VibranToucan
VibranToucan
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Then also show Survivor ping. Low ping means you can't get grabs sometimes, flashy saves and pallet stuns are easier, and sometimes Survivors straight up teleport.
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Nurses almost never break pallets anyway, unless they are a meme build like matchbox or spasmodic breath, and those builds dont need a nerf. For Blight idk, its weird cause Blight can break pallets with his power.
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@Emeal said:
All Killers who move fast should have 40 TR, this is like becoming an established rule now.
If you think Wesker is too weak even with that, its not out of the question for BHVR to consider buffing Wesker.But BHVR should NOT got back on the 40m TR rule for fast Killers, I think it makes things much more fair for new people.
Also the reason Deathslinger does not have a 40m TR is that unironically Deathslinger seems to me like he's designed like a stealth Killer. He sneaks up and shoots people and then drags them in, but he cant do it as fast as any of the fast Killers.
I agree fast Killers should have a 40 meter terror radius. I would just group Wesker with Killers like Houndmaster or Nurse in terms of mobility, rather than with Killers like Ghoul or Hillbilly.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943088#Comment_3943088
I think the was proven to be very fun to play in 2v8 and that third dash can be easily implemented without making him any busted. Agree on 32m TR for sure.
In 2v8 everything is busted. If they gave Survivors basekit, not only any means neccesary but the ability to repair pallets as well, that would be pretty OP. Same with just healing everyone in a 16 meter radius by 50%.
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Houndmaster already is a solid top ten killer, she doesnt need that many buffs tbh
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942140#Comment_3942140
You can't really adapt to a big old "screw you!" with random perks on top of that, can you?
Aside being a rat (which is a playstyle we all know is hated) and hiding.
Just to name a few examples.
You can run comp corners more since slugging you is less effective.Your teammates can be more risky for saves and sabos since if the killer pressures them you can pick yourself up. Against killers who are good at keeping you injured like Legion or Plague you can stealth better because it has a build in weaker Iron Will.
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But that is the point of chaos shuffle? You get random perks and need to adept to what you get.
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If you press the button at the wrong time its your fault. Should we also get rid of the tec were the killer is tricked into picking up a Survivor when they want to to open a locker/break a pallet? What about crawling to a window to trick the killer into wasting time by vaulting instead of getting the pick up? The limited keybinds are a part of the game that both sides should have in mind and play around.
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@RJoyYourJoy19 said:
Not only can you not get bullied in a video game, the bully squads are ridiculously uncommon, it's just that too many killers instantly start screaming "bully squad" the second someone gets a sabo or a flashlight save
Also, how are killers not getting anything? The patch coming out in the few days is the most killer sided patch we've ever had and you're out here panicking over announced anti-tunnel changes that are probably gonna be something like BT lasting 15 seconds lmao
What do you mean most killer sided patch ever? Your teammates can no longer go next on hook, meaning they have to DC, meaning they are removed from the pool for a while. This change will absolutely help Survivors, at least those who don't go next all the time.
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Over my past 5 Survivor games I had 3 where at least one teammate gave up (not counting giving up for hatch of course). Two just going next on hook and 1 literally going to the killer and letting them down and hook them.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940637#Comment_3940637
For 10k hours I played I can count placebo pill blights with one of my hand.
Blight is fun, I get it - gives out free wins, most of the time. But it is problematic on a deeper level - going against him is repeatable and most of the time you are losing that.
Solo que going against blight? Good luck winning
There is like almost 2000 winstreak with blight. Do you undestand, that no one should ever be able to get such winstreak with a killer, right? It is not fine.
You can't compete against blight if you are not a part of decent, well coordinated SWF.
Even after all those nerfs he is on top of the tier list.
It's better after nerfing his addons, I agree - we used to go against ring + (stronger) speed addon with hug tech available. It was worse, but now isn't ideal too, don't get me wrong.I still don't understand how we can have characters as blight or nurse and still not work on nerfing them.
This is now a completely new argument. This is not "should the blight be nerfed?" It is "should we introduce a killer block list for survivors?"
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940147#Comment_3940147
So you are playing blight with meta perks, tunneling at 5 making the game miserable for 4 other poeple just so you could have fun? And not consider those 4 people fun.
Maybe that's not a case for you, but in Europe server's it's so common.
You are not just banning tunneling Blight with meta perks. You are banning baby Blight running enduring fury. You are banning meme blight running placebo pill. You are banning a new player trying to get a feel for the killer. You are banning the completionist just trying to get adept.
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@Saitamaspower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940144#Comment_3940144
You’re not arguing against the system. You’re arguing against players having a choice.
And that tells me everything I need to know.Let’s break it down.
“People will just block the strongest killer. Then the next. Then the next...”
Exactly.
That’s not a flaw — that’s the entire point.If players consistently block Aura-Reading One-Shot Nurse or 3 gen Slugmerchant, then that’s not abuse.
That’s measurable, behavioral data — not complaints, not forum whining — but players taking direct action against mechanics they’re done with.And no, it doesn’t instantly fix anything.
But here’s what you’re ignoring:The devs take forever to nerf or rework anything.
Spirit was pure audio-guessing for years.
Nurse only stopped being an Exposed combo machine because they reclassified Blink hits as Special Attacks, not because her oppressive aura-blink-loop gameplay was touched.Meanwhile, more killers drop every few months — some fun, some overtuned, some just exhausting — and survivors are forced to deal with all of them.
A blocklist doesn’t delete killers.
It just gives players a filter — while waiting for BHVR’s usual 9–12 month balancing delay.“Players will abuse the system.”
You mean like:
- SWFs running full-gen-rush meta with voice comms
- Players closing game in Task manager because they see Spirit or Nurse in loading screen
- DC chains that ruin entire lobbies — wasting everyone’s time
This already happens.
And it’s not caused by too much player freedom. It’s caused by not giving players any tools to avoid miserable experiences.A blocklist would actually reduce this behavior.
It lets people say “no thanks” at the matchmaking level, instead of forcing them to ragequit mid-match — taking 3 other people down with them.
“Let killers block survivor perks too!”
Sure. Let them block Dead Hard, Made for This, Off the Record.
But perks don’t define the match.
Killers do.You don’t queue into “Off the Record.”
You queue into Nurse with Lethal Pursuer and Starstruck on RPD.The killer is the match.
The perks are side dishes.
Stop pretending they’re equivalent.“All killers have counterplay.”
Spirit doesn’t offer counterplay. She offers a guessing game.
Nurse doesn’t challenge your mechanical skill.
She bypasses it — blinks through walls, sees your aura, deletes chase before it starts.You don’t “learn” to counter that.
You just get used to hoping she screws up.That’s not interaction. That’s acceptance.
“Other games don’t let you ban content either.”
Really?
Let’s talk about that.
- League of Legends lets you ban champions before the match even starts — because certain picks are unfun to play against, even if they’re not broken.
- Overwatch introduced role queue and hero bans in competitive because too many people ragequit when stuck in unbalanced matchups.
- Rainbow Six Siege has operator bans because some defenders/attackers are simply too oppressive in certain maps — and players need the ability to shape the tactical experience.
- Dota 2 has bans in every draft mode — because even in perfect balance, players deserve agency.
Dead by Daylight is the outlier here — a game that:
- Locks you into 10–15 minutes against a single killer
- Doesn’t let you counterpick
- Doesn’t let you adapt mid-match
- Doesn’t offer rematch, reroll, or swap
- And punishes you for leaving a matchup you hate
So no — DBD isn’t like other games.
And that’s exactly why a blocklist isn’t just reasonable.It’s necessary.
I am not going to argue against ChatGPT, espcially considering you are misconstructing my points.
Here are just some things you got wrong.
- "
Players closing game in Task managerbecause they see Spirit or Nurse in loading screen" You can only do that the first three matches, after that you don't see the Killer anymore. Then you get a DC penalty. - "DC chains that ruin entire lobbies — wasting everyone’s time" DC chains aren't a thing due to the DC penalty.
- "Spirit doesn’t offer counterplay. She offers
a guessing game." Not really. You can clearly hear where she is coming from. Yeah she relies on mind games, but so does every killer. - "Other games don't let you ban content." That is not remotely what I said. I said that there are plenty of other games that do not let you ban content. After you said that "No other game forces you to queue into experiences you know you’ll hate."
Edit: Also Starstruck is a terrible perk on Nurse.
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@vol4r said:
I totally agree with OP, good thread.
We should be able to opt out of unfair or unfun experience IN A GAME. Yes, games should bring us fun.
What's the point of playing, if it doesn't bring you fun?
The idea of killer bad system is actually good.
Why should I force myself to play out a match, possibly destroy experience for other people?
And I want to point out that yes, if a lot of people are banning one exact character it is a yellow card - rework or tweaks should be considered.
It would be a great QoL system.
Kaneki fatigue exist. Blight fatigue exist.
Additionally I would like to say, that high mmr in Europe means you are playing 90% of matches against blight, kaneki, nurse, spirit, hillbilly and wesker.
Games actually feel repetitive. My weekly hours after kaneki dropped from 50 to 15-20. Burn out is real and I still love the game.
The other players want to have fun too tho? And sitting in a queue for 3 hours is not really fun.
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- Most people play to win. People would ban the strongest killer as long as there is a strongest killer. If they nerf Nurse in response, they'll block Blight. If Blight gets nerfed, they'll block Hillbilly. If Hillbilly gets nerfed, they'll block Dracula. Etc… Even if there was a 99% escape rate there would still be a strongest killer. You cannot make it so that all killers are equally strong while still being different.
- You underestimate how dedicated some people are to win. If you gave SWFs ANY disadvantage over soloqueue, people would queue up at the same time and requeue until they are in the same lobby so they can get freely get an advantage. Some would even install hacks to make sure they all end up in a lobby together.
- Why not introduce the same for killers and perks? "If you want to use DS or Off the Record to become temporarily immortal that comes with consequences." People should be allowed to play whatever they want without being disadvantaged. Just because your favourite Killer happens to be strong, doesn't mean you should be punished for it.
- All killers have counterplay. And the entire game is muscle memory. All chases are. Even against killers with no chase power.
- "No other game forces you to queue into experiences you know you’ll hate." Just going over some games I know. Hearthstone doesn't let you ban heroes. Hypixel Skywars doesn't let you ban classes. Magic the Gathering Arena doesn't let you ban colors. TF2 doesn't let you ban classes. Escape from Tarkov doesn't let you ban items. Splatoon doesn't let you ban weapons. Yugioh Master Duel doesn't let you ban anything. Etc… Even for the games that let you ban Heroes, like Overwatch, Lol and Marvel Rivals you a) are symetrical team sizes where both sides ban an equal amount, b) are designed around having a competitive scene and c) ban them once you are in a lobby.
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@jedimaster505 said:
I keep seeing the same argument from killer mains on here… "survivors are losing because the average survivor sucks".
Now I explain why this is blatantly false.
People who choose to play killer aren't magically better at the game than your average survivor. There are just as many mediocre killers as there are mediocre survivors, after controlling for the 1:4 ratio, obviously. Most players are average because they aren't professionals and shouldn't be expected to be professionals to have a rewarding gameplay experience. So if the escape rate is less than 50%, which it is by quite a large margin, this indicates that the game design itself favors killers, which it obviously does.
To turn around and then say the escape rate is low because most survivors are bad, completely ignores that most killers are just as bad, on average. But the OP game mechanics killers have at their disposal makes it far easier for mediocre killers to win against mediocre survivors. In other words, an intermediate survivor loses against an intermediate killer, most of the time. You need an expert survivor to consistently beat an intermediate killer in DBD. An expert killer will beat expert survivors most of the time, too. It is only a minority of elite survivors that can actually prosper against expert killers, and killers don't even face these teams very often because elite players are a tiny percentile of the player base. The balance differential is clearly evident in the absurdly long kill streaks that some killer mains have achieved, which is unheard of on survivor side, and unheard of in other popular PvP games that are sensibly balanced. The margin only gets smaller as you approach the very top of MMR, and even then, 4 man SWFs still escape less than killers.
So the complaints from survivors about the low cheese skill tactics used by killers, like tunneling, slugging, camping, etc, are perfectly valid. A game that doesn't reward skill expression for one side is poorly designed. In fact, neither side is rewarded for skill expression when the game is imbalanced, because even the killers are forced to win more by design, which renders their input as meaningless as it is for the losing side. For every 4K you get as killer, you know it could well have been a 2K or a 0K if BHVR hadn't given you an advantage from the outset. This removes the satisfaction of playing both killer and survivor.
The fundamental principle of game theory is that you have a balance of challenge and reward, which produces a flow state, and that is called "fun". But if survivors aren't rewarded for skillful input, because low skill cheese tactics are so effective, then the game ceases to be fun, and they rage quit (i.e. go next). This is not a skill issue on the players part, it is a critical game design issue whereby a large percentage of the player base doesn't even consider a match worth playing until the end, because the mechanics are inherently unfun. In fact I have never seen such a high percentage of quitters in any other popular PvP game, compared to DBD.
Likewise, if the killer is just handed one 3-4K after another on a silver platter, their input becomes meaningless, and the game becomes remarkably boring. At that point the only incentive for killers to continue playing is for the power trip fantasy, which is why so many killers hate that survivors are able to abandon. Many of them gain satisfaction that they are ruining the survivors gameplay experience, instead of being satisfied for playing killer role skillfully.
To make this concept clear, imagine a game where the outcome was determined at the very beginning. That is, the game told you at the beginning of the match, which survivors will escape and which ones will die. Obviously that would be a terrible game that few people would enjoy. Now obviously, this is an exaggeration. Dead by Daylight doesn't take it to that extreme. But it does do this to an extent, because the odds of survival are forcibly reduced through game design, instead of leaving it up to the players themselves, both killers and survivors, to determine the outcome.
If you're a really good killer main, you don't need BHVR to hold your hand to help you kill survivors. Your skill as killer will make you an intimidating presence all by itself. If the survivors aren't intimidated by you, then you're just not good at killer role. And if survivors don't consider the game worth playing, then the devs need to address their game design instead of blaming the survivors for "not working together".
Dead by daylight is balanced around being a 1v4 game, which is why bad Survivors matter more.
Let's say each player has a certain chance of being a "bad player" (I know it's more complicated than that, but I'm simplifying for arguments sake). Let's just assume 10%. Could be 1%, could be 50%, the math works out similarly.
Mathematically this means the killer will be a bad player 10% of games, there is a 90% chance of the killer being good. However, if each Survivor has a 10% chance there is a roughly 65% chance that all Survivors are good. The remaining 35% at least 1 Survivor is bad. This means that, even with an equal amount of bad players, the Killer side suffers from bad players way less than the Survivor side.
Now dead by daylight is balanced around being a 1v4. You need to rely on your teammates a lot. And one bad teammate can really drag your team down. Sometimes a 1v3 is preferable to a bad teammate.
So yeah, even with an equal amount of bad players on each side, Survivors being bad is a good explanation for high kill rates. High MMR 4 man have an almost 50% escape rate for a reason.
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@DefiantEnd said:
I don't see why they wouldn't do this because every other most maps have an offering
This is false.
All 5 Mac Killian Estate maps share 1 offering.
All 5 Autohaven Wreckers maps share 1 offering.
All 5 Coldwind Farm maps share 1 offering.
Etc...
The only time where a map offering is split is for nostromo and toba landing. Otherwise every single map offering is for the realm, not the specific map.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932566#Comment_3932566
If one 4 percent totally screws the killer out of decisively winning a match then you weren’t decisively winning to begin with. I’ve 4 percented many times and we still all died. But sometimes we make a comeback. Thats how the game goes. A 4 percent means a chance at 4 percent out of 100. You shouldn’t be getting screwed that badly with a chance that limited.
Also going for full 4 man slugs is part of the problem of this game anyways that they’re about to address. Sounds like you just don’t like any tiny thing that prevents you from going full 4K with your chosen playstyle and that’s a you issue. You chose to play that way.
It doesn't matter if you were winning decisively or not. Even on a decisive win a random self znhook can cause a hatch escape. And just because a win wasn't perfect, doesn't mean the Killer deserves to lose. You said sometimes Survivors make a comeback with the self unhook. That is purely luck and the killer can't do much about it except bleeding out. This is like advocating for a Killer Mechanic that each Survivor has a 10% chance of entering the Dying state once the last gen pops, so the killer can make a comeback if the Survivors aren't winning perfectly enough.
Also, interesting for you instantly went to accuse me of having 4 man slug as my preferred play style. The only time I had a 4 man slug this year was when I was playing Bubba and went against a Sabosquad who were all lingering near each other to get the sabo save. I just acknowledge that all remaining Survivors being slugged is a realistic scenario that can happen and should be accounted for.
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I wish you had buffed more weak and underused perks. Stuff you never see like Self Preservation, Cut Loose, Boon: Illumination, Scourge Hook: Hangmans Trick, Hoarder, Overwhelming Presence, etc…
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@MaddieMage said:
So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.
Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.
I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?
Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.
Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.
So in the past if the Killer went for the 4 man slug they were forced to bleed out if they wanted to ensure a win, because Survivors could 4%. Now the killer is allowed to hook and end the game quicker, without risks. 4% are just randomly the killer getting screwed over even when they played perfectly. Removing them is healthy.
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@UknownShredder said:
Its funny you guys feel like this, I remember back in 2008 when people in USA was sitting on 0,5 to 1 mbit internet and me in sweden had 1000mbit. Should we then have advcocated you "third world country interent" back then to not participate in any online gaming ?
If it gives them an unfair advenatage then yes, you would be completely in your right to be upset at americans playing with high ping.
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@Falcao said:
you just didn't run away, and your teammates were sitting in the goal, of which there are 3(!!!) on the map. design has nothing to do with it. you were caught and you lose, it happens
? My proposal wasn't "killers should be forced to hook in endgame so I can escape." It was an idea to allow the killer to hook in endgame without automatically losing all pressure on that Survivor by doing so. With my proposed idea I would have still died in that scenario, but it would be less boring for both me and the killer. Hell, if they wanted to they could still slug in endgame.
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Died on hook because a teammate decide it would be fun to crouchwalk to the unhook.
Was dead on hook and injured and a teammate (healthy and not dead on hook) ran into the same direction and naturally ended up in a situation where they where between me and the killer and they would take the hit, but then they moved out of the way so I would die instead of them becoming injured.
Constantly hitting multiple stages on hook. I have to play medic and run to unhooks because I have seen so many games fall apart without that.
I ran from a Wesker. My teammate literally stood still in a pallet and blocked me until the Wesker got a hit.
There is a reason I only play Killer when the queues aren't bad.
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same here
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Might not just be Nemesis tbh. I have seen a YouTube video that showed insane desyncs regarding crouches. Despite both players having good ping and the other movement being insync, more than half the time when the Survivor crouched they just didn't on the killer end. Could be that too.
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@Dwightyboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927698#Comment_3927698
the nurse does it with 3.8… and no cheese hits and fatigue
Nurse can down with her power. The Ghoul only injures with his power and needs to M1 to get the down.
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@Dwightyboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927674#Comment_3927674
4.0 plus bloodlust with his bound and you seem to forget to mention that he gets a free cheese hit to mend as well yeah I think he would be balanced then. He is was OP right now in the current state.
A 4.0 killer with all Survivors being injured would not be balanced. They would be way too weak. His bound would work to get close to Survivors but with the fatique you suggested it would be useless in chase. With tier 3 bloodlust your version of kaneki would be at normal killer speed, and killers with no power can get looped for minutes easily.
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I get the argument for 4.4, but 4.0 would mean Survivors would literally be able to outrun the ghoul by taking tight corners. The only way to get a down would be to slide next to a Survivor or hold them behind a vault, but with your changes he wouldn't be able to do that either.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927007#Comment_3927007
For all of those perks, I have one question, and it's not fully rhetorical- I am interested in exploring the answer. The question is this:
Why is that gen regressing?
1,2,4,5 you kicked it.
3 you kicked it or hit it with a previous pain res
Yeah, you could not kick the gen, but then you would limit yourself so that your own perks work.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926995#Comment_3926995
Again, not on their own.
The only perks I could see that might be nerfed on their own are Surge (in an edge case that someone mentioned above) and, amusingly, Eruption, which seems to be a perk that will always get the short end of the stick.
For the other perks, though, how are they being nerfed? What makes them have a chance to not do anything?
Other perks negatively affected even if used on their own:
- No Holds Barred doesn't work if the gen with the most progress is regressing
- Dead Mans Switch doesn't work if the gen they let go of is regressing
- Pain Res doesn't work if the gen with the most progress is regressing
- Thrilling Thremors now doesn't block regressing gens
- Grim Ebrance doesn't work on gens you kicked
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This would be a horrible change. It would harshly nerf almost every single regression and block perk and make some borderline unusable because they have a decent chance to just not do anything when they are triggered.
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"If you got 8 hooks as a killer, do you actually want cena survivors on the next match? If you ran a killer for 5 gens and died, do you want your next killer to be stronger? "
I mean, yeah. I don't just play the game to crush my opponents. Being challenged is fun, I don't want to just play godmode. If I got 8 hooks with 0 kills that means I managed to get hooks against a team with full gen pressure. If I ran the killer for 5 gens that means the killer is terrible at chasing people and it was just random that he got me and not one of my teammates.
This also ignores the perspective of the other side. Does the killer who got run by a Survivor for 5 gens want to go againsr that Survivor again? Do the Survivors who only escaped because the killer played nice, want to go against an even stronger killer who likely won't play nice?
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The DC penalty is your fault. Yeah the big makes Doctor way stronger but it doesn't forcibly DC.
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Im sorry but a lot of that is just not true.
Yeah, he can't hit you with his power to get the down, but he still has his power. He can still use it to catch up, he can slide cancel to get the advantage of high mobility without the attack cooldown. He can also still use it to lock the Survivor in place and vault extremely fast on pretty much any dropped pallet or window.
And he is not a worse legion, he has arguably the best mobility ability in the game giving him fast but unrestrained mobility with a relatively short Cooldown.
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Bubba absolutely deserves Buffs, but that's not it.
1. This change would probably make him better, but it would also affect his play style. People used to right click extending the chainsaw sweep would be thrown off by it suddenly doing the opposite.
2. That would destroy half the counterplay against Bubba and absolutely make him an instant down machine. It would make pallets virtually worthless against bubba.
3. That would be too fast imho. He should be buffed, but not to that extent. For context. Currently bubba sweeps at max 5.4 m/s. Meanwhile 7 m/s is comparable to Spirit's Phase Walk or Pigs Ambush.
4. So you can get essentially 14.5 seconds of Blood Favour and Crowd Control for free at will? Yeah no that would be too strong.
5. That seems like a reasonable change.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922575#Comment_3922575
I am not really talking about me. I just took pretty much a four month break from the game, only playing it after Kaneki released and when he got nerfed the first time. If you haven't noticed yet, there are tons and tons of complaints about Kaneki being unfun to go against. So it's a good thing the devs continue to address Kaneki.
If you find no killer fundamentally unenjoyable, great for you. But clearly a lot of people don't feel that way. And you are deluding yourself if you think there are no killers that are disliked by the majority of survivor players.
I'd say the killer queues have been speaking for themselves, up until today's patch, they had been increased noticeably.
Why did you bring Kaneki up? I never said he didn't deserve to be nerfed.
And if people hate playing this game so much, they should stop playing instead of trying to change it away from the people who do enjoy the product. Like I didn't enjoy Marvel Rivals. I didn't like Groot, I didn't like Dr Strange, I didn't like the Winter Soldier, etc... but I didn't say they should completely rework how any character works just because I didn't like them. I just realised the game has an audience and instead of expecting it to cater to me specifically I should let people enjoy the things they enjoy.
If a game needs to change that much for someone to enjoy, then maybe the game just isn't for them.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922136#Comment_3922136
Meh, most people want to have fun when they play a game. Of course there will always be people that dislike certain killers, you can't please everyone. But you can at least try and improve the killers as much as possible to be fun for as many people as possible. Because again, the point of a video game is to be fun. The amount of killers that are unfun for a majority of survivors is already too high.
Then you might need to take a break from playing the game. There is no killer I fundamentally find unejoyable to go against. If you hate so many parts of a game, that others love, that sounds like a you issue.
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@Lixadonna said:
It's no different than For The People. Survivor are off Generators to get value. You can see where everyone scatters to. The person sacrificing themself is still vulnerable. If Survivor aren't scattering then they are wasting the Perk. Maps are small there is only so much they can run.
Its more like for the people buckle up, a combo which had to get removed entirely. The Killer tries to get a down and instead ends up with two injured but untouchable Survivors.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921251#Comment_3921251
To be fair, by that point everyone has seen every Mori animations dozens of time and most people are sick of them. The novelty has gone away since now there's a Mori in most games.
I'm honestly not sure I've seen a single game not end in an abandon when the last Survivor gets downed/Moried, lots of people are just bored of Mori animations now and getting slugged by the Killer for several minutes because they want their Mori and don't want to risk a Hatch race.
The Finisher Mori had a lot more negative repercussions than good ones.
Everyone has seen the sacrifice on hook animation dozens of times as well.
And everyone includes the killer too. They have seen the Mori more than the Survivor, slugging for the 4k just so they can get a nori is extremely rare.
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I agreed until you called Anti-Tunnel perks counter perk. Counter perks to me are perks that only counter a mechanic, not perks that may be used to counter a gameplay choice.
If we count any tunnel perks as counter perks than we could define anything to be a counter perk somehow: "Finesse is a counter perk to killers swinging at window vaults", "Sloppy Butcher is a counter perk to Survivors healing", "Darkness Revealed is a counter perk to Survivors hiding", "Thrill of the Hunt is a counter perk to Survivors cleansing totems", "Plunderers Instinct is a counter perk to killers bringing Franklin's Demise", etc...
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I wish we had more details on the MMR numbers. Like what exactly is 1800 MMR and above? Is it the top 1%? The top 5%? The top 20%? The top 50%?
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This seems it just destroys the entire Track playstyle. Firstly, if you can see the Scan Lines they are not Stealth Drones. Secondly since drones can be hacked, you can't get cross map downs and claw traps can be removed there is little reason to use drones like that. From the way this is read it seems like it will be "Chase a Survivor, drop a Drone in loop, if the Survivor doesnt leave the loop shoot a drone at them, then shoot your dart at them."
This seems worse than the first Preview. I'd rather keep F Tier Merchant forever than keep this.
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I once joked with someone that to buff the Trapper they give him a hockey stick and make him slide traps at Survivors instead of having to set him. Seeing what they are doing to Skull Merchant, now I'm worried they might actually do something like that.
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Update: Tried it again and got madness on all 4 Survivors at the same time this time. Still not completed. This tome challenge just straight up does not work.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894263#Comment_3894263
What’s wrong with Disturbed ward, swamp and Hawkins? They are good maps.
I like midwich a lot more before they changed it
Swamps high grass means that Victor, crawling Xenomorph and Onryo can very easily lose tracks of the Survivor they are chasing, and Xenomorphs turret can be completely hidden in the grass. The weird geometry means that Snug gets stuck constantly. There are multiple gens that can spawn literally at the wall of the map and are therefore so out of the way they are hard to defend. The weird gen spawns also throw of Onryos TV spawns.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911698#Comment_3911698
This is a purchase skin menu, where does it say I own this character?
https://us.v-cdn.net/6030815/uploads/1XXU38G4B76V/image.png
and how does it look for you?
It did say owned on release. I and others could literally equip and use the skin on release. They took away the skin from everyone again, so now you have to rebuy it so now it looks like yours. On release it said owned.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906709#Comment_3906709
They put content in the game that claimed people would get it from buying something else,
Where did they make this claim? Can you show it on their website?
The game claimed I would be able to do that by saying I owned the skin.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911637#Comment_3911637
"The game specifically told me I would be able to use that skin if I bought that character"
I never saw that claim. Where did it say that?
It said I owned the cosmetic when I checked.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906709#Comment_3906709
Imagine if they suddenly made it so you need to pay 2000 AC to play any killer but trapper and said "Oh, that was always meant to be this way. Not having to pay to play was a bug." Would you als be like: "Its not a big deal, you can still acess the perks of the killers you bought when you were under the false impression you could use the killers for free. Its not like you lost all your contents, and you can always pay money to use what you thought you had. They fixed a bug, there was nothing 'scummy' here."
No, because making killers 2k Auric and taken them off me is taking something I bought. And something that was advertised to be given to me in exchange for that purchase, outright and blatantly.
The skin a bug gave to you though, you didn't buy (the character is the same basic price as all the others) and wasn't advertised as anything other than what it is - a paid skin. If BHVR were intending to hand it out to you for free, they would've plastered that information everywhere in an attempt to get people to buy Kaneki out of excitement for a free, quality skin to use as an extra option.
I get that constructing a ridiculous what if scenario and pretending its at all analagous works at the best of times, but it isn't working out for you currently. Sorry.
1. I mean the Killers wouldn't be taken off you, you just need to pay 2k cells to access them.
2. I was convinced to buy the character because I saw that the game said I would be able to use that skin for free. The game specifically told me I would be able to use that skin if I bought that character.
3. So now it's my fault for believing that what the game tells me is true, because I didn't go out of my way to intentionally look at ads?
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906678#Comment_3906678
Then ask for refund if you are so upset.
I did that over a week ago. Still haven't heard anything back.