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Pulsar

Pulsar

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  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024698#Comment_4024698

    Ah what threw me off was all the rest of Japans stats were from different time frames. You are correct then these are very different.

    I have no idea why they wanted to use the same group of year long stats for everything else, but then use a month for these, so the confusion is perfectly understandable.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024612#Comment_4024612

    I already told you those Japan stats are from a year and you're comparing them to a month on Nightlight. Of course they're not going to match. This isn't an accurate comparison. You're comparing stats that were being gathered under different patches.

    As I stated in my reply, these particular stats were gathered over a month.

    Screenshot 2025-11-05 155645.png

    8-15-2025 - 9-15-2025

    This is the NightLight patch I am using.

    Screenshot 2025-11-05 155735.png

    As you can see, they are clearly directly comparable.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024655#Comment_4024655

    I just the theory that gives biggest sence compare to your "oh its just mistake that has point" but i value your cluesness if still think they would have enough courage to call it out.

    I think they are incompetent, not malicious.

  • Wraith and then Doctor.

    Newest Killer was Clown, so there wasnt a ton to choose from lol

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024632#Comment_4024632

    Do you think they would admit it officialy? dont be clueless thats not how it works.

    His chains only slow you for 3-5 seconds if he hits them good so they dont instabreak as they spawn and your teammate can break them with his body even killer can (which sucks because is the same crap desing like trapper steping into his own traps, punishement for power that is weak as hell yeah his chains are weak strongest thing in his kit is cube and chainhunt not his chains he has to hit manualy) so this means he can hit you but what killer cant and it wont stop bodyblocking than much. I understand his addon change (even the new effect is just copy of his other addon which is lame but ok pretty good job style thing) but to his basekit it doesnt make any logical sence.

    Conspiracy theory with zero proof. Of course, how could I be so clueless.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024616#Comment_4024616

    They diffinitely do because his whole nerf doesnt make sence (only the reason for his addon but thats like all).

    Where's your proof?

    The nerf doesn't make sense because they are bad at design, not because they are out to get Pinhead in revenge for the license holder

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024599#Comment_4024599

    The whole reason for pinhead being worse is because of his license holder cutting his contract with bhvr and as repay they will nerf him he has not so huge part of comunity likeing him as demogorgan where was more possible he would come back and another potencial for further teamwork or another licensed dlc ahead of as, tell who survivors see more with exitement demogorgan or pinhead i think the answer is pretty clear.

    That's definitely not true what lmao???


    BHVR isn't nerfing Pinhead as revenge for the license holder not renewing the contract.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024577#Comment_4024577

    This isn’t what I’ve seen when comparing their KRs historically. However putting that aside and referencing your statement on broad trends, they’ve also generally had killers in nearly the same kill rate ordering as bhvr, such as looking at most lethal killers. So even if we ignore % and just ordering Krasue is still “far down”. Even if we be extremely generous with the % and add the highest kill discrepancy to their % and assume they’re undershooting her, she is still below their kill goals.

    That doesn't seem to be true either.

    Taking the most recent stats from Japan showing KR (in order, without numbers), the order is completely different. These were taken over a month, from August-September 2025, which means we have a direct NightLight comparison.

    Here's the breakdown.

    Official BHVR Stats:

    Vecna

    Freddy

    Sadako

    Dredge

    Pig

    Twins

    Blight

    Ghoul

    Skull Merchant

    Oni

    Now, for NightLight (plus how many games were submitted):

    Blight (355)

    Oni (146)

    Vecna (160)

    Artist (77)

    Freddy (101)

    Dredge (98)

    Doctor (127)

    Ghoul (411)

    Unknown (169)

    Dracula (163)

    There is only one Killer in the same position, that being Ghoul. Artist, Unknown, Dracula and Doctor don't even appear on BHVR's stats. I could play 100 games in a month with Doctor and get a 90% KR, but that wouldn't be statistically significant, would it?

    NightLight just isn't a reliable source for information, except for extremely broad trends. Not even for positional placement of Killers in a KR list.

  • @LordLazeris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024554#Comment_4024554

    Unlikely? It's not like Otz just demonstrated to all of us when killers get the option to abandon the game doesn't count towards official stats.

    And Survivor Abandons boost Escape Rates to the moon since it doesn't count as a Kill.

    It's entirely possible that BHVR is just lazy and didn't want to put that into their stat tracker, but that they still have the data internally. In all likelihood, that counts AGAINST NightLight, because they have zero way to account for that AND since Survivor Abandons are vastly more common (nobody wants to watch the Finisher Mori), that is driving down the KR's, meaning NightLight is even more out of touch.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024551#Comment_4024551

    No, if you look in the fine print below the Japan stats for it's time frame it was a years worth of stats. If it was just Sept we could compare it to Nightlight, but it's not.

    NightLight has been historically lower than the actual KR's. If you recall, this was a major controversy because everyone thought the stats were around 50-55%, and BHVR released stats showing that KR's were closer to 60-65%.

    Unfortunately, you are correct in that NightLight isn't on any archive website and they only hold stats for three months. We have no way of knowing.

    However, considering the historical understatements and tiny sample size, NightLight isn't a real source of information. Maybe it could be used to establish broad trends, but nothing specific. The only thing you can conclude from the Krasue data is that she's weaker post-nerfs, which is exactly what we hoped for.

  • Unlikely.

    We can either trust a website that is extremely exclusive and doesn't have a remotely applicable sample size or we can trust the company that holds the stats internally and doesn't like to share.

    Neither are good options, but at least one of them has real numbers that aren't totally unusable.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024520#Comment_4024520

    Actually no, you're looking at the last kill rate stats they released which are for a different time frame than the current Nightlight stats. You're comparing different time periods.

    Stats wise 15k is a very good sample size for most data collections.

    Weren't the Japan stats for September?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024479#Comment_4024479

    It's generally in the past tracked pretty close to BHVRs stats

    It certainly isn't right now. The average KR is about 10% lower on NightLight.

    It's also only tracking about 15K games a MONTH. There's probably 15K games taking place an hour.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024479#Comment_4024479

    to be fair its as trusted (or not trusted) as bhvr stats for me. especially since the whole thing of the stats page people see is "different" to what bhvr uses.

    Yeah, but it's a tiny sample size.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024459#Comment_4024459

    Been watching Nightlights stats on her since the changes. Prior she was showing too high, but she's crashed in kill rates ever since the last nerfs.

    Ah, I just don't really trust NightLight to be a good representation of the millions of DBD games happening.

  • I wasn't aware that BHVR had released stats for her.

  • @Raimue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024101#Comment_4024101

    If it wasn't such a struggle to get even a single kill as any killer that doesn't have some mobility quirk.. the game was already absurdly overbearing, now it's literally going to be 30 seconds of someone body blocking or baiting until gens go flying.

    We need something like exposed to survivors within 5 meters of you if they're in that 5 meters for over 10 seconds, or much stronger hindered effects, something

    There isnt anything stopping you from just hitting them lol.

    That's why this update is so #########. It encourages tunneling and doesn't do anything to stop it.

  • Weird change.

    Original Pain was pretty unhealthy, dont mind that at all

    Feels like the change was cooked up with a 10 second window in mind, not 30.

  • As predicted, no matter if the changes actually hurt tunneling/camping, the mere idea that they could would be enough to set people off.

    I have good news for you, barring the weird interaction with Wicked which will not make it off the PTB, you can still camp and tunnel just fine. Turns out, proxy camping is still good, and making a Killer back up an extra couple meters doesn't really do anything.

    Likewise, all those protections are nice, if the Killer has no eyes or isn't tunneling. The best counter to the changes is to simply hit off of hook and ignore it. Why wouldn't you? There's no downside to doing it, nor is there an upside to not tunneling.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023754#Comment_4023754

    I am actually in fear of people discovering that they can now be used in conjunction with Blood Rush, and an exhaustion perk like Balanced Landing to create infinites again.

    Well, it wouldn't be infinites, just god loops, but I see your point.

    I also don't think Blood Rush is an issue here. I've never even seen it activate with meaningful effect. It's really just the double exhaustion. Its dumb.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023460#Comment_4023460

    If you say it shouldn't be i know I have thr right idea in thinking it shouldn't.

    Not sure how you can defend instant heal off of hook.

    Maybe if it was something like MoM or an Invocation, where there is significant prep time or risk involved.

  • @THE_Crazy_Hyena said:

    Hey @Pulsar what are your thoughts on the new syringe / styptic?
    For me, it looks like the syringe will be turbo-broken on Exhaustion builds, and will likely extend chases even longer than an extra health state would. It will also be completely useless for anyone who does not run Exhaustion builds. This is not a very healthy change in my opinion

    Styptics granting 15% better self-heal efficiency is fine, but it would still be trumped by charge add-ons, and the bonus skill check progression ones. Not that great for a purple rarity add-on. Would be better if it completely neutralized the efficiency loss for self-healing instead.

    Yeah, the syringe is bad. Personally, I didn't really thing they were super unbalanced right now. Probably my experience with old Syringes talking, but still.

    Styptic may as well be a Green addon now. It's just kinda bad and is completely overshadowed by other addons.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023423#Comment_4023423

    Visual TR was made to people with some hearing impairment to have a better grasp onto the killer position based on Terror Radious. Everyone uses because accessibility is good for everyone. Most of the playerbase could hear and react to killer's TR before this change, so it didn't changed balance.

    Scratch marks changes isn't a balance change, since you already could track survivors with scratch marks. Now its just being changed to adjust setting and make it more comfortable for the eyes.

    Quality of Life means the game is smoother, feels better without changing how hard it is to play. A balance change affects directly the difficult of the game. A balance change can bring quality of life but a Quality of life change shouldn't affect balance.

    We need to stop calling balance changes QoL because it brings so much confusion and mislead the discussion.

    Just trying to nail down what it is.

    But visual TR made the game easier to play, which directly affects balance especially for lullaby Killers.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023530#Comment_4023530

    "If" they allow better tracking than the red, then yeah not QoL. Although we're probably on such a close line with those changes since it's so minor that I could see an argument either way. Like for the auto recovery as an example, "technically" you'll probably have quite a few instances where it recovers faster than someone would have clicked the button, so that would be a "buff" but it's so minor that no one on killer would really notice it, so it gets classified as QoL. Same kind of thought on your examples. If it's a tangibly felt difference from the survivors perspective then I'd call it a buff instead of QoL.

    I appreciate the consistency.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023423#Comment_4023423

    That is a contradiction. The only way you can allow them to be simultaneously true is if you use a very loose interpretation of QoL. IE anything that makes me stronger feels good, so QoL guys! (referencing OP's ideas) While you "could" use that interpretation to make it possible to be simultaneously true, I think it's a bit disingenuous to the true way the vast majority of people use "QoL" as a term.

    If it's affecting balance, it no longer gets the QoL classification. So visual TR isn't a QoL.

    So Colorblind settings and different color scratchmarks are also not QoL?

  • Thats why I said shouldn't and not isn't.

    It won't make it off the PTB, and I suspect it's bugged to be additive. Pretty much all perks are multiplicative.

  • @supersonic853 said:

    I wish the title was a joke lol. Seeing people trying wicked,boil over,resurgence, and ds. You can literally jump off basement hook full health and just stroll on out. Because resurgence you have 70% healing progress when unhooked. Buffed wicked adds 50%. So 120% heal progress lol.

    Shouldn't be additive.

    It'll probably be 50% of the remaining 30%. So, you will still be injured and need a medkit.

  • @Blueberry said:

    None of this would be QoL though, these are massive balance changes. QoL doesn't buff either side, it's just feel good. Like the survivors auto recovering, that's QoL.

    That's not really true.

    Visual TR was QoL but was a balance change.

  • @Nasher35 said:

    I would put a large sum of money on a bet that says the twins end up broken

    Real gamblers will bet over who will be more broken post-update, Twins or Houndmaster?

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022925#Comment_4022925

    Really 😂

    I love my friends but i wish i could have some friendship with the god tier randoms of SoloQ. Some survivors run killer for so long. I admire that.

    They're like ghosts. They come to you when you least expect, vanish quickly and nobody ever believes you 🤣🤣🤣

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022901#Comment_4022901

    You mean SoloQ or considering with friends too? Because i play with friends and with exception when they are trolling there is not much difficulty. Now SoloQ can be quite hard, but for the wrong reasons: many survivors don't killers counters or they just play bad, for real.

    Both.

    Sometimes, friends make it harder 😂

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022910#Comment_4022910

    Kinda, but soon I’m gonna be close to 1k hours. Within a year. I invested a lot of time already.

    And that's just showed me that takes from “new players suffer” is not widespread true?

    MMR don’t really exist in this game. I’m constantly playing against people who played more than me. I played against p100 killers with thousand hours before and being dedicated main. I played against 10-12 k hours survivors. I talked with them, had matches together, had kwfs and sfws.

    I still don't’ find anything that should make me not enjoying this game by playstyle. Game being miserable pile of broken mechanics? Yes. Style? Not. My issue is not in the way how people play the game and never was.

    So… what you are hinting at? I “wasn't tunneled enough” to understand you, xd? DBD is pretty repetitive, people having 1k hours and 12 k differs only from experiencing meta shifts and having more advanced skills. But experience is the same, until you are’t purposefully chasing custom games. Which I also do.

    Just to clarify — I wouldn't be on this forum being brand new player who didn't try DBD. I’m not staying on forums not actually experiencing the game.

    Like you said, its repetitive. Imagine doing the same thing for thousands of hours. Imagine having things that used to just be annoying, now you've had them happen hundreds or thousands of times.

    More so for me, I've watched BHVR make the same mistakes for almost a decade. I've watched them lie and mislead. I've watched the same piss poor quality get shoved out. I've seen no big changes to the gameplay in half a decade. I see things I predicted years ago come true.

    I watch as the game I loved gets further from the state I loved it in. It's difficult for me, personally, to see that.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022901#Comment_4022901

    If it’s ass for you, that's not widespread reality. I’ll be honest, so much complaints about terrible experience I’ve seen only on this forum and Reddit.

    I don’t mean by that we should leave gameplay on its own. I don’t play killer that much anymore just because I moved to other servers, and I’ll be honest, majority of my games survivors don’t know what they doing. Or they don’t care, because the lack of empathy towards own teammates.

    I believe game need to be fixed technically and maps with rng should be reconsidered. You can’t convince me the main issue is playstyle. This may sound unpleasant to you, but I had a good experience of playing, and it influenced my thinking, so your subjective "not enjoyable" is completely empty to me, because you don't even come close to understanding my own thinking. It's perfectly fair to simply accept that people are different and stop basing your entire view of the game on how the other side plays. Or at least not use that sole argument against people who had drastically other kind of experience

    I want changes in this game, but I kinda accepted that they are kinda niche :/

    Contrary to your belief, I'm glad you are having fun.

    I also think, correct me if I'm wrong, that you're a relatively new player.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022892#Comment_4022892

    Buddy, I’m 50/50 player, with more hours on survivor, and my escape rate never was below 40% from starting this game. Currently I’m between 45-60% every month. So yeah, believe you or not, some solo survivors genuinely don’t struggle as much as you do. I STARTED as surv main. My noob era was on survivors.

    It can be extremely surprised as well, but me personally love to be tunneled, I don’t enjoy slugging personally only.

    https://us.v-cdn.net/6030815/uploads/H9QJHDHHTL5G/img-2306.jpeg

    https://us.v-cdn.net/6030815/uploads/51VBSX5AG4TV/img-2305.jpeg

    I always find it funny when some person from this forum blame me in “you are just a killer main only” just because I don't share their vision lol. You are not the first, not the last

    Same thing people do to me with Survivor lol

  • @FrankTheTank said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022871#Comment_4022871

    Individual stats from the player stats page are bogus, no doubt. But we don’t know if abandons and DCs affect BHVR’s “official” stats. We do know that the kill rates were around 60% before abandon function was introduced. So I don’t think that’s a reason to dismiss the official stats that are occasionally released by BHVR.

    Everyone is going to have a different opinion about how a 40% average escape rate feels on the survivor side. BHVR has to balance this around how killer players feel with their average kill rate. I don’t know about you, but killer feels plenty difficult to me based on the survivors I typically face. On the survivor side, I’m satisfied with the experience in general. Obviously lots of other survivor players are too or the player count wouldn’t be at historically high levels and survivor queue times would always be instant. As we speak right now I’m waiting in a survivor queue and it’s taking 2-5 minutes each time, while killer queues are instant.

    We do know that DC's affect BHVR's stats. Any match with a DC is instantly discarded, which certainly drives down KR's. We don't know about Abandon, but it seems like it'd be pretty easy to say, "Hey, yeah, we don't use Abandon for our stats" or "Yeah, Abandon is counted as a Kill." They didn't though.

    Killer, besides the asinine change to pallets recently (that didn't really fix deadzones) feels exceptionally easy. There's legitimately almost zero challenge left in the role, besides artificial difficulty like no perks or random perks, etc etc. On the rare occasion I did get a good match, it'd be one in like, forty.

    On the Survivor side, it's ass. As for the popularity, it will drop off fast. We've had two popular Survivors back-to-back, that's boosting the player counts, plus Krasue being absurdly broken has brought a lot of Killers back around as well.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022871#Comment_4022871

    Hot take, but in that message it was told they don’t track it for MMR precisely, they didn't tell it was’t tracked for stats completely.

    Mandy told as well that dbd stats website isn’t their actual tool for tracking. It's not to defend them, it’s to tell that this take is kinda one-eyed. They also didn't tell for what kind of track they made such claim, so this message is full of speculations as much as you tick “characters perks are unbalanced”. We don’t know actual true stats, and how exactly they sorting them. They hiding it from us for whatever reason, so using official stats and takes around them for building a whole argument around it is disingenuous.

    The last hot take — you won’t be able do 50/50 in assym game. Giving 50/50 for vast majority is impossible. They decided to give 60% on killer because their satisfaction is literally deciding would other 4 survivors be able to queue and their MFT patch showed them what can happen if not. Do you like it or not. Making rate above 40% for survivors never would be so hard in this game if they actually had skill progression and properly working matchmaking here. I already find games on survivors surprisingly easy as soon as I’m matchmaked with people of same or better level than me and if they run some meta. 3 people out on such days isn't sth crazy despite S tiers and tunneling. Tunneling also happening in 40% of the games according their “stats”. But when my “MMR” is screwed over and I have 5 DCes on 5 gens in a row from teammates and some silly farm I suddenly realise why so many people complaining on impossibility to play survivor

    Mandy also didn't say whether or not Abandon matches were thrown out, not that I saw at least.

  • @FrankTheTank said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459728/make-it-possible-to-play-against-ai

    The game is designed to be balanced around a 60% kill rate. That’s why survivors don’t win as often as killers win. It’s supposed to be that way per game design.

    I play both killer and survivor side and that balance feels fine to me. Killer does not seem overly easy to me as I tend to get matched against pretty good survivors who know how to loop. Survivor (I play solo queue) is fine as long as I have competent teammates. Just this morning I played a few matches - I escape out the gate twice, got hatch once, and one match I had a couple useless teammates who did totems instead of gens so we lost that one. I don’t see slugging or hard tunneling in a majority of my matches.

    Just curious - do you play killer yourself? I’m curious to know if you think killer side is too easy based on your personal experience.

    Hot take: Being designed to lose 60%+ of your games feels like #########. Especially when we know the true KR is higher due to Abandon's and DC's messing with the numbers.

  • I don't see an issue with it.

    If people find it more enjoyable to play against bots, then maybe make the normal game mode more enjoyable.

  • It's the classic carrot and stick approach.

    Except the carrot is moldy and the stick is actually a feather.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022444#Comment_4022444

    Honestly, if it wasn't for sheer sunk-cost fallacy and licensing hell, I wouldn't mind a "DBD2" and it could even help.

    However, the sheer amount of content, licensing contracts, time and playerbase backlash would essentially make DBD2 DOA.

    People have sunk too much money and time in this game for BHVR to go "Sorry, development is discontinued and servers will close in a while." and not expect the playerbase to burn the place down in response.

    The ONLY way that a "DBD2" could exist without failing instantly would be if everything carried over and "DBD2" was essentially just "pay the amount of a new game to keep playing DBD but with future development and tech having modern standards.". And even then, unless DbD and "DBD2" players could play together, DBD2 would have a vastly inferior playerbase than DBD since everyone who plays with friends (and/or got the game because of a friend in the first place) wouldn't switch games unless everyone they play with also switched.

    I also believe that current (and future) licenses would need to be (re)negociated differently due to them now being on a different game and/or a new game.

    Also also, having both games active at once would effectively require a serious staff increase due to having to develop two games at once, both of which almost operating on a different era of technology and coding but also needing to be compatible with each other.

    No, unfortunately, unless BHVR wants to make arguably one of the biggest gamble in gaming, there's no way a DBD2 can exist safely. DBD became too big and complex for it to possibly be replaced.

    Thats why I said a DBD 2.0.

    Just have to recode everything in a more modern way. For no financial gain.

    Probably won't happen but thats the best way for the game to grow.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022476#Comment_4022476

    The stats website has no correlation with the stats that we collect internally that work for things like MMR and the stats we periodically show to players.

    Respectfully, what's the point then.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022436#Comment_4022436

    Thats just compounding the issue, not actually addressing it. Things like the bloodlust bonus on fresh hook is an example of them attempting to address these types of disparities, as it prevents mobility killers from gaining a disproportionate advantage, but they then fumble with how it works regarding its other interruption criteria being too blanketed. Wraith has no problem zooming away from a hook if he wants to as it is (and won't even lose the BL until it expires or he decloaks right next to someone while blocking the nearest window) and he'll get disproportionate value compared to a trapper or hag who may waste a good chunk of that time setting up (or even gathering, in trapper's case) traps, then lose it instantly if they need to start a chase manually (at a rate of chase detection, so moonwalking and looking at an angle on approach are back on the menu boys.) Same goes for killers with reloads who are already slow to traverse the map, or pretty much anyone whose goal isn't to beeline directly to the next target.

    I was being a little cheeky in my response, but broadly yes, I agree.

    The issue is really that the game wasn't thought out with this level of longevity or meta progression. Not a knock on BHVR, nobody knew what they had with DBD.

    They REALLY need a DBD 2.0 if not a DBD 2, where it's just a total rebuild from the ground up. As it is now, its clear they don't know how or cant implement the systems required to REALLY advance the game. Balancing for so many different Killers invidually is a nightmare, and it's only getting worse at their current speed.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021886#Comment_4021886

    Thats definitely true and an interesting perspective on the option, but aside from reworks (which often fail) and things like addon passes (which also sometimes fail) have BHVR ever really done much to address this? I mean more on an overall method like how a lot of the anti-systems have been proposed and/or rolled out (and in many cases reverted or then reworked?)

    I ask because they would be able to address balance in more mechanical ways with how they incorporate things. The fresh hook system would be a perfect way to balance bonuses and penalties regarding spreading hooks in a way that would address the power discrepancy on either a categorical or individual level, but its not even on the radar. Part of why the first attempt didn't work was because some killers could barely utilize the bonuses, while it just made the strongest ones even stronger. They made a half assed attempt at trying this avenue with the bloodlust bonus, but its limitations aren't really the right ones. I get the idea is to reduce exploitation from mobility killers (which is good) but its still not an effect which helps the rest evenly, especially with the chase halting it (stealth killers are going to enjoy it much more than hag, for example.) Its like they have the right idea but don't know how to incorporate it properly, which can be said for most of these systems that get attempted, and aprt of why so many get scrapped or backburnered for ages.

    The pallet spawn logic change has made a lot of people especially vocal about the omission, and even in the livestream there were people in chat answering many of their open ended questions definitively. When they mentioned The Game had the most slugging, chat blew up talking about the prevalence of safe pallets, but they acted aloof and played it off as "I'm glad chat likes pallets" or something to that effect. Its hard to give them the benefit of the doubt concerning their data and especially feedback prioritization when they have verifiable hypothesis in front of their face and willfully ignore it, and thats absolutely not a killer centric criticism. Literally all they had to do was say "Chat is saying Pallets and there are certainly a lot of those on that map, we'll be sure to look into how they could corollate with slugging" instead of playing it off as a joke. Thats why people don't feel heard, it all adds up.

    They seem to address it by making new Killer powers stronger, not by editing old powers.

    Makes sense, of course. Get people to buy new stuff rather than keep playing older stuff.

  • Agree.

    These changes are only going to hurt normal players, but won't really curb tunneling or slugging at all. Original plan was better, but needed more testing. Possibly more than one iteration to allow for more than one idea or design philosophy.

    Instead, we have changes that will not really do anything to affect tunneling or slugging, but WILL negatively impact normal Killers. The worst of both worlds, if you will.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022277#Comment_4022277

    It was a test, LOL. And good chunck of it will be TESTED on the next PTB, with almost no real incentives for killers.

    They also didn't implemented Mori Finisher after the PTB; Trickster was heavily nerfed after the PTB in which he was tuned up to 4.6; Alien was nerfed within days after release, even if his counter was already in the game (the fire turrets).

    Trying to force the "BHvr is completely killer biased" is quite a non sense.

    Not trying to force it.

    Merely pointing out that they've been especially quick on the draw lately.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022255#Comment_4022255

    Fog Vials were more annoying than strong - aside when used with the Iri Addon. It was one of the dumbest decisions dev made recently, and thats it. They changed Fog Vials faster than they changed pallets density, what is absurd.

    Fog vials changes were uncommon, since usually it takes months or even years to change things.

    Its not like they are nerfing survivor stuff asap. Its the contrary. Fog Vials were an exception.

    They nerfed the anti-tunnel changes so fast they never even got a full PTB.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021886#Comment_4021886

    Realistically though thats not it at all, its unlikely killers are uninstalling for those reasons, they are infinitely more likely to just play better killers. Unless they are rare one IP killer only players who probably can be counted on your hand.

    Make no mistake, those are certainly "waahh killer is OP and unfun" options.

    I'm glad you are omniscient and capable of determining intent.

  • @Bustaroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022190#Comment_4022190

    Killer: "There's a new thing I don't like, fix it!"

    BHVR: "Okay."

    Yeah it only took them 6 years to change DH, 2 years to change CoH and 6 months to change MFT. Meanwhile a new killer releases and gets nerfed within a week.

    Fog Vials got dumpstered in a week.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022077#Comment_4022077

    Survivor: "Killer, you have to play how i want you to play."

    Killer: "ok, can i tell you how to play?"

    Survivor: "dont be absurd, im a survivor, our roles are not equal so i can tell you how to play the game. Doesnt mean you can tell me how to play"

    Killer: "of course, sorry to even suggest it, you play how you want, i will follow your rules"

    Ye thats just not going to happen lol

    Well, you made one mistake with that.

    I'm certainly not a Survivor.

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