tannhauser
tannhauser
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The biggest problem with these changes is that they literally just don't benefit lower-tier killers at all. Specifically the "buffs" you get after getting a unique hook. There's a reason you don't run Furtive Chase or BBQ on Pig or Trapper; even if you have the information, the time it will take to cross the entire ######### map means those survivors will already be in a completely different location. A killer like Blight or Billy can benefit from them significantly more.
The devs seem to be promoting this playstyle of "find survivor, down survivor, hook survivor, repeat", but this is only really doable on higher-tier Killers who have very strong chase and mobility. These Killers don't often need to camp or slug because they're powerful enough to already be doing something else by the time a Survivor is going to get unhooked.
This update makes me very unhappy; I feel like it will massively widen the gap even moreso between high and low-tier killers, not to mention making certain Killers (Pig, Sadako, Twins) even less playable than they already are. Makes me very pessimistic for the future of the game; I hope these changes do not go through to live the way they are.
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@Gastongard said:
While I agree some of these are good ideas, they are pretty hard to implement in a game where blight and nurse coexist with trapper and myers for example. To make this work you need to first nerf the toptier killers, and maybe buff some lower tier ones, to make all killers be a similar spot. If not nurse will be much more oppresive than she already is, blight the same, even spirit. Imagine in low mmr. Not viable at all.
I dont think you can buff killers with these kind of basekit features in the state the game is right now.I totally see your point and agree. It feels very frustrating that the tier-list has been mostly the same for years now, purely due to differences in Killer design. If the game was better balanced in terms of Killer strength then basekit buffs like these might not even be something that's wanted or needed.
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@CLHL said:
Corrupt Intervention would become ineffective as soon as it was present in all matches, tactics such as camping it out would begin to be used more. The same thing happened with survivors spawning together; now they deliberately split up at the start and end up being more productive than before. A better solution would be to make repairing at the start of the game extremely slower, at least until the first chase begins.
I would add base-kit Monstrous Shrine, but for all hooks and not only the white ones. Gens before friends is more concerning than ever, last-minute rescues have become too common. This perk only works when the killer isn't camping and punishes rushing, so it would be a healthy addition.
I like this idea! I'm a Monstrous Shrine believer (in that I think it's a funky, unique perk that really doesn't do very much most of the time) but I think this would be an excellent way to reconcile Killer struggles with the longer hook timers and discourage camping.
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@Aven_Fallen said:
Basekit Killer Buffs are really bad. Especially some of those you named, e.g. Deadlock Basekit, which is one of the best Killer Perks in the game. You even say that it helps weaker Killers and while this is true, every Nurse and every Blight would also have a benefit from it.
It is better to buff individual Killers to not make the stronger Killers even stronger.
While I generally agree, I think something like basekit Corrupt would be fine because the stronger killers like Nurse and Blight get their early downs very quickly, and so it doesn't help them quite as much. But comparatively, weaker M1 killers (and even more mid-tier killers who suffer from lack of mobility) would benefit much more from such a change. But I do agree that the weaker Killers of course need some help in the buffs department.
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@tannhauser said:
I've seen some people talking about certain effects made basekit for all Killers so I wanted to compile the ones I've seen, list some of my own, and share thoughts. Feel free to add suggestions.
- Corrupt Intervention (I do like this one, since it feels necessary on a lot of Killers, and would immediately go away after the first down. The perfect example of a buff that helps weaker Killers without being too oppressive on stronger ones.)
- Pop Goes the Weasel (I could see it being nerfed down to maybe 10%, but I don't hate it as an idea. It gives Killers more incentive to go for hooks rather than simply protecting their gens for as long as possible.)
- Deadlock (Would help weaker Killers a ton to prevent 3 gens from popping in the first chase.)
- Gift of Pain (I like this one a surprising amount. It gives Killers some incentive to spread hooks via forcing gen slowdown. The Hemorrhage/Mangled doesn't have to be included, of course.)
- Deerstalker (Maybe not super impactful but still possibly helpful. Probably with a lower total range, and of course, Plot Twist should be immune.)
- No Way Out (but it works in reverse. The more hooks you have, the less time the gates are blocked for.)
- Dying Light (without the buffs to the Obsession of course. A simple stacking gen-speed penalty that encourages hook spreading.)
What do you guys think?
Let me be clear, I am not saying that ALL or even any of these ideas should be added to base-kit, I am just listing some ideas I've seen for perks-turned-basekit and sharing my thoughts.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/454104/concepts-for-basekit-killer-buffs
Early game pressure feels more consistent.
Survivors wouldn’t be able to instantly slam a far gen before the killer even makes first contact. This reduces those “2 gens done before first down” games.
Less frustrating than full block.
Survivors can still work on gens, just slower, so they don’t feel like they’re “locked out of the game” at spawn. This softens complaints newer players often have about baseline Corrupt.
Coordination matters more.
SWFs might still split to apply pressure, but the slowdown means stacking far away isn’t as efficient anymore. Solo queue survivors may not notice the difference as much.
I like this idea! — but I think it should still be slower than one person doing a gen. Multiple gens popping at once is most often the result of Survivors splitting gens, so some sort of slowdown that affects solo gens (for only the farthest generators at the start of the game) would be ideal for me.
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@Highgamer1975 said:
I’m a long-time Dead by Daylight player from South Africa, and I’d like to raise awareness about the severe latency issues we face due to the lack of a nearby server.
Right now, we are routed to Europe, resulting in ping ranging from 180ms to 220ms — sometimes higher. This high latency makes precision-based gameplay extremely difficult, especially for survivors who rely on timing for vaults, skill checks, and avoiding hits. Even as killers, the delay in hit registration or survivor positions leads to constant frustration and unfair-feeling outcomes for both sides.
Why South Africa Needs a Server:
- Riot Games successfully launched South African servers for Valorant in 2023 in partnership with Carry1st.
- We have AWS Cape Town infrastructure already available and capable.
- South Africa has a strong and growing DBD community, many of whom would return or stay long-term if we had better latency.
- Other underserved African countries would also benefit from this — it's not just SA.
Even if a server isn’t feasible immediately, is there any plan to improve routing, or even host temporary test servers like Riot did before their full launch? We love this game, but right now it feels like we’re being left behind purely because of where we live.
Update 18 August 2025This thread is shaping up into a powerful showcase of how widespread the latency issue truly is. Right now, we’re hearing from players in:
- South Africa & nearby islands (La Réunion, Mauritius, Namibia) struggling with 180–220 ms ping.
- Central Asia / CIS hoping for pathways through sites like Helsinki or Budapest.
- Middle East players waiting for access closer than EU servers.
- Central US players suddenly seeing rubberbanding or unplayable spikes — even if they previously had smooth gameplay pre-TWD update.
Let’s make a clear summary post to capture all of this and use it to press for:
- Actual new servers in Cape Town, Stockholm, UAE/Saudi, and central US fallback,
- Even temporary test servers or improved routing would be so better than where we’re at now.
If you’re reading this — drop your region + your average ping. Let’s build a united front so Behaviour can’t ignore how lucrative and underserved these regions are.
This sounds so frustrating. I'm lucky enough to get decent ping (NA West, although I have been noticing some occasional ping issues recently where my connection spikes for no reason) but I think that BHVR absolutely needs to get more servers in these regions. What better "quality of life" is there than letting people play the game as intended? If they're really dedicated to the community, as they claim, then they can't just ignore everyone outside regions with dedicated servers. (Didn't South America get servers recently? I feel like that was a while ago, but.. more of that please!)
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@cogsturning said:
I generally avoid meta perks on both roles but this problem goes both ways. If I'm the only one on a gen a minute into the match with no one in chase and people cleansing dull totems for no reason, opening chests, and crouch-walking around the map, then I pretty much know I'm screwed.
Part of the issue is also that there's nothing else for survivors to do. There isn't much in the way of smaller objectives and I wish there were. I love hunting for hex totems. I also love invocations, but I don't do them cause the risk/reward just isn't good enough. More stuff like that, but better, would make a match feel fuller.
As killer, I feel like I'm in chase for 6.7 seconds when three gens pop and I'm always wondering where that efficiency is when I play surv. I bring maybe one anti-gen perk to help. I'm not bringing a whole anti-gen build though. That's so boring.
As for incentive for spreading hooks, it would be cool if there was some sort of reward for that. And maybe a penalty for not doing it. Like hooking the same survivor twice in a row boosts gen progress, whereas hooking a new one hinders progress. I'd be down for just about any idea at this point because I'm mid at chase and don't bring speed perks, so if everyone else has meta perks I'm an easy target.
I absolutely agree. It feels like strange, outdated game design that the Survivor objective is so simple ("do gens", although Survivor gameplay is of course more complex than that) while the Killer objective can vary wildly based on the people you're playing against and the map you get. (I'm not saying that the Killer needing to kill people to win is a bad thing. Just that purely from a "what do you need to do to win the game" standpoint, Survivors have it much simpler.)
More side objectives — especially ones that incentivize Survivors to move around the map more and not just sit on their generator — would absolutely be a dream come true for the game's longevity. Part of why I hate playing Survivor is just that the objective is so unbelievably monotonous.
Perks themselves can't fix this problem. There's a whole collection of "open X amount of chests to get this effect" perks, but.. why would I use them? When I can just bring a perk that actually helps me in chase or on generators? Boons exist, but they're really just "find a totem, spend 14 seconds, now your team gets a buff". Invocations seem extraordinarily difficult to balance — make them worthless (like they kind of are now?) and nobody uses them, make them too strong and it's miserable for the Killer. I think Invocations with milder effects, but that don't leave you Broken forever, are the sweet spot, since the downside becomes that you have to spend so much time setting it up.
I hate tunnelling and camping (except in endgame scenarios where it's much more justifiable). Fundamentally, tunnelling is simply the best option if you're trying to win the game — hook everyone twice, the survivors are running on 100% efficiency. Hook 1 person 3 times, the survivors are running on 75% efficiency forever. Some sort of gameplay incentive for spreading hooks would really help issues on both sides, I feel.
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@AmpersandUnderscore said:
It feels extremely difficult to catch up, especially with how there aren't even remotely any basekit comeback mechanics for Killer.
There are tons of base kit comeback mechanics for killer.
As gens get done, the playable area shrinks, survivor resources like pallets, items, and perk charges are consumed, camping and tunneling are literally comeback mechanics (although people use them at any time), bloodlust is actually free.
You basically always have a chance at a kill, and the game isn't over until the match end screen. It may not be likely, and can require extremely good gameplay and possibly perks, but killers can still get a 4k even if all 4 survivors are alive when gens are completed.
Well.. I'm right. So there.
But seriously, I get what you're saying. I just feel like that if survivors play with a little awareness they can create a really awful gen spread for the Killer, and then while the "playable area" technically does shrink, there's a massive dead zone in-between those areas that's really tough to manage if you're not playing a higher-tier killer who can deal with that.
Pallets do disappear, but a lot of times, unless you're playing a killer who can shred through pallets, dead zones are often a loss of efficiency. What I mean by that is all that time you spend chasing a survivor and getting them to drop pallets is time the other survivors have spent on gens.. and then that dead zone doesn't mean anything if no survivor is ever going to be there. But of course, if the deadzone is near where the survivors want to be, then of course it will help. I'm just saying that this isn't really something that helps the Killer so much as it detriments the Survivors if that makes sense.
Sure, Bloodlust is free. It also takes 15 valuable seconds to get to Bloodlust 1, which often isn't enough on its own, and that's without being able to kick pallets or use your power.
And you can absolutely get a 4k when everyone is alive when all gens are done. I'm not disputing that. Miracle games can and do happen. It's just very hard, and against Survivors who know what they're doing, endgame saves are impossible to prevent.
So much time spent chasing or looking for Survivors makes it very hard to catch up in terms of objectives and pacing. That's why the gen-stall meta is here, to make up for that difference. Without any built-in comeback potential for the Killer outside of simply "get insanely lucky, hope the survivors misplay, and get your slug wincon", it's hard not to feel like all of these meta perks are necessary, and even then, sometimes it doesn't feel like enough.
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@ThatRyanB said:
Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".
We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.
Nice to see a Stormlight fan is on the dev team.
The thing is, I wholeheartedly appreciate attempts to make the outdated Maps and Keys more useable, and think that was fairly successful. I'm mainly a Killer player, and I never thought Fog Vials were ever that problematic. Infinite uses were very odd for an item design, sure, and it awkwardly limited any balance attempts — if the effect wasn't good enough, then nobody would use it, and if the effect was too good, it would be miserable to play against.
I think the original opacity of the Fog Vials was completely fine. Generally, I don't think they were ever that bad, just that anyone who expected to completely lose the Killer when they pop a fog vial in their face was going to be disappointed. Being able to turn off your scratch marks at a moment's notice is definitely not useless.
But now, with only two charges, what's the point of the Fog Vials? The effect is not very strong by itself, and you can only use it 2 times per match? It's ultimately the same problem with Maps and Keys — why on earth would I bring any of those items when Medkits (a guaranteed and reasonably fast self-heal, which becomes extraordinarily stronger with the existence of Styptics and Syringes) and Toolboxes (an extremely powerful tool for getting gens done quickly, especially by yourself) exist? Both of these items are fantastic at using Built To Last as well. No item rework can possibly make anything more appealing than a strong Medkit or Toolbox. I think those absolutely need addressing if you want people to be using other items in the first place.
My suggestion would be to revert the opacity changes, and maybe bring Fog Vial charges up to 3-4, maybe with an add-on that gives you an extra charge. I think this would be reasonable and make Fog Vials useable without making them overbearing.
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@CrypticGirl said:
The offerings do need an overhaul, but I wouldn't say get rid of them entirely. I would say just keep the escape cake/Survivor pudding and Bloody Party Streamers and get rid of everything else, but idk, I feel like that could open another new can of worms.
As for "making offerings that actually do something," what would you have these offerings do?
I'm honestly not sure. Offerings occupy a weird niche. If you give them too much of an impact on gameplay or too powerful effects then it'll be the same offering every single game, but you still want the offerings to do something. Imagine an offering that gave you base-kit Insidious or a 3-second Lethal Pursuer at the start of the match or something. Effects that can be useful in some situations and on some builds, but are far from a fifth perk slot. (I mean, preferably you'd also have ones with effects that aren't just watered-down perks, but hopefully you get the idea.