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zonkednb

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  • @blackoutraven said:

    It has been quite some time since Krasue was added to the game, and like many new killers she went through the usual phase of community hate. A lot of players initially didn’t want to understand how her power works. However, after months of gameplay, people have figured out a very simple counterplay: just grab a mushroom and bodyblock the infected survivor during a chase. This can waste a huge amount of the killer’s time, and from the killer’s perspective it also feels very repetitive and boring.

    The gameplay loop often looks like this:

    infect → lose time → get bodyblocked → start all over again.

    Because of that, I think infection should be more dangerous. Right now, getting infected barely matters. A survivor can simply eat the mushroom and go back to repairing a generator without worrying about any real consequences.

    Infection should create meaningful pressure. For example, while infected a survivor could have their aura revealed to the killer, or hindered penalty. The idea is that when someone gets infected, they should actually think twice before taking risks.

    Head Form

    One idea would be to leave Krasue’s body behind when switching forms. The body would still emit a terror radius, while the head itself would become Undetectable but keep its movement speed.

    I don’t think this would be too strong considering that Krasue can only attack infected survivors.

    Another important change would be allowing the head form to break pallets. Honestly, this might be even more important than other changes. The pallet vault that exists now is rarely used because it’s too slow and very predictable.

    What if head form had no collision with uninfected survivors?

    I've been the bodyblocker in this situation and it seems like catching her vaulting a window or pallet is a guaranteed way to force her to break chase.

    I suppose the argument should be to force any blockers away by switching back to body form for M1 and infect, but it's caused you to lose the first chase you committed to and forced you to start over. Allowing head form to simply phase through (maybe when in flight power) might help?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063107#Comment_4063107

    K first of all, that makes it even worst

    Second of all, not what Im referring to

    Its mainly that there are people who only started playing after the prestige rework which to me (a long time player since mid 2017) doesnt feel that long ago, but 4 years is still a good chunk of time.

    Sorry dude. I had this realisation and I felt like I had to share the pain it gave me.

    I am one of those players. My first games were in 2022 and I only really started playing seriously (as in focusing on getting better, prestiging all killers/survs) recently. This thread has turned out more interesting to me than I expected when posting it because I'm learning lots os niche info from the olden days that I wasn't present for. Feels like I'm getting pop's war stories.

    @Linkdouken said:

    I had no idea fast actions alerted the killer and was pulled out of lockers without understanding how the killer knew I was in a locker 😂

    I also had no idea you were supposed to wait for other survivors to unhook you, believing attempting self unhook was necessary

    This was back in 2017

    This issue remains. Chasing default Meg, she rounds a corner. I get a loud noise notification (and just the noise in general) of a fast locker entry. I turn the corner to see a single locker there and nothing else.

    This is usually my moment to go full horror movie and pretend to not find her before coming back for the jumpscare. They gotta learn that this doesn't work, but why not make it a bit fun for em too, eh?

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063284#Comment_4063284

    I occasionally try to use ricks to make pallets which are so rare its more likely to get someone killed being confused why the pallet destroyed itself lol, and since trevor is one of my mains i occasionally try to rummage for his self healing perk. Lara is another main that i have a chest build for her brand new part perk.

    It has literally gotten me killed before so that tracks, haha.

  • @ShanoaLegendaryPlz said:

    I've got a few memorable stories tho most are on killer and ive been playing since myers chapter.

    On survivor however the most memorable thing was introducing my duo to the game around the time Sadako released. She started on xbox and strictly played feng min. The most common mistake she made was not looking around when doing generators, so id be on one with her with my main rebecca, and everytime we had a stealth killer this exact scenerio would happen: id see the killer coming and start running, and shed stay there like "where are you going?" And id be like "the killer's behind you!" And shed actualy say "WHERE!?" just before always going down lol. It happened so often i took some cutouts of the ochido "funny dbd videos" art and made my own desktop background out of it.

    https://us.v-cdn.net/6030815/uploads/OLO9XNHTBZ7E/dbd.png

    As for some killer moments

    I was playing as myers before the anti hook griefing update, and was in midwich elementary. There must have been some beef between the survivors in the pregame lobby, as there was a meg who just happened to be named "Mikaelas suck at dbd" or something like that, and there just happened to be a mikaela in the group lol. I was struggling to catch mikaela during the round so i later found meg and hooked her upstairs again (2nd hook) and went downstairs to chase someone off a generator. I then heard above me from the bottom floor, someone was griefing meg on the hook, making her scream repeatedly etc.

    So i guessed it had to be mikaela. Didnt think much until she also let her die on the hook. Then a switch flipped and i made it my personal mission to avenge meg lol. Eventualy i managed to get to tier 3 right as mikaela opened the door, downed her and then managed to bring her all the way to the basement hooks. Where i proceded to ensure she died at all costs lol. The Claudette saw me camping the stairs down and booked it out the door while the other jill mustve been mikaelas friend as she tried to go save her anyway. I got jill down infront of the hook and then waited for mikaela to die, then brought jill to the door to tell mikaela "i know what you did and i only wanted you" lol. That meg who was spectating still, was extremely happy with the result, and the message lol praising karma and everything.

    Another time i was trickster on rpd. Started in the main entrance and started looking for people, couldnt find anybody till i saw sable on the right side balcony generator. Chased her around, got her hooked, went to look for the others.

    Couldnt find anybody still, no gens being done, and sable was going onto 2nd hook. So i ran over to her since they recently added anticamp at the time. Got her to unhook herself in stage 2, and then went to leave her alone to look for others again but she stopped me and wanted me to follow her.

    She showed me the other 3 survivors were all hiding in the 3 packed together lockers beside the library, literaly leaving her to die and avoiding objectives. So the game turned into an actual 2v3 lmao with sable helping me mow down the other 3 survivors with body blocks n stuff. Once they were dead i was going to give her the hatch but since she was satisfied, she insisted i hook her anyway lol.

    Another time I recall a round where I managed to kill all 4 survivors as deathslinger AFTER they were alredy tbagging at the exit gates and without noed or bloodwarden lol. One of the survivors just happened to be directly outside the gate cleansing my 1 totem, mustve thought he had enough time to break it as i managed to pull him off the totem. The chaos that ensued afterwords ended with 2 down 2 on hooks and all 4 of them getting hooked in the end, mostly in part to slingers unique ability to hold someone longer than basekit borrowed time lol. The survivors were like "are you happy now chris?" "Im so sorry guys!"

    And most recently during the free weekend i was getting a lot of new players as survivors in my killer lobbies. Like day 1 dwights that take 3 seconds to catch lol. Well i was playing nemisis and had a round with a brand new feng min (which kinda reminded me of my duo). And it was quite obvious she was introduced to the game by her friend who was playing sable, as that sable kept diving infront of feng even on deathhook lol. So i went easy on feng and managed to kill the other 3, thought id give feng a "round to remember" as it were, and pretended to miss with the whip while chasing her around the map hoping shed find the hatch and escape with like a "woo yea i did it!" Moment lol.

    Well that hatch was in the worst spot imagineable... after 10 minutes of "pretend chasing" her she caught on and looked at me like "you couldve dropped me 1000 times by now.." so i punched her in the face and carried her around the map for yet another 10 minutes looking for this hatch lol. Eventually found it and let her go. Her sable friend was like "thank you, shes new" and i said "i understood the assignment lol"

    Really fun read dude. I especially liked the Sable RPD story. I've come across something similar as well. I think it was someone dead-weighting their team by hiding for hatch the moment the game started on Midwich, Feng iirc. They were even tapping an occasional gen just to avoid crows. A Quentin led me to them multiple times, pointing out each locker, each cornermap etc. It was possible they were playing for a hatch escape due to rift pass/archive, but it's kinda rude to drop that on your team's lap. You can just wait for a strong end game and look for it after everyone else has escaped.

    (Tbh, objectives like this promote bad teamplay)

    @HoodedWildKard said:

    As killer I often release survivors who play well and respectfully or i can see are bad/new players. It's generally a fun interaction and helps add good vibes to the game.

    2 most recent fun interactions I've had were one as surv against a ghoul. They had me double hooked and found me hiding in a bush injured. We looked at each other and i offered my map, got a little nod, they spared me and the game carried on. Later on, 3 players dead, they took me to hatch. Always nice.

    Other one was a demo killer game. Against a full 4 stack team with 3 flashlights. I had to work hard but had the beating of them and had 2 dead and the other 2 double hooked at 2 gens remaining. Their best chase runner was a sable using the ciri skin. She led me on a couple of impressive chases, and was the only member of the team to not bm me. There were 2 hidden offerings so my money was on a hatch offering for shack. I hooked geralt and immediately portaled to shack, lo and behold as soon as he floated up to the entity in the sky the hatch spawned right under me. I slapped the hatch shut and could hear the ciri near me. I downed her and noticed she had a key in her hand, so instead giving her the mori, I picked her up, let her wiggle out, stood back and gave her the nod so she could open hatch with her key.

    I think there is a kind of respect to be given. In the Demo example, you proved to this team you could have had the 4k, but elected not to because the only player left was the one that was polite. I tend to be much kinder to players that don't BM if I'm in a match with serial baggers. The contrast makes me like them more.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465115/day-17-of-the-krasue-arc

    I don't know if I think the gameplay is anything different but just her animations and voice lines and such just hype me up so much

    You're right. Her gameplay isn't that unique. She's kind of a hodge-podge of multiple killers, and in her current state is sort of a jack of all trades. But the presentation of it is so top notch in legitimately adds to the fun factor.

  • Genuine question; does anyone use rummage quirks (maybe outside of some silliness with ingenuity) seriously? I've only ever thrown them on for archives or chest quests.

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063110#Comment_4063110

    All you do it. It has to after you start placing Hallucinations. And normally place urself obviously placed but also enough they will try removing it. Once there close enough swing at them and rinse and repeat. You will lose Gens so dont expect to win ur matches. Its only to troll

    Yeah, I wouldn't expect to win any more than I would when I try to 360 every shot as Slinger. I just never get the spook I want. :(

    Thank you though. I'll try and play a bit more patiently and see if I can give someone a scare.

  • @Skeleton23 said:

    Well I been working my way up to p100 Unknown and i say my best thing i ever done with him was playing Fake Hallucination Trolling. Its so funny when they start not trusting my Hallucinations. Its not about winning its just getting reactions out of them.

    I also like playing Sniper Unknown as well

    I've yet to pull off Insidious trolling correctly, Unknown or not.

    Is there a strat I'm missing? Every time I've tried it it's resulted in a 3-4E with me getting found out before my planned jumpscare could bear fruit. :(

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062976#Comment_4062976

    Seeing this and remembering that the prestige rework has almost been in the game for 4 years makes me feel old 😩😩😩

    People born in 2006 are 20.

  • @azaxydbd said:

    the fact that u get downvoted is wild, but ye, according to stats the game is killer sided, people that deny it basically deny stats and stats>feelings.

    The downvotes come from the lack of substance, not the primary point. Capslocking over killers being broken without elaborating isn't a particularly useful post for balance discussion. There are a million active threads for this topic already with actual write ups and evidence brought to the table.

  • To actually feed back to this post seriously instead of being smarmy, the problem with this post is it does not point to anything specific. You claim killers are broken and provide no examples. Is Trapper broken because you stepped in a trap covered by a bush, thus getting downed or is Blight broken because of his insane catch up potential preventing any real distance in chase? Note how these killers are on opposite ends of the power scale, yet both have interactions that can feel unfair in the moment.

    If you're asserting that every killer is broken, no one is going to take that seriously. Playing any mid-to-low-tier killer against good survivors will humble the sweatiest gamers pretty quickly. You need to give examples. Tell us who is broken, why they are broken, what counterplay you have tried and discarded. Show us why if you have the capacity to record gameplay. People will largely engage in good faith if you do so.

    As for killers letting you escape skewing the stats, nah. They know the amount of hooks/injuries/downs in every game. If a killer hooks everyone twice, then all survivors leave in a dying state, that'll be accounted for to a degree. I do like the idea of some secret cabal of Blight mains throwing games to keep him off BHVR's radar for this long, though, it's certainly a fun concept.

  • @Xaerdy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062233#Comment_4062233

    Oh no, no time for pride. My friends immediatly told me, that this notified the killer of our position and also wouldn't stay sabatoged. So it was much more running with a red head full of shame.

    Aw :(

    Still, respect the gumption nonetheless!

  • You're right, we should give the survivors guns to fight back with.

  • I would be very surprised to see a Harry Potter chapter given BHVR's track record. I'm not sure this forum is the right place to touch on the reasons why.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062871#Comment_4062871

    I feel like most of the survivor animations recently can be chalked up to that, like the springtrap axe etc.

    They really need to be more consistent with their quality lol

    We know they can animate well, just look at Unknown, Springrap and Krasue. Note how they are all killers, though.

    I presume they are somewhat limited in survivor animations due to having to fit them all across the same rig. Still, I'm sure they can do better than the current "is there a bug on my shoulder" move they do when bitten by Ghoul.

  • @BillyBubbaOnDaBlock said:

    They should all be poorly scaled models for the legion

    Freddy Fazbear doing a fast vault would increase the game quality by an entire letter grade.

  • @Rokku_Rorru said:

    Yeah this is like my least favourite thing about facing ghoul, I don't want to listen to an anime kid screeching in my ear for longer than I have to. Wow such horror. I'm sure standing still for that long isn't even fun for the person playing them either.

    Also the animation during the stand still is REALLY bad. lmao

    The survivor animation is terrible. It looks like a placeholder used for testing that was never revised.

  • Every decision in this game is a knowledge check to some degree, even the smallest ones like when to take a swing or when to press A or D to dodge. Larger ones are self-explanatory - it takes knowledge to know when to stick to your gen vs when to heal/unhook/pivot to another area.

    While you could argue the same for most games, in DBD the difference it makes is astronomical. In a basic PvP shooter, knowledge will let you know favourable fights to take, expected TTK and other things, but an opponent with good aim will have a shot at winning the fight even with all those advantages in your corner. DBD has mechanical skill to it, don't get me wrong, but there are little-to-no transferable skills from other games. It makes skill increase very unituitive in the very early hours of play. Later on, you'll still be coming across new information such as how some niche perks interact with each other, in situations where having that information earlier would have been the difference between a win and a loss, regardless of how good you are mechanically.

    My first few survivor games where I was actually trying to win were rough because of this. Chases felt impossible to escape and downs felt like they were guaranteed in seconds. Likewise, my first killer games once the MMR system let me out of baby jail were night and day, going from slaughtering newbies, building my dunning-krueger, to a massive and absolute humbling when I came up against what I'd call a mid-tier player for the first time.

    Sadly, I do not think this aspect is solvable. The way the game is built necessitates this.

  • @Wezqu said:

    They need to add some information into the game like what status effects do. The perk description changes is good but as they reference status effects that are not explained it still leaves a hole to information of new players. Like several people has stated in the other thread on the general discussion side that their most common mistake when they started playing the game was that they thought "Exposed" meant killer would see the survivors aura. That already shows how easy its not understand the status effects in this game. Not to mention "Endurance" that has its own rules how you can lose it that is not specified anywhere.

    Piggybacking off this, I think the HUD for status effects is kind of poor too. The survivors and their current task/chase status/injury status is fine, but the lack of lingering visual indicators for status effects makes what is is already information overload (just trying to play this game when you're new) into a series of misunderstandings and frustrations.

    Getting exposed has an audio cue and a slight screen distortion, but this fades. You are left with a small icon on the far right of your screen. This is fine for experienced players, but new players are going to miss this. The horror sting announcing that you have been exposed fades into the mix. There's a million things to think about and focus on that often you'll react to the sound a little, see you're not being chased, then ignore it.

    First few times I was downed by Ghostface I just didn't understand why I couldn't afford a hit.

    My suggestion would be a toggle. By default, have status effects provide clear onscreen changes. Exhaustion having a notable darkening around the edges of the screen, exposed giving red and almost mimicing the critical-health style distortions you see in other games to really emphasise how vulnerable you are, alongside the name/symbol on the right. This can be toggled off for experienced players to lower visual/auditory clutter, but for newer players it'll provide something that cannot be missed/ignored and prompt understanding through gameplay.

    Obviously I'm no game designer, but I'm trying to think of ways a 2026 new player would be able to garner just a bit more intuition.

  • @Tenac said:

    I did a lot of the basic things mentioned. Hitting on the hook because I thought it lowered health, camped a lot. I also didnt rely on killers powers much and didnt understand them. I also went from playing trapper to playing hag so I thought all killers used bear traps. I didnt even notice hags traps allowed you to teleport until I saw the notification.

    As a survivor I thought flashlights were to help you see because I had a hard time finding gens in the beginning. I also thought running made a killer be able to see you anywhere on the map so I always walked.

    Ahh flashlights. To be fair I had them explained to me before, but that didn't mean I had a clue. First time I went in with my trusty flashlight, I walked boldly to centre map and got spotted. One wild-west flashlight quickdraw later, no fear nor notion of running on my mind, Billy carved me up like a turkey and shoved me in basement.

    My first Billy game as killer was sorta how you started out though. I didn't understand his power, felt like I was trying to wrestle an angry macaque whenever I charged because of how the turn sensitivity worked. Couldn't use it in chase, couldn't backrev or feather. So, I just used the chainsaw as traversal, then played as an M1 killer when I found someone.



  • @Leon_van_Straken said:

    Someone was salty giving everyone a downvote XD

    But I got another story while talking about the "old times" in dbd with friends.

    A mistake I made was getting told by a friend that you could miss skill the bloodweb, so the first time around I red every single item waging on if I need the stuff or not.

    Someone was salty giving everyone a downvote XD

    Yeah, I noticed that yesterday. Exactly one downvote on every post. Weird behaviour.

  • @Xaerdy said:

    I am still new, so basically I could just wait and tell whatever happened.

    But when I was even newer and played survivor I sabotaged the first hook I saw in the beginning of the match. Glad I was with two friends, so just one random person is probably forever mad at me because i couldn't apologize.

    Hey dude, sure you're killing it already!

    To be honest, all I can think of is how proud you were running away from the hook, thinking of all the lives you saved. Well done lmao.

    @Zuiphrode said:

    I slugged an entire team of people the first time I played Pig because I thought that was how you were supposed to activate the collars.

    This is exactly why I don't call toxicity when a killer does something like this. I mean, maybe if they make it obvious or say something in EGC, but there's equal chance it's someone who literally has no idea and is just playing the game as best they can. But hey, well done on getting a 4k on your first pig game!

    @tjt85 said:

    I carried a Toolbox around for way too many hours before I realised they don't actually do anything by themselves.

    In my defense, I thought that because my Dwight was always holding it, then that must mean he was using it. I didn't realise they are consumable items that need to be activated with a different button press.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062151#Comment_4062151

    I did something similar but with Wesker. I couldn't understand how he always seemed to find me after using the First Aid Spray. It took a couple of Trials against him before I realised that using the spray was telling him where I was somehow. To this day, I still think BHVR need to do a better job at letting Survivors know when Killer Instinct has revealed their location. It's an unfair knowledge check that only really trips up completely new players.

    Oh, yeah, the first time I went up againt Legion, same thing. How can they always find me? They just sprint right at me no matter how well I hide. A more experienced friend had to give me a sitting down, as I was ready to call hacks. Yeesh.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062163#Comment_4062163

    I did this for several matches, wondering the whole time why it didn't work.

    Me too. Saw a streamer do it, tried it, yep yep. Story as old as time.

    @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464974/what-goofy-mistakes-did-you-make-when-you-were-brand-new-to-the-game

    I vividly remember my first trial as surv. It was on an old blue McMillan against Myers, and i had no clue what I was doing.

    He tiered up to 3 and I saw the "exposed" icon pop up. I took this to mean he could see me and I did nothing for many minutes just looking around for him, thinking he saw me and not that all of us were one-hit. He of course was no where near me. Best teammate evaaaaaaaaaaaa! 🤣

    Everyone who gets myers first game seems to have the most cursed experience 😂

  • @Donkeybqlls said:

    Not using any items or offerings because I didn't want to run out ... Yeah I'm one of those horders

    I still do that now… Shhh… They're more powerful when I have many.

  • @Chilli_man2400 said:

    as killer I tried the hag and I had no clue how to use her, I never knew you could teleport to traps and didn’t know you had to be within a certain range to teleport

    "These traps are useless they don't do anything"

    @cogsturning said:

    As killer, i camped hooks and didn't understand why people were unhooking themselves. I hit people on hook thinking it was injuring them. Had no idea I was being gross.

    As survivor, I also learned about Micheal the hard way. I completed outer gens on the same side of the map and thought I was clever for it, 3genning us over and over.

    You're so real, my dude. When I'm getting BM from a baby I sometimes wonder if they even know what they're doing. When I started playing killer online for the first time, I went with Wraith because simple. I downed a survivor and bonged my bell a few times. Thought I was being cute. Turns out it was toxic :(

    And the sneaky corner gen was totally my thing as well. I'd find whichever was tucked into the most obscure corner and work away, grinning to myself about my clear genius and wondering why me, as a new player, was just so much smarter compared to my teammates taking risks in centre map.

  • @katoptris said:

    I didn't know u can put perks on any characters so I left them on the intended character they came with. For example for Dwight I kept His perks on him only.

    At least you got your adepts early (I hope)

  • @ImWinston said:

    • Another anecdote. I was convinced that male survivors swung more than female ones on the killer's shoulder... so it was harder for the killer to hook me, so my first survivor was Jeff, who in my eyes was the heaviest and most difficult survivor to carry.
    • Edit: Over time and experience, Jeff has become one of my first P100s😜

    Honestly that kind of thinking impacts me now. If I'm playing as David I'm much more brazen, taking chases, body blocking, etc, all because - in my head - he's a big, rugby-playing Mancunian. He's mechanically identical to the others but some part of me refuses to see it that way.

  • @pidgeon said:

    Shocked people forever as the doctor and was waiting for something to happen. So I ended up not playing doctor for a while because I thought he was bugged.

    You thought he'd be Emperor Palpatine too, didn't you?

    @Leon_van_Straken said:

    Oh I got another one buried deep in my memory.

    When I started playing the game I played Hillbilly alot.

    But I never got a chainsaw down because I thought i have to hit the Survivor with the animation while stoping the sprint.

    Don´t ask me why but I didn´t thought about bumping into the survivors.

    To be fair, playing against a Billy that edged the hit by charging and stopping just before me over and over would at least be stressful, even if I'm in no real danger.

    @Nazzzak said:

    I didn't realize the importance of sound and wouldn't wear headphones or even put the TV volume up. So as survivor I wondered how my team mates knew the killer was coming. I'll add that i did watch streamers play but only killer, I wasn't interested in watching survivor gameplay. So I didn't understand there was a terror radius lol thankfully i picked up on it all very quickly

    I had the exact opposite problem. The moment I heard any kind of terror radius, I ran for the hills. You can imagine this was pretty problematic when dealing with lullaby killers like Huntress. I also thought stealth killers were unfair because I was so reliant on the terror radius to keep me alive.

  • @Leon_van_Straken said:

    Well… some people may remember the old tooltips in loading screen.

    "Drop a pallet to make a loud noise to confuse the Killer"

    Yeah…

    To be fair, if I saw someone randomly drop a pallet across the map, I'd be confused.

    Pretty effective tooltip.

  • @ImWinston said:

    • I thought windows were the same as a wall, so I watched srick to the winsdow the killer, confident that the killer couldn't do anything to me... I found out with an (unforgettable) Oni that it's not like that at all.🤣

    I'm pretty sure I've been on the other side of that situation, doing my part to teach newcomers the way of the window.

  • @jesterkind said:

    Oh man, I've got a few from when I was newer.

    When I was brand new at survivor, I'd consistently run myself to the edge of the map instead of actually using any resources, that's definitely a big one.

    On killer, it's not so much a mistake but it is a fairly amusing misunderstanding: I thought NOED was a completely nonfunctional perk because I thought Exposed meant aura reading, and got put out when it didn't show me everyone's aura at the end of the match haha

    Are you me, dude?

    It wasn't even because I thought it was better to just run in a straight line, I was just so panicked. Those first few games are really when DBD shows off it is a horror experience.

    And I had the exact same misconception about exposed. More the fool me for not reading tooltips back then, but it seems so intuitive that 'exposed' meant visible. Aura reading is something even a new player will have seen before so putting two and two together seems inevitable.

  • When I'm having bad games, I just detatch from any notion of winning or losing, and do my best, goes for both killer and survivor.

    If I'm clearly in the wrong MMR, I adjust. If I'm against people that are much better than me, I think less about winning and more about practising against them. If I'm in a lobby where I'm clearly much more competent that my opponents, I don't go friendly, but I focus on just having fun, trying out silly stuff just to see if it works, maybe playing for comedic timing. At least that way I'm playing outside my comfort zone and maybe discovering something I didn't know about before.

    I think the only thing that genuinely brings my mood down a little is less toxicity when it happens, but more being aware on a macro level how frequent it can be. I can only really run 3-4 games a night after work and I've had nights where every game has had someone being nasty in EGC, someone BMing like hell to a clearly newer player, someone throwing over the map or killer… In the moment I just ignore it, but on reflection it is a bummer because people can absolutely do better.

  • Roll her across the cash register and she'll be priced up as a can of beans.

  • @Z0mbiv0r said:

    Hi there. I stopped playing DbD quite a long time ago since I found it enfuriating, but recently I re-installed it again, and while I haven't played yet I have been reading these forums again, and so I see the game is facing the same issues it has always suffered from (efficiency in playing, toxicity, lack of secondary goals) so I thought of a little something that I think it might be a little help in 'solving' some of them. But I would like honest insight from seasoned players.

    First and foremost I'd like to address the lack of secondary goals, and while what I thought of isn't actually a goal per se, I do think it might offer a little reward to try and entice players to explore the maps a bit. And what I thought of was the addition of some well hidden, eerie chests (a random amount per map, maybe 3 or 4) which would reward players with something the likes of iri add-ons (not applicable in trial, but it would go straight to the character add-on pool), a random amount of BP (ranging from, say, 5000 to 30000) and, what is most important to this point, and also highly unlikely, a very rare chance to find some low amount of iri shards (say, 5 to 20).

    Now addressing the 'efficiency' in playing the game for each side. How about adding some levers to the maps (the number depending on the size of each map) which would 'activate' the gens. So whenever a gen is completed, the levers pop and survivors are unable to work on gens until one of the levers is activated (no regression applied, simply the inability to work on them).

    This would be paired with a stronger anti camping and tunnelling measures I'm still working on, and a new addition for the killer. An 'entity gauge'. So for each survivor being hooked, advancing a stage or sacrificed, the gauge increases. Whenever the gauge is full, the entity stops working and needs to be reactivated by making an offering in the basement. Now, this would create a complication if, say, the killer decides to guard the basement and hooks several survivors there. So maybe if there are at least 2 survivors in the basement at any given time, the offering would need to be done on a different, random spot.

    So, if you've read this far, please share your opinion and I would appreciate if you try to be respectful. No need to be rude. Thanks anyway, to those of you who stay here after this, and any insight provided will be interesting and valuable.

    I like the idea of a secondary objective, and sure, free iris? Gimme.

    However, I worry what this might do for player mentality. Do survivors immediately disregard the actual gameplay loop to search for eerie chests? How many times are you going to be left on hook until stage 2 because Leon found a box and must unlock it before someone else finds it? Or how often are you going to be the only one working on progressing the gamestate while your stalwart allies scour the map for a reward that won't apply until their next game, one you are very unlikely to be a part of unless SWF. It'd essentially be a form of throwing.

    I just know people will over-engage with this system as you describe it because there's potential 'money' on the line with iri shards.

    I think the reward for prospective new objective should be tied exclusively to the current match.

  • Gotta be real, people like this exist in every game.

    In a game where you have teammates, someone will blame them for everything that goes wrong.

    In a game where you have an enemy player, someone will blame them for being cheap or abusing OP mechanics.

    It's just people protecting their ego. Toxicity comes in when their ego is damaged.

    Being toxic after winning, though, is ironically just loser behaviour.

  • @ShanoaLegendaryPlz said:

    Something like Critters where theyd either be a little mobile swarm that turns into a big rolling bouncy ball of teeth. Not like blight bouncing but in general it rolls over pallets n survivors and coliding off walls slow it down.

    The potential cosmetics already have me hyped for this one. A momentum killer with a swarm that gets progressively more and more dangerous, either through being impossible to avoid at a certain point or just much more lethal. Survivors have to keep the numbers in the swarm down somehow to counteract. if they neglect this, the swarm just bulldozes everything.

    Maybe the swarm drops down a stage after getting a down to prevent new players from getting annihilated immediately by a 4-man-slug.

    Alicina Dimetrescu's daughters, mayhaps?

  • @niteowl said:

    I suppose we haven't seen more hybrid concepts? Like a killer who sets up traps that somehow enable their power rather than directly act on their own. Random example, a killer who would set up vine pods or something and then when around them be able to tarzan swing around them and off them etc.

    So placeable mobility?

    So you can use them for pure traversal but if you zone a survivor into an area where you know you have a pod placed, you've got chase plus added mobility options.

    I could see this as pretty fun because the traps themselves don't earn injuries, but when placed well they could be very oppressive in an area. Killer would have mobility, traps/setup/strategy, and even slowdown because I would imagine survivors would have a secondary objective, like a task, skillcheck or item they need to collect in order to dispel the pod and regain control of the area.

    Get the movement right and it'd be a super high skill floor/ceiling killer that'd earn a lot of respect.

  • @Junylar said:

    Only after Skull Merchant, Pig and Hag at least, let us keep an orderly queue here, shall we?

    SM, Pig and Hag waiting for the rework.

    image.png

    ngl I kinda love playing pig as she is

  • @AGM said:

    Yeah I'd really rather they just make it a loosely balanced event every few months as they've been doing.

    I'm starting to see calls for BHVR to take balance in 2v8 more seriously, which would only increase as novelty wears off, but 2v8 is kinda the party mode, and I like it that way.

    I'd just want some more killers added and some extremes toned down, like sprint on command and Oni in general. Some buffs for Chucky, Pyramid Head, and (possibly?) Ghost Face would be appreciated as well.

    Just as long as it's in the spirit of fun for both sides.

    Yeah, like I'd enjoy more variety and maybe trimming some silly or exploitable stuff. Oni's power charges too quickly, for example, as his usual weakness of riding the struggle bus all the way to his first injury is removed by killers like Wraith who can get the blood orbs going really quickly.

    But that's for next time, when enough time has passed for any work done on it not to interfere with work on the core game.

  • @Xray said:

    A godview killer, idk how that would work but it would be funny for a killer to just mark an area divebomb you like Radahn from Elden Ring.

    I thought about that tbh. We kinda have a scuffed version of this with Singularity, if you place your cams high up. But having a map-wide view where you can tactically deploy area effects/debuffs/pressure before engaging more directly would be fun. Maybe when you 'deploy' the killer and control them, you have limited time to get the down before they have to be recalled and go on cooldown, so you cycle through setting up an area, spawning in, zoning towards that area and making use of your devious plan to get a down quickly enough.

    When a survivor is picked up the timer pauses so you can always consolodate your down.

  • I love chill & memery as much as the next guy, but I also like to play the game.

    Splitting the queues like this will no doubt result in people getting angry that I downed and hooked them in a casual game, because I wanted a game where I could play after work without trying too hard. Like @Shinkiro said, someone will inevitably consider it toxic to play normally instead of nodding for 4 minutes then opening the gate for them and tell me to go to ranked.

  • I honestly thought this was bait at first. Dropping "thank you for fixing Wesker" in the middle of the Wesker Apocalypse is next-level brave.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061795#Comment_4061795

    u could still play 1v4 even if 2v8 was normalized, whats ur point?

    Splitting queues.

    I also think 2v8 would absolutely begin to lose its luster. It's not particularly balanced at all, which is fine when it's novel, but after a while it'd get annoying to a point where dev time would be demanded to balance it, removing time from the core game.

    I like 2v8 as a fun timewaster, but it isn't as refined as the base game. The population for it would definitely drop off massively if there was no longer FOMO. BP incentives work but then you'll just have people grinding it just for that which would hurt 1v4 queues.

    I agree the 2v8 ruleset should be available in custom games though, even for 1v4. Could be a fun way to party game with casual friends that don't want to sweat or worry about perk selection.

    • I like @Leon_van_Straken's idea of having to see that mask to reveal, as it would counter the follow-the-leader reveal shenans good survivors do. However I'm worried this could be exploitable given that the reveal mechanic is already jank. Might be worth it to see Ghosties using the toddler stealth tech "if I can't see you you can't see me." though.

      Pretty sure everyone agrees the problem with him is he can't keep up with the pace of the game as it is now. Maps are too big when you have no mobility. Gens are quick and the average skill of survivors has increased over time. I'm probably not alone in feeling like it takes less than a handful of mistakes to put you so far behind that you can only hope to snowball off of survivors getting too cocky.

      I've seen people float a small haste boost while unseen and in stealth, sort of like the 2v8 class. Maybe basekit increase to break/kick speed while stealthed to help with his slow pace. I just wouldn't want to give him anything that helps him in chase against a non-exposed survivor. His playstyle is fun which is why him being relatively weak doesn't hamper how often you see him. I play him despite being pretty bad with him just because when it goes right, you feel like a legit mastermind.

  • Most people play worse than they think they do. I was starting to get quite confident for a while before taking an absolute humbling from the sweatiest Ace I've ever had the displeasure of getting looped by. Well done random console player, had to take a minute after that :(

    Tangent aside, at lower MMR, specifically less coordinated survivors who respond to pressure poorly, you have so much more time to get things done. If these killer players are matched lower, then they'll probably have more time to get slapped about and still leave with a 3/4k without the tunnel because survivors are prioritising injuries over gens, swarming for the unhook or not spreading out.

    That being said, I do think the necessity to play that way is slightly overblown. In some games, yes, I think it's the only route to victory. With some killers, yes, it's rare you win without some dirty play. But people insist it's every single game and I just can't fathom it.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061614#Comment_4061614

    I know he cannot down with his free hit, but his free hit puts you into an immediate disadvantage when looping

    No more than any other insta down or perma injure effects or stealth effects that get you an early injure. People need to learn to play injured more. If you took it away he'd just plain suck having to get two m1 hits tbh. That simply takes too long nowadays.

    you are left with fewer options unless you run DH

    Deep wound so you can't, though that can be removed but they'd need to then do something else for his removal mechanic. But using perks to exhaust survivors also counters DH so its not like its an exclusive counter.

    If it is a case of the way the ability is coded preventing it being a skill shot of some form, then either the ability needs to be rebuilt

    Wasting time reworking a popular, fun, perfectly fine and functioning killer that has average stats is completely pointless and a waste of time. He is not a problem. He is a modern designed killer for modern DBD, frankly he fits how the game has been balanced and changed for faster paced games than practically every killer in the game. This is the route DBD has been heading with its current balancing tbh, where killers need to be designed like this to keep up. That's not a flaw with the killer, its a flaw with the game decisions catering to bad players and one sided balancing.

    If you took it away he'd just plain suck having to get two m1 hits tbh. That simply takes too long nowadays.

    True, which is why my only real suggestion is to adjust the free injury to requiring more active input. Any other suggestions have been under the proviso that this change is not possible, based on you mentioning that trying to make it a skill shot failed during development.

    Deep wound so you can't,

    Yeah my mistake, I run DH so little that I forget. I tend to prefer non-exhaustion perks, and if I am gonna run one it's usually lithe.

    Wasting time reworking a popular, fun, perfectly fine and functioning killer that has average stats is completely pointless and a waste of time. He is not a problem. He is a modern designed killer for modern DBD, frankly he fits how the game has been balanced and changed for faster paced games than practically every killer in the game

    I've said I don't think Ghoul is OP. I think he's decidedly unfun. The perception I'm seeing, and correct me if I'm wrong, is this is fine, because balancing around the fun of survivor players is ultimately what is placing the game in a state where something like this is needed. I don't think that necessitates free, ranged, gap-closing injuries that deep wound as a bonus. We shouldn't be immediately throwing away the fun of survivors because being overly concerned with that has caused problems before (which I do not deny it has, see recently walked back PTB changes). Playing as Ghoul, I do not find it fun to get hits like this either, it's just an animation I gotta wait through so I can have my regular chase.

    This conversation has been stretched out, but it all boils down to the same thing, Ghoul should earn that initial pressure, not take it for free. That's the only real stance I have. I'd even buff him elsewhere to compensate if it tanks his performance enough.

  • @crogers271 said:

    I'm going back a couple of years, but we had some long threads on this that it will be easier for me to link to. For my answers I didn't worry about engine feasibility or even if it would be good, just unique possibilities.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656236#Comment_3656236

    The sniper idea is kinda dope. It'd feel kinda like getting exposed by Ghostface but you wouldn't know immediately that he's close, so there'd be a brief period of tension where you know he's coming for you but when and where from is a mystery. Maybe tagged survivors are made oblivious via an addon.

    I think this quote does show off the main issue, that being the age of the game and limitations. The most ambitious ideas here are awesome but I could never see them being added.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061601#Comment_4061601

    Maybe look at the previous responses for context before making assumptions? Im agreeing with and reinforcing someones counter argument for why people are picking ghoul and other mobility killers. There's no bias (i dont play ghoul and play 50/50) or emotion here apart from what you're applying to my comment yourself. We all know there's a massive illogical bias against certain killers on here, that's what i was referring to with Mandy.

    It's just a fact he counters the most powerful but most boring and un-interactive survivor strategy against most of the roster, shift-w, and the moment they are forced to loop most survivors arent good at it so he (and blight) gets complained about. You will notice everything that limits shift-w gets massive hate from survivors on here.

    Im sure they said they tried that, or something similar with his power during creation and it was awful and didnt really work, probably due to game design limitations. The free hit isn't that great anyway, he still has to down you as an M1 killer and thats what survivors are best against. If we are going to argue against "unearned downs" are we going to also argue against all the unearned stuff survivors gets too? That logic seems to only get applied to killers, never survivors.

    I'm fully aware people do respond with bias, but the comment that highlighted this as well as this one very much culminate in a dismissal of any concerns people have as purely based on emotion. Perhaps not your intent, but you must see how adding this kind of comment to the discussion reads this way.

    Plus, I think it's important to remember that this is a game. We could make a perfectly balanced competitive spreadsheet, but that wouldn't be fun. I don't think even Ghoul players feel rewarded when they get their cheeky injury in, it's just optimal to start a chase with a pre-injured survivor so why wouldn't you do it?

    I know he cannot down with his free hit, but his free hit puts you into an immediate disadvantage when looping, regardless of how good you are, you are left with fewer options unless you run DH (which is even stronger against other killers as that's 2 hits you can take instead of 1). Compare this to Legion's free injury. Legion has to either run a lap of the entire map to get a down with their power, or switch to a completely powerless M1 killer. People are more forgiving of that because Legion hits are less likely to translate to game progress for them. And I'm not here defending Legion getting free hits either! I'm just pontificating on why Ghoul specifically gets ire for this.

    If it is a case of the way the ability is coded preventing it being a skill shot of some form, then either the ability needs to be rebuilt so it does function like that, or reworked so its impact isn't just removing a health state without effort or thought.

    For one last bit of context, I prefer playing killer, and feel survivors have plenty of tools already to perform well. There are balance issues with free value that survivors can get, but that is not the topic of this discussion.

  • @ImWinston said:

    • I don't know, even if the killers all appear different, they actually have characteristics that unite them. The most common families are: killers who throw something (Huntress, Trickster, Deathslinger, Nurse throws herself🤣), fast and lethal killers (Billy, Blight, Kaneki), killers with dash (Wesker, Victor), killers good at zoning (Knight, Skull Merchant), stealth killers (Ghostface is 100%, others partially exploit stealth), killers with traps (Trapper, Hag), and killers who combine two or more types of abilities (old Vecna, Dracula, to a certain extent even Springtrap). Perhaps an underused concept (because it's unpopular) are killers with "deadly" secondary objectives... besides Sadako and Pig, they're the only two that come to mind (other killers have secondary objectives, but none of them lead you to your inevitable death).

    Nurse being her own projectile is a hilarious way to look at it.

    So dya think there's room for another 'family' of killers? That's kinda my thought here. Or are we at the limit for feasible playstyles?

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061220#Comment_4061220

    As usual, anything that counters their easy brainless shift-w gameplay gets hated on. Most players are shockingly bad at looping so they overly rely on it to have decent chases. It's the most boring and un-interactive gameplay to deal with and way too effective on most killers for how easy it is

    I've seen you drop this opinion in both active Ghoul threads, although your wording here is much harsher and illustrates that your statement in the other thread about "very bias and emotional replies" from other people should not exclude yourself. Be fair here.

    Turn his LoS-based free hit into a skill shot, hell, even reduce how long he is locked in animation after landing it, and he'll remain high-tier for good players, but stop being an annoyance at middling MMR when clearly sloppy players are able to get unearned downs.

    Just want to clarify, I am fully aware that good Ghouls can do some insane stuff that is very much skill based. Ghoul needs the skill floor increasing, but the skill ceiling and power at the top to be untouched imo.

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