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Wyndsor

Wyndsor

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  • @zonkednb said:

    I've asked this question before and got a few answers but the thread didn't last all that long.

    What kind of killer should be added that wouldn't be an xslop killer?

    Like we don't want projectileslop, we don't want dashslop, we don't want mobilityslop?

    What would be goodslop?

    A killer that gets punished for messing up and has weaknesses that necessitates getting good at the game.

    Aka something killer mains would immediately call d tier even if theyre good.

    I think Henry is the closest new release to this after his nerfs.

  • Its funny. I dont even use the nerfed perks but its still amusing to see them being so against perks that dont throw the game.

  • Gen block meta remains untouched. Thrill will get a lovetap.

    I wonder what killer players will blame when they still lose.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101464#Comment_4101464

    Not exceedingly difficult, just more difficult than it is now. Compared to how matches played out on most maps just a year ago, directly contrasting them, you'd think BHVR went with the nuclear option. Some maps used to have only 12 to 15 pallets maximum. One of which was Dead Dawg Saloon, I believe. Modern maps are not killer favored, Trickster's Delusion, Greenville Square, Nostromo Wreckage. Not even just looking at the most recently added maps, looking at the overall selection we have in public matches, almost every map that isn't equally balanced is survivor sided. Pallet density did nothing to help. Garden of Joy got reworked and for about 4 months was actually playable for once, just for them to introduce the increased pallet counts and now its back to being dreadful. Oh, or how about Badham Preschool? That map is hated universally by both sides, but why? Because its hard to loop on survivor, has a big learning curve. But once you know how, its incredibly survivor sided. House of pain, the basement house, the school itself, it has a fixed shack spawn you can reach from either house pretty easily. The basement house has this one long-wall filler tile with a pallet right in the middle that always seems to spawn between it and shack. Like 6 breakable walls on that map too. House of pain has that nickname because of its 4 or 5 window spawns. That map never needed more pallets. Now it does. How do you think the majority of the killer roster feels having to kick 10 god pallets on top of the map having 12+ windows, 4 of which are very safe god windows? It's just like Dead Dawg Saloon, it has so many windows, why did it need more pallets?

    There are far better ways to balance maps than the way BHVR has approached it. They need to reign in the RNG and make it more reasonable, individually creating conditions and exceptions for how the spawns should interact with each other. Increasing the pallet count didn't actually fix dead zones, it just created giga-looping zones lol

    Curious how you left out the Walking Dead map.


    Nevermind the fact that it doesn't matter how many pallets there are if most of them are trash, killers are doing just fine according to the most recent data + killstreaks that are on-going all over the tier-list.

    If you're struggling this much, just run Legion pallet break build. This reads to me like you want only one or two strong areas of a map you can brute force so the rest of the trial can be easy, no thanks.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101350#Comment_4101350

    The whole point of bloodlust (if you go back to when it was added in ye' olden days) was added to prevent infinites, where the killer could never catch the survivor vaulting between multiple windows. Well, if you have enough pallets in one spot, you can basically create an infinite where the killer has to either spend half a minute staring at pallet-break animation, usually losing one or two gens in the progress (3 if its the start of the game). Or, you have to be playing a killer that maybe could outplay or mind game the survivor as they juggle between those say, 5 different pallets. But that's only certain ranged or mobility killers, depending on the exact type of loop (tall vs short, long vs wide, etc.)

    Problem is 90% of killers I face lose in those situations because they try to play one pallet for too long, get bloodlust, then have to lose it breaking a strong pallet. Chaining loops used to be something difficult, took a ridiculous amount of skill. Nowadays, its far, far easier. With ridiculously lopsided map RNG? Modern infinites, basically. As long as the killer isn't a character like Bubba, Myers, or Singularity, who can just plow through all of the pallets in an area as quickly as possible (so like, 80% of the killer roster) then any decent survivor can have a 3 minute chase in those overcrowded tiles.

    Map balance will always be this game's key issue, I'd say an underlying issue given that people tend to overlook it and focus entirely on the killers themselves.

    Why should chaining loops be exceedingly difficult when most modern killers have a low skill floor and most modern maps are killer-favored?

  • They need to neef the top perks or nothing will change.

    They've already been buffing bad perks but it doesnt make a difference as long as meta remains meta.

  • It'd be nice if there was a global spectate feature where you could watch random games, full anonymous mode and all five player POV's.


    I hate that the only way to watch gameplay of this game is to watch content creators. It's annoying.

  • As long as the aforementioned strategies are low-effort and high-reward, you'd be hard pressed to make an argument as to why killer's wouldn't want to employ them.


    This is exactly why the carrot-on-a-stick approach won't solve this issue. It needs to be made unviable and exceedingly difficult to pull off.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100877#Comment_4100877

    In that case, maybe Survivors should be able to abandon in the end game after all the gens are finished, too.   I play Survivor, yes, but I also get annoyed when teammates just wanna teabag at the exit gate.  I only stick around to see if I need to take a protection hit for them.  You won't see me tea-bagging.

    There's still no hypocrisy here.  Killers have agency in endgame, even though they've lost.  Survivors do not have agency when they're all slugged.  That is the massive difference that everyone keeps ignoring for some reason.

    They aren't ignoring it they just know it undermines their position.

    I wonder how they would respond to being able to abandon if getting proxy-camped to stage two, or being hit on hook, or being left to die.

  • A competitive pvp game requires you to use a competitive set up to be competitive.

    If there was no pressure to be efficient to win what would be the point of playing survivor?

  • @Eleghost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100816#Comment_4100816

    I played killer almost exclusively during banquet and did fine for the most part, and i probably played it more than most people did.

    Dont say that too loud youll be accused of being a low mmr survivor main.

  • Funny how killer players are always silent about this map.

  • I find No Where to Hide to be worse. Would not mind at all if it got gutted.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100554#Comment_4100554

    Wait, I am confused, is it just a coincidence that when ever I'm slugged on a 2v1 I can immediately abandon if I wish? Like the amount of times this has happened is pretty high for me when I'm playing survivor.

    But I do have to disagree with your take on an earlier post. I think a killer should be allowed to, yes you can get a kill at EGC, but if we use your 2v1 idea, it shouldn't be allowed for the slugged survivor to abandon, because they have a chance at hatch no?

    This is most likely why that is not an option, however there is more argument to be made that being the slugged survivor in a 2v1 is pointless, even more so with finisher mori.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100526#Comment_4100526

    I agree that the abandon feature should only be available to prevent hostage situations and extreme impediment of gameplay. Case 1 above I agree fits the definition. Case 2 - not even close and that’s one that gets frequently abused. Under no circumstances should survivors be able to quit for free because they are slugged a few times. Case 3 is technically against the game rules and bannable, but it’s never enforced. BHVR could easily implement solutions to prevent survivors from doing this (like showing auras if no gens are touched for a certain period of time), but they refuse to do it.

    Survivors are currently able to abandon for several reasons that have nothing to do with game being held hostage or extreme impediment of gameplay. If you can agree that we get rid of basically everything except Case 1 above, then I think we could be on the same page.

    I am not a developer, but I work in security and I'd imagine there would be a similar principle in that you design safeguards for the worst-case scenario as it only takes one instance to lose a customer for good.

    In the event of a survivor getting slugged more than thrice in rapid succession, the amount of times it would fall into incidental bad luck and not targeted abuse is very slim, even less so the amount of players who would intentionally try and get slugged and picked up multiple times to go next.

    As a killer, you can just hook them, as a survivor, you can just not heal them. So there is already agency involved for those interacting with a bad actor, but there still needs to be agency for the person who might be the victim of chain-slugging.


    The abandon feature already exists and has minimal downsides for false-positives in my opinion, why would they go out of their way to develop an entirely new AFK system (never-mind the fact that the last one was a failure) when they could simply slap the abandon clause and resolve that specific issue entirely?


    The system is fine as is, there is no need to change it, in fact, if we did add another clause, it would be a 2v1 situation allowing the slugged survivor to abandon.


  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100519#Comment_4100519

    It makes no sense why that should negate the ability for killer to leave the match during EGC if they choose to. If the killer wants to keep playing, they still can! They are not forced to hit the abandon button if they want to keep playing to try to get more kills. The only reason you are against it is because you either want to force the killer to waste their time waiting out EGC or you want to force the killer to have to come to the gate to force you out while you teabag them.

    The abandon feature allegedly exists to prevent hostage situations and extreme impediment of gameplay.

    Case 1 - Four man slug in which the survivors have no chance of playing if no perks are in play.

    Case 2 - A survivor being picked up and downed more than twice. This leaves them with waiting out the full timer and then getting potentially picked up or getting downed over and over again.

    Case 3 - Survivors permanently hide and do not progress the gens, forcing the killer to search in an almost endless loop for more than 10 minutes

    The EGC has nothing comparable to the above, any perceived harm is just a personal problem, if we add abandon clauses to these things, then the slope will be slippery on where it ends.

  • I've seen killers get kills due to the survivor backflipping just a little too far from the exit gate and then getting a kill that way.


    As long as this is the case, there is no reason for the killer to be able to abandon during the EGC, but BHVR will probably add it anyways.

    I would just be patient, they haven't explicitly said no.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100310#Comment_4100310

    Or they could turn crossplay off and stop wasting my, and many other people's time

    Except you don't even know why people dodge, there are plenty of reasons for it.


  • If killers can lobby shop, I don't see why survivors can't.

    If anything, its more important to vet your teammates.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099830#Comment_4099830

    Really I have never heard a survivor say they want more objectives. The Blood Generators were annoying and people only did them for the points. The game is built around the normal generators - you repair them while carefully watching and listening what is going on elsewhere. Moving around to do something else is more distracting, puts you at more risk of being seen/caught and slows the progress of the match.

    As others have said, the banquet tables were worth doing because of the strong benefit for the entire team.

    That's because an additional survivor objective that has zero benefit is being purposed just to nerf survivors lol.


  • @THE_Crazy_Hyena said:

    How about no.

    Legion is obnoxious as is already, and buffing them to Nurse-tier won't really help. I mean, there IS a reason why that character got removed from 2v8.

    We really don't need any more powercreep on the killer side

    Coming in to say this, Legion and Skull Merchant need to swap places imo balance wise.

  • I'd rather people just turn off chat then add more generative AI to the game. No thanks.

  • If the killer is way better than myself and my team holistically, there's nothing you can do but take the L and try to learn something.


    A hatch escape won't mean much to me, so I usually just play aggressive and see what I can pull off.


  • It was never particularly strong outside of a coordinated SWF, just overhyped by some killers who threw the game camping.

  • @Wiccamanplays said:

    Spinning this event as a good thing is a bit like a your house burning down and trying to see it as an opportunity to redecorate.

    Curious if you felt the same regarding past killer-sided events?

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099894#Comment_4099894

    If you say so. I just see you throwing barbs out unnecessarily, dude.

    I would hope so. While I think it has the right idea in terms of making sure the buffs are strong, I feel the balance of this one was all over the place on both sides. The poison was universally horrible to get hit by and a well timed table could auto-lose a close game. Neither were particularly well liked. I had fun in the event but only because I kept being caught up in the dumbest interactions.

    Maybe remove starting morsels, remove thrown poison, and make the killer get incrimental buffs depending on how poisoned the full set table was. Like if 2 of the 4 plates placed on it were from a poisoned cart, then the killer gets a small buff, 3 a medium buff and 4 a buff that roughly mirrors the strength of the survivor buff.

    The only worry I have is if an event objective becomes too evenly beneficial to both sides, it'll just become another round of ignoring it entirely in favour of slamming/patrolling gens.

    Nothing personal behind it, I call it as I see it, a lot of proposed survivor changes here are so vastly out of touch I just assume they're disguised killer buffs.


    Varying killer buffs would be a hard thing to sell since not all killers are equal like survivors, on some killer the poison was egregiously strong for example, so I think we'd just end up with a massive RNG fest which probably would be complained about.

    I think the killer buffs should just be smaller QOL things such as faster kicks, faster pick up etc, but make them ramp up the more objectives they complete.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099889#Comment_4099889

    I think you've gotten yourself lost in the weeds of tribalism on this one. I don't think even the killerest of killer mains necessarily have a hidden agenda to screw over all the survivor players with everything they say. You know making generalised statements like this invites argument right?

    I'd agree the Black Banquet is a good base for how an alternative objective should work, if it doesn't directly progress the survivor goal, however it's definitely a very rough first draft and I wouldn't want that to be unchanged next time around.

    It has nothing to do with tribalism, the involved simply aren't subtle with their intent and I am commenting on what's observed.

    The event will be drastically different the next time it comes around. Especially since we will be close to the visual update at the time assuming no delays. In fact, I would imagine that next year's event will be the visual update.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099665#Comment_4099665

    However, when people say they want 'secondary objectives' they really just mean a survivor nerf that allows them to secure more kills when tunneling/camping. It has nothing to do with bettering the survivor experience by giving a high-risk high-reward bonus goal.

    I don't know if this was just poor wording but I really don't think that's always the case. Most of the time it's actually for the survivor experience, so that they're doing something more interesting than just sitting on generators.

    Be that four generators and three blood generators forcing two different ways to progress the objective, or an uber buff for the time commitment like Black Banquet.

    Gonna be real, the random thowing in of tunneling/camping makes this feel kinda bad faith.

    Forcing an alternate objective for survivors that doesnt provide any benefits is a killer sided change.

    I can almost guarantee you the killers asking for these changes would not want a reward similar to the event we just got, but the banquet would be a good example of how BHVR should implement it.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099665#Comment_4099665

    this isn't necessarily true because some of us enjoy having shiny things dangled in front of us; I enjoyed Sadako 2, I spend half my games faffing about on Animatronic doors and Pinheads my favourite killer in the game....some of us enjoy a break from chases and gens

    Which is great, but how does that work in regards to winning the game?


    You can argue that playing for fun > playing to win, but do the other people on your team consent to this?

    This is why BHVR needs to be more clear about the goal of the game, if its going to be a free for all, then allow people to escape by themselves similar to TCM. If it's a team game, then stop introducing contradictory playstyles and interactions.

    I would love to be able to do things aside from gens and chases, but that would mean screwing over my team or being forced to play with a four-stack every game.


    @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099665#Comment_4099665

    This event has made me realize killers have no idea what they want. There are constant complaints about stealth, prerunning, and gen jockeying being uninteracrtive, but then there are complaints about survivors not being afraid of killers and about sabo squads or Head On players. There's pretty much nothing left if you don't like any of that. There's no version of this game where survivors don't do gens and just get chased until they die every match.



    Tbh, I am guilty of harping on this, but the reason is that its not the same person saying both.


    That being said, a lot of the proposed survivor changes here are literally just nerfs dressed up for social points, especially if its the name of 'low-tier killers.'

  • @cogsturning said:

    I know I've been in the vocal minority championing the event but it did several things that were good for the game, things that people have been asking for:

    It changed the gameplay loop.

    I have a lot of killer matches where survivors just sit on gens with Stake Out and Hyperfocus then pre-run when they see me coming. It's not exactly thrilling. This event had survivors in my face all match, pretty much every match. I had one match with probably the most M1s I've ever landed in one go. Some people don't like those aggressive plays, and it took me a couple days to stop being fustrated and adjust my own gameplay to it, but I realized I really like how much more interactive this was. The only variant that was anti-interactive was the portal one.

    It gave survivors the secondary objective players keep asking for, and one they actually wanted to interact with.

    Other events often have little encouragement to interact with the event elements aside from Quests. The Void during Halloween can be a death trap and the crystals often aren't worth the trouble. The haunts aren't amazing either. The winter event has some fun snowball fights but is otherwise fairly bland. Chaos Shuffle just does what it does. There's not really any choices to be made there, especially with many people not being living dbd encyclopedias and not knowing what their randomly assigned perks even do. But the banquet actually had survivors engaging with its elements more than I've ever seen, which shows that if the elements feel valuable or interesting enough, players will use them.

    And it's something people keep asking for, yet many didn't like it. A secondary objective shouldn't necessarily be passive and boring, with survivors just gathering generator parts or something similar. A rewarding and interesting element allows survivors to want to do it, instead of feeling obligated. And these little buffs from morsels were not hard to play around once killers learned them, so using them right could be game changing, and using them wrong could get them killed.

    It got people to play different killers.

    The problem with this part is people were choosing killers who cheesed well with the poison. But the idea is good. If an event can make low and mid tier killers—or even just less popular strong ones—more played, that's a good thing. I haven't played anyone but my main for months now but I didn't like how he was in the event so I went back to a couple killers I hadn't played in awhile. It forced me to shake it up, in a good way.

    How it could change:

    My only real complaint is that posion is all killers got. Poison was obviously very strong but not very interesting. If I were to change it, I'd add something else for chase and have the poison be used only on objects, making it more of a randomized surprise or strategic trap-like element instead of an I-win-this-chase button. I'd also like the global effect (the table setting) to be a little harder to achieve, or to have a cooldown. Most of us who've been playing awhile have gone against cheaters who remote heal teammates. The constant table heals in chase feel like that and that's not really what anyone wants to be reminded of. Such a powerful effect could use some toning down, and maybe a downside. Maybe injuring the person who puts down the last plate and making them temporarily broken, like a mini invocation, or making them go down after a certain time period, like Conviction.

    I agree, it was very refreshing being able to play something new, I also appreciated having counters to more unsavory strategies and gameplay. I'm going to miss the event for sure.


    However, when people say they want 'secondary objectives' they really just mean a survivor nerf that allows them to secure more kills when tunneling/camping. It has nothing to do with bettering the survivor experience by giving a high-risk high-reward bonus goal.

  • He is yet another overdesigned killer much like Dracula and Lich who have an answer to everything which makes outplaying them unrewarding.

    There's nothing interesting about hoping a player is bad to actually engage with the game.

  • If they delete flashlights and buff medkits and toolboxes sure.

  • @TheTWDFan said:

    I made some comments about the solo queue experience in another thread about killer anxiety, but I thought it might be interesting to put some of my thoughts together in one place. These are just my experiences and observations as someone who's still relatively new to Dead by Daylight, both in terms of playtime and how often I actually get to play.

    I started playing Dead by Daylight in July 2025 after The Walking Dead DLC was announced. The Walking Dead is my favourite TV show of all time, and although I usually avoid multiplayer games because of the toxicity and overly competitive atmosphere that often comes with them, I couldn't pass up the chance to play my favourite characters in a horror game. So I bought Dead by Daylight and started the long process of getting every survivor to Prestige 1 so I could unlock their perks for Rick and Michonne.

    I currently have around 462 hours in the game. I know that's not considered a lot by Dead by Daylight standards, where many players have thousands of hours, but I do feel reasonably confident now and like to think I have decent game sense. I know not to group up on generators unnecessarily, I try to take chase for people on death hook, and I'll happily take protection hits when needed.

    One thing I quickly realised, though, was that there were a lot of unwritten rules and pieces of community terminology that I had no idea about. I vividly remember playing against a TTV who referred to my team as a "SWF." I genuinely didn't know what that meant, so I asked in their chat afterwards. They assumed I was trolling and immediately banned me. At the time I only had around 50 hours in the game, so I was completely confused. I hadn't understood what I'd supposedly done wrong, either during the match or in their chat. After looking it up, I discovered it simply meant "Survive With Friends." Learning that term made me notice a pattern.

    No matter what lobby I'm in, people often assume we're a SWF. The funny thing is, I haven't played in a party a single time since installing Dead by Daylight. Every one of my matches has been solo queue, yet I've still been accused of being part of a coordinated group countless times. It seems like if survivors repair generators efficiently, spread out, take protection hits, or generally know how to play the game, they're automatically labelled a SWF. If generators get completed quickly, it's because they're a SWF. If everyone loops reasonably well, they're a SWF.

    I know this might sound dramatic, but sometimes it feels like solo queue players don't actually exist in the eyes of some killer players. We absolutely do exist, and I'd argue there are probably more of us than people realise. It often feels like assuming every competent team is a SWF becomes an easy explanation for a loss: "Well, of course I lost, they were a coordinated group." Sometimes that's true, but a lot of the time it simply isn't.

    After watching a variety of content creators to improve at the game, I've noticed this is a common discussion point. People often talk about how difficult it is to face coordinated SWFs, but I rarely see anyone discussing how rough the solo queue experience can actually be. When I'm matched with duos or trios, I often feel like the random player is treated as an afterthought. I can get every unhook, spend the match healing teammates, contribute to generators, and still be left to reach struggle stage or abandoned during the endgame, even when I'm running Kindred and everyone can clearly see it's safe to rescue me. It's almost like you're viewed as less important because you're not part of their group. You may as well have a bot icon next to your username.

    I've even watched streamers' VODs afterwards and heard them talking down about me simply because I was the random Rick player in the lobby. What's wrong with playing a character I genuinely love?

    The character prejudice in this game is honestly bizarre to me. It's never something I think about when I load into a lobby, but I've noticed certain characters, especially Sable and Meg, seem to receive an unfair amount of judgement before the match has even begun.

    I've even had people make assumptions based on my username. My name is "ThatTWDFan," and I've had streamers scoff at it as though it somehow means I'll be a bad teammate. I've had that username for years because it genuinely reflects one of my biggest interests, and I actually think it looks quite clean. Yet people still use it as a reason to prejudge me before the game has even started.

    As a newer player, that doesn't exactly feel great. There's already so much to learn in Dead by Daylight, and it's a game that's constantly evolving with perk changes, balance updates, and new mechanics. Expecting newer players to instantly know everything feels unrealistic.

    Something else I've noticed is that the community often has a "damned if you do, damned if you don't" mentality. If I take a protection hit or sabotage a hook, I'm sometimes labelled toxic by the killer, which can lead to being tunnelled, bled out, or repeatedly humped on the ground, a behaviour that's a fascinating topic in itself. On the other hand, if I don't take the hit or don't sabotage the hook when I have the opportunity, I'm suddenly considered a useless teammate by my own team, and sometimes even by the killer.

    I play against a lot of TTVs for some reason, and I've lost count of how many times I've heard people criticise me over things that were completely outside my control. It often feels like you're expected to play perfectly, predict everyone else's decisions, and never make a mistake. If you don't, you're apparently the worst player in the lobby. That creates a surprising amount of pressure. There have genuinely been evenings where I've chosen not to launch the game after a long day at work because I'm tired and convince myself I won't play as well as usual. Instead of relaxing, I'm worrying that I'll end up in a streamer's lobby and spend the next ten minutes being criticised in front of their viewers.

    I've always seen video games as a way to switch off from reality and escape for a while, but Dead by Daylight doesn't always allow me to do that. It feels like you constantly have to be "locked in," otherwise you're opening yourself up to criticism from one side or the other.

    Despite all of that, I do still enjoy the game. A huge part of that is because of The Walking Dead characters and my goal of getting both Rick and Michonne to Prestige 100. They're currently both Prestige 98, so I'm almost there. Honestly, though, I'm not sure I would've stuck with Dead by Daylight if they weren't part of it. The solo queue experience can be so inconsistent and mentally exhausting that it sometimes doesn't feel worth queuing at all.

    This isn't me asking for people to play with, I actually enjoy gaming by myself and have always been more of a lone wolf. I just think the solo queue experience is often overlooked.

    I wish more players took accountability for their own mistakes instead of immediately blaming the random teammate. Likewise, if one or two survivors are being toxic or BMing the killer, I'd rather see the killer deal with those specific players instead of taking their frustration out on everyone else. More often than not, it feels like solo queue players end up as collateral damage simply because they happened to load into the same lobby as a group of friends.

    DBD players love some hindsight and back-seating.


    The same people who say you should've done XYZ will be the first to mess up and chalk it up to 'unlucky.' It's one of the biggest reasons I cannot stand watching most content creators.

    However, if you genuinely want to get better, I'd recommend using OBS to record your gameplay and watch it back to learn, without the pressures of the game, you will almost guaranteed notice mistakes that you're making without even realizing.

    Solo Queue is very stressful which I feel isn't talked about enough, you don't know if you're with a swf, you don't know who's going to troll and who's going to actually play, not to mention factoring in the killer and their playstyle. It's a lot to juggle.

    The game is a trial by fire though, so you will get burned and burned often, but if you can push through to 1k hours, its becomes a game you can't quite drop despite it.


    I'd recommend focusing on being an efficient survivor and to not be shy about praising people who do well and making the first step to adding people, you'd be surprised how one good game can catalyze a friendship and give you a broader pool of people to queue with.

    I also actually disagree with the 'play how you want' mentality and I think that's why the game is so toxic, people get an idea of how they want to play and if someone disrupts it they react negatively, I think being as selfless as possible without rewarding bad behavior is a better approach to 'being the change you want to see.'

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099399#Comment_4099399

    I think this is a pretty good layout of the killer arguments, so let me explain why the opposite is true for people who find survivors anxious.

    Note, this is not to deny that some people find the above anxious. However, its not a universal 'factual' feeling as has kind of come up in the thread, but something that applies to some people, not all. Just as what I'm about to say applies to some people, not all.

    Killer: I think what sets killers and survivors apart in this is that a killer has nobody else to blame but themself.

    Alternative: Two things here

    1: You have no one to let down but yourself. Personally, I care far, far more about what happens when I'm in a team than playing individually. No one likes losing in either scenario, but if I make a bad play as survivor it bothers me far more than if I do as killer as I have not just let down myself, but three others.

    2: Having to only worry about yourself takes out a lot of unknowns. Even if I'm doing a gen and someone else is in chase, I'm wondering - are they fine, should I be setting up for a save, bodyblock, stay on the gen, etc.

    To try and not sound too critical of the killers in the thread as I'm trying to be fair minded - but the ease at which some blame the other survivors instead of themselves surprises me. I tend to focus on what I could have done better, as killer that's usually pretty clear, but survivor leaves you with lots of question marks (thus causing more stress).

    Killer: When you lose as a killer, you're bad at the game, you're a loser and you obviously should uninstall. 

    Alternative: Wins are rare, thus that feeling of almost getting it adds the stress. Again perspective, if I win four games as killer and lose one, I focus on the four I won, not the one I lost (I understand others are different). But when wins are rare and a game is going well it really ups the tension 'am I/we actually going to escape this time?'.

    Edit to add: a related idea is that as survivor I never feel safe. Until we're all literally in the exit gate there's always the possibility of the match being turned. On the other hand, as killer I very rarely feel out of it until the gates are open. Some killers seem to stress when a few gens pop quickly, for me I don't worry about it as I feel like I have plenty of time and the area they have to attack is narrowing.

    Killer: This is amplified by the fact that you as a killer have a lot of control over the match. 

    Alternative: Kind of dealt with this above. The control is a relief. From the start of the match there are a lot less unknowns to worry about, I see the gens, picked the killer, and can make a general plan really quickly. While constantly doing something as killer, I'm deciding what to do (edit to add: much like a horror movie, where you build tension via quietness, those moments of 'am I safe? am I doing the right thing? what's going on? are far more stressful than the killer who never has the need to stew). As survivor though there are a lot of factors outside of my control, what the killer decides to do or the play of the other survivors.

    Killer: You're stressing about a strategy, become stressed because your strategy didn't work out and because your strategy didn't work out, you are further away from winning the game, which also stresses you out.

    Alternative: Kind of like the winning point. As killer I set up the strategy, but survivors have to do the work and beat it. Far more stressful as survivor to be doing that in the moment. If as killer my strategy is bad, I can see where I went wrong and take as much time to readjust as I need and/or the fact it wins far more outweighs.

    Once your brain associates playing killer with that level of stress, you get killer anxiety.

    That's true, but same for survivor.

    -

    On a final personal note, I should add my take on this changed as I got older. When I was young I found playing on teams (soccer, basketball) fun and relaxing, but sought out individual sports (running, wrestling) because of how much more stressful/rewarding they felt. Now, being quite a bit older, I'm the opposite, if its just me I don't worry so much about it, but feel a much stronger sense of not letting the team down.

    The problem is that most killer mains here who play survivor don't care about winning or their team. Of course its not stressful then.

    We have people in this thread bragging about listening to music and watching YouTube videos while playing survivor lol.

    This is why its so hard to take the killer victim narrative seriously. If anxiety really was the problem itd be felt when playing both roles.

  • I agree survivors should just have one hook state and should die instantly after being hooked.

  • @THE4saknbacn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099389#Comment_4099389

    I would hate to see dbd become like every other online game, but since there’s already a battle pass there could be season specific ranked cosmetics linked to the battle pass. I like how mortal kombat did their ranked, as it’s sweaty in ranked and wildly varied in casual.

    I think once you put prestige behind a ranked grind, a lot of top-end stuff shifts a bit. Especially content creation.

    Who's going to want to watch a winstreak is the casual mode? Who's going to clip farm in a casual mode? There would be pressure on CC'S to play against people of their skill level which would solve that issue.

    That isnt to say MMR update shouldn't come alongside it. The issue is that people will just start making alt accounts (they already do.)

  • @Rokku_Rorru said:

    I had someone use Shoulder the Burden to save a friend the other day and coz I could see the hook counter I just went for them instead, the unhooker gets the hook state without activating any anti tunnel perks? I thought hooking was too powerful… Shoulder the burden is gaining a hook count on someone without any of the "downsides" killers usually complain about.

    That means the people in this game weren't able to use second chance until the final chase, so… why didn't you go for the unhooker?

    Because its easier to ask for challenges to get removed than get better.

    Just don't let a survivor ask for something similar or the waterworks will begin.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099386#Comment_4099386

    This is a common request, but I think the biggest issue with that is the sweats don't like to play against other sweats. Having a ranked mode is one thing, but keeping people in their lane is another. I agree with @Your_Dad_Playing_DbD, we need a functional SBMM system first and foremost. Then it'll be easier to assess balance. But overall, I do think the game is in the best state it's been in since I started playing years ago. Doesn't mean there's no room for improvement though.

    it depends.

    DBD mobile had public leaderboards that you saw immediately upon loading the game up.

    People would most definitely play ranked if it had recognition and rewards.

  • @Mandy said:

    Don't have more information on the MMR update to share right now, but can certainly say we will have more information in the coming months (probably sooner than months).

    I guess that confirms there is no midchapter (and subsequently no balance changes) until the Fall?

  • @ShanoaLegendaryPlz said:

    I've never seen such a high pick rate for leatherface lol him/legion/plague were nearly 70% of the matches

    I think every special game-mode just needs to have Legion unavailable, I miss when they were killswitched.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling

    Why would you expect your opponent to intentionally not do something that is going to likely lead them to winning the game? This is like playing counterstrike and being mad because the T's keep going to bomb site A over and over again knowing that you station your worst player to defend it. Adapt your strategy instead.

    When they do you ask for those strategies to get nerfed so… lol.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098658#Comment_4098658

    Again wanted to know why they use it for not the intended purpose. but i thank you for your valuable input into this topic and wish you a good day

    And how can you be the authority of what the 'intended purpose' of a perk is lol?

    This is just another 'survivors forced me to tunnel' thread. Just tunnel if you want.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098583#Comment_4098583

    Community stream in the 23rd I think, so we'll probably hear about that then

    I always want to be wrong since being pessimistic is boring but BHVR always finds a way to drop the ball, I genuinely think they believe gameplay isn't worth the attention/resources currently, there's no other explanation for how glacial and piecemeal their balance has been for the last two years.

  • As always, it depends on what you mean by 'buff.'


    Michael was a 'low-tier' that got 'buffed' and is now a disaster gameplay-wise.

    I personally think Vecna2 is a pretty good standard for killer design, strong anti-camp, requires two hits before lethality, high skill-floor but decent skill ceiling, map travel is fair, etc etc.


    Bringing every killer to A-S tier would require substantial survivor buffs to compensate, which I doubt would be received well.

  • If you could avoid pallets 100% of the time why would they even exist?

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098573#Comment_4098573

    People only try to use this "if you dont play both sides youre biased" as a strawman argument if they have absolute no legal argument to go with.

    Not to mention even if you play both you're still likely to have a bias.


    Example:

    Killer mains that play both but when they play survivor they don't play to win and fool around and die quick.


    Same people come to the forums and say they play both and don't see why anyone would complain about the state of survivor.

  • I mean we haven't even heard about a Midchapter yet, I'd be genuinely surprised if they said anything about the gameplay side of things.

  • @QwQw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098119#Comment_4098119

    Of course survivor players can suffer from anxiety as well, I don't think anyone is arguing that they don't (at least, that's not my position). What people are arguing is that the natural anxiety one can get from playing an online multiplayer video game is worse on the killer side for the reasons I initially listed.

    It's a PVP game, all sides should feel stressed to perform and to win (stress comes in good and bad forms.)


    My point is that the fact that people think survivor is less stressful is a problem in itself because you should feel pressure to be a performing member of your team, and this is why I personally find killer to be less stressful.

    I can't let anyone down but myself, my performance is 100% on me which makes it so much easier to find out what went wrong and how to improve.

    If I don't feel like playing a match out, I don't need consent from anyone else, I don't have to worry about someone else quitting, I don't have to worry about people bringing bad perks or useless playstyles, the list goes on.


    This is just my opinion though, which is why I said that killer anxiety definitely exists in my original post, I just find it overblown because its a trendy narrative that killers aren't the power role but are an underdog fighting bullies.


  • Personally? If I didn't have to factor profits of the game/player count?

    I'd want large aggressive changes similar to the 6.1 patch that shook up the game in a big way, I think this is long overdue.


    On the survivor side, I think too many survivors don't actually want to do gens and just want to meme around and/or mess with the killer. This creates a problem for balance because nerfing coordinated swfs who actually try to win would hurt uncoordinated teams where some are trying and others aren't, I believe that the devs need to set the expectation through gameplay that everyone should be trying to win or keep things like the banquet powers permanent if its going to be a party game. Doing both half-way is the source of most frustrations imo.

    To keep this post on topic, look at how widely inconsistent killer-anti-camp measures are. Why do we even need anti-camp if the game isn't competitive? If it is competitive, why isn't more thought being put into it?

    I would want the devs would put in changes to reign this in by making most if not all perks/items/chests/totems have a gen progression requirement similar to flashbang.

    Since this would lead to gen speeds becoming closer on average to a coordinated SWF, then it'd be a lot easier to balance/nerf survivor so that killers can have a more consistent experience instead of psyching themselves out of a good time by wondering if this team will be the one that actually pressures them by doing gens, and then the average survivor experience wouldn't be so awful because teammates would be forced to progress the game instead of loitering.

    Then on the killer side, we can finally nerf the slowdown meta and have something new come up for a change, maps wouldn't need to be as tiny, etc etc.

    Ultimately I just want something bold, the current state of the game is 'fine,' but fine leads to boring. I'm aware that the above would most likely be widely unpopular, but I can dream I guess.

  • It was more warranted when flash bangs weren't nerfed.

    Sadly, people are still traumatized so its going to remain useless.

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