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xCakeStick

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  • @ReverseVelocity said:

    I mean, they straight up did what we asked, and they're going to refine the kill switch criteria to use it more often when there's an exploit regarding the perks, and not just when they're "entirely" gamebreaking, whatever the definition for that was.

    Obviously we won't be able to see what that'll look like until another perk exploit rolls around, but I think this is a win in general. When another Streetwise situation happens then it seems like they're going to be far more proactive in using the killswitch.

    And right now, it feels like the only thing getting killswitched… is us.

    That's corny asf man I can't lie.

    They eventually did what the community asked, which is good, but let’s not pretend this wasn’t reactionary. It took mass outrage and constant pushback before they even acknowledged the issue. Still, if they’re updating the killswitch criteria to cover perk exploits more proactively, then that’s a step in the right direction. Obviously, we won’t know how serious they are until the next situation happens. But if the days of waiting for something to be “entirely gamebreaking”, whatever that vague standard meant—are over, then yeah, I’ll count that as a win for now. As for the future? Let’s hope it doesn’t take another Streetwise-type mess to get action. We’ll be watching.

  • @Lixadonna said:

    There were more people outraged than there were people abusing it.

    Exactly, and that says everything you need to know about the situation. When the majority of the community is outraged, and only a minority is abusing the perks, it’s not just a gameplay issue, it’s a sign that the devs are completely disconnected from their player base.

    If more people are upset about the integrity of the game than there are people trying to exploit it, that's the clearest signal Behaviour should’ve acted immediately. Waiting around and pretending it’s not “gamebreaking enough” just alienates the core community even further.

    Ignoring the majority because of the actions of a few isn’t just poor balancing, it’s bad game management.

  • The developers have done it once again! They've made themselves look like IDIOTS!!! I can't wait for my message to be deleted by a moderator!

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    That’s genuinely shocking to hear, because this bug enables infinite item usage in a game where resource management is core to balance. Healing, repairing, and sabotage without limits absolutely breaks the core gameplay loop. If this doesn’t meet the criteria, what does? We’ve seen perks and characters kill-switched for minor or purely visual bugs in the past, but a perk that:

    • Removes the need to bring charges or efficiency perks
    • Turns every item into a permanent power tool
    • Has been abused for over a week
      ...is somehow not game-breaking?

    If this same exploit were on the killer side, would the decision be the same?

    We’re not asking for bans. We’re asking for temporary action that matches how you’ve handled other broken mechanics in the past. Just be consistent. That’s all the community wants.

    These standards are inconsistent and absolutely pathetic for a game studio this large, you go ahead and kill switch Nemesis for because of his Zombies, kill switch The Twins when they had issues, kill switched Dramaturgy when it was causing causing game crashes or unfair movement, but a bug causing infinite items? Nope, that's okay, continue on using it. "The team is aware, it's being monitored, but it is not breaking the game.", sounds like laziness, oh we'll act on it eventually, if we feel like it, meanwhile you have players actively abusing this, for over a week, without any consequence, remove the Kill Switch at this point, it's a pointless feature which you can't even use.

  • @Legendary_deedee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453012/so-developers-do-you-not-consider-infinite-items-game-breaking

    Congrats you got to keep wesker’s hug techs as well. Unlike hug techs this bug is recent and not survivor players fault it exist. Nobody told them to rework streetwise.

    No one’s blaming survivors for creating the bug, we’re calling out the fact that it’s being abused, and the devs haven’t taken action. Wesker’s hug tech isn’t remotely comparable, it’s a movement trick, not a bug that gives infinite healing, gen repair, or hook-breaking power. Streetwise is causing a balance-breaking exploit that affects every killer match right now.

    The core issue is:

    A perk is allowing infinite item charges.
    It’s been reported for a week.
    People are exploiting it.
    There’s still no kill switch.

    Whether the rework was intentional or not doesn’t change that this needs to be dealt with, just like they did with Nemesis. Let’s stop deflecting and just ask:
    If this were a killer bug giving infinite power, would it still be ignored?

  • @coolgue1 said:

    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

    You’re kind of missing the point here. No one is asking for bans, we’re asking for a kill switch, just like the devs have done with other broken perks and characters in the past.

    Bringing up Merciless Storm or killer UI bugs is irrelevant, those weren’t infinite value exploits and most killers didn’t even know they were bugged. Streetwise abuse, on the other hand, requires deliberate loadout choices and specific steps to make it work and people are doing it on purpose.

    Just because BHVR was slow to act on past bugs doesn’t mean they shouldn’t act now. Two wrongs don’t make a right. If anything, it proves that bugs like this should always be handled fast and clearly, regardless of who benefits — killer or survivor.

    Let’s stop deflecting and just agree:
    If a perk gives infinite value with no downside, it should be kill-switched, period.

  • @PolarBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976778#Comment_3976778

    The increase in survivors bringing shiny coin, streetwise and key is because two of those things were changed in the update along with appraisal so that alone is not something that the devs can ban for.

    I also don't think banning anyone is the right approach, instead just killswitch the perk. It's what the whole community is asking for and that way innocents won't be caught in the crossfire of bans.

    Literally been an entire week, no killswitch

  • @jmwjmw27 said:

    I’m assuming they don’t ban because the burden of proof for most of these to know the person is exploiting is high enough that they don’t want to bother and don’t want innocent players caught in the crossfire.

    As for why they’re not killswitched, your guess is as good as mine, maybe they’re out of the office and don’t work weekends lmao.

    You clearly having no understanding how this is performed, when you do this glitch you specifically go out of your way to perform these steps and methods. You can't do this by accident…… And, killer perks like Hoarder or survival perks like Bond make it 10x obvious when someone is doing this…….

    And I guess the recent increase of survivors bringing shiny coins, streetwise with a key just decided to rise for no reason? Yeah, no, they're abusing this.

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974066#Comment_3974066

    I think you misunderstood me. I'm not saying all feedback is over emotional and dismissed, but even as simple user you can see a lot of it comes from "ahhh killers got stronger - nerf" and "ahhh, survivors got tuning - nerf". It's like children fighting over blanket and mothers attention.

    For example Vial. I was online on forum when patch came out. People were literally downloading it while some already posted how broken it is, or frustrating or annoying or 100500 other issues. People were downloading patch while someone already hates it. How's that a proper feedback. 0 min in game but already writes feedback?

    Okay, Clown was buffed. Is he is Op? I don't know. On some maps yes, on some maps no. Depends on multiple circumstances. Once devs find out it's winrate scyrocket, they will nerf it. But if winrate barely changes, then there's nothing Op. Give it time to gather data.

    You're not wrong that knee-jerk reactions exist in the community, every game has emotional players. But to imply the majority of feedback is childish or invalid because some people overreact early is a huge generalization. The problem isn’t just people crying 'nerf' on day one. It’s when well-documented bugs, design flaws, or mechanical oversights, often backed by video clips, user testing, and repeated threads — are ignored across multiple PTBs and still go live. That’s not 'children fighting over a blanket.' That’s a broken feedback loop.And about 'giving it time for data': that’s valid in terms of balance, sure. But this isn’t only about balance. People flagged technical issues, stuttering, micro transitions, and design regressions during PTB, and those are still pushed live. Those aren’t things you need a week of data to fix, they were already visible. Winrate stats can only show part of the story. Just because something isn't statistically OP doesn't mean it's well-designed, fun to play against, or healthy for the game long term. Community feedback fills in those gaps, if it's actually listened to.

  • @R2k said:

    Long answer short - Scroll down this forum, or reread your own argument. It's very emotional and almost no data put in. Vast majority of feedback is based on emotions. I'm honestly surprised why such feedback is even allowed, but I guess ignore is better than ban. Emotions (balance wise) are waste of time and most often are completely biased to side person supports.

    Yes it feels a bit stupidly overtuned as all Clown needs it to challenge survivor into competition who holds W better which is bad design, but it still possible to loop it. And in comparison to Kaneki/Vesker/Nurse/Spirit/Oni/Blight speed and ability to down survivors, Clown is still slowpoke.

    You're misunderstanding the issue. The criticism isn’t just emotional, it’s based on repeatable, observable outcomes. Bugs and performance issues are reported with evidence during the PTB and still go live untouched. That’s not 'emotion-based feedback', that’s a clear failure in the feedback loop. Also, dismissing all balance feedback as 'emotional' is lazy. Players give specific examples of over/underperformance, gameplay flow disruption, and compare across killer kits, just like you did with your comparison to Wesker and Blight. You’re doing the same thing you claim to dismiss .Clown’s design being W-key reliant is the exact kind of feedback people want changed, not because it’s 'emotional', but because it leads to shallow, repetitive gameplay that doesn’t reward skill. That’s a design flaw, not a tantrum. If anything, pretending community feedback has no value unless it has spreadsheets is more damaging than people being frustrated with bugs

  • This post literally screams you're bad at survivor, the Ghoul is quite simple to counter. He can't even down you without an M1 hit or unless you just don't mend for some reason, this is his biggest weakness, and if you're good at looping it doesn't even matter about this first hit that unavoidable. And why does he always keep downing survivors? As they constantly hold W or run mindlessly around the map becoming victim to his lunges or grapple. During his cooldowns after using his grab attack on you, this is when you can hold W and attempt to get to another safe loop which is easy to chain together with each other, you don't hold W if he isn't in his cooldown otherwise he will just catch up to you and down you.

    So all these in bullet points:

    • First hit is always unavoidable, but he can't down you from it making it from there a basic chase. All you have to is avoid mistakes and falling for his mind games.
    • You need to use good pathing and avoid holding W without having a plan and always hug all loops tightly to maximise distance
    • Use windows and pallets, and always attempt to switch between loops in his cooldown to avoid him catching up in his grapple
    • Avoid being in the open, once you hear his terror radius don't continue repairing a generator, attempt to gain some distance and find a tile that's strong enough to loop him on
    • Be weary of his mind games and use your check spots
    • And always split up across the map on different generators to keep your pressure against him, otherwise if he wants to he can just slug or camp
    • Bodyblock his grapples at windows and pallets before vaulting it (This can also be very beneficial if you see they're using his power to tunnel from the mobility of it)

    In a solo queue situation, he is absolutely an S tier killer due to his mobility, hitscan injury and just because most survivors don't know how to loop efficiently and general lack of communication overall. In higher MMRs, and particularly groups with more game sense and communication, this is where he is not an S tier killer. And this is shown from V1's recent streams.

  • I'd rather take 10 minutes queues than having to sit in queues for more than 15-35 minutes like in 2019/2018 for it to be the same people each time and then a DC to happen before they added DC penalties.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913039#Comment_3913039

    Players demand better game balance then change their mind when it means losing their overtuned toys in the process.

    Exactly — players ask for balance, but then lose it when it affects their favorite overtuned builds. Makes me wonder if it’s mostly newer players reacting that way. I’ve been playing since late 2018 and honestly, I’ve seen way bigger changes. The game’s evolved a lot, and most updates — even the controversial ones — haven’t ‘killed the game’ like people claim. I get being attached to a build, but balance has to come first if we want the game to stay healthy.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912808#Comment_3912808

    You will know when the map offering update is here because the map offering will be hidden in the loading screen. Looking forward to actually having a match instead of people DC in loading screen because they can't be bothered to bring sac wards.

    I'm sorry but why should the killer have to bring a sac ward all the time to make sure the game decides the map that's chosen? Killers want to be bringing blood point offerings, not sac wards just cause people want to go to a map in favour of them

  • Just the beginning of pushing for good game health overall, and just bad for individual creativity and certain niche builds, but it's necessary.

    Half the time it's like:

    BHVR buffs something → "Ugh, too strong now!"

    BHVR nerfs it → "They're killing my build"

    BHVR reworks something →"Why fix what isn't broken?"

    People constantly ask for changes, and a quality of life update. When introduced into the public testing phase people just complain as if it will kill the game. They just can't win no matter what.

  • Normally like hearing the default chase music/terror radius and being like "Oh it's a Bubba or Trapper", and actually it's the Plague…

  • @Rokku_Rorru said:

    Clown is the one being under sold, he is way too strong with the haste/hinder builds he has, he is like the least interactive killer, don't tell me go for the yellow clouds, because:

    A: They take time to spawn
    B:they are usually by him as he sits and waits, and breaks your pallets instantly and your only option is to hold W, the very complaint killers have.

    So if we want to keep the haste/hindered stacking, we'd need to nerf clown's stackable on his own. He has plenty perk synergy as it is and this is overkill honestly. I recommend you play against it and see how miserable it is to be tunneled by one, it's really boring.

    Stuff like these changes will fix the survivor haste stacking and maybe make current Skull MErchant have the potential to be un nerfed because she can't do the same anymore. It's healthy for the game as a whole.

    predropping, prerunning and holding W are the biggest counters to him anyway, which most people don't really understand so they fall victim to his power. Unless the Clown is a really good killer player in general, and zones you. And yes, I agree, his usage of haste and hinder builds were really strong. And in general haste clown with strong chase builds isn't exactly the most pleasant thing to go against but can easily be countered by actual gen pressure and just poor map presence overall.

  • It really depends how I feel as killer, at the beginning of my sessions I don't really care but as I begin to proceed further into my session that's when I get tired of it, and will begin to task manager at the loading screen to avoid the match overall and prevent getting a DC penalty. The people that do it, are the entire reason we're getting a map offering change.

  • I wouldn't of minded both an outdoor and indoor map for it.

  • @HolyDarky said:

    Also why do these blood gens not actually count as generators? You get no objective points from doing them and killers like Houndmaster or Freddy cannot even interact with these generators? Did they fail to code them in the game as actual generators, or am I missing something here?

    The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.

    Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263

    Thank you for this, obviously missed it.

  • What's frustrating is that these blood gens take literal minutes to complete due to the process of walking back and forwards, and the killer can come on over and spend no more than 10 seconds in erasing that progress.

    And I've had a few games where pumps have spawned absolutely nowhere near the blood gens.

  • Your entire argument here is involving how ranged killers makes looping pointless? The game was never designed to be purely about looping. Stealth, teamwork, and strategic decision-making are all part of the game. And the original gameplay was hiding, and less looping until players catched onto the RNG and structures that generated on maps. And the developers didn't fight against it, they adjusted the game around it whilst obviously not expecting it to be the dominant strategy otherwise features like Bloodlust, Entity Blocking and better anti loop features would've been in the game way before Nurse's release.

    Secondly, ranged killers have counterplay, an obvious one being dodging to the best of your ability despite how good or patient they are, being as random and unpredictable as possible will make the likely hood of you being hit very slim (I mention this, as most people don't even attempt to dodge, and continue moving in a straight line or strafe in a predictable way). Taking advantage of line of sight blockers like tall walls, loops with tight corners and in door maps basically render the ranged killers power completely useless at times, punish those that don't take the M1 when they're forced to, exhaustion perks can allow you reposition yourself into a safer area and of course survivor teamwork can easily force ranged killers into weaker positions or the survivors can take body blocks

    And no, the entire idea of looping "isn't to gain distance?", what kind of definition is that? By looping the killer you're wasting their time from them checking and preventing the survivors of doing their objectives the generator. You can have all the distance on the entire map you're on and run into a dead zone with no resources, and you still go down, so that doesn't work by assuming distance = survival.

  • I tunnel, slug and camp as Killer as I want to win the game and it's mostly situational, I don't go out of my way to do it to "troll" or "annoy" survivors, I want to win and use those strategies to help me.

    Majority the time as an m1 killer you have to tunnel your objective, this case the survivor out of the game as quick as possible to make it likely to achieve a 3k or 4k, and it's pretty standard thing to do, as the comp scene of dbd does it.

  • @drag27 said:

    arachnophobia maybe?

    I mean, the game is dark isn't that bad for Achluophobia's? What about failing to escape the realm or get a 4k, guess that's bad for Atchiphobia and Atelophobia

    Chiroptophobia - fear of bats, guess they must hate dracula

    Coulrophobia - fear of clowns

    Cynophobia - fear of dogs

    Chinophobia - fear of snow

    Emetrophobia - fear of vomiting

    A lot of phobias already exist in the game, it doesn't matter

  • @shadow_V said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898386#Comment_3898386

    You have no issues because your a killer main or part of a swf that has no idea how bad the game has gotten for solo

    I play both sides, and experience no issues.

  • Angered a lot of people here, as I experience no issues. So I don't have a clue what the minority are on about, so yes, it works as Intended.

  • What is the point?

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898403#Comment_3898403

    So what is healthy for killers to run? Can they even run anything decent without it being OP for the survivors? Because that's what I'm reading between the lines here. If anything, 3-genning getting nerfed would be a perfect reason to buff Ruin, because with the gen blocker all gen defence becomes weaker. 3-genning actually made finding and cleansing Ruin easier, because the killer's not gonna guard it and 3 gens at once, and when you run off to reset so that you can come back to the 3-gen and pressure it again, you're more likely to come across it. If it's decent, why isn't anyone running it? I legit haven't seen it but once or twice in like 100 matches.

    And it seems like you're concerned with the process of decent killer stuff never staying around long after it's been buffed, and you understand that SWF or any intuitive team will just destroy Ruin permanently because it's a hex. So why aren't killers allowed to rely on hex perks, even knowing that they're cleanse-able? And if Ruin has to be combined with other gen defence perks to be strong, what does that make it on its own? I can never wrap my head around takes like this, where you yourself poke numerous holes in the reputation of a supposedly strong perk, but still say it's problematic design - for survivors.

    It's quite clear to say you're upset and angry, and falsely assumed I meant that killers shouldn't of strong perks when I did not say or intend to refer to that. The issue with Ruin at 200% is that it would push the game too far in the other direction, especially when stacked with other slowdown perks. The nerf to 3-genning does weaken gen defense overall, but that doesn’t mean Ruin needs to return to its old form. It means other slowdown options should be looked at or adjusted.

    As for why Ruin isn't worth running, is cause it's a hex, it's a gamble meaning it is inconsistent and not popular among killers who prefer reliable perks like Undying, Devour, or Pentimento. If Ruin needs to be paired with other perks to be effective, it might require a rework instead of a direct buff.

    Killers should have strong perks that encourage counterplay and avoid creating passive, gen-stall-heavy matches. Buffing Ruin could lead to oppressive combinations like Ruin + Pop + Pain Res, and other combos we saw in 2023/2022, hurting survivor gameplay balance. Which is quite obviously what the developers are trying to avoid. Balance works both ways.

  • I use ExitLag so I can see the servers that I am connecting to, and I am from the UK. At least once per day, all the European and UK players will get placed into an NA server which makes us all have 200 ping for that entire game, for it to be fixed the new time we queue. Very weird, indeed.

  • @ralecgos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440719/what-happened-to-coldwind

    Unironically many times I have loaded into this map and there are tiles and filler locations that simply do not spawn a pallet there at all. I've seen this as survivor and killer.

    I made a reddit post about it 2 months ago:

    What is going on with map generation? Pallet and tile generation issues? : r/deadbydaylight

    And I've seen this same thing happen to Twitch streamers often.

    It's important to note after they made changes to the map tile generation in the 8.3.0 PTB and allowed it going live, which was meant to reduce bugs and changes of tiles appearing more or less commonly seems to have made some maps spawn with a lack of good tiles for survivors to use.

  • I still think they should experiment with a casual and ranked matchmaking system similar to how Dead by Daylight Mobile functioned, despite it being questionable if it worked at times, it was a great feature.

  • Bringing Ruin back to 200% wouldn’t be good for balance. It was way too strong before, making gen defense overly passive, especially now that Behaviour has already nerfed 3-gen strategies. The current version is still decent, but if anything, a rework would be better than just a straight buff (which would probably get nerfed a year later anyway).

    On top of that, buffing Ruin would just encourage people to stack it with other slowdown perks and let survivors suffer. Plus, you shouldn’t rely on it too much—it’s a Hex perk, and any decent team or SWF will cleanse it fast, leaving you with a wasted perk slot.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898369#Comment_3898369

    Did you just suggest removing medium vaults?

    I encourage you to look up some footage to when there actually where no medium vaults and how horrible that made the game.

    Best to ignore them, they appear to be absolutely clueless regarding to game balance if they seriously think removing medium vaults are a good idea.

    Medium vaults serve the purpose of ensuring survivors cannot fast vault whenever they feel like it, it needs to be timed and their routes need to be planned. Before medium vaults were a thing killers had a particularly harder time, and it was unfair especially against 110% movement speed killers.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898290#Comment_3898290

    It definitely doesn’t work as intended, so I’m not sure why we’re pretending otherwise. Killers can land hits from what feels like Jupiter, even at 60ms. That’s just not how it should be, and it’s frustrating

    When you're replying back to me with exaggeration saying it feels like they can land hits from Jupiter than it's quite difficult to believe a thing you even say. So yes, it works as intended. I have no issues, so it's something on your side.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896856#Comment_3896856

    yep, this. They are totally fine with people playing with 200-300+ pings, using VPN’s, and ruining games for everyone else who is trying to have a fair match on a local server with low pings.

    The forum moderators have previously banned people before from the forums for discussing about people using VPNs, and said it's allowed.

  • It works as intended. Yours and the killer ping are also a factor when it comes to this.

  • The original Coldwind farm use to be really difficult as Killer mainly due the main buildings and the RNG that use to spawn, which was quite frankly insane.

    The map itself hasn't "shrinked", they've removed all the fog making the map appear smaller when it isn't, with the addition of also removing majority of the corn that use to be present. This I don't know why. (the map outlines still match the previous, pre-reworked versions of 152 square tiles)

    But from the maps changes, especially from "The Realm Beyond" has seemed to of absolutely gutted these maps, to the point where I love it when I'm the killer, but dreading in a solo queue situation as I know the pallets will be all gone by the time we've got to 3 gens. At least AutoHaven and MacMillian didn't get the same fate, but it's sad to see Coldwind get it.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440282/could-the-ptb-be-added-to-the-xbox-insiders-program-to-allow-xbox-players-to-join-ptbs

    Other games also have PTBs on console for example PUBG.
    Tired of people claiming its impossible just because most devs dont bother.
    It would also greatly help with PTB queue times.

    Exactly, including more games like Fortnite, Forza Horizon, Destiny, Grounded and Elder Scrolls Online have taken advantage of the Xbox Insider Program for testing.

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893756#Comment_3893756

    I know hardware ban can be bypassed, but I'm sure it's not every hacker who can do this.
    Adding hardware ban would certainly help.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893762#Comment_3893762

    Agree ∞%

    Hardware bans do exist, if your account is banned three times then it's an hardware banned. It's always operated that way, but as you said it can bypassed, thanks to spoofers.

  • Changing the anti-cheat system won’t suddenly fix the issue. Cheating in video games is a persistent problem that will never be fully eradicated. While switching to a new anti-cheat system may help, it's important to understand that no solution can completely eliminate cheating in a game

    All anti cheat system have limitation, none of them are all perfect, the cheaters can easily adapt quickly, as they're always constantly developing ways to bypass the measures, so cheaters will adapt and exploit just like they did with EAC, changing anti cheat systems takes significant development work, time and money to make it sure it's actually stable.

    Behaviour is doing a good job from active moderation and player reports. You report these people in game or through their ticket system and they're banned in a week or even less.

  • @ThatRyanB said:

    That's a good question! Chucky exists in an interesting place where he has aspects of a stealth-focused Killer (as you mentioned), but also has strong mobility with his dash. A 32m terror radius mirrors the balance he has between these two facets of his kit.

    I appreciate your response. But I do feel like it's bit of an oversight If I can say, as Pig and Skull Merchant has a mix of stealth and mobility who still got theirs reduced. Skull Merchant gets a +5% Haste from the Drones when using them when placing or rotating, and still gets 24 meter terror radius.

  • This explains why I can't even update it.

  • @Chilli_man2400 said:

    I think it’s cause of chuckys size cause he’s the only killer who’s 2 ft tall and small. So I guess to balance his size they give him a bigger TR

    That doesn't make sense, killer size shouldn't determine the Terror Radius. As he already makes a lot of sound effects in game which already blows his cover for survivors listening and paying attention, never mind with his illusionary footprints.

    If this was the case, The Hag who was the shortest killer before Chucky would also have a bigger terror radius, but doesn't, it's also 24m. Chucky’s ability completely removes his TR, so a 32m base TR might be a way to make sure survivors have more warning when he’s not in stealth. But still, with Pig, Ghost Face, and Skull Merchant getting 24m, it does seem inconsistent.

  • The spamming flashlights behind these macros had the chance of crashing some people's games as well.

  • Is this why the changes that he was supposed to get in November got delayed?

  • @Skeleton23 said:

    We can all agree DBD is having a problem with The Killer side of the game. This game is no longer fun as killer because you can just start the match and the survivors are already done doing the Gens. It's frustrating how one sided the game is now. Most killers can't keep up anymore with the new things. I wish the Devs would see this

    Damn, survivors are actually doing their only objective—how dare they! Every daily complaint about gens basically boils down to: 'Survivors should stop playing the game so I can feel better.' Maybe killers should stop hooking people too, just to be fair? Just slug and leave them on the ground instead. Never knew pressing M1 for 90 seconds was a crime.

  • I mean it was far easier to give up years ago, at least now you have to miss 2 skill checks before the entity kills you on hook. Before it was just kobe 2 times and then miss 1 skill check and you're gone, or just disconnect when the disconnect penalty wasn't added, which by the way, wasn't added until December 2019. Us survivors playing solo queue had endure survivors just leaving when they didn't like something that wasn't going in their favour for nearly 4 entire years, furthermore, survivors were able to disconnect when loading into the game, and us survivors still had to play as a 3v1 with 4 generators left to repair.

    But overall I see it as survivors being sore losers and pathetic, I play both sides, more killer than survivor but once they face the slightest bit of discomfort they're gone, and then they're inflating the kill rates of killers, which is why Skull Merchant for example had ridiculous kill rate across MMRs cause survivors just gave up. And this isn't just Skull Merchant, If It's a killer which the survivors have to adapt to then they don't typically like it, give up and either call you boring like I've had in the past when playing Huntress or Deathslinger.

    But however, people are forgetting are crucial factor to all this. People that have joined Dead by Daylight past 2020 have experienced better and faster queue times then us the older and veteran players. In the past, survivors had to endure the longest queue times ever, due to less amount of players and having no cross platform at the time meaning the survivor could just face the boring match or the match they don't like or face the long queue times. Now that queue times are arguably faster and better, now if a survivor can't loop a killer without adapting to their playstyle or power, get a boring match, get's tunnelled, get's camped or even gets down less than a minute in a chase due to their own mistake or a killer being better… they can now just requeue and find a match in less than a minute.

    Edits:
    You had depipping which punished a survivor as well for leaving a match so early, meaning less bloodpoints to be awarded at rank resets which was needed due to bad the grind use to be, that was the punishment. When that was removed, suicides on hook obviously took an increase.

    And yes, of course Behaviour is now gonna being updating the game to make it slightly more killer sided.. Why would this be? Oh yeah, perhaps it's when the game was ridiculously survivor sided for years in terms of the unfair perks, add on, offerings, maps, and items. It literally use to be an escape rate of around 80/10, that's how easy it was for survivors. And this is why Killers played less, and Behaviour are starting to adjust that to make it feel balanced on both sides, regardless of what anyone argues or says, I recommend you go download an older version of Dead by Daylight and get a friend and then see how absolutely ridiculous it was for killers before complaining it's just "Behaviour making it easier for the killers." But as Matthew Cote said once years ago, “At the lower levels the game is killer sided and at the higher levels it’s survivor sided.”, which is true to an extent, if you watch actual comp matches against experienced players that know what they're doing that's when skill begins to show, and when killers will have a harder time, and that's cause the killer isn't some Blight or Nurse as well, but at the end day those kind of players are good due to playing the game and getting good as them, which you don't often see. When the survivors aren't good, don't know how to loop the properly or effectively then that's when they don't win as often, due to majority of the player base being casual.

  • I played during the first release of 2v8, and even waited for the 15-30 minute queue times for killer. Unfortunately, we had to play survivor for majority of it cause the killer queues were just too long really… That's when I also discovered the original 1v4 gamemode was also highly affected as well. And honestly, that second time 2v8 released I did not play the game, I did not come back to it until December 2024 again. As it was just boring waiting for matches, and the matchmaking to either pair you with brand new players most of the time just to compensate the uneven balance of players in each queue times. I'm also not looking forward to it…

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