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Rickprado

Rickprado

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Rickprado
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  • @MythicalTwinkie said:

    Honestly, the gameplay its self is ok and CAN be enjoyable.

    I just don't enjoy playing the game because of how rancid toxic the community can be with their end game chat, and the mid-match BM'ing.

    That something that bothers me too but i don't think it could be "fixed" by BHVR. People harass you when they lose but they do it too when they win.

    What i see, mostly when playing killer, is when survivors start to dominate the match they start to BM.

    I was playing Blight and was having a hard time due to map (springwood) + bad internet. They started to stun me and wave, point after dropping pallet and click flashlight. Maybe they thought i was a very new killer player. Then when i got my first down, two people came for the save and got slugged. It ended with a 4 man slug. Like…. if i was really new to the i would have to endure a lot a BM on the match for no reason. Its sad to think how our community really like to bully new players for free, specially when they are playing squads.

    Again, we as community should be more nice to each other but i can't see this happening anytime soon without proper incentive.

  • @chatgiraffe said:

    they're all pretty bad. not like it matters because their passive abilities all get 60 second cooldowns after using them (or not using them, looking at Fearmonger). They don't really matter that much.

    This! I really wish the abilities were more useful. Brute got even worse in the current interaction since the 5% hindered most of the times is a big nothing burguer for those who equip it.

    Maybe they could turn the classes into something more useful, like Bamboozle for Wraith, aura for huntress, etc etc.

  • @solidhex said:

    i came back after i haven't played the game for most of 2025 and honestly, the gen speed is insane. I'm experienced (4000h) and i tried many different perk setups and tactics and honestly, there just isn't a way to 4k anymore. At least not against the survivors i play against. Even if my chases go fast, it's almost impossible to prevent all 5 gens from finishing. All the band-aid perks are gone and i'm not playing Blight or Nurse, so no oppressive s-tier killers here. It's so frustrating and i think about leaving again after 1 week. Meanwhile, i've escaped in most of my solo matches (2v8 is a different story).

    Probably is due to how some people moved from medkits to toolboxes and "genrush" builds recently. I would recommend to use perks like Corruption Intervention to have a better early game and some gen regress perks. I'm avoid playing low tier killer or if i get to play one i make my mind that getting a 2k is probably the best result i will get against a decent team.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056349#Comment_4056349

    Tbh I'm not fussed about a mainline buff, his tentacle power is fine. it's more about making the zombies a bit more of a presence in game. Yeah they're inconsistent this'll just help with that

    Maybe they could get better with extra movement speed, extra detection, etc etc. But i don't believe one extra zombie would bring anything good to the game. Also, we need to remember that BHVR said that extra zombies "break the game" so its possible that one extra zombie would break the game for consoles.

  • @HoodedWildKard said:

    Playing nemi in the 2v8 has got me thinking. His zombies feel a little bit pointless in 1v4, especially on the larger maps, it's always annoying when you see them just vibing in a corner of the map where gens have been finished, not doing anything useful. But I've been having a blast in 2v8 with 4 zombies wandering about, hassling survivors and causing all sorts or mischief.

    Especially since a lot of his add ons are geared towards using his zombies. I think a third zombie in 1v4 would make them a little more consistently useful. It's not like they're hard to deal with for survivors, but it would be nice to use them more to add pressure in chase and put passive pressure on gens. Perhaps an increase in the zombie respawn time would be a good counterpoint to this buff

    Wondering what people think? Reckon it would be too much?

    The zombies are the worst part of Nemesis power. Getting an extra zombie could be something or nothing, depending on the maps, the spawns, etc.

    If they are going to give a buff to Nemesis, it should be onto his main power, not on the more inconsistent part of his kit.

  • @BOJIK_102RU said:

    What's the bug? Everything's fine with the pallets now :) I quote my message: "Guys, it feels like Scott is playing on a separate client. I just tested all the maps he mentioned in the video five times and didn't find any of them with more than 20 pallets, or very close spawn pallets. The exception is shelter woods; I've been playing since 2019 and I don't remember a building appearing near the tree, but the pallet density on the map was fine." Come and check it out if you don't believe me.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056178#Comment_4056178

    https://www.youtube.com/watch?v=jbwRvTz9NIA

    Yeah, all fine, LOL

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056180#Comment_4056180

    ***Hope BHVR addresses toolboxes quickly, because i will be the next Blight main of my server if things keep going this way.

    • If we've come to this conclusion, it's precisely because when you face S-tier killers (but also some A-tier ones), your only hope of victory is to speed up generators as much as possible. More Nurse mains and Blight mains there are, more players will focus on gen-rush builds and toolboxes. I've done the experiment myself (I've been a DBD player since 2020). Basically, I only need two perks in my build, DH and DS; I always dedicate the other two to "fun" perks. Since I've given up "fun" perks for gen-rush-focused perks, I've actually been able to escape more often. Will I always use gen-rush perks? No, because I prefer my "fun" perks, but objectively, meta killers that everyone uses very often require something to speed up the generators, especially in SoloQ.

    Well, them we will go into an endless cycle where sweat from one side push sweat from the other. I was talking about becoming a Blight main due to how fast gens are going since the new update. I was surprised that even Dracula - which a consider a fair, although strong killer - couldn't keep up with the speed of the gens.

    Of all items, Toolboxes feels unfair because they give the most result without too much effort from the player. At least in my opinion survivors have enough tools to deal with the A or A+ killers, being the real issue only the very good Blights (i personally don't consider him a problem, but most of the community does) and Nurses. MMR + SoloQ creates other issues, but they need to be looked individually, not bandaid fixed with items or perks that can be """abusable""" by good survivors or SWFs.

    I did an "experiment" with some friends and 4 toolboxes and we could get all gen done by the time the killer had 1 or 2 hooks, specially if it was a begginer or a weaker killer. And we were going full meta (DS, DH/Sprint, Resurgence), without "genrush" perks.

    The saddest part on this current meta is that the real counter to this type of genrush builds is tunneling and slugging, specially hard tunneling, since people give up on chase perks and anti-tunnel to focus on gen/item perks.

  • @Wezqu said:

    Map change I am not against some charge amount increase but it should still just activate by pressing the m2. You suggestion just makes it automatic with no real effort from the survivor to use. Items are not meant to work automatically and killer could abuse wasting tokens from the map by starting the chase and then going after someone else. So it would just make the map worse to use as you have no control of its usage most of the time. The pallet thing could be an add-on.

    Again don't see the point of doubling the charges but again increasing them is not a bad idea. The other changes don't see the point 128m is ridiculous distance that is in most cases the whole map. They already have decently good distance. Your second click idea would just make the key too strong information ability. The hook thing also just borrows a perks power.

    The idea of making automatic is because its too annoying having to "charge the map" during the chase, specially when you are going against killer that need extra awareness during chase. With the double charges even if the killer wanted to "abuse" the system it wouldn't be a problem: the killer would only be wasting time since the map would have enough charges to be chased for a long time.

    For the key, the idea is to cover a big area so you could what your teammates are doing, unless they are really far away from you. The second click would be strong for SoloQ, but SWF already get this info for free with comms, so i don't see an issue with this. The idea would be to give something to bring them closer (SWF and SoloQ).

  • Completely agree! Brute became the worst class for killers, unless you want to camp a 99% gen. Rework the class have a focus on breaking things fast (pallet/gens) without those weird cooldowns.

  • Toolboxes are becoming more and more of an issue recently, specially after the Eleven and Dustin gen perks that came out last chapter. Survivors are building full "gen rush builds" (4 gen perks) and trying to stay away/stealth from the killer so they can smash gen while another person is looping.

    I had a match recently in The Game against 4 toolboxes. I lost 3 different gens under 50 seconds (no corrupt) and then i lost the 4th one more 40 seconds after. I had to resort to hard tunneling and slugging to have a chance in the match because i wouldn't have if i played normally. Its funny because they were VERY BAD at looping - with all due respect - not even looking behind but they finished 4 gens faster than many very good teams i go against.

    Playing low tiers feels like queueing for an public humiliation as people get gens done before you could ever get the first hit.

    Hope BHVR addresses toolboxes quickly, because i will be the next Blight main of my server if things keep going this way.

  • @BOJIK_102RU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056061#Comment_4056061

    Blight is having trouble with pallets? That's just absurdly funny. And I partially agree with azaxydbd. Ideally, to make everyone more or less happy, we need to divide all killers into tiers and balance all maps accordingly, or even at least by whether a character has movement or not. I don't understand why they had to touch the pallets if the developers don't understand it. Before they started doing this, the pallets were in perfect condition, although there were dead zones, but I didn't care that they existed.

    Now I'm unhappy with the pallets, both as a survivor and as a killer.

    "Even Blight struggles against this MANY pallets around STRONG LOOPS if the survivors are at least DECENT". If you get survivors who know how to optimize their pathing and loops to make most out every pallet, even Blight won't have an easy time due to how absurdly busted these connected pallets are. Now imagine for the other 40 killers…

    Probably its a bug and i hope they fix it soon. We had enough "pallet drama" last year.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056061#Comment_4056061

    do u even know me? im over 12k, ive been here for years, my most played killer is blight, i play all killers on top level, seen it all already, gave my state of mine that is all, u claim i dont play both sides thats ridiculous statement.

    Sorry that my post sounded harsh but either way your proposal is insane. Some killers can't be brought to Blight level without being absurdly annoying or just outright broken. Imagine looping a Doctor that become 4.2 while he is charging his shock? Or a Knight who drops 4.8 guards? Infinite Hatchet Huntress? Twins from PTB 2021?? Weaker killers brought to Blight level would be hell, as it would take a lot of time for the devs - or we could PTB Twins every patch.

    Also, if we were really to balance on top level, the maps would have even less pallets than they have now.

    You can have as many hours as you want but your statement don't feel like a statement that can come from someone who plays both sides equally. When pallet density was at it worst, i was only facing Blights, Nurses and Ghouls non-stop. Most of the casual and relative experienced killers was missing, and survivors queue was taking longer than normal.

    Again, it wasn't meant to sound as a personal attack but you sounded too far out of touch for someone who claims you play both sides…

    PS: Your account says you've joined on November 2025 - so you don't have even a year on the forums…

  • @azaxydbd said:

    as a person that play on both sides equally i dont mind this change, killers already have bloodlust and lots of tools to win games and get free hits, some content creators going on perkless streaks on killers so i dont see the problem at making maps more balanced, u could say more pallets = unbalanced, yea if u consider the lowest tier killers, which could just be buffed instead, they recently fixed nurse bug, and u can still play all those top tier killers. as long as those exist, maps should be balanced around them.

    You really don't play both sides, unless you only play Nurse and survivor in comms. Even Blight struggles against this many pallets around strong loops if the survivors are at least decent. But even then, for the others 40 killers on the game there will be problems and maps will be almost unplayable. It would be like if, due to a bug, survivors couldn't repeat perks in a lobby, like they do in comp for top tier SWFs.

    Blight and Nurse are not even 6% of the total pick rate. There is no reason to destroy the game to balance maps around them.

    Hope they fix this pallet bug soon.

  • Maybe i'm in the minority who find the old scream very annoying. So grateful its gone and hope the keep the 10% chance (wish they removed it completely).

  • @xAnonymous said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048280#Comment_4048280

    Honestly the double attack from Guard and Knight is the way you should be playing. I understand it might be a little confusing for Survivors but believe me or not but there is huge problem for Knight that makes him significantly weaker against good survivors, they will intentionally keep jumping from window to window becasuse they know there is little counterplay you can do. The strongest you are when you and guard are chasing a survivor in a deadzone.
    Knight is really bad against coordinated SWFs they will take hits etc, i experienced this BS myself it's really obnoxious.
    And the Hunt time depleting is WAYYYYY too punishing.

    I agree with you. That is why i've asked for some form of buff for the Knight while the guard is chasing someone. I believe BHVR won't turn back in the depletion rate due to how people complained about Knight pincer attacks. Thus, i believe the best way to buff him would be to give the Knight some sort of strength while the guards are chasing someone, like a 5% haste and a 20% extra lunge. Knight wouldn't be a simple M1 killer and still could use the guards to stall or harass survivors, turning the guards useful even when he is not in chase by their side.

  • Knight is considered one of the weakest killer in this game. Nerfing him would only turn him into unplayable.

    You should probably play Knight yourself so you could see how counter his power and learn better his weakness.

  • @Nazzzak said:

    They could do this even without that perk combo. In fact, the last two survivors hiding is a pretty common complaint that existed before this chapter release. And it shouldn't prevent afk crows from appearing if they're doing nothing.

    I'm not saying they couldn't do that before. I just said how weirdly this perk can be used for this.

    It was the first time i got the abandon prompt ever, after being taken the game hostage by people using this perk. Also, they were doing pre-leaves and hiding. Probably they've been doing this quite a lot considering their builds

  • They did a "meta shakeup" years ago… they are changing perks every patch, but considering how they also release new underused perks, it feels lacking.

    I really would like them to change many perks at once but lets us see what they are have planned for this year.

  • I politely dislike your idea. Blight would become Wesker with higher turning rate.

    Trust me, you wouldn't want to go against a Blight with 70% turn rate, even if it becomes weaker than he already is. Would be a Kaneki with more steps.

    To me, his problems lies on him being 4.6 and having speed addons. Maybe if the was turned into 4.4 and had another addon pass (removing the speed addons) Blight would be in a much better spot than he is now.

    But, to be honest? To me, i don't have an issue with Blight. Its more rare than anything to go against a good Blight these days that i don't mind having a killer with this strength. Those of us who survived the Mother's Daughter Ring + Amulet era can withstand anything haha

  • @Gh0st2317 said:

    Ngl, I'm surprised that this thread is still going. Thought it ended back in December of last year haha

    @Rickprado But all jokes aside, I can see why this was scrapped. Which was a shame because if it was somehow adjusted to be balanced for both sides, I wouldn't think there would be an issue. (But we know what BHVR is like and will STILL somehow make it unbalanced... 🫠)

    I think also the reason I didn't see why it was exploitable is mainly because I play solo queue, and not in a SWF. So I never really experienced it being exploited.

    It was a nice idea but with a very flawed execution. At higher level playing is already very stressful, now imagine with both these system combined? I was even considering only playing survivor once the PTB hit the live. But again, with fine tunning it would be a nice addition since 3 hooks in the same person is not the most exciting gameplay too.

    Lets see what they have prepared for this year.

  • @jesterkind said:

    A stacked Commodious is definitely too strong, especially with a supporting build. The issue I see is that just nerfing the numbers wouldn't really be satisfying and the runs the risk of making the item useless.

    In my opinion, the repair speed bonus on toolboxes should be replaced with another effect of some kind. Finding the right one is probably going to be quite difficult, though.

    I was thinking something to counter anti-gen perks, like the toolboxes reduces the efficiency of gen regression by 50% for a time.

    Toolboxes for sabos is almost fine - i really don't like how the strongest toolbox can sabo right in front of the killer, with no timing, and get away with it - they aren't much an issues. Its just that toolboxes are busted and requires almost no skill to use.

    @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054256#Comment_4054256

    BNPs were once broken. They are not any more. They're just useful. I bring a toolbox and BNPs are like my 5th choice for an add-on. What is with this endless desire to nerf survivor when also crying anytime they receive anything? Does everything have to be abysmally weak?

    Well, they are stronger than before in some sense since they remove charges from generators, and the killer can't kick/regress the charges back.

    Its not to endless nerf survivor - i play survivor too and i don't rely on those things consistently to play. Its just ask for balance for things that are far too free and far too strong. Even without toolboxes survivor will still have many things in their favor.

  • @cogsturning said:

    We don't need to nerf everything survivor has because of a minority of players coordinating. I've never once gone up against 4 BNPs, nor have I ever coordinated them with a group.

    I haven't said it was only effective in coordinated teams. I said is so strong that in coordinated teams killers don't stand a chance against it. Two Solo with toolboxes can still be quite a challenge if the team is not completely bad.

    Also, we need to nerf things if they are broken in coordinated teams, specially if they are only strong IN COORDINATION.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461745/genuine-question-why-was-the-anti-tunnel-and-anti-slug-scrapped

    Definitely didn't need to be scrapped entirely, but it did need major adjustments. Essentially tunneling was made impossible, but there was no addressing why killers actually tunnel in the first place. The rewards to dissuade tunneling were super miniscule and still weren't enough to combat gen speeds. This obviously got worse in the second iteration where all rewards were removed other than the new base kit Bloodlust, which was a nerf on the previous iteration's hooking movement speed bonus. They also kept the Anti tunnel protections changes with almost no adjustments.

    Survivors off hook were pretty much made invincible, practically untraceable, and even better for weaponizing Endurance. Why is the Endurance not a loss of Collision and interaction with the Killer? (No basic or special attacks can be dealt to them, or grabbing from vaults, or even triggering a chase.) Survivors then wouldn't be able to weaponize their endurance.

    The even hooking benefits were good, but could be better. Also don't like how specific killers had a weaker effect. The bonuses themselves should get changed to be the same on all killers, while being equally as useful on all killers. The Speed boost should've been the same for all killers, but disabled when they use a power that increases mobility. (hybrid of both iteration's speed bonus mechanic) The gen regression bonus should be changed to a mini pain resonance, so mobility doesn't matter whether you can get the bonus regression or not. The base kit BBQ was pretty healthy, but the duration of the aura read was super short. Why not just make it reveal survivors with the least amount of stages (reveals multiple if lowest stage is on multiple survivors, essentially being stronger when evenly hooking, but giving recently unhooked survivors more stealth, then getting stronger when multiple are at the same amount of stages), and increase the duration to find a new target? Easily, the effects are decent on all killers. None will really utilize them more than others, so no need to nerf them on specific killers.

    Anti Slug has been flawed since the first iteration, but also easily correctable. Targeting all forms of slugging simply because it's "boring" to be on the ground for awhile does not warrant giving survivors free permanent unbreakable, especially when there's already one or two survivors dead. Actual Slugging is when a killer intentionally refuses to hook all four survivors, or commonly referred to as "4 Man Slugging." This is really the only form of extreme Slugging in the game that shouldn't be possible, even in the rare instance of a killer who intentionally wants to Slug all four survivors. like Anti Face Camp, this specific situation is what shouldn't be possible, not all Slugging. (like slugging the second to last of two remaining survivors for the 4K. That's not actual annoying slugging, it's a strategy killers use to gamble on 4King or accidentally giving the remaining survivors another chance once they're all up again.)

    Anti Slug should be instantaneously activated for the first person slugged out of the four living survivors, but the mechanic should disable entirely when someone is dead. Easily, only extreme slugging is eliminated, while strategic and earned slugging stays.

    Hope that clears your query up. The suggestions to fix them ofc are purely conceptual, but I believe they would fix the problems of boring strategies, while rewarding killers for not trying to enforce boring strategies, ultimately giving them decent base kit gen pressure and information to keep evenly hooking.

    You my GOAT man. Nice explication.

    The system was interesting but was far too exploitable, specially in SWF. Made with the correct changes it can come back someday.

    Both of these videos show how the system was exploitable.



    https://www.youtube.com/watch?v=O8WNAwhqA7M https://www.youtube.com/watch?v=EWvyko3y4lU
  • Sorry for you loss. Hope you can find comfort somehow ❤️

  • @XANA7274 said:

    I enjoy killer more so that Survivor. Now I would never claim to be a pro, but I'm noticing more and more often my games are becoming a massive struggle, nearing the point I'd rather find another game to play entirely.

    I am just struggling with average movement killers due to survivors simply just holding down W. Either there are more subtle speed hackers these days, or there's some kind of shadow nerf to killers in general making them slightly slower than normal. Am I just completely losing my mind (completely possible) or is anyone else noticing something amiss lately?

    Maybe its the killers you are playing. Doctor and Knight, for example, have to go a long way to catch survivors running.

    If you hate W, try to learn Blight and Ghoul, they are very good at punishing mindless running.

  • @yomama0304 said:

    people talk about killers are too over powered but yet i can get in the game as a killer and im either flash lighted constantly (there should be a major cool down on the flash lights or something)or people are blocking the hooks its ridiculous but i get in as a survivor and im getting knocked down with one hit theres really no winning with this game

    Its a thing about new player experience.

    Killer tend to be easier when facing low experienced players (if the matchmaking works as intended) and get much hard the more experienced survivors are.

    At least this is quite the consensus among the more experienced and the comp players.

  • In my experience, when playing with friends, unless we are going against a cracked A+ or S tier killer main, we usually get 2 to 3 escapes, even when hard tunneling comes into play. Usually we lose to tunneling when the killer hard tunnels someone who messes up - touch gens before healing, run to a dead zone or is just plain bad at looping.

    Hard tunnel is a gamble: is you try to tunnel someone out and the player is good and have anti-tunnel perks, you are probably cooked. I saw recently a very tryhard Dracula main from my server lose a 100+ streak because he chose to tunnel someone with anti-tunnel perks and very good game sense. He took 3 escapes with only 3 hooks and that it.

    Now SoloQ is hell due to how inconsistent teammates are, but this is more related to MMR than game balance. There are randoms who just chew the killer's heart in the match and others who fall like flies to a insecticide against M1 killers

    People in this forum seems to hate this, but there really should exist mechanics that incentivize the killer to spread hooks instead of tunneling - without giving survivors plot armor for incentive, of course. Without this, tunneling and forcing a 3v1 will always be the best scenario for killers.

    About aura perks: Distortion is a plague, i hate this perk and the way it worked back then. It punishes killers for using aura builds and incentivize even more anti-gen perks and stealth survivor gameplay. The devs should really focus more in perks like "We see you" from Eleven, that gives you stacks and notifies you when you have your aura read without blocking aura from working.

  • Probably there are more people here to tag, but @Reinami is GOAT.

  • As an Unknown main (with more than 3,5k downs), he just needs numerical changes. His core design is flawless, they just missed the point in numbers (also, people learned how to counter his power after his release). So no, NEVER A REWORK, just numerical buffs.

    In my opinion:

    • UVX should have a 4 to 5s cooldown, considering he needs 3 hits to down a survivor if he plays PERFECTLY. This numbers seems too low but considering the cooldown on other stronger killers (like Houndmaster, Vecna2, Dracula) the UVX recharge time seems way too long, specially considering how inconsistent its is in chase and how easy it is to dodge. Also, with big cooldowns you get less incentive to try cool shots, what is the main reason people play Unknown.
    • Weakened could be changed to 11s (considering a 5s cooldown), with a reduction in the dispelling buffer to 0.75s or 0.65s, with a 3s "dispelling immunity" (weakened don't go down) after a UVX that does a state of health of damage, so people don't use the sprint they get when hit to dispel Weakened.,
    • Direct shots with UVX need to do SOMETHING more. Maybe refresh 4s on the weakened state (if the blast does not hit), maybe a little more of hinder, anything.
    • Unknown needs to be able to look down. People throwing themselves at you is not smart counterplay - its just a silly design flaw. Maybe like Krasue, M1 could recharge the Weakened infection, even if just 3s, to discourage people to throw themselves on the Unknown.
    • If his UVX is buffed, i believe his teleport needs to be nerfed to 30s. Maybe add a mechanic where every UVX damage reduces the teleport cooldown in 2s (with a limit of 3x until the next teleport) but i believe hits teleport hits are quite lame. Unknown should be incentivized to play around UVX, not around teleport hits.

    EDIT: Slashed backpack basekit would be nice too.

  • Dracula requires skill if the player you are going against is minimal aware. Hellfire is hard to hit, the Wolf Pounce requires precision due to its short range and you can lose distance if you make a mistake in Bat Form.

    About Vecna2: he is fine. People are already learning how to counter him and they will get even better with time.

  • @Wiccamanplays said:

    There are a number of Killers whose addons are either so weak as to be cosmetic or so inconsistent that only a few of them actually work. Vecna (Lich) has addons that affect his spells by less than 1% while Knight's guards will almost never injure a Survivor without specific addons. Wraith has multiple addons that do the same thing to slightly different levels. Reiko's Watch on Sadako is still broken as far as I know. I honestly think Killers should have fewer addons to choose from, but their existing ones should be stronger or more transformative. Some Killers have much better addon collections, but it's not consistent: Springtrap and Vecna (the new one) have very diverse and interesting ones, but Krasue's are mostly pointless, Houndmaster's are extremely weak overall while Dracula has a few that are almost mandatory but the others have been nerfed into irrelevance.

    The add-on pass they gave Pyramid Head was really good, and solid evidence they *can* do it when needed. It's just yet another problem on BHVR's extremely long and constantly lengthening to-do list.

    Currently i believe every killer should be playable without mandatory addons. Dracula is a good example: he don't need any of his addons to fill some basekit weakness. Mostly of his addons are made to power up one form or playstyle (faster Wolf Pounce recharge, better Bat Teleport, better hellfire). On the other way, I've been playing Knight and it always feels that there aren't enough addon slots for the Knight (less today than at release, but still). Hag is another example: she should have 4 addon slots to at least stand a chance nowdays, since her power became very weak with time.

  • @tjt85 said:

    I think it was incredibly naive of BHVR to think that anyone other than the pretty lady would win in a public vote.

    To go to the trouble of designing a diverse set of characters but then to throw a conventionally attractive young lady into the mix is certainly… A choice. Well what do you know, *shocked Pikachu face* it looks like the pretty lady wins. Surely nobody could have predicted such a shocking turn of events!

    All that said, I don't know why they don't just put Linda from TCoFS into the game for some older lady representation. That way, they can also keep players who want to be a twenty something happy, since they could easily add her 80's version as a legendary (or vice versa). I honestly think any character would sell if their perks are interesting enough. I can count the number of games I've played as Jane, Felix and Zarina on one hand, but I like some of their perks so I still bought them anyway. I know skins give BHVR a lot of extra income, but there are enough Feng/Kate/Sable/Nea mains out there buying cosmetics at this point to keep this game afloat for years to come.

    I suppose as a middle aged guy, in theory I should want to see some more older representation among the Survivors. All we have that isn't from a license is Jeff (I'm not sure he even counts since he could be in his 30's) and Vittorio (the freshest looking 50 year old I've ever seen. Dude doesn't look a day over 30). Edit: I forgot about Ace too, which will tell you how much I don't care about Ace. But then again, all my other Survivor mains are conventionally attractive 20 somethings so of course I voted for the pretty lady.

    I do think a lot of the discourse around the choices people have made is incredibly silly. BHVR is many things, but they've never come close to adding anything remotely close to what I'd call "gooner" content. I've been gaming for a very long time and the cosmetics in this game are incredibly tame compared to what used to be in video games 15 to 20 years ago. They are a thoroughly modern games company in that respect.

    Its off topic but a chapter of CotFS would be SOOOO good for DBD. Linda would be a hell of a survivor for this game. Hope they do a chapter for Frank Stone some day.

  • @Classic_Rando said:

    It’s clear that DC penalties are still not harsh enough

    True. My friends play other PvP game in which people are so afraid to quit people of how bad the punishment is that they either are forced to play the match or start to troll (which is bannable, and can lead to 30 day bans or more).

    Aside from that, i really think that BP on the trial should be earn even easier than they are now, so people will have some incentive to play.

  • He is strong enough to face a competent SWF but not as strong as Blight or Nurse. He can be shift + W very easily and his power can be juked if your pathing is incosistent. Vecna2 will get "weaker" with time as more and more people will learn how to counter his power.
    Probably a solid A.

  • @Zordiark_Darkeater said:


    Since the latest season started if you play anything else then a very mobile killer with some anti loop your Genrushed to oblivion....
    Hell you get gen rushed even if you play one of them on most matches lol

    Gens poping like a madman... ♥♥♥♥♥♥♥♥♥ it feels horrible right now...

    I Don't really enjoy playing most of the very mobile killers sadly sooo im just ♥♥♥♥♥♥ sideways...

    The hell happened with the gen speeds ?

    I've been playing recently Vecna2 and Dracula and then playing lower tier killers like Knight, Unknown and Legion… and the difference is astonishing. Dracula can receive a pallet/flashlight save and still catch up and have a chance to win the chase; Legion otherwise, taking a pallet save can end the match for you.

    They really should look into to how the lower tier killers are and what could be done to change them.

  • The cleanse of infection on hook was needed, but it killed all the pressure Krasue had. Maybe hooks should turn infection into weaker versions, where you become infected again if you don't eat a mushroom 45s after being save. This way she could still have some pressure without being a tunneling machine.

    But judging on how Krasue was received, i doubt she will receive buffs or QoL anytime soon.

  • @NAERUUU said:

    It's interesting you say that.

    With the pallet density update, they also increased pallet hitbox stun range.

    Which mean, you will get stunned from far away and trade (hitting the survivor and getting stunned by the pallet) are more rare.

    And characters like Demo, Blight, Billy, Leatherface who used to M2 / M1 to instantly break pallets few frame after it dropped are penalized by this.

    Hope it answer you interrogation.

    It's not an bug tho, BHVR wanted it.

    Tbh this increase in pallet stun range have been here before pallet density. I remember complaining about these stuns back in 2024 already.

    Hope they fix it or at least say its intended some day.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048781#Comment_4048781

    And the answer i always get when talking about balance is we shouldn't balance for the top tier players because as you say the vast majority of matches are with "average and below average" players, so we need to be balancing around them.

    Guess what, you can't have it both ways. If you balance the game around average level players, you must do that, and by definition that means that ghoul and nurse and blight are fine (and in the case of nurse she needs buffs) because they are always much lower in the kill rates than other killers.

    If however you want to talk about balancing around top tier players, and that ghoul/nurse/blight are a problem. I would be happy to have that discussion, but then are you ready to deal with the consequences of that and the fact that at those levels we have like 6 killers who are even viable at that level out of the 40+ we have?

    I love when you bring that if we balance around mid/low level players we will need to buff Nurse. Few people realize this.

    People usually think that "mid/low level" only refers to randoms who don't know how to play survivor yet, but when we consider killers too, the situation gets strange: Blight and Nurse would need some buffs and Sadako, Pig and Legion (and Lich, now) would be the biggest issues in the game since the have really high killrates on low MMR.

    Also, Ghoul is the epitome of "balance for lower skill level" design philosophy: he is easy to understand, has some skill ceiling and can make newcomers face veterans in the same ground. Do people really want that? Killers that play for themselves?

  • @Zer0Chill said:

    It's something I've noticed, but my escape rates lately in matches have been a lot higher as long as I'm paired with 3 other competent Survivor players in Solo Q. Chases feel so easy to run even as basekit Survivor since a lot of loops with a pallet feel so easy to gamesense around as Survivor. So it feels like it's much easier to waste Killer's time in a Chase especially as long as you start running when they're within 16m of you. And with how easy it is to heal off hook or recover after being injured... it makes Survivor either painfully boring to play because you just recover so easily and wallop Killer with no effort or you just blame your Survivor teammates for making awful decisions that cost the game (feeding).

    Is it just me that feels this way?

    With friends even with mediocre looping we can garantee 2 to 3 escapes.

    SoloQ people have been throwing matches for almost no reason (commiting to gen in front of a instadown killer, trying a flash save and falling instant after).

    At least for me Survivor feels quite strong right now, the problem is the teammates.

  • Friends in Comms will always have the upper hand against SoloQ. This in every game, EVER. Any other assym suffered from this and there is no fix. But the devs of any of these games needs to make SoloQ a viable option to play the game (as it was in the now gone VHS).

    This put aside, many of the things you've said benefit SoloQ mostly benefited SWF, like map offerings.

    SoloQ needs more info like basekit Kindred, quick chat, maybe even basekit Bond.

    Buffing survivor altogether just because SoloQ needs help is silly.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048616#Comment_4048616

    play according to the survivors rules and you will likely still called all sorts so might as well play in a way that you see fit

    Its funny to see the "pick me" "killer mains" who just want to assure publicly they are following the survivor rulebook for killers and want everyone to follow it too LOL. Unless you are a god tier Nurse or Blight main you will eventually doing something that might upset survivors (but if you are ´playing Blight or Nurse and you are good you already upset survivors, LOL).

  • @xAnonymous said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463058/some-suggestion-for-buffs-and-quality-of-life-for-the-knight

    Solid post!

    Map of the Realm & Dried Horsemeat Should be absolutely basekit in my opinion, that would improve the current state of Knight, especially against Survivors that are hard-evading the Guards, which is EXTREMELY obnoxious and creates a cracked counterplay, making him EXTREMELY BORING to play as when facing such Survivors.

    We should remove the penalty for being close to a Guard that makes the hunt end faster, that is kinda what makes him boring and hilariously weak against experienced Survivors.

    Rework for addons:

    Battle Axe Head Carnifex instantly knocks out -15% of the entire generator progress (Blue/Purple).
    Penalty: Carnifex has -20% longer cooldown.

    Cold Steel Manacles When a Survivor escapes the Hunt from a Jailer, they get 7% hindered for 10 seconds (Iridescent/Purple)
    Penalty: Jailer has -15% longer cooldown.

    Knight's Contract Survivors hit by a Guard suffer from Oblivious and Exhausted for 60 seconds. When a Survivor escapes a Hunt, the next Guard is gonna be 5% faster for 10 seconds.

    Healing Poultice When a Survivor escapes a Hunt within 32 m distance, Knight gains 8% haste for 10 seconds.

    I understand why they've made the 3x depletition rate for the Knight - people hate Knight pincer attacks (the killer goes from one side and the guard comes from another). Maybe they could also tie the depletition rate with how long patrol path was. Yeah, i also think they could add Map of The Realm completely for Carnifex and the Assassin, as Dried Horsemeat for every guard too.

    @Wezqu said:

    Not the changes I would want to see on Knight.

    What you would want to see?

  • Where is the poll? I couldn't find it :(

    Anyway, the problem is not gen times, but how weak gen regression is, how weak some killers are and how strong maps are (specially Badham). I don't think that increasing gen time for more than 90s would be any good for the game; there should be stronger basekit regression so killers could equip info and/or chase perks so they can deal with the survivors basekit.

  • @Elan said:

    W simulator yay.

    Lets hope a for rework to turn Knight into a dash or a projectile killer (or both) 🤗

  • We also need to remember that for BHVR things that are issues are things that aren't issues for most of the community. For example: Sadako and Legion have very high killrate officialy. Should they have nerfed gen regression? Nurse is considered by the community the strongest killer in the game but she has a 42% killrate in official stats (at least some years ago). Should we give Nurse even stronger aura perks then?

    I agree that we should have perks being strong and not abusable by certain killers but i don't see an easy way to fix this.

  • Although i'm in for lessening the gap between the strongest ones and the weaker ones, i just hope BHVR don't nerf the strong ones and call it a day.

    Maybe they should test a 4.4 rework for Nurse with one blink in a PTB, without pushing it to live servers. I feel like Nurse would only be balanced with a rework on how to her power works.

    For Blight 110% would be hell for begginers but its understandable the change.

    They could give many addons as basekit for C and B tier killers, making them more viable.

    I know its not the topic, but they could also nerf some top tier perks for SWF, like Conviction and specially Shoulder the Burden.

  • @Wiccamanplays said:

    They don't listen to the wider community if by 'listen to the wider community' you mean 'listen to general commentary on social media and the forum', since most of that is not really a coherent voice you could or should really listen to. They listen to players in the form of player consultants, aggregated responses from surveys and sometimes if there is a unified, extremely loud expression about something specific from all corners of the community. How much impact these sources have is debatable.

    Most of the balancing decisions BHVR makes are down to data they get from the game itself, and very little else. They see a number in a spreadsheet, decide whether or not they like that number, and then adjust other numbers around that number to see if that makes it do what they want. Why the number is that way in a broader context, or changes that go beyond the problem number and those numbers around it, are questions that are very rarely considered. They also have to think about the next 3 chapters or so that are on the way and whether a change will affect those chapters' ability to be released in a somewhat functional state. This is how you get addons that do the same thing as other addons or get tweaked into becoming useless, perks being buffed or nerfed for no discernible reason and Nurse and Blight being the strongest Killers in the game for almost 10 years: because it makes the numbers in the spreadsheet look the way they want them to.

    True. That why they are so adamant in buffing weaker killers, because in low MMR weaker killers like Sadako and Legion stomp.

    They want more a balanced spreadsheet than a balanced game, unfortunately. I would like that they took a deep dive in balancing without caring too much about numbers but trying to get the real feeling of DBD for every segment of players: casual, veterans and those who are close to a middle ground in terms of experience.

  • Hens gave a very nice idea for MMR: people should be able to go for stricter matchmaking, and thus, slower or more broad matchmaking, which would be faster but could match you with people higher or lower your MMR.

    Also, i believe SoloQ should have a special MMR, lower than normal, considering SoloQ is much harder to play than in duos or full SWF.

  • @OrangeBear said:

    I feel like this must be a left over from the cancelled chaos shuffle anti-slug test that was planned

    100% this.

  • The biggest problem to me in that this perks works best against a killer who is spreading hooks. If you hook Meg, then Dwight, then Jake, then Meg, the Claudette (with no hooks) can come and shoulder the burden for Meg, leaving the killer in a dire situation since now everyone is with one hook and it will need chase the same person twice to get a kill.

    Another problem with this perk is that it empowers strong SWF more than SoloQ. People doing Surv Winstreaks use this perks in two different survivors in case of tunneling. In SoloQ this is much harder to pull off.

    My take: Shoulder the Burden should only activate if the same person is hooked twice, with far less downsides to compensate it limited usages.

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