terumisan
terumisan
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- terumisan
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i want demo tbh
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never seen him. he's always been a noob stomper tho
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@UndeddJester said:
All in favour of rallying together to make a Spider killer?
https://i.pinimg.com/736x/78/05/0a/78050a81d4ea09b3ea186d82015ee91d.jpg
nope i want a shapeshifting killer
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@Deathstroke said:
My biggest issue would be when survivor abandons match the killer still gets the kill at least. But if killer abandon match survivors will not get the escape. If they add killer bots then it's different.
But personally I think abandoning match is bit too easy now. I think last survivor should not be able to abandon match immediatelly maybe after like 30 seconds is fine. But when killer slug multiple survivors then the current mechanic is good.
sorta? if a survivor abandons it's a draw for the survivors but if the killer abandoned it's a loss for the killer so in every scenario it's a draw for survivor but a loss for killer
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how it worked when demo went away was they were apart of the general pool of perks so if you just keep cycling through the bloodweb it'll pop up
also perk names changed
surge → jolt
cruel limits →confinement
mindbreaker → ? (i forgot this one)
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@Twiggsy said:
Apparently they badly nerfed ghost face exposed in 2v8 -50% duration an already weak killer and they gave him miniscule buffs to compensate and didn't give him any reveal resistance.
why didn't they get rid of his reveal until he attacked? since he can be observed from too many angles too easily
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928308#Comment_3928308
Design wise, if we give players an out at every emotionally frustrating point
ie:losing a chase, survivors escaping, bad map pressure…
it effectively becomes a "skip button" for unfavorable outcomes.The survivor abandon feature was added in response to forced loss of agency; situations like slugging and match stalling, that made the game unplayable.
Killers, even at the endgame, still have agency: tools, mobility, power, and potential for clutch plays/kills. That's a critical difference.
Wanting to abandon the match just because it feels unwinnable isn't the same as the match being over. That’s part of the loss condition. Designing around frustration or ego instead of gameplay, opens the door to abuse and undermines the value of key moments, especially in the endgame.
so why didn't survivors just change their perks and adapt to the new meta? if survivors saw that killers were going for the 4 man slug they could've easily put unbreakable and/or exponential in order to counter this but instead they begged bhvr to nerf (completely change) knockout and add a brand new mechanic that allows survivors to dc for free
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@NaveR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928278#Comment_3928278
The discussion has long switched to the "after the EGC starts" notion. But well, if I know I'm not using no way out or don't have anything else to turn the game in my favor, that's essentially a defeat and a waste of time. It's up to me to evaluate if I can actually do anything about the situation or not.
so why did survivors beg for knockout to be changed and the devs added an entirely new feature to the game instead of bringing exponential and unbreakable
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@Beano744 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928235#Comment_3928235
That's not a good reason for not having an option for it at least. The "sensitive" people will just keep it turn on.
blame the community and bhvr but also you have to blame sensitive people outside of this community since they're censoring the broader internet as a whole since they can't just turn off the monitor or do something else
it's pretty depressing when you think about it
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people are sensitive unfortunately
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928215#Comment_3928215
I mean there's objectively a few good reasons as to why she underperforms
- She's a free character meaning a lot of new players will try her/play her and not understand how to best utilize her power.
- Her power takes practice and a good amount of muscle memory/knowledge of survivor movements.
- As time's went on, average survivors don't immediately fold vs an average nurse and stand a decent chance if they don't give up.
Also in mmr '1,800 and above' stats from Jan to March this year, Nurse was #4 in the top 5 deadliest killers. The top 3 being a tie between Freddy (Recently reworked), Twins (Always been strong just jank) and Blight (Blight).
i wasn't giving context to it since he was using the bhvr infallible kill stats and treating it like gospel that explains everything but i haven't checked the stats since they were posted so i'll update it and just put whatever top tier that's not there and say they need buffs
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928177#Comment_3928177
i'm personally fine with giga buffing all killers across the board and nerfing survivors tools across the board and if survivors complain telling them to kick sand because killer is the power role but we all know that won't happen
I have great news for you: they've already spent 3 years doing exactly that. They even put out stats saying they're hitting those 60% kill rate targets overall, SWF is escaping at roughly the same as solo q overall, and that this has been done intentionally and specifically, not for balance, but because they want killers to be more powerful.
It's just that nothing is ever enough for some of the most entitled people in this community, and those people always want more killer buffs and survivor nerfs, no matter what the facts and data say.
you mean those vague kill stats where they don't really tell you anything? whether this killer got high kill rates from a go next 1 hook or 3 hooks
also doesn't nurse underperform with kill stats consistently? we could buff nurse if you want
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928169#Comment_3928169
Yeah, sorry that the "power role" and "asymmetric game" suddenly work against you when everyone in this thread is trying to equate two totally different things that, demonstrably, aren't remotely the same.
well the power role cope only magically comes out when we're suddenly benefiting survivors but when it comes to balance suddenly that gets thrown out the window because it's "unfair for survivors" or "in the name of balance" and we see killers and killer perks get nerfed
i'm personally fine with giga buffing all killers across the board and nerfing survivors tools across the board and if survivors complain telling them to kick sand because killer is the power role but we all know that won't happen
but this is about the blatant double standard that survivors get to quit when they lose but a killer can't
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928121#Comment_3928121
Because the game isn't over yet. This is the huge disconnect and one of the biggest things in end game for the killer.
It's entirely possible to still get chases, hooks, even kills after the gens are completed. And that's the phase of the game that were talking about.
There are entire perks and builds dedicated to this concept, and at least one perk and build that completely relies on not just exit gates being powered, but open and the timer at least partially ticked down (blood warden).
The biggest difference here is that killers are the power role, and have tools to injure survivors and encourage or force them to behave differently. A survivor who works on a gen in the killer's face or stands in the exit gate after opening can be forced to stop doing that, base kit, by every killer. And the penalty for them continuing to do so is being injured, then downed, and potentially hooked, especially if they (or their team) makes a mistake in the process. Some killer's kits excel at this, as well as builds: people generally will not lurk around a slinger, tombstone Myers, or instadown (although there are absolutely clips of that also, and essentially free end-game kills).
I'll also point out that these tools do not exist the other way, survivors cannot force the killer to stop tunneling one person, or stop camping, or stop humping a slug for 4 minutes. There's no base kit "the killer can be forced into a state where they physically cannot do [that thing] anymore" for survivors. They can't force the killer to do anything, and at best they can make light suggestions with body blocks or perks (usually spending health states and potential gen time in the process) that the killer should maybe, please consider doing something else since this might be a barely less efficient use of time for them now.
End game, and specifically EGC is an opportunity for the killer, and a FAFO moment. You can try to bait someone out of the exit gate, you can injure, down, or possibly even instadown someone. It boggles my mind that we've gotten to a point that people think "gens are the objective" to such a degree that this equates to "gens are done, there's nothing else you can do, the game is over".
And even if you want to play the "I don't want to go see potential teabags" card: ok, you don't have to do that either. That's where the agency part of this comes into play. You can, absolutely, choose not to engage. But the match isn't over until everyone is out the gate or dead. This is an entire phase of the game that the killer has available to specifically lure survivors into overconfidence, and making last minute mistakes, that can absolutely still cost them the entire match.
I'm genuinely sorry that most people on these forums don't seem to see it that way, because that is a PvP element and mind game that people seem to just not understand in 2025 DbD for some reason.
ah the killers are the power role cope i haven't heard that in a long time
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927968#Comment_3927968
Worst part is they made the slugging DC a draw for survivors. Make that make sense.
i guess they didn't really think it through? i t might've been survivors are complaining about slugging is unfun lets change knockout and put in this new system to prevent it but didn't think of the consequences or at least put in lose conditions for survivors to prevent them from abusing it
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927944#Comment_3927944
Well that is a psychology and maturity problem, unfortunately that is not something an in game mechanic can address in any online game.
However the same toxicity and immaturity applied on the killer side, with the bleeding out and humping for 4 minutes. So they added in game mechanics to removed the ability for immature/toxic killers to grief others.
Okay so having to push out survivors is annoying I agree, however I think it is a far lesser evil than giving killers the ability to bleed a lobby out for 4 minutes
yea but i can turn that psychology and maturity back on survivors but it's infinitely worse because it's a perk problem because survivors can switch their perk load out oand bring boon exponential and unbreakable and turn that situation around instead of begging the devs to add a brand new mechanic that allows survivors to just dc for free and killers to lose at every scenario
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927903#Comment_3927903
I absolutely know why the EGC was added, I was playing before it was a thing and toxic survivors did indeed hold killers hostage. Now we have the EGC, so that took care of that problem.
i mean all it did was force survivors out but not the survivor toxicity so it only solved 1/2 the problem
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@MaTtRoSiTy said:
I do get the argument but killers can at least push survivors out and EGC sure is not as long as being humped on the ground for 4 minutes. Blame the killers who could not play normally and decided it was a good idea to encourage a slugging meta.
Most people aren't like this of course but it is always the small minority who ruin it for the normal majority.
??? you do realize that egc was made because survivors wouldn't leave until you push them out right?
this has been a problem for years also the slugging meta started because of the constant nerfs to gen regression and killers realizing that hooking survivors makes them stronger (which never was addressed the devs just decided to remove it btw)
your probably way more likely to run into toxic survivors than a toxic killer since there are more survivors
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@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911567#Comment_3911567
Late response sorry, but I mean as far as a year ago or more it can go from first release or maybe later stages you name it as long as it isn't present day Bhvr Dead by daylight
i mean it is better than back then even though I don't like certain aspects of balance now
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@vol4r said:
We are forgetting that bhvr has a killrate target.
If killers will be underperfoming, they will get buffed accordingly.
We need to give them time and benefit of the doubt on this.
doesn't nurse underperform when looking at kill rates? are you looking forward to nurse buffs
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/5MDRZR10641M/1000000700.gif
Who know about this?
Image is fan created.
lol that killer would probably destroy people's computers
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927332#Comment_3927332
Just bring unbreakable, exponential, DS, OTR, and an exhaustion perk every game, in case the killer does anything even remotely meta and base kit for them. Got it.
Not to mention crawling to the boon, which screams at the killer, also tells them where your teammates are.
Which is all irrelevant, again, because if teammates are up survivors can't abandon the match with the feature in the first place…
At this point, you're not only missing nuance, as well as clear differences, but just trying to instigate an unnecessary "us vs them" with your "git gud" comment.
newsflash the game is inherently us vs them
also you can run ds unbreakable exhaustion some fourth perk people don't need to bring the meta i bring a full boon build personally
survivors personally shouldn't be able to abandon a match just like a killer isn't able to but with how it's implemented now survivors end in a draw no matter what and killers end in a loss if they abandon (but this isn't the point)
the point is this is a survivor refusing to adapt issue
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927318#Comment_3927318
Unbreakable works once, and exponential can't be applied to a totem while you're downed (but it can be snuffed).
Which is also a meaningless distraction from the core point of this discussion, which is that, base kit there is no way for survivors to get themselves up from dying.
And the options for killer, being force them out, go get BP, or just ignore them, are all base kit features.
its not meaningless since a single unbreakable can turn a game around and if the killer is willingly going for the 4 slug a single person can just turn it around. even more so if 1 or 2 people bring boon exponential since the slugged aren't locked in place and can just move to the boon since they have 4 minutes.
it's literally survivors not adapting
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290
the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.
the survivors can bring unbreakable and boon exponential they do have options they just won't use them
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@Calebs_tobacco said:
As the title suggests id like to hear what unpopular opinions you have on maps.
To start of the discussion I would like to say that I feel that the original realms aren't as balanced as some people try to make out. I feel that whilst the Autohevan/McMillan maps have a good balance on most of their realms A few stick out to me as been subject to rng on whether the map favours one side or the other. To pick an example, the middle segment of Suffocation pit is one of the worst offenders of rng tipping the scales onto one sides favour, as it is common for various tiles such as jungle gyms/ variant gyms & trash pile gyms to spawn in close proximity to each other.
Another map id like to point out is Azarov's resting place, the I shape of the map hurts both the killers & survivors experience on the map. It hurts killers as the gen spread is present at both ends of the I & it hurts survivors as the wide gen spread encourages the killer to camp one side of the map.
Id love to hear your unpopular opinions on maps (or maybe I wont who knows).
when i play survivor i miss old sheltered woods (with the big tree) despite it being heavily killer sided at the time there was a lot less clutter compared to sm map
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@Neaxolotl said:
There is plenty of hex perks that does this, I'm not sure why it cannot be applied to boons too
Especially if we gonna pretend boon sounds are super loud and obvious, all it does is simply gatekeeping with hearing capability
i mean personally i have no problem with the aura being revealed since the problem i have with boons is survivors can light them infinitely and hexes (in general are supposed to be strong) get nerfed to uselessness and gets destroyed only once outside undying
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926826#Comment_3926826
Hard disagree.
You don't have to do anything to make this fair, strictly speaking. It's already totally fair for any killer to only be bringing one of these perks right now, pushing players to make that choice wouldn't break the game or anything.
I just think it'd be positive to also think about buffing base regression a little to bolster that fact. It's not a necessary part of the change or anything.
your not really recognizing the problem which is gen speeds if gen speeds were nerfed to where m1 killer is viable i'd be fine with dumpstering all gen regression
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@jesterkind said:
Now, if you're the type that reads that title and reflexively starts disagreeing, hear me out. I think this would work out to be better for killers overall than the current setup, where slowdown continually gets nerfed because people can stack it for overwhelming advantages whenever the individual perks are too good.
And, on the flipside, it sucks as survivor to go against quad slowdown even when it's not super oppressive, it's just an annoying type of perk to see that much of. Everyone could potentially benefit from limiting how many slowdown perks a killer uses on average.
With that in mind, here's my pitch:
- Generators that are currently regressing cannot be damaged by generator explosions or blocked by the entity.
This sounds like a bigger deal than it actually would be in practice, so let me break it down.
Generators that are currently regressing already cannot be kicked, and this is a logical extension of that, but more importantly than that a generator won't be regressing unless you did something to regress it. To my knowledge, even a survivor failing a skill check and immediately letting go of the gen doesn't start a generator regressing, meaning the killer has complete control over when this new feature would actually affect them.
If all you're bringing is any number of gen-block perks, all you need to do is not kick gens that you think are gonna be blocked before the perk affects them.
If all you're bringing is some direct-explosion perks, ditto, and also probably don't bring that many or they'll start to conflict with one another.
This should, as far as I see, only affect the killer if they bring multiple perks of the same archetype, which is exactly what we're aiming for here.
The reason I say this should work out better for killers is because it allows for much safer buffs to slowdown in healthy ways. For instance, if the devs were to introduce this change at the same time they, say, raised basekit regression speed from 1/4th survivor speed to 1/3rd survivor speed, that'd directly buff gen kicks healthily as you need to keep survivors off the gen for the regression to add up, which is typically healthier gameplay, and it'd also be an indirect buff to perks like Ruin or Oppression.
At the same time, certain perks can be slightly buffed, like Surge or Pop, because they're very unlikely to be used alongside other slowdown tools.
All in all, I think it'd make for a healthier baseline than what we have now. I ask you to consider it carefully first, but I am curious: What do you think?
you'd have to buff the base regression to 400% to make this fair in any way and get rid of gen kick limit
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@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926564#Comment_3926564
It's called kidnap tech
the kidnap tech got removed though
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or bring unbreakable with boon exponential. stop begging bhvr because your too lazy to switch perk loadouts
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@Yoshirama said:
lmao no thanks. He needs even more nerfs, especially his glitched vault and more cooldowns
glitched vault? wym?
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@ChurchofPig said:
I thought I would put this discussion out there so we can see how far people have gotten in the rift after the first week of the new system. Obviously there has been a lot of complaining about how slow it's been going and I want to see exactly how slow that is. Also obviously, since everyone plays a different amount of this game with a different amount of time, I'm expecting some wildly different answers to come out of this.
For example: After a week of the new rift, I have completed 28 tiers and am now working on the 29th.
Compared to before I feel like that's a similar pace to before because usually by I want to say Tier 15-20, I run out of challenges from the first tome level and I would have just been leveling up by experience transferring to rift fragments by now. Although it's really hard to say. It isn't lost on me though that a main reason I'm this far after a week is the milestone awards where I'm getting closer to the end of each and after maybe another week or so, I'll be out of those to do and the pace is going to slow down a ton. Currently the lowest steps I'm at are for the Repair Generators and Escape Trials challenges where I'm on Step 6 for both. The highest step I'm at is actually for healing others and I'm at Step 9 for that. Everything else is either step 7 or 8 which is pretty far.
rift? i never even looked at it yet
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@Bonvex said:
Seems like the changes did nothing for Xeno playerbase to increase.
https://us.v-cdn.net/6030815/uploads/8IFFH3D99J20/image.png
Top 6 bottom pick.
never played xeno even though i own him the recent changes made me stay away even more
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@DeVyre said:
I'm not playing much in this last months but tonight I logged for my casual couple of games and, it's not like I'm not used to playful or rage comments, this* is what I got for a game I actually lost (I only killed one of them)
*a lot of slurs, racism and toxicity
bhvr allowed slurs? last time i checked they were censored. how pray tell?
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That's not the kidnap tech he was able to do that from the start i'm pretty sure its a feature
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you see freddy? i haven't gone against him yet no one plays him
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we need prb hangman's trick numbers where it was 16m per hook and it would be fine
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@Xxjwaynexx said:
So tell me..... What do you considered tunneling!!!!
For me tunneling is bypassing all teammates and avoiding all chases to rehook a recently unhooked survivor before 1 gen if all players are alive and before egc if someone is dead.
if the killer goes after 1 survivor only regardless of survivors being slugged or however many gens are done
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@TheTom20 said:
What reasons stopped you playing killer?
I was watching JCglitchmaster latest video about the the latest dbd survey.
One of the questions was about people taking breaks from the game an one question there was a couple of options about things like killer perks, killer addons an camping etc.
But there was nothing about things that specifically only affected killer.
Lots of my friends have given up the killer role for a few different reasons an they only play survivor so I was wondering what stopped you playing as killer?i took a loooong break before because if you get to high mmr where survivors blast gens and know how to loop if you don't use a killer with mobility you lose, on top of that the devs were constantly nerfing gen regression (i left wayyy before skull merchant and the gen kick limit)
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i think it's the bite prompt when you leap twice that's how i got it
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@MoZo said:
Am I the only one that really dislikes the new lighting for cosmetics and characters? Especially the bloody prestige styles. Before, a lot of the older killer bloody outfits had them covered in a bright red color that actually made it look like they were drenched in blood. Now the lighting makes the blood wayyy less red and I guess it’s more “irl accurate” but it makes the skins look way worse. Freddy and Billy are my 2 biggest examples, their prestige outfits look super shiny and dark dried up blood.
https://us.v-cdn.net/6030815/uploads/ZKECRV880QY5/39729f7a-b094-457c-9e38-8b2530d6d5bb.png
https://us.v-cdn.net/6030815/uploads/3ECYN5G2Q18V/4ee222d8-4fa4-4c00-b2dd-ce348097ae7d.png
Anyone else really dislike the changes as well?
they look like they got covered in mud instead of blood
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923276#Comment_3923276
It is not.
OTR increases the Endurance timer, which is what allows it to be used for bodyblocking so effectively.
Babysitter, by contrast, only provides some stealth elements and much higher Haste, which you could honestly argue makes it slightly harder to bodyblock since you'll be moving further ahead of the killer when you run.
Babysitter is not a perk you can use to bodyblock for any longer than the basekit duration, and it also makes it slightly harder to do because you move faster. It really truly doesn't make bodyblocking any easier, at MOST it just doesn't STOP you from bodyblocking with the basekit Endurance.
ah i was wrong i got it confused with borrowed time with the speed boost it is possible to take a little bit more advantage due to the speed boost since if the killer swings after the unhook you potentially can take the hit since you are faster and run away faster due to speed boost haste and weapon wipe
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923201#Comment_3923201
How are you hit by Babysitter if you aren't tunnelling, though?
That's the only perk OP mentioned so it's the only perk we have to provide context for the discussion.
because a person can still bodyblock using babysitter? you do realize that babysitter is just otr with a speed boost right?
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@Blueberry said:
I'm not sure why they're so hesitant to give heavy buffs to all the low tier m1's to get more people to play them.
as we learned with kaneki any killer who's remotely strong will get nerfed into the ground because survivors on mass will complain
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@Domintor_boom said:
this is my first discussion but it’s more so for my wife. She’s a survivor main, I’m a killer main. I love playing killer and switching between different killers. Problem is that it don’t matter what survivor i get put against. To a killer they’re all basically part of the same objective. Elimination and that’s it. But as i watch my wife play, she gets the same killer over and over and over again 3-4 matches in a row and it’s the same killer. That can be annoying to someone who wants a challenge against a variety of killers. So why not add a filter suggestion for survivors to pick out the killers they don’t or do want to play??
it's because the survivors will filter all the mobile killers and then when que times slow to a crawl wonder why it takes so long to find a game
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@Adam_Francis_Main said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922945#Comment_3922945
the issues is people will still not run it but complain about tunneling killers. The devs try to hand hold too much
well yea people don't want to break from the meta even though pre buff babysitter was just otr with a speed buff w no grunts and blood
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@Adam_Francis_Main said:
Why?
babysitter was strong before no one used it
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@Raccoon said:
Think they'll ever change this archaic system or maybe even create a useful detection/reporting system?
because people lie? like a lot
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i mean i use him occasionally/casually but i think he's just ok
