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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • @Yatol said:

    Sloppy Butcher got nerfed because of hemorrhage

    Adrenaline did deserve some of the nerfs it got

    IMO, Adrenaline was fine the way it was, and not every survivor ran it. - Sometimes survivors could really use that second chance.

    Sloppy was being very over-used, but they could have toned down the hemorrhage status effect, instead of messing with the perk itself.

  • @ArkInk said:

    I dislike playing against Nurse, Blight, and oddly enough, Plague.

    Nurse and Blight are pretty self explanatory, there's just not a lot you can do in some situations. Although I recently had a fantastic game vs Nurse with a friend and two god gamer randos where I was able to get about a minute and a half chase against her in endgame. That was cool.

    Plague is a little different, as it just always feels like you're on the backfoot against her. Vomit is incredibly easy to inflict and will eventually result in getting injured, and on top of that she gets the best ranged power in the game for a limited amount of time. It just feels like she has a B tier slowdown/permainjure power on top of an A tier Ranged power. I think this is mostly a me thing though, as I can't find many other players with the same issue.

    For me it is Plague, Blight, Legion, Trickster and Huntress.
    I don't really mind the Nurse, since she does offer counterplay, especially on maps with LOS-blockers.

    But oh man, going against Plague or Legion is just painful and really boring, since you have little to no true counterplay to their powers. Either play the match on a single health-state, or waste a lot of time mending, or giving Plague access to her stronger power.

    And don't get me started on Trickster, especially after the devs changed his Main Event. Had one game against a Trickster, and from a survivor's perspective, it was literally like being in hell. We got 4K'd at 5 gens, because he tunneled out the weakest player in the blink of an eye, thanks to how easily he gets Main Event.

    Huntress is not due to the killer itself, but rather the ones playing her in scummy ways. It is way too easy camping hooks from a distance. I do miss the time when she had a point-directional lullaby though, so you could predict where she was

  • @solidhex said:

    I'm in no position to argue about the current state of the game, because i haven't played the game in months and can't really bring myself to come back because of all the stuff, perk changes and new content i have missed. It just feels very bad when you come back to your former favourite game and you don't understand what's going on, because 2-3 new killers have dropped and the meta has shifted, DBD has become way to complex… but anyways, my point is something completely different:

    When people talk about how bad old DBD was i often see arguments like "there were infinite loops, insta-heals etc. …" but in order to make things comparable you have to keep in mind what both sides had back then and how the state of the game and the community was. I was able to win killer games when i started to play in late 2019/early 2020 despite all of these OP things.

    The playerbase back then was much more casual, there was much less information and content on the internet on how to exactly play each role the most efficient, the general vibe was more casual and partygame-like. One of the reasons probably was that there was no MMR, only seasonal ranks, so matches felt way more random. Sure, bully squads existed, but if those would have been the regular experience, this game wouldn't have grown to the peaks it later had.

    So my point is, it was perfectly possible to play the game as killer even with all this OP stuff in it, because 90% of the playerbase either didn't know about it or just wouldn't use BNP, insta-heals or bully swf loadouts every match. Same goes for solo survivor, killers were much less focused on highly efficient gameplay, so having a weak link wouldn't automatically mean a 4k at 4 gens like it was when i stopped playing in December 2023.

    Dang, you hit the nail on the head here.

    Like you said, the game was never "unplayable" even with the more overpowered loops and survivor items. I too have fond memories of winning games as killer, even back when I started playing the game, back in 2018. Granted, some killers had pretty OP add-ons as well, such as Silent Spirit, with her legendary gen-grab jumpscares. Stuff like that made the game much more fun to play in my opinion. Yes it was overpowered, but oh so fun, especially in a "kill your friends" setting (yes, that was the old name for custom games).

    And I wholeheartedly agree on the monthly ranks. Games felt much more fair and balanced, and random too. Yes, there were bully squads, but they were most prevalent in the red ranks. If you were an average player, chances of facing a bully-SWF was minimal.
    Then you also had P2P hosting. Granted, some players could abuse this system, but it rarely happened. Most of the time, if the ping was too high, you could just find a different lobby that was within an acceptable range.

    Yes, the casual side has been slowly phased out over time. It seems for the most part that MMR and SBMM is to blame for this, since it has a tendency to create a more "competitive and sweaty" environment, which has a snowball-effect.
    Example: Casual killer player meets a toxic SWF who brings flashlights or a genrushing setup. Instead of getting to have fun, they would be lead on an unwinnable chase. In the event they actually gets to down that survivor, another would be right around the corner, ready to flashlight save. Killer gets angry, DC's or starts slugging. Next game, killer brings their most sweaty loadout, starts tunneling and camping, and gets the 4K at 4 gens against a very casual survivor team, likely full of solos. Survivors gets fed up, brings their genrushing builds against the next killer, and then the snowball is starting its journey. - This pretty much sums up how the game has become, and it really started after the SBMM update.

  • Great idea really, since survivors are essentially skins.

  • To answer OP, and maybe put this thread to rest:
    No, the game is not survivor-sided at all. You are almost certainly guaranteed to get two kills at the minimum, unless you play extremely fair on the survivors, which most killers tends not to do.

    Killers are at the strongest they have ever been, and as someone who often plays survivor solo or duo, I can say that the experience on this side is miserable. If you want to torment yourself: play survivor. If you want to have fun: play killer

  • @Halloulle said:

    I've only recently started tracking my escape rate on nightlight so it's not quite representative of my experience yet but so far I personally have an escape rate of 36% - and the matches I've been in overall (so taking both me and the other survivors into account) it's 29.5%

    in '22 after the big update I had an escape rate between 35% and 37%. Pre June '22 it was around 45%. - All soloQ. Back then I didn't track on NL but manually.

    45% is more where it should be at, where the killer gets between 2 and 3 kills. today's escape rates are atrocious, and the most prevalent kill count being 4 on the killer side.

  • @BlightedDolphin said:

    I don’t think so. I can understand why content creators who have to play this game for multiple hours a day are tired of it though. Personally though I’m still having fun and think this is one of the best states the game has been in.

    I don’t think having SBMM is necessarily a problem, but it is pretty bad in its current state. The issue is though, how do you fix it when it’s a combination of casual and comp players together?

    Skill expression - some has been removed I’ll agree. Flashlight timings and Billy curves being made easier kind of sucks. Light burn against Nurse should have stayed as well and was a great example of skill expression. Other killers though, I have no issues with the removal and didn’t find it skilful in the first place. It didn’t take skill to burn Wraith or Hag. As for techs, it depends on the tech honestly. Ones that are problematic like stagger tech and Blight old Z tech should definitely go. Things like Oni flick, urobending, and CJ though should stay simply because they don’t become uncounterable or often problematic. Hug tech I will give a pass for removing because the community begged for that to be removed for years and that’s just a case of BHVR listening to feedback

    Invisible walls - screw them. I need my flying Demo back :(

    Only catering to high skill players - heavily disagree. If that were the case then DS wouldn’t be considered for changes since top skill survivors can already use it very well. Same with making flashlights easier. Seems more like they are catering to both ends but leaning slightly towards the bottom. Not sure what survivor changes you are talking about here.

    1. That depends really.
      A: If you are someone who play mostly killer, then the game is probably the best and most fun in the current state.
      B: If you play mostly survivor (as anything but a 4-man SWF group), then the experience is horrible, due to the stale killer meta and bad survivor items/perks.
      C: If you play both sides equally, then you see the reason why some might quit the game for the time being.

    2. SBMM in this game is fundamentally flawed, as it currently is. The old rank based system did for the most part separate out players by their general skill level. Granted, matches took longer to find, but imo, it is better getting matched up with players of similar skill, and have a clear goal to go for (meaningful rank-ups is one thing). Better quality matches, some might say.
    Current matchmaking is really hit or miss, whether or not you get nice close games, or a full-on stompfest from the killer side. This is due to the matchmaking being way too lenient in the high-skill bracket.
    I have experienced this way too many times on both sides, and it kills every bit of fun you might have had with the game. This was rarely the case with the old rank-based matchmaking, since you got matched with equal players for most of the time.
    Two possible solutions would be
    A: Divide the higher skill bracket into more tiers - This gives a longer matchmaking time, but leads to better quality matches overall.
    B: Separate modes. A ranked mode (with the old-school style tight matchmaking) and actual ranks again, and an unranked "quickplay" mode, with the current matchmaking, but looser, to allow for very short queue times.

    3. Yes, I do agree that some of the "skill expression" was kinda meh, but in all honesty, it should have been kept in the game, as a means to counterplay. I mean, what can you really do against a bamboozle wraith these days, other than holding W, and force pallet drops. At least the lightburn mechanic bought you some time, in exchange for flashlight battery life. And for Hag, it was a very niche way of getting rid of her traps. She got an overall nerf from that change, since any survivor can wipe away traps now. No idea what the mindset was behind those changes anyways.

    4. Invisible walls kills the fun, enough said.

    5. Well, I was somewhat wrong, but from the perspective of someone playing 70/30 survivor/killer, and mostly solo/duo as survivor, the game is certainly not balanced around this. 4-man tryhard SWF groups will for the most part be on equal terms with the killer. But yes, the current balance has been too centered around co-ordinated teams who knows exactly what to do in any given situation, and killers have been way overtuned to better counter 4-man SWF's.

    All in all, as the game currently stands, seeing the same killers with the same perk builds, and 4-man SWF groups with the same perk builds gets stale really fast. That is my honest opinion.
    My wish is that BHVR finds a way to strike a perfect balance between killer and survivor (if they want a 60% kill-rate, then so be it), and that they look deeply into the matchmaking system. Also as a bonus, they should really do funny game modes more often. I would love to see a randomizer mode, where you get random perks, items and add-ons, and maybe for the killer, a randomly picked killer. I think that would be a really fun mode. Oh, and random cosmetics too. That would be hilarious

  • @Quizzy said:

    Hh. Sweet memories. Even the old days during rank people would say the same thing. "No variability. Same perks!" Blah blah blah. Still haven't changed one bit.

    That mostly applied to players in the red ranks though. Lower ranks were MUCH more varied

  • I'd much rather have longer queue times if that means the QUALITY of the games gets better.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699434#Comment_3699434

    The thought of buffing Huntress & Twins that insane is the proof of Dev's path on balancing killers.

    They already over-buffed Trickster to the point where he is pointless to go against as a survivor. He never runs out of knives, and his main event is just stupid. Absolutely no counterplay on certain maps.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701535#Comment_3701535

    first week after rank reset would be literal hell for every newer player

    That depends, since rank 1's would be taken back to rank 9, and anyone around there would be put back at rank 15 or so

  • @VomitMommy said:

    Issue is SBMM use basically only worst things it can bring.

    It simply makes game "sweatier", but you have nothing to get from it as a player. You can't see it, you don't get anything for it.
    It's more like a punishment than reward…

    I am not saying ranks were perfect, but they separated regularly playing from new / after break players. That seemed good enough for me.

    I fully agree. It did separate the players more than SBMM does.

  • Sometimes when I play killer, I run silly builds like Scratched Mirror Myers, just to scare the living daylights out of players. Other than that, I do play fair, and I often challenge myself to hook everyone at least once before trying to take someone out. More often than not, the survivors will escape, but I still had a good time with chases and such. One thing I can say about killer players is that most of them nowadays are lazy, only going for the easy win (read: tunneling and camping). So a word to those who play killer: Try challenging yourselves instead of just taking the easy route all the time. That way, you make the game more interesting for everyone. Same can be said about survivors running BNP commodious and every meta perk there is.

    I also almost never run a meta build, because that is often really boring. Where is the innovation and experimentation? That is why I absolutely loved the randomized perk modifiers. You had to work with what you got, and find ways to do your best with your given set.

    As a survivor, I never run meta builds either. Meta = boring gameplay. I hardly ever run exhaustion perks, but since screaming and aura reading perks are so prevalent these days, I do what I can to counter those.

  • @KerJuice said:

    SBMM was the worst thing to happen to this game. Ranking up should be based on how well you played, not escapes and kills.

    This is how ranking should work in a game like this. Not the "lazy" way of being based just on kills/escapes.

    If I had a word or two to say about the ranking, it should definitely be weighted based on how you did in the match.
    For survivors, I would have gone with the following metrics:

    • Teamwork - How well you co-operate with the other survivors, teamworking on generators, healing and taking hits for others / trading hook stages, providing beneficial buffs for the team (like boons or perks that benefit the team), cleansing hexes and so on.
    • Individual skill - This can be done through skill checks actually rating your skill (percentage of great vs. good vs. missed skill checks), how well you can loop the killer (time lasted in chases), time staying alive (has to be capped at a certain time) and so on.
    • Survival - Did you manage to escape or not.

    For killers, the metrics would look like this:

    • Hook stages - How well you perform in terms of hooking the survivors. Bonus points for not hooking the same survivor twice in a row, and less points for doing so (to prevent tunneling, and promote more fair play).
    • Chases - How fast you are able to down a survivor that you are chasing. More points awarded for shorter chases, and vice versa.
    • Kills/Sacrifices - None would lose you some points, 1 = No gain/ or minor loss, 2 = Gain some points, 3 = Less gain over 2, but some bonus points should be given for doing very well. Since 3 kills is determined as a win, there shouldn't be too much of an incentive to go for the 4th. 4 = No additional points awarded over the 3rd kill. Only bragging rights
    • Power usage - How well you can use your power to get downs with, instead of just basic attacking (M1). - Granted, this metric would need to be adjusted on a per-killer basis, to make weaker killers (like Trapper or Freddy) gain more from using their powers as an aid to get survivors downed.
    • Game slowdown - How well can you make the game harder for the survivors? - Points lost for 3-genning.
  • I will heavily agree on the Overwatch statement.

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701324#Comment_3701324

    It does have MMR yes, but you can tell it is WAY more lenient and also people are generally a lot less tense and casual most of the time.

    I also agree that some techs need/needed to be removed, but something like Sky Billy/Space Billy should of never left

    I do play OW myself, and it is much more relaxed, especially in the unranked and arcade playlists. People who sweat a lot goes to ranked to hopefully get their spots on the leaderboards, but other than that, it has been a good experience for me (and my girlfriend, who got me into the game in the first place).

    Granted, Overwatch does have its own problem, being a F2P game, it has issues such as smurfs and cheaters to a greater extent than DBD does.

  • @Marc_go_solo said:

    Firstly no, DBD has not gotten stale for me, although as a randomizer it will become far less familiar than someone who only uses a small number of perks and only a few builds. Besides that, your points:

    https://forums.bhvr.com/dead-by-daylight/discussion/411088/is-dbd-getting-stale

    1. It partially does. The drive to go up in MMR, alongside the simplistic win/loss system in place can encourage less experimentation. The game becomes more predictable and feels more like a slog if that's the aim. Yet I only say "partially" because people played that way before too, and there's much more than a ranking system that determines those changes. I'd argue it's a better system than before - that doesn't mean it's not flawed.
    2. Some of the techs were not as intended, and hug techs especially were deemed rather unfair. However, some of the other decisions - such as lightburn being removed - did seem rather frustrating and did dumb down the experience and individuality.
    3. I would like to see these removed. Some of the invisible walls make no sense and take away from the flexibility of the game. It's too restrictive. Too safe.
    4. I don't think so. If anything, the "dumbing down" feels more focused on newer players, since flashlights were made easier to hit and the game is streamlined. There's still variety, but some of those changes have limited the game a bit.

    Streamlined - There is the word.
    Many modern games are over-streamlined, which makes them dull to play. Allowing more flexibility is way better than streamlining everything.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698648#Comment_3698648

    Basekit self care would definitely be interesting. And surely not too strong with the speed that you suggest.

    So if I get it right, survivors would then heal themselves at 66% of the normal healing speed within CoH? I guess that could maybe have worked as well. Allthough I think 60% would be the sweet spot.

    I am not sure if even a brown medkit should take 32 seconds to self heal though. That seems to slow for such an item.

    Basekit Self-Care would indeed be interesting, and having self-healing speed be based off of that would make it much easier to balance properly.

    Yes, it could be tweaked of course. I went with 100% bonus speed since that was easy to figure out. Also, 66% is the same rate as the current med-kits have, so it would not be too imbalanced, considering that you also have to set up the boon beforehand.

    Well, I kinda felt that the grades of medkits should actually matter. Granted, 50% is slow, I'll give you that. I could have messed around more with numbers until I found a better solution, but with the change to Botany, it would be a core perk to run if you were focused on running a healing build. So 75% self-healing speed would be the target.

    This could also affect killers as well, and shake up the meta again. Maybe Coulrophobia would be a viable option to counter the healer. Anyways, I am just rambling, and thinking about changes to make the game less stale.

  • I think there might be a solution to the tunneling problem.
    1. Give the unhooked survivor invulnerability until the killer puts another survivor on a hook. To make this a little more fair on the killer, subsequent hits will put the survivor into a Deep Wound state, but it will never down the affected Survivor. Protection hits will count as a conspicous action, and remove the invulnerability. This will prevent survivor players from abusing it. Invulnerability is disabled once the killer has hooked all 4 survivors at least once.

    2. Invulnerability is not in effect during the End Game Collapse.

    3. Killers who continues to tunnel one survivor despite invulnerability will suffer a permanent ramping Hindered effect, by 4% per hit.

    • Yes, there need to be a punishment factor to encourage killers to not tunnel someone out as fast as possible.
  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698068#Comment_3698068

    Personally found the medkit nerfs good though, they were clearly too strong before the nerfs in my opinion. Botany could lose the medkit inefficiancy though, I agree with that.

    As someone who plays both sides, I can totally see that the changes were needed, but not to this extreme extent. Here is how I would have changed healing overall.

    Base-kit and general changes:

    • Self-Care is now basekit. You can stitch yourself up, but at greatly reduced speed. Base self-healing speed is 33% (or 48 seconds)
    • Altruistic healing is unaffected by these changes.

    Perk changes:

    Self-Care:

    • Increases efficiency of self-healing with med-kits by 15/20/25%
    • Blocks aura-reading while healing yourself or other Survivors with a Med-kit. - Situational counter-perk to Nurse's Calling

    Botany Knowledge:

    • Removed the efficiency de-buff on med-kits.
    • Self-healing has a base speed of 50% (32 seconds)
    • Altruistic healing unchanged

    Boon: Circle Of Healing:

    • Increases self-healing speed by 100% (with the base-kit change, you can practically heal yourself at the same speed as with the current med-kits, or just as fast as altruistic healing with Botany). - Does not stack with Med-kits or Strength in Shadows
    • All healing with Med-kits is now 10/15/20% more efficient.

    Strength in Shadows:

    • Increases base self-healing speed to 70% when within the basement. (This has 105% speed with Botany) - No change from the current state. - Does not stack with Med-kits.

    Med-Kit changes:

    Camping Aid Kit (brown):

    • Decreased charges back to 16
    • Added a 50% self-healing speed bonus. Increases the self-healing speed to 50% (or 75% with Botany) - 32 seconds for a full heal (or 24 seconds with Botany)
    • Removed the self-heal efficiency penalty.

    First-Aid Kit (Yellow):

    • Charges is reduced to 20
    • Added a 66% self-healing speed bonus. This increases the base self-healing speed to around 55% (or 83% with Botany)
    • Removed the self-heal efficiency penalty.

    Emergency Med-Kit (Green):

    • Charges stay at 24
    • Added an 80% self-healing speed bonus. Increases the self-healing speed to around 60% (or 90% with Botany)
    • Removed the self-healing efficiency penalty.

    Ranger Med-Kit (Purple):

    • Charges increased to 28
    • Added a 100% self-healing speed bonus. Increases the self-healing speed to 66% (or 100% with Botany) - 26 seconds for a full heal, or 16 seconds with Botany
    • Self-healing penalty decreased to 15%

    New *Trauma-Kit (Iridescent):

    • 32 charges - Capped
    • 75% faster altruistic healing
    • 125% self-healing speed bonus. Increases the self-healing speed to around 75% (or 112.5% with Botany) - 24 seconds for a full heal, or 14 seconds with Botany
    • 20% less efficient on self-healing
    • Has a built-in Styptic function, where you can press the skill-check button to consume the trauma-kit in exchange for 10 seconds of Endurance. Stacks with Syringe, and this will automatically mend your Deep Wounds if you are in this state after 16 seconds

    Having an "ultimate" med-kit seems like a good idea. To make it not overpowered, this med-kit can not take charge add-ons, and it retains the self-healing debuff, in exchange for a built-in Styptic. Note: This can be negated by Streetwise and the changed Self-Care.

    Also, these ideas of changes aims to re-balance healing by making perks and med-kits synergize better togther. Not in terms of healing speed, but in terms of efficiency and versatility.

  • @monochromeworld said:

    they nerf sbfl/ they make sadako trash tier killer (and soon Pig join her) they killed mangled/3-gen strategy/camping/the most good killer perks (survivor perks only being buff for almost 5 years). Survivors already escape in 80% times maybe they should staft buff the killers again (and not nerf just like Pig again) so what do you think?

    The game is not that survivor sided if you think about it.

    Most survivors are Solo Queue players who aren't on comms, or a duo-SWF. 3 and 4-man SWF groups are much less common than you'd think. Granted, the game's SBMM loves to find 4-man genrushing squads to put against you as a killer, especially if you are doing well. But that is not the fault of the survivors, it's a serious problem with the matchmaking system itself.

    Trust me, this works both ways. Some games as a survivor, you can come up against a killer running the most meta-tryhard-sweaty build you can imagine, who tunnels you out at 5 gens, all while keeping pressure on the entire map. This happens more often than not in Solo Queue. Again, this is a problem with SBMM not taking player hours and true skill levels into account.

    All in all, the game is SBMM-sided.

  • This sounds more like a server-side issue rather than the killer's power

  • @Alex_ said:

    Ok, really cool idea imo:

    Either in addition to the current effect or replacing it:

    Reduces the stagger after falling from a great hight by x%.

    This not only makes sense, as the Perk is called Lightweight, it also could be a pretty good effect.

    I think that 100% would be fine, so there is no stagger at all, but that's up to you. It's even possible to give this effect a Cooldown, so if it's too strong (which don't think) it's relatively easy to balance out.

    Much love to the team <3

    I would say that a 50, or even a 75% stagger reduction could work well. But there needs to be a cooldown attached to this effect. Maybe 20 seconds, like Quick and Quiet.

    So, in essence, this perk could serve as a "light" version of Balanced Landing, without granting the sprint burst effect.

    Alternately, I would much rather see Balanced Landing reworked into this idea, and drop the sprint burst from it.

  • @Huge_Bush said:

    Title.

    They recreate two maps as they were before everything was changed. One survivor sided map and on killer sided. Crazy stuff such as Omega Blink Nurse, original Mettle of Man, BNP, original Self Care, Instant Moris, and whatever else people considered broken make a comeback.

    To make things easier, they’d only allow Nurse, Trapper and Myers to be selected as killers and Blendette (in all her blendy glory) Dwight, David and Meg as survivors with only the Meta Perks as selectable perks. This way they don’t have to do too much work in the coding department and make this mode more feasible.

    Do you think players would want to play it? I’d be interested in it just to see how it compares to today’s gameplay. With all the complaints about how it’s boring now, I want to see how fun the game was with how busted everything was.

    Not really sure about this way of a "Classic" mode, so to say.

    First of all, if there were to be a classic mode, EVERY killer, survivor, perk and so on would need to be present. You just can't lock something away and think it would be fun if everyone were to run the exact same builds. I would go so far as to say that meta builds has to be limited, so that certain perk combos are restricted. Like Dead Hard and Decisive Strike together for example.

    I'd say if they were to add this mode, it would have to be on a fair patch, where most early exploits and bugs could not occur, and some of the ridiculous things of the earliest patches would need to be addressed, like insta-blinds, pallet vacuum and 4 second self-care. Other than that, Having the old maps, with tons of pallets, the old movement, old versions of perks and add-ons would actually be fun.

  • @MrMooseyMan said:

    I've been attempting to play more off-meta builds and play more fairly for survivors. This usually involves a combination of trying to hook every survivor at least once, and sometimes letting them all escape even though I had multiple chances to kill one of them. I'm amazed at how many survivor streams or EGC I see where, even though I played in a totally weird way and didn't pick up and kill someone, they still think I was playing toxic, tunneling, or any number of things. The gameplay changes from game to game, and if you get unhooked and go for a body block, yes, I'm going to hit you and/or down you. BUT, I might leave you to sit there for a while and go chase someone else. Every time, without fail, survivors never question WHY I'm leaving them down, they simply think I'm "slugging" rather than giving them a second chance to get recovered after a stupid play. For all the complaining survivors make about killers not playing fair, they don't recognize it when it's happening right in front of them.

    This is exactly how I play killer. Not all survivors understand the difference.

    I have plenty of opportunities to kill all of them if I wanted to, but I'd much rather give them a second chance, so that they too can gain something from the match. Wholesome matches if you want.

    You can't really do anything when the matchmaking gives you sweat teams though, but I have seen less and less of these lately

  • @MikaelaWantsYourBoon said:

    Question is on title but let me make it detailed.

    Kate (Clown), Feng (Doctor), Haddie (Dredge), Yun Jin (Trickster), David (Huntress) etc.

    I just saw some of this type costumes and i really liked. Now i am asking your opinion on that. How you would feel about this type costume collection?

    https://us.v-cdn.net/6030815/uploads/4KHUADOO2753/image.png

    https://twitter.com/dvveet/status/1682486495133982721

    Now this is a really interesting idea.

    A different take on cosmetics, and it would be super cool seeing survivors look like the killers from their chapter (or other chapters for the ones who don't have a killer to go along with them).

  • @Bardon said:

    The thing is, with the old BP bonus in BBQ there was a real incentive for the killer to hook all 4 survivors before going for second hooks (unless someone just came around a corner into range).

    Now, that incentive is gone. Counter-productive if there is a desire to reduce tunnelling.

    If they added a stackable bonus for every unique survivor hooked (maybe +25% or so for each), which got taken away if you hooked the same survivor twice in a row. That would discourage people from tunneling (at least in theory), as there would be an incentive to go after every survivor to achieve the bonus, but also play it fair to not lose the bonus.

    When the first survivor gets sacrificed, the bonus will be locked at the amount it's at, so if a killer decided to prioritize two survivors over the others, they would receive a 50% bonus to Sacrifice points, instead of 100%.

  • @SantaKlawz1 said:

    Counterpoint, bring back old hatch. 🤪

    I second this. Make keys great again

  • @Yoshirama said:

    Is just a cycle, killers says they tunnel because survivors are genrushing and survivors gen rush because killers are tunneling.

    But let's be honest, many killer camp and tunnel at the start and blame genrush when just one generator has been done, it happens to me a lot.

    Is very rare to actually encounter a full swf team, but is so common that killers tunnel and camp. I mostly play un duos with my friend and is awful, he wants to quit playing because most of our matches is just camping and tunneling at the start. What's the point of playing if another player is not gonna let you?

    Can't tell how many times that has happened to me lately. Being tunneled/camped out at 5 gens remaining. It's not fun having matches like that, where you are essentially unable to play at all, because the killer's best strategy is to hardcore tunnel someone out of the game as soon as humanly possible.

  • @Peanits said:

    We dove into this when we removed the Bloodpoint bonuses from BBQ & Chilli and We're Gonna Live Forever, but the gist is: We do not want Bloodpoints to dictate which perks you decide to use. Extra Bloodpoints, especially when the bonus is large, causes a lot of people to use a perk that they otherwise wouldn't have. This creates a situation where people feel the need to run that perk because if they don't, they aren't progressing as fast as they could be. This is not ideal, we want everyone to feel free to use the perks they want- whether they are the ones they consider the most useful or the most fun- not the ones that they need to in order to progress quickly.

    This was a different story before the progression overhaul, but these days progression is much faster even without these bonuses. We're gradually phasing them out from various perks as they are updated.

    To be fair, Survivor has a very hard time getting good amounts of points as is, so it was no surprise that Prove Thyself was used so much, since it also halved the time you needed to spend on a generator in order to get the full 10,000 points, incentivicing the survivor player to do other things as the points got maxed out. Like being altruistic or engaging more with the killer.

    With that bonus gone, you need to repair the equivalent of 3.5 generators in co-op to get the same amount of points.

    If you truly want to remove the BP bonuses from perks, then the survivors DOES need a compensation for it, otherwise you are going to see a lot less people play survivor moving forward, as killer would be a no-brainer for progression, as you can easily make 2-3x the amount of BP per match compared to what a survivor does.

    My idea of a re-structured BP system for survivors would look like this:

    • Objectives: Repairing a generator nets you a total of 2000 points (is 1250 points today) if done solo, and a 150% bonus to co-op actions, to allow for up to 3000 extra points (or 5000 in total for a single generator). This would require two generators done in co-op to gain the maximum amount of points. - Basically making the BP bonus from Prove Thyself basekit
    • Altruism: Healing another survivor should net you 800 points per full health state, and have a 75% bonus to co-op actions (up to 1400 points for a full heal) - Unhooking could stay the same as it is today.
    • Survival: Self-healing should net you 800 points in the Survival category per health-state (by any means).
    • Boldness: Being chased should net you double the amount of points compared to today. Pallet stuns, totems and killer blinds are fine as they are. - This will lessen the impact for a survivor being tunneled.
    • A survivor that's being camped or tunneled should also receive a portion (maybe 25%) of the points they normally would get from doing objectives and altruistic actions, including co-op bonuses, since they are contributing in a way by keeping the killer busy. This could also prevent some players from DC'ing as well, as they would receive a fair amount of points for being in the game for as long as possible.


    • Killers should also be rewarded for hooking more. Maybe increase the hook reward by 50% to begin with, and see if that reduces the need to camp.
  • @loki1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486911#Comment_3486911

    I think it's unfair to play games where the first generator is started in 30 seconds and all subsequent ones in 40-50 seconds. It's called genrush and it's very unfair to the killer. I have games like yours and I genuinely get high from them) But such games are too rare, unfortunately.... Most survivors tend to get all the genrush in 3-4 minutes and run away. And so most killers tend to take 1-2 survivors out of the game as quickly as possible to even the playing field. I often have to play dirty because survivors also play dirty and I can't lose 9/10 games because of genrush. Dirty play begets dirty play, corruption begets corruption, violence begets violence. Basically in our game all the problems boil down to: genrush, camping, tunneling, playing from the triangle. I'm trying to convey to players who only want to destroy tunneling, or some other nasty strategy, that you can't do that. The balance of the game should strive for an equation, because in an equation everything is EQUALized and brought to EQUALITY. If we want to get rid of annoying strategies, we need to separate the two parts of the equation: the survivor part and the killer part. Then the balance will remain, but there will be no annoying strategies! Dbd is not the real world and in it you can eliminate foul play and injustice, that's what I'm striving for, I think I'm not the only one who doesn't like it when I'm tunneled the whole game, or genrashat in 4 minutes. This should not be tolerated, because in our lives and so much bad and at least in our favorite game we need to relax.

    Trust me, I do get those games where the survivors might as well be a professional team practicing before a tournament. Those are never fun, and causes a sense of anger. But I am able to brush them off and go into the next game open-minded

  • @loki1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486851#Comment_3486851

    I want to enjoy the game. Both as a solo survivor and as a killer. But killers tunnel and camp and I myself have to, as I prefer to win and not see survivors in the gate. Playing in the usual scenario against a party of survivors I face my absolute helplessness, as I just genrashat and I at most make -1 trying hard. That's why ONLY tunneling and camping works against party survivors and 9/10 games I have against them. And for a survivor I also face tunneling because very few people play for solo survivors at high mmp. Genrash ruins the game for both killer and all survivors....

    You can indeed enjoy the game if you simply relax and have fun while playing. The attached screenshot is from a game vs. SWF's (the Jeff, Zarina and Leon were teamed up), and I play in fairly high MMR (grades don't matter). I didn't camp them at all, allowed them to get saves, and going for a full 12-hook game. It was close though, as they got one exit open. I had downed the Jeff, and the Nea was hanging back in the exit, teabagging furiously. Until I realized she wasn't far enough out, so I downed her and brought her to a nearby hook. Guess that was instant karma after all.

    Anyways, I brought this game up because I went from playing survivor that night, getting tunneled and camped a lot, and to prove a point that killers don't have to sweat their balls off to win games. Try to have fun once in a while. It really helps.

    I should also add that I did not 3-gen them, even as the Skull Merchant. That's just a dirty way of winning. I like close games where it feels like you are winning fair and square, or losing in the same way. As long as the game feels close, like a tug of war between both sides. It feels so much more rewarding getting a good game that way, and not one that is determined 10 seconds after the game is started.

    SM win.jpg

    To the moderators: I remembered to censor the names of the survivors this time 😅

  • A survivor with Made for This will run at 4.12 m/s *

    Combine that with Hope, and you have a survivor who can run at 4.4 m/s (or 110%)

    Then you have perks like Guardian, when being rescued by someone running this perk, you have a temporary speed boost of 117% (with the other two perks)

    Or with the teamwork combo of Blood Pact and Teamwork: Power of Two, you can at maximum get a total haste of 4.76 m/s (119%) - Combined with Hope that is. That is faster than all M1 killers in the game. And oh boy, if you both have blighted (refined) serums, you can actually get all the way up to 4.96 m/s (124%) with this set of perks. Add a Made for This, to have when injured, you can get all the way up to 5.08 m/s (127%), which is almost as fast as a fully stacked Play With Your Food on a 115% killer.

    It is only theoretical. I have never seen someone do this in a real match before, but the numbers don't lie, so it is indeed possible

    If you co-ordinate well with someone and run these specific perks, you are guaranteed to loop the killer forever, unless it is a billy, oni, wesker or nurse

  • Shirtless Ghostface. Hmm 🤔

  • I saw a few Hags during the event, though all of them were playing the camping game

  • @Pulsar said:

    Slow the game down, just a little bit.

    Gotta love the classic Monto videos. Back when he did the perk wheel challenges, whenever he got Ruin, the famous line "to slow the game down just a lil' bit" came out.

    Then you have all the classic No0b3 quotes:

    "Cauldwind Faaahm"

    "Billey!"

    "THE PLAG DEEE"

    "I'm so boosted!"

    "I'm so taking a fat facecamp after this"

    "Time for the TOXIC infinite my duude"

    "And to make things even worse for the survivors, we're gonna bring a mori" 😈


    Man, the old days of DBD was truly a golden age. Monto, No0b3, Puppers, and many more of the content creators who aren't as active these days. Respect for Puppers, he was a good man

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483301#Comment_3483301

    Except not every swf plays like this. Like I said to OP, lots of swf are playing for fun and will basically play like a solo queue squad cause they're having banter while playing rather than sweating.

    I wholeheartedly agree. I never play swf to sweat my ass off. I'm playing to have a fun time with my friends

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482954#Comment_3482954

    Thanks for the feedback, I know these changes seem like a huge buff for boons but imho, none of these boons would truly help SWF that much, with the exception of Exponential (but a good killer would notice the boon in the first place with the new cues so there is counterplay).

    Any tier 1 or 2 of my changes are nice little additions to the base effect but nothing huge, simply because it’s not that hard to get 2 tokens (permanent) with my Clairvoyance + Overzealous. Both of these perks are also nice for solo and beginners because they promote a healthy playstyle giving aura reading without the need the use items (Clairvoyance) and gen progress without being broken (Overzealous).

    To get 3 tokens and have access to the "ultimate boon", you need either to

    • spend time repairing with Visionary or break a totem with Inner healing, both of these perks consume tokens which is balanced imho because it’s only 2 perks slot overall : boon + Visionnary or Inner healing leaving room for exhaustion / survival perks
    • get your team to cleanse 3 totems and have Small Game leaving only 2 totems to be blessed (you get 3 permanent tokens but less choice to boon)
    • or have 4 boons equipped, you can bless right at the start of the trial to tier 3 but it’s random.

    So it feels balanced imho for how much work is needed for each tier. I was thinking about a new iri addon for the map item that would give a free +1 token to blessing but that would be unbalanced lol.

    Now on the strong part of each boon (3 tokens), is it really that strong ? Giving Bond, Quick & Quiet, Tenacity or Any Means Necessary (even with the other cumulative buffs for each boon) to everyone without range is not really game changing because you have to use either a lot of time or your own perk slots to get there anyway. It’s completely different that allowing everyone to self heal for exemple for a single perk slot out of 16.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482960#Comment_3482960

    My problem to giving a flat buff for each boon perk is how they can stack on a single totem currently.

    So you either have to balance with the idea that you can stack them and each boon perk has to be underwhelming on its own or you set up a boon limit.

    My idea was that the killer could be able to permanently break boons that has been active for a small amount of time. Hence making the initial effects stronger, to balance out the risk/reward.

    In short: Buffing the boons to give good effects, while also giving killers the perk "Shattered Hope" as basekit.

  • This is basically what the old ranking system was. The only difference being that rank reset put players at exactly halfway down the ranks from where they were at the time of the reset. (rank 1s became rank 10, rank 10's became rank 15's and so on).

    In all honesty, I think the old matchmaking system was much more balanced, as it took player's ranks into account

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482948#Comment_3482948

    That's better idea. One event should use this mechanic. When you use X event offering, your perks will be randomized and you will get 100% bp after match ends.

    I meant more for it to be a permanent game mode. One that incentiviced playing non-meta by giving a 100% BP bonus to all players. A casual mode if you want.

  • @JdoHybrid428 said:

    Would be a nice change overall, don't know if it'll happen any time soon.

    It could become a thing, since it is already in place in DBD Mobile.

  • I have a much simpler solution to the boons

    Killer basekit: Killers can now permanently break boon totems that has stayed active for at least 40 seconds, and reveal the aura of any Survivor within the Boon's range. - Basically making Shattered Hope basekit. This would encourage killers to actually break the totem. The killer can replace the broken totem if they have Hex: Pentimento, but that will also allow Survivors to bless it again.

    Boon: Circle of Healing - Allows Survivors to heal each other 100% faster, and themselves at normal speed. Grants a +100% bonus to Survival or Altruism bloodpoints depending on the healing action done. - Does not apply to med-kits.

    Boon: Shadow Step - Survivors within the range of this boon will not leave scratch marks, blood pools, or grunts of pain while this Boon's effect is active. Additionally, all aura reading is blocked.

    Boon: Exponential - Survivors can fully recover from the Dying state, and they recover 150% faster. Crawling speed is increased by 50%

    Boon: Dark Theory - Survivors gain a 5% Haste status while inside this boon's range. Additionally, generator repair speed is increased by 15%


    Not only does this makes the boons stronger, since the added risk of the totems being destroyed must have a counterbalance to it, but now the killers are able to permamently disable totems, prompting survivors to boon another, or just leave it be.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482918#Comment_3482918

    Feel like that would be fun if everyone in game was doing it. If not, just kinda feels like your throwing. Not saying picking non-meta perks is throwing, just saying you could get loadouts that are awful.

    That's exactly what I meant. A mode where everyone's perks are randomized, and all players had to play around them to do well.

  • An interesting take. Here is my idea of a bloodweb cleanup:

    Removed offerings:

    • All personal 50%, 75% and 25% in all categories BP offerings
    • Dark Mist offerings - They make virtually no difference in trials anymore.
    • Personal luck offerings.
    • Shroud offerings

    Restructured and new offerings:

    • Brown: 100% personal BP offerings (single category), Bound Envelope, Escape Cake, Survivor Pudding, Tarnished Coin, Salt Pouch, Moldy Oak, Cypress Memento Mori, Scratched Coin.
    • Yellow: Bloody Party Streamers, Shiny Coin, Black Salt Statuette, Rotten Oak, Cut Coin.
    • Green: Map offerings, Basement and Hatch offerings, Vigo's Jar of Salty Lips, Putrid Oak, Ivory Memento Mori.
    • Purple: Petrified Oak, Sacrificial Ward, White Ward, Black Ward.
    • New: Entity's Rule - Makes the trial considerably darker, and more fog appears all around - Replaces all fog offerings and reworks the old New Moon Boquet.
    • Iridescent: Ebony Memento Mori.
    • New: Iridescent Cake - Grants +200% bonus Bloodpoints to all players in the trial (awarded upon prestiging a character).
    • New: Guardian Angel (Secret) - Grants immunity against all Mori effects (including Devour Hope and Rancor)
  • I would love to have a random perks mode instead. It would be really fun seeing other things than the meta builds all the time

  • For me, true tunneling is focusing one person constantly, by proxycamoing the hook (even first state with 5 gens), and then proceed to only go for the unhooked survivor after that. I find this behavior particularly disgusting.

    Happened to me on the final day of the event. Some bastard playing Hag decided to be a complete douche.

  • I collected the following:

    Survivor: 484 Terrormisu, plus I had 47 leftover flans from last year. = 531 event cakes in total.

    Killer: 559 Terrormisu, plus 110 flans and 9 Sacrificial Cakes from previous years. = 678 event cakes in total.

    Terrormisu alone: 1043

    Total cakes: 1209

  • Random perk mode with a limited time +200% BP bonus sounds like a good incentive for people to try it out. After a while, they could lower the bonus to +100%

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480642#Comment_3480642

    With lots of experience it is easy to answer those types of questions. For example, i can say that probably one of the main reasons legion has a very high pick rate, is that they have the ability to max out the bloodpoint gain in 3 categories, without getting a single hook. Pretty much unless you completely mess up super terribly, you are all but guaranteed 30k bloodpoints. They are the easiest character in the game to farm with.

    Here is an example that can be interesting:

    In League of Legends, every match is tracked, and gives everyone who was in the match a detailed timeline of how the match went. Say for instance that one team completely steamrolled the other, but managed to throw the game, then it will show in a graph where the team's total gold lead is shown.

    Now a similar tracking and summary could work in DBD as well, where it shows a timeline of the match, and which objectives got done (for instance generators, totems and hooks) at what time into the match. It should be a lot easier to keep track of how different killers and survivor teams deal with one another, if a system like this was implemented. Showing the players' builds as well could help determine the impact certain perks / perk combos have over others and so on.

    I am pretty sure the real data would look a lot different than what it currently shows.

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