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zonkednb

zonkednb

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  • I've asked this question before and got a few answers but the thread didn't last all that long.

    What kind of killer should be added that wouldn't be an xslop killer?

    Like we don't want projectileslop, we don't want dashslop, we don't want mobilityslop?

    What would be goodslop?

  • There's lots of good advice here but one thing I'd like to add, given you are self-professed killer main, is to play more survivor. Learn the basics, learn how to make good plays, and in turn you'll learn to respect the skill of a survivor playing well instead of feeling angry that you should have won the interaction. If you can say "nice" instead of "go to hell" when you get stunned or flashlighted then you're already there.

  • I think Wraith's simplicity has actually allowed him to be one of the more balanced killers in the roster. I also think he's the golden boy for M1 killers, as despite being essentially pure M1, he has just enough versatility to outplay strong loops, catch people out of position and force deadzones if played correctly.

    He's about as fair as a killer can be in my mind, addon reliance notwithstanding. It's not like Trapper where the addon reliance is based on a single/double iri set up. He can do well with blues and below, and even has some niche uses for his browns.

    I also think that he's a really great killer for easing new players into the role. He's very simple and intuitive, teaches you about stealth, about M1 chase, helps make macro easier due to his mobility so you explore maps and learn good pathing and his lunge out of stealth gives you a taste of mind-games and a sort of cobbled-together chase power. Yet, that simplicity doesn't mean an experienced player with a lot of gamesense and control over movement can't be an absolute menace with him. He rewards you from the start all the way to the highest skill brackets, yet isn't Ghoul in terms of free value.

  • Bloodlust as a mechanic is a failsafe against safe loops. I like perk variety, but I'm not sure we should be looking for perks that encourage killers to play into it, as it's already a last resort.

  • I feel the fact that every survivor pictured is dead undermines your point a little.

    Clearly you're doing just fine. So what's the worry?

  • I'm not sure what creative play you are talking about with unlimited kicks, but having 8 per gen is already plenty enough to create a temporary war of attrition, enough to create windows to get hooks during that. I understand you think a limit should come in at 1 gen left, but this basically enforces a late-game 3-gen, where the killer gets 24 regression events across all of them from that point on.

    Concerns over gen damage perks like Surge or Pain Res interacting with that limit actually makes it more of a thought process as to whether you wanna bring them. Sure, Surge is the easiest AoE damage to trigger, but you sacrifice control over how you spend kicks you might need later. Eruption gives you more control, but sets you up to trigger two regression events and you must take time to set it up. Pop gives you direct control over where you want that extra regression to go, but requires you go back to the gen after a hook. etc. Having a limit makes for more thoughtful play and forces the killer to be aggressive, which is better.

    A 5th perk slot is a direct and massive buff to killers, allowing for even more stacked builds. I know we like to act like killers are all toddlers brandishing pool noodles from time to time, but this is a very big swing to take. A huge buff overall to fix what problem exactly? If the meta you're talking about is slowdown, then a 5th perk slot will not remove it, it'll simply allow it to remain while letting players choose if they want slowdown on top of slowdown, or want to add a cheeky bonus to their slowdown-centric build. If you're giving Trapper a 5th perk slot you're giving Blight, Ghoul. Nurse and Jason a 5th perk slot.

    I'm all for something to shake stuff up but dispropotionately buffing half of an asymm then sitting back and waiting for the data to roll in is not how a live-service game should be tweaked. It feels more like your personal wishlist than anyhing carefully considered for balance. Think about a decent Jason also running PR/DMS/Ruin/Thrill/Penti who also gets unlimited kicks until the late game. You'll have finished your own personal first 8 minutes of Up before you get down to the last generator.

  • I mean just stick to the killers you actively want to play and let your MMR shift to accommodate that. There isn't a ranked mode and no one knows nor cares where your hidden MMR actually is.

    That isn't to say that the power differential isn't a problem and that killers do need to have their power relative to each other narrowed, but if you are not enjoying playing S-tiers on repeat, it's your choice to change that.

  • The worst are the ones that let the timer run down then dodge. Just adding malice to the selfishness.

    I'm not a fan of lobby shopping, because it's unfair by design. Backfill is so abysmal that you consigning that lobby and all the other players in it to an unbalanced game. It doesn't sit right with me. I play anon as well and I'm pretty sure I've been dodged due to that.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099830#Comment_4099830

    Really I have never heard a survivor say they want more objectives. The Blood Generators were annoying and people only did them for the points. The game is built around the normal generators - you repair them while carefully watching and listening what is going on elsewhere. Moving around to do something else is more distracting, puts you at more risk of being seen/caught and slows the progress of the match.

    As others have said, the banquet tables were worth doing because of the strong benefit for the entire team.

    I've heard that, though. Largely people complaining that the game lacks variety for the survivor side because so much of it is gluing to a generator. It's not necessarily a complaint I have but I'm also not 5k hours deep yet. Given my survivor hours outpace my killer hours, would I not count?

    I'm not referring to a secondary objective on top of the five generators, such as Pig's power. I'm talking about something in lieu. Events could/should be the testing ground for this.

  • @SurgicalSov said:

    👍️ will do! just got excited! Since I didn't know this existed.

    Thanks :) And welcome to the forum.

  • Hi!

    I'm really happy to see you're both creatively driven and super excited about your ideas.

    I usually love reading unqiue chapter/killer concepts from people and theorising how they'd work in game. However, we're three threads deep at this points. This forum can be pretty slow, so posting multiple threads a day will result in downing out conversation and reducing the recent discussions page pretty much to just your threads.

    Post one and let it breathe for a bit before you throw more out there, that way you may see some feedback.

  • What I see here is you're struggling against pretty much everything the survivors are doing to counter you. You hate pallets, you lose mind games, and gens are getting done because you're not able to pressure survivors off of them directly or indirectly.

    There is no killer that universally fixes all these issues…

    …

    You could play Nurse.

    Okay seriously now, if you build Wraith right, the king of M1 killers, he has answers to a lot of this. He's super versatile, with his addons adjusting his playstyle a lot. He's also among the best pallet destroying killers in the game, so you can force deadzones very easily. Plus, his basic gameplay is simple enough that you'll have enough free mental space to concentrate on playing specific ways.

    I presume you've played some Wraith already? What do you tend to use?

    Trying to picture what you're struggling with most, I'll recommend a slight variation on what I tend to run:

    KIller: Wraith
    Addons: Shadow Dance (purple)/Serpent (brown).

    Perks: Brutal Strengh (The Trapper)/Turn Back The Clock (The First)/Friends Til The End (The Good Guy)/Hex: Scared to Death (The Slasher)

    Strategy:
    This build stacks break speed to allow you to chew through pallets, with a bonus gimmick of forcing you out of cloak (without the slow animation) when you do. It also helps you avoid wasting time on damaging generators and prevents too much time spent searching.

    Find a survivor, uncloak and hit them, then recloak and chase. If they go to a pallet and camp it (which they may have to) you can start an uncloak mindgame. Let your uncloak meter reach 95% then let go. The survivor, fearing an instant attack, may drop the pallet. You can then break it super fast while cloaked, instantly be uncloaked, and already chasing the survivor down.

    Once you get the down, take your hook. Friends Til The End will give you intel on which survivor to target next. Go invisible and hunt them down. If you come across a progressed genrator on the way, or a generator with someone on it, use Turn Back the Clock to remote-damage it as you approach. This will also instantly uncloak you and start a new chase.

    Scared to Death will be building up over time as you break pallets, making the survivors progressively easier to catch after a break. The hex may get cleared though, so this perk is probably the one you can swap out easiest. It's just a nice backup plan if you have survivors that know how to deal with your break speed being so quick, that also makes closing a chase easier.

    It's a fun gimmick build that can catch people off guard and help you get good starting momentum.

    Downsides:
    This build is entirely counterable. A really good survivor may not drop the pallet when you fake uncloak. Try to get a read on them, maybe even move forward a little during the animation to spook them. Or, just uncloak all the way, getting the hit and eating the stun. No killer game is totally free, sorry to say.

    If the survivor drops the pallet while you are invis, they may slow vault it, blocking you from breaking it. If they do this, you are forced to uncloak and take the slower break. This isn't foolproof for the survivor, but can be annoying. Taking the slow break is less of an issue later into the game after you have more Rampage stacks, meaning only survivors that instantly can tell what you are up to will be a problem.

    There are situations of course where you will want to rely on classic M1 chase skill and mind games. Try to think about why you are mind gaming. It isn't just turning your camera away and trying to move stangely. You should be trying to adapt to what the survivor can see from their position and predict what they might do next.

    This isn't an especially strong build, but hopefully it gives you a couple of tools to deal with each thing you worry about. Plus if you like breaking stuff it's fun.

    EDIT: Fixed a mixup in perk names. There are lots of other Wraith playstyles though. I think you should hard-stick Wraith for a bit as he's one of the best killers to learn, not only because he's easy to improve with, but he has surprising depth and helps teach you the basics of most other killers.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100070#Comment_4100070

    Yeah trapper is a funny one. Keeping it on theme would be very important.

    Haste would be useful for him, i think giving certain killers a passive haste boost when not within a certain range of survs would be an option. Though i suppose that would act like basekit whispers.

    Or perhaps he could have a way of remote way of setting/ moving traps around, like a small machine or a projection power where he goes dormant and can lay traps. I'm thinking a bit like omnipresent evil to lay traps then reverts to his body when deactivated

    It could work! Again I do like the idea of some killers being permanently present and milling about, but accept that it's a tough way to be on certain maps against a very gen-efficient team. Still, I hesitate on making modernisation of simpler killers simply giving them some kind of equivalent of a more mobile killer's traversal… It just feels like it takes away from the nice, clean, simple low-tiers we have now, if that makes sense? I did once wonder whether remote trap setting would be useful. Maybe with a 10s opening delay so you can't use it in chase to easily cut a survivor off without planning far ahead.

    I've also seen a thread previously about a 'patrol mode' that non-mobile killers get. Kinda like Portia's tracking. After being out of chase for x amount of seconds, you gain a significant speed boost until you interact with something, use a power or enter chase with a survivor. I'd like to see something like that playtested to hell and back before implementation though.

    PS: Trapper in OE dropping traps off is conjuring images of doubling a gen and some mysterious wind drops a beartrap nearby. Making me chuckle.

  • like the newly released 'The Ghoul'

    How long has this been sitting in your drafts?

    You are describing some perk/killer combinations that get value and situations that increase that value. I hate NoED more than most, but none of these are overpowered. It feels like you've just come against a killer that knows how an endgame build functions and snowballed off that.

    Also not sure what Nowhere to Hide has to do with endgame survival? I agree that perk needs a slight tweak but it's not gonna get you much aura when all the gens are blocked. Weave attunement is also kind of weak without building heavily into aura and losing on other forms of pressure. It at least requires Franklin's Demise to work.

  • The question becomes, what kind of traversal do they get that isn't just another station-based one like Springtrap or Xeno?

    I can hardly picture Trapper constructing a trebuchet with his tinkering skills and launching himself across the map. I also appreciate the fact that traversal is part of some killers' identities but not others.

    Rather than give every killer traversal, making the gameplay loop of all killers close in on a single point, I'd rather variable genspeeds or another killer 'stat' that gives breathing room to the slower guys and increases pressure on the killers that can be anywhere at once. Tweakable over time if a killer gets too strong/weak with this change.

  • I don't think the kind of modding they're going to allow will be the kind that fixes bugs. We have very little info on what he modding tools are.

  • Despite having visible perks now, sometimes I feel hesitant to pop my Inner Strength heal in LoS of teammates because people jump to conclusions so quickly in this game. I always flash up the lobby screen if I see someone hide in a locker for seemingly no reason these days. 9/10 times they've got a plan beyond AFKing for hatch.

  • @D1CL0N1US said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099339#Comment_4099339

    HAHAH SAME! I first watched Elfen Lied when I was barely maybe 11 years old? and it stuck with me until today hahah. And yeah, quite the shock to the system!

    As for the anime thing in DBD goes… I mean, we do have Tokyo Ghoul, Attack on Titant, Junji Ito… Oh, Rize is a cute anime girl aswell and she has her own skin for the ghoul! I don't know if the fanbase really likes anime in DBD that much though. I sure do like it when it's its own chapter and not only weird looking skins, but… so I mean, I think MAYBE it could work…? It's probably impossible but God how happy would I be hahah.

    Sure! I mean, I don't think it'd bother me. I don't think it's a community-wide thing, just a vocal group of purists. I can understand their perspective though, if they're attached to the horror stylings of the game,. Lucy, despite being powerful and violent in universe, is not particularly scary.

    Then again Ghoul isn't scary. Rize does have that insane sadist thing going on so there's that, at least. Junji Ito is horror and probs my favourite cosmetic collection in the game. AoT? Eh. It's just legandary skins, which I think tend to get a bit more leeway. We're getting Scooby Doo skins for goodness' sake.

    Translating Diclonius powers (the telekinesis, not their strange power of almost always being naked) into the game would be an interesting challenge though. Source material they are busted overpowered. Not sure she should be running around tearing survivors in half from 20 feet away instantaneously.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099891#Comment_4099891

    It has nothing to do with tribalism, the involved simply aren't subtle with their intent and I am commenting on what's observed.

    The event will be drastically different the next time it comes around. Especially since we will be close to the visual update at the time assuming no delays. In fact, I would imagine that next year's event will be the visual update.

    If you say so. I just see you throwing barbs out unnecessarily, dude.

    I would hope so. While I think it has the right idea in terms of making sure the buffs are strong, I feel the balance of this one was all over the place on both sides. The poison was universally horrible to get hit by and a well timed table could auto-lose a close game. Neither were particularly well liked. I had fun in the event but only because I kept being caught up in the dumbest interactions.

    Maybe remove starting morsels, remove thrown poison, and make the killer get incrimental buffs depending on how poisoned the full set table was. Like if 2 of the 4 plates placed on it were from a poisoned cart, then the killer gets a small buff, 3 a medium buff and 4 a buff that roughly mirrors the strength of the survivor buff.

    The only worry I have is if an event objective becomes too evenly beneficial to both sides, it'll just become another round of ignoring it entirely in favour of slamming/patrolling gens.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099830#Comment_4099830

    Forcing an alternate objective for survivors that doesnt provide any benefits is a killer sided change.

    I can almost guarantee you the killers asking for these changes would not want a reward similar to the event we just got, but the banquet would be a good example of how BHVR should implement it.

    I think you've gotten yourself lost in the weeds of tribalism on this one. I don't think even the killerest of killer mains necessarily have a hidden agenda to screw over all the survivor players with everything they say. You know making generalised statements like this invites argument right?

    I'd agree the Black Banquet is a good base for how an alternative objective should work, if it doesn't directly progress the survivor goal, however it's definitely a very rough first draft and I wouldn't want that to be unchanged next time around.

  • One and done with the Chuckster, huh?

    He is fun, especially when you start sliding with his charge and getting some insane hits around loops you, by all accounts, shouldn't. Despite being simple in design, he does run decently deep if you invest the time.

    Plus, he has a lot of meme potential for games you don't want to take too seriously. His addons that mess with his TR can result in some highly undeserved hits as well which is a treat.

    Of the two you posted, I'd say Twins. Most survivors with some time in the game effectively don't interact with Plague's power, so it very quickly becomes just playing a basic 4.6 M1 killer, at least in my experience.

    Twins can be very fun, but does require a decent amount of focus to get right. Their biggest issue is they are so unbelievable buggy. You will miss attacks you should have hit and hit attacks you should have missed, and this isn't ping issues, this is lil' Vic being made of spaghetti.

  • We have this already in a fair few cases.

    Slinger is pretty much this. You could argue that his telegraph is very short but a good survivor will observe both their own path and Slinger's path and pre-empt the shot before the animation even begins. Slinger has a very high skill ceiling too. However, you could have the best mechanics of anyone in the game and still lose because Slinger's map pressure is so low. 1v1 killer, not 1v4.

    Also I'm not sure what you mean by random bullshit axes from Huntress. If you're referring to orbitals, these absolutely can be countered and are skill expression themselves. It requires the huntress player to not only understand their relative distance between their position and intended target, but know exactly how high to arc the axe in order to have it land in the right position. Survivors get a super long-range sound cue when Huntress fully charges a projectile too, so you can often see these coming and keep an eye on the sky.

    This game, overall, is better suited staying casual with some opportunities for clip-worthy plays. It's okay for some killers to be easier to pick up, so long as the counterplay to them is in the same realm of difficulty.

    It feels kind of like you view anything outside of the skillset from your previous games, i.e comp shooters, to not be skilled gameplay.

    Imagine if the only thing that mattered about chess was how cleanly you moved each piece, instead of where you moved them to.

    EDIT: People have mentioned Trickster and Myers, but I gotta question you. Krasue has no counterplay? She absolutely does. You can deny her so much pressure with a buddy system. I do agree, however, that I'd prefer Krasue's opening projectile to be moved towards a skill shot with buffs to her infection or head form to compensate.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470007/why-the-black-banquet-was-a-good-thing

    I agree, it was very refreshing being able to play something new, I also appreciated having counters to more unsavory strategies and gameplay. I'm going to miss the event for sure.


    However, when people say they want 'secondary objectives' they really just mean a survivor nerf that allows them to secure more kills when tunneling/camping. It has nothing to do with bettering the survivor experience by giving a high-risk high-reward bonus goal.

    However, when people say they want 'secondary objectives' they really just mean a survivor nerf that allows them to secure more kills when tunneling/camping. It has nothing to do with bettering the survivor experience by giving a high-risk high-reward bonus goal.

    I don't know if this was just poor wording but I really don't think that's always the case. Most of the time it's actually for the survivor experience, so that they're doing something more interesting than just sitting on generators.

    Be that four generators and three blood generators forcing two different ways to progress the objective, or an uber buff for the time commitment like Black Banquet.

    Gonna be real, the random thowing in of tunneling/camping makes this feel kinda bad faith.

  • The work around is to add /p1 or /px where x whatever number you're trying to get to. I've had it too. It comes and goes intermittently.

  • @THE4saknbacn said:

    The only possible problem I have with skill based matchmaking changes is that it shouldn’t be super strict. I played a lot of call of duty and the way their sbmm works is that it’s so suffocating that every game feels like you have to sweat your balls off to do okay. I don’t want to see dead by daylight have the same issue. Something in the middle of playing at your level while maintaining some leeway so your games don’t feel the same.

    There's going to be variance game to game anyway. People have good days and bad days.

    The sweat problem only really comes in if you want it to. You can be quite skilled but play relaxed and you'll end up in lobbies with players either doing the same thing or doing their best when their best is your chill.

    I only ever sweat in DBD if I'm having fun against an opponent who is very similar in level to me, especially if they're a good sport about it.

  • @cogsturning said:

    I'd love it play Dredge again but the locker spawns are so inconsistent. Lery's and Badham alone pretty much made me drop playing it. I'd like more lockers to spawn in with Dredge and at this point I think the locks could just go, considering the Jason power creep. Maybe the exit could be a little slower, but Dredge's teleport is one of the weakest in the game as is.

    A good Dredge game makes you think you're playing the ultimate M1 killer design. It's so much fun. However, when 70% of that fun is reliant on the map being Midwich I can't commit to playing Dredge more than the occasional flight of fancy.

    We need a quality of life locker densisty update just for Dredge. Sarky wording aside, wouldn't it be possible to have a Dredge game force spawn every possible locker to help keep things consistent?

  • What I worry about with Trapper and Hag is straying away from their simplistic kits, which is not great as the game absolutely needs killers you can just pick up and use, both for newer players and for people that want a more chill game that day.

    Problem then becomes buffing those simple kits too much would make them joyless to go against if the entire survivor team isn't on the same page. It's why I feel these buffs have been so slow to realise.

    Hag being 4.6 is a simple and decent start.

    Trapper having basekit Sack without the downside of not being able to reposition traps after setting them would be something. Yes, you wouldn't get random trap value from Iri Stone, but you'd have total control over how to set up, be able to adapt on the fly and save god knows how much time on collecting traps through the map.

    Or we could give Trapper a dash attack that breaks pallets /s.

  • All of that sounds actually kinda good. As a fellow Afton guy I'm all for it.

    Apart from making Hat basekit. Even with a charge mechanic that's going to annoy the ever-loving crap out of me.

  • I'm having violent flashbacks to being 13 years old and watching this. It was like, my first anime after exclusively watching Pokemon and Dragonball Z. Quite the shock to the system, as you can imagine.

    I'm more surprised that there's still active fans in 2026.

    Lucy could be a pretty intersting killer gameplay-wise, but I'm a bit less sure about the design. She is iconic, sure, but she's also a cute, pink-haired anime girl and there'll be an even bigger rift about whether anime belongs in the game than there is about Ghoul. Not stating my opinion here, just prepping you for some pushback.

  • I'll use your three bullet points. By no means exhaustive but just one for each:

    • Change: A system that makes adjustments to some match metrics based on the killer being played. If we want to avoid every killer being reworked like Myers was, we need variable balancing. M1 killers should have less pallet density, high-mobility A/S-tiers should deal with higher genspeeds, etc.
    • Addition: I want maps with a timesink objective outside of just generators that directly contribute to the escape. Use event modes to test these concepts if you must. Collecting or forging keycards to lift a lockdown or outright causing a lockdown through overheating a reactor. Initiating an escape pod launch. Hacking. Split it up like blood generators vs regular generators, so gen perks always have a place.
    • Removal: Just kill map offerings already. Unweighted RNG is the only fair way to determine maps now. The chance they have is too low to be worth using now, and making the chance high enough will just result in people exploiting it for favourable maps again. Will probably have to create something new to clutter up the Bloodweb though (BW is the entire reason I think map offerings are still in the game at all).
  • Both are strong killers but both feel clunky and relatively unrewarding to play.

    Houndmaster's power is versatile with a lot of outplay potential, but doesn't damage directly outside of very specific circumstances. For me at least, that feels unrewarding even if it is strong. Further, controlling snug is not particularly pleasant. Maybe I'm just not used to it, but changing perspectives on a dime, figuring out my location, where I need to turn, and sending Snug for the second dash while accounting for survivor movement that has likely changed all at once is a massive spike in mental load for a somewhat underwhelming payoff. If I wanted a double dash, Wesker is easier and if I wanted that dash to be dog-shaped I can play Dracula.

    Krasue I prefer to houndmaster, but she's so disappointing to actually pick up and play. The lack of any real skilled element to her leeching gland and ease of cleansing her infection makes her very pigeonholed into a single style of play: Infect one survivor > head form > down > repeat. You can't really build for spreading infection and putting pressure on the team that way, especially as it auto cures off hook. Her head form is also clunky, with no real short swing and the zoomed out FOV making her feel slow despite being anything but. Once you've played a few matches with her it feels like you've seen all there is, despite her power being so wordy and feeling like she has a lot of things going on.

    Were I to suggest fixes to make them more popular? Honestly, I feel Houndmaster just needs to be less buggy. I think her 'indirect' style of play is a fundamental part of her character but also a reason people don't commit to learning her as easily. Making Snug feel more reliable would at least have less people turned off from her.

    Krasue needs a rework, sadly. Her leeching gland shouldn't be essentially free via the autoaim bounce. Obiously, making this a skill shot would make her less accessible, but if you make her infection something you actually earn, then you are much more free to buff her head form or the infection itself to make them feel like a real reward. A good start would be giving her head form a form of basic M1 instead of always lunging, and possibly increasing her vault speed to somewhere between release and what we have now.

    I think Krasue is stronger and more fun for me personally, but also much more perk reliant to function, meaning I don't play her often and when I do, it's never for more than 1-2 matches.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099052#Comment_4099052

    Might be translation from some other language. For example in russian the killer is called Maniac when translated.

    I see a lot of "Assassin" as well. I think that one comes from Spanish.

  • I think it's fine. TBtC has a condition that needs to be earned and Wraith isn't out there oppressing the game.

  • I like the invis power. Watching survivors use it and bank hard left thinking I don't have headphones, then act all indignant that I hit them anyway is hilarious. It doesn't really work all that well if you're caught out in a deadzone. Better to save it for a good tile where you have a chance of throwing the killer off. There being some strategy to its usage has made it fun on the survivor side too.

    Dislike the speed morsel, only cause getting SB'd more than once is irritating. It's not busted strong, just annoying.

    Unbreakable pallets need to go, though. Not just for the lost chases, but the sheer inconvenience of it. Thankfully the last time I rolled that on killer was on Nostromo, and with a ranged ability it didn't change all that much other than deny some Surge value (I refused to get off my main so built them for basic attacks to complete quests).

  • I guess the point of Springtrap is to listen to PJ Heywood have the time of his life voice acting.

    There are some niche addon combos that allow Springtrap to do things Jason can't and Springtrap can hit over more loops due to his arc.

    That doesn't mean that Jason isn't just doing the same thing but better in 95% of cases though.

  • Chucky is the most fun to me personally. Singularity is great but so daunting to pick up and very easy to get overwhelmed by, however seeing those people that have it figured out is a real show. Larry is a beast in the right hands but also very fair.

    Plague is not one I could ever enjoy. Don't like going against her and don't like playing her. If she's your cup of tea though, puke 'til your heart's content.

  • Low skill floor, middling skill ceiling, but denies you any real crutch. You have to win the chase the old fashioned way. He's very well balanced, but gets harder to play the higher up MMR you go. That said, he can still compete, you just have to make the right decisions or be very efficient in M1 chase.

    I really like him, both to play and go against.

    He does really well with basic attack and basic break perks too, making him very versatile. I like playing shadow dance/brutal (or fire up), plus uncloak speed. The other three perks vary but quite often it's Agi + thrilling tremors + iron grasp. I secure the down, clearing pallets as I go, then use intel from thrilling to decide where I'm going to hook. You're basically always in chase.

  • @100PercentBPMain said:

    you can't even practice anything as unknown because even with unforeseen+ Weave the bots are looking at you from entirely different floors like on Midwich.

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098347#Comment_4098347

    Yh I've noticed in a live ghostface match that bots can reveal me through walls. And they are basically impossible to sneak up on even with undetectable because they always seem to count as looking directly at you, even through obstacles.

    Basically the way to get bots is to just M1 them. It's super easy so no one wants bots nerfed, it just makes them less suitable to practice with because they ignore so many powers.

    At least killers get bots though. Survivors just gotta put themselves out there and pray it's a learning experience. I'd rather they give us at least the 2v8 killer bots in customs before they do anything with survivor bot behaviour.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098463#Comment_4098463

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098466#Comment_4098466

    First of all I don't even have it, I have that for survivor if even but for making mistakes that in turn makes people upset because they lose.

    And second I think both of you are talking about the medical term, I'm german and I just translate it as fear not as the medical term in that case - could this be?

    A lot of people are conflating it with anxiety disorder, not just the sensation of anxiety, and it's resulting in some really presumptuous things being said about people that get anxious when wanting to play killer.

    To the thread in general, clarifying some things because this is getting derailed hard:

    1. I'm not narcissistic. I don't want a 4k nor do I particularly play for one.
    2. I don't keep playing a game that's making me feel bad. I straight up just don't play killer if I'm feeling anxious about it. The problem is wanting to play killer, but choosing not to because of an emotional state.
    3. I don't expect the devs to do anything about it. The issue is with the individual, i.e. me, and somewhat the community overall (tribalism.)
    4. Discussing the aspects of playing killer that can cause stress is not the same as demanding the game change to remove/alter said aspects. A lot of people might just want to find common ground and a little bit of validation that they're not alone. It's human to feel illogical emotions, human to feel ashamed about that and human to seek catharsis by talking about it.
    5. I don't think anyone here is trying to stake a claim to a mental illness caused by the game. Anxiety is not just a medical term. It is also a sensation that everyone feels from time to time.

    Personally, I would have found it quite nice to discuss with some other people how they feel, how I feel, what we have in common and learn to overcome this silly little hurdle together. Instead, we've got accusations and insults. Thoroughly disappointing.

  • @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098279#Comment_4098279

    I've played a few matches with jason against bots after his release, but they were pretty predictable for my projectile. Sometimes they just did not dodge tho.

    Maybe because spaghetto code jason new?

    The only time they wouldn't swerve was when they were running through a doorway or already committed to an animation. I had one run into shack, go for the window, I pulled up my axe and they veered to the left and mashed their face into the lockers for multiple seconds.

  • @Angy_Quentin said:

    I think they do not auto-dodge. At least in my experience

    I'll test again tonight but I ran like 3 games vs only bots last night just testing how some things synergised and every time I pulled up my axe (Springtrap) they would swerve wildly to the left or right, immediately path away from resources. If I went for an orbital they'd immediately just 90 degree turn out of the loop.

    It's not busted, but I do wonder.

  • @Dustin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098253#Comment_4098253

    What is Gwar? I checked it out and it looks like a heavy metal rock band? If I found the right thing looks like it would be a cool cosmetic collection.

    Exactly that. They're a costumed band with a stage show that has lots of very fake, cheesy gore. Both they and Lordi would fit into the game quite well as a cosmetic collection along the same lines as the Ed skins for Dredge/Doctor etc.

  • Ooooh GWAR is on there too. That's one I mentioned on the forums as well. I feel this survey straight up has been pilfered form discussions on the forum/reddit and is throwing it all at the wall.

  • @Dustin said:

    My main vote goes to Bioshock. Bioshock and Outlast are the main video game licenses I want to see that are left. There's definitely more but I think those are the last two I've been wanting to see.

    Also - why was Teletubbies in the licenses? Did I miss something? Isn't that a British early childhood television show? Did it get some sort of modern horror adaptation like the Winnie The Pooh slasher film?

    I cannot believe I didn't catch that.

    What???

  • I genuinely think some forum comments have inspired some of those options. The only place I've seen call for Dino Crisis has been the forums, same with Shaun of the Dead.

  • Keeping it to non-BM, intentionally toxic things like gameplay sabotage or communication abuse… Yeah. It happens. It happens at a higher rate than other games I've played. It doesn't happen as much as people say it does.

    I play in anonymous mode just because that's more comfortable, so I don't tend to get harassed outside of the lobby, but I've certainly gotten abuse in the lobby. Most of the time it's because I either played poorly or tried too hard, and those ones I just ignore as people being salty. Outside of that, the most common one I get is my charms, specifically the trans flag. I'm not trans myself, but people presume I am because of that charm and man oh man, do people get very upset over that idea.

  • @TheTWDFan said:

    Discussions like this always make me wish more people talked about solo queue. It feels like a lot of killer players assume everyone in their lobby is a SWF, when that just isn't true. I only started playing when The Walking Dead chapter was announced, and I've played almost exclusively as a solo survivor ever since.

    I've had countless matches where it's obvious I'm paired with a group, whether it's matching usernames or PlayStation players whose profiles show they're together. Despite that, I've been left to die on first hook at the end of matches while running Kindred, even though the killer had already left and my teammates could clearly see it. Other times they'll leave me to hit struggle despite the fact I've spent the match unhooking them, giving them Babysitter, and healing them with We'll Make It. It often feels like you're disposable because you're just "the random."

    I've also run into plenty of TTV players who immediately dismiss me with comments like, "Oh God, it's a random Rick," or make fun of my username, "ThatTWDFan," as if that's somehow a red flag. Even when I play well, I'm still the first person blamed for anything that goes wrong. I can finish with the most bloodpoints by a huge margin and still somehow be "the problem" simply because I'm the solo player. At times it makes me want to dodge lobbies with TTVs altogether because I don't enjoy feeling like I have to impress someone just to avoid being criticised on stream.

    On the other side, I've had killers assume I'm part of a four-man SWF simply because four solo survivors happened to work well together. I was even banned from a TTV's chat once for saying "GG, gl next" because they assumed I was grouped with survivors who had been teabagging them. I never BM'd, barely interacted with those players during the match, but I was guilty by association.

    That's what makes solo queue so frustrating. You're often treated like the scapegoat by teammates who are actually playing together, or the killer assumes you're part of a coordinated SWF because you managed to run them for more than a minute. Last night I got fully bled out by a Ghoul after having a strong first chase. They threw the rest of the match with three generators still left just so they could repeatedly hump my body. Meanwhile, my teammates kept trying to pick me up instead of finishing the generators, and somehow we all ended up slugged. Peak solo queue.

    I don't mean any of this to sound bitter because I genuinely enjoy the game. Getting to play as my favourite characters from my favourite show is the reason I started, and I'm finally close to reaching P100 on both Rick and Michonne. I just think solo queue players are too often left out of the conversation. Depending on your teammates or the killer, it can be an incredibly miserable experience, and it often feels like you're being punished for things completely outside your control.

    If you're matched with a duo or trio, you're the "useless random." If you happen to play well, the killer assumes you're part of a sweaty four-man SWF and treats you accordingly. Either way, you're judged based on assumptions rather than what actually happened in the match. For those of us who genuinely prefer playing alone, that's just the reality of solo queue, and I wish it got talked about a lot more.

    Most of the time I play with a trio. I've taken to immediately placing our random player on a pedestal, rooting for them and going full altruism to save them. I've no idea why I have this habit, but I hope one day you match into one of our games.

    I do think the woes of SoloQ get plenty of discussion though. I've taken part in it. I just find the frustrations with SoloQ are less anxiety inducing and more anger inducing, so at least when it comes to my input, it's not something I discuss alongside anxiety issues with the game.

  • I see it as a perk that undoes or cushions a mistake directly without any real counterplay from the opponent.

    However, I disagree that second chance perks are innately bad and hate that the discourse gives the term a negative connotation by default. Perks are meant to be bonuses. If no perk eased/flipped a bad situation into a good one, then we'd have a severe lack of perk variety, so some are going to invariably have uses when you're on the back foot, instead of making you stronger when you are already winning. People say it's unearned, but the game has unearned victories all the time. I cannot tell you how many times I lost a killer in chase not by winning a mindgame intentionally, but by doing something so abjectly moronic due to panic that I'm rewarded because the killer played the chase expecting competence. Goes the other way too. I lose track of a survivor in chase or just go the wrong way, and accidentally mindgame them straight into my knife.

    There are some that I think are just bad design, even if they're not overpowered. I'm a NOED hater despite not thinking it's busted, because I hate how it makes people play and I think it breeds bad habits/expectations of newer players that rely on it.

  • @MrBuffalo said:

    As someone who has bad anxiety at times.

    Have people just considered not playing the game that makes you feel bad?

    Thats the joy of video games. No one is forcing you to play.

    And if you want to get the message across that the game is bad. Stop playing. Thats the loudest message you can send the devs.

    I've not played killer in a couple of weeks because of this. I think it's just cathartic to talk about this with other people that have the same experiene, y'know? Makes me feel less foolish.

  • I nearly had a heart attack seeing Shaun of the Dead on there.

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