Avatar

random1543

random1543

About

Username
random1543
Joined
Visits
4,312
Last Active

Comments

  • @AcesSpeedo said:

    Is everyone on survivor getting god awful builds? i played about about 5 or 6 games before i realized i keep getting the same perks, flip flop/fast track/mettle of man/better together over and over again like obviously it wasnt exact but i feel like these are the only perks i'm seeing???????? either surv builds have been heavily nerfed or the chaos shuffle novelty has officially ran out.

    on top of everyone getting tunnelled without anti tunnel every game, ggs it was a good 1st day. i'm not playing this again haha.

    I thought there may be issue with weighted perks so tracked all my chaos matches in docs since started. I've been loving chaos Shuffle tho.

    22 matches so far and the perks seem to be diverse, but sometimes there is a period of 3 or 4 matches with the same perks popping Eg, Circle of healing popped up 4 times over 5 matches

    Top Perks in my matches

    Survivors from 88 Survivors

    Boon: Illumination - 7 Times
    Deception - 7 Times
    Road Life - 6 times
    Clairvoyance - 6 times
    Boon: Circle of healing - 6 Times

    Killer from 22 Killers

    Bamboozle - 4 Times
    Merciless Storm - 4 Times
    Hex: Ruin - 3 Times
    Coulrophobia - 3 Times

    On side note has anyone seen a No Mither? I haven't seen yet in 22 matches

  • @KerJuice said:

    For those who lobby dodge (survivor or killer), what are the red flags that make you go “next?”

    If I notice the majority of team have red ping tag in the lobby

  • Ruin can be cleansed to get rid of the regression so I assume that's why they decided to go with kicks and not %


  • @ShanoaLegendaryPlz said:

    https://us.v-cdn.net/6030815/uploads/QD89U302YUEH/report.png

    Im not trying to shame anyone with this. Just trying to bring up something and ask a few questions. Whenever aura reading perks are being used on killers or survivors, the other side sometimes doesnt even know those perks exist or how they work. This time for example i just had bbq & chili for aura, didnt tunnel, didnt camp, didnt grief anyone or make any gestures. Just played out the round spreading hooks for the myers perk, and after hooking someone, saw the ada with bbq (also the obsession i was leaving for last) and went over to her quickly in head form. She stood there disconnected, reported me and left before the round even ended to see what perks i had. In the past week alone ive had atleast 3 players flatout say they reported me yet ive never used cheats in online game in my life, and never have a reason to grief other players. For example one of them was a springtrap accusing me of wallhacks because i looped him for 5 generators in the "house of pain" on the nightmare on elm street map. He didnt seem aware that springtrap has very loud steps and didnt seem to know other players can reveal him with the doors cameras since they are rarely ever used.

    So i have some questions

    1: what protections are in place for being falsely accused of cheating/griefing when the accused is 100% not cheating/griefing/throwing the round etc?

    2: does someone watch replays of the rounds where reports took place, to make sure?

    3: is it possible to recover an account in the event of a false ban? ( or are the above 2 points strong enough that this would never be necessary?) As ive seen several players on this forum making posts about their accounts being banned saying they dont know why and asking about account recovery.

    I see this a lot with killer ad ons that reveal auras as well, people get confused if its not a perk doing it or don't check ad ons and call out cheating in egc.

  • @BongoBoys said:

    While there should always more protections against Cheaters and constantly being updated to prevent them.

    Should DBD have an Avoid list?

    20 Slots if you encounter a Cheater or someone you don't wanna encounter anymore you click "Avoid Player" and they'll get added to the avoid list and they can't be matched up with or against you for the next 30 days.

    I would like a avoid system, but sadly I think people would abuse it too much.

    "oh you playing ghoul? I'm just going to avoid you for the next 30 days"

  • I want a comm wheel like dbd mobile had for surviours!

    Also would love to see teammate perks as we load into match which dbd mobile also did

  • @Body_Language said:

    There's no point in shouting about it. The devs are quietly and peacefully fighting them you won't even know about it since cheats are always gets detected and there are big banwaves for that so they will be banned soon or later. Why do you post about this every day? This is already funny to read, honestly, let's try to fix the balance instead.

    I dont post about hackers everyday unless you ment to reply to someone else?

  • @Abbzy said:

    Only thing that seems to work against cheaters is maybe this now

    https://www.youtube.com/shorts/yUHcMKTOuh0

    unless they are smart.

    Saw that video earlier its amazing 😂

  • @Classic_Rando said:

    I don’t play all that often but I haven’t run into a blatant cheater in a very long time. I see lots of people complain about it here, but wonder how big of a problem it really is. I play in the US, usually around 9-11PM. Maybe it’s more common in other regions and/or at different times? I also haven’t seen a lot of discussion about an “epidemic” amongst popular content creators. Seems like there would be a lot more complaining about it by content creators if it truly is a widespread problem.

    But I do agree that it’s completely unacceptable that the game can’t automatically detect when someone does something that shouldn’t be possible and simply auto-ban them. Is there concern that some players who aren’t cheating could be banned if there are glitches in the game?

    in regards to content creators I think they are put in a special que without hackers or at least with less (I remember that being a thing mentioned a few years ago at least for the big ones)

    Edit for downvoters, this is what I was referring to from from 3 years ago:

    u104uweb5sv91.png
  • @Elan said:

    I'd like to see those buffs:

    1. Xenomorph

    → Removal of motion tracker so the turret's purpose is to help survivor slow Xeno down and potentially end his power

    → Increase tail range to 6m

    → Crawler mode has slightly increased vault speed

    2. Sadako

    → Condemned is spread via spectral stike, no longer through tvs

    → Holding tape gives extra stack when hit and the tape is destroyed

    → Holding tape gives passively one stack over 35s

    → Increase speed from tv to 4s

    → Decrease manifestation and demanifestation time to 2s

    I like Sadako changes but think tapes should be able to be put into any tvs (or a minimum of two) if they gain stacks passively from holding it.

    You could end up with old pig situation where she could just guard one tv and wait for the person to be moriable as they cant get rid of the tape.

  • Honestly Its scary movie for me, I've seen it suggested before but Cindy and Brenda in the game would just be so funny.

    https://www.youtube.com/watch?v=s-J9nxpwehI
  • One thing I think they should remove is the silly "you have to click ready" thing they decided to add.

    if someone crashes and decides to not go back to game, next time they go to play they will get the penalty

  • @Obscura said:

    Bring back Glyph Challenges. All different types of them.

    The daily tasts and the Rift tasks are so boring, and over and over and over the same (repair generators, unhook, heal). Please bring the glyph challenges back.

    Yeah the daily tasks do really need more variety outside of the usual "complete 1 trail" and "Heal 1 health state"

    Along with glyphs I would love to see perk and character challenges "complete a trail as x" and "complete the trailing while having x equipped"

  • This would be so much more interesting then a teamwork perk

  • @qb87 said:

    I feel like survivors need more perks that actually help them against these killers. ALSO it’s crazy that when a survivor just halfway or over a window or a pallet that the killer can still be able to kill you. Love this game but it’s not fun playing this game as a survivor.

    In regards to hits over pallets/ windows , its developers fault that there is no server validation so if they have bad ping they can get some bad hits that should not be hitting you.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044158#Comment_4044158

    They just want killers who are solely M1 so they can run around pallets without needing to think about anything.

    Some people do, but I think the majority of survivors are logical and don't have issues with hardly any killers.

    Some of my fav killers to verse are DND vecna, Drac, Wesker, Springtrap. Non m1s.

    I cannot say the same for Ghoul and he is the only killer I would say them being in the game in current form is problematic for the health of the game. (blights are much more bearable then the ghoul, especially one without the speed ad ons, nurse is only problematic on maps like Midwhich that have different levels and aura builds, but then I also think blight and nurse takes time to learn, where the ghoul isn't that and is very easy to use at any skill level compared to them)

  • Yes! loved the chaos shuffle game mode its my fave. glad to see a lot of others did too.

  • =It sucks so bad we are loosing a map especially with how little maps we get nowadays, We had two maps last year, FNAF, and TWD map that is generic as heck and more like a test map they took to live. (you could even say that about outside parts of FNAF, very similar to other maps we already have)

    I liked when maps where more different to each other, legit TWD map and FNAF map gives the same vibes as each other if you are outside, even Haddonfield is more different to other maps. TWD they could of done a lot more with and took from show (Alexandrea, the prison, the sanctuary)

    Edit to show what I mean with the maps being generic The sable and FNAF one you cant even tell which is which in screenshots.

    Sable map :

    image.png


    TWD map (oo a yellow filter, Is lori in this car? ) :

    image.png

    FNAF map(is this car a reference to midnight motorist? 😂):

    image.png
  • @Lorelei_Albrecht_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044102#Comment_4044102

    I guarantee nothing going on in the david's life justifies what they said lol

    I'm not justify what he said my point more being "well you got to say something like that in a game you got more issues going on in your personal life" meaning anyone who gets messages like this should remember that and not take what was said to heart.

  • @BlackRabies said:

    Devs really need to implement stronger punishment against toxic players. Shouldn't be forced to disable the chat to avoid everything. Since survivors are more likely to be toxic in end game chat there's no reason to play 'nice'. Pick whatever killer and play as scummy as you want that's within the games rules.

    Killers do it just as much it just depends what role you play, I've legit had killer say I need to go out back with rope before in the egc. Ive also been told I like too grape animals in egc by the killer.

    people are going to say crazy stuff no matter the side you on and we just have to ignore and report and know they probs have more problems going on outside of the game.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043885#Comment_4043885

    I literally linked you the OFFICIAL stats. And yeah, he's top 5, but again, do the math. With a 4% pick rate (official stats remember, nightlight actually says he's higher). That means you see him in 1 out of every 25 games. An average game of DBD lasting about 8-10 minutes, even on the low end that means you see Ghoul about once every 3.5 hours of gameplay. Which is pretty significant.

    Also if you actually read my post (which it is obvious you didn't) i told you there are 41 killers, not "almost 40"

    I'm not disputing official stats as in the picture you showed, just the part in comment where nightlight is used as they are fan made and can be manipulated by the people who upload (just not uploaded matches that are lost or won)

    He is still top 5 in pick rate meaning he is on the higher end of killer that are picked being tied for second/ third out of 41 is not a low pick rate. regardless I don't think if a killer is unfun to verse should be ignored just because his pick rate is low.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043868#Comment_4043868

    We don't know that it was "completely scrapped" they tried multiple times with it and failed because they were going about it the wrong way. But nowhere have they confirmed that they just "aren't doing it anymore" as far as we know its still happening while they revisit the implementation of the changes for a later PTB.

    Secondly, Ghoul does not have a "very high pick rate" that is massively higher than other killers. If you go by nightlight.gg, ghoul has about a 5% pick rate. That means you see ghoul in 1 out of every 20 games. While that is unofficial data, the last time BHVR released official stats, yes the data showed Ghoul's pick rate at about 5% for japan, and 4% for the world. So going by official stats across all players, its actually 1 in 25 games

    There are currently 41 killers in the game. So if there were an even distribution of killer players on every killer, you'd see an average pick rate of about 2.5%. So You see ghoul a little under twice as often as you would assuming a purely even distribution. Which again, in the grand scheme of (1 out of every 25 games) that ain't it chief.

    And again, looking at nightlight.gg Ghoul has a kill rate of about 49.84%, pretty much dead even at 50% (which actually if you look at the devs stated goal of 60% kill rate is quite bad, but that is a different discussion), and the last official stats didn't give us kill rates, but put ghoul at EIGHT in terms of lethal killers, with the top 10 being:

    1. Lich
    2. Freddy
    3. Sadako
    4. Dredge
    5. Pig
    6. Twins
    7. Blight
    8. Ghoul
    9. Skull Merchant
    10. Oni

    https://us.v-cdn.net/6030815/uploads/8UTOTVE0ZC9L/image.png

    Uh there are almost 40 killers in the game, if ghoul is top 5 and he has just came out this year that is a pretty high pick rate if he is beating 35 other killers. all the other killers on this list bar spring trap are older killers.

    edit; you mention nightlight, nightlight stats are useless and are fan made. I could go and only upload my loses to nightlight and just withhold all the wins.

  • @Milkymalk said:

    https://us.v-cdn.net/6030815/uploads/B0SRW56F1QHA/2026-01-08-01-28-36-retired.png

    My inventory tells me all wreath offerings, any rarity, are retired. However, they still generate in my bloodweb and there they are not retired, and I can still equip them. Is this a bug? Foreshadowing? Be being stupid? Something else?

    There is a glitch in the Bloodweb where the red writing will show if you've hovered over a item that has that labeled, an example i did this by hovering over mistle toes first

    image.png
  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043775#Comment_4043775

    Didnt some of his addons got nerfed so hard that they are beyond being useable.

    Ad ons have never been changed according to change log

    image.png

    Correction: some ad ons have been changed going into the ad ons but mostly buffed.

    image.png image.png image.png image.png image.png image.png
  • @Body_Language said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043506#Comment_4043506

    I'm talking about new Vecna not DnD Vecna - for me he is almost an m1 killer with fly option (which is fun to vs) rest spells are meh without addons

    No Krasue is still not okay since she hits after vaults especially when she is on ping

    my bad mixed up the Vecnas, i haven't played enough to have opinion of the new one yet.

  • @Body_Language said:

    Ghoul is balanced compared to Vecna and Krasue, at least he should earn his downs it's not a free hit like Vecna, Krasue

    what do you mean by Vecna and Krause get free hits?

    Vecna (DND one) I personally don't see any issue with.

    Krasue in my experience seems to struggle a lot on short loops even after her "free spit hit" (I used to say she was too strong after changes but realized I may be incorrect)

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043475#Comment_4043475

    Yeah but that is harder to archive than you think.

    I play from time to time with a larger group of friends and you would laugh with which nerfs some people come around without realising that that is the "thing" that the Killer does.

    Examples:

    • Couldn´t Trappers traps be brighter?
    • Why is Wraith so fast when he is cloacked?
    • Why do Clowns bottles slow so much?

    Well… it is kinda their thing… and to scrap this… even it would be much easier for Survivors would render the Killer roaster as a bunch of M1 Killers.

    Btw I am not saying that it is fine that Ghouls CD is that short. But to say "Well he can catch up fast" Is difficult because… if you take him that… he would be a weaker Legion in most of its kit. Well yes he has auto lock in. But without mobility he could only hurt one survivor at time.

    Thank you for pointing it out this way I can better understand where people on the other side may be coming from.

    I can see why they have decided to keep the lock on for so long under that logic, I think I would be happy with CD adjustments and see how things go from there after hearing it put like that.

  • @Leon_van_Straken said:

    Both sides are right and wrong at the same time.

    Survivors: Is Ghoul annyoing to go against? Yes he is. Is Ghoul a insta death or worthy to dc? No he is not.

    Killers: Is Ghoul a strong and funny Killer? Yes he is. Is Ghould easy to outplay or funny to go against? No he is not.

    Thank you! I'm not trying to say you instantly die, but if he cuts you off from the only loop in the area his cooldown is so short you have nothing you can do combine that combined the free lock on injury its too much of a kit, if it was one or the other he would not be nearly as hated to verse as he is currently

  • @Munky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043470#Comment_4043470

    My dude, you know you have controls to turn around and run a different direction right? Do you even look behind you to see where he is leaping?

    my dude, you know his cooldown is extremely fast and he will just M1 you before you get anywhere else. I can see your argument when pallet density was in the game but that has been reverted.

  • @Munky said:

    Wait what, why does ghoul need nerfs? :D lmao he is not even the top killrate right now, not even close… The only reason you want nerfs is cause many ppl are playing him and you just dont want to learn how to counter em. If you still cant at this point, that is a you issue, not a ghoul issue.

    Yes, he gets an easy/free first hit. After that he is just a mobile M1 tho… M1 as in you can loop that shiz for 5 gens if you actually know how to run loops…

    If you rly have that much trouble with em, just equip windows and start chaining all the yellows. I promis you he will leave you fast, unless he WANT to be run for 5 gens.

    https://us.v-cdn.net/6030815/uploads/VWYXI9LTDYGZ/kr-jan-26.jpg

    The stats you have posted are some fan made stats (I legit saw that looking for October stats mentioned previously in thread)

    Yes, he gets an easy/free first hit. After that he is just a mobile M1 tho… M1 as in you can loop that shiz for 5 gens if you actually know how to run loops…

    increase cooldowns after a leap that doesn't lock on and then the situation you described would exists , If a loop is slightly in the distance from you he can cut you off or leap next to you and M1 with little cooldown.

    You can loop a ghoul for five gens, but that's a skill issue on the ghoul,

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043448#Comment_4043448

    Well to be fair…

    Pig can be lethal as hell if you go for the head pops. I mean faster traps, slower search, screaming perks. It can be hell.

    But I don´t get the grip around freddys lethality.

    My best guess would be stats are not sperated between high and low mmr and people are getting caught getting down with fake pallets. that's why I think Sadako is up there too, due to lower mmr,

  • @Leon_van_Straken said:

    Well maybe I am sleeping on it (no pun intended) but how is Freddy up there?

    Did his change boost his KR that much?

    Or is it a Twins thing, that only 3 people play him and these are cracked or the Survivors have no clue how to counter Freddy.

    That's exactly why I don't think nerfs and buffs should go off data because I don't think anyone seriously think Freddy needs nerfs.

    Vecna being number one wild to me i know his kit is decent but I personally don't see any issues with his power levels and think hes fun to verse

    and I see pig up there. nerf pig? 😂

  • @daikaimon said:

    https://us.v-cdn.net/6030815/uploads/8NN86651EMTT/1000007565.png

    I apologize for the Japanese image, but here are the statistics. The left side shows Japan, and the right side shows the global statistics.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043440#Comment_4043440

    Thank you! sadly It does not show the kill rate percentages. translated if others wanted stats in English


    image.png
  • @daikaimon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043433#Comment_4043433

    Statistics were published by BHVR in October of last year.

    The statistics only cover the top five killers by kill rate, but he's not one of them, and the fifth place killer has a kill rate of 61%, so he's below that, within the 60% benchmark.

    I believe you but do you have a picture or link to these stats? the most recent I could find was JAN - MARCH before the ghoul

    image.png
  • @daikaimon said:

    If he is a "powerful killer that requires no skill," then it is questionable why he wasn't even in the top 5 for kill rate in the previous rankings.

    The developers are surely looking at the data calmly.


    according to what stats? I don't think they have released ghoul kill rate stats unless you are referring to nightlight which isn't accurate. would love to see official ghoul stats divided between low and high mmr.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043260#Comment_4043260

    You ever stop to think that maybe the devs have data that shows that ghoul is fine?

    I thought this community came to concusses they don't just want to devs to change things based on data / internal numbers. that's how we got killers like sadako nerfed.

    Also if that is the case they should just make a statement. "based on internal data the ghoul does not need changes" but they know that wont play well and would cause outrage on levels with the streetwise bug comment imo.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043399#Comment_4043399

    Man I'm not the forum police, I'm just trying to be helpful.

    I can understand that and I can see where you where coming regarding my initial wording of post, but people are fed up and have tried to voice there ideas and have been met with nothing.

  • MEGA THREAD for times people have voiced feedback or complaints first one all the way back in Apirl but yet no change to him.

    https://forums.bhvr.com/dead-by-daylight/discussion/441627/ghoul-is-unbalanced/p1

    https://forums.bhvr.com/dead-by-daylight/discussion/442478/the-easiest-way-to-fix-the-ghoul#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/442787/nerf-for-ghoul-is-required#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/447791/hot-take-over-the-ghoul/p1

    https://forums.bhvr.com/dead-by-daylight/discussion/461414/why-the-ghoul-is-still-not-well-received-and-how-id-fix-it#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/462282/i-will-accept-ghoul-if-just-these-two-things-happen#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/461690/ghouls-cooldown-is-ridiculous#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/451465/ghoul-kaneki-irritations-and-feedback#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/457045/ghoul-nerfs-werent-enough-hes-still-oppressively-unfun#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/454853/ghoul-ptb-changes-thats-it#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/456670/my-suggestion-fix-for-the-ghoul#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/449613/ghouls-mobility-is-too-strong-to-justify-free-hits#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/458629/ghouls-50-hinder-needs-removing#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/458616/ghoul-needs-to-be-fixed-asap#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/443275/ghoul-still-didnt-get-nerfed-were-it-needs-to#latest

    https://forums.bhvr.com/dead-by-daylight/discussion/462168/why-is-the-ghoul-allowed-to-be-so-ridiculously-obnoxious#latest

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043393#Comment_4043393

    Still might come off as complaining, but much more to work with.

    Do you hold people who complained about pallet density and tunneling ptbs to such high standards for feedback? You are holding complaining about something that is unfun and bad about the game to some sort of high standards of criticism before it is valid, people have given clear as day changes they would be happy with in this thread.

  • @rosenanznz said:

    At the time of writing this I have about 390 hours and i am a returning player after years, so i need to learn the game since it changed a lot sicne when i first played.

    I was on a surprisingly long losing streak and at first I figured it was just because I was learning new killers and farming BP to unlock the perks I wanted.

    However, after yet another match ended with the usual “ez game”, “noob killer”, etc., i started checking the survivors’ profiles I was being matched against and decided to actually track who the matchmaking was putting me against.

    The results kind of speak for themselves:

    most players I face have private profiles, hidden hours, or are brand-new accounts (level <5) with everything set to private/hidden (aka smurfs).

    Several of them have VAC bans and out of 11 matches, only 5 players had an hour count similar to mine everyone else had thousands of hours more than me

    So my question is: what’s the solution if I want to play this game against people who aren’t highly suspicious of cheating or don’t have 5–10x my playtime?

    Also those matches were made during peak hours with 52k players online, how the **** is it possible to have such nonsense matches? I am genuinely curious about what should i do to be able to enjoy the game a little bit and learn to play my new killers without getting 3 gens done in my first chase

    Matches hours data (the ones with less than 4 players were on other platforms and i couldn't check):

    Match 1:

    private profile

    2.4k

    860h

    Match 2:

    2.5k vac banned

    private

    Match 3:

    vac banned

    vac banned

    private profile

    private profile

    Match 4:

    hidden hours count

    hidden hours count new steam account

    hidden hours count new steam account

    Match 5:

    hidden hours new account

    450

    private account p100

    Match 6:

    hidden hours count

    1.5k

    hidden hours count

    2.7k

    Match 7:

    2k

    2.5k

    1.3k

    hidden hours count

    Match 8:

    380

    327 vac banned

    867

    78

    Match 9:

    2.6k

    new account hidden hours count

    309

    Match 10:

    1180

    hidden hours count

    70

    Match 11:

    private profile

    1.5k

    hidden

    1.5k

    Bonus question: why there are SO MANY hidden/private profiles and vac banned people on dbd specifically

    In regards to bonus question

    I personally hide my name in game because people will lobby dodge if I have it open and accessible and don't like you for whatever reason (made a post year or two ago regarding it, waiting over 10 mins in lobby sometimes as killers joined and left)

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043250#Comment_4043250

    Thats great! This topic isn't that, which is my point. You also don't know if they read your posts, and just disagreed with them. Feedback isn't about demands, its about letting devs know what the end user experience entails.

    Topic is why hasn't the ghoul been changed even tho the community clearly thinks he needs to be.

    I am voicing my outrage with lack of consideration to complaints against ghoul.

    Edit : It is really frustrating to have a killer like the ghoul in the game for so long, I primarily play soloq and he has just been miserable to verse since he has come out, posted this out of frustration because of lack of changes too the ghoul even tho its clear imo he needs changes., edited reply because I cant post :/

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462379/so-still-no-ghoul-changes-huh

    Don't mean to downplay or anything, but self reporting it as "crying" for nerfs and not offering constructive feedback doesn't really get the ball rolling on that front. A lot of time that kind of stuff gets filtered out by game devs as noise, similar to feedback that laser focuses on aspects to complain about while offering little in perspective for improvement. Even if its just places to start more than just "this is what needs to be changed," the more helpful the more likely it'll be taken as more than just complaining.

    I have commented on numerous ghoul posts over the months suggesting how they can either remove the lock on free hit and make him a mobility catch up killer, or keep the lock on hit but you are going to have to nerf his cooldowns and mobility catch up playstyle.

    Kind of cant say same things over and over, he needs changes its clear as day

    Edit: could of added solution in original but legit people have been complaining about this so much and they don't do anything its tiring

  • @BongoBoys said:

    Ghoul definitely needs to be Nerfed idk devs are ignoring this so adamantly

    The devs when anyone asks for ghoul nerfs

    image.png
  • I Think MMR generally works just fine (all tho we cant see to verify)

    I think the more problematic issue is matchmaking, which a multitude of things can contribute to that long ques, people leaving lobbies and it quickly back filling with little consideration to MMR (i remember a statement from bhvr confirming leaving a lobby messing with the mmr matchmaking years ago.)

  • @choipilgyu said:

    Introduction:As a dedicated veteran with over 9,000 hours in Dead by Daylight, I have closely followed the game’s growth. To ensure long-term vitality, I propose a system that empowers players to manage "matchmaking fatigue" while encouraging diverse gameplay.

    Proposed Feature 1: Weekly Rotation Ban

    • Concept: A developer-curated list of 1-2 Killers and 3-4 Perks that are temporarily restricted in matchmaking each week.
    • Goal: To break the static meta and provide a fresh experience by forcing players to move away from "meta-slave" builds.

    Proposed Feature 2: Strategic Ban Token System

    • Concept: A consumable item (Ban Token) that allows players to exclude a specific Killer from their matchmaking pool for one match.
    • How to Earn (Encouraging Player Participation):
      1. Survivor Reward: Earned upon a "Consecutive Escape Streak" (e.g., 3-5 escapes in a row), rewarding skillful play.
      2. Role Balance Reward: Earned by playing as a Killer (or the less-queued role), providing a direct incentive to reduce overall queue times.
      3. Economy: Can also be purchased with a significant amount of Iridescent Shards to ensure it remains a "valuable resource" rather than a spamable tool.

    Conclusion:This system doesn't just block content; it incentivizes healthy play patterns. By rewarding Killers and skillful Survivors with the power to "veto" their most stressful encounters, BHVR can significantly reduce player burnout and collect high-quality data on "Perceived Unfairness.

    Idea 1 is horrible, Idea 2 is very Survivor sided but have some tweaks that would do more to help do get to desired conclusion stated by OP.

    Proposed Feature 2: Strategic Ban Token System

    -If the ban token is used on the killer the killer gets a choice, they can continue to play as the banned killer but with debuffs in the match from displeasing the entities request (giving some sort of debuff like faster gens also getting double bp from match)

    - if the ban token is used on the killer and the killer decides to change the picked killer, The entity is pleased and rewards the killer (some sort of benefits such as slower gens also getting double bp, iri shard rewards)

    - Killers will only be notified if the above has taken place until the trail begins and killer can leave lobby if they really don't want to engage with system. Survivors would also not see the killer they are facing in which case the system above does not happen

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042836#Comment_4042836

    a team which I cant communicate with which every other team game that exists allows for some sort of comms with the team. my point in pointing it out is that is why you cant compare dbd to other games. because the killer is the power role.

    So you mean to say you have a telepathic link with all players on the field in a baseball game? Maybe everyone is always on a party line with bluetooth headsets at a pickup baseketball game? Communication is not a 100% constant in shared agency as a concept, its even the entire point of players like quarterbacks being the "head" of the team that calls shots and coordinates with the coach. Despite what you might see in movies, your average tackle or guard doesn't exactly give his teammates orders in huddles. Some sports you can go for very long periods of time without any communication at all. Even with SWFs in discord, not everyone might have a mic or be able to talk. The game is designed to be more friendly to a lack of communication than possibly ever before in its life, yet most people don't even understand how to get additional info from the HUD update.

    That's my point with agency, the killer can work towards there objective in different ways. Someone that is on the hook cannot work towards there objective they can only swing there arms around on hook, they don't even have the agency to communicate with there team.

    How does a killer work toward their objective when 4 survivors are standing in the exit gate, positioned so that falling out will land them outside the threshold, vs a trapper. This is exactly what I mean and about pick and choosing things to suit your narrative rather than actually considering the consequences of your implications. I've brought this up in countless topics, but checkmate scenarios for the killer accomplish literally no meaningful gameplay, but apparently they are different from ones where the survivor still has multiple mechanics (both loadout based and basekit, depending on situation) to restore a game's life well before people claim its over. You can't have both, regardless of the design issues with the abandon mechanic around the quagmire. You can't measure one thing in inches and the other in yards then go solely off the raw numbers, consistency in reasoning matters regardless of role.

    Cutting off the part where I say "without comms" I'm not saying I wont accept it just not without comms. "regardless of the reason" no the reason is a big issue.

    I already went over the comms part separately. My point was that shared agency is something that goes hand and hand with cooperation, regardless of any other factors (including communication.) If you've ever heard the ethical dilemma about two prisoners with a squealer getting rewarded but only if they don't both squeal, they have shared agency in that scenario without the ability to communicate. I stopped where I did because you're trying to run when you don't seem to understand how to walk with the concept.

    Edit: my original reply was to a comment trying to compare dbd to non 1v4 games and "why is dbd not like these communities" its the agency between roles.

    Yes, and thats something I generally agree with, but not with your framing or your reasoning. DBD is extremely different, and most games like it bite the dust fairly quickly, so its main points of comparison are going to be in spite of its structure more than because of it. Nuances are crucial, but If you limit all examples to only games set up exactly the same, all you have is a graveyard to work with.

    I've never played one where the team cant communicate with someone else on the team and strategize with them.

    I've played many. Hell, RTS used to go so fast that you wouldn't even have time to type in the depth of skirmishes before voice communication became more of a thing. The most foundational aspect of shared agency is learning how to work without being able to rely on your teammates, which is why I'll never understand this focus on communication being the sole-and-absolutely-only thing holding people back.

    I don't agree with that statement at all the baseball and hockey players can communicate with each other what you think training is, even in fps if they don't have mic they have ping system.

    Training is not the same as adaptation on the fly, or any type of mid match coordination at all. You could similarly argue you have the entire lobby to communicate, you can use other channels like Discord or party chat on consoles, your only fuel in this argument is around randos and the game not providing built in answers to your very specific complaint. My position is that the lack thereof is far less of a detriment than you seem to think, which is most likely caused by it not being an area you try to improve in. I do this specifically to try to help you with that realization, that you might be bothered by a lack of communication less if you learned how to improve in offsetting the negatives of that environment.

    I'm firm in my belief that soloq comms would fix so many issues in soloq so I'm just gonna agree to disagree because I don't see us coming to agreement good lad. 🤝

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042830#Comment_4042830

    That induvial survivor cannot do anything but crawl on the ground, yes they need to rely on the team that's why I mention lack of comms (which I think would resolve so many problems in solo q)

    Yet they have teammates, and can abandon if in that position when they do not. They can bring anti-slug perks, but are incentivised not to because their teammates can be in positions where they can abandon before you even get to use them. My point is that you can't skew concepts like finality as you see fit, the details may vary but a check vs a checkmate is a very clear distinction that occurs before a match ending or even an individual elimination. You need to keep that scope consistent when comparing roles with different structures.

    The killers can never be put into a situation where they cannot use m1 or no situation where the killer cannot chase the survivor (not catch, physically chase). that's what I mean by the killer is never in a situation where they can do nothing.

    Those are not the Killer's objectives, though. They are simply ways of working towards them, which have different perspectives due to the afforementioned design differences. If a survivor has zero agency but a killer has full, does that mean the killer has won the game? Or simply put the survivor into a position where they control their agency? Thats a very important distinction when comparing a 1v4 setup.

    To restructure your statement, a killer absolutely can be put into a situation where they cannot down and pick up any survivor. A survivor can get downed and have hatch spawn directly under them while the killer wipes their blade, but a killer cannot have the exit gates randomly get blocked because a survivor got hit in the exit. Thats why I emphasize the use of check vs checkmate scenarios when discussing topics like this, it helps to remove the personal biases that come with trying to separate the roles by their differences instead of focusing on their commonalities.

    I wont accept other teammates as agency until a comm wheel is added to the game, until then I cant communicate with them like SWF teams can. I cant communicate perks that may help (live forever, shoulder the burden) and in regards to hatch, 4 min slugging is mostly happening to avoid hatch plays.

    Have you never played a team sport?

    I wont accept other teammates as agency is a surefire way to have your team not get any wins in a season, regardless of the reason. Hell its a pretty good way to get benched. If you refuse to play a team based role within a, well, team based role, you would porbably get more enjoyment from sticking to killer. The foundation of shared agency is about maximizing your own personal chances, minimizing how much your teammates bring you down, and maximizing any opportunities they provide you. That applies to everything from baseball and hockey down to teams in mobas and fps. Communication can be often extremely minimal in those sports, and casually in stuff like pickup games even coordination might be non-existent. Thats why you learn to improve on the individual level, and specifically how to adapt to the unknowns around you.

    Yet they have teammates, and can abandon if in that position when they do not. They can bring anti-slug perks, but are incentivised not to because their teammates can be in positions where they can abandon before you even get to use them. My point is that you can't skew concepts like finality as you see fit, the details may vary but a check vs a checkmate is a very clear distinction that occurs before a match ending or even an individual elimination. You need to keep that scope consistent when comparing roles with different structures.

    a team which I cant communicate with which every other team game that exists allows for some sort of comms with the team. my point in pointing it out is that is why you cant compare dbd to other games. because the killer is the power role.

    Those are not the Killer's objectives, though. They are simply ways of working towards them, which have different perspectives due to the afforementioned design differences. If a survivor has zero agency but a killer has full, does that mean the killer has won the game? Or simply put the survivor into a position where they control their agency? Thats a very important distinction when comparing a 1v4 setup.

    That's my point with agency, the killer can work towards there objective in different ways. Someone that is on the hook cannot work towards there objective they can only swing there arms around on hook, they don't even have the agency to communicate with there team.

    Edit: my original reply was to a comment trying to compare dbd to non 1v4 games and "why is dbd not like these communities" its the agency between roles.

    Have you never played a team sport?

    I've never played one where the team cant communicate with someone else on the team and strategize with them.

    I wont accept other teammates as agency is a surefire way to have your team not get any wins in a season, regardless of the reason.

    Cutting off the part where I say "without comms" I'm not saying I wont accept it just not without comms. "regardless of the reason" no the reason is a big issue.

    That applies to everything from baseball and hockey down to teams in mobas and fps. Communication can be often extremely minimal in those sports,

    I don't agree with that statement at all the baseball and hockey players can communicate with each other what you think training is, even in fps if they don't have mic they have ping system.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042814#Comment_4042814

    The killer role in dbd there is never a situation where you literally cannot do anything, not talking about "oh I cant catch these survivors" I mean things like hooked survivors cannot do anything but wave there arms outside of perks, slugging survivors cannot do anything expect crawl around on the ground outside of perks.

    Thats selectively reductionist. If the killer is always able to do something because of such a wide net, why wouldn't it also apply to survivors crawling on the ground? They have arguably more potential to reset and regroup than, say, a trapper standing in the exit gates while the survivors refuse to leave. You can't speak in absolutes like that when actual checkmate scenarios exist, and similarly you can't call a downed survivor to a checkmate until all other potential options (other teammates, perks that CAN do something in that situation, hatch, etc) have been expended. You have to accept both or neither as agency, as you need some degree of consistency in comparing two differently structured roles.

    Thats why people shouldn't selectively change the definition of concepts like agency to suit their arguments. The most consistent definition I have for how the game is structured is based off of the ability to contribute toward core objectives, which to me seems pretty reasonable. Equally addresses checks and checkmates on each side, keeps considerations between concepts like "helplessness" pretty uniform. Survivor in particular is interesting because its an elimination based role, while simultaneously requiring shared agency due to its team format, which is why something as simple as "they can always press buttons to move at normal speed" would look differently between the two sides. Likewise, the abandon feature's generosity doesn't require checkmate scenarios, completely removing most of the incentive to bring the very perks that turn survivor check scenarios back into active matches. Its a lot more of a mess than simplified "you can always swat them out" nonsense, so it feels fitting to the topic.

    Thats selectively reductionist. If the killer is always able to do something because of such a wide net, why wouldn't it also apply to survivors crawling on the ground? 

    That induvial survivor cannot do anything but crawl on the ground, yes they need to rely on the team that's why I mention lack of comms (which I think would resolve so many problems in solo q)

    The killers can never be put into a situation where they cannot use m1 or no situation where the killer cannot chase the survivor (not catch, physically chase). that's what I mean by the killer is never in a situation where they can do nothing. (for clarification I don't think killers should have these situations)


    you can't call a downed survivor to a checkmate until all other potential options (other teammates, perks that CAN do something in that situation, hatch, etc)

    I wont accept other teammates as agency until a comm wheel is added to the game, until then I cant communicate with them like SWF teams can. I cant communicate perks that may help (live forever, shoulder the burden) and in regards to hatch, 4 min slugging is mostly happening to avoid hatch plays.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042794#Comment_4042794

    Thats my point though WHY!? What makes DBD so special that someone can't sit for 4 minutes on the ground so they can die?

    • How is that compared to say a game like Rust you spend hours upon hours doing stuff, and then get offline raided by a clan.
    • Or a game like DotA where your teammate is feeding their carry and you are stuck in a completely unwinnable game for the next hour because something your teammate did?
    • Or a game like Arc Raiders where someone tricks you into thinking they are friendly and then shoots you in the back?

    Why does THIS community have such an emotional response to an opponent in a video game that spending a couple of minutes dealing with something unfun is like the end of the world to them.

    You say its because they are more balanced, but like. Are they? Have you seen the win rate for the top heroes in DotA they can often have far higher win rates than a killer in DBD?

    All them games you described do not have a power dynamic in the roles like dbd has.

    The killer role in dbd there is never a situation where you literally cannot do anything, not talking about "oh I cant catch these survivors" I mean things like hooked survivors cannot do anything but wave there arms outside of perks, slugging survivors cannot do anything expect crawl around on the ground outside of perks.

    the killer can never be put in a spot where they literally cannot do anything so comparing it to games like you mentioned make no sense as both sides can do what you describe for other games.

    oh you got raided offline in rust. you can raid someone as well.

    someone backstabbed you in Arc. you can backstab someone as well.

    Survivors cannot slug the killer for 4 mins (nor should they be able too)

    all them games also have comms which is lacking in dbd.

  • @TheVarietyKiller said:

    I have seen that this game has an issue with players having a lack of sympathy towards the other roles.
    For example, if a Killer complains about the game being survivor sided and bully squads and Gen rushing, they get so many unsympathetic comments about how they need to get good. Survivors complain about killers tunneling, slugging and running full slowdown, killers will immediately say they have to (which they kinda do need to do, but that’s besides the point.)


    I feel that this comes from ignorance. My suggestion? Go play the other role for a few hours.
    It lets you see how bad it is to be tunnelled or slugged at five gens by a Myers (true story, happened one time to me and my friends). Survivors will see how miserable it is to face a bully squad, have two gens pop by the first hook or get t-bagged at the exit gate.

    As someone who primarily plays survivor when I go play the other role (Billy 99% of time) its usually a pallet cleanser and tend to just goof around with survivors while still getting downs when I get curves off.

    This is just my own personal experience but I think its because I'm not worried about how many kills or hooks I get I just wanna curve around map as billy.

1 … 13 14 15 16 17 … 21