Temak
Temak
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- Temak
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@Balrog said:
Please leave your feedback about the Blood Moon Event here. Thank you!
Your event sucks
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Good suggestions are not for this forum as I see. "People" discuss some ######### like badges
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@Tsunami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059255#Comment_4059255
I am personally really eager to see such things in perks becasue basically mostly we have the same aura reading mechanic in diffrent flavors, additioanl boost to healings, doing gens etc. Perks like bombs on pallets and windows are minority. We didnt have anything new for many years and incantations and boons well they also boost healing or reduce gen repair time etc so even if its diffrent form it still ends up as something that we already had. I really liked behaviour recent killer powers but the perks are really stale after so many years.
I have miserable appliance experience with perks, being mostly a new player. Since new players doesn't play this game for 10 years and not having 1k+ hours.
I just want to have variety by default. We should have choices not only general buffs/nerfs, levels of perks and the perks themselves.
If we have situational and interesting conditions in base game - we own game. If not - we spend time (or money) to buy such. -
@OnryosTapeRentals said:
DbD easily has the worst upscaling implementation of any game I’ve played.
XeSS makes everything look horribly muddy with minimal performance gains and FSR makes no difference in terms of performance or visuals. I’m guessing the versions we have in DbD are very early models. They should definitely look into updating them.
How do you see the difference? I read that XeSS better than FSR or default anti-aliasing. I play with ultra graphics settings
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@Jhodgetts said:
sorry mate every killer needs nerfing and aura reading perks shouldn’t be a thing, we need more pallets on the map and every killer needs to have fatigue when they hold out there ability for too long, its supposed to be a skill based game not a ####### pay to win.
It is pay to win
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@Tsunami said:
New Killer Status Effect: Cleave.
Cleave is a stack based status effect for killers.
When performing a basic attack (M1) the killer damages not only the targeted survivor but also any other survivors within a 6 meter radius of that survivor.
-Cleave does not expire over time
-There is no limit to the number of stacks you can hold.
-One stack is consumed only when you injure a survivor who has at least one other survivor within the 6 meter radius causing that nearby survivor or survivors to also be injured.
-If no other survivor is within the radius a stack is not consumed.
-there should be a visual indicator that informs survivors that the killer has Cleave.Example in Perk: Tyrant’s Whip
After being stunned or blinded gain 1 token.
After gaining a token this perk goes on a 30/25/20 second cooldown.
After accumulating 2 tokens gain 1 Cleave stack.I like it. But I don't like this being a perk. This would help against squatters who tryna save their teammate being in 1 meter near hook.
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I don't quit I just switch to other apps for about 5 minutes to search new match. After match is found I get notification in my DE, click on it and hit ready in game.
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@CoolGuy1998 said:
How come survivors can disconnect without penalty when they are about to die but for killers they have to walk all the way to the gate and chase camping survivors to get them to actually leave and finish the game? This isnt an occasional thing if survivors escape through the gate there is usually atleast 1 person who stands right beside the exit just waiting to waste my time and I get punished for leaving the game so I can get onto my next game faster?
As killer I want to escape with survivors if they all near gates.
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>give each survivor a dedicated colour from red, yellow, blue and green. (hopefully you can change the colours in the colourblind accessability option)
This is actually good and simple proposition.
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It is too much and oversimplifying teamwork for random players. I want only see my teammate's perks in lobby before match. BHVR probably doesn't want it and afraid of people leaving lobbies because of self-esteem. Since randoms would understand what's gonna be.
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Why?
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056462#Comment_4056462
You cannot abuse something that entirely works as intended.
I can abuse. "Intended" doesn't mean "forbidden" or "restricted" to abuse.
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In GNOME DE there might be a notification that in a window of some app has changes or whatever. But not always.
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@Dinadin said:
Yeah, just make those perks useless. Great idea.
just abuse existing ones
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@runningguy said:
- if you havnt played most of last year you may be out of practice, it happens after a long break.
- Are you tunneling?
Are you BHVR employee? They like use such words to their game which inclines tunneling, slugging etc. And it depends on killer, did you play Twins?
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BHVR doesn't care
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Then Mathieu Cote playerbase would bully killers and say they are egoistic and should be submissive to survivor builds realizations.
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@ChiGamerMomTTV said:
Its funny how so many of the comments below are from killers. LOL
Anyway, my suggestion is to throw Chaos Shuffle into the mix and assign survivors and killers the classes randomly.survivor cry baby main. LOL
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It is better for swf mark themselves as voice chat party or whatever. If they don't mark - killer could report them about their use of voice comms. Then voice comms are "legal" cheating in dbd. If the same players playing together and get reports about voice comms the game itself should mark that they use/abuse voice comms for killers as notice. And random survivors should get info about other players in lobby before match starts, except killer.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054834#Comment_4054834
I do, but they've been a lot more active in trying to bugfix since the new website went live. People just need to report it with clips/ways to repeat it. I'm sure people likely have already.
This game isn't open source dude. Like I don't care about direct reports to BHVR. Especially keeping in mind their possibilities. As was mentioned somewhere in patch notes that nurse is "fixed"; we acknowledged that she's broken and buggy/laggy. So I don't see any reason to prolong such conversation except being positivist.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054814#Comment_4054814
They could fix her while balancing her still, I don't see why bugs should get in the way of that.
Don't you know about spaghetti code?
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@whirlwind931123 said:
Dead Hard is still the best exhaustion perk with at least 60% of survivors running it in high MMR (based on my match history). I don't think Dead Hard needs a nerf, but I think there should be more perk options to counter it. The current anti-exhaustion perk options aren't good enough. Languid Touch is the best counter currently, but it's pretty much complete RNG with crows. We need a perk that specifically counters Dead Hard. I don't care if it's useless against every other exhaustion perk. In fact, it should be to balance it. Considering we already have Lightborne that hard counters Flashlights, a similar perk seems reasonable.
As a counter to Dead Hard, I've just been hard slugging survivors with Twins so they never get the perk. This seems to be the best counter currently. I hope BHVR adds more counters so I don't have to keep doing this.
Wow there is no guarantee for DH user to prolong chase significantly, especially for solo queue survs. I'd like to see collision changes which make survivor bodies feel not like "walls" or "blocks" but real bodies which killer can "nudge in the side". Such collision like in other multiplayer games with your teammates. Like in CS:GO as I remember. And for DbD chose mid between complete "body block" and "body obstacle".
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@Doodlebug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054176#Comment_4054176
I've started quitting games out of boredom becase all I'm doing is looping and getting stunned/tbagged and it's just not fun. It's deeply tedious. The game community need a balanced DBD-clone because the audience is there and the dev's just aren't listening at all.
There is DbD legacy launcher you could find it in discord I guess.
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This issue is about game design and dev's perspective/naiveness about how players should play and how they actually play (in discord e.g).
I really want to see what my teammates equip (their perks, items and add-ons).
Almost no one prefers to play as a team in dbd. SO with such "teammates" I wanna annoy my "team" and killer (if killer abuse sutuation) and get out as soon as possible to the next solo queue.
Yes I know examples such as Michael Myers with Devour Hope and mirror add-on in Hawkins is too much out of a sudden to survivors and frustrating. But it works really well against flies which populate solo queue DbD.
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In such situations I'd like kill both survivors with memento mori. Because trying to exhaust yourself or killer is a bad for game which is for fun primarily.
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I guess these propositions make game more balanced. But currently nurse is broken literally. She's buggy rn and survivors abuse it. Anyway I won't like to play again as such nurse. So keep it hold.
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I agree only with add-ons which you proposed to apply as killer's basekit.
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@Senaxu said:
Hi everyone,
I’m writing this as someone who’s played since 2018 and has roughly 5k hours in DBD. I play both sides fairly evenly (Killer and Survivor), which is why I’m trying to keep this feedback practical and balanced. The goal isn’t to “buff my side”… it’s to reduce the biggest friction points that make matches feel worse for everyone, and to make the game more consistent, fair, and fun.
Below are the changes I believe would have the highest impact:
1) Match integrity: meaningful anti-cheat steps (starting with the basics)
Cheating… especially subtle cheating… currently feels too low-risk and too hard to address. When cheating slips through, balance discussions become pointless because the match outcome wasn’t “real” in the first place.
What I’d like to see:
- Server-side sanity checks for impossible states as a first step (teleports, extreme speed/action values, impossible generator progress spikes, etc.). This alone would reduce a lot of blatant cases.
- A stronger path for subtle cheats (short speed bursts, quick wallhack toggles, etc.) that don’t require players to provide perfect video evidence every time.
- A lightweight replay / match review system (even if limited) would help with reporting, verification, and trust.
This should be the top priority because it improves every single other system by making matches reliable again.
2) Solo Queue vs SWF: close the information gap without forcing voice chat
The gap between SoloQ and coordinated SWF is still huge, mostly because SWF gets constant information “for free” via comms. If SoloQ had better baseline info tools, BHVR could balance around a more consistent survivor experience.
Proposal A: Basekit “Kindred-like” team awareness
Not necessarily full detailed auras, but some reliable way for survivors to understand team positioning and intent:- A rough aura / glow / outline of teammates (or a simplified indicator) to show approximate location.
- It doesn’t need to be perfect… it just needs to reduce the “nobody knows what anyone is doing” problem.
Proposal B: A small communication wheel (ping system)
A limited set of clear, non-toxic, non-spammy messages that cover the most important coordination points, for example:- “I’m going for the unhook”
- “Killer near me / I’m in chase (stealth killer)”
- “Going for a gen”
- “Hex/Totem here”
- “Reset/heal”
Keep it simple, with a cooldown and a small, clean HUD indicator.
Why not voice chat?
Voice chat with randoms creates language barriers, conflict, and pressure. Many players want to play Solo while still having basic information. A wheel/ping system solves that without the downsides.Important follow-up: balance should move with the new baseline
If SoloQ gets brought closer to SWF in terms of information, BHVR should also be willing to re-balance around that new baseline. That includes revisiting perks/add-ons whose main value comes from “SoloQ blindness” (for example, info-denial effects like Hex: The Third Seal, which applies Blindness and suppresses aura reading). Otherwise, we risk “fixing” SoloQ on paper, only to reintroduce the same gap through mechanics that SWF can often compensate for via comms. Once the information baseline is healthier, killer tuning and perk balance can be adjusted more fairly and more consistently.
3) Matchmaking/MMR: reduce extreme mismatches and reward actual contribution
MMR currently feels inconsistent in practice: you still see wildly mixed experience levels in the same match. Newer killers(<200h) getting highly coordinated teams(3k hours each), or experienced killers getting brand-new survivors, creates matches that teach nothing and feel awful.
Also, an “escape = good / die = bad” model (if that’s still the primary driver) doesn’t reflect reality:
- A survivor who holds a strong chase for minutes and dies can be the reason the team wins.
- A survivor who hides all match and escapes can gain rating despite contributing little.
Suggestion: add a contribution component (Activity/Impact score)
Outcome should still matter, but MMR should also reflect meaningful actions, like:- Chase impact (time in chase, how efficiently the killer is occupied)
- Generator progress and teamwork contributions
- Unhooks, heals, protection plays, clutch saves
- Objective plays (clearing key totems, creating pressure at the right time)
The goal is not to “gamify” everything… it’s to prevent the system from rewarding passive play while punishing the players who actually did the heavy lifting.
4) Game pacing: generator speed stacking needs a hard look
Generator repair speed stacking can create matches that end absurdly fast when multiple bonuses line up. In an asymmetrical game where the first chase already heavily influences tempo, extreme gen speed can leave killers with no realistic counterplay.
Suggestion: introduce diminishing returns / a hard cap on repair speed stacking
- Perks and other bonuses shouldn’t multiply into “gens fly instantly” territory.
- A cap (or diminishing returns after a threshold) keeps pacing stable without deleting repair perks from the game.
This is about match health: longer doesn’t always mean better, but too fast makes matches feel meaningless.
5) Pre-lobby & endgame visibility: stop lobby shopping, keep accountability
Right now, killers can often “shop” lobbies based on visible profiles/hours, which leads to:
- Dodging anything that looks difficult
- Targeting the obvious weak link from the start (“this player has 50 hours… my tunnel out”)
Proposal: hide identifying profile info in the pre-lobby
- Keep visible: survivor portraits, items, platform icon (basic transparency)
- Hide: player names, profile links/hours/obvious “experience” signals until the match ends
After the match: show names normally Endgame should show full names so players can report properly and matches aren’t effectively anonymous. Players can still use platform privacy settings if they want their profile hidden… but the in-game identity should be clear at endscreen.
This reduces unfair pre-game advantages and lowers the incentive to lobby dodge or pre-select targets.
6) Consistency: anti-tunnel tools should function against top chase killers
Example: Decisive Strike is meant to be an anti-tunnel tool. But against certain S-tier chase powers (e.g., very high mobility/instant gap-closing), DS often doesn’t buy enough distance to matter.
Suggestion: short power lockout after DS (and potentially similar stuns), palett breaks
If DS triggers, consider briefly disabling the killer’s chase power activation for a short moment so the survivor actually gains a chance to reset position. Some killer powers already interact with short lockouts in other contexts; applying a consistent logic here would help DS do its job across the roster.If certain temporary modes should be exceptions, that can be tuned… but the core idea is: DS shouldn’t become “basically useless” depending on the killer.
7) Anti-tunnel incentives: reward hook spreading instead of hard tunneling
Tunneling is still one of the most effective low-risk, high-reward strategies: turn a 4v1 into a 3v1 as early as possible. Even if anti-tunnel perks exist, the meta pressure pushes survivors into running them constantly, reducing build variety.
Instead of only adding more punishment systems, I’d love to see killers incentivized to play in a healthier way.
Idea: reward hook spread (with strong anti-abuse rules)
Examples of reward directions:- A small, controlled regression/slowdown reward for hooking different survivors before re-hooking the same person
- A short, time-limited pressure bonus for “fair rotation” (designed so it can’t be exploited via intentional slugging cycles)
- Anything that makes “playing for 12 hooks / good pressure” feel like a competitive option rather than self-handicapping
The exact implementation needs careful anti-abuse measures, but the goal is clear: make healthier killer playstyles more rewarding, and reduce how often matches revolve around “tunnel one person out ASAP.”
Closing
These are the main areas I’d love to see addressed:
- Anti-cheat & integrity
- Solo Queue info parity
- MMR/match quality
- Pre-lobby fairness + endgame accountability
- Generator speed stacking / pacing
- Consistency for anti-tunnel tools vs top-tier chase powers
- Incentivizing hook spread to reduce tunneling
I’d genuinely like to hear other perspectives (especially from people who play both sides). If you disagree with any point, I’m open to alternatives… but I’d love to keep the discussion focused on what makes matches healthier and more fun for everyone.
Thanks for reading.
The problem with tunneling as a strategy that it is applicable for both sides, I mean your goal to tunnel survivors and survivors need to counter killer's tunnel to live as much as possible. So there can be "toxic" killer or survivor, it is much about personality aligning with game's system which even encourages to play so. Older versions were more asymmetric than nowadays.
Older versions seem like much more fun even if you die. Those survivors who wanted to have the same kind of ability to tunnel should've played killer. Nowadays you can achieve the same level and counter many random killers. So I think new DbD is more close to pay-to-win shooter games in their nature than to asymmetric games. The main reason why it is a trash game. We don't need balance with killer because it means that we want to be as killer, it means we become absolute opposite of killer, not just the survivors as it meant to be.
There was some DbD like shooter game from BHVR. Should they cancel shooter-like system in their own first of all game without competition, huh?
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Да, я тоже только на манах играю из-за этой проблемы. За выживающего мне один раз из 10 максимум интересный ман попадётся, а не тупой токсик, который напишет gg ez или что-нибудь в таком роде, когда выживающие так пишут ману, не понимая, что он поддаётся зачастую и для мана не проблема сделать 4к, это для меня нонсенс, челы зашли чисто для троллинга и проявления токсичности. Зато когда берёшь ноед и no way out, все они почему-то молчат и тупо ливают, не то видимо, зато какие "профессионалы".
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Да, я тоже только на манах играю из-за этой проблемы. За выживающего мне один раз из 10 максимум интересный ман попадётся, а не тупой токсик, который напишет gg ez или что-нибудь в таком роде, когда выживающие так пишут ману, не понимая, что он поддаётся зачастую и для мана не проблема сделать 4к, это для меня нонсенс, челы зашли чисто для троллинга и проявления токсичности. Зато когда берёшь ноед и no way out, все они почему-то молчат и тупо ливают, не то видимо, зато какие "профессионалы".
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Да, я тоже только на манах играю из-за этой проблемы. За выживающего мне один раз из 10 максимум интересный ман попадётся, а не тупой токсик, который напишет gg ez или что-нибудь в таком роде, когда выживающие так пишут ману, не понимая, что он поддаётся зачастую и для мана не проблема сделать 4к, это для меня нонсенс, челы зашли чисто для троллинга и проявления токсичности. Зато когда берёшь ноед и no way out, все они почему-то молчат и тупо ливают, не то видимо, зато какие "профессионалы".
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Да, я тоже только на манах играю из-за этой проблемы. За выживающего мне один раз из 10 максимум интересный ман попадётся, а не тупой токсик, который напишет gg ez или что-нибудь в таком роде, когда выживающие так пишут ману, не понимая, что он поддаётся зачастую и для мана не проблема сделать 4к, это для меня нонсенс, челы зашли чисто для троллинга и проявления токсичности. Зато когда берёшь ноед и no way out, все они почему-то молчат и тупо ливают, не то видимо, зато какие "профессионалы".
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Если сильно щадить выживающих, они начинают борзеть, а интересные эксперименты над ними проводить намного интереснее, как и вводить в заблуждение; они если не ради gg ez зашли, так ради своего же унижения))
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Да, я тоже только на манах играю из-за этой проблемы. За выживающего мне один раз из 10 максимум интересный ман попадётся, а не тупой токсик, который напишет gg ez или что-нибудь в таком роде, когда выживающие так пишут ману, не понимая, что он поддаётся зачастую и для мана не проблема сделать 4к, это для меня нонсенс, челы зашли чисто для троллинга и проявления токсичности. Зато когда берёшь ноед и no way out, все они почему-то молчат и тупо ливают, не то видимо, зато какие "профессионалы".
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It makes gen rush or constant chasing meaningless. I think BHVR should make tunneling meaningless rewarding killers with something different which would benefit them keeping survivors safe, and killer's status quo. There would be a reason to play for both sides. If no then we have situation like "hope you'll get better nonetheless what you think you will get in the end". I don't want to play weaker or yield to survivors. They probably don't want that too, if so anti anti everything makes this game silly and unenjoyable at all. If survivors try to gen rush and escape most of the chases, I would want to kill at least one, SO I need to tunnel that one and then focus on 3 remaining survs.
And if would able to kill two of them, then game turns into something middle between run-and-laugh or hide-and-seek.
If I have a meme build ("Agitation" and "Iron Grasp") I could chase one surv with another on shoulder. I had such case it was funny. But it what occurs with casual survivors. WIth somewho's "smart" it turns into hide-and-seek or whatever to make this game as much unenjoyable as possible. There is no thought about how to make this game enjoyable with less than 4-3 survivors.
I forgot to mention 2vs8 mode - it's still sucks no way I would play it seriously. But it definitely better than 2vs4 just because of roles and no perks which you should to grind for over 1k hour or more.
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>You can actively watch out for and not fall for any of those mindgames lmfao, doing so is the entire point of dbd
Where BHVR states that this is the entire point of dbd?
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Idk but as long as I played in such cases no penalty was for me
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043946#Comment_4043946
This isn't a horror game and you shouldn't be swinging at obvious bait
I know I saw also other "baits", like going through killer cuz there is no collision, making killer think survivor goes in some other direction when it's not so. Can you list all "baits" survivors can use and how they look for third party observer? You do address someone's mistake not the situation letting it to happen. We do not discuss such problem here as I see.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043993#Comment_4043993
Thats true. DBD is not really a full-fledged horrorgame. But i wonder if any horror games keeps the horror experience if you play it for over 1000 hours. At some point you have seen everything and you understand how the game works.
@[Deleted User] said:
i mean it sounds like an issue of seeing the game as a horror game. I suggest playing alien isolation or amnesia bunker instead for a real horror experience
I mean whether game is "horror" or not, it's survival game, not a clownery one, that is the issue and point of my post and also position through which I see this game. What is your position, huh?
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This is complicated
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I have similar problem. DC penalty makes game unhealthy, and videos about dbd with "the killer left game session because of my fc good looping was so boring to them". What you get from forcing people to DC? The only reason I guess is reasonable quitting (and, heh, abuse) to make -9 to your ranking or whatever it named to get similar as you people, but wait around 5-10 or even 15 minutes for it. I really liked PTB for letting players quit without penalty. If someone doesn't like how game goes - it ends, that's the point of probably any game. Except competetive, but you can quit anyway and just play casual, or your team surrenders and you get next game.
But we don't have dividing on "competitive" and "casual".
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/462384/to-my-survivors
I also got no idea where the where "is it casual or comp" thing comes from.
They never did anything for comp until recently.
They never said anything recently about the game being comp.
They only said for 2 years that its supposed to be a casual party game, but just for some odd reason buff killers to extremes and give survivors little to no reason to ever play.
what do you imply?