WolfePhD
WolfePhD
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@KA149108 said:
So bit of a lengthy post but I wanted to discuss a situation I had in a match the other night.
Now this isn't a us v them post and it's not made to stir up controversy it's just I'm genuinely wondering if it's something I'm missing or if my team are expecting too much.
So I play mostly solo q and when I do I try my best to do the objectives and get saves. I dont sit in the corner of the map as its boring and I'd rather just move the match along.
So, I load in a match as survivor with a swf of 3 (i didn't know this at the time as I'm solo q), i go to find the a gen and get found first, I loop the killer for a little bit but then get hooked. I then get pretty much farmed by the Nea and go down as I can't get to anything, I then get hooked again and I'm now on deathhook. I get unhooked again and run across the map and the killer has stayed by the hook this whole time (this isn't about the killer though just stating how things turned out) I then heal myself and start a gen. As I'm doing my gen my other teammates get hooked but i decide to stay on the gen as I'm death hook and the 2 other teammates are still healthy and unhooking. We get to a point where I've done two whole gens by myself and I'm at 80% on the third gen. At this point, Kate is on the hook in basement, Nea is getting chased and Nancy is healing in the corner. As I'm literally across the map and the only one death hook at this point i try and finish the gen, but Nancy doesn't get the save so Kate dies on hook. At this point it's me, Nea and Nancy left. Nea goes down and gets hooked. I go to get Nea as Nancy is being hooked, i unhook the Nea and split from her as the killer is coming back, Nea gets found and downed and left on the floor. The killer then goes to the Nancy on the hook to check for me and Nancy let's go and goes next. Because Nea is across the map and not recovering I cannot get to her before the killer picks her up and hooks her. Nea dies on hook and I manage to find hatch and escape.
So to recap, I was death hook early game, then went and did two gens with the third gen at 90% and then got the save.
After this i can see the killer has a twitch, I pop in and the killer is slating me along with the Nea saying I was bad and useless.
Am I missing something or?...
I think it's important to remember you are not omniscient and all-knowing in this situation. You worked off the information you had, and you ultimately played the trial how you felt was best. The match did not go well—but the point of the game is to try your best and see what comes from your effort. You do not know what mistakes the other players made, and if Nea actually unhooked you in front of the killer, imagine what you didn't see. At the same time, if someone goes down in the basement, they need to spend the entire time on hook thinking about why they looped near the basement in the first place. Everyone had an impact on the outcome. It's really gross that someone felt comfortable weaponizing P100's when it's just a badge of honor for playing the game. You earned your P100. You put a lot of your time and effort into getting that P100. That's all there is to it.
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@fixblitzskin said:
I expect Freddy so be in the same tier as wherever bubba is maybe a little lower in the way that you have to pretty much play consistently from the beginning otherwise the point of no return is reached and you can’t win ( generally ). I hope they fixed black box not being useful at all and I hope they made a option to have normal dream pallets instead rupture pallets. I like how the snares looked from the ptb so I hope it is fun. Do you guys have any realistic expectations from how he will be changed from ptb to live?
After I got my Chaos Shuffle rewards, I have been taking a break from DBD until the Freddy Update. Before the PTB, when I used strategy to force survivors through a Dream Snare, it never helped me land a hit. I've had Survivors loop through a Dream Snare I had on the ground. This experience made me think the killer was a joke.
Unrelated but just as important — I am so excited for the Realm Prevention System. Every single day, without fail, I will play on The Scary Blue Woods, The Grimy Green Woods, The Orange Farm, and at least 2 of the 5 variants of Poop Preschool. Now that I can burn a brown offering to deny map offerings, I might enjoy this game again with these changes! I am desperate to play on Ormand Lake Mine because all I am hearing is that it is very fun. Burning a map offering only gives a 1/4 chance because Ormand rightfully got variants from being a fan favorite.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876462#Comment_3876462
I watched Scott Jund's video abt why ptb's should be retired and it actually makes alot of sense if BHVR has the resources to make new content instantly available upon live release for much faster testing and data collection. Maybe then broken/weak killers or bad perks wouldn't exist with so many more opinions
I think the DBD developers did the right thing by introducing bots to PTBs—but that is a temporary stopgap solution in search of something permanent. I know deep in my heart it will be an uphill battle to convince someone at BHVR that they need to push out additional updates in their release cycle—as PTBs require a forced update—but PTB bots are not going to give quality data. The thought that future balance decisions will be based on statistics from matches with mostly CPU players … does not seem correct. My opinion is that the business value gained by having real players actually test PTBs as an event would justify the update trouble. If there is not enough players, more opportunities to play should be the solution — not filling the game with bots. That scares people.
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@Barley said:
I just think that'd be incredibly funny.
It really guts my heart that I never got to play Old Haddonfield as a competent survivor because I was a baby when it got reworked. While problematic, those fence/bush vaults are aeshethically pleasing and it just looks really fun to run around the street. Someone at BHVR thought an industrial highway needed to be between the homes on the map now and really ruined the suburban vibe.
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When I first started playing the game, I thought the Killer lost if one of the survivors escaped from the trial. The entire purpose of the killer role is to prevent survivors from powering the exit gates and leaving. Back then, one survivor escaping meant that all survivors won, as it was a team effort to get that one body out of the trial.
Then I discovered Twitch.TV and downloaded my new opinion from the Internet. :)
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@XtremeDBD said:
Is there any plans right now for these ongoing issues? They're making the game unfun on both sides often, theres got to be a way for tunneling to be decentivised while generators can't be done absurdly fast.
Maybe revisit Gasoline or make brand new parts a basekit feature that would stop a gen from progressing after a certain point and upon installing a found part would make the gen never fall under a certain percentage.
For tunneling, make the eye of vecna special magic item basekit for unhooked survivors. Its not hard for a killer to hook a survivor around no resources, which means the basekit borrowed time gets waited out almost all the time, if survivors are invisible, silent and have no collision for 10 seconds, tunneling becomes alot harder since your essentially forced to go for the unhooker. This safety bonus is lost whenever you perform an action or someone performs an action on you. So when the killer isn't tunneling and you want to heal under the hook.
Really Imaginative machanics that briefly came to my mind that i know alot of people would appreciate at least testing out. Which i guess cpuld lead into my next question abt discontinuing ptb's and making them an event queue on the actual game. if thats possible, everyone can test out new content and alot more opinions and data cam be gathered about a new character and their bugs or busted features.
As someone who is going into game design, I hope to work for BHVR one day and actually help make the game alot more fair for everyone. Speaking from over ten thousand hours over the course of 5 years,from mobile to the main game, I've always had a passion to help make this game one of the most popular in the world, which it already is, but i think it can rival games in other genres its actually quite fun and theres a skill ceiling that stops insanely sweaty matches from happening like with fortnite or any fps game.
This was a yap session, but i would love to hear abt any plans for game balance at the moment. Thank you
You are so correct about making PTB's the event queue. Last night, I was thinking about how protective Scott Cawthon is of his IP and how BHVR could possibly convince him to run Springtrap through a PTB and show the new chapter in an unfinished state. FNAF coming to Dead by Daylight is the game's biggest chapter. I genuinely think there should NOT be a PTB for FNAF.
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@Spider_X_DBD said:
I'm in disbelief we haven't gotten a chapter that includes a Spider killer. It's amalgam of horror intensified. How many power ideas can be cramped up in this killer? Let's see. Oh, it could build traps either cocoons that act as proximity mines which hatch spiderlings and attack survivors, a massive golden orb weaver web that is very sticky that hinders or immobilize survivors movement, or trap doors where the spider can surprise attack survivors. Pounce prey like a jumping spider, fly with its web, use ground blanket webs to move around super fast, spit acid that deteriorates ones health, inject venom to paralyze survivors, spiderlings as a army of spiders, spit web that immobilize prey or cover their eyes so its harder for survivors to see but they can rip it away.
It could climb objects or the spider can use stealth. The Spider could have so many roles. It could be a trapper, a chaser/hunter, stealth or a strategist. What I'm saying is that the spider has almost endless possibilities when it comes to abilities.
What surprises me the most is that the Dead by Daylight board game has a web with a insect stuck in it. We have multiple spider charms, a spider lore tome, Sable and Hag somewhat have spider like skins and perks that contain a spider such as Play With Your Food and Invocation: Weaving Spiders.
Think about how many original spider killer skins we could have not even counting licensed skins for the spider? It's crazy. Crazy good.
What about arachnophobia? Counter-argument; we got clown, doctor, plague's vomiting, blood, metal, etc. I have arachnophobia too, albeit in a mild form, but that doesn't mean this game shouldn't have a spider. It's a horror game and it deserves a spider as the killer. I love this game because it battles me against the fears that I have and make me more resistant to it.
Behaviour, please, let there be a spider killer in 2025.
Somewhere along the line, a fundamental shift happened at BHVR. There used to be a rule that no phobias could be introduced into the game—which is why The Clown initially had gas grenades/military theme. But the most recent killer is the Houndmaster, and I have friends in real life that are seriously TERRIFIED of dogs more than someone could ever be scared of spiders.
It would be REALLY cool if a Spider killer had an ability to cocoon survivors like the Cage of Corruption, but instead of the survivor teleporting across the map, they would be teleported to the spider nest in the basement. The reason this could work is if the killer can only jump from object to object with a web — and when areas have been mapped — they can use the web to move around areas quickly like Houndmaster's Search trail.
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@Massquwatt said:
I don't know about a rubberband system, dead by daylight is an assymetrical game at heart. The 1 v 4, the dynamics between killer and survivor are hard to adjust for and frankly, wouldn't be fun because realistically the only thing you could feasibly account for in a rubberband system are generator speeds and that's just an awful idea all around.
Faster gen speeds if you're winning too hard as killer? That's no fun.
Slower gen speeds if you're winning too hard as survivor? That's no fun.
Not to mention it'd throw the balance of gen-related perks completely out of whack on both sides.
I also think that at the most simple argument is that if either side is performing poorly or making too many/aggregious mistakes, why should they be rewarded at all? Dbd is a pretty punishing game and losing really sucks but I don't think having a system in place that rewards bad/sloppy play is a good idea.
Faster gen speeds if you're winning too hard as killer? That's no fun.Slower gen speeds if you're winning too hard as survivor? That's no fun.Why is it fun in 2v8? 2v8 is intentionally designed to be fun. Why would they put it in the "fun" mode if it wasn't fun?
@SharonPancakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/437217/what-to-do-about-survivors-going-next
Just bring back rank based matchmaking, it rewards individual effort and gives a reason to play a match out regardless of outcome.
Yes. Let players choose the difficulty of their matches again! I miss goofing off with people in DBD. Now I can't really do that.
Thank you for speaking the truth. Kills have always been prioritized over hooks. Players that prioritize hooks are more casual.
@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874968#Comment_3874968
Who mocked Tru3 for saying wins should be based around hooks? It's been pretty much UNIVERSALLY agreed upon for years
I am not saying this to be rude — but did this actually happen? I might be blinded by my own views here, but all I know is that the streamers who are truly talented at playing Dead by Daylight tend to complain so much it becomes part of their identity. It does not compute in my head that the same person that is currently encouraging slugging to prove a point also wants to balance and improve the game's health by providing solutions instead of giving the community new problems to solve. If the content creator you described actually, legitimately, seriously thinks that wins should be based on hooks, I will need to step outside, smoke and reflect that I actually might agree with that specific content creator for the first time in my entire life.
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@Pteraptoruz said:
otherwise explain to me this.
when I am a ######### player as killer, killer is my worst role but I have to play it sometimes, because of quests and event farming. Every time I play as a killer, I get survivors who repair all 5 generators within like 5 minutes of the match, sometimes not being on hook even once and none of them self killing themselves on hook. I can lose like 15-40 matches like that in a row but it feels my MMR isn't going down at all, even after 40 losses in a row I am facing players who REPAIR GENERATOR instead of afking.
When I go as survivor, survivors in my match can't run more than 10 seconds, don't even touch generators and suicide on hook, and this happens quite a lot.
So this game and its devs are lieing there is any sort of MMR involved, right? Because it doesn't even look like MMR.
I personally believe from playing the game so much that Survivor matchmaking always puts an "experienced" player in a lobby of "unexperienced" players. This makes sense, otherwise players would never learn from each other in-game. When I am the "experienced" player, my unspoken role in the game is to play well enough that other players mimic my behavior. If I am playing against Hag and you see me crouch walk to the hook, that player on hook is watching and learning from my behavior.
In this game, I have observed the more playtime you have, the higher the chance that player is suicidal on hook. Players who are newer to the game do not tend to act like that, because they are still having fun playing the game. It sounds like you have high Survivor MMR and low Killer MMR based on the experiences you have shared.
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@Nicogriale21 said:
Slugging is a point of controversy causing many discussions in the forums, being a rather unfortunate state of affairs many players (mostly survivors mains) demand a way to pick yourself up to "fix" the problem.
Many seem to ignore the reasons why killers slug, and to resume it:is easier,gets more pressure,you don't have to deal with sabotage, flashlights saves, pallet stun,body block ,walking to a hook, getting gen rush, and the survivor escaping because you weren't close to a hook,etc.
All these things make the simple task of hooking a survivor a disadvantage in most situations causing them to slug.
HOW TO ACTUALLY FIX THIS?.
1.-REMOVE OAK OFFERINGS
behavior have remove offering in the past so let's do it again, the oak offering greatly break the game balance being far more useful for survivors that it is for killers, they make the problems with hooking survivors even worse than before,if a oak offering is use rest assured that the killer will and must slug to even have a chance.
However it isn't the offerings by themselves that are the problem because the mix with:
PERK SABOTEUR
The sabotage mechanic is a very interesting and fun interaction that I wish it remain in the game however the perk saboteur makes the "risk" of sabotaging a hook a cakewalk. A survivor is capable to use this perk along a flashlight so now they have multiple opportunities to either blind the killer and sabotage the hook for free,along the offerings this perk worsen the game balance.
Yet the solution is very simple ,remove the ability to sabotage without using a toolbox the perk no longer grants a free sabotage opportunity, it just highlights every hook near the killer now.now you either use a flashlight or a toolbox not both.
Removing these two features will make the game better trust me the need of slugging will be reduce and games will be more fun for everyone.
Finally so you don't cry for nerfing survivor side here a fix to avoid 4 man slugs and toxics killers letting you bleed out.
YOU CAN PICK YOURSELF UP AT 3 DOWNS
Very simple if a killer downs you and leaves you, you can recovered slowly,if another survivor is down same thing will happen whoever if a third survivor is down you will be able to pick yourself up once you bar is full.
This effect will only work if 3 or more survivors are down (or 2 survivors are down and 1 is getting Carry to a hook), if a killer is able to hook then you will no be able to pick yourself up.
However this effect becomes more forgiving and stronger with each survivor death.
If there only 3 players alive then you will be able to pick yourself when 2 are down or 1 down and 1 being carry to a hook.
If there only 2 or less then you can pick yourself at any time even if one is hooked .
This system will prevent slugging and allowing the survivors to play around slugging killers,killing the slugging meta,and not giving a free win to either side
These changes will makes the game better as I said before but still I wish to hear your opinion,thoughts and recommendations .
I've used the perk Saboteur for a forced tomb challenge. The killer hit me before I completed the action. I then went down, and the killer still got their hook. I just ruined the game for the team doing my tomb challenge. Saboteur is sloooooooooow. Are you really sure that using Saboteur is as "free" as you believe? This might just be an issue with perception.
I really think SOMETHING needs to be done about slugging when it serves no purpose. When I get slugged just to prevent the 4th man from getting hatch, I do not appreciate my time being wasted over something so trivial. My body should not be used as bait.
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@MooGoesTheTree said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875933#Comment_3875933
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875920#Comment_3875920
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875981#Comment_3875981
SWF is slowly killing this game and BHVR does absolutely nothing about it except they make the decision to bring solo queue as close as possible to SWF. It doesn't make sense whatsoever most solo queue players will never be in SWF levels. SWF keeps getting stronger and stronger.
I will play Devil's Advocate and pretend that SWF is an evil abomination that must be stopped. What are we doing about it?
It's more efficient if we think about a problem, design practical, realistic solutions, and then discuss those solutions as a community.
We can't poop our SWF diapers and run around crying and screaming. We have to do the legwork for BHVR to take us seriously.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876347#Comment_3876347
-Increase their gen times
-Can't stack same perks
-Can't bring in tools and have to use chests in the match to get tools or limiting what level of tools then bring into the match, like maybe just brown with no add-ons so that Killers can't determine who's SWF and who's not.
All of those wouldn't impact SoloQ gameplay as Surv and would just impact SWF solely. Buffing Survs just buffs SWF and nerfing Survs completely obliterates SoloQ. Likewise, Killer buffs impact SWF very little while destroying SoloQ and Killer nerfs impact SoloQ very little while buffing SWF a lot. So it's literally only logical that a targeted mechanic change for SWF is needed to compensate for their comms and the plethora of information and perks that they receive just by being on comms, whether each SWF plays with comms or not is irrelevant.
Three easy solutions to add to a PTB and see how it's received and what the vibe is, but really then Killers/Maps/Perks would have to be rebalanced as currently everything has been getting adjusted to deal with the current insanely OP SWF's. Which again, has been ruining SoloQ to near unplayable levels causing DC's and "going next" because all Killers are so titled that they do nothing but the optimum of unfun for Survs in order to have an enjoyable match for them. It's also been nerfing all Maps and features into bland versions of what they used to be.
The best part is, if SWF was nerfed with what I suggested above, then new mechanics for camping/tunneling/slugging could be implemented as Killers shouldn't really be doing any of that and the nerf of SWF would remove the reason it's in the game in the first place, which is to combat SWF.
SWF groups that don't thrive off bullying the Killer wouldn't be affected by any of this either, they'd still enjoy playing with their friends. Killers wouldn't be so so so justly angry and then would only have to deal with their skill instead of unfair circumstances that SWF bring currently, that cause all the nasty gameplay SoloQ gets the brunt of.
Better game for all.
I disagree with you, but I also think you are making very good points that need to be heard.
-Increase their gen timesI'm trying to do the mental gymnastics here because I do not develop the game for a living. To implement this idea, they would need to track whether you are in a SWF or not based on something., Then they would need to fundamentally change trial rules based on this. The only way I see this implemented, in the current form, is if they split the queue and make SWF a separate game mode. That is a lot of effort and time investment—and I don't see BHVR change control approving this if they made a business case for it.
-Can't stack same perksI genuinely agree with you on this. Anyone who has really played this game cannot forget at one point in time, the biggest problem we had was every survivor literally ran the same build. Back then, you had to play Borrowed Time or you were the worst teammate on the planet. Everyone played it, and so on. If DBD ever gets a competitive mode, I 100% think the perks should be in a community chest and either limited by perk rarity (yellow-limited, green-semi limited, purple-unlimited) or 1 copy per survivor.
-Can't bring in tools and have to use chests in the match to get tools or limiting what level of tools then bring into the match, like maybe just brown with no add-ons so that Killers can't determine who's SWF and who's not.I need more time to sit and process your idea here. I think you might be onto something, but limiting player choice always looks bad on paper. Just because it looks bad does not mean that it is in practice. I'm trying to remember 2v8 where you could not bring items in with you—and how intentional/impactful of a decision it felt. A lot more chests were opened and used. Very happy matches.
So it's literally only logical that a targeted mechanic change for SWF is needed to compensate for their comms and the plethora of information and perks that they receive just by being on comms, whether each SWF plays with comms or not is irrelevant.I have a different perspective, but I still think you have made a valid argument here. If I am in a SWF, I would not need to run Empathy because I should be getting this information for free. This allows me to select a stronger perk and use the slot more effectively. Where we disagree is how we process that advantage. From your perspective, you believe that SWF should be nerfed so it is equal to SoloQ. In order to make your solution come to life, the rules of the game would have to be fundamentally changed to balance it. To me, this is just not realistic. I am trying to imagine myself as a BHVR employee and how I would ever get this business case approved. Even if every content creator agreed with you and yelled it from the top of the mountain, it just would not be applicable. Sitting between you and the solution you want to implement is a large mountain of "why?" "why?" "why?" that need to be addressed.
- "Why can't SoloQ be at an equivalent level to SWF? It would be cheaper to balance, and would resolve the same problem."
- "Why should we do this? What problem would this solution solve? How many people in the community have the problem?"
- "Why do the fundamental trial rules need to be changed to implement a solution and balance the game?"
SWF groups that don't thrive off bullying the Killer wouldn't be affected by any of this either, they'd still enjoy playing with their friends.I'm not going to play armchair psychologist because that is not my place, but I do wonder how much of your opinion is influenced by SWF groups collaborating together to take agency away from the killer role. Is the real problem there is too much counterplay?
Killers wouldn't be so so so justly angry and then would only have to deal with their skill instead of unfair circumstances that SWF bring currently, that cause all the nasty gameplay SoloQ gets the brunt of.I disagree with the way you arrived at this conclusion, but you have a very sound conclusion here. Killers should be in the power role, and it feels really crappy when that agency is taken away from the killer player. I just don't believe in my heart that players communicating with each other is the real issue. It seems that what the game lets players do with that information is the issue.
@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876295#Comment_3876295
There are no buffs that are going to get SoloQ even close to SWF so that it actually matters. There is so so much that SWF on comms get. They give info about the Killer, where they are on the map, where that Hex totem is that they just ran by, what perks the Killer has by what they've seen in chase or on the map, what gens need to be done, are getting worked on and where gens are, what pallets are still up, what loops have spawned onto the map, what windows are closed or open.
There is so much that goes into it that all of you overlook or act as if it's "not a big deal" which is why the game gets balanced based off of SWF and as we can all see, it's been ruining SoloQ and creating toxic Killers who just want to ruin the games of Survs. Toxic gameplay all around and I literally cannot logically think of a reason that anyone would be advocating for anything other than direct SWF nerfs that isn't based in selfishness.
Like SWF nerfs would "punish" SWF yet everyone else, the majority of players in this game, are punished because of how broken SWF is rn and that is somehow okay. It's selfish.
I have a different perspective. I personally believe Kindred should be basekit to help buff SoloQ to SWF. In a thread in the Feedback and Suggestions forum, two other players shared very strong negative opinions towards the killer aura reveal in basekit kindred. I want to give them a chance to explain their opinion before I form one, so I do not have a complete solution mapped out yet. But I am sure that there is a way to give information and agency to players in a way that allows them to perform similar to SWF groups.
… which is why the game gets balanced based off of SWF and as we can all see, it's been ruining SoloQ and creating toxic Killers who just want to ruin the games of Survs.I'm trying to follow the pattern of thought here. In your scenario, a killer plays against a SWF, loses, gets upset, and wants to make the next group miserable. But how does the killer know they are playing against a SWF? I'm sure you recognize how dangerous the Salem Witch Trial level of thinking is. Sometimes when I play SoloQ, I like to copy other peoples' outfits. I've also been accused by killers of playing in a SWF because a random player saved me with a flashlight blind. I was sitting alone in my office, LOL. Unless the game has a way to identify and report that players are playing together, we can't just rely on gut instinct.
I literally cannot logically think of a reason that anyone would be advocating for anything other than direct SWF nerfs that isn't based in selfishness. Like SWF nerfs would "punish" SWF yet everyone else, the majority of players in this game, are punished because of how broken SWF is rn and that is somehow okay. It's selfish.Sometimes I think it is important to parrot things back so you can get an opportunity to read what was written from another person. You believe that SWFs are broken because they have the ability to communicate with each other and get a gameplay advantage.
- I disagree, and I've laid out the reason I think this way above. I hope you at least consider what I have shared. The developers are real people, and they are just as strategic as the game they make. This is not an easy problem to solve, or it would have.
You believe that SWFs remove agency from the killer role, which causes significant frustration, and may feed into the epidemic.
- None of the solutions you discussed actually address this issue. What perks/items are causing these issues? We need to be specific when designing solutions. What about the SWFs removes agency from the killer/power role? I've played for thousands of hours, but I think any solution handed to the developers needs to be specific with intent out of respect for their time.
@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876378#Comment_3876378
yeah that’s never happening thank god
Anyone who posts on the forums cares enough about the game to make an account and share their opinion. It's important to Talk It Through and Think It Out. We are all on the same team. Just because we disagree does not mean we are enemies/should be rude. :)
Song Title: Talk It Through, Think It Out
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BHVR could take this concept and go Harry Potter Chamber of Secrets with a Moaning Myrtle-kinda killer. If Rowling didn’t constantly make headlines for all the wrong reasons, this could be a legitimate way to bring Harry Potter to DBD.
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If I were outside the DBD community, I would think it was very strange if you pitched The Plague’s killer power on paper. The same feeling is definitely present here, but I actually believe you cooked very hard in the kitchen. The only change I would make is to alter The Pervert into a more marketable name. Maybe “The Flush” or something aquatic. I don’t think they can use “Pervert”.
If they followed standard convention and used chests to spawn … “toilets” … across the map according to chest spawns — they’d have to design the toilets to stand out. My only concern beyond small name changes is making the killer power feel serious on open maps like Coldwind. Would you stand on top of the house and see a sea of toilets like Sadako TVs? I guess it wouldn’t be as strange to see toilets if they scattered TVs randomly. -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876358#Comment_3876358
There could be a normal mode and ranked mode, and they don't need to be balanced the same as each other.
I agreed with you, but then 2v8 came out and revealed that matchmaking is actually a problem we have to consider. I am sure DBD previously had poor matchmaking over the years, but it wasn't until 2v8 that I became aware and concerned about queue splitting.
I don't have access to the data to make an informed decision, but I know the suits at BHVR have access to it. If they are comfortable with the current queue split between Chaos Shuffle/DBD Core in this very moment, then I am 100% on-board with your idea and believe they should also implement a perk banlist system controlled by the developers to address perk concerns (Forbidden - Not playable; Limited - Yellow; Semi-Limited - Green; Unlimited - Purple). The perk banlist system would not impact casual play in the casual queue, where it would be DBD in the current state. Like Old DBD, the casual queue would become the event queue—as casual players will play the events anyway and 3 queues is a lot.
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@DNet89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876236#Comment_3876236
We agree on 1 and 3. The doubling of Wreaths and Flowers is a good concept I did not think of. I just wanted them to remove 24 offerings to get rid.of some clutter. But again doubling would make them more enticing to use
I agree and also believe removal is the best option. In another thread, I read about how dynamic weather/day cycles should be added to DBD maps. There is no reason for any yellow offering to be played in 2025. They are outdated.
Instead, when dynamic weather is added to DBD, the developers should rework all the yellow add-ons for that.
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@CammyChameleon said:
His two brown add ons, his purple speed and his green wallet are really the only good ones poor Ghost Face has in his arsenal. Some other niche ones that don't work really well either.
There are a bunch of addons to increase the time to reveal on the ground/from the hook, but honestly it should just be made so people on the ground/on hook CAN'T reveal Ghost Face and just make completely different add ons.
Almost all of his yellow and greens are useless, some of the purples can work but are SUPER niche. He has 2 exhaustion add ons….I love Ghost Face and I think he's fun, but the add ons are just so limiting without much variety and he could really use it.
I hope one day there is a midchapter Beta where just all the killers who could use an add on pass get one. (I.E. Pyramid Head, Ghost Face, Unknown (Most are too niche and again two exhaustion add ons), Billy, etc.I really hope BHVR is able to talk Scott into being ok with a Willie's Wonderland cosmetic collaboration for Nic Cage. That was such a good movie and I recognized your username immediately.
I hope one day there is a midchapter Beta where just all the killers who could use an add on pass get one. (I.E. Pyramid Head, Ghost Face, Unknown (Most are too niche and again two exhaustion add ons), Billy, etc.If PH actually had more than 2 perks that did not suck, my head would explode. On the spot. PH and variety? In 2025?
It also makes no sense to me why they have an add-on rarity system, when the browns for GF are the best ones?
Someone really needs to have a full time job to go back and shuffle all the cards together. When put together, the deck is uneven. And not just for add-ons too—voicelines, grunts of pain, hitboxes need to be standardized for game health.
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@Devil_hit11 said:
any aura reading would be good. like maybe if you play soloq, you gain a 36 meter version of bond but if you play group, it does not apply. equipping the perk in soloq grants an extra 12 meters while swf unlock the ability to see teammates.
I really like your idea, but this would be very difficult for the developers to tune, perfect, and implement.
@PetTheDoggo said:
Survivor aura reading? sure, maybe limit it on people outside of your group
Killer aura reading? Hell no@JPLongstreet said:
If they removed the killer aura part then maybe we can talk about this.
I'm interested to read why you both feel that way. I'm not able to figure it out based on the clues left behind.
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@Morboth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876310#Comment_3876310
All the more reason to make them a thing of the past.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876309#Comment_3876309
The problem is there will never be a way to efficiently block all communications between survivors - even if you somehow installed something on the PC blocking all communication online, people could still call each other on Whatsapp.
No, SWF have to go, and the only way is to put an end to inviting friends on ranked. Wanna play with friends? Sure, make it unranked. But ranked should always be solo queue.
I think it is important to have perspective here.
You are suggesting for a multiplayer game to decentivize players from communicating with each other because you believe it provides an unfair advantage. I want to reiterate this point — you have a problem with people working together against you in a game designed for people to work together.
The problem is not that SWF is powerful. The problem is that SoloQ is not powerful enough.
If DBD introduces a ranked mode, I will not play it. There used to be a time in DBD where you could goof around, and goof around with other people who also wanted to goof around. If you wanted to take the game seriously, pip-up and go to a higher emblem. If the MMR system forced both of us into the same match, you would not like the outcome because our priorities are not in alignment, and you are taking the game 10x as seriously as I am. What if I just want to have fun?
We are both playing Dead by Daylight — but just as you wouldn't want the developers to balance the game for a casual audience, I don't want the developers to balance the game for a competitive one. There used to be a divider on the grocery store conveyer belt, which has been removed by MMR.
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https://youtu.be/KhxADxRi3tM?si=oAhPbHVjCxEz4kGD@KingdomofHeaven said:
Sadako and good guy were amazing until behaviour devs robbed their power and addons. Thank you survivors for complaining now I'll never get to enjoy playing against them because I never see them again.
I miss them too, but I also understand why they were changed and don't want to go back to those times in the game's history.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876264#Comment_3876264
Nobody cares about made up stats and they sure don't reflect the actual game or the actual issues with the game. Everyone in soloQ is Dcing or going next and Killers are all slugging/camping/tunneling as maps/perks/loops get nerfed.
Killer tunnel because it's kept in the game as a way to deal with SWF which ruins the game for everyone else. Also to add, if SWF and SoloQ were in separate queues, do you think SWF would ever get a match? If not, why?
At a certain point, we have to accept that people like to play video games with their friends … and are going to want to play video games with their friends. You acknowledge in your post that SoloQ players are unhappy with the game and killers use playstyles that are frowned-upon by the community. I don't understand why that is specifically an argument for why SWF should be nerfed, but I am willing to hear you out. The only difference in a SWF is they have the ability to communicate with each other. How would you nerf that? If I was a BHVR developer, I would read your post and think "Okay, they've identified a problem, but what is the solution?"
@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876273#Comment_3876273
Claiming you don't see why Killers would do it so early in the game means you shouldn't be in this discussion until you play some more Killer and figure it out.
They do it because they are titled from the past matches against SWF's and then take it out on SoloQ or they do their best to start off games like that so that they easily can control the entire game. Killers rack up so many points doing it while Survs don't, but it's not even about the bloodpoints at the end, it's about salty players trying to ruin the game for others. I have many matches in SoloQ where the Killer has an entire slug build and just bleeds us out for 4 minutes at 5 gens, it's not hard to understand what would lead Killers to do that.
SWF are the entire reason that Killers slug/tunnel/camp and then carry that playstyle over to SoloQ, which has been leading to mass DCing and "going next", it's literally a fact. Event queue even proves that because it's not like Survs are stacking meta perks in chaos queue or getting 2nd chance or gen perks that often yet Killers are still doing it.
Killer do it because it's easy and stays in the game as a way to combat SWF which then trickles down to SoloQ and makes SoloQ unplayable. Ongoing issue for years now that's been getting worse and worse.
Again, IDC about winrates that BHVR releases with their skewed stats, I look at the actual game and what's going on and what actual players are saying about their experiences. Most people don't want to talk about the real issue this game has, though I see more and more people talking about it here and on other forums, though they still mostly get silenced by opposition.
If SWF was nerfed, Killers could be rebalanced and the game would be better for all. I have not read a single counter argument to that other than someone crying about the game wouldn't be fun for their SWF group if they weren't allowed to bully the Killer.
You brought up a valid concern, which is that you've experienced enough matches to notice a pattern of malicious behavior.
I am really trying to hear out your argument here, but there is something about arguing "Players that communicate are the #1 reason that Killers slug, tunnel, and camp" that does not sit right with me. What if killers do that … because they had a bad day in real life? Or because they are upset at the current state of the game? Or because they feel BHVR is not making changes fast enough? There's so much at play when it comes to how people think and behave. To say that every mean killer with an attitude problem acts that way specifically because they think SWF needs to be nerfed feels misguided.
Event queue even proves that because it's not like Survs are stacking meta perks in chaos queue or getting 2nd chance or gen perks that often yet Killers are still doing it.Yes, and the shortest Event Tomb to get to the finish for this Event Queue requires Survivors to escape a trial. Survivors are going to attempt that challenge instead of the others because it's the shortest path to really cool rewards. Survivors are going to bring their strongest add-ons and map offerings to finish their challenge. Killers observe this behavior from the survivors in their matches, and respond by bringing their strongest add-ons into the next game. A cycle has just been created that cascades throughout the player base as participants form opinions and continue to play matches. If that same behavior was mimicked in the normal queue, then you might have grounds for an argument—but you specifically identified Event queue as the only queue with the problem here.
Most people don't want to talk about the real issue this game has, though I see more and more people talking about it here and on other forums, though they still mostly get silenced by opposition.Everyone's behavior on the official forums are generally much nicer than the dark stinky sewers of Reddit. I also think people are talking about real issues the game has on here. The real issue you've discussed is "The Killer role does not feel lethal or effective when my opponents are allowed to communicate with each other." but doesn't consider the game is intentionally designed to be lost by Killers at least 30-40% of the time. To me, it really seems that some players have an issue with losing in general, in a game that is designed for them to lose sometimes—and somehow a completely separate game mechanic is pointed as the problem instead. It does not matter that survivors communicated with each other—if you won every game your playstyle should be reasonably nerfed.
Regardless of your skill expression on a killer, if the developers want to keep a killer at a certain winrate — that means you will lose.
@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876271#Comment_3876271
Players will always choose the path they think is the easiest.
This is the most fanciful load of horsedroppings I have read in the past 6 hours.
It's reasonable to apply the Principle of Parsimony (Occam's Razor) to Dead by Daylight. He is entitled to his opinion.
@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876263#Comment_3876263
I play more killer than survivor these days and have always played a decent amount of both roles. From that vantage point, I see no good reason why some killers want to hard tunnel and camp in the early game.
The only reason of any kind I can see for that behavior is that people doing those things are afraid they won't 'win' as often if they don't tunnel and camp someone out as fast as possible. The reason anyone has such a fear probably varies per person. It's also likely that some players want to make their opponents have a bad time, but hopefully that's a minority of cases.
I don't think swfs are a huge problem. Sometimes I'll see a group that shows signs of being a swf (lobby fills all at once, coordinated names and outfits, etc.), see a couple flashlights, a toolbox, a firecracker, and then decide whether I feel like that kind of match. I do agree that swfs are more likely to make annoying matches, but I'd say my win-rate against teams that appear to be bully squad swfs is better than my average win-rate. A good swf that pushes gens and are all good in chase with good game sense will give me challenges, but those are matches that challenge me to get better :)
Ultimately, I don't think swfs are a reason to tunnel/camp.
From that vantage point, I see no good reason why some killers want to hard tunnel and camp in the early game.Smurf, I respect your opinion — but player behavior is influenced by more than just "I want to win this match."
- Is this the player's first match of the day? If they played previously, how did those matches go?
- Did a Survivors attempt to provoke the killer?
- Is there a tomb challenge guiding their behavior a certain way?
- I have intentionally slugged survivors at 5 generators because it was necessary to finish my tomb challenge.
The people who are tunneling and camping "because of SWFs" somehow magically find a new reason to tunnel and camp every month. They are only pointing the finger at SWF because certain content creators made it socially acceptable to behave that way. It is important we keep these players accountable by addressing the root problems causing their issues instead of nerfing the newest scapegoat on the block. If Event Queue is bad, we should begin by looking at what challenges each side was tasked to complete.
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876272#Comment_3876272
Doesnt make it any less true. You've made this fact pretty evident by your post history.
Unnecessarily rude. People need space to learn and grow.
@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876279#Comment_3876279
Man, you know absolutely nothing and you're staggeringly confident in it. Good luck.
Not much better to acknowledge and respond to it. You will never change someone's mind when they are defensive.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875999#Comment_3875999
I mainly want to suggest new gameplay features and ways how to buff the ton of perks, that deserve some attention in the game. I’m also gonna keep posting about Sadako, because I want her first version back like GeneralV wants old Freddy back. It’s only sad, that when you make a long list of perk changes for example and try to balance them and you never get an answer on whether it was useful or not.
At a certain point every day, I can no longer study or write effectively—but I'm not tired and not able to fall asleep, either. To pass the time, I like to play Dead by Daylight and think about fun ways I would change or improve the game because it is my special interest and I care a lot about the game. It doesn't really matter to me if the Developers implement the feedback or ideas I give to them. They could ignore every post I make and I would still continue to post. If they want me to stop posting, they can block my account. Even if they disagree with my ideas, or disagree on what I consider a priority, having a general awareness of what I am thinking/feeling about is still important information to have. Knowledge is always power. Posting is something I really like doing, and I have a lot of fun with it. I think if you find your motivation in the right place, it could be a fun hobby to you too. It just shows you are passionate about the game. But you should spend your time doing and interacting with things that make you happy and align with your long term goals.
I know I don't have any physical proof to back up the claims I make, but I can tell you with 100% certainty that the developers actively read what I have written on both my community surveys and on the forums. I have learned time and time again in this community that my opinion is wanted, respected, and appreciated. Sometimes they get brought into the real game. I wrote in my community survey how an original killer concept called "The Doll" could be implemented in Dead by Daylight if the developers allowed the spirit possessing the doll to physically manifest and pick up the doll/human, and then drop the doll when the body is placed on a hook. I did not suggest a power for the killer beyond the doll should have the ability to duck underneath pallets like the Chill Penguin slide. What I just described might seem very familiar with you. Chucky came to Dead by Daylight later that year. I am not taking credit for Chucky entering the game, because someone could have shared the same idea before I did, but I believe my voice was heard and made a real difference.
I think most people that heavily criticize BHVR (i.e. the really gross personal comments) genuinely do not understand how real companies work, and how much effort goes into maintaining operations while trying to please the most number of people. Part of working in Corporate Anything is understanding how powerless certain situations truly are, and how to identify what you can change. Certain dialogue options are completely off the table and require business cases to be drafted and approved up the corporate ladder. At the same time, there are business opportunities that allow you to buy trust from the Change Advisory Board over time. I do not work at BHVR, but I have this deep feeling within every bone in my body that their Change Advisory Board meetings work similar to the ones I sit in every week for my real job—and depending on company culture, are either very cautious, very tense, or dramatic. I work for a software manufacturer that produces a cloud product, and the grown men I work with treat the CAB like a gladiator arena. Everyone who claims that BHVR is working too slow, or "needs to hire more people" first have to understand how change control actually works for most businesses, so they can then understand how their reactions to everything ARE NOT HELPING the BHVR CAB make MORE decisions. I mean this with respect, but I actually feel grateful and fortunate that the customers I support do not overreact to every change we do at my job. The greatest challenge at my day job is just getting change requests approved—it requires live negotiation and persuasion.
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I like your list.
I would move Chucky to Guaranteed In because Cote put in the WORK to make that relationship strong. Trust.
We have two killers from the same franchise. Resident Evil is one of the most successful chapters. 2v8 is the most successful alternative game mode. It only makes business sense for these two to be brought in together at the same time. Only a matter of when.
I would move Demogorgon to Very Unlikely with Freddie. It's been years for him. 0 cosmetics. We both know BHVR has already tried.
I need someone at BHVR to keep a pulse check on TCM so they can swoop in and publish a new collection once their game fails. Nobody wants to run a failing game and lose money. It's a good chance for Cote to pick up the phone, connect, collaborate and expand.
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@fussy said:
There are a lot of things going under radar in dbd community, but how I see ZERO complains about him, it just blows my mind. I know the reason, but anyway. And no, I'm not gonna talk about tunneling at all, it's chase.
PH is my second most hated killer to go against. Why? Well, there are two ways.
1. PH player is going for constant m2 snipes and then it's fine, you can predict and react on most of them and it's pretty fun. Most PH players are like this and I know it's the reason why PH is going under complain radar.
2. PH player is patient m2 holder. Holyyyy, just pray you won't go against player like me on PH. Wanna use window? Hit. Wanna use pallet? Hit. Wanna fake it? U r welcome, I'm patient > m1 hit. Predrop and prerun? Yeah, you kinda can, if you already have enough distance.
And guessing on what kind of PH player you go against now already makes me panic.
And nah, it's not "oh nerf PH he is op no counterplay" post, I'm doing fine against him and PH is completely fine basekit wise, it's more about how community complain about completely okish things, while things are much worse exist in complete oblivion. Like I don't understand how people complained about Xeno, while PHead is his x10 times stronger version and nobody even remember he exists.Reading your post reminded me of an old article I read about Mike White. It's something that always stuck with me.
'Survivor' host Jeff Probst would consider hiring former contestant Mike White as a producer. 'The White Lotus' creator has already impacted the game in major ways."I called Mike for his insight into a story-related element. … When I finished the pitch, I asked him what he thought. He paused for a moment and said, 'Well… it sounds… in-ter-est-ing. But is it fun?'"The reason why I don't like playing as Pyramid Head, or going against Pyramid Head, is because the killer is interesting, but not fun. It is interesting working against his ranged attack and changing your thinking/behavior to outplay the killer's expectations. But at a certain point, having a power that you can only use one specific way in every situation is not fun. I either see your aura from the build I am running and can hit you with my power through walls, or I cannot. I'm not investing hours of my life into becoming a flick PhD, although I will admit is is very interesting to watch OnePumpWillie play him at a high level on Twitch. We can no longer pretend his trails actually do anything when they can be crouched over by survivors and go away after some time. Way. Too. Predictable.
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I believe this is a real problem that should be considered and addressed, and warrants some attention from BHVR to investigate. If YouTube expanded to India, so should DBD (long term) from a business perspective. With that said, almost 80% of this specific forum looks like it came from one user who created a bunch of accounts. My eyebrow has been suspiciously raised this whole time.
With that said, I really hope a community manager reads this thread, and then does research to see if there is value investing in an additional server. I've seen the bills that my job receives from AWS, and I know firsthand that these things genuinely cost a LOT of money, and I mean A LOT of money. One AWS bill is the equivalent to having an entire small team of people on payroll. No. Joke. In the business world, there would need to be significant justification to be allowed to spend that much money. I hope it exists, because I want more players to experience Dead by Daylight and allow the game to continue growing.
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@MooGoesTheTree said:
9 years later and SWF is still untouched. It's asinine to ignore the issue when they got all the tools and experience in hand. Killer leaving the first chase only for the killer to get outchased again by another because there is no weak link in the group.
4 or 3 good players can already decide the outcome for the match. If 2 and 2 survivor parties in a group are evenly matched, or sometimes even 4 solo queue survivors? Good luck, killer, you'll need it.
It's about time for SWF to receive some nerfs. Debuffing the team is the only option.
I have a different perspective. I don't remember the target winrate by the developers, but I think it was last discussed to be 70/30. If you play a game that you are intentionally designed to lose 30% of the time — there needs to be a factor in the game you can lose to. SWF is highly coordinated, highly efficient, and highly technical compared to SoloQ—don't you want opponents that challenge you? There is a well-known member of the community that considers themselves to be "truly talented" at playing Dead by Daylight. This community member, who streams their games, has a reputation for complaining about SWF despite their self-proclaimed talent.
A fair minority of killers purposely keep their MMR low by 8hooking survivors and letting them all leave at the end of the match. If you want to breathe and just mow down players, that option is available to you — but you no longer "win" matches the same way. All I want is for killers to feel like they are lethal and efficient without having to immediately remove one player from the game ASAP. Survivors should have the ability to coordinate and reach the top of the skill ceiling. The game is not balanced for high level play, and I'm not sure how much of the developer's time should be spent addressing it. How many players actually go against SWF groups?
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@biggybiggybiggens said:
They're counting on us to look forward to licenses of course as the game itself has nothing new coming aside from that. Licenses keep the game afloat. God forbid we get any substantial game mechanic additions like we did back when End Game Collapse was added to spice the entire experience up. Imagine if FNAF fails to garner the amount of attention they hope it does. (I doubt it fails to be fair) But if it did severely underperform what would they do? Maybe they need a surprise like that to put a fire under their asses. Then maybe they'll start fixing/adding things that actually make the game better instead of continuously stacking bugs on top of an extremely shoddy foundation.
If BHVR never gets around to working on DBDs core, everything else will continue to suffer because of it.I can’t speak for the console players, but the DBD player count on Steam has been stagnant for the past few years. New licenses around anniversary events have helped the game temporarily peak in terms of player count, but that player count is not retained once summer break ends despite developer effort and events. It is very important for Dead by Daylight to expand for the game to remain profitable long-term.
With that said, I personally think FNAF is different – and is a bellwether for the fate of Dead by Daylight. I’m not sure how I can best express this without getting my account immediately banned from the forums, but the type of player that is drawn to FNAF is largely neurodivergent, pattern-based, and highly detail-oriented. Based on the way the Dead by Daylight community treats the developers, I genuinely believe a significant portion of the DBD community also belongs to this same neurodivergent, pattern-based group. I really want to hammer this point home, so I am going to take a small detour.
This screenshot is from Five Nights at Freddy’s 4. In the black circle are three toys. Next to the yellow toy, you will see what looks like a carrot on the ground. The carrot on the ground is the toy’s beak. This scene from Five Nights at Freddy’s 4 is so important to the story that Scott had to call it out on a live stream. If you showed this screenshot to any FNAF fan, they would tell you an entire story about that small detail. The kind of players who have survived FNAF are the exact type of player that DBD wants to advertise to. What was once a Venn-Diagram with other licenses seems to become a full circle with FNAF. On paper, I do not understand how a player who likes patterns/details/strategy could dislike DBD’s core loop.
I definitely belong to the FNAF community. The only horror icons in DBD I recognized when I started playing the game were Resident Evil, Saw, and Stranger Things. I never watched Elm Street, Alien, Child’s Play, or any of those movies. I am sure a large majority of FNAF players feel the same way. If the FNAF community truly rejects Dead by Daylight’s calming repetitive-but-unique gameplay, that means DBD attempted to enter a new market (18-28) and failed to capture and retain highly-compatible market share. That is catastrophic from a business perspective. I would mentally start dissociating from the game if that actually happened because there just isn’t another license like FNAF besides Jurassic Park. I once went on a date with a guy who had Jurassic Park everything (even shower curtain/couch cushion covers!!!) in his house because his special interest was dinosaurs. My special interest is now DBD. 😊
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@Interrupt_Vector said:
That's funny because I've had that idea about the matchmaking getting influenced by perks the other day because I was experimenting with perks. I'm gonna keep an eye out for this.
Right? I know confirmation bias is something I need to be aware of … but the other day I put Calm Spirit in a build and queued up. The first game I played with that build was against a Doctor. I know it can be a coincidence … but is it?
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@Raccoon said:
Since it's a hot topic, I figured it may be good to open the flood....er....SLUG GATES!
Dead by Daylight is a massive Catch 22.
As a Killer, I started to recognize that Survivors will tend to kill themselves if I put them on a hook.
So instead, I started leaving them on the ground so they don't have the option to remove themselves.
But then it turns out that leaving survivors on the ground makes them more upset than if you hooked them.
It's largely unclear what this community actually wants me to do when I boot into the game and play.
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@kit_mason said:
I would prefer to not have to learn 40+ new powers with an entire meta arising around which survivors have ones that do anything and which survivors have ones that are useless.
The survivors being mostly cosmetic is totally fine. We don't need a layer of complexity for them.
Unlikely to ever happen, but the DBD developers really need to have someone balance every sound in the game. People are more likely to play Feng than Jeff because Feng has a smaller hitbox and is much quieter than Jeff. Players should not be ranking survivors into a meta based on how small and quiet they are. Players should just choose a survivor.
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Killer: The Dark Lord, Wolf Mode Only
Perks: Beast of Prey, Bloodhound, Territorial Imperative, Predator
Become the wolf killer you've always dreamed of.
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The Grave of Glenvale has the prettiest skybox in all of Dead by Daylight — but you only get to appreciate it for five seconds as you are exiting the basement. If I could only have one wish come true, I would wish for a new nature-y map to be added to The Grave of Glenvale that really shows how beautiful that realm is. At the design level, imagine Dead by Daylight … in the Grand Canyon, or on a Rock Nature Trail. The beautiful skybox would be retained, and there would be a big, big, big, big, big sunset on the map. Y'know how Lake Ormand Mine has unique structures that don't rely on trees to block line of sight? Imagine if they molded the rocks we saw on the outside of the Saloon to form tiles and made beautiful structures to run around.
Until the day I die, I will also fight for Animal Onesies to be made for every original Survivor in the game. I also want to purchase the Animal Onesie that my favorite character (Vittorio/David) wears from the Official Dead by Daylight Store and wear it in real life while I stream the game on Twitch.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875675#Comment_3875675
Why would you give her a speed boost after teleporting? Her trap teleport is already a free hit and almost unavoidable.
I think the best buff hag could get is returning lightburn, so survivors can’t remove traps by swiping anymore.
As a community, we have been teaching the developers that we want interaction with killer powers. Now when they implement interaction with intent, we can't change the script and suddenly be critical about it. Wesker is largely considered one of the best killers because survivors can interact with his power. I immediately think of several different DBD content creators that have parroted this opinion. That same design philosophy was translated to Hag and being able to swipe away her traps. With respect to the developers, the original lightburn mechanics were unique and interesting, but outdated and rightfully removed. Survivors should be able to wipe traps away, but I think the disconnect is how free it feels. When you close a Trapper trap, the killer receives a loud noise notification. I think the same applies to The Skull Merchant too, but I might be misremembering Killer Instinct instead. Why not the same for The Hag?
@Lixadonna said:
No to both. It sounds good on paper but both are just bad changes.
The Hag's current state was appropriate for the time period she came out. Without doubt, the killer has been power crept in both playstyle and lethality. The Hag is inherently passive and strategic. Dead by Daylight is no longer a passive game, and I think The Hag should be molded to fit the new game theme. This doesn't mean she should be a croc'ed up turbo granny running around with the sport straps on 24/7, but I think Dead by Daylight killers should feel scary … and the Hag just does not feel scary to me at all.
I have played more matches against The Twins than The Hag … and that's saying something.
@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875675#Comment_3875675
Wait, you want her to be better at camping and neutralise the basekit bt haste speed difference so she can tunnel better too?
With older killers from completed chapters, the developers have little reason to dust them off and take a look at them unless the community drives interest and discussion towards requested changes. I think your comment is valid, but should be interpreted by the developers as an action item. How close can the Hag put traps next to hooks? Is that in alignment with the game's current philosophy in 2025? Killers like The Singularity and The Skull Merchant can't use their power at max efficiency near hooks. Why should Hag?
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There are a million problems in the DBD world, but I do hope they get around to making The Hag scary again like they did with Freddie.
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Unlocking this portrait is the only reason I played the modifier. They finally made a badge that looks cool!
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Yes!!! You are so valid and correct for posting this! When I play DBD, I start the game with a positive attitude and I play to have fun and uplift other people. If I miss an attack because a Survivor has strange movement, my anger comes out immediately and I become a different kind of player. The other day, I saw Otzdarva post a video … and I realized that I was the killer in his match because I recognized the team’s unique outfits and I saw me becoming mad/frustrated with the game from their perspective.
I have played DBD on PC. With a mouse, you can respond appropriately to strange movement. With a controller, a survivor is able to take advantage of your handicap to get unearned distance. Nothing frustrates me more in this game. It feels like Survivors are making fun of me for not having enough money to afford a gaming PC so I can play Dead by Daylight with a mouse and keyboard to be “good”. There needs to be significant improvements in auto-aim for controllers because it upsets me beyond belief.
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I signed up and didn't get an email too. Oh well — life moves on.
@DeBecker said:
Pretty good job so far I guess. Not even being able to send out emails properly. Sad.
Being mean about it is never the solution. Imagine if it was your job to read passive aggressive comments every day.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874457#Comment_3874457
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874465#Comment_3874465
It’s also a 3D rendition of the mechanic that was used during the Hallowed Blight event. It’s sometimes regarded as the best event the game has ever had. There might be some sentimental value to it as well.
It does look like a fun event. The developers don't really play with the UI like that in events anymore.
https://youtu.be/CZ86gySOZGg?si=33VucJ1A8s24un_4 -
Does anyone know the significance of the red vial? I know people go crazy for it, but I've never understood why.
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Why did you run Lightborn against 4 medkits?
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@Daniel_Silva04 said:
They already tried to implement the Unbreakable basekit and it didn't work out very well, they had to revert it. Besides, they've already shown with data that slug is not a very common thing, so it doesn't matter.
I also remember the nightmare PTB where they tested a new gameplay mechanic where the game automatically ended if all four players were slugged at the same time. I recommend looking up footage if you weren't there to experience that in real time.
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874145#Comment_3874145
Oh I see. I kinda like the idea of Unbreakable doing something with maybe the Broken effect instead, since I really like risky perks - like you become "Breakable" to gain the benefit of being "unbreakable" later, or maybe you pick yourself up once and become Broken but for the duration leave no scratch marks, grunts of Pain, or any blood drops until Broken wears off (once a round of course) similar to Off the Record sort of without the endurance. Or maybe, we can just scrap basekit Unbreakable and make Unbreakable have unlimited pickups, but they cause you to be Broken each time for so many seconds or it takes longer to pick up every time.
As per the faster pickup perks, maybe if Unbreakable is basekitted or made stronger, they can do something else on pickup - like when you are picked up it heals the other person a bit, or when you get up/are picked up it shows auras on something, or when you get up/are picked up it gives you a slight Haste for so many seconds, IDK. We already have perks for this though.
Let's say we did add basekit Unbreakable, unlimited basekit Unbreakable. I don't think that is the solution but if they went that route, then a lot of changes would need to be made. Here's how I'd make it fair:- You cannot use the pickup until you have been on the ground for 30 seconds, so the Killer gets to have some pressure. If after 30 seconds you have neither been healed nor hooked, you can use the basekit Unbreakable and get back up as an Injured Survivor. You recover at the same rate as a normal Survivor would (that is, it's not the sped-up version Unbreakable currently gives you), you can just choose to get up at the end once you're done instead of waiting to be healed. You do not receive Endurance or Haste if you do this, and using a self-pickup perk or item does not make it go faster or stack with this timer in any way. In addition, every time you use it, it takes 5 seconds longer to charge, so as to reduce the ability to just force the Killer to down you in a corner and leave or to make them play against shenanigans in "can't hook me" spots on maps.
- The self-pickup has a cooldown of 30 seconds. If you go down again, you do not instantly get to use the Unbreakable again, as this would create lose-lose scenarios that aren't fun. It needs to recharge before you can use it, just like a perk would. This means the Killer still has some pressure if they have to down someone and chase another Survivor or kick a gen, for example.
- As recompense for the Killer due to this, for every hook they get, the Survivors take 2 seconds longer to repair, heal, bless/cleanse totems, unlock chests, or recover with Basekit Unbreakable. And yes perks can stack with this. If the Killer purposefully spreads hooks, then this goes up to 3 seconds longer per hook. This means if the Killer always chooses to play nice, then hooking is incentivized a bit more than slugging is and nobody has to feel cheated out of their time with gens. I feel also that even though it means Killers can get up to a -30% or more debuff on gen speed over time, they have to work for it, plus I really think Survivors will be more than able to handle it with how many tools they have at their disposal to counter this. It will also help encourage Survivor engagement by making them consider resource management in a different way, or choose different playstyles by involving items and item-based builds, which may even reduce the "genrush effect" at the start of rounds since they may not just dump their toolbox on the first gen they see if they know they might need it later. It WOULD mean we have to adjust some perks, though. At the least, it will be much more interesting than the current meta!
- There is an Anti-slug Timer: If the Killer is within 16 m of you and is not chasing anyone, the timer goes up. It goes up faster the closer the Killer is to you. Other Survivors in the area halt the timer, as does someone breaking a hook in any way (sacrifices included), the Killer being stunned or blinded, or the Killer being forced to drop a Survivor (that they do not initiate). When the timer has filled, if the Killer is still in range of you, then you can pick yourself up and you get Endurance and a 5% Haste for 10 seconds. Then you become Exhausted for 10 seconds. This way, you have a chance to escape and it punishes Killers that decide to grief by humping Dying Survs.
- If at any point everyone still alive in the round is Downed and a) 0-1 gens are complete OR b) there are usable hooks within about 8 m of the Killer, an antigriefing timer begins. The Killer then has 60 seconds to begin hooking once this happens. If they hook anyone in that time frame, the timer pauses for everyone and the others get up as per the normal basekit Unbreakable (but with no extra benefits since the Killer is already wasting time hooking). However if the Killer still refuses to hook anyone after 60 seconds have elapsed, everyone instantly gets up at full health and has 100% Haste with 30 seconds of Endurance. Should the Killer decide to stand on top of ANYONE for longer than about 10 seconds while doing this, then after that 10 seconds everyone gets up and the same Survivor buffs apply. This way the most toxic kind of slugging is punished but people who just trip and fall into a 4 man slug because of Survivor altruism, Killers who have a playstyle that is very good with slugging (like Twins), and Killers that are punishing Sabo plays aren't punished for playing the game normally.
- Yes, Basekit Unbreakable works in the endgame, but only once - if the Gates are not yet open you have one more chance to use this if you are Downed. If you have already used it before that whistle sounds, then you don't get another shot. If you get downed in the Gate, too bad. If you get downed off a hook, too bad. If you get downed after healing, sorry Charlie, it's Endgame and everything goes in Endgame.
- If it's endgame collapse and everyone alive in the Round is Downed and can't get up, no doors are opened, and the Hatch is closed, the game is considered a Survivor Loss and Endgame collapse ends early with all Survivors being instantly Sacrificed. This same animation also happens if it's Endgame Collapse and there's only one person alive, they are downed in endgame with no possible escape routes, and the Killer does not either initiate a Mori or hook that Survivor for 10 seconds. There's no reason to force a bleedout in the endgame and there is no reason to make people wait until the endgame timer is done if everyone is on the ground just so the Killer can flex their e-peen, since at that point the Killer has already won. This way, only people who force slug in the endgame are punished this way.
- Slugging for a 4k is not affected by this mechanic as it's annoying but not an example of the kind of slugging this system is meant to halt. I will note that you can still use the Basekit Unbreakable should the Killer attempt this, however.
That means this mechanic only activates IF the Killer is truly doing toxic Slugging in any way, they ACTUALLY leave you to bleed out, or they are humping you on the ground. You can't abuse it to run the timer out. You can't force the old never hook me corner shenanigans, and you can't benefit from slugging this way anymore.
I will assume for the sake of argument, you mean that any perk that benefits a Survivor being Downed and then gives them a way to get back up themselves needs changed if we basekit Unbreakable, just so those perks cannot be abused. Let's say we basekit an unlimited Unbreakable. If so then we'd change these:- Tenacity: Has a time limit of 30 seconds of crawling, you cannot permanently crawl away forever. This recharges after you are fully healed or become unhooked by any means. Deactivates when healthy or after picking yourself up, or once the 30 second timer of crawling has elapsed.
- Adrenaline: If it heals you from the Dying state, you become Broken for the rest of the round until you escape. If you pick yourself up in any way before Adrenaline activates, or if you go down before Adrenaline can activate, you do not get the self-pickup pr haste boost, but still get the Unbreakable if you have it - and it does still heal you one Health state. It pains me to nerf this perk more as I genuinely think it's OK now, but if you have basekit infinite Unbreakable you genuinely don't need the pickup on this anymore.
- Unbreakable: No longer grants a single free pickup. Instead, this perk now speeds up recovery time as normal, and makes the Broken status effect go away 25/50/100% quicker for every case of being Broken similar to Vigil (that is you are literally "unBROKEN-able" :) ). While you are Broken, you see the auras of chests, the hatch, any boon or hex totems, and the exit gate switches for as long as you are Broken. In addition the first time you become Broken (and ONLY the first time), you gain a single Endurance hit. So if you start with No Mither, yes, you start with two hits and aren't just another easy target - but only for the first time the Killer hits you that round. This perk's Endurance effect cannot stack with other Endurance effects, because Endurance does not stack that way, and as per normal if you do anything useful you lose the Endurance hit.
- Boon - Exponential: No longer allows self pickups from the Dying state nor increases recovery time in the Dying State, but still does everything else it says it does. This is because you genuinely do not need that effect anymore and you can just get the fast recover effect from Boon: CoH anyway.
- Decisive Strike: Still only usable once per round, still 4 seconds. However, if you ever pick yourself up with this perk active, the Perk deactivates permanently as you've basically gotten the same value - the Killer left you alone and did not hook you, or was punished for tunnelling. This is to avoid lose-lose scenarios. This also means it gives a Killer some warning you might have it if they know how the basekit Unbreakable works, since just sitting there bating pickup is a giveaway. Sorry, but you can have either the pickup or the DS, not both.
- Distortion: You do not lose tokens from this perk while you are downed, or directly after picking yourself up (this is to avoid people trying to crawl into a corner to bleed out and hide at the end of the game, as well as to avoid hiding from the Killer that you picked yourself up should they have aura reading tools). One other change, this perk now deactivates permanently in endgame and also will deactivate if you do not do anything to help the team for longer than 30 seconds. This should help prevent the situation of anyone using it to hide and make their teammates struggle because the Killer has to tunnel the only person they can find, as well as prevent those stalemate endgame scenarios between one Killer and two Survivors before the gates are powered where nobody can do anything because the Killer can't find them and Survs won't do gens. I hate to nerf this perk even more, but.. I don't think anyone will be upset if ratting Survs are further punished.
- For the People: If you are picked up with this perk and go down again in the next 30 seconds, then pick yourself up again, you become Broken the next time you get up for 30 seconds. This goes for anything that is an instant pickup from the Dying State. You shouldn't need perks like these as much if you can just get up by yourself. That way SWFs can't abuse multi pickups in a comp corner.
- Buckle Up: If you have already picked yourself up and you go down again, then someone picks you up with this perk, you do not gain the benefits of the perk. You shouldn't need more benefits if you already get benefits from getting up when someone is being a toxic jerk.
- No Mither: This perk does not need changing, but I will give it one more effect - you are Broken permanently, so since this is enough of a debuff you now permanently have a single hit of endurance that regenerates every time you are unhooked or unhook yourself. It does not stack with any other Endurance and you lose it if you do conspicuous actions as normal. This IS the challenge perk after all, I think that's enough of a challenge - now it works a bit like Soul Hearts do in Binding of Isaac as a temp hit! Oh, and one more change - to make this fair to some Killers, One Hit moves will now ignore Endurance and becoming Exposed also removes Endurance. This way Killers like Myers, Ghostface, Oni, Bubba, and Slinger running certain addons are not completely screwed over by someone who has an extra hit that they are not trying to tunnel. It also means bodyblocking might not work against these Killers as well anymore, making them more dangerous. Endurance should be an antitunnel tool or Survivor body blocking tool in niche scenarios ONLY, not a lucky extra hitpoint. These changes make No Mither not only more challenging while also fairer, but make Endurance as a whole more tactical and interesting to use with an actual counter besides just "ignore that Survivor until it wears off".
- Plot Twist: You may not use this perk to heal yourself if you just got up from the basekit Unbreakable, and as before, you must be injured and not Dying in order to activate this perk to start with. You can't use it to Unbreakable, then heal really fast and get up, that is, or to have multiple failsafes to being downed.
- Soul Guard: Probably needs no changes.
Then the following items need changes:
- Styptic: You don't get to heal a health stage later with this if you use your Unbreakable and then someone heals you with this.
- Syringe: You do not get the speed boost if you used Unbreakable to pick yourself up from Dying and then are healed with this.
- Refined Serum: Much like the Syringe above - if someone gives you this, you don't get the speed boost if you just healed by picking yourself up with Unbreakable.
And in addition I would add to combat Sabo-wiggle type plays that may abuse this, change these:
- Boil Over: If you go down after wiggling free within 30 seconds of being freed, you don't then get the basekit Unbreakable unless the Killer is actually standing over you and proccing the antigrief. Sorry.
- Saboteur (and sabotaging in general): Breaking hooks near a carried Survivor deactivates that Survivor's basekit Unbreakable if that Survivor is put back down or dropped due to a stun near that same hook until the hook comes back, that Survivor is healed from Dying, the Killer and all Survivors are 16 m away for 10 seconds, or the Killer can hook the Survivor. Breaking a hook near a Survivor in the Dying state does the same thing, but also pauses the anti-slugging and antigriefing timers until the Killer is able to hook or nobody is near the broken hook. This is to prevent sabo shenanigans making it so Killers can never hook in a given area, especially if many people have sabotage builds and the Killer is an M1 or low mobility. I'm sure a fix for highly mobile M2s that might abuse this could be found.
- Breakdown: Broken hooks prevent the slugging counter from activating if someone is downed near one, as per above.
- Breakout: If the Survivor is dropped because of Breakout, that Survivor cannot use the basekit Unbreakable for one minute if they are downed again within 30 seconds. No rewarding Survivors for mistakes like not thinking of how to plan an escape route if you know your friend has this perk.
- Deliverance: If the Survivor uses Deliverance to get off the hook, or any other free unhook perk like Wicked, and they are downed again within 30 seconds of that perk doing its job, they must wait one minute before Unbreakable can be used after they are downed again. No rewarding Survivors for bad plays like self-unhooking in front of the Killer.
- Flip-Flop: The same as with Breakout.
- Power Struggle: Also the same as with Breakout.You've put a lot of time and thought into this response. I really appreciate the unique perspective you bring to your ideas, but you also have to put yourself in the developer's shoes. If you were a community manager and you were trying to relay audience feedback to an engineer that has no otherwise exposure to the community or what they care about—how would you translate your ideas to them? Your ideas need more alignment with the tools we have available to us to build from. The best way to get your voice heard in the community is to speak the same language as the developers that build the game. One thing that comes to mind is the Conspicuous Action system we have in place. I would take your ideas and analyze them from that perspective. How would Conspicuous Actions impact the system you proposed, and are the times in alignment with other perks already in the game? The more natural the solution you present is, the easier it is to understand and implement solutions for it.
Boil Over: If you go down after wiggling free within 30 seconds of being freed, you don't then get the basekit Unbreakable…To rewrite your suggestion here:
- If a survivor were to get value from the perk and wiggle free, this will naturally frustrate the killer because you denied a hook stage after they won the chase against you. Additionally, that survivor is injured and their location is known to the killer. It is highly unlikely to assume the killer would abandon chase and begin a chase with someone else with the information presented.
- Punishing players in any way from getting value from a perk they brought into a trial does not sound like a good solution.
… unless the Killer is actually standing over you and proccing the antigrief. Sorry.- This is an interesting idea—expanding the Anti-Camp meter to survivors that are prone on the ground.
- This would prevent killers from humping survivors on the ground because they can keep getting up. That is a solution.
- I think this is a really good idea and I think you should explore the concept more and post it in Feedback and Suggestions.
Tenacity: Has a time limit of 30 seconds of crawling -
@fixblitzskin said:
true talent is doing nothing but slugging in every video with knockout because hooking isn’t worth it and choy a smaller dbd youtuber also said he isn’t going to hook anymore and just slug. Is 4 man slugging the newest trend in content creation for killers?
This whole situation reminds me when I was in preschool and other kids in my class would make a big ruckus to get the teacher to give them attention or respond to them. They know what they are doing is wrong and upsets other players. They do not care because they are sending a message to BHVR and they want BHVR to do something in response to them. The worst part about this Catch 22 is that BHVR really genuinely needs to do something about slugging regardless, but now they have to do it in a way that doesn't give True or Choy dopamine and satisfaction for "being part of changing the game" or the new learned behavior becomes "If I act like a child and make a big mess, I get what I want." and things progressively continue to get worse over time. There needs to be a healthy amount of criticism for the developers so they understand where to guide the future of the game. But when the community starts to cannabilize itself to prove a point and get attention, it really highlights issues communication issues.
Now that the BHVR employees have returned from their holiday break, I really hope the suits sit at a conference table and write "Why is our communication strategy not enough" on the whiteboard and figure it out. I also want someone at BHVR to analyze the flow of information from the community. Slugging is a very big problem now. When did the team become aware it was a problem? When did the community become aware it was a problem? Analyze how information transfers from the community to the team. Then I would look at the solution options they have in-house and find where the disconnect happened. We need to get to the bottom of this communication problem before FNAF drops because something did not work and we need to identify and resolve it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874220#Comment_3874220
I saw Jund’s video… his idea was to essentially create extra passive slowdown for killers. With the kill rate at 60% I just can’t see a game mode where now survivors have extra stuff to do before starting or completing gens. Survivors kind of have secondary objections with boons, hexes, and invocations which we know slow matches down. And when you think of killers who have secondary objectives built in (Pinhead, Plague, Doctor, etc) we see that their kill rates are comfortably higher than the average. It’s a nerf to survivors and a buff to killers which isn’t needed currently.
I guess I saw things a bit differently than you. I thought the idea communicated was that survivors could contribute to the outcome of a match in different ways than just working on generators.
Not discussed in Scott Jund’s video, but here are two general thoughts I've gotten from the community as a whole lately:
- Baby Meg goes around the corner of the map. Baby Meg does not contribute to the outcome of the match. What if we gave Baby Meg a way to contribute to the outcome of the match?
- Veteran players that have played the game too much are tired of the core gameplay loop. The last gameplay change was the endgame collapse, which happened over several years ago.
New Game Mechanic: Levers
Similar in function to a Black Ops 2 Zombies Easter Egg, levers would be placed around the perimeter of the map. The levers would look and function similar to exit gates, where they light up and generate a reasonable amount of noise. When all levers on the map have been completed, survivors would receive credit for one generator. Or the power mechanic could be reworked, and a certain number of energy points could be required to open the exit gates. Levers would give a lower number of energy points. Generators would give a high number.
Baby Meg wanting to stealth and move around the map to complete levers would contribute to the game. Survivors want to move around outside chase, not sit down all the time.
New Game Mechanic: The Basement in the Basement (Dangerous Catacombs)
The basement could be extended, with a basement in the basement. In this idea, the concept of Territorial Imperative would be applied to the basement within the basement as basekit to killers. I want to be clear with this idea, it would only trigger when entering the second basement. This means that invocation players would not trigger it, as the salt circle is in the first basement. When a survivor enters the dangerous catacombs, they can get a toolbox with an original brand-new part add-on, which would allow them to complete the generator instantly. This applies a concept of high reward, high risk, high danger. The developers would need to make the survivor do something within the 2nd basement that takes a certain amount of time. There needs to be a reasonable chance the killer could interact with this game mechanic. It should not just be running in, and running out. Maybe they have to push open a stone door. There needs to be risk, and that “oh god oh god oh god oh god oh god” tension that this game desperately needs for veteran players burned out.
At a minimum, alternative power solutions and mechanics should take a similar amount of time and risk to complete a generator. The goal here is just to make gameplay more interesting without making the new gameplay mechanic the best option. Skill checks are kind of dull 8 years later. The other power mechanics could introduce different kinds of skill checks. Generator skill checks should never be changed. I am going to repost the gameplay mechanics I wrote under Feedback and Suggestions.
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I still haven't got mine yet. ☹️
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I am not sure how to solve the problem, but I hope a solution is found. I have started to pull myself away from the game. When I watch a content creator like Hens get bad match after bad match, it feels better to know the controller isn't in my hands. This problem in the community has bled into Twitch. Who can remember the last time they watched their streamer and didn't have an early game DC/ground humping/tunneling at 5 gens happen at least once in the stream? It's one thing to be burned out on a game and not want to play it, but I feel it's another to not want to really watch it either. I've been sticking to YT highlight episodes only.
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I will die on this hill, and I do not care.
The perk is called Spine Chill. If a Survivor aura is read, the Survivor should feel a chill down your spine if they have the perk.
Why does Spine Chill activate if the Killer has line of sight? Current flavortext: An unnatural tingle warns you of impending doom.
A killer looking right at you … gives you an unnatural tingle? What sense does that make? Send it back to the Perk Workshop.
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@GalacticGrass said:
Let's say a generator is added to the basement of each map. This generator is worth 2 completed generators once complete. How does this effect the core gameplay?
What strategies would present themselves if this were implemented? What downsides are there?
In Scott Jund's latest video, he discussed the concept of a new game mechanic where survivors would scavenge for generator parts, which could function similar to the Brand New Part item already in game, just to a bigger degree. I think it would be very interesting if your idea was modified with this new game mechanic in mind. Survivors should go to a dangerous place to get something that could help generator progress. Sitting on a generator all game gets really tiring after a few years. Introducing new ways to add progress to a generator, and then having survivors explore and interact the map for items would revitalize gameplay similar to Chucky/Dracula. Maybe this would be better tested in the 2v8 game mode.
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@ReverseVelocity said:
Well I mean they already did run a collab with GFuel:
https://us.v-cdn.net/6030815/uploads/8XXOCOUST3K1/gjw9vigedhn91.jpg
(it did not taste very good at all in my opinion)
That box is really cool, but I agree and don’t think Caramel Apple translates well as a flavor. I usually mix GFUEL with water, lemonade, or sprite. I mean this with respect, but I’m not sure what I could mix with strong Caramel Apple undertones and make it pleasant.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873666#Comment_3873666
There's nothing they can do about it. Otherwise they would probably have to violate privacy terms
I am still a firm believer in playing by the rules. If BHVR wanted to deny my MMR privacy request on the grounds that I live outside GDPR protection, that is completely fair and their decision. I think it is wrong to lie to support just to get them to do what you want. I think it is even more wrong to pin a comment under the video encouraging people to lie to DBD support. We need to be honest.
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I felt the need to screenshot and document this on the forums. Things are beginning to cross the line into bad territory.







