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  • This is not a bad idea, obsession perks are not the best and this would make them better like maybe if you are using play with your food and barque and chille then you can know where's the obsession to get the stacks and it would make sense as it's literally your obsession.

  • The game counts it as a bodyblock when boths survivors are in chase and one is getting hit (I am pretty sure that how it works), the key part is both are in chase so that's why it didn't work for you.

  • So when Lightborn removes flashlight saves, what am I actually supposed to do to save my teammates?.

    Have you tried not saving your teammates and do gens, getting a flashlight safe is really annoying and unfun for the killer like tunneling/slugging is for you probably, you can still safe using pallets. Like why killers aren't allowed to disable the insanely annoying mechanic which is not very important like perks and you still can replace it by opening a chest.

    Survivors do not have a perk that can completely disable one of the killer's core mechanics for the entire trial.

    You can remove scratch marks with survivor perks so they can remove core killer mechanic (a very important one which is more important than an item that can be replaced).

    Also vigil makes negative effects basically useless, like a lot of perks, add-ons (I think every killer has an add-on that gives an effect) and essential powers are countered by vigil, like on Freddy applying hindered will lose distance and it's hard to know if the survivor has vigil or on clown or even Skull merchant.

  • @Galafure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072906#Comment_4072906

    Ultimately, I play killer TO HAVE FUN. It is a video game, designed to be played and have fun. In this game, it is commonly understood that the killer is in COMPLETE control of how the game goes. Especially, its level of fun. And since my ego will never go down due to losing in a video game and my family is still safe and secure whether I win or lose. I feel no need to treat other people on the same game that they are playing like trash because my world and ego, being competitive is all ego, do not demand that I sweat through my matches. I run deathslinger with no addons and no perks and can 4k if I want. This game is BORINGLY EASY on killer. I do run into survivors WAY better than me. And they win. Guess what life kept going. It was fine. I didn't have to tunnel or slug or go back to hook. I patrol gens and still can 4k. The killer side argument about challenge is massively overexaggerated. The simple fact is that if you have to employ CHEAP "Strategies" to 4k then very simply put, YOU need to get better. At the end of it all, it's a video game that I really like and want others to enjoy as well. So that's what I do since as killer since I am completely in control.

    Can you pls show your killer stats?, like KR and amount of time played.

    In high MMR on a killer below A tier, tunneling is necessary to have even a chance in winning and a perk that actually makes it basically impossible to tunnel is shoulder the burden, like gen rushing and pallet density update really made it really hard for killers and it's not an easy as you say it is.

    This game is BORINGLY EASY on killer

    If it's so "BORINGLY" easy, why do you play killer?, you have said for fun but it's not fun when it's so boring for you.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108573#Comment_4108573

    we'll see about that. we don't know any of the perks being changed, how they're being changed, or what about diminishing returns is changing (if anything)

    Bhvr has said that half of the perk changes are for perks that have been affected by diminishing returns and other half of the perks are the outdated general perks that need an overhaul.

    We know they are gonna buff perks like batteries included and that haste boon.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471210/i-ve-truly-seen-it-all

    Some people will be salty about losing no matter what. Just ignore and move on.

    Too many are salty and that's the problem

  • @SnuglyPortia said:

    OBJECTIVELY speaking? Diminishing Returns is a good change. It allows for niche perks to be buffed without creating problematic combos, so instead of those niche perks only being useful in problematic combo builds, they're universally useful at all times.

    AS THEY ARE CURRENTLY? Awful system that singlehandedly killed all niche builds. Pretty much the only two things Diminishing Returns changed were egregious Haste stacking builds on survivor (which you'd see maybe once every 200 matches) and insane healing speed builds (which already suffered from "Diminishing Returns" of sorts due to how math affects stacking numbers, basically.)

    Dark Theory / Made For This turning into 1.5% Haste if a survivor has ANY OTHER form of Haste on them (ranging from basekit BT to an Exhaustion perk to another Haste perk) is just sad.

    Currently diminishing returns was a bad change but after the 45 perks getting changes in the future patch, diminishing returns might be actually good.

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108538#Comment_4108538

    It is impossible like dozens tried but none of these succeeded. The most recent try already lost 3/4 playerbase. And I dont think the Myers game has any odds either. It is simple nobody can compete with licenses and the horror niche is small, most wouldn't switch after years investment into ecosystem. Further than that as history proves the odds are extremely low so most very cautious jumping ship

    I do also believe that Myers game doesn't have the odds but I feel like there's going to be an assym from some indie game company which can compete with dbd, in 5 years probably my guess. Not a horror assym that has 1v4 probably can succeed.

  • They are balanced if they are small (on Ormond there's a good double pallet), the killer can play around it and survivors can with 2 pallets but if they are big (on eyrie of crows there was a double pallet added recently (with those square things, not the double pallet with rocks) which is quite big and they added it after saying they are not going to change pallets density in any way) so this is too strong.

  • So are you asking to reduce the amount of pallets (filler pallets) or make the filler pallets stronger?

  • It will probably die when a good assym competitor comes out and will probably get a sequel in my opinion at that point, to get rid of 500 perks it would have (personally I want a new features maybe something like perk combo where if you bring 2 perks that give some strong bonus).

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108333#Comment_4108333

    Yeah I've heard the narrative. Survivors have perks therefore killers circumvent all of the intended gameplay flow because, again, the game continues to allow them to do so. If every halfway useful perk in the game is a problem than you have a problem with the entire game. Survivors are weaker than killers. They do need to have something useful in their arsenal. Survivors could be perkless and killers will then ask for them to be 3.8 or something. It never ends.

    I'm not sure why we need global incentives just for playing the game as normal. Must people already do that. I don't need a cookie just for doing the thing I'm supposed to do.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108366#Comment_4108366

    If you're loading in intending to slug you probably aren't running hooking perks so not sure what that matters. I didn't say "killers are just mean". I'm saying any cheese this game allows will continue to happen unless it becomes unviable.

    I do have the issue with the game as they refuse to nerf the broken stuff while continuing hand holding the survivors with stuff like pallets density. I agree that survivors are weaker than the killer and that they need the perks but not when they are overpowered and plays the game for them and rewards stuff like losing or ratting.

    I'm not sure why we need global incentives just for playing the game as normal. *Most people already do that.

    Killers objective is to kill, slugging/tunneling is killing so it is playing the game normally (i don't mind strong perks if survivors stop complaining about tunneling/slugging as those strategies are needed to have a chance against all of this and a bunch of pallets on a killer below A tier, A/S tier killers are the only ones that are to play without those strategies), you can say that killers have a 60% kill rate that proves the game is killer sided but the kill rate is only 60% (the kill rate bhvr wants) because of tunneling and slugging (if you check on nightlight the kill rates, majority of them are below 50% or just above 50% when those strategies are still in use by the majority even on A tier killers). The point of hook incentives is to make the game more fun with stuff like 3 dashes on wesker (you can't tell me this is not fun in 2v8) and reduce the amount of the annoying strategies but not making them punishing as they are required most of the time against stuff like gen rushing or bully squad (tunneling is literally rushing the objective like gen rushing so both are doing the objective but it doesn't change the fact that both are extremely strong).

    I don't need a cookie just for doing the thing I'm supposed to do.

    Survivors are getting a cookie for doing what they are not supposed to do (getting hooked, they need to try survive and waste as much time as possible, using the perks like DS and dh is really not that hard and some more just free value) so this statement just doesn't make sense, deli is different but the issues with it are in end game basically which were not addressed and it's really easy to use.

  • We do it because of the meta survivor perks which are very annoying to face like dh, ds, deliverance, shoulder the burden and more as well as getting pressure against the op gen rushing builds (like don't tell me tunneling/slugging is unfun when using those perks), 4 meta killer perks are not even close to 16 survivor meta perks.

    I personally want hook incentives for not tunneling/slugging like maybe wesker getting 3 dashes for a minute after hooking a unique survivor or picking up a survivor in 20 seconds after downing them and you can't get this bonus anymore if you hook a survivor twice in row or kill before 6 hooks.

  • People in high MMR solo q will 100% use this feature and probably will be nearly as strong as swf

  • Predator, probably when the next movie comes out as xeno is in the game and he is likely to be added to 2v8 next iteration which is next month and there's also that skin for xeno so the license holders do have a good relationship.

    Predator didn't came out to dbd with badlands because of stranger things and it was their last season.

  • I would like to say deathslinger and pyramid head also need one of their iri add-ons as well (iri coin for deathslinger and the pallet break for pyramid head).

  • She is a weak killer and power creeped a lot so this change wouldn't be bad in any way but she probably needs more buffs.

  • @FerrousFacade said:

    Please send all the windows of opportunity users to me. It's a perk that doesn't increase gen speeds, doesn't give endurance, doesn't give haste, doesn't cause a stun or blind, and doesn't actually make the survivor any better in chase. It is a good perk for learning map layouts and knowing with certainty whether or not a teammate used a resource.

    Like as a killer main by just using windows of opportunity when I barely play survivor I can loop the killer for multiple gens, you might say low mmr but I am equally as bad and they do know the basics well of the killer power they are using, WoO is basically just an auto looping mode and five moves ahead is technically better at teaching but it's not as much because it can go on cooldown while WoO doesn't.

    in Crutch Comment by SpyUA
  • @Guardian116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107577#Comment_4107577

    Exactly and thats what tunneling and slugging is doing you just proved my point.

    HOW exactly did I prove your point, your point is that tunneling is griefing, I have explained how it's not griefing and slugging can be done to grief but it's just an effective strategy most of the time and survivors get abandoning feature against slugging.

  • I would want kaneki in 2v8 but survivors just hate this guy (for a dumb reason imo), bhvr have said how they decide which killers to add to 2v8 and it's those ones with good pick rate, not hated by both sides, easy to implement power that doesn't have bad interactions with other powers (like against dredge lockers can be closed but how does that work with Huntress as she needs to open those locker) and if licence allows to implement that killer in 2v8 like maybe they don't want their killer be with another killer, I think that's all of them and kaneki doesn't fit the part where both sides don't hate him, he is loved by majority of killer players but hated by survivor players, it would be a similar situation with legion probably.

  • @Hoopme said:

    Fr though 4 Zombies is simply to many 2 was to little 3 is the balanced option we need

    4 zombies is not too many

  • I recommend The binding of Isaac: Repentance (you need to get the binding of Isaac rebirth then buy the all of the dls), slay the spire 2, any Lego game is peak and terraria maybe.

    Also if you haven't played Deltarune, it's a good game

    Try some of those games and refund them if you don't like them.

  • @Balrog said:

    We hear you; mew classes can add for new and fresh ways to enjoy 2v8. I love reading class ideas, so if you have any, please post them!

    Savager

    • Injuring a survivor with a basic attack grants 7% haste for 10 seconds (like rapid brutality but stronger, number can be tweaked) but you can't see your teammates aura the whole match.
    • Hooking a survivor will reveal aura of the furthest survivor with least amount of hook stages for 5 seconds only for your teammate qnd make that survivor exposed for 40 seconds. Cooldown 60 seconds.
    • Reveals aura for 5 seconds of any survivor using a tonic.

    Swift

    • Being in 16 meters radius of a completed generator grants 5% and lingers for 5 seconds (basically batteries included)
    • Whenever a generator is completed all survivors who's aura is revealed gain 10% hindered for 20 seconds (might be too strong so numbers should be lower).
    • Survivors using an item within 16 meter radius reveal their aura for 5 seconds.

    Two of my ideas.

  • @Xendritch said:

    I don't really buy the "hooking is dead" arguments I've been seeing lately. Weaker than slugging sure but I think both options are still completely viable.

    1. While survivors get a lot of their strongest perks from hooking so do killers. Pain Res, Turn Back the Clock, Pop, Friends till the End, DMS are all perceived to be some of the strongest killer perks in the game and all of them rely on hooking.

    2. It's perceived to be not time efficient as time spent hooking is time spent where 3 other survivors can work on gens uninterrupted. But this logic has a couple problems.

    • Many survivors do nothing but follow killers around with flashlights.
    • It's only considering the time during the hooking process not after when you have a single survivor on hook, one have to go save and another you can chase so only one survivor can be on a gen so it evens out after. Now you can argue slugging gets similar results but consider you as killer get to decide where the survivor gets hooked and where survivors have to go to save (hint hint hook people in dead zones when possible) where as slugs can crawl wherever and you don't know where anybody is after the initial slugging.

    3. Basement is a thing. I swear people have forgotten how strong basement is, stronger for some killers than others but it's never a weak option and you're pretty much guaranteed a couple of hook trades if you do it right.

    4. Slugging only seems stronger because survivors expect hooking. If survivors actually expected slugging and brought WGLF, Unbreakable, Exponential, Conviction, Plot Twist, Made for This, For the People, Buckle Up or any of the other perks that makes slugging worse slugging would all of a sudden seem a lot weaker than hooking.

    5. Most killers don't slug and do perfectly fine, we would be seeing far lower kill rates globally if hooking was actually "dead" or "unviable".

    If we're being so for real this debate has been created by CCs playing at the top 5% of MMR because slugging made their kill rate go from 90% to 95%. It's incredibly goofy and if you tried to make this argument in any other competitive community for a game you'd get laughed out of the room while they went back to discussing if something with a 54% win rate was broken or not.

    1. Survivor strongest perks are rewarding losing while killers to get value needs to down the survivor and hook them with all of the time spent with lots of risks (like exhaustion perks wasting time or survivors getting safes which wastes a lot of time as well) and killer perks like DMS can be countered easily, also friends till the end is far from being strong and survivors get 16 strong perks compared to 4, a killer perk is not 4 times stronger than a survivor perk, often equal or weaker.
    2. Hex Third Seal is often used in slugging builds and makes it really hard to track the slugged survivor so they struggle to pick themselves up and it's different for hooking and if survivors follow the killer with flashlights then the killer is forced to slug as there's high risk of survivors getting a safe which will waste lots of time.
    3. Basement is not everywhere and it's hard to get to it majority of the time.
    4. Killers hook much more than slug and it's much easier against anti-slugging perks than perks like dh.
    5. Killers do fine when hooking because they tunnel or in low MMR so that explains this.

    Tunneling is the only thing that makes hooking still appealing but anti-tunneling perks are the strongest ones and most annoying to deal with so that's why killers slug.

  • @Arcturus said:

    I'm unsure what you mean. Black Banquet although on the surface was survivor sided, was statistically killer sided, as with the right killer (and these were pretty much every single game) you could either instantly one shot survivors with poison (Bubba) or counter entire survivor event abilities (Iri Button Legion and Plague). The killers who used poison a lot knew that it was incredibly powerful in chase. Killers came out on top in Black Banquet, it was more so an issue that Survivor got a lot of interesting stuff whereas Killer just got a boring fart bottle.

    Lights Out and 2v8 are similar in that Survivors needed something to encourage them to actually play. Lights Out it was more an issue of game balance, where the mode was so killer sided that it made it more difficult to enjoy (although I feel like they definitely could have toned down the buffs). The main attraction of 2v8 is being able to play killer with a teammate, but that doesn't exactly give survivors a reason to play. Chaos Shuffle personally I wouldn't mind meme addons being removed, but I also understand that it's supposed to be a pure chaos mode.

    Putting all that aside though, what buffs have survivors gotten recently in 1v4? This is being said when, in the PTB right now, there was a huge nerf for Sprint Burst and Vigil, along with a nerf to Deli (although that one feels more temporary).

    Pallet density update (bhvr said they will not change it anymore for now a few months ago but they still decide to add more pallets to different maps every patch) and the basekit BT giving 15 seconds (will give elusive for 10 seconds instead of additional 5 seconds of endurance which is technically a buff).

  • It is cuz literally NOTHING got added to 2v8 this time and I am pretty sure there was nothing last iteration which was after the iteration with Chucky and that new class for survivors.

    Next 2v8 is in a month and they must add something to it and it's likely to be xeno.

  • @Guardian116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107446#Comment_4107446

    By definition of griefing it is. Its not a banable offense but what other options are there to report it to try and get it fixed. 2 years ago it was fin, but now there are so many bad killers exploiting it you see it 99% of the time.

    By definition of griefing it's not, griefing is trying to make other players experience miserable basically, tunneling and camping is done to win or to secure a kill (slugging is done to grief sometimes), if you hate those strategies so much use the various effective perks bhvr has given to survivors to counter those strategies (using shoulder the burden in swf with ds literally makes tunneling impossible).

    Also I would argue tunneling is the opposite of griefing as you give the opportunity for the tunneled survivors to chase the whole game which is definitely more fun than doing a gen whole game and makes that survivor better at looping, if a survivor dies at 5 gens then it's definitely a skill issue cuz its not that hard to survive for >90 seconds, it's 70 seconds for a hook stage so ideally the survivor gets unhooked after 40 seconds for both hook stages.

    And tunneling at 5 gens is not exactly 5 gens as different gens still have progress which could be like 2.5 gens in total.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107561#Comment_4107561

    With new killer being introduced in 2 weeks - yes, you will have longer queue times.

    Especially when surviviors are playing less than they used to before. (killer queue times prove that)

    It's not that survivors are playing less but just more new killer players and ig some survivors started playing killer side, Jason is the reason for this.

  • The 2 killers will be able to block the 2 exists so that's why 3 exists is needed, but game mode is quite survivor sided in other aspects like gen speed

    in 2v8 Comment by SpyUA
  • @CodeInThePit said:

    A small idea to turn the Animatronic's perk "Haywire" into a real "Oh oh..." moment!

    As a Survivor main, I honestly think the endgame needs a bit more thrill. Right now, experienced Survivors completely ruin a Killer's endgame build by using the 99% gate trick, leaving perks like Blood Warden totally useless.
    I had an idea for a rework that would not only fix this issue but also create a perfect synergy with Blood Warden, since Haywire is currently completely useless and serves no real purpose in the game, this change would finally make it viable:

    "Your presence corrupts the arena's power grid, turning the Survivors' tactical patience into a fatal trap.
    Once the Exit Gates are powered, the control panels suffer from severe electrical instability:"

    - Forced Activation: When a Survivor interacts with an Exit Gate switch and the opening progress reaches 90%, the lever locks into place.
    - The Exit Gate will automatically force itself open to 100%, instantly triggering the Endgame Collapse.
    - Survivors cannot stop interacting with the switch once this threshold is breached.

    "It’s not the doors keeping you in. It’s the system shutting you down."

    A unique and iconic character like Springtrap deserves impactful gameplay mechanics, but a perk like Haywire currently offers zero value during a match. This would create a great "Oh crap!" moment on the exit gate and offer perfect synergy with Blood Warden.

    I like this idea but I heard a better idea to buff this useless perk, so keeping the current effect BUT after the gates are opened they get stuck for 10 seconds (5 if it's too strong, needs testing but with 10 it would be able to rival other endgame perks), this will fit the haywire name and do what is supposed to do well.

  • @Pig_Is_Pog said:

    for those who dont know, jason gets a 4.5454% haste buff for a full TWENTY FIVE seconds coming out of jumpscare… yes… 25 seconds…

    4.5454% of 4.6m/s is 4.8m/s. Jason is already a power crept huntress being a 4.6 ranged with no slowdown on reload but 4.8m/s as base kit? are we serious now? jason does NOT need to be 4.8 like at all even for a second. 25 is ridiculous.

    EDIT: just gonna mention his power cooldown is 12s so he can easily be 4.8 all game

    That's not how the haste works

  • I enjoy playing pyramid head and I feel it's a nice feature to have to make him feel unique, you can still play well with this and it's more fun imo, I assume you haven't played him much so if you will play him more then you will get used to this and you might enjoy this.

  • @Aven_Fallen said:

    I mean, since Artist is already a very strong Killer, you would want some Nerfs to compensate for her Buffs? Because it is not like she has any trouble with downing Survivors with her Power, if the Artist-player is any good.

    Buffing her in those aspects might make her a bit too much.

    That crows are removed when you go into a locker is absolute bs, she is only B tier (so not very strong as you say she is), this feature makes her less appealing for players to learn how to play her (very low pick rate) and she has a high skill floor to not have trouble downing the survivors (even that doesn't really help in high MMR) so she does need a buff, many killers have better chase power than her (take less time to down the survivor and much easier to use) and some of them also have mobility unlike her so her getting a small buff shouldn't be an issue, she is not going to go up to A tier after this.

  • Batteries included and Rapid brutality, both got affected by diminishing returns so buffs for them would be nice.

  • I would love a Chucky buff, the wolf form on Dracula is basically as small as Chucky while doesn't give survivors any indication where he is, gets basically 5% haste orbs which also recharge the ability (which is arguably stronger) and 4.6 when it's only 1/3 of the Dracula's kit, Chucky is just power creeped by Dracula and Myers and needs some good buffs, maybe even a rework.

    He is kind of a forgotten killer.

  • Could be an original BUT there are people who have arachnophobia and it would be probably as big of an issue as with plague or doctor so I feel like having a spider chapter is not really a good thing and isn't that big of a deal like there are still lots of cool possible concepts which won't problems like this one.

  • Hay wire is useless because of the singularity, why not make it so it also makes the gates not open of 10 seconds (or 5, should be 10 to compete with other end game perks imo, maybe even 20 but that stretching it too far ig) after they are opened like they are lagging that would make sense and punish 99ing the gate and actually be useful endgame perk and no work extremely well on some killers specifically

  • @ChaosWam said:

    There's no one reason for it.
    Some do it because it's a logical way to secure a win.
    Some do it to get salt from survivors
    Some survivors even throw insults in endgame chat for NOT doing it and losing, I've had that happen a few times.
    Heck, some do it because of nerfs to their killer, so they feel like it evens the odds.
    And some simply do it because the gens fly too fast on certain maps/setups as well as pallet density.

    You can easily say 'Well I play killer and don't need to', I personally don't rely on slugging unless all the survivors are flocking me while injured trying to get a flashy save, but I find half the time it's nothing personal when I play survivor and the killer does it. You also have to take into account what killer is doing it, how easy it is for them to do it, and if lower tier killers rely on it for snowballing. It's just how it goes sometimes.

    This forum talks about slugging for the 4k when the killer already has the 3k secured, not slugging in general.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104772#Comment_4104772

    Some people stay there until you injure them to give you points. It's not always malicious, believe it or not.

    But is "survivors waste my time tbagging so I'll waste their time slugging" supposed to be an excuse for slugging for the 4k?

    And they t-bag while giving the blood points 😭, sure ig

    The second bit is not what I said and you kinda showing double standards that one side should never waste survivors precious time while they are wasting it by not leaving in a different match (when the whole team is safe and there's no need stay), I personally slug for the 4k when survivors were toxic or it's a bully squad or when I know roughly the last survivors position as I saw them there or something like that and sometimes I know exactly where it is like I had slugged someone but I saw the other guy really far so it was easy and quicker to just get the last survivor, believe it or not but survivors when slugged also waste their time even more as an example if I went to chase the last survivors and the other is slugged but they crawl away to a corner of the map and I kill the last one then I cannot find the slugged one to end the match and they are complaining about slugging after doing that.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104288#Comment_4104288

    Like I wrote before you can also just go after the survivor backwards, so they would need to change that too. Probably to proximity instead of in chase, but hidden if it continues or not so that the survivor doesn't just know if you're close enough.

    If the pig goes backwards (assuming they are not in ambush but we are gonna assume it's fixed so if a survivor runs Infront of the killer in ambush they are going to start a chase) the survivor can run Infront of them and start a chase, or another survivor can body block without pig knowing as they wouldn't see what's behind and waste enough time for survivor to hide.

    A proximity thing wouldn't be a good idea, like sometimes just run to the pig to waste time and with proximity thing this can be kinda abused.

  • @Jylppy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104761#Comment_4104761

    Intentional waiting and T-bagging for the killer yes, but I usually wait until I see other survivors are safely on the other exit gate and can also escape. Just remember that it's not always just waiting to frustrate killers. But if you see this right in front of you then yes, you are absolutely correct.

    "Always" is a strong word and I don't believe for a second that this happens to you on every match. No shot.

    "Always" is a strong word and I don't believe for a second that this happens to you on every match. No shot.

    It happens very often when survivors are at the gates waiting for killer or when killer is going after them (survivors intentionally stay at gates until you injure them and t-bag while you haven't, so time wasting) and you might say that a killer "always" tunnels but it does as well happens often but not "always".

    The thing where a survivor waits to safe the team and maybe heal is not the issue, like when a killer camps at the end game, survivors can stay at the gates and try to safe the teammate but after the safe then survivors often t-bag and don't leave immediately, meaning time wasting.

  • They need to cheat cuz of their skill issue, cheaters are always bad, I remember how I managed to mind game and down a cheater with wall hacks and speed hacks while playing an M1 killer, bhvr needs a better anti-cheat system honestly.

  • @DavidByDaylight said:

    unfortunately, BHVR does not care, they intentionally allow high ping killer to get advantage

    What? It's not an easy thing to fix

  • Lightborn exists my guy, removes blinds completely, better than what you asked for (tho slowdown is still better but if you are struggling with being blinded then use lightborn for now)

  • Sometimes the game is fun, sometimes it's not

  • Monitor and abuse by itself but only on one killer (Henry, maybe judgement will also be good with it), really helps against pre-running and also works well with nurses calling as survivors while healing thinks you are further away but you are able to hit them through walls.

  • A lot of things are outdated in the game and this is one of them that needs to be changed.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104353#Comment_4104353

    I guess not many people will really care for that. I certainly wont.

    I think a lot of people will actually care, but why exactly you wont?

  • We will still have the PTB later, I think next Tuesday

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