Vishlumbra
Vishlumbra
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I think it gives a perspective. There’s a lot of evidence in how’s the game balance atm.
Competitive? Rules that favor killers, forbidden perks for survivors and still if a killer gets a kill with a normal middle tier killer is a miracle. You can go check right now the final played yesterday.
Swf? Still favors survivors. By a lot.
The new perk? Insanely strong when used with good players that are trying to win.
2 vs 8? Map wide aura read, no regress, instant heals, no hooks, unbreakables, unlimited pallets.
3 killers that are stronger than the rest by a lot.
What? About 10-15 outdated killers that urgently need reworks and / or buffs?
Fun part is this calculation did not consider items and add ons.
I think the dumb thing is trying to buff survivor further cause you get Johnny “I’m doing challenges” or Jenny “I give up on hook immediately”.
If game balance is not founded in whats possible, at some point the competitive aspect dies.
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1. Buffing Condemned Mechanic
The Condemned mechanic is underutilized because survivors can easily reduce stacks by removing tapes, making it nearly irrelevant in most matches. Buffs should make Condemned a viable threat without being oppressive:
- Condemned Decay Delay:
- Survivors’ Condemned stacks should not decay for 10–15 seconds after removing a tape, making it riskier to interact with TVs excessively.
- Increased Condemned Stack Gain:
- Survivors gain an additional 1 stack of Condemned whenever Sadako teleports to a TV within a 12-meter radius of them. This rewards Sadako for strategic teleportation.
- Punishment for Tape Removal:
- When survivors insert a tape, they become Exposed for 15–20 seconds, adding risk to removing Condemned stacks.
2. Improved Map Control
While Sadako’s teleportation is useful, it’s limited by TV placement, cooldowns, and survivor interaction. Enhancing her ability to control the map would boost her pressure:
- Faster TV Cooldown:
- Reduce TV cooldown after teleportation from 100 seconds to 70 seconds, allowing for more frequent teleports.
- Increased Teleport Speed:
- Reduce the time it takes to teleport to a TV, making it faster and less predictable for survivors.
- Teleportation Bonus:
- After teleporting to a TV, Sadako should gain a 5% haste bonus for 6 seconds, improving her ability to initiate chases effectively.
3. Enhanced Chase Potential
Sadako struggles in chases due to her lack of anti-loop abilities. Buffs here should maintain her stealthy nature while making her more threatening in loops:
- Demanifest Speed Bonus:
- While demanifested, increase Sadako’s movement speed to 115% (4.6 m/s), matching most killers. This would make her more threatening when sneaking up on survivors.
- Manifestation Speed Buff:
- Decrease the time it takes to manifest from 1.5 seconds to 1.0 seconds, allowing her to engage in chases more fluidly.
- Post-Manifest Slowdown:
- Survivors within 8 meters of Sadako when she manifests suffer a 5% hindered status effect for 3 seconds, making looping her slightly harder.
4. TV and Passive Pressure Enhancements
The TVs are central to Sadako’s power, but survivors can easily exploit their predictable placements and cooldowns. Buffs here could make her passive playstyle more oppressive:
- Undetectable Zone:
- While demanifested, survivors within 16 meters of a TV experience Oblivious (cannot hear her terror radius), even if Sadako is not teleporting. This reinforces her stealth potential.
- Disable TV Punishment:
- If survivors disable a TV by removing a tape, Sadako should receive a killer instinct notification showing their location.
5. QoL Changes
Small tweaks can improve her playability without overhauling her mechanics:
- Condemned HUD Indicator:
- Sadako can see each survivor’s Condemned progress, allowing her to strategize more effectively.
- Faster Interaction with TVs:
- Reduce the delay when teleporting to a TV or reactivating a disabled TV.
Potential Buff Example:
Reworked Condemned Mechanic:
- Survivors gain 1 Condemned stack whenever Sadako teleports to a TV within 12 meters of them.
- Removing a tape now inflicts the Exposed status effect for 20 seconds.
- Condemned stacks do not decay for 15 seconds after removing a tape.
TV Enhancements:
- Reduce TV cooldown from 100 seconds to 70 seconds.
- After teleporting to a TV, Sadako gains a 5% haste bonus for 6 seconds.
Chase Buffs:
- While demanifested, Sadako moves at 115% speed (4.6 m/s).
- Manifestation speed reduced to 1.0 seconds.
- Survivors within 8 meters of her upon manifestation are hindered for 3 seconds.
How These Changes Improve Her Competitiveness
- Condemned Becomes a Real Threat: Survivors must carefully balance removing tapes with their objectives, adding strategic depth.
- Increased Map Pressure: Faster cooldowns and more effective teleportation make her harder to predict.
- Better Chase Presence: Movement speed buffs and hindered effects make her more viable in loops, mitigating her current weakness in 1v1 chases.
- Maintains Stealthy Playstyle: Her buffs would not compromise her identity as a stealth-based killer, keeping her unique within the roster.
- Condemned Decay Delay:
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What I learned from this forum is that Survivors mains want the killer to be a prop. Just a bot chasing them, but making sure they can escape every trial.
It´s not hard to see how a decent group of survivors can win a match easily. With the new perk coming tomorrow, is just borderline insane expecting more buffs to survivors.
I actually asked AI to calculate the chances of a killer getting a 3k (a win) vs a group of survivors using good perks inclusing shoulder the burden.
- Hits Needed for 3K: ~25-30 hits across the match, accounting for resets and hook trades. NOTE: 25-30 HITS.
- Chance for 3K: ~20%-25% against top-tier survivors with Shoulder the Burden, healing perks, and strong coordination.
- With a high-tier killer and optimal play: ~40%-50%. Nurse, Blight and Hillbilly. So 34 killers have lower than 30% chance.
Lower-tier killers like Trapper or Onryō might struggle, with their chances falling below ~15%-20%.
If you are FAIR and understand that a good looper can take 1-2 minutes to drop with 2 hits, well, imagine doing that 15 times and still win.
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The uncomfortable truth here is that everyone has a different definition of what camping, tunneling (and slugging) are and when they are fair. Lots of disparate disagreements and suggestions get lumped together making discussion difficult and strawman easy.
The uncomfortable truth is this: the fairness of strategies like tunneling, camping, or slugging depends on game balance. Survivors feel these tactics are oppressive because they face them universally, while killers often feel forced into these tactics due to the game's pressure mechanics. Balancing must address the why behind these strategies instead of punishing their use outright. Without viable alternatives, the game risks alienating both survivor and killer players, leading to a less engaging experience for everyone.
Conceptually, I don't think anyone disagrees with the idea that a SWF can and generally are stronger, but it depends on the SWF. Are we talking 4 person comp team (exceedingly rare), a group of friends, or someone playing with their spouse who touches the game every couple of months?
Games need to account for the upper limits of player potential because that's where game-breaking disparities emerge. Balancing for casual play (e.g., the occasional SWF playing without synergy) creates massive issues when facing highly efficient teams, as killers lack the tools to compete with their coordination. Designing a balance around what's possible ensures fairness across the board while leaving room for players to improve without punishing killers unfairly.
Balancing Dead by Daylight shouldn’t cater to the weakest common denominator, like a spouse who rarely plays, or ignore extreme cases like competitive SWF teams. Instead, it should focus on ensuring both sides have the tools to deal with the potential best-case scenario for the opposition. Ignoring SWF’s inherent advantage risks creating a frustrating and one-sided experience for killers, especially those playing mid-to-low-tier characters who can't rely on raw power. This is why killers often resort to tunneling or camping—these strategies are their only counter against high-pressure SWF games.
The uncomfortable truth here though is that the kill rate is a better long term reflection of what the game is actually balancing around.
The kill rate reflects the overall outcomes of matches but does not account for the vast differences between killers, survivor skill levels, or match scenarios. A 60% kill rate might seem like an indicator of balance, but it’s not a universal standard. For example:
- Some killers may disproportionately contribute to the kill rate because they perform exceptionally well at higher MMRs.
- Survivors in solo queue have a fundamentally different experience from those in SWF, yet their statistics are merged into the same "escape rate" pool.
This makes kill rates a generalized metric rather than a precise reflection of balance across all killers or skill levels.
Your argument assumes that kill rate is the ultimate reflection of balance, but it’s more of a broad trend than a definitive measurement. A better approach to balance would involve looking at:
- Per-killer performance data: How does each killer fare against the average survivor?
- SWF vs. solo statistics: What is the disparity in escape rates between these groups?
- Match outcomes beyond kills: What are the rates of 2Ks, 3Ks, and 4Ks compared to 1K or zero kills?
By balancing the game based on these nuanced factors—not just a raw kill rate—developers can create a fairer environment where killers of all tiers have a chance to succeed, and survivors feel like their skill determines their fate, rather than facing overwhelming odds.
So this is one of those things I've come to realize the community is just going to always disagree on. When I first started this game and being involved in the community I couldn't believe people found playing killer stressful, while it can feel like I'm having a heart attack playing survivor. At first I thought people played killer because they didn't like the intensity of survivor.
I find the idea that survivors have a single objective particularly striking in light of your examples. Likewise killers only objective is to kill. All of your examples are things the survivors have to worry about as well. Do I focus on the gen or go for the rescue? Is it worth it to heal? Where should I take the killer on the chase?
Both sides have a single objective (well, survivors also have the gates), and a number of other things that they may or may not do during the game to increase their chance of completing their objective.
For me, win or lose, killer is chill. The meta-gameplay seems pretty obvious. As survivor, you have to do the same thing, while either also communicating (SWF) or, more commonly, having uncertain information about what is going on (soloq).
Survivors can specialize: one person focuses on loops, another on healing, and so on. Even their decision-making (heal, unhook, or finish a gen) revolves around a binary "yes or no" choice about taking action in a specific moment.
On the other hand, killers’ objectives (kill survivors) require them to manage multiple simultaneous factors:
- Patrol generators and protect the ones closest to being repaired.
- Chase survivors efficiently, ensuring they apply enough pressure to slow progress without wasting time on fruitless pursuits.
- Optimize hook placement to maximize map control and minimize rescue opportunities.
- Deny secondary objectives like boons, healing, or tool usage (e.g., flashlights or medkits).
Unlike survivors, who divide these responsibilities, killers must juggle them alone. A single lapse—spending too much time on one survivor or ignoring a gen—can snowball into failure.
Balance should reflect the potential of each role. Survivors’ tasks are shared, consistent, and designed to reward cooperative play, while killers must manage every aspect of the game on their own. Claiming that survivor decisions (heal or not, save or not) mirror the killer’s complexity overlooks the killer’s greater workload and the variance in killer viability.
Balancing solely around statistics like kill rate fails to address these fundamental differences in gameplay pressure and variability between roles. Developers should focus on making weaker killers viable and ensuring that the workload disparity is accounted for when tuning game mechanics.
The uncomfortable truth here is two fold:
1: Balance is only one of BHVR's decision makers on game design.
2: They want the game to constantly be changing, for metas to come and go. There isn't some long-term perfect goal for DbD. To say they lack long-term strategy makes the mistake of thinking there is an end goal for DbD.
While it's true that DbD thrives on its ever-changing meta, this approach should not come at the cost of coherent balancing. Balancing doesn't require a static, "perfect" game; instead, it’s about ensuring that changes are thoughtful, tested, and fair across all roles and levels of play.
The idea that "constant change" is intentional shouldn't justify reactionary design choices. For example:
- Community-driven nerfs and buffs: Changes like the decisive overhaul of certain perks (Dead Hard, Circle of Healing) often felt like knee-jerk responses to player outcry rather than well-planned steps toward a balanced game.
- Neglected killers: Long-term issues with certain underperforming killers (e.g., Trapper, Clown) show that some parts of the game stagnate even as the meta evolves.
If BHVR wants an evolving meta, they must balance shifts within a framework that prioritizes fairness and engagement for both sides.
Claiming that DbD doesn’t have a "perfect end goal" risks devaluing the experience of competitive players who invest in mastering the game. Even if the intention isn’t to reach a static “final balance,” there should be a clear philosophy guiding balance decisions:
- What constitutes "fairness" for killers versus survivors?
- Should the game favor casual players over competitive ones?
- Are weaker killers being actively reworked to keep pace with meta shifts?
By dismissing long-term strategy as unnecessary, BHVR risks alienating players who value consistency and mastery.
Ultimately, DbD is about challenge and accomplishment. Balancing to what is possible—not just to what players demand—ensures that players feel rewarded for their skill and strategy without relying on overpowered tools or broken mechanics.
It seems that no matter how much evidence or logic is presented, the core issue remains unchanged: a portion of the survivor community appears to advocate for a version of Dead by Daylight where killers are essentially props—meant to entertain survivors but never pose a genuine threat. Competitive players, streamers, and even BHVR's own changes demonstrate the necessity of rebalancing survivor mechanics to give killers a fair chance, yet the insistence on making survival even easier persists.
I’m stepping away from these discussions because they often devolve into a utopian fantasy where killers shouldn't kill, survivors should always escape, and any genuine challenge is dismissed as unfair. At this point, it feels less like a debate about balance and more like an entitlement to never lose. For the health of the game, both sides need challenge and a fair shot—not a one-sided playground.
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Let’s summarize every request survivors have:
“Killers should exist to provide me with entertainment only, never to win, much less kill anyone”
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Almost, they can TRY to stand up with the risk of dying, just like hooks, 4% chance.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843504#Comment_3843504
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843538#Comment_3843538
I think both of you are making valid points, but I think in response to Blueberry's comment, it should be noted that a lot of people view endgame slugging as a major problem for at least a couple reasons. I think it shouldn't be expected and is pretty extreme bad manners. If anyone wants, I can explain my thinking about why that is, but no need unless someone cares :D
I think that slugging the third survivor and hunting for the 4th is the best way to secure a 4k, specially if both are on dead hook.
I understand it might feel bad, but sometimes when you want the best result you have to do it. I think is fair, since there are plenty of outcomes in that situation.
IDK. I would also consider rude Tbags, Teams with sabotage, flahlights, flashbangs etc, yet… they are in the game and you have to deal with it.
I think a simple solution would be granting survivors a 4% chance to stop the hemorrhage and stand up or die. Just like hooks. Wouldn’t really change that much the current state of the game. -
Which killers, though?
Because this seems to be a sentiment shared by a handful of killer players who seem to consistently complain about how hard the game is, and immediately attributing it to game balance.
As opposed to, perhaps, their own competence.
If the game's difficulty were purely about individual competence, why do lower-tier killers consistently underperform at high MMR? Shouldn't they all be equally viable if it's just about skill? Also… comp.
The balance issue arises because survivors have access to tools and teamwork that scale exceptionally well when used efficiently, while killers often rely on strategies like tunneling or camping to stabilize games. These strategies aren’t about incompetence; they’re about compensating for the pressure that 4 survivors can generate when objectives are completed in 80 seconds with optimal play.
And although streamers can't be taken as representative of the player base as a whole, they do represent some fraction of the spectrum of players, and everyone gets to see them perform at whatever level they can manage. And there's one streamer I watch who regularly dominates nearly every match I've ever seen them play as killer without resorting to tunneling or camping, which suggests that it is definitely possible to do that. It might not be possible to do with all killers, and there might be a fraction of survivor players who can dominate every match they play, but it appears there aren't a large enough number of these super dominant survivor players to prevent some killer players from winning at an extremely high rate. From my own experience in game, I've also never reached a level where I thought the survivors were so good that I couldn't get a 3k in at least some of my games if I just kept improving.
It’s important to recognize that what a skilled streamer can achieve isn’t necessarily representative of what the average or even above-average killer player can consistently accomplish. Streamers often play with thousands of hours of experience, near-perfect map knowledge, and optimized strategies. Additionally, they may benefit from survivor behavior that isn’t always optimal due to the casual nature of many public matches.
Moreover, not all killers are created equal. The streamer you mentioned may dominate with specific killers or under certain conditions, but weaker killers require significantly more effort to achieve the same level of pressure. The same applies to map design—killers without mobility can struggle on large maps, even in skilled hands. The difficulty disparity between killers is an acknowledged design choice, but it does mean that balance issues affect different killers unequally.
It’s also worth saying that survivor skill scales differently. A single skilled survivor can loop a killer for an extended period, but a coordinated team with voice communication exponentially increases the pressure on a killer. This creates scenarios where tunneling or camping becomes less about lack of skill and more about adapting to overwhelming survivor efficiency in the absence of coordinated teammates on the killer's side.
If a small fraction of survivor players dominate matches, as you suggest, shouldn’t we also consider that a small fraction of killer players can dominate without tunneling or camping? Wouldn’t it be fair to focus balance on what’s feasible for the majority of players rather than a few highly skilled individuals?
Personal thoughts:
Statistics from platforms like NightLight demonstrate that survivor escape rates generally range from 40% to 52%, depending on factors like skill, perk usage, and teamwork. These stats often combine all survivors into one category, as survivors fundamentally share the same tools and objectives. However, for killers, this kind of amalgamation is impossible due to their vastly different power levels and mechanics. Balancing killers is much more nuanced, as some killers (like Nurse and Blight) have extremely high skill ceilings and dominance at top levels, while others (like Trapper, Clown, and Myers) are considered borderline unviable due to their outdated mechanics, reliance on RNG, or inability to apply consistent pressure.
Many killers urgently need reworks or buffs to make them competitive. Trapper, for instance, is heavily dependent on map RNG and preparation time, which modern survivor tools and perks nullify with ease. Killers like Clown or Myers lack the mobility or utility necessary to keep up with high-pressure survivor playstyles, making them extremely challenging to play effectively even at average skill levels. This discrepancy highlights a fundamental issue: while survivors function as a relatively uniform group, killers face a balance spectrum so wide that some are effectively excluded from competitive play.
Balancing Dead by Daylight must address the unique struggles of both survivors and killers. Survivors' universal tools and shared mechanics make balancing their stats straightforward, but killer balance requires addressing the glaring disparities between strong and weak killers. Ignoring this reality risks alienating a significant portion of the player base who enjoy playing less viable killers but feel left behind due to outdated design.
If balance continues to cater to survivor preferences—such as nerfing strategies like camping or tunneling without compensating weaker killers—it risks reducing the game to an unchallenging experience that undermines the satisfaction of victory. The developers should focus on making all killers viable, balancing the game for achievable fairness rather than appeasing demands for ease, ensuring every match retains its tension, challenge, and sense of accomplishment.
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I like Freddy dream world, could just be that this state enhances his powers. Could also be that he has different powers while survivors are awake
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Note the word: Sometimes.
I play survivor 60% of the time, I don’t think I ever had a game where slugging was the main strategy. Ever.
People here complain like if it were happening every match, all the time, and well, if your whole team gets slugged at 5 gens, it’s a skill issue or reluctance of the team to play. -
These forums mainly have survivors who have never played killer to a decent extent and basically want killers to become dogs chasing cars. They sensitive so they need to make sure they win even if they make no effort and make sure they can troll the killer but still win.
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Hmmm. Personally I only slug when I have 2 survivors remaining and the one I drop is on dead hook, so I can get the best possible result. 4k.
That or when theres a Boil Over, No Mither etc team.
I am so tired of people crying about slugging, they cry about it like if happened every match and take no responsability whatsoever. If all 4 of you get slugged and no one does anything is just a skill issue. There are SO MANY OPTIONS to counter it. My god.
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I am worried about Shoulder the Burden, specially the implications on teams and competitive.
"Healthy?" I dont think so. Not sure its been taken into consideration all the issues it could bring.
The new killer is "meh".
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I haven’t played killer since chucky came out
I rest my case, also troll.
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Killer- Sweaty p100 survivors, its rough, every time I play my main I get teams of these. My own killer weaknesses, sometimes chase if they go to a strong loop.
Survivor- Looping.
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Let me translate every survivor request ever in these forums:
“I want killers to be like puppies chasing me, I want to make sure I escape every match, I want to be able to mock them and destroy their experience while at the same time I want to be able to finish objectives, and if somehow I lose I will blame that to killers being op”
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These complaints come from players that had a bad match where someone playing survivor just gave up, played horribly or was just messing around.
It’s common sense understanding that there are more chances of having a bad team if your side is actually team based. There is no way a killer is slugging all 4 at the start of the match and no one does nothing and no one has any perk countering it unless survivors are playing to lose.
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The game mode is a dumb version of the real game. No, is not new player friendly, this mode will help them in nothing. They won’t learn a single thing.
I am fine with it as long as it goes away. It is proof that just there aren’t enough people playing to have decent queues, destroys the normal game queues and is shamelessly unbalanced, it’s the most survivor sided mode ever made.
I think that one mode that stood out for me was the new Haunted by Daylight. It provided side objectives that rewarded both sides so the game would slow down a bit. It was great not losing 3 gens after one hook. People took it easy. It expanded the way I played survivor, you felt you could pull off some great rescues, idk, I liked it way way way more than this toned down no depth mode that is also, nerfing the possibility to rank up this month.
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My point is not even in the ball park of what you suggest.
First of all the game is not "massively killer sided" if you have DECENT players, every game is competitive, basically if both sides are playing to win. (Proved by math, professional players, good players, etc.) Maybe you have never played Killer. With enough games, you will see how "killer sided" the game is, with a bunch of good loopers, flashlight, DS unbreakable survivors.
There is a reason why in competitive, WHERE THE FIRST MATCH IS ABOUT WINNING NO MATTER WHAT, there are a number of handicaps needed to survivors unless you are playing 3 out of the 37 killers in the game. otherwise the killer would lose every game.
Second, if you can honestly suggest that 2 vs 8 is a good, balanced version of the game, I can´t even talk to you. 2 seconds full heals, no hook strategy, no slowdowns, no real perks, no real items or add ons, 4 mins games, so on and forth.
MY POINT IS NOT BUFF OR NERF. Hell i am not even advocating for a buff on killers or a nerf on survivors, in 2vs8 sure, Survivors are OP as hell, in the normal game, there are just as toxic strategies for BOTH SIDES.
My point is that if survivors (which I play 60% of the time) are finding strategies and the meta game annoying, and BH decides to attend that, they SHOULD AT LEAST consider WHY those strategies emerged in the first place.
2vs8 is an arcade light mode that has no depth, no sense of acomplishment. I am worried that is the setting stage for a massive change that would make the game way lighter and dumber.
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When I am on survivor this happens a lot. People start cleansing totems I mean… no one works on gens or basically just t bag the killer whole game without doing anything.
When I am on killer I get swat sweaty teams of survivors that rush gens and pop 3 or 4 in the first 2 minutes of the game. Oh well haha.
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it's not very fun to have nothing going on for 4 minutes in a game where matches last 10 minutes normally on average. Or even less if you're being slugged to death from the start.
I really do not understand why everyone reffers to slugging as the best end-all strategy. If you are slugged at the start and NOBODY helps you, you do not have unbreakable and your whole team gets slugged, is a skill / attitude / playstyle issue.
There are options every step of the way, why everyone is so focused on nerfing a strategy?
Just as easily I could say that flashlighs, DS, Sabotaging and a long list of etc, are not fun and toxic strategies.
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They going to nerf it somehow, thats the current tendency.
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@Blueberry said:
I don't really see the issue with slugging to begin with.
Exactly.
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But regardless of that, any reason not to have this buff on Left Behind?
Yes, basically you are asking for a perk that nullifies the allready hard possibility to achieve the best possible result as killer, being a 4k.
How many more chances you want to escape?
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Why do people KEEP REQUESTING NERFS BASED ON 2VS8.
Wraith is fine, geez. In a couple of days this dumb mode will be over.
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@IWantCandys said:
This is probably going to be a long text. If you don't feel like reading long texts, that's understandable. It's all good. Then just skip my post, but please don´t comment some rude things please. I´m not feeling well right now.
If you're bored right now or like reading, grab some snacks and something to drink and here we go. :)I've been playing DBD since the pandemic. I started playing survivor, but after a few weeks I also played killer (even more often than survivor) because it's more interesting to play a character with unique strengths. Since I had absolutely low MMR at the time, the killer gameplay was easy. I got my killer Iri 1 achievement with Freddy, which says a lot about how low my MMR was. Freddy will always be a special character for me, just because of that.
Then my MMR increased, the matches got sweatier, I had to play against more groups of friends, they were often very toxic in the match and then abusive in the chat afterwards. And I developed anxiety. I felt alone and helpless. I noticed that I felt more comfortable sharing the burden with other people as a team. Since then, I've only played survivor. Solo killer suddenly felt impossible for me, and my fear went through the roof. It may have something to do with the fact that I was bullied for a longer time during my school days, and this behavior of some survivor friend groups triggered something in me that I thought I had forgotten.Time jump 2024. 2v8 was introduced.
The survivor gameplay bores and frustrates me, I still have an inner desire to play killer.
I thought "Cool, with someone else I might finally have the chance to play killer again without being so scared."
When 2v8 was first introduced, I couldn't play killer. I had little time for DBD at the time and the queues were just too long.
The queues in the current 2v8 are still disgustingly long, but I would even be willing to accept that. However, I am now faced with a problem that I never thought I would have.
As mentioned above, I thought it would be easy for me to queue for Killer because I know I have someone with me.
But I notice that I am still very anxious. And this is where the long queues become a problem.
If I queued for Killer and would find a match in the first 5 minutes, then I would be able to pull it off.
But the longer I have to wait, the stronger this VERY uncomfortable feeling of anxiety builds up again, which ends with me no longer being able to bear this building tension and quitting the queue after 10 minutes at the latest. :/
Now you could say "Find a friend, talking in the lobby will distract you from the tension."
That might be right, but there are also reasons why that doesn't work.- I have no friends. I am an extremely introverted person, it is enough for me to have regular contact with my family. All other people and conversations are stressful for me. And I don't want to look on discord because
- I'm female and have had some bad experiences as soon as other gamers knew my gender. Which is unavoidable because of my voice.
And to be honest, because of my introversion, like I said before I don't want to talk anyway.
So much text for a simple question.
Are there people here who also feel a strangely strong fear of playing killer? And can give me some advice on how I can cope with this tension in the 2v8 killer queue and stop myself from quitting the queue?
And even if you don't have any advice.
Thanks for reading, it felt good to get it off my chest. Have a nice week :)
View each game as a learning experience rather than a performance test. Not every match needs to be a win. Celebrate small victories like landing hits, practicing zoning, or managing hooks.
Anxiety about playing killer is more common than you think. Games are meant to be enjoyed, and if taking small steps back into killer gameplay doesn’t feel right yet, it’s okay to take your time. You’re not alone, and the community has others who relate to your experience.
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It´s a min max suggestion, honestly, I do not think is needed. Basically, glue your finger to the mouse button, win.
It is so survivor sided this time, that you really have to put some effort to lose.
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I am happy farming BP as survivor winning 90% of the matches. Killers got it rough this time around.
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I am making suggestions in what I tried so far, killers i think deserve an update, and general reccomendations I PERSONALLY believe matter. Now, is not a debate nor a discussion, anyone can suggest whatever they want. If BH reads and somehow takes it a little bit into consideration, thats fine.
I am SO TIRED of the survivors vs killers debate, for those, check the 1000000000 posts about that.
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Personally, I try to get iridescent rank on both survivor and killer every month, the issue is that this mode dosent allow you to rank up.
The BP bonus should be always at least 250%
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Hag- Make her a bit quicker. She is a very fun killer but unless they trigger a trap and you insta hit survivors she struggles a lot. Make a penalty for survivors stepping on purpose on multiple traps. Maybe a weak hindered every trap they step in that gets stronger as they keep falling in traps.
Alien- Fix the tail in the latest cosmetic, blocks the view.
Get us Jason, Annabelle, Art the Clown or IT. Would be awesome. -
Nurse is god like when you have a player that has dedicated time to perfect her. Skill has to be rewarded. A normal nurse is not that bad.
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Added on top.
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It’s variable depending the skill of the killer.
Expert killer:
1- Hillbilly
2- Nurse
3- Blight
4- Wraith
5-Spirit / Huntress
6-Deadslinger
7-Trapper
If we talking about decent killer:1- Wraith (very consistent)
2- Nurse (decent nurse will still apply a lot of pressure)
3-Hillbilly
4-Huntress / Blight
5-Spirit
6-Deadslinger
7-Trapper
Weakest I would say is our boy Trapper. -
Allow players to raise rank by playing 2vs8. Playing this mode gives us less time to rank up this month.
Never let the bonus BP go lower than 250%.
Allow a lobby to have 2 bots.
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It’s rewarding killing someone at the end after a tough match. Dude removing it won’t change a thing, if the killer is going for the win, he will go for the best possible result and wont let anything go chance.
It’s not like you don’t have options if they leave the other survivor slugged, he is bleeding out because you are not doing anything about it. There’s plenty of perks, strategies and chances you can pull if he is slugging. The thing is people give up when there are 2 survivors remaining, but technically, is possible to even then pressure the killer.
People have a tough time sympathizing with the other side, how come if I have to Mori someone, I have to compromise my offering? That’s why it was implemented, the mentality of a competitive match is exactly the same (don’t mean pros, only both sides playing to win to their best capacity). If a killer can assure a 4K, he will try.Examples: 1 gen remaining, 2 survivors alive, the killer slugs one and camps him.
The other survivor has options. He can heal up and try to sneaky get his partner up.
He can pressure the last gen, complete it and force the 3k or the hook or aim to open door.
The slugged survivor might have unbreakable or adrenaline, both giving the chance to turn that 4K into a 2 man escape.
I mean there’s plenty of escenarios. Removing the final Mori makes nothing to change that or improve anything, either you die on hook or let them kill in a fun way.
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Hi BH, how about something very simple: give Sadako a reliable information mechanic, the iridescent control is not good enough. Any survivor working on a gen is going to have the tv turned off, it’s basically an add on that only works for survivors sleeping or doing anything but the objective. Also well, by the time you teleport you get 2 seconds of aura reading or simply won’t help because the survivor has left the range.
She should have an aura reveal paired with condemn. It would allow better perk selection, which is one of her low points. You are very limited choosing perks for her because is either, gen regress or a chase helper, no room for information.
Incredibly, her best information perk is face the darkness, which offers very little reward for the possibility to cleanse it in the first minute of the game. A small information perk or a buff to the add on would greatly help.
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People love to toss the "toxic playstyle" constantly. WHY do you think tunneling, camping hook and sluggin exists?
Do you think MOST killers are just wanting to ruin your game? NO. People like to win, thats the whole point. The whole idea of the game is to be competitive and surviving a match feels like an acomplishment, just as beating a group of good survivors is for killers.
The thing is that with whats POSSIBLE to do, with the current perks and add ons and items survivor have, it´s not easy for killers to win matches. WHEN survivors are playing to win.
Strategies come from EXPERIENCE playing the game. Survivors and killers are getting better, pushing the boundries of what is possible to do.
Right now, what you call TOXIC, are strategies to WIN, of course, I do not agree it should be encouraged or hell, even allowed, fine, BUT, you also have to ask WHY. If they were to completly eliminate something killers are doing to counter current meta game of survivors, you also have to check the balance of things that are possible with a group of GOOD survivors playing to win.
Finisher Mori is not the reason why killers slug at the end, they slug so the fourth cant escape because they want to get the BEST result possible, which is: 4K.
Just as why 3 survivors escaping a trial could just leave a fourth guy behind to assure they will win, but sometimes they come back and try to go for the 4 people escape. The BEST result they can obtain.
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If you mean giving survivors more for the 2vs8 mode you are insane. It’s all ready the most survivor sided event ever created. (And frankly, quite imbalanced)
If you mean for normal, the stats do not reflect the reality of the game. 40% escape percentage of each survivor on trail translates in a 3k+ of 47% win rate for the killer. Also they mash up every killer and not every killer is the same etc.
My concern is that you have to balance a game to what’s possible to achieve. What happens when you reach certain amount of skill. When that’s the case, survivors chances of surviving are way way higher. They can dominate the best killers players in the world, proven time and time again. I think we have the right balance at the moment. Winning as killer feels rewarding when you face good squads, it’s not easy. Losing as survivor, sure, is a pain, but really, a lot of times involves someone giving up on first hook, leaving the game, someone just clowning around or doing a challenge. The probability of encountering new or unskilled players is just there, because it’s 4. Killer you depend on yourself and how you taking the match.
All I am saying is, that if BH is testing out some solutions for the complaints from survivors we get every day, they should evaluate the bigger picture, the reason why some strategies exist and the possible outcomes and numbers that happen when a group of survivors plays to their best capacity. If tunneling is not fun, then make sure that you evaluate why is one of the most effective strategies. Why some killers slug. Why killers camp hook. Etc.I am not advocating for not fun strategies, I am saying, sure, make something to avoid them, but also, keep in mind they exist because sometimes they are the most effective ways of winning a match or apply pressure to a good group. Maybe keep an eye in other factors other than feelings. Killers do not “want” to hurt survivors fun, sometimes they have to tho, because sometimes, if not most of the matches, are driven by the “i want to win” mentality. And thats what this game is about no? Aspiring to win or escape is fun.
Without challenge, eventually, people grow tired. Becomes boring. -
If he won every match, he is either Knightlight or some professional killer, get got very lucky with survivors, those were "placement" matches or all of the above.
I played the mayority of matches as Trapper, quite possibly the weakest killer for 2vs8, at first yeah, I won a few 8k matches, but once you pass that initial stage, you lose the game in 5-6 mins tops, gens are completed in seconds, decent loopers become impossible to kill and if you have a few on coms, well, you have no chance. I am a decent killer, on my main killers I regulary get matched with p100 survivors and games tend to be very competivive and fun. I think the balance we have is great, the deph of the game with add ons and diversity is incredible, but this is just… idk… like the simplest sonception of DBD ever.
I have no issue with the Mode if its going to be just giggles and temporary, but if this is a test for some stuff to implement in the future, well, lets just eliminate the competitive aspect of the game and just play like clowns every match.
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Why on earth would you assume that the balancing philosophy of the goofy arcade mode would be carried over to the main game…?
Because they gave exactly what survivors complaining in these forums wanted. Easier version of chasing (unlimited pallets), easier version of gen rush, no consequences injuries, imposibility to camp a hook, tunnel etc. I dont mind it as a temporal game mode, and I hope you are right, hope it´s just a goofy arcade mode.
I am just concerned because it could be.
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Its an appealling concept. New mode, a mess around thing. I dont mind it as a temporal mode. My concern is about the direction it hints BH wants to go. The balance should be programmed in what survivors are capable off not to simplify it all so it becomes a dumb version of the game, just like this mode. There has to be certain skill and a sense of achievement for escaping.
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Btw, they should add a 100-300% bonus bp to killers as well, also, rank progress. Maybe more will queue that way.
Still, it’s a terrible mode to be permanently added
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Really? 5 minute games, unlimited pallets, unlimited unbreakables, no injuries, no hook placement strategies, 3 hatches, 2 gens less, no slowdown, no perk selection, no add on selection, not a big killer selection, etc, etc.
Have fun with the arcade crap mode while it lasts I guess.Btw yeah I play both sides, every month iridescent religiously, I complete every challenge and tome on both ends, the game at 1vs4 has a lot more depth and it’s balanced like it should be, this one, is a mess.
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Killers could team with each other to double tap survivors and insta-down them, but I see it is not fitting into "killers are sooo miserable :((" thing. Also survivors are almost constantly revealed to them, so stop with this whole "boo hoo" 🙄
The “boo hoo” comes daily from survivors on this forums.
My post is about the concern of balancing the game based on emotions and complaints from bad players who want a dumbed down version of the game. An utopian game where the killer functions as a chaser but not really a threat. In all honestly, do you really want the game to become this?
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The essence of this mode is that survivors are super buffed and killers function as a chasing npc. Can’t force people to play a dumbed version of the game.
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It’s because BH is giving survivors what they want. A mode that ensures killers function just as a dumb chasing npc so survivors can win every game and mock them. It’s the single most survivor mode ever created, that’s why queues are like this etc. Idk what they were thinking when they made those perks. At least is evident that killers won’t play if we keep going in this direction.
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Dude, I can’t believe I still read survivors wanting even more buffs to this mode. It’s the most survivor sided mode ever created. Unlimited pallets, heals in 1 second, gens in 30 seconds, still not enough. God.
This is a mode where killer functions as a crippled dog chasing cars. That’s why no one queues as killer. It’s a dumbed version of the game, it’s nonsense.
The only good thing that brings this mode, is the evidence that the game will die if they keep buffing survivors to the extent of killers being a chasing npc.
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This mode was created to satisfy survivors, I don’t know what they were thinking when they created those perks, unlimited pallets, heals in 1 second, unlimited unbreakable etc.
Killers are not queueing because is a dumbed version of the game, limiting every single strat, perk and option a killer has. It’s a dog chasing sports car simulator.
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It’s a dumbed version of the game they created. It’s survivor sided, takes away every perk choice killers have, lowers the skill ceiling from every player playing it, limits the amount of killers it can have. It’s an arcade mode that ensures survivors have more chances to win than any mode ever created ever.
Hopefully this nonsense will stop soon enough. I don’t know what they were thinking when you can rebuild pallets unlimited times, make survivors heal in 2 seconds, unlimited unbreakable, idk, probably they wanted to give a mode for survivors where the killer is just a chasing npc, crippled to actually have a decent shot.