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jedimaster505

jedimaster505

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  • Ladies and gentlemen…please stop with the divisive "us vs them" posts and comments. The developers are doing everything in their power to make Dead by Daylight great again, working overtime around the clock to ensure you have the phenomenal gaming experience you deserve. It is important to be constructive instead of attacking the developers who are making all your dreams come true.

  • I accept those responses, therefore, those responses are in fact acceptable. Myth debunked!

  • I officially dub this new feature as the Streetwise Tech®, just like Hens333 claims he invented the Kidnap Tech®. I take all the blame for any inconvenience this may cause to killers worldwide. You are free to tunnel, slug and proxy camp me all you want…that is, if you can catch me. My solo Q escape rate just so happens to be well above average, without even ever using Streetwise or joining a SWF!

  • the devs didn't kill switch Springtrap or Kaneki when they were and still are abusing invisibility/audio bug and kidnap exploits without any remorse whatsoever, and survivors saw that every other match. meanwhile streetwise exploit takes too much time to even be of value, that's why you won't see it in 9/10 survivor matches if you actually played the masterpiece that is Dead by Daylight.

    it's okay to let survivors have a little fun sometimes. if survivors can handle Kaneki and Spring Trap exploits and an entire roster of OP killers, then killers can handle Streetwise exploit for a few months. as for me, I won't be abusing Streetwise because I don't need it, thank you very much. BHVR is very gracious to provide us with this insider info so don't kill the messenger. this is not the apocalypse. killers will survive one way or another.

  • @PuddleOfBludd said:

    and now we’re starting to see that the biggest problem in this game is actually content creators. They go out of their way to make ridiculous builds that 99% of people would not ever be able to pull off and people are actually using these videos as a reason to Nerf things

    that's not the "biggest" problem. the real issue is that the hordes of casuals blindly believe their clickbait titles because they leave the game open AFK all night long and then brag that they have 10K+ hours and play both sides

  • In my experience they're mildly useful in some situations. Sure, a well placed Vial from a teammate can help you lose the killer if on death hook. But the issue is a lot of fog vial users are worse those flashlight players who chase the killer the whole match and accomplish nothing. They run around throwing smoke bombs when before at least they would do a gen with a toolbox or heal you instead of just wasting time. That behavior should settle down after people are done experimenting with their new toy.

    Plus, now when you open chests you have a lower chance of getting a med kit than before since there is an additional item at random. They're very balanced and certainly not better than toolboxes, med kits and flashlights. If anything they need a buff.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976423#Comment_3976423

    So what would make you happy? 50% average escape rate? If so, that’s fine - you’re entitled to that opinion - but nobody would want to play killer if survivors were buffed that much. Unfortunately that is impossible to prove - I’ll say killers wouldn’t want to play, and you’ll say they’ll play anyway, and we won’t get anywhere.

    The only thing I can point to is when kill rates were lower I remember survivor queues being horrendously long during peak evening hours. The queue times during peak hours are much more tolerable now. There has to be some incentive for people to choose the more stressful and more complicated killer role where the whole game rides on your own actions and you don’t get bailed out by teammates for mistakes.

    The final thing I’ll say is that regardless of our differences in opinions, your approach is still incredibly divisive and toxic IMO. I’m willing to bet a lot of the people you refer to as “killer mains” are actually people like myself who play both sides pretty evenly and don’t want to see the killer experience nuked into the ground because of a few people who think that escaping 40% in a horror game is unfair. When you generalize about how “killer mains” feel about balance, all you do is feed the “us vs them” toxicity that is such a big problem in this game and on this forum.

    Well the game still had many killers playing in 2016 when most people agreed it was survivor-sided, so I doubt that is necessary. 50% would just balance out queue times naturally instead of heavily relying on BP incentives. Survivors are still being bribed to play their role with Blood Points even right after a release that focused exclusively on survivor content.

    If it is indeed true that "nobody" would play killer if matches were fairly balanced, that only confirms that most killer mains feel entitled to an unfair advantage. I don't buy the idea that the power role is more "stressful" and "complicated". If that were the case, survivors would have much higher escape rates as the "chill" and "simple" survivor role would be a breeze to outplay killers.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976234#Comment_3976234

    Have you ever once made a post without some kind of toxic, divisive reference to “killer mains”? This “us vs them” garbage is getting so old. You are entitled to your opinion that the 60% kill rate target is too high, but blaming people who prefer to play killer for BHVR’s balance decisions and saying that they don’t want fair matches is exactly why it’s so difficult to have actual grown-up discussions about balance in this forum. We can never seem to have one without someone saying “blah blah blah killer/survivor mains are bad/entitled/whatever”.

    It's not toxic, it's factually accurate. Most killer mains I've talked to or read their complaints on this forum but also on social media as a whole, hold the opinion that the inflated 60%+ kill rates are "fair" game balance and that the "weak" killers ought to be buffed since they're not as strong as the S tiers, despite already having kill rates well over 50%. Of course not every killer main believes this but the ones who don't are a minority which should be quite obvious with the constant influx of doomsday posts about how hard the game is for killers. A large proportion of killer mains even believe the strongest killers in the game deserve more buffs and that DBD in 2025 is still "survivor-sided".

    Make a post on just about any popular DBD discussion site arguing that the average kill rates should be 50% to be fair for both sides, no matter how politely stated, and you will be quickly inundated with mass downvotes and a choir of killer mains claiming that objectively fair balance is "unfair" for killers and would "ruin the game" and make killer role "unplayable". You yourself have previously claimed killer role would die if the game was fairly balanced.

    So I've been routinely gas lit by killer mains claiming that an imbalanced game is "fairly balanced" despite this being objectively false. There is definitely a strong sentiment of entitlement to killers being the power role (which in plain English, means having an unfair advantage in a PvP game), since this is what the devs have aimed for balance-wise for quite some time. Many survivors mains and hybrid players also hold this same opinion simply because a few popular content creators preach it. I will continue to counter this narrative so long as it remains popular, which is the case, especially since newer players often just assume this narrative is factually accurate and continue to repeat it ad nauseum.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976289#Comment_3976289

    almost as if sacrificing a person =/= win, you need to sacrifice multiple.

    almost as if this game is assymetric and has harder wincon for killer which therefore means that getting through steps to it should be easier than the entire wincon for the survivor.

    you'd make a shred of sense if survivors only won if they got 3-4 out. this is evidently not the case unless the only actual definition of the wincon changes to indicate that. everything else is your fantasies.

    your "win" condition is your abstract standard of an outcome you are personally happy with. it is not an objective measure of how easy/hard it is for a killer to kill a survivor or the skill it takes for one role to counter the other. this is why BHVR published kill and escape rates, not "win" rates.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976259#Comment_3976259

    it doesnt matter, the sample is big enough to extrapolate general tendency.

    "my personal definition of win" is an official definition of the win in the only system that directly specifies a win, loss and a draw while everything else is using the most sterile and PC language possible just to avoid making people feel bad that they lost.

    It is disingenuous to balance around this definition because a killer doesn't need a 3K "win" for the game balance to favor killer role. If a killer plays 4 matches, and the results are 2K, 1K, 3K, and 4K, he has sacrificed the majority of survivors that he has played against (10/16, 63%). That is objectively balanced in favor of killer role. But your definition would entail he only "wins" half/50% of his matches, and therefore would erroneously conclude that the game is perfectly balanced for both sides, when in actuality it is significantly easier for killer. Expand the sample size to include all matches from the entire player base and the same obfuscation applies.

  • @sinkra said:

    On the face of it, I am all for a target of 60% kill rate for killers. Make the game slightly killer sided so that it's clear killer is the power role.

    My problem with it is how it's currently being accomplished.

    If you check the stats on nightlightgg for a more nuanced look of kill rate statistics you'll see that the thing that contributes most to the 60 percent kill rate is a high rate of 4k's.

    As a killer main who dabbles in survivor to do challenges my least favorite games as either side are the same. One side snowballs out of control so hard that the other side has no hope of a comeback. Not killing anyone as killer sucks, but I also dislike stomping so hard that it was hardly a game.

    As survivor, watching no progress happen as the killer stacks hooks feels Sisyphean. But sitting on a gen and hardly getting to interact with the killer for the whole trial is also less than appealing.

    Close games, 2ks or 3ks, are the sweet spots in my opinion, but looking at the stats 2k/3k games are an extremely small minority of games. In fact for most killers about half their games are 0ks or 4ks.

    This is why I loved the second iteration of 2v8, because very rarely were games 8k or 0k. There were comeback mechanics and both sides could turn things around until the end. Games didn't snowball out of control early on like in 1v4 and as a result there were also far less leavers.

    TLDR: I would rather get more 2k or 3k games while still maintaining the 60% kill rate, if possible. Shifting gameplay tendencies away from snowballs into more back and forth games that end somewhere in the middle.

    I am not for the 60% target, especially since that target excludes DC matches most of which involve a 3-4K stomp for killer, and is thus probably lower than the real kill rates. Imbalancing the game intentionally leads to frustration for survivor role, and boredom for killer role, as it violates basic game theory, which is a balance of challenge and reward to create a flow state. The high DC/suicide on hook rate (when it was still possible) was no coincidence. It is due to the survivor experience feeling very unfair due to poor balancing. If the 60% was for escape rates instead of kill rates, you would see far more killers DCing and far less survivors DCing. Designing the game to be unfair for survivors doesn't make it feel more like horror atmosphere, it just makes it feel like a poorly balanced horror PvP. If we want a better horror atmosphere, then BHVR should not be giving killers such easy wins with so many wall hack perks and gutting survivor stealth gameplay. Old DBD atmosphere was far more suspenseful than today, which has gone from hide and seek to a game of tag.

    Nightlight is not official data and thus an unreliable source. It should not be used to make balance decisions for either role.

    The high percent of 4Ks is because killers have the ability to snowball matches as survivor teams are much weaker once 1 survivor is dead. But this does not change the fact that the 3 remaining survivors have an abysmal chance of escaping in this circumstance, which greatly benefits the killer in terms of balancing. In theory, these snowball matches would be much less frequent if the kill rate target was a fair 50%. You would have more close matches near 2K, which in my opinion, are the matches that are the most fun for both sides. Long before the kill rate averages were so high, facing a truly skilled killer main was still a struggle for survivors. Nowadays, you often die to cheese tactics by mediocre killers helped by an MMR system that is unable to reliably measure player skill.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976234#Comment_3976234

    i love how 60%killrate=killer OP adepts dont realize that 60% killrate means slightly less than 50% winrate for the killer if we go by the only metric devs have for the win - MMR system and win being 3/4k.

    meanwhile according to this very system survivors win anytime they escape in exit gates and draw if they get hatch. there are multipliers, but win is a win for that system regardless.

    it's not "1v1v1v1v1" like you'd like to claim, it's 1v4 for killer where they only win if they kill 3/4+ survivors and 1v1 for the survivor.

    https://us.v-cdn.net/6030815/uploads/IRICD91886D7/image.png

    so yeah, killrates do need to be 60%, even slightly above to average into proper winrate for killer.

    https://us.v-cdn.net/6030815/uploads/YIBMPJT6YD7W/image.png

    on a side note, here's the only available big sample of data on kill count distribution. ~45% killer winrate. I think real average stats would be closer to 48-52% at best, hardly more.

    how many of these 3ks and 4ks do you think have reached the endgame (gens popped)? I think a decent amount, but Im not going to make any conclusions, just some food for thought.

    survs win way more than they'd like to claim.

    Nightlight kill rates are unreliable and not official data. Anyone can submit whatever numbers they want. Kill rates in official data are very likely underestimated since DC matches are excluded, and many, many steamroll 4K matches involve a player or two DCing out of frustration.

    The game is balanced around kill and escape rates. Your personal definition of "win" is unnecessary and obfuscates the fact that killers are succeeding at their primary objective (killing) more than survivors succeed at theirs (escaping).

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974991#Comment_3974991

    Vigil does help with healing by counter Haemorrhage, Mangled and Broken. It also helps with altrusistic plays, you can recover nearby Survivors from effects faster. Most importantly it helps a ton with lasting longer in chase, which is free gen time for teammates.

    First of all, 66% more charges per second is already really strong, you don't need to stack it. The range is also 16 meters, not 8. This easily allows people to recover by not being in danger range, especially on multistory maps. Also while teaming up on gens early on is bad, doing it with 2 or less gens remaining is actually pretty strong.

    And no, Survivors getting the same aura as killers is not fair. Survivors have 16 total perk slots, killers have 4.O ne Survivor perk should not have the same capabilities as one killer perk.

    Yes, it can help with healing and altruism in that sense, but it still negates bringing stronger perks dedicated solely to altruism and healing, which is the point. Statistically, less perks like Botany Knowledge, Resurgence, Kindred and Bond will be run for every Vigil in a match, all of which provide superior healing and/or team information benefits.

    Okay, 16 meters, that's still smaller than a terror radius, which is very close and still easy for a killer to snowball. Real split pressure means being spread out across the entire map, not all sitting on one or two gens within the killers terror radius. While I agree teaming up becomes more useful as the match progresses, early game is typically what determines the power killer has in end-game. So the vigil benefit from grouping up is still there, it's a case of too little too late if a competent killer knows how to snowball from the beginning. Multi-story effect barely comes into play most matches, except a map like Midwich which is already heavily killer-sided.

    Survivors do not get the same aura abilities as killer with or without Vigil. Yes, a buff to survivor stealth and nerf to killer stealth is more fair, given the 60%+ kill rates in modern DBD and just how ineffective stealth playstyles are for survivor nowadays. Is Vigil a strong survivor perk? Absolutely. Overpowered? Nope.

  • GPU usage at 100 percent and high temps is very normal, especially if it is set to prioritize max performance over power. This does not mean the card is pushed to its limit, it could have plenty of headroom.

    The stuttering and hitching in recent months is an issue that is likely related to the game engine, not your GPU (though a lower end GPU will exasperate the issue). I have the same problem with a card much more powerful than yours, and last year I could run DBD butter smooth with no hitching and the visual fidelity looked nearly identical to today. So something is very poorly optimized in newer updates. I have also observed many streamers with very strong PCs and GPUs, much better than mine and yours, also experiencing these same hitches and stutters on a regular basis. Meanwhile, I have no such performance issues in other games that have far greater visual fidelity.

  • @albertoplus said:

    I think it's interesting that everyone seems to be very vocal about that they want the "horror" themes back, but everytime the Lights Out gamemode comes back, which is a "pure horror" gamemode, people doesn't seem to like it?

    This is not a fair comparison. Old DBD had much better atmosphere than today's DBD, but it was not pitch black like lights out. Lights out is just so dark that it is largely unplayable, especially since most of the modern DBD mechanics are designed to function in a high visibility environment.

  • Yeah…it basically went from a game of hide and seek, to a game of tag. It is largely because of the clickbait content of popular streamers. As you are probably aware, a dark stream is bad for content creators because it is hard for the audience to see what is happening. Then BHVR assumes that whatever the popular DBD streamers create is what most of the player base wants, when they're really just a loud and vocal minority of extraverts whose opinions get regurgitated by their casual worshippers.

  • @Malcolm1993 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975008#Comment_3975008

    Well…I'm not a content creator first of all.

    If we're talking regular, decently sized tiles, utilizing both bottles doesn't work as effectively with the pinks being so nerfed. Playing him that way actually ISN'T stronger. You can literally just spam yellows with 2% increased haste and much faster activation. And everyone is using Sticky Soda Bottle and Cheap Gin. And yes, I stand on what I said about pinks not being worthed using.At least in most scenarios. To be fair, I did state that they're "practically" useless. I'm very careful with my wording, so lets not do that. I've put in far more than enough time to be able to voice my experience and for what things truly are after the changes. And I stopped using Cigar Box a looooong time ago. I personally don't care that actually got nerfed. I'm one of the extreme few that wanted a change or a rework for that specific add on. The 1 second linger along with the clouds being slightly smaller is what hurt his pinks the most. Survivors are making pallets and quick vaults (because of the linger) that they've never been able to make before while wasting time utilizing both bottles. What's the point of pushing survivors into smaller clouds of pink with only a second linger (with them still making pallets and quick vaults) than to just shoot yellows? When you make line of site shots for the pink to expand right in front of survivors holding W is also when that 1 second linger truly shows. I've tested it out, and I barely had to use any pinks to catch up to survivors and get downs. And I'm playing against skilled survivors.

    Look…it's not like I want Clown to be buffed as survivor main. No killer should be above an average 50% rate, Clown included. So I'm not even really in support of these changes which are overall a buff. Of course you can spam yellows and get results. But a clown that uses both bottles in a clever manner is much harder to outplay because not only is he faster, but you run slower at the same time. But this requires clever placement and thus far more skill than yellow spamming.

  • The idea that pinks are useless now is just a parroting of content creators that create doomsday videos on game updates to farm views, which increases their profits.

    Before the clown buff, most clowns mains just throw pinks in front of you and hold W for down. Only rarely did old Clowns even bother to use both bottles, unless they were taking advantage of Cigar Box, which was a broken add-on which deserved a nerf. So Clown gameplay was one-dimensional before these changes, lets not forget that. There was no "big brain" plays going on except for a tiny minority of clown players that learned to effectively use both bottle types in a single chase. Most Clown players that bothered to use yellows were only doing so to abuse broken Cigar Box.

    After the clown buff, yellows are now more viable, but Cigar Box is less viable, and the pinks are somewhat less effective. But to say that it is only worth using yellows now is false. That may be the simplest approach, just like only tunneling is simple. But just like a skilled survivor can heavily punish an aggressive tunneller, a skilled survivor can also heavily punish a 1-trick Clown who neglects to learn how to use half his kit. In spite of that generous haste, good survivor runners will just keep making distance with pallets and windows while feeling overjoyed by the absence of pink slowdown.

    The best way to play Clown, is to use both bottles for max efficiency. Yes, this requires a bit more skill than only using one or the other and holding W. Yes, this means you must take the time to do more than spam a single button in chase. There is always a learning curve when utilizing advanced tactics, as opposed to the cheese tactics most killers rely upon due to their low skill floor. But guess what, if you use a pink and a yellow in a tile, that both speeds up the clown and slows down the survivor. Which is objectively better than only speeding up the clown, or only slowing down the survivor. Given all the complains about Vigil making Exhaustion "OP", Clown players should be learning to use both bottles instead of the lazy approach of only 1 bottle. A highly skilled Clown main using both bottles to maximize their speed and minimize the survivor's speed will have no problem catching a survivor, as he is even more powerful than before. Okay, fine, you'll have a tough time catching me regardless, but I'm an exception.

  • It isn't broken, you need to adjust your playstyle to deal with Vigil strats.

    Firstly, in the "worst case scenario", 4 vigils means 4 less perks in the trial that increase gen speed, increase healing speed, provide crucial info on killer, or that help with altruistic plays. This also rarely actually happens because Vigil is a good perk but not as strong as people are claiming. I would much rather run other perks as a survivor main. I used to use Sprint Burst and Fixated a lot and threw in Vigil sometimes, but I've moved on from that build because though it is decent, it is somewhat 1-dimensional.

    Exhausted: in order to get really fast exhaustion recovery, survivors must group up closely since the Vigil effective range is only 8 meters. this gives you an advantage since split pressure is the most efficient way to complete the main objective. So even if all the survivors stay close to one another to abuse the Vigil effect, they're now making themselves easy targets for a snowball and aren't getting gens done, or if they are teaming up on a gen, their gen efficiency is greatly reduced. I've now addressed the "strongest" case argument for Vigil being "OP" due to stacking exhaustion, and now it is debunked.

    Blindness/Oblivious: killers have tons of aura reading ability, so survivors having it too is fair, since survivor stealth has been heavily nerfed. How do you think survivor's feel when there are almost no counter to killers' wall hack builds? The counter to this is very easy, just don't solely rely on perks and playstyles which induce Blindness/Oblivious, just as survivors must not solely rely on remaining hidden the entire trial. Again, this is only in the rare case you have a 4-Vigil team. Since this extreme case rarely happens in practice, most matches still benefit from Blindness/Oblivious killer strategies.

    If you're just complaining about 1 player in a match that takes advantage of a good synergy between Fixated, Sprint Burst and Vigil, then no nerf is warranted. There are plenty of ways to play around this playstyle. That player is dedicating 3 full perk slots to player movement, meaning they don't get increased gen speed perks, increased healing speed perks, killer info perks, and altruistic perks. They're strong in one department, and weak in most others. Identify the player's build early on and adjust accordingly.

  • It feels that way, because they are. But if you only listened to the average killer mains' "feedback", you would get the impression that the average escape rates are 80%+.

  • its compensation. what you gonna do about it?

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973268#Comment_3973268

    you missed the point of the post. The OP is saying that they got a win streak of 19 as trapper because they deconstructed how survivors played. They noticed survivors like to chain between tiles by using filler tiles (or shack on dead sands) or holding W and they exploited this to prevent survivors from getting to their intended location. They are arguing that many killers (unlike trapper) don't have the ability to shut down these chains and this leads them to suffer in chase. They used twins as an example which I disagree with but other than that (besides some obscure tech or setup knowledge) many killers and killer players aren't the best equipped to deal with this.

    Hell, I'd argue this is why Ghoul is so strong, he directly counters holding W while preventing you from escaping him when he cuts you off. Ghoul is the best for dealing with this, and this is likely the mentality that keeps him firmly in the rotation (which is detrimental to survivor enjoyment).

    They aren't pushing some us vs them narrative, cool your jets.

    nope, you've missed the point. describing a 19 win streak as "difficult" is the epitome of cringe.

  • Scott Jund opinion successfully regurgitated. Let's not pretend before these changes that clown gameplay was sophisticated. the vast majority of clowns just spammed pinks and held W to catch up. the real problem is the unwillingness of clown mains to learn to use both bottles for maximum impact.

  • "intense difficulty spike"..."19 win streak with trapper"

    this is so pretentious. you're playing easy mode. then you have the audacity to complain about how much of a "struggle " killer is while utterly steamrolling the opponent. this is the perfect encapsulation of killer main entitlement. blowing things way out of proportion at the slightest sign of resistance from the opposition.

  • The part that killer mains are missing is that this thing game devs do called "balancing" means making matches fair by bringing kill and escape rates closer to 50%. I know they set the precedent that "balancing" meant they just hand killers easier and easier wins with less and less effort, but you can't expect that to last forever without the game completely dying as the survivor suicide and DC epidemic reaches a critical point.

  • @Rapid99 said:

    It was a rumor but it's practically confirmed this change was due to the new items not having actual charges but a cooldown, because otherwise there was no reason to push this through. This was borderline unanimously hated because you just kill the only counter killers have to strong items and you pushed it through.

    Hell, I saw MORE hate for the franklin's change then I did the clown and knight changes.

    This is beyond lazy… If you can't figure out how to do it with the game's spaghetti code, don't do it. Especially when it comes with the cost of literally removing the sole counterplay to items. It's ridiculous.

    Franklin's before the nerf is just a no-brainer EZ 4K perk. 1 perk to negate 4 items with no effort. Now it's just a little weaker. Boo hoo hoo hoo hoo.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972608#Comment_3972608

    Removed the entire point of spirits power you mean. She's meant to track through hearing, how can she do that with no hearing.

    I think on most fronts they're fine, mid even, but they shouldn't outright cancel a killers powers for any amount of time (especially since it just recharges itself passively). If it just hid the scratch marks for spirit when she phases then I'd just not care, if hearing was fine then I wouldn't care. The fact that it muffles hearing for her specifically is the problem.

    Spirit is an S tier killer that is brain dead easy to 4K with just like Blight. Giving her and the rest of the S tiers more challenge is very healthy for the game.

  • @Aven_Fallen said:

    Man, Survivors get one new thing and it is instant crying on the Forums. Instead of just waiting a few days before the Fog Vials are not as common anymore.

    Let alone… A bit weak for single use, eh?

    Yup. Killer mains aren't used to adversity anymore due to BHVR holding their hands with the inflated kill rates. They have a mental break down if a match is even remotely fair for both sides, totally ignoring the fact that an average performance on any single killer in the game will guarantee them more wins than losses.

  • killer mains are overdosing on copium after this update…relax, the devs still inflate your kill rates to ensure you win more by design. you're gonna be okay learning to overcome a little challenge once in a while.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972563#Comment_3972563

    If you choose the wrong direction and leave the wrong way then you just instantly lose the chase. There's no counterplay to them for a spirit except blind luck.

    The item is supposed to help the survivor and be problematic for the killer, otherwise there would be no point using it. There is counter play, BHVR just removed your training wheels for a few seconds.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972472#Comment_3972472

    Except you can't hear them if YOU'RE in the smoke. And it blasts background audio noise into your headphones.

    You answered your own question…just leave the smoke.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972448#Comment_3972448

    Tell me, how do you use your ears when survivors have no audio whatsoever?

    Easy, the fog vial only covers an area of 10 meters. If you can't hear them you know they're in the smoke, if they leave the smoke then you can hear them.

  • As usual killer mains over react to every little change. Clowns are used to being lazy and only spamming pink bottles. Any clown that makes proper use of both bottles will have no problem with the changes.

  • Hopefully it fixes the hitching performance problems.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972206#Comment_3972206

    I'm sorry, I don't think you understand how powerful an "I escape chase" button really is.

    You're playing Spirit. Learn to use your ears instead of your eyes.

  • ironically, I hear a lot of people saying how hard it's been, but I've been having more success in solo q survivor in the past couple days. not because it's easier really, I think just because I've adapted to deal with the BS as much as I can. some days it feels like the universe is conspiring against you. some matches are still rough and there's no hope, but a lot of matches I carry or clutch, although admittedly, my teammates are not usually so lucky, usually because they struggle in chases.

    one thing I realize in solo q is you can only be altruistic to an extent, before it gets you killed, so you have to learn what risks can afford be taken. but I rarely play for hatch and usually I get the gates powered. I don't bring a rat build nor do I follow the healing "meta". still most matches I get Iri altruism. and I almost always read killer and survivor perks in post game lobby to refresh my knowledge of perks on both sides. if you have strong fundamentals it does a lot to motivate teammates.

    I prioritize gen efficiency, breaking 3 gens the entire match before they occur, going on long chases (obviously), protecting death hook teammates and rotating to unhook. I willingly play injured because in solo q it's often not convenient to heal. it's a lot of risk assessment.

    i always bring a flashlight and prioritize long blinds over battery life. although people say they're not as good as medkit or toolbox, I strongly disagree. you have to be surgical with flashlights. I routinely disorient killers a lot with pallet blinds and unexpected movement, even while injured. if I don't outright lose them, I still confuse them and they lose distance. it's the element of surprise that works here. this works against seasoned killers with thousands of hours. killers can't always track you via sound especially if their power is noisy and you walk a bit. also, flashlight is very helpful at protecting tunneled teammates, making killer waste time before pickups, having a general dominant presence, and catching them off guard with clutch saves routinely turns the momentum of a match in my favor. but I'm not that guy who chases the killer half the match trying to get a save. it's about using it when a critical opportunity arises and the killer least expects it. if the killer has light born, no problem, I find this out on the first blind attempt, and trade my item for his perk slot.

    if I have one tip to newer players, it's to continuously learn. the moment you stop learning, you lose the magic. that means you're responding in real time to the unexpected, rather than simply reacting based on what you've learned in the past. every match is unique. I'm not a fan of streaks because I like to go into every match like it's the first time. you can't always analyze the game , it's too complicated, you've got to master the art of intuition and spontaneity, just like a martial artist or athlete.

  • @R2k said:

    Problem with Ghoul it's a noob stomper killer while being ridiculously easy to play. Ghoul also has bug/feature with vaulting pallet while holding survior frozen, auto aim landing free hit and ability to move across the map faster than Nurse.

    I'm honestly not surprised people avoid it.

    It's literally way too strong for such low "skill" requirement. No wonder people abuse it. When I play survivor, Kaneki is in my every 3rd game. I can confirm in 2 out of 3 games someone DC's against it

    he's broken in high level play too, dbd league even banned a form of kidnap tech. and this is true despite Kaneki mains having far less experience than blight spirit and nurse mains.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971268#Comment_3971268

    they cant balance the game like that.

    average killer winrate is already below 50% with 60% killrate if we go off mmr metrics (anything below 3k is a lose).

    what needs to change is how they design the game because it genuinely feels too hopeless because of how snowbally it is.

    That's wrong and your arbitrary win condition is irrelevant. The killer's objective is to kill, and the survivor's objective is to survive. The game is balanced around kill and escape rates, not "win" rates.

  • I don't buy this line of argumentation that if you have 4 of any one decent ability or perk, suddenly its "OP". yeah, 4 med kits make healing strong. yeah, 4 vigils make exhaustion strong. but this always ignores the fact that to have 4 of one good thing, you need to sacrifice strength in other areas. 4 med kits means no toolboxes, no flashlights, no keys, etc. and 4 vigils means that each player on the team sacrifices a different strong perk in 1/4 of their build per player. so 4 vigils should feel strong with respect to exhaustion, because that's basically like the team having 1 survivor bring an entire perk build dedicated to the Vigil effect, but nothing else. 4 vigils means 4 less perks in the trial that do other things, like provide info on the killer, increase gen speed, accelerate healing, aid altruism, help coordination, etc.

  • Simple answer: you're new and still learning. you need to get faster downs, pressure gens, snowball by injuring more than one survivor at a time, etc. also…it is important to drop chases against a survivor early (like within 10-20 sec) if they're in a good position to run you for a long time. look at it this way…as killer you need to be of average skill level to win the majority of your matches (a "win" being 3 to 4 kills). those survivors you're losing to need to be above average skill level to win the majority of their matches (above 50% escape rate). the issue is that you're going to face a lot of experienced survivors that can run circles around you as a new killer. the learning curve is steep for new players because people have been learning to play this game since 2016 and the matchmaking is not very good at measuring player skill, so you're liable to get matched against seasoned vets even as a new player. the killer mains telling you that more nerfs to gen speed or buffs to killer are needed, are quite frankly just coping, because gen speed was already heavily nerfed throughout the history of DBD and gens used to get completed much faster than they are now.

  • The real meaning of "M1 killer" from killer mains in practice, is "I'm performing below average in spite of every single killer in the game being designed to win more than they lose, so I need an excuse for why I'm bad at the game instead of learning to play killer."

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971268#Comment_3971268

    what did you expect in an assym? the power role not to be powerful? Escaping is meant to be a struggle. The real problem is we've had two survivorless licensed chapters in a row, with only Orela to give something to the survivor side. If they want the game to be balanced both sides need to gain equally.

    I keep hearing this "asymmetry" excuse so I will refute it once again. The game has been asymmetrical since 2016, even when it was supposedly survivor-sided and everything in between. Asymmetry has nothing to do with one side being easier or harder to play. It has always referred to the difference in gameplay style between killer role and survivor role, not difficulty imbalance. Even if the game is balanced 50/50, it's still an asymmetrical PvP because one side players killer, and the other side plays 4 survivors.

    Releasing new survivor cosmetics is a band-aid for survivor side. If you want a PvP to be fun, you need fairly balanced matches, which means bringing the average kill rates down to 50%, the average escape rates up to 50%, and updating the MMR system so that you get reliable teammates based on an accurate assessment of player skill. Survivors will still struggle against skilled killers. The difference is, skill expression will remain in tact for survivor side, which is what makes any good PvP feel rewarding to play in the first place.

  • What they should really do is remove incentives entirely and balance the game sensibly. Making one side more powerful by design and then bribing the other side to play while punishing them for DC is kind of silly. It's like the game mode itself is rage bait from the devs.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971186#Comment_3971186

    did they even ban kidnap? i recall them using it during the main stage quite freely. if anything, they should be okay with it cuz playing around it, as stupid as it is, is still possible.

    pub player does go against a lot of cheesy and unfair things killers have, but they also have access to numerous unfair things on the survivor side along not having to play for the same wincon - you arent forbidden from running small pp combo or using new funny perks like shoulder or reassurance and if you sell your teammates to slugging blood favour coup ghoul and play for hatch, you arent really losing thanks to how the actual game recognizes the win condition.

    rn im playing solo q with hyperfocus stakeout build just rushing gens in under 50 seconds and I doubt this would ever get allowed on any decent comp event and the killers Im facing have to keep up with that while most of them run builds that would get neglected even in comp rulesets

    if we are talking about general balancing and dismissing valid suggestions because "what if my teammates are dumb" or "what if the killer is NOT dumb" then you kinda cant give more validity to anecdotal experience the complaining person has as back up for their complaints/suggestions and would have to reffer to the same method developers use - stats.

    Elysium got a variation of kidnap tech, banned, at least before the finals.

  • @SpringMyTrap said:

    dbd league and comp dbd by extension is still a good showcase of how most killers are played or how to play around them. if a bunch of ladder monkeys bundled up together can figure out they can do something vs the killer, so can pub players.

    though yeah, they arent as good as they make themselves out to be, at least when it comes to niche skill expressions.

    it's tragic whenever they play singu set and 3/4 times the person is just trying to win through 3 gen from the start and then gets their first down 15 minutes into the match and barely gets their 4-5 stages 10 more minutes later. such a combination of specific rules, skill and lack of it that it's almost marveling.

    I agree that players, especially new players, can learn some helpful strategies watching DBD League. This is what I meant by "tips and tricks". For example, obviously the concept of 3 gens is very important and you can learn that watching compies.

    My issue is that a lot of "counterplay" in a comp DBD setting suddenly becomes ineffective in pub matches. For example, DBD League banned a specific kidnap tech for Kaneki as well as some of his add ons. Well a pub match player going up against that kidnap tech and those add-ons is liable to get massacred even if he has studied the DBD League Bible his entire life.

    This is one specific example, but there are tons of situations where this applies. Especially given that you don't know which killer you will face in a pub match, so you can't prepare a specific set of perks for that killer. So the common line "just run perk X, Y, Z" to counter a killer's mechanic/playstyle, simply doesn't work in a pub match setting, whereas it could heavily punish a specific killer in DBD League.

  • not really…I play only solo Q and used to run it a lot. maybe in low MMR it's more helpful when your teammates have terrible game sense. otherwise most of the time my teammates will know what to do given the HUD info. and in the event two survivors go to save, it often turns into an opportunity to double reset, which can help regardless. its not that its a bad perk, it can definitely help sometimes with coordination and seeing the killers aura, but it's not so OP that it outperforms all other perks. to be honest, if your teammates don't have the game sense to know when to go for a save given HUD info like who's on a gen, who's in chase, proximity to hook, etc, you're probably dead anyways.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970773#Comment_3970773

    If you play on the middle europe server you play with a lot of russians and have to admit I don't see cheaters that often.

    Most cheat claims I have seen even recently as this week in the game myself was totally no proof claims. I myself got called a cheater and reported because I could see the killer through a wall. The kicker is that I had Object of Obsession and even if I was not the obsession it still works if killer sees my aura and the killer was a Huntress with Darkness Revealed so of course I am going to see her through the wall when she takes hatches from the locker in the shed while I am on the other door of the shed. Had to crouch few times to her through the walls until she got that I saw her and what I got from that reported and claimed to be a cheater. My own experience in this game that at least 80% cheat claims are not really cheating just people not getting what happens in the match or even caring of really learning.

    Definitely a lot of false claims, but there's also a ton of cheaters that go undetected. I always check the killer's perks and add-ons afterwards to see if what they did was possible. Now, sometimes, they just have an aura perk. Sometimes, they have an aura perk but are still wallhacking because you hide in ways that their perk wouldn't detect, but they're too dumb to conceal it. And sometimes they have no aura perks and are wallhacking. The second two are more obvious to experienced players. The first one is ambiguous.

  • Don't worry, they'll give him a second nerf once they've maximized the licensed DLC profits from his target market of killer mains that want free easy 4Ks with minimal effort invested. The first nerf was just a little slap on the wrist to calm down the outraged mob of survivors at the fact that his "counterplay" was laughable and still is. The funny part is that DBD League commentators were pretending he has such great counter play in the grandfinal tournament today, despite having banned a kidnap tech, and imposing a ######### ton of other rules to make killer less oppressive.

  • Nonsense. Those cosmetics were exclusive until they aren't. You still experienced their exclusivity, but that is the past. You want people to care that you're "disheartened" just because other players have access to something that you do and you don't like the idea of that. Boo hoo hoo. Playing the victim.

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