THE_Crazy_Hyena
THE_Crazy_Hyena
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@Abbzy said:
More perks just weaker killers with new upcoming changest to tunneling and sluging weaker killers will be in huge dissadvantage and some even unplayable at some poitn so when they will finally get some balance changes they should get years ago now mayers changes are revealed and doesnt sound that bad but we will see in ptb but what about trapper,ghostface,legion?
Trapper definitely needs some buffs. Ghostface is fine as he is. And lastly, Legion is just pure annoying, with built in slowdown in his kit.
I think the only real thing Trapper needs is to start with Stitched Bag as basekit, and allow him to pick the traps up and re-place them once the closest generator(s) are completed. -
We will definitely have to test these changes extensively on the PTB. Let's spin up some custom games to test everything out
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@GeneralV said:
Anti-tunneling and anti-slugging both seem pretty good, nice changes overall.
@Dwight_Fairfield your thoughts on Myers, friend?
I think so too my friend. Getting rid of cheese tactics will actually make the killers play smarter, and not turn matches into an insta-3v1 ordeal.
Well, I am not @Dwight_Fairfield but in my humble opinion, I think the Myers changes looks really interesting. As long as they don't touch his Scratched Mirror, I am fine with the changes -
Wi-fi can also be a culprit. If you use a wireless connection, it can be unstable at times, causing download speeds to become unbearably slow, thanks to the router being backed-up by download requests.
It also could be due to the speed of your hard drive, or interface.
Not sure what PC specs you have, but there are a plethora of factors at play as to why you experience slow update speed.- Hard-drive - Mechanical (traditional) hard-drives are especially slow when it comes to random writing, which is the case when you download the updates for DBD, as it is getting installed at the same time it downloads. Solid-state drives (SSD's) are not that troubled with random writing, since they are flash memory based.
- Processor - If your PC has a slow processor, or one that has fewer cores, it can sometimes get overloaded when downloading a lot of data, slowing down the progress significantly. - I have a 12-core myself, and I have sometimes seen up to 30% utilization when dowloading things on Steam.
- Network - Wireless networking, as stated above can be a major factor. To ensure you have a smooth connection, use a cable. It is much more reliable, and the interface can handle a much greater data throughput.
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If anything, I find that it has been the other way around, where survivor matches are getting harder for some reason.
@vol4r said:
Matches got harder, because surviviors became more efficient and started bringing good perks (they can't affort fun builds, because they will get tunneled by blight or kaneki)
They became efficient because it is the only way to win games these days.
Every survivior game, we go against corrupt, pain res, dead man switch + surge/pop/grim and on top of that killers are tunneling at 5 gens.
And these statements are very true. Also, don't forget Friends till the End. Arguably the most overpowered killer perk nowadays, especially on high mobility killers, who can abuse it. - 12 seconds aura read when combined with Lethal Pursuer.
As for killer matches, I have not noticed too much of a difference. They are consistent for me -
@TurboTOne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989154#Comment_3989154
Yeah i'm playing on Europe Server too.
It's just annoying. I simply don't have the time to keep up and practice my Killer all the time to be strong enough to Face these super efficient Survivors.
I hate that i'm being forced to Use these Super Strong Perks and unfun Tactics to even stand a Chance.Like, i get that i can't be winning every Match with ease. But, maybe 1 or 2 in between would be kinda nice.
I am also playing on the European servers, and whenever I play killer, I usually see 2-3 dead hards and the usual second chance builds. Example: unbreakable, deliverance, exhaustion perk of choice and resilience.
Or the odd flashlight / head-on squads.
Usually, I don't mind either, considering that I am mostly a survivor main myself, with an 80% bias, so I know how to counter most strategies. But they can get annoying if you see them too often. - Don't get me wrong, I also see a lot of meme builds and chill survivors too.
Also when playing killer, I usually try to secure a 3K, which is defined as a win. Last man standing always gets a chance.
In my own experience, as someone who enjoys playing Wesker, I am sitting at around a 70% killrate, which lines up well with mostly 3K wins. Note: I don't always go for the 3K games either. Sometimes I just chill out and being goofy with the survivors.
Personally, I find that you should absolutely drop the chase if you see that a survivor is running into an unfavorable area. However, if you can get a good chase going very early into the match, then you should try to make the survivor use the resources as much as possible, which will significantly weaken their late game. This is especially true if the chase takes place in the area where the generators are closest together.
Also, break any pallet that creates a strong loop, and leave those that create weaker loops.
Play around generator protection within a smaller area of the map, and let the survivors have the rest. If they want to get the last gens, they better work for it. Remember that the game can quickly turn into your favor if you play your cards right.
I am not 100% sure how well it works with Chucky, considering his base 110% speed, but the stealth should make up for that.
And most importantly, you need to play in a very unpredictable manner. Chucky is very telegraphed, and relatively easy for survivors, and especially experienced survivors to play around.
Perk choices is also up for consideration. Pain Resonance or Surge and Dead Man's Switch are almost mandatory to slow the game down enough to buy you enough time. Agitation can also help a lot with saving time, thanks to the speed boost you get. And lastly, you can bring an unassuming perk like Tinkerer or Unforeseen to extend your Undetectable, and also not making the usual noises from using your power, which can sometimes get you some sweet gen-grabs, which means free hooks. -
Had a Sable disabling the killer, and the survivor they were carrying in a match I was playing yesterday with @cogsturning.
I saw them doing a healing action on nothing, and all of a sudden the Meg being carried by the killer got stuck in the ground, and the killer being unable to interact with anything. This was in a regular 1v4, but I have noticed an uptick of cheaters lately. -
@cogsturning said:
I've seen two or three of these recently. I also love seeing someone intect with a glyph. I will stand there and appreciate.
We had an Ada in our last 2v8 killer match the other day. I saw her doing a green glyph, gave her a nod, and let her be
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988981#Comment_3988981
Thanks, yeah I feel personally that all killers are viable (except current SM bless her) but its the RNG that can really make or break many killers (and some survivor perks). But we have like…22 maps? I feel there's enough variety that it wouldn't hurt the enjoyment of the game overall. Let maps do the scaling instead of the killers, and also certain maps can automatically put killers at a disadvantage, which also shouldn't be the case. Maps with open fields shouldn't ever be forced on Myers or a Ghostface. Maps with awful spawn points shouldn't be forced on Onryo or Pig. Maps with good locker placements should be prioritized for Huntress and Dredge. Etc. I could go on but frankly while Killers and Survivors both have access to some bonkers stuff, MAPS are the most unbalanced part of the game lol. They can aritifically boost you to an advantage or a disadvantage without any input from the individual player regardless of the role and I feel that's kind of crazy lol.
Did you see my post where I rated the maps on balance?
@THE_Crazy_Hyena said:
https://us.v-cdn.net/6030815/uploads/VRQAQV8SB2PG/my-image-287-29.png
So, after watching a map-related video posted on Youtube, I wasn't all that impressed with the rankings, clearly showing a bias towards the more killer-sided maps, ranking them a lot higher than the ones that skews more towards survivors. Therefore I figured I'd make my own tier-list.
An in-depth description, and reasoning for each map's placement (from my own point of view) can be read below. The TL:DR can be summarized from the tier-list image.Pretty balanced for both sides.
MacMillan Estate - Coal Tower. There is a good reason why this map is ranked so high, because it offers just the right amount of loopable tiles for survivors, and is also sized well for the killer to have an impactful prescence. It has a good gameplay-flow as well.
MacMillan Estate - Groaning Storehouse. Also a fairly balanced map. Not too big, and not too small. Has a decently strong main structure, but not overbearingly so, with plenty of ways for the killer to shut down the loops.
Tile-wise, this map has a decent spread of loopable tiles, and good spacing.MacMillan Estate - Ironworks of Misery. Like the ones mentioned above, it is not too big, and not too small. Main building is decently strong, but not overbearing for the killer. Has decent loops for the survivors, with enough pallets, and the spacing is fair.
Autohaven Wreckers - Wretched Shop. Like the MacMillan maps mentioned above, this one has the right size, the right amount of loopable tiles, and decent spreading of tiles. Has a weaker main structure, but it is made up for by having more pallets around it.
Ormond - Ormond Lake Mine. One of the newer maps, and a damn good one at that. Perfect size, decently strong main structure, and a nice little underpass area through the mine. Tiles are well-balanced and spread out decently well. Has a good gameplay flow, and matches can go in either direction.
Withered Isle - Freddy Fazbear's Pizza. One of the better recently added maps. Decently sized, and has a nice main structure. Decent spreading of loopable tiles, and matches can go either way on this map.
Raccoon City - RPD East Wing. Easily the most balanced, and the smaller one out of the two wings. Offers a good amount of loopable tiles, and a decent amount of pallets. The killer has a much easier time patrolling, since the pathways are fairly straight. The gameplay loop is undoubtedly the best out of all the indoor maps.
Decent balance, but could be better.
Autohaven Wreckers - Gas Heaven. This map used to be horrendously suvivor-sided at one point, but the version we have today is a much more balanced one. However, the spacing of tiles, especially in the middle of the map allows a sizeable deadzone to occur, especially once the resources has been exhausted around the main structure.
Autohaven Wreckers - Blood Lodge. Pretty balanced in theory, but there are usually a lot of "dead tiles" situated around the main structure, making it harder for survivors to pressure this part of the map. Pallet spawns are also nearly non-existent around main.
However, the outer "ring" of the map has easily chainable loops, which makes it harder for the killer to keep up.
I remember when this map used to be called "Pallet Town"Autohaven Wreckers - Wreckers Yard. Fairly balanced, but the spacing of tiles are sometimes a little random, which can create deadzones or very chainable loops. Better consistency goes a long way here.
Coldwind Farm - Torment Creek. Arguably the best out of the Coldwind maps, with good spacing of tiles, a decent amount of pallets, and a decent main structure. The only lacking bit is the side that has corn, which is very open, and offers very little for survivors. Denser corn could help a lot here.
Coldwind Farm - The Thompsons House. This map is pretty good, with a decently strong main building, and a good amount of loopable tiles. It does have a wide open field in the front of the house though, which is not the best for survivors to utilize. However, the tile placements around the edges makes up for that. It could have used a couple more pallets, since once those are gone, the map offers little for survivors to utilize.
The map could easily be 10% larger as well.Forsaken Boneyard - Dead Sands. One of the newer maps added recently. Offers a decent balance between open spaces and loopable tiles, however some tiles are questionable, with the small walls and unsafe windows. Overall though, this map is well thought out, and decently sized.
Ormond - Mt. Ormond Resort. Pretty balanced, with a strong main structure, though outside of the main structure, most loops are low to the ground, with little to no protection against ranged attacks. Other than that, the spacing between tiles is good, and the gameplay flow is decent.
Dvarka Deepwood - Toba Landing. Fairly balanced, and offers good spacing between tiles. Has a decently strong main structure as well. It is on the larger end of size, as far as maps go, so slower killers has some problems with patrolling generators.
Withered Isle - Fallen Refuge. Decently sized. It is a bit inconsistent with tiles, but it offers a good balance of open spaces and pallet loops. Generator spawns tends to be a bit dense in some cases. Bit of a letdown in terms of aestethical choices, as there could have been done a lot more in terms of making it a full-blown Walking Dead map.
Red Forest - Temple of Purgation. Offers decent balance, with a large main structure that offers good looping, but at the same time, it is not too dense with outdoor loops. However, pallet spawns tend to be highly inconsistent, and the potential for dead-zones is fairly high.
Gideon Meat Packing Plant - The Game. The most pallet-dense map, but it is balanced out by the fact that windows are almost non-existent. Has a few problems, where breakable walls would sometimes create dead ends, and the middle part of the upper floor is extremely open.
Silent Hill - Midwich Elementary School. Small in size, but the stacked floor configuration makes up for that. Decent pallet density, and offers a few windows.
The middle courtyard area offers very little of interest though, and is very RNG dependant. It did get a lot better when stuff was added to the open hallways, and it was clearly a step in the right direction.Withered Isle - Greenville Square. Decent map, although it is on the larger end of the scale. Interesting placement of the main structure, being more off to the side, and it is fairly strong to loop. It is a bit difficult for survivors at times, if the generator spawns favors the middle area around the shack. There definitely needs to be a spawn point for generators in the parking lot area, as this part of the map is severely under-utilized.
Other than that, it has a good amount of loopable tiles, and a generous amount of the double pallet loops.Slightly balanced, but it needs a lot more TLC.
MacMillan Estate - Suffocation Pit. One of the more problematic maps, where it is essentially split in two parts. This makes it easy for killers to hold a 3-gen. Aside from that, the middle area is densely packed with tall wall loops, that is easily chainable, and offers a lot for the survivors. Other than that, the tile spawns are somewhat inconsistent with two "dead corners".
MacMillan Estate - Shelter Woods. It has improved considerably from its earlier iteration, but it is still quite inconsistent. Some loops are spread too far apart, and others are packed close together. Generator spawns are also very inconsistent. Pallet density is okay though.
Autohaven Wreckers - Azarov's Resting Place. Another one of the "two halves" maps. Like its MacMillan counterpart, it has some issues. Mainly with generator spawns being very inconsistent, where it can sometimes spawn 5 generators on one side. Other than that, it suffers from a couple dead-zones in two of the corners. This design makes it very easy for the killer to lock down and exhaust one side of the map.
Coldwind Farm - Fractured Cowshed. Decently balanced in terms of tiles, but suffers from being a tad too small, where mobility based killers has a very easy time wreaking havoc. Some parts are a bit open though, and could need some fillers. Definitely on the lower end for pallet density.
Crotus Prenn Asylum - Father Campbell's Chapel. Has a strong main structure, where certain killers might struggle. This structure also chains well into certain tiles. It could have used some more space as well, to spread out the tile spawns a little bit. Other than that, it is decent.
Backwater Swamp - Grim Pantry. This map is more a victim of being the last of the original maps, that hasn't really been updated much. It is serviceable, with decent tile spread, but the random edge-spawns is a bit weird at times. The main building is pretty strong for survivors though, but the map is serviceable enough.
Backwater Swamp - The Pale Rose. Similar to Grim Pantry, but with a weaker main structure. Serviceable, but in desperate need of an update.
Forsaken Boneyard - Eyrie of Crows. Has gotten somewhat better after the update, but it is still quite strong for survivors, with easily chainable loops, that wrap around the entire map. It could use a small size increase, that allows for loops to be spread slightly more apart. At least the main structure has gotten a lot weaker, as compared to what it used to be like.
Léry's Memorial Institute - Treatment Theatre. Pretty strong map for survivors, and stealthy killers. Some rooms has very long walls that is impossible to circumvent, and depending on the tile placement, multiple windows can be chained together in a very long loop. Pallet density is fine.
The Decimated Borgo - Shattered Square. Suffers from low pallet density and lots of dead loops. Very cluttered as well, making it hard for certain killers to properly use their powers without bumping into stuff. Size-wise, it is a fine map.
Dvarka Deepwood - Nostromo Wreckage. Pretty balanced in terms of tiles and main structure, but suffers from being way too cluttered, making it hard for certain killers to navigate without bumping into things.
Grave of Glenvale - Dead Dawg Saloon. Decently balanced in terms of tiles, but it has a strong main structure, a lot of dead zones, and very unfavorable generator spawns. Very inconsistent.
Red Forest - Mother's Dwelling. Has a decent main structure, along with a decent second structure, but suffers from bad pallet density and a lot of dead zones in the outskirts.
At least it was made easier for slower killers to traverse, thanks to the reduction in size.Yamaoka Estate - Family Residence. Decently sized, but suffers from low pallet density and lots of dead-zones, especially around the middle. The main structure is also riddled with breakable walls, that can create really bad dead ends. Needs an extra tile with pallets at least.
Yamaoka Estate - Sanctum of Wrath. Another one of the "two parts" maps, where the middle is occupied by the main structure. This map does not suffer as much from inconsistent generator spawns, but the problem with 3-genning is still there. The main structure offers little for survivors to fully utilize, and also serves as an easy lookout spot for the killer in the end-game.
At least it does not suffer from low pallet density, as there are some decent tiles on either side.Hawkins National Laboratory - Underground Complex. Suffers from the same kind of issues that Léry's has, minus the windows, and more pallets. Generator spawns can be wildly inconsistent, from easy to hold 3-gens, to evenly spread out. Inconsistent gameplay loop, that is for sure.
Aesthetically though, the map is true to the source material, and very well recreated.Raccoon City - RPD West Wing. Suffers more from the typical "indoor map syndrome" where it can be very strong for survivors, and stealthy killers. Can be pretty inconsistent in terms of generator spawns as well, where sometimes the westernmost hallways and rooms will not spawn a single generator.
This wing is also on the larger end, making it difficult for certain killers to patrol properly.Very unbalanced (Killer-biased).
Coldwind Farm - Rancid Abbattoir. This map used to be pretty survivor-biased at some point in time, but now it is absolutely horrible for the survivor side, with the least amount of pallets available on any map, huge dead-zones, and filler tiles. Loops are almost non-existent, with the exception of the main structure, the shack and the "cow tree". It desperately needs more loopable tiles to be a decent map again.
Coldwind Farm - Rotten Fields. Need I say more? Map is a huge dead-zone with little to no loopable tiles. The reduction in corn density also didn't help the survivor side. It is a tiny, wide open map, where killers can run rampant.
Haddonfield - Lampkin Lane. This used to be the de-facto Survivor map in the game, but a few updates later, and it flipped completely to become one of the the most killer-sided maps, thanks to the massive size reduction, the huge dead-zones around the Myers house, the useless edge-tiles, and the wide-open street (or rather, the wide-open highway). Where are the trees and fences?
Not to mention the horrible 3-gen that spawns in and around the Myers house.The Decimated Borgo - Forgotten Ruins. Has a few decent loops, but that's it. If the killer decides to lock down one part of the map, either the outside, or the dungeon, the survivors does not stand a chance at all to do anything about it. Very bad map layout overall, and it would have been a lot better as a single-level map. Easily the most killer-sided map in the game.
Very unbalanced (Survivor-biased).
Springwood - Badham Preschool. Strong main building, and strong side buildings, chained together with loopable tiles all over. This map is a nightmare to hold for most killers. Generators are fairly consistent too, with a pretty even spread.
Crotus Prenn Asylum - Disturbed Ward. Strong main structure, with a fairly chainable outside. Has a few dead zones though, but good survivors will always last long in a chase on this map. Pallet density is somewhat fair, but a few too many inside the main structure, that could be moved elsewhere.
Withered Isle - Garden of Joy. Arguably the strongest survivor map in the game, thanks to the main structure, and the long chain of loops around the edge. The middle part, and the street is also inconsistent, thanks to clutter, and raised parts of the road surface, where killers can bump into seemingly nothing.
I have played like well over 500 matches since the anniversary event, and I can definitely say that maps has a huge impact for certain killers, and survivors alike. -
@hermitkermit said:
I really wish maps would scale to certain killers. I feel smaller maps for m1s and larger maps for m2s would solve a lot of problems and frustrations in the game.
That is actually a brilliant idea. Dynamic map sizing, and tile generation based on relative killer mobility
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988948#Comment_3988948
Makes sense but if people are still hating him now is just a you problem
I also think it is a lingering thing, but I guess it also stems from how scummy some of his players are.
Same can be said about Sadako, Oni and Bubba to some extent. So, these problems are not Chucky-exclusive. -
@PleaseRewind said:
Nothing that exiting. Just saw someone had this tome challenging going on during 2v8. Never thought I would see one in a match again, especially 2v8.
https://us.v-cdn.net/6030815/uploads/MYCS30B0KHZR/381210-110.jpg
I saw one of those pop up in one of my recent matches. Been a long while since I have seen the Canker.
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I have nothing against Blast Mine + Wiretap.
Survivors lost the faster gen speeds, and I feel like the matches are pretty even in this iteration of 2v8, as compared to previous ones. -
Knight on smaller maps is like a game of chess really. Had one on Sanctum of Wrath a couple days ago, and it was a constant back and forth to break the 3-gen, but eventually we got it done. @cogsturning was with me that round.
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It used to be a thing before dedicated servers came along. Back in the good old days you were able to see the ping of the lobby host, which was the killer, and you could just re-queue for a better ping match if you wanted.
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I get that with the licensed chapters, sometimes full maps are not possible. Also due to the limitations of the game itself.
But I was thinking, what if original killers could at least come with their own map at some point. Like the community made map set in a cityscape, which would have been a perfect map for Trickster. -
Not really. Have you tried patrolling generators, and not over-extending chases?
Yes, dashes allows you to catch up quicker, but it really is not necessary if you can path well, and outsmart the survivors. -
I had a match earlier that was the other way around. Played against a Sadako, who was playing super toxic, only tunneled people off of the hooks, and then proceeded to say "EZ LOSERS" in the end game chat.
So this is not survivor-exclusive at all. -
As someone who highly enjoys both Blast Mine and Scene Partner, I will agree that they definitely fall into the "meme" category.
I also always bring Botany and Iron Will for the unconditional value they bring. 50% faster heals is a no brainer, cutting the time by 4 seconds. Those 4 seconds can be the make or break moment. Iron Will is perfect for my build, considering I don't use Exhaustion perks, but I can still get some nice and long chases, or cheeky escapes with it.
While Blast Mine is considered a meme perk, it actually provides decent "reverse slowdown".
And Scene Partner is the DEFINITION of a meme perk, but the aura read you get from it is actually very good. And it has the side effect of sometimes making the killer fall in love with you. -
@GuardianoftheCrystal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987715#Comment_3987715
crows would probably start surrounding the prop perhaps to give them away and or make them change locations.
Instead of crows, then maybe an audio cue that gets played, to make it less obvious, if someone stays in one spot for too long.
Similar to how they did the prop hunt mode in Overwatch. -
congrats on P100
Who's next? -
I have had a similar thing happen to me on Midwich one time, where I managed to land on top of a pallet in the "used" position, which was an interesting bug for sure. Not sure if it is still replicable, but it is in the drop down at the one exit gate with a classroom above.
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@UndeddJester said:
Solid...
I feel Haddonfield and Badham are the 2 maps I get most upset spawning in on each side respectively.... both are an "Oh #########... here we go again..." sits up deal.
I always feel bad when playing survivor on Haddonfield, Rancid Abattoir or Forgotten Ruins, or killer on Garden of Joy, Badham or Disturbed Ward.
That's when I know that I'm in for a hard match. -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987474#Comment_3987474
True.
Oni needs number tweaks. He needs to be in his power a little less. Right now, as soon as he gets his power once, he'll basically be in it for the rest of the game.
Legion needs… To be honest I think Legion needs removed. He's one of the killers whose power is not suited to a 2v8 format, and I really thought they wouldn't add him for that reason (or at least wouldn't add him so soon). He's balanced on the principle that he gets the first hits for free, but needs to chase normally for the downs. But when you add a second killer into the mix, that goes out the window and it turns into Legion injuring everyone with minimal effort, and then the whole team becomes easy pickings for the second killer.
Removing Legion is an unrealistic request though, it would upset too many people to loose content which means we're kinda stuck with him. The problem is with the way his power is fundamentally designed, which number tweaks won't fix IMO. I just hope that as they add more killers, the pool of Legion players will get diluted. l also hope that they don't make the same mistake by adding Plague or Ghoul (without giving them appropriate changes for the mode).
In all honesty, I'll take Doctor over Legion any day.
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@HaliAndEx said:
I think everything about this list is fine, but Fallen Refuge, it's a piss poor excuse of a map. It's a slightly bigger version of Vecna's map. Small, generally weak tiles, and gen spawns are tight. In the few times I have played on this map nobody has ever managed to finish all 5 gens and escape through the gates.
I honestly might argue this is the contender for the most killer sided map. At least on Haddonfield, the pallets on there are sparse, but loopable, and has a chance to get decent window spawns in a house or two. Vecna's map can spawn an okay setup, I was able to loop a Drac for a while on a decent set up I got and only went down because I pathed poorly. The same things cannot be said for TWD map.
I've had some decent matches on Fallen Refuge as survivor. It's pretty densely packed with pallets and loopable tiles. The generator spawns are my biggest gripe with it though, as they can spawn really close together near the "TWD tile".
@OnryosTapeRentals said:
This is a very respectable tier list. There's a few maps I would shift up or down a tier, but for the most part I agree with your sentiments.
Thanks for the feedback :) Which maps would you shift around?
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@Dwight_Fairfield said:
Pretty good tier list overall. Though I still feel Haddonfield is in a league of it's own in terms of imbalance
I thought so too at first, but then I remembered that I have gotten more good matches there lately, in comparison to Forgotten Ruins. Don't get me wrong, Haddonfield is still bad, but in my opinion, Forgotten Ruins has it beaten.
@100PercentBPMain said:
I preferred the old version, but Tobas got something for everybody.
Absolutely. But this version is not bad either, and I really don't mind getting matches on it.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986353#Comment_3986353
You really want to tell me that a 2% increase movespeed on his ability without addons "destroyed clown and made him OP"?
Like really?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986659#Comment_3986659
But before he was too weak THATS exacly why they buffed him. Is everything okey with you? I mean how do you even think about "solutions" like that?
No, the movement speed increase was never the problem. The problem is that his yellow bottles became WAY TOO EASY to use. Now that everyone who picks up clown can run at the speed of sound, instead of just the ones who actually put a lot of hours into learning his mechanics. That is the real issue.
No one had issues with Clown before the change to the activation time of his yellow bottles.
Granted, he was considered to be on the weaker end of killers, but that is just his overall design, coming from a time where the majority of the killer roster was basic M1 killers.All they need to do to fix the clown is to revert the activation time of yellow bottles back to 2 seconds, but keep his buffs intact.
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@Coffeecrashing said:
To get back on topic, BHVR really needs to get rid of haste stacking.
Because it is completely ridiculous when Clown uses builds like Batteries Included/Machine Learning/Rapid Brutality/Save The Best For Last.
Maybe not removing haste stacking fully, but instead put a hard cap on HOW MUCH haste one can accumulate. Say +15% for both sides.
This sets the speed cap at 115% for survivors (exhaustion perks, and hit boost excluded from this rule), 130% for standard killers, and 125% for base 110 killers.
Bigger differences would ultimately be unfair for either side. -
Ardetha's video? I watched that one as well.
He has some really good points about the current state of the game, so it is definitely worth a watch, if you have 48 minutes to spend. -
@Tenac said:
I see a lot of negativity towards this game recently and I wanted a chance to spread something positive and talk about my thoughts on the game. I've been playing on and off for a month and as a massive horror fan this game is a dream come true. It balances so well the horror and fun elements. The game is full of ambiance and charm. It is the type of game you can play for 15 minutes or several hours comfortably. I definitely prefer killer to survivor but what can I say I'm a former scare actor I like to bring the fear.
Does the game have problems? Sure. A few bugs here and there and survivors that are more interested in teabagging than surviving. But that is video games. Here are my killer rankings based on the ones I've used:
8. The hillbilly. Too slow and not my type of character. The chainsaw ability is cool though.
7. Huntress. Again not my type of lore or design. I didn't do great with her but in more skilled hands I'm sure she is devastating.
6. The nurse. Cool design and ability. Again didnt do great but im sure i just need more practice.
5. The trapper. This is a character I never expected to like but there is a charm to him. I love his design.
4. The doctor. Not sure if it was a fluke but this guy was devastating. My first time playing as him I got my first 4k. Definitely will be playing him more.
3. The wraith. Simple play style and an awesome design. Although I feel there is a massive disconnect to his design/abilities and his lore. I do love ringing the bell though.
2. The hag. One of the scariest looking characters who is a perfect repsentation of their lore. The ability is very useful especially to new players.
- Dracula. The only character I have purchased so far and easily my main. I'm a huge fan of the character and getting to play as the king of vampires is just an absolute dream. I love the shape shift abilities and am trying to learn his playstyle. I got a 4k with my last match so it is definitely coming together.
So what about you. How was the game when you got started. Who was your first main and has it changed?
As someone with a background in FPS games, my first killer was the Huntress. Had no idea how to loop or those kinds of things, I just chucked hatchets in the general direction of the survivors.
I also had no idea that you could hold the hatchets to charge them.
Nowadays, 1400 hours later. While I am a survivor main, I do enjoy playing as the other side too. Maybe I am a bit too empathic at times, because I often let the survivors go after I have had my fun with them. But I have also enjoyed going for the killer adept achievements (4 kills with only the respective killer's perks). I need 9 to complete them all. -
Dwight - The Nerd
Meg - The Athlete
Claudette - The Botanist
Jake - The Survivalist
Nea - The Urban Artist
Laurie - The Sole Survivor
Ace - The Gambler
Bill - The Veteran
Feng - The Gamer Girl
David - The Bar-Brawler
Quentin - The Sleepyhead
Tapp - The Officer
Kate - The Songbird
Adam - The Teacher
Jeff - The Metal Head
Jane - The Celebrity
Ash - The Evil-Slayer
Nancy - The Journalist
Steve - The Jock
Yui - The Biker
Zarina - The Documentarian
Cheryl - The Re-incarnated Girl
Felix - The Architect
Élodie - The Artifact Hunter
Yun-Jin - The Self-Centered One
Jill - The Brightest Star.
Leon - The Rookie
Mikaela - The Witch
Jonah - The CIA Agent
Yoichi - The Biologist
Haddie - The Paranormal Podcaster
Ada - The Secret Agent
Rebecca - The Medic
Vittorio - The Time Traveler
Thalita - The Kite-Fighter
Renato - The Little Brother
Gabriel - The Clone
Nick Cage - The Actor
Ripley - The Survivor of Nostromo
Alan Wake - The Storyteller
Sable - The Goth Mystique
Aestri / Baermar - The Troupe (as they are called in the game). Alternate name: The Bards
Lara Croft - The Tomb Raider.
Trevor - The Vampire Hunter.
Taurie - The Sacrifice
Rick - The Apocalyptic Leader
Michonne - The Relentless Protector.
Legendary Characters:
Jonathan Byers - The Quiet Photographer
Cybil Bennet - The Investigator
Lisa Garland - The Undead Nurse
James Sunderland - The Dreamer
Maria - The Mirror Image
Chris Redfield - The Star of Arklay
Claire Redfield - The Volunteer
Sheva Alomar - The Umbrella Defector
Carlos Oliviera - The Umbrella Agent
Tubarão - The Shark
Rain Carradine - The Spacefarer
Rose Marigold - The Diner Lady
Saga Anderson - The FBI Agent
Alucard - The Half-Vampire
Soma Cruz - The Re-incarnated Lord -
@100PercentBPMain said:
Claudette looks like she knows and shes uncomfortable :(
Yes, she does seem rather concerned.
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@Skeleton23 said:
I finally reached P31 today. I been working very Hard to Achieve this goal. Im very excited I've always wanted a p100 character not flex but to just have something I can say I did on my own
I think you summed up well why people want to prestige-grind. Definitely a personal achievement in itself.
I hit P100 on Sable last month, which is the first character I have gotten to P100.
Took me a solid 90 hours of in-match time to do so, so you definitely need a bit of a time investment.
Now, I am working on Feng, getting her to P100, since she was my OG survivor main from when I started playing back in 2018.
I reached P42 today. -
@Slurp_Ramen said:
In my opinion they absolutely need to go forward with a new game, with a new engine.
Just do what OW2 did.
Remake the same game from the ground up and transfer over everything that’s already in the game and make it F2P so veteran players don’t have to buy the game again.
DBD is monetized like a free to play anyway, battle pass, skins bundles, paid dlc.
Yes cheaters would of course be a big problem but that’s mitigated by actual having a brand new stable game that cheat developers will have to re-learn and break through (hopefully) an entirely new cheat detection software.While it would absolutely blow chunks for everyone in the short term, it would pay off tenfold in the long term. Sadly I think dbd would never go for it, shareholders and higher ups will keep farming off of sable skins and broken chapters that people only buy because of the license it’s tied to. They have shown time and again they will choose the worst possible option and a week later say ‘sorry we messed up we’ll do better’ and we accept that because there’s no other game like this. It’s basic sunk cost fallacy, for us and them.
I sincerely hope the game truly does get better, but evidence has shown time and again whatever they put out will be broken and ‘eventually’ get fixed into a playable state. Except twins, merchant, and houndmaster who’re drowning constantly.
A "from the ground up" approach could be the solution.
Like you mentioned, it was the way that Blizzard dealt with Overwatch, but also how Valve brought Counter-Strike onto a new game engine. Most of the useful assets were ported over to the new game engine, but some things had to be rebuilt from the ground up. I guess CS2 is more an evolution of CSGO.
What Valve did was making the base game free, but in order to access the premium matchmaking, you'd have to pay for it.
Hypothetically speaking: A solution for DBD would be to offer the new re-made game for free, like through your BHVR account if you already own the original DBD. That could also be a way to significantly reduce the risk of cheaters flooding the new game immediately. -
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985660#Comment_3985660
If you played every night that's a pretty decent chunk of hours.
Not every night. I think I played around 60% of the available days
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985655#Comment_3985655
Yeah I thought about that afterwards. Dude still had to play alot to farm it that fast. I don't have any P100 characters. Not that I've been trying to get any though.
It didn't take that many hours either. I managed to get almost 50 prestige levels in the span of 3 weeks, playing around 4-5 hours per night.
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@thrawn3054 said:
How he hell is there already a P100 Springtrap running around?
Considering that he was released during the anniversary event, I bet getting prestige levels went by fast.
Speaking from experience, since I went from P56 to P100 on Sable during that time. -
@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985414#Comment_3985414
what survivor were you playing? And was it on dead sands?
It was on Yamaoka. Sanctum to be exact.
I was playing Feng -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985466#Comment_3985466
I sometimes do too but they were all still screwing around and I just wanted to go.
Fair enough. I too won't linger if others play like that.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985430#Comment_3985430
I can't emphasis this enough: you should never, EVER feel pressured into voice chat.
I play with random friend-requesters. Most of them I've never exchanged even a single text with. Some I talk to through text. Some I've even played with for many, many hours and been in VC but I myself have never spoken. They're all okay with it, and listening in helps me be part of the group. When someone new adds me I immediately tell them no VC. Everyone is immediately understanding. If I ever get someone who isn't, I'll just delete them. Easy as that.
I teally recommened trying to play with someone. Just having another person linked to you in the game makes a world of difference in how it feels. I landed a friend early on who was better than me and so much braver and seeing how bold she acted completely changed not just my playstyle but how I regarded the whole experience.
You summed it up very well. Our group is open for everyone who share a common interest in the game, and for those who are happy to make new friends. You would definitely fit in well with us @cogsturning
We love messing around, playing meme builds and just being a fun bunch altogether. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985428#Comment_3985428
Oh yeah, for sure. If you're clicking your flashlight at me, body blocking my very first chase, or taunting for no reason and just being an overall turd, then me being cool is done. I don't ever act like that as surv. I hate when I'm on a team of people BMing.
I just had a match against a Dredge who was trying for the adept and had clearly never used the killer (bless their heart). Got one hooking the whole match. I ran him around quite a bit at the beginning and if I can do it, I know they're bad. One teammate teabagged the hell out of him at the door. The other two kept running him around nearby instead of just leaving. I just took my sad little lower-case w and walked out.
I feel sorry for the killer in that case.
Sometimes I let the killer have me if they had a rough match. Give and take, you know. -
@IWantCandys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985176#Comment_3985176
Thanks again for the suggestion to play with you, I really appreciate it.I think I might need more time for something like this. I'm a bit socially anxious when I don't know people personally, especially with voice chat. That's why I play solo queue. I hope this gets better at some point, because it's definitely more fun to play with others.
It really is more fun to play in a group, that is for sure. And our Discord group are all friendly people. Some are not talking on voice but they do write, and that is fine if they don't want to talk on voice chat yet. Listening to the people you play with can also help a lot with overcoming the social anxiety.
So, the offer still stands, and I am sure you would love the friendly banter :) -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985414#Comment_3985414
Even as a mid killer, I regularly let the best player leave. If you looped the hell out of me then kudos, you can have the escape, especially when I can appreciate how much better at survivor they are than me.
I think the finisher mori has been so subtlety destructive to good sportsmanship. It's made everyone so uncool.
That is what I think as well when I play killer. If a survivor is a good sport, is a good looper and knows how to play against me without any BM, I will always respect that and let them have their W.
However, all bets are off if I come across survivors that play in a toxic manner. They always gets what they deserve.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985405#Comment_3985405
4 Survivors on a gen is far better than what we had before.
Corrupt is not necessary. It is nice and makes things easier but not required.
It seems you lack the understanding of how the DBD population will use and abuse the tools we give them.
As for you implying that I am unskilled or am unfairly biased or otherwise do not know what I am talking about…I dislike the need to prove myself, at this point. I don't mention my winrate or KR or Survival Rate because it is irrelevant. However, since you implied so nicely that I must disclose my stats to continue the conversation, here.
https://us.v-cdn.net/6030815/uploads/E843TAX1GU1B/screenshot-2025-08-18-170956.png
https://us.v-cdn.net/6030815/uploads/831EUI9W475O/screenshot-2025-08-18-171016.png
https://us.v-cdn.net/6030815/uploads/GQA9KQR4X9S4/screenshot-2025-08-18-171020.png
https://us.v-cdn.net/6030815/uploads/8YNRO9RZFYC4/screenshot-2025-08-18-171037.png
https://us.v-cdn.net/6030815/uploads/W6UNZ3YYYP10/screenshot-2025-08-18-171046.png
https://us.v-cdn.net/6030815/uploads/UNNA47NEYG0Q/screenshot-2025-08-18-171103.png
Those stats are pretty impressive, I must say.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985391#Comment_3985391
Yeah I agree, the flying just needs a slight cooling. I've been thinking about unlocking him. I like Dracula a lot because of the different abilities and I think I'd feel the same about Vecna. I just only have so much money to throw at this game.
He is definitely worth getting, so my best advice would be to get the entire chapter DLC if you can spare the $7 it costs.
Unless you already have the survivors.Anyways, you won't regret getting him, as he really is a fun killer to play as.
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@cogsturning said:
I played a few survivor matches recently against p100s that were fantastic. One Dracula, one Wesker, one Glitchtrap. They landed their hits, won thier chases, kept up their pressure constantly, cycled their hookings. No cheese tactics, just great skill. Super impressive. The Glitchtrap's oppression was so severe two people died without a single gen getting done, despite a competant team.
All three of these killers also extended mercy. The Wesker and Glitchtrap let the two remaining survivors live after we both had clearly given up. The Dracula was never really playing serious, thanks to finding us all dancing to Bardic Inspiration at game start and me petting the doggo and then Plot Twisting in his face.
These three probably have stellar stats but were cool and confident enough to take that .1% loss and have some fun with non-sweaty opponents who didn't stand a chance. After getting slammed lately with hook campers forcing me into second stage and sluggers leaving me on the ground until I bleed out, playing against high-skill opponents who were chill enough to pull back and give us a friendly break from the grind was so refreshing.
THIS..
I had a similar match against a Ghoul a few days ago where he was bodying my teammates left and right, but he had a decently good chase with me, and let me get the door in the end. So nice to see killers that aren't hellbent on getting that finisher mori all the time, which in 95% of cases, they are.
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@Highgamer1975 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985181#Comment_3985181
That’s a really good suggestion — Helsinki would definitely be more central than Stockholm for CIS/Central Asian players. And you’re absolutely right about Turkey potentially being the best compromise location overall — it’s geographically positioned to serve:
• Central Asia / CIS
• Middle East
• North-East Africa…all with potentially <80 ms if routed properly.
Honestly, if Behaviour isn’t ready to spin up multiple new server regions, even one strategically-placed server in Turkey could improve things massively for 3 major underserved regions.
It would also benefit the Balkans and south-eastern Europe to have a server based in Turkey. That would also lessen the load on the current EU server, which is located in the Netherlands if I am not wrong. It is close enough to serve western, central and Northern Europe with reasonable ping.
From my own experience, I get around 40-50 ping when playing on that server. When considering that my location in Northern Norway is pretty far away from the server, it is not that bad.
Even a Turkey-based server could work as a backup solution for the EU region, if anything were to go haywire with the normal EU servers, as I am in the 80-ping range towards Turkey.
Hell, I also consider <120 ping to be acceptable for DBD, when playing with @HeroLives on the US East servers. Granted, some killer abilities are harder to dodge than others at higher ping, but it is manageable. -
@cogsturning said:
I don't have him purchased so I can't comment as playing as him. I used to like playing against him, I like characters with a variety of abilities. But lately the flying is so strong it's become really frustrating to come across him. It's like impossible to get away from him.
I'm pretty much agreeing with you 100%.
I do however have him unlocked myself, and I quite enjoy playing AS him, as he is fairly unique in the way he plays.
Going against him post buff is almost like going against him before.. Almost!His Fly ability is what makes him so strong at the moment, and I feel like it should be slightly slowed down. Not back to pre-buff levels, but more a middle ground in between pre-buff and current.
Rest of his kit is fine though, and overall he is a fun killer to verse. -
I have seen this bug going against a Slinger recently.
It also seems to only be a visual bug on the survivor side, since from the killer's PoV, everything is normal. -
@Valik said:
I did the math earlier.
Boiled down, there are 72 maps. Your chances of getting RPD is 1/72(There is an average and maximum to create a range of expectations. If you roll a 6 sided die until you get the 6, your odds are 1/6. You may get lucky and get it first try! You may get it sooner. You may get UNLUCKY and have to roll the die several more times than 6 to get it! For this reason, we're going to simplify things and go with the maximum average. We're going to say instead of getting lucky and seeing 6 first, or having to roll it 12 times to see a 6, we assume that we will see a 6 on the 6th roll.)
We will come back to this.
Then let's look at your escape rate. You're arguing 40% - I disagree.
I got this achievement awhile back, but I can tell you with confidence that being the ONE TO OPEN THE EXIT is much more difficult than not. It often happens that you are killed, tunneled out, Killer DCs, allies open the gates, killer opens the gates, EGC forces you through the hatch, killer gives mercy and drops you AT hatch, ally opens the gate and then unhooks you for the escape, etc. Let me tell you, there is nothing more agonizing than getting a bit into this achievement and seeing No Way Out pop in front of you. I believe you might find that the success rate towards the achievement is closer to 16% even when your escape rate is much higher.
For simplicity we will say that the success rate is 25%.
With a 25% success rate, you will need to play on RPD about 80 times to get the achievement.
With the OLD map system, I burned through about 120 of my own RPD badges (because other offerings were used to bring us elsewhere half the time)
Less than 200 matches though, it wasn't too bad.
But let's look at doing this vanilla.
Coming back to the 1/72 die roll.
You have a 1/72 chance of getting RPD.
You will have to play 72 matches WITHOUT any offerings to see RPD ONCE.
You need to play on it 4 times or so to ASSURE yourself a point.
You will need to play 288 matches of Dead By Daylight survivor to ASSURE yourself a point on this achievement.
You will need to do this 20 times.
Which means, to ASSURE yourself of the achievement, you will have to play !!! 5,760 !!! matches of Dead By Daylight survivor.
Ok. Lets use the map offerings.
The new map offerings no longer increase the odds of the realm being employed by 999.
Well the current map offerings work by lowering that 1/72 roll to 1/58 or so.
(It's fuzzy and inconsistent from my own gameplay.)
So if we use RPD badge offerings EVERY match, we change the formula outcome.
1/52 chance, play on it 4 times for a point, for 20 points.
Congrats, due to the map offerings, now you only need to play !! 4,160 !! matches of Dead By Daylight survivor to secure the achievement!
Now there's a lot of play in the joints. As I said, you can get lucky with a few of your matches, you can see RPD frequently some times and less often other times.
Map offerings will reduce the limit of CONFIDENCE by 1,600 matches. But then again, if you get lucky, you may be able to secure it in only 2,000 matches or so. More than 10x the amount of grind than what I had to go through back when Skull Merchant got released.
Sorry buddy. Good luck!
Don't forget there are TWO variants of RPD, East Wing and West Wing. Which should make the chance 2/72 or 1/36 to be exact
