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  • Some unique add-on ideas:

    • Once a Page is collected, you can teleport in the proximity of it 🟣
    • Frightened survivors can't hear skill check warning cues 🟢
    • Your TR shrinks even more after a Page is collected 🟢/ it becomes larger instead🟡
    • When successfully preforming a Jumpsacre on a survivor repairing, the gen becomes blocked 🟣
    • When walking through a pallet in Looming mode, the time needed to break it reduces. + When walking through a window, it gets blocked 🟣🔴
    • All the effects of the Pages remain even after collecting the last one 🔴

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875849#Comment_3875849

    i mean mint rag is unlimited range and 2 range add-on's work. the issue with hag going map wide is people destroying her traps. you can't defend traps if your half map away with them. that is why hag is 3 gen and camping focused. it is same for other two trapping killers. the traps would need to be immune to destruction or at very least come back like skull merchant drones but even her drones aren't exactly able to be used map-wide but they do have longer range usage in claw traps compare to hag counter-part.

    Of course, the prefered playstyle would still be the same, you can't really change that with some tweaks, but it would also give you more room to maneuvre. Current Hag is basically forced to stay in her web, camp it and shoo people away, or run an add-on.

  • My opinion is this:

    BPS, all Cakes and Survivor Pudding are perfect as they are now.

    Wreaths and Flowers should get their values doubled (100% > 200%, 75% > 150%, 50% > 100%).

    The Envelopes and Hollow Shell should all be one rarity tier lower, and also have their effects doubled to 50%.

  • @zarr said:

    Absolutely. The devs hastily overbuffed her prior to going on holiday break and they haven't addressed her since. She is essentially a 4.6m/s Deathslinger that can curve his shot and redirect it, as well as walk around the entirety of shack while the survivor is being held. Doesn't have to reload either.

    And no, the tactic of standing at a pallet, letting the dog catch you and then stunning both is not reliable counterplay, because the killer can simply… not walk into the pallet. That leaves you Hindered and having to play the pallet, and she has the dog back ready to pounce in seconds. Alternatively she can also cancel the chase command and force you to drop the pallet that way or hit you through it.

    There are multiple overtuned aspects to her that will need some retuning: The dog's vault speed is comically overtuned, he essentially teleports across windows and pallets, so either you take the instant hit while vaulting or you inevitably get held and hit after it; the cooldown of a mere 3 seconds essentially means there is none because you are ready to send out the dog again right after the hit cooldown ends; the dog's movement speed as well as its ability to round corners/objects and pounce detection range, making it more of a curved and redirectable hatchet (and then some) than Slinger shot; the fact that she doesn't get any movement speed penalty for sending out the dog, so you're stuck having to play around both the dog pounce (and potential redirect) while she is also chasing you at full movement speed; the redirect window is 3-4 seconds and you can't always tell whether she is redirecting or not, so you have to be wary of the redirect long after the dog got sent out, again all the while playing around Houndmaster herself; the dog holding survivors for 8 seconds, allowing her to pretty much always get the hit, even if she for some reason wants to break a pallet, vault a window, and hit someone else beforehand; the fact that she can have the dog grab someone to prevent them from unhooking, while herself being free to intercept yet another survivor; that survivors cannot leave through the exit gates for 5 seconds after having been pounced by the dog, no matter whether they got hit, were freed or freed themselves, which coupled with the 3-second dog cooldown means Houndmaster can guarantee kills in the gates in a way no other killer can; her movement speed when following the dog in tracking mode is pretty comical as well - for map mobility this would be fine, but it's silly in chase. At the very least the hit cooldown could be increased when hitting a survivor under the effect of Slipstream.

    Not all of these things have to be toned down, and there could be some mechanical changes to rebalance her as well (things such as a much shorter redirect window (i. e. having to opt to redirect immediately and only having a second to do so while controlling the dog), the ability to slow-vault windows and pallets when grabbed by the dog like you can when chained by Pinhead, perhaps Overcharge-sized skill checks when grabbed by the dog that decrease the time he holds you for), but some looking-at is definitely in order. In turn, I would probably want to buff Houndsense, it should be more threatening than it is currently.

    So, I decided to thouroughly read your original post, and here is the feedback:

    • Letting Snug catch you and stunning both him and the killer is not the best idea, but dropping the pallet after she sends him out makes him just stand there, which counters her.

    • The dog's vault speed is a bit overtuned, sure. Making it 0.6 seconds would be fair. Her cooldown is also very short, but keep in mind she has a bug/problem which doesn't start the cooldown even though Snug is behind her. So unless that gets fixed (which it should), the cooldown should stay as is. The Exit Gate situation is also tied to this, so I won't mention it further. Her ability to deny unhooks is there for sure. I won't argue with that.

    • Snug's curving capabilities are pathetic to say the least, and the Redirect Window being 3-4 seconds does nothing as long as there is a solid bush between Snug and the survivor. The 8 second holding time is fair, imo. I mean, if you messed up and got caught, you should get punished + you are being held by a Cane Corso, not a Chihuahua. Her speed while on the Search Path is that much of a problem imo, as it was really bad on the PTB.

    • I don't think you should be able to vault while getting bitten, it doesn't make a lot of sense.

    • Houndsense needs significant buffs for sure. It's only good with add-ons.

  • Dark Arrogance and Fire Up absolutely need number buffs, with Brutal Strength also being on this list.

    Superior Anatomy is okay-ish, but could get small buffs, and Bamboozle is already great.

    Edit: Rapid Brutality and Unbound both also need buffs.

  • MMR doesn’t exist and never had existed at all.

    The system was never implemented at all, and that is why they wont show us the numbers: There are none.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875675#Comment_3875675

    Wait, you want her to be better at camping and neutralise the basekit bt haste speed difference so she can tunnel better too?

    I want the range to be better to give her options OTHER than camping and 3-genning.

    And the speed boost because survivors will literally just trigger them and spam S so you waste a trap. They call it The S "tech".

  • I think she is in a decent spot rn.

    She still has a lot of bugs and clunkyness in her kit, Houndsense still does almost nothing, and half of her add-ons are bad.

    The only part that could be toned down is the dog's vault speed, aside from that she needs buffs.

  • @UndeddJester said:

    So what you're telling me... is the flashbang working from inside killer model and all the weird occlusion on audio things is not an issue of the flashbang... but because the camera is in the wrong place?

    Doesn't this also screw up flashlight ranges?

    How interesting 🤔🤔🤔🤔

    I want to test this in a custom game...

    I want to test this in a custom game...

    Let me know when you do!

    The Flashbangs not making sounds might be a separate issue. The in-game audio is in general broken in many places, so it wouldn't surprise me of this was one of them.

  • I would like Hag to get a bigger teleport range and a speed boost for a few seconds after teleporting to a trap. 10-15% would be ideal for that.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875235#Comment_3875235

    Why would Disney hand over one of their biggest IP's as a bargaining chip? That's just insane.

    Disney is extremely possessive of Star Wars and charges a hell of a lot of money for the license. Even though Battlefront II was a success (despite it's ######### launch), they didn't make CLOSE to enough money to justify another game.

    I doubt Disney would allow anyone to potentially screw up a Star Wars collab, too.

    They keep that privilege to themselves.

  • @DNet89 said:

    Instead of having the PTB that only Steam players can access why not make it an Event that all players can access? The Event could have all the updated Perks, add-ons, Killers, maps, etc. that they wanna test and we could still play normal if we want.

    That would be interesting.

  • The game mode has been brought back the 3rd time in a year.

    It’s kinda getting stale by now.

  • Eh, why not.

    Uniqueness never hurt anyone.

  • Honestly, I’m glad this is true for Artist and Hag

    Barely anyone really has any complaints about them, even though they have some ammo (hold-W-potential power, camping ability).

    Must be their rarity, I guess.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874831#Comment_3874831

    In scott's video about people "going next" theres a guy who says "i'll keep going next as long as doctor exists" people DC against perkless trapper all the time. Its an epiddemic that has nothing to do with how powerful killers are. People complain and "go next" in every situation.

    theres a guy who says "i'll keep going next as long as doctor exists" people DC against perkless trapper all the time

    Wow, some people really are playing this game out of sheer addiction.

  • @GentlemanFridge said:

    The devs don't read General, if that's what you mean. Only Community Managers pop in here.

    I believe the Feedback section is read by more of the development team. Whether it's used is another matter entirely. Though you also have to remember we're not the only ones playing this game. Apparently there's millions, and we all got our own opinions. You really can't expect them to 'listen' to every post made.

    True, even if you do post an interesting idea, it will likely get drowned out by the 1000 others posted that day.

  • If only FT13 game didn’t get stuck in lawsuit hell.

  • @fixblitzskin said:

    I like the updates in dbd because for me time seems to pass by so fast and generally that sucks but dbd putting a new killer every 3 days makes the time flying by a little less bad however i wouldn't say no to 4 months per chapter if the chapter introduces something mechanically different instead of recycled ideas like dracula and hound master was.

    @MechWarrior3 said:

    I agree - we need a breather. I think they do too.

    Glad you agree with this. I just hope that BHVR will, too.

    (I accidentally misclicked the other option on the poll and can’t remove it, that’s why it shows me selecting the other one.)

  • I think she REALLY needs another teleport range increase. Without the teleport range add-ons, you struggle a lot on big maps.

    And, I would also like it if your speed was increased for a while after teleporting. It would feel amazing and force survivors to wipe the traps away, instead of blindly triggering them and holding S.

  • @MechWarrior3 said:

    Ship figurehead - If the dog is follwing the houndmaster terror radius is increased by 8 meters, if snug is away its reduced by 8 meters.

    Is this addon useful? If so what do you do to get value out of it?

    It works if you want her to be a pseudo-Wesker.

    The dog rarely leaves your side for long, so you will mostly use the larger terror radius. It can kinda work with a terror radius build.

    If you want her to be stealthy, use the iri wheel handle, it’s 100x better.

  • The Shrine needs some changes, like doubling the amount of perks on it.

  • BHVR would have more time to fix the game AND give us new modifiers if they didn't insist on releasing 4-6 chapters per year.

    I'd be fine with 3, personally. And all the time it leaves can be used to polish out the many issues there are.

  • Fortunately, there are 100+ perks which just suck and need to be improved significantly, and they take priority over a perk that ruled the meta.

  • Imo, perks, add-ons and items should be random, while only Bloodpoint offerings can be used.

    The idea of making it optional and not consume anything is great.

  • Edit:

    Added The Dread Ducky's personal perks.

  • @Gardhome said:

    I think deleting the hatch from the game will be the best way to encourage killers to not slug 3d survivor. Because the last survivor gains a free win due to RNG, the main reason why killers slug for 4K so often.

    Then everyone will give up once you kill a survivor.

  • @Iron_Cutlass said:

    How would "anime" be bad for the game?

    Horror can be in all types of mediums, this includes animation, and anime is just animation from Japan (outside of distinct visual and culture styles/elements, there really isnt much that makes it different from standard animation anyways).

    If anything, Id encourage BHVR to try and experiment and move away from standard Live-Action Horror and try other mediums, would love to see some Analog Horror or maybe experimenting with Cell-Shaded effects/filters for animation-based Killers.

    If anything, Id encourage BHVR to try and experiment and move away from standard Live-Action Horror and try other mediums, would love to see some Analog Horror or maybe experimenting with Cell-Shaded effects/filters for animation-based Killers.

    Something like Slenderman?

  • They have to create a new game mode, because doing the same thing over and over with breaks in between being so small, that it's not it

  • @Aven_Fallen said:

    Am I missing something or is Chaos Shuffle exactly the same like the two previous iterations?

    I really hoped that at some point Map Offerings and Items/Add Ons are disabled. The first version was really fun, the second version a lot less since people started to sweat by bringing the best Items, best Add Ons and Map Offerings.

    And I fear the same will happen again. In general, I dont really understand why no changes have been made - for 2v8 there were changes and the last time there were no Changes to Chaos Shuffle because the Devs wanted to bring the mode back as soon as possible, yet months later it is again the same?

    (This under the assumption that I did not miss anything, I did not play in the mode yet)

    I would like a fully random experience.

    Too bad BHVR is too afraid to tweak the formula.

  • Ngl, I'd love a Dark Deception chapter.

    But the Monkeys are a bit too plain for my liking.

    The Dread Duckies on the other hand....

    IMG_20241021_182540.jpg

    Or even one of the monsters from chapter 4, or 5 when it will come out.

  • Tripleposted by accident.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871724#Comment_3871724

    Mind writing a list for me and some other survivors willing to learn?

    I have not really played against her much, because she wasn't in event… So might be good to know, when I play against her.

    I can write some things I know about.

    • The dog can only go in a straight line. Meaning, a solid bush or a rock is enough to deny a bite from Snug. This is better to do while not next to her, since she can just cancel her power.

    • Predropping and holding W is the worst you can do. Think of it like a Huntress, if you are locked in an animation, she has an almost free hit. Greeding loops and putting LOS blockers between you and her is the best option.

    • Try to not be in the open, as that makes it all the easier for her to get you.

    • You can stun the dog, but he is fast so you need good timing. If I remember it right tho, dropping a pallet after she sent him out makes him confused and stop right in front of it.

    • And lastly, don't worry about Houndsense unless she is using some specific add-ons for it. If she's not, the only thing she has is Deep Wound.

  • A Slender chapter would be just the perfect one.

    Another one, that is more of a personal one, is this:

    IMG_20250116_075440.jpg

    And before you ask about The Nun (Valak), I'd much rather see this rather obscure IP in game than that slab of mediocre jumpscares.

  • I like it.

    All of Yun-Jin's perks are kinda bad, so a change would be great for them.

  • Aside from Knock Out, I don't see any issues.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871053#Comment_3871053

    As in, oblivious with Lullaby while awake and Terror Radius in the dream?

    Initially I was kinda scoffing at it… but as I thought about it more, it becomes an interesting thought… poses a question on whether or not to wake yourself up… he is a stealth killer while you're awake and an anti-loop killer while you're asleep… plus your M1s pull people into the dream, so it makes sense.

    Also makes a number of perks more viable on him… like Starstruck, Infectious Fright, Hex: Face the Darkness, etc, and of course undetectable perks…. actually an intriguing idea 🤔

    It was this way back when he got released.

    I'd love it to be that way again.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870589#Comment_3870589

    And that's the real issue, NOT that MMR itself is a bad concept for the game. I can't take it seriously when people blanket statement say, "MMR ruined the game! It would be so much better without!" No! How many years did people suffer in this game, or get unearned bloated egos, because of complete random matchmaking? The devs' EXECUTION of MMR is bad.

    Initial drop MMR, where you'd wait a minute or 2 to get a lobby, but you'd always be put with players of your own caliber, was near-perfect (It actually showed how bad killers had it, because the moment they went against 4 opponents of their own skill, they lost constantly. This led to the devs buffing killer.). They just needed to count more than simple kills/escapes (Count match time, gen speed, amount of hooks, etc.). They tried to rectify that with team MMR, but I don't think it did enough. The big problem was that at some point, the devs decided to make the MMR way loose. No longer would a 9/10 player be facing only 8-10 players, but they'd also be facing/paired with players as low as 4/10. That DESTROYS (reasonably) predictable gameplay. You don't know for sure what to bring, because if it's gen rush survivors or tunneling killer and you didn't bring your counters, you're screwed, and if you did bring that stuff and then went against noobs, it's a 1-sided overkill/bully simulator. That's why all of a sudden, everyone defaulted to gen rushing/tunneling, because the unpredictability made you have to play safe.

    So I feel for people who are put in the wrong MMR bracket. The game should know to give you opponents of similar playtime and caliber, and it would if the devs knew what they were doing with MMR. What I don't like is people winning because the game is so easy for them, and then the moment they encounter any resistance at the mid-higher levels, they cry "Killer OP!" You could make the same argument for killer, but I wouldn't, because it would be wrong. 😎 Anyway, this MMR system will definitely put people off of the game, because they're being bullied by players with 2000+ hours when they've got less than 2. It needs to be fixed.

    Agree with that.

    The issue is that MMR is very loose and VERY restricted in what it takes into account.

    Of course everyone will feel like tunnelling is justified, because it is (among else) fed by the MMR rules.

    Also the tutorial sucks, so new players have no idea what is actually gonna happen in matches.

  • @ShanoaLegendaryPlz said:

    I find the auto bloodweb loves to waste all the items you really want like party streamers, escape cakes, brand new parts etc or even the same on killer u never get ur biggest addons. So what i end up doing is click the stuff i want then auto each time. Ive done it for about 3 p100s alredy

    Same.

    Every time I use the auto-purchase, the one thing I want isn't bought.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870895#Comment_3870895

    Nope, there still would be people who dont use the mechanic and those who enjoy playing against some killers that other people hate.

    You know whats funny? You are saying that it that game would be unplayable for certain killers, and we all know it's about nurse and blight, maybe singularity. because those are the killers you are playing mostly, probably. Ones that literally get free win every time. Ones that surviviors feel miserable to go against. We've had broken killers for so long and you are still protecting them xd

    Yeah, I want the mechanic that doesn't make me play against blight with 4 regression perks, tunneling on 5 gens.
    Don't want to play against nurse with full aura for perfect blinks through the wall either. That's just so miserable and very common on high MMR i EU.

    You know what's funny? You're wrong.

    I don't play Nurse almost at all and don't play Blight.

    I play Plague, Spirit, Myers, Wraith, Artist, Hag. If this got into the game, at least half of my mains would have 15 minute queue times at best, because I DARED to play a killer "that is completely busted because she denies healing" "is better than average, therefore OP!!!" or just "annoying killer lol"

    God forbid I'd try Skull Merchant or Knight.

    And, get this. We don't need a totally abusable and annoying system that punishes you for daring to not conform to the survivor rulebook. That's what nerfs and balance are for. Even though your "balanced killer "is likely Trapper.

  • A great way to make certain killers completely unplayable.

    It wouldn't end well at all.

  • Both RPD maps are fine, imo.

    There are much more one-sided maps to worry about.

  • Death Throes Compilation (Iridescent)
    Edge of Revival Album (Very Rare)
    Cut Thru U Single (Very Rare)
    Melodious Murder (Rare)
    On Target Single (Uncommon)
    Killing Part Chords (Common)

    All of these are tracks and perfectly fit for a terror radius adjustment.

  • Flashlight blind after every pallet, an attempt at every window, and at least 1 survivor chasing you around with a flashlight or just using BGP to ensure the only way to get a kill is by slugging. And if they manage to not kill themselves in doing so, which to be fair, not all of them are smart enough for that, a disco attempt at the exit games.

    Also attempts at flashlight clicking but that was thankfully removed after that one MCote match.

  • Altruistic, no.

    Spamming the living hell out of a killer with flashlights, BGP and Flashbang (if they have it) is abuse.

    To put it in a simple manner, I WILL put on Lightborn when there are more than 2 flashlights in the lobby and I don't think I'm in the wrong for that.

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