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Pulsar

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  • @TheSyndromeOfClowns said:

    maybe using less meta perks will improve your matchmaking? Unequip windows of opportunity, distortion, lithe or adrenaline.

    Don't think that does anything

  • @ohheyitsbobcat said:

    I don't really see much wrong outside of it being rough for you personally.

    Pinhead either chased you a really long time or had to drop chase with others multiple times. You were his first hook with multiple gens done and decent progress on some others.

    If he doesn't tunnel there that's an almost guaranteed 3-4 man out if your team keeps the pressure up. I understand the tunnel and that pallet vault probably made that decision even easier.

    Same thing in the Chucky match. No hooks with a lot of gen progress, I understand the tunnel. It sucks but I get it.

    Trickster match was bad teammates. That was easy pressure for the Trickster to punish the farm. I'll sometimes do the same thing so I can take it easy later in the match. It happens in solo queue.

    If you're really finding yourself getting tunneled every match then why not switch We'll Make It out for DS or OtR to extend the chases a bit more?

    I understand and sympathize with the venting but I can't really say I disagree with any of the killer plays in the videos you showed; at least with my limited view of the matches. They want to win and they're playing as such.

    He dropped chase once. He also won that game at two gens.

    Chucky also won that game at three gens.

    Trickster downed me, ignored Laurie and hooked me. Then he did the EXACT same thing on my last hook.




    Clearly, I'm doing something wrong. My own individual skill doesn't matter whatsoever and nothing I do in the match matters. I am completely beholden to the mood of the Killer I'm playing against and that is a horrible ######### feeling and it makes me want to never touch this game again as Survivor. That's really unfortunate because Killer is FAR too easy to be a challenge and I've already pushed that envelope as far as I can

  • More games from today

    https://youtu.be/ff_kvj-IptQ https://youtu.be/1zbK-e63ZF8

    Just to prove that this isn't some isolated cherry-picked event.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612459#Comment_3612459

    Must be the cosmetics you're using. A good outfit change usually improves my matches!

    It's not the cosmetics.

    I've switched Survivors and I've switched builds.



    Thank you for trying to help, but I've tried everything.

  • @UnusedAccount said:

    Certain people would say this is the Trickster's fault, sadly.

    It is, just not exclusively.

    He could've chosen to take the literally free down, especially since he had PR.

  • @I_Cant_Loop said:

    Basekit corrupt would help a lot. Survivors have gotten a bunch of free basekit stuff recently to counter killer strategies that they don't like. Killers have gotten basically nothing in return and as was mentioned above Corrupt got nerfed when literally no one was asking for it. So now the only way for killers to apply any kind of pressure is to tunnel and survivors wonder why killers tunnel all the time. Slow the game down a bit and tunneling won't feel required to secure a kill.

    We know that's not true because of the gen kick meta.


    Literally all Killers had to do was sit there and kick gens and they still tunneled.




    No, the reason there's more tunneling is because people have finally learned that it's easy, efficient and extremely difficult to counter

  • https://youtu.be/7b1PYeeAGUc

    Give it up for number eight in a row. You'll never guess what happened after I got unhooked!

    I'm done dude. I'm not even pissed off anymore. I'm just ######### done. Even though I ran this Chucky for two gens, his perks bail him out and I still get tunneled out, humped then mori'd.

    My actions affect nothing. Any skill I showed amounts to nothing and only serves to make me feel worse. My teammates weren't even bad this time, Corrupt PR PGTW and Deadlock just absolutely destroyed any progress they could've made

  • This is completely a vent.


    I have had seven matches today. I have been either camped like with Trickster or turbo-tunneled. What the ######### do I do? I can't even play the ######### game on one side. It's a completely miserable experience and it's ######### bullshit.


    There's nothing wrong with my build. There's nothing wrong with my name. I don't run any charms. What the ######### am I doing wrong. Why can't I have a SINGLE decent ######### experience.

  • That's completely normal.

    The first three gens are usually easy to pop. The last two are hard and That's perfectly fine.

  • Not all of them, but most. Any Killer that M1's really. Three of those perks have crazy synergy (PR, PGTW and NWO) and Corrupt just tells me where Survivors spawn pretty much.

    Also might throw in Deadlock over NWO if it's a team I know is good.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611638#Comment_3611638

    You of all people should know how weak a killer's early game is. Survivors spread out (even in solo queue) and begin progressing their objective. The killer takes a bit of time to traverse the map and find someone in about 10-15 seconds (assuming spawns are reliable and they find someone with no trouble) on a reasonably tall map. Now the chase begins and the survivor has an entire map to work with. This is no problem for Nurse (because she doesn't follow the game's rules) or maybe even Blight (so oppressive in every aspect he gets through). But on your average killer, you will not get a free down.

    The killer will always try to make sure someone is unable to progress their objective. That's what happens when they chase a survivor. Any survivor for that matter. Or when they hook someone. I do not like that it comes down to tunneling more often than not. But seeing how fast games are over in the current meta, I am not surprised. Survivors have 4 perks each, that work especially well when a killer doesn't tunnel (more chances to use them) and no anti tunnel perks at all. When DS + BT were still meta, you could ignore some perks throughout the match, if you didn't tunnel. That is no longer the case. Now you ignore some perks when you do tunnel someone out.

    Oppressive chase powers are a necessary evil with BHVR's map design. Even after 7 years they still haven't figure out how to design maps properly. Just look at their latest map rework. What a waste of resources. They switched some loops with different versions, left the main building almost exactly the way it was and didn't have a look at the spawns of maze tiles and interconnecting pallets. A killer without a strong chase power can be run for multiple gens with little trouble. There are loops where a killer cannot get a hit even in bloodlust tier 3, if you decide to stay at the pallet. They have to break it, lose bloodlust and catch up to you again. Only for the whole thing to repeat itself.

    Your example with Chucky only shows me what poor map design and oppressive chase powers can do when combined. He is very good at playing around regularly shaped loops (rectangles) Especially when these loops are very large. So he gets hits pretty much anywhere. That's not what I would like to see either. But it is what happens when you only work with band aid fixes. Eventually you create situations where it's the wrong band aid for the wrong wound and everything only gets way worse. But I don't get how you make no distance after stunning the killer. To get around these god pallets after a stun, it takes quite a bit of extra time (very few exceptions). His Hidey-Ho Mode ends when you stun him, so he can't vault the pallet either.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611644#Comment_3611644

    1) Considering that I got into this MMR without tunneling or getting myself carried by anything ridiculously strong, that is unlikely. I still win a good amount of my matches but I get outpaced easily. There is only so much I can do to keep up with the pace. At some point I would need to rely on a stronger loadout. My first hook will almost never happen before the first gen pops. It's even more scarry when you don't lose a gen right off the bat, though. Because then you lose 3 gens only mere seconds later.

    2) No doubt about that. But mind you, I always play with pretty weak builds and the survivors I play against aren't the highest level survivors either. They just use stuff that is so much stronger than what I have, that I cannot keep up.

    3) You know that the devs try to balance around the idea of a 60% kill rate, right? If I lost 60% of my matches, I would do something terribly wrong. My MMR would also drop, which should get me easier matches eventually, right? So that math doesn't work. A 50% win rate is about what would need to happen for a player's MMR to stagnate, so that is more realistic.

    I know spawns. Well, mostly. I will say, that I still get confused about the spawns on Haddonfield and Midwich. Mostly because they are very inconsistent. The rule of thumb to go to whichever gen is the most distant from you doesn't work very well on these maps and there are a lot of possibilities where survivors could spawn relative to your own position. This can also become an issue when the killer spawns in the middle of the map. You have to guess and if you are wrong, then you easily lose more than 10 seconds to begin a chase. Regardless, even if I had Lethal Pursuer in every match I couldn't ensure to begin a chase in less than 10 seconds. Because I don't spawn right next to a survivor. If you do, then something isn't right. Most killers do not have any mobility when the game starts, so traversing the map takes time.

    I don't know who complains about survivors doing their objective. It's the logical thing to do. You have no reason to sit idly twiddling your thumbs on either side. And working on gens and ignoring every other possible thing to do, does work well. Which is why that happens in most matches. But what happens when one side plays efficient and the other doesn't? Gen rush and tunneling often force their respective other (otherwise one side plays a lot better than the other, which means MMR doesn't work very well). I don't like that. Not at all. I hate tunneling just as much as I hate gen rushing. Both make the game boring because they cut the interactive part of the match of a match down to a minimum. However, I also understand that survivors, who regularly get tunneled will focus on doing gens as fast as possible and that killers who get gen rushed regularly will focus on killing someone early.

    I don't defend tunneling. I explain why it happens. Which is what you implied not to know. But cutting tunneling out of the equation with whatever base kit solution you can come up with (something I've seen suggested many times), is not going to end well. Because then you still have gen rushing in there and you dumb down an important part of the killer role. Decision making. If I can't play in whatever way I like because the game pushes me towards whatever survivors like, then I'll naturally feel like I have no agency and will stop playing completely. I decide not to tunnel. But it's good to know I have the option. Making a choice is more interesting than having no choice to begin with even if it ends up with the same results.

    Survivors don't just wanna sit on gens though it's boring for us, we want another objective or a new way to interact we just don't have one so it's either aimlessly walk around or so gens.

    This is partially wrong. We have seen what happens when killers have any meaningful side objectives in their kits. Survivors never like to play against them. Pig, Sadako, Singularity and Pinhead come to mind. These are killers that buy themselves some more time by giving survivors something more to do than gens.

    I don't know what that has to do with counterplay to tunneling in Solo Q.

  • Can't speak for every skin but Dwelf jingles.

  • I kinda forgot they existed. Last one I got was 10K comments and 10K upvotes which was....a while ago.

  • @ratcoffee said:

    Console gamers really out here struggling, best of luck to you all ✊️

    Just Switch, unfortunately for them

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611679#Comment_3611679

    Oh wow. So then it must be like playing Friday the 13th: The Game with the ability for survivors to talk to each other.

    Yeah, kinda.

    Just not proximity based chat or anything like that.

  • No, not really.

    They've had their own voice systems since like 2005 lol

  • @FreddyVoorhees said:

    It needs to be buffed.

    1. Make the infection deadly : If survivor is infected for 3 whole minutes they die and a zombie spawns at their spot.
    2. While infected zombies will not chase you

    Now survivors need to be careful when they use vaccines . They still have 3 hit shield from tent anyway.

    That will not work, at all.

  • I use Discord or Xbox Party Chat.

    I believe PlayStation has both as well.

    PC should have Steam calls and/or Discord.



    I doubt Switch has anything

  • lol, he does not. Any of the buffs I've seen thrown around are either patently ridiculous (rocket launcher) or missing the point.

    He is only weak against extremely strong players. His Tentacle is downright oppressive in the right hands and turns almost every loop in the game into something significantly less safe if not an outright death trap.

    The fact that there are only four vaccine crates requires that his Infection do no more than make you more audible to Zombies and allow you to be injured via Tentacle.


    His two main weaknesses are the early-game, which I mean, almost every Killer not named Blight or Nurse has issues there; and then his lack of movement which could be offset by Zombies, if the AI were fixed.

  • @Xernoton said:

    Ok. I'll keep that in mind.

    So I start a chase after walking across the map for about 10 seconds, then switch after 30 seconds (that's about the time it takes to realise, that It's taking too long) and then go for the next chase, which takes just as long. The first 3 gens usually pop around the 90 seconds mark and I still don't have a down. Now I realise I can't commit to the second chase either because it takes just as long, so I switch targets again. So in the time it took the survivors to finish 55% of their objective, I haven't made any progress at all and the map still has almost all its resources.

    Do you see the problem? The killer's early game is always bad because they haven't applied any pressure yet and survivors still have all their resources. But if the killer can't get a down, then they don't build up any pressure and the survivors continue to progress unchallenged.

    Also, tunneling and slugging are the most effective they have been in years because nobody tries to counter them and they can turn around these matches. The killer will not just give up because you pre dropped 5 pallets in the first chase. They will more than likely try to turn the match around and the big 3 of DBD (tunneling, slugging, camping) are always available.

    Oh yeah, lemme just get my whole Solo Q team on comms to counter the Killer trying to make sure I don't get anything done after my first hook.


    It's hard to do in a SWF, it's nearly impossible in Solo. If the Killer decides that they want to play hard, there's nothing you can do. Especially not with how oppressive a lot of the chase powers are.


    For example, I just had a Chucky on The Game. He brought us there. This is my first Survivor match in a long time. I go down before a gen pops. PR and PGTW make sure no gens pop. I get unhooked and hit off of hook. I run to a pallet and now I have to get a stun or I die and even if I do get a stun, I don't make distance because he has Enduring.

  • PT isn't worth it. Run a flex perk slot instead.

    I'd run a med-Kit instead of SC.

    Only run We'll Make It and BT for Altruism.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611479#Comment_3611479

    I feel like YMMV with something like that.

    Most of the killers who post here are already running 3-4 slowdown perks, but they lack the game sense, experience, and/or skill to make effective use of them.

    Like discussions about kicking gens mid chase (giving survivors a free head start), or literal video of people wandering the map blindly because they brought nothing for information. Just slapping on lethal would save a ton of killers the 45-60 seconds they spend being useless at the start of the match (while survivors do gens, shockingly).

    Pop and pain res are great perks, but if the player is playing with their feet and getting a hit every 2 minutes, there's absolutely better perks that won't be a dead slot.

    I mean, that's true but generally I assume people are capable of using the perks properly.


    But you're definitely right about a lot of people couldn't use it properly.

  • I feel like it's worth pointing out that a lot of people conflate gen perks with gen regression perk.


    Imo, the best build is PGTW, Corrupt, PR and either NOED or NWO.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610241#Comment_3610241

    DBD’s simplicity is inherently why it has been so successful.

    Conceptually, it is very easy to grasp. Mechanically, it has a low barrier for entry.

    In that respect, there is absolutely nothing wrong with DBD’s simplicity.

    I think I’ve seen you mention chess on here once before. It is curious to note chess’ popularity, given it’s age, it’s simplicity, and it’s “lack of innovation.”

    It seems there is something to be said about games as a service, and the expectations that follow.

    “Innovation” and “Simplicity” don’t need to be mutually exclusive. A good design can be both.

    ….and now I’ve lost my train of thought. Sorry, lol, I don’t know what happened but my mind has gone completely blank while writing this. I’m certain I was building towards a coherent thought, so I’ll send this through.

    I do apologize if this reply turns out to be nonsensical jargon. 😅😭

    Definitely a nitpick but DBD is only easy to grasp if it's explained to you properly....which the game does not do a very good job of.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610273#Comment_3610273

    Whatever they have planned for new game modes, they've already been working on it in advance since it's not the first time they've talked about new game modes, Cote himself have even hinted since June that they're working on new game modes and i can probably image that they've been working on it for longer than that since they've asked in a previous survey about what kind of game modes people would like to see.

    I think it's safe to bet that we can probably expect something in either 2024 or 2025.

    I'm jaded. I know that.

    I have no expectation of them releasing these modes before 2025, if they ever do.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610237#Comment_3610237

    Oh please, I gave examples of designs that are the same as what you gave. You want more examples of stuff we already have and you want it on a shorter time line and that's fine but it has nothing to do with innovation.

    You posted a rant and when someone asked you define what you meant by innovation you couldn't provide an answer.

    Look at the 3 key points from your OP.

    • "One is BHVR's glacial change schedule."  I want stuff faster too and DBD is slow to change but what does that have to do with lacking innovation as you put it? Its clear you don't like the changes but again the innovation part is just a buzz term to frame your personal frustration.
    • "Two is BHVR's apparent lack of understanding of their own game." Oh the hubris, I guess you know better than the developers what they want from their own game.
    • The last point is the only one even mildly related to your rationale for the topic, the lifespan of DBD like all things that have been around a long time can lead to some stagnation in design. I addressed this because if integrating dynamic changes results in unpopular or even exploitable mechanics then keeping to a tighter more standard design is the inevitable outcome.

    So its likely that DBD isn't going to change a whole heap given the rigid and simplistic play experience that players seem to want from it. Its a bummer but hey its still a good game overall.

    So yeah you're disappointed sure, but the last bit really sums up the lack of focus in the whole point. "That's not a shot at BHVR, just an opinion." I'll criticize it but then I'll back peddle and try not to be a bad guy by saying "I'm not having a go its just an opinion," talk about a disingenuous conclusion.

    If you can't answer the question that's fine. But I have some conclusions of my own - I think you're not here for an answer, or a discussion, but simply to complain and have people commiserate with you.

    DBD's schedule being slow means that Killers that could have good reworks and could stop being boring to play as (Freddy, Twins, Myers etc etc) apparently never get their reworks. Freddy's Dream World has a whole PLETHORA of things that could be unique and boundary pushing. You could pull gens into the Dream World, the Dream World could change the lay-out of the map, DW could affect the real world etc etc.

    There's really no excuse for things to take as long as they do. It was fine when we had 12 Killers, but we've got well over 30 now.

    You might also say, "Well, you can't expect quality if you rush it." That's true, except most of BHVR's true reworks have been bad. Especially recently. Trickster isn't really much better and that change took years. Sadako is getting ANOTHER rework because hers failed so badly. If you're going to make consistently bad changes, do it quickly so that we can get to a winning rework faster.


    I do, evidently and so do others. Nobody gets it right all the time, I thought Hyperfocus was going to be a huge issue, but it hasn't been. However, I'm sure certain people take great pleasure in being right about MFT. Heck, the Trickster changes or Boil Over. Almost everybody immediately pointed out how horrible those changes were and yet BHVR still dedicated, what, months to them? Solo Q and new player experience? Pshh, maybe someday? What kind of answer is that??? I think everyone and their mother understands that both of those experiences are uniquely bad and I highly doubt you'll argue that.


    It's less DBD's lifespan and more it's success, although they've certainly contributed to each other; I highly doubt DBD would be around today if it hadn't have been a successful game. There's no competing games, no challengers and it seems to be making an extraordinary amount of money, so why change anything? Why innovate? I get it. But that breeds stagnation and lazy design, which like I said, leads to a slow death.


    Innovation's definition, I believe, depends greatly on you ask. For me, it's about inspired design. Sometimes that means being faithful to the source material, sometimes that means expanding on it. It means taking risks, maybe they don't work or maybe they do. It means exploring new gameplay features and mechanics. Always keeping a mind out for how the game can be improved. Always striving to be better and to push the limits of what your playerbase thought possible.

    I remember the feeling of seeing the Endgame Collapse being revealed. We were all so excited, it was a brand-new feature after three years. It addressed a need and it added a new and intense feature to the game. We couldn't wait to see what they were planning next! Maybe the maps would change during the match? Maybe there would be an Early-Game Collapse? Who knew!


    In the end, maybe I should've been more (or less) confrontational. Stick to one, you know? I don't ever really plan out my posts, I write off the cuff, so to speak. Ultimately, I felt it important and I really didn't want anyone at BHVR to take it personally, but I still felt it needed to be said.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610237#Comment_3610237

    Oh please, I gave examples of designs that are the same as what you gave. You want more examples of stuff we already have and you want it on a shorter time line and that's fine but it has nothing to do with innovation.

    You posted a rant and when someone asked you define what you meant by innovation you couldn't provide an answer.

    Look at the 3 key points from your OP.

    • "One is BHVR's glacial change schedule."  I want stuff faster too and DBD is slow to change but what does that have to do with lacking innovation as you put it? Its clear you don't like the changes but again the innovation part is just a buzz term to frame your personal frustration.
    • "Two is BHVR's apparent lack of understanding of their own game." Oh the hubris, I guess you know better than the developers what they want from their own game.
    • The last point is the only one even mildly related to your rationale for the topic, the lifespan of DBD like all things that have been around a long time can lead to some stagnation in design. I addressed this because if integrating dynamic changes results in unpopular or even exploitable mechanics then keeping to a tighter more standard design is the inevitable outcome.

    So its likely that DBD isn't going to change a whole heap given the rigid and simplistic play experience that players seem to want from it. Its a bummer but hey its still a good game overall.

    So yeah you're disappointed sure, but the last bit really sums up the lack of focus in the whole point. "That's not a shot at BHVR, just an opinion." I'll criticize it but then I'll back peddle and try not to be a bad guy by saying "I'm not having a go its just an opinion," talk about a disingenuous conclusion.

    If you can't answer the question that's fine. But I have some conclusions of my own - I think you're not here for an answer, or a discussion, but simply to complain and have people commiserate with you.

    I'll respond when I have access to a real keyboard but I threw in that last line to prevent the post from being taken down.

    Sometimes, people take things too personal when it isn't mean to be.

  • They all sound good.

    Just wondering how long it will take to see them. If basic stuff takes years, how long will this take

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610118#Comment_3610118

    Whether a change is overpowered can be completely independent of whether or not its innovative, I didn't equate them I gave an example of innovative design and you answered in the exact manner I stated the community does in my example, with a complaint about it being overpowered.

    A lot for the complaints about killers who switch up mechanics are typically that they have no "counterplay" and when you read between the lines "counterplay" means "can't be looped like other killers." So whether or not something is overpowered is independent of whether its innovative. Don't confuse the point.

    Nurse was an example of innovative design and how poorly it can be received by this community, and your immediate "overpowered" reply demonstrates my point perfectly. I'm well aware of her age and it doesn't change the nature of her design. With respect to that I ask again... "do you want innovation or simplification?"

    As for your examples of "innovative changes"

    • We have one daytime map, we have multi-level maps, I'm always up for more variety but neither of these suggestion are innovative they are just asking for more currently existing stuff.
    • We have some dynamically changing maps, the Game and Hawkins get more accessible as completed generators open doors, more things like this would be good. Again no specifics provided with what you mean by innovative dynamic changes.
    • Creativity with killer powers - The Nurse example leads to people calling them overpowered and hence forth is a great example of wanting simplification not innovation so I don't think you are genuinely calling for innovative powers if you immediately go to "overpowered" as the counter point for an example of innovative design... but I've already covered this above.
    • Better graphics is hardly innovative, its just an update, but there has already been graphics and animation updates.
    • Consistently updating killer perks is a request for timeline changes not really innovative change, its more of a scheduling suggestion.

    So again, innovation makes for a great buzzword, but if your examples of innovation are actually supplicative and your response to a genuine example of innovative design is "well that's overpowered", then the original question still stands unanswered.

    "What exactly do you, and additionally a lot of folks who have replied with the same "they refuse to innovate" comment, want from the game that would be in your view an "innovative" change?"

    You keep giving me examples of maps and Killer that came out in a previous decade.

    I think that says everything people need to know.

  • @kaoraku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609248#Comment_3609248

    No mate, you just choose some part of what i said, took out of context, and asked about it. What I said was that just like it was actually said that if the killer should be "get good" so don't need to tunnel then with that mentality the survivors should "get good" too, so they wouldn't get tunneled out.

    I have to think that it is just some attempt to generate some unnecessary drama.

    I must've misunderstood then, my apologies.

  • @pseudechis said:

    I think innovation is a great buzz word with little substance because what does it actually mean when people say it?

    What exactly do you, and additionally a lot of folks who have replied with the same "they refuse to innovate" comment want from the game that would be in your view an "innovative" change?

    The basic premise of DBD is still essentially unchanged as a core game and its still very popular. Its the longest running asymmetrical horror survival that I can think of, so why vastly change a good thing? Just because its been around a long time? That's not a good enough reason.

    Most changes these days are simply tweaks and reworks because that's largely what things need when the base premise is still highly successful.

    If they were to completely rework the game mechanics it would likely be better to launch DBD 2 than drastically rebuild the game from the ground up, but what would that even look like? Because the base premise of the game would be the same... survivors have some task to complete to escape while killer is tasked with eliminating them before that happens.

    Given the sort of things people complain about on this forum, I'd say people don't want innovation. Because innovation leads to mechanics that can bend the game rules and force people to think differently and play differently. Its very clear people don't want to have to think or play differently they want the same things to work over and over for everything, they call this "balance" usually.

    For example - The Nurse an "innovative" killer whom breaks a lot of the rules for "normal" chase, requires a bit of time to get good with and can be hard to play against. What's the result? One of the most complained about characters on the roster... why? Because you can't do the exactly same thing against her that you can for other killers. That's what innovation looks like.

    Do you want innovation or just simplification?

    You seem to be equating innovation with overpowered. They aren't the same thing.


    Also, Nurse came out 7 years ago lol


    Chucky has been the most innovative Killer in the past few years simply because he's small.


    Things that would be innovative:

    More vertacality. Underground or lower elevation spots on the map. Dynamically changing maps. Different times of day. More creativity with Killer powers. Graphics that don't look like a PS3 game. Consistently updating old Killers and perks.

  • @A_Skinny_Legend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609549#Comment_3609549

    I was one of the people that asked for a cool down ability to be implemented for Billy, and I thought that it was necessary to do so as he had too much going for him. He was able to travel long distances quickly and down survivors with one shot, all while having the minuscule penalty of missing his target.

    Now that he has the cool down implemented, the killer must be more thoughtful about when, how and where the ability should be used, e.g. to travel long distances quickly, or save the ability in the event that you encounter a survivor that is nearby.

    I think that it is unreasonable to characterize the people that asked for this change as people that complain about everything. We pointed out a valid problem that was happening too often in matches that involved Billy, the developers noticed and agreed that the complaints were valid.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609577#Comment_3609577

    I don’t understand your rationale, if the community stops supporting the game financially then the game is more than likely to die as a result, unless you are expecting for this extreme, cave to my demands or suffer financial consequences/ruin approach will somehow lead the developers to some awakening which will get them to listen to the portion of the community that shares the perspective that you hold.

    If the portion of the community which shares your opinion is dominated with such an extreme, dictatorial mentality, then it is no wonder why the developers are less responsive to that portion of the community, it’s unapproachable.

    My advice would be to take a less aggressive approach so that the developers can become more receptive to what you, and anyone else which shares this perspective, has to say.

    Also, I think that the community could benefit in recognizing that the developers clearly know what they are doing when it comes to prolonging the lifespan of the game, it has been around for nearly a decade and it is still doing quite well for such an old game, especially in a time period where games/ technology in general becomes old and outdated in a short period of time.

    Seeing as that aggressive approach you yourself used to get Billy changed worked and my suggestions over the years about simple optimization changes didn't, I think we can tell who BHVR will listen to.

  • @A_Skinny_Legend said:

    I think that behavior is doing amazing and that they should continue to release more skins because that’s what the community prioritizes, collectively, we are literally the ones that decide what is the order of importance within this game, through our wallets.

    I remember that some rando dev said once upon a time, something along the lines of, a rancorous community is a healthy community, because it shows that its members are passionate and truly care about the game, those were words of wisdom.

    Now, no offense, but I think that it’s a little pompous to say that behavior lacks a proper understanding of their own game, I can’t imagine saying that with a straight face and actually believing in those words.

    I mean, who’s understanding of the game would you use to substitute theirs? Your own? Some popular streamer? Some opinionated friend? Or your hypothetical dad that works for Nintendo?

    I think that the members of the community which share your disappointment should tamper their expectations.

    They clearly understand that they can milk it.

    If their priorities lie in pure financial gain, they're doing great for themselves.



    Hopefully people stop buying skins so we actually get a better game because the game is not good. At least other people see that.

  • The responses to the AMA were worse.

    He is giving them more credit than I would.

  • @H2H said:

    Can’t disagree with anything here. The last major change to the basic gameplay was the EGC in 2019. 2019

    And I remember we were all so excited!

    We couldn't wait to see where the game would go next, what they would do next.

  • @kaoraku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609201#Comment_3609201

    You don't genuinely think they shouldn't, do you?

    I am glad you grabbed half a sentence and now try to argue with that part... My point was if you say that "instead of tunneling and try to win just get good" is just the same as "get good and you will not get caught"

    I found the rest of your argument to be fairly non-engaging. Stuff I had seen before and things I didn't care to comment on.

    Asking players to not tunnel isn't the same as asking Survivors to not be hooked. It's more along the lines of asking Survivors to not run 4 OP perks, which I do see a lot of.

  • @kaoraku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608230#Comment_3608230

    I really don't understand why people try to tell others how they have to play a game. Why would anybody need "excuses" and "justify" how they played? They play how they want. Just like the other side play and use what they want. Sure, getting tunneled is not a big fun for most of the people. But killers also can tell many things what are not fun for them. But people will still do it.

    Why would a killer want, or should want to make the trial harder for themself? Like... Survivors wouldn't finish gens as fast as they can to get out? How it is different?

    And... Seriously get good? Killers can say the same. Get good, and you will be not on the hook, or get caught again. Just get good, and use more 2nd chance perks. I hope that you see why this is not a real argument there.

    You don't genuinely think that Survivors shouldn't be hooked, do you?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608542#Comment_3608542

    Do you live and thrive on semantics?

    If the RESULTS are Twins getting a heavy nerf to slugging, and not having a better alternative, then the rework will be garbage.

    BHVR sometimes doesn't understand how their game works, see DM and other times they do, see Wesker or Chucky.


    I do think they intend to not nerf or buff Twins, their power level is fine. They're just not fun to play as or against

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607744#Comment_3607744

    Because it's a bit more nuanced than "solo bad". If you read most of the solo queue complaints, they boil down to bad matchmaking or teammates disconnecting early. That's not a power level complaint. They've released relative escape rate numbers. They're working to bridge an 8% gap on average, not this massive power spike many killers think SWF represents.

    As an aside, I would like to see the "real" K/E ratio for Solo vs SWF INCLUDING DC's.

    Whether we like it or not, they are a real part of the game and I think one of the less spoken of benefits of SWF is less DC's.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608443#Comment_3608443

    That's not what BHVR said at all. The direct quote is "change the kit to encourage other kinds of play styles more", which doesn't promise Twins getting anything as a better option. It could very well mean that the change is mostly a big nerf to slugging, and Twins will be encouraged to slug less because slugging is getting nerfed.

    Considering the mentioned viability in the same answer, I think you have to be willfully ignorant to think that they don't intend to give them other good playstyles.

    Now, to be clear, I make no promises on the RESULTS, only the intent.

  • Both bait and us vs them.

    Incredible.


    They specifically point out the most optimal way of playing Twins is via slugging, which is frankly, unrewarding for both the Killer and Survivor. They then state that they wish to change their kit to give them other ways to be played viably.


    Only someone intent on misrepresenting their words could've gotten, "BHVR hates Killers and disregards all their feedback, they favor Survivor Etc etc"

  • I'd suggest somehow adjusting the strength of Survivors in the 4v1 and 3v1.

    You shouldn't have a big advantage in the 4v1 and you shouldn't be doomed in the 3v1. Then we can go about actually punishing tunneling.

  • @A_Skinny_Legend said:

    What in the world is this pro survivor propaganda? I just….. I can’t……

    Time to main hag for like a week or two, maybe even add a few basement bubba games while I’m at it.

    If anything, survivors need to check their privilege.

    this is sarcasm or satire, right

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608265#Comment_3608265

    So... by not touching how any of the following work: movement, gens, getting hit, healing, windows, pallets, lockers, or saving, merely allowing Survivors to keep interacting with the game... that's somehow redesigning the core game mechanics?

    No. No it's not. I'm changing exactly 1 mechanic and the way it currently works is terrible for both sides.

    Would this change the meta? Absolutely it would and that's literally the point. We don't want killers tunneling, so let's reduce the reward for doing it, but increase the reward for those who aren't.

    Allowing Survivors to continue to progress the game after they have died is a pretty big change to the core gameplay, yes.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608179#Comment_3608179

    How do you figure that would make it almost an entirely new game?

    You'd be completely redesigning the core game mechanics.

    One of the big things in DBD is, well, Dead means dead.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608056#Comment_3608056

    The game needs both. Spreading hooks needs to be more viable, and tunneling and camping much less viable.

    Agreed, and I think the only way to do that is to adjust the power scaling of the game.

    The 4v1 is currently fairly Survivor-favored. The 3v1 is massively Killer-favored. Those two need to be closer together. That'll also help close the gap between lower-tier Killers and high-tier Killers.

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