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SoGo
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@100PercentBPMain said:
birds have feelings too do not startle them please. they are my friends and they could be yours, too. Being a Treacherous Crow main is already tough please have mercy on poor lil me.
If that token perk wins I think that would make Aurora and us Tauries mortal enemies much like Nancy and Mikaela due to Inner Strength vs Circle of Healing+Shadowstep.
As someone who knows how the playerbase is...
Keep the Boon in the darkest corner you can find, BHVR.
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Krasue is a very boring, unoriginal killer.
She is THE dash killer, with her single more unique part being just reused UVX with homing on.
Add on to that the fact her perks are really bad, and...
Yeah. She is nothing to write home a
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I believe that is a very user-specific thing. It comes down to personal preference.
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The problem is that there are 0 BHVR servers in Africa. Not a single one on the continent.
So naturally, people who play there regularly get put in lobbies on the other side of the earth, with 500+ ping.
So, the issue is solvable, BHVR just has to buy more servers.
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I would just like it if it didn't lose tokens on whiffs.
That's all I want.
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One thing....
The ability to rebulid boons makes no sense if the killer has to snuff them out 2-3 times to break them.
If they broke after one snuff, then it'd make sense more.
Additionally, Dark Theory should just be reworked, as Haste is notoriously hard to balance and uninspired. Just my opinion.
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@jesterkind said:
I'm going to be pretty bold with this one, so I ask that you bear with me and really consider what I'm saying.
When it comes to flashlights, the problems I'm aiming to fix aren't that the item is too strong or too weak. In that regard, I actually think flashlights are in a pretty good spot- my issues lay elsewhere. For clarity, my issues are as follows:
- Flashlights have generally pretty useless addons
- As a follow-on from that, there are lots of variables for flashlights that don't really matter enough to warrant existing
- Following on from both, flashlights contribute a pretty large amount to bloodweb clutter
With that in mind, and looking at the streamlining Keys and Maps got fairly recently, I have a series of changes in mind. The goal is to cut down on clutter, preserve what makes flashlights good and fun to use now while whittling away unnecessary fluff, and also add in a little extra utility while we're at it.
So, let's start with maybe the bigger change: Flashlights should only have one variant.
I don't think the differences between flashlight variants really warrant them existing, and I also struggled to think of any way to further differentiate them that wouldn't be kinda arbitrary. Asking myself if we really need more variants, I honestly couldn't say the answer is 'yes'. So, only one!
Green rarity, and probably just named Flashlight, for simplicity. 12 seconds of use, with the accuracy of the blue Sport Flashlight. A lot of the old variables are getting tossed out, so some good middle ground for which numbers to pick would be tested, but that shouldn't be hard.After that a simple second change: flashlights get one addon per rarity. Fewer addons here means each one can actually be useful, and results in less clutter for the bloodweb.
My pitch for what the addons should be is as follows:- Brown: Power Bulb, increase the blind's linger by 1 second
- Green: Battery, increase the flashlight's total duration by 6 seconds
- Blue: Intense Halogen, successful blinds inflict the Blindness status effect for 20 seconds
- Purple: High-End Sapphire Lens, successful blinds cloak scratch marks for 10 seconds, reduce maximum battery life by 6 seconds
- Pink: Iridescent Bulb, shining the flashlight on generators, chests, totems, or the Killer reveals that aura to the rest of the team for as long as the beam shines on it and two seconds after you stop
You get the idea, a smaller and more potent set of addons which add in a little more utility. I know it seems a lot like a lot is being taken away from flashlights here, but what's replacing it should be ten times more useful than whatever was lost.
What do we think?
I agree that Flashlights have too many addons.
On the other hand, 5 seems too little? Maybe it's just my opinion. But yes, a big cutdown would be good.
Also, Flashlights are the one kind of item that actually has variation between rarities. (Unlike Medkits, Fog Vials or Maps) But I can agree that we could remove at least one variant.
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@Elan said:
Because medkits, flashlights and toolboxes are insanely overtuned and need to be tweaked to be more in line with other balanced items.
Medkits
→ Remove ability to self heal, rework add ons
Toolboxes
→ no longer repair faster but instead reveal the generator and it's progress to all other survivors while repairing, remove sabotage actions from all perks and toolboxes and add ons rework
Flashlights
→ remove blindness mechanic and make it so shining at killer will reveal him to all other players for few seconds, add ons rework
Congratulations, now all items are useless.
To the actual topic, the reason why no one uses Maps is because:
- They offer 0 value to any player who has more than a 100 hours in the game.
- With Eleven, we got a perk that is just a superior version of the maps.
- Totems are the only thing they are good for finding, except point no. 2 exists, AND it requires a purple addon.
As for Keys, I think they are a bit better, but:
- Survivor auras are in general not a thing people prioritize.
- SWF, Bond or Empathy are better.
- There are too few chests, as @MoZo mentioned.
- As Blood Amber overnerfs the key in exchange for discount OOO, no one will run it for that purpose.
Compare that to the universally useful things the other items do (allow saves, self heals, sabotages AND repair speed-up), and you get the reason no one runs them.
Additionally, I think they overcorrected with how few addons there are for these items. 3 out of 5 are usually just "make this suck less" addons, the iris are detrimental, there is nothing interesting or unique to do.
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@jesterkind said:
I'm not so sure I agree that things aren't going to be getting better for them, though things are currently pretty bad for the bottom few killers.
Assuming we are just talking about weak killers here instead of M1-focused power designs (since Ghoul is the opposing example), things have been getting better for those killers over the years.
Sure, the bottom four (Trapper, Skull Merchant, Ghostface, Sadako) haven't been improved much any time recently, but the sort of middle area is full of killers that used to be way weaker. Wraith, Doctor, Pig, Legion, and Myers are all bare minimum respectable B tiers at this point, and they've all been pretty weak at some point in the past- same with Trickster right now, though obviously we don't know yet how much of a buff that rework's going to end up being.
I wouldn't be surprised if one of the bottom tiers currently gets genuine help sometime soon-ish. It is a thing BHVR seem to be doing more often these days.
A ray of hope, I think. It's not all doom and gloom.Agree with that.
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I like the first one more, but I would like it to be more "biblically accurate angel" like.
Mainly, I don't think we should ever see this killer's face. Obstruct it with rings/halos/wings.
That is my opinion.
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@MechWarrior3 said:
This post can't be real. The fact you even put a Banner/Screenshot of Deathslinger too…
Days since the last post complaining about the most mundane thing ever:
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/464465/the-players-are-the-problem
You're partially right - we are a big part of the problem but lets also not pretend BHVR is the staple of gaming studios or that they have been doing good work. The last year was pretty much a dud and waste of time.
Way more bugs, way more things break with each new chapter, their quality patch regarding anti-tunneling & anti-camp went absolutely nowhere and was given MONTHS of attention, all for it to be scrapped. Their report system hasn't been altered since the creation of this game, we still have no real incentives (BP is not a real incentive) to strive for. We have an outdated bloodweb system that received almost no changes and when it did, it was after 7+ years. Killers that haven't been touched or fixed in YEARS.
You can blame the community, I'll blame the dev team for wasting time, amounting to nothing, and then scapegoating the community as a reason to not try things or push the game forward.
You are of course right too. The devs have a very big role in many DbD fails.
However, I really think some people underestimate the part we, the community play in this whole disaster. We are at fault, too.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058962#Comment_4058962
Half of the QOL stuff was removed because the community moaned and wanted nothing to do with it.
If this is the anti killer PTB then it wasnt even "QoL" it was just blatant decisions to gut killer gameplay and unnecessarily hugely buff survivor. Major gameplay changes are not QoL, that is a balancing update and basically none of it was thought through at all, especially not from a killer perspective. It was opposed for very good reasons, it was absolutely riddled with problems and fundamentally flawed.
QoL updates are minor, convenient things like, making perks easier to read and understand, which they are currently implementing. Or bulk BP spending.
I meant not only those PTBs, but also the update which changed AFK crows and DC penalties.
The AFK crows were supposed to combat excessive hiding, and the complaints resulted in them being nerfed into the ground to the point of uselessness.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058962#Comment_4058962
Assuming this is about the cancelled anti-gameplay updates. Despite all the fearmongering, there was many valid criticisms that i believed in and i also believe it's what the devs agreed with as well because i found they demonstrated that clearly in a community stream. I found their conclusion that it would make the game worse overall reasonable.
Fearmongering is not something i support or partake in, but it happens because people want their concerns to acknowledged and they don't have the capacity to do anything more.
So i do not believe that the players were at fault here. I actually think the blame still traces back to BHVR.
They should not have promised these anti-systems so far in advance because it felt like the solutions that were proposed and tested were rather basic, something that i imagine any designer could have come up with in weeks at most.
So players that see these issues as a large source of frustration had their expectations built up. I can understand the disappointment that they were scrapped but the solutions were radical and i think bhvr was right to cancel them. I just think they were foolish to promise it, in general the QOL initiative was too ambitious because they were practically expected themselves to do more things with basically the same amount of time. It was only until the awful release of TWD did they realise that they actually needed to slow down if they want to take QOL seriously.I get your point. And yes, BHVR did go overboard with the changes. But, I very much believe parts of these solutions were salvageable and good for the game, but the outcry caused the devs to shut everything down.
Nuance went out of the window, both in BHVR's and the community's case.
So, to answer, both us (the players) and BHVR can be blamed equally for how the changes (or lack thereof).
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@OrangeBear said:
I don't understand why you would make this point. Because what is anybody supposed to do with this information? The players can't change. The game can.
I disagree.
The players can, in fact, change. For example, we could, I don't know, stop vetoing EVERY. Single. Update. BHVR is trying to implement?
Half of the QOL stuff was removed because the community moaned and wanted nothing to do with it.
The game can change, and the devs CAN do changes, but they have to stop listening to all the overwhelmingly negative people. And I bet if they do that, then everyone starts crying that they aren't being listened to.
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@Dinadin said:
The toxic game mechanics attract such people. BHVR is totally at fault cause they just promotes those playstyles instead of getting rid of them to have a fun game for everyone.
They tried to do that, remember? Extreme hiding prevention, anti-tunnel, anti-slug, go next punishments?
Everyone exploded with toxicity and instead of nuanced adjustments, we got a few sledgehammers and ground up everything into a pulp.
They literally tried, and the community screamed no.
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@cogsturning said:
BHVR doesn't help as much as they should. True. But what can you even do with a decrepit cesspit that the DbD community is?
They could have a backbone? They're the ones in control. Just because you're players are a bunch of whiny babies doesn't mean you have to bend to them. Push things through and adjust accordingly. Stop listening to everyone who loudly proclaims they'll quit over every little thing even though they won't. Because for everyone of these, there's 10 more quitting silently because they've had actually enough.
True.
Old BHVR made some really questionable decisions, but they at least commited to them. Mostly.
Nowadays they just spew out random things and roll it back if enough complaints arise.
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@NeverSolus said:
I don't disagree with the sentiment here but this is quite literally a PvP game. 'I have to win' is not some rare disease that snuck in through the cracks, it was literally baked into the cake. The idea of us being the problem is very, very accurate however that's much like blaming a blueberry for being blue. BHVR built this into their cake - they cannot then act surprised, indeed no one can, when there's blueberries in their cake.
Yes it doesn't need to be quite as toxic, but all PVP games garner greater toxicity than their PvE cousins. Even Chess, in all its glorious balance and grounded traditions, is known for having a great deal of toxicity, anger, and poor sportsmanship in its tourney wings. DbD is not somehow exempt from that condition just because the fostered community is somehow less desirable to the dev as a result.
We can mitigate some toxicity, certainly, but approaching the DbD experience from the angle of 'it's just a game bro' is not productive. True, yes, but it's not productive. The overwhelming majority of sports fans, competitors in tourneys, and even uno games can inspire a level of infuriation in people that 'It's just a game' does nothing to balm the burn of. This is a PvP Game, and as a result the walk-in is an expectation is not 'I'm going to play to have a jolly good old time!' but instead is 'I'm going to play to win.'
That's the very premise of this genre of games. Acting surprised or attempting to convince people the game is not based on 'I'm playing to win' is, while very mature, not going to bare any fruit I think.You are right that it is a competitive game, or at least it can be.
But, due to how it's designed, you are not supposed to win every time, over and over again with a 100% kill/escape rate. Kill streaks are an anomaly, not the norm.
Some people swear they "cant win without running full meta and tunneling", but that raises a question: Maybe you are not supposed to be at that high of a level? I don't get why people strive to get to the top MMR, and then complain the game is sweaty.
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If you are talking about the gen speed increasing for every hook instead of every kill, you are correct. It should work based on how many are alive.
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Tunneling is not required to win.
It is the easiest and most optimal way, sure, but also the most braindead.
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@HoodedWildKard said:
Mechanically it'd help, but it would kind of ruin his vibe. Doesn't strike me as telekinetic. Maybe they should kind of basekit the trapper bag and give him all his traps at the start but still allow him to pick them up.
Maybe you could make it so you can remotely destroy traps (as killer ofc), and then recover them from lockers.
Dunno if it helps keep the vibe.
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I am still vexed about the flavor text getting removed for no good reason.
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I believe it is a bug.
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The main issue are the players themselves. The us VS them mentality and the toxic mindsets are what causes the game to remain in a stagnant state of 0 gameplay improvements, and the newbies leaving in masses.
Sadly, there is not much we can do with that.
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I think it's big enough. The reason why is that people can and will go to second stage because they have been caged on the opposite side of the map.
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I feel like ever since 6.1.0, people progressively got more and more efficient and boring.
Everyone wants to win all their games. So, gone are the casual games, the silly builds, just hard meta on both sides.
It also does not help that the game is actively being balanced around this. Every update just assumes that everyone is playing full meta.
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@Spirit_IsTheBest said:
https://us.v-cdn.net/6030815/uploads/3PDR0ZVJ4OBF/image.png
It's a perk I never see run at all. I've been using it the past couple of games on Krasue and I've realized many body block against her, and it gave me so much value, its effect is quite mean, 80 seconds of no healing after body blocking/ taking a protection hit is quite good and it gets the job done.
My question is why do not so many people use it because I think it's great.
It's mainly because so few people actually bodyblock. (Outside of Krasue)
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Counterpoint: 3-gens are very common, and with even a bit of speed and coordination you can completely halt all progress.
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I said it here once and it still applies imo: There is no tangible reason to have Worldbreaker potentially running for 4 minutes, with how simple it is to get (1 or 2 hits and boom).
Yes I know clocks exist, but even if the whole team uses them, you still have 70 seconds of Worldbreaker guaranteed, with it stopping while carrying too.
Plus, both the clocks, and the set second phase have addons centered on them (quite strong too).
If BHVR thinks a nerf is warranted, please just halve the timer, and halve the potency of clocks to counterbalance.
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@Alpha9455 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057739#Comment_4057739
How is it clear its in use? do killers wear funny star shaped sunglasses? the only way its clear its in use is if your actively trying to flash a killer and if your using a lower tier flashlight sometimes it takes awhile for that flashlight to even show its on his face, especially new players I cant tell you how many times ive seen new players just sit there trying to flash a killer until they die or until that flashlight runs out.
Lightborn is a survivor perk equivalent to killers not being able to break pallets, or kick generators, or have hex totems. It removes an entire aspect of the game that was put there for survivors to extend chases and save people from being hooked.
If a survivor comes in with a flashlight and say a perkset that is blastmine, flashbang, residual manifest, and champion of light for instance. That survivor just walked into the map with zero perks essentially if the killer is running lightborn. I wouldnt blame this person for just leaving the second the match started. This is the same reason distortion got nerfed to oblivion.
Im not saying the offering idea would be ideal but maybe middle ground because i personally think it should be thrown in the trash but if killers had to compete in there bloodweb for this and mori it would reduce how many moris they got and make them decide whether to potentially waste an offering or not.
It's quite easy to see the beam is not shrinking.
Also comparing Lightborn to restricting killers from kicking is very disproportional. You still can do saves, just not flashlight ones. Pallet saves, Head On, Last Stand, Sabo, ect.
I can see why it would be frustrating to bering a full build that does nothing because of one perk. Unfortunately, that is also part of this game, with a killer example: hexes. One map/Extrasensory Perception/Counterforce and the build is dust.
Yes, it's not 1:1, but it is closer than the aformentioned comparison to disabling kicks.
Also, most people bring Lightborn for full flashlight hobbies, which is rare, so realistically all this'd do is unlock a 5th perk slot for killers.
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It's boring, but also the most ineficient way for Pig to kill you.
The counterplay is to stall out as long as possible.
Try to bait her into starting a chase.
And your teammates should just genrush and leave you to fate, because helping only speeds it up.
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@MarbleThrone said:
Yeah, I too am hoping that these introductory flavour texts are not lost forever.
For those wondering what we're talking about, see for example Dark Devotion:
CURRENT VERSION:https://us.v-cdn.net/6030815/uploads/H9A7NJU05C7B/schermafbeelding-2026-02-19-212527.png
UPDATED VERSION:
https://us.v-cdn.net/6030815/uploads/EKA8NMND3352/schermafbeelding-2026-02-19-212551.png
Although the quote at the bottom is still there, the first paragraph is gone.
I think it would be good compromise to move that flavour text to the Extra Info window. This way, the perk description itself stays clean and to the point, but you can still find this little 'surprise' when viewing the additional info box.That'd be nice, at least.
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I find it funny that people STILL have an issue with Lightborn's existence.
It's very clear when it's in use, and considering that the slot could be occupied by, say, Eruption instead, I think it's fine.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057709#Comment_4057709
You're probably right. Usually random, seemingly unnecessary, changes happen and a short time later you realize why
Like Monitor, which was seemingly nerfed without reason, but itactually got nerfed in preparation for the new Furtive Chase, which was supposed to be reworked because it would overlap with Beast of Prey.
Only for everything to be rolled back and for Monitor to still remain crap.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057462#Comment_4057462
Yeah nothing changed on the play style as the killer or the counter play as a survivor.
They basically just made Main event harder to get and iron maiden for faster reloading.
But I geuss it's technically a buff since the made the number of shots hit to 6 from 8 to Injure
@Zenislev said:
Good how exactly? What did the trickster get that changes them in any meaningful way? Do you think people are actually going to pay attention to the style system at all beyond using it as a new main event gauge?
Keep in mind, we don't know everything yet. I would advise waiting for the full thing before judging.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057690#Comment_4057690
Some add ons alter the power with new abilities rather than adding or reducing values. Like Jenners last breath, or Bad Mans Last breath, or campbells last breath, even Kavanaghs. Unique effects that are worded weirdly, add status effects not basekit to the killer, similarly to the perk readability changes should recieve a modernized look for the sake of consistency and making all pre game resources easier to understand. Its nothing but help for all players, so there's no point in passing down the opportunity since they decided to do this with perks
In contrast to perks, some of which are quite convoluted and complex, even the most complex addons like Legion's BFFs (the purple necklace) or the aformentioned Nurse addons are pretty straightforward.
They explain themselves quite clearly imo.
And even if that was not the case, I highly doubt the change would be bigger than cutting down the word count and removing flavor texts for no reason.
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@ImWinston said:
- I imagine the "old-school" description text was also loved by Devs... they never would have done it otherwise. But now, after 10 years, and after about 300 perks, it's starting to feel too bloated with words and unnecessary reading. We're here on the forum, so I imagine we're (more or less) hardcore players... but imagine a new player having to read the descriptions of hundreds of perks; it must be truly overwhelming. I think it's a good change and one that new players will greatly appreciate.
That'd be solved with highlighting the flavor text in yellow, making it italic and telling the players: "Hey, the yellow part is not important, it's mainly decorative. The rest is important."
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I agree. The flavor text gave the perks uniqueness.
But I guess BHVr does not like that. Because it's one update to make everything generic after the other.
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Of course they delayed it.
Because broad generalizations for new players (who will get frustrated and leave anyway because the tutorial sucks and MMR sucks too) is WAY more important than a prestige rework or an update to the MMR.
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I'm confused.
Why would addons need simplifying? They already are very simple.
[Insert flavor text]
• Reduces/increases X by Y seconds.
You can't get simpler than that.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057571#Comment_4057571
Incorrect, it has always worked with bubba and billy and such, so classic BHVR "Don't worry we are just updating perk descriptions and not changing anything" but also "actually we are changing things"
Yes. BHVR shenanigans.
Because generalizing everything, only to walk back on it later, is their favorite thing.
Terror radiuses, movement speeds, now perk descriptions and effects....
At the very least they can't change a perk on a whim and claim it's a bug fix.
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I would even appreciate stuff like a small skin collection and the Firecracker spawing in the Bloodweb.
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I agree.
3 would be the middle route.
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Usually it happens because the survivors 3-gen themselves, or the killers start patrolling very carefully.
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They would be a bit difficult to add.
Bubba on the other hand....
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I would like Demo and Bubba, from both perspectives.
Artist would be a treat for me, but I know most people don't like to face her. Same with Hag.
And Unknown is a killer I would not play, but can see getting added.
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Medic is my favorite, but I usually end up doing cleanup - as a Scout.
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I don't find this suggestion to be unreasonable to ask.
Give the option to abandon after the gates are opened, but instead of ending the game, replace the killer with a bot.
The bot doesn't need to be good. It doesn't need to use the power. Just an M1 bot that gets the survivors out of the gates.