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etisatis

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  • @UndeddJester said:

    What if they miss the prompt? Drop out of the queue?

    Or do they get to hold a place at the front of the line indefinitely until they accept? Cause that would cause a continuous hold up of other killers getting in games waiting for AFK killers to time out until they accept, and cause issues where we then have a buffer of AFKers at the front of the line and waiting for them makes killer queues even longer.

    Thus drop out of queue seems like the better option, but I can imagine a few people raging at waiting 25 mins, missing the 30s prompt (instead of the usual minute+loading time they are usually afforded), and dropping out of the queue.

    Seems to me to only be an issue for people who insist on only playing killer (you don't miss the prompt if you play Survivor while you wait), and to be frank, however you solve this, players refusing to queue Survivor seems to be a constant pain point/problem for this whole thing.

    1. “What if they miss the prompt?.”

    A missed prompt wastes 30 seconds, while an AFK killer wastes 10–15 minutes of gameplay and queue time for 9 players.

    2. "Drop out of the queue?"

    You simply drop them to the back of the queue or give them one grace retry.

    • Killer gets a 30-second “Ready?” prompt when a match is found. If they miss it once, they go to the back of the queue (or have a single grace re-prompt - up to Devs to decide, they've got the metrics). If they miss the prompt repeatedly, they simply get placed back into the queue. Many comp multiplayer games ban or temporarily suspend players for being AFK.

      This wouldn't be a problem if we didn't have to wait 30 minutes for the killer match to start.
    • BHVR should have all the metrics to decide if a similar prompt is required for survivors. Given that the game is found immediately for survivors, I don’t think the prompt is necessary. The survivor base is unable to cover all the killers wanting to play 2v8. Considering this, I think adding a prompt is a healthy update that allows those who want to play to actually play.
  • Got into a match with an AFK killer playing a survivor.

    Got into a match with an AFK killer playing as a killer. The guy has recovered when 5 gens were completed.


    #addKillerReadyPrompt

  • @Deadman7600 said:

    I don't see why this got one downvote. Literally would just be a textbox that says 'Are you ready?'.

    Exactly. And give it a 15-30 sec to respond. Otherwise replace it with someone else who is ready.


    It’s really annoying to spend a half hour in the queue and get into AFK match.

  • People can downvote just because BHVR gave them this option. Without a reason.

    BHVR supports toxicity.

  • This just happened again.

    ADD the fkn PROMT.

  • @tjt85 said:

    2V8 is dead to me since they were removed but us Legion enjoyers are in the minority, so that's the end of that. And if anyone from BHVR reads this, please don't waste your time trying to find a way to add them back into the mode. I promise you there will always be Survivors that complain about this Killer. You'll only end up removing them again.

    2V8 doesn't have much of a future anyway. There are only a few more Killers they could add that Survivors won't hate, so I think the mode will eventually become boring and stale to everyone.

    Legion is basically a mosquito — annoying, not dangerous. Survivors would rather deal with slower gens than spend half a match mending. The Oni + Legion synergy in 2v8 isn’t “fun,” it’s a glaring flaw. If your idea of fun is just irritating people, maybe take a break. Complaining that survivors will always hate a killer doesn’t kill the mode — it just proves your obsession with being annoying.

  • TL;DR: Sometimes you win, sometimes you lose. I play both sides. Survivors usually solo queue with randoms, and now killers depend on teammates too. 

    No more winstreaks. Enjoy!


    P.S. Sprint burst is not stacking, lol

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025626#Comment_4025626

    The survivor side is already the better side to play in 2v8 though.

    Enjoying killer solo queue yet? That’s how survivors feel every match.

  • Declined? Typical BHVR negligence and lack of accountability. If this isn’t the right section, it should’ve been forwarded to the team responsible — not brushed off.

  • In the past few years, I’ve had the feeling that soloq was designed for killer retention.

  • Too many variables to consider to make MMR really work.

    For survivors, the system would have to take into account things like:

    • Generator repair time
    • Number of gens completed
    • Chase duration
    • Successful unhooks
    • Teammates’ total hook time
    • Time spent healing others
    • Time spent healthy
    • Time spent injured without going down
    • Other distractions for the killer (bodyblocking, taking hits, sabotaging, etc.)

    Then, killer MMR could be balanced around how effectively they counter those factors.
    But that’s just not achievable with the spaghetti code we have. We already saw how broken the logic can get when survivors started receiving DC penalties for being tunneled out early.

    Building a proper, logical relation between all these variables just isn’t something BHVR seems capable of right now.

    So we’ll keep seeing experienced survivors in the same lobbies as weaker ones — supposedly to “balance” things. But in this game, a team’s real strength depends on how well its weakest member performs.

    And for killers? Sometimes it’s a poor baby killer. Sometimes it’s a monster that gives you no chance — not just to come back, but to even play the match.

  • 100+ ping Wesker brings another layer of "fun" - an RNG.
    Why it's always Wesker though or is it just me?

  • Thanks to BHVR for this vacation from DBD. Wouldn't have much time to play for the next couple of months, but now I'm in peace as there is nothing to lose.

  • Well, had a quick glance on the new rift yesterday and was happy it's awful - I won't have time to play anytime soon, so no FOMO here. And sorry for us all guys, this rift is a joke..

  • I'm proposing a similar idea and providing some math, but with one major diff:

    Instead of changing base gen charges for everyone, I scale repair speed only when survivors are behind, and it fades back to normal as gens are completed.


    https://forums.bhvr.com/dead-by-daylight/discussion/455577/anti-tunnel-snowball-rework-something-that-should-ve-been-introduced-long-ago#latest

  • I’ll make sure to stay on the farthest gen from now on. Will also fast vault or enter/exit the locker just in case

  • Had no issue as a killer before the nerf. Being outplayed, for eg., by the fog + sprint burst was only my mistake, not because this item was op. I knew what to expect the next time I found the same survivor, and their escape wasn’t successful. This is called experience - something which majority of whinees can’t learn

  • @MostBestPlayer said:

    I can't bring myself to play this game after the Chandler Riggs stream. devs ignoring input from the most respected creators and even the guest actor himself. It showed me that Behaviour doesn’t care about its community, no matter how big or influential.

    Also, The Walking Dead update, an update that should of not happened if the team was not prepared for it!
    There is a random metal beam that looks terrible and makes the game feel unpolished, there is a dumb fog vial that doesn't add anything meaningful to the gameplay, and everything is buggy.

    For a title operating at a AAA scale, Behaviour delivers the quality control of an inexperienced indie team. There is likely messy code, feature creep that the community never asked for, and a lack of communication or coordination internally. These problems should have been solved years ago.

    I won’t be playing DBD for a long time.

    Oh.. fixing the game ≠ making survivor reskins

  • I hope that "10 seconds" is a simple exaggeration and not a delusion. There is no way a survivor could heal themselves in 10 seconds. There is no way to get healed by a fellow survivor in 10 seconds if only they are not full healing build or they're very lucky at Autodidact skillchecks with 5 tokens.

    Medkits are already nerfed, Toolboxes are nerfed, Flashlights are nerfed. Keys and Maps reworked to barely usable state. Map offerings got nerfed. Fog Vials just got nerfed. Everything to make a mediocre killer more impactful against a regular soloq.

    If you make healing time ineffective, survivors will choose to spend it on gens. And then you'll cry about genrush.

  • Adding this option will make killers to avoid matches and aim for soloq exclusively.

    If you have reached the state where you’re facing SWF it means exact the opposite - you are good.

    Dealing with soloq at least LOL

  • In my opinion, the most effective builds are those that are aimed at performing a specific task: healing, saving teammates from a hook, starting generators. It may not be as fun as running from a killer, but at least the team or part of it has a higher chance of surviving. Just my observation

  • @SilenceIsDeafnin said:

    Vials are absolutely miserable for line-of-sight killers with projectiles. I cannot believe fog vials are in the game for 1v4 matches. It was bad enough for 2v8. The density of the smoke and the charge limits need to be balanced heavily!!!!

    Toolboxes, medkits, flashlights - all these items are miserable for the killers. Let's remove them all along with the add-ons and only keep the keys.

  • @[Deleted User] said:

    I mentioned this during the last event that fog vials were part of. The fog vials lead to terrible gameplay. They grind the game to a halt. Players are completely avoiding engagement. The game evolved beyond a hide and seek simulator for a reason. This isn't fun.

    I personally don't want to sit there and look for players in fog at the start of every chase. More pointedly, I'm not going to do that. I'm just not. Even if you cap these at 2 charges, that's still too many. It's a bad mechanic that leads to boring, slow gameplay.

    They also remove a skill component from the survivor side. Why learn positioning when you can spam a smoke bomb? All around not a fan.

    Play a survivor

  • No wonder why the killers are so menacing nowadays. I would get pissed too if I was asked to do 5k hooks.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974713#Comment_3974713

    Reward system? When I’m killer, I’ve got a clear job: kill. That’s my role in the match. I’m not here to play some “skillcheck” party with friends—I’m here to do my job. And y, the killer role means doing the dirty work. That’s just what killers do.

    Stuff that happens in a horror game with a killer role is just gonna get dirty. I mean, there’s a killer on the map — whether people like it or not, that’s just how it goes.

    The killer’s literally in the match to… uh… kill, right? Like, what else you gonna do?

    This is a scoring game. The better you play - the better is a reward, and securing a kill asap will penalize you. Read the emblem descriptions.

    And if you feel a need to assert a dominance, to prove, to “kill”, and perceive it literally - I strongly recommend you to see a therapist

  • @oecrophy said:

    Of course I come back to the hook if it makes sense.
    You’re the easiest target at that moment — you’ve already been hooked once, you're one hook stage closer to death, and you're injured.
    Tunneling you directly is usually the most efficient play. It’s not personal — it’s just how the game rewards pressure.

    In that moment, I'm your killer, not your teammate.

    FYI the match reward system doesn't work the way you might be thinking. Same applies to the “pressure”

  • ❌ Introduce interesting and engaging challenges in new quest system

    ✅ Consider your player base as idiots, increase the milestone cap to make them grind

  • @R2k said:

    Long answer short - Scroll down this forum, or reread your own argument. It's very emotional and almost no data put in. Vast majority of feedback is based on emotions. I'm honestly surprised why such feedback is even allowed, but I guess ignore is better than ban. Emotions (balance wise) are waste of time and most often are completely biased to side person supports.

    Yes it feels a bit stupidly overtuned as all Clown needs it to challenge survivor into competition who holds W better which is bad design, but it still possible to loop it. And in comparison to Kaneki/Vesker/Nurse/Spirit/Oni/Blight speed and ability to down survivors, Clown is still slowpoke.

    I’m getting emotional everytime I have to go against the Artist. Because the match is going to be ruined not just for me, but for everyone. I’m simply unable to repel the crows because of the controls reassignment bug, which first time has been reported back in 2022, and then over and over again and haven’t been yet addressed.

    When I see the “QA” quotes during the masquerade loading screen I’m getting disturbingly surprised these people exist in BHVR. And what do they do?

  • @Skeleton23 said:

    Yes they really need to be kill switched because some Killers right now that require sound like The Spirit are unplayable right now

    I believe it's a primary purpose of this new item, no? To hide the grunts, scratch marks, auras etc. No?

  • Just a tiny tip how to fix the bloodweb bulk spend error: complete one web manually (or by clicking in the center)

  • Had some fun with my friends playing DBD on PC. They are complete newbies, but managed to get the basics pretty quickly. Unfortunately they were not hooked to keep playing solo.

  • Wraith in a good, ol and terrifying DBD 2016.
    And when the Nurse was released - I couldn't understand how to utilize her power and was just teleporting between the gens, while trying to catch survivors on foot xD

  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451762/rick-grimes-apocalyptic-ingenuity

    No, we dont need free 999 shaсk pallets, just use key to insta open chests

    If typical map has 12-25 pallets, let's max it out and consider it's 25. Meaning 25/2 = 12 fragile pallets can be built in the ideal match, where killer broke ALL pallets. 12 * 8 = 96 seconds, which is more than repairing a generator. Also considering the time needed to locate the broken pallets, to collect them and to run back and forth to a location for a fragile pallet to be assembled. You can double the time, if not triple, and time is the most valuable currency in DBD.

    So:
    - There is no such thing as FREE pallets
    - I'm trying to propose an idea to make this perk a tiny little bit more useful

  • I’ve searched the Reddit and DBD forums, the issue was first time reported in 2022 and there are multiple threads about it. How come it hasn’t been fixed yet?

  • As the gentleman above said, your tunneling strategy likely only grants you victories against solo queue and the weakest teams - which just means you’ll be matched against stronger survivors next. For all the poor folks you’ve taken out of the match early, I hope you had a flashlight in your face and got teabagged at every loop, pallet, or gate. After all, no one should have to follow a fictional rule book, right? :)

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950029#Comment_3950029

    You punish survivors for… looping?

    Honestly, it sounds like a God complex. "I reward effort and punish arrogance." Oof. Just play the game, man.

    Recently, I had a survivor team with a duo of Megs, both in red tracksuits, both named some version of “Hex,” and both carrying flashlights. Right from the start, they were teabagging and trying to provoke me with flashlight clicks and gestures.

    One of them got sacrificed by the time the third gen popped. The other one gave up after a preventive slug - just stood near a hook with crows circling. In the end, I let him escape.

    I’m pretty sure his buddy was spectating the whole thing, and maybe they got something out of the experience. Or maybe they just moved on to troll the next killer.

    Would you call that a God complex?

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949779#Comment_3949779

    I thought it was fishy when they said they get Iri 1 without killing survivors lol.

    I don’t avoid kills, especially when they’re deserved. If a team is strong, coordinated, or just straight-up cocky and wants to turn the match into a loop marathon - I’m all in.

    And yeah, there are also inexperienced but arrogant players who don’t contribute to the team - instead, they just teabag, bait, or try to provoke me. Those are the ones who often end up sacrificed, because they make themselves a problem while doing nothing to help their teammates.

    So no, I’m not “handing out” escapes. I just play with some flexibility - punish arrogance, reward effort, and make sure the match is still fun for everyone.

  • @Mringasa said:

    Be careful how easy you go against Survivors. There are a lot out there that want an actual challenge, not just a chase simulator. I solo queue as a Survivor, prefer Killer but queue times are frequently off so I go for the BP bonus, and I want a nice challenge in my matches rather than a little challenge and a door prize. My win condition as a Survivor is helping my team. Whether that's gens, healing, unhooking, taking a chase, etc etc. Anything that helps them, and if I do enough of it, is a win for me. Escaping is secondary, and I will almost always trade hooks in the end game to get someone else out. If they have helped the team, and not been an idiot playing Jedi Warrior with the Killer.

    You can usually tell who is new, and who is experienced, but trying to go easy on the newer ones is setting them up for bad experiences later when they go against Killers who are looking to dominate. I generally chase them longer than the more experienced ones, letting them get away once during a chase before downing, but still, get that down and hook. They have to see both sides of the game. The good and bad.

    I'm not a very good Killer, middle ranks I'd imagine, but I do play that side to have fun as well. Giving the survivors a good game, challenging but fair, tends to go over pretty well. I run anywhere from a 0k with 2 or 3 hooks up to 3k+hatch/4k (if they irritated me). You don't have to purposefully play "nice". You just need to be fair and consistent and consider what you personally enjoy about the other side's game play.

    I completely agree with the idea of giving survivors a challenging but fair match. For me, it’s not about making the match easy or handing out escapes - it’s more about reading the room. If I notice that the survivors are struggling, I shift my playstyle to give them space to do something. I might chase them longer, break off if I get them too fast, or delay some hooks to give them a breather. I still pressure the game, but I try to avoid snowballing too hard.

    On the flip side, if I see a team that knows what they’re doing - strong looping, coordinated unhooks, gen efficiency - I shift gears and play more seriously. I enjoy a good challenge too, and I don’t hesitate to go for a 4K if it’s deserved. The "8 hook states" thing is more of a soft internal guide, not a hard rule. It just helps me balance the match when MMR seems wonky.

    I like how you framed your survivor win condition - helping the team rather than just escaping. That’s how I see it too.

  • IDK, playing against Springtrap is actually pretty fun – your butt is constantly clenched from the surprise factor. However, in my opinion, BHVR didn't really think through the actual counterplay to his teleports. Sadako, Demo, Dredge, and Xeno all have one. The cameras are a useless feature that wastes precious time and doesn't justify itself at all. Since release, I've only seen ONE(!!!) time when someone actually used them effectively. We're waiting for a rework with the ability to barricade doors.

  • Also this happens when you loop from the height. You'll get hit mid air or once you land

  • Relax my man. Take the pills the doctor gave

  • @I_Cant_Loop said:

    Quality of teammates is definitively the biggest issue with solo queue. It really comes down to the non-functioning matchmaking system and the horrifically bad MMR scoring system. I will have a run of escapes with great teammates in solo, only to be rewarded with brand new player teammates in the next lobby (and no, it’s not because I got backfilled into a lobby). This happens all the time. The matchmaking system simply does not work.

    When I get competent, experienced solo queue teammates, the matches are always fun, even when I lose. It’s those matches with brand new and/or downright useless teammates that really make it miserable.

    This ^ I even spectate the matches till then end when I’m sacrificed. When I’m getting solo queued with a competent team - the quality of match changes drastically for both sides (in a good way). Even if surv team loses entirely

  • Maybe you should find another game to play lol

  • BHVR def forgot to make it in a single trial. A small snag

  • @TroublTurtle said:

    When near an exit gate, injuring a survivor or grabbing onto an already injured survivor with the Ghoul's power, the exit gate gets blocked for that specific survivor (Bloodwarden effect)

    The issue is that the entity blocking is so incredibly short that even if you are able to down the surviver, the entity-block timer runs out before you are able to pick them up, making the entire interaction redudandent.

    What is the purpose of the entity-blocking if you can't even get a cheeky kill against a survivor who wouldn't leave?
    The timer needs to be extended otherwise it is just a pointless interaction.

    Totally agree. The gates should be blocked for the entire survivor team, plus the collapse should progress up to 100% immediately

  • Ghoul design is a huge mistake. The killer with such power should have never been available to mediocre players at first. He has no trade off. Remember Moira from Overwatch when she was first released? This is Ghoul now. Zero brainwork, max flex and efficiency

  • I don’t mind losing vs Nurses or Blights, because I know it takes time and effort to master them. And each game vs em is a challenge. I salute everyone who DC or troll vs Kaneki, because releasing a braindead S tier killer with zero learning curve is a terrible flaw, which BHVR won’t admit, but they can’t deny the community