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Predated

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  • I never really got the mindset of killers being like "survivors are supposed to be afraid of me, i'm the killer" without looking at the context of the game:

    These characters(and the people playing them) have been facing killers over, and over, and over, and over, and over, and over, and over, and over, and over again to the point where they know their limitations, they know what a killer can and cannot do, just as the killer knows what survivors can and cannot do.

    If you want players to be scared of you, you would need to start playing extremely unpredictable, be in places where they never expect you to be and use perks they are not familliar with.

    If you're too scared of letting go of meta perks for the sake of making some white pants brown, then you're not in a position to demand survivors being scared of you.

  • @latinfla4 said:

    Anniversary event? Not for you...here are cosmetic fixes.

    You are on PC? Well here is the ptb test and some shards and BP points you are our new fan base.

    I mean, to be fair, PC was their main fanbase for the longest time anyway. Let alone that they do extend events when issues like this surface. Sure, gives people on newer gens the advantage of getting more offerings and items, but offerings and items are meant to disappear, so their main concern is the ability to gain crowns.

  • @TwitchyMike said:

    I know I would. Regardless of the crap they get this company is far better than many many other companies I know out there. I mean I know people like to complain but it's gotta be an awesome company to work for.

    I see no reason to not work for BHVR. Most of the crap they recieve is due to company structure and console release structure, let alone a very dated core game that has a hard time keeping up with modern additions.

    I'd be happy to join their balancing team, give killer and power suggestions, new map mechanics that I think would be amazing additions and help balance out maps, and even though the amount of ######### some balancing team members recieve, I do believe people use a handful of bad decisions as fuel to call all decisions that they dont agree with objectively bad(for example, huntress lullaby on doctor was a terrible mechanic, it didnt delay DS's soundchecks, it didnt delay Reverse beartraps' soundchecks, madness skillchecks were the odd one out and in combination with unnerving presence was sometimes near impossible to snap out of without risking death, yet I still see people argue that old lullaby doc was fine because lullaby was a hex).


    Just because the game is lacking in some places doesnt mean objectively bad mechanics should be in the game. Spirit's main excuse is that she's one of the few viable killers in comp, that's not an excuse for her mechanics. Noed's main excuse is that sometimes it's needed, that doesnt excuse it's current mechanics. The only reasons survivors are stronger in comp levels(and pretty much always will be, very hard to nerf solid teamwork AND slow the game down with only 4 perks and 2 addons, but you cannot nerf survivors based on comp without nerfing killers based on publics or buffing killers based on comp without buffing survivors based on publics).


    So yeah, all that considered, BHVR is really good at what they do. They have developed the formula for 5 years now, its not perfect, and maybe never will be, but it doesnt have to be perfect. It just has to work. People will always complain about those 10% games they lost without ever feeling like they might win, because people love to ignore the 90% of the games they do win, let alone the 15% of their wins where their opponent had no chances of winning. I wouldnt mind working for them.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337969#Comment_2337969

    You seem to think a lot more power goes into the limited random nature of DBD maps than actually does, not really sure where you're going with ff14 having servers do the work when we also play on servers and then you state what we know about the problem code. Your argument was we need to accept DBD is a 5 year evolved game and it's out grown current gen, that's factually false and the issue that needs addressing is the code, which you clearly accept from what you've said.

    I'm well aware of the time it takes for Sony to approve updates and if you think console players aren't loosing their minds over the current issue you haven't been paying attention to their social medias since re dropped. I'm pretty confident BHVR have fixed the stuttering issue and we are just waiting for the long winded process of recieving it hence why they tweeted about it again last week rather than doing their usual staying silent about it, again not really sure how this relates to BHVR needing to fix their client, as promised, and not simply declare DBD to advanced for current gen which is an absolutely absurd concept.

    The main issue is that ff14 having their own servers means that they do not have to apply their update to the servers of other platforms, they just have to update their own servers. That's why when FF14 has an issue that needs a fix, it will be fixed within a week at most(it gets uploaded as soon as it's ready to be uploaded), where in DBD, it takes at least 2 weeks(it gets uploaded about 12 days after it's ready to be uploaded).


    And no, dont underestimate the sheer amount of random maps on a server. You cannot compress the data of those maps, where on other games that use the exact same maps, you can cache most of the map on the server for multiple game, you cant really do that on a game where there are 36 maps total, of which only 9 have relatively little randomness to it(licensed maps, 4 of which being springwood, which are still quite random), with none of the other maps being quite the same and hundreds of thousands of matches being played every single minute. Yeah, a lot of processing comes to map generation alone. It's why most gamebreaking bugs lately are related to maps rather than perks or abilities.


    And no, my argument still holds. It's core code is aged, sure, but that doesnt mean it's grown out of 5 year old hardware.

    I mean, even if they were to optimize the code right now to reduce update bugs, they would still need a seperate optimization for map generation. You cant expect updating the code to fix consile issues. DBD was never made for consoles. It's a console port. It's updated to no longer be able to run perfectly on 5 year old hardware. BHVR isnt a big company in terms of people working there. With all that in mind, you cannot expect a small company to accomodate for 5 year old hardware on a game that recieves updates untill this day. And consoles suffer compared to PC, since consoles are made with hardware that is almost irreplacable and often not the most recent hardware on release.


    So yeah, I agree dbd needs a revamp in code, I agree dbd needs a revamp in many things, but that doesnt mean the argument that "dbd should run fine on 5 year old software" is correct, let alone the argument that updates need to be faster. Because dbd isnt 5 year old software. If BHVR was a bigger company, I'd agree with you. If BHVR had their own servers, I'd agree with you. If BHVR had a team that was allowed to fully criticize the game's flaws and what needs changes, rather than a team designated to keep patching the old game up, I'd agree with you.

    But that is not the case. With the current stance of their company, their team and their software, I have to argue against the argument that "DBD is 5 years old and I should be able to play it on 5+year old hardware with no issues". Does that excempt BHVR from their mistakes? No, they absolutely NEED to take the risk in revamping their code. They NEED to take a risk and dictate map RNG based on which killer is played rather than maps are equal to all killers. They NEED to find a way to be able to get hotfixes through faster methods(it's possible, but I'm fairly certain it will cost them a bit of money to do so). But just because that needs to be done and that those fixes will help on older consoles, doesnt make the argument that is being made a valid one.

    That's like arguing against a law being stupid, and instead of going to the government to have a stupid law being revamped just breaking the law on how stupid it actually is and refusing to pay the bail coming with that because you think it's a stupid law. It might, by all means, be a stupid law. But it is still a law and law enforcement is inplace to uphold all laws. So you can see that breaking the law even though you're fully correct in it being a stupid law, isnt a valid option to argue it's a stupid law.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337917#Comment_2337917

    I don't dislike Midwich at all, personally, but it does suffer from some problems - relatively few easy access points between floors meaning that you can hear a survivor above or below you but be 15 seconds away from reaching their location, which gives them an ample head start on you. (This is also a problem on Haddonfield to a slightly lesser extent.) There's also little line of sight on that map and even less ways to cut off survivor pathing, so you basically always have to catch up the slow, manual way - which will happen because the other flaw that RCPD shares with Midwich is a general lack of structures that can be looped.

    Still, Midwich's hallways are straight and regular, and one can find gens just by walking in a square and checking the rooms even if you aren't familiar with the layout. Even if you don't know where the drops and individual rooms are, the layout is very straightforward and you don't waste too much time following the main circuit. It's also not a very large map. Playing on RCPD is like if you made Midwich twice as big and vastly more confusing to navigate.

    "relatively few easy access points between floors meaning that you can hear a survivor above or below you but be 15 seconds away from reaching their location, which gives them an ample head start on you."

    There are plenty locations to go down tho. Let alone that survivors dont really hear exactly where killers are unless they are directly below them. This means to a survivor, you could either be below them or around the corner. This gives the benefit that you can have pressure on generators above or below you without actually being there.

    Line of sight breakers are healthy for this game and we arguably need a lot more of them. Having entirely open maps for a vast majority of killers destroys their power. Yes, cutting off on Midwich doesnt happen much. But it also means survivors cannot beeline to their objectives, and thus need to take predetermined paths to reach that location. Which you can use on most killers against them. Heck, the fact that killers like Myers and Trapper can actually perform very well on those maps, even though they are arguably the 2 weakest killers on the roster makes it quite a good map.


    And yeah, new maps will always be harder to navigate, especially if that map has been disabled most of the update AND is an inside map. It will take time for players to learn the layout, learn the loops, learn the routes, learn the spawns and learn the shortest paths to places. People often claim Lery's and The Game are also offenders of not being able to cut survivors off at all, even though The Game is probably THE map where you can cut survivors off. Yeah, they have LOS breakers, but you have to remember that LOS breakers go both ways. Survivors dont know if the killer still is able to track them if they dont have vision on the killer. I've had high tier survivors keep running the long way even though I've started to cut them off through LOS breakers. I'm not too sure of RCPD has similar ways of cutting off survivors, as I have barely been able to play on it, but I am sure there will be. Heck, even Midwich has tons of places you can cut off survivors. The hallway on the top floor is the only one that cannot be cut off in any way, shape or form, but you can use the hallway to cut off survivors that go inside rooms.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337807#Comment_2337807

    You've made these excuses for them before. They need to be able to have DbD run properly on the platforms they sold it for. Especially when the hardware isn't the issue. It's their shortcomings as coders.

    Except its not, if they were to code the game to no longer have any issues, you would need to be fine with no new content for at least 6 months. Assuming their newer content should "just work" is being ignorant about the state of the game.


    DBD was created, not through code, but through schematics. That base game has never been recoded. DBD didnt reach the size it does now untill 2019. They have hired coders, but that doesnt matter as the base game remains the same.


    Besides, it has ran properly untill the most recent update, which, again, has nothing to do with the most recent update, but with the base game.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337875#Comment_2337875

    You're comparing PC hardware to console hardware and it invalidates your entire argument, you can't push pc hardware in the same way you can console. Designing games to run for uniform hardware configurations is entirely different than designing them for PC which can have countless varying hardware set ups and most importantly different processors.

    Real deal gaming PC will always wipe the floor over consoles, there's no contest however if you built a PC to the exact specs of my PS4 pro and played say, doom eternal, my PS4 is going to out perform your mimic'd PC because your client has been designed for everything and my client has been designed to exploit the exact hardware to it's fullest potential.

    As has been stated many times, the 5 years of upgraded DBD client poses no performance threat to current gen consoles, like many live games that have existed for more than 5 years recieving graphics updates and scaling to the time (ff14 for example) still perform flawlessly and have DBD beat at every benchmark of required power.

    Dbd is a terribly unoptimized port of a terrible unoptimized pc client. It is the devs responsibility to make good on their promises and address the issues in their client, the capability is easily there for DBD to run at 60 fps on all current gen consoles so therefore the solution is not to have everyone run out and buy next gen, which fyi will be shortlived without the same problems as more and more is bolted on to a unstable client.

    DBD was never designed to be a console game in the first place. Look at all the games that were ported from 1 platform to another without having an entire department essentially recoding the game for optimization and tell me the difference.


    And yeah, but games like ff14 have been entirely redesigned in the meantime, it's an MMO with constantly loaded area's that are ran server side at all times, no need to reload the regions, no need for RNG everytime a map is loaded, no need for the server to send new data to the hardware every single game you play.


    Of all the games mentioned, how many of those have maps with RNG? How many of those require to send every new player essentially an entirely new map everytime they play? Add on to that fact that all those other games have either been entirely recoded to be able to recieve new updates, where DBD has not.


    The issue is with the hardware purely because DBD has not been recoded. If BHVR never intends to recode the game, the issue will always be the hardware. Best thing you can do is simply drop the game. DBD is promoted to new players because the playerbase is big on consoles. DBD is being sold because of the active playerbase. If the game is ######### for everyone on a certain console, everyone on that certain console needs to either upgrade their hardware or drop the game. If the active playerbase remains similar, BHVR wont really care as much as they should.


    You know why FF14 got a rework? Because the playerbase dropped their collective #########. Do you know why OSRS was created? Because the playerbase dropped their collective #########. The devs wont look into what they can do about the game, if their playerbase drops their collective #########. DBD has more than 25 million players(August 2020) and at the very least 1 million active players. Steam "only" has 10% of those players. Meaning the vast majority of players play on console. If any console were having consistent issues for every player, you would expect them to drop their collective #########. Yes, there is an anniversary event going on, but they could give that specific console an extended anniversary event(its not really hard to do) to compensate for down time.

    Let alone that thanks to the update schedules from consoles, DBD needs 2 weeks at the very least just in waiting time to release a fix. This is exactly the reason why so many games remain in Early Access, because Early Access removes that 2-3 week wait entirely because the game isnt considered a full release. FF14 doesnt have to deal with console schedules unless they release a new expansion, because they have their own client and their own servers. DBD has to upload their content to the servers of console manufacturers for it to work.

    With all that in mind, its fully logical as to why DBD performs the way it does.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297749#Comment_2297749

    Yeah and the majority of killer's either have none in one category or have a little bit. The only ones that have a strong amount in both are now Nurse and Spirit. Unless you can think of another killer with STRONG map control and chase potential.

    https://forum.deadbydaylight.com/en/discussion/comment/2297743#Comment_2297743

    So you want survivors to be strong in the 1v1?

    Doctor is fairly balanced in his 1v1 and map pressure capabilities. He has an ability that gives him information while also slowing down generators, and an ability that helps him speed up the chase, while survivors still have counterplay against him.


    It's why Doc is one of my favourite killers to play as, even if I lose, I feel like I have control over the match based on my skill while survivors still have the ability to take that control away from me if they are skilled enough. Where in the rare occasion that I play Spirit, I pretty much decide the fate of the match.


    Killers should not have strong capabilities in the 1v1 AND 1v4. They should have good capabilities in the 1v1 while still having impact on the 1v4. Survivors are the ones who need to have strong capabilities in the 1v4 and still have impact on the 1v1.

    Which is the problem with killers who remove the survivor impact in 1v1's but get no 1v4 pressure in return. They are really boring to face against, and since they are good at 1v1's, they have no reason to tunnel out someone ASAP. Which would be fine, if survivors didnt get punished for being tunnelled.


    So either the game needs to heavily reward survivors in BP and emblems for being tunnelled to compensate for those killers existance, or those killers need a nerf in their 1v1 while getting a slight buff in their 1v4.

  • @Laluzi said:

    ...Yeah, no. I still despise it. The bit about the blinking lights leading to generators helps, and I'm gradually getting a sense of which rooms are relative to which other rooms, but it's still labyrinthine, an epitome of holding W gameplay, has zero gen immediacy for survivors or quick pathing for patrolling as killer, and an absolute pain to traverse due to no as-the-crow-flies mobility. It's like Haddonfield and Midwich had a baby that exemplified all of their flaws.

    Midwich is completely fine tho. Unless you're against a comp surv squad, but they dont play public games, so you're fine.

  • @th3 said:

    It isn't as good as some content creators make it out to be.

    Except, that it is REALLY good at what it does. It's biggest issues is that it's timer doesnt pause when you are being healed. Any mangled status effect is a hard counter to the use of the perk, making it worth less. You would need the absolute best healing tools if you want to use it reliably, and even then you'd need LOS breakers, Iron Will and hope the killer doesnt guess correctly.


    For a perk that has essentially a 1-2 time use, it doesnt give much value. It's very map reliant. If this perk straight up made a survivor invisible for 5 seconds after being hit(or, yknow, at least give them a shimmer like Wraith), it would have consistent value across the board. On maps with tons of LOS breakers or inside maps, it will still be as powerful as it already is, but on maps without LOS breakers it gives survivors 5 seconds to run to a LOS breaker without the killer knowing exactly where they went.

    It's the fact that this perk can easily have 0 value without you being able to do anything against it in so many scenario's that doesnt make it as good as some content creators make it out to be. It's an amazing perk on a lot of maps, but it's also a very useless perk on a lot of maps as it doesnt do anything against visibility or footsteps.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337875#Comment_2337875

    I am not asking for a game to look flawless and run like on pc. If they are still selling the game on last gen, it should at least work.

    If the game is freezing every second it is not in condition to be sold. I am not sorry for spending money on the game since I had a good time playing it before. But imagine people who are buying it now in this condition.

    I am sorry. I defended bhvr a lot in the past but this is not excusable. And look at the condition they released the game on switch.

    I can't defend this.

    But it's not the fault of modern BHVR, at least, not most of the company. It's mostly the fault of 4-5 people who are higher ups who refuse to restructurize the company.


    You cannot blame BHVR as the vast majority of employees are in a similar position. Heck, even with all the hate Almo recieves, there have been a lot of good suggestions Almo wanted to add to the game, but never has gotten through because those suggestions didnt line up with the vision that higher ups had with the game. Yes, Almo is still to blame for bad suggestions that have made it into the game, but you do have to realize that those suggestions were given a greenlight, where quite a lot of his better suggestions were not.

    But then again, the other options is to opt out last gen from crossplay and no longer recieve updates. Which, has happened to other games before too. It's always met with backlash, because people want access to more content, but PS4 and XBOne are no longer capable of recieving newer updates with the way the game is right now.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337807#Comment_2337807

    DBD is the issue, not the hardware.

    No other game runs as poorly as DBD, even on the base Xbox One and PS4.

    Battlefront II, Battlefield 1, Battlefield V, CoD: MW, CoD: CW, Sea of Thieves, Overwatch and Siege are all lightyears more intense than DBD but still run better.

    The only games that I can think of that are comparable are Cyberpunk and GTA Online during hectic moments. Not exactly good company to keep.

    The issue lies with DBD and BHVR, not with the Console hardware.

    But that wasnt your argument, your argument was that you shouldnt need to buy new hardware to play a game that's still recieving updates and no longer is even comparable to it's original game(the game is much larger, has much better processing which can be arguably considered bad compared to other top 10 steam games, but it's still much better than it used to be), there used to be scenarios that are much more common, that now only happen once every 10000 games. It still sucks that they happen, but considering they used to happen every other game for every single person back when the player base was only 20k or so, meaning they happened every 2 games, that's a good improvement. Sure, it's still too common to other expectations, but that is more an issue with the base game that was created in 2016 than with the modern improvements.


    Because the difference is that you have companies like EA and Ubisoft having an entire department making versions of multiple games that are optimized for console. DBD doesnt have that. They only have 1 active game, most of their staff is working on that 1 game(not all of them). And for some reason they refuse to start from scratch codingwise, even though they have hired a lot of developers who know how to code and could recreate the entire game within 6 months, codewise.


    We could do without new killers and new survivors for 2 chapters, just give us 2 maps related to Trickster's chapter instead and we'll be happy(well, not all of us, as there will always be someone complaining about new content, but for the future of the game, I'd rather have it be recoded entirely).

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337807#Comment_2337807

    There are better looking games with more players in the lobby that are updated too. And the difference is, they work.

    Yeah, because their core game wasnt made with Unity Blueprints and with actual code. But even those games tend to run much worse on 5 year old hardware.


    Which was the original argument. I dont disagree with DBD needing a code rework, because it obviously does. The game wasnt designed to have 20 killers added to the game, the game wasnt designed to have 600 perks. And each update, the game obviously has a harder and harder time performing well with new additions. But that doesnt take away the fact that you DO have to update your hardware if you want to play newer releases. It's not a 5 year old game, its a game that was released 5 years ago. There is a big difference between those 2. One remains stable on PC's from 2016, the other does not.(and that is assuming people bought a PC with the newest hardware in 2016, which might not even be the case, my PC in 2015 was created with parts that were released in 2011 and 2014, it couldnt handle DBD and other games and this Januari I upgraded my PC because my hardware was obviously outdated).

    Not even adding to the fact that even if your hardware is theoretically supposed to be able to handle the game, that doesnt mean your hardware actually is able to handle the game. Unless you've been actively maintaining your hardware once every 3 months to make sure everything is cleaned and no wires are being strained. Otherwise that GPU from 2017 might only have a lifetime of 3 years instead of 7.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337807#Comment_2337807

    So what, we let them off the hook for setting goals like their game running at a steady 60fps on all platforms back in March 2019? Were they hopeful they could achieve that, or delusional, or what? And forgive them for never ever bringing it up again?

    Hard to swallow all that. Hard to have hope too.

    I mean, the thing is, they did have a steady 60 fps on all platforms. The issue is indeed the core of the game, which I agree needs changing.


    BUT THAT WAS NOT THE ARGUMENT. The argument was "its a 5 year old game, I shouldnt upgrade my PC to be able to play it". Which is a bad argument.

  • @Pilot said:

    Well, let me give you an example of my last night games:

    • I come close to a survivor. I swing to down them. They Dead Hard. He reaches a pallet. Now the chase got extended to 10 seconds up to a 1-2 minute, perhaps even longer...

    In a 1v1 it barely matters.... but if there are 2 or more survivors alive it's something that'll lose you the match. Imagine you have pop and a generator near is 90% but the person dead hards, essentially denying you the pop and you lose the gen...

    "Just bait it bro"

    The "just bait it bro" was as a counter to killers who say "just do bones" when people talked about noed or old ruin/undying.

  • Most killers who have a very strong 1v1 with little to no counterplay in chase on the majority of maps and otherwise killers that are very oppressive that have very little counterplay unless you brought the right perks or items, like Deathslinger, Spirit, Nurse, Hag, Wraith(depending on his addons), Bubba and Blight.

    The biggest reason is because the only real counterplay you can do against these killers, is hold w and drop pallets ASAP. You cant start looping because you get easily hit. Nemesis technically fits this group too, but Nemesis' power is only a guaranteed hit at pallets.

    Heck, people love putting Doctor in here too, but you can still loop Doc around most pallets. Everytime he shocks, he loses distance unless he shocks near perfectly, and if he starts gaining distance you can still chain loops. The other killers do not lose much distance through looping. Let alone that 2 of them also counter holding W, making them absolutely disgusting to play against with practically 0 counterplay other than literally flipping a coin.


    And yeah, the downside about "holding W" killers is that they do not have much genpressure, but who the ######### wants both on a single killer? If a killer is good at chase AND at genpressure by default, killers would even get higher 3k rates in public lobbies than they already have. The downside is that maps are designed to make holding W a possible strat regardless of what killer you're facing, ultimately kicking killers who are loopable even further down, as not only can you loop the killer, you can chain loops against those killers.

    It's time BHVR started adding tiles based on what killer is being played. That way, weaker killers dont need a buff and strong killers dont need a nerf in their powers. You can design the environment around them. You can add all the breakable walls on all the maps against a Spirit or a Nurse, yet have only half the breakable walls when it's a Myers or a Trapper. You can add more strong pallets against a Deathslinger but generators having less spread, while giving Pig less strong pallets to deal with.

    Start giving killers mapseeds that fit their power. Wouldnt even need that much of an adjustment to map balancing as most tiles are RNG anyway.

  • @ChurchofPig said:

    The fact that they expect 600,000 new crowns to be unlocked for survivors given how late into the event it is and how killers are playing with the fact that you also need to escape, is ridiculous. What do they just want killers to stop playing and hope the people they just gave crowns to didn't have them?

    Pretty sure any re-peat on unlock counts. Meaning, everytime you escape as a survivor(or just grab a crown as a killer), you get a message that says "crown unlocked" even though you already own the crown.

    I'm pretty sure that even if you have all crowns already, any crowns you take with you count as an unlock.

  • So far spending it all on BP to unlock all the perks on my 3rd p3 survivor(all the cake BP is mainly going to killers). I just want to have access to at least 3 survivors with all perks, and I already had felix p2 lvl 50 from last year.

    As for killers, I've been able to finish unlocking Nemesis' perk on my p3 lvl 50 killers and spend most points getting Ghostface from p3 lvl 1 to p3 lvl 50 with 80% of the perks.


    If only survivor was worth playing this event other than friends or crowns. Even with the cakes, the BP tends to be half of what I get on the average killer match.

  • @Pulsar said:

    Continue to suffer.

    I shouldn't have to pay 150 USD to make a 5 year old game playable.

    To be fair, you cant really call a game that's constantly recieving updates a 5 year old game. You could install the 2016 version of DBD and play it just fine. 5.0 is by all definitions a 2021 game.


    Could this game be better performance-wise if they recoded the entire game to have a better core? Yes, definitely, but it IS a 2021 game. League of Legends 2021 doesnt perform well on a pc from 2010, even though its a 10 year old game. Same for Minecraft. So yes, if you have an older rig and refuse to update your hardware even though the software keeps recieving updates, at one point, your hardware will fail on you because the software requires better hardware.


    SSD is getting cheaper every 3 months, its almost never worth getting an HDD anymore if you enjoy playing games. Developers in the majority of companies are going to assume you're able to at least buy an SSD. Heck, I've connected my SSD and HDD together, where my HDD can preload neccesary files to my SSD so I can keep my SSD relatively clean and empty. Let alone the fact that there are many reasons to buy an SSD over an HDD too other than just loadspeeds.

    Yeah, if DBD is your only game, it's a bit much for a price, but if your graphics card starts failing, if your processor starts failing, it will need replacement, if DBD is your only game, all those costs are also needed to make a "5 year old game" playable, because BHVR isnt going to make the game work for outdated hardware.


  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/262824/public-vs-competitive

    Anything that fixes holding w and immediately dropping pallets.

    The Game has a design that combats holding W, but in return, it needs a shitton of pallets as the power to cut off survivors in The Game gives the killer the potential to have 10 second chases when the average chase is designed to last about 40 seconds.(There is a reason why The Game tended to be T1 Myers' best map, cant hold W and he doesnt really care about pallets unless you have a medkit)

  • Things you might overlook on Gideon:

    1. you can leave a chase early, you never are forced to dedicate to 1 chase untill you down that survivor.
    2. once a pallet is gone, it's gone forever(yes, its boring kicking more than 6 pallets, but boring/annoying doesnt mean unbalanced).
    3. generators are quite easy to keep pressure on, even for killers that have a hard time keeping pressure.
    4. it contains by far the most powerful basement in the entire game, even considering that basement is being surrounded by 5 god pallets(2 on the top floor in the security room, 2 next to the bathroom, 1 right outside the doors).
    5. it's very easy to force a deadzone.
    6. It's very easy to force survivors into a corner because you can always cut them off, which makes "holding W" quite ineffective as you cannot run from corner to corner if the killer uses the inner circle to cut you off(combine this with 5, and you can see how it can be a possibly easy down).

    The Game is the epithet of "hit and run" type of playstyle. Keeping people injured whenever you have the oppertunity to, and once a chase takes too long, just break the pallet and force the next survivor to run the exact same way, oblivious to all the pallets that have gone missing.

    The main counter to holding w is killers being able to cut survivors off. The Game is one of the few maps that gives the killer good vision on the survivor while also giving him room to cut off. If a survivor gets you through holding W on The Game, you're not thinking about what you could do to cut them off.

    Yes, the pallets and constantly kicking them is an unfun and potentially very boring mechanic, which is The Game's biggest issue. DBD needs an environmental resource that has a similar gameplay effect as a pallet(aka, stunning the killer and blocking them off for 2 seconds), but has a different playstyle to it. The Game is lacking player interaction between Killer and Survivor unless you use the design heavily in your favor, but balance-wise? It's fine.


    The real problem starts coming when you reach competitive levels of SWF, but there are many problems that exist once you start including competitive levels of SWF, when those problems do not really surface in public lobbies.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/262824/public-vs-competitive

    They already have a more powerful/ easy to use one of these.

    Forced penance- take a protection hit, get broken for 60/70/80s.

    Starstruck- get exposed if you try and hook rush.

    Agitation +mad grit- ######### EM UP

    Except that those arent really that great in comp. Starstruck requires you to get a down, there are many killers in the game that cannot even get a single down in the game. And I did mention that Forced Penance was decent in comp, but that's purely because it prevents 1 survivor from bodyblocking for the next 80 seconds, but after 90 seconds have passed, they'll be healed up and ready to block again, while in the meantime they'll just do a gen for 80 seconds while their teammates are trying to go for another bodyblock.

    Starstruck does wonders on Spirit and Nurse, but Spirit and Nurse are already powerful enough to hold their own in comp. This is more about perks that would allow more killers in general to be able to hold their own in comp.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2320501#Comment_2320501

    Having duo mags and extended mags or silencers on Cod guns is a huge advantage and you lose all of them once you prestige, also you lose most of your guns aswell, you are back a the 5 basic class kits there.

    Thats the thing tho, it's an advantage, but you STILL have the bare minimum on prestige. You can use skill alone to deal with the bare minimum, the unlocks later just give you a bigger window to apply your skill in. You can at least do enough to compensate for those losses, you could reach the prestige level with 0 upgrades easily compared to DBD. Let alone that prestige in CoD applies to all your classes.


    In DBD, on prestige, that window is practically non-existant. Seriously, try the grandmaster adept survivor and killer challenges, 0 perks, 0 addons, 0 offerings, 0 items. If you're rank 20, it doesnt matter much. But it matters quite heavily the higher you are. Let alone that you need to spend nearly a month grinding 20 hours a week as a killer with BBQ and BP offerings, just to fully equip 1 character in this game.

    Yes, prestiging in DBD needs a better reward. It's not like other games, it's far grindier and let alone that there is a very low BP cap considering the current content. They could easily double the BP you can gain from matches and it still would be mediocre. Prestiging in DBD should give a bigger bonus, as the time consumption alone is far too much and the game isnt balanced enough to continue that argument.


    Max prestige in CoD with everything unlocked on whatever you play=max prestige in DBD with everything unlocked on 1-2 characters if you're lucky.

    Heck, its EASIER to reach seasonal prestige level 1000 than it is to get all prestiges in dbd. There is only 1 person on this forum, who isnt a content creator, that has unlocked every single p3 with all perks unlocked. It "only" took him 5200 hours. Let alone that every new chapter, that time increases exponentially. You'd have to unlock 3 additional perks on all characters again, then prestige the new characters, all before the new chapter comes out. We're only 1-2 years away from a point where there are too many new additions that you cannot possibly have the time to prestige all characters.

    So yes, either prestiging and getting all the perks needs to be made a lot easier, or prestiging needs to give a much better reward.

  • I mean, from their perspective, it makes sense.

    Thing is, 17k on escape as the obsession meant you have 11k points across other objectives. You had 0 hooks in the end, meaning the killer had a lot of pressure on 3 survivors and 0 on you. Which means 1 of 2 things: 1. the killer never chased you on purpose or 2. the killer never knew where you were and therefor never chased you.

    Add on to the fact that you probably left the match to secure a crown you'd never get, since Cheryl is licensed. If there was anyone who could afford to take the pressure of teammates, it was you.

    Correct me if I am wrong, but out of those 11k points, 7k-ish were for objectives, leaving 4k-ish left for altruism and chase. After you unhooked and healed the jake, you recieved a total of about 3k points in there. Leaving only about 1k points in chase, most of which were after you unhooked Jake.

    So essentially, you were a gen jockey who was too afraid to distract the killer for your teammates. You had 2 minutes left on the hook, had practically no chase and instead of protecting the jake who was dead on hook, you went for a selfish escape that lead to 2 kills, when it could have been a 3 man or even 4 man escape.


    It's not that you were a bad player, you just decided that team is actually spelled tiim so you can take all the i's.


  • @MyNamePete said:

    So a tryhard killer is classified as using 4 mediocre perks and 2 ultra rare addons that arent good? My bad.

    You know you can be tryhard without meta perks right? There are vanilla mechanics that can be used to tryhard. Like, tunneling and camping when there are mainly solo survivors(just genrush 4head doesnt really work, as you dont know if the killer tunnels or camps unless you yourself actually get there, which is why people want Kindred to be basekit). Or mass slugging when you dont even need to, especially when there is an event going on that finally gives survivors a decent amount of BP.

    Actions make you tryhard, not slots.

  • @CheeseAnton said:

    From what I remember someone saying, the reason Crowns are that way for survivors is so they don't sabotage or do nothing when they get it (otherwise they got what they wanted and can allow themselves to just die). But since escaping is a condition they have to contribute.

    There are many things I dislike about that though, survivors could just as easily not do anything and get hatch, and for some reason a lot of killers this event just don't want survivors to get crowns (recently came from a Wraith game where they brought an Ebony Mori).

    I say instead of a survivor having to escape, they have to do generator progress (the amount of 1 gen) to get the crown.

    They could have easily done it differently tho:

    2 or more survivors escape: survivors secure their crown

    2 or less survivors escape: killer secures their crown

    That way, you cant have griefs nor do killers get a freebie.


    That aside, I honestly rather have teammates not participate in 1 match to get their crown on a specific character, than a constant flow of killers tunneling to prevent people from getting theirs. At least the first type will only last 2-3 days at most, where the latter can last the entire anniversary up to a point where you might not even be able to unlock all your crowns simply because people in the community are being dicks about it(not including the fact that it still means killers can refuse to participate and still get their crown regardless, worst case scenario, it costs them a pip that they can easily gain back).

    So either give both sides the ability to not participate, or ensure that both sides HAVE to participate. Dont give one side the least likely way of getting their crown(the average killrate is still higher than 2, meaning that less than 50% of survivors get their crowns in a match, where 100% of killers get their crowns in a match regardless).

  • @Wazzup said:

    https://forum.deadbydaylight.com/en/discussion/comment/2325485#Comment_2325485

    To be honest is it ever really worth kicking a gen if you don't have Pop?

    It take 2 seconds plus however long it takes to walk there, and back to your optimal route so even if near a generator that can be 5 seconds total out of your way. Then it only regens at a QUARTER the rate a survivor can fix it. And there are 4 survivors. So if it takes you 5 seconds out fo your way total that is 5 * 4 * 4 = 80 seconds that it has to regress before it is worth it, and a survivor can stop that regression with a fraction of a second of using the gen even in a chase.

    So IMO it seems pretty much never worth it unless you are using perks I think.

    If you happen to be in the area and have a general idea where people are and what they are doing, its worth kicking gens. You need to patrol gens anyway, making sure gens on your patrol are regressing is quite nice. Let alone that it's potentially valuable information. If you kick a gen, you KNOW if a survivor touched it. If you return to a gen and it only increased 5% in progression, you wouldnt really know.


    I am still of the opinion that actively kicking a generator should do a bit more than just put in into regression(like, 5% basekit perhaps), just as I am of the opinion that wiggling(yknow, having priority over a hook, you're taking a risk as a killer to go for the furthest hook possible, if a survivor reaches 100% on the wiggle bar, they should escape, you failed to hook them in time) and being slugged needs to do a bit more(perhaps increase crawling speed the more you're recovered, picking each other up if 2 survivors are downed side by side, just to punish slug camping a bit easier).


    There is a lot in the vanilla game that needs to be polished up, things that cannot be fixed by adding perks. DS is one of the rare ones where it's existence alone is risky enough for the killer to simply not tunnel a survivor for shits and giggles. They need to start balancing the game towards 4 man swf on comms, starting by buffing solo survivor and then adjusting killer accordingly.

  • @BingBongMan said:

    We've all had the situations as survivor wher we get unhooked. Only to find that our savior has vanished into thin air, leaving us injured as you hear the heartbeat grow louder.

    We've also been on the other end of the spectrum, where we pull a move so smooth brained that it puts us back on th hook.

    Point is that it's not always the killer being a dick that causes the tunneling. Sometimes our teammates leave the killer no better option, or we put ourselves back on the hook with a bad decision.

    Yes it sucks to be on the receiving end, but sometimes it just happens.

    I dont really consider that tunneling tho, its often easy to notice when your unhooker has vanished into thin air and when they actively tried getting the attention of the killer.

    I honestly think it should be best to add in a punishment in BP and emblems where a tunnel should punish the killer as much as an unsafe unhook punishes a survivor, and a non-tunnel rewards the killer just as a survivor gets rewarded for a safe unhook. Doesnt remove too much, but at least it stops tunnelers from climbing ranks and actually derank if they tunnel and camp too much, whereas now, I've had games where I just tested out how much I could get away with. I've tunneled and camped every single survivor all match, had 2 escapes and still earned a pip. I could have gotten a 4k with 3 gens left if I didnt camp or tunnel, while only getting a black pip.

    What I dont understand is how the current emblem system actually rewards players through unfun playstyles, and punishes players who dont. I've had a game as survivor where I kept the killer at bay for 4 minutes, but I didnt even pip and only had 9k bp, even though I did exactly as the game was designed for(didnt even hold W nor did I have any meta perks, it was just a really bad killer who reached rank 2 through tunneling hardcore). I've had games where I as killer barely got any BP because the chase simply wouldnt start for some reason, giving me barely 20k bp in the end but still a pip(short chases since it didnt start untill right before the hit). Allowing boring playstyles to climb ranks as efficiently as they do now is really destroying the fun for both sides.

    I've even had a killer say they tunneled because he couldnt otherwise handle the game, which should be indicative of that player being matched far too high. You could argue that MMR would fix this, but I really doubt that, as for a lot of players, they would arguably "win" when they play like they do. So they would keep playing like that untill they face SWF's with good communications, at which point they will refuse to keep playing as they never learned to apply killer basics and dont know what to do.

  • @Astrian said:

    We're hoping this update will also help performance on the Raccoon City Police Station map, but we want to ensure it is stable enough to be reinstated for live games. We will be monitoring how the map is doing in custom games with these new changes and provide you all with an update soon.

    Thank you for your patience as we continue to work on further improvements to the game’s performance!

    We have reduced the overall visual quality on Switch to help improve performance. The game may still crash when played on the Raccoon City Police Station map, but less frequently. Rest assured, we are still working on ensuring that the new map does not crash on this platform.

    Lmao it's been literal weeks since the patch came out and we STILL can't play on the new map. I'm also loving the "the map will still crash, but chill out it's not that bad" mentality. Why even push the patch out?

    There are a bunch of minor bug fixes that probably affected some people but as far as I can see, this hotfix only did one thing.

    Fixed an issue where completing a tutorial match with bots would cause customization and perks to be unequipped for all characters.

    Fixing the tutorial that punished people for wanting to learn how to play the game and earn bloodpoints. What a joke of a patch -_-

    The tutorial one only really mattered for people who already know how to play the game and wanted the BP, people who are new dont really have 10 characters unlocked with all slots filled.

    As for the RPD, it makes sense to upload part 1 of the patch early on and see what it does in custom games, rather than to upload the entire patch as once and end up screwing people over. This is the smart way to upload a patch.

    Besides, there are plenty of maps to play, the RPD, while nice to look at, isnt really special when it comes down to gameplay. There is nothing unique that RPD has that isnt available in other maps. While Midwich has a secret chest that can be unlocked. Temple of Purgatory has a secret chest and gates that open up. The Game has dynamic map changes where doors remain closed or get opened depending on the gens done. What does RPD have that sets it apart from other maps?

    That's why it doesnt really matter that the RPD is disabled. Besides, its an anniversary map, so as long as it works during the anniversary and beyond, why get so mad about it?

  • @Viktor1853 said:

    there is a lot of perks to counter sulgging

    There's a lot of perks that counter healing, a lot of perks that counter gen rushes, a lot of perks that counter camping.

    Problem being, you cannot run all the perks you need, since you dont know what kind of killer you're facing.

    Mass slugging to bleed out is a problem in the vanilla game, that needs a vanilla fix. Just like speedrunning gens(aka, competitive survivor strats in early gen rushing) is a problem in the vanilla game, and needs a vanilla fix.


    Dont use the argument of perks to excuse behaviour of toxic players. You only have access to 4 perks, and only 2 perks allow you to pick yourself up multiple times in the case everyone is slugged, one giving a warning to the killer, the other requiring an active hex. This game needs a way for 2 slugged survivors to be able to pick each other up. Giving killers reason to not mass slug for too long, as they only have 1 minute for 2 slugs to pick each other up(assuming they arent slugged next to each other, in which case, all the more reason to hook 1 of them).

  • @Adjatha said:

    Boy, if only there was some way to make games slower, more dynamic, and dangerous enough that survivors have to switch between who the killer chases so that everybody has a chance to work on gens, rescue people, heal others, search for chests/totems, and get chased by the killer.

    Oh wait, they nerfed Ruin/Undying (and people STILL complain about it). Oh well!

    But, you know, it's so unfair that those 5 minute games don't grant everybody maximum points.

    Ruin Undying didnt make the games more dynamic, it just made it easier for very bad killers to reach very high ranks. It made slugging 10x more powerful for the price of none. It made 3 gens unbreakable. It made matches last 15 minutes on average(which gives even the worst killer enough time to get rid of all the resources).


    Ruin Undying wasnt healthy, cleansing a hex totem(not working on a gen) should either remove a powerful hex, apply a punishment on the survivor OR grant the killer a strong power upon cleansing. Ruin Undying did all 3 at the same time. That's unhealthy. Let alone that Undying only really had synergy with Ruin and Haunted, and not really with any other hex perk.


    Using perks to fix a problem on certain killers is allowing killers who do not have said problem to abuse that power. Making perks should never be a fix with an issue in the game.

  • @BenZ0 said:

    I keep seeing more and more tweets or comments or discussion on other forums about ppl complaining that prestige needs a reward or something. Even Scott Jund made a video about that.

    Sry to break everyones hope but Prestige was NEVER MEANT TO GIVE YOU A ADVANTAGE! IT NEVER WAS IN EVERY OTHER GAME SO IT WILL NOT BE IN DBD TOO.

    Prestige is there for ppl who have too much time or are obsessed with collection (just like me) and WANT to put extra effort in to obtain it.

    Thing is, prestiging in other games doesnt really affect your gameplay too much as it mostly relies on skill. In DBD, perks and addons matter quite a lot.

    Adding on to that fact that leveling and unlocking things in other games has a relative fun factor to it, taking often as much, if not less time to gain everything back(since you're better etc). Where in DBD, it will take you MORE time, leveling isnt fun at all(it takes a LOT of time just to clear 1 bloodweb, where in other games its pretty much an insta-select) and the way you gain points is so grindy that the entire community is begging BHVR to increase the BP you can save up(as you're forced to spend it, note that other games dont really have a point limit). Another fact of the matter I can add, is that prestiging to lvl 3 isnt really that much compared to unlocking all the perks. It can easily take 15 million BP to unlock all the perks in the game(AFTER you've reached lvl 50, making the total for p0 all perks 17 million and p3 all perks 21 million), it takes a "mere" 5 million BP to be able to prestige to p3. It takes you 3 times as long to unlock everything than it takes you to prestige to lvl 3, where in other prestiges, you pretty much have 90% of the unlockables available, if not more.

    So yes, prestiging should have a notable effect on your bloodwebs. The better bloodwebs do not give you a significant advantage, other than being able to get higher tier addons more often, which you currently wont notice.

    A good example: I have 200 grey addons(not total, just 1 type of addon) that I will never use, since I have 60 yellow addons of the exact same type. Having better bloodwebs wouldnt make that grey addon better, but it would give me less grey addons.

    The other option they could do, is give p3 killers a sacrificial place where they can dump their useless addons and offerings into bp. Basically anything to reduce the grind would make prestige meaningful.



    Back when DBD released, prestiging was comparable to other games with their prestige, as you were able to unlock nearly 100% of the content of that character by the time you hit lvl 50. Now? You barely unlock 25% of the content before you can prestige. So yes, if you were to prestige and reset your entire 17 million BP grind back to 0, there should be something pretty good in exchange for that.

  • @Stop_camping said:

    I think that when you play against a good spirit, you have almost no chance of winning. In my opinion, spirit is to op. What kind of counter-attacks are there against spirit execpt iron will?

    The only counter to spirit is perfect communication.

    If you can communicate to your teammates you're being chased by spirit and they have to do gens, there is very little even spirit can do against that.


    So the DBD devs are at a crossroad where they have to decide where to go: buff survivors to have basekit communication(ping system) and then buff all remaining killers to cope with that kind of communication, or nerf spirit

    Personally, I hope they buff survivors so that killers in general can be made stronger without dividing them into strong 1v1 killers(seriously, the 1v1 design on killers tends to be boring on casual games, maps are not balanced around them at all, making them either really oppressive, or really weak, no in betweens).

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285586#Comment_2285586

    Isnt the point of egc just an overall timer, not meant to benefit either side.

    Having a timer benefits the killer as there is a clock that forces survivors out and leaves less survivors in the match to rescue their teammates, making it overall easier to slug and hook as a killer without having to worry too much about time, having no timer benefits survivors as there is nothing forcing them out of the game, making it easier to heal up and pick up slugs or unhook teammates safely without too much to worry about.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319989#Comment_2319989

    but that's literally what they have to do, you take 16 seconds 5 times and no noed. they even have coutner force now so it's done even faster

    Same argument for baiting DH out. Just bait it out 4head.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285572#Comment_2285572

    It's not supposed to be a free second chance. As you explained, hooking always takes priority over wiggling out, i.e. it is a Killer sided mechanic (This is likely by design).

    https://forum.deadbydaylight.com/en/discussion/comment/2285533#Comment_2285533

    The issue is, if you buff wiggling, then that could genuinely make it really rough for Killers. Perks that help with wiggling kind of have to be mediocre as there's already plenty of means to take away a down from the Killer. I don't really know if buffing wiggling would be healthy for the game. I wouldn't be opposed to the Devs buffing wiggling in a PTB as a test though.

    Again, DS, flashlights, Deliverance, Unbreakable, all have a much bigger impact on the game as a single perk compared to all those perks combined, and I was already assuming those perks to be in 100% effect(50% wiggle meter from Flip-Flop, 6% faster wiggle progression from Break-Out and 75% extra motion while wiggling from Boil Over, and they still have a 95% chance of not working. You can easily buff the effects of those 4 perks without even affecting the game much since for it to work, as you would need to slug a survivor for 32 full seconds to have the full Flip-Flop effect in the first place, where all those other perks or item work instantly).

  • I wouldnt really link maps to killers anymore tho, unless they were licenced. Just maps to a chapter.

    What I do want, is killers to be linked to a Realm. We have Clown and Nurse linked to the same Realm(Crotus), and Huntress and Plague being linked to the same one(Red Forest). It's a bit tougher to link Twins and Trickster to a realm, since there are no realms close to korea and france right now, but Blight has traveled the world quite a bit and he could easily be designated to Crotus.

  • Rule of thumb:

    Expect bugs that were fixed 3 years ago to potentially resurface everytime a new chapter comes out untill they recoded DBD.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284831#Comment_2284831

    Almost correct. Victor seems to be immune to Dead Hard from what I see. So theoretically, it should be possible.

    And disabling dead hard over traps isn't an inconvenience. It's common sense. There's no reason you should be able to just ignore the trap that exists.

    Victor is "immune" to dead hard since his leaping animation takes longer to finish. And no, the reason you can Dead Hard over traps is consistent with being able to Dead Hard within Doc's shock to ignore the shock, or DH in PH's punishment and ignore damage. Or DH into a chainsawing Billy and avoid damage.

    Dead Harding over traps isnt really an issue for Trapper, tho. He has other issues that make Dead Harding over traps feel like they are an issue.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285543#Comment_2285543

    Mario Party has had online play for a while now, and the next game should have it too...

    Hooking consistently also can't happen against good Survivors unless you're playing a Killer with a good chase power. The over-all skill cap for Killer is lower than Survivor, since Survivors can place themselves in optimal positions and always prevent 50/50s as a result. You would need to be playing a Killer like Nurse, Spirit, Slinger, Blight, etc... which is why these Killers get complained about.

    But anyways, Killer and Survivor do not have the same cap, good Survivors will always be able to outplay a Killer regardless of the Killer's skill level. Good Survivors always trump good Killers unless the Killer they're playing is top tier.

    It has online play, but Free Play is extremely recent(seriously, its 2 months old) and cannot really be used as an argument since it's new.

    "Hooking consistently also can't happen against good Survivors unless you're playing a Killer with a good chase power."

    Can happen tho, I've been hooking consistently with pretty much all killers I play, including Legion and Myers. They arent tournament survivors, sure, but to claim tournament survivors are the only good survivors is claiming that 99.9% of the playerbase is bad. Which is false.

    "The over-all skill cap for Killer is lower than Survivor, since Survivors can place themselves in optimal positions and always prevent 50/50s as a result."

    Also false, killers have a much higher skill cap than survivors. Survivors simply have more potential. But you do ignore the following: once 1 survivor is dead, survivors cannot fix more than 1 generator, as 1 survivor is on the hook, and needs to be saved within 60 or 120 seconds(154 if you have camaraderie). As soon as 1 survivor is dead, survivors need to get very creative to fix more than 1 gen. Which is why my current playing philosophy is to make sure 1 survivor is dead once 3 gens are done, and if I want to be merciful, I can leave all 4 survivors alive untill they fix the 3rd gen. Once 1 survivor is gone with more than 1 generator left, killers win. Even if all pallets are being dropped, even if all "second-chance" perks are being used, even if they bodyblock with BT.

    4 survivors have, and need to have, more potential than the killer. If you want to nerf 4 survivors/buff killers to give the killer and survivor equal potential at the start of the match, you need to nerf the killer's potential/buff survivor potential for every survivor that got removed. Meaning Killers actually would become less powerful over time while survivors get more powerful over time. In contrast to the current situation where survivors get less powerful over time vs killers getting more powerful over time.

    The only reasons top tier survivors are more powerful than top tier killers, is because they keep the killer busy and since they are all at equal skill level, it doesnt matter for the killer who is being chased and they cannot drop the chase. This is why tournaments have specific rules on limiting perks that buy time for survivors.


    This is why having pure MMR and balancing the game around competition, and calling this game competitive is all moot. Because this game is more similar to Mario Party, than it is to CSGO. And that's fine.

  • @UncleStabby said:

    The tutorial tells us that this is the Killer's domain. Here we can often find the Basement, a terrifying room with hooks that can't be sabotaged and carries with it an extra risk for unhooking teammates....

    But is this really the Killer's home turf? Hardly. Killer shack is one of the safest places to be for a survivor, oddly enough. It comes standard with a God pallet and Demigod window, and has not one, but two (and sometimes up to SIX) lockers!

    Now, what if we changed it to make it really feel like the Killer Crib its meant to be? Heres a few ideas to get it going:

    -Make the Killer shack customizable for the killer by adding more breakable walls to tighten loops, maybe introduce a breakable window for killers like Trickster, Huntress, and Slinger.

    -Add increased chances for totem Spawns. The shack would be more dangerous, of course, but we should balance that out with greater rewards. Totems being there would make it more enticing.

    -Add another chest to basement, and increase the rarity of the loot that can be found within.

    -Add the Oblivious effect while in the basement.

    I can already hear you guys tsking and going 'But what about campers? What's the counter?'

    Camping is toxic, yes, and camping needs to be changed too, so that it punishes killers more, but thats a different subject.

    What about you guys? Any ideas you have to balance the shack or basement more?

    Killer shack is the killers domain, especially with a basement in it. Once a killer hooked someone in the shack basement, good luck getting them out without risking a hook trade.

    As for the lockers, they arent really safe as its only potential security at the cost of an instadown for any killer without needing any chase.

    The god pallet and strong window are kinda needed due to map balancing since it has the option to spawn the strongest killer structure and nothing in this game should be guaranteed untill the opponent has nothing left. So as long as survivors are standing, killers should not be guaranteed a kill for simply hooking a survivor in the basement. To counter the strength of the basement, you need a god pallet and a strong window.


    Killer shack is pretty balanced overall. What really does need balancing is the EGC. The EGC needs to be a lot more dangerous to survivors than it is now. The EGC needs to break structures at random to remove resources. The EGC needs to be beneficial enough for the killer to leave hooks, as right now the endgame meta is pretty much the same as it was back in 2016. The only thing the EGC added was a timer the killer could start to force survivors out and fix hatch stand-offs, other than that, it didnt do too much.

  • Let me give a few examples to why Lethal Pursuer is better than you think:

    1. Survivor spawns are not consistent, sometimes they all spawn together on the opposite side of the map, sometimes only 1 person spawns on the opposite side while 3 others spawn on the same side.
    2. Knowing where the survivors are EXACTLY is better than having an indication. Sure, Discordance might have a similar effect, but Discordance only lets you know that there is more than 1 survivor working on a gen, it doesnt tell you if the 2 other survivors are in that same area or if they are splitting gens across the map. It's better to make sure they dont break apart any 3-gen early on at the start of the match, than it is to catch 2 survivors. Essentially, Discordance tells you where 2(or more) survivors are, maybe saving 1 generator while probably losing 2. Lethal Pursuer gives you knowledge where all survivors are and allow you to save all gens if you play it well.
    3. Undying only works around inactive totems and those totems are randomized, you might have an entire game without any survivor being shown to you with Undying, as Undying doesnt give you a notification when survivors are revealed to you(meaning if a survivor does a totem behind your back, you wont know at all if they ever were there). Lethal Pursuer guarantees the info.
    4. The higher tier you are as a player, the less likely other information perks work. Surveillance only works if a gen is actually regressing, and more often than not, high tier survivors tend to finish gens before you can kick them, making Surveillance not worth the slot. Discordance might work once or twice, but they might use it against you while their teammate finishes a very important generator alone. Lethal Pursuer gets better with your personal skill. If you're not a high tier killer, it might not seem useful as the survivors you face arent high tier either.
  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285485#Comment_2285485

    If the games not competitive then why an mmr, and why does it take hundreds of hours to really start getting good? Theres no mmr or skill caps in mario party

    Because Mario party doesnt have an online scenario. You could play DBD like Mario Party if you were to play Kill Your Friends constantly.

    But that aside, there is a skill cap in Mario Party. If you can win minigames consistently, you win games consistently. Just like in DBD, if you can hook consistently as a killer, you win consistently as a killer. Or if you fix gens consistently as a survivor, you win consistently as a survivor.


    As for MMR, DBD is never going to be pure MMR based. MMR is going to help seperate players in terms of skill to even out the odds a bit better. Let alone that MMR is VERY recent. This game is 5 years old. Why no MMR from the start? If Mario Party were online and as popular as DBD, you would need an MMR system there too to seperate players.

  • @glitchboi said:

    I mean, you aren't supposed to wiggle out to begin with, unless people take hits for you. It's meant to create sabo plays, and prevent the killer from going to the basement.

    Doesnt mean its still a terrible mechanic at the moment. I've had cases where my wiggle bar was 100%, but the killer still overrided it because hooking has priority. With the wigglebar taking 16 seconds to fill up, you'd expect wiggling out to have priority over hooking.

    Let alone that if wiggling were buffed, it would still allow the killer to gain hooks in general, but survivors dont need to take 4 hits and 3 sabo'd hooks to get out. Heck, tiny changes that I would make would simply be increasing the wiggle bar if a killer drops from a height(cus killers dont take any stagger, dropping a height is already a major shortcut), add skillchecks that could speed up the wiggling and actually have pressing A and D have some effect on the killer's movement rather than having no real impact.

    Wiggling is a terribly designed mechanic as it is right now, even if survivors were to build Breakout, Flip-Flop, Unbreakable and Boil Over to maximize their wiggling progress, I can still walk 20 meters as a killer and essentially guarantee a hook regardless of the map. 4 perks to counter a vanilla mechanic that doesnt even work unless the killer makes awful decisions. When you have Unbreakable or Delivarance being single perks, having arguably more effect on the game than 1-2 escapes from wiggling through 4 perks. Flashlights work better than those perks, and flashlights are arguably the worst survivor item at the moment.

    @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284353#Comment_2284353

    It's supposed to be Killer sided though. The Survivor lost the chase after all. Wiggling doesn't exist to be a free second chance for the Survivor. It exists to prevent the Killer from going ridiculous distances and still getting the hook.


    I'd say 50 meters(no agitation or iron grasp, its 50 meters reach basekit) is still quite ridiculous considering there is at least 1 reachable hook within 10 meters of your down, and 4-6 reachable hooks within 30 meters of your down.

    Wiggling still has reasons to be buffed.

  • @brokedownpalace said:

    Big oof if so. There's like, what, 5 maps disabled, including the brand new one, constant freezes, glitched out killers, etc.

    Pretty sure they confirmed June 22th to be the hotfix date as soon as they disabled the RPD map

  • @DrJohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279652#Comment_2279652

    I think the speed boost survivors get when infecting them is unecessary. He feels like a worse pyramid head. The only thing I like about him is the pallet break, but I have admitted I am new with him.

    Yeah, Nemmy is a bit unintuitive with his ability, his visuals dont match his mechanics properly.


    Also, food for thought: it might be possible for Nemesis to actually have an interesting play with his infection. I have no one to confirm my suspicions with yet, as my scientific dbd victims are on vacation atm, but I think Nemmy's infection might count as a protection hit regardless of it dealing damage, and there is a very interesting perk that works with protection hits that allows him to deal damage if they are still healthy.

  • To me, arguing from competitive DBD to say survivors arent balanced, is like arguing that McDonalds isnt vegan enough. McDonalds will always sell more non-vegan options.

    Competitive DBD needs to be balanced more around rules made for the competition, rather than relying on the devs, since the game is not competitive. You dont have the same objectives.

  • @DrJohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279605#Comment_2279605

    I don't think twins was ever bad except for the brief amount of time Victor couldn't hold survivors in lockers. Then to be fair I never experienced the bugs on that killer.

    I mean, there were a lot of issues with her kit. A lot of her addons were #########, which have been fixed later on. Mechanically she was okay, but without any decent addons, all her main ability was good for was camping.

    I dont think Nemesis is bad tho. Lots of killers are considered terrible on release because no one knows how to apply their abilities properly yet. Trickster was considered awful, yet, many have shown how effective he can be. He needed some slight alteration to truly shine, but that didnt make him terrible. Twins was considered awful, same reasoning, slight alterations allowing her to shine. The only good thing people used to praise PH for, was his ability to execute people. His main ability tho? Considered awful untill people found the faking exploit that guaranteed hits regardless of the situation and abused his ability to camp people. Blight? on release considered to be an awful killer, I expected him to have near Nurse levels of potential, yet people considered him to be worse than Legion. I can go on.

    Nemesis has a lot of potential that other killers dont. He needs slight alterations to truly make him shine. He's not S tier levels of strength, but given slight alterations, I'd say he's a solid A tier killer. All I'd change is buff the zombie movementspeed addons slightly and give his Stage 3 tentacle the ability to injure regardless of infection. Pretty much all he needs.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278755#Comment_2278755

    https://i.imgflip.com/5diye7.jpg

    ‎Remember that this was a licensed chapter and making sure the patch quality is high is very important. Now imagine how bad it would have been if it wasn't licensed.

    I mean, this is more an issue with DBD's code than the chapters. The game wasnt made with the intention to grow much bigger. Nurse was in the works, sure, Myers was a nice addition, but after that? They had no clue it would ever become this big. And it's starting to show more and more with each update. They are essentially piling spaghetti on top of spaghetti at this point. Ofcourse its getting messier with every update.


    They did the graphical update which balanced out maps, its now time to go for the coding update, where they recode the main game to be more stable, so that future updates will be clean again.

  • @DrJohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278763#Comment_2278763

    But twins actually turned out to be good and elodie had some fun perks.

    Twins took nearly 2 months post release to be good tho. Prior to that she was nothing other than a slugcamp simulator

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