.
Before killers had way lower queue times basically every evening as usual.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915839#Comment_3915839
It would be nice to have an update of this for sure. The last time we got one was in 2019 I believe.
https://us.v-cdn.net/6030815/uploads/IF5DFMK6GT6Q/average-party-size.png
That doesn't seem that low to me…
I would guess like 6-7% on PC for 4SWF.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915806#Comment_3915806
Oh Oh Oh I guess I'm just bad for not being able to outplay an uncounterable perk combo Oh Oh Oh
I am glad you understand it's simply skill issue on your side.
Especially because it's not uncounterable. -
@Cassiopeiae said:
A fundamental problem with Dead by Daylight lies in the disparity between what the community desires and the direction Behavior Interactive (BHVR) continues to take. Players consistently advocate for balance—specifically, an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics. In contrast, BHVR appears to pursue inflated kill rates.
Rather than addressing systemic design issues—such as the speed at which objectives are completed or the growing irrelevance of older, underpowered killers—BHVR frequently introduces overpowered killers. These new additions are not created to enrich the game's depth but rather to artificially compensate for existing shortcomings.
One of the most glaring consequences of this approach is the diminishing importance of the chase. The traditional mechanics of looping and outplaying the killer are being phased out in favor of simple "hold W" gameplay. Players no longer engage in skillful evasion; instead, they are often forced to run in a straight line until they are inevitably and rapidly downed.
This direction undermines the core of what made Dead by Daylight engaging in the first place—tension, strategy, and outmaneuvering. If not addressed, it risks alienating a player base that values depth and balance.
No player genuinely wants to queue into yet another match where a killer like The Ghoul (as an example) is capable of flying across the map, landing a free hit on the first survivor they see, gaining an empower state in the process, and then closing the remaining distance faster than it takes someone to walk into their kitchen and forget why they went there in the first place.
This kind of design does not foster engagement—it undermines it. The encounter shifts from being a tactical exchange of skill and mind games to a preordained sprint where survivors are punished not for poor decisions, but simply for existing within the killer’s line of sight. The moment-to-moment gameplay devolves into passivity, with little room for meaningful interaction or counterplay.
When killers are designed to skip entire phases of interaction, it stops feeling like a match and starts feeling like a cutscene.
an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics
I think only people who have no idea what outcome this would have want 50% kill rate, which is not really a majority imo.
In reality 50% kill rate would mean killers are losing most of the games. -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915831#Comment_3915831
Possibly regarding spirit since said QoL seems to be targeted at the High Mobility.
Wesker should though, he is awful to play on controller, they could easily find a middle ground like they did for Oni, they could make him fun to play and more accessible this way. He shouldn't have such a high reward tech that gatekeeps the majority of the playerbase (Console) from using him to his fullest, it also reads awful on survivor side.
Nurse has had it good for too long, her addon already shows it's possible for such a change to be made. Survivors shouldn't suffer just because someone wants a power trip. Literally one of the worst characters designed in any video game and it's a wonder she has been allowed to stay like this for so long.
Low mobility can't close distance and get hits for free because they smashed their face off a pallet, Blight being forced to use brutal etc would bring him more in line with other killers build wise, not being able to stack full slowdown and creating one sided games. it's just stupid.
It is an arguement, because you just combine all the S-tiers and compare it to high mmr SWF play rate. easy to do, it'd still be higher, I've tried making discussions about dealing with SWF's everyone agrees it's very hard to do in a way which doesn't harm Solo/Duo/Trios or casual 4 mans. 52 percent kill rate against them still is quite a high chance for a kill, especially for such a low part of the survivor playerbase.
So IDK, this is the only way forward to make the game more consistently fun for all MMR's is to target the high performing killers who just dominate and to encourage more killer variety by buffing the lower tiers. Streamers doing win streaks on killer 50+, hardcore challenges, you never see that for survivor unless its a 4 man hardcore even then they lose a lot of survivors.Nurse has had it good for too long, her addon already shows it's possible for such a change to be made.
That seems just petty…
Before in another comment you said Nurse is not hard, because of aura reading perks. If you take that away, she will not suddenly way more difficult and survivors will be free to mind game her with no risk of her perks.
That would be simply way more fun for me rather than just gutting killer and call it a day.Low mobility can't close distance and get hits for free because they smashed their face off a pallet
Oh right, because several of them can't just ignore the pallet and hit over it, right?
Blight being forced to use brutal etc would bring him more in line with other killers build wise
I think you have no idea how bad that would be to play. Waiting fatigue on every pallet would be just so bad…
There is simply no reason to do such a massive change.Streamers doing win streaks on killer 50+, hardcore challenges, you never see that for survivor unless its a 4 man hardcore even then they lose a lot of survivors.
Didn't eternal get to 100 this month? Or something close to it, not like either of those matter.
Rather than gutting good killers, I would welcome buff for soloQ and weaker killers. That would make the game better for everyone. -
I would also like to know % of how many SWF there are….
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915790#Comment_3915790
Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others so if he needs help via buffs he can get them, that's what I was saying. Doggo dracula lost them and Blight too, plus he can get controller QoL too while it's done.
Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility. I think that's reflected in her stats honestly.
Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier. She is just really boring and uninteractive when in a skilled players hands.
I agree that Blight having a longer CD on pallet break could be the answer, but low mobility killers cant even break pallets with theirs, so why should a high mobility?
that said, I agree we should see the lower kill rate killers, they should get buffs. If we are gonna say a 60 percent kill rate is the aim, we should be aiming for it.
And SWF's being 48 percent again I agree, that's something they need to do to bring them closer to Solo Q/Duo/Trios without harming the others. That said they are probably far fewer in frequency than any S-Tiers so :)))Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility.
Should be fixed with anti-tunneling feature then.
Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others
I would rather not, it doesn't make him too strong imo and it's just fun to do. Also way harder to do than both Blight and Dracula.
Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier.
Now you go into "feel bad to play". This would be so buggy on so many levels.
Removing aura reading on survivors would give you good counterplay on any map, which I would definetly prefer over just screwing Nurse ability overall.low mobility killers cant even break pallets with theirs, so why should a high mobility?
because they can do something else? That's how powers work…
That said they are probably far fewer in frequency than any S-Tiers so
I would love to see real %, but there is pretty good chance it is going to be same, or higher than pickrate of most killers (2-4%), so doesn't really stand as an argument at that point, no?
I don't really have need to nerf SWF, rather buff soloQ and then change base game if needed. -
@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915805#Comment_3915805
Imagine if they weren't playing Legion with Iri button and insta frenzied over the pallet and chase up your backside to eat the next pallet stun for a free down. Pre drop? Die. Pallet stun? Die. Greed? Die! Like what's not clicking lmao
Predrop and keep vaulting the pallet against Iri button. Not much he can do against that.
You can also try bodyblock him, or drop the pallet in front of you and vault it, if he is too close in frenzy.
Those apply if you are injured
It's not like there is nothing you can do about it… -
Imagine if you could just drop pallet sooner instead of greeding to completely ignore two perks…
There is also a tech where you at least have chance to avoid hit and confuse the killer, which is kinda fun. -
There would be so many NOEDs there…
or No way out -
First of all, where did the Wesker come from? He is not listed among top killers at either MMR range. It wouldn't be smart nerfing killer, just because he is popular among players.
Spirit is there only for high MMR and I really don't feel like she needs a nerf. I would say pick rates matter too and she is not really high, of course she will have higher kill rate, when you have basically only mains playing her. Same for Twins…
I think there are quite easy nerfs for Blight and Nurse, which would make them more managable for survivors without making them feel bad to play.
Nurse - she can't see survivor auras while charing blink
Blight - reset his tokens to -2 his total whenever he breaks pallet (unless it's lower than that)
I would love to see lowest kill rates too tho… -
Nice changes, I would like to see those.
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@Khastrx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915427#Comment_3915427
There should be an incentive for playing other killers, I guess BP makes more sense but Iri Shards would be a bigger pull overall. Although the likes of The Twins or Trapper would probably constantly have a permanent incentive active… 😂
I am such a massive sellout, that I would be willing to play Trapper, if they give me enough BP for it.
But in past 7 months or so even normal incentives are not working properly, so doubt it.
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I have yet to see that happen as a survivor.
I had few survivors do it against me, but I simply went afk and expected them to find a hatch… It was kinda funny, I guess they wanted the achievement for it.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915273#Comment_3915273
they wont give ban for slugging or camping same can be say about going next on hook sorry break that to you.
Why would they ban for it?
I talked about basekit features, which seems to be implemented this year.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915273#Comment_3915273
There's 4 different things mentioned there, which is the "it" you are talking about?
All of them? We don't know to what extent tho, but there are changes in plan for it.
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I think you forgot Babysitter. That should be set to 17% to match current outcome.
They forgot about quite a lot of perks/addons overall, which I see as quite a big issue. -
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915220#Comment_3915220
We’re already about to punish killers for slugging, tunneling, proxy camping and camping.
That's some very wishful thinking. Only thing that's punished there is camping (I assume when you just say camping you mean face camp, to contrast with proxy camp which you also bring up)
How is it wishful, when devs already announced it is going to be addressed?
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I am not saying current DBD is perfect, but I consider it way better than what we had in past.
Even tho some people are definetly against it, soloQ is actually playable now. (could be still better)
There is less outlayers, where result of the game is simply out of your control, because other side decided they want to win more. (will improve even more with map offering nerf)
Top tier killers are way weaker compare to what we had to deal with in past. (also could be improved)
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915121#Comment_3915121
That's kinda the point. Dbd will never have a matchmaking system
I mean, we had such a system at start, where it tried to get an accurate match making…
but we had seen insane queue times, it was just not really fun for most people and quite hated overall.
I don't think DBD is the game for that anyway, I liked old rank system. It separated regular players from less playing/starting and that was enough imo. -
@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915077#Comment_3915077
This. I have 11,000 hours. I regularly face survivors with under 5k. It's practically impossible for me to lose at that point. Dbd will always be stompy unless it gets a real ranking system, which it never will because players like me would have to wait hours for a game.
You are asking kinda impossible, even if there would be most accurate MMR system, you wouldn't get 4 survivors with over 10k.
- not enough players for that
- time played does not equal MMR (skill)
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That sounds as a skill issue…
Just force him to uncloak on every pallet and window, kinda easy way to waste his time.
Trying to compare him with Ghoul is very funny. -
Correct me if I am wrong, but you can either heal, or the injured survivor can cleanse totems and won't scream, no?
I like similar build on Wraith, but Devour hope instead of Surveilance. -
@Lynnthedoe said:
Yes please do… I should not be the only person to feel this pain
Are you just agreeing with yourself?
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Just make him 115%… That's enough
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I have seen worst tier lists, but also not the most accurate imo.
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I am not sure how about vault, because they also fixed the thing where he hold you in place, so it may be not as bad now. We will see.
I definetly think he shouldn't be able to cancel mid leap, or more like it shouldn't cancel the slide after it.
Issue is if he would always slide, then survivors have an option for double back, but this way if you double back he can cancel and if you hold W he can slide behind you… -
Even if it had only 1 time use per game it would be broken.
I am not really interested in destroying 5 shack pallets. -
@ChurchofPig said:
Dark Sense: Finish repairing 4 generators while using the perk Dark Sense (Tome 1)
Chilling Escape: Escape a trial without being hooked by the Killer while using the perk Spine Chill (Tome 1)
Nightmares… I would rather do the mettle of man challenge again and I'm not keen on wanting to do that one either.
Dark Sense sounds easy if you play full SWF, but definetly hell as soloQ.
Chilling escape definetly is painful, but there are ways to cheese it. I think I had 3 friends go on commit suicide to the killer at start of the trial and I looked for hatch after it. -
@xGodSendDeath said:
I've done every single one legitimately except that ridiculous one where you had to hit two people with one Corrupt purge spray twice in one trial as Plague. I somehow got some random survivors to let me farm it after we went into farm mode
Oh, I just camped survivor and waited until someone tries to go 1 for 1…
It was before face camp feature tho -
Don't you dare touch that perk…
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909511#Comment_3909511
Well I will say that if the 30% repair slow goes down to say 20% but it includes heal speed reduction 20% as they mentioned then that would be a fair trade imo. I just doubt they'll be that generous. The aura showing on them is gonna be a huge nerf regardless.
To be honest, if first totem is anything lower than 20%, then I consider it dead perk… Next totems can be something like 2,5%, noone really cares about that.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909479#Comment_3909479
They are definitely not making it higher numbers lol. They said it was too much baked into the first rekindled totem, meaning they're lessening the first one and putting more into the later ones..which is basically completely irrelevant. Against good players you aren't sitting there with 2+ totems. You can basically ignore the entire 2-5 rekindled effects because realistically all you're getting is 1 up at a time on 95% of matches, so that first effect is the only thing that matters or anyone cares about.
I don't think it will be higher than now, I meant that it doesn't have to start at like 10% or so which would make it trash.
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@Mandy said:
This was A/B tested recently with positive feedback from those who were involved in the test - which is why it's been implemented. There's no plans to show team mates perks in the lobbies, given the issues around lobby dodging that would likely occur.
What about just showing them during the game, that would be enough.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909458#Comment_3909458
Yeah tbh it feels like overkill. Like just the aura reading by itself is a massive nerf and fixes the entire issue they had with it which was new players. Not sure why they needed more nerfs on top of that.
Well, aura reading is there for soloQ.
Thing is because of aura reading, they might be willing to give higher numbers to make it still valid perk.
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Thing is they are not really that good right now, but combining them make it they can never be that good…
If you prevent it, you can design perks around hindered/haste stronger, because it simply can't get out of hand, which is good imo.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909229#Comment_3909229
Can you consider changing 4 stacking aura perks and add ons because of distortion nerf? Having so much 24 hour wall hacks is insane.
Lol, like really what do you expect killers to use?
Especially for M2 killers, it's either slowdown or information perks… Majority of them don't really need to use chase perks.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908866#Comment_3908866
Wow weird, the same killers I only see in normal mode.
Well, it's even worse here basically and for a good reason imo.
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- killer meta perks don't work
- some killer powers don't work
- blood gens are basically impossible to stop unless survivors have really bad RNG
You can't really regress blood gens as killer and it takes only 3 trips to finish it by one survivor, you are also not really punished when multiple survivors work on same blood gen…
Result is you see basically only Kaneki, Nurse and Blight because those can keep pressure by simply downing survivors fast enough.
But I win against those quite often even as soloQ…
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My main issues are
- how long he can hold his power
- hitbox / hits through wall
- I don't think it's good cancel of his power will make him not slide even on first dash
Thing is if he would slide always, you can try to double back, but he can just cancel his power and stop next to you…
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@UknownShredder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906653#Comment_3906653
That is pretty funny because there are people who are extremely good, a handful of them to loop nurse and then for me at least and it seems like to you as well it becomes personal. Who are you to defy the mighty nurse and you dont care about the gens you just need to down that one Super survivor and i think that is also better than winning as you learn a bit more about yourself and your character and them.
Seems like he simply wants a challenge, I fail to see how is that a bad thing.
I definetly prefer killers who are willing to over commit on me…
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I consider Nurse "unfair" only when she stack aura reading. Playing against Predator/Nowhere to hide nurse is just bad.
You don't know about it, so double back you die, hold W you die…
I still think she shouldn't be able to see survivor auras while charging the blink, then you have some counterplay to work with and I think she can easily live with this change.
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EDIT: How the hell can you send empty comment… Someone didn't implement validation here.
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I play Lithe, Resi, Deja vu, Kindred.
Kindred for soloQ (S tier perk). -
@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907242#Comment_3907242
The BP bonus goes up to +500%. Is that not big enough?
So even is going to be trash until like last week, or two when it actually become what players want from it?
That works only if there will be players to grind it tho…
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@eacyt said:
bro it takes literal minutes for survivors to do blood gens, you have to slow walk in between gen pump gen pump over and over and killer can come by kick the gen and erase like a minute and half of progress its literally a skill issue
You don't have to slow walk, you can run and it's way better doing that.
You usually need like 3 travels, which depends on the distance can change the time.
Main thing is you can work together with survivors without any penalty, so that's way better than doing it alone.
So far the game mode was quite easy to escape in for me at least. -
I am more annoyed they don't count for challenges.
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Lol, no way Ghoul can be 4.4
There are things to nerf, but this is not it. -
Basically only counterplay is to have resilience, stay injured and work on gens whenever possible…
