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diablo916

diablo916

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diablo916
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  • @DemonicDemons said:

    Is it just me or? I load into a game as a killer, get into a 15 second chase and 3 gens pop, survivors always seem faster than me, takes 30+ seconds to get blood lust, watching survivors read my movements with 100% accuracy with my Myers scratched mirror + 4.4ms addons despite not having aura reading abilities confirmed at end game. I watched this guy sprint burst mid chase confirming he had no exhausting perks except one for when I'm carrying team mates which I was not.

    This other game they pop 2 gens within 2 minutes with a single person on each gen, break my totem and as I get two back to back downs on injured survivors the moment I get close to a hook I start getting massive lag spikes and lag back to generator at which point the girl hops off my shoulder while a third gen pops and the other downed guy gets up off the floor. I mean this is just getting ridiculous it's like they're getting instant skill checks and hitting great skills checks repeatedly instantly for how fast these gens are being completed.

    Is anyone else experiencing this? I have several recordings but at this point I know it's not normal and just D/C when it happens I don't really care about the abandon timer I'm simply not playing with cheaters. When I get into normal matches it is quite fun for the most part otherwise I'm running into people who appear to see me through walls or run at the same speed as me sometimes faster and many times mid chase, like I don't even gain ground as a killer in many of my matches as a regular killer so you could just imagine how bad it is on scratched mirror 4.4ms Myers.

    ThiThis is why DC penalty needs to be removed. They punish their actual players with a timeout if they decide not to stay in a cheater lobby. I really have people trying to gaslight me into thinking the DC penalty is still a good thing

  • @solidhex said:

    i came back after i haven't played the game for most of 2025 and honestly, the gen speed is insane. I'm experienced (4000h) and i tried many different perk setups and tactics and honestly, there just isn't a way to 4k anymore. At least not against the survivors i play against. Even if my chases go fast, it's almost impossible to prevent all 5 gens from finishing. All the band-aid perks are gone and i'm not playing Blight or Nurse, so no oppressive s-tier killers here. It's so frustrating and i think about leaving again after 1 week. Meanwhile, i've escaped in most of my solo matches (2v8 is a different story).

    With big licensed characters comes big bad ideas to keep the lights on at BHVR. They have to keep the new players flowing in, buying survivor cosmetics and then leaving. Ruins the game for the vets but it garauntees survivor casuals can escape no matter how bad they are. Meanwhile veteran survivirs get to play bully simulator forever

  • @TicTac said:

    With which killer are you the most successful? And do you enjoy playing him?

    Either artist or trapper lately. I advise everyone to give perkless trapper a try. It will make you appreciate perks like brutal strength more and it strengthens fundamentals. Just run his honing stone add on and bloody coil addon so youre not completely useless

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463698/survivor-gameplay-and-item-rework

    There's a lot to go through here. But the short answer is killers do not need a buff. The game is still at its core killer sided.

    High skill survivors are a nightmare to deal with but a high skill killer can still beat them. I play killer and survivor roughly equally. And my killer experience is way better. I regularly get matched against really good teams and still more often than not, beat them, and i main a mid tier killer, demo. Incidentally mmr still throws really weak teams at me as well, because the mmr doesn't work. Whereas my survivor games are one long parade of 3 and 4k games where i get an escape once in a while and gens get finished once in a blue moon. Not fun.

    There is the seed of a good idea here though that I would like to see implemented. Just for both sides, not killer only. A dynamic system that tracks the match balance as the game progresses, and helps to address the balance. If there is a survivor dead at 4 gens then killer gets a little 1-2% speed hinder, gen repair speeds are improved. When there are 3 gens done and if killer only has 2 or 3 hooks then killer should get a buff and gens should be slowed, and yeah maybe a a floating perk that enables and disables depending how well the killer is doing would be one way of doing that.

    But to say the killer roll as a whole needs a straight buff? Can't agree, evidence and experience doesn't support it.

    Bro if you dont get good teams every match then youre really not seeing what the high market killers are experiencing lol. Survivors get everything for free including every pallet standing at the start and every second chance perk available to them with little to no interaction required. Yes killers fmdo need a buff

  • @Zanecc said:

    Dbd killer, the easiest aspect of multiplayer gaming, needs more buffs?🤦🏻‍♂️ how about improving the trash matchmaking. Games trash. Literally the most one sided game in the killer favor of all time

    Most brainrotted take and it shows youve never played killer at high MMR lol. At least im offering solutions instead of giving my brain dead takes with zero rebuttle

  • @Xaerdy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051338#Comment_4051338

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051339#Comment_4051339

    From what I've seen, I agree. To be fair, the OP didn't really phrase his plea as something interested in health of the game, but more like killer player experience. Essentielly they say "please don't nerf the First for the following reasons". Downvotes would/should also happen, when people simply disagree.

    However, in this forum the whole sentence "I don't want Henry to be nerfed, because he is dumb" and "Henry should be buffed, for the following reasons" will likely amount the same amount of dislikes as the OPs post. Where as a post simply stating "Henry is dumb, nerf him" will possibly attract more upvotes.

    —-

    To the topic at hand.

    In my personal opinion he seems to be a tad too strong, because he is so full of skills and his vine attack appears to be a little too fast in respect to the audio cue. But that is more a nuance question. In any way, I think it is far too early for any kind of judgement to nerf or to buff.

    Yeah because killer is always the one getting shafted a week after we spend our money. It is for the health of the game as well. They dont even ask about killer satisfaction in their surveys, only survivor opinions. Ghoul didnt even need cooldowns tbh. He cant even down people with his power. Most survivors are just trash at this game and dont understand fundamentals of chase. All you have to do is run tight loops and he'll never catch you. Its only when you try to leave a safe loop is when he catches up. Like blight but worse

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050760#Comment_4050760

    And in the opposite case? When there are too many gens left and not enough hook states/Survivors?

    There are 4 survivors bro. They need to stop catering to babies and actually focus on their veteran players who know how to play the game. Everyone agrees that gen speeds need to be looked at and my idea is a core mechanic that punishes gen rush. They punish camping and tunneling yet leave gen rush untouched. Survivors can afford to spend a little time in order to set up strong pallets and windows

  • I like this idea. Its the main reason why I dont play him. Too complex on console against good survivors

  • @UnicornMedal said:

    Genuinely, there's not much else to do on Survivor.

    My Idea is to have survivors be required to build/unboard god pallets and windows. If they choose to rush gens their chases will be weaker and vice versa. Simple core gameplay mechanic that gives them something other to do than jump on gens with the best gen perks. Right now they get everything for free with the most brainrotted perks that give instant value. Zero incentive to learn the game when you can just slap on windows and run to yellow

  • @Philscooper said:

    if you guys really want to make low tier killers viable, nerfing soloq across the board WONT help whatsoever.

    no one is going to complain if the low-tiers get buffed multiple times.
    but you dont NEED to nerf survivor over and over for absolutely no reason or without any compensation.

    spawn rules did nothing but buff high-tiers with mobility.
    pig is not going to catch up. ghostface is not catching up.

    map offerings being gutted are just more useless clutter that no one asked for.
    mostly used by soloq or low tier killers like doctor or vanity mirror myers,
    (yes i know everyone used them, but it mostly effected were the weaker side)

    fog-vials being gutted, this did NOT help soloq,
    this made everyone universally use a medkit and toolbox even more.

    medkit addons being gutted, did NOT help soloq.
    this only made swfs either use a toolbox while low-tier's most likely still tunneled and slugged.

    adding killer designed around swfs, will NOT help soloq
    (kaneki, dracula, the first, vecna, chucky)

    nerfing the anti-camp speed to the point that its SLOWER than what it was before, all because you added the meter on the hud, will NOT help soloq.
    Especially now that because of "map restrictions" the 4 meter buff got cancelled and most killery already know where to optimally proxy camp without letting this mechanic ever trigger.

    where is the basekit kindred or bond everyone has asked for, for years?,this wouldnt even buff swf, swfs already know where everyone is and where the killer is 24/7 due to callouts while everyone is communicating.

    2v8

    every casual survivor already gave up in 1v4 and only plays 2v8

    which they dont even want to play survivor 2v8, unless :
    the bp bonus is there,
    they just play killer regardless of queue times. everyone is queuing for killer,
    not just the killer mains,
    thanks to the dual queue that was added with zero added incentives to play survivor.
    or they had 7 friends who wanted to play dbd…which compared to other games, no one would dare touch this game.

    hyperfocus has been on the rise since april due to kaneki's release.
    everyone in their experince has seen an obvious uptick in that perk being used after his release,

    i dont think nerfing the perk. survivor or even swfs, over and over will solve that issue,
    especially now that kaneki will be hated even if he gets nerfed down to sm status, since he has been left in top tier status for 9 months now.

    i dont think anyone would even mind a hyperfocus nerf if soloq isnt going downhill with every update.

    if you really have to bring out another overtuned killer, at the very minimum, improve on the soloq experince.

    Screw solo, stop nerfing killers!

  • @Renegade707 said:

    This is a killer who requires perfect precision to get hits with his power which already isn't easy on console, but on top of that on console you take longer to adjust your aim, losing more distance because you can spawn your power on props by mistake. I know it can be fixed with a lot of skill, but they all combine to just kinda feel bad. Also, there is a bug where if you cancel your vine attack without using it, you can't enter the upside down. Overall, just feels bad

    Agreed, hes not as bad as huntress or nurse, im surprised they didnt give him a lullaby but the fact that he has to hit 2 of his power before being able to do anything scary is annoying. And it's for a limited time. His power should be something he builds into like nemesis if we're forced to use him as a 110 killer

  • @killerjuker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050272#Comment_4050272

    kaneki remains s tier after nerfs but most who play him remain mediocre.

    the first is easily S tier. at the moment most killer mains can't aim. once they get the muscle memory down, he will be very easy to play

    Definitely not S tier. His power cant even down you. He's only good for his mobility as well. He doesnt need nerfs. Dont believe me put time into playing him until you go against good survivors. Only bot survivors think hes op

  • @cogsturning said:

    Imagine spending 30s to build a pallet just to have a default Feng run by and drop it without a thought. This will defintely improve soloq.

    That would suck but it should make players think before wasting their resources if they are required to sink time into building them

  • Okay what more do you guys play at? Lol

  • @AmpersandUnderscore said:

    Interesting that you crap on tinkerer as "bad" because it's "only one use per gen" yet pallets are generally one use per match.

    If a trapper cant start with every trap in the game then why do survivors get a double god pallet setup with 2 pallets right next to each other

    If we're nerfing survivors to meet "trapper level" then I guess your "blight and ghoul" should also start with no power until they can slowly collect pieces of it strewn across the map?

    I can think of exactly two maps that have "2 god pallets next to each other": Midwich clock tower - currently bugged to only have one pallet right now, and Gideon near the basement. So two indoor maps with nearly zero vaults and a heavily fixed layout. Midwich is also the most killer side map in the game, and Gideon is somewhere in the middle of lethality.

    Most pallets are already weak enough to be unsafe for survivor as it is. You don't necessarily have to kick every single pallet a survivor drops.

    Oh and let's not forget double god pallet set up at the raccoon police department in main area. Almost every pallet and window on that map is 100% safe

  • @AmpersandUnderscore said:

    Interesting that you crap on tinkerer as "bad" because it's "only one use per gen" yet pallets are generally one use per match.

    If a trapper cant start with every trap in the game then why do survivors get a double god pallet setup with 2 pallets right next to each other

    If we're nerfing survivors to meet "trapper level" then I guess your "blight and ghoul" should also start with no power until they can slowly collect pieces of it strewn across the map?

    I can think of exactly two maps that have "2 god pallets next to each other": Midwich clock tower - currently bugged to only have one pallet right now, and Gideon near the basement. So two indoor maps with nearly zero vaults and a heavily fixed layout. Midwich is also the most killer side map in the game, and Gideon is somewhere in the middle of lethality.

    Most pallets are already weak enough to be unsafe for survivor as it is. You don't necessarily have to kick every single pallet a survivor drops.

    If tinkerer isnt bad then why does nobody run it aside from meme builds? Its heavily outclassed by unforseen in terms of undetectable and that can activate more than once and you get to choose when and where to activate it.

    Most killers start the match with their power on cooldown what the heck are you talking about. Also killer is expected to perform highly at every angle while only being able to chase 1 survivor. At least my idea is balanced. Youre quick to criticize without offering any alternative. My idea is very solid. Youre forgetting eerie of crows main building , dead dog main building with god pallet right next to shack that leads to another god pallet right outside of main building, garden of joy god house with a god pallet right next to a literal god window that has zero mindgame. All those areas need reworking or my idea implemented into the game to be balanced. Most pallets in this game are 100% safe and must be broken to stop from being infinites

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049333#Comment_4049333

    Tinkerer, Phantom Fear, Deadlock, Bitter Murmur, and Weave Attunement are just a few of the killer perks triggered solely by survivor actions. Lethal Pursuer and Corrupt Intervention give you value just by loading in.

    With heavy restrictions. I.e. 7 seconds and then nothing unless you run other perks. Corrupt is gone if you down a survivor within the first 60 seconds. Even then I never liked corrupt unless im playing trapper. You gamble on securing a solid early game. If a survivor runs you for the 60 seconds or if they're all good and split up to do the first 3 gens you basically run 3 perks for the rest of the game. It just feels bad 👎🏻

  • *1 time use per gen. It was heavily nerfed just like pain res. And you dont get to decide when it gets to activate. Nothing killer gets can hold a candle to the survivor meta which is why you guys get to see blight and ghoul every match. My idea at least slows the game down and helps alleviate broken map design with core gameplay. Something this game desperately needs. Now not everything I listed needs to be in the game. Maybe 10-15 seconds to build a pallet, who knows but at least survivors straight out the gate wont be able to run to god loops and waste 5 min

  • Tinkerer? Hahaha 1 time use, deadlock is 20 seconds and you dont get to control when it activates, weave attunement is bad and has to be paired with another perk to really be good. Corrupt has heavy restrictions and lethal only shows people for the first couple seconds of the match and needs other aura perks to be useful. None listed compare to what survivors get and they have 16 perks on their team.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463179/buildable-god-pallets-and-windows

    Sounds like some kind of basekit alternative to Any Means Necessary which is guaranteed to get the highest possible value per use, with its tradeoff being focused around time spent, which is an extremely relative cost (as time's value for any given individual, let alone role, changes throughout the match) Especially since what you're asking for is free time when it makes such a high impact, during chases. An idea like that would only work if it came with more risks, like only working on weaker pallets, but nobody would consider it worth bothering unless they got guaranteed high value from it. Make it that strong and all you would need is for survivors to coordinate when and where to build things to be as efficient as possible. It doesn't sound like there are any ways to really account for things like that.

    Dude youre talking like survivor doesnt get free everything with no downside already. Sprint burst, hold W when not exhausted and you get free instant value, prove thyself, always active for free, deja vu is always on and speeds up survivor objective for free. Killer gets nothing and has to work for everything

  • @maybesarahhh said:

    This is a bit overkill, imho. A pallet is already only a single use item (assuming the killer breaks it) and there aren't very many of these "god pallet" spawns on any given map anyways (with recent density updates I think we are down to 1-3 of these per map, correct me if I'm wrong here). Having to waste time building pallets and opening windows instead of being on a gen is extremely unproductive for survivors. Not to mention this would give killers an insane buff at the beginning of a match that they quite honestly do not need. We already have perks like blood favor, spirit fury, enduring, and brutal strength to help deal with undesirable pallets.

    Alternatively, I think there are a variety of killer perks that could be added to help deal with pallets. Examples include: a perk that allows the killer to "trap" a pallet so that a survivor gets injured when they throw it (limited to a set number of pallets per game or needs to have some kind of prerequisite to activate); a perk that shows the killer auras of upright pallets (similar to windows for survivors, would allow a killer to know if the corner they are going around is clear or not).

    Perks to solve problems are bandaid that dont improve the health of the game though. Thats what BHVR always does and a killer can only bring 4 perks. What if the map has 5 problems? Lol also, tell me you dont play killer at high MMR without telling me. A survivor with god pallets up arent even worth chasing a lot of the time. Theres a reason why its better to drop chase with a survivor who's running to shack. I still like my idea better than just "make more perks to solve core gameplay flaws". All survivors want to do is escape as fast as possible with no counterplay. Completely shut off their brains with sprint burst and free value perks, meanwhile killers have to earn every drop of value they get.

  • @Venusa said:

    Chaos Shuffle honestly just highlights how useless most survivor perks are when you’re being aggressively tunneled.

    It doesn’t matter what random perks you get, you don’t even have the chance or time to use them if the killer is determined to remove you from the match ASAP. What’s supposed to be a fun, chaotic experience of discovering and experimenting with perks turns into the same bullcrap 5-minute games where you barely get to play.

    You queue up after work hoping for something at least fun, and instead your time is wasted: load into a match, then get tunneled out immediately like the killer’s life depends on it. Rinse and repeat.

    Modes like Chaos Shuffle are proof that killers don’t need incentives, MMR, or rewards to tunnel, they do it simply because they can. The devs have shown time and time again that this playstyle is promoted, and ultimately ignored. You can nerf or buff perks all you want, but killers will still tunnel even when there’s no reason to “win” or climb MMR.

    Sorry to say, but survivor gameplay is miserable, and Stranger Things Part 2 isn't going to cut it.

    Maybe tunneling is just a symptom of the real disease. Killer has almost no perks that carry any weight along with powers that cant keep up with what survivors are able to get away with and do. Especially when they cant pick their own perks. Survivors get 16 perks In a match, the majority of them are usable if random. Killer gets 4 and meme addons are included in their killers pool as well. Killer also has a lot of perks that dont synergize

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048302#Comment_4048302

    Blight can use and depends on his ability in chase

    Ghoul cannot use his ability in chase except some certain loops and even then it doesnt down, it just shortens the loop

    On top of that you are removing the scamper even though it has a counterplay.

    Then you are also nerfing his kagune mechanics so he basically cant use it to bodyblock in chase too.

    Do you want to make the killer powerless?

    Let's ignore the rest of your changes and focus on just 110% and why that would be a massive issue and a gigantic nerf for ghoul. It's like making legion 110%. Make legion 110% and see how trash he immediately becomes.

    Blight can be 110% because his ability is usable in chase and can get you hits. Even if he doesnt use the ability, the capability that he could changes how the loops are played. You have to factor in the blight rushing so you cant play against him the normal way you do with other killers. Ghoul doesnt work like that, you just loop him mostly as usual but vault back when he vaults onto you with the "good boy" tech, nullifying his scamper. You have to watch out for bodyblocks in some loops and surprise bamboozle but that's about all he can do in a pallet loop.

    You would make the ghoul probably the next skull merchant with your changes

    I think the reason why chucky is 4.4 is because of his small stature which maybe lets him hug the loops tighter, idk im not sure. He is innately harder to m1 loop than the other normal killers because you cant see him over stuff too. Anyways it doesnt make sense to compare killesr on why this one is 110% and this one is 115% just to somehow justify nuke level nerfs.

    Play ghoul at high mmr and you wont be calling for nerfs. Cooldown after pallet break was the laziest change ever and made him boring now. Learn how to play against a killer before crying to BHVR for nerfs to a killer we paid money for

  • Idk man i dont think people realize how toxic the survivor community of this game actually is. Look at arc raiders. I stopped playing because of voice chat. Even though you can turn it off, imagine you get a toxic teammate who is shittalking you the entire game because youre not playing optimally. This game would die if you made voicechat a thing. Plus not to mention the balance would be even more offset to the survivor side than it is now.

  • @dbd900bach said:

    There is definitely some bad crossover between some killer powers. The only advantage Chucky as over Micheal is his size. He's pretty hard to see, especially when undetectable, and being third person is also a massive advantage.

    Michael is better of course, but Chucky is still somewhat decent despite that and has his own unique advantages.

    Advantage maybe, massive? Nah. Shape outclasses in every way and let's not forget chucky is a 110 killer

  • @RockPaperHook said:

    Every killer is a human or a humanoid killer. Humans aren't the only horror creatures. A spider for example is a creature used in horror plenty of times.

    Dredge, xeno, chucky....

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048169#Comment_4048169

    Ghoul players with autoaim hitscan-through-walls power calling something else braindead.

    You cant down survivors with power stop acting like it doesnt take skill against good players. Timing is everything and he cant use his power around tight loops. Survivors have the most brain dead perks of the 2 roles as well. Hold w to activate sprint burst, press space because you got downed after the killer hooked you and got you again after basekit BT. Prove thyself takes nothing to activate..... I can keep going

  • @random1543 said:

    PTB seems to be lacking any changes to the ghoul even tho your community is out crying for you to nerf him.

    I personally wont keep quiet until he is fixed so he isn't miserable to verse.

    No more nerfs! People paid money for him and hes supposed to be the power role. It already feels terrible to get a cooldown after breaking a pallet. Most brain dead change they could've ever done yet survivors are still whining in the comments about him. I play him exclusively now because what else is there that can compete at high mmr hell? Blight? Nurse is bugged. Nobody else stands a chance to win with all the survivors second chance perks and fast heals. M1 killers are dead in the water at this point.

  • @Langweilig said:

    Maps overall became a lot worse than they were before the pallet density. Midwich, Hawkins and lerry‘s have gotten a lot of pallets removed and it wasn‘t even mentioned in the patch notes. Skull merchant map (forgot the name sorry) and disturbed ward got shrunken heavily and got a lot of loops nuked. The other affected maps from the update got a lot of terribly bad pallets now, that are super easy to win as killer and as survivor they are just frustrating to play since there is most times no good way to play them. Then some maps have like almost no windows while the pallets are terrible. You drop the pallet the killer runs around and hits you. You vault it, the killer just hits you or runs around and hits you. Add ping and hit boxes on top and it feels ten times worse. It doesn’t seem like it really matters how you play as survivor. I would like loops that are fun to play and not just a struggle where one tiny mistake instantly gets you killed while the killer can make thousand mistakes and even gets rewarded with bloodlust.

    From the promised anti tunnel almost nothing cane through, except those lousy +5 seconds of endurance/haste, that do not really help against tunneling at all and are annoying to deal with as killer in endgame. Tunneling got made even easier by nerfing/shrinking of a lot of maps. At least give us the elusive and no hook notification sound. It would make tunneling more annoying for the killer and give players more time before the killer notices an unhook happened.

    Lastly medkits got a hefty undeserved nerf with the explanation that it would be too much with the anti tunnel and pallet density, but guess what got reverted + nerfed further than it was before and what didn‘t. The syringe is kinda pointless now except you wanna do a head on clip for YouTube and the styptic is the worst medkit addon and it lacks creativity, because we already have more than enough charge addons.

    The other survivor items don‘t feel much better! Keys are pointless after the killing of the bloodamber addon. Maps are pointless after becoming a worse version of WoO and getting rid of their old function. Fog vials do absolutely nothing after their underserved nerf the second week of their existence.

    Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.

    Agree or disagree with me. I‘m just describing my frustrations with the balance decisions of this game.

    Well they keep nerfing every strategy killer gets so dont be surprised when survivor gets stale.