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UnicornMedal

UnicornMedal

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UnicornMedal
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  • You could look at it this way—every new patch is a surprise! 😝

  • When they first announced the killswitch, they seemed more eager to use it. But ever since the bug with Merciless Storm lasted as long as it did way back when, I figured it was going to be inconsistent going forward and it has been.

  • Not a combo, but Lethal Pursuer is really old with all of the Survivors being grouped together now.

  • @Shirtless_Myers said:

    With Fog Vials being worthless now, I'd like to see them removed from my bloodwebs to reduce the clutter.

    Yes, please. I don't even bring anything with me anymore unless there's a challenge so it feels like a bunch of stuff in the way of leveling.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978803#Comment_3978803

    I think giving people free wins is horrible take. And lobby dodgers are not the same not even close to people who dc in the middle of a game to claim otherwise is pure delusion.

    The former is a lie based on your sentiments about DS and the endgame. The latter is one-sided.

    Now, not that I think you care, but the ideal situation would be a stronger endgame for both sides (instead of shutting off everything for one and not the other to encourage consolation kills) or conversely a weaker one where everything is shut off for everybody. Likewise, to combat dodging before the trial since we've made it impossible to do during the trial, the wise choice moving forward would be to rework the lobby screen so that you're locked in and can't abandon. Maybe even lock in your builds so you can't change them around. Personally, I think that would be frustrating for many, but it would be fair.

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976897#Comment_3976897

    To be fair, my friend, I think DH did need the nerf. Probably one of the only good things to come out of patch 6.1.0, as most of the other stuff was pretty bad.

    For me it's more that I think its influence was overstated. Not that I don't think it could've been worked on, but that gutting it the way that they did along with everything else to chase was a bad call. Although I guess it's neither here nor there since its pick rate hasn't gone down much despite what they've done.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978538#Comment_3978538

    "Going next is the equivalent of lobby dodging, just during the trial because it can't be done before the trial for Survivor (proportionally as far as avoiding your opponent I mean). The queue is still rolling and trials are still playing out. When the queue stops moving, it's a different story entirely. And that is what happened with Killer."

    No its not it going in to the match you queued up for and going "Im not having fun" leaving ruining everyone else's fun, in any other PVP multiplayer game this behaviour would get you banned I dont see why we have to people should have to tolerate it here. When you start the game I think its the bare minimum to expect someone to play the game they queued up to play and if they want to wase everyone's time they should get banned. If a game is so bad you quit all the time stop playing its unhealthy.

    "But was it free? No. Was it game-breaking? No. It could be baited out, which was part of its interactivity. A lot of Survivors picked it to gain an advantage and would blow it too early or bump into walls as well. Using it to bait a whiff wasn't the ideal play after hit detection favored Killer. That's why I mention pallets because that's what the biggest complaint over time became. Much like how the community decided that DS was finally in a healthy position as THE anti-tunnel perk, but then on a dime had to be nerfed because using it to escape the trial was considered free and unfair when it was far from being either."

    I assume this is about Dead Hard. First when talking about balance who cares about the people who cant use it properly, why would anyone want feedback on dead hard from someone who always misses? No when used at a competent level it was always used for mainly for distance you could cause a wiff but the main purpose was to DH for distance and was uncounterable and always led to chase time being massively over extended all for what pressing E was about as close to FREE as you can get.

    Using DS to escape a trial was not unfair for you? Im sorry but if there was any evidence you don't play killer much if at all its that. Why should you get to escape just because you have a perk and that's it, do you really feel like you deserved that win? All you had to do was get off hook and now your invincible for 60sec and can just leave and the killer cannot stop you, even slugging would not work as you can still crawl to the exit gate.

    Well, it's good for you then that going next is out of the game but lobby dodging for Killer is still in. Despite them serving the exact same function, as I said.

    Also bad takes on the perks so I'm not going to bother replying to that.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978298#Comment_3978298

    Looking at BHVR's past nerfs, they do love the double nerfs to stuff deemed too strong.

    STBFL, Ruin, Iron Will, Blood Amber and now Fog Vials.

    Hatch too. Buffed Franklin's + added charges right before they changed its spawn behavior. Personally I believe sometimes they have two different teams working on balance or they push stuff out that gets approved irregularly and stuff clashes.

  • As others have said, it's now overcorrected into what will essentially be another dead item in the web. I guess we have more room for it now with the reworks?

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977383#Comment_3977383

    "Quit as in stop queuing up entirely. The only thing that has made Survivor do that in the last 3 years is the go next prevention, ironically. Unless you disagree that Killers were queuing much less in year 6, to the point devs had to intervene with the meta shakeup."

    Survs have been quitting for a long time, just because most kept requeuing to only quit again the next match. I don't see why they have to full stop playing if they are still mentally checked out and no longer want to play. Leaving the game if its no fun is a good choice, continuing to q up even if your not having fun is addiction and is very unhealthy.

    "Dead Hard wasn't exactly free either, though. It was probably the most unfair against Trapper and it could've been tuned down to make pallets more of a toss-up. But that also would've required changes to how Killer works with pallets too. Instead, they just heavily nerfed it twice. The only reason we still see it, in my opinion, is because it's one of the very few skill expression perks for Survivor and players really take to that element of it. MFT I don't even wanna get into."

    Dead hard allowed you to doge EVERYTHING the whole roster was effected and that is if you even use it like that the most common and smart way to use it was to dash for distance to make it to a pallet or vault and extend the chase beyond when it should of ended all because of E. I would say it still very strong today I use it when the killer has to swing to extend the effect, like just making it to a pallet the killer has to swing and if not I still extend chase by dropping the pallet.

    Going next is the equivalent of lobby dodging, just during the trial because it can't be done before the trial for Survivor (proportionally as far as avoiding your opponent I mean). The queue is still rolling and trials are still playing out. When the queue stops moving, it's a different story entirely. And that is what happened with Killer.

    But was it free? No. Was it game-breaking? No. It could be baited out, which was part of its interactivity. A lot of Survivors picked it to gain an advantage and would blow it too early or bump into walls as well. Using it to bait a whiff wasn't the ideal play after hit detection favored Killer. That's why I mention pallets because that's what the biggest complaint over time became. Much like how the community decided that DS was finally in a healthy position as THE anti-tunnel perk, but then on a dime had to be nerfed because using it to escape the trial was considered free and unfair when it was far from being either.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977489#Comment_3977489

    With most killers, you’ll just be standing there watching this team win — nothing you can do about it.

    Precisely what I'm talking about.

    If you lose as survivor, there's three other survivors you can blame, before you have to resort to blaming the game, or yourself.

    As killer, if you lose, you can blame yourself, or do exactly this: Just insist there was nothing you could've done about it, and it's the game's fault.

    That's caused this particular argument to take shape where a bunch of forum killers are insistent it is physically impossible to win, with none of them having the skill to back such a claim up. And it's really tiresome to see this argument regurgitated over and over and just drilled in like dogma.

    It's Option B: Blame the game. And then demand it gets validated.

    That tactic just isn’t the most efficient.

    So why did it cop so many nerfs, then?

    But I was talking about good, efficient groups

    Yes, I know, that's the only thing you guys ever talk about. The 'literally unbeatables', the top 0.01%, the Team Eternals. Screw the rest of the game, let it all burn down, but If I, as a dead-average killer player, have to lose one match? That's awful, and survivors should lose more to compensate.

    survivor basekit used to be way stronger

    No it didn't! Yeah, they had faster gens, but they also lacked a lot of protection that they have now. Swivel hooks, +10 second hang time, basekit BT, gen kick limit. Survivor basekit didn't use to be 'way' stronger at all, they've sidegraded more than downgraded.

    Killers got way, way more powerful with a series of deliberate basekit buffs and nerfs to survivors.

    But all of that, the entirety of this text:

    Smaller maps are usually an advantage for survivors in the base kit — good teamwork can really hit hard there, good teamplay, nice blodyblocks.. which is also needed given the amount of pallets we have today.

    And y.., back then survivors in the base kit were way stronger if they were good and used everything on the map right. But you gotta remember how unbalanced that was...

    But killers also had strong basekits.. like the pre-nerf Spirit (or prayer beads (but we dont have to talk about the addons, basekit was much much MUCH stronger too), Huntress with multiple one-shot hatchets, insta-saw Billy, the old Nurse... even Trapper was way more favored on the old maps with the old grass.

    edit: but yes.

    survivor basekit used to be way stronger — so strong that the game felt more like a 1v1 in chase rather than a 4v1, where the killer actually needs strong advantages, downs, and hooks to create pressure on the whole team.

    I mean.. survivors were just super boosted in the old days. A lot of groups simply didn’t understand that, and instead enjoyed other aspects of the game — they played more stealthy and never fully used their potential or all the tools they had available.

    so idk.

    Should we really be using some of that wildly unbalanced stuff from th past as an argument for today’s issues in the game?

    The moment we are lookin in the past:

    I mean, back in 2016 I could literally see straight through shack — it was so full of holes that you always knew if and when the killer turned around. With some old builds I could fully heal before the killer even finished wiping their weapon. With the old Brand New Parts, we could pop 4 gens in 30 seconds and then all escape through hatch as a 4-man 1-2 minutes in match.

    A lot of stuff back then was super broken. Unfair. Totally unbalanced. And it got removed for exactly that reason.

    Then MMR came along, and they finally the devs realized how broken their game actually was. (the loops, the tiles, the maps) With update 6.1, the necessary balance changes finally began.

    but… beside this: DBD had a completely different pace back then i n most of the matches — different playstyles, different tactics. You really can’t compare it all that easily.

    It’s never that simple to look at things from just one side or to idealize one side over the other.

    Nostalgia is nice, I feel it often too.
    But idealizing the past is dangerous.

    Is all a distraction from how wrong you are to claim that killers got 'nothing'. You can't say 'Killers got nothing', and then when I point out a washing list of improvements made to killers, retort with 'remember when survivor was strong?'

    Also

    Nostalgia is nice, I feel it often too.But idealizing the past is dangerous.

    You were the one that tossed in CoBruption meta to claim that killers' gen regression hadn't improved.

    And since 6.1, survivors have seriously improved — because they had to after all the killer buffs.

    Did they, or did the fodder just quit?

    Because what I started to suspect after killers got buff after buff after buff, only to turn around and become MORE insistent that the game is unwinnable, is that the game didn't actually get harder…

    There's just fewer weak opponents left. The party petes were starting to quit. So killers go up against better opponents.

    And do the killers then adapt to better opponents by, themselves, improving their gameplay?

    Or…

    With most killers, you’ll just be standing there watching this team win — nothing you can do about it.

    Did they pick Option B?

    This is where I get hung up ultimately. Is that for the longest time it's been generally accepted that the difficulty goes Solo Q → Killer → SWF. So naturally, you'd want to find some way to draw Solo and SWF together and then go from there right? But instead we've focused so much on trying to bring every Killer to an average level, without any variation in between, and then make them viable at every skill level against SWFs without much regard to Solos. And any time that shifts, we have to snap it back.

    It's what makes these discussions very difficult to have, because how can we really agree that the role that never suffered quite to the same extent as one portion of players is the most important while that portion of players continue to suffer? Even while the KR proves that SWF is starting to get knocked down a peg as well, the conversation stays the exact same.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977383#Comment_3977383

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977357#Comment_3977357

    Killer stop queuing up entirely because their queues are longer and they can't afford “go next” abuse. That's clear point everyone knew, yet you trying to extract some value for attempting to to belittle a whole section of players. If u don't know WHY survivors go next, while killers quit completely or switch to survivors, maybe u are really not in charge of discussing killer role in not sentimental way

    That's not very nice, man. Your very words like “it wasn't that bad”, “it's not unfair, x group just fragile” just shows that you even don’t main that group. That somehow u just feel in the theft of superiority of being nice while they aren't, and sincerely believe it. Let me remind you that your teammates on survivors can also be killer mains, and at the same time they sincerely want to help a person like you (because they are playing by teamwork) not knowing that in another role you call them weak and asking special treatment. This is rude and unsportsmanlike, after all,

    About dh. Players played bad, lost distance and didn't have enough time to go to the palette, but they can press “e” and win chase anyway. Sure, that was bad only for trapper, yeah. And it wasn't lethal while in 4 vs 1 everyone had it. Especially in the old exhaustion system. Killers were about to be left without old Mori offering and soon was about to be deprived of from hook grabs, killers was consistently getting nerfed alonged that time as well. So, it was reasonable to rework hatch system or old dh, adrenaline. It wasn't sudden unfair decision, it was part of big game rework

    See above. It's not a personal remark, it's just the truth. Killer has to be handled a specific way or else the queue falls apart. It's true across all asymmetrical horror games.

    Calling people “fragile” while clearly not playing same as them consistently just builds “us vs them” behaviour. Nothing rational or “it works how it is” in your words, pure toxicity and that’s all

    No offense, but you're too in your emotions to talk about this.

    @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977357#Comment_3977357

    Maybe if you came at it with this attitude from the start, nobody would've assumed otherwise.

    Nah, I... I can’t anymore. I’ve read too many things I probably shouldn't have.
    Maybe I’m just tired. Maybe I’m mad. I don’t even like “fighting” —but i have the feeling I have to fight.

    And I don’t feel the need to speak for Survivors.
    I feel like I constantly have to fight for the Killer side.

    What are Survivors about to get?
    Better MMR.. all the other upcoming stuff

    Anti-slug.

    Anti-tunnel.

    More “basekit protections”… more restrictions.

    What do Killers get?

    Nothing. Or worse — the same restrictions, but turned against them.

    It feels like everything is slowly turning into anti-Killer.

    And I know exactly what many of my matches will look like once I'm not "allowed" to slug or tunnel anymore.

    (I assume tunnel will still be the most efficient option in many cases — so people will continue doing it anyway, just while being punished harder by design.)

    But what I do know is:
    Against strong, well-coordinated groups?
    A 4K will be impossible, unless they mess up badly.

    And yes — I go into my matches with one goal:
    I want my 4K. That’s what I fight for.

    Y.. I`m the evil Killer. I know ..

    but..

    Survivors fight too. They sweat. They don’t give you anything for free. And that’s fine. That’s how it should be.

    But when anti-slug, anti-tunnel, and eventually 50/50 balance people ask her for becomes the norm…

    Then it feels like Killers are being forced to accept:

    "If your opponents are really good — you’re not supposed to win."

    Meanwhile, those same top-tier SWFs?
    They always have a reliable win — as long as they play clean.
    4 out, 3 out, doesn’t matter. They control the game.

    And to make the stats look “balanced,” I’m supposed to enjoy stomping bad soloQ, casual SWFs, or random lobbies just to keep the average win rate in check?

    Just to make the 50/50 charts work?
    Even if that means I never have a real chance against the coordinated teams?

    That’s what this is heading toward, isn’t it?

    Anti-slug.
    Anti-tunnel.
    And on top of that, 50/50 balance?

    but.. BUT:

    I don’t want the satisfaction of dominating bad groups.
    I don’t care about those matches.

    I want a shot against the groups where every single player has thousands of hours and knows what they’re doing.

    That’s where I want to be challanged.
    That’s where I want a chance to fight — not a guarantee to lose.

    Again, genuinely no offense, but same here.

    I don't have the capacity nor the desire to shift the conversation in that direction.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976897#Comment_3976897

    "To be totally fair too, Killers are more fragile than Survivors. I don't mean that in a snotty way, but if I've noticed anything in the last 3 years, it's that Survivors will continue to queue up for the worst experiences while Killer won't. I'm not really sure how to make the game more balanced while avoiding that loss in the process."

    How else is this not a snotty thing? Its pure us vs them.

    Also survs never quit before!? Are we playing the same game? The dev had to put in a "go next" prevention system because they keep giving up.

    "And even with Dead Hard, they just pulled a 180. Survivors could use it to win a palette race, so they nerf it and make it so Killers can win the palette race instead with a lunge. It's like they're allergic to a 50/50 chance when it comes to changes."

    Old Dead Hard nearly killed the game as it made playing anything but blight and nurse painful as the dash was enough to get an extra run at a lot of loops the dev recognised this and did the 6.1 patch to make killer less miserable.

    Old MFT nearly did the same as it meant you could extend chases with the 3% which gave the same value as old DH.

    (This is an edit got the two mixed up the pallet race part made me think of MFT over DH)

    Quit as in stop queuing up entirely. The only thing that has made Survivor do that in the last 3 years is the go next prevention, ironically. Unless you disagree that Killers were queuing much less in year 6, to the point devs had to intervene with the meta shakeup.

    Dead Hard wasn't exactly free either, though. It was probably the most unfair against Trapper and it could've been tuned down to make pallets more of a toss-up. But that also would've required changes to how Killer works with pallets too. Instead, they just heavily nerfed it twice. The only reason we still see it, in my opinion, is because it's one of the very few skill expression perks for Survivor and players really take to that element of it. MFT I don't even wanna get into.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976897#Comment_3976897

    Comms are a standard for symmetrical PvP games, where both sides of the game can get equal benefits from them.

    Comms in asymmetrical PvP games, help create an environment that is so unfun for killers, that the survivor queue times get so long that the game dies.

    Remember that VHS wanted to fix all of the survivor “unfairness”. And they did! But it turns out that if you make one side of the game “completely fair”, it’s so unfun for the other side of the game, that incredibly massive queue time problems happen. And whenever killers complained the game was unfun, the devs told them to “deal with it”, because survivor fairness was more important.

    VHS is a bad example to be honest. The Teens were basically the exact same as DBD, just with more offensive capability, and the most popular Monster used an AOE that often undid the boring workbench system. Whoever was more determined made quick work of matches. A lot of hit and run on both sides as well, so not much interaction overall. That game didn't live or die on comms.

    Other games in the genre implement comms so that the Killer role can either hear them or communicate with them as well. Friday The 13th is remembered fondly as one of the more entertaining of the bunch and it did that. I don't see why DBD couldn't do the same.

    The alternative would be a voice wheel similar to what Resident Evil Outbreak or Left 4 Dead uses, which would take a ridiculous amount of time and resources to maintain.

    @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976922#Comment_3976922

    I can get such BHVR reasoning in a such weird way, but what about players

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976897#Comment_3976897

    I still play both Killer and Survivor, despite kinda bad state for killers after this patch. Yet I won’t say my friend is fragile because he quit DBD after this patch. I can “brag”, I never dced myself despite one case facing a blatant cheater on killer.

    But I don’t even dare to call someone fragile, because, damn, they dced. Trying to blame sounds like a big attempt to feel superior somewhere

    If a whole group commit to stop playing, while other not…. Maybe… just maybe, it’s not about sentiment or being weak, but that’s a direct message that survivors have fun despite having nerf on dh while killers don’t have fun. And nuh, not less killer played after SM nerf, or recent gen cick meta. Killers not quitting after being nerfed, they quitting when facing with something they can’t deal: survivor perk or bugs.


    And if being honest… survivors in SM era, and while ghoul was released, massively DCed as soon as they see big problem against them. Or were giving up. Maybe both sides actually committing to being “fragile”? I don’t even want to call them like that. It’s a game, what’s a point trying to embarrass people when they clearly show moments when this game isn’t fun for them? On both sides

    See above. It's not a personal remark, it's just the truth. Killer has to be handled a specific way or else the queue falls apart. It's true across all asymmetrical horror games.

    @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976897#Comment_3976897

    I know where the survivor role struggles. I do.

    DBD has changed a lot. The devs are pushing it hard into a direction where it’s actually a true 4v1.
    No more 1v1s, no more “2 people carry and the rest do whatever.”
    Sure, you still get those matches – bad MMR, new killers, killers playing super soft – but once the killer actually understands their role and plays somewhat seriously, DBD turns into a proper 4 vs 1 against a lot of killers.

    It’s 25 + 25 + 25 + 25 vs 100.And BHVR keeps balancing the game more and more to make that scale work.

    and on the way to that goal, a lot of survivor groups fall apart.

    Why? Because the killer just has the more stable position at that point.
    Ye, it sucks being solo as killer sometimes – but at least you can fully control your own 100%.
    As survivor, you only ever control your own 25%. And that’s where the problem lies.

    I’ve played since release, both sides, and .. um.. honestly – for me (only for me, only my option, only my pov) : I know why groups break.
    I also know I’ve got a super high kill rate (way, way way above 60%, which ye, is kind of dumb),
    but that’s exactly why I don’t really care about stats.


    What matters is for me is what actually happens during the match.

    And most of the time, survivor teams don’t bring their full 100%.

    Most groups have at least one person who’s already a -25 from the start.
    Sometimes it’s two people, and the team is basically starting at -50%.
    Like that one Huntress match I had where two survivors went for some random sabo plays right at the start – and they weren’t even good at it.
    So I’m playing 100 vs 50 before I even get warmed up.

    And this happens a lot.
    You bring Lethal as Billy or play Blight → someone in the group doesn’t expect it, is out of position, gives you a free down.
    Suddenly it’s 75 vs 100, and yup – that sucks for the other survivors.

    But if that person recovers and still contributes from that point on, the match is still salvageable.


    But this is where most groups fail:
    They don’t have all four players consistently contributing while alive.
    Just being alive isn’t enough – you have to do your part the whole time.

    That’s why I think people need to stop obsessing over stats or end results, and instead look at what actually happens during the match.

    And..
    Yes, I still think survivors are the stronger role – and they should be.

    Because when I play killer and aim for a clean 3v1 (75%), the survivor team still needs to have a fighting chance.

    But that chance only exists if the team played the early game at full power.
    That’s where the lead or buffer comes from — the reserve the team can draw on later in a 3v1.

    If that didn’t happen?
    yipp,… it gets rough real fast

    And as a killer, once you start playing seriously, you face tons of groups who always bring around 100% each. Constantly.
    You have to be allowed a chance against those teams, right?

    And still, with most killers, you usually need survivors to make mistakes or misplays

    That’s why I think it’s super important—not just to look at kill rates—but to focus on matchmaking so that each individual survivor in the lobby is strong enough to handle the specific killer they’re up against and has a real chance to contribute their 25% in the match.

    And that’s usually not the case.

    And I know this from the survivor side myself. Then on top of that, you get gen reg hitting you…

    The team starts to break down, and you can feel the pressure easing off your own side. People start playing worse than they should, hanging around gens longer than they need to — because you’re thinking, “I have to try to make up for what we lost. Everyone on my team is under pressure right now, so I need to pressure this gen.”

    And slowly, the team falls apart. Because one person often can’t pull their 25%, the others start losing their “own strength” too, and suddenly everyone is just scraping by at like 10%.

    It’s really hard in those situations where things are falling apart to still play “clean” as a survivor team. People start doing random stuff. And then emotions kick in — maybe some get triggered, whatever. I know all that.

    Like… one player plays dumb because they think, “I gotta greed this gen, I’m the only one making progress right now… I have to keep pushing.”

    Another messes up because they’re triggered that things are already spiraling, so they rush the unhook too openly and recklessly.

    Then the next one’s like, “Yup, this round’s probably dead anyway, why bother trying? I’ll just do something random… no point stressing in the chase, let’s just try some funny play.

    And suddenly, every single player in that situation and group no longer has their full strength.

    That’s why I win so much as killer. Even with the ‘super weak killers.

    So um, yes , I think it’s super important that BHVR makes sure every single survivor is matched in a way that they can pull their 25% against the killer they get. - and I’m totally fine with some adjustments for SoloQ too.

    But overall, from my (trying to be objective) perspective, it’s currently not needed to give more "goodies".

    There are situations where even strong groups have little to no chance… but those are really specific edge cases where something needs to be changed, reworked, or fixed. Like some Coldwin maps for example — few or unsafe pallets, hardly any filler pallets to chain loops together, basically just a guaranteed death sentence for the team. Same goes for Haddonfield.

    Also, many new killers get “too much” for what they have to do, like Ghoul or the recent changes to The Clown.

    Nurse is still (despite her bugs) lethal on most maps… y, I know if I pick Nurse and I don’t want these guys to get out, usually it’s like: this team is dead, no matter what. Nurse "this one" killer you can equip and normally win —even if the group doesn’t make mistakes.

    On some maps, it’s way too easy for the killer to put survivors in situations where they just can’t do anything or recover. (Here, the survivor team really needs super solid macro gameplay.) But up… it is what it is. At that point, the killer is the stronger force.

    But.. ehw.., it’s hard for me to agree with some changes and survivor requests as long as I keep seeing so many avoidable mistakes, dumb plays, and in a lot of rounds, it’s just not a true 100 vs 100. I’m often playing with 100% on my side against like 50% from the survivor side… I don’t know.

    As long as this kind of discrepancy exists, it’s hard to “sign off” on stuff, because what about the groups that actually are at 100%? And there are so many of them…

    (I mean, I’m a survivor too, and I’m often not able to keep my performance consistent either — I tend to do some nonsense once the round starts falling apart anyway. - even though with a lot of effort from everyone involved the round could often still be saved and winnable… butwith randoms, you know from experience: that just won’t happen.)

    So even when I’m playing 100% as killer, as a survivor I often let my own performance drop below what I could bring — because you only ever really have control over your own quarter of the team.

    I know all the problems.

    But still, with a lot of the suggestions I see, I just don’t think it’s the right way. I can’t get behind a lot of things because I know no matter what you give a lot of groups, it won’t be enough—they’ll still die, while the strong groups will just keep squeezing out the maximum on the flipside.

    Maybe I’m biased in your eyes… I don’t know. I guess I have to accept that — it’s like all the things you hear when you really start taking killer play seriously. And… I’m used to being left with this feeling that I’m just the “bad person.” I mean, that’s not new to me.

    And yup… very often, I just think, I don’t care — especially when I read the changes some people want.


    I play harder than I need to.
    Do things I don’t have to.
    But um.., I’m only human.
    Some things just push you into a “whatever” mode.

    Maybe if you came at it with this attitude from the start, nobody would've assumed otherwise.

  • @jmwjmw27 said:

    I’ve been running it with unbreakable/soul guard/tenacity and I haven’t really found Conviction all that helpful. I think you’re better off with flip flop power struggle.

    In 99% of scenarios, if the killer commits to slugging, Conviction getups are worse than unbreakable getups. And if we’re just trying to punish the killer for letting us recover, power struggle flip flop is basically the same thing but better at the cost of needing an upright pallet. The re-downing yourself is much harsher than people treat it.

    The scenario where conviction gets the most value imo is one where the killer just barely doesn’t have enough time to pick you, because they went to kick a gen or something. It’s still a decently lengthy timer at 8 seconds, but even still, you’re going back down in 30 seconds, the killer can just pressure other people and take note of where you went to find you later.

    This perk is only good in a coordinated SWF or if you’re constantly slugging and isn’t even really new since killers have been punished by slugging for just a little bit ever since power struggle + flip flop was a combo and power struggle got buffed to 15%.

    This is what I've been saying. Like old Dead Hard, the average player is gonna fumble it. Sure it's strong in the right hands, but it's silly to me that anything that gives Survivor an edge in an incredibly stale position for the game is considered game breaking. I think it should stay for a while, but the chances of that are pretty slim.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976375#Comment_3976375

    https://us.v-cdn.net/6030815/uploads/QYPY8R2GTQ6C/4545454.jpg

    But y, you got me. I’m a pure killer main and totally biased in favor of that role.
    I only know the “evil evil OP side” — and yep, I’m over here licking my wounds.

    It doesn't matter how much you level a Survivor. If you're more invested in Killer, then that's where your bias will lie. The only way to get through that is to look at the game objectively.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976368#Comment_3976368

    Giving all survivors comms would kill the game, because a giant percentage of the killers wouldn't put up with that.

    BHVR has to forbid the killer from seeing if they are playing against a SWF, because they know a lot of killers would dodge them. Likewise, giving all survivors basekit comms would do the same thing, where a lot of killers just wouldn't play.

    I don't think it would. We've convinced ourselves that comms would somehow be terrible for DBD, but it's the standard for any PVP game like this. It's an important part of teamwork that's missing and that's why players do it externally.

    To be totally fair too, Killers are more fragile than Survivors. I don't mean that in a snotty way, but if I've noticed anything in the last 3 years, it's that Survivors will continue to queue up for the worst experiences while Killer won't. I'm not really sure how to make the game more balanced while avoiding that loss in the process.

    @GeneralV said:

    Honestly, the only problem I have with the 60% kill rate is how the process was done.

    Because the idea was to make killers more lethal, if memory serves me right, but by the time it happened there wasn't much being stacked against the killer role. Immediately before patch 6.1.0 the only genuinely overpowered thing survivors had was Dead Hard. The absolute strongest things survivors used to have had already been removed, changed or altered in some way.

    They could have adjusted things differently, imho.

    And even with Dead Hard, they just pulled a 180. Survivors could use it to win a palette race, so they nerf it and make it so Killers can win the palette race instead with a lunge. It's like they're allergic to a 50/50 chance when it comes to changes.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976366#Comment_3976366

    My point was that it entirely depends on whom you are facing. If you face new Killers, obviously, yes you can get away with messing around. Much like if you play against new Survivors as Killer, you can get away with a lot of stuff.

    You also know when it's safe to go for the goofy plays as Killer.

    I am really not sure what your point is. All it seems like is you are trying to use personal anecdotal evidence to prove that Survivor is easy?

    The obvious flaw there too is that if you're more biased in favor of one role, you will always assume the opposite is a cake walk without checking yourself. Balance discussions can't get anywhere if we're spending all of our time watching someone lick their wounds.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976263#Comment_3976263

    I understood u. I get where you're coming from, I really do. But I have a really hard time agreeing with your point — and uum, that’s tough for me, because it’s just not my experience.

    Even an average Survivor team — or honestly, even a really bad one — the kind where you think, “Okay, this round’s gonna be chill,” can absolutely blow up in your face the second you give them an inch. Not because they’re good. Not because they have solid movement or any real sense of positioning.

    It’s just that even bad groups can punish you hard if you give them space.
    Survivors just have so much stuff they can stack on their side to completely strip you of momentum, regardless of how well they're actually playing.

    Like..

    https://www.youtube.com/watch?v=i6_b8Z-pz9k

    Super bad players. But what do they do?

    "I’ll just run upper main... ez. Killer can down me here, no problem — we’ve got sabo. Let’s deny his first hook and show him what kind of match this is gonna be."

    (I already expected the sabo play based on how they were moving, so I checked the downstairs hook just in case.)

    And the rest?

    Nope. Not with me.

    I went to hook anyway — and of course, Ace bodyblocked and took a hit just to use the speed boost to sprint trying to the next hook and trying break that one too. and again: Not with me.

    And you never know what people are running. The whole Survivor fun-perk roulette can hit you anytime — even if you go soft at first, it’ll smack you mid-game or near the end.
    (Go easy early, and by mid-game you're suddenly dealing with all kinds of nonsense.)

    In that match, they basically gave me the opportunity right at the start. And they clearly forgot a few things too — like, more Unbreakables? So, more sg, ftp, maybe a bu?

    This is a PvP game. And as long as even the “super bad groups” throw in everything they’ve got and bring every tool they can, I’ll do the same.

    And y — even those groups can win easily without being anywhere near the “top 10%” — if you give them space.
    Of course, people say the usual:
    “EZ just git gud, tutorial killer. Just don’t make mistakes. Just play better. Just land every shot.”
    Yup, I’ve heard it all.

    (I honestly missed a lot that game too — frustration over the sabo stuff really messed with my focus and aim.)

    But I’ll only take that kind of advice from people who actually show me solid movement — not from insta-down Survivors who only win because of the “skill, skill, skill” loadout they brought into the match.

    So y — I’ll keep camping, tunneling, slugging.
    Like you said: probably doesn’t matter what patches come out as long as the game stays the way it is.

    both sides are just power-creeping their strongest stuff. Killers and Survivors.
    Even the worst Survivor groups are doing it.

    You get that every single match.
    Doesn’t matter if they’re good or bad players — every single one.

    Why exactly should Killers be expected to take responsibility at that point?
    Responsibility for what, exactly?
    So Survivors can have their little fun time with u the second you give them the space to breathe?

    I really want to understand it.
    Like, actually understand it.

    You're still missing what I'm saying. It's not you personally taking responsibility. It's the role itself from a game perspective. The point of equity in a game like this is that you have the (individually) stronger role overseeing the entire trial and managing resources while you have the (individually) weaker role working as a team to piece the puzzle together. In the end, they come together in the middle to be of equal strength.

    The issue is that DBD has strayed from that formula entirely. Teamwork is weak unless it's coordinated outside of the trial or unless the players are lucky and have good synergy. The power role has catchup mechanics that can be utilized before the trial is even tilted out of their favor. The game is balanced via the end result and not what needs to change from moment to moment. And that's before you factor in the matchmaking that fails players more often than not.

    If fairness were the objective, both sides would have strong enough catchups to make a dent; perks would act more like classes and/or passive buffs; objectives would require dynamic solutions; there would be multiple ways to progress the trial; teamwork would be a priority (including comms and ways to help the team while incapacitated); Killer and Survivor would interact in more interesting and fun ways; 2v8 might be the standard; and a rotating queue, where players are picked for Survivor or Killer on a roulette, would possibly have to be implemented.

    But a game like that would unfortunately fail as long as players are unwilling to adjust along with it.

    @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976263#Comment_3976263

    As Survivor, you just have so much more room to play differently — to mess around, try dumb stuff, go for funny plays or do random nonsense just for fun.
    As Killer, you don’t really get that luxury. Not at all.

    Honestly, I think Survivors are in a much better position to “take responsibility” and make the match feel fair — if they want to. Just my opinion.

    That might've been true once upon a time, but it isn't anymore. Survivor is objectively meant to have more breathing room than Killer. That is the point of how the game works as an equitable asymmetrical game. Take a look at Survivor objectives as well—they're meant to do other things than be in chases or work on gens. But the way the game has been balanced punishes them for not focusing almost exclusively on those two aspects of play. And even chases have been buffed for Killer to ensure that escaping them isn't much of a tossup anymore.

    As long as Killer is willing to exert control very early on, they can get all of the room to breathe that they want or need. When you go up against a confident team that makes risky plays and actually succeeds? That is your 40% loss coming into play. Now imagine the opposite for Survivor. The Killer that slugs everyone at 4 gens and forces a Surrender is their 60%.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975999#Comment_3975999

    My point, just to get that out of the way: the “power role” isn’t actually that easy by default. It only feels easy in a lot of matches because many survivor teams don’t understand the tools they have. They don’t use them. They don’t treat it like a PvP game. They play poorly—sometimes even recklessly.

    I get handed so much for free in so many games. Either because they underestimate the killer, rely too much on their build, their SWF, on the hope I miss or overlook something—or because a few players are just here for a casual horror experience with skill checks and friends. They don’t really want to learn. They’re not playing the same game.

    And the thing is: 1 or 2 survivors like that in a team? That’s all it takes to hand the match to the killer and make it feel “easy.”

    Is Killer really the “easy” role that’s supposed to “take responsibility” — just because the survivor team isn’t playing smart or well? I don’t know.

    Is that really the Killer’s responsibility—to make sure the match feels fair when the other side isn’t even trying to win? I’m not so sure.

    I think you misunderstood what I meant when I said it should have greater responsibility.

    DBD at its core relies way too much on mutual respect, which is why the concept of a rulebook exists on either side among other things. But I don't mean that. I mean that Killer is ideally the overseer of the trial. The Killer is essentially one means to an end, while escape is the other. As such, the Killer is actively working against the Survivor's escape as much as they're working toward it and teamwork is key.

    The issue right now is that BHVR has balanced the game so that Killer has to do that less. There is more autonomy given to them to handle incredibly coordinated Survivor groups, while the average group of Survivors struggles to even be on the same page about what their plan is. It takes what should be a game of equity and not equality and turns it into an unfair experience where the only way to handle 90% of Killers is to become 10% of Survivors. That is a baseline denial of that responsibility that I mentioned.

    The players follow the course of action that the game dictates. It's why Killers continue to camp/slug/tunnel excessively despite whatever patch comes along and why more and more Survivors excuse giving up entirely. They're natural decisions that make sense. The game doesn't know how to balance that and BHVR certainly struggles to do so as well, but regardless of that it isn't the players' faults for not doing it either. Just to clarify that I don't think it's a YOU problem personally for playing Killer.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975999#Comment_3975999

    Ever wonder why killer sometimes feels so easy — and other times insanely hard?
    Can u think about that? What’s really causing that difference?

    ez EZ EZ ez Ez tutorirla kilelr u just have to get gid Gud

    might be a simple answer.
    But is it really the right one?

    Are you talking to me or a brick wall?

  • To be fair, they do play the game. I just suspect that a lot of what they'd implement falls on deaf ears somewhere in the chain of command.

  • I haven't trusted them at all for the last 4 years. Ever since they implemented MMR. The game wasn't in a great place, but it's definitely gotten worse over time. Playing Survivor often feels pointless and like you're an NPC in someone else's game. Even outside of the game itself, everything from the Shrine to the Store to the Rift to the chapters feel predatory and frankly are getting worse. I don't wanna be a jerk, but a lot of the designs we've seen are truly terrible. Somewhere along the way, the game lost its identity entirely and yet it seems like players have been more convinced than ever that the game is the best it's been.

    That's why this chapter is so confusing for me. This is the straw that broke the camel's back? I don't get it at all.

    All that being said, it's not that difficult to stress for an hour or two, shut the game off for the day, and do other stuff. It's more of a routine thing for me, more like an MMO you log into to farm dailies and shut off. When I want to have a truly fun experience, I play something else.

  • What do you mean?

  • @MDRSan said:

    Based on some of the language used in this thread, I'm getting the impression that when a killer player says 'interaction' they really mean 'chase I win'. The problem some seem to have with Fog Vials is that it lets survivors win a chase and get away. This is kind of the whole point of the item - why would anyone bring it otherwise? Would killers rather survivors just try their best to hide rather than get in chases with them in the first place? That feel more interactive to anyone?

    I have honestly found more people in chase BECAUSE of them popping fog vials. They mostly either think they can just shift+w like I don't see them when i'm a couple meters away, max or they don't think I'm going to check the obvious locker because I didn't hear the usual sound. The only time someone has lost me is when they've already broken LOS and we're in an area where they could have potentially gone enough directions that I can't check them all before scratch marks exiting the cloud would have dimmed to nothing - the Slaughterhouse structure as one example I remember.

    @Volcz said:

    Stealth & deception were a staple of this game from the start. Just b/c they nerfed Distortion into the dirt does not mean the game 'evolved' and stealth should stay dead. A LOT of people like the stealth. It adds an avenue of fun versus bringing the same ol medkit, toolkit, or flashlight that we otherwise would have brought.

    Its like the old fog that used to be default in every map, it added to the atmosphere and now its just gone. Even though no one asked for it to be taken away and most people want it to be brought back.

    A lot of killers are just not fans of seeking out survivors & they disguise their opinions about perks/items as legitimate reasons when they aren't. At least you're being honest & I can respect that.

    This is sort of where I'm torn on them. I can see why they could be an issue if they get spammed all at once and break chase from the start. At the same time though, you guys are absolutely right that chase is really just a battle of attrition these days. Killers don't really lose chase too often and there's many tools to help them if they do. Steamrolls are also way more common than they should be. An item like this isn't really that great, but it does succeed at being a mini comeback mechanic. Certainly no more powerful than camping/tunneling/slugging.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975722#Comment_3975722

    Phew… Sure, balance is important, but balance in terms of “fairness”? This game is a 4v1, not a one-on-one. The killer is and should be the dominant, powerful role. They must always have the upper hand against a single player — that’s factor one. At the same time, they need to be strong enough to handle four individual players (1+1+1+1 = 4) and remain a serious threat.

    And yes… against a single player, the game should be allowed to be “unfair.” The killer is the threat. It’s part of the game that people die “unfairly,” because it’s not a 1v1. That used to be different back in the day, when survivors could drag the killer around the map for 5 gens without much trouble… (not that I want those times back, though). just my pov.

    If you give every single player in the match a “fair chance,” we’d be right back to where we started 2016.

    There's ways of doing that that don't ensure that the game is in the place it is now. At the end of the day, the game is still PVP and the power role shouldn't be as easy as it is. That power should come with a greater responsibility.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975648#Comment_3975648

    It's not impossible for them to work down some tech debt. Spend a chapter on it. Change existing perks to whet the content appetite.

    Not impossible, but likely for BHVR? I'm not sure.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975702#Comment_3975702

    I want to play super bad, make tons of dumb mistakes, feed the killer early, misplay everything so that the killer even gets the chance to snowball...
    ...but I still expect built-in comeback mechanics to save me from the consequences.
    Free of charge, handed out generously by BHVR.

    This is the attitude that prevents discussion on balance and fairness. Even when the game is balanced to favor Killer by design, players will still defend tilting it even more in that direction to a fault while calling everyone else entitled.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975679#Comment_3975679

    I just find it interesting how the mistrust goes in wildly different directions.

    Don't trust BHVR, MMR is a lie and doesn't exist at all.

    Don't trust BHVR, MMR is far more intricate and accurate than they let on and they subtly manipulate you via the trials they put you in.

    For sure. That's just a side effect of it being so one-sided. You have to fill in the gaps yourself.

  • @crogers271 said:

    I'm going to say what I said last time this came up.

    I love that our community is comprised of some people who think BHVR is so bad at coding that they are incapable of addressing simple bugs, and others who believe they are such masters of coding that they can put in a more complex, intricate system that has avoided the notice of hackers and 10k+ hour players for many years.

    I think more than anything it boils down to players not trusting BHVR. After how inconsistent things have been, it's more than easy to assume none of it is genuine.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975661#Comment_3975661

    There was a wesker who killed everyone, i had deja vu, dark sense, premoniton, sprint burst, with two gens left he made me do entire one and then he closed hatch and made me open the gate

    I was gonna say, that's the classic way most of us get it lmao

  • I'm in the middle here. The Rift always seems much more daunting than it actually is. I don't think this one will really be much harder to complete in the scheme of things. However, grinding does get pretty old and it's nice to feel the fruits of your labor earlier rather than later. Putting Valentine's Day outfits in the Rift that couldn't be reasonably accessed until mid-March was a meme for a reason.

  • Steamrolls are the most common in my experience as well. Early ones too no less. That's why go next was so prominent. There was a degree of frustration there naturally, but it was also good game sense. If you're logically about 80% likely to lose a trial, why would you be expected to stick out the remainder of it for that 20%? Even now without it and less of my teammates leaving the trial, we're still getting bodied early. All that changes is that we can maybe pull through with a very frustrating and difficult 2k/2e. It doesn't feel like we're forced to be there for our own benefit at all.

    With that in mind, I don't even really think a 2/3k is the sweet spot with the game as it is. There's a serious lack of fun and good energy in the game. There's ways I think you can fix that, but it requires so much work that I don't think it'll ever happen.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975541#Comment_3975541

    You're basically asking for killers to have a "reverse hatch" mechanic, where they can get a free kill even if they didn't deserve it.

    Even though the majority of players is fine with survivors getting free escapes they didn't deserve, they will never accept the killer being able to get a undeserved free kill.

    The game has been balanced to give out "free" kills for a long time now.

    Players seemed much happier when both sides had busted stuff instead of focusing that primarily on the power role. Just look how much protest there is any time Survivors are given a perk that becomes strong when the gates are powered.

  • You have to consider that DBD wasn't coded the greatest to begin with and has passed hands between several coders over the years. I'm sure it's had several project leads as well. They're constantly having to navigate what already exists without breaking the whole thing. Now again with Fog Vials, we're all being reminded that the majority of new content is made up of recycled assets from the past. I'm sure it's what works most efficiently, even if it's not great.

    Ideally their health patch would include recoding the entire game to be more stable and consistent, but that takes time and assets they don't really have. And it's not because they feasibly couldn't, but because of the amount of backers and licenses the game has under its belt. So it's a consistent one step forward, two steps back instead.

  • In that case, it becomes weaker than Unbreakable and No Mither so there's no reason to run it.

  • I still don't really see the problem. During the trial, it causes the player to go down after 30 seconds which means it's essentially useless outside of recovering from hard slugging or escaping near the gates, like the gif. But even in the gif, the player ran a build specifically designed for that scenario and the stars aligned for it to happen. If we have a strong endgame build, I think that's a good thing. Granted, BHVR has spent the last 3 years gutting endgame for Survivor so rest assured it's temporary.

  • Please take a second look at David's Dead Hard challenge and Jane's hatch challenge as well if you guys do go in and fix this.

  • I would absolutely pair Come And Get Me with Babysitter if it didn't require the crouch. I can get the idea of being "forced" to take aggro that way, but it's not that practical in reality.

  • @cogsturning said:

    I'm hoping they don't nerf them. They're stupid, silly fun but mostly useless. The games I'm playing in usually have none in play. The bloodweb is also giving me basically zero, so I don't even get to use them much myself.

    They're on the chopping block for sure. It's just a matter of when.

  • Honestly, I don't bring Vials, I don't run TWD perks, and I'm not playing Killer so I haven't really experienced the bugs to the same extent at all. What I have experienced is most trials ending before the gates are powered in a Surrender which is oodles of fun. I don't think the bugs are really affecting that much in my experience. I'm just doing dailies for funsies.

  • Visual impairment is never fun to play with, so I can agree with people on that. But at the same time, with camping/tunneling/slugging continuing to be a problem and phase 2 seemingly not coming along as smoothly as one might hope, they're a bit of a band-aid for now. Not a great or a good one by any means, but it's something. Ironically the bugs it introduced are probably more helpful in that pursuit.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975079#Comment_3975079

    Uh huh. What's that got to do with alternative builds being harmed? The less viable you make other choices the less you see them. It's a matter of perk variety.

    My point is that it's a drop in the bucket if those perks aren't being used. I also agree there should be more perk variety, but I'm skeptical too of nerfing more Survivor perks to get there.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974991#Comment_3974991

    "Don't run status effects with timed durations"

    Alright. Regression perks it is.

    Isn't that already the more popular choice?

  • @rydiafan said:

    Just wait until you try to get the Hand Eye Coordination achievement. You have to face a certain killer, and get a 5% lucky roll, and escape. So dumb.

    Not to mention they always tunnel you out once they know you have it.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974997#Comment_3974997

    Except Conviction's activation requirement is healing another survivor not yourself. Thats what the report is about nothing to do with No Mither.

    No Mither also triggers that flag often with challenges.

  • No Mither has always worked like this. There's a reason you always pair it with Unbreakable because it applies the bonus.

  • If you're invested in one role, the opposite role is always going to be a relief. Survivor is frustrating for me, but Killer is baby mode. But that's only because I don't invest anything into it and get about the same in return.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974797#Comment_3974797

    fair fair fair! Although I don’t mind the ai zombies. I’m one of those freaks that can appreciate that design to them but you’re right! They need more flare to them! A little more zest! Some spark! ⚡️

    💯😎

  • Maybe but they'll be out of the queue for longer now.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974833#Comment_3974833

    im just brainstorming the easier ways they could buff killers' basekit if they intent to railroad them like they do. adding more gentime like they did in 2022 probably not going to work out well

    I agree. With enough slowdowns, the trial comes to a total halt already. More time just encourages steamrolls.

  • It might work, but it's not enough of a change to make a real impact in my opinion. I think you'd either need even more gens that take less time to complete, or a system where progress on gens are locked from regressing at intervals of 25%.

  • @CrypticGirl said:

    They just want us to keep playing more. I kind of liked not having to log in every day to complete the rift. I was hoping to take a step back from this game, especially with the return of the go-next prevention, but now I fear I won't be able to.

    It's legit scummy and sadly par for the course, but I will say that events eat up a lot of the rift. I wasn't sure I was going to complete the last one but just staying up to date with events maxed it pretty quickly. Let's hope that's the same still.

  • Honestly I was surprised that it wasn't a thing when I played around with them. Why would we need to name our builds and not our outfits?

  • It might be a thing, but I personally feel like they just created the same character twice. At best I'd be willing to believe she's an alternate universe creation or an abandoned concept.

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