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  • @MrBuffalo said:

    I don't really understand this whole argument that is being had here.

    This stuff only will bother you if you let it. I started as a killer main and yeah I have my bad days where a survivor T bagging or what not. But at the end of the day it was because I, myself let their actions affect me. Guys come on, grow some thicker skin.

    Would you say the same thing to Survivors who abandon when they get slugged? Just don't let it affect you?

  • That rework is too complicated and gimmicky for a Killer that doesn't even really need one. He's fine. It'd be nice if there were more incentive for Survivors to use the Doors than there is currently but I don't play him enough to make a judgment call on how you'd do that without making him too weak when they're in use or too strong when they're not. He's certainly doing better than a lot of the cast; if any Licensed Killer needs a substantial rework it's The Onryo.

  • There's a flipside to this that is a bigger problem than what you describe, since MMR is pretty loosey-goosey anyway. You need to lose a lot of matches to substantially affect your MMR, and this also completely discounts the Survivors' ability to influence the outcome of a trial.

    To give an example, I had a Killer match yesterday where all 4 Survivors DCed at 4 gens. They played super aggressively, screwed up and a couple of them got downed and hooked early (Starstruck and Agitation is a hell of a combo on Deathslinger), and that's when they decided to quit. Three of them were wearing identical outfits, one of them had TTV in their name and they all ran what I would politely describe as "highly confrontational" builds, so I assume they were a SWF who DC'ed en masse when their plan to bully me wasn't going to work out. The 4th Survivor DCed when they saw the first 3 quit.

    Now I'm in a game with 4 bots and have the option to either slog through a boring match against bots, or to abandon. If I abandoned, according to the game, I lost, when I clearly didn't actually lose. Aside from being kind of insulting that I have to take a hit because the opposition were bad sports, this is going to have weird knock-on effects to official statistics about winrates. That match would count against my winrate on Deathslinger, even though, once again, I didn't actually lose. I remember a Killer content creator showing that, according to BHVR's official stats website, their kill rate on a particular Killer wasas around 20%; not because they were bad, but because almost every match ended with Survivors abandoning after all being downed and hooked, and the Killer then choosing to abandon themselves instead of taking a load of time to wait out hook timers and find bots who will keep crawling or running nonstop.

    If this outcome occurs consistently, either with a Killer that has to slug to some degree (like Twins or Artist) or an unpopular Killer against whom there's a higher chance of Survivors DCing earlier (like, uh, Twins or Artist), the stats for that Killer are going to look weird and distorted. But if BHVR simply discounts the matches where Survivors DC for the purposes of analysis (which apparrently they also do), that ALSO distorts the statistics in an even more egregious way. It creates a kind of survivorship bias where a significant chunk of the data is being discarded, and since we know BHVR makes a lot of balancing decisions based on the data they collect and not the contexts behind the data, this is bad news.

  • Otz proposed that they're promoting certain maps in an attempt to boost sacrifice rates, which have been falling pretty badly for many Killers. You make maps that are bad for Survivors show up more, you artificially inflate some Killers' probability of success.

  • What were the Survivors doing instead of unhooking you, and what was the Killer doing? If the Killer was camping you and they were burning generators, then they were doing the right thing leaving you on the hook as long as possible. Was the Killer using blindness addons or perks (i.e. Third Seal)? If so, the Survivors wouldn't have seen your aura and so would have more trouble finding you in time.

  • You've still not explained why you want crossplay off in the first place. Setting aside any PC Master Race assumptions which are primarily facie incorrect (your comment about 'aim assist' is totally wrongheaded and misunderstands what aim dressing does, otherwise kill rates on aim-intensive Killers would be higher on console than PC, and not the other way around), what could possibly be a justifiable reason for PC players to segregate themselves, exploding everybody's queue times in the process no matter how you slice it, just so they don't play with console players?

  • One person on a generator with no interruptions and zero skill checks (highly unlikely) takes 90 seconds. Successful skill checks add around 1% extra progress. Hook stages are currently 70 seconds each. Your maths is wrong from the get-go unfortunately.

  • But crossplay doesn't only pair you with people from other platforms from your own, but every platform. DBD"s player base is highly fragmented: I don't know if any one platform has a majority of players these days. If you turned off crossplay for everyone by default, everybody's queue times would get longer for no discernable benefit.

    As a player primarily on console who plays with crossplay on, I can attest that there's no significant difference between the player pools, other than some Killers being harder to play because of a lack of native crosshairs and a less forgiving aiming method. Discussions about game chat are irrelevant because as far as I can tell most people don't use them anyway: furthermore there's no reason that console platforms couldn't have a text chat other than dev priorities (and I agree it's not a high priority).

  • Agreed. The more information solo Survivors have access to the better.It would be nice if Killer could see some (probably not all) of this information too, since there’s so many effects and sources of effects in the game at this point that it can be genuinely confusing: you hit an injured Survivor and sometimes nothing happens because they got Endurance from somewhere and you have no indication or explanation as to why, or a Survivor seems faster than normal but you’ve no clue if they’ve got haste, they’re cheating or you’re just hallucinating. Killers with a lot of experience can usually figure it out but for newer or more casual players it must be baffling.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061278#Comment_4061278

    People say this, but the "hard proof" tends to be things like Survivor getting a QOL update right before a major element of their play is nerfed and a busted Killer releases. Remember last year when the forum was in flames over the exit survey not including "gens complete too quickly" after we had a patch that was banning Survivors from the game for getting on a gen immediately after being unhooked and around the same time the anti-camp/slug/tunnel mechanic was rolled back?

    The reality is that the game has been balanced primarily with Killers in mind for years now but because nothing will ever be good enough, it's seldom appreciated. At the end of the day, that "proof" is mainly bias and fear (in my opinion).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061314#Comment_4061314

    I agree, but there's a lot of context missing here. If a Survivor can go on a losing streak where they play 10 trials in one evening and don't win a single one (with many being those scenarios you mention), while a Killer can win at least half or more of their trials even if they are frustrating, those are wildly different scenarios.

    I think a great start would be balance the game so that dying more isn't equal to losing more. Otherwise you're asking players to be fodder and to deal with that or to not play at all.

    You should see some of my Killer matches. Believe me, Killers experience the same thing.

  • To set aside the obvious anger/emotional over-investment OP has in their recent posts (happens to all of us), it is evident that the 2v1 is the worst potential part of any trial. There're a couple of different scenarios that can currently happen, and they're all annoying as hell for all concerned. Assuming that nobody gives up or DCs and there's noting like Devour Hope in play, this is how it goes down.

    Stage 1. Killer sacrifices 2 Survivors. If Endgame Collapse is not active, one of the following occurs:

    Survivors 3 and 4 can either

    a) try to finish remaining gens/open exit gates. Difficult, doesn't always work depending on gen progress/map layout but the most likely option to actually acheive something and is in the true spirit of the game.

    or

    b) hide and hope that Killer finds the other first. Bad scenario, wastes everyone's time, frustrates Killer and other Survivor. Survivors who do this often (or even go into the trial with the intention of doing this) exhibit a selfish playstyle that values their own survival over their team's.

    2. Killer, assuming they find a Survivor and can catch them in a timely manner, can

    a) leave Survivor 3 slugged to find Survivor 4 and get them too. Bad scenario, wastes time while Survivor 4 either runs, hides or goes on the merry-go-round of picking up Survivor 4 and being downed and healed on loop, negative feelings all around. Killers who do this often either believe that a 4k is the only acceptable win condition or have an animus against the Survivors, possibly for actions during the rest of the trial.

    or

    b) Killer hooks Survivor 3. This leads to another fork in the road.

    3. If Survivor 3 is on death hook (or is on Struggle phase and chooses to give up), Hatch appears and it's kind of irrelevant at that point whether Survivor 4 finds it or not.

    If Survivor 3 isn't on death hook, then Survivor 3 can attempt to self-unhook (or guarantee an unhook if they have certain perks). RNG based, improbable, doesn't necessarily change anything. Otherwise, Survivor 4 can then:

    a) try and unhook Survivor 3, which puts us right back at either point 1 or 2 depending on whether the Killer is camping the hook or trying to find Survivor 4. Bad scenario, wastes everyone's time, probably doesn't change the outcome. Survivors who do this frustrate me because, from my perspective, they're prolonging the trial for no reason and may just be farming their teammate for BP.

    or

    b) wait out Survivor 3's ENTIRE hook time (can be as much as 140 seconds if they go through full Struggle phase) to try and get hatch. Bad scenario, wastes everyone's time, might result in an escape for Survivor 4 but leaves everyone feeling kinda bad about it.

    How many of these outcomes are actually enjoyable for anyone? Almost none. Neither Killer nor Survivor should be able to drag out the end stage of the game as long as is currently possible.

    I propose that, when the second Survivor is sacrificed and all generators have not been repaired, the Hatch should spawn and one Survivor can escape through it, triggering the endgame collapse. This means that Survivors cannot be held hostage in the game so easily by a Killer slugging for a 4k, and the chances of escaping go up at least a little, while still incentivising Survivors not to hide, since the Killer could close the Hatch prematurely and start the clock on the EGC. However, the Killer also gets their Final Mori or whatever we're calling it, so they can kill a downed Survivor without having to hook them. This obviates the need to slug in this scenario and also prevents either side from prolonging things with repeated pickups or downs.

  • This sort of us-vs-them attitude doesn't actually help anyone. I play Killer more than Survivor because it's the role I'm best at but I want both roles to be enjoyable, otherwise the game doesn't work. And FWIW the game isn't fun for either role sometimes. Being tunnelled out at 5 gens is not fun. Being slugged for 4 minutes is not fun. Going against a Ghoul with Corrupt, Pain Res, Surge and DMS every other game is not fun. Going against Survivors with four identical meta builds every game is not fun. Losing 3 gens in the first chase because you didn't bring Corrupt and they brought nuclear-powered toolboxes with Stakeout/Hyperfocus is not fun. Getting looped for 5 minutes because the map is bad and/or the Killer you're playing isn't S-tier is not fun. Getting flashied every time you pick up a downed Survivor because they're in comms with each other is not fun. Survivors prerunning and holding W in straight lines to the nearest window/pallet on repeat is not fun. Getting teabagged at the exit gates for 2 minutes is not fun. Having a Survivor DC or give up at 5 gens because they got downed early is not fun. Only winning because solo Survivors lack crucial information or make stupid mistakes, and not because you actually outplayed them, is not fun. Experiencing detrimental bugs that have been in the game for 3 years is not fun. Badham is not fun.

    Recognising the current system's pain points for Survivors, especially solo Survivors and more casual players, does not mean denigrating or vilifying Killer players, not least because there's substantial overlap between the two categories.

  • I'll keep saying it: accessibility should not be locked behind addons or perks.

  • Not to be mean but this is an awful idea in every respect. 2v8 needs Survivors to be a bit wacky and OP because otherwise there's no real incentive to play Survivor in the mode. Having a second Killer to cooperate with is much more transformative and interesting than having a few more Survivors on your team most of the time. Therefore, adding crazy things like the tonics, pallet restoration, hot and cold running Sprint Bursts and so on is kind of a necessary evil to attract players to the much less popular role.

    In normal scenarios the discrepancy between Killer and Survivor queues is not nearly as bad (mileage may vary based on time, server, MMR etc.). Therefore there's less of a need to throw wildly unbalanced features at either side for retention purposes. I'm all for making hexes, boons, invocations and other side objectives more interactive and rewarding, but turning the power creep to 11 is not the answer at all.

  • MMR has always been very wide and a little undercooked, but I can understand that with 2v8 in the mix it'll have gotten worse. I've not been playing the past two weeks– I'll come back after 2v8's over– but even outside of special modes splitting queues I've had some bizarre matchups: one trial I'll be playing against a 4-man SWF streaming as dedicated DBD Survivor mains with the sweatiest builds possible and comp-level plays, next game I'll go against some poor newcomer with maybe 4 hours in the game total who doesn't even have 4 perk slots. The next game will include a duo of actual 12-year-olds who did nothing but dick around and then accuse me of being a nasty tryhard because I didn't let them spam emotes for 15 minutes instead of ending the game when I could, the next has 3 Survivors who have maybe half my hours each and a 4th who has over 10k on record. The next will have a Prestige 1 Meg who's either smurfing or cheating and there's no way for me to tell. And these are just the ones whose profile I can check or who I can message on Twitch. My Survivor games are probably similar but it's harder to gauge people's skill level when I myself am not that good at the role, though I do see a lot of people with no gamesense or awareness of the win condition cause terrible things to happen on both sides.

    I don't know if BHVR can even do something about MMR without ruining queue times or borking their system entirely, but slightly tighter matchmaking brackets, especially at the middle part of the player skill range, would probably really help the average player experience.

  • BHVR could and should never add voice comms to DBD: the mechanical and moderating issues it would create would dwarf any minor potential benefits from letting solo Survivors directly speak to one another. A ping/comms wheel like in Overwatch would be easier to implement and use

    A ranked system is tempting, but you know that the true sweatlords would use the casual queue to guarantee that their opponents are not going to be equipped to compete.

    • Slow down the release schedule, so things aren't rushed or not thought through, and allow for adjustment to existing material.
    • Stop using Excel spreadsheets to determine balance changes, and don't be afraid to make big swings.
    • Actually examine the most popular perks and make BHVR understand why they're the most popular, and from there establish with player consensus what the strongest perks in the game are.
    • Then nerf the strongest perks on both sides: Pain Resonance, DMS, Nowhere to Hide, Vigil, Resurgence, the more meta exhaustion perks.
    • Meanwhile, rework or buff weak or poorly-designed perks, especially ones that synergise with non-tunneling playstyles for Killers and that are altruistic for Survivors.
    • Make all maps closer to the same size/density and easier to navigate. That way Trapper isn't doomed by Badham or Gas Heaven and Nurse isn't guaranteed a win on Midwich.
    • Give solo Survivors more information about their teammates.
    • Implement a comms wheel to allow solo Survivors to communicate.
    • Nerf toolboxes, and give Survivors more positive reasons to use other items, especially keys and maps.
    • impose limitations on stacking of buffs and debuffs like haste or repair speed to mitigate power creep or unintended combined effects from future perks and powers. Adjust the numbers of perks and effects accordingly.
    • Improve explanations of Killer powers, Killer and Survivor perks and other effects to newer players, so they aren't deluged with unclear nonsense and obscuring the real strength or weakness of certain Killers or strategies. Improve the tutorial so it explains common scenarios and how best to address them.
    • Return Survivor hook time to 60 seconds.
    • Bring the top tier and bottom tier Killers (as established by community consensus and not Excel spreadsheets) in line with the rest with regards to power levels and ease of use. Give them full reworks if necessary.
    • Give several of the older Killers an add-on pass to improve their Power versatility and remove problematic designs. Maybe even consider reducing the number of addons per Killer overall to reduce bloat.
  • Very few Killers run Blood Warden, so the threat of fully opening gates is dying to EGC… except if someone is down or hooked then it’s not really a threat because it progresses at half speed. In the year of our lord 2026 with Plot Twist, Hope, Adrenaline, Blood Rush, WGLF, 15 seconds of Endurance and Haste off hook, no hook grabs, the option to try and Kobe when 2 Survivors are left in the Trial, and most Killers just using slowdowns that become useless in endgame, I really don’t see the reason to 99 in almost any case.

  • A few days ago I had a game with an Ellen who was trying to make Power Struggle work, but I countered it by… not slugging her. I thought she might be new, or boosted or maybe even on bad long because she was standing next to pallets and going down when she could have dropped them to prolong chase. I was playing Wraith and if she’d just predropped or gone for the stun I’d have been destroyed. Instead she and her team were kinda cooked by 2 gens because she kept falling over.

    The real risk with it is its synergy with other perks or even pretty basic teamwork that can make it super obnoxious, which is probably why the devs don’t want to or haven’t considered buffing it.

  • It really depends on whether TBTC is meant to be considered the same thing as any other Break action or its own special thing. If it's the former then Serpent is intended to work with it in the same way that Dissolution works with Serpent + the addon that gives Wraith a Terror Radius while cloaked. If the latter, then it's a bug and it may or may not get patched in the future.

  • It really depends on where you want 'balanced' to be. Since DBD is an asymmetric game, do you want balance compared to other Killers or against the average Survivor queue? Does that mean a SWF or solo queue? Do you want balance to consider how well they use perks? Is it just base power or including their add-ons, and if so do we consider the rarest add-ons or the ones most commonly used? There's too many moving pieces, which is why BHVR tends to balance based on the somewhat brute statistics of pick rate and kill rate, which hide a multitude of complexities.

    I think other people have already hit the nail on the head with the strongest Killers, who are not overly oppressive and annoying but still powerful and dynamic, are about the level of Wesker, Pyramid Head or Dracula. They have strong powers that are multifaceted, with a high skill ceiling, but also have counterplay that is neither oppressive in itself nor inaccessible to solo Survivors. Importantly they're also fun to play as and also against according to a plurality of players. In an ideal world every Killer would be around as strong as these three but no stronger.

    Oni, Plague, Artist, Twins,, Houndmaster and Singularity are around the same level but are either more difficult, more easily punished by Survivor counterplay (or become too punishing to counterplay) or are just weird and janky to the extent that people don't play or enjoy them nearly as much. I'd say maybe two-thirds of the Killer roster is weaker than this level (though by varying degrees) and maybe an eighth are stronger.

    The issue is that you'll notice that their powers are often similar or even related, and there's only so many line-projectile/dash-chaining Killers with a passive debuff that you can design before people get bored. Some Killers could get to that level easily with a few judicious buffs (my poor boy the Unknown is languishing) but others, especially the Killers right at the bottom of the pile, are probably too complex or just badly designed to rescue as-is, and need more systemic changes to occur.

  • @terumisan said:

    so i'm surprised you never said gen regression getting destroyed over the years since that's the actual problem

    It's more complicated than that though. While it's true that the regression limit and the nerf to Pain Resonance and Call of Brine are very significant, you can't also overlook the buff to base gen kicks (faster as of Resident Evil Chapter 2, with base 5% regression that has to be repaired for longer as of 2024), the buff to Hex: Ruin and the emergence of other strong slowdown perks like Grim Embrace and Dead Man's Switch. I think that there probably has been a slight net nerf to regression overall, but it doesn't fully explain the broader paradigm shift I'm seeing in my matches and in streams and videos.

    In an ideal world, regression probably wouldn't be that strong, because it wouldn't need to be that strong, because there would be equilibrium between map RNG, Survivor co-ordination, perks and items, and Killer powers and perks.

  • This is just such a bad idea from start to finish there's little point in wasting time trying to entertain it. It's just papering over the problem of Killer imbalance and the solo/SWF divide instead of actually trying to do something about it.

  • I play Killer somewhat more than Survivor (I watch a lot of Survivor gameplay to try and suck less though), and it's not fun playing Killer a lot of the time either. My matches seem to fluctuate between being a horrible, joyless slog where even if I technically win I feel like I lost, or an absurd mismatch on hydrogen-bomb-vs-coughing-baby levels, where either Survivors give up almost instantly because one thing doesn't go their way or I have absolutely no way of exerting any pressure at any point and get teabagged at the exit gates. The gap between the strongest Killers and almost all the rest feels wider than ever, and most of the changes people suggest would barely affect the strongest while making the weaker ones miserable and the lowest tier unplayable. Moreover, Survivors already have a lot of great tools to help themselves and one another but don't often have the means or the coordination to use them.

    My suggestions? More information for solo queue Survivors, so they have a chance to respond in the ways SWFs can easily. Being able to see each others' perks (whenever that gets here) will help a lot. A comms/ping wheel like in Overwatch would allow solo Survivors to communicate simply in-game without the mess voice chat would implement. I wonder if basekit Kindred would help Survivors with tunnelling, since I see Survivors unhook in the Killer's face and then leave the poor unhooked Survivor to their fate straight afterwards far too often. In extremis I could see some kind of total loss of collision with both Killer and other Survivors for an unhooked Survivor until they perform a Conspicuous Action or a timer runs out, with some kind of visual effect like a marker over their head.

    On the Killer side, it goes without saying that the weaker Killers need meaningful buffs and the stronger ones need meaningful nerfs as well as sidegrades to make their powers more useable but less oppressive. Some Killers have built-in anti-camp which also discourages tunnelling ab initio, and that could probably be applied to more Killers, especially the ones that are very good at punishing unhooks like Trickster, Huntress, Billy etc.

    I also think more perks need to be viable, while the strongest ones need reining in. At the moment the diversity of Killer perks is not great (though Vecna 2: The First But Not Actually has introduced a bunch of good but not overtuned ones), but the strongest perks are still really powerful while still working when a Killer tunnels. I've said it elsewhere but it would help to reintroduce for several top Killer perks the effect that Hex: Ruin had before, where a Survivor death disables it. You can have an early 3v1 or strong slowdown, but not both. Then you could look at improving weaker Killer perks (especially chase perks, which often don't feel like they justify the perk slot when you could run something more reliable). There are also some Survivor perks that could benefit being changed: Vigil is just obnoxious and makes playing weaker Killers harder while having no impact on stronger ones 99% of the time; Stakeout/Hyperfocus as a combo is unhealthy for the game and, in a certain sense, encourages tunnelling (if a Killer suspects you have it, it's in their interests to hunt you down and prevent you from blowing up their generators at double speed); Resurgence also encourages tunnelling because a Survivor being almost instantly healed after unhook means way less time Survivors spend resetting, it counters perks that don't benefit tunnelling like Gift of Pain and Sloppy Butcher, and it's also completely undone by hitting the Survivor off hook. Moreover, in general I see too many Survivors bring builds solely focussed on doing gens or being chased, and not helping or giving valuable information to their teammates: perks that are altruistic could use a tune-up, while I wouldn't mind seeing some of the more self-centred perks that are very popular getting toned down.

  • Old Distortion was bad for the game and I will continue to say it. It encouraged tunnelling, discouraged altruism and dragged games out for too long, with Survivors just hiding instead of engaging with game objectives and Killers having no reason not to bring 4 slowdown perks.

    The actual problem right now is that Nowhere to Hide is too strong and high-mobility Killers benefit from aura perks more than anyone else. Two relatively simple fixes– making Nowhere to Hide static around the generator instead of following the Killer and making Nurse, Blight and Ghoul unable to see auras while using their abilities– would greatly reduce their oppressiveness while not making life miserable for the weaker Killers who get caught in the crossfire of sweeping changes.

  • There are a number of Killers whose addons are either so weak as to be cosmetic or so inconsistent that only a few of them actually work. Vecna (Lich) has addons that affect his spells by less than 1% while Knight's guards will almost never injure a Survivor without specific addons. Wraith has multiple addons that do the same thing to slightly different levels. Reiko's Watch on Sadako is still broken as far as I know. I honestly think Killers should have fewer addons to choose from, but their existing ones should be stronger or more transformative. Some Killers have much better addon collections, but it's not consistent: Springtrap and Vecna (the new one) have very diverse and interesting ones, but Krasue's are mostly pointless, Houndmaster's are extremely weak overall while Dracula has a few that are almost mandatory but the others have been nerfed into irrelevance.

    The add-on pass they gave Pyramid Head was really good, and solid evidence they *can* do it when needed. It's just yet another problem on BHVR's extremely long and constantly lengthening to-do list.

  • thanks for all the input. I do somewhat agree with the Krasue comparison but I don't think it's quite the same and at the very least is more distinctive than the other silhouettes. I realised the concept made me think of some of the angel designs from the Bayonetta series, particularly Fortitudo and Glamour:

    Flock Off! Witch Kills 'Fortitudo' Creature in Coliseum (Bayonetta 1 ... Top 15 Boss Fights In Bayonetta Series | Page 12

    I look forward to the angelic Killer in any case (as long as it says 'do not be afraid' in Aramaic during its mori where the Survivor's face melts)!

  • Survivors get to bring 16 perks into the trial so they're necessarily not as strong in many cases.

  • I mean historically Licensed Killers were very hit or miss: old Myers and old Freddy were among the worst Killers in the game for a very long while, with Sadako not too far off that title either. Freddy in particular got reworked like 3 times before he got to a playable state. Bubba and Ghostface are extremely niche and not considered very strong by most. Demogorgon is painfully mid and has been powercrept substantially by other Killers. Pig and Pinhead have great potential but often struggle to realise it because of map RNG, and they really require Survivors to screw up to do at all well. It's only been recently that we've had solid Licensed Killers and even then I don't think we can call them unqualified successes: Chucky was obnoxious until he got nerfed, and then was useless for a good while and is only just barely in an OK spot now. Ghoul is still extremely unpopular for how oppressive he is and how he just won't stop screaming. It's only really been Vecna and Dracula who I would consider to be well-conceived and well-executed Killers from the start, hopefully Vecna 2 will also be in that number.

  • Given how common and severe arachnophobia is it's probably not a good idea, and would also not make financial sense. I'm not even that badly phobic but a realistic giant spider in the game would be very offputting to say the least. I know people with emetophobia basically can't play against Plague for that kind of reason. And before someone says 'bUt It'S a HoRrOr GaMe!!1' that's not a good reason to arbitrarily make the game suck for people with accessibility issues.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048251#Comment_4048251

    People are apparently incapable of pressing mute. This is why there will never be balance between solo and SWF and this also why players like me will continue to play selfishly as a lone wolf and not a team player. People want teamwork? players that act for the benefit of the team, unhook, take hits? fine, give players the means to communicate to do so otherwise people need to admit soloq is not a team.

    From a technological and financial perspective adding voice chat to DBD is a nonstarter: the burden of incorporating it into the game's spaghetti code would be a a massive time, money and effort sink and cause so many issues it would outweigh any potential benefits.

    A Communication Wheel with a number of fixed callouts (I'm on my way! I need help! Killer's over there! Thanks! etc.) that could be translated or even represented nonverbally would be a much easier and safer option that doesn't require BHVR wading through thousands of hours of voice logs to catch Feng Min #3 screaming homophobic slurs in an obscure German dialect.

  • Voice chat is and always will be a bad idea for DBD. It's a hotbed of toxicity with the limited methods of communication we already have and adding voice chat would make it so many times worse. BHVR would never be able to monitor it adequately enough either, and it would be a massive resource drain to even implement, much less maintain, while almost every other aspect of the game still needs care and improvement.

  • Clown's kind of a pubstompy Killer that becomes basically useless at max MMR if you aren't an insane Clown Scholar like Arinad. If you don't know how to play around his bottles he's very nasty in the 1v1 (especially for newer/weaker Survivors with bad pathing and map knowledge) but his absolute lack of macro/map pressure and the fact that you can in many cases outplay his bottles if the setup for them isn't pixel-perfect means he drops off hard at higher levels. Yes, you may sometimes get a quick injury or catch someone out of position, but it doesn't matter if you lose 3 generators for free in the process.

    I'm a bad Survivor and don't have a great escape rate versus Clown– not that I even see him very often, which makes it even harder to learn/practise against him, in itself a contributing factor in his 'noobstompyness'– but being a more proficient Killer I realise that to make him work at my MMR requires a surprising deal of knowledge and mechanical skill, a lack of co-ordination among Survivors and/or the scummiest tactics you can call upon. Not being mechanically gifted nor particularly inclined to tunnelling from the get-go with 4 slowdown perks, on the occasions I play Clown, I mainly succeed when Survivors screw up. Not my idea of a good time and probably not hte Survivors' either.

    The original speed-Clown changes would have been less egregious if BHVR had stuck to their guns over haste perks not stacking but whatever, that ship has sailed. Clown isn't over or under-performing statistically as far as I know so it's not like he's going to get any significant changes, even if he actually needs them.

  • Gideon used to be a horrible map for Survivors: both floors were like the ground floor so finding gens was impossible and Killers had a very high kill rate. Then they reworked the upper floor to be more open and later added a load of pallets to try and address it, and kill rates plummeted. Now it has a lot of very strong loops, including a number of god pallets, semi-reliable generator locations that are easier to find, reliable exit gate locations that don't have line of sight for the Killer and a lot of bad hook locations. They then forgot to (or don't care enough to) try and fine tune things a bit so it's less miserable for Killers or Survivors who don't run WoO.

  • They don't listen to the wider community if by 'listen to the wider community' you mean 'listen to general commentary on social media and the forum', since most of that is not really a coherent voice you could or should really listen to. They listen to players in the form of player consultants, aggregated responses from surveys and sometimes if there is a unified, extremely loud expression about something specific from all corners of the community. How much impact these sources have is debatable.

    Most of the balancing decisions BHVR makes are down to data they get from the game itself, and very little else. They see a number in a spreadsheet, decide whether or not they like that number, and then adjust other numbers around that number to see if that makes it do what they want. Why the number is that way in a broader context, or changes that go beyond the problem number and those numbers around it, are questions that are very rarely considered. They also have to think about the next 3 chapters or so that are on the way and whether a change will affect those chapters' ability to be released in a somewhat functional state. This is how you get addons that do the same thing as other addons or get tweaked into becoming useless, perks being buffed or nerfed for no discernible reason and Nurse and Blight being the strongest Killers in the game for almost 10 years: because it makes the numbers in the spreadsheet look the way they want them to.

  • Most Killers are not S tier, or your definition of S tier verges on meaningless.

  • Every time I play Houndmaster or Twins I experience a new bug. Houndmaster's are more frequent but Twins seem more likely to break the game entirely. Knight has the same bugs he's had since launch (I'm pretty sure they got fixed and then came back somehow). Spirit, Deathslinger and Nurse only have one major bug each (that I'm aware of, there's almost certainly more) but said bug is catastrophically major. Trapper also has some weird bugs that only come about under certain circumstances but can ruin your day on either side.

  • The list seems totally arbitrary. Some Killers still have meme addons in the rotation and lose their best ones while other Killers only lose addons barely anyone uses. Baffling.

  • I never go into a Killer game with the intention of tunnelling, but sometimes the trial will take a certain turn and tunnelling becomes a very straightforward and tempting proposition. It's usually when a Survivor makes a mistake like unhooking in my face, not healing or making themselves scarce after being unhooked, not protecting vulnerable Survivors when they could or simply not bringing perks that will help them or their teammates in favour of gen jockey or chase perks (there's also some perks like Adrenaline and Hope that, once you suspect them, make letting a Survivor reach the endgame a bad idea).

    Sometimes I do actually choose not to exploit an opening the Survivors present me, and I don't think many Survivors often recognise that I've deliberately made my game harder to make theirs better, let alone appreciate it. Conversely, there's no incentive in the game for me not to exploit Survivor misplays, especially since I dislike the top-tier Killers that don't need to exploit Survivor misplays to win. Moreover, part of me thinks that some Survivors need to learn about these macro features of the game, how a Killer can probe for weaknesses in the Survivor side and then punish them, and how Survivors need to think about the broader objective beyond looking for the next pallet to drop.

    I definitely think more can be done to rein in the worst impulses of some Killer players whose primary objective is getting someone out of the game as soon as possible, but that simply isn't the mindset of most Killer players, even the ones who do end up tunnelling at some point in a trial.

  • The changes to those perks were made to try and adapt to the introduction of Fog Vials, which on launch didn’t have charges. Since we can agree that Fog Vials haven’t been a resounding success, the the whole thing probably needs reassessing, but it’s probably very far down BHVR’s ever-growing list of things they ought to fix.

    More pragmatically, the best thing you can do to counter strong items (let’s face it, we’re talking about the weapons-grade Commodious Toolboxes that can have a generator’s repair time) is to aggressively go after the Survivor carrying them so they can’t use them effectively. Lethal Pursuit can help you find them early and disrupt attempts to rush a gen in the beginning stages.

  • A basekit aiming reticle, since PC players can easily just add one with 3rd-party software but console players (who already have a general disadvantage on aim-reliant Killers) can’t.

  • The reason they suspect cheats is because Hyperfocus is a cheater’s dream perk. Are they just cracked at hitting increasingly difficult skill checks, or are they just using a script that automatically hits great skill checks for them? It’s especially suspicious when it’s run outside of the typical gen jockey build with Stakeout etc.

  • I think a less heavy-handed way of addressing this might be to make it that some of the strongest Killer perks deactivate once a Survivor is dead, like Hex: Ruin used to. If a Killer wants to tunnel early to try and guarantee a win, that's their prerogative, but then they shouldn't also get to benefit from really powerful slowdown or regression like Pain Res, Grim Embrace and Dead Man's Switch on top of having a numbers advantage. That way there is an *optional* system of disincentive for tunnelling that doesn't just punish Killers for existing like the previous attempts at universal anti-tunnelling changes did. It would also help if they buffed some of the weak Killer perks that rely on spreading pressure to function, like Ravenous, Dying Light, Thanatophobia, Furtive Chase, Hex: Huntress' Lullaby, Friends Till The End etc.

  • Off the top of my head:

    Lich (the only Vecna I'll respect) at prestige 8

    Knight and Plague at 7

    Nemesis and Oni at 6

    Dredge and Onryo at 5

    Everyone else is between 3 and 4 by now, including the non-licensed Survivors. I try to play as many different Killers as possible so my hours and BP are pretty spread out.

  • Assuming that console players are all bad and that your matches will be improved by only playing with Epic or PC players is not remotely realistic. Most Killers don't revolve around pinpoint accuracy so it's not like that role is meaningfully any harder outside of Huntress and Slinger, and Survivor on M+K has zero mechanical advantages over Survivor on controller. The only real difference is that PC players can use reshaders and other 3rd party software, and those don't make a massive difference for most people.

  • Sounds like a pretty irritating perk to be honest. Either drop everything as Killer and hope you can even get close to that Survivor in time (really tough for most Killers on most maps) or have a permanent rat Survivor with free Dead Hard.

  • Okay so based on what has already been said here, really the issue is that Nowhere to Hide is a little too strong. As someone who plays more Killer than Survivor I actually agree. It's especially good on Killers who are already too strong because the aura effect follows the Killer as they move, so a Blight rush, Nurse teleport or Ghoul leap gives you a lot of area for aura reveal. So we could nerf the most powerful Killers (possibly by removing the ability to see auras while using their powers), and/or change Nowhere to Hide so that the aura reveal is fixed around the kicked generator and doesn't move. Other aura perks require more conditions to be met or are more RNG-based (good luck getting Darkness Revealed value on maps where basically no lockers spawn on half the tiles).

    Many Survivors don't like slowdown and regression perks and they can be unpleasant when stacked, but the main alternative to them as a category is aura and information perks: finding Survivors faster helps circumvent the annoying problems with map RNG and also mean you have a chance to interrupt gen-jockey builds which have become very popular lately. If you don't like those as well, what do you expect Killers to run? Most chase-oriented perks are very weak or situational, while stealth perks don't really work for half the roster and also don't work against Survivors with a modicum of awareness or communication. There has been a big improvement in the diversity of viable Survivor perks, but that hasn't happened on the Killer end. If anything, more perks have become obsolete or less useful over time, leaving fewer and fewer options for Killers who want to succeed.

  • Old Distortion had two main problems: it drove Killers away from using info perks and it encouraged tunnelling. First: if your info perks as Killer, which (until Nowhere to Hide anyway) were not that oppressive, have a good chance of not working because Survivors bring Distortion, there was less reason to bother bringing them instead of something that's guaranteed to give value, like more slowdown and regression perks. Second, if you do bring info perks but half the lobby is immune to them, you're going to end up focussing on the poor saps that are still visible, meaning they're much more likely to get chased and tunnelled out: running old Distortion was like dumping aggro onto someone else in an MMO.

    Stealth is one of those things that's really hard to get right in a game like DBD because if it's too strong then it becomes extremely annoying for everyone else in the lobby to deal with. You risk screwing your teammates over for your own survival's sake, which can feel really bad on the other end if you're not signed up for it too, and the only reward is getting boosted to an MMR where the Killer doesn't need aura perks to find you and suddenly your rat build is useless.

  • I've also been having a pretty bad time lately. I can't pinpoint a single issue but it's the constant cycle of > bring casual build > go against sweaty build(s) > feel bad > bring sweaty build to stand a better chance > go against literal infants who have never played the game before > feel bad > bring casual build and repeat ad infinitum.

  • I play her now and again because I really like her aesthetic, her core concept and the built-in info she can have, but every time I do I encounter so many annoying bugs and random power failures that I vow never to play her again. Then they release a patch and I assume incorrectly that they might have tuned her up a bit and rinse and repeat. It's really problematic that Snug's Chase (when it functions) is actually very oppressive and kind of OP in some ways, but given a really short cooldown precisely because half the time it doesn't work or is unusable for some arbitrary reason. From a QA perspective, Snug being an independent NPC that's always on the map was a horrible mistake that I don't think they can undo, since Nemesis and Knight should have shown us that BHVR is simply not capable of making that kind of thing work properly. And the fact that he can teleport back to you but doesn't do it consistently is infuriating.

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