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killer_hugs

killer_hugs

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killer_hugs
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  • it's true. but developer has had 9 years to find a solution. when they tried to address tunneling they came up with the most asinine changes i've ever seen proposed in any game at any time in my life. their ideas unfortunately are more likely to hurt the game at this point. they introduced fog vial just to nerf it into obscurity. why introduce an item that you don't expect anyone to use? that's the kind of thought level at bhvr

  • true. game is as boring as its ever been on the survivor side regardless. for 5 years all they've done is take, nerf, remove, and stomp on the survivor role. they won't be happy until we all quit playing i guess. most of my friends wont even touch the game anymore; because it's clear to have a fighting chance against an even remotely competent killer not only do you need a phd in the game, but so does the rest of your team as well.

  • ghoul, krasue, myers rework, the inclusion of auto-aim mechanics, the onslaught of heavy handed nerfs to survivor perks and addons, the destruction of loops and removal of inconvenient pallets, the abandonment of anti-slug, bare-minimum anti-tunnel, ignorance of match-making issues, and permission of killer oppressiveness have all culminated to the baby-ification and toddlering of the killer role.

  • you may be able to remap the tab key in your keyboard software. if not there are plenty of 3rd party software that can do it like Autohotkey or Microsoft Keyboard Layout Creator. hope that helps

  • survivor abandons are not counted as escapes rather they simply aren't counted at all by the official stat tracker; this inflates your overall escape rate. currently i have a survivor with a 76% escape rate because of this on a survivor that i've played over 1600 matches with. just abandon frequently and it won't count your bad games = high escape rate. (this makes me laugh anytime someone cites their high escape rate here as if it means something - it does not.)

  • it does feel like they made some extreme changes to the game recently and then just went radio silent. like yeah sure we took away your syringe and styptic and nerfed fog vial into the ground to the point that no ones using it, oh and we abandoned the anti-slug update, and oh yeah we did the bare minimum to address tunneling (lol), and oh yeah ghoul/nurse/blight are perfectly fine!(lol), now we're just gonna coast and hope you forget how we've tanked our game into the ground.

  • i love that they continue to design killers that aren't fun to play against

    keep it up bhvr

  • the game feels like its basically been balanced by a low skilled killer main

    • killer friendly pallets/loops, remove god pallets, remove filler pallets, shorten or break most of the loops in the game, make sure loops can't be chained together
    • removed the only 2 good addons survivors had; there's literally no point in farming anything in the survivor bloodweb anymore
    • completely dumpstered fog vial after its introduction; now it just clogs an already weakened bloodweb and chests
    • completely abandoned any form of anti-slug update but actually nerfed tenacity while the update ongoing
    • dragged their feet for over a year promising an anti-tunnel update but ended up doing the absolute bare minimum; also nerfed the anti-tunnel perk OTR while the update was ongoing
    • continue to ignore the oppressiveness of blight, nurse and ghoul
    • continue to ignore the horrible match-making that makes solo queue hell
  • yeah it seems like the game loves matching you against all the S and A tier killers that are being piloted by good players but then makes no effort to actually put you on a team with competent survivors.

    so you're just constantly in these non-competitive matches that feel like forced outcomes. like the game saw that you escaped too many times at some point and now you're just being punished over and over again until you die enough times that the matchmaking magically switches back on and the games become competitive again.

    it's the main reason why i get burnt out playing and why i frequently take long breaks. i just feel like if dbd isn't going to respect my time by at least making some effort to create a playable match then it won't receive my time.

  • i'll be honest. the mushroom/infection mechanic doesn't make as much sense on her anymore now that its removed when you're unhooked. like in a lot of matches you might never interact with a mushroom which kind of screws up her entire theme. personally i feel like she needs a rework in some way to make her theme more consistent, at least. power wise she's probably fine however.

  • i mean kinda

    it's pretty rare to see people just offing themselves on the hook anymore. lol

    also, you can exit matches faster with the abandon feature and that's kind of nice at times.

  • honestly, i've found that the muscle memory i had from the mouse and keyboard learning nurse translated very well to the controller. so if you already know how to play nurse, you might find that the controller isn't so bad. whether or not she's the easiest or if others see it that way i'm not so sure. i'm not a big controller player.

  • i kind of like it as a permanent part of the game. the casuals play it more than they play 1v4 which makes the 1v4 experience better.

  • whenever i play as springtrap i end up wondering why i didn't just queue as huntress. but to be fair he is pretty dangerous at camping so hes got that going for him.

  • she probably needs to go back in the oven and get an actual re-design in some regard. like the fact you don't need to consume mushrooms after being unhooked is a major design flaw to her entire kit. it'd be like if survivors were no longer sick against plague, or no longer infected vs wesker/nemesis. you can largely avoid mushrooms the entire game most matches.

    it's like they had an idea for a killer but never really thought it through. then they released her totally busted and then made a bunch of quick changes to her that were more than just nerfs but actually kind of broke her entire theme.

  • hear me out. hand of vecna's locker transportation as the anti-tunnel. every hooked survivor will see one locker on the map highlighted in yellow. if they can make it to that locker they'll be transported to another locker somewhere on the map. the highlighted locker won't always be in close proximity it the hook but it won't be on the other side of the map either. sometimes you'll make it to the locker when tunneled, sometimes you won't. but you'll at least have an escape plan if you absolutely need it.

    also i just thought of this idea so don't hate me

  • @Leon_van_Straken said:

    One sentence is hard. But I made some suggestions.

    1. How to get the Survivor out of the tunneling process.
    2. How to reward the killer or atleast don´t make the Anti Tunnel feature abusable.

    First of all I tried to think about "What is Tunneling for the mayority of the Survivors and Devs" and I came to the following conclusion.

    For the most Survivors tunneling occurs when the Killer goes for the same target twice in a row. Most of the time I heard that it is impossible to do something if the Killer wants you out he will chew through any Anti Tunnel and Anti Tunnelperk in existance. So how about this:

    If the survivor gets unhooked he gets an new state "call it illusive or what so ever". In this state, the survivor becomes ghost like and the Killer can not interact with the Survivor at all. (No hitting, no grabbing, no bodyblocking) This state is active as long as the Survivor does no suspicious action, another Survivor gets hooked or he wants to abbandon the state when the Killer is out of the terror radius or a fix distance (because of undetectable).

    Now you ask why should a survivor abbandon the state and it could be abused to get safely to a gen. But what if the survivor can only move slowly while in this state and I mean slowly. This would have the following affect.

    If the Killer decides to tunnel or follow the Survivor he can´t do anything, while the rest of the team finishes the gens and escape. (So it is not viable)

    The Killer on the other hand gets some natural slow down, because the Survivor moves slowly and can not hop straight back to a gen.

    So if we took this idea of a Ghost and applied some additional ideas for thought to it. So the main problem with anti-tunnel is that it essentially can remove one person from the game for an extended period. That reduces kind of the urgency factor of the game which is really important. You need urgency for survivors, you need urgency for the killer.

    With that in mind a simple anti-tunnel feature could simply be just 7 seconds of invisibility/invulnerability coming off the hook for one hook state. You can't be injured in this state, you leave no scratch marks or blood pools. You make no sounds. And for 3 seconds after coming out of this state you can't use your items so you can't just like immediately blind the killer or sabotage a hook or something which would be unfair. But this maintains a sense of urgency because you have to get away and the killer gets 7 seconds if they want to try and guess which way you've traveled.

    i kind of like of it.

  • Screenshot 2025-11-08 045222.png

    my monthly escape rate with the abandons voiding my losses

  • kinda but like what do you think is more advantageous. reshade, or coms. obviously, coms is light years ahead in being advantageous. so as long as they permit SWF i think any discussion on reshade being cheating or not is kind of ridiculous.

  • @Lexilogo said:

    Yes, I can get behind trying to make cleansing dulls not just a matter of BP greed.

    I don't think I'd like that specific idea you suggest, Survivors are already incentivised to stick to the borders of the map once the gates are powered, I think with your change they'd start avoiding parts of the map more likely to have totems like main buildings in endgame, making interesting situations a bit less likely to happen.

    But there's probably some other good idea someone could think up. Maybe default Pallet distribution could be slightly lowered, but every Totem cleansed adds a new Pallet to the map?

    there's a million ideas. it's just a matter of making the totems more interesting if we get to a point where we need survivors to spend more time doing something to account for killers being technically weaker by things like more pallet density and less tunneling efficiency.

    another idea would be like to have each totem tied to each survivor and one for the killer. if your surivor's totem is lit in the end game the killer can see your aura. if the killer's totem is still active they get a haste buff until it's cleansed.

  • i think there's too much going against that in this game. for one, it kind of interferes with the spirit of the game. for two, there are older people who don't want to listen to kids screeching and there are actually a lot girls/women who play this game specifically because they can't be harassed over coms like they would be on many other games.

  • spine chill should at least be an information perk. currently you're better off just using premonition which i think also needs to be reworked. both of these perks are really bad when compared to something like kindred.

  • well, when i was keeping track of my stats on a daily basis they were accurate from a survivor standpoint although here are some caveats why you might be pushing some misinformation although we can't be certain.

    1. the website updates once a day at 6 am eastern time
    2. the website doesn't update YESTERDAY's stats, it updates the day before yesterday's stats.

    and so today's stats don't have todays stats or yesterdays stats included; only everything up to the day before yesterday. so if that's how you're accounting for your games on the site you might be missing games just due to the wonky update process.

    it's also possible they changed how the update works on the site but this is how it was working during the anniversary event.

    the only thing that seems to be tracked on a game by game basis is your match history although that has been the most inaccurate part of the site; for a few weeks that part of the site basically was nonfunctioning even.

  • also, if say only half the hooks were scourge hooks in the end-game that might actually be better for the killer because it can give them options to like throw a survivor to the opposite end of the map away from the exit gates. so there's give and take to it as the game goes on where it can actually benefit killers in a way that most people aren't going to complain about

  • killers have it very easy and i don't want to pretend that there's no skill or no requirement to play killer. obviously there is. but even really bad killers tend to have a 50% kill rate, or in the ballpark of. that's pretty good when you're not good at the game. a lot of really good survivors don't have a 50% escape rate. so to me it's just comical that it's even a discussion.

  • it only starts becoming survivor sided at the very top end of gameplay and even then the best killers aren't suffering too much.

  • honestly, for me it's just simple.

    is the killer trying to get one survivor out of the match because they're behind and need to slow the game down? not tunneling.

    is the killer ahead and still just trying to grind one survivor out of the match as fast as possible? tunneling.

  • ngl i barely ever have people dc against me. maybe you're doing something that a lot of players don't like lol

  • i can already see BHVR now. they'll revert the changes and remove even more pallets than we had previously then never address it again

  • gen rush, if you can.

    and camp and tunnel, if you can.

    the funny thing is that the developer will make bizarre statements like, "the players have decided DBD is a chase game, not a stealth game."

    yet the players have been complaining about camping, tunneling, and gen rush for 9 years. clearly the developer has decided that this is the way the game must be played.

  • if you watched Otz play this killer on the PTB he was playing mostly against very good survivors on survivor sided maps and the games were competitive but he wasn't stomping like he wanted to. but she did look balanced, just not a ferocious killing machine.

    it's clear the developer wanted a ferocious killing machine to be released. unfortunately, there's no other explanation. i refuse to believe BHVR is stupid at this point, this was a choice they made.

  • idk i have a 45% escape rate with OTR and a 56% escape rate with sprint burst. people act like the 80 seconds of endurance is a big deal and it only is so if you can bait the killer into a chase which takes 2 brain cells on their part to avoid.

  • she might not be as strong as a very skilled nurse but she's the easiest most forgiving killer ever introduced into the game.

  • it does seem like there's no expectation that killers actually have skill anymore meanwhile survivors are treated like they all have 10,000 hours in the game.

    also all the fun things in the game just seem to get removed. 2v8 gets removed. fog vials get removed. end game perks get removed. the game is being managed in a way to make everything weak and stale.

    and this is all without even pointing out that every patch seems to break the game. many maps now have invisible walls, the static in the lobby is activating my tinnitus like no other, and ..

    what the hell were they thinking nerfing an anti-tunnel and anti-slug perk when they were supposed to be releasing ant-tunnel and anti-slug mechanics.

    it's like they are being sabotaged from within there's no other explanation. even sheer incompetence wouldn't look this bad.

  • fog vials let survivors have a slightly higher escape rate than 40% so they had to be nerfed. basically if anything has ANY impact on the game whatsoever it doesn't get to exist in a state where it will be used.

  • the temple of purgation is my least favorite map when playing as survivor. yes, the shack side of the map is relatively strong but the other side of the map is just 90% dead zone.

    and my least favorite for killer is usually blood lodge. its probably the worst map for m1 killers or killers that lack a strong anti-loop.

  • Killers are supposed to be fun to play against. Killers themselves shouldn't think twice about whether or not the survivors are having fun. That's not the point. I want mind games. I want counter-play. I want the ability to out-play my opponent. What I don't want is the opponent to have everything freely given to them, to have all counter-play removed, to have only limited opportunities for mind games. Without these things there's no fun in the game and no reason to play.

  • if you want solo queue (and honestly duo queue) to be comparable to a 4 man SWF you just need to give these players a 5th perk slot that can only equip the following perks: Kindred, Bond, Empathy, Tenacity, Unbreakable, Babysitter, Borrowed time

    Basically, you give these survivors an additional perk so they can have an anti-slug, an anti-tunnel or an additional information perk.

    Without changing some basic mechanic of the game which benefits only solo queue I think this makes the most sense.

  • I think solo queue basically died in patch 6.1. Before patch 6.1 you could get away with not needing a loaded team of highly skilled survivors and you really only feared nurse, blight and spirit (who were still strong by the way). But that extra 10 seconds added they added to generators really pushed the average solo queue game towards the game being more killer sided. That being said; of course if you have a good team then it doesn't really matter but in solo queue how often can you say you have a good team?

  • i don't want to defend the people harassing him. but what did he expect? he targets hostile, often times narcissistic and unhinged people to make an example of. and that's kind of like swatting a hornets nest. those are often times not reasonable people.

    also, i'm reminded of Karl Jobst. i used to really like his videos. and of course he'd make "example" videos too of hackers and cheaters getting caught especially in relation to speedrunning. but then karl jobst got sued and misrepresented why he was being sued and was collect donations to fund his lawsuit at the same time, and then it comes out he was being sued for something totally unrelated to how he had characterized it in numerous videos all while attacking the person who was suing him.

    so i think sometimes the guys making the "example" videos that are basically hit pieces if we're honest can equally be scummy and you don't really know what's going on behind the scenes either. you might not have all the information. and honestly, making someone look really bad publicly for how they reacted after a 10 minute match on DBD has always felt kinda scummy to me anyway, especially when you know he was doing it for profit. so take that for what it is.

  • i mean having 3 bad games in a row is not unheard of. but its often followed by a lot of easy games too.

    post your killer kill rates. i think that would be more illuminating. with onryo i have almost an 80% kill rate. and you probably do too honestly if you're a half decent player.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454118/updates

    Your delusional if you think killer is better than survivor

    if you get a stacked team of 4 good, competent players. then yeah i think survivors have a good edge on most killers. not all killers. but most.

    the reality is most games don't have 4 good survivors and that the game is really more balanced typically around 3 good survivors on a team and 1 not so good survivor on the team. i think this makes for a competitive match most games.

    but this also means most games will have 2 good survivors on team at best (and let's be fair, there's a lot more bad survivors than good survivors of course) and these games any decent killer will stomp.

    it's why when i play killer i typically have 3 good games for every 1 bad game. and i'm not even a great killer. i don't often even run meta perks. i rarely even play S or A tier killers. and it's still, 3 good games for every 1 bad game.

    so while i'll agree that you're technically right. in terms of the vast majority of games being played i think you're wrong. and very wrong at that.

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984183#Comment_3984183

    I definitely feel that sentiment. Games feel like the killer is newish and feels like a bully squad is happening in soloQ as you would be surprised have fast survivors pick up on a killer playing unoptimally. Or I load in and it's a savage beating where I'm tunneled out of the roles about basically reversed from the previous game.

    Seems fewer and fewer games have that photo finish feel to them where I'm really pumped and we all barely escaped or everything died with a single gen left and it almost completed

    yeah that's exactly how i feel. you're either bullying some poor killer or you're being bullied yourself. and it's just those are not good games to play. i want every game to feel worth playing. i want every game for both sides to have a reasonable expectation that they can win. that's it. and that's probably hard to achieve. i get that. but we're no where close to that right now.

  • i'm not the op but i kind of have the same opinion too. my win rate is objectively fine and exceeding the average but here's my view of solo queue. a high percentage of games, i view, are just unwinnable. at the same time a high percentage of games you just really can't lose if you know what you're doing. and so it's like there's this window of games, maybe like 20% optimistically, that i consider competitive, or balanced, or fair, or even. those are the games i consider worth playing. so if 80% of my matches i consider to be just "a given" then the game is kind of just playing itself to some extent. and that's kind of bad. and any effort made by BHVR could address this issue. any effort could tighten the playing field up a little bit. but at this point they just want to throw you into a match as fast as possible, and so it's no wonder that the quality of matches are so poor in my opinion at least.

    Screenshot 2025-08-15 231226.png
  • i've played this game with so many people and i just never really enjoy it. i like the carefree nature of solo queue. no expectation. no planning. queue when i want to. break when i want to. and make the choices i want to. with a group you're kinda stuck playing "for the group", but in solo queue i can play for myself. and honestly, playing for myself is a lot more fun. yes, i probably will leave you in the basement. yes, i might let you double hook. no, i probably won't save you in the end game. and yes, i'll probably let you down more than you realize. i might even bring pebble just so i can send the killer in your direction. and that's fun for me. that's kind of what solo queue is about.

  • i think fog vials definitely should maintain a strong effect but they should be limited use per item.

    unfortunately i feel like they'll nerf them until their usefulness is similar to the map, or key. just another niche item that you're not going to seriously use over a medkit or a toolbox.

    that seems to be the direction they've taken most survivor perks. very few things stand or are really game-changing like maybe they once were. so it'll be more blandness.

  • i always bring a key now and often find blue ones in chests. lol

  • this is a unique kind of frustration you're having but it's easily avoided by slugging for 4k.

  • 1v4 really is kind of a snoozefest that feels underwhelming to play after you get used to 2v8. 2v8 feels more like a real game, every game, whereas in 1v4 the matchmaking is so bad that one side almost always stomps the other.

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