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XDgamer018

XDgamer018

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  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897703#Comment_3897703

    The kill rates are probably much higher than what BHVR released. Most DC/suicide on hooks happen when the game is very likely to be a loss anyways. And don't forget all the matches where the killer like Nurse or Blight steamrolls the team with a 4K and one of them DC's out of frustration.

    isnt that then an issue for blight and nurse? (talking about in terms of power lvl) because a pig wil have to do MUCH more work then a nurse or blight to achieve the same stats

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897695#Comment_3897695

    The maps are definitely imbalanced, but kill rates are high in spite of this.

    dont forget these killrates (wich are probably taken from nightlight) are highly inaccurate due to the whole killing on hook dcíng etc

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897690#Comment_3897690

    When I say it is killer-sided, I am not saying that 1 survivor is more powerful than 1 killer, I am saying that 1 killer is more powerful than 4 survivors combined, assuming that their skill levels are the same, the killer will kill more than half of them on average. This is objectively bad game design for a PvP, which leads to a combination of boredom and frustration as opposed to fun.

    What this means is that you can invest only about 500 hours into learning a specific killer, and compete competitively against survivor teams with thousands of hours per member. Not only that, but those games will feel unrewarding for both parties because the skill differential will remain obvious, while the killer can still cheese his way to victory with low skill tactics like slugging, tunneling and proxy camping instead of, for instance, being skillful in chase.

    (the game devs apear to want a 2 die 2 out aspect in terms of matches) and with all these things to account you forget a tiny detail maps. sadly the map design isnt competetive to be "balanced" for the whole roster. where nurse can just ooga booga around garden of pain. pig might aswel not even try most of the time due to the simple fact that most loops eithe A: chain together creating sudo infinites or B: strong windows/pallets you HAVE to either break or play around wich wastes allot of time for these lower end killers due to their lack of mobility. I understand your points but as you probably know dbd is flawed to the core since it never expected to grow so drasticly

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897686#Comment_3897686

    Their intention is irrelevant. The game is either killer-sided or survivor-sided, and it is killer-sided.

    if their intentions are irrelevant then whats the point of them being a developer of the game????. and while it might be killer sided like you said its supposed to due to the asymetrical nature of the game (1v4)

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897681#Comment_3897681

    Killers kill more than survivors escape at all level of play.

    but thats what the devs intend the game to be a 60/40 aspect ratio.

  • @jedimaster505 said:

    Because it's killer-sided in spite of the large doses of copium being ingested by so many killer mains.

    just curious in what aspect is the game "killer" sided (no soloQ doesnt count bc its an asym game)

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897179#Comment_3897179

    Basekit bt and anti camp were healthy changes. I can’t believe I have to explain this to someone again, but it seems like biased players like yourself are to unable to understand

    Basekit bt is in the game because back then if the killer was camping and you got an unhook, the killer could down that person immediately as soon as they hit the ground. You think that’s good game design?

    Anti camp is in the game because facecamping is really unhealthy, especially when it’s a one shot killer. Remember the facecamping bubbas? You think it was fine that they just camped immediately at 5 gens? Also this feature doesn’t do anything unless you are trying to camp them hard. It’s in your control as the killer


    the 10 second hook timer doesn’t do anything. If you play normal it does not matter.

    None of these are handholding, they were put into the game to make the game healthier. Hopefully you can understand now

    my only gripe with the basekit bt feature is the fact they keep collision (basicaly they can abuse the basekit bt to body block) simple fix for this make it so the unhooked survivor loses colision upon being unhooked.

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897621#Comment_3897621

    It’s a double standard that makes sense if you think about it logically. Killer is the power role. They should get special things that allow them to keep up with 4 survivors since every second they spend is 3-4 seconds survivors can put on a Gen.

    Going for a 50/50 escape rate is a terrible idea and that’s why the devs aren’t doing that. Jason had an 80% kill rate in Friday and everyone loved that game. It only died because of the lawsuit.

    DC epidemic is way overblown. I tracked 500 games and only 7 survivors immediately DCed and 13 gave up on hook instantly. 20 survivors out of 2,000 is irrelevant.

    Don’t ignore the fact that they wouldn’t let Huntress keep her small haste boost. Survivors were crying and throwing up about it. So let’s keep it fair and have no double standards when it comes to survivor haste.

    but but muh soloQ in an asym game my silly little survivor should be able to 5 gen chase a pig ;(

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897592#Comment_3897592

    The example is arbitrary as clearly stated, so pay attention. I specifically said that the haste values should be adjusted for the 50/50 escape rate outcome. The point is not those specific values, but the scaling haste based on number of solos playing. And the only way you can be against this change is if you want the game to be unfair for solo Q players at the luxury of killers.

    im not stating its a bad thing inherently im just saying that this hurts m1 killers even more then they alr are (devs want to balance around 60% KILL rate not escape rate) what id do instead of give solo survivors kindred basekit (minus the killer aura read) and some form of communications scroll wheel (like dbd mobile had) The core issue of SoloQ lies in the asym nature of dbd you just cant make a soloQ survivor be able to hold their own against the killer thats just not possible in this format of play.

  • @MoZo said:

    Survivor Perks

    Teamwork: Collective Stealth:

    • Increased Range to 24 meters (was 16 meters)
    • Now also hides auras, pools of blood, grunts of pain and footsteps audio (NEW)
    • After healing a survivor or if a survivor heals you, Teamwork: Collective Stealth activates (was after being healed by another survivor)
    • Increased linger duration to 15 seconds (was 4 seconds)

    DEV NOTE: Collective Stealth has been underperforming for its whole time in the fog, increasing both the linger duration and range as well as adding more stealthier effects to the perk should help survivors find more utility in this perk.

    Invocation: Treacherous Crows:

    • After Invocation is complete, you become Oblivious for the remainder of the trial (was injured and broken)
    • Increased aura reveal duration to 3/4/5 seconds (was 1/1.5/2 seconds)
    • After invocation is complete, all survivors no longer disturb crows (NEW)
    • Invocation: Treacherous Crows as well as other Invocations can all be activated at the same time. (NEW)

    DEV NOTE: Treacherous Crows released with very low expectations by the community and has proven itself to be one of the weakest perks in the game. To help push its strength up, the invocated survivor no longer becomes broken and injured for the remainder of the trial and is instead permanently oblivious. This should encourage the killer to make a stealthy approach on the survivor who has invocated (note that the survivor who has invocated will have a special texture on their player icon, so the killer is aware on who has done the invocation.) The aura reveal didn't come into play as often since the survivor is usually the one leading the chase therefore disturbing all the crows. To combat this, survivors will no longer disturb crows for the remainder of the trial and increased the killer reveal duration to help survivors keep tabs on the killer throughout the trial.

    Self-Preservation:

    • Increased activation range to 28 meters (was 16 meters)
    • Increased duration to 20/30/40 seconds (was 6/8/10 seconds)
    • Added new effects: You won't scream, and your aura won't be revealed to the killer for the duration. (NEW)

    DEV NOTE: Self-Preservation finds itself very awkward to use with the restricted range and short duration not providing much value. Increasing both effects should allow survivors to be stealthier and stay out of harm's way when around another survivor being chased. We also added a few more effects to make you sneaky and undetectable when the perk takes effect.

    Buckle Up:

    • Increased strength of haste to 200% (was 150%)
    • Both survivors gain the haste effect upon finishing the heal (was only the healed survivor)

    DEV NOTE: Buckle Up has been a difficult perk to balance with many versions of it being either too weak or very oppressive, instead of reworking it again we've increased the haste and brought back both survivors benefiting from the effect to provide more value. "Buckle Up! This rides going to be fast!"

    Cut Loose:

    • After performing a third consecutive vault during a chase, the aura of the killer is revealed to you for 6 seconds. (NEW)
    • Doubled the activation window to 8/10/12 seconds (was 4/5/6 seconds)
    • Reduced cooldown to 15 seconds (was 45 seconds)

    DEV NOTE: Cut Loose was tricky to make use of during a chase, with a low activation window and an extensively long cooldown it was not appealing to many players. With that in mind Cut Loose features a new effect by giving the survivor an aura reveal on the killer after their third consecutive vault during the chase. This perk also had a couple of issues that needed a touch up to bring it in line with other options.

    _________________________________________________________________________________________________________

    Killer Perks

    Hangman's Trick: (Rework)

    • Survivor's sabotage speed is reduced by 30/40/50% (NEW)
    • Increased aura reveal range to 18 meters of any hook (was 12 meters of a Scourge Hook)
    • Hangman's Trick is no longer a Scourge Hook (REMOVED)
    • Sabotaged hooks respawn 50/75/100% faster (NEW)

    DEV NOTE: When Hangman's Trick was reworked to become a Scourge Hook it did not provide enough value and quickly became the least picked perk in the game for killers. To give it a fresh breath of air, Hangman's Trick has been reworked to punish survivors who attempt to sabotage a hook and gives the killer a bigger heads up on the sabotage play.

    Hoarder: (Rework)

    • Survivors within 4 meters of an unopened chest scream, reveal their location and suffer from a -15% hinder for 2/3/4 seconds.
    • Increased number of additional chests in the trial to 5 (was 2)

    DEV NOTE: Previously, Hoarder provided very niche info since survivors rarely dropped items let alone picked them back up. To give Hoarder more of an identity we've completely reworked to perk to instead hinder survivors near unopen chests while also alerting you that they're around your hoarded chests. Survivors can also play around hoarder by opening chests while the killer is distracted and unable to interrupt them.

    Septic Touch: (Rework)

    • Survivors healing inside your terror radius are revealed to you with Killer instinct. If they are healing outside your terror radius they suffer from Oblivious until healing is complete. If the heal is interrupted by any means, the survivor that was being healed suffers from the Hemorrhage and Broken status effects for 30 seconds.

    DEV NOTE: Septic Touch previously was very conditional and did not provide enough value, often you wouldn't know the survivors were healing in your terror radius let alone get any value out of the exhaustion and blindness effects, To give this perk some sunlight we've reworked it to make healing inside the killer's terror radius very dangerous and unintuitive.

    Shattered Hope:

    • At The start of the trial, all totems are blocked by the entity for 120 seconds. This effect lasts until the timer expires or if a survivor enters the dying state caused by you. (NEW)
    • Increased aura reveal after snuffing a boon totem to 9/11/13 seconds (was 6/7/8 seconds)

    DEV NOTE: Shattered Hope provided a decently powerful effect but was very situational since you couldn't guarantee the survivors would bring boon related perks into the trial. We've given Shattered Hope a brand new effect similar to Corrupt Intervention allowing all totems on the map to be blocked by the entity at the start of the trial. The aura reveal after snuffing a totem has also been increased to give a bit more value when you do pull it off.

    Undone:

    • Exit Gate progress regresses at a speed of 75%. (NEW)
    • Gain 5 tokens when a survivor hits a great skill check or fails a skill check (was 3 tokens per missed skill check)
    • No longer blocks the generator when consuming tokens (REMOVED)
    • Reduced maximum capacity for tokens to 20 (was 30)
    • Reduced cooldown to 25 seconds (was 60 seconds)

    DEV NOTE: Undone was a very difficult perk to get value out of since it heavily relied on survivor mistakes which experienced survivors would rarely ever make. To give more power and strength to Undone it now will gain tokens from great skill checks as well as missed to take advantage of all skill levels. Undone has also gained a new effect by regressing exit gate progress when left untouched to counter the survivors '99ing' the exit gates.

    _________________________________________________________________________________________________________

    Killer Updates

    The Trapper:

    • Gain 15% haste for 60 seconds at the start of the trial. This effect is lost when entering a chase with a survivor by any means. (NEW)
    • Increased Traps at the start of the trial to 6 (was 2)
    • Increased the strength of the haste after setting a bear trap to 10% (was 7.5%)
    • Injured survivors that escape from a bear trap by themselves are automatically put into the dying state. (NEW)
    • Decreased time to set a bear trap to 1.8 seconds (was 2.5 seconds)
    • Increased the time to disarm a bear trap to 6 seconds (was 3.5 seconds)
    • Decreased the time to pick up a bear trap to 0.65 seconds (was 1 second)

    DEV NOTE: The Trapper is Dead By Daylight's oldest killer, feeling very outdated and clunky we've decided to give Trapper some much needed quality of life changes as well as some complementary buffs to bring him up with many of his other killer pal's.

    ADD-ONS:

    Trapper Gloves:

    • Increases Trap setting speed by 15% (was 30%)

    Coffee Grounds:

    • Gain an additional 3% haste for 5 seconds after setting a bear trap (was 5%)

    4-Coil Spring Kit:

    • Increases time required for survivors to disarm a bear trap by 10% (was 33%)

    Secondary Coil:

    • Increases time required for survivors to disarm a bear trap by 17% (was 50%)

    Fastening Tools:

    • Increases Bear Trap setting speed by 20% (was 50%)

    Honing Stone:

    • Trapped healthy survivors are left in the dying state if they free themselves (was healthy and injured)

    Bloody Coil:

    • Injured Survivors that disarm bear traps are inflicted with deep wound. (NEW)

    The Shape:

    • The Shape can now kill healthy or injured survivors by his own hand in Evil Within III if the survivor is on death hook. (NEW)
    • The Shape now stalks 30% faster while stalking the obsession. (NEW)
    • Decreased Evil Within II terror radius to 12 meters (was 16 meters)
    • Increased lunge window in Evil Within I to 0.35 seconds (was 0.2)
    • Increased Evil Within III duration to 80 seconds (was 60 seconds)
    • Breaking actions on Generators, Pallets and breakable walls during Evil Within III is 50% faster. (NEW)
    • Stuns from pallets during Evil Within III are recovered 50% faster *This does not stack with the perk Enduring* (NEW)
    • Press and hold the active ability button to Enter Evil Within III. (NEW)
    • The Shape suffers from a -30% Hinder for 2 seconds when activating Evil Within III. (NEW)
    • Survivors hear a map wide audio cue when The Shape reaches 90% stalk on Evil Within II. (NEW)

    DEV NOTE: The Shape has felt very outdated since his power has seen little to no major changes since his release back in October 2016. Evil Within III often felt very underwhelming for it to be Myer's big moment to apply pressure to survivors, with that in mind The Shape will now have the ability to mori survivors by his own hand during Tier III if they are death hook to make it feel rewarding to chase an injured survivor on death hook during Tier III. We've also increased action speeds and decreased stun duration from pallets to give him that unstoppable and immortal feeling once you've reached Tier III.

    ADD-ONS:

    Boyfriend's Memo:

    • Increases the range of The Shape's lunge attack while in Evil Within I by 25% (was 50%)

    Hairbrush:

    • Increases Evil Within III duration by 15 seconds (was 20)

    Judith's Journal:

    • Increases the rate at which evil is gained when stalking your obsession by 20% (was 40%)

    Hair Bow:

    • Increases Evil Within III duration by 20 seconds (was 30)

    Tombstone Piece: (REWORK)

    • After stalking a survivor for 5 consecutive seconds, they immediately lose a health state. (NEW)

    Lock of Hair:

    • Increases Evil Within III duration by 30 seconds (was 40)

    The Pig:

    • Increased Crouch movement speed to 4m/s (was 3.8m/s)
    • Increased ambush movement speed to 7.5m/s (was 6.9m/s)
    • Decreased ambush duration to 2 seconds (was 2.3 seconds)
    • Decreased time to crouch to 0.75 seconds (was 1 second)
    • Delayed the roar when starting an ambush to halfway through the charge up. (was at the start of the charge up)
    • While crouched, The Pig can enter chase but will not achieve bloodlust. (NEW)
    • While The Pig is crouched within 10 meters of a survivor with an active bear trap, the death timer will be paused indefinitely until The Pig is no longer crouched within that range. (NEW)
    • Decreased terror radius fade-out after crouching to 0.9 seconds (was 1.4 seconds)

    DEV NOTE: The Pig has always been a contentious killer to balance in the fog, between her powerful reverse bear trap slowdown and bland ambush she can either feel helpless or dominating during her trials. To address points of frustrations on both sides we've buffed the ambush to help The Pig feel that they have a reliable tool in their arsenal to help out during chases against competent survivors. The Pig crouch walking after the survivor and camping their box while their trap was active was a very high frustration point on the survivor side, to address this the pig will now start chases while crouched to avoid situations when The Pig could just crouch down a survivor until their Reverse Bear Trap timer expired.

    ADD-ONS:

    John's Medical File:

    • Increases crouch movement speed by 3% (was 10%)

    Combat Straps:

    • Increases crouching and uncrouching speed by 5% (was 10%)

    Last Will: (REWORK)

    • Increases Ambush duration by 0.5 seconds. The final reverse bear traps death timer is decreased by 30 seconds. (NEW)

    The Ghost Face:

    • Increased Crouch movement speed to 4m/s (was 3.8m/s)
    • Decreased Night Shroud cooldown to 12 seconds (was 17)
    • The Ghost Face receives 10% haste for 5 seconds after marking a survivor. (NEW)

    DEV NOTE: The Ghost Face heavily relied on his add-ons that decreased his cooldown and haste after marking a survivor, to give a little leeway to The Ghost Face player's add-on selection we've made his cooldown significantly shorter and completely put Drop-Leg Knife Sheath base kit to give Ghost Face a much-needed reward after successfully marking a survivor. His crouch speed has also been increased slightly to give more versatility to it.

    ADD-ONS:

    Walleye's Matchbook: (REWORK)

    • After putting a marked survivor into the dying state, all survivors will receive +40% to their stalk meter instantly. Survivors who were already passed the 60% stalk mark will not become instantly marked and will instead be at 99% stalk. (NEW)

    Leather Knife Sheath:

    • Increases Crouch movement speed by 5% (was 10%)

    Drop-Leg Knife Sheath: (REWORK)

    • Increases haste after marking a survivor by 3% (NEW)

    The Demogorgon:

    • Decreased successful Shred attack cooldown to 2.5 seconds (was 2.7)
    • Decreased Shred pallet break to 1.6 seconds (was 1.8)
    • Increased number of portals to 8 (was 6)
    • Portals are now recycled after all have been placed, replacing the oldest portal to be placed. (NEW)
    • Shred cannot be canceled by pressing the attack button too early (NEW)

    DEV NOTE: The Demogorgon has always been a well-loved and balanced killer within the realm, but has become very add-on reliant. To address the overuse of 'Barb's Glasses' and 'Black Heart' we've added them completely into the base kit and reworked the add-ons to give Demogorgon more flexibility within its add-on selection. The number of portals has been increased as well as recycling portals to allow Demogorgon to readjust where they're placed around the map as well as have more in its arsenal. Many players starting to play Demogorgon felt very frustrated when they pressed the attack button too early for the shred and ended up canceling the shred attack, to give players a smooth and non-frustrating experience the shred attack will no longer be canceled by pressing the attack button too early.

    ADD-ONS:

    Black Heart: (REWORK)

    • Survivors hit by a shred attack suffer from the mangled, hemorrhage, and oblivious status effects for 60 seconds. (NEW)

    Barb's Glasses: (REWORK)

    • After emerging from a portal, all survivors within 12 meters suffer from a -12% hinder status effect for 3 seconds. (NEW)

    Deer Lung's:

    • Increases the Upside down movement speed by 30%
    • Decreases the number of available portals by 2 (REMOVED)

    Vermillion Webcap:

    • Increases duration of undetectable after emerging from a portal by 10 seconds (was 3)

    Red Moss:

    • Increases duration after of the undetectable status effect after emerging from a portal by 15 seconds (was 8)

    Leprose Lichen:

    • While traversing the upside down, the auras of all survivors are revealed to you. This effect lingers for 3 seconds after emerging from a portal. (was only lingered for survivors within 16 meters of an active portal)

    _____________________________________________________________________________________________________________

    This concludes my patch to buff the weakest killer's, killer perks and survivor perks. Depending on how well received this post will be I'll continue to edit and add more changes for killer's and perks that I think could use some tweaks or reworks. I did not include Skull Merchant in the killer updates section because she is confirmed to be getting a rework later this year and to be quite honest, I have no idea how to rework her without building her power from the ground up. As always, let me know your opinions about my suggested changes and I will do my best to reply to all of them!

    first off amazing work!. secondly the shattered hope "rework" should be partially basekit (like at the start of a trial totems are blocked by the entity for 60 seconds to deny first minute cleansing) the pig changes are great (altough her rbts could use a little love aswel imo) id make ruleset no2 fully basekit together with her being able to regain some of them from lockers (to a max of 2 extra) this way she can choose to either go full bore in early game and use the traps then or try and use them mid/end game. (would also be nice for her to get her own main menu theme and chase theme) (possibly hello zep for rbt countdown theme)

  • @jedimaster505 said:

    Killers already have Bloodlust to hold their hands when they suck at chasing and did nothing to earn it, so just give solo players a Haste bonus to compensate for their lack of SWF comms.

    BHVR stubbornly chooses to balance around the minority of high MMR 4 man SWF teams, so the solution is very simple. Solo Q players are invigorated by their courage to face the Entity without comms. For every solo Q player in the lobby, receive a Haste bonus.

    For example, 1 solo player = 2% Haste, 2 solos = 3 % Haste per solo, 4 solos = 4 % Haste per solo. SWF teams receive no Haste bonus because they already benefit from comms and improved coordination. These percentages are arbitrary. BHVR should adjust the haste bonus until 4 solos, 2 solos and 1 solo teams all have equivalent escape rates to high MMR 4 man SWF (currently 48%, except all the DC matches where survivors DC because the match was unwinnable must be included in this figure).

    Survivor will not be overpowered by doing this because remember, the Haste bonus will be scaled based on fair escape rates. 4 man SWF, 3 man SWF (1 solo), 2 man SWF (2 solos) and 4 solos will all be balanced for a 50/50 escape rate, tweaking the solo Haste bonuses until they all have equivalent outcomes.

    This will restore balance to the game and Solo Q will actually be a playable experience.

    it sounds like you have no idea how impactfull a haste boost it let me remind you of old mft a wich used to be a 3% haste boost. If soloQ got a 4% haste boost that would be the DEATH of m1 killers like pig trapper etc not because they cant loop but because theyre slow. if you notice them just hold W and pre drop pallets and they either have to break chase or waste SO MUCH TIME getting to you.

  • Deathslinger:

    Surge/brutal/nurses calling/no way out

    Addons: wardens keys/ammo belt/iri coin

    Ive had great succes with this build as slinger (hes my main)

  • @Sakura_Arisawa said:

    I had a Round with 4 SwF as a Nurse and it was more then Unfair yeah more like Mobbing!

    I know the Thing is you should have the Option to Play with Frinds thats Fine and i have nothing against it, but If you get 4 SwF's and they Realy Hard Force you to Slug, Camp or Tunneling, you as Killer have absolutly no Fun in this Situation!

    They had four Flashlights the point for Lightborne Lucky that i had it in, some of them after that a Toolbox and they was repeatly all on one Point stacked, so that you must Slug them, everytime they destroyed a hook if you tryed to hook, they tryed to Blind, Bodyblocked all Times and many other Toxic Plays like repeatly destroy the hooks, I was Realy Hard forced to the Point that i must two People to let Bleed out and Camp slugged ones or Tunnel them for the Bleed out and Slug Situation, because you get no Hooks well they destroyed it right before youre Nose and that Repeatly all Time over the Match!

    With the New Health System what is Planned this will never get Good, if you get constantly in Matches Like this what i had and it has a to Extremly Angry LvL, The Killer will constantly Leave or give Up and then it dosn't matter if they Lose Ranks or Bloodpoints! or they will stop to Play DbD because of this Highly Toxic Moments.

    I suggest Strongly to Put this 4 SwF's in the High Ranks matched, never mind if they are in the Last Rank the Frustration LvL is Purely to High if they can Play in Low Ranks, the other Way and not the Good one that i know to is to Seperate them from Open Matchmaking and force them to Play Custom Games as 4 SwF's.

    But Actualy this Moments are the Moments where i am Realy Realy Mad and where I think to Deinstall the Game and never Lay a Hand on it again, to this often they say at the and Easy, EZ or other Things that make you feel Extremly Bad or Sad what ever, or they Mob you for Slugging, Tunneling, Camping what ever self If you had no Choice and you was Hard Forced to this.

    Last but not least, i got 3 killed, but only through Tunneling, Slugging or Camping on downed Survivor, but how i sayed they Forced me extremly hard to do this, because it gave no other Ways to Cancel the Game, Leaving you get blocked for Matchmaking and you get no Bloodpoints, you go AFK you will get Flamed or other Things, to this If the New Systems come on Official Server you get Deranks or other things through Anti Slugging and the other Anti Systems, the Go Next Prevention will Punish you or the same other Things happen.

    This Game lays feeled to 98% on Survivor Side and this is Frustrating, the Same with the Hex Totems they are most Time destroyed after 20-60 Seconds well because they are to Visible to Survivor!

    Here a little Screenshot for that Hex Totem Point and that is in the most Maps the Point:

    https://us.v-cdn.net/6030815/uploads/59S3LEM3NVWK/screenshot-2025-03-13-070056.png

    The Totem was as well destroyed after 20 Seconds.

    This are a few points what makes feel that SwF is to Extremly Unbalanced and that are my Experience with 1100 Play Houers, but that i say as Casual, i had many Times Paused the Gaming between this Houers.

    It needs something to be done to make this Game Feel better in generally, exept as Killer or Survivor and sry for the Wall of Text, If someone Read it Thankyou for Reading it!

    with Frindly Greetings Sakura_Arisawa

    Yeah hex totems are a real issue tbh (imo they should either be blocked for 30-60 seconds or only light up when their respective needs are met. bc we all know they wont fix their spawns. (not to forget they are a gamble they either get cleansed first min into the game or they win you the game.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895392#Comment_3895392

    Yeah that sounds unique . FNAF is the first license to come to dbd that I was a fan of before playing so I really hope springtrap has unique stuff to him.

    oh same i currently main pig as im a big fan of saw but that wil change if we get springtrap for sure no matter the kit

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895351#Comment_3895351

    That’s one the things I like about nemesis despite the zombies not being very good. Makes him unique and stand out compared to the copy paste killer design as of late. But I do admit that on the surface roaming animatronics like zombies sound cool but if they do do that I hope you can somehow control them or something and not just walk towards survivors and hit them like zombies. I would much rather prefer this over knight since he is unique to play but I don’t think AI being the main power is very cool but keeping them in the background like zombies are decent.

    i think the best course of action for the phantoms make them walk around or be more active/agressive the more gens get completed and if hit by one you get a certain debuff (think something like oblivious) wich you can get rid of by going to 1 of the 4 control panels and then resetting your debuff (like they work in fnaf 3)

  • @fixblitzskin said:

    housemaster is like wesker + pinhead and from his it looks ken kaneki is like legion + wesker. I hope FNAF is not comparable to anything we have gotten before.

    would not be suprised if its going to be compared to nemesis/knight (if its springtrap with phantoms as map pressure/passive slowdown)

  • @jedimaster505 said:

    Anxiety from having your 4K streak broken? Solo Q is 10x worse and I play both sides.

    sounds like you havent been brought to badham five times in a row due to map offerings

  • @theblimp said:

    Just tried knight again for the first time in ages and was reminded why I stopped playing him after being nerfed into the ground. So my question is what playstyle is supposed to work with him

    ig bhvr wants you to use his knights as their own killer? (theyre wayyyy to weak to fulfil this role) even if its just a scare away from gens tactic they can just get the banner without much trouble. IMO the rework killed him

  • @Langweilig said:

    Parts of this could be her terror radius or/and chase music

    https://youtu.be/vhSHXGM7kgE?si=xBPgq2CRprR0adpL

    i think it would suit her rbts better. (for when they are active ofc it plays and if you die to one john kramer could va the "game over")

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439848/knock-out-change-will-allow-the-knights-guards-to-get-unfair-hits

    But this doesn't matter because you can loop within 6 meters from the pallet for 6 seconds, or just go to the dropped pallet/window and the guards will ignore you and run through the window/pallet

    no no thats too difficult for them the knights guards should be toys for them to play with when they got bored of gens!

  • all i need now is for pig to get her own main menu theme and chase theme (maybe hello zepp for rbt countdown music pretty please)

  • @Jahxeh said:

    Seriously- idk if that happened recently or the new ''patch'' is supossed to be as it is but the game is close to unplayable since people started to tunnel so much lately. I think it's even worse than before adding the auto-unhook option after the bar loading fully deadass 💀.

    Also- the hitboxes. God almighty how i sometimes hold myself to not uninstall this game. I can freely vault over a window or a pallet and keep running, but it doesn't matter since the killer hitting a wall can still down me. Who cares im already like 4 meters away from him 😂

    imo tunneling is the same as genrushing yes its not fun but in the end its simply their objective (altough one gets punished) and for hitboxes it goes both ways ive had multiple times where i was like how did that hit and how did that not hit (not to forget the aim dressing sometimes screwing me or the killer over

  • @Cammy01_TV said:

    Hello, I’m a regular player of Dead by Daylight. I’ve been playing since 2019 and thoroughly enjoy the game. I understand that there are currently underway quality-of-life changes, and I’d like to share some ideas for improving the game as a survivor. (I’m a survivor main, but I do enjoy killers from time to time.) Most of my suggestions are focused on the endgame.

    First, I’d like to propose adding the anti-camp mechanic to the endgame collapse (after the last generator pops). This is when most of the time, camping, slugging, and tunnelling (toxic behaviour occurs), so it would be more fair to implement it then. At least survivors have a better chance of escaping because without it at the end, it becomes increasingly difficult for survivors to survive. Most of the team has to be present, take a hit, and then another grabs you off the hook while the killer is surrounding the hook.

    The second suggestion might be a bit of a stretch, but I think it’s worth considering. It’s incredibly frustrating for survivors to be left alone with the killer at the end of the game. For instance, if three teammates die, you’re left with just one survivor and the killer. He closes the hatch, and you can’t reach the exit gate. Or, he finds you at the exit gate and kills you. It’s hard to know what to do in that situation. There’s no counterplay unless you have a key that’s not green or a perk that allows you to open gates faster or has left behind in your build. It would be ideal if there was a perk or mechanic that allows you to stun the killer or ‘fight off the killer,’ which reverses the mori animation, similar to the Decisive Strike perk. This way, the only way the killer can get a 4K is by hooking you, and at least that gives the survivor more time to escape and try to survive.

    On the topic of decisive strike survivors should be able to execute it during the endgame as well. If you get hooked the second time and the last generator pops (endgame), it’s easy for the killer to tunnel you out of the game. However, if decisive strike remained active during the endgame, it would improve the survivor’s chances of escaping if the killer still tunnels after the decisive strike and leads you towards the end. That way, you’d at least have a better chance of escaping.

    Personally, I don’t believe the endurance and speed boost are enough to escape the killer. Most of them are close to the hook and tend to pursue the hooked survivor immediately, especially towards the end, to secure the kill. So, it could be a good idea to extend the duration by a few more seconds if the killer is tunnelling right after being unhooked. If the decisive strike concept is invalid, this could be a solution.

    My final suggestion would be to implement endgame chat for console players. They miss out on interacting with other players after the match or at least have the option to enable or disable it. Many players enjoy chatting about the game or saying “good game.” I understand it can be used negatively, but there are also times when it’s useful. There are players who use a keyboard and mouse while gaming, so they could potentially engage in conversation if given the chance.

    In conclusion, I want to express my gratitude for taking the time to read through my ideas. They may be lengthy, but I genuinely hope they reach higher-ups (Devs/Matthew Cote) and are considered. I love this game and am deeply passionate about it. I would hope to at least try to convey some of my ideas. I firmly believe they would boost the morale of survivors, improve fairness and balance in gameplay and counterplay, and enhance their overall Dead by Daylight experience. This would encourage them to continue playing more frequently and recommend it to others who haven’t played it yet. The majority of players, including myself, feel that the game is currently dominated by the killers due to a lack of counterplay to certain aspects and an imbalance in favour of the killers. My ideas could also benefit new players, as they would have more opportunities to attempt to escape a match and learn the game.

    Once again, thank you so much for your time. I eagerly await your response!

    Cam

    issue is this is a direct nerf to the slower and weaker killers that ds stun can lose you a kill in endgame. (i main killer) while yes endgame promotes camping slugging etc sadly there is simply no other objective for the killer to do besides try and kill a survivor (this has been made harder if not impossible due to the hook grab removal) if 2 survivors remain you can maybe trade hook states if lucky (bc of funky "aim dressing") so imo the whole engame collapse should just be reworked in ways that i cant think of rn XD

  • @oopiejoopie said:

    I'm kind of getting tired of constantly being slugged whenever there are specifically 2 survivors left. I get that you want to secure the 4K with killers but instead of there being a surrender for when all survivors are slugged, can we look into bleeding out at least a bit quicker when being slugged? It feels like I'm just on the ground for about 4 minutes contributing nothing to the game and even running unbreakable, I only get to use it once!

    sadly its something you cant simply fix by adding ub (i honestly dont think you can bruteforce a fix onto this. best solution (imo) would be to remove hatch offerings and make it so the mori plays once the hatch is closed. this way its full on rng to whomever finds hatch)

  • call me crazy but for an iridecent this should be expected (more so for piggy ig)

  • ah yes let us remove/nerf a b tier killer at best sounds like you want to only face blights nurses and weskers. but hey suit yourself

  • @SurviveandGame said:

    LListen To me here the entity an all powerful spider God that feeds off Raw emotions, yet it needs survivors to repair 5 generators during its trials while dodging and avoiding 1 killer.

    So why do we need 5 generators In this game? 🤔

    Why can't we have something maybe a little different maybe try and find totems and conduct a ritual to escape?

    Because the entity's trial is a mechanic exam. (all jokes aside probably due to the game being almost 9 years old)

  • i despise ormond idk why but the variations are just filled with save/long loops and there is clutter everywhere + its an indirect nerf to stealth

  • ngl i would love to see artist and piggy in 2v8 (pig would need some help with her rbts tho bc those would go insane)

  • @biggybiggybiggens said:

    I agree with the change simply because it forces the pace of the game to be faster no matter what. Some matches of DBD still take WAY too long. The faster the games go, the sooner you can get to the next one.

    yeah matches got allot faster sadly over half the killer roster cant keep up with this fast paced gameplay (notibly killers without either basekit map control or map traversal

  • @Jaysax said:

    Thats all ok, but I would absolutely hate voice lines. Would be nice if they added a button to turn them off so you could get them and be happy.

    i think they should keep them small for example for her rbts when she puts them on "live or die make your choice" and when either an rbt or a hook kills a survivor she could say "game over"

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885980#Comment_3885980

    so you hit the survivor off hook to put them in deep wound, and now what do they have for "second chances"? nerfed DS, where vs half the roster distance means nothing and you're immediately injured and in chase again?

    Half the roster you mean nurse blight and wesker?

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885965#Comment_3885965

    Pain Res got its impact massively front loaded to the beginning of the match where its more important. then you pile on 2 or 3 of the other perks that ALL SYNERGIZE, and if you get an early hook you can coast to a win by just proxy and tunnel that first survivor out..

    so in the end half of this relies up to rng and tunneling the first survivor wont work most of the time if their team has over 1iq with all the second chances survivors get by simply being unhooked nowadays (god forbid their deathhook state isnt taken away by shoulder the burdon)

  • @Rogue11 said:

    Weird how the top 3 killer perks are some of those useless slowdown perks. Surge, Grim, DMS, and Deadlock all in the top 15 too.

    https://us.v-cdn.net/6030815/uploads/473YH7W7B23S/image.png

    pain res only works 4 times pop requires hook + walking to a gen you want to regress and surge eats through the 8 "kick" system like crazy and requires being in a certain radius aka its rng and non reliable the only reason most killers run these because without them the game would be over after the 2/3rd chase.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885951#Comment_3885951

    I still think they should implement a system by which they fix both at the same time.

    Put survivors on a "time out" where they cannot be tunneled by the killer, as in, it is impossible to do so, but at the same time they can't progress the game for that same amount of time, then at the end, just let them be automatically healed. This ensures that when you get a hook, you not only get the pressure of them being on a hook and needed to be saved, but you now know that for some amount of time, that survivor can't do anything useful. Its a win/win. The killer is actively encouraged for hooking them, and actively rewarded for not tunneling them (as in, its basically impossible to do so).

    what i thought would be a good anti tunnel thing would be for the survivor (who got unhooked) to lose collision this way the killer cant take off their basekit bt in an instant but neither can the basekit bt be used agressivly (ie body blocking)

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885670#Comment_3885670

    Are there plans for balance changes or killer changes during this period or will it just be those changes?

    Lets hope so if they dont adress tunneling slugging camping etc correctly the pool of fun/viable killers might shrink even more

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885184#Comment_3885184

    This is a huge misunderstanding of how the trap searching works. It's not random.

    There are guaranteed 3 searches per hat the survivors have to do (12 searches for the default 4 hats most build will have).

    So if the first survivor gets lucky and gets the hat off in one shot, the other 3 are guaranteed to be forced to search either 3 or 4 boxes each to escape the trap. It's a huge amount of pressure late game if that happens.

    Using all 4 hats generally means you have at least 4 hooks, so either one survivor got tunneled out and a second is on death hook (you've won the game already) or you have 4 hooks on 4 separate survivors and are spreading pressure so no one has time to do gens (your slowdown ability is maximally effective already). Adding extra hats later in the game is not necessary.

    thanks for the info i always thought they were random because i as killer dont know how many tries each "contestant" ;) has done. in terms of traps for endgame maybe make her able to "trap" the doors or something? for example a trap that makes you perma hindered in egc (something like a shotgun shot to the leg wich would hinder you) something like saw make your choice life or die (aka gtfo or pay the price for staying

  • i agree on these changes another thing id make for pig is a way for her to regain her traps (for example if 3 traps are used and gotten off of the survivors then you can grab 1 extra from a locker. or just something to help her regain control if survivors got lucky with the boxes.

  • making the gens easier would ruin the game even harder because the survivors have more time while the killer has less. they already increased hooks by 10 seconds with the excuse of the gen increase (they arent the same). making gens even faster then they already are would destroy any killer that isnt A+

  • I think its because of 3 issues:

    Number 1: turrets the flame turrets arent an issue when facing soloQ but when you face any team with above 1 IQ the turrets wil take you out of your power making you lost not only lots of distance but also time.

    Number 2 tunnel spawns. the tunnels are coded to spawn AFTER chests this creates an issue where the turrets might spawn in a completely wrong area (not near gens) or on the wrong floor for multiple leveled maps.

    Number 3 fov i think some killer players might be put off from using xeno due to the drastic fov changes as you really have to get used to the cam height when you for example played nemesis before playing xeno.

  • Schermafbeelding 2024-09-24 164141.png Schermafbeelding 2025-01-19 210112.png Schermafbeelding 2025-01-29 110710.png

    my ghostface wraith and skull merchant fits (ghostfaces weapon is curved to simbolize a cats claw) (excuse my terrible formatting etc as this is my first comment on the forums)

  • @bleep275 said:

    Killers should never have that information. Tunneling is already a huge issue, and that would make it far worse and easier

    even tho tunneling is the same as genrushing but just made harder

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