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tyantlmumagjiaonuha

tyantlmumagjiaonuha

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tyantlmumagjiaonuha
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  • I regularly use a VPN to play on servers in the US, Canada, and Europe. This is to practice for competitive tournaments and get accustomed to matches in high-ping environments.

    First, as several people have already pointed out, the playstyle demanded in Dead by Daylight varies significantly by region. North American players tend to prefer thoroughly crushing the opposing Killer team through taunts like flashlight use, pallet stuns, end-game chat messages, and T-bagging, rather than completing generators to escape themselves or sacrificing themselves to let several survivors escape. They also don't seem fixated on outplaying opponents through sheer skill. On the other hand, those focused on competitive gameplay or improving their stats exhibit astonishing stoicism. Players in Europe, meanwhile, seem to engage in even more stoic and competitive gameplay than their North American counterparts.

    In contrast, Asian players seem to play with the goal of escaping themselves in mind, but even if that fails, they focus on helping allies escape, earning their own pips, and accumulating BP. In exchange, their perk and item builds show no room for experimentation. They almost always bring OtR or DS, and if an unhooked survivor enters body block, they almost always have them equipped. What's truly astonishing is their relentless teamwork. Especially Korean 3-4 player squads—their role division and coordination are astonishing. They fully utilize every available perk slot, leaving you amazed whether you're facing them or playing alongside them.

    Another major difference between Asia and the West is the mindset around PvP games as a shared experience. I once practiced Skull Merchant on American servers, and in about 20 matches, over 40 players disconnected and left. If they find the game experience unfun, they leave without a second thought for opponents or teammates left behind—this attitude feels particularly strong in Western regions. The "blaming others" mentality common among OW or LoL players seemed strongly present in DbD as well.

    I don't think we can conclude that players from any particular region are superior or inferior, but personally, the users I'd most like to play Survivor with are those from Asia and Europe. On the other hand, the Killer players I'd most like to face off against are those from North America who strive to express their creativity through unique builds and distinctive gameplay.

  • When playing online games, there are far too many players (especially on NA servers) who fail to grasp that both allies and enemies are human beings investing their time to play. Even when playing games like LoL, Pokémon Unite, Apex Legends, or Valorant, disconnections and quitting aren't this frequent.

  • The pallet density remains high, but the loop's safety has changed significantly. You should focus more than ever on either extending the distance per lap by utilizing connections between pallets and windows, or skillfully directing pallets to hit the Killer directly.

    Previously, some maps allowed for a 5gen chase just by mindlessly touring the pallets, but such easy games are no longer possible going forward.

    PS. Is Disturbed Ward's main building bugged? I encountered instances where 6 pallets spawned and others where only 2 spawned.

  • Having to dash around the map to deploy traps is a fatal mismatch with the pacing of Dead by Daylight. By the time you're ready, two or three generators are already fixed, making a comeback nearly impossible unless the survivors make significant mistakes. This applies not only to the Trapper but also to some other killers.

  • Currently, I believe the biggest issue M1 Killers face is the disparity in palette density across maps, so I think we should prioritize addressing this map-wide issue over individual adjustments. Unfortunately, Ghostface was one of the Killers most negatively impacted by the recent map update.

  • Content creators who've played both sides for over 1,000 hours are far more credible than people who just scream nonsense on forums after playing Survivor for a few hundred hours.

  • If most killers want an environment where they can't play properly, then fine, but I want to play many matches against killers other than Nurse and Bright when playing as a survivor, so I'd like to see a bit more adjustment to the pallet density.

  • I play games across various genres, but I've never seen a PvP game with this many disconnects and quitters. Especially on the North American server, when I played using Houndmaster or Skull Merchant, over half the players I faced disconnected during matches. Their mentality is just too immature.

  • There were simply too many things that should have been implemented first: reinstating penalties for Oil Survivors using Go Next, countermeasures for that, and educating those who report killers for cheating after matches without even looking at their perks or add-ons.

  • We should have implemented something similar in the main game. Instead of coddling survivor-only players with repeated failed, pointless measures like anti-slugging and anti-tunneling, we should have provided a proper tutorial to improve their skills (especially for survivors on the North American server)

  • The Escape Artist's Sprint Burst, which can be activated at any time, is so incredibly useful that even if other classes are added, there's little reason to choose anything else in its current state. Its perceived pick rate seems to exceed 50%.

  • Many players, especially those in North America, often seem to view this game as a fun TRPG for five people. However, the essence of this game is a competitive battle.

    For the Killer to reach 3k or 4k points, the shortest path is to reduce Survivors' work efficiency—either by tunneling or camping to eliminate one Survivor early, or by forcing them to complete tasks other than generators. Survivors, aiming to escape, repair generators to deplete the Killer's remaining HP as quickly as possible, or steal the Killer's time through stealth and chases. Perks and items that create second chances, like Dead Space or Light Save, are also highly effective.

    The problem is that BhVR is adjusting this based on the reasoning that "players can't enjoy the ritual for long." This is why they've increased survivor hook durability and implemented base kit BTs. Meanwhile, their response to gen rushing was merely adding 10 seconds to the base repair time. Maps that gradually shrunk to shorten search times ended up increasing chase durations instead due to higher pallet density, so the overall effect was negligible.

  • You get a whopping 750 BP as a hook spread bonus, and depending on the Killer, you get a 15-second slight acceleration that vanishes the instant you press the ability button!? They say you can move 6 meters farther than usual in 15 seconds. Don't you think that's a ridiculous bonus? Survivors get the base kit babysitter or the upgraded OtR, and unlike the last PTB, the hitbox for protecting allies is back. With all that going on, it's more beneficial for the Killer overall to just try to land two hits and tunnel.

  • I felt like Matthew's message was saying, "If you really wanted to, you could put 100 pallets on the map, you know?"

    Nowadays, even maps like Red Forest that were originally spacious and had lots of chase positions generate over 20 pallets.

  • Judging by their recent balance adjustments, it seems the M1 Killer is no longer on BhVR's radar. I felt the message was clear: play the Nurse or Bright, or practice with skill-intensive Killers like the Huntress or Spirit.

  • First, it's practically useless for Killers who lose Bloodlust when using abilities. Imagine this: after hooking a Survivor, you set a trap in the hallway or ring the bell, only to vanish with the bonus for going invisible. What's the point?

    Since using the ability makes the bonus vanish, 15 seconds feels short for a Killer with a face width of 20m who has to frantically move away from the hook at 4.6m/s or slower "to avoid punishment." And if you manage to encounter the survivor and start a chase within those 15 seconds, it vanishes instantly? Just reading the text makes it obvious this is useless for most Killers. What's the point of testing it on PTB?

  • It's incomprehensible that they'd leave this phenomenon untouched when it's been widely used in OTR for years. Since survivors getting tunneled causes them to uninstall the game, wouldn't it be better to remove the hitbox altogether? After all, they wanted survivors to flee far from the Killer by applying a buff that eliminates even blood trails and moans.

  • Enabling all perks at once would be overwhelming with too much information, but I think the top-tier survivor perks should be unlocked for a set period or included in the base kit. Beyond that, it would be perfect if they could eliminate those who set up macros to farm points and leave their Doctor idle. This game has far too few new killer players. Starting with a fresh account (created when I bought my PS5) means enduring excruciatingly long queues only to match against idle killers.

  • After all the feedback from the last PTB, I'm shocked they're still trying to eliminate any options besides finding survivors, chasing them, and hooking them. It's obvious this makes it impossible to fight properly unless you're a Killer with a fast down-time or quick generator rounds. Or are they planning to introduce bot Killers in Ranked Matches that use characters other than Nurse or Bright?

  • Alongside the famous quote about survivors' frustration, a new famous quote about reasons to uninstall has been added. What aspect of survivors will they focus on next?

  • Torment Creek and Thompson's House are clearly overkill. Originally, thanks to the buildings featuring windows and surrounding loops that were never weak to begin with, these maps offered the fun of strategizing Gen's control and chase escape routes. Now, no matter where you run, it's just pallets everywhere, and you don't have to think at all.

  • Regardless of quantity, the quality of the pallets is exceptionally high. Not only do they connect to sturdy buildings and huts, but when generated near strong window frames (boats, logs, docks), they enable various looping possibilities.

  • Previously, it was worthless because its only effect was to assist survivors' sprint bursts when used. Now, it literally hinders the gameplay of every survivor. It should be immediately disabled.

  • BhVR temporarily disabled the hook stage for survivors in PTB, making the hooked state invisible for a period after hooking. They must genuinely believe removing rescue notifications from cages won't affect gameplay.

  • If there were no issues before the buff, why was this reworked Shape so unpopular worldwide?

    I sent feedback to the official forums multiple times since the PTB phase. Overall, using Tier 2 felt pointless, and the survivor notifications and movement speed reduction when upgraded to Tier 3 were fatal. The slow activation of the charge attack and poor handling due to camera work made him weaker than before the rework. It's unclear if this adjustment is optimal, so stats may change, but at least in the current environment where most maps exceed 20 pallets and loops connect, he simply cannot be called a strong killer. He's at best mid-tier.

  • No way! You think a killer with this level of loop counterplay is too strong? You can probably only handle trappers without traps or regions now, right?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016181#Comment_4016181

    I've noticed Asian Survivors aren't better at looping, they just stick to gens. There isn't really any altruistic play at all. Likewise, the Killers don't tunnel or camp.

    Makes sense why the KR is lower. Killers aren't playing up to their potential and Survivors don't care about each other lol.

    The skill of a killer isn't just about camping or tunneling, and the skill of a survivor isn't just about having long chases.

    Speaking purely from my personal perspective, survivors on Western servers are incredibly skilled at using light stuns and flash grenades, but when it comes to looping, I haven't generally found them that skilled—except for streamers and a very small number of players. They often fixate on a single pallet or try too hard to outmaneuver the Killer with feints, making it possible to simply chase them straight and get a hit.

  • I usually play on Asian servers, but occasionally play on servers in Europe, America, etc. via VPN, accepting the high ping. I play with streamers and friends. This statistic feels accurate based on actual experience. Survivor players on Asian servers play in line with the game's primary objective of fixing the Gen, so I believe their escape rate is higher.

    On the other hand, I feel Western survivors don't prioritize escaping. They focus heavily on preventing hooks by stunning the killer or destroying hooks. On top of that, many users on the English forums loudly proclaim survivor powerlessness and killer OP, and I've been fed up with this gap for years. Whether you play to align with the game's core purpose or aim to crush your opponents—we're literally playing different games across regions.

  • Skull Merchant should have prioritized delivering the promised rework to users before creating new skins, and there are far too many puzzling elements in the updates accompanying this event.

  • Since Myers was also put in the punishment cell during the recent rework, it should help distract him a little from his loneliness.

  • Playing as a killer in tunnels or camps is one of the player's choices and is not something that should be penalized.

    Disconnecting for selfish reasons unrelated to bugs, like you did, violates the game's rules and will be penalized.

  • I'd rather they fix existing bugs than add lift perks or new skins. Please spare us the Nurse still glitching despite the terrible palette size and spawn issues (game lagging mid-Blink or getting stuck on objects).

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012649#Comment_4012649

    Right now my advice is dont play m1 its getting worse and worse with m1 killers, before that palett adding patch killer like doctor was solid m1 or better m1 killer because of his antiloop but now he droped one tier down for sure because that amount of paletts arent good for m1 killers (maybe wraith with addon that gives you 60% breaking speed can) or killer like bubba.

    I'm enjoying the BF6 beta test, so until the Halloween event comes to DBD, I'll just fire it up when I feel like it.

  • Let's bring OTR. Scratches disappear now, so it's stronger than before the nerf, right? It's nerfed if you're aiming for body blocks and light stuns since the seconds are reduced, but for countering campers like you, it's a pure buff.

  • I want it to evolve so it can throw traps at survivors beyond the window to deal damage.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012541#Comment_4012541

    Yea, there are still a ton of dead zones depending on the map, and areas with a crazy number of pallets in others. Most of the pallet adds seem to be at the edge of the maps in general. It's really map dependent.

    Are you talking about the updated map? Have you noticed that every location where pallets were added at the map's edges is connected to a nearby hut, pallet loop, or windows? This makes the decision to kill or not kill heavily favor the survivors. Right now, playing as M1 Killer in a ritual leaves me utterly exhausted from having to make too many decisions and strategic plays around each pallet.

  • While the loop itself isn't particularly strong, the introduction of double palettes across all updated maps (even Red Forest!) has created a much tougher environment for standard M1 Killers. This is because it increases the number of chase positions that connect Palette Loop → Window → Palette Loop, and allows for safer loops if you take out one or both targets first.

    Ghostface might still manage with surprise attacks, but if you're engaged in a proper chase, you might find yourself struggling to land hits, let alone get a kill.

  • Before the rework, his shape allowed for many strategies depending on add-on and perk combinations—he was a weak but interesting killer. The latest patch has destroyed his synergy with perks and the uniqueness of his add-ons, leaving him nothing more than a downgraded Oni or a big Chucky.

  • Yes. So since the new patch, using the M1 Killer has become a pain. Nurse and Kaneki are bugged and unusable, and on the Asian servers, the Survivor queue wait times are already much longer than before.

  • Since the ability to escape is considered the sole factor affecting skill rating, even the most inexperienced survivors can escape to some extent and increase their skill rating based on luck, provided they perform Gen's Fix.

  • The idea that you can practice against bots beforehand in custom games is completely off the mark and utterly ridiculous. What the original poster is highlighting is that new players with zero or near-zero PvP playtime are being matched against survivors who already have hundreds or thousands of hours under their belts.

    This is just one example of how, even when new users start playing DBD for various reasons, matchmaking and player population issues make it difficult for them to stick around.

  • @ad19970 said:

    It's honestly hilarious how many people are losing their mind already over this update without having even tried the changes. And if killers end up being too weak, BHVR can still buff killers in healthy ways, like increasing the numbers of the rewards that killers get when hooking a survivor that wasn't the last one hooked.

    But most importantly, these changes will create a much more healthy foundation for DBD, where tunneling and slugging aren't as overpowered anymore and playing in a fun way is more effective now. Further balancing can then happen down the line.

    I've played both Survivor and Killer in PTB, but I felt uneasy about how players—people completely detached from the DbD world—would force others into certain plays, like insisting "you have to let that Survivor escape," or rushing to body block because "if I get hooked next, I won't get the hook spread reward." It felt like they were solely focused on inflicting disadvantage on opponents.Whether as a play experience or as an experience of watching others play, I don't find it enjoyable to keep watching actions I don't understand.

  • Any more pallets in Ormond or Red Forest would be a nightmare. The M1 killer is hopeless.

  • Wouldn't Lampkin Lane have been enough?

  • @ThatRyanB said:

    Building on what was mentioned during the Discord preview, I want to remind folks that values can be (and often are) adjusted. Feedback and player experiences are crucial to finding that sweet spot, so definitely give the PTB a try. If things feel overtuned or undertuned, let us know and we'll be sure to pass that feedback along to the team.

    Why couldn't they have anticipated scenarios in which survivors would abuse the mechanics, even without having users try them out on the PTB?

    Also, I was shocked that the aura visibility bonus of the hook spread didn't take into account the M1 killer at all. Even if you can see a survivor 40m away, they'll either distance themselves or be hidden before you can reach them. Didn't they think of something like that?

  • September brings an additional update for Elden Ring, and BF6 will be released soon enough. Next year, the Halloween PvP game will finally launch. I think that's far more worthwhile than mindlessly chasing after things according to the Survivor's Rulebook.

  • My beloved Resident Evil's collaborations have brought us pitiful characters like Nemesis, stripped of his rocket launcher and reduced to a three-punch killer, and Ada, whose volume has been bugged for years, earning players who use her the nickname "Glitch Player." Ever since then, I've felt complicated emotions whenever any game collaborates with Dead by Daylight.

  • By spreading hooks, survivors can tackle generators without fear of pressure, so the benefits granted to killers must be sufficiently powerful to counter this. Particularly for M1 killers, who lack mobility and exert limited pressure across the entire map, unless they receive a significantly large amount of Haste and can complete their search quickly, landing a 2k on survivors normally tackling generators will be difficult.

  • The tutorial should have included a section earlier on about what happens after being rescued from a hook.

    HUD visualization, hook grab removal, AFC implementation, base kit BT. At this point, if you want to escape the so-called "tunneling" behavior where survivors get rescued consecutively, don't overthink it—just run in the opposite direction of the Killer and escape to an area with boards or window frames. If they'd just added a new section to the tutorial saying something like that, it would solve one beginner's question. Why does Dead by Daylight, as a game, rework its systems to make players who don't even know left from right—players below beginner level—able to hold their own against Killers who have a decent grasp of how to play?

    Why not create additional tutorials as options where players can try out perks like OTR, DS, or DH? Then, at the end, promote DLC and offer Shards as tutorial rewards. While there have been slight improvements since the earliest days, this game isn't teaching beginners how to play. It's strapping on training wheels and protective gear and sending them straight into the fray.

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