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pidgeon

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  • Dead by Daylight is NOT that toxic. People over exaggerate it because of the small group of players that actively go out of their way to be mean and create their own "rulebooks" n such. This exists in literally every game I play, I have probably gotten more death threats and/or homophobic slurs thrown at me in any FPS game than I have in dbd.

  • @RedCentipede said:

    Seeing BBQ in literally every killer build gets old pretty quick. The old meta to hide in a locker before someone got hooked.

    I loved the bbq meta, the killer always found someone after hooking so there was much less of an incentive to end chase and tunnel.

  • As long as you run iri stone it's really not that hard to win on Trapper. Minor updates I would like to see are:

    • Gloves basekit
    • Bag basekit
    • Makeshift Wrap Basekit
    • Add-on overhaul
    • More grass on maps again, hopefully this gets added in graphical rework.
  • @SpyUA said:

    So are you asking to reduce the amount of pallets (filler pallets) or make the filler pallets stronger?

    Reduce filler pallets as they're unsafe and don't require much skill to play on for either side.

  • The game easily survives 5 more years but will likely die out and will turn into something like Tf2, a game with a small dedicated community that makes mods and such to keep the game fresh and alive.

  • Going back to the grade system would probably be the easiest way tbh. There are too many play styles that could make you be considered "bad" or "good" even though its the opposite. Although its fine as long as I'm not playing with or against players with 50 hours.

  • Agreed, bots should also be buffed to actually last more than 10 seconds in chase ideally.

  • I'm manifesting that slender man will be another ranged killer

  • As everyone has previously stated Krasue is extremely powerful.

    Aside from that a few changes I'd like to see would be stuff like:

    • Removing auto-aim as it pretty much removes the skill required to play her.
    • Head form lunge improvements such as making it less clunky feeling
    • Add a extra ability, as her power feels super linear being that: use auto aim to infect easily > go head form > dash behind survivor > if they make it to a pallet > use third person and 4.8 for easy chases
  • As a controller player, I do recommend you try ranged killers at some point as it's very doable and quite fun. Aside from that dash killers are pretty simple. But honestly, every killer is completely playable on controller it just might take a little bit of practice.

  • People are just finding any reason to demand for nerfs atp

  • @Angy_Quentin said:

    To increase efficiency i recommend a session of WoW Classic on your second monitor. That way the return value of your time invested can be maximized while being slugged.

    Do people still play games for fun?

    Remember to run Balatro on your third monitor just in case you need to macro on WoW

  • Bhvr just give me my sniping add-on basekit, all I ask.

  • @HexSlugged said:

    wont that make my regular non chainsaw movement unbearably sluggish?

    I'm pretty sure regular chainsaw movement is at a fixed sensitivity, lowering your sensitivity would mainly effect you accidentally flicking backwards while back rev or something.

  • Lower your sensitivity, aside from that go into a custom and test how much you need to move your mouse/joystick to curve certain amounts around rocks n such.

  • This just turns her into a worse version of nurse. Also condemned is a main part of the kit which makes the Sadako player actually be constantly thinking of which TVs are turning on, which TVs to manually turn off or to keep for later, ect. I personally would hate to see it go and would much rather Sadako players to actually want to get hooks.

  • I think slugging is fine, the only time its a problem is if the killer attempts to 4 man slug but most of the time people who do that aren't good enough to end the match fast enough so it tends to drag it out for a while longer than normal. It's a bit annoying but once slugging becomes less optimal than hooking, people will pretty much stop slugging as a whole unless someone is lurking or about to finish a gen.

    Unfortunately, killers get punished for hooking so its a pretty popular strategy atm.

  • For me it all depends on the time of day. During the morning its about 4+5 minutes, midday its 2-3, and around night time when everyone is home from work/school its pretty much instant killer queues no matter the circumstances.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107764#Comment_4107764

    It’s extremely frustrating how much time BHVR have wasted on this killer with the multiple reworks. Meanwhile, much larger problems like MMR/matchmaking improvement continue to be ignored.

    It’s baffling priority decisions like this that have kept me from financially supporting the game for multiple years now.

    MMR is also being worked on and will release with The Judgement iirc..

  • I have been indulging in SM a bit as of late been winning majority of my matches ect. Here are my thoughts on your suggested changes:

    • I used to love undetectable on deploy, but since undetectable on recall has became a thing is has added a lot more thought to the killer rather than "ooga booga place drone on the way to gen and get free undetectable hit."
    • Claw traps on hacking seems a bit unfun as they just grant insane information on top of the already amazing map information that SM already has. This can also lead to very annoying strategies that punish survivors for using counterplay which is inherently unhealthy.
    • 10% hindered for 5 seconds leads to literally free hits unless the survivor is at an extremely safe loop. Unfun to play against
    • Scans decay over time. Not really understanding what this means? I'm assuming its like Tricksters blade decay, if so I don't have any input on it.

    In case you didn't know, the recent Reddit AMA revealed that SM was getting a rework! Apparently its very interesting and actually keeps the core gameplay of the killer, I can't wait to see it.

  • @HexSlugged said:

    ive been solo que for all my time with this game over many years and there are plenty of altruistic people and its less common to see those who are actively selfish. and those who are, as long as they also are doing gens or spending some time in chase, they are at least still useful to the team even if they are not fulfilling their full potential and its just a way people are in all pvp and team games so accept some people are that way and play around it. again, there are more than enough altruistic and friendly people in the game

    Yeah, I don't mind selfish teammates as long as they're on gens or healing.

  • A rework is currently being worked on. Unfortunately, we do not know anything about it.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107727#Comment_4107727

    I love everything on that list, and completely agree on Alien Isolation, that's the only game that has ever given me the chills

    Genuinely! I'm playing through it right now on hard mode and the Alien is so smart, apparently it improves based on what you do and changes its plan. It's incredibly fun and I recommend it all the time whenever people ask me about horror games.

  • I have 3k hours on my console account yet it only shows 1k on stats, it is definitely broken.

  • Alien Isolation ($40) is probably one of, if not the best horror game I've ever played. Other great single player games include stuff like Risk of Rain 2 ($25), Outlast ($15), Hades ($30), and Date Everything ($4). Those are probably some of my favorite games and their respective prices, they're all really great and fun to play.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107621#Comment_4107621

    But the game shouldn't be balanced around multi-k hours killers but casual players. If you are in high mmr, you suppose to be powerhouse that is impossible to stop. In high mmr kill rate should be 80+ % and mmrs all across more strict so new players are not going against good killers. My friend bought DBD and his first match was against 4 stacked slowdown tunneling yaomi mask ghoul. First ever game.

    As I said, take everything I said with a grain of salt as the current MMR system allows for bad players to get into lobbies with people with thousands of hours. Also if you are in "High MMR" and going against sweats constantly you likely should not be getting an 80% kill rate unless you are genuinely tryharding every match. But then again MMR is still broken so, even if you are in "High MMR" you will still get survivors with 5-30 hours in the game due to constant backfilling and such.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107480#Comment_4107480

    Just wanted to manage expectations on what was announced, we do not have an ETA, so I don't want anyone to expect it "early 2027".

    Oh my bad I could've sworn it was later this year or early 2027 I must be thinking of something else.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107614#Comment_4107614

    4v1 felt balanced? Do you play anything else than 4stacked slowdown Blight and Nurse? If yes, then you surely can't say it's balanced.

    I have 72.66% kill rate on Hag, 68.67% on Lich, and 67.42% on Dredge. While yes kill rate is not an objective way of being "good" n whatnot however it shows that I am winning majority of my matches. Obviously on killers that I play less it falls into a more reasonable 60% ish range. That is the goal that the devs want killers to be reaching and is what makes them "balanced"

    But in all honesty killer isn't that bad, like yeah you have to deal with some insane perks or the occasional death squads but that is going to happen you simply cannot win them all. In my personal experience the game feels really balanced on both sides as I am able to consistently win on both sides.

    Again kill rates aren't a measurement of skill it was moreso an example of how I am able to win on non S tier killers. Also do note that MMR is out of wack still so if you are newer and/or not as good at killers you can pretty consistently get paired with people who have thousands of hours more than you.

  • @Elan said:

    They need to gigabuff every killer out of Nurse and Blight and events would be much more fun tbh. I still don't understand why they keep killers so insanely underpowered.

    Killers aren't overpowered.. The game is in a pretty balanced spot, I just wanted to point out that while 1v4 has been feeling great modifiers have been feeling a bit unbalanced.

  • @Aven_Fallen said:

    1,1 m/s per leg is really way less than most Killers have.

    @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107539#Comment_4107539

    I think we need to buff it to 2.2 per leg, that way judgement is on par with huntress speed-per-leg movement speed.

    Do we need to bring this up with the team? It seems to be a bit unbalanced compared to the rest of the cast..

  • Yeah I'm assuming if they don't add a couple more killers/classes next iteration 2v8 will definitely see a drop in players.

  • @Arcturus said:

    I'm unsure what you mean. Black Banquet although on the surface was survivor sided, was statistically killer sided, as with the right killer (and these were pretty much every single game) you could either instantly one shot survivors with poison (Bubba) or counter entire survivor event abilities (Iri Button Legion and Plague). The killers who used poison a lot knew that it was incredibly powerful in chase. Killers came out on top in Black Banquet, it was more so an issue that Survivor got a lot of interesting stuff whereas Killer just got a boring fart bottle.

    Lights Out and 2v8 are similar in that Survivors needed something to encourage them to actually play. Lights Out it was more an issue of game balance, where the mode was so killer sided that it made it more difficult to enjoy (although I feel like they definitely could have toned down the buffs). The main attraction of 2v8 is being able to play killer with a teammate, but that doesn't exactly give survivors a reason to play. Chaos Shuffle personally I wouldn't mind meme addons being removed, but I also understand that it's supposed to be a pure chaos mode.

    Putting all that aside though, what buffs have survivors gotten recently in 1v4? This is being said when, in the PTB right now, there was a huge nerf for Sprint Burst and Vigil, along with a nerf to Deli (although that one feels more temporary).

    My point was that it feels like the devs have been trying to replicate the success in 2v8 in other game modes, however it seems to be leading to very one sided gameplay for either side. I was mainly trying to point out that while yes 2v8 is incredibly unbalanced yet people still find it fun, that doesn't mean that every game mode needs to be incredibly unbalanced or one sided.

    I personally don't find getting free wins every game or having to try hard for even a chance at winning fun, and would simply like if we went back to the more evenly balanced feeling game modes as I used to win and lose pretty evenly in them.

  • @Hoopme said:

    Power feather addon

    Truee I forgot about that

  • @Hoopme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107370#Comment_4107370

    What if just teammate injures just don't spawn blood orbs?

    I feel like that would just turn him into 1v4 Oni which would make him terrible in 2v8 since everyone will just pre drop the pallets that are 10 feet away from each other.

  • This will be added towards the start of 2027, players will be able to make custom maps and game modes. It waa announced during the anniversary stream a while back.

  • Also people will stop playing 2v8 if we continue to get no new content added to it.

  • The problem is that 2v8 removes onis entire weakness being the fact that he cannot get injuries easily, and you can't really fix that problems without making his orb gain basically nothing or outright removing him.

    You could possibly make it so orbs only spawn in chase but that could be too severe.

  • You have no reason to be stressed, its not a bannable offense and I'm pretty sure it only queue bans you for a few minutes if you do it for 3 ish games in short succession.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107048#Comment_4107048

    I dont know about it for sure, but someone did the math here on the Forums and Blood Gens were only a little bit faster than regular Gens. I think it was a bit over 80 seconds, which is not far off from the 90 seconds a regular Gen takes (without Toolboxes or anything).

    And I think this is a fair trade off for the fact that Blood Gens mean that Survivors travel more and are therefore easier to find for the Killer. I would honestly not even mind if the general Gen Progress is faster when it comes to things like Blood Gens, but the travel time is a bit longer, as long as it ends up at somewhat 90 seconds. Because I do agree that some Blood Pumps were too close to the Gens, but were then too far away from others.

    If something like this (getting fuel to repair Gens) is done in regular games, the travel time should be roughly the same for all Gens and then it should overall average out at around 90 seconds.

    Agreed, I felt on most maps the spawns were incredibly killer sided or incredibly survivor sided but if it falls in 90 seconds ish I don't mind.

  • Killer main here, I genuinely hate when people say this as most people who say killer is in a terrible spot also play the game for literally 12 hours a day as their job. However for 95% of the playerbase killer is in amazing spot and literally the best it has felt for me in YEARS. Like if you do not play this game as if it is your job killer is doing great, you can pretty easily win majority of your matches.

    That's my personal experience as I mainly stick to 10 ish killers that I have about 70% kill rate whilst still playing relatively casually, do take that with a grain of salt though as MMR is super broken atm.

  • I think a graphical update would be amazing as it makes it feel more real and immersive and horror like as currently it feels a lot more cartoonish. Whilst I do love the unique art style for Dead By Daylight I think a graphical update would boost the player count a bit and increase longevity since it'll be able to compete with newer horror games a bit more.

  • @Balrog said:

    This is great feedback! Whilst I do not have an exact answer to your specific query, I do have some insights I can share from our most recent AMA we had on Friday of last week. Daniel actually referred to the issue as "overall bloat" which I think will resonate with some of you!

    Q: Have you guys thought about letting us trade add ons we don't use for bloodpoints?

    A: Progression as a whole is an ongoing discussion for the design team. I can't go into specific plans today, as we're still working an analyzing everything and working on a plan.

    One of the areas we've identified is the overall bloat of certain elements, including add-ons and perks. We want to reduce the amount of items that end up sitting unused in the player's inventories. We are looking into the best solution to address that.

    As I mentioned earlier, any changes to progression need to be made carefully, since they're connected to almost eveything in the game. It may take some time before you see larger updates, but it's something we're actively working on.

    -Daniel

    Jeff also discussed reworking things like luck/chests that can feel like they bloat the items available in the game:

    Q:Do you guys have a plan to rework or even change in-game mechanics that don’t get used or have much use like luck or chest?
    -From your local chest maxer

    A: Yes.

    We are currently designing phase 1 of adjusting these mechanics (more on the lighter side in terms of update)

    It's slated for early 2027.

    We're planning additional phases after that, but no ETA on those.

    -Jeff

    I saw in one of the answers that luck was possibly being reworked? If its possible to bring up to the team that luck affecting self unhooks as a whole is a very unhealthy mechanic as it allows for near guaranteed self unhook in a team.

  • Trapper is currently one of my most played killers (I have even started his P100 grind and have a 63.47% Kill Rate) and so I figure I have a solid grasp on the killer as I have loads of hours on him in recent months.

    I don't like these changes.

    1. Starting with all your traps is no joke too powerful he would just turn into chess merchant as survivors would have no time at the start of the match to pressure the 3 gen while its weak.
    2. Completely agree on making Gloves basekit
    3. Trap Recall minor rant incoming: I genuinely hate how people suggest the ability to just remotely get his traps, that just turns him insanely strong as you can remove traps in spots that survivors have seen and disarmed earlier in the match so they know it's there right? But with the trap recall you can get your traps back yeah but three things happen A: the survivors still think there's a trap there and B: you can get free traps during chase without actually hurting much of your setup. C: you can instantly grab a trap from across your setup and put it in a strong spot, this makes it so after he is setup he basically has no need for manually picking up traps.
    4. Honestly traps could rearm after 45 seconds and it wouldn't be OP
    5. Disarming is fine as is and changing it could make basement saves even harder than before.
    6. Deep Wound is fine? It will really only come into play if you're too far away from the trap and/or already in chase with an injured survivor. Also the Trapper already knows when the survivor escapes a trap. "Strong Blood Trail" also fine I suppose I mean this will only be coming into play if you are across the map, which by the way your traps will never be setup outside of the distance it rakes for you to walk over and down them. This change is pretty much doing nothing for Trapper I'm ngl.
    7. There is already a notification when survivors disarm traps.. Also getting aura post disarm would be insanely unhealthy when paired with Bloody Coil.

    I'm not really a huge fan of these changes as they remove a lot of skill and macro from actually playing and learning trapper. While yes he his very simple at a base level but if you want kills in lobbies with better players you need to know your exact patrol path to the traps across the map and back to your three gen. These changes completely remove the skill from the entire first half of the game which is objectively the most important time for Trapper.

  • @Aven_Fallen said:

    Something like Blood Gens are the only way to make a secondary Objective work. Obviously the time on the Gen itself needs to be much lower, if Survivors need to get Ressources and also have travel time. Which is overall better for the Killer player since moving Survivors are easier to find.

    I know Killer players most likely want something on top of 90 second Gens, but this is just not possible.

    Yeah my main problem with the blood gens as a killer player was that they progressed way too fast. If that was fixed than the extra areas to patrol wouldn't be a huge deal, but when they're paired together it felt pretty bad to play against.

  • I mainly play killer so I thought it's be fun if I shared five fun builds that have gotten me good kill rates on some of my favorite killers:

    Hag 72.66% Kill Rate

    Monitor & Abuse | Turn Back the Clock | Hex: Plaything | Corrupt Intervention | Mint Rag/Rusty Shackles + random numbers add-on

    This build allows you to get your traps setup early with the amazing pairing of Corrupt + Monitor allowing you to have a very small TR as a short killer. TBTC is really good on Hag as you do not need to travel across your entire setup to get gen regression. Plaything is really good passive gen slowdown as most survivors hate being oblivious and will likely go searching for their totems. Undetectable with Rusty Shackles/Mint Rag allows for free hits or grabs.

    Skull Merchant 74.34% Kill Rate

    Gift of Pain | A Nurses Calling | Deadlock | Gearhead | Manuscript + Geographical Readout OR Expired Batteries + Infrared Upgrade

    Perks that benefit from injured survivors are really good on SM as you have on demand undetectable whilst being a really quiet killer. You can go around the map getting injuries for and chain them together with Gearhead, then get free downs with Nurses Calling. Once people get unhooked on GOP they will heal slower so you can use nurses to sneak up on the survivors with your undetectable. This build keeps you doing something all the time since you have insane map knowledge while playing SM since you get direct locations on claw traps, nurses, gearhead, drones, crows, ect. Then you use that knowledge with your undetectable for free hits and downs.

    Dredge 67.42% Kill Rate

    Floods of Rage | Pain Resonance | Jagged Compass | Make Your Choice | Field Recorder + Lavalier Microphone

    Pain Resonance + Jagged Compass gives you great info as you can hear which survivor is on the gen, then see which gen got Pain Resonanced. Make Your Choice is really fun on Dredge as you can place your remnant nearby the hook and instantly teleport back once the unhook is finished, and you have aura reading on the exposed survivor from Floods of Rage

    Plague 63.64% Kill Rate

    If you hate exhaustion perks this is the perfect build for you:

    No Way Out | Infectious Fright | Mindbreaker | Blood Echo | Olibanium Incense

    No Way Out is great on Plague. Infectious Fright is literally the best perk to run on Plague as many times you will get downs in corrupt purge and not know whether or not to slug for an extra kill, or to just take the hook then go searching. Mindbreaker stops survivors from instantly using SB or Lithe as you approach. Blood Echo is pretty good on Plague as you typically get everyone affected by it and many survivors will want to cleanse your infection to not get affected by Blood Echo which is why I run Olibanium Incense because it allows you to instantly infect the survivor that just cleansed. Its also very good during end game as most survivors cleanse before getting saves and/or opening gates.

    Doctor 60.71% Kill Rate

    Monitor & Abuse | Nurses Calling | Nowhere to Hide | Discordance | Both of the Calm Add-ons

    You zap to get map wide aura reading with your 38m TR then get a 10m TR and sneak up on people, very fun. I only use this build on Doctor as most people expect skill check or regression. Honestly you really only need Monitor + Calm Add-ons but I'm a huge fan of aura reading perks as if you can start and finish chases faster people don't have time for gens.

    I unfortunately don't play Doctor much anymore since I'm on my P100 Trapper grind and have ran out of the "Calm" Add-ons for him.

    Anyways I hope some people end up liking and using my builds, they're all really fun to used when you learn how to play with them. Let me know if you ended up using them!

  • @Balrog said:

    I feel like some Killers have optional but alternative interactions and they're always my favorite go against. Alarm clocks, skull drones, Onryo tapes, Springtrap doors. All of these make me so excited to play in a match because it means gens won't be my only focus! Great feedback.

    I really like them too! They improve the gameplay loop for both sides as it forces survivors to do other things than gens without forcing the killer to go into bad areas.

  • Aside from the blatant AI use, I do think that bots need to be buffed as a whole preferably scaling to the MMR level the survivor was at.

  • @Balrog said:

    I think it’s important to manage queue times whilst keeping the flavor of the different modes flowing. That said, it may limit the other fun modes players love, such as 2v8, with a three-way split to queues. That's what really makes me nervous; I think Play While You Wait helps but I would be curious to see the statistics of how often its utilized during higher wait times.

    Wouldn't the upcoming 1v1 mode split queue times even more if an event is active?

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