Avatar

Rickprado

Rickprado

About

Username
Rickprado
Joined
Visits
3,111
Last Active

Comments

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459377/next-ptb-problems

    so you do know most killers are still faster right at 115 while the surv is 110 with that boost

    Survivor can vault pallets and windows much faster than a killer can. Also, the smaller hitbox makes the survivor "faster" than the base mov speed when compared to the killer.

    I'm not contrary to having haste after a unhook, but even 5% speed for a survivor can make a huge difference in chases, specially against weaker killers.

  • Never have been if we consider who was strongest throught the years.

    The issue is bad matchmaking makes it feels like killers are too strong for those who are not aware on game's macroplay.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459100/is-dead-by-daylight-really-killer-sided

    It depends on what mmr you are playing.

    • At the lowest levels (aka new players) the game is very killer sided
    • At lower half mmrs, the game is slightly killer sided
    • At the middle level, the game is pretty balanced (rng can factor in heavily swinging matches one way or the other though)
    • At the upper half mmrs, the game is slightly survivor sided
    • At the highest levels (aka comp level) the game is very survivor sided.

    I agree. The more experienced players are, the more game favours survivor AS A TEAM. Thats what people don't get: you can lose individually and still win as a group - like the common 1k 3 escapes scenario.

    Edited for clarity.

  • @AshtonRex said:

    I agree with cosmic 👏 Normally I'm a survivor main. Not too long ago i decided to give killer a try. I was surprised to see how easy it was to play it. I was getting some really easy wins as killer back to back. Considering i haven't mastered the maneuvering of my favorite killers, well it didn't matter i was still winning. Then whenever i play as survivor. Sometimes it didn't matter if we had amazing randoms playing or inexperienced newbies. As soon as the killer decided to slug or camp there goes the whole dynamic of the game down the trash and perks not good enough to get us out of tough situations.

    Probably your killer MMR are far worse than your survivor MMR. Even if never played killer, knowing the basics is enough when going against those who don't.

    I play both roles and survivor is much easier for me

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458979/somethings-should-be-addresed-with-the-implementation-of-anti-tunnel-and-anti-slugging

    Toolboxes - I'm surprised they haven't been reworked. After Medkits got reworked so they were all similar in design/power, I thought the same would happen with toolboxes.

    With built to last and other gen perks its possible to complete more than one gen in less than 70 seconds.

    That's kind of the point though? That a survivor can go for a gen rush build at the risk of getting tunneled or slugged or not good in chase or not able to heal, etc.

    Shoulder the Burden:

    It should only work if the killer hooked the same person twice in a row, with no downsides beside the scream and the hook status change. It would really works against tunneling killlers and wouldn't harm players which are spreading hooks.

    I'm really against this style of perk design where we try to hard counter play styles via perk selection. It just leads to winning or losing the game in the lobby screen.

    It's like Potential Energy and old three genning. Killer 3 genning and have this perk? You win. Not 3 genning? Dead perk. It is too much all or nothing on a single perk.

    Shoulder the Burden is good without being overwhelming against a hard tunneler because of the exposed risk, while at the same time still potentially having some use against a non-tunneler. Perks having general uses like that is better than all or nothing designs.

    Vigil: It's broken, I don't know why they've made it so strong.

    Reassurance:

    It can be used very healthy to counter proxy camping but it can also be used give extra time for saves when the killer is not really camping and survivor want to greed on gens.

    …

    This would still harm proxy camping without giving free time to Swfs who abuse this perk.

    What is healthy? What is abuse? Kind of like Shoulder the Burden I think having perks that only work in one specific scenario are bad designs. If the killer is not around and survivors are just leaving the survivor on hook with Reassurance, that doesn't seem like a great play. Not only does a survivor have to run over, pop it, and run back to their gen, they could have unhooked the survivor and both been on gens (not to mention the risk of potentially giving the killer a snowball path to victory).

    -

    No thoughts on Ghoul. On syringes I'd totally rework addons if I could, but that's outside the realm of the game's direction.

    I disagree. I think perk with very strong effects that serve for more than one purpose can definitely harm the game's overall health. Shoulder the Burden and Reassurance are far too strong if we admit they can be used against a killer who is not tunnelling or camping, respectively.

    For Reassurance, its always a risk to save your teammate since the killer can go after them and just sacrifice/kill/put back on hook the recently hooked person. So there are some scenarios where leaving the person on the hook, finishing the gen and them going for the save give survivors a great advantage, specially if they break a trigen with this. What Reassurance does is turn this from a very risky play into a almost no risk play, since you would be in a hurry before your teammate goes into next stage but if you have 30 free extra seconds you don't need to care too much, even if the killer comes to defend the hook.

    For Shoulder the Burden, combining it with Vigil make it so has no real downside since the exposed effect will be very short. And can really turn the tide of a match because it can remove one person from the death hook condition. So, being able to use it against non-tunneling killers is not a good design choice. It would be if a perk like Forced Penance work on "normal" chases (without bodyblocking). The perk would be far too strong and need some changes.

    When i say healthy i mean its don't have a very strong effect that can be abusable by certain killers or coordinated teams.

  • I think both of these should considered in a scale rather than a "yes or no" stuff.

    Tunneling: going after the same survivor to take them out of the game. Can be done as strategy to create pressure, to control the game or just for "fun".

    Tunneling, IMO, should be divided into two types: Hard tunneling - when you actively go for the same survivor until he/she is out of the game

    Strategic tunneling: alternating targets but focusing into one survivor to take he/she out of the game.

    To me, the strategic tunneling is not problematic at all.

    Slugging: leaving a survivor on the ground, because you can't hook them or you want to create pressure.

    As tunneling, Slugging can be divided into 2 types:

    Strategic Slugging - leave someone on the ground to creature some form of pressure in the survivors

    Full Slugging - Slugging as your primary objective, hooking only when strictly necessary.

    Since we got the abandon feature, i think both are fine, although the first one is much healthier than the second one.

  • You should be brought out of the void after 10 to 15s slugged in the void. I've been slugged in the void and there was nothing my team could do because of how the void mechanics work.

    Although i don't think you should have a free run from the killer interacting with the void slugging in the void its just too strong right now, speciallly at endgame

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016384#Comment_4016384

    Problem is what this games consider "high MMR". There are many videos about this but the soft cap of MMr is very easy to achieve.

    IIRC, the 'high MMR' bracket from stats is different from the soft cap. I think it was clarified once that it represents less than five percent of the playerbase.

    Last time they showed stats as "high MMR" they've shown the 1800 MMR (the soft cap) against the 500 MMR (the newcomer MMR). Unless they are tracking the highest of the MMR probably its just the softcap stats.

    Edit: in the most recent data they stopped saying "5% of the MMR" as they said in the 2022.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016419#Comment_4016419

    I also feel like people confuse bully squads with squads that escape alot. Often times the squads that make things the most frustrating to play against arnt the ones with high escape rates. Its the ones that'll take the time to put a blast mine on a 99% gen instead of just finishing it and working on another gen.

    True. Bully squads can be annoying but most of the time they end up dying most of the times.

    The real "sweat squads" are those who brings Toolboxes, Brand New Parts and Syring and try to complete the gens as fast as possible. I don't know why but this kind of team has been increasing lately (at least in my region).

  • @stikyard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016384#Comment_4016384

    Yeah, unfortunately from what I recall when we had a better MMR that reflected the skill gap, ques went too long. I don't know what the answer is. Is it more important to wait for a good match or just get in a match?

    Yeah, I'm split between this.

    I wouldn't mind waiting more as survivor to have more balanced matches but i don't want to spend an eternity on queue to get a single match. A very strict MMR would kill this game considering how long queues would be.

  • @cogsturning said:

    The 4man boogieman is not real. You don't become good by playing on a team. You might just be a potato on a team of other potatoes who like each other. The truly skilled 4mans are rarer than people act like they are.

    Tbh, i play with friends in comms and we escape much more than we should just because we can coordinate saves, chases and gens.

    Although not every single 4man is absurdly skilled we can't denty how strong coordination can be in this game. You don't need to be very good at chases to win games in DBD if you are in comms.

    But its also true that the top tier 4 man Swf are a rare thing, the same as top tier nurse and blights as rare too.

  • Problem is what this games consider "high MMR". There are many videos about this but the soft cap of MMr is very easy to achieve.

    The 4 comp surv swf is the same "high mmr" as 4 friends that won some game again some killers. The same applies to killer as the pig main that plays casually is in the same mmr bracket that the comp nurse doing winstreaks or Momo's blight.

    Really, the matchmaking is so atrocius that is hard to discuss balance with data since what BHvr calls "High MMr" players is so heterogenous that its hard to draw a solid conclusion from it.

  • You are saying like all content creators are people who just play killer without ever touching survivor ever, LOL.

    The pallet density wasn't just Quality of Life, it was a straight up buff in maps that didn't need that. Adding more pallets to already strong maps like Crotus Asylum is madness as the map were strong enough.

    Now maps like Haddonfield did deserved that change. But applying that to almost every realm in the game was a lazy solution and created more problems than it solved.

  • @Brayton said:

    So I recently found out that BHVR forgot to include the Frank Stone skin they revealed during the PAX livestream on the Year 9 roadmap. It was supposed to release in September, but we didn’t get anything.

    Possible outcomes:

    • The skin might be scheduled for a later release — maybe around Halloween?
    • It was canceled.
    • Or perhaps he’s getting his own killer design?

    Are there any other thoughts or details I might have missed about this?

    Edit: Because all other skins/collections that were anounced during the livestream are already in the game.

    Hopes Frank Stone get his own chapter even if some years from now.

    The Casting of Frank Stone was a first attempt to expand the DBD universe lore and it would be a waste see all of this potential thrown away for a Trapper skin.

  • I would add that if the killer loses chase while a survivor is using lithe the killer takes a 5s stun as penalty, reducing the survivor exhaustion by an extra 20% LOL

  • @UndeddJester said:

    Why are you playing M1 killers? At this point can you not see you are merely a toy for the Survivor teams amusement as an m1 killer?

    The only type of killer welcome in modern DBD are highly mobile dash killers. You should be playing Spirit, Wesker, Hillbilly, Blight, Nurse, Dracula, Kaneki, Krasue... that's all anyone wants. Nerfs to these killers are slow and basically inconsequential.

    Every other killer keeps getting screwed over by ever improving survivor basekit effects and perks designed to crap all over m1 killers... whenever anything that gets added that further increases the gulf between m1 killers and the mobile/lethal killers, far too many players clap like mindless seals and defend the changes zealously.

    • Made For This
    • For The People + Buckle Up
    • 5s Decisive Strike
    • Old Circle of Healing
    • The fights for Shoulder the Burden to lose it's exposed effect
    • Ghost Notes and Sprint Burst
    • Tunneling and Slugging PTB
    • The list goes on...

    They slaughtered Skull Merchant and refused to entertain any of the myriad of suggestions to fix her, instead opting to just shoot her in the knees with a shotgun. Chucky got reworked over and over again to remove all of his uniqueness and become just a plain dash killer. They even tried to gut Pig's RBTs and make her all about her ambush... and to this day won't let Sadako have anything to help her out.

    This game hates m1 killers. The new standard has been set, nothing can deviate from it, and it's name is Dash.

    I really do believe BHVR could add increased action speed for M1 killers - like a stacked fire up as basekit for them. They could start with Ghostface and Trapper and then test it. If it turn out to be right could be done for other m1 killers too.

    Edit: i don't agree with the amount of pallets they added to the maps. It was just a suggestion on how to make them better because they are all left out in the current state of the game.

  • @crogers271 said:

    Unfortunately the likely answer is never. The give away is just going to be one of the things that is always going to haunt DbD.

    Why not increase the security on Epic?

    If they knew how to detect a certain type of hack, why would they apply it to only a certain system? I don't see how you could increase security on a certain platform in a way that you wouldn't just do for everyone.

    Why not make everyone who got DBD for free years ago having to spend at 10$ to play on crossplay?

    I don't think they could do this anymore than they could deactivate unused accounts. Even if they were willing to accept the blowback from Epic on their customers being treated differently, I doubt it would be easy to do legally. Everyone has the same license and nothing in the EULA really gives them right to split the license into different groups.

    At least they should come and say it to the public. The Epic Games ""fiasco"" has been plaguing the game for years and they did nothing effective.

    Situations like this is one of the few that makes me want to quit the game.

  • @I_Cant_Loop said:

    I’ve thought the same thing too but before we get super pissed off at BHVR, can anyone confirm that 1) cheaters are actually still using these thousands of Epic burner from the free giveaway promotion from years ago, and 2) even if they are, does BHVR or Epic have the ability to do anything about it?

    The solution that would make the most sense is to simply deactivate any unused account from that promotion. There’s literally no downside to doing that. If BHVR are has the ability to do this and is simply choosing not to, then yeah that’s basically saying they don’t really care about combatting the cheating problem.

    1. Yes. Some cheaters have said they use the thousands of free accs they got when DBD was free on Epic to cheat
    2. I don't know, but they should try. Or at least make it public they can't because of their deal with Epic. It looks like BHVR doesn't care about this problem and how Epic Games is used by the majority of cheaters to destroy matches.
  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010693#Comment_4010693

    big issue with solo q vs SWF is the way skill expression in this game works.

    Solo Q has been at its best not when "theres no tunnelling/slugging/camping" but when survivors had enough 1v1 agency to potentially hold killer long enough on their own instead of relying on teamwork/efficient gen split to outpace killer's consistent hook rate.

    That's one of the reasons I clown so much on people thinking that 9.2.0 ptb systems or similar changes are going to make the game better for soloq, cuz removal of killer's ability to snowball or turn the game into 1v1 will ensure the 12 quick 1x1s gameplay where solo players stand no chance. This would happen either through compensation buffs / new killer powercreeps (like kaneki/krasue) or just a massive increase in skillgap as killers would have to drop in MMR until they begin running into survivors they can consistently destroy in chases.

    apart from obvious decline in gameplay quality (cuz short chases out of your control are not fun to deal with), this will just make solo q even more unplayable because survivor skill expression will move away from chases into 1v4 macro even further and we all know how bad randos are at "dying in good spot" "splitting correct generators" and other funny strats like that.

    I partially agree with you. I think survivors need to overcome the killer in the 1v4 aspect to win the game; otherwise the assymetrical nature of the game would make no sense. Even if you are a 1v1 god, you need a good team to support you, doing gens, eventually bodyblocking, saving, etc etc.

    But i agree with you: 9.2.0 won't solve one of the biggest issues of SoloQ, which is bad teammates. That's why i don't agree 9.2.0 is what SoloQ needs since the casual survivor would play against very experienced/sweat killers after the more casual one couldn't maintain their MMR. Also, as you said in the 3rd paragraph, I personally believe that macro play is the most important skill for survivor, since it is what make survivor stronger than killers in general. Probably people will play even less skilled since now the game mechanics force the killer to don't capitlize on their mistakes, leading to more situations where people do dumb bodyblocks, lead killer to generators, drop god pallets without thinking too much, etc, etc.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010631#Comment_4010631

    I disagree, because to level the playing field between SoloQ and SWF, you have to remove all communication differences, and that would require stuffing the Survivor HuD with all kinds of auras and info to even have half a chance, and there would still be a massive diff on the communication gap that no amount of HUD spam would solve. "I'm taking the killer to shack" is a simple yet very beneficial comms evenfor casuals. "Pallet is gone in main". "I'm going for the pickup, oh wait, no he's chasing me". Even a "Ghost Face is heading to you" is a benign communication gap that you can't realistically bridge without just straight giga buffing Survivor, that all make a big difference.

    You could add voice comms, but that would be so much more awful than people think. It would be common place for people to be toxic, harass people, complain, rage, talking smack or throwing the game due to a fallout, and that's not just DBD, that's gaming in general. Even I myself am an arse on the mic when I'm annoyed... and I get mad at soloQ a lot, to the point I'd keep myself mited for fear of saying something I shouldn't.

    People tend to think of this SWF suggestion as a punishment. I do not, I see it as merely a rule change. A change that helps promote the health of the game, and makes build creation with your mates more engaging and interesting. It's easy and effective at reducing SWF ability to abuse strong effects, while still allowing SoloQ to get strong effects.

    At the end of the day, we all complain that SoloQ gets left behind, but reality is SoloQ can't match up to SWF... It just can't, because you can give whatever buffs you like to SoloQ, but SWF gets them too, so you simply can't bridge the gap unless you are willing to limit SWF in some fashion.

    This is a sensible and logical rule, that helps define teammates with more of a "role in the team" mentality, that to my mind adds more to SWF than detracts from it.

    Well, its impossible to make Solo completly equal in strength to SWF, but the devs can turn the gap smaller. TBH, in any game SoloQ is disadvantage and i don't think it can be easily fixed. See VHS: even with in-game comms and pings and etc. Solo was a much harder time than playing with a friend - although Solo play was a fun and viable option at that game.

    I think adding some auras (like Kindred, Empathy, Bond) as basekit would be enough, enhancing the HUD and other infos would be great for Solo without messing up too much with the game balance.

    About nerfing SWF: although i think SWF can be the strongest thing this game can have, limiting perks and etc would only just make playing with friends worse. People who want to bully and sweat will still find a way to do so, just leading casual players away from the game because they can have some fun with friends.

  • @UndeddJester said:

    Nurse is almost there; removing auras on her during Blink fixes her last remaining real issue. The only points to possibly consider nerfing her after that if she still needs it are: -

    • Her Heavy Panting add-on makes up a lot of ground for a bad initial blink or a bad chain blink. It either needs a completely new effect, or a substantial trade off (like 10% longer blink charge time to make bpth the initial ) to warrant its strength.
    • Successfully stunning a Nurse is both hard to do, but also unrewarding. I would consider resetting her tokens and only beginning recharging them once she recovers from the stun. This makes pallets, Decisive, and Flashlight saves things that can actually make a difference instead the nothing burgers they are ar the moment.

    Blight however needs so much more doing to him, it's hard to know where to begin, and I don't think I can claim to be knowledgeable on him enough to say how he should be nerfed... but if I were to take a punt.

    • Make him 4.4m/s.
    • Consume all his charges whenever he has to inject OR explore this "overdose" mechanic they had in his original design.

    Lastly, limit SWFs to not be allowed to take more that 1 version of a perk or add-on between everyone and actually build as a team. This would free up a lot of perks from being held back by SWF, and would level the playing field with SoloQ a tad… as well as make playing SWF in general more interesting.

    Will never happen, but its nice to have a dream 😏

    It would be easier to make SoloQ closer to Swf and balance things accordingly. I don't that nerfing someone playing with friends would be a good thing.

  • His infection was halved in Strength, his collision detection changed since his release - you could pull people out of window or pallets before they vaulted- and most important, the infection out of the hook was completely nerfed. There should be something more but i can't remember now.

    Although i don't think he should have the big tunneling potential he had at release i believe they should give him more compensation than just 0.5s recharge.

  • @Alicia_Tried6041 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009609#Comment_4009609

    There is 0 communication and teamwork in solo q. Maybe play a few matches before spreading false information.

    Although they are not on comms, there is some degree of communication in forms of gesture, aura perks, etc.

    You don't need to be directly talking to someone to have some teamwork if they know what they are doing.

    Also, i play with friends and play a lot of SoloQ but Solo has been way more frustrating because people just play for themselves and forget they need to play for the team for the survivors to win.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010474#Comment_4010474

    That’s not allowed to happen though. Look at what happened with Clown. He was actually decent for a while, and it got so many complaints that he’s back to being useless.

    Like, people can say “oh, let’s buff the weaker killers”, but it’s not actually allowed to happen in any meaningful way because it just gets complaints.

    True. If a killer is strong and popular it will be nerfed. See Wesker for example. Singularity mains are lucky because Singularity never will be popular otherwise it would be hard nerfed.

  • @fussy said:

    I mean, you can do whatever you want with S-tier killers, but surely you shouldn't expect that SWF will be untouched after that.
    High MMR survivors already escape 20% more than they should and S-tier literally the only answer to how absurdly broken survivors are on high level.

    We also have to consider that "High mmr" can go from 1k hours Swf and medium experienced players to comp players in comms doing streaks. I really believe that at the highest level Survivors are escaping much more than 48% , specially considering there are some known Swfs that escape a lot (like those who do winstreaks).

    With exception of some very busted perks , addons and toolboxes i really believe that the devs should focus more on making SoloQ more coordinated than just trying to nerf the stronger killers to achieve balance.

  • @Crowman said:

    It's silly how often BHVR creates more work for themselves by touching things that didn't need to be touched. There was no reason to change Myer's power to be a chargeable dash attack. It was perfectly fine that he was an M1 killer who stalks to become stronger.

    They are out of touch with community current concerns. Remember that they planned Plague changes? Considering how much other killers need attention and how in a good spot Plague is it was very weird that BHVR considered her as priority for changes.

    They really need to listen to the community concerns to focus their attention, otherwise they will.just throw away precious time that could be used to fix real issues of the game.

  • You are joking, right?

    Anyway, as people said in this forum, slugging and camping can be easy countered by teamwork. Also, one thing that should be noticed is that these strats have the highest risk of backfiring in the survivors favor: if you slug 3 and the cannot catch the last, at least one Unbrekable, Made For this or We'Gonna Live is enough to make you lose all of your pressure.

    The same for camping: instead of getting another hook stage you can end up just losing time and pressure because you decided very poorly on how to camp.

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008976#Comment_4008976

    Anti-camp mechanic, nerfing every best killer gen regression perks on DnD chapter patch, 70sec hook states, nerfing Stbfl despite it needing small tweaks, adding debatebly broken survivor perks (vigil, conviction, hyperfocus 1234 stake out combo, resurgence, botany knowledge, shoulder the burden being the best examples), adding anti-3 gen mechanic just becouse of OG SM and Eruption (which that one i can get behind), nerfing Mangled for no reason and I am sure i am missing something.

    And to top it all of, now more pallets spawn in more realms. I mean have you played new Blood Lodge? I did yesterday. That map is so cooked for killer I don't remember the last time they added double Crane into one map with this many fillars that AREN'T weak like some like to say.

    As for Blight thing. I mean he's dbd golden boy. Can do no wrong.

    Since the Postponement - its not even a cancel, LOL - of the anti-tunnel changes people on this forum have been on the trend that "BHVR hates survivors" . I understand the why they are upset but some people are exceeding. The killer who have been receiving buffs are the low tier one which were in a very bad spot like Pig, Knight, Clown (who has been fixed in the 9.2.0).

  • @[Deleted User] said:

    I think Vigil just needs a total rework. Make it a lantern (like in the perk icon) that gives its effects within a certain radius or something instead of being a permanent passive bonus that just encourages uninteractive gameplay (Sprint Burst spam) and counters (silently, I might add) perks that are already kinda niche.

    Unironically, turning it into a boon with the current 66% effect wouldn't be a bad thing (if they want to keep the current effect).

  • I don't understand why they changed Vigil from the 30% effect. It was a very good perk and did not need any changes. Now it became quite problematic since it counters many perks in the game and even some killer powers like the ones from Freddy and Clown.

    They really should revert Vigil 30% effect, maybe keeping the 16m range effect on allies.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007449#Comment_4007449

    But they did give compensation:
    Hooking survivors non-sequentially (aka, you dont hook the same survivor), you would gain 10% damage boost on your next gen kick interaction and 10% haste after hooking basekit. This would also give you basekit BBQ.
    Hooking all survivors once gave you a permanent 5% damage boost on kicking gens in general.
    There was also something about seeing the aura of the person with the least amount of chasetime, but I forgot what.

    Those are quite significant. You basically get basekit pop without a timer. You can still go for survivor A, survivor B, survivor A, then survivor B and then survivor A again. Which would block gens after the kill in the update version (which, should be tied to a killer. I definitely want Nurse and Blight to have 6 hooks before they kill, but current Trapper should be able to kill without gens getting blocked at 4 hooks).

    The update needed tweaks 100%, but the core idea behind it was genuinely something DBD needs long term. Personally, I would add a generator intensity of the last generator you damaged on non-sequential hooks. Aka, if the last hook triggered pain res, the next hook will show you how far the gen progression is of that generator. That way, you can see if you can still interrupt it if they continued it, if its effectively still regressing or if its not worth the interrupt because its at 95% and the survivor on it is gonna finish it before you get close, so you can put your effort on another survivor instead.

    If i remember correctly, the 5% part was the effect of the rework Barbecue and Chilli perk, not something basekit.

    But i'm saying they gave a compensation for not tunneling - if you don't hook always the same survivor, you get some bonuses - but they did not give anything for slugging.

    Slugging and tunneling are related but they are different strategies. Survivors got - at least on the PTB - basekit OTR, Babysitter and BT as basekit anti-tunnel, killer got BBQ, Pop and Haste as compensation; Survivors got Tenacity and a alternative Unbrekable as anti-slug and killer got nothing in return.

    You see, slugging is used most of the time: 1) because you can't pickup immediately (sabo/pallet and flash save potential); 2) it generates more pressure to leave that survivor on the ground for now instead of picking it up; 3) you are afraid of the effect of some perks (Decisive, Power Struggle, Flip Flop). Killer should get some incentive to don't slug, which i believe could be faster pickup and faster mov speed while carrying. Even if in some scenarios slugging would still generate more pressure, at least you would have more incentive to pickup and hook instead of leaving the survivor on the ground.

    One thing i think could be iron out is that BBQ is easily countered with lockers. I really believe they should change the aura read to killer instinct instead (or both) to discourage survivors from just hiding in lockers and leaving the killer with no clue on other survivors, encouraging to proxy camp.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007873#Comment_4007873

    It's worth adding for #2, that the perk is currently bugged and doesn't actually increase the skill check chance at all. So I don't recommend running it atm

    I've been running this perk for matches and wondering if it was just bad luck. Thanks for clarifying.

  • @Xray said:

    If i remember right the reason why the Uroborus infection was removed on hook was to prevent tunneling so why does it stay for Krasue? In fact its worse then wesker's infection cause you get broken instead of hindered. So you kinda just made a better Wesker.

    Probably an oversight of the devs. Most of the chase related infections - like Unknown, Singularity - go out with the unhook. Hope they change it next hotfix.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007434#Comment_4007434

    And yet it was still more fun. I remember it sucking and being frustrating, but I felt like I had more agency.

    Year 5 was the first noticeable shift with MMR, but year 6 was ground zero. My earliest memories of 6.1.0 was having gens regress on their own while the Killer stood in front of hooks and nobody could do anything about it, hence the birth of "going next" every single trial. I can respect that we feel differently about it, but it was far less about health and more about making one side incredibly appealing over the other and that's still going strong to this day.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007441#Comment_4007441

    That's why I'll play poorly as Killer on purpose. Too friendly to kill anyone, but also too friendly to give them a boring terrible experience. 😝 I like to think that they get a confidence boost thinking they got one over on me.

    Well, gen could regress on their own better before 6.1.0, as ruin was 200% before that patch. In 6.1.0. ruin was 100% and turned off if someone dies. Eruption was quite stupid at the time but at least it required the killer to get a down. Camping was much easier before 6.1.0 than after it. And one year after came the anti-facecamp feature.

    In the situation you describe, survivors could do even less before the 6.1.0 because there was no basekit endurance and the killer could just hit the hooked survivor after the end of the animation and get them back on the hook if they did not have DS. The gen kick meta was horrible, the worst thing that came with that patch, but it was changed with time.

    Fun is something we can discuss because it has some subjective elements, but, at least for me, DBD is quite fun still. When its not i will just quit the game, as i did with other games i've played through my life.

    I rather much more play the 2025 DBD than the 2020 version.

    Edit: I understand we have different views on the matter, i am just trying to prove my point.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004196#Comment_4004196

    The reality was that the anti-slugging changes were a HUGE deal, and we had people telling they were “barely noticeable” because they wanted to downplay the changes, to make the changes more likely to get implemented into the game.

    One thing that bothered the most about the PTB discussion is how some people just minimized the anti-slug system impact, since it was as strong as the anti-tunnel system was - an even stronger in some scenarios.

    If they gave killer some form of compensation for alternating hooks instead of tunneling, they should really give something to make the act of hooking easier and faster since slugging will be one of the worst decisions a killer can take.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006427#Comment_4006427

    Sorry sir, that opinion is not allowed here 😉

    Seriously though, I love the downvotes. A lot of people genuinely believe that it’s not possible to have fun playing survivor and I wonder why they keep playing the game at all. I play solo queue, I’m really not very good, so I am like the most likely type player to hate the survivor role. But I still have fun, against all (apparent) odds. I escape just over 40% of the time, according to my stats. Rather than coming to the forums to constantly complain and demand killer nerfs, I work to improve my own gameplay. Are some killers busted? Yes, absolutely. But a vast majority of the killer roster is fine and counterable if you know how to play the game.

    Ok I’m done - downvote away, folks.

    People have seem to been unreasonably mad after the PTB anti-tunnel and anti-slug changes did not went live.

    I'm playing survivor a lot recently it was being fun with the exception of some situations where randoms just throw the match or i get a comp player with a strong killer.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005913#Comment_4005913

    Funnily enough, the 2019-2020 time period was actually quite balanced, despite the more powerful state of certain perks.
    Then came the release of Blight, who brought Hex: Undying, which singlehandedly became the reason why hex builds got nerfed hard afterwards.
    Then came boons, which absolutely turbo-buffed survivors, and got subsequently nerfed into the ground, where they are rarely used today. Also, around this time, Boil Over got a massive buff, that made playing on certain maps a nightmare for killers. "Unhookable" survivors as it got known as. This too got promptly removed.
    Then came the dreaded 6.1.0 patch, and everything started to become more and more killer-sided from that point onwards, with a high peak at 6.7.2, where healing got obliterated.

    After that, there has been some perks that were meta-defining for both sides, but for the most part, survivors has gotten the short end of the stick.
    It also doesn't help that maps has been shrunk, the ambient fog is gone, and many many good loops has been removed, and replaced with unsafe ones.
    I actually became sad when I saw the jungle gyms at the updated Greenville Square map. Nothing but unsafe short walls, and an over-abundance of double pallets.
    I thought the tile-spawn update this patch (9.2.0) was going to help survivors a bit, not cripple them like this.

    Sorry but the game was everything but balanced back then (2019-2020). I've started playing around this time and both sides had so many stupid stuff that was incredible to consider this game had a playerbase.

    I remember doing gens in killers face because i had Decisive Strike and even if i got down, i could put the killer into a lose-lose situation with DS + Unbrekable; Medkits could heal you 3 times in 8 seconds each heal with the right addons; BNPs were stronger;

    Spirit was at her prime with Mother-Daughter Ring + Amulet; Nurse had range addons; Freddy was weak but could play "Forever Freddy" which killed people with boredom; 3 Hatchets Instadown Huntress was a thing; Ruin and Pop was a common combo; Mori's didn't need a second hook; there was no basekit BT.

    People really like to hate the 6.1.0 patch but was one of the healthiest change this game ever received. Many killers were nerfed/rework after this, but people seem to forget.

    The only thing i would say is that the game is more and more focused on experienced player than casuals/newer players. But that is something that happens when you have a game with people for 10k hours of gameplay.

    The game is in a much healthier state now than it was ever before.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006227#Comment_4006227

    The biggest reason for that is that the Killers play offense while the Survivors play defense.  Tunneling and slugging are offensive tactics while sabo and flash/pallet saving are ways for Survivors to defend themselves or their teammates.  Would you consider defending oneself or others as being "toxic?"

    Well, i consider quite offensive going for flash/pallet saves since you need to get out of your own way to get those, specially when a survivor knows what they are doing and the killer don't. There is situations where survivors harass the killer the whole match for sabos or pallet saves

    From the killers perspective, pallet/flashlight saves, bodyblocks and sabos feel the same as "agency steal" as tunneling/slugging/camping. For killers its even worse due to the assym nature of the game.

    Should all these things be called toxic? I don't think so. But i just don't understand why only one of sides gets blamed as "toxic" for doing strats that steals agency.

  • I don't know why there is a common conception on this community that the killer owns a specifical playstyle for survivor while they can play how they want.

    For example people see slugging/tunneling/camping as a very toxic behaviour but they don't see to mind the """""""toxicity""""" when they sabo, pallet/flash save a killer, especially when the killer is less experienced and falls a lot for that. I personally don't think any of this is toxic but why one side should play by strict rules while the other can just "have fun"?

    Before Kaneki release people were BMing killers for literally anything, specially when they won. Now some just ask "Why no one is playing M1/low tier killers anymore" and can't understand the state of the game that lead to where we are now

    Either way, play how you want because at the end of the day no one cares about fun if it is not THEIR OWN fun

  • @Brokenbones said:

    In all fairness, the survivor role usually always gets the lamer powers in most other events

    I mean Killers getting remote hooking and remote pallet breaking compared to the survivor powers during the anniversary event for example

    Then again, you could argue a power centered around generators is pretty lame because "gens = boring".

    Then we had the Bloodmoon event were a single survivor could do gens in 30s depending on how far the pump spawned from the gen; or 2024 Halloween event where the void just destroyed some killers powers like the Knight or Twins; also, the 2025 masquerade party pallets could be abused by Swfs and put killers into lose lose situations with Flip flop and background player.

    Its not a good thing that balance events around "who get the strongest stuff this time".

  • Lets pray they reconsidered the idea of making Frank Stone a trapper skin and made CoFS into a whole chapter.

  • It might be annoying? Yes. It does deserve a nerf? No.

    Even when I'm against bully squads i don't feel any opressed by head on. The perk is fine.

  • @AsherBlack said:

    Can we revert map offering changes? The 20% to get the map you want is absolutely horrible, especially if you want to do achievements that are map specific. And if you want to go somewhere like Shelter Woods, then good luck. Shelter Woods is part of Macmillan Estate, which is you burn the offering will send you to ONE of ELEVEN maps, with the 20% chance that the offering even works in the first place.
    Which might i add, for the people who complain about being sent to maps, there is a common offering called sacrificial ward, that stops you from being sent to a specific realm.

    Yeah, it was so good being sent to Erye of Crows, Garden of Joy, The Game or Midwich because i just wanted to use a cake instead of a Sac Ward, LOL.

    No way. Map offerings were a problem back then and they shouldn't bring back the same problem. They could turn map offerings into map ban offerings at least, so we could prevent being sent to a realm we dislike.

  • Thats why i believe we should add some basekit info for SoloQ (like Kindred) and other stuff like this and balance the game accordingly. Nerfing Swf would make the game worse - imagine being punished for playing with your friends? It won't happen.

  • It felt very bad when they annouced Frank Stone as a trapper skin. I would wish they just forget about the character and never ever release anything related to it.

    The game Casting of Frank Stone kinda tricks you into thinking that Frank Stone will be a killer in DBD (specially the ending when every protagonist dies and the postcredit scene) that receiving the news he will be just a skin feels so bad.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998638#Comment_3998638

    To be fair, measures like shutting off several perks and basegame mechanics in endgame for Survivor and not Killer (when Killer should be at their strongest) gives the same vibe as the "youngest player goes first" rule with Candyland. I don't see why it's wrong to add something like that to Survivor as well.

    As far as i know, survivor perks that get disabled in endgame are anti-tunnel perks, mostly because they could lead to lose lose situations for killers.

    Since is tunneling is something that happens before the gates are powered its understadable why they deactivate when all gens are done. They would be doing more than they are intended for if they could be used to with powered gates. Also, that's the reason they are quite strong, because they punish one certain playstyle.

  • @Blueberry said:

    The slugging feature was terrible as well. The goal is to punish toxic slugging which is trying to bleed people out, not punish pressure slugging, which is what that feature was doing.

    And honestly since we already have the abandon on a 4 slug implemented slugging isn’t even an issue anymore.

    That's my opinion too. Since the Abandon feature you can just quit if a killer uses Slug for BMing.

    But it seems that Bhvr wants to remove slugging as a tactic, """"forcing"""" you to hook anytime you get a down.

    But if they do that, they should make hooking much easier than it is today - as the basic killer pick up speed is very low and you mov slower too if you are carrying someone.

  • @SweetbutaPsycho said:

    In 2021 the devs stated in a Dec Update that about half of the survivors play with the SWF Feature in 2 or 3 man teams and about 5% play in a full 4 team swf. Assuming these numbers haven't changed that much in the last 4 years, it would explain the balancing difficulties BHV faces. Make solo queue bearable while not absolutely making it abusable as hell for SWF.

    Also surviving with friends is one of the biggest appeals dbd has. 0 chance that it will ever be removed

    What Swf has that SoloQ don't is information and communication. You can "buff" how much info SoloQ without a problem.

    One very good step was the actions hud. Its helps SoloQ, its good and its not abusable by Swfs. They devs could add more things like that and it wouldn't negatively affect game balancing. Making perks like Kindred, Empathy and Bond basekit would help a lot SoloQ without giving SWF what they already have.

    Also, you should have a lower MMR when playing Solo than if you are with friends. These kind of changes would make games much better, I don't know why they don't do that.

  • I'm on the opinion that the Slugging update wasn't fine as it is.


    Playing the PTB i've went against a "bully squad" focused on using the new anti-slug mechanics to force lose-lose situations - probably to test how far the system could be pushed. I couldn't pickup because there were someone close with a flashlight and i couldn't slug because they've started picking themselves up after the 90s; also, there was someone with a sabo in case i picked up and tried to reach a hook. It was silly because i already had my dose of "bully squads" in normal game and tried to deal with them but i think it would be far more stressful for a beginner player.

    Also slugging for pressure is practically gone since if you leave a survivor on the ground while you get a hit probably you will lose he/she on the ground.

    They should increase carry and pickup speed of killers or else the anti-slug system will be far too abusable.

  • That's a funny one. Probably they are saying this as a rage bait to justify the changes or just to express their frustration with the current state of the game.

    I will try to explain to those who still think that "bad killers tunnel" - I understand its not the OP POV.

    One of the most important skills in killer is to know who to chase, when to chase and where to chase. Of course this implies into going to take someone out of the game as early as you need. But going for hard tunnel its far from being good, especially when you consider perks like OTR and DS, so most of the time a good killer will swap between two or three survivors. This type of "tunneling" is what most of the more experienced killers do and recommend if you want to win against a good team, as keeping the 1v4 for too long can lead you into a situation where you can't comeback as you won't to be able to defend gens in the lategame. And this is not tunneling, although some people consider as it is.

    There is also a part of top tier killer players that hard tunnel - 3 hook a person as fast as possible to take out of the game - but most of the time they are playing top tiers like Blight or Nurse or the skill imbalance - due to bad matchmaking - is so big that they afford to eat every anti-tunnel perk before the gens get done.

    I feel there is a common misconception among some survivor players that you could, theoretically, get everyone to death hook before sacrificing anyone and still win IN EVERY MATCH. And this is completely not true because if the survivor team focus on doing gens and the chases extend for a bit long probably you will lose all of your gens before the 9th hook. So, there will be matches were you need to focus on two or one people if you are a skilled killer.

    One good example is when someone goes with the "genrush" build: Hyperfocus, Deja Vu, Stake Out and Built to Last with a Commodious toolbox. If let alone this survivor will just smash just as fast as lighting so the correct counterplay would be to focus on where the survivor is the weakest - at chase. Giving an easy time for this survivor to heal, recover and play safe will ruin your match. See: the build this survivor brought gambles on the fact that they will have spare time to do gens and won't need healing, chase or anti-tunnel perks. The counter to this build pressure this survivor as they will be on their weakest when their are the target and not their teammates - who probably have some other kind of perks.

    Although i'm very vocal against the system of how its been on the PTB - i want it to be implemented fine tuned, not as it is now - i don't go for tunnel that often and usually hook as much as i possible can before sacrificing. I just don't agree with people saying that "tunneling is unskilled" because this is not true if its not hard tunneling.

    Most of what i've said about tunneling could also be said about slugging: its a good tool in the hands of those who knows how to build pressure when its needed.

  • Yeah. People are forgetting about it being a Public TEST Beta. If BHVR said something "we will completly scrap that" i would consider fair the amount of the outrage but it seems they are just fine tunning the system before release.

    Probably the next mid chapter they will give us a new version of these systems and then release it into live.

1 … 6 7 8 9 10 … 19