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kit_mason

kit_mason

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kit_mason
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  • not a big fan of counterplay, eh?

    describes your intended changes for unk, chucky, dracula, vecna and pig.

    could be argued to describe your changes for the other two as well.

  • @Evanmacmillan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874480#Comment_3874480

    Maybe it is rose coloured glasses but damn I started playing in 2017 and had my best memories on this game I miss the old chaotic nature the idgaf about balance and just want to have fun mindset I remember being able to play both sides for as long as I want without getting burnt out after a hour or two

    This might be a controversial take, but maybe you miss when you were bad rather than the state the game was in when you were?

  • @SelectDevotee68 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873933#Comment_3873933

    Dataminers found out that there are safety nets for each mmr bracket, so if you lose a lot of your matches(intentionally or otherwise), you won't go down a bracket.

    https://youtu.be/x1vSY0qQe0Y?si=XP0QEkihWJes3a_n

    11:52 Coconutrts goes over the skill brackets that dataminers found.

    Except that the loss prevention system is to prevent, as Hens stated, a player from immediately dropping out. Key word immediately.

    If your winrate is 10% you are going on repeated and near-constant double digit loss streaks. The system is hardy but its also not so hardy that the moment you enter 1600 you're stuck there forever.

    And if it were, there would not be posts like this. Because most of the playerbase wouldn't need a public MMR system to presume they are 1600.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873933#Comment_3873933

    you still won't leave me alone I see, God, how you love to argue and always make yourself out to be right... and yes, MMR brackets exist, that's why if I escape once in 10 matches I immediately return to high MMR and all this repeats again

    It's a conversation. You respond to me, I respond to you?

    Okay. So if winning 1/10 matches immediately puts you to high MMR, how does doing that 4 times as often not immediately put you into high MMR? Bracketing exists as a consequence of the way softcap slows your gains down but that wouldnt stop someone winning 4x more often than the equilibrium point from making significant strides in the ladder.

  • @artrock said:

    Hello! As I remember, one of the DBD managers promised that the statistics would come by the end of last week. But a new week has already begun, but neither I nor any of my friends have received these statistics. We updated the connection settings until the 13th and followed the instructions everywhere, what should we do?

    Plenty of people got them, myself included. Check your email, including the spam folder.

  • @SelectDevotee68 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873704#Comment_3873704

    First of all, dang. I didn't expect to see fighting going on in this post. And second, BHVR already listens to the top players only. As for people that would want to smurf, they already made a safety net so you can't go from very high mmr to high mmr and etc. The only way they can smurf, is through making a new account.

    They listen to a select group of players we don't know the full identities of, which is their player consultants. Becuase we don't know their full identities we can't make assumptions about who they are - the only one I know specifically of is that Hens was part of the program, but he 50/50s both roles, so Oputeeva claiming its just this inner circle of Killer mains is completely unfounded.

    @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873831#Comment_3873831

    I agree, they listen to top players who are mostly killer mains, I see more posts here from sweaty killer mains, who deep down just dream that the survivors were nerfed even further. And yes, I agree with the MMRs brackets, since I 100% sit in a high-medium MMR where the chance of escape is terribly low (soloq), because of killers with a strong build and dirty tactics! Those who write that escape rate is 40%, they sit in a low-mid MMR or always play in SWF

    If a player has a 40% winrate, they should be in whatever MMR they were in prior to getting that winrate. If a player is losing the vast majority of their games, they should be losing MMR. So my question is this - how is a 15% winrate player staying in high mmr, exactly?

  • @VibranToucan said:

    Its so weird that dbd doesnt have any mirror. Like there is no mirror in the entirety of all the houses on Lampkin Lane? There is no mirror in the midwich bathrooms? There is no mirror in the garden of joy house? It makes no sense. Please add mirrors.

    Mirrored surfaces are likely fairly taxing on the game's resources and they're simply not necessary to add to the game. If they were to add mirrors, they'd want to add them nonfunctionally and that's no fun.

    Maybe we get to a point where the game's optimized enough for them though. It'd be fun to get a mori next to a mirror.

  • @ahsoka477 said:

    I thought it seemed like some killer was missing (idk I do have such feelings but to be fair I also decided to add a new survivor for the balance) and after some cooperation with an AI, I got such a result.

    New Killer: The Illusionist

    Background: A former magician turned sinister, who uses tricks and illusions to confuse and trap Survivors.Abilities:

    • Mirror Image: Creates a decoy of himself that mimics his movements for a short duration, distracting Survivors.
    • Smoke and Mirrors: Emits a cloud of smoke, temporarily blinding Survivors and allowing the Killer to teleport to a nearby location.
    • Escape Artist: Sets illusionary traps that, when triggered by a Survivor, cause them to see false escape routes or fake pallets.

    New Survivor: The Athlete

    Background: An elite athlete with impressive agility and stamina, who uses their physical prowess to outmaneuver the Killer.Perks:

    • Adrenaline Rush: Temporarily increases running speed and reduces exhaustion after performing a fast vault or breaking a chase.
    • Team Player: Increases healing and rescue speed when within a certain range of another Survivor, encouraging teamwork.
    • Endurance Training: Grants a brief speed boost and resilience after being hit, allowing the Survivor to recover quickly and continue the chase.

    New Survivor Perks:

    • Silent Steps: Reduces the noise generated by running, making it harder for the Killer to track you by sound.
    • Camouflage: Blends with the environment, reducing the likelihood of being spotted by the Killer when crouching or hiding.
    • Resilient Spirit: Provides a temporary boost in repair and healing speed when a generator is near completion or when rescuing a Survivor from a hook.

    Please let me know your opinion and keep me updated would you add this or not, also I'm open to constructive criticism.

    Contacts: [email protected]
    Discord: ahsoka_risen7

    Sincerely, The Dark Lord ahsoka477

    Your AI printed out six survivor perks, and all of them are dupes of existing perks with slight additional effects.

    Adrenaline Rush is Lithe but with a chase-breaking effect tacked on for no reason.

    Team Player is Leader.

    Endurance Training is Overcome.

    Silent Steps is Light Footed.

    Camoflauge isn't a perk that exists but it is just bringing claudette in dark cosmetics, so it's also a bust.

    Resilient Spirit is We'll Make It but with an addition 99ing gens bonus for some reason.

    It's about what is expected for asking ChatGPT to pump out noise - stuff that already exists.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873581#Comment_3873581

    Why should I waste my time recording every match? I've completed the rift and the first tome of Chaos Shuffle because I like completing challenges/tomes and getting rewards for them! And yes, I stand by my point that the escape rate is very low as a solo survivor. It would have been better to support OP's post and not continue arguing with us on this thread because most people want to see MMR, a typical killer main who wants the game not to grow...

    I'm a survivor main. Official BHVR stats put me at ~66/33 survivor/killer, my own put me at almost exactly 65/35 but in a shorter timeframe.

    And my Solo escape rate is 39%, which is barely shy of BHVR's last reported stats showing that solo survivors escape just above 40% of the time. 15%, as I said prior, is a huge outlier.

    I disagree with OPs post for reasons I've laid out with others. I'm simply responding to you because there's an obvious cycle of content to push which is personal improvement, hence my suggestion to record matches. But I see now you weren't looking for suggestions on what to spend time pursuing in DBD.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873384#Comment_3873384

    thanks to old whiners like you, the game doesn't get the changes it deserves, because of this the player base is still stuck in one place and doesn't grow (there is nothing else to do in the game after completing the rift), because the developers know that you won't give them any peace if they introduce something that changes the game, especially when it comes to survivors

    Aren't you the person the other day that was talking about how your escape rate is 10-15%? Surely if you're done with the rift you could dedicate some time to creating some feedback pathways for yourself - VOD reviews if you can record games, hell even just writing down something you did well and something to improve upon every match would be something for you to get on with.

  • @danielmaster87 said:

    I want to see it too. I'd like to see someone make an argument against it, just like they can't against the low BP cap.

    Harassment over a statistic that in all likelihood is horrifically unrepresentative of a given player's skill?

    Any refusal to show MMR were it public would be seen as admission that it's unacceptably low.

  • @PleaseRewind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873573#Comment_3873573

    I see what you are saying. Personally I would still be curious to see it. I don't think it should ever be displayed for other players to see though.

    It doesn't matter if its visible to other players or not, the expectation would be to turn MMR into an opinion validation machine, where you make a statement and back it up with your rng value.

    At the end of the day, BHVR can't get the grade system to be representative, but people seem to think MMR is gonna be this perfect measure of skill we can all sit in a circle and let have unilateral weight over what opinions are correct.

  • No, it's expected of you to get 40% escape rate.

  • @PleaseRewind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873200#Comment_3873200

    Sorry to double post. For some reason I couldn't edit and include you post to my reply above.

    That's not true at all, well for me. I just want to know where I sit. I still seem to be matched with a lot of new players. As I mention my escape rate is around 40% so is matchmaking broken or am I not gaining MMR?

    Given your escape rate is 40% (the goal value) you're as good as the players you're going against, meaning matchmaking is functioning as intended. Congrats.

    @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873200#Comment_3873200

    1. That's not case at all. that might be for a small number of people but for the majority, they just wanna see their MMR and actually have discussions with people with the same or higher MMR.
    2. Some people would, that is true but it would also lead to people listening to players with high MMR because they would have the most credibility when it comes to balance issues in DBD.

    The reason why BHVR hides these things is because they don't want people in the community to have a bigger voice than them especially in regards to the balance and design choices of their game. NIghtlight is based on community stats that you have to manually send in every single match and it doesn't track your MMR at all. My point is that having conversations/discussions about balance issues with other players is impossible since we can't see our MMR. If the support system is getting clogged up with request then maybe BHVR should implement visible MMR instead of letting players go through an arduous process just to see it.

    Your own post discredits itself. You say most wouldnt use it to lord themselves over others but then admit that you want to put high MMR players on a pedestal and let them have primary say in what suggestions should be considered when it comes to the game. And if your conspiracy theory about BHVR not wanting us to have a voice is true, why bother posting at all. They won't make any changes based on posts you make if you're right.

  • @OnryosTapeRentals said:

    I see Chaos Shuffle has started and decide to hop on after a week break from DbD. And how do my first two games of the modifier go?

    https://us.v-cdn.net/6030815/uploads/OFL853H4RLYM/image.png

    Get matched against the same slugging Pinhead twice in a row. Like come on. Why are some of y'all SO determined to be as miserable as possible? And for those who'll come in and say they're just using it as a strategy or some other nonsense, no they aren't. Obviously I can't show it here, but their username was a taunt that made it 100% clear they're doing this to annoy everyone.

    I'm so done playing survivor during events. Sick and tired of being treated as a prop to be pushed around by disgruntled killers.

    Not a kiler-only problem. Both sides seem to be upping the ante when it comes to sweating now that they dont have their meta builds. It's been horrendous, really.

  • @SelectDevotee68 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873090#Comment_3873090

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873090#Comment_3873090

    Except it wouldn't be pretending. And how would people abuse the system? We already know that escaping through the exit gates and getting 3+ kills raises your mmr while hatch doesn't change it.

    People are currently abusing privacy requests to badger bhvr into handing them a fake number that doesn't matter, but everyone really wants to use to bash each other over the head with.

    There is no purpose to seeing your MMR outside of two specific reasons:
    1. To minmax MMR gains to make a fake number go up.

    2. To weaponise your MMR to state that you are better than another player, despite MMR not being a perfect measure of skill.

    If you want to know if you're improving, taking a rolling average of your winrate is already more than doable with self-reporting data to applications like Nightlight, or frequently performing VOD reviews.

  • @k3ijus said:

    there were No large indux of players last year there were tons around Christmas time and the year before that it was a good amount, including myself. I still get into games quickly but Ive stopped really seeing any baby survivors

    I know tons have said it and ehre the game is now but seriously the matches are becoming boring without my occasional meg throwing game and dwight dropping every pallet. Come back baby megs we miss you

    no? player count is stable, we have at least one huge license coming up too, which should bring players in.

  • @SelectDevotee68 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872708#Comment_3872708

    You can already check it, but you have to go through a bunch of hassle to find out.

    Consider why it takes a bunch of hassle to abuse a system not intended to be used to just know what your fake skill number is, maybe?

    And as I said, we should not be giving the community ammo to pretend theyre more skilled than each other.

  • @SelectDevotee68 said:

    I want to see my skill rating.

    Giving this playerbase a number they can misread as a perfect approximation of their skill is a horrendous idea and I'm glad BHVR realised that too when they moved away from Grades and towards MMR.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871452#Comment_3871452

    No it's barelty 10-15% escape rate, I play at mid-high mmr and all I face sweaty killers who plays dirty

    While as a killer I lose 1 match to a good survs and then 2 after that so it's pretty balanced

    Your MMR is a hidden value, you have no way of knowing what it is and even if you did have the number you'd have to know how the playerbase is distributed amongst those MMR values to know where you were.

    Additionally, we've been shown that escape rates for survivors hover 40%. Hell- from my own data collection, my SoloQ escape rates are ~42%. Yours may be 10-15% - I trust that you have no reason to lie about that, but this fact makes you an incredibly huge outlier, and I'd be very interested to see how you played to ascertain why it is that astronomically low.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871438#Comment_3871438

    It would in the sense that he would be punished a bit for missing with his power. This happens to spirit. If she uses a large portion of her phase and doesn't get a hit, she's forced to chase at 110% while her power recharges. It would help preserve resources vs a S tier killer.

    Currently even if you greed a pallet/mind game/the blight player just misses, you'll just get 115% chased and have to drop the pallet quickly anyways. At that point the blight breaks the pallet, and you get no distance before he runs you down with his power.

    Spirit's cooldowns are significantly longer than blights, who sits at a maximum of 10 seconds vs her maximum of 15 seconds. She also has a lot more guesswork inbuilt when it comes to her power as denying her information is relatively straightforward. Blight, however, is not denied information - denying a hit against a blight worth their salt should be significantly harder.

    I'm all for nerfing him, but a drop to 4.4 is placebo - it wouldn't nerf him in a way that matters.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871335#Comment_3871335

    Then we should have a list to ban 5 killers too so you all start to play with normal killers and actually get better with A/B/C tier killer

    @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871409#Comment_3871409

    Dear there is an mmr system, even if you lose a match without tunneling next match will easy survs and you can win, while as a solo survivor you barely escape literally it's 1 out 10 match

    I'm just gonna address both at once, rather than making two posts.

    1. A 4 man lobby all with unique picks would ban out over half the roster. Words cannot describe the damage this would do to the game's queue times which already struggle during events like 2v8.
    2. We know the escape rates hover ~40% both for SoloQ and SWF. So 4/10 matches.
  • A drop to 4.4 doesn't actually do anything meaningful, because he spends the vast, vast majority of time in power, where his speed is increased to 9.2m/s.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870481#Comment_3870481

    I don't think all will, but at a certain point it'll just be mostly SWF's and then Killers will hate the game even more. Rn SoloQ Surv is unplayable and when it's not unplayable, it's just a completely awful experience.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870387#Comment_3870387

    Look, the Stats that BHVR release don't really matter, they don't count DC's. SWF don't DC because they stick out the match together, meanwhile almost every SoloQ match has a DC, so it doesn't count towards any Stat; most SoloQ matches that add to the Stat are ones that go incredibly well. BHVR should release stats about the DC rate between SWF and SoloQ vs what Killers.

    Also, it's just ironic that you stated playing SWF with the mechanics I suggested, would be like playing with your hands tied behind your back lmao Like read the room bud, SoloQ is an awful experience that is worse than having your hands tied behind your back, the majority of the time there's literally no gameplay. Or considering my suggestions as "creating two experiences of playing Surv" as if SoloQ and SWF already don't do that with SoloQ being severely nerfed in the current game.

    That's precisely why you come off as completely biased and aren't here to have an actual discussion. You keep refuting my suggested mechanics with your feelings, not based on anything objective. I also don't care about your personal stats, you already have shown you're biased. If the mechanics I suggested would somehow make the game not fun for SWF, then they are bully squads, why would anyone care about any of what suggested if they wanted to have fair matches with their friends that weren't at the complete detriment of everyone else? There is no reason.

    I also don't care about your personal stats, you already have shown you're biased.

    This conversation has proven unsalvageable. Bye.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869628#Comment_3869628

    Look, if you want to have an actual discussion, then we can have one. This response of yours though, is not that, it's not even an attempt at that.

    You state that mechanic changes to SWF would be a punishment, that already tells me that you aren't here to have an actual good faith discussion. Every single nerf in DBD is a punishment then, but we know that logically it is not and is an effort to maintain a balance so that everyone can enjoy the game.

    You obviously play in a SWF and don't want the benefits of that to be lessened in an effort to make the game better for everyone else, you should work on your bias and see past yourself.

    I could break down how as you say, 16 meta perks, is better than the same 4 being used every single match. Or how SWF shouldn't be able to bring in tools and would incentivize them to bring in coin offerings or spend time on chests or bring in perks related to item rarity. How increasing SWF gen times is something every Killer would like since gens flying by is the #1 complained about issue that Killers have and SWF offers a type of coordination that DBD was never meant to have. Then you state that all of this would make the game "stale" for SWF, when logically it would do the exact opposite and increase the unpredictability of their match.

    Overall it's giving that you enjoy bullying Killers in your SWF and you'd like to not give that up. That's not very cool.

    It's a shame to see you presume malice in my words instead of just assuming that we disagree on the topic. Ad hominem attacks are all too common, but I will meet you at these accusations.

    To do so, I'll provide some background. In the last 3 months, I have played 170 matches of SoloQ survivor - around two a day, albeit split into chunks of 3-5 games at a time. In that set of 170 matches, I've won 40% of them (0k, 1k) and drawn a further 8% (2k) - feel free to compare to your experiences to understand where I'm coming from for my SoloQ experience. As for SWF, I do play with friends from time to time, but I'm no bully. I run Object of Obsession, a perk I very thoroughly enjoy (and run in SoloQ as well), despite it being near-objectively a bad perk.

    I consider your suggestions to be a punishment because they create two experiences of playing survivor - one where you play normally in Solos, and one where you play with many hands tied behind your back in SWF. You cannot run items, you cannot have the same taste in perks as your friends, and most importantly gen completion is made even more tedious, as you have to push not only through slowdown but also through a gen speed debuff limitation set upon you by the devs. Nerfs, by themselves, are not punishments. But creating an entire secondary, lesser experience for SWF simply for the sin of wanting to enjoy some matches with your friends is a punishment, especially when BHVR's own stats would imply that SWF outcomes are not hugely better than Solo outcomes are.

    Please do not skip over that last part. Solo and SWF outcomes, according to BHVR, are not largely different. When we recieved stats on this last year, it was clear that only a tiny fraction of players experience major outcome changes playing in Solo vs playing in SWF. Balancing around this tiny percentage would cause more harm than good, as it would bring down SWF escape rates for All MMR.

    To sign off I'll confirm that I would happily break down that bigger paragraph, but I want to wait for your reply to this message first, if that's okay. Given you have dedicated both a full response and an aside to making disparaging comments about me, I would prefer to minimise my wasted time if this conversation proves unsalvageable.

  • @Reinami said:

    Generally, tons of loops are far safer than they would normally be due to "check spots" These spots basically allow a survivor to stand still and respond to whatever option or direction the killer is going. Check spots are generally only used by higher level survivors who are aware of them and are able to exploit them. Against average survivors, they generally don't use check spots.

    If check spots weren't a thing, many loops like killer shack would become less safe for high level survivors because they would actually be subject to being mindgamed. As it stands now, good survivors can effectively make it impossible to catch them at certain structures like killer shack unless you brute force the window and pallet, and by the time that happens, you probably have lost 3 gens from the rest of the team.

    Check spots not existing would do wonders for balancing the game at higher levels without actually impacting lower skill "average" games because survivors at that level typically aren't using them to begin with. It also promotes more skill-based gameplay where each loop is a proper 1v1 mindgame between the survivor and the killer, where the better player winds due to how well the killer can mindgame and trick the survivor, vs the survivor able to respond to the killer and make proper choices based on what the killer has done historically. Similar to fighting games for example, if i know my opponent in Street Fighter ALWAYS goes for a reversal on wakeup, i can instead block it, and get another full combo, then maybe the next time they do it, they instead wake up with a throw and reverse the offense back to me. This is the kind of mindgame "loop" i think would be much more fun for both sides at higher levels of play.

    To be clear, when i say "check spot" i don't mean spots where a survivor can watch one end of a loop or the other, i'm specifically talking about spots where you are able to see every option a killer does, and then select the best option for you as a survivor every single time if you simply just wait for a fraction of a second. Many of these at killer shack for example, are because there are holes in the shack that show the stain through the wall, or you can just physically see the killer through the holes.

    if observation of the killer's positioning doesnt result in better chase outcomes for the survivor, why would they do anything but just hold w and predrop every pallet they walk past?

    doesn't sound like engaging, skill expressive or rewarding gameplay.

  • What is common is that most SoloQ (with 4 randoms) matches are a waste of time with almost 0 actual gameplay and near 0 bloodpoints

    Is it truly that common? My SoloQ winrate (0k/1k) is hovering 40%, with another 8% in draws. That's about half of my matches where we get at least someone out of a gate - i.e. succeeding at the stated goal for survivors.

    Then as Killer… …being matched with SoloQ Survs is such a slaughter

    You have no confirmaton that they are Solos at any point. The only way you could ever presume this would be circular reasoning - "i won, must be solos". You can know when players are partied sometimes but you cannot for-sure confirm that a group is a SWF or a solo squad in any given match you play.

    I try my best to just evade the Killer until endgame collapse is done; Killers also get extremely salty in endgame chat over it, so it justifies me more to do it.

    us vs them, truly a continued dead horse of all time. "When the killer wastes my time, it's awful, but when I waste theirs? a-ok! They did it first!" Break the cycle, something you want to happen as we'll see shortly anyway.

    Overall the game seems to be going in an awful direction fueled by extreme salt and trying to make the other party miserabe [sic]

    …something you admit to perpetuating. As I just said. Break the cycle.

    why has BHVR been focusing on buffing Killer and Nerfing Surv perks

    This is simply untrue. Instead they've, in general, been decreasing overall perk impact in the game. We can see this in the downward trend of the power of both second chance (DH, DS nerfs, etc) and slowdown (Pop, Pain Res, Eruption nerfs, etc) since their additions to the game. This is good, as it brings the game to a level where meta and non-meta are closer in scale to one another.

    nerfing maps (making them smaller, taking out loops, unsafe pallets, dead zones)

    Plenty of maps maintain their position as survivor-sided. All five of Badham's variants, both maps in Withered Isle (provided you approach Greenville Square with proper macro), I could go on. Making them smaller does have an added effect of making killer more bearable on these maps, I don't deny that, but maps are in a better place than they were.

    Why are you comfortable ruining the game for almost everyone else involved instead of being open to balance changes that would benefit the entire game and the community?

    Because your upcoming suggestions would worsen overall game health. Speaking of…

    I'd propose that SWF shouldn't be able to repeat perks in their loadouts [and] shouldn't be able to bring in any tools

    This doesn't achieve what you want it to achieve. You're right in that it would expand the meta perk list into 16 perks, but it would also come with the implication that SWF are meant to be playing the game very seriously, as their loadouts come with heavy restriction. The game is meant to be for-fun, so restricting what a player can bring into the match sends a blurry message of the intent behind matches. No items starting out also outright kills a good chunk of item-focused perks (any 2v8 SWFs will confirm that sometimes the chests just dont give you what you want), which would further a stale meta for SWF of perks that are strong and guaranteed to bring in-match value.

    But most importantly, only one player being able to bring one of each antitunnel, and only one player outright being able to have Unbreakable furthers unhealthy strategies for the killer, as a lobby with no items likely means they can slug and tunnel relatively unpunished. From the perspective of improving the game, throwing SWF onto a funeral pyre where they are for-free forced to eat unhealthy strategies seems like a terrible idea.

    [SWF] should have their gen progression speeds changed depending on how many are in the SWF party

    This is just outright punishment for playing with your friends, which you admit is the stated goal. And I want to pose a thought - that perhaps SWF is more important to the game than this would imply? If you punish SWF significantly enough, many groups are simply not going to have fun playing the game, and will quit, worsening the game's long-term prospects.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863273#Comment_3863273

    stop talking nonsense. you can close your steam profile from comments, you can turn off comments in the game. if you play from other platforms, no one will ever write anything to you. We played for 7 years without an anon mod and suddenly when it appeared (because support was tired of considering complaints, obviously) trolls and cheaters needed it.

    You know you can still file reports against anonymous survivors, right?

    Also, I shouldn't have to put my entire account on lockdown for one game. What a ridiculous thing to suggest.

  • @camping_site said:

    For quite some time Steam stats show that game's player base (or at least frequent players) is just not growing. On the other hand, BHVR some time ago showed that there are 1 million players or customers for the game (now could be more), meaning - they are not staying. I think among few things that is causing it is complexity of the game. There are nearly 40 killers, hundreds of perks, addons etc., so starting new needs a lot of determination to learn how to play them and how to go against. My idea was that BHVR could retire killers that currently are not at their best performance or otherwise could have a rest. I am not advocating for specific killers but just the sheer volume of. Also, this could help make new interesting perks or buff existing ones ( less need to adjust them for strong or weaker killers) and overall move on from projects that didn't deliver (i.e., Skull Merchant).

    the game is fine. steam shows a tiny snippet of the playerbase given theres what… four or five platforms other than steam? on top of that, retiring killers? really? which would you like to axe?

    because all of those killers have dedicated playerbases, paid cosmetics, and plenty of other things that would make doing that feel awful and be a terrible look for the devs.

  • @trapners said:

    the newest top 5 LOWEST PICK RATE KILLERS!

    5- Artist- 1.34%
    4-Freddy- .94% (rework coming soon!)

    3-Twins- .91%!
    2-Hag-81%.
    1- AND FOR THE GRAND FINALE.. SM WITH A .78%

    I think these killers should be the focus of the game, make artist more fun to play as, make freddys rework good, find a way to help twins with slugging, add new or something to make hag not feel so slow, and delete sm

    Artist already is fun to play as.

    Can we please stop suggesting that niche = problematic, thats how we got into the state Hux is in.

  • I would prefer for harassment against me to not extend outside of the game itself, if that's okay with you.

    That's why I use anon mode, and I'm sure others feel the same.

  • @IhateFeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861021#Comment_3861021

    At least the fourth guy wont have to worry about the scum betraying him and has a chance for hatch and u killers must have to find him before he finds the hatch

    What? No he doesn't. The third guy isn't dead. Hatch hasn't spawned. The fourth has zero chance.

    And if you intend to make hatch spawn at 2 left then we're back in 2k+2 hatch w/ key meta, which is outright worse for the game's health.

  • Oh, perfect! I can run Agitation to be ~109% and then chase the last guy with zero risk of an unbreakable denying my fourth kill! I have to respect pallets, sure, but worst case they have a god pallet and I can just keep them there until they inevitably make a mistake.

    And sure, you could disable Agitation for this carry, but then I can just follow them at 92% instead. They have to try a gate or a gen eventually, after all.

  • @justadreampallet said:

    this isn’t a thread for people to say “all killers _____” or “all survivors _______”


    this is to discuss actual problems and how to fix them. Problems like tunneling, slugging, flashlight squads, sneaking survivors.


    for me I have 2: one survivor one killer.


    For survivor:

    Slugging. I invited my friend to play and on out 2nd match that day he was slugged by a huntress on lery’s without a way for us to get him up without us also getting slugged. On our 6th match we were 3 Man slugged by a Billy on garden of joy but luckily we both made it out by the last person up. There isn’t any counterplay by being on the ground nor is there a way to get up without unbreakable.


    for killer:

    Blinding squads:

    it feels like every time I get happy or feel like I’m improving I get hit with a bully squad or worse a blind squad. I’m not calling anyone who uses a flashlight one of these but the people who go out of their way to blind the killer any chance, never allow a pickup, and abuse any perks that are broken atm. They ruin the game cause you lose all pressure when they have 3 gens done and you have 2 downs and 0 hooks. It is the worst feeling I’ve had in any game when your skills don’t matter they are on comms and decided to make your life worse.

    there is one singular problem for me right now and its burnouts. people that quit out of matches at the slightest inconvenience, that really should be taking a break from DBD but for some reason persist with a game they clearly are not having fun with.

    its not a problem the devs can fix bc its a community entitlement issue, but its my only problem with the game nonetheless

  • @GlamourousLeviathan said:

    There are currently 276 perks in the game, and let's be honest, only 15% of them are used consistently. Not only that, but the perks that are used consistently have been like that since they were released (mostly). The meta is pretty stale and you see the same stuff every game.

    On the other hand, when some obscure perk gets buffed to become good or overturned, everyone rushes to use it, then the community complains about, and BHVR has to rush to release a hotfix nerfing said perk instead of letting the community get used to it before making a decision. I was like this with Thrill of the Hunt and Boil Over for example. This doesn't let BHVR get experimental with perk tweaks and updates, since any thing bold they want to pull out might just cause chaos in the community.

    That's why I say there should be a perk ban mechanic, where the killer chooses 4 perks to ban and each survivor chooses 1 perk to remove. Every player picks their band on the first 30 seconds of the lobby and then on the last 30 seconds it locks, allowing each player to adapt their build accordingly.

    Instead of using Counterforce to deal with Thrill, just ban the perk. When playing Spirit, ban Iron Will so you don't get hardcountered by it. Did BHVR release a new broken perk? Ban it until they fix it. Want to shake the meta up? Ban the meta perks so the other side has to use more underground stuff.

    And, for those of you who may say "oh I need X perk to win". Lobby dodging once you see the bans would still be a possibility, since you are only locked from leaving it in the last 15 seconds.

    killers would just ban out exhaustions and survivors would just ban out slowdown, which would further homogenize builds onto the 5th-10th best perks instead of the 10 best perks as a whole.

    this fixes no problems and causes a bunch of others.

  • @bleep275 said:

    Looking at the steam charts there has been a steep decline in player base. With the peak for the year being in June at around 99k players. The game is now 36k on December 16th. Now after the Vecna/Laura Croft chapters in the June time frame, it makes sense that there would be a surge in players for the release and decrease afterwards.

    That being said the decline was very stable until around September, which is when the decline in player base starts to accelerate. With only some resurgence for the Halloween events and 2v8. After those events things got wayyy worse.

    The timing of the drop-off seems to align with the introduction of the finisher mori and the current slugging epidemic in the game. I think the constant slugging is genuinely killing the game. I know of at least 8 people who stopped playing because of this new slug "meta". I myself have decided to stop playing survivor due to it.

    so my theory of the plummet is in PART due to the slugging and tunneling issue. What do you guys think is the cause?

    Why did you compare Peak for June 2024 to a specific moment in December 2024? Peak for November was almost 70k people, the decline is nowhere near as steep as you make it out to be. And if You compare to 2023, the game is actually perfectly stable, with an average of 31k vs 32k (last 30 days).

  • @dadamek8 said:

    • If every survivor is in the dying state and the killer doesn't pick up anyone for 30 seconds, everyone is able to give up. If the killer drops a survivor, the timer is only 5 seconds.
    • If a survivor has a crow for being "AFK", they lose collision with the killer
    • If the killer doesn't start a chase with a survivor for at least 5 minutes, all survivors have their aura revealed to the killer until a chase begins. The timer is also reset when a generator is completed or a survivor is hooked.

    ngl if #1 makes it into the game slugging is the only strat anyone will ever do for the rest of time

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850399#Comment_3850399

    I disagree with you, the game is defined by the skill of the survivors, if they play badly, you have a chance to win. If they play well, you don't stand a chance, at least with most killers who are weak. The game is more about generator efficiency and Shift W

    It's defined by their skill relative to you, yes.

    If they're more skilled than you (play well) then you lose, if they're less skilled than you (play badly) then you win.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847346#Comment_3847346

    Yeah... This game definitely doesn't work like that, even if you play well you can lose the match, it happens all the time.

    It does 95% of the time. Maybe you lose to perk power differences or map rng on rare occasion, but most matches come down to mindset and skill.

  • You don't need every gen slowdown perk to mimic balance. Winning most of your matches with one slowdown, maybe two on the lower end of killers is more than enough.

    If anything, quad slowdown needs to be reined in a bit if you ask me.

  • @Matherios said:

    I win almost all my games too but there are occasions that i lose and that wasn't because i played it poorly but because the gens were done in a matter of a few minutes.
    Not every game me, you and others will go against people who will sit on gens and do their objective properly but instead they will go do some challengers maybe boon a totem, try a flashlight save etc which in the end you are assiting the killer by doing those stuff as you are not sitting on a gen.
    We should be looking into the game where people go for their objective and according to that we balance the game.

    If you lost, you played poorly. That's how losing works.

  • @Matherios said:

    Like i am sick and tired of having to use every single build gen slow down perks when i play killer.

    No matter the killer i will play if i don't use gen slow down perks the gens will FLY.
    Just nerf the survivors gen repair speed or increase regression of kicking gens (which is worse and boring).
    I don't wanna keep using gsd perks just to have a chance of keeping the game for more than 5-6 minutes.

    People say it's hard to balance the game because is asymmetric and everything else… but it's not hard to balance game at all. Somebody who has good knowledge on both roles and has played many and many games will have already a good idea of how some stuff could be better and the game to be in a more healthy state.

    A good example is why the f is the change of not being able to kick the gens more than 8 times still a think??? You nerfed cob/eruption/oc etc to the ground (eruption isn't that bad but still you can only proc it at best 4 times and it's a big waste of time dropping chase to kick a gen) plus you are rewarding survivors for messing up the gens that they repaired… if they decided to repair the 4 gens on one side of the map and left the other 3 gens at the other side of the map then that's their mistake for not having game knowledge and the killer shouldn't be punished for it.

    Another thing that could be done as an idea is make skill checks on gens harder to do as in their current state it's beyond boring and easy to do them and it will provide a challenge to those who sit and do gens and it's not the person who gets chased who has the fun and challenge only.


    I can keep writing more stuff for how unbalanced and wrong some stuff are in the game but my point is all those stuff should be fixed and be looked into.

    Lastly for those who will say it's only the toolboxes that cause the issue of gens flying you are wrong. Base gen speed compared to regression is the issue. Toolboxes just throws salt in the wound.

    i win 80% of my matches with one slowdown. you really dont need to run quad slowdown (or all that many at all tbh) to win, just need to manage your pressure as the game goes on.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839778#Comment_3839778

    Longer queues mean many people want to play duo killer because it's fun. Killer mains in 1v4 are 20% of the playerbase. Of those, let's say half like 2v8 and the other half don't like 2v8 because of longer queues. So you're saying we shouldn't have a game mode that 90% of players want to appease 10% of the playerbase.

    this math sure is presumptuous.

    it presumes that 1v4 is perfectly balanced, which it is not - incentives exist in 1v4 for a reason.

    it presumes that "half like 2v8 and the other half don't like 2v8 because of longer queues".

    it presumes nobody plays both roles, only hard-committing to one role.

    it presumes that every survivor likes 2v8.

  • @sinkra said:

    Am I the only one who couldn't go back to 1v4 after playing 2v8? It just feels so slow and boring compared to the constant excitement of 2v8. 2v8 feels like a hectic party game, just like this game was supposed to be. I really hope the devs make 2v8 a permanent game mode in the future.

    No we do not. The mode makes killer queue insufferably long, even for 1v4.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839080#Comment_3839080

    Both of these are a greater risk than a reward.

    Survivors should be learning to split up on gens anyway, but 99ing them when they're done risks the killer regressing them, then that extra repair speed is wasted.

    The killer would gain more gen pressure by eliminating a survivor than they do by leaving them slugged and able to be rescued. One less survivor is effectively about 33% slower repairs in general (in the main game mode) as you go from having an average of 3 unoccupied survivors down to 2. Then eliminating the second survivor drops that to 50% slower repairs.

    But basing it on hooks rather than sacrifices means you're better off tunneling a survivor out, so that the 7.5% faster repair speeds from making 3 hooks is countered by 33% less repair capacity. While if you spread 8 hooks without killing anyone, that's 20% faster repairs with no decrease in survivor numbers.

    The latter aboslutely isn't. Slugging is already very potent in DBD, countering a large menagerie of perks. Stacking on even more incentive to do it is not what we should be doing right now.

  • @Seraphor said:

    https://us.v-cdn.net/6030815/uploads/C4SKAOX18X3K/screenshot-20241111-154514.jpg

    Thanks so much for implementing this system. Presumably this serves as a soft trial for it as well. So if it's deemed successful, please think about rolling it out to the main game mode, with number adjustments obviously.

    However I would suggest changing hook/cage states to survivors eliminated, otherwise killers would be penalised for spreading hooks instead of tunneling/camping.

    2% per gen completed and 6% increase per survivor eliminated (3 hook states) sounds good.

    Encouraging survivors to 99 gens and encouraging killers to slug death hook survivors is probably not a good idea for players having fun in the average match.

  • @Alastortheradiodemon said:

    Tell the truth and leave a comment please

    no other option?

    its trickster imo - his kit actively incentivises samey strategies and hard camping, nothing to gain from vsing him

  • @Blazin973 said:

    would be cool to have proximity voice with just survivors not killer, maybe killer too idk but I feel like it would add a cool element to the game, it gets pretty stale and repetitive

    It would be both impossible to moderate and negatively affect balance decisionmaking in regions other than NA thanks to spoken language diversity,, and thats if you ignore the fact that plenty of people don't want to be hit with toxicity mid-match.

  • @CleanseThis said:

    Zanshin deleted. Fair right? 1 to 1? Both training wheels perks?

    There's nothing wrong with the aura read on vault interactables for either perk. I'm a pretty big fan of "Don't fix what isn't broken" in general.

  • @ChurchofPig said:

    Seriously, this is getting old. Every single round, regardless of which role I play, there is someone either dc'ing or giving up on hook the moment they get caught. It doesn't matter if there's 5 gens left and they were just unlucky or the gates are powered with all survivors alive. It's actually to the point where I'm starting to play the game just less over all (which is probably for the better because this game consumed my life for a while there, I hear grass is nice) just because I can't play a normal match anymore. I seriously was talking to my friend yesterday celebrating the fact that a SINGULAR ROUND IN THE LAST WEEK did not have a single dc or give up on first hook. Not even an attempt, everyone ACTUALLY PLAYED. That is not how it should be. I shouldn't be celebrating the fact that in one match I played, no one gave up for seemingly no reason.

    This last round I played was against a Nemesis on Rancid Abattoir, there were 2 people that got hooked at the same time, I mainly went to save them and both of them tried to kill themselves on first hook even though they were getting saved. One of their names I actually recognized because they are a serial give upper, every round I get with them they kill themselves on first hook.

    THIS. BEHAVIOR. IS. GETTING. OLD. There needs to be a system in place to keep people from acting like this and the disconnect penalty needs to be harsher. Most games I play (at least with shorter matches) know the average amount of time that a match can play out and the base penalty is the length of the match. I feel like taking that into account and how most normal played matches are 10-ish minutes, that should be the minimum penalty. You want out so bad? Fine, have a 10 minute break. I also think for unhooking oneself, that needs to be limited to certain perks, the anti face camping feature, and if everyone else is either hooked, downed, or chased. If someone is available to come get you, they need to. Survivor is a team role with some solo elements. You should not have the option to self unhook if someone is perfectly available to come get you (or one of the other mentioned exceptions). Again, if you want out that bad, eat the penalty.

    They're not. It's a community entitlement issue (players feel entitled to a free win and DC anything short of that), and one BHVR basically can't fix. It's like trying to fix teabagging - toxicity always finds a way.

    The only way to fix it is for the burnouts doing it to take a break from the game. Cote was ultimately right - go play Civilisation, just for a refreshing change.

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