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  • The reply implying it might take years to show perk loadouts in Survivor lobbies really sets a depressing tone. If such a QOL might take years to implement, it doesn’t bode well for game experience implementations like secondary objectives for survivors, 2 v 8, different gamemodes etc.

  • Competition pushes people to do better and improve. The same goes for companies. No competition leads to stagnancy and complacency.

  • Didn’t they also nerf Victor’s interaction with a dropped pallet by increasing the distance he had to be from the pallet to pounce over it?

    I guess Victor jumping across pallets to down Survivors was too gamebreaking.

  • Because the meta recently was to not heal and slam gens using resilience with Adrenaline popping at the end. Thana is to incentivize healing

  • Having some recent official stats would be nice to establish whether swf is an issue or not, otherwise we’re just arguing past each other at this point.

    I keep seeing comments that Swf don’t make up a huge chunk of the population and the escape rates don’t vary that much from Solo Queue.

    That would mean if the overall Survivor escape rate is in a satisfactory spot/close to satisfactory currently, either:

    1) Swf escape rate is high enough to cover the low Solo Queue Escape rate

    2) Swf escape rate is slightly higher, but there are more people playing swf than the community thinks, which also covers the solo queue low escape rate

    3) Swf escape rate and percentage is insignificant in boosting up overall escape rate, Solo Queue despite the experience complaints has a decent escape rate.

    There cannot be a situation whereby Solo Queue has low escape rate and Swf does not have substantial numbers to bring up the escape rate, devs would have pushed for a 6.1.0 for Survivors if that was the case considering Survivors make up the larger portion of the playerbase

    So either SWF actually matters in bringing up the kill rate or Solo Queue is actually in a decent spot, but all the Solo Queue experiences of teammates suiciding on hook or doing chests paint a different picture.

    Since there’s no recent numbers to rely on, this is the conclusion I can come up with.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607775#Comment_3607775

    If adding voice comms for Solo, and Solo dont want to use it. Then the improvement of Solo's escaping rate does not improved. Then the average kill rate is not changed, which killers also will not be improved aswell.

    Devs monitor if a feature changes kill/escape rate to make further change. If a feature decrease kill rate, they will improve killers. If not, they dont.

    You're thinking putting a useless feature for Solo that no one wants to use means the Devs should buff killers further without monitoring performance of a feature, and leave Solo behind even further. Do I have that right?

    I didn’t know you spoke for all of the Solo Queue players when you called it a “useless” feature but ok sure

  • I would bring Devour Hope if the totem only lights up after I down someone with the Exposed Status effect.

    But that’s not the case and I risk losing it even before I get 3 stacks every game.

  • If swf and solo queue weren’t that different in terms of escape rate, there wouldn’t be a need to close the gap between them right? Sounds like the Survivor action icons should be removed.

    People keep complaining about how Solo Queue sucks but I barely see people complaining about the dbd experience in a swf.

    Gee I wonder why

  • It wins games. It’s not a bannable offense.

  • I don’t think the game can tell if a dc was intentional or not. While you have your circumstances, the devs also need to think of others as well.

    I’ve had games which were lost simply because someone dc-ed early on in the game when they could have been winnable otherwise. If I lost a winnable game due to a DC and I learnt that the DC was due to unstable wifi, I wouldn’t be very sympathetic.

    It may not be “fair to you”, but the same goes for other players affected by your DC even if there is a bot replacement

  • Bet 5 bucks that someone will talk about how they’ve engaged with the community so much more via AMAs in next year’s anniversary stream

    It’s not about providing actual information, it’s about showing there’s engagment with the community.

  • Friends is a niche perk. Not MFT tier. Some people are just stressed out that they keep getting exposed through the game.

  • Scratchmarks have been broken for awhile. You are not the only one experiencing this.

  • I think even if solo queue players were given a 1% gen speed boost and 1% increased vault boost, some people would see red and cry that swf players are being punished with some of these comments

  • I use the perk on Knight and I think it’s decent on him.

    Dissolution still needs to last longer and it would be on a good spot overall. I used to use it on Wraith but the introduction of MFT kind of made it hard to get consistent value.

    Might go back to it now that MFT has been nerfed.

  • I think there is no easy conversation when it comes to swf vs solo queue. On one hand, people will echo the “Can’t nerf friends” point (If I had a dollar every time someone said it, I would be rich), but on the other hand, suggestions for everyone to be given ingame comms are shot down because of various reasons.

    Then people go on about adding this basekit, that basekit to “bridge the gap between solo queue and swf” when supposedly swf and solo queue are not that wide apart in overall performance level to begin with (Chill swf, swf without comms etc)

    It just seems like there is no real solution to the swf vs solo queue vs killer triangle. The harshest solutions are shot down, the base kit solutions either seem to not have a major impact on resolving the disparity or might end up creating a whole new problem to deal with. It just seems like there’s no end to the discussion and no one has any viable solution that can satisfy everyone. Since no one has any viable answer, people just buckle down and defend whichever point they prefer because there isn’t a better alternative.

  • Buckle up FTP is also pressing E, except someone else does it for you. Pretty ironic ngl.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606159#Comment_3606159

    I checked that Legion build and Batteries Included was useless. It activated 3 times per match on average (like I said). It also did not change the outcome of the game and chases. By that I mean, if they didn't run the perk, they still would have gotten the hit 0.5 sec later and won the game, so the perk was useless.

    The end game buff isn't enough. Pre-nerf NOED had 4% ms and instant down and that wasn't enough to make it high tier. NOED was mainly ran by tunnelers and campers to secure an extra kill in the end. The instant down aspect was the most important effect.

    Oh you saw that video too? Nice. While it definitely wasn’t a meta build, I think it was a nice speedy way of playing Legion.

    As for endgame synergy, I think it may find use also on Legion endgame once the change is patched. I know another content creator runs No ED and BFFs add on as an endgame legion build. Adding batteries to the mix would give an almost 3 stack pwyf and is still 2 stack pwyf after No Ed is cleansed.


    Not Meta for sure, but it will be a fun way to play.

  • Batteries is going to get stronger once they revert it to the PTB form. Even in the current form, there is a bit of usability like a legion speed build I saw.

    Two can play needs a longer blind duration or a secondary status effect

  • Wraith is actually ok although I wouldn’t mind if he got minor numbers tweak.

    Legion needs to be able to see scratch marks and pools of blood in frenzy.

  • I got a nasty 3 gen on Pale rose near the boat. While I didn’t double down on the 3 gen at the start, I realized this mid game and took out two Survivors who were constantly playing within the area, making it extremely hard for the last two players to make a comeback.

  • I will still maintain that one important advantage of swf is the ability to relay information especially perks and add ons.

    I was in a 3 man yesterday against a pig and took the first chase. I noticed Obsession Switch on basic attack and called out Game Afoot to my team. The first gen popper shortly and I once again called out Rancor to my team. At this point it was pretty obvious to me that the Killer was running an end game build so the remaining two perks would be NWO, No Ed or Remember Me which turned out to be true.

    Eventually we got a two man out because the random 4th player made a mistake at the endgame and got mori-ed out first.

    In another 4 man swf game, I noticed a Legion running Legion Pin and relayed it to my team and how to counter it. The Killer got no more Broken value from the add on for the rest of the game.

    While it is not game breaking, things like these can tip the game slightly in the Survivors’ favor

  • Depips are a relic of the past. It should be removed on both sides

  • fogwise shines in swf where the gen jockey just calls out the position of the Killer and everyone starts moving before the Killer gets near. This results in a longer time to get into a chase


    I’v had it happen to me a few times but I usually pop on mindbreaker if I suspect im going against a swf

  • Give him a lullaby. That’s about it.

  • Regardless of how easy it is to counter the cj tech, it’s still stupid.

    Show this to someone who doesn’t play dbd and explain to them this is solely due to the game not having customizable keys for different actions after 7 years lol.

  • Playing against Pinhead requires two sets of skills:

    1) being able to dodge his chain similar to dodging deathslinger or huntress. This prolongs chase times.

    2) Managing a second objective (the box) on top of doing gens, healing and rescuing.

    Having at least one person who has knowledge of how to counter Pinhead makes the games more bearable even in solo queue.

    To players who do not know how he works, he can seem quite oppressive.

  • Maybe Distortion tokens could be changed to only accumulate while being in chase so it encourages Survivors to interact with the Killer if they want their tokens for the later part of the game. That way people who use the perk but play altruistically aren’t affected that much while people who just don’t want to interact with the Killer at all can’t just crouch in a bush all game when they hear a TR.


    Other than that it’s fine.

  • Sadako would become too oppressive if she got the same Condemned UI Survivors have.

    There is a solo Condemned build: PWYF, Whispers/Ultimate Weapon, Nemesis, Game Afoot that focuses on accumulating Condemn stacks on the Obsession. The strategy is to harass the Obsession by getting in and out of chase with them to accumulate PWYF stacks while spamming teleport. If the Obsession picks up a tape, knock it out of their hands and repeat till Obsession gets fully Condemned and down them quickly with PWYF speed.

    Having a Condemned UI would make this strategy stronger

  • Sadako’s chase is really bad, so the optimal strategy is to minimize chases and just do hit and runs which she excels at due to her teleports.

    Rather than lose a chase 3 times before being taken out of the game, condemning a Survivor and getting them to lose one chase is more time efficient, which is what makes current Sadako much more easier to use.

    As for Slugging, it’s the same as pre and post rework Sadako. Her power doesn’t incentivize hooking and it counters potential saves from Background Player gamers.

    If they want to nerf her Condemned aspect, then they will have to buff her in other aspects like her chase etc.

    But making Sadako a chase Killer will probably yield complaints like “her antiloop is boring”. People don’t want second objective Killers but they also don’t want oppressive antiloop Killers like Nurse. Can’t please everyone lol. People use the word “fun killer” but in reality it means “M1 killer with no threatening power”.

  • Mentality issue, if they give up or DC, they get no sympathy from me


    I go up against anti heal Doctor on Midwitch and I don’t ragequit immediately.

    How are people supposed to improve at playing Survivor if they give up when hearing a TR?

  • I read a comment somewhere suggesting that Frank Stone could either be the first Killer the Entity takes in or an alternate universe Trapper


    Hyped for it

  • People would complain.

    Because they wouldn’t get a free escape but have to play the game out against a Terminator

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600729#Comment_3600729

    Xenomorph and yes I finished healing just as it proced like trust me I’m a dead hard user so if I knew I would’ve been exposed I would’ve stayed injured but then I got robbed of a win just because Xeno teleported directly too me and downed me cause I didn’t have anything to work with

    Wait so you were in the midst of healing when the other Survivor went down and continued to heal until the Survivor went on hook?

    I can see how Xenomorph would have cut you off that way. In terms of ways you could have countered that, if the Aura tracking portion works like BBQ, perhaps getting into a locker would have helped to block the aura? The perk is relatively new so everyone is still getting used to playing against it.

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600720#Comment_3600720

    It was me actually I was healing somewhere on rotten fields the survivor got hooked I got exposed and revealed to the killer and had nothing around me to loop all the pallets were gone and I died despite looping the killer for 3 gens finishing the last gen all got wiped away because of that perk and I had no time to react it’s mainly a problem with high mobility killers

    Ok

    1) Did you go down while exposed?

    If yes, you shouldn’t have continued healing and should have either beelined for the gates/hatch or as far as possible from the downed Survivor the moment they went down rather than wait for them to get hooked.

    If no, it would have been no different from the Killer using BBQ/Alien Instinct since the Killer could see your aura and I assume you were the last Survivor

    2)What Killer was it?

  • @BUFFDECISIVEPLS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600701#Comment_3600701

    It’s more about a survivor is on death hook in the end game and the killer just gets to find where they are for hooking someone and it makes them exposed

    You need to elaborate more about this specific scenario about a death hook survivor being caught in endgame and what map it was. BBQ/Alien Instinct/Ultimate Weapon could also provide the required tracking. 20s exposed is a threat if the Obsession didn’t start moving early when another Survivor went down.

    Otherwise I will just assume the Obsession decided to remain near a Survivor that went down and got hooked in the endgame instead of putting as much distance as possible between themselves and the Killer. That would still be a misplay.

  • Regarding the exposed effect, isn’t Hubris more dangerous since the exposed Survivor would be way more closer to the Killer to have stunned them?

    I don’t see much complains about that perk

    Once the Obsession knows Friends in play, the counterplay is get away from the downed non Obsession as much as possible before they are hooked, distortion would also counter the lengthy aura reading.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600181#Comment_3600181

    They didn't quit back when the survivor meta was stacking counter-perks for exactly these playstyles, why would they quit now?

    I don't understand why people are fighting tooth and nail to keep protecting these strategies.

    I started DBD back in early 2022 and I recall Survivor queue times were really bad (10 min) for the Asia region. 6.1.0 really helped to bring queue times back to an acceptable range and the patch was barely over a year ago.

    Devs have not shared any official numbers on the population distribution for each role, so where’s your confidence that there are enough Killers to go around coming from? Especially when the irregular matchmaking was just something that happened recently?

  • If your time is so valuable and you can accomplish so much more in that short period of time, maybe you shouldn’t be playing dbd.

    You would accomplish much more by not playing altogether

  • It is hard to balance the triangle if one side cannot be nerfed.

    So one side will always have to take the beating to compensate.

    In this current iteration, it’s solo queue

  • Too much punishments or restrictions on one role with minimal incentives and people will stop playing the role.

    People seem to believe that the Killers who rely on “lazy playstyles” will buck up and actually start learning to play good once these playstyles are snuffed out.

    But what’s stopping them from just quitting the role entirely? We definitely don’t have an excess of Killer players, otherwise the BP incentives would be on Survivor permanently but this is not the case.

    Soo what’s BHVR going to do when Survivor queue times become long again in the near future?

  • I don’t really have much issue with @radiantHero23 ’s two part suggestions in general.

    Just some thoughts on my preference of how Sadako should be.

    1) Teleport Condemned: Survivors within 16m of a powered TV receives 0.75 stack of Condemned when Sadako teleports. Survivors within 16m of Sadako after she completes her teleport animation receives 1 stack of Condemned.

    This change prevents the mindless teleport spam strategy. If Survivors take a tape from the tv to “secure” their area, they won’t be subjected to Global Condemn and Sadako players have to be more careful about spam teleporting to all of the televisions as the potential Condemnation range gets smaller with each tv powered off.

    2) Holding Tapes: Holding tapes does not prevent teleport Condemn. Survivors gain Condemn stacks passively over time while holding the tape. Survivors can only take tapes from powered tvs.

    This prevents Survivors holding on to tapes indefinitely to prevent gaining stacks.

    3) Depositing/tapes: Survivors can still deposit their tapes at any tv apart from the tv they retrieved the tape from but will also be given a prompt for a specific tv. Depositing their tape at a non prompted tv will give the other 3 Survivors one stack of Condemned. Doing so at the prompted tv removes this penalty.

    Survivors do not gain or lose Condemn stacks if they get hit while holding a tape. If a Survivor gets hooked while holding a tape, the tape is destroyed and the other 3 Survivors gain 1 stack of Condemned.

    The concept behind this is to let Survivors decide if they want to deposit their tape ASAP and give their teammates more Condemn stacks or make the extra distance to nullify this penalty. Giving other Survivors Condemn stacks upon hooking encourages Sadako players to not slug.

    That’s the main gist of how I would like the Condemn mechanic to be.

  • I’m just quoting the sentiments shared in the comments so I’m not the one you have to convince that these are two different things lol.

  • Some of the comments are asking why Shattered Hope isn’t basekit against Boons.

    By the same logic, Boon perks aren’t brought in every match, but when the Killer realizes it, it’s too late to equip Shattered Hope lol.

    If Shattered Hope was basekit, COH probably wouldn’t have to be nerfed so heavily.

    If not running Deja vu to counter 3 gens is supported, then shouldn’t the same be said for Shattered Hope vs boons?

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597243#Comment_3597243

    I get that, I'm just saying if you run it on it's own it doesn't make complete sense. Perks shouldn't need to be ran with other specific perks after all.

    It’s still a decent perk by itself. By itself, it incentivizes chasing the non Obsessions. In general, the Obsession would try to get as far away as possible from the Killer or to a safe loop if they were exposed for 20 seconds. This means one less Survivor potentially not on gens/healing/saving for small chunks of time throughout the trial. It’s the same logic as how Survivors will try to be stealthy around a Myers in tier 3 rather than do objectives.

  • @Krazzik said:

    It's a bit weird because I guess the idea is you hook a non-obsession, then get aura reading and exposed on the obsession so you can down and hook them quicker. But then the obsession changes and screams but you DON'T wanna go after the new obsession because you then won't get the aura-reading and exposed anymore, which is the much stronger part.

    You kinda wanna alternate between going after non-obsessions and then the obsession, but that makes the scream part of it pointless.

    The idea is to use it with Furtive Chase or Nemesis.

    If you hook Obsession with FC, you get Undetectable + Haste and the scream tells you where to go to find the new Obsession.

    If you hook Obsession with Nemesis, new Obsession becomes Oblivious and you get a few seconds of Aura reading.

    If you lose the Obsession and end up hooking a non Obsession instead, Friends tells you where to find the Obsession.

    This means the Killer is incentivized to keep going after the Obsession so that they can jumpstart their next chase.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597152#Comment_3597152

    So I got screwed over because of my pro gamer extreme skills? That makes me feel slightly better lmao

    Yup. The concept of Friends is to encourage the Killer to keep chasing and hooking the Obsession. The exposed and aura reveal when a non Obsession is hooked is to incentivize this. If you got exposed 6 times in one match, it means:

    1) The Killer was given multiple chances to catch you but chose not to or failed.

    2) If your teammates were constantly going down and getting hooked while you were the Obsession, chances are that they would go down much faster if they were the Obsession and got affected by Exposed and Aura reveal.

    Be it failing to catch you or you keeping the Obsession status, you are buying time for your team. It’s no different from the better looper distracting the Killer while the rest crank the gens. I think you did quite well regardless of the match outcome lol

  • It was reverted? That’s interesting. Maybe endgame builds might see more use with this perk

  • Devs are very careful about the Endgame meta because one or two mistakes from the Survivors can invalidate 5 gens being done. Batteries Included not working endgame is proof of this.

    If gates could regress, in the case of the gens being completed with 3 or 4 Survivors alive and one on hook, one Survivor would have to keep the gates from regressing, meaning only 1 or 2 survivors could go for the save.

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