coolgue1
coolgue1
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020042#Comment_4020042
In my opinion, bad plays should lose you games yes. Dropping pallets that incidentally create really big deadzones is something you should be paying attention to. Bad players should lose, not get the opportunity to make 3 more bad plays before they get lightly slapped on the wrist.
if that were true how come if a killer makes a mistake it legit a light slap on the wrist if killer misses am m1 they have like 0 cooldown
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@XLbuff said:
I don't like "us vs them" mentality, but recent and upcoming changes are just ridiculous. I honestly don't see myself playing killer anytime soon. Devs managed to make playing killer a chore, stressful and full of "ifs" with punishments.
I've always believed that a carrot is more effective than a stick, but in the end, the developers chose the path of punishment again. Some bloodlust (btw can be gone just by placing a trap or crow or doctor's shock) and BPs for hooking different survs are ridiculous and calling them incentives is a massive exaggeration. I'll tell you a secret, but the players who want to win don't really care about BPs.
The real incentive that comes out of all the changes is to choose the top killers and play sweaty. I don't want that. I also don't want to play weak killers and pretend I'm having fun. By the way, new killer players will be punished even more just for trying to win without knowing all the nuances, most likely, starting with low-mid killers and will be frustrated hard.
Sounds like someone has their mmr boosted so high with tunneling and plays like that every game they feel like the have too lul u mad you own problem no pitty here
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020036#Comment_4020036
I hard disagree on your pallets take. Im sorry, i am not saying that they are handholding. Just saying by adding more pallets to already survivor sided maps included in its effect is NOT balanced.
SO in your opinion do u think their should be a giant dead zone just because 1 pallet get thrown ? because that not balanced what so ever back in the day like 4 years ago survivor had to learn pallet control so they wouldn't create dead zone for the next person that looped in said pallet thrown area now a day once 1 pallet get thrown it just free hit for the killer that just out right BORING TBH sure the fact it been gone on this long people get used to being given free hit and pressure all the time now it just dry's the game out making survivors a punching bag for the killer the game is about skill
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- 10% haste (was always in the game)
- Endurance (was always in the game)
- Elusive (QOL not hand holding + no longer a thing)
- No Sound (QOL not hand holding)
- See the killer's Aura (MABE hand hold a little like a pinky finger but far from it more on a QOL because u do anything and loose it to prevent non interactive game play)
- 10% haste in endgame (QOL)
- Endurance in endgame that always been apart of the game (QOL)
- Survivors can pick themselves up if slugged too long(MASSIVE QOL u have to be down for half your bleed out timer to get it to even activate wich was state at 130S thats 2 minutes for the survivor doing NOTHING)
- Anti face camp (QOL)
- Seeing the resolve bar on teammates (MASSIVE QOL)
- Pallet changes that massively increase the number of pallets on maps that didn't need it while not actually addressing the thing said changes claimed to be trying to fix. (Honestly, maps used to be like this before the devs started catering to every crying killer main. Now it’s about as balanced as it’s ever been.
As for killer—let’s not act like they haven’t been handed massive buffs over the last couple of years. They added more hooks per map, practically eliminating dead zones. Hooks now respawn in 30 seconds. Gens take 15 seconds longer to complete. And for the last 5 patches straight, they’ve been buffing 2–3 killers every single update — making almost the entire roster more viable, more oppressive, and way easier to use.
Maps got brighter and a lot smaller, loops (especially jungle gyms) were reworked to be killer-sided and be almost non existent on most maps now a day, and nearly every new killer released has been so simple to play that a toddler could 4K.
Shall I go on, honey? Because it’s honestly funny how you mention all these survivor ‘advantages’ but conveniently forget all the hand-holding killers have gotten.
And let’s be real — most of these so-called ‘extra pallets’ are filler pallets. They’re weak, short, and easily mind-gamed. Half the time they’re just two tiles laid next to each other for decoration. These aren’t strong loops; they’re fake safety nets at best.
But honestly, there’s no changing these people’s minds. They live in their own little world where killers are the eternal victims, no matter how many buffs they get.
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His stalk meter fills up way to fast TBH u can fill up in like 5 to 6 seconds
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At this point they are just currently wasting resources and money on SM don't matter what they do because the problem was never the killer it was the player that were playing her
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018486#Comment_4018486
Idk if people actually do that, but if they do that is definitely annoying and problematic. Haven't ever seen evidence of someone using spam accounts before.
I'm sure that the pallet density thing made that more obvious that people are doing this
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Their needs to be something done about people with like 5 and 6 accounts just to down vote, to vote on anything TBH it kind insane BHVR hasn't weeded these people out yet
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We Have OTZ to thank for that he legit does it every game so people just going to copy what he does
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I mean SM would have been the same as she always whas if people didn't abuse here to to fullest the a killer problem they made themselvs yes she was built like it but it was on the player to abuse it so hope she stays were she at for years to come the dont deserve buffs she can stay lock in her cell forever becasue u all know how the low skill 45 minutes matches people were put up with it was not fun for anyone
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people play 2v8 because it actually resembles old dbd from 2 years ago the maps have a decent amount of pallets and windows now a day their 0 skill just free hit all around maps are barren loops are so small u get hit regardless of how good u play all in the name of casual killer mains crying it the casuals killing the game not the vets
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Friendly competition is so bad it laughable it only being 120 seconds make it complete garbage
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yeah the need to debuff his radius back to his original state were the ring don't max out in like .2 seconds to actually give people a change to get away it stupid ease to get someone with the guard
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002614#Comment_4002614
Killer nerfs the last 2 years:
late 2023: anti-facecamping landed. if you park under hook, a bar fills and the hooked survivor can bail, so hard camping got way worse. skull merchant lost the turtle-gen cheese (active zones gone, drones don’t lock gens the same anymore).
a bit after that: trickster got louder and slower in effect — terror radius bumped from 24→32m, needs 8 knives to injure instead of 6, decay doesn’t help you as much. stealth/ttk definitely worse.
early 2024: 3-gen cap showed up — each gen only gets 8 regression events, so pure “kick & hold” stall is nerfed. save the best for last is weaker: 4% per token (was 5%), and you drop 2 tokens whenever the obsession loses a health state in any way, not just a basic hit. blight lost several top add-ons (blighted crow/rat less rush speed; adrenaline vial + alchemist’s ring reworked/toned down).
spring 2024: ultimate weapon got smacked — no more scream, just aura read, duration halved (30→15s) and a fatter cooldown (up to 80/70/60). way less free info/interrupts.
summer 2024: blight and billy both moved to a 40m terror radius (harder to sneak or proxy). xenomorph tail charge slowed from 0.2→0.3s, so the poke is less instant.
summer 2025: finishing mori only works if at least two survivors are still up — no more “last guy = free mori.” haste perks trimmed: unbound 10%→7% (lasts longer but net weaker) and machine learning 7%→5%.
later 2025: pig’s john’s medical file crouch speed bonus is 10%→5% (base pig got love elsewhere, but the add-on itself is a nerf).
… meanwhile surv buffs the last 2 years:
late 2023: anti-facecamping went live. camp under hook and a bar fills so the hooked player can bail with Endurance — way more agency, especially in soloq. skull merchant’s gen-turtle nonsense got gutted as part of the same wave.
early 2024: 3-gen stall got capped — each gen only eats a limited number of hard regress events, so pure “kick & hold” is way weaker and endgames feel less doomed on bad spawns.
mid/late 2024 perk glow-up: teamwork perks lost their cooldowns and got “linger,” Corrective Action upgrades teammates’ misses to Greats, Inner Focus shows way more info with no range limit, Blood Rush got simplified (focus on that fast Exhaustion recovery after unhook), Quick Gambit works from anywhere + shows teammate auras while you’re chased (with a CD), Lucky Star lingers long enough to matter, and Poised even pings Killer aura when you start a gen. Cleaner, stronger, easier to trigger overall.
also 2024 mini-buffs: Blast Mine/Wiretap/Flashbang trigger sooner, Diversion/Deception/Dance With Me have shorter CDs, and the “newer” toys like Mirrored Illusion & Chemical Trap ask for way less gen progress to activate.more frequent value for deception/utility builds.
system/QoL bumps around then: survivor spawns got standardized (closer together, same floor when possible), “go-next” griefing started getting flagged/penalized, surrender became possible in truly unwinnable states, and AFK crows got stricter so extreme hiding stalls less. Fewer throwy lobbies, less time-waste.
mid 2025 perk pass: Botany dropped the med-kit efficiency penalty (finally), Champion of Light & Light-Footed got shorter CDs, Desperate Measures got fatter numbers, Exultation refunds a lot more item juice on pallet stuns, Counterforce zooms through totems and marks the far one longer, and Empathic Connection went basically map-wide (plus a tidy heal bonus). Big usability jump for team sustain/info.
most of your so called nerfs were just problematic and very abused for months before they even got slight nerfed because it was unbalanced u clearly don't want a challenge as killer the way survivor have to challenge themselves and u forgot that they nerfed most maps to favor the killer long before any of these buffs were put in place any hun u got 1.5k down votes on you profile wonder why
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the last 2 year every patch buffs killers like multiple of them to the point of no brainer so yes they very much doo
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@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001503#Comment_4001503
What does the number of hooks have to do with the hatch?
The hatch apears after 3K. That's the rule. So if 2 still alive = not hatch, no "abuse".
u are abusing the mechanic to gain an in game advantage to get a 4k when u slugg someone and then go for the 4 person sure if they are on top of each other don't really matter but 99% of the time that not how it used it slug #1 and hunt for #2 for 4 Minutes that legit the definition of abusing a mechanic to gain an in game advantage because u are purposefully making the hatch not spawn it a work around the entire mechanic so u don't have to deal with it that what killer want a way around the mechanic BHVR is going to put in place
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@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001494#Comment_4001494
Your answer does not make any sense. Why should 6 hooks be alright? Why go any gigher than 4?
Because it would make the system completely useless u can't give wiggle room that can be abuse if they want to truly stop it, look at hatch for an prime example it abused in 90% of game to stop it from spawning
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@solidgamer44 said:
Essentially bumping my thread with two moments where aim assist cooked me pretty hard today.
- Coup De Gráce and friends til the End, essentially lost my token + instant down on Michonne cause the aim assist just decides to hit Jake on the Hook, geniunely insanely outdated mechanic.
https://www.youtube.com/watch?v=gVgYEtxfga0
2. Landing Shock Therapy on meg through basement wall to cancel the unhook just for the aim assist to cancel my lunge and my coup de grace letting her unhook and let the Alan get away.
https://www.youtube.com/watch?v=aIR3ZPKrw9g
NGL I have no idea why this is in the game and it does more harm to me personally than any good in the slightest.
Aim assist can mess you with loop at times and it really sucks too but these are bloody awful cause I felt like I played really well on both these moments and got genuinely cooked.
that not even an aim assist problem u just swing too early trying to prevent saves both times it all that is hahah
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Killers will whine about anything that gives survivors even a shred of counterplay to their so-called ‘tactics’—cough cough, easy-mode crutches.
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@BlackRabies said:
I'm glad this didn't went through it was going to do far more damage than intended. Wasn't going to affect just the problem hard tunneling at 4 or 5 gens when it was most problematic instead it would've affected everything across the board forcing every single killer to play as if they're walking around Lego pieces. The anti-slug/tunnel also could easily be weaponized by the survivor players.
- Trap killers are the weakest in the game, they can't be picky who they chase and it's the survivors fault for triggering any traps.
- 2 survivors on death hook are being aggressive taunting the killer and the other 2 have no hooks and playing like rats being very hard to find. What the hell is the killer suppose to do when the killer is being taunted by the 2 on death hook?
- What if 3 survivors are being the biggest rats not taking chases and only one survivor is being found? Can't blame the killer for tunneling that one person out when it's the survivors fault that happened.
- Base kit Tenacity was stupid. Killers that has a mean to down survivors from a long range like Huntress, Artist, Knight, Twins, etc would easily lose the person they downed and maps with a lot of tall grass like Dead Dog Saloon they're not ever going to find them.
- Immunity to killer instinct also stupid as it would allow the survivor to hard counter certain killer powers with ZERO risk.
- May as well delete Sadako and Pig with how their kits work.
Yeah i've would've completely quit the killer role if the changes went through it would've feel miserable being forced to play by the survivor rule book. Then survivor mains would be at fault wondering why the que times are so much longer.
honey that's your problem not to use aura reading perks at all don't blame it on the survivors when u are out right refusing to put on a perk that solves your problem and gives u more pressure BBQ is all u need it just a joke be be like i can't find anyone
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I think the devs should be able to see, through the new stat tracker, which players actually tunnel a lot. That way, they can tell when the complaints are just coming from bad apples who are upset they can’t rely on the easy-mode strategy anymore. Honestly, most of the people whining are the same ones who camp hooks, trade hooks, and refuse to improve at the killer they’re playing.
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I’m sitting at around 165 ping consistently, even though I’m right next to the server. Normally, I’m between 30–45 ping, so it really seems like the servers are completely cooked right now. On top of that, after the newest DLC dropped, my CPU usage has shot up to 80% while in-game, which is way higher than usual. It honestly feels like they’ve completely killed the optimization with this update. Anyone else experiencing higher-than-normal CPU usage or unusual performance issues?
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Their are some killer player trying to do this to surivours like this is redicliois this system n3eds to be scrapped and also u need this system for killer if they tunnel then they also loose a grade
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their a perk in the game that already does this Low Profile and survivors shouldn't have to need a perk tax to deal with something all killer can do BK that is not healthy for the game
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so u want the exit gate to favor an autopilot mechanic that seem balanced
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983180#Comment_3983180
They downvoted him because he was right! If its going to provide the value it does by extending chases (or even preventing them) then it needs to be very limited. Otherwise theres now EVEN MORE chase imbalance in the game that needs to be addressed for like 90% of the killer roster.
All items need to be rebalanced together (Yes toolboxes and medkits too). Survivors are so focused on their benefits they wont look at the larger picture in terms of game balancing. Wasting a killers very limited time is insane levels of value.
They also do too much all at once, remove the sound reduction off them and make it sight based only.
Honey, more than half the killer roster has been buffed in the past two years — and guess what? The way most killers play hasn’t changed one bit.
You want to talk imbalance? Let’s talk about how a huge chunk of the killer player base would rather tunnel, camp, and slug than actually play the match. That’s not “pressure,” that’s just skipping the game.
And about items — survivors use them to try to stay alive in a role where one player is always outnumbered 1v4. The killer already has map control, instant information on hook states, and now more slowdown tools than ever. Acting like toolboxes or medkits are “insane value” while ignoring the fact that wasting a killer’s time is literally the point of the survivor role just shows how different our definitions of “balance” are.
You could buff every killer to be twice as strong, even four times stronger, and it wouldn’t matter — because the real problem isn’t numbers, it’s the mindset.
So if we’re talking balance… maybe we should start with how the game is actually being played.
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@Metagamer said:
Because people absolutely hate Franklin's and will deny that Medkits (the main reason you run Franklin's) are still overpowered with things like suture addons, extra charges, insta heals and styptics (even then Franklin's needed the full 90 seconds on the ground to counter the last 2).
There is no perk that made people more upset than Franklin's, like even grim, pain res and DMS together are tolerated somehow. But the moment they drop their item against the m1 killer? instant DC. Franklin's is also a big cause for rage quitting in my experience as I get far more early DCs with Franklin's than without.
You can also tell people hate it just with a large part of the reception to the nerf being "Good, it was annoying/op/unfair/unfun etc". Not saying that the nerf is justified (it isn't), but unfortunately so many people hated it that they've probably pleased more people than angered.Syptec and syringes have the easiest counter in the game count to 5 done countered and their is 0 insta heals syringes take like 15 seconds to trigger it not even close to instant and their tons of counter to med kits anything that has mangled in it name BUT let's be real here because 1 perk could delete all items is what u were worried about the perk was unhealthy 100% and med kit have easy counters and toolboxes been nerfed again and again and the rest of items in the game are basically usless now with the rework stop being like it about balance it not u abused and overtened mechanic for years and are so relient on it without actually try to counter them without the perk amd Franklin's and weave still exzist it is deadly pressure eather see their auras all round or they are oblivious for 60 seconds win win
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The perk only activate after being heal not spammiable so why would it need a nerf it like when people complain about throw down it legit activates 1 time per match yes conviction can be used many times per match but u have to heal to activate it so really u can't also u go back down after 30 seconds so not the hard to counter at all
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U pull a pallet and still get hit regardless they been bugged for mounths in the killer favour why they pro haven't touched it if a survivour pulls the pallet down and they get the stun bit stil get hit becaseu of the killer pig they should be refunded the health state and the stun should last 1 second longer so people have time to react u have killer playing on 180 plus ping using a VPN to get hit they cleashouldnt be getting VPN should be banned like in every other pvp game
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Sure fog vials take scratch mark away but if u can blaintly see them the fog it don noting even if u can't see scratchmarks and can't hear as well becaseu u can ligertialy see were they are going it not a fog vials anymore it just trash
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@ibesassu said:
Please change it so we can get some value
The fact is that theu add e d more hooks on maps like a year ago. Ow and still haven't rebalanced the wiggle is hellairois and they say the game is survivour sided the only people that say this is the people relying on easy mode tactics with boosted MMR from doing it 🙄
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@HeroLives said:
I think playing killer is the way to go.
I though the same but every killer is to easy to play and they are buffing every killer recently that take any sort of effort so it just make playing killer feel boring I mean sure they want to sell sell sell is all they are worried about these days along with every map is so dry for suruvour now it not even fit anymore it just dir from spawn
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Clows yellow bottle should be back to the way they were before mabe less haste and have it so the bottle trigger after 1.7 seconds insted of throwing it at their feet for instant haste
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Basically usless after the patch so sad I guess I won't be using them anymore they were brainy useful
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Not like killer don't abuse the ui insted of putting on aura reading perks to hook trade every game it funny when it benifit the killers it fine good lord merciless Storm was bugged out for 3 mounths all killers abused it but guess what u all stayed quiet about it for a long time before anyone called it out and no one got banned so if they were to banne people for using this the community would crack down hard this should help killer get better at the game insted of tunnel 1 person out and force then to learn how to pressure the right way becaseu tunneling and camping arnt pressure tool it a lazey way to brute force a win same thing streetwise is right now it go hand a foot honey and BTW they did know it was bugged becasue killer rank entire skill cheak build as well alot more people played doctor to abuse it to the fullest not try to make it sound like killer did abuse it they 100% did and their ws mutiple video mad on it in the first few days
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Yeah 100% agree the new token system basically nerfed the maps and keys into the ground
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TThe New charges system is for maps and keys needs to be reverted as well as the map addons they legit retire a map offering only to put it in again with the exzact same feature just changed the name they could have just changed the addons name not out right get rid of people's 400 and 500 addons
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972425#Comment_3972425
"op" has 2% pick rate and is useless once the items lose their charge
how op….
That’s just not true. You don’t actually know what the real pick rate is—there’s no official system tracking that kind of data. NightLight is completely player-driven and unreliable for something like this. Every single match has to be manually submitted, which opens the door for skewed stats. The numbers can easily be bloated or underreported, especially considering only a tiny fraction of the community—maybe 3%—even uses the site. Console players don’t use it at all and likely never will, so using NightLight to make any solid claim just doesn’t hold up.
And let’s be real—the killer picks Franklin's Demise almost every single time there are three or more items in a lobby. That’s not a coincidence. It’s being used specifically to shut down item value, and it’s way more common than people want to admit.
Furthermore, even with the recent nerf—where Franklin’s no longer drains item charges—it still applies real pressure. It takes the item out of the survivor’s hands during chase and forces them to go back and retrieve it, which delays and disrupts their ability to actually use it. That alone is item denial. The only thing that changed is that it’s no longer an instant item wipe.
The people upset about this change are just mad they can’t completely erase items from the game anymore. They never wanted to learn the actual counterplay and were relying on Franklin’s as a crutch.
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U mean you sad that u can't kill items that surivour bring in anymore just imagine suruvour having counterplay which is clearly what u dont want franklins is now balance not OP
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You’ve made thread after thread asking for buffs — whether it’s M1 killers, slowdown perks, nerfs to SWF, or even old Myers audio. That’s fine, but at some point, it’s not about balance anymore — it’s just asking for more and more until the game hands you wins.
Saying people are “toxic” just because they don’t agree with you doesn’t make your argument stronger. A lot of us like the effort it takes to get value out of M1 killers. It’s called challenge — not everything needs to be high-mobility or free pressure.
If you're always demanding the game be made easier instead of adapting like the rest of us had to, maybe the issue isn’t the killers — it’s the mindset.
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@Brokenbones said:
I'll take a stab at explaining how he's actually pretty balanced and fair (with a few exceptions in certain circumstances)
The Teleport:
- Most of the time the doors are facing generators and if you're on a gen you should really be keeping an eye on it because once the panel starts flickering, that means he has started TPing to that door and you get a big headstart on him. In the event that you don't have line of sight on the door - listen for the audio queue of him emerging from the door instead or listen for the map ambience pausing (not sure if this one is a bug or a feature).
- With headphones I think it's audible enough but I know a lot of people play on TVs and such so that might be a fair criticism.
The undetectable can be troublesome if you aren't prepared for it, but this is usually off-set by 3 things:
- Being vigilant as a survivor, if nobody's in chase pay extra attention to your surroundings
- Keeping track of the teleport indicators mentioned above
- One of Springtraps most popular addons completely neuters it, so there's a good chance a lot of Springtraps aren't even really using it since Bonnie's Guitar Strings is just that good.
The Axe:
- If you have a good amount of distance on Springtrap, he either has to look way up (Which makes him lose track of you) or he won't be able to hit you at all due to the limited range of the axe.
- It's best use scenario is either a survivor right infront of him, so he can close the gap and grab you immediately or using it when you are animation locked, something many killers on the roster already do (And some even better).
- It's a fair point to say it makes camping too easy, I will 100% agree it is next to impossible to escape basement vs Springtrap without someone getting axe grabbed due to the nature of the basement. It's why Huntress/Trickster are really good basement campers too.
The Cameras:
- Yeah, there's no real reason to use them. Completely agree.
- The only time it's decent to use them is either right after you finish a gen and someone's in chase that you wanna try and help out or in the endgame when there's no gens left to do.
Haha thay funny spring trap is huntress 5.0 no wind up time no nerft to speed while winding up and unlimited hatches u get.7 seconds to reaction to dodge a hachet also sprin trap hatches have a giant arch that let's him hit over almost ever loop in the entire game but sure he's balance and the gatchet speed it about that same as huntress
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If someone finds themselves heavily dependent on gen regression perks every match, it might be time to look at improving their chase or map pressure game instead of expecting the perks to do all the work. Perks should support your playstyle — not carry it.
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So u want to be able to run Lethal and tp on the suruvoirs as soon as u get into the match ? Uh that sound way op dredge already been buffed enough honey we dont need him to be any easier to play u jsut want instant control over the map for though on 1 perk and call it
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I’ve been playing Survivor long enough to know when something is actually improving the experience — and this update just isn’t it.
Calling this a “Quality of Life” update feels more like marketing than reality. The new item is a neat idea on paper, but one smoke vial doesn’t change how frustrating the core gameplay still is. Survivors are still stuck in solo queue roulette, dealing with constant camping, tunneling, and overwhelming slowdown — and none of that was addressed.
Instead of tools to help with coordination or more meaningful baseline changes, we get another niche item and a few adjustments to Keys. It feels like surface-level polish when what we really need is structural repair.
If this is what we’re calling QoL now, I worry that the bigger problems are just being ignored.
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The current anti-camp system has some issues. Killers can still proxy camp or remain near hooks—even after the generators are done—with little to no penalty, while survivors may face penalties for healing or staying still. Additionally, killers receive instant UI notifications when someone is unhooked, which can give them an advantage to respond quickly. To create a fairer experience, it would be great if camping and inactivity penalties applied equally to both survivors and killers. Hopefully, BHVR can adjust the system to better discourage camping and improve overall balance.
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Yeah, you’re absolutely right — and here’s the kicker: BHVR specifically said 2025 would be focused on Survivor Quality of Life.
We’re now halfway through the year, and here’s what we’ve gotten:
🔻 Survivor Nerfs:
Self-unhook chance removed (can’t even 4% without a perk or offering)
Suicide on hook nerfed (no more early outs unless someone lets you die)
MMR punishes giving up or DCing, but doesn’t protect survivors from terrible teammates
🔺 Killer Buffs:
Hooks respawn in 30 seconds, even if you just sacrificed someone on it
Hooks are super clustered, making sabotage and bodyblocking pointless
No punishment for tunneling or camping
Meta perks like Pain Res, No Way Out, Pop, Grim Embrace still dominate
MMR rewards kills, not skill — you can tunnel 3 people in 4 minutes and the system thinks you're playing "well"
It honestly feels like BHVR wants anyone with 24 hours of playtime to be able to pick up any killer and get a 4K — no skill, no map knowledge, no effort. Meanwhile, survivors are expected to play like esports-level loopers just to make it to the endgame.
And somehow they’re calling this “quality of life for survivors.”
We’re six months in. Where is it?
No communication buff for solo queue
No meaningful anti-tunnel tools
No MMR improvements
No solo-friendly perks or safety nets
Just… more nerfs and more pressure.
I don’t even mind losing if the match is fun — but when killer is getting easier and survivor is getting harder, and the devs are saying the opposite is happening, something is seriously wrong.
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I mean they might as well just take map offering out at this point in the game killer complained them into oblivion
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Your boosted MMR will be fixed on Tuesday dont worrie about it