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SoGo

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  • The potential thing that happened is maybe, you just got bad luck.

    But also, the new killer is supposedly quite challenging to pick up, as he depends heavily on predictions, similarly to Nurse.

    Plus, there is a bug that spawns way more pallets than usual in the 1v4 mode.

  • @Callahan9116 said:

    Imna killer main, and this is controlled opposition by a survivor main to make us seem unreasonable

    Honestly I have no idea by this point.

    Sluzzy the second, perhaps?

  • If they, say are making a build video, they will likely exclude matches where they didn't get to use it.

  • Very low.

    As far as I'm aware, no banners/badges have ever returned.

  • I have just one eeny miny little issue with the Greenville Square map. In general and in 2v8 particularly.

    Could we finally get a gen moved from the middle cluster into the parking lot? The one that sits unused 90% of the time?

    I know it is unrelated, but I have no issue with the new maps, just Greenville.

  • @PetTheDoggo said:

    Basically every possible pallet spawn has a pallet now. So if you want to play, pick something that can ignore pallets…
    Just small example:

    https://us.v-cdn.net/6030815/uploads/QH0Q5U7JYM4P/pallets.png

    Oh my.

    This is not a good time for 1v4 indeed.

  • @MrsMaliciousX said:

    Can we stop with the charms, the banners and the other things? Some are cute, But what happened to community events where we got an outfit? Are we really not worth at least that much?

    Ive been playing for many years. Have thousands of hrs on the game..Can we just go back? lol

    Try to get the survivor/killer side to some what like each other again?

    I agree, honestly. With the 2v8 gamemode coming back and forth, they could at least expand the Blood and Bones collection.

    Y'know, the one with the odd masks and the white/red color scheme.

    Or some new lunar recolors with the lunar "event"

  • Yes, yes, this.

    I would even suggest this for the regular game.

    The parking lot is always empty, and it always feels like a waste of space.

    In general, Greenville has a problem with the gens forming a cluster in the middle and the theatre side ending up a zone where no one goes.

  • @MagixD said:

    Been seeing this around lately, both in game and on various social media sites.

    I would say out of 10 blights I face, I escape maybe like 8/10 of them. Majority of blights are bad/average, and I have tried him myself and you have to be super quick with bumping to the next spot correctly (while at a loop with a survivor) or else you become a m1 killer for 10 seconds.

    It is not possible to be bad at something that is "easy" by the way. You have to pick a side, either he is easy and anyone can play him well, or he requires alot of practice and is difficult.

    Oh I 100% agree he is NOT easy. Tried him myself, wanted to yeet the mouse at him through the screen afterwards.

    That said, him being hard is not exactly a ironclad excuse for him to have such a grip on game balance.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054890#Comment_4054890

    Spirit can turn sharp corners and indoor maps/highly dense areas dont really impact her power as much

    Henry can still hit over obstacles and through walls, but still struggles a little with LoS

    yeah idk either about Hag lol

    Ranged killers also struggle on indoor due to needing direct LoS

    We dont need more map dependant killers, we need less

    I will tell you why Hag is 4,4.

    It's due to how mobile she can be and because the devs want her to use her traps cleverly instead of dropping them in chase, for example.

    Not saying it is the 100% correct option, though I would prefer general buffs to her over a speed increase.

  • Ok, so the problem is the addon, not the perk.

  • @whirlwind931123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054450#Comment_4054450

    Genetic Limits is useless. It's one of the worst perks in the game. You aren't getting a hit within 8 seconds of injuring a survivor unless they're terrible, in which case they probably aren't running Dead Hard anyway.

    Dead Hard cannot be used while Exhausted.

    Snímka obrazovky 2026-02-08 102529.png

    See the part in the middle?

    "Survivors already suffering from Deep Wound cannot be protected by Endurance"

    You cannot outlast Deep Wound, only mend it. Which is even harder than walking off Exhausted.

    So, imo, the best way to counter DH, is through Deep Wound.

  • @BongoBoys said:

    Enough time has past it's time to discuss if the First is OP or not now what drived me to make this post was cause I've seen talk from creators like Otz and Hens saying he's not Op and actually exhaustion perks destroys the First and that exhaustion perks need to be nerfed.

    What do you think?

    He is very powerful. But, his power is relative to the skill of the user, I'd say.

    One thing that is undoubtebly overtuned, is the Worldbreaker duration. It simply is too long for the small amount of effort you put in.

  • @whirlwind931123 said:

    Dead Hard is still the best exhaustion perk with at least 60% of survivors running it in high MMR (based on my match history). I don't think Dead Hard needs a nerf, but I think there should be more perk options to counter it. The current anti-exhaustion perk options aren't good enough. Languid Touch is the best counter currently, but it's pretty much complete RNG with crows. We need a perk that specifically counters Dead Hard. I don't care if it's useless against every other exhaustion perk. In fact, it should be to balance it. Considering we already have Lightborne that hard counters Flashlights, a similar perk seems reasonable.

    You can try a mix of Genetic Limits and Languid Touch. It covers the bases nicely.

    But, the best way to counter DH is not Exhaustion, but Deep Wound. The issue is that it is completely power dependant, meaning you need Deathslinger, Legion, Houndmaster or Kaneki.

    Funnily enough, I did come up with a perk that actually fully counters DH some time ago:

    Punishment

    Whenever you injure a survivor with a Quick Attack, they also become Deep Wounded.

    You recover from Quick Attacks 40/30/20% slower.

  • @Emeal said:

    The Offerings system could be so fun, but its used for only bloodpoints and Map Offerings which drove people mad due to some map's imbalance. Its an untapped gold mine for content to bolster the game but its just more bloodpoints to gain more bloodpoints to get more bloodpoints to do what exactly? get more bloodpoints ofc.

    And with all these bloodpoints can I ask, where is the game at?

    True. There are so many offerings, but 90% of them amount to nothing.

  • @Emeal said:

    I saw this idea in the Survey and while I didnt vote for it because I always believed it would be a bad idea to split the playerbase. Like we see when 2v8 is on how the other queue is tanked.

    But not having Unranked/Ranked Quees have problems on its own too. An example of this being how split we all seemed to be on the tunneling/ slugging/ camping changes presented last year, changes that I myself as a dirty Killer main were fine with, I guess Im the exception.

    So why not try to make two game modes, One gets to play the game as is and the other gets to play the game as it was presented last year. Call it experimental mode.

    Then we can judge its true popularity from gameplay instead of just people saying what they want and dont like.

    Idd play it, I had a great time on that PTB back then. And everyone who dont want to play it can just not.

    That could be interesting.

    Though I assume that most survivors would flock to the version with antitunnel and most killers would do the opposite and use the version without it.

  • @ImWinston said:

    • Léry - Laboratorio - The Game - Midwich (but less so on Midwich)

    I've been on vacation for a few days, so I've had the chance to play more than usual. Has something changed in the map rotation? It's not possible to always play the same maps. Is there an "official" explanation? In a week, I think I've only played Ormond once (my favorite map) . I've also noticed this in recent YouTube videos; content creators simply post gameplay on these maps. If this is a decision expressly wanted by Devs... it's a bad decision, the game is getting boring

    The answer is simple.

    Several realms have boosted chances of appearing.

    This thing was supposed to be only a part of the anniversary, but I guess the devs decided to continue with it for whatever reason.

  • I think a ranked mode is a waste of time.

    Sweats will just stay in the casual mode, without restrictions and with many newbies to bully.

    So the only people who would use this mode are comp players, who also relegate themselves to customs anyway.

  • @Elan said:

    I'd personally would love to see infinite charges coming back but leave fog very tiny and aoe very small so the item purpose is to juke aura perks, at this point the item would have some specific purpose and identity while not be oppressive neither useless in chase.

    Isn't that basically just what old Distortion did?

  • Unfortunately, this perk idea would be utterly outclassed by perks like Alert.

    The risk is too big for that kind of reward.

    Plus, Taurie's Invocation does a very similar thing.

  • @Rotieh2000 said:

    That is a great point, if they were on demand, some of them would need a heavy rework so they don't overlap or become dead hard 2.0

    I think a potential way to make them less situational would be to make them work in reverse ways, especially the first 4. So instead of Power of Two activating by you healing someone and Collective Stealth activating by being healed, all altruistic heals activate them both.

  • The one good thing to come out of the Halloween license loss

  • At base, probably the best thing would be to remove the buffer for removing weakened, and maybe decreasing the UVX cooldown by a second.

    Add-on wise, give him a full addon pass, 9 of his addons are status effect ones, and some of the others are bad too.

  • Edit 2:

    Updated the discussion to also include some buffs to the nerfed version of Fog Vials and to also make the separate rarities more unique.

  • @NotJared said:

    In today's patch notes, Worldbreaker is now paused during phase 2 during pickups.

    I understand that this may be the original design intent, but considering that one of the most-cited complaints about The First is that Worldbreaker lasts too long, I'm not confident this change was necessary?

    Worldbreaker is almost constantly active, which makes the clocks feel like a futile busywork mechanic from the Survivor side.

    Especially considering that there's already a pretty sizeable chunk of guaranteed Worldbreaker time that the Survivors cannot reduce with the clocks, extending this duration even further feels unnecessary.

    Unless it's going to be shortened in duration in a future balance patch, which in that case it would make sense.

    Does anyone have any thoughts on this, in any way?

    I think Worldbreaker duration should be halved. It never should have been this long.

    Of course people will be overwhelmed if they are hit with a 70-80 second game of floor is exploding.

    In addition, the potency of clocks should be halved in tandem, so the end result would be this:

    90 second Phase 1, can be reduced down to 20-10 seconds by clocks.

    30 second Phase 2, stops while carrying survivors.

  • So now it's 17 second gens?

    Wow, the goalposts sure are moving fast. It was 30 seconds at first, then suddenly 20, and now 17?

    Lemme guess, you need an entire team's loadouts dedicated to this one thing.

  • Arguably, the example you used would work even WITHOUT Deliverance. The DS or Plot Twist/Unbreakable choice works regardless of how you got unhooked.

    So, no, nerfing Deliverance in this way would have 0 impact.

  • The TWD "map" should be revisisted, made into a full indoor map, and moved to the Léry's Realm.

    Issues with assembilng a full building based off of the series? No problem, replace the office and treatment room of Léry's with landmarks from the show, maybe add some additional ones, and you have a map.

  • The issue that is plaguing you is this: weighted maps.

    For some.... inexplicable reason, certain realms are boosted, which imo should not be a thing outside of events.

    Butmap offerings need some help, I agree with that.

  • @Aven_Fallen said:

    Its funny how the same people who were flooding the Forums when the Devs tried to implement Anti-Tunneling are now complaining that Survivors complain about a new Killer.

    That there is a lot of Feedback on Vecna is understandable. He is the new addition and probably the Killer people play against the most. But people also say that Nurse and Blight should be nerfed. But the thing is that saying that a newly released Killer needs some changes will more likely lead to anything than saying that Nurse or Blight need changes, since they are in the game for years, deserve Nerfs for years and yet only got very small changes over time.

    And to be honest, Vecna can have some downsides, his power-spamming is a bit too much. Especially when you consider that he only needs 2 Hits to activate his Worldbreaker-ability. So quickly to activate ability paired with almost no cooldown is not really the way to go IMO.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051902#Comment_4051902

    M1-Killers are just a strawman. The people who say that M1-Killers are dead when change X will happen are not playing those Killers anyway and will continue to not play them if they got their will with their Strawman.

    At least 50% of the DbD playerbase consists of people who will throw their toys in the sandbox the moment something goes against them.

  • @GhostsCore said:

    Aka the nerf Vecna posts. Do survivors seriously even like this game anymore?

    It's the same cycle: New killer comes out, new killer is fun and unique.

    Survivors: Wah! It isn't the same 3 killers I've faced for the past 5 years! Nerf it!

    If you make the cooldown longer you'll encourage more zoning/only attacking when it's guaranteed. Which is exactly what you hate about those powers. And if you give no compensation you'll get another Krause.

    Why don't we try and learn the counterplay first, instead of immediately crying because the killer isn't Blight? The killers very vulnerable to LoS breaks and shift W.

    But no, survivors are going to cry and get it nerfed into being one of the least played killers like Krause. And then we're going to wonder why the killer roster isn't very diverse and why you only see the same top 5 killers in the game...

    Ok, good point. However....

    You cannot tell me with full seriousness that Worldbreaker lasting up to 4 minutes is completely fine, with 60 seconds guaranteed to go by no matter how many people do clocks, and the entire thing being possible to activate within 10 seconds of a chase.

    Outside of that, I think Vecna is fine.

  • That could be interesting, except it would create a storm of problems, as you touched on in the post.

    Power of Two and particularly Throwdown would be incredibly annoying this way (speed boosts and Endurance on a button press), Collective Stealth and Toughen Up would overlap, and the two new Teamwork perks actually work well, so they would not need this.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052346#Comment_4052346

    Boons should recieve buffs, both across the board and specifcally to the weaker ones (Illumination, Dark Theory)

    That's the part that I don't think is going to work.

    If you make these perks default to one-and-done, then the power of these perks needs to be really high to compensate. Historically, high investment, high reward perks just don't sit well with the community.

    Well, all perks with a degree of power don't sit well with the community, so….. I think they would get over it. Eventually.

    As for the reward having to be really high, we could get a perk that would allow a totem to be rebuilt, if the risk/reward scale is too wonky.

  • Now, I agree that Shattered Hope should be basekit, BUT:

    • No basekit aura reading
    • Rework the perk entirely
    • Boons should recieve buffs, both across the board and specifcally to the weaker ones (Illumination, Dark Theory)

    I actually created a post some time ago about this very topic. Here.

    Snímka obrazovky 2026-02-02 184039.png
  • So, about Worldbreaker…

    The mode lasts 4 minutes, if not tempered by clocks. One fourth of it (60 seconds) will always go by and cannot be shortened. The clocks reduce the remaining 3/4 significantly, down to 10 - 20 seconds.

    But… doesn't that seem incredibly unfair? Oni's Blood Fury lasts 45 seconds or so, Plague's Corrupt Purge, Myers's Tier 3 and Dredge's Nightfall all last for a minute. All of them require a bit more effort than Worldbreaker. Or a ton, in some cases.

    My suggestion, halve both the timer and the clock effectiveness.

  • @Rickprado said:

    Hi, hope everyone is doing fine!

    I was watching a video discussing how many killers could have basekit addons and it came to my mind on how so many characters on the killer roster are still dependent on addons and how some of them are weak as hell.

    Would really "break" the game if Trapper could start all of his trap, Ghostface had more 6 addons as basekit, Pig had her dash addons basekit and so on? I've been playing Dracula (and some Ghoul eventually) recently and the difference between him an other lower killers is night and day. Even against toolboxes and BNPs i feel i have a chance when the Dark Lord is my choice, different from other who i really like as Legion or Wraith.

    I know SoloQ has some issues but buffing weaker killers would really ""break"" DBD?

    Below a tierlist from a Brazilian content creator i really like, to foster discussion:

    (EDIT: This tierlist was made during the Stranger Things Vecna PTB)

    https://us.v-cdn.net/6030815/uploads/UB78Q68HLY73/image.png

    Thanks for the attention!!

    It probably wouldn't break the game per se, but there are limits on how and in what capacity certain killers can be buffed. The best example of this is Clown. Due to his Antidote buffs, he became unbearable for a while.

    Same results can be expected if we just go ham and buff every aspect of some killers.

    Not saying Trapper should stay D Tier, but we should put some thought into the buffs.

  • I agree.

    Without clock interference, Worldbreaker lasts for 4 minutes, with 60 seconds being guaranteed to go by uninterupted.

    That is way too much. Sure, clocks reduce the timer significantly, but still.

  • I personally liked all 3 killer designs and like all 4 survivor designs except for the young girl.

    And even then, I simply dislike that they gave such an obvious cashgrab character as an option, when it doesn't really fit with how the lore of the survivor is shaping up.

  • @Philscooper said:

    Aaaand its from a liecense perk.

    Yup, wont get killswitched, thanks bhvr.

    Last Stand was a paid perk and it got killswitched. Same for Mindbreaker.

  • I actually feel like the amount of killer addons is perfect, BHVR just likes putting in incremental, small buffs as the addons.

    Take Springtrap, Krasue or Houndmaster as an example. Plauge if you want an older example. Their addon sets are diverse, give them multiple different playstyle options and spice up their kits.

    On the other hand, there is Demogorgon, Deathslinger, Hag, all killers with several addons that are copies of eachother, (which is not a bad thing if there are only 2 addons that buff the same stat) and Twins, a killer with only 4-5 usable ones.

    Addon passes are needed, but primarily, they should focus on variety and new playstyle options. They should not be reductions.

    If we want to cut out the fluff, target offerings instead.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050502#Comment_4050502

    This sounds nice and I like this idea more, but it risks not having enough totems.

    Combine this perk with haunted and 2 more hex totems and you need 6 totems. The perk would maybe need to spawn extra totem (a nice feature even if you don't use any more hex totems + good synergy with pentimento) instead of changing one to hex.

    Yet I think the perk is still incomplete - the perk is a little obvious while there's basically no threat to not cleansing it. Maybe it could override distant TR even if killer is really close? Making it fake oblivious

    Well, the distant TR would be spread from both Dull and Hex totems.

    As for there not being enough totems... you are correct. Plaything also has this problem.

  • I agree. It needs a full rework imo. We have a perk that puts your TR on a gen: Unforseen. No need for a second one.

    So here is my idea:

    Hex: Overture of Doom

    A hex that feeds on the anxiety of survivors, inciting endless paranoia.

    Two random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius at all times.

    All effects deativate when the second Totem is cleansed.

  • @UnicornMedal said:

    Reminder that the last time we had an original male Survivor was June 2023. Orela was 2025 and Taurie and Sable were 2024.

    True.

    Honestly, I wouldn't be against a male survivor, maybe someone established in the lore?

    Like Julian (Mikaela's lore, taken by the Entity in the lore) or Jordan (Haddie's brother, who honestly could have been taken alongside Taurie), or even Renjiro (Oni's father, who is getting an odd focus in the tomes)

  • I really want the old lady to win.

  • Please give us the old lady.

    It infuriates me that the blue haired girl is even an option.

  • They should be in the store now.

  • @PetTheDoggo said:

    Only change I would like to see is to make clock more relevant. Right now it kinda seems as waste of time to be honest.

    Otherwise I really enjoyed playing against him today.

    btw if you have problem playing against him, try Overcome. I have tried it and played against it, he can as well drop the chase after the injury unless he has underworld power.

    I think that you hit the nail on the head.

    Sure, his vines can feel spammy, but they are only as good as the player.

    The logic behind how fast Worldbreaker triggers makes sense since a lot of skill is involved.

    What does not make sense is how long it lasts. Plus the clocks don't even affect the full timer.

  • I have an idea on how BHVR can fix this very easily:

    The Match Details menu simply becomes part of the Esc Menu.

    You click Esc, and then the option to see Match Details by pressing Tab appears.

    Easy, problem solved.

  • So many characters would benefit from custom rigs…

  • Most of her outfits are a travesty.

    Her rift one, the Noir one and the Overgrowth rift one are the only ones that look good.

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