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  • Resilience lets you play injured and gives you vault speed(!!!) to be greedy with loops. It can mitigate thanatophobia and other slowdown perks quite well.

  • As survivor, I like Wretched Shop, Fractured Cowshed, and Rancid Abbatoir. Lots of braindead safe loops I can always have within reach, and when those go, I have Jungle Gyms or a god loop to fall back on. I hate Shelter Woods because of spaced out pallets teammates waste too much, Red Forest because I can never find a pallet and people go immersed mode on it, and Thompson house, because it feels like I'm cursed to lose there because my teammates go down fast despite all of its easy loops.

    As killer I like getting....none of the maps to be honest. I'm ok with Azarov's Resting Place and The Game because I play trapping killers and I can use map strategy to my advantage. Maybe I'm ok with Groaning Storehouse if the godwindow is closed and I've cleared the supersafe loops behind it? I really hate having to play on Temple of Purgation, Fractured Cowshed, and Wretched Shop as killer because they're big and the loops are stupid unmitigatable time wastes that I can't do anything about unless I play Hag really well. Too many safe areas.

  • Because it's a weird oversight-turned-feature that the devs have haphazardly decided to balance the game around? Ok, in all seriousness...

    Only about half of the loops have mindgames to them, meaning in a lot of cases, there's very little an m1 killer can do to get a hit at said loop that they have a say in, unless the survivor is greedy and doesn't drop the pallet quickly enough. Unmindgameable loops are time-wasters that the killer cannot use their mindgame skill to mitigate, meaning they either eat the loop for the duration (which could take anywhere from 20 to 30 seconds) or they leave the chase (and have to start momentum over). There's no real good outcome, because the loop will just cause trouble later if the pallet isn't broken at some point.

    While some people do say "don't chase there!", my eyes roll back in the middle of my head a bit because it assumes that other survivors will be equally mispositioned, or that the map allows such a situation. Maps like Fractured Cowshed will always have a safe loop, be it the shack, the cowshed, a jungle gym, the meat tree, or the trailer god loops, in running distance, meaning at some point you'll need to commit to one of them and eat some astronomical time-waste. Things get worse when there is a god-loop the survivors know about, as they will run to it at any opportunity. Have you ever played on Rancid Abbatoir with the god-window open, and all of the survivors use their on-hit speed burst to get to the godwindow because the map is so small? They'll camp around there and heal, knowing you cannot touch them.

    The most a killer can do when a survivor knows how to play the safe loop tiles is hope their team isn't playing efficiently and doing something useless like searching chests while they eat the loop. It's mind numbing and frustrating.

  • It would not take the devs much time to simply make minor mapping changes to the abusable god loops. However, they will likely not make the simple changes needed to alleviate map balance issues while we wait for full-scale "reworks" of maps which honestly feel like they will never come.

    Until then, get used to maps having safe zones

  • I don't think many people realize how impossible the "SWF" problem is.

    Firstly, not all SWF are optimal, playing to win players. Maybe some of them are, and yes, those are a balance problem, but not all of them are. There is no way a blanket debuff to SWF will work when it would punish unwitting new players / casuals from playing the game. That would be unprofitable and un-fun.

    Secondly, the idea of buffing solo survivors to the level of SWF is honestly ridiculous. There is enough content (perks, add-ons, etc) that derive their usefulness from being reliant on a solo survivor situation that it'd be massively embarassing, at least, for BHVR to actually rebalance. Can you imagine how the game would be balanced if something like OoO was the norm, or how worthless Kindred would be if SWF was what BHVR balanced around. They'd have to remove entire perks, which would mitigate the bloodweb grind. etc. etc. also, imagine how the balance of this game would fall apart if solo-survivors had the same information that SWF had. Imagine the WHINING. The game would need a huge rebalance, which leads to....

    Thirdly, most, if not all killers would need to be buffed in order to compete with SWF. If Solo survivors are able to act on the same information as SWF, then most killers would need to receive buffs to compensate. This is not from a "tit for tat" mentality - many killer tactics rely on exploiting a survivor teams' incomplete information. Removing the confusion many survivors experience effectively buffs them to an unknown quality because they will be acting with much more accurate information - the effectiveness of certain perks go down, the effectiveness of trapping killers, large-scale map pressure, all of that becomes less effective when survivors have more information. Killer buffs are more controversial than even survivor buffs, so imagine the whining. It wouldn't happen.

    The worst part is, if you don't do all three steps, you end up with a one-sided game no one wants to play, which would kill BHVR revenue and the game's playerbase. Even if this game heavily favors well-played survivors (which is does to any person who plays to win), it'd be so either impossible or unprofitable to fix the issue that there's barely a point in trying. Right now, BHVR is definitely dead-set on heaping enough material on the trashfire to keep it burning, instead of trying to put it out.

  • Hag.

    She's a toy when dealing with survivors that know what she does. Her trap range/ teleport time doesn't let her hit survivors before they can get to a loop, meaning a survivor just needs to spam her traps with impunity at max range with a loop nearby to invalidate her. Also, she's one of those killers that flashlights completely neuter.

    Have fun looping a godloop with a survivor with flashlight.

  • The people who play immersed probably don't understand there is only one killer that can be in one place at one time.

  • Hag is a toy against good survivors. Wait till she picks someone up then just trip her traps. She can't teleport with someone on her shoulder and she takes the first gen or two just to set them up. Without her traps she's a 110% m1 killer.

  • He's a worse Freddy.

  • The hatch feels terrible for a killer because oftentimes it feels like its undeserved. You can completely dominate a game and someone, by luck, gets to escape for free.

    I think everyone knows the hatch exists to stop hostage games, but it really sucks when that condition ends up negating the work a killer has put into a match.

  • I sigh and try to play as normal.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/849040#Comment_849040

    The top mend time with Legion's two addons was ridiculous. So we considered, "What happens if we reduce mend time across the board?" Borrowed Time gets a buff, Legion gets a bit of a nerf, and some other things showed up on the list. We decided it was worthwhile to hit it across the board.

    As always, we'll monitor the effect that has on the game, and act accordingly in the future.

    So you guys unironically thought Borrowed Time needed a buff and Legion needed a nerf? I thought this post was a joke when someone referenced it.

  • At this point just give Legion a special version of mangled that doubles healing time. It'd be the same effect as mending without the deep-wounds mess. It's not like anyone goes down to the deep-wounds, seeing as they pause while mending.


  • @RIP_Legion said:

    Btw for anyone wanting proof this is why they nerfed the mend time

    https://us.v-cdn.net/6030815/uploads/945/NXU72RW6826B.jpg

    That's a dev

    If the devs thought borrowed time needed a buff lol...

    that looks fake. I can't believe they'd post that.

  • Been called a camper for laying down a hag trap at the foot of a hook then walking away. Said survivor killed themself on hook as soon as I set the trap.

  • I don't understand how slugging is any more "boring" than being on the hook unless somehow button mashing entertains you.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/846189#Comment_846189

    I agree with you entirely, but it's also not realistic for them to remove the Bloodweb entirely, because the game would wither away without a progression system. I'd much rather them make perks way way way more accessible and easy to unlock/collect, and keep items more or less the way they are now, in terms of cost and acquisition.

    Or, you know, redesign the system entirely (which would be better).

    What progression is there in having to grind endlessly to get the addons you want? I don't feel like I'm progressing burning through blood-webs looking for Trapper Bag addons, I feel like my points are being wasted trying to make a killer playable.

    I should put together another thread on how many problems the Bloodweb creates for the game. I don't think it's a "progression system" more than it is a grind that forces you to play more just to achieve the playstyle you actually want to use.

  • The bloodweb is a terrible system to begin with. Add-ons being limited-use is a bad idea that lets people justify killers having wide swings in power just based on the addons they bring due to them being "ultra rare" and whatnot. Items for survivors feel the same, but are generally less overbearing because survivors don't coordinate them to full power all the time.

    Remove the bloodweb and rebalance add-ons as unlimited use items that modify killers' powers, not act as straight buffs required for some killers to be functional at higher levels of play.

  • The red stain shows your field of vision to survivors. Increasing your FoV would make BHVR have to actually make the stain scale based on what the killer sees, or it would be giving deceptive information to survivors.

    Seeing how perks affect FoV, range of vision is something the devs think is core to balance. Being able to change something like that would be unfair, just like how it's somehow unfair for killers to have ears during a chase and thus need to have 100 decible chase music deafening them all the time.

  • That woukd probably nerf the perk overall. It has limited charges and is used to counter specific killer perks - Add killer instint in, and you could run out of charges extremely quickly. You wouldn't want to buff the charges either, because then it'd be extremely powerful.

  • Revealing him is secondary to creating distance from him. If he's actually stalking, keep your head on the swivel and get running as soon as you know he's looking at you. Be careful of trying to reveal him mid-chase, you might run into a tree or take bad pathing because you're looking over your shoulder, not at your looping route. If he reveals you, tell your teammates to just do gens. Most Ghostfaces will not leave chase until the mark is gone, because they invested a lot of time to mark you. If you're good at looping, you can make a monkey out of him, provided you create some distance before hand.

  • Really, the best thing to do is to wait for map reworks that shrink the size of the largest maps. The current state of maps, either having blatant safe zones or being too large for killers without mobility to traverse them feeds into a lot of the problems the game has.

    Unfortunately, at the rate the devs are tackling map rebalancing, combined with their inability (refusal?) to make minor map fixes to alleviate numerous, long-known god loops in the game, I doubt you'll see the maps be in a palatable spot for the next three or so years.

  • Applied in a way that is impactful beyond gimmick value, it could be interesting. Perhaps it disables the survivor's ability to hear the chase music and killer's heartbeat for a while. I can't think of another way it could actually be useful.

  • I think Cowshed is more reliably terrible to play as killer. Corn in the center, making it hard to keep an eye on things. Almost every loop on it is unmindgameable and within reach of a jungle gym or other loop. There are a large number of strong loops evenly distributed across it, from the shack to the trailer pallet loops that feel like pseudo infinites if you don't break the pallet. The map is a fair size, and it doesn't need any perks to do well on, unlike Haddonfield, which asks for Balanced Landing to truly abuse.

  • It's not camping if they run into your waiting arms.

  • Mark my words, they're coming for Stalkless Ghostface for being extremely effective in an unintended way, under the guise of "Abusing" his undetectability for unexpected rewards.

  • Camping is its own punishment. You don't get to do anything fun, you lose the game because the survivors will do the gens, and you depip because you played like garbage.

  • You don't like going against 3 BNP commodious toolbox survivors with Prove Thyself/Streetwise that are there to rush the gens as fast as possible?

    What, do you hate fun?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/796820#Comment_796820

    I completely agree. Part of what makes Nurse unique is you have to play differently against her. Running in a straight line doesn't work against her (lol it does now but not the point)

    I wish we had more killers like her. I can't see the fun in doing the exact same thing over and over despite facing different killers.

    Pretty much this. Playing against the Nurse required you to actually get inside the Nurse's head to juke her. People complaining about "WOW OP DESTROYS ALL SURVIVOR COUNTERPLAY!" do not understand how to mindgame her blinks and instead either run to a loop or simply break LoS and think they should be safe.

    The nurse punished predictability and took the power role in chases away from the survivors. They had to capitalize on her mistakes,not the other way around.

  • I've gotten flak for playing Trapper. Most memorably, "I forgot how hard Tar Bottle can carry a bad Trapper". Cross him off the list.

  • I'd nuke the bloodweb system. No more addon rarity / limited numbers, no more perk rarity / ranks, no more grind. You get to use whatever you want to run, and the devs finally have to balance the system from there.

  • It might as well be. Taking that loop will lose you the game, so just don't do it. Don't go near that half of the map without hatchets.

  • Literally the same thing as being on the hook.

  • The animation would have to be the killer kicking over the candles. lol.

  • He did it so you don't get points for a hook in your ranking system.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/780418#Comment_780418

    Then how did League of Legends become one of the most popular eSports in the world? How did Hearthstone become an international eSport?

    Of all the things keeping this game from becoming an eSport, I can assure you that its art style and premise aren't an issue. Now, ratings might become a concern since this is an M-rated game, but even then, there's no shortage of games with realistic blood and over-the-top violence that have a sizable eSports audience.

    I was more referencing that the gameplay of DBD is literally "loops" as in "running in circles around an object to abuse your smaller collision box". People are going to look at that if they've ever seen it before and go "I came for a serial killer game, but this is just people running in circles!". I know that's what I thought when I first started playing. How would you even advertise it when that's the prevalent "meta" of the game? It'd make the game a laughingstock, not a spectacle.

  • @Monlyth said:

    Balancing issues don't exclude a game from tournaments; just look at League of Legends.

    And even relatively simple games with heavy random elements like Hearthstone and poker can have deceptively high skill ceilings; it's all about reading your opponent and predicting what they'll do next.

    If the devs really wanted to create a competitive scene with Dead by Daylight, they could. They just don't want to. Either because they want to make more balance changes or changes to their ranking system beforehand; or because they don't think it's worth it to spend all the money to organize an official tournament, invite all of the high-ranking players, and create a ruleset that everyone agrees is fair.

    They can't make a competitive scene because it'd be ridiculous to an outside audience. A bunch of teenagers running a serial killer around piles of junk and dropping rainbow-colored wood on their head isn't the best for E-sports viewing.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/779562#Comment_779562

    Gonna counter your video with this video I found. Stalking is effective, but it could be better. Here's Otz using a basic build playing as intended.

    https://www.youtube.com/watch?v=1jiGKPd6rKU

    While it *can* work either way, especially when we're posting really good killer players, True has posted quite a few videos (upwards of 20?) using no stalk and it's pretty clear to see the benefits of the playstyle.

    In my own experience as an average-ish killer player, I've gotten far more reliable success out of a no stalk build. My initial comment was to just show you that your assumptions about Night Shroud being useless in a chase are kinda incorrect, and that its not a "troll post" to say Stalkless ghostface is perhaps more viable than twisting yourself in knots to make GF's power actually pull weight.

    I don't think your rework will solve the Ghostface's problem with stalk - Survivors have too much of a say in it.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/776483#Comment_776483

    Is this a troll post or...

    If not, how about a challenge? If his mind-games are so strong, how about getting a 4K without exposing a single survivor? Send a video of how his mind-games are strong. I'm legitimately curious as to how it'll help him in a chase where a survivor Sprint Bursts away into a loop they can see over.

    I don't mean to be the person who posts Truetalent, but he is how I heard about this build, and I have tried it for myself. Here's a link, he's been posting a ton of this playstyle of no-stalk ghostface for a few weeks now.

    https://www.youtube.com/watch?v=Rk2zlugcWTQ

    I can explain the logic to you: There is a clear benefit to just using the Shroud to Ambush instead of Stalk.

    In both cases, the survivor gets an alert to run away from you, and will likely start running. In the case of simply using the Shroud to get a free hit, you have injured them so they're one-hit-down already, and you can apply perks that require injury. In addition, they're now easier to track and sneak up on a second time, and need to waste time healing. You can also peel off the chase at any time to pressure the map more, because you've already injured them and there's no way that injury is going away until they stop to heal, wasting time.

    If you Stalk them, they have an increased window of time to notice you if they haven't already, and you simply expose them. That is, again, a big red sign to "loop ghostface for 60 seconds". If you fail to hit them within that time, you walk away with nothing and no time wasted. If they see you while you're stalking them, you lose a ton of distance and again, might walk away with nothing. The time-sensitive nature of Exposed means you can't peel off the chase whenever you want.

    In both scenarios vs a typical survivor that has eyes it is far better to "cash out sooner" and simply land a hit on them while in shroud than it is wasting time stalking them for an uncertain, timed, telegraphed insta-down.

    Using the Shroud mid-chase is a godsend for mindgames, as it means survivors can't track your red stain nor Terror radius, meaning they have a much harder time keeping track of you on loops. If you're getting pallet-stunned with night shroud, that's fine, because it's not taking away anything from you - you were just going to hit them with m1 anyways, you were just using Shroud to end the loop faster. Most of the time, however, the Shroud can basically ensure a successful mindgame on certain loops.

    In terms of being "broken out" of your power, that's completely fine, because No-Stalk ghostface doesn't really care. If they can break you out, they already know where you are, which means that you're probably in a chase with them. It's not like you're going to get stalk on them anyways, so you lose nothing. Also, funny thing, most survivors tend to stand still or slow down to steadily reveal you, expecting you to keep stalking them. If you just run at them and m1 them, they'll usually give you a free hit trying to reveal you, if they're that kind of player.

    Sprint burst is equally effective against Ghostface either way because he's an m1 killer? I don't understand this argument.

    The point is that Stalking with nightshroud is in almost all cases above brown ranks inferior to simply injuring survivors. Being injured versus a killer who can stealth completely is very risky, and abusing ghostface's power to obfuscate survivor's perception is 9 times out of 10 going to be better than using him in his slow, stalky intended playstyle, especially in a game where the killer has no time to waste.

  • Hag's Waterlogged Shoe.

  • I killed a team of survivors today that had 3 red instaheal syringes. It's both extremely frustrating and immensely entertaining to watch potatoes try to get to know their crutches before they're kicked out from under them.

  • Dead by Daylight got me into watching Tom and Jerry again.

    You know, where they run around the table a lot?

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/776053#Comment_776053

    This makes him EVEN worse than he currently is and would just make him an M1 killer. The only thing that he'd be able to do now is remove his terror radius at will, which The Pig, The Wraith, and Freddy can all do. What would be the point? Just give Michael something different instead since stalking is Ghost Face's entire thing.

    You do know that the current best way to play ghostface is to never stalk and only use night shroud for the stealth and mindgames, right?

  • Trapper mainly. I've been dabbling in Ghostface and attempting to get my Hag play better, but I don't like to grind for add-ons on more than one character.

    Trapper can scare survivors off of or mitigate absolutely horrendous loops. You just need to hide from the survivors more than they hide from you, because if they see you plant a trap, you don't have a power.

  • It depends on how good you are at dodging hatchets or using terrain to block them.

    If you're not good at mindgaming the Huntress, or she's better at predicting you than you are her, you're gonna have a hard time.

    it's the same as playing injured vs her.

  • Corrupt intervention is good for the Trapper and the Hag because they are Area-Control killers. The perk presents a choice to the survivors : hide and give the killer a minute or so of setup time that they desperately need, or run into their freshly set traps and risk encountering them.

    Ruin is universally good, but introduces different conditions. Area-Control killers can trap the Ruin totem, but only if they spawn close enough to get to it before a survivor does. It's a mixed blessing.

  • Thanatophobia is only of those perks that Legion seems to mesh well with, but since Legion is such a neutered character, it's hard to see them as a threat even if they maximize its use. It's like Save the Best for Last, or Play with your Food on Legion - in theory, it would make them threatening, and it does work with their power somewhat, but the power itself is so awful you can't help but feel on the back foot no matter how many hits you spread with it.

    The only perk I'd think is baseline "Required" on Legion (besides Ruin or Corrupt Intervention because lol m1 killer) is Unyielding, because it lets you mitigate the god-awful long stun time of Feral Frenzy by baiting a survivor to Pallet slam you. Instead of a 4 second stun, you suffer a 1 second pallet stun, increasing your chase potential by quite a bit.

  • If you're new, spend your opening hours as killer playing one of the m1 killers. Someone like Wraith, Trapper, Billy, etc. to understand the basic 115% movespeed "m1" killer template. Learn how far you can lunge, what part of a fast or a slow vault you can hit a survivor on, and most importantly, learn what looping is and how to mitigate it.

    Learn how to play the jungle-gyms, learn to loop shack well, learn which loops are unmindgameable and game-ending, learn which loops are easy to squeeze a hit out of. Once you understand the painful game m1 killers have to suffer through, and once you understand how survivors rely on their main defense mechanism, then you can pick up Spirit.

    Spirit essentially initiates an "unsafe loop" mindgame as soon as she stands still, allowing her to subvert survivors' typical defense mechanisms and, through educated guessing, land hits on them. You won't be able to do that until you have the "game sense" to know where survivors will go just by seeing the same surroundings they see.

  • "This game is better when people aren't trying to win" just means the game isn't well designed.

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