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  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813783#Comment_3813783

    Yet you made an assumption about me to try and devalue my own thoughts, bit hypocritical of you.

    The reason I say I feel killers have had to develop thick skin is because I’ve been playing since the console launch and things were so much more heavily in survivor favour and killers just stuck it out.
    Now things are evening out and survivors quit way more than killers did when the balance was completely skewed against them, in my experience over the years of course. And survivors in my experience still quit back then because they got caught first or lost a mind game and went down.

    If quitters are playing the game but quit when things don’t go their way then it screams they only have fun when they are winning and styling on the killer, and screw over their team if they misplay or get outplayed. It happens so early into the game that they don’t even know if the killer is going to tunnel camp or slug which is the usual excuse people give aside from crying killer op.

    My initial comment was clearly humor. Hardly hypocritical unless you take everything at face value.

    Do you remember when the killer could mori with no hooks? Do you remember when ruin regressed a generator unless you got a great skill check? Do you remember release legion?

    Things aren't "evening out" they are swinging heavily to the killers favor. DCs are a sign that the survivor experience is suffering with key pain points, just like it did back then.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813596#Comment_3813596

    That’s always the cop out answer to disregard anything you don’t agree with, I play both sides equally and I’m solo when playing survivor so understand the frustrations of teammates quitting and ruining the game for the rest of us; but if you played both sides yourself then you would sympathise with the killer side instead of saying it’s always the killers fault for survivors playing badly then quitting. If they cared about the survivor experience they would stick it out.

    I'm iri 1 on both survivor and killer, so I would stop assuming things about people simply because they can recognize killers haven't had to develop "thick skin" when they constantly get their hands held every patch with needless buffs and tweaks that nobody in the community asked for.

    I can tell you from experience that killers have way more going for them base kit than survivors will ever have. It takes one mistake by one survivor to snowball a game to a 4k. Killers can make 10 mistakes a minute and still 4k.

  • @DarKStaR350z said:

    I don’t know why survivors give up so easily; playing killer can be just as annoying and if I had a way to leave without getting a DC penalty I might use it when I get put up against a team with offerings that spread hook placement, Boil Over, sabotage and flashlights/bangs, Dead Dog or Errie as I know it’s not going to be a fun match.

    I guess killers have had to develop thicker skin over the years and are just used to suffering. And talking about hit boxes what about that Head On hit box and how long it lasts, how about getting pallet stunned when you’re no where near it.

    It’s always the same arguments, killer OP as they have a power where I can’t run pallet to pallet and make them break every one, or map traversal so I can’t just sit on a gen and knock it out faster than the killer can walk across the map to it.
    It’s unfair killers can use aura reading it’s only fair when survivors use it etc etc.

    Fact is even when survivor was at its strongest there were still rampant DCs before the penalty and it was even encouraged by some ex fog whisperers. Survivors have always quit over the slightest thing because they only seem to be happy when making YouTube bully compilations and easily winning while rubbing the killers nose in it.

    If a killer only moved the same speed as survivor you’d get DCs if they ever got a down probably.

    Tell me you're a killer main without telling me you're a killer main

  • @alpha5 said:

    Bad takes with naive, out of context numbers shuffling to fill a 10min video for the algorithm. His previous video on the Overbrine + Eruption meta has equally bad conclusions. That guy can't be serious with these videos. Then again he nodded at the bot after a DC.

    There are many channels out there where killer mains masquerade as unbiased arbiters of balance for the game. It cracks me up every time, but it's equally as scary that people take videos like this at face value, don't apply any critical thinking on their end, and just simply believe all the claims made in them just because a content creator said them.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811518#Comment_3811518

    I specifically mentioned that if the base regression was nerfed it would need to come with compensatory nerfs on instant regression. So I'm not sure where that would lead to powercreep.

    And can we stop with this "Killers cry as soon as they don't 4k every match!" nonsensense? Sure, you have a bunch of entitled players on both sides but this is not about that. It's about a base value that is simply too low to be of much use and perks that are bad because they affect this number. I even said, that I'm not really sold on the idea to buff base regression, so posting this as a response to me is misplaced at best.

    Ruin isn't what does the work on these killers you mentioned. There are a bunch of other perks they could use that would provide them with more value and it's not all meta perks. The effect of Ruin is good in theory but falls short in practice. Passive regression sounds great but when you think about how much time Ruin actually provides, you quickly come to the conclusion that you could use douzens of other perks and get more value. Especially without the instant 5% regression on kicks and the risk of it being eliminated right at the start of the match, which is not very rare.

    Side objectives would in theory be the best way to get around the whole slowdown problem but on one hand we know that the devs are not very fond of that idea and on the other hand this would always come as nerf to solo queue players too. I'm not quite sure what you mean by "more ways to win and lose". That will never happen simply because the game is designed around the idea of killers trying to kill survivors and survivors trying to escape. There is no room for an alternative win condition here, is there?

    I'm not quite sure what this has to do with chase times either. Especially when we consider that it's instant regression perks like Pop, Pain Res, Surge and Eruption that benefit from short chases because you can use them more frequently, while CoB, Overcharge and Ruin only work over time and have no clause that they activate / deactivate with chases / hooks / downs. Obviously these perks will be better, if the killer can keep their chases short because then the killer already puts so much pressure on the survivors, that they have trouble dealing with that alone and cannot really take care of the killer's perks but that is true for about 95% of all perks in this game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811526#Comment_3811526

    Regression will always be meta. The question is what regression perks will be used. Right now it's a small selection that also synergise pretty well, which might get a bit better, if we mix it up a little.

    I also didn't say anything about a net buff. Please read the third to last section of my post again.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811535#Comment_3811535

    I agree that some of these numbers are just completely arbitrary but it is true that the base regression speed is very low. The direct comparison between instant regression and base regression is what made this video interesting enough for me to start a discussion around it.

    Transferring power from instant regression to regression over time base kit will not do what you're hoping. Remember when leatherface, in hopes to get leatherfaces to use more addons, had beast marks and award winning chili given to him base kit but at a lower percentage of the addon's power? Guess what happened? Leatherfaces still only run beast marks and award winning chili. Why? Because the net value of the power INCREASED. Having base regression increased and instant regression slightly nerfed will still net an increase in regression. Killers will continue to run regression. Remember when everyone thought Pop was no longer meta when it got nerfed from 30% current to 20% current? It's still used in almost 75% of matches that I play. So yes, it is considered power creep when the overall power of base mechanics + perks & addons increases after said changes are applied.

    Most killers do complain if they don't 4k every match. If they didn't, slugging for the 4k wouldn't happen as frequently as it does. Running grim embrace wouldn't happen as frequently as it does. Running quad slowdown wouldn't happen as frequently as it does. If you need 4 slowdown to achieve a 2k or a 3k, you're either running a D tier killer or need to work on your chase game.

    There is absolutely room for more win conditions. This is the Entity's realm. The Entity is here to bathe in the suffering and fear of the survivors and the never-ending rage of the killers. This is a game to it. The only reason it says "Entity Displeased" and the end of the match screen is because nothing happened in the game. It WANTS to have an entertaining match to watch. It WANTS to see a hard fought battle that could go either way. What would be the point of watching a sports match if you knew the outcome of every game? I've said before, each killer should have a unique power up mechanic the killer interacts with and a unique power down mechanic the survivors interact with. The killer powering up to full would make it almost impossible for them to lose, and powering them down fully will render them weak for a time. Each map should have interactable elements that could help either side. I'm not going to turn this post into a brainstorm, but there are absolutely ways to incorporate this according to the game's own lore. Ultimately, it's up to the devs to prioritize it and put in the development time to do so. Also, I'm not sure how this would nerf solo Q players.

    Chase times relate to instant regression. If chase times are longer, it takes longer to earn the instant regression from pop, pain res, slowdown from grim embrace, etc. If chase times are shorter, those instant regressions are earned much quicker, essentially nullifying fully a survivor's effort on generators. For example, if one survivor is hooked on a pain res hook, the gen with the most progress is regressed 20%. If another survivor goes down and hooked within 18 seconds of that first hook, plus the 3 second penalty for a regression event while the survivor is on the generator, making it actually 21 seconds, there will at most 0 net progress, at worse, another 20% taken off that gen.

  • @Xernoton said:

    https://youtu.be/g1lsSyVLBpg?si=pKR8INweNZeyW476

    I got recommended this video on YouTube and although none of the information in that video was new to me, it does put things into perspective when you do such a side by side comparison between instant regression and regression over time.

    A lot of these numbers are arbitrarily high because in a normal match your goal won't be trying to regress a gen fully but only to buy yourself time. So you don't really care that it takes 342 seconds to regress 90 charges or 327 seconds with CoB. You'll only care that CoB buys you 3.75 seconds if you can keep it active for the entire duration, which is basically nothing. This is the actual value of CoB as is. It's a much better info perk than it is a gen regression perk. You could take away the extra regression and it would barely count as a nerf.

    Overcharge was butchered as well and I'd argue that against decent survivors, Overcharge is actually worse than nothing. You mostly won't get to keep a gen regressing for 20, which is what Overcharge needs in order for it to be as effective as no perk at all since the "difficult" skill check does pretty much nothing.

    That is also the reason why I think Ruin isn't worth a perk slot. Yes, technically it does save you the time to kick a gen but on the other hand it takes 4.5c / 0.25c/s = 18 seconds to make up for that lost instant regression. Even if we factor in the time it takes to catch up to a survivor after you kick a gen, that doesn't make it much better. You won't need 18 seconds to close that gap, especially not on stronger killers. The most value you'll get out of it is, if a survivor goes looking for the totem and destroys it. But then you lose that perk for the remainder of the match.

    A way for all 3 of these perks to become stronger is to increase the base regression speed. This would overall be a net buff to killers that is arguably not necessary, so it would need to come with nerfs to the better regression perks like Pain Res, Surge etc. This might sound good on paper but it does bear another issue.

    Solo queue survivors cannot coordinate for someone else to take over their gen and stop it from regressing while SWFs can and do. That is less than ideal. For that reason and also the fact that different killers are better at keeping survivors away from gens than others I think, we should move away from regression over time and focus on instant regression.

    What are your thoughts on this matter? Do you think base regression should be changed?

    Don't buy into the fantasy that power creep will solve the issue. Buffing gen regression is kicking the can down the road yet again until inevitably you are met with the same question. The cyclical: buff it → survivor experience suffers → nerf it → killers are not 4k-ing every match → killers complain → buff it → on and on and on.

    A killer should not be able to substantially override the survivor's effort into completing their objective simply by spending 2 seconds kicking a generator and nothing else. This is why you are selling ruin short. Ruin is a fantastic perk on the killers that can apply pressure to multiple parts of the map quickly. Just because ruin isn't 200% like it used to be back when it was busted doesn't mean it's something to scoff at now. A good plague, blight, billy, dredge, etc. can use ruin to it's fullest potential and dominate games with it. Also, Pop and Pain Res are wonderful perks in theory, but the execution is what makes the survivor experience horrible. On killers that have no chase power, they are great rewards, but for killers that can snowball very easily, they are used to further secure their chances of winning in the pregame lobby before the match even starts.

    This is why I've said, and will continue to say, that this game needs a fundamental overhaul in base game mechanics. The only way you will get away from this horrible power creep between gen regression, gen times, etc. is by giving survivors and killers more ways to win and lose. That is the only long term solution that actually addresses the core problem at hand.

    But, if we must stay limited with only gens and the subsequent gen regression topic: if gen regression does get buffed and chase times stay as short as they are on average, enjoy seeing commodious toolboxes with brand new parts every game, because survivors will have to adapt if that comes to pass.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809902#Comment_3809902

    You speak about being disingenuous, yet you sit there and attempt to convince me, that "and does not align with the values the community of this game shares" isn't speaking for the community. I see you're simply projecting.

    And you're just lying outright, when you say you aren't putting words in his mouth, when you're saying:

    Categorizing these people as "baggage"

    Despite none of those words were used by @Ohyakno.

    You're literally making up things, acting indignant about the meaning you ascribe to it, then pretend like you didn't do that.

    I'm sorry you incorrectly interpreted my message in this way. For one, I'm not trying to convince you of anything. If I say the sky is blue, I'm not "speaking for the sky," I'm just stating my observation based on what the sky is. I would also look up the word projection before you keep using it incorrectly.

    So if the person I was responding to said "food you eat in the morning, usually after you wake up," would it be fair to say they're talking about breakfast? Am I putting words in his mouth if I say they're talking about breakfast? Saying people will "find other things to be put off by" is constituting those players as problems because of their perceived baggage. If they didn't perceive these players as having baggage, what would be the problem with adding these options for them?

    You're literally making up things, acting indignant about the meaning you ascribe to it, then pretend like you didn't do that.

  • @Altan said:

    Mori need an animation, would be broken if you just kill and go

    Also it's a literal game about hitting, hooking and killing people? How is mori too violent

    I never said remove an animation altogether to make it a 0 second mori. Have the killer's face cover the screen or something for the same duration, or have the screen fade to black and say "You Died."

    Getting hit and flopping on the ground is no where comparable to blight's mori, oni's mori, plague's mori, Dracula's mori, etc.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809854#Comment_3809854

    Categorizing these people as "baggage" because they'll "find something else to be put off in short order" is completely disingenuous, a slippery slope fallacy, completely unwelcoming, and does not align with the values the community of this game shares

    I disagree. Also, don't start speaking for the entire community.

    Just because you disagree with him, doesn't mean you should start putting words into his mouth. He never mentioned them being "baggage", his assertion that easily offended individuals would find something else to be easily offended by isn't unreasonable, at all.

    Not sure what part of my comment made you think I was "speaking for the community." I can recognize what the community values are without saying "everyone in the community feels this way." You're free to disagree, but I'm also not putting words into his mouth lol

  • @dwight444 said:

    I was inclined to agree if it was an accessibility issue but so far op it just seems like they are more put off from a BM pov rather than the 'gore' (gore would be a stretch for some of the moris, especially Dracula's). You're comparing lethal company and saying there was an outcry from people, well, I don't know that I've ever seen an outcry for the gore in this game? This is probably the first post I've ever read tackling the issue.

    maybe if someone had a mori where they started spamming strobing lights or something, sure, but this just doesn't seem like a legitimate issue, let alone one that is causing rounds from its player base to warrant designing an option to disable. Seems more like nitpicking if your friends really refuse to play this game because of the moris; based on your responses they seem more annoyed than anything.

    all for accessibility, not all for dedicating resources to problems that don't exist when we have tons of problems in this game already

    Just because you haven't seen it doesn't mean it isn't happening. I have seen plenty of people that say they will disconnect against plagues because of her power and mori.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809790#Comment_3809790

    You're playing against twenty Draculas with twenty Moris? That's some interesting matchmaking. If your friends are so put off by a ten second animation I can only assume they'll find something else to be put off in short order.

    Do you like the Wizard of Oz because that's the best straw man impression I've seen in my life. I'm sorry not everyone has the same desire to see superfluous blood and gore but still would like to play the game all the same. Categorizing these people as "baggage" because they'll "find something else to be put off in short order" is completely disingenuous, a slippery slope fallacy, completely unwelcoming, and does not align with the values the community of this game shares.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809793#Comment_3809793

    Nothing odd about it. Accessibility is always welcome. Dbd has quite a bit in it! But to play a horror game and want to cut out the horror? As a developer, I'd be a little confused. As a player, I feel its silly to complain about blood in a game promoted, sold, and defined as a horror game.

    But to be open, Im not against this. I just feel its silly with all the things wrong with this game to put resources to.

    No worries, I did not interpret your message as disrespectful at all. I know this game's initial pull was the horror aspect, but it has long since moved past that in my opinion. Like I said, this game is more equivalent to a game of chess, where the killer is one queen and the survivors are 4 knights. Especially with how fast paced the games have become, and with almost the full removal of stealth as a viable strategy, it's gone from horror to pvp co-op action.

    Also, horror does not automatically mean blood and gore. Some of the best horror movies have little to no blood and gore in them, and it's the suspense and what ifs that propel the feeling of horror throughout the movie. Like I said before, I would probably keep all the settings enabled, but for those who appreciate the strategy aspect of this game but not necessarily all the over the top gore, this would be a great option. Some people are just naturally more queasy with gore than others, which is perfectly fine, and I think there should be settings to tone that part of the game down.

    In reality, the true horror of this game is seeing 4 slowdown on killer.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809790#Comment_3809790

    It also means this game isn't for everyone. Roblox dbd exists.

    Odd thing to say when talking about accessibility settings that would not affect you if you unless you opted in to them.

  • @Spare_Them_Mori_Me said:

    This game is rated appropriately and is very clear 'what' it is. The last thing we need is dumbing it down. If anything, it should be cranked up.

    There's plenty of games that will suit someone who dislikes the horror type activities present in this horror type game.

    This game being classified as "horror" is like calling call of duty zombies "horror." It's only scary for the first 10 games, then it becomes a strategy game from there on out. There are other games created nowadays that are "rated appropriately" that also have accessibility options to tone down blood and gore. Besides, if it's a setting, what does it really matter? I personally wouldn't turn them off, but I have friends that would love to play more of this game if they didn't have to see Dracula slitting their throats for the 20th time in a day, or singularity melting their face off. Just because it's "rated appropriately" doesn't mean that everyone in the target audience is desensitized to blood and gore (and plague vomit).

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428510/scratched-mirror-and-tombstone

    Most Myers use infinite T3 with tombstone which takes forever to build up so if your getting tombstoned at 5 gens left then the survivors are definitely doing something wrong. Each to their own regarding fun but there are many people that enjoy playing and going against tombstone Myers because it gives him a threatening edge that no other killer has. Pretty much all other killers are seen as play things for survivors to loop and do the whole "come get me" thing. Myers is the only one that instills true dread and makes a survivor run for their life which is what the killer role should be imo.

    "True dread" is a crazy way of saying unfun gameplay loop. Nothing more fun than not knowing if you're going to get removed from the match or not, having to sit through another queue, lobby, and load screen right? (sarcasm)

    It's a game. Both sides should be fun. Focusing on "the survivor should be running screaming because of me the big bad killer" is more proof that killers view survivors as fodder for their own enjoyment, which is fine for pve games, but not pvp like dbd.

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808280#Comment_3808280

    Yes they’ve shrunk some maps but most are still so big it can take 30 seconds or so to walk from one gen to another the opposite side of the map; and if you hit a survivor by it then they can just hold W and make it to the opposite side of the map, making it impossible to defend some gens on some maps unless the killer has a map traversal ability or some power to quickly down someone without having to m1 them.

    30 seconds from one corner to the opposite corner of a map is extremely small, and almost every map has that time or shorter to do this. Holding W does not allow you to go from one side of the map to the other. Survivors get at MOST 3 tiles of distance before they're forced to play a tile since the middle of almost every map is either a dead zone or filler pallets, not to mention the other tiles that have already been used by the survivors.

    Also knowing when to take a health state and apply pressure to gens is a game sense skill as killer. If you're choosing to chase a survivor to the opposite edge of the map when the last 3 gens are on the initial side of the map, that's a poor play. Taking a health state is massive pressure for the killer since, by that time, the survivor medkits are most likely depleted, and it would require another survivor to come heal them. Also, by that time, one if not two survivors have already been sacrificed. That means at most 1 person is doing a gen that will take them 90 seconds to complete fully. There's multiple layers of nuance for these situations, but saying "just hold W" as a scapegoat is disingenuous to the state of its effectiveness, as it does not provide as much value as killers would like you to think, especially if the killer player knows what they are doing.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806190#Comment_3806190

    He did. You're claiming that killers win all the time with 3 gens remaining, when I'm lucky if I win with 1 gen remaining. How are you gonna get constant gen regression from your perks unless the survivors are constantly giving you downs? The 60% kill rate is arbitrary, because kill rate in general is. It tells you nothing about the match. Your listing of perks used makes more sense than it. But why are killers still using gen defence when it's been nerfed into being garbage? Because the games are still too fast for killer to get their hooks.

    Contrary to the usual use of gen defence, this is the most experimental killer meta we've ever seen. As in, killers are using a wide variety of perks, which the devs want, but the killers are doing that because everything sucks. They're desperately trying to find out what's good. Some killers are die-hard gen defence users and will never change, others like me have switched to chase/endgame builds, but even me sticking to those builds for the past like 2 years, I'm trying out gen defence again. So the current state of the game is survivor meta being the same as it was in 2017, the killer meta being in flux, and SWF still being untouched on their pedestal.

    First off, no he did not. If he did, he would have seen that the nature of my post wasn't "nerf gen regression only period" but rather providing alternatives to the base game loop that would provide depth to both survivor and killer to make gens not the only priority. Saying "play high MMR with no slowdown and tell me how it goes" is proof he did not read the whole post.

    Secondly, 60% kill rate tells you at least 7 hook states are being taken in a match out of 12. You're right that it's arbitrary, and I think it's fair to ask why such an arbitrary number was selected.

    Thirdly, saying it's the most experimental meta we've seen proves my point. You don't need 4 slowdown to win. You can run whatever you want on most killers because the devs have shrunk maps to fractions of their original sizes, they have killed almost every tile in this game and replaced them with garbage filler tiles that offer no safety, and the base killer mechanics provide so much pressure, you are almost guaranteed at least a 2k every match. Putting on 4 slowdown makes it almost impossible for the survivors to win, which was one of the points of my post.

    Lastly, gens fly if you cannot secure a good chase in the first 70 seconds of the match. There are certain killers where that is understandable, like Myers. On killers like blight? That is a skill issue. There are blights that end games in 70 seconds with full aura builds. A single gen takes 90 seconds. Gens are flying just as often as pigs do. So what a killer loses one gen to a brand new part + commodious toolbox at the beginning of the match? Does that really matter when the pop + pain res + grim embrace combo grinds the game to a halt? If you can't start the killer snowball to force survivors off gens, that's a skill issue problem.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806270#Comment_3806270

    If you sweat up to high MMR with a meta build and then remove the meta build, of course you're going to have a bad time. If you just use whatever perks you want, you won't be boosted, and you won't have any problems with gens flying without bringing slowdown.

    I rarely run slowdown while playing killer and rarely use exhaustion or second-chance perks while playing survivor, yet I do just fine on both sides, presumably because my MMR is not inflated by always running a meta build.

    This is the point that is extremely frustrating. A full gen slowdown build for most killers is training wheels. Unless you're running Myers or Freddy, one if not two slowdown perks are more than enough. Put a full slowdown build on a killer that knows how to play well without them? That's where you get high killer win streaks. That's where you get 1900 blight win streaks. That's where you get the abysmal state of solo Q, but who cares as long as the killer players are having fun and getting at least 3 kills at the expense of the survivor experience right? (Sarcasm)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806380#Comment_3806380

    like non-sense. killer winning at 3 gen remaining is survivor playing poorly. if you watch some higher level games, for example, take this tru3 game of nemesis. He wins with 1 gen remaining where 1 of gens is 70% but he dominates all the chases except Nancy's first chase which at shack… which… again is a survivor sided loop with little no to counter-play as time-sink. you can win loops but it wastes lot of time if survivor plays correctly in which she did.

    https://www.youtube.com/watch?v=SZ_U-D6fuQw

    Can you guess why he won this game? It is how little friend, the gen defence perk. that is why player use gen defence perks because those perk are what give impact to change outcome of a match from losing to winning. Until bvhr makes other perks NOT named gen defence perks go from losing to winning. there is no reason for player to choose anything else. It is like if you told survivor to use Better than new over running idk, Deja vu. The player is not going to pick perks that are not useful and most killer perk that are not gen defence are better than new levels of irrelevancy. stop being surprised when all popular perk choices for killer are exactly the same type.

    I don't think anyone is surprised by that. Despite Hens not using it once, I see pop almost every match for this very reason. My question is more along the lines of why does the game have to remain this way, and is there anything we'd rather have instead.

  • @Devil_hit11 said:

    I literally pointed this out in the meta perk around 6-8 months ago where i said that killer meta is ALL slowdown and has NO variation at all in any form of capacity. There is no BEST BUILD that isn't slowdown. it is either 3 slowdown or 4 slowdowns and only difference is some variation is type of slowdown because someone killer have trash mobility not use certain slowdown well.

    In the past, i remember having dialogue with @jesterkind about perks in dbd and how nightlight's stats in dbd for perk is first 10+ perks being slowdown and than a couple information perks showing up as "ok" fillers. So you would see like Pain res pop goes weasel, Sloppy butcher/eruption and than last perk is "Nowhere to hide". filler information. You see Corrupt+Deadlock+No way out and than like BBQ as filler perk. You see hex:plaything+Hex:Penti+Pain res+Grim embrace. It is just literally 4 stacked slowdown, nothing else.

    The only filler perk you see are Bamboozle, Brutal strength, nowhere to hide, bbq, Stbfl before it got nerfed and that is it. you see nothing else. So it is like 2 somewhat lousy chase perks, few solid information perks and then you have your sloppy butcher/stbfl perk. the killer meta is extremely blank in term of perk choice. you can argue that you can run other perks but when talking about perks, we're talking about VOLUNTARY meta choice perks where the perk is OPTIMAL. best in slot. Not, I am running this perk to run something else but the perk sucks/is unoptimal.

    there is suppose to be optimal choices that aren't just same perk stacked with different name but BVHR has yet to balance any of killer perks to create any variety in killer meta. All they have ever done is just look at top perk for killer and just nerf them. over and over. and over again. If something obscure becomes even remotely useful like current weave attunement, straight deletion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806286#Comment_3806286

    nothing in their optimal perk section is anything different from what killer meta has been for last 5-6 years. You really shouldn't be surprised. survivor was like this before 6.1.0 but they actually received actual buffs to perks over last years to make their meta choices more diverse. killer hasn't received any changes relevant to their perks other than nerfs. they have received killer buffs to killer themselves which is great but perk-wise, nothing has changed. the killer meta is probably weakest that it has ever been. impact-wise.

    I'm not surprised. Day 1 of patch 6.1.0 I knew the killer buffs were too much, because I knew they were going to snowball out of control. Here we are, 2 years later; and the only people defending gen slowdown at this degree are staunch killer mains who have not touched survivor for a single game outside of either tome challenges (where they do the challenge and go next) or killers that do not have enough experience and have 90 second chases.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/427990/gen-slowdown-an-abysmal-state-of-meta-perks

    Yeah some killers use perks better than others and in his opinion those perks slot in into the "best builds" for most killers

    This is just the preference of one guy though and there are plenty of other varieties / preferences / fun factor that leads to other perks being used. So while on paper they are some of the most effective builds / perks being used they only slot into ~25% or less of usage rates in reality and you can't really compare the gameplay data to real data because again its one person with thousands of hours using what is in their opinion the best build on the characters and not an actual conglomerate on all killers across all skill levels

    Id assume if there were survivor differences in the game the "best build" for every survivor would follow a similar pattern where the same perks see usage in every build

    What would be the point of making a "best builds" video for the community if the target demographic was less than 10% of the playerbase? Same thing when Otz made his best all-around killer build a few months back that consisted of: Corrupt, Pain Res, Agitation, and Dead Man's. Now you're telling me Otz and Hens are only making content for high MMR, thousands of hour players? Based on their videos, I would disagree entirely. These builds are intended to be used at all skill levels for maximum value.

    As for "preference," this is the preference of anyone who wants to get a 3k every match, let alone a 4k. Less than 1% of players are logging in to play jumpscare myers. Less than 1% of players are logging in to play boop the snoot pig. If there were more players with different preferences on what they enjoyed in the game as killer, the community wouldn't be complaining about gen slowdown and Solo Q as much as they are currently.

  • @Rick1998 said:

    this is not surprizing . They could nerf all slowdown to near useless levels and it would still be the most used perk . This game is based around slowdown existing. Play at high mmr with 0 slowdown and enjoy your 4 minutes long match. Unless they do something basegame to stop that then slowdown will always be the choice when winning is concerned.

    That's what the latter half of my post was talking about.

  • @LordGlint said:

    You got 1 persons opinion on what the best builds were and noticed they use the same perks alot for each build... Did it not occur to you that was going to happen? My own builds ALSO use alot of the same perks from each other. That's going to be the case with most people.

    If the perks were not effective, they would not be considered "best builds." Besides, you cannot tell me with a straight face that running corrupt + pain res on any killer doesn't yield results.

  • @Wraff said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806199#Comment_3806199

    People have generally been against secondary objectives. Every time a secondary objective has every been added to the game it causes people to groan. Be it Pig Traps, Totems, Pinhead Box, Glyphs, or anything else that deviates from just doing Gens.

    Secondary objectives that are win conditions for both sides. All those you mentioned are for killer only.

  • @RFSa09 said:

    We have two options:

    Make gens take ages to be done and overnerf every gen slowdown

    Or

    Nothing, there is no other viable option to "fix" it, unless you make every killer borderline uncounterable that will always down any survivor in seconds (like nurse), which doesn't sound very good

    We will always have a meta, it's impossible to make every perk from every category be equally good/bad

    Gen regression is meta because it's fundamentally the best thing you can have as killer

    Anti tunnel is meta because it's fundamentally the best thing you can have as survivor

    And I like the idea of adding interactive things on maps, but it would probably create another problem, a map can be extremely insufferable as one killer and a free win as another (cof cof gideon)

    I agree that there will always be a meta, but I do think that introducing a second objective to win for both sides would allow for more strategy during the match, rather than the bulk of a strategy being decided in the pregame lobby (perks), and I would prefer whatever that meta would be over seeing the same gen slowdown perks every match.

  • @Wraff said:

    "Why is the current state of the game allowed to exist like this?"

    Run a high MMR Killer game without any slow down perks and lemme know how it goes.

    Read the whole post

  • @Kilodesu said:

    If Distortion is getting nerfed, a perk that has CHARGES mainly because it can stop all aura reading, then why is lightborn that has NO charges can permanently prevent flashlights, firecrackers and blast mine? Pretty sure it affects the Haddie perk that requires the killer to be blinded in order to afflict blindness to the killer.

    What is this double standard? This is the exact same situation with Weave + Franklin, permanent aura reading yet Object of Obsession was nerfed because of that? A combo that is not counterable in solo queue due to lack of communications should hvae been a priority, you have to go next because of this combo, now that distortion has been nerfed and aura readings were buffed, solo queue is going to be entirely unplayable. You are also pushing casual players away by doing this.

    How come every reasoning doesn't apply to killers? Why are specific playstyles being forced upon players? You cannot keep lightborn in its state when you give that reasoning for the distortion nerf. I don't use flashlights, I am simply pointing out the hypocrisy. I haven't played this game for nearly a month for a reason, and that is because solo queue is unplayable but I have checked the updates, and I am for sure not going to reinstall the game.

    I want to know why solo players are being punished for playing the game properly yet balancing the game around SWF using third party softwares? Killers complain survivors go next, I've seen them complain more than other survivors complain, as what a killer main says 'my fun is not your priority. Go on every social media, killers trashing survivors for going next, tell me another PVP game where the opponent complains for an EZ win. Giving one side this much power to make the other side miserable is what is going to kill this game.

    Because killer mains are fine with removing game mechanics until it's a mechanic that affects them negatively. Every excuse for keeping lightborn as is essentially boils down to: 1) "*sob sob* SWF scapegoat" or 2) "But at least I'm not taking 4 slowdown!!!" Lightborn needs to be changed that doesn't remove blinding from the match if it's equipped.

  • @Akeeno said:

    77 percent movement speed, and needs to charge an attack

    deathslinger is 93.5

    trickster is 96.5

    why is huntress so slow, even with the addon 82 percent is too slow around loops.

    trying to take an uncharged shot at a survivor is a way harder than it should be, simply because of the tremendous slow down.

    My advice is to play more than 3 games on huntress to actually learn how to play her before you start begging for buffs on the forums. Huntress is still the best ranged killer in the game bar none and is easily high A tier. Like other posters have said, the ptb where she had overpowered speed buffs was completely unhealthy.

  • @Memesis said:

    Pulled apart would be great with enduring, spirit fury and hubris!

    Pulled apart would be overkill. Enduring with a spirit fury proc already gives the survivor no distance. Having haste on top of that would be a waste. Besides, once survivors know the perk combo is in play (hubris revealed or enduring at all) they'll just start prethrowing everything and make the perk useless.

    I would much rather have it be another token based perk, where each token increases pallet break speed, and upon reaching a certain number of tokens, the killer would "scream" and block all pallets for 60 seconds, using up all the tokens.

  • Can someone from the team explain why it's going to take another 3 and a half months to go into the unreal engine editor and change the weave attunement radius from 12m to 6m? And/or apply the same highlight wesker sprays have if the perk is in play? That feels like something someone can do in half an hour tops.

    Is the reason it's taking so long because it's not a priority? A lack of data? If either of those are the case, what does the team say about the numerous threads that exist on the forums that essentially say weave + Franklin's is no fun and makes people want to not play the match? Kill rate/survival rate data only means so much if nobody but the killer has fun with the combo.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770356#Comment_3770356

    But our discussion is about something completely different. OP is also not part of it at all. They only wanted to vent, which is fine, but not productive at all.

    Not entirely different. A discussion on the merits or lack thereof of FOMO and whether or not those decisions should be made for a fraction of the playerbase and just accepting that is very much relevant to what OP was talking about.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769871#Comment_3769871

    It's not that deep. Nobody's family is getting face camped and your loved ones aren't getting tunneled either.

    What's the issue with stating your opinion? OP did the same thing. They didn't mark it as their subjective opinion either because talking about whether or not something is fun already implies that it's an opinion.

    If you didn't get that, then just read a sentence further.

    Playing killer with a friend is the most fun ive had in dbd in a very long time.

    This is personal experience, once again implying that all of this is his opinion. The only one looking bad here is you for attacking someone that disagreed with OP, for what reason exactly? Because you disagree too and need to devalue others' opinions?

    If anything that last paragraph you typed looks more like you're trying to establish a fact than anything @radiantHero23 said. Do you have any evidence to support that claim? Because in my survivor games this hasn't been an issue, so I can only assume this is your opinion. But then again, you called someone out for not stating that their position on 2v8 was subjective, so surely you wouldn't make the same mistake, right?

    If you read the entire thread, you'd see that I said my opinion on the mode is no more valid than other people's. 👍️

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770051#Comment_3770051

    Your jumping to extremes a bit fast are you not?

    Please present one person here on the forums that genuinely enjoys fomo. Im waiting. If you can actually find someone like that, I will tell them: "Im glad that you enjooy the fomo-aspects of dbd. I personally dont like them for … reasons." So yes, I do. Why? Because its a game. Its not that serious. If someone enjoys something about a game, who am I to tell them that they shouldnt. If I see someone enjoying something, I can be happy for them. Simple as that. If I get a bad grade in one of my papers but my friend got a better one, I can be happy for that friend and that most of the time lifts my mood as well.

    Have you looked at the event tome? 6 out of the 11 quests can be done without playing the game mode at all. only 5 of them are related to playing 2v8. To get the charms and cosmetics (if there are any) you dont need to play 2v8 that much. I suppose, that OP plays a lot more survivor than killer from their sentiment towards the role. Therefore, they would only have too play 2v8 for 2 quests. These being:

    • safely free survivors from cages 4 times.
    • play the guide class 1 time.

    The second quest is finished in one trial regardless of the outcome of the match. The first one could take a bit more time. However, at a minimum, these quests take 2 matches. Thats not a lot. If there where like 6 or 7 survivor-quests that could only be done via the 2v8 mode then that would be a different story. I dont even know whether or not these twoquests are mandatory mind you. Its possible that one does not have to play the mode at all to get the rewards.

    Im sorry, but if somebody just wants to complain about their experience with seemingly little intention to change their perspective, then I dont know what they even want to do here. Let off some steam? That is fine by my terms but not very constructive in creating a discussion. Is there a good discussion here about 2v8? I dont see it thus far. Our discussion has been more productive that the one OP started if I may say so myself.

    Like I said above, sometimes people just need to say they're dissatisfied with something in order for good discussion to happen. Like you said, our discussion has been relatively productive, and that is with the OP only saying that they're dissatisfied. That's exactly what I mean.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770224#Comment_3770224

    Your experience is only one data point of the entire playerbase. Your opinion on the mode is just as valid as mine and as OP's, but no one's is the entire story. Just because you feel safe saying your subjective statistic is an accurate number does not make it so.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769877#Comment_3769877

    "I agree with you that 2v8 is a subjective experience, which was the whole point of my post. What's not subjective is actual data points and trends from the beginning of the event to now."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769871#Comment_3769871

    "Also to say that the mode isn't competitive while ignoring the surplus of killers who've now learned to slug at 3 survivors remaining to prevent hatches from spawning so completely disingenuous about the state of 2v8 it's unreal."

    Soooo…what facts are there? One person claims this. One claims that. Does it mean there is a slugfest paradise going on or is it more calls in the fog? Also ignores how they explain that 2v8 shows "how overpowered killers are, especially if there are two running around."

    The tome accelerates the progress of the rift because it provides rift fragments. You can only get those in the event mode. So no, you're wrong there.

    Accelerates does not mean unobtainable. You do get rift fragments via normal matches. If you don't believe us then maybe this?:

    https://deadbydaylight.fandom.com/wiki/Rift_Fragments

    If you're trying to construct narratives instead of trying to have a discussion, that says a lot.

    So from what we've seen it started with:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767941#Comment_3767941

    followed by you bending that into a this:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769871#Comment_3769871

    and further down the rabbit hole we go.

    Seems like your trying to twist a narrative to us (maybe the incorrect word, but far as we know it fits). radiantHero finds the mode fun and stated why they do and suggested to try and be empathetic (showing an ability to understand and share the feelings of another: in this particular case the positive ones) about the ones who enjoy it. You then state that they told the OP that their opinion is no good (we dont see anything there on that) and told them to be happy for them. Now, if thats not a bend and twist we don't know what is.

    I'm not really seeing how your quotes disprove anything I said, in fact they highlight what I'm talking about, so thanks for making my point for me. I said that everyone's opinion on the mode is just as valid as everyone else's, mine included. The only stance I took was saying that slugging does happen and to say that people don't play competitively in this mode is not accurate from what I've seen.

    Accelerates does not mean unobtainable. You do get rift fragments via normal matches.

    The tome rift fragments are literally unobtainable if you do not do the tome. If you want quick progress to get the cosmetics down the line in the rift, you are incentivized to do the event tome. If you don't, that can lead to FOMO. Either you're averaging 1.5 fragments per match without the tome, or you can get more 50 by doing challenges on top of 1.5 per match. I don't really know what you're not understanding there.

    So my initial criticism about a post that DOES dismiss the feelings of OP is somehow spinning a narrative? What?? I would lay off the buzzwords for a while until you actually know what they mean or at least have the integrity to apply them where they are actually applicable.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770051#Comment_3770051

    My my, you just feeling argumentative ain't cha.

    The OP does not like the mode because they view the killer strategies as boring and wish they didn't have a tome that incentivizes them to play said mode.

    From what we see they're claiming that the mode is a "killer paradise slugfest", which we from our experience is untrue and from other people saying it's not (via here on the forums and our own discord groups), we feel safe saying that it's not a slugfest at least more than 60+% or so. They're defiantly not talking about "the killer strategies" (emphasis on the plural strategies, at best they hate slugging) they're saying (or we'd like to say "needless complaining") how 2v8 shows "how overpowered killers are, especially if there are two running around."

    The mode gives you progress into the current rift, bloodpoints, and decent cosmetic charms and backgrounds, which is what the OP wants. Unfortunately, these are tied to the mode. You cannot get these any other way. The OP wishes there wasn't a tome around the event so they wouldn't feel like they would be missing out on rewards and cosmetics you cannot get otherwise.

    Yet aside from the cosmetics (which are charms and backgrounds) everything can be gotten via normal trials. But that aside tell us, why should something that comes tied with a new mode be gotten another way? Supose they could have just released the new mode on its own nothin attached, but then no one has anything to work towards there'd be no incentive to try it in a meaningful capacity.

    You don't need word for word verbatim from the OP to understand that's what they're saying.

    Kinda do, otherwise people like us will twist and bend anything they say to fit any narrative~

    Sometimes people don't have any ideas on how to fix a problem. Sometimes all it takes to start a good discussion is to let people know that you are dissatisfied with something. Relegating all complaints to "needless complaining" does not help facilitate improvement.

    If the complaint does not properly (or remotely) explain why they are dissatisfied with something, then how is anyone to help improve it? Is everyone here going to have to ask "why" until we get something workable? ATM the original post only says (to us) that they hate the "slugfest", which we haven't seen and probably the only way to help that would be to add basekit unbreakable for the mode (admittedly it wouldn't hurt with insta cages), and how theres a tome attached to the gamemode, which if they released a new mode, why not attach a tome to it? To solve this we guess don't make new tomes for new modes. Tada, improved and solved unless someone comes up with something better.

    Not really sure what your first sentence is supposed to imply. The whole point of a discussion is to discuss the topic. 🤨

    Your experience is only one data point of the entire playerbase. Your opinion on the mode is just as valid as mine and as OP's, but no one's is the entire story. Just because you feel safe saying your subjective statistic is an accurate number does not make it so.

    The tome accelerates the progress of the rift because it provides rift fragments. You can only get those in the event mode. So no, you're wrong there.

    If you're trying to construct narratives instead of trying to have a discussion, that says a lot.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769979#Comment_3769979

    I dont think you get it. Its as simple as giving a gift. People get a new game mode. They enjoy it. Im happy for them. Im not even playing dbd that much right now because of a lot of work. Im happy for all those killer players that have the time to finally play with a friend. You doont havw to see something mean in everything anybody says ok?

    Changing tome challenges is one thing. OP did not mention that. If they did, please show me that. Im willing to go back on my previous statement if that is the case. Im all against fomo. Sadly it seems to be part of live service games at this point. I dont know how new you are in these forums but fomo has been a hot topic for a long time.

    "Your opinion on whether or not OP's criticism is constructive or not is dismissive and does not promote the positive environment you wish to achieve."

    • This makes no sense. If everybody just complains without proposing on how to change something, noboody is getting anywhere. Constructive criticism creates a healthy discussion. Complaining without tyring to find a solution does not and does indeed create a more negative environment. Been in these forums long enough to know that.

    Im not hiding. Never was. Whats the valid criticism then? Killa op? Thats valid ciriticism?

    Valid criticism would be to say, that survivor in 2v8 is not as enjoyable due to the mode feeling pretty similar to the base game. Killer feels a lot more fun due to the role finally being able to be played in coop. Therefore in a future iteration, the survivor role should have more options for different gameplay. This would maybe improve queue times. How could this be done? Maybe killer powers could get a tweak and/or new objectives for survivors could be established and/or more roles could be introduced.

    There's feeling happy for the people that enjoy the mode, but how about feeling sorry for the people that don't? What about them? Is their discontent invalid because it's not mindless positivity? You mention you're all against FOMO. What about the people that like FOMO? Shouldn't you feel happy for them and instead of not liking FOMO, be happy for the other people that like it?

    The OP did say that: "It just shows how overpowered killers are, especially if there are two running around. All it is now is a killer paradise slugfest. Wish we didn't have an event tome around it, that is unfortunate." The OP does not like the mode because they view the killer strategies as boring and wish they didn't have a tome that incentivizes them to play said mode. The mode gives you progress into the current rift, bloodpoints, and decent cosmetic charms and backgrounds, which is what the OP wants. Unfortunately, these are tied to the mode. You cannot get these any other way. The OP wishes there wasn't a tome around the event so they wouldn't feel like they would be missing out on rewards and cosmetics you cannot get otherwise. You don't need word for word verbatim from the OP to understand that's what they're saying.

    Sometimes people don't have any ideas on how to fix a problem. Sometimes all it takes to start a good discussion is to let people know that you are dissatisfied with something. Relegating all complaints to "needless complaining" does not help facilitate improvement. This is customer relations 101. That's not to say all complaints have 100% merit, but throwing them all in the trash because they don't have a 5 paragraph essay on what they'd do to fix the problem is also not the correct solution.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769922#Comment_3769922

    I did never say that the mode is not competetive at all.

    I had a few experiences, where someone got joy out of others happiness. If you never experienced that, then im sorry for you. Its a great feeling and experience.

    Of course someone is allowed to complain about anything. I complain about a lot of things in dbd. However, I do have my reasons for complaining. May I ask what the alternative to the event tome is? No tome? Therefore no additional content? Is that good? OP wants the tome quests to be gone. What about the people that do like to do them? This game is not single player. The devs will not change something out of a single person feeling entitled to change the game. Many people had to learn that the hard way. Constructive criticism goes a long way and can achieve a lot.

    Sadly the criticism of OP is not constructive at all.

    I repeat: if someone doesnt enjoy something, they should reconsider doing it. Especially when its about a video game. Leasure time activity you know?

    So let me give you this example: you're waiting in line to buy something at the store for an hour, the line is going slow. For whatever reason someone cuts ahead of you in line and saves an hour of waiting. By your logic, you should feel happy for them because they're happy they didn't have to wait for that whole hour that you did. Do you see how illogical that sounds? There's a difference in feeling happy for someone because you gave them a birthday gift they liked versus someone else getting enjoyment at the sake of your own.

    In regards to the tome, how about a tome with challenges that don't require you to play a game mode? And if the tome is an incentive to play the new mode, which this one is, why not make it so most challenges can be done during the course of normal gameplay of one match. The first survivor tome challenge was unhooking 4 survivors. Guess what every survivor was doing the first two days of the event? Unhooking. Guess what they weren't doing? Gens. So not only is it artificially harder to get 4 unhooks because everyone is going for them, killers are winning with like 6 gens remaining because everyone is hovering saves instead of playing normally. The OP doesn't want the tome to be gone, they don't want to feel like they are missing out on rewards because the tome would make them play in a mode they do not find fun. Tomes should not invoke FOMO tactics. Having a battle pass with rewards that vanish indefinitely when they are over is already enough of that. No need to slap another layer of FOMO on top of that.

    Your opinion on whether or not OP's criticism is constructive or not is dismissive and does not promote the positive environment you wish to achieve.

    Please stop hiding behind the "if you don't like it, don't do it" scapegoat that you keep touting about. It comes of as completely sanctimonious and is again extremely dismissive. Wanting to enjoy the game you paid for and having valid criticism for changes made to the game and not eating broccoli because you don't like the taste are completely different.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769871#Comment_3769871

    Thx? I guess?

    All I wanted is to highten up the mood. Many people here are way too negative about literally everything. OP mentioned in their post, that this mode showcases, that killers are op in general. This is straight up wrong, sorry. They also mentioned that this mode is seemingly a killer slugfest, which implies, that every killer duo is just slugging. From what Ive experienced from both sides is quite the opposite. Its pretty easy to win in 2v8 as survivor. Its only really hard if its 2 killers that have a clear strategy with specific killers like huntres + nurse or wraith + nurse as an example.

    I dont know why its awful for killers to want to win. The mode offers a lot less to optimize than the base mode. You cannot select perks or offerings. Survivors also cant loop effectively due to two killers being able to shut down any loop in seconds. Its super chaotic and that is what makes it fun.

    If all you understand under competetive is that people try to win. Then almost every game is competetive for you. Its however a fact that this mode is a lot less competetive than the base mode.

    Selfishness endorses hatred and bad feelings. Always does. Therefore I told OP to be happy for the people that enjoy it. I did not specificly mention that they should be happy for myself. Being happy for others can improve ones own enjoyment by a lot. Its why people give presents (usually).

    Last but not least, OP complained about there being extra quests foor the mode which, soorry, I cannot understand why. Extra quests are almost always great to progress in the rift. If one dooes not like the mode oor the quests, they do not have to play it. I personally am only playing 2v8 dbd right now because the base game - playerbase feels unbearable right now. If I cant play 2v8 due too queue times or other things I have to do, I simply play Elden Ring. People need to learn to distance themselves from this game. Its just a game. Its suppoosed to be fun. If its not fun, one should reconsider playing it.

    Telling someone who is upset about their experience "if you're not happy, then be happy for the people who are" is dismissive and does not achieve any sort of positivity that you're imagining will happen.

    Wanting to win is by definition being competitive against the competition. I never claimed that was a bad thing. All I said was saying this mode isn't competetive is just flat out wrong because the players have turned it competetive.

    You are allowed to complain about the mode or the tome quests if you have problems with them. Saying "just don't do them" in a dismissive fashion because the remarks aren't positive enough for you isn't helping bring about a more positive atmosphere.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769871#Comment_3769871

    Seems like a subjective 2vs8 experience. I played about 10 games on both sides and havent really experienced slugging, camping ir tunneling. Judging from most posts on this forum and the amount of upvotes they get over the ones saying the mode sucks I would say urs is a very subjective experience and you shouldn't project that on other people games by saying the mode is unbalanced or a sluggfest.

    If the 10 games you played on survivor were from the first day of the event, you're proving my point. I played 10 games yesterday, and all 10 had slugging killers at 3 survivors left. Killers have learned either through common sense or content creators that slugging will help achieve 8ks. A strategy that came about since the event went live.

    I agree with you that 2v8 is a subjective experience, which was the whole point of my post. What's not subjective is actual data points and trends from the beginning of the event to now.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421880/2v8-points-out-a-glaring-issue

    I guess some people cant enjoy things?

    If you dont like the mode, then dont play it. All I can say is, that this mode is incredibly fun to play as because its a lot less competetive and a lot more chaotic.

    Playing killer with a friend is the most fun ive had in dbd in a very long time.

    Maybe you can find joy in being happy for people that do have fun?

    The audacity of this post lol.

    Fun is subjective, an opinion. To say this mode is fun in such a matter-of-fact manner while having the gall to tell OP that their opinion on the mode is no good, AND THEN saying that they should find enjoyment out of being happy for YOU because you're having fun? I mean come on lol.

    Also to say that the mode isn't competitive while ignoring the surplus of killers who've now learned to slug at 3 survivors remaining to prevent hatches from spawning so completely disingenuous about the state of 2v8 it's unreal.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768863#Comment_3768863

    True, on survivor its 4 people so even stronger than killer kwf.

    Yeah you have no idea what you're talking about lol

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768850#Comment_3768850

    Im not thinking anything, its just strange to me to see double standards once again. Suddendly it becomes an issiue when killers team up.

    It's almost as if there's multiple layers of nuance you're ignoring equating killer swfs and survivor swfs.

  • @Jim_Tonic said:

    To all those people that complain about it, thanks for admitting SWF is unbalanced.

    This isn't the epic mic drop you think it is lol

  • @bornagain234 said:

    Why is it only 8 gens? Without gen regression how exactly are we meant to keep up with gens? Gens in my first match were flying.

    Pretty unfun as killer in my first match I gotta say.

    You played one match and immediately went to the forums to complain?

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764202#Comment_3764202

    It is a workable Perk, and one I use all the time. You see here is the little dance. Nothing is ever enough for you. Someone points out you have a tool, and you immediately complain about it. Somebody points out ugly truths about the loss of modern teamwork in Survivors, and you brush it off. Most GOOD Players play Killer and Survivor. Most GOOD Players know you are just a lot of hot air. The game will never be perfectly balanced, but it is in a pretty good place when bugs aren't shaking the apple tree. I just thinks PLAYERS (not Killers or Survivors) need to be more honest with themselves. You are here to argue that you need MORE MORE MORE! I'm like, when is it ever enough?

    9 posts total, claiming to be a killer main but also uses potential energy all the time, enough to not even know what it's called in your original post about it. lol

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764196#Comment_3764196

    I'm not forgetting anything. I was there. Killers were NOT worse back then. Killers are about the same today, give or take a few with more options than others. The only thing I have noticed change over the years is the teamwork of Survivors. That's it; that is all she wrote. There are more options now for Survivors to break 3-Gens, avoid tunneling, less camping, and all sorts of other stuff. Much of it doesn't get used, but it is there to be taken. I think the best example is the DEV creating Perks specifically to break 3-Gens, by letting you store that energy so that when you get run off you come back and haven't lost any. Nobody took the Perk. It was the perfect counter to the 3-Gen, but nobody would take it because they liked their other stuff better. Instead they whined and cried about 3-Gens (which Survivors build not the Killer) until the DEV got so sick of listening to you they put kick limitations on the Killer. ;)

    Potential energy is an awful perk that can only store 20 charges at a reduce rate, and all charges are lost upon losing a health state. If a killer is patrolling a 3 gen, the perk is useless. Make it so the charges are capped at 90 and only upon going down do you lose them, and I will agree with you.

    Killers were worse, those are the facts and are not really up for discussion. What you're talking about is the general feel of killer strength vs survivors, and that is more relative and based on personal experience rather than fact.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764186#Comment_3764186

    Again, I want to point out that people didn't even HAVE the Endurance effect for many years. We got by. More, more, more! You have to do MORE for us. How about you do more for yourself? I play Survivor both as a SWF and Solo, and somehow we managed to escape (and with more or less the SAME metrics we see today). How is that? How did we manage with less? Are you arguing Killers were worse back then? Or, as I might suggest, Survivors rose to the occasion and used aggressive team tactics to protect that unhook? What I see today far more than I ever did before, is getting unhooked with the Killer plainly in sight, my rescuer unhooking and vanishing in a twinkling to leave me unprotected and the only valid target for the Killer, people rarely taking protection hits, the unhooked Survivor getting YELLED AT in after game chat because he/she didn't use their Endurance to body block for the person who unhooked them in the presence of the killer, and so on it goes.

    I could write a novel about the bad, entitled Survivor play I see as Killer and suffer through as a Survivor day to day. The Killers weren't worse back then. The Survivors did what they had to do and played better. Now they are so used to base kit protections and perks that they don't do jack for their teammates. In fact, most of the kills I get are because of the Survivors screwing over their teammates. If I saw GOOD Survivor play on a regular basis and this was a problem then there might be something to talk about. But since Survivors don't even pay LIP SERVICE to classic basics, this is a red herring.

    Killers were worse back then. You're forgetting the mountain of buffs killers got in 6.1.0. Kicking speeds are faster, stuns are shorter, hit cooldows is shorter. Bloodlust timers have changed. Gens went from 80 to 90 seconds. Pain res was added, pop was buffed, corrupt intervention was added, no way out was added.

    To say the game has not changed to the point where it's incompatible to compare it to dbd from 2018 is not a good faith argument.

    Also, despite what most killers think, the 10 seconds base kit bt changes nothing in 90% of circumstance unless the gates are open and the hook is right next to the open door. I've seen every killer count to 10 and then down the survivor if they realize off the record isn't in play. A survivor has to run to a window within that 10 seconds and force the killer to m1 them with the endurance still up to get any value, but since maps are getting worse, finding a pallet or window within 10 seconds of your hook is almost impossible since you most likely used those resources while looping before you went down. Borrowed time the perk is still required to have any sort of fighting chance off hook.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764182#Comment_3764182

    To be fair a survivor can loop without perks or items. It's the same thing. It's a tactic that can be used. If a killer wants to counter the loops then they are forced to go anti loop killers. If a survivor wants to counter a tunneler then they should use perks.

    You make it sound like it should be 50 50 but fact is it's a 4 v 1 game so the numbers are already in the survivors favour.

    Tiles have been getting worse and maps are getting smaller. Pallets are becoming weaker and windows are becoming nonexistent. Just because a map has 2 god pallets the killer has to stop and break doesn't mean it's OP when the rest of the map is unusable.

    The issue with your statement is a survivor cannot tell if a killer is going to be a tunneler or not. By your logic, every survivor should run 4 second chance perks every game since they can't tell whether or not they're going to be tunneled. Why have 100+ perks if only 6 are going to be used? The killer is allowed to swap to Franklin's if they see a lobby with 4 toolboxes. The killer is allowed to swap to Lightborn if they see 4 flashlights. The killer can dodge a potential losing game for them if they don't like how the lobby looks in pregame. You cannot tell me with a straight face that that is fair lol.

    Killers use the 4 man SWF scapegoat as if every match they play is against 4 comp players. Just because the survivors have 4 people and the killer has 1 does not mean that on average the relative power each survivor player combined has over the outcome of the match is anywhere near comparable with the killer player's total power and sway over the match.

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