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vol4r

vol4r

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vol4r
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  • I hope that bhvr's goal for 2026 is changing those problematic things - starting with ghoul.

    I wish this for us for 2026

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041007#Comment_4041007

    wow a whole one time

    By the content creators logic it should have become meta and even more strong

    I haven’t seen it once and I’ve played killer most of the time

    Exactly. Content creators always make the changes look like they will make big impact on the gamaplay.
    And mostly this doesn't happen.

    The thing is that new syringe is just boring.

    There is no "adrenaline" while using it in chase. You just get the value if you played well.

    One the other hand I loved old syringe both as survivor and killer.
    We could make a little fun minigame - as a killer I tried to kill the survivior as fast as possible, so he doesn't use the syringe and I was mostly successful. As a survivior I would mostly lose the syringe too but it did feel well if I succeeded.

  • @BlackRabies said:

    If you want to punish killer players for tunneling then you need punish survivors for rushing gens. Killers have had enough they share their complaints which had all been ignored when survivors are free to gen rush. This is a PvP game can't just ignore one side of the coin when making changes that'll heavily impact the other side.

    Either try playing killer yourself and not just the strongest killers try playing a weaker C tier or lower killer like Trapper and try to get at least a 3k against against a good SWF team. Tunneling has to be part of the game so killer players can at least have a chance to win. Don't like it? Then just get better at playing and accept its part of the game.

    Killers should learn to pressure all the surviviors. This works both ways too.

  • This isn't killer design that should be used more in the future. He is too easy to play and having a good result.

  • Being effiecient on gens doesn't really mean it's a gen rush.

    It's mostly not enough pressure from the killer side - what can survivor do when nobody is on hook/injured/slugged?
    All they have to do are the gens

  • @marcelelo320 said:

    I just fill like the survivors press play button just to abandon the game. No mater if i play survivor or the killer. The game starts something happens and i hear the sound. I had the game where there two generators left na killer had only one hook stage. He cathed somone else the other tryed to flashlight safe them and failed. The flashlight guy DC, the downed one DC and a copule secunds later the third guy DC just to be consistent. I and the killer just start looking at each other like what?

    I'm just seeing survivors DC for no reason.

    Can we play the game?

    Surviviors just refuse to play sometimes, if it's not an enjoyable experience.

    Somebody mentioned that cheesy tactics are mostly the reason and got so downvoted, but he isn't really wrong here.
    Surviviors just don't enjoy it most of the time.

    I don't dc so I don't like it happening in my games either. It is just what it is…

  • @Chilli_man2400 said:

    We would have gotten this but content creators had to doom post and say BHVR is killing dbd cause of survivors actually getting a fair chance

    Thanks killer Content creators and big CC you just killed the survivor gameplay experience

    Btw did the nerfed “buffed” syringe ever become meta like you guys said it would? It did not? Did you guys exaggerate again and grift again?

    I saw it being used once against me haha… and I am playing a lot of killer lately.

  • I don't understand nerfing the bloodpoint gains everywhere when we have 49 surviviors and 41 killers.

  • My build for solo queue games contain exhaustion of choice, kindred, deja vu and bond most of the time ;p

  • Blight is comparable to nurse, when mastered.

  • image.png

    This happened to me yesterday.

  • Currently buying all the ugly sweaters, count: 44/48. Already bought the new ones with Auric cells.

    Left to buy: both legion sweaters, felix and elodie.

    I also want the santa knife for clown. Thats all I am aiming for this year.

    This will cost me 25200 shards, I've got 6500. Maybe I will manage!

    After the event I will be collecting shards for newest sable skin - the pajama.

  • @Zakon05 said:

    Just to be 100% clear here:

    There is a middle ground between quad slowdown blight versus four survivors with commodius toolboxes and meta builds, and neither side caring about their objective and having a snowball war and high-fiving with the snowmen.

    I wanna play with the event powers but also still play the video game.

    This isn't a problem on survivor, I can throw snowballs at the killer mid chase and the game doesn't suddenly turn into a farming match. But if I do it on killer, it's like all four survivors suddenly go "THIS ONE'S FRIENDLY, QUICK GET OFF GENS!"

    Do you allow yourself to have fun?

    I am playing only killer on the event and giving surviviors a break is actually refreshing for everybody in a match. Why destroy the fun for 4 other people, if they just want to goof around? Aren't the games for us to have fun?

    Just play normal mode if the event and holiday spirit doesn't fit you.

    1. Top 3 killers: Huntress, Dredge, Deathslinger
    2. Top 3 survivors: Nea, Quentin, Ace
    3. Favorite perk: Dead Hard
    4. Fav map: Macmillans
    5. Least favorite map: Ruins
    6. Fav mori: Ghostface (the only selfies I take)
    7. Licensed chapter you want to see: SUPERNATURAL!!!
    8. OG chapter you want to see: idk really
    9. Killer you don't like: Ghoul :x
    10. Fav event: Chaos shuffle. This might change after items and offerings will be randomized tho.
  • @iOverSpray said:

    Let's just all play perkless trapper to amuse the masses. Dbd forbid a killer be viable and not require a massive amount of skill making him fun at all mmrs.

    It's not okay if he is unenjoyable for the masses.

  • @Vampwire said:

    Honestly I think counter-picking against a killer with cheats is more effective than straight up speed hacking. But u could always jsut be unlucky, thats the way it goes.

    It happens so often that I don't believe it's just being unlucky at this point.

  • I mean shared offerings on a whole role should be a thing in DBD.

    I don't agree that making it work only for event offerings should be a thing.

    We are kinda forced to prestiging everyone if we want to play different killers.

    But hey, it's our choice to prestige them up. We are not forced to use event offerings. You can use puddings.

  • @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036786#Comment_4036786

    If those anti-camping/slugging changes went through it would've destroyed the killer player experience. The survivor perks got reverted back to how they were. They've gotten base kit buffs over last 2 years or so getting base kit BT, deep wounds being reduced by 2 seconds across the board, a lot of QoL updates for them with the HUD update. +5 seconds added to it just recently. Killers gotten what since? a 5% faster m1 wipe and break, slightly more regress on kick very little compared to survivors.

    The 4 biggest worst pain points that i've been seeing from killer players across different media on why they are quiting have been 1 of 4 things which hasn't once been address by the devs.

    • Survivor players having their feedback heard but not killers and the action of the devs shows it.
    • Killer Anxiety
    • Survivors being super toxic during end game chat
    • Gen can just fly sometimes and there's nothing you can do about it.
      • Make it even worse it's already been shown even though it's been canceled twice survivors are free to rush their objective with no punishment, but when the "evil" killer player rushes their objective. It becomes a problem that needs to be fixed.
      • Can't punish killers for rushing their objective unless there's also something to punish survivors for rushing their objective

    I play this game almost 50/50 both sides and the killer players have to put up with so much more stress compared to the survivor role. I give my voice and feed back to the side that needs it most i just want this game to be succeed being fair for both sides. I'm still even upset they went overkill on nerfing the fog vials and there's been no update since for that item.

    Perhaps people rush the gens because one of the surviviors is being tunneled? Ever thought of it?

    If no pressure is applied to multiple people, nothing is left to to but the gens.

    I literally don't even lose games as a killer, while my survivior games are just losing after losing - because I play solo queue lately.

    Those games are from yesterday only. I do not lose as a killer and I don't mostly even use full meta builds. Every game got me merciless killer with 4k's and some hatch given out.

    image.png image.png
  • Me and my friends play a lot (there are not many left, ngl)

    We have a rule:
    We can face ghoul 2 times a day. 3rd ghoul match is an instant DC and we go into another games. Bare in mind: we all have a lot of hours.
    We don't want to keep facing him, he is too broken, too problematic, too strong, too miserable to bare.

  • I believe that farm fillers should become stronger overall.

    Didn't have much more time for further testing.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035519#Comment_4035519

    the fact that people have 11k hours with the "tunneling issue" and wouldnt have 11k hours with stealth says a lot lol. thats why i have no sympathy for the general player that complains about the state of the game…. people are putting the hours in so it cant be that bad can it?

    I personally don't.

    There is required tunneling and unneccesary tunneling.

    Which one would you call blight tunneling at 5 gens, running pop, painres, dms, grim?

    I only have a problem with tunneling when it occurs on my friends without the experience.
    This makes them feel bad.

  • @Philscooper said:

    ...but you abused kaneki?

    Luckily NO! :D

  • @Garboface said:

    Is this trolling? Should I be ashamed for being in this thread right now? Talk about impulsive reality definitions.

    This is humorous thread. Don't make anything out of this, it's not necessary.

    I was just checking out my stats page and this stood out :)

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034017#Comment_4034017

    i would change it so the game as a whole is more stealth based, stealthy survivors and stealthy killers. maps should be reworked to allow more ability to lose line of sight instead of loops. so run, vault, drop a pallet, turn a corner or behind a wall, try to lose the killer. there are lockers to hide in but the focus seems to be on chases so anyone using a locker is usually called a rat or someone complaining someone else was hiding in a locker instead of taking chase. super fast killers should be nerfed right down.

    This would not only solve the goofy loop chases but it would help with making gens more suspenseful. Part of the reason so many people hate doing gens and find them boring is because they know the killer is in chase, know the killer is occupied so there is no threat, no worry, just sit on gen while the killer gets looped. the chase will usually last until the survivor does down so the ones on the gens know they are safe until that happens. But if it was more stealth based and survivors had to lose the killer instead of looping, people on gens wouldnt know if the killer is looking for the survivor they were just chasing or if they gave up to look for someone else. being on gens would feel a little less safe. i loved playing against scratch mirror myers pre rework, the tension on gens, walking around not knowing if myers is watching me, way more fun than going against blight or ghoul or wesker or any speedy killer.

    I would never have 11k hours in a stealth game. Too boring

  • I don't enjoy it really, but I am not whiny about him.

    He could have longer cooldowns, because after adjustments he is really deadly, while being kinda very easy to use.

    I would start with longer cooldown on power, so he can't spam it as much and maybe longer "stun" after he breaks a pallet.

  • @KhrisCo said:

    I think more killers are leaving the game than survivors. It's become so extremely unfun to play as killer.

    Bro I win every game as a killer, what do you mean?

  • It does feel like self-sabotaging lately.

    I wish we could be more generous. Especially with 49 surviviors, 41 or 42 killers in the roster.
    It's not like we will be maxing them up with those gifts easily.

    Also every character has dozens of skins, 3k shards would not make a difference for the company.

    I think that's my first year that I am not buying cosmetics.
    I already bought what I wanted (and more!) with the shards and chucky's sweater with left-over aurics.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034564#Comment_4034564

    For me it was Eyrie of crows. I swear I saw that map so much when map offerings were around…

    For me personally it was macmillan and azarovs the most - I assume I play on high MMR on europe servers.

    Sometimes it was eyrie, agree.
    I havn't been getting badham tho. More RPDs surely.

  • Oh yeah @jmwjmw27, I do take breaks lately, even for few days.
    I also find myself going back to old games, that I used to play a lot.

    Or just simply spend more time with IRL people.

    It all does help, but I just want the game I enjoyed to be back :) That's why I am here on the forums.

  • @TheTom20 said:

    I'm still seeing tons of strong loops personally. Had a fair few killers games were is still break pallet simulator

    The hit issues can affect both sides sometimes the killer will be touching someone and the hit will be canceled or a gen grab will be canceled even though the animation started and swapped to just a hit.
    15 seconds of endurance You can unhook yourself with deli and run across almost the entire map to a gate.

    Because not every realm was affected by the pallet density update.

  • @Linkdouken said:

    I made a suggestion before about how chain blinding shouldn't be a thing - after a successful blind killers, by default, should get a mini Lightborn effect that lasts a number of seconds to prevent this kind of thing.

    We already have it in game - it's called mouse movemnt, you either look up or down.

  • @XDgamer018 said:

    im gonna say a hot take that kaneki is fine now hes a solid A tier wich is where he should be as you cannot change him without making him awful to play as.
    But the fact that we still have killers that are an instant loss bc you simply queued up as them is just… unacceptable in my opinion

    Vaults are too quick and on top of it he has amazing mobility and free first hits.

    Do you remember chucky's scamper? Kaneki's vaults are way stronger and yet not really nerfed.

  • @Leon_van_Straken said:

    Point 1: Most complains on Survivor and Killer side were the unlimited use of the smoke bombs not the fog itself. It was kinda "bs" that as soon as any chase started the item was usable.

    Point 2 speaks against your point 6 or do you really belive that you would see more Killers like Freddy or Sadako when the map would be full of pallets?

    Point 3 is kinda valid, just let all maps in the rotation. Map offerings on the other side were a bad design all the time. I play mostly Soloque and it was always the same maps because of map offerings. So either get rid of them completly so that pure rng decides which map is played on or live with the same maps over and over again, because we already saw that most of the time eoc was used.

    Point 5: Even when I mostly play Survivor and always scream at my monitor for "bs" hits I know the feeling of the other side aswell. Hitting a Survivor and hearing him scream, blood on my screen and still survivor is healthy. Ping related things can´t be nerfed or buffed.

    Point 7: The Devs don´t listen to content creators. Just look at the Stream they did with Otz and Carl from the walking dead (I forgot his name it wwas something like chandelier but I don´t know) The problem BHVR has is that they tend to nuke everything they see as a problem instead of trying things out with it. Fog Vials? Nuke! Skull Merchant? Nuke!

    7 - Chandler Riggs, yeah. It's not the same. I've heard that every person that was on the stream lobby needed a contract. I believe that it was for security reasons aswell

    1 - And that should be handled differently. Now we have items that barely does anything and has very limited uses - wouldn't you agree?

    2 - Freddie is actually amazing to play around pallets, sadako is totally different playstyle. Your examples are weird.

    3 - Can't blame people for using map offering that actually felt fair - which mostly were azarovs and macmillans.

  • @Aven_Fallen said:

    I think I have something to say to all points you made, even tho I dont fully agree.

    New Item - Smoke Bomb.

    I agree here. It is laughable what they made of Fog Vials, it is one of those kneejerk reactions they are currently doing. Instead of questioning if complaints are even valid, they just do it to please the loud Killers who complain. The only thing they should have done to Fog Vials was to give them charges (arguably, maybe more than 2) and make them consistent on all maps, since on some maps they barely did anything and on other maps they were stronger than usually. But that they nerfed the opacity was just dumb, Fog Vials are useless now and there is 0 point in taking one since you can see clearly in them (unless you have vision problems I guess, but this is then another kick against accessibility if you can see clearly with good vision, but bad with impaired vision..). The correct thing to do would have been to just wait a bit until a) Killers have getting used to Survivors using a new Item and b) waiting for new toy syndrome to wear off, since after a few days less people would have used them. But here we are, Killers complaining about Fog Vials, while equally complaining that Survivors only bring Medkits and Toolboxes.

    A side effect of Fog Vials is btw. that opening chests has become more pointless now, since you have more junk in them, meaning that something to do aside Gens was nerfed again. And a Perk like Dramaturgy is also way worse, because you now get Fog Vials, which are pointless. (And for some reason broken Keys, which are brown Add Ons, but nobody cared to fix this…)

    Pallet density update

    I fully agree that the latest update to Pallet Density was really, really bad. However, I dont think that the previous version was perfect either. It was needed on some maps like Haddonfield, some Coldwind-Maps, Forgotten Ruins and Swamp. But the Devs decided to add Pallets to almost every map, changing Tiles on almost every map (making them weaker) and making main buildings weaker by removing breakable Walls and strong Windows.

    However, instead of reverting what they did, they went in the complete different direction and overcompensated. Now the Maps feature very weak Loops and sometimes no Pallets in certain areas. If we look at the initial goal, which was to reduce Deadzones, they clearly failed it since there are now more deadzones than before. And they even weakend Main Buildings further, e.g. of adding back the breakable Wall on Gas Heaven, they removed both Pallets of the Main Building on Shaded Woods.

    And I dont really understand why they did it like this - it seems like hate to revert things, because reverts would mean that they admit to a failure.

    Change to map offerings and map rotation being just bad.

    I would say that the map rotation is bad. Sometimes it feels like they increase the odds of certain maps without telling anyone. I also think that nerfing Map Offerings was bad - the better solution would be to make outliers less strong. Most Maps are either balanced or slightly survivor-sided or slightly killer-sided. And I think this is completely fine to have Maps which slightly favor one side. There were just a few outliers which were too survivor-sided or too killer-sided, those should have been adressed. Nerfing Map Offerings was just the lazy solution.

    However, I agree that they should have just removed them completely. There are now 21 Map Offerings and the Sacrificial Ward which are completely and 100% useless, but which you still have to spend BP on. They should be removed, but I have the feeling they keep them in the game to make certain things like BPS more rare.

    Killers balance is still bad.&Going against same killers all the time.

    Yes, this is a thing. Sadly I dont think it will never happen. To be clear, the only way to balance Killers is to actually buff or nerf the respective Killer, not to give general Killer Buffs/Nerfs or Survivor Buffs/Nerfs. Because a Killer Buff for all Killers will always be better for the strong Killers than the Nerfs. Likewise a Nerf to all Killers will hit the weak Killers more than the strong Killers.

    And the Devs NEED to address Killers like Ghoul, Nurse or Blight. Because they are holding back to much which can be made better for Killers. You just cannot balance if there is such a big difference in the roster. I mean, I expect Ghoul to be nerfed at some point, since it is quite obvious that Ghoul was made intentially super easy to play while being very strong, because Anime in DBD was quite controversial, so they needed a selling argument for people who were against Anime in DBD. But it is a Joke that Nurse never got substantial Nerfs which would have lead to people actually questioning if she is the best Killer in the game. Since her introduction, every Tier List basically puts Nurse at the top of S-Tier without any reasoning, because everyone knows she is the best Killer. I would not even have a problem if she would still be the best Killer after meaningful Nerfs, but it would be nice if people would actually debate if she or another Killer is the best Killer in the game.

    And the second point… M1-Killers are a strawman nowadays. Whenever something is nerfed on the Killer side or buffed on the Survivor Side, people claim that M1-Killers will be the ones suffering. But the thing is, even if Nerfs or Buffs are reverted, people still dont play their M1-Killer. And why should they? There is an abundance of easy to play Killers which are way stronger than the classical M1-Killers. Like, since the Patch with the latest Pallet Density dropped, I have faced 3 M1-Killers (2 Trappers, 1 Clown) in all of the games I did since then and I am playing Survivor every evening for at least 3 hours. You will only get Killer variety if you nerf the strongest Killers and buff the weakest Killers. Only doing the latter will not really increase variety that much, at least if you play against people who want to win. Because there is objectively 0 reason to play anything else than Nurse, Blight or Ghoul if you want to in.

    And yes, I would also agree, you can win with B- and C-Tier Killers. You can win with every Killer in the game, just less often with the weaker ones.

    Hit registration is just so bad sometimes.

    Yes, I 100% agree here. I also feel that the ping indicator ingame is somethings straight up wrong. Sometimes I see that the Killer is getting the symbol of having high Ping while their ping is 30-40, which is not high ping at all. And sometimes I get really, really strange Hits (most likely due to high latency), but the Killers Ping is a stable 25 or so. And that it is completely stable and does not change it all is the strange thing.

    Sadly I dont think we will ever see a fix here - the thing is that they cannot really make a meaningful hit detection if they cannot provide Servers to everyone. And it should not be the case that players who just live in the "wrong" part of the world should not get any Hits anymore, just because BHVR does not want or cannot put a Server next to them.

    Devs are afraid of community feedback

    Yes, I sometimes feel the same. Especially if an Update is controversial, you see that the Devs are radio-silent on the Forums. Simply because they know if they post something, they will be quited by a lot of people who want to actually have answers. And the sad thing is that the game is in a worse state than it was a year ago, where they had the audacity to ask that we vote for DBD in the Labor of Love category. And even more sad is that they delayed content for basically nothing. Their health operation was a big failure. It must be so frustrating to work for BHVR, imagine you spend hours of work on features just for them not to be implemented, because people complained immediatly.

    When it comes to content creators, I feel that they also complain too much and many of this is due to content generation. It just clicks better if you predict the death of DBD in a video. "Funny" thing is that the same content creators then complain if a Midchapter Patch (like the recent one) is a nothingburger - yeah, guess what, if you protest against almost everything in a patch and it gets pulled back, nothing is left, so the patch is a nothingburger.

    But the worse thing is that they are currently listening too much. A few years ago BVHR was still listening, but they just did not suddenly implement or cancel things just because the community complained. A good example would be the first Rework of Ruin - massive protests, but they followed through with it and it was for the better. And the same would have been with the initial Anti-Tunnel and Anti-Slug changes - following through with them and tune them on Live. Because a punishment for tunneling and actual rewards for not tunneling (so more than BPs) is a good and healthy idea. And Killers would have to adapt at some point, but I think that most would have been able to do so only the ones who rely on tunneling every game would have had it harder. And once the features are on the Live Servers, they can be adjusted like bumping up the benefits for not tunneling or decreasing the penalties if needed.

    However, and this is the thing which is bad, the Devs immediatly listened to the loudest people and all of the work was gone. And it also servers as a precedent and we will now see Killers mass complain on every change which might weaken them. And a few years a go the Devs listened, but they were actually critical. @crogers271 showed some good posts of Peanits questioning things which were said by Killer Mains here, which is how you have to discuss. And not just blindly follow with kneejerk reaction after kneejerk reaction.

    But the worst thing in all of it is - they announced Stranger Things 2 and the backlash got a lot less. Which shows again and again, BHVR can mess up all they want, but people will forget it once a few cool skins are released or a cool license is announced. Which means BHVR will never have any desire to change how they work.

    • pallet density was indeed needed and overdone on some maps, I do agree.
      Some macmillan, azarovs and asylum were actually too busted.
    • Hit registration was fixed like 2 years ago. They actually tested something and it was amazing on survivior side.
      They didn't need to put more servers to work.

    I've seen those peanits posts. It's sad that there is no more discussion from the devs.

  • @Peachblow said:

    Are the anti-tunnel and anti-slug updates just gone for good now? During the Twitch live stream a few weeks ago, this was attributed to the most uninstalls and one of (if not the most) problematic pressure points for survivors. What gives?

    I hope not. My playtime already decresed by 12 hours past 2 weeks on steam.

    Hopefully we get phase 3 that will be pushed out.

  • Camping, slugging and tunneling phase 3 when?

  • @Gassy_Boy91 said:

    Actually, I use a formalizing tool to help improve my statements, ensuring they don't come across as too blunt. It also significantly assists with essays by allowing me to take my existing writing and expand upon it to meet assignment criteria. Ultimately, it's still my opinion—just presented in a more polished way. 😆 Highly recommend for essays requiring a ridiculous amount of pages.

    Off-topic: what tool are you using for it?

  • @Gassy_Boy91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032962#Comment_4032962

    Sir, I have been playing this game for several years. I initially played Pig before all her nerfs, when hook grabs and multiple survivors escaping through the hatch were still features. I have experience playing on both sides.

    At no point did I imply that your opinions are invalid. My initial request was for us to approach these discussions with respect and an open mind regarding the changes the developers have implemented, which are intended to improve the overall health of the game for all players.

    How can you reasonably believe that the Anti-Tunnel and Anti-Slug changes would benefit killers? Consider how your killer gameplay might have been affected if those changes had gone through—you would likely have faced more frustration, along with many other killer players. The players who are most impacted are often newer killers, who join to play their favorite slasher but end up being bullied and overwhelmed in matches. This makes it harder for these new players to enjoy and stick with the game long-term.

    I am not alone in thinking these changes could be more harmful than beneficial; the significant negative feedback from content creators and the wider community supports this view.

    Regarding your comments on second chance perks, I understand and agree that no side should be forced to use META perks just to remain competitive. However, I believe this issue is largely driven by MMR, which is a separate discussion. The current gameplay format—where survivors are encouraged to bring second chance perks and killers rely on multiple slowdown perks—is a direct result of MMR pushing players into higher tiers. Gone are the days when content creators could share niche or meme builds and still enjoy success.

    Personally, I still use meme builds when playing with my brother. And just to state a fact, he managed to loop a Kaneki player on Coldwind Farms long enough for me and the other survivors to complete two generators, all without getting hit—despite having joined the game less than a month ago. This shows that looping difficulty is highly dependent on individual skill rather than being an absolute measure.

    From a broader perspective, the goal should be to balance what’s best for everyone without disproportionately disadvantaging either side. While I acknowledge it’s a complex challenge, I believe the developers are moving in the right direction, gradually but steadily.

    So we do definitely think differently.

    I wanted the anti-tunnel changes to be implemented, so my friends who lost interest in game because of it would try to play again with me.
    Of course this would require changes, because it was definitely too punishing for killers. I agree on that.

    It is truly miserable experience if a player who gets tunneled out doesn't do good enough job to loop a killer for long enough for us to have a chance to win. Making the game 3v1 on the survivior side means you are not having chance to win.

    I remember how hatch stand outs were a thing either. Killers were afraid to tunnel.

    Anyway, surviviors do not deserve this big of a pallet nerf.

    If the pallets stay this way then pig actually needs nerfing (i know it's a meme), because 2 ambush addons will make her deadly on every new pallet - and I've tested it.

  • @Gassy_Boy91 said:

    Excuse me, but it’s clear that you predominantly play the survivor role. There's nothing inherently wrong with that; however, it is problematic to believe that the game’s current state is fair for all killers. Having played several rounds as a killer, you would understand the various disadvantages killers face daily, which over time have contributed to a decline in the number of killer players.

    Regarding your request for resources back—could you specify which resources you are referring to? To clarify, here is what is currently available: an abundance of pallets on every map, including several "God loops." Additionally, there are multiple second-chance perks such as Decisive Strike, Dead Hard, Off The Record, Resurgence, Shoulder The Burden, Unbreakable, and Made For This, which provide multiple opportunities to reset or escape.

    Furthermore, survivors generally have team communication, consistently working together and sharing information about the killer’s movements or perks, which reduces elements of surprise. The increased healing speeds introduced in recent updates have also rendered the "Hit and Run" strategy less effective. There is evidence that all generators can be completed in four minutes or less with the appropriate setup.

    It seems you believe resources have been unfairly taken from survivors or that the game favors killers. However, such assertions overlook the fact that the game is already designed to give survivors a higher chance of escape. It’s important to consider the experiences of killer players, who often face entitlement and bullying from some survivors.

    I suggest playing as a lower-tier killer for a few rounds—you might gain a broader perspective on the game’s overall balance instead of focusing solely on one side. I mean this in the most respectful manner. I play both sides myself, recognizing the nuances from different perspectives. Happy Thanksgiving.

    I've got around 2.5k hours on killers. I am playing killer role.
    Especially now after the maps nerf, I only launch the game to play the killer.

    I've 4k'ed yesterday with houndmaster, unknown, ghostface, pig a dredge without any issue - played those killer just once each.
    You literally don't know my experience and trying to make my reply invalid. That's not right.
    I really believe that I have much more experience in the game than you.

    Do you on the other hand play survivior? Because experience now is miserable. We are not able to loop good if the other side of a pallet is one swing away.

    You can't talk about healing buff when we got styptic and syrringe taken away.
    Also, the healing at some point was so much faster and got heavily nerfed.
    It's nowhere near what we had before. Bet you didn't know.

    Everyone is talking about the second chance perks, that they can be equiped etc.
    But no one thinks that's stupid that we HAVE TO bring the perks to have a chance in a game. I want to bring bad, niche perks and still have a chance to win the games sometimes.

  • @Cardgrey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032104#Comment_4032104

    i doubt that…. if it is so bad why are you all still playing? try playing skyrim without the day 1 patch for 6 months and see if you keep playing every day, you would quit as its unplayable but here you all cry its bad but are not smart enouph to walk away,

    I played for 2 hours after the patch to see the changes.

    After that I only opened the game at night for some killer games everyday.

    My playtime will dramatically drop after the update and I simply won't touch survivior role unless I've got solid 4 man swf with a lot of experience.

  • @Gassy_Boy91 said:

    I encourage everyone to approach this patch note with an open and constructive mindset. The developers have implemented numerous technical fixes in this update, which require significant time and collaborative effort. We should be grateful for these improvements, as they contribute to the overall stability and quality of the game.

    Additionally, it is worth recognizing that the developers chose not to implement several gameplay mechanics that many of us found concerning, such as Anti-Slug and Anti-Tunneling features introduced during PTB. Most of us agreed that these mechanics could be detrimental to the game's health, and their omission is a positive step forward. If these changes had been implemented, it could have made gameplay more unbalanced, particularly disadvantaging lower-tier killers aka "M1 Killers," potentially making them nearly unplayable and severely reducing fairness in matches. Moving away from these mechanics is an important step toward creating a more balanced environment, where both sides have a fair chance, and where players across all skill levels can enjoy competitive gameplay.

    That said, I have one concern regarding pallet density. The explanation provided during the live stream did not fully address the issue I see with the current pallet placement. While adjusting spawn locations and rebalance efforts are positive, the primary issue lies in the total number of pallets spawned on each map. Reducing this total would serve several purposes:

    1) Excessive pallet quantities diminish the importance of resource management for survivors. Skilled survivors typically manage their pallets strategically, using them to extend chases and improve escape chances. When pallets are overly abundant, survivors tend to pre-drop them without much thought, relying on the presence of additional pallets nearby, which diminishes the challenge and strategic depth of the game. This reliance can lead to unhealthy gameplay habits and reduce opportunities for growth.

    2) For basic "M1" killers, the abundance of pallets can be a significant obstacle. During chases, these killers often have limited options—mainly breaking pallets—and the presence of too many can cause them to lose valuable time. This dynamic can unfairly favor survivors and may result in a low success rate for these killers, discouraging players from playing their preferred characters. While high-tier killers like Nurse, Blight, or Kaneki may find pallets less problematic, they represent a smaller portion of the overall roster, and the majority of killers tend to struggle under current conditions.

    If reducing the total number of pallets is not feasible, a fairer solution would be to increase the generator repair times. This would help balance the gameplay, giving lower-tier killers a better chance to catch up and remain competitive. It’s important to remember that killers are intended to be the power role in this game, but many players experience killer anxiety and find it difficult to enjoy playing the role.

    Overall, this update marks a positive step forward, and I look forward to seeing more fixes and improvements in future patches.

    Nope. We don't want to approach it with open mindset. We want our resources back.

    Without surviviors there will be no killer gameplay.

  • @YaBoi0215 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031745#Comment_4031745

    This just sounds like massive entitlement. Since you can't run from jungle gym, to shack, to double pallet, to main building, to jungle gym with double pallet doesn't mean you're just guaranteed to get hit. It means you actually have to get good at the game, but I know that's foreign concept.

    It's always the killers to tell surviviors to get better at the game, weird.

  • Here are the things that concern me.

    1. We actually should give killers the BP bonus per "good guy" hook back. It was a good thing and would reward killers that don't want to be sweaty and want to give people some break.
    2. We should do the same to surviviors, let them somehow get extra BP for being a "good guy". I don't have an idea yet.
    3. Pallet density didn't need THAT BIG of a nerf.
    4. Pallet loops were massively nerfed, turned into 20/80 pallet in favor of killers.
    5. Styptic agent needs a lot more value to it. 50-80% if you want to keep the efficiency buff.
      It's purple addon and is literally worse than brown bandages.

    I really believe that elusive status should come out.
    I believe that anti-slugging changes were also fine as they were at last PTB and should make it out. Majority of killer mains agreed that it was the healtiest version of anti-slugging system you've came up with.

    Additional 5 seconds of endurance was a welcomed change, after anti-tunnel system was scraped.

  • Pallet density update? More like player density update… Surviviors don't like the changes.

    The patch 9.3.0 went from survivior sided (which definitely was needed) to extremely killer sided with the pallet changes.
    You nerfed pallet density AND pallet quality.

  • @Nayaselay said:

    Because the killers were all complaining loudly.

    I feel like they didn't listen to surviviors at all. It's sad

  • @Roco45 said:

    I mean what's the middle ground? Take a look at these forums and the discussions on steam or reddit. The community can't even admit that SWF's are an issue, that SoloQ is disgusting to play and that Killer gameplay sucks if you aren't playing an op top tier Killer. So what really is the middle ground here? There's three to four different sides to this game, that neither the community will discuss so why would BHVR then develop anything actually meaningful?

    No, no. We do agree that GOOD swfs are the issue.

    Not all the SWF, because there are mostly swfs that come back home from work and just looking for laughs with their friends on discord. Those are not greatly coordinated, efficient, skillful SWF mostly.

    Extremely efficient, skillful, tryhard SWF are not that common and I would say they are not more than 3% of your matches.

    Anyway, you can't really stop letting people play with each other. That would definitely be a killer of the game.

  • It's so upsetting. I've been trying to play survivior with my friends and we literally could do much.

    After switching to a killer for 3 hours I haven't lose a match. Always 4k or 3k with giving out hatch.

    It's ridiculous, it's sad, it's miserable.

  • The changes are so killer-sided and you guys just can't defend it.

    I only agree with macmillan and asylum nerfs, because sometimes the pallets rng was actually broken.

    Then we got the pallet density nerf, with a big nerf to the renders which mostly make the pallets 80/20.

    Then we have nerfed wicked because it created ONE TIME synergy with resurgence. You had to bring 2 perks and die in a SPECIFIC place to be able to use it. This was problematic… yeah, no.
    Literally all we have is 5 sec more of endurance, which doesn't really change much. Killers now just hit off hook and catch up.

    I really don't like the fact that bhvr gave us hope for better gameplay and took it aways 3 months later.
    I was so happy that I will be able not to run 2-3 anti tunnel perks (mostly DH, DS and Shoulder because teammates were tunneled a lot) and I could run some silly perks

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