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TieBreaker

TieBreaker

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  • Is the PTB today? That's cool as I'm looking forward to seeing the new killer.

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654107#Comment_3654107

    At this point, you will never be happy about a killer again.

    Each killer you mentionned have something unique to them and a secondary power that FEELS similar to one already existing.

    SM has her drones and the clawtraps system, this is unique to her.

    Knight, you can think whatver you want of coursew but this guy has 3 other guys modelized with unique stats and properties and he can command them to do tasks, he is one of the only killer in the game that can micromanage, the guards system is unique yo him.

    Singularity... I mean, what isn't singular about this guy, the most unique killer in the game imo. He has biopods with camera likes mechanics, he can teleport from seeing you in it's biopods, he has a shield to protect him from pallets and engance his strenght, the first killer with basekit anticamp mesures. This kit is nothing like other killers in any way or shape, the fact you use it to only defend gen is more on you than on Larry. This thing is pure aggression.

    Xeno is the first quadrupedal killer, with a level of details and animations unmatched before (one of the first killer to properly climb up stairs and glide trough them), entire fully fledged network system with footsetps detection, it is underground as you can hear survivors just on top of you (use stridor or surveillance and you will hear sounds better), the network is actually below the map and not just a teleport. Finally, the flame turrets with motion sensor, this is a first for any killers, this counterpower is the most unique one and create a new dynamic in the trial. Also one of the most unique killer in the game, the tail is the only not so great part in this kit but it's fairly different than Nemesis, you can achieve hits than Nemesis could only dream off just with the fact you have verticality.

    Chucky has the footsteps system that is incredibly unique and is the first killer with a 3rd person view.

    Wesker is the first and only killer to grab and throw a survivor and the only killer woth a 40m radius.

    I understand your feeling, i kinda have the same thing, when Xeno came out, i was overjoyed (to be clear, i am so happy that it is here in the game, but this moment made me realise that IP did not really matter to the majority, people wanted the Alien for so long and now it is considered a trash design by most if not all of them. What matters is gameplay, IP are just the sugar on the cream IF the gameplay is accepted by the community, but the more we advance in time, the less this will happen due to the feeling of déjà vu), at the end of the day it is still, repair the gen, turn around a pallet and leave/die. Even tho the killers are unique and objectivly better and better, the core game itself is lacking novelty. That is the problem, survivors needs new mechanics, base one, not perks. Even interactable maps like Nostromo would be great. I survivors could do more than just play around pallets and windows. Even killers could use new, general mechanics beyond kucking thingsw m1'ing, running in 4.something and having a terror radius.

    There are a lot more killers that I find unique to play against compared to ones that feel repetitive to me. SM, Knight and Larry are unique. But it's hard to appreciate that when you are in a war of attrition as they leave chase to defend gens. If people played those three as chase killers they would feel much more interesting to go against. Unfortunately that's not my experience of them.

    Xeno may feel unique to play as, but to play against it's similar to Nemesis. You loop normally and bait the tail when going for vaults or pallets. Imagine if instead of having tunnels next to gens, Xeno had grates all over the map and you had no idea which one it was hiding in. That would be more interesting than just being a traversal mechanic between gens.

    People may disagree with me, but I find Chucky to be one of the most boring killers to go against. It's just regular looping with a dash/scamper every twenty seconds or so. His stealth doesn't mean too much as it often happens when he is in chase with someone else, and if you are looping him you already know where he is. He can't even sneak up on you as he's constantly cackling.

    Whiskers has the same counterplay as Blight. You try to juke the dash and watch out for a hug tech. Being thrown doesn't really change the experience much. It is funny dodging and watching him vault out a second story window though.

    I'm sure all these killers feel much more unique to play as, but they don't feel unique to play against.

    I've accepted that survivors are not going to get their own abilities, we aren't getting additional objectives other than gens, and any new perks are not going to be remarkable as that would upset the game's balance. So I just hope for killers that offer a new experience for me as a survivor. Maybe people feel differently than I do, and that's fine. I'm just offering my view so people can at least consider it along with all the other perspectives available.

  • I'm not a Pig player, I'm just here for some boops.

  • The real reason? I don't think anyone is unaware of why her kill rate is so high. We all know people 4% out of the game when she turns up, and her bloated toolkit is difficult to understand. I haven't seen anyone say she is too strong. Just that she is miserable to play against.

  • I just want killers that feel unique to play against. SM, Knight, Hag and Larry are different but it's the same match of trying to break gen defense.

    Xeno feels too much like Nemesis.

    Chucky feels like Pig with a buffed dash and no head traps.

    Whiskers feels like a more basic Blight.


    Nurse, Blight, Spirit, Plague, Oni, Legion, Myers, Gunslinger, Twins, Cenobite, Onryo, Doctor and Dredge all feel very different to go against and stop the game feeling stale. BHVR has more hits than misses, but the last six killers just don't feel unique to go against. Larry could feel unique, but he's mostly played like Hag, so the survivor experience feels stale regardless of his toolkit.

    I'm really hoping the new killer has something truly unique about them, and isn't just an uglier version of Demo.

  • Just give us more basic info and fix the matchmaking. If we are going up against a killer with similar MMR, we need survivors on our team with similar MMR too. We can't win with one or two weak links on the team and we can't work as a team if we don't have any info.

  • I genuinely thought that Iri Head and Pinky Finger were gonna get changed when I saw Huntress and Clown on the list for changes. Did they just forget about the issues related to godlike proxy camping? I think most people would have gotten over the buffs if that was degenerate garbage was addressed.

  • So you saw that even at the highest level of play, killers have a 50 - 60% kill rate and came to the conclusion that the game is survivor sided? That's not how math works.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652583#Comment_3652583

    I did play during the gen-kick meta, and it was indeed pretty miserable, most games would last a long time if the Killer decided to stack slowdown, and tunnelling did exist. But it wasn't the worst period for it (for the record, while 7.5.0 kickstarted a rise in tunnelling, it's not the worst period for it either in the entire game's history, but it's been years since I've seen it being so common.) and it's not like it was every games (there was another problem). Tunnelling had been in a relatively stable state until 7.5.0.

    I never said that fixing the 3-gen system would make tunnelling disappear (I even specified that it wouldn't, nothing will magically make tunnelling disappear for players that want to win first and foremost) but it's rather simple to at least mitigate it to some extent and reward not doing it.

    The thing about the Anti-3-gen system and STBFL nerf is that tunneling got worse and perk variety went down but most noticeably for weaker Killers. I haven't really noticed a difference when facing the powerhouses and that's the thing: weaker Killers felt the need to tunnel more while stronger Killers didn't really care that much. Variety is one of DBD's strength over any other assym and it must preserve it.

    I never asked for any "buffs", merely modifications. Change the activation time of the 3-gen countermeasure and remove STBFL's power near hooks (hardly a buff, it's litterally just nerfing tunneling potential of the previous version while keeping a good chase perk for weaker Killers).

    I just want the gen system to only counter endless games and for playstyle and perk variety to stay broad.

    You started off your statement by saying that the following nerfs have hurt killers, in a thread about tunneling Wraith players. Then listed the three gen fix and the nerf to STBFL saying it has hurt killer players including Wraith. You are linking those nerfs to an increase in tunneling, whether you intended to or not. If that information is not related to the subject I don't know why you listed them in a tunneling thread.

  • @NAERUUU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653696#Comment_3653696

    The killer instadown and mori ONE survivor, at 0 hooks, that is the perk.

    But, the survivor know about the perk since the first gen was done.

    Don't be that hypocrite dude, just admit it

    Yes, and Adrenaline heals ONE survivor.

    How does the aura invalidate Rancor? If you are being chased and are the obsession when the last gen pops (which you will be if you land a pallet stun), you die. You overstate the pros of Adrenaline and downplay Rancor as though it's useless. I'd call you a hypocrite but you're just being dishonest.

  • @NAERUUU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651219#Comment_3651219

    but, survivors KNOW that the killer have Rancor when the first gen is done ...

    Adrenaline ... uh, what's now ?

    Survivor gets a health state and a speed boost. Killer instadowns survivor and mori's them on the spot at 0 hooks.

    One of these is slightly better than the other.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652446#Comment_3652446

    I feel like every time we get a possible forest creature chapter everyone automatically goes Wendigo and then automatically goes it must be an until dawn collab right after lol.

    Not for nothing the Wendigos in that game didn't do anything interesting enough to flesh out a power.

    People just make assumptions without really thinking things through. That thing is clearly the Loch Ness Monster. The forest obviously contains a lake. It all just makes sense.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652470#Comment_3652470

    While I wasn't the recipient, I'll give my two cents anyway.

    I honestly believe Wraith to be in a perfect spot right now, at least concerning the character itself, the recent changes I mentioned earlier affected him as well as most Killers.

    A good first step to tackle tunnelling would be to rework STBFL in the following way: Revert the entire nerf and instead make the perk deactivate near hooked Survivors and not work on Basekit BT (or for a certain amount of time after being unhooked), this would encourage Killers using the perk to not camp and tunnel and would keep it's raw chase power while removing it's potential in tunnelling and camping situations in one fell swoop.

    The 3-gen change essentially encourages tunnelling since gen-defense is limited, if one slowdown is made weaker then Killers, especially those on the weaker end of the spectrum, have to compensate somehow. Making it activate during the last gen would restore gen-defense while removing infinite 3-gen games.

    Another way to de-incentivize tunnelling would be to give an exponentially-increasing bp bonus when hooking a different Survivor every hook (1-2-3-4, not 1-2-1-2). This wouldn't "fix" tunnelling but less competitive (or players wanting to challenge themselves further) could use this bonus to further encourage spreading hooks and get more benefits from it.

    The incoming Buff to DS will likely help to some degree but I wouldn't count on it alone. Not to mention it's better to reward not tunnelling than punishing it.

    As long as the best slowdown is to get someone out asap then tunnelling will always exist if the player wants to win over anything else but rewarding (either through perks like Grim Embrace or Pain Res or through mechanics) spreading hooks is in my opinion a good step to take.

    Did you play during the gen kick meta? That was the easiest time to play killer. Despite this, tunneling was rampant. You can't blame recent nerfs for an increase in tunneling as it was already happening constantly. It feels like you are taking things you don't like and saying if BHVR reverted those nerfs, tunneling would lessen.

    Like you said "As long as the best slowdown is to get someone out asap then tunnelling will always exist". Giving killers stronger regression will not change this fact. Tunneling will not stop until it's made harder to do. BHVR could give you all the buffs you ask for, and tunneling would still be here. We know this because killers have had even stronger regression than you are asking for and yet they still tunneled.

    Limiting tunneling means that BHVR has to put roadblocks in the way to make tunneling less effective. Incentives and giving killers stronger regression will not do that beause they have tried that and it has never worked.

  • @H2H said:

    Yeah, it’s a pretty awful, badly designed, badly implemented feature. But BHVR wants to ensure killers can only play in a very narrowly defined way. Truly abysmal work.

    The people who are responsible for the anti 3 gen system are killer players who kept holding matches hostage for between 30 minutes and an hour. Blame Knight, SM and Singu for that. It's not like BHVR was desperate to spend time coming up with a fix. Not when they could be pumping out Feng's 346th costume.

  • @Akumakaji said:

    4 man SWF are not always god tier, but those god tier teams that utterly destroy you without giving you any chance to breath or regain your composure are 95% all 4 man SWFs.

    And thats why I think that the game would only benefit if we coudl see who was in a SWF AFTER the game. Yes, killers could chalk off their big L to the opposition having "an unfair advantage" for being on coms and using callouts, but it would also show killers that a LOT of their resounding wins and "lucky turnarounds" were actually SWFs of all colors, who took extreme risks, justs because they were playing with their friends and wanted to get everyone out, if they died trying be damned. Thats exactly how me and my SWF friends play, ie we play very risky to get everyone out and if we all die, we laugh it off, but cherish the moments when a daring escape does succeed even more.

    Also killers would be surprised how many of the potatoes they play are in SWFs, showing who was in a team with whom would help to defuse the stigma of "SWFs destroying the game" a lot.

    Not saying that highly coordinated SWFs aren't problematic and can make feeling playing killer extremely aweful and disgusting. The killer buffs of the recent month have helped a lot to pull that sting out of our flesh, but its still hurting to get utterly destroyed by a SWF and you now seeing what you could have done better. If a SWF sticks to gens and communicate your position, it just feels like fighing an endless swarm that pulls away from your front and always stings at your back.

    People also rightfully claim that it ain't wise to punish people for playing with their friends, as thats the most enjoyable part of playing survivor. I have one solution that is a very slight nerf to casual SWFs, a sizable nerf to the ugly ones and non at all to soloQ, could you beliefe that?

    Its pretty easy: just don't allow duplicate perks in a SWF and thats it. The casual SWFs would have to coordinate a little bit with their load outs, but in my games we mostly have our own playstyles and very little overlap; what little overlap there is could be ironed out in 5min. But those SWFs that feel like a rolling tide with 4 DH, 4 MFT (back in the days), 3 UB, 4 Sabotage or even 4 Head On with a Dead Dog map offering ... all this would be severely neutered. Of course players would eventually figure out effective ways to utilize four different loadouts, but at least you wouldn't have this "killer as the survivors plaything" playstyle.

    The beauty with this mechanic would be, that it would only restrict the builds of players in a SWF, so a soloQ survivor could always pick any perk they want, and 4 soloQ survivors could indeed run 4 DH and 4 UB, as they can't coordinate in that way. But in the end, the most important thing is to show who played with whom in the post game chat, so that we can have an honest conversation about how often the seal team 6 death squads happen .... and how often us killers demolish a full team of gamers who just wanted to hang out with each other and chat while they knocked down a couple gens.

    But on average, killers are winning more matches against 4-person high MMR SWF than they are losing. The only data we have to determine if SWF needs a nerf is the most recent drop. It's either that data or just self-reported personal experiences. They might have an 8% higher escape rate than BHVR wants at 48%, but that's objectively balanced. BHVR's balance is to intentionally favour killer over survivor so the game feels like a horror game. Which it is until you have looped a rock several times and then that feeling is gone for good, and all you are left with is an unbalanced PvP game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651965#Comment_3651965

    https://us.v-cdn.net/6030815/uploads/JOZ2IY0V59VX/image.png

    ...Or we could look at the official stats, and notice that solo q is extremely close to 2-SWF and 3-SWF... and it's really just 4-SWF at high MMR that is broken.

    Is having a 48% survival rate broken? To me, broken is something that is either unbeatable or almost impossible to beat. Infinite loops are broken. Boil Over on certain maps is broken. High MMR SWF having a 48% chance of surviving is about as balanced as you can get. BHVR wanting killers to win 60% of the time doesn't mean the game is balanced between killers and survivors, it just means that the outcome is what they want it to be.

  • Wraith is favoured by less experienced players as he has the lowest skill floor of the cast whilst being plenty strong enough to destroy survivors of average skill. Less experienced players tend to get tilted fast. That's why you see so many Wraiths camping, tunneling and being toxic to survivors. They usually aren't very good at the game and either start the match in a bad mood, or begin malding after a chase has lasted more than 15 seconds.

    This isn't new though, as people have been asking for years why Wraith players are so unpleasant lmao.

  • BHVR just released data showing SWF isn't escaping that much more than solo. This SWF are "game breaking" thing is needs to be retired. Even at high MMR they are barely getting two players out most of the time. Having a 40 - 50% escape rate is not broken, it's a fair challenge.

  • I hoard mine. In the world of DBD I'm officially middle class.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405467/the-plauge-and-emetophobia

    I get your point, but you also have to understand this is meant to be a horror game. So.

    Is vomiting scary? Getting infected by Plague makes it look like you've spent the entire night mixing your drinks and have stopped showering for several years.

  • @Ghouled_Mojo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651083#Comment_3651083

    No idea but even with sloppy, you get a full heal. It’s just slower.

    Yeah, it seems to be the case. The odds are I'm just an idiot lmao

  • If we're nerfing a single use, endgame perk then Rancor needs to go in the trash.

  • I like to run no perks or add-ons and just meme around. It's terrifying for survivors.

    Signed, a real killer player.

  • @I_Tunnel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651127#Comment_3651127

    If Survivors can ban Killers, than Killers can ban Survivor perks. Letting Killers ban maps is not the equivalent.

    Since a Killer's power is so important; For every Killer ban Survivors get, Killers get 2 perk bans. And that's on the assumption that a Killer ban is voted on by the entire group, instead of being on a per-Survivor basis (IE: One full lobby of Survivors gets ONE Killer ban, not four.)

    If Survivors instead each get a Killer ban, making 4 Killers banned per lobby, then Killers get 6 perk bans per lobby. Because, if Killers are losing out on the 4 strongest Killers (Because this mechanic WILL be abused to block the top Killers), then Survivors are losing out on their best perks.

    It's only fair.

    Any thoughts on the vomiting thing?

  • I remember the first time I played against Plague with headphones on. Even without an extreme aversion to vomitting it was unpleasant. Doctor has had his visuals toned down, now they just need to do the same with the auditory barrage.

    Changing Plague might be more challenging. Maybe they could change Plague so it doesn't make the survivors vomit, but instead gives them uncontrollable gas. Survivors would just fart on a regular basis. You wouldn't even need to change her add-ons.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651062#Comment_3651062

    once there was a bug where a full medkit didn't suffice to heal one health state but normally they should, mangled only makes it use its charges slower and hemorrhage does nothing if you don't let go of the heal. i'd post it in bug report section if that happens consistently because it shouldn't unless you are using botany knowledge or something.

    It's only happened a couple of times, so I'm going to assume I am simply mistaken. Although if I happens again and there's no OP then I might make a bug report about it.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651103#Comment_3651103

    Medkit's base charges are setup to be JUST enough, so if anything so much as sneezes in the direction of your medkit, you better hit a great skillcheck or you'll fall short, lol. Overwhelming presence comes near for half a second? Now you don't have enough...

    This is quite possibly it. I'll have a look the next time it happens.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651091#Comment_3651091

    We're you using botany knowledge or the killer using Overwhelming presence? Both perks would lower the efficiency of a medkit.

    I didn't have BK equipped. Maybe I was in the furthest edge of the killer's TR so I couldn't hear it, but the heal only fell short by maybe a second or two.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651078#Comment_3651078

    Mangled doesn't increase the amount of charges required to heal, it increases time. Basically while NORMALLY 1 charge=1 second, when something affects speed either positively or negatively, you'll still use the same number of charges. Same goes for toolboxes.

    Cheers for the info. No idea how I've fallen short of a full heal without missing skillchecks or stopping the heal part way through. Maybe it was just the game being janky.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651073#Comment_3651073

    It makes it slower but it's not draining more charges. You still get a full heal out of a medkit so long as you don't miss any skillchecks. It consumes the same amount of charges to heal you, it just does it slower.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651069#Comment_3651069

    This, I agree with, the healing regression needs to be toned down, and Sloppy Butcher doesn't need to buff it at all. I've said in previous threads, Hemmorhage's healing regression should only happen if the survivor is running.

    Then I have no idea how I've not got a full heal from a brown medkit. It happened fairly recently. I didn't hit great skillchecks but it still fell just short of a full heal.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651073#Comment_3651073

    Unless you are missing skillchecks, every med-kit has enough charges for a single self-heal.

    Even with mangled? I can't remember the last time I missed a healing skillcheck but I've still failed to get a full self-heal from a brown medkit.

  • @Caiman said:

    When Sloppy Butcher gets nerfed, killers will have no good general perks. Unless you want to count NOED.

    How much time does Mangled add to a heal, again? 4 seconds?

    Isn't an additional 25% debuff to healing speed enough time to stop a basic medkit granting a full heal?

  • I've tried healing with basic medkits that I found in a chest when afflicted with sloppy and I've not been able to fully heal, always running short, even if the heal is uninterrupted. Perhaps there is something else at play that I'm unaware of.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650975#Comment_3650975

    Will the team consider releasing the stats with DC's factored in?

    I understand it's likely not used for balancing, but I do think it could help people see the average state of the game since DC's likely change how things look.

    Invalidating matches with a DC likely brings kill rates down, as a killer can be wiping the floor with survivors, someone DC's part way through and that data gets discarded. We all know that most DC's don't happen at the start of a match. It's usually after someone gets tunneled and leaves before they get hooked a second or third time.

  • Sloppy is kind of busted now that medkits got nerfed. You can't even get a single heal from a medkit without add-ons if the killer is running the perk. I'm certain that's why it's getting reworked. If it is on a timer then it will still slow down healing, but it won't straight up invalidate basic medkits.

  • @MikaelaWantsYourBoon said:

    She has 70% kill-rate. And dcs are not even included, probably she is even higher with them.

    It's obvious, survivors are refusing to play against her. I doubt she is that strong, it's just survivors don't want to play against her.

    And this brings us to this question: Do you think BHVR is fine with her and just gonna ignore that or she will get another big update? What do you think?

    What will happen to Skull Merchant?

    200w (2).gif


  • Tutorials for the basics would be fine, as those things don't really change. As far as killers are concerned, it would take a bit of work to create tips for killers but I'm not against BHVR putting in some effort.

    Killer tutorials wouldn't be mandatory, just there for players who are struggling and want a resource to help them improve.

  • @Emeal said:

    And Wesker too, and who follows him? Executioner, Hag, Artist and Xenomorph. Then 2 steps further: Nemesis.

    I find it peculiar that killers with unique gimmicks consistently rank among the top performers compared to others. What are your thoughts on this?

    I've been going through a Game Design book since yesterday because I wanted to determine if I could confidently say that 'All the Killer's Powers teach you how to play against them.' Upon reviewing what Dead by Daylight does for a new player concerning those killers, it doesn't convince me that bHVR has done enough in that regard. While I lack the research or broad insight to definitively state this as the case.

    2nd Question, Do you think the current game does enough to adequately inform players to gimmick powers?

    3rd Question, if you are a new player, tell us if you have hardships learning to play vs Killers.

    I don't think Hag is particularly hard to understand. It's just genuinely difficult to see her traps, know the activation range and avoid taking a guaranteed hit after you trigger them. Plus she's a zone control killer, which are always hard to deal with unless the survivors are experienced and can coordinate with teammates.

    Xeno has a strong basekit and it's anti-loop is very strong, requiring extremely hard reads to avoid in many situations.

    Wesker has mobility and his infection makes it very hard to loop after the survivor is hindered (pretty much impossible on a mediocre or bad loop). Not to mention that getting rid of the infection lets him know exactly where you are.

    Pyramid Head has a very strong power that is straight up unavoidable in many scenarios. These four killers are pretty simple, just difficult to counter as the have strong tools.

    Sadako and Skull Merchant are genuinely confusing. Skull Merchant being the worst offender, having a bloated moveset including haste, hindered, tracking, stealth and zoning. I still can't explain why so everyone plays so badly against Sadako. I get it for new players, but even experienced survivors only grab a tape when their condemned gets high, almost never to limit her mobility. This is the case even when unhooking, which makes it easy for her to tunnel off hook.

    The game definitely should have better tutorials. Having tips for things like pallets saves, how to safely unhook (sometimes waiting for the killer to find someone else or waiting for them to move away), how to use a loop on a basic level, ect. Having a tip for each killer's power would also be beneficial. The game's tutorial system is way too basic for a game with such mechanical depth.

  • @Xendritch said:

    Another thing to note is I watched the teaser a bunch more times and I think we're all focusing on the wrong thing. Because of course BHVR isn't going to straight up just show us the killer before the PTB.

    https://us.v-cdn.net/6030815/uploads/YTXM5BEV8FC9/screenshot-2866-29.png

    This thing might be more animal and furry than it first appears.

    7EyK.gif


  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650250#Comment_3650250

    Did they for real say this? Please tell me it’s not true lol.

    Yeah, they said it in the most recent livestream where they went over the upcoming changes related to the roadmap.

  • If you don't care about perks and have enough energy drinks to sustain yourself, I'd say go for Singularity as he's interesting to play.

    You might buy The Knight and finds he's not playable for months after purchase due to being killswitched again (he has more bugs than when he was killswitched last time). Although BHVR accidently gave him the ability to use Nurse's blink, so that might be fun.

    If you like playing against bots then Skull Merchant is for you. She will likely get another rework at some point though.

    Trickster is the same but stronger and easier to use (no more recoil).

    Dredge probably has the coolest cosmetics and is the best turkey in the game. If you are a fan of turkey then Dredge is your guy/bird.

  • @DurkaDurka said:

    Been playing less and less DBD and haven't fired up the game in a couple months but was pretty interested to actually play a new game mode and without all the perks and stuff.... I bet getting back to basics was refreshing.

    Just logged on and realized my error, it's already over. The first new game mode in what, 8 years? And it's finished in a week?! Any chance in hell of it coming back anytime soon? (New game modes will be introduced in the future I realize.)

    Don't worry. They said they are doing a new one every 2 to 3 releases, so you only have to wait another 6 to 9 months for another one.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650182#Comment_3650182

    I think there's a difference between the two.

    Killer has been "4K or bust" for years now. Survivors have been altruistic since the start. Unfortunately, I think it's too late to change attitudes.

    An MMR change to reflect hooks WOULD be good, objectively. It wouldn't decrease tunneling though.

    Yeah, survivors have ways of feeling like they did well, even if they die. Contributing to gens, rescuing, healing and even dying for their teammates. Altruism is just part of playing survivor. Killers don't really have that.

  • @GhwamCrackers said:

    its not that big of a deal tbh but if they do change it, it should be a option for people to hide. Some people are confident in there skills and wanna flex.

    Some people also want any info they can get to dodge a lobby that might be challenging too.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650102#Comment_3650102

    This is called moving the goal posts. Killers can DC too.

    I don't know how we figure anything out based on the data we got. Matches where a survivor disconnects could be anything from hearing a blink from Nurse at the start if the match, all the way to players disconnecting before they get hooked a final time.

    Killers could be stomping and have the data from that match scrubbed due a late game disconnect. I wish the data we got was less vague so we didn't have to engage in so much guess work to figure it out.

  • My current go to build is DH + CS + OtR + BK. I'm currently in anti-tunnel mode, and this loadout gives me the best chance of not going straight back on the hook and possibly losing the killer so I can reset. Even if I can't lose the killer it allows me to extend my post unhook chase for as long as possible. BK is a nice QoL to counter all the sloppy booper users.

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650168#Comment_3650168

    Hens made a video where he goes into detail about matchmaking, and he does talk a bit about the high end of MMR: https://www.youtube.com/watch?v=ZhYciabFkLE&ab_channel=notHens

    I agree about your points on factoring something other than escapes and kills. Killers are being told that they're only good if they get kills, which encourages tunneling. If MMR encouraged killers to be more of a nuisance and general terror, it might lead to healthier gameplay. Survivors making a self-sacrifice to get a 3-man out is also an important play, but they paradoxically get penalized for it.

    I maintain my MMR by being cute. Gotta get those boops in.

  • @Vorahk08 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650131#Comment_3650131

    I think it takes longer for MMR to degrade when you're at high MMR.

    The MMR loss must be incredibly small if survivors are dying most of the time and still staying in high MMR.

    I wish the game could recognise good plays outside of escapes or kills. A survivor that loops for a long time whilst doing gens and helping teammates but dies shouldn't lose MMR and killers that spread hooks instead of tunneling players out shouldn't be losing their MMR either.

  • @Coffeecrashing said:

    Can someone explain to me why the survivor stats include high MMR, but the killer stats don't include high MMR?

    Because if we got really detailed information then there would be nothing for the community to theorise/fight over.

  • If the most effective tactics are the most miserable to play against then the game's design is flawed. Removing someone from the start of the match is the most anti-social way to play any game. It's unavoidable in some games but DBD is not Fortnite. Denying a person the ability to participate in the match is the worst thing the game could encourage. Not to mention that losing a survivor early effectively dooms the match for survivors. This is made worse by the fact that most survivors can't loop very well, so a match can be lost within the first couple of minutes. Meaning survivors are stuck playing through a match that is already lost.

    This doesn't mean that the role of killer should be weaker, it just means that the game should be designed in a way that the tactic that makes everyone the most miserable shouldn't be the most effective way to play.

    The game should make hard tunneling harder to do and reduce the ability for coordinated teams to rinse generators. As in they should nerf the beefiest toolbox setups.

  • I'd be curious to see how many solo survivors are in high MMR. How do you die in the majority of your matches and not drop to a lower MMR bracket? Are high MMR solo survivors all running Distortion + CS + SS + Left Behind?

    Doesn't a loss cause you to lose MMR regardless of how well you play in a match?

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