lord_of_dogs
lord_of_dogs
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- lord_of_dogs
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915817#Comment_3915817
Lol no, 69 percent is nearly 10 percent higher than the goal, they need dealt with. I'm sorry, we can have both the lower tiers brought up to standard and the higher tiers brought down at the same time.
That way we can achieve killer variety.How about SWFs 9% higher escape rate? Doesn’t that have to be dealt with? More killers should be viable for high mmr, not less, THAT way there will be variety.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915820#Comment_3915820
You make killer variety by bringing weaker killers who struggle up. Not shoving good killers into the Chucky/SM bin
Exactly.
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@Cassiopeiae said:
A fundamental problem with Dead by Daylight lies in the disparity between what the community desires and the direction Behavior Interactive (BHVR) continues to take. Players consistently advocate for balance—specifically, an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics. In contrast, BHVR appears to pursue inflated kill rates.
Rather than addressing systemic design issues—such as the speed at which objectives are completed or the growing irrelevance of older, underpowered killers—BHVR frequently introduces overpowered killers. These new additions are not created to enrich the game's depth but rather to artificially compensate for existing shortcomings.
One of the most glaring consequences of this approach is the diminishing importance of the chase. The traditional mechanics of looping and outplaying the killer are being phased out in favor of simple "hold W" gameplay. Players no longer engage in skillful evasion; instead, they are often forced to run in a straight line until they are inevitably and rapidly downed.
This direction undermines the core of what made Dead by Daylight engaging in the first place—tension, strategy, and outmaneuvering. If not addressed, it risks alienating a player base that values depth and balance.
No player genuinely wants to queue into yet another match where a killer like The Ghoul (as an example) is capable of flying across the map, landing a free hit on the first survivor they see, gaining an empower state in the process, and then closing the remaining distance faster than it takes someone to walk into their kitchen and forget why they went there in the first place.
This kind of design does not foster engagement—it undermines it. The encounter shifts from being a tactical exchange of skill and mind games to a preordained sprint where survivors are punished not for poor decisions, but simply for existing within the killer’s line of sight. The moment-to-moment gameplay devolves into passivity, with little room for meaningful interaction or counterplay.
When killers are designed to skip entire phases of interaction, it stops feeling like a match and starts feeling like a cutscene.
Disagree, this is very much biased towards survivors.
Mobility does not undermine strategy it just undermines the VERY annoying playstyles like hold W gameplay, which you portray as looping. Looping is different, it is using pallets/windows to stall the killer, via mind games and strategy, not pre drop pallet, go to next pallet while killer breaks pallet, repeat. Some survivors just don’t want to loop, so they complain about killers that counter that gameplay like blight and ghoul. They don’t need nerfs, survs need to improve.There is also gen rushing, and survivors just holding w to take you away from gens and focus on them, and then complain about slowdown perks which are necessary to prevent that. Mobility helps with that, interrupting gens is an aspect of macro strategy.
There is only one truly overpowered killer, nurse. She breaks every aspect of looping AND has mobility. She is also too good with aura perks. All other killers are either fine or too weak. Killers should be A+ to S tier in order to be viable, that is why blight and billy are so prevalent in high mmr. Their strength and difficulty should be the standard. No killer should be weaker than current A- tier, all killers below that should be buffed.
The vision of engagement being said by you is simply the killer being too weak and powerless to not get steamrolled by the survivors.
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High tiers are usually quite difficult to use, which brings down their kill rate. The easiest ones are brought down like the chucky gutting. Nurse is really the only game breaking one too, the others are fine since they are difficult and need a lot of practice and skill to use (yes, blight too, he is strong but limited to the game’s mechanics like windows and pallets which nurse bypasses completely). I agree low tiers should be buffed though.
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Edited to address some issues brought by some comments that would happen if this Deathslinger went live.