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  • @rexhornet said:

    This patch has been a really problematic one for survivors with the Distortion nerf and worst part is the increase of slugging ti get the end game mori.

    First of all, I’m a killer main, dont get me wrong, but even I think its annoying to slug 1 or more to go find the last survivor, its boring. But that didnt stand for others killer.
    The problem here is the killer choose to slug and they are not being punish for slugging.

    So here its my idea to counter this playstyle.

    1. Basekit Unbreakable: now will be a seperate bar from the recover bar, it will goes up automatically after X amount of time, unlimited use. After getting up by this way you get the Endurance status for 30s. The bar will slowdown if another survivor come close like self unhook mechanic.
    2. If there are only 2 survivors left, and one being down by killer and slug, the gen will slowly repair itself and after X amount of time the speed will increase and block killer from kicking it.
    3. Adding control to give survivor method to sacrifice themself while in the dying state CAUSE by the killer. Sacrifice themself in this way will award the player with greate amount of bloodpoint and will not reward the killer for eliminate the said survivor.
    4. If the survivor sacrifice themself from the dying state and there are only 1 survivor left in the trial, all gen auto complete and there will be 2 hatch spawn in the match and the gate will slowly open itself and stopped at 99%.
    5. If the killer decide to slug more, all of the slug survivors can sacrifice themslelf and create more hatch.

    I hope they will read this and make some change, i’m a killer main and I love endgame mori but it need to be work my ass down for that cherry on top not slugging.

    So, to recap: Basekit one of the best perks in the game, gens repairing themselves, removing BP from killers, and even more auto gen repairs.

    At this point, you're not asking BHVR to give you a hand; you're asking them to come, pick you up, and carry you to the exit gates while whispering about what a good job you did. Lmao.

    Even the "I'm a Killer main" part at the start, this post just ticks all boxes

  • @brokedownpalace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824781#Comment_3824781

    huh?

    Resident Evil is one of the most successful video game franchises of all time. The series has sold over 160 million copies. As far as I can tell, FNAF has sold around 7 million. They're not comparable.

    Is Resident Evil an indie horror game? I said FNAF is the indie horror game, which it is, not that it’s the horror game.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824713#Comment_3824713

    There’s no doubting FNAF is super popular, but saying it’s influential is surely a stretch

    FNAF is basically the indie horror game. It kicked off successful sequels, books, spin-offs, merch, supported fan games, it's own sub-genre of game, cameos, and even a full-length movie, while still staying relevant a decade later. Even big AAA companies wish they could pull something like that off. I actually can't think of a modern horror game that comes close.

    I'm very curious to what the player spike will look like once it's released, maybe matches will be chill for a few days even

  • FNAF will be the most popular license added to DBD. It's probably the most influential horror IP in recent times. I also don't think Killers like Jason, Candyman, etc. Would even come close in popularity, lol

  • Mori's literally last around 10-12 seconds. You seriously can't power through them? If that's the case I really don't think the mori's are the issue. Not to mention that there's no way they'd let you skip them because they want to sell more

  • @n000b51 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824210#Comment_3824210

    Killer knows if someone is in the Void.
    He can reach platforms without using the vault (just using a M1) as survivors have to do.
    Void contains no objectives for survivors, killers is rarely following/chasing someone in the Void…
    Funny thing, even if survivors have a lot of pallets here, I usually think the tiles are short, square-shaped where a hit can easily from the top & the most of them results a free hit. The only 'safe pallet I've found here is between the 2 big strairs in the middle. All the others are meh.

    Void contains no objectives for survivors

    Wasting the killer's time is one of the most important objectives a Survivor can have

  • Isn't it easier to just take a quick glance at your bloodweb before pressing the button? lol

  • according to the devs bleedouts happen in less than 1% of matches and partial bleedouts in around 10%. You tell me if its meta or not

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430276/i-see-many-complain-about-survivor-exodus-the-usual-stuff

    Its always the same. I think the only time we really saw something like this happening was during the pre-6.1 era, when killer was at their lowest and survivors were at their strongest in modern DBD (there were this weird insta-moris and insta-gen-repair add-on ins old DBD, coupled with some infinites, but no one knew how to loop back then, so I wouldn't count that).

    During that time we had really longer and longer survivor queues, because Killer felt like a constant uphill battle, while you worked through layers upon layers of safety nets, but it was never as bad as some of the doom & gloom crowd made it sound.

    Since then, the game stayed pretty popular, but what has changed is that both roles were forced to adept to the different meta changes by trimming the fat and getting more and more efficient. Now survivors will in general split up and pressure gens, while killers feel like they need to tunnel and turn the game into a 3v1 asap, or they will lose.

    And this learned efficiency wont ever be unlearned by the community and general population, the only change will come from basegame changes via BHVR, and no one knows if this is even possible with the way the current engine works. During my most fun period of DBD (around 2021) I would chase a survivor, eventually hook them, while one gen popped, then I would get into a second chase hooked them and a second gen popped, and by that time the game area had shrunk so that the game heated up and pallets were used, so that chases became shorter, while gen after gen got done. Today you don't get this kind of games anymore, survivors nearly univerally split up and pressure multiple gens, while killers concentrate on two survivors and maybe even tunnel and most people lament this fact, but are of course unable to play any other way, because the current meta and learned behaviour of both sides forces them into pure efficiency mode.

    This shift in playstyle was bound to happen, but it’s really not the end of the world. BHVR just needs to roll out a better matchmaking system that pairs up players who actually try with others doing the same. Solo Q isn’t bad when you’ve got a team that knows what they’re doing and doesn’t throw in the towel at the first little inconvenience.

  • @VantaNite said:

    You realize heal tech's and crouch tech's are basically just jokes people make when doing something basic and somehow works making the killer wiff. The scamper tech is basically a bug and getting a free hit isnt some little deal like crouching is.

    Least out of touch survivor DBD player

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822147#Comment_3822147

    I didn’t confuse anything. Peanits says they’re not. That kill rate win rate nonsense is made up by forum killer mains. The devs have said that did NOT come from them, and if they had any kind of a system like that then kill rate = win rate.

    If you genuinely think kill rate is the same as win rate, I'm gonna take a wild guess and say you haven’t been playing that long. Freddy has a 60% kill rate, does that mean he has a 60% win rate and is a good killer? lol


    Kill rate is just that: kills. You could play terribly all game and still win at the end because survivors messed around or got too altruistic, or because you had something like Devour Hope or Rancor. On the other hand, you could be winning the whole match, make one mistake at the end, and everyone escapes, giving you a 0% kill rate, even though you played great.


    Actual win rate is based on a bunch of things, including kill rate, but looking at kill rate alone (when there are so many factors like perks, map RNG, playstyle, etc.) is just kinda ignorant.

    And we know this is true because if BHVR saw Kill rate as Win rate, they would be nerfing Freddy who has one of the highest Kill rates, and buffing Nurse and Billy who have the same Kill rate as Trapper and the top 3 worst Kill rates in the game.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821515#Comment_3821515

    Is that why the killer win rate is 60%? Doesn’t seem like survivors losing 60% of the time is strong… for survivors.

    You're confusing win rate with kill rate. They're completely different things lmao

  • This is what happens when devs ignore the majority of players' playstyles and pretend this game doesn't need a proper ranking mode. This is the sweatiest game I've ever played, even more so than any other game with an actual competitive mode.

  • Blight has his double fatigue bug for... at least 3 years now.

    Leatherface still has the bug where he randomly loses all charges during his chainsaw sweep, even after they changed him.

    Nurse still has the bug where during fatigue, your camera swings in a nauseating way.

    Twins has the bug where Victor bounces off survivors, doesn't deal damage, and lands next to them ready to be kicked.

    Plague's visual vomit and its hitbox got desynced a few years ago. Still remains unfixed.

    I could go on but I think you can see the pattern

  • On the topic of Disturbed Ward / Crotus, its main building is one of, if not the most broken in the game. I have no idea how it remains unchanged so far but it's awful to play against

  • @TheDavidKingMain said:

    His kit just has no downsides. He can play essentially any tile with vampire/wolf. Hellfire has INSANE zoning, better than even Pyramid Head, and a ridiculously short (almost nonexistent) cooldown.

    And then there’s bat form… where do I even start. The fact that you can get a free hit with drac’s already amazing chase, switch to bat INSTANTLY and render any distance a survivor has gained to nothing, then again INSTANTLY switch back to an oppressive chase power is just ridiculous.

    I would strongly advise you to play a few matches as him, it's easy to think a killer is OP until you actually try them

  • The exposed status is just a nice addition, the real power of the perk comes from the aura reading.

  • The New Dead Man's Switch:

    The old version was a bit hit or miss because if a survivor triggered a gen block near the end of the ability's activation window, the generator would only be blocked for the remaining time, not the full duration. This has changed, and now every time Dead Man's Switch activates, it blocks the generator for the full 50 seconds. It works great with Pain Resonance and is especially effective for killers who can keep survivors off generators, like Nemesis with his zombies, Doctor with his blast, and Pinhead with his chain hunt. Almost every generator will end up being blocked for the full 50 seconds at some point.

  • If it’s still a top 5 perk in its current state, imagine how overpowered it must have been back then. This forum would be healthier if all members had to provide proof of playing as killer for a few hours. We wouldn’t be seeing posts like these if that were the case.

  • As a Killer, both disconnecting and going AFK in a match will result in a penalty (and rightfully so). But as a Survivor, you can give up on the first hook just 30 seconds into a match with no consequences, and cherry-pick lobbies as much as you want, completely ruining the experience for everyone else. I’m not sure why they half-measured this penalty, when a Survivor giving up is far more impactful than a Killer doing so, since you’re then stuck in an unwinnable match.

    They need to either start giving harsher penalties to players like this, or put them in their own queue so they don’t bother those who actually play to try.

  • VHS had a mimic killer, and it wasn’t great. The main issue is that while you’re ‘disguised’ as a survivor, running around and trying to trick someone, everyone else is working on gens. You're basically setting up each encounter as a fake survivor, which takes forever in match time, making it a worse version of being Undetectable.

    The ability to 'Mimic' sounds good in theory but would be very weak in practice. The only exception I can think of would be if multiple mimics spawned around the map, capable of injuring survivors. But at that point, you’re just a better Nemesis (assuming you also have a chase power.)

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816571#Comment_3816571

    If you constantly see survivors you don’t need gen slowdown perks at all… because you know where to go/be at all times. Survivors are your objective, not generators

    If the game were as simple as just "constantly see survivors and know where to be" then the meta would consist of the top four aura perks. But go play any killer that isn't Nurse with such a build and you'll see why it isn't

  • Out of all the aura reading perks available to killers, there are only three or four that are even worth using. A killer could equip four aura-reading perks and see survivors for most of the match, but they’d be sacrificing gen slowdown or other pressure perks. Plus, it doesn’t matter if the killer can often see survivors if they aren’t good at chasing.

    Let’s be real: how often do you see a killer running the top four aura perks in the game? Probably not too often. This whole aura perk discussion is getting way overblown, and I’m guessing it’s because now that SM has been gutted, people need something else to complain about.

  • This definitely wouldn’t lead to 3 survivors playing stealthy and the 4th being intentionally annoying, body-blocking for their teammates, knowing they have one free hook stage

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815392#Comment_3815392

    Endgame camping is the problem.

    I have always been extremely against it. I refuse to do it as killer, and I hate seeing it as survivor.

    It is something that I don't think should have ever been normalized.

    Bro wants killers to take a stroll around the map when all gens are done

  • Making it so getting crows disables collision: ❌

    Adding a bandaid fix window that only fixes the issue in one specific spot: ✅

    BHVR really works in mysterious ways

  • @CountOfTheFog said:

    I've been thinking about this for a while and came up with a theory about why so many people quit at the slightest inconvenience, an epidemic that pains me to say has stopped me from playing.

    I just want to test this idea with everyone and see if anyone agrees.

    I think it's the burnout of course, but why? It has to be slightly more than that and my idea is the combination of Perk Changes and MMR.

    Let me explain:

    You see, if you were a good player because of your perks - and let's be honest - everyone is helped by them - you won 🏆 a lot!

    As a result, your MMR kept increasing of course. But, when your perks got nerfed, your mmr didn't change.

    In order not to make this too long, my point is perhaps way too many players are in an mmr they should no longer be in but because it's so hard to drop now, they are stuck.

    I think this also leads to "hot takes" with each side demanding perks be buffed and nerfed long after they've been available.

    What do you think? Am I onto something or way off base?

    Again, please be respectful 🙏

    I'm a Freddy Killer main and a Nancy Survivor main. I played both roles until this new trend just made me say enough is enough and I'd like to see it significantly be reduced.

    Thank you 😊 🙏

    Here’s how it actually went down:

    • Skull Merchant is added to the game.
    • Some players use her to 3-gen, leading to very boring gameplay.
    • Survivors realize they can just give up in these matches since there’s no penalty for it.
    • When facing any other killer that isn’t a cakewalk, survivors think, "Hmm, if I can DC against the Skull Merchant, maybe I can do it here too..."
    • More and more survivors start disconnecting after realizing there’s no mechanic to prevent it.

    So now it's been a snowball effect of having always at least one survivor who will give up if they're hooked first, so the rest of the players have their game ruined and some start doing it as well.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806817#Comment_3806817

    The problem is if Bhvr. doesn't fix the game first then this will just cause survivors either afk, disrupt the game in other ways, or at worst just stop playing. I understand killer players want to force survivors to be trapped in their torture chamber as long as they feel like holding them there, but "punishing" survivors for this and removing kobe will just add new layers to the toxicity already present in the game.

    When you're playing Killer and stuck in a match you can't win (like 1-2 gens left, barely any hooks, and the last gens are too spread out), you're basically trapped. You can't leave without a penalty, and if you AFK or DC, you get hit with a disconnect penalty anyway. So you're stuck playing a match you know you can't win. Why do survivors get to decide when to leave, but killers don’t?

    Also, if a DBD match feels like a 'torture chamber' for you, maybe just don't play. The game would be better without players like you, so it's a win-win.

  • I like Henz, but his site and the builds he posts are kinda bad. Every build is just 'pink addons + Pain Res/Corrupt' — like, no surprise those are the 'best builds.' It’s always the same: 'best build for X' and it’s just 4 meta perks with a pink and purple addon. Can we please go back to builds that actually have some thought behind them, where the perks work together and with the killer you're playing?

    This is why I like Otzdarva's site more. He gives more variety in non-meta perks and brown/yellow addons, which are actually pretty good a lot of the time

  • Whispers used to be my go-to perk a few years back, and good killers got a ton of value from it. Nothing’s changed, but now no one uses it anymore.

  • This is MOSTLY the devs' fault. BHVR should be encouraging build variety, playstyle variety, and killer variety. Instead, they're doing the exact opposite.

    You want to use a hit and run playstyle (the healthiest and most fun playstyle a killer can have, for both sides)? It's literally weakened every patch and actively discouraged by the devs. You are punished as a killer for playing this way.

    You want to run a more varied but still useful build? Too bad, there are only two good gen regression perks in the game. And not only did they get nerfed (alongside the other four that were useful), but BHVR also keeps ignoring the weaker ones, so you either run those or might as well not run anything at all.

    You want to play a killer that isn't Blight, Billy, or Spirit? Tough luck, because if you dare to do so and face a competent team playing to win, you WILL lose. On top of that, you have to run the sweatiest builds possible on weaker killers because they simply don't work otherwise. If you try a fun, meme build, you don't even get to use it because the game is over in 8 minutes.

    This is the game the devs have created and continue to foster, and what does the community do? "Huh, these toxic killer mains do nothing but tunnel!" when the actual problem is BHVR and how all they need to do to keep the community playing is grabbing a new collab (even if the gameplay from it sucks, like Dracula being weak as hell and having CHEST PERKS LOL).

    Also, I firmly believe that all these "camping and tunneling" whiny posts would be completely resolved if people actually played the other side for once. I guarantee that if you spent some of your DBD time playing and learning killer, you’d better understand the real issues with this game.

  • Another killer whose power is just a weaker version of someone else's and doesn't do anything special. Not to mention, it feels clunky (hellfire and wolf form). It's pretty disappointing, considering they could have done something original instead.

  • I find it funny as hell that there were more people opposed to a FNAF chapter than to a drag chapter

  • Make them Purple or Pink rarity at this point. They not only exist to be abused by either side, but they also keep adding up and make the Green rarity too clogged. A few years ago I was swimming in Party Streamers and now im lucky to find 2 or 3 per prestige

  • hook deadzones aren't"player error" thing, because as Killer, you do not choose where a survivor is downed. Survivors take the lead of the chase and they go to the zone of the map they want.

  • You open the gate right until before the "a" in the "open escape" prompt (this is just before the first light turns on) and then hide nearby. Next time the killer leaves, you just go all in and hope there's enough time.

  • Would have been better if they had dropped a short trailer instead. I remember when BHVR posted that Stranger Things trailer with Nancy and Steve and it went crazy

  • Tell me you haven't played a single killer match in your life without telling me

  • Cheaters aren't the reason, they buy accounts in bulk for less than 80% of the base price anyway.

    The real reason is that there's no competition so you either buy the game or don't play it, it's that simple. BHVR can get away with this model because other asymm games are extremely bad in comparison.

  • Most survivors who give up do so early in the game or as soon as things don't go their way. There's nothing more annoying than queueing for a match only to have a single person ruin it for everyone because they couldn't run the killer for five gens straight and t-bag at the gates.

    Also, it shouldn't even be an option. Killers can't give up without facing a penalty (both disconnecting and AFKing will result in a penalty), so there's no reason survivors should be given the option to leave early. Both sides need to be encouraged to play until the end, and giving up early should be punishable. It's as simple as that.

  • How Does BHVR Handle False Reporting?

    Badly, to no one's surprise. There were numerous reports on Twitter about cheaters using smaller streamers' usernames and blatantly cheating in the game to get reported. Sometimes they even used the same overlay as the streamer they were impersonating. BHVR would then go on to ban these smaller streamers (instead of the actual cheaters), and many of them are still banned to this day.

  • Flashbangs are definitely overpowered. The fact that you can blind the killer mid-animation, even if they're looking at a wall, is just unfair. Background Player makes it worse by letting you hide at double the usual distance and still get the blind, which makes positioning way too easy.

    From a survivor's perspective, it’s easy to say “just run Lightborn,” but since killers can only choose four perks, having to use one just to counter an unbalanced mechanic isn’t great design. A lot of people will compare this to Distortion, saying you shouldn’t need a perk just to counter aura reading. But Distortion is actually an S tier perk because it blocks the best tracking method, reveals which perks the killer is running, and if it doesn’t activate, it still helps by telling you they’re not using aura reading.

    Flashbangs are really tricky to balance. Making the audio cue clearer would mess things up for players with poor hearing, and a visual cue would make them only work against bad killers. But the ability to flash the killer even when they're facing a wall should've never been a thing and the fact that it's not getting fixed is worrying

  • Any DBD player who isn’t toxic or biased will agree that this was a good change. It discourages slugging, prevents Survivors from abusing bad hook RNG to prolong the match, and ensures that end-game scenarios will always have available hooks so you’re not forced to wait on the ground. If you still believe this is a bad change, try playing as a killer sometime, and you’ll see how little control you have over the hooks you use. Choosing a hook is not a skill expression for killers at all, so this change is overall beneficial for both sides.

  • When you can't find a problem to complain about so you make up one yourself

  • @Kable13 said:

    i actually think the 'send to cage' is better than a standard hook in a location in my opinion…. as it makes the killer not know where the survivor gets hooked unless he stumbles across him… its literally pyramid cage of torment.. which has always been one of my fave things to do, vs pick up and hook.. more-so because it adds that element of uncertainty and fairness.. that way the killer cant just camp the hook, unless he stumbless across it.. as for the pinch maneuvers… it'd be nice to see a 'dead hard' style skill for the survivors to counter that, but atm, they're still ironing out the kinks… this is more 'open testing' than real. thats why it seems so unbalanced…..

    Personally… I'd like to see 2v8 standard, with perks and addons, and all that jazz, instead of how it's currently set up with classes and forced skills. I think that'd be really fun

    Yeah, I really like cages over hooks now. They discourage slugging, tunneling, and it helps both the killer and the survivors. Not to mention that they're impossible to camp. I think if the devs adapted the game to cages instead of hooks it would be more enjoyable for everyone.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422085/2v8-exposed-how-badly-designed-the-game-actually-is

    for some odd reason some are not enjoy it and I just got 8 man out and I'm playing solo.

    Some people will never be pleased. This mode is literally the chillest this game has ever been, which is why I think new players who started because of it will have a rough time trying to adapt to the main game. I'm curious how player retention will look.

    Also, considering it's a free weekend, I feel bad for the poor souls who buy the game for the new mode only to find out that the main game is not only extremely sweatier, but they also have to spend more money to get good perks and characters, and there's an incredible grind waiting for them.

  • I love the new mode but it straight up killed Killer for me. I can't play a Killer game in 2v8 unless I wait 20 minutes before each match, and I can't play a normal 1v4 game because it seems like no one is queueing there.

  • The mode is fine; it's just chaotic fun and not meant to be taken seriously. I'm glad it is temporary, though. There's almost no variety, and I'm sure it will get old very quickly. Hopefully, next time it comes around, we'll get more killers, classes, and maps.

    Right now, it's also heavily affected by the players. Everyone is running Escapist or Guide (one medic if we're lucky), with eight survivors but not a single one on generators after the first two pop. No one is going for the save or repairing because they're thinking, "Eh, I'm sure someone else is going to do it." I've also had survivors running around, dropping every pallet, or straight up refusing to do anything.

  • This is just the first iteration of the mode. It will be available temporarily and then disabled so that they can look at the stats, gauge feedback, and make changes for the next time it's added. If they were to release the mode with everything unlocked, it could be possible for a group of killers to use a broken combo that is unwinnable for the survivors, or for survivors to use a combo of perks that make them impossible to catch in a chase.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421207/dont-repair-corner-gens

    Smart killers will ignore those gens anyway because they are in areas that are far too strong for survivors. It makes more sense to patrol the gens that are closer, and in weaker areas. So all it means is that you'll do less gens, and make your team's morale low anyway making them more likely to give up.

    Time spent on safe gens is time lost anyway. Even if just one of those safe gens that the killer won’t patrol makes it to the last three, it's almost always an instant win. It makes no sense to repair them early or mid-game, it's better to spend that time doing less safe gens instead.

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