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Archael

Archael

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Archael
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  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/457904/dbd-needs-perk-total-overhaul

    ngl if they removed all perks from characters i would want a full refund for everything ive ever bought lmao theyre the only reason i buy the survs

    Yeah becasue its definition of p2w: game mechanics (perks in this case) locked behind paywall

    But tbh. Without such change,m at some point there will be no new perks at all. Wait untill old hex: ruin will be implemented with different name because lack of ideas for perks and mechanics.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949335#Comment_3949335

    It's debatable if killer has the right to choose how they play, especially if it breaks the rules (teaming and holding the game hostage), but regardless, that doesn't mean the survivors have to like or even entertain your playstyle, even if it's within the bounds of the rules. If your playstyle is unpopular and you don't want to hear complaints, you'll have to hide the in game chat and not interact with the survivors to avoid that. It's unfortunate that it has to be that way, but that's just the reality.

    In regards of your Ada/Wesker etc. interactions, some survivors like preferential treatment, but others find it either boring or consider it game stalling if you want to treat them special. They did queue up to play, and some people consider farm games a waste of time.

    Ultimately, just be aware that there are multiple play styles that exist, and because there's no separate ranked and casual playlists, there are many incompatible playstyles that would cause people to get frustrated if they get into the same lobby.

    Tho I never force them.

    As I already mentioned in OP. This Leon shakes himself on a ground which in most cases means "don't hook me" so I didn't.

    Meg stand under the hook and pointed to it, so I hooked her as she asked. I was chasing, I was making pressure (for first two minutes untill all of them was twice on hooks) and didn't forced them to enjoyed my playstyle.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949266#Comment_3949266

    That's good, there are a lot of people trying to tell you how you should play. It's really annoying after a while, but most of the comments are very funny xD

    Yes it also depends on my mood, but I have the tendency to kill everyone rather than letting them live. I also have the limit to let 2 live at maximum, so there won't be 3-4 man escapes if I can do something about that ^^

    Oh, it also depends on killer I play.

    As cenobite I really rarely kill someone. I extends the trial, but hooks twice tops. Then it's just extended suffering, with lot of chains and whips.

    As Nemesis I almost never allow STARS live.

    As Weaker I almost never kill Ada.

    As Demo I almost never allow anyone to escape.

    But it's also affected by other factors, and my Mood don't determine what killer I choose. So I might have... All kill mood, but choose Weaker, got Ada and never ever hooked her. Unless I got a Challange to kill all four… Its complicated :X

    But yeah. I think everyone should play like they like. Yes, killer is power role here, but killer too have right to choose how they play.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448986/another-wird-thing-in-a-trial

    While this isn't my style to play like this I don't have anything against it, the leon just overreacted and make himself look like a monkey. For some people it doesn't matter what you do, you'll always play wrong in their eyes - so my tip is just laugh about the comments and play how you want xD

    Also it's not breaking the rules, no one tells you to kill everyone - you just have to actually play in any way. So if you want them to survive you can do that no issues.

    im not bothering. I found this quite funny. But also made me think about what community thinks. So thats why i posted this ;)

    I'm not always let survs leave. Just before that one i had a game as Cenobite, and survs was so obsessed about the box that ijust couldnt do anything with them, they was refusing to do gens while i was near (i think they were scared), and was suiciding hooks when i stand near so they could fill anticamp meter and unhook themselves. Then last surv. I was standing near to hatch and making noise soshe can find and take the hatch. When she saw me, she runaway. Yet i didnt wanted to stay in game 5min doing nothing, so when she grabbed the box, instead of hatch, i closed the hatch, teleported and moried her.
    Everything depends on my mood, challanges and survs.

  • What part of dead BY DAYLIGHT didn't you get?

    Besides. In my suggestion there is death, but at the end, with all survs at once. When timer goes down. Potentially... BY DAYLIGHT

  • @Marc_go_solo said:

    The lore could be whatever you'd like it to be, so maybe they are. On the other hand, with so many multiverses out there, there's room for so many powerful beings, some of which could make the Entity look like a kitten. They could be separate or the same, depending on which multiverse(s) they originated one.

    As an example, there's a podcast called "The Magnus Archives" which also features similar entities which can warp reality, travel multiverses (albeit with some assistance) and feed on fear. In fact, the trials could very well be a realm of one or more of these Fears.

    Basically, every big entity from IT, to Cthulu, to the Entity, to the Fears, to numerous gods and more probably have similar powers. If the multiverses are infinite, then anything is possible and - as you pointed out - every idea, dream, story, game, etc.. could exist in many different forms.

    agree with that.

    Tho similarities between IT and The Entity are extreme if one thinks about it.

    But there is room open for something else. What if The Entity is some kind of a chef, preparing meals (of emotions) for other vans beings in the form of trials.

  • Deaths in game should be removed. Instead trials should have time limit. So either all survs wins or none of them.

    Hooks should keep survs temporarily, and then spawn them somewhere far from killer. Others can still unhook them faster.

    Mories should make survs being "ghosts" that can't do conspicuous actions, are invisible and have no collision for time longer than being hooked. Then become corporal again.

  • Almost every time when bulk spendings or other automations regarding spending bloodpoints was suggested by the community, there was also a suggestion of prioritization or some kind of wishlist of items.

    I really don't know why this is not included in bulk spending qol change already.

    I hope it will be tho.

  • I would change hatch spawn logic. Not when las survivor lives, but when one survivors stand and all other survivors are at least hooked on second stage. Yes. If somehow they will unhook, hatch will be there, ready to take. Then all survs works in 3 for the rest of the trial (I don't believe all of them will bring keys).

    Also, collapse should start if hatch is closed AND one surv is standing or no gens are left to repair.

    But it's my opinion only, not game suggestion, neither balance wise.

  • @idi_007 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935304#Comment_3935304

    Please tell me why and how any of these buffs is gonna make Legion A or even S tier

    Those changes removes survs counterplay.

    Legion have fast speed, which is countered if survs spreads and move. Increase this speed removes that counterplay, and makes down with chain hits almost guarantee.

    Legions power gauge is one of limiting factor of his power, survs using pallets and windows to slow them down is a counterplay in case of depleting the gauge.

    Legion rely on killer instinct that already counter lockers in case of searching for survs, and his power is designed to chain hit. Allowing them to see also scratch marks and pools of blood, means they can track, with high speed, most vulnerable survs (the ones that was just hit) and ignore healthy for chain hits.

    All those changes removes surv counterplay, and makes almost guaranee down with each power use.

  • I haven't read all buffs proposed in op, but those I read are too much on their own... Every single one of them is too much on its own.

    I don't think Legion needs any buffs. They are quite good, and not every killer need to be S or A tier

  • @tyler_oxide said:

    Overview

    Shattered Hope is currently one of the least viable killer perks. Its intent—to counter survivor Boons—is solid, but in practice, it fails to provide meaningful utility given the current meta and map design. Especially when survivors choose not to bring a boon and you instantly lose one quarter of your perk inventory.

    ❌ The Problem:

    • The perk only counters Boons, which are a niche survivor mechanic.
    • On large or complex maps (e.g., RPD, Eyrie), it can take an extremely long time for a killer to reach and snuff a Boon.
    • Killers only have four perk slots, so dedicating one to Boon control, which is situational and slow, is rarely worth it.
    • Boons remain a problematic mechanic—survivors use them to extend chases, reduce detection, and recover from the dying state, giving them significant advantage.
    • In high-level or competitive play, Boons can sometimes go unchecked because Shattered Hope is unusable in its current form.

    🔧 Suggested Fixes

    ✅ Option 1: Make Shattered Hope Basekit

    • Killers can snuff Boons without wasting a perk slot, restoring balance and fairness.
    • This wouldn’t reveal survivor auras—just disables the Boon.
    • You could make the basekit feature simply make each totem no longer boonable as opposed to destroyed.

    ✅ Option 2: Rework the Perk

    • Don't do this. Just make it basekit and rework it to something not to do with boons.

    🎯 Why This Matters

    • Boons interfere heavily with core killer mechanics—regression, detection, and pressure.
    • Killers deserve a reliable tool to counter Boons without sacrificing essential perks.
    • Maps like RPD exacerbate the problem due to Boon placement and map size.
    • Fixing this perk or making it basekit would improve competitive balance and perk diversity.

    📌 Summary

    Shattered Hope is unusable in its current state but remains an important counterplay tool killers need. It should be basekit or reworked with meaningful utility so killers can reliably contest Boons, especially on maps with multiple floors, like RPD.

    Firat of all, killers can snuff boons without the perk, perk makes that totem is destroyed in the process, and in some cases I don't want the totem to be destroyed, so destroying it as basekit is not a good idea.

    Destroying totem being basekit may be a good idea if its alternative - killer may either snuff the boon in short, half a second animation, or break totem with boon in longer, 3 second animation.

    Shattered hope can then get other effects.

    Like

    1. killer instinct while sniffing boon.

    2. Aura while breaking totem.

    3. Disabling all boons when breaking totem.

    4. Increase break totem animation to 10s, but removes boon perks from broken totem boon caster.

    5. Anything wild.

    And then you can introduce new boon that prevents killer from either breaking or snuffing booned totem (using both such boons cancels them out).

  • @pigslittlepet said:

    As a killer I have no interest in chasing bots. Why would I do anything to them? This is multi-player. If I wanted bots I would go do a custom. I'm only interested in chasing real people. There's no challenge in a bot.

    Yes, that's why I kill them and leave survivors. It's not challange. It's waste of time, it's waste of engagement. I often just farm when bots are dead, because it's only thing left.

    Also I don't want them to roam around.

    And I would benefit mentally not knowing there are bots (untill I realize that this player is either bot or have wallhacks).

  • I do opposite.

    When I see bots I kill them, and let other survs do their thing or chase for a fun untill 2 hooks each.

    But I feel like wasted game when bots appears.

    So yeah, I prefer to not know who and if surv was replaced by bot.

    Unless all are bots

  • @Lexilogo said:

    The similarities are fun, but I think "same species" would be a much easier sell than "same being". The Entity is clearly still way higher-scale than IT is, IT has a very small scale feeding cycle in one town despite being a cosmic being, The Entity is genuinely multiversal. I think The Entity is a pretty good picture of what a member of IT's species could become if it fed for long enough.

    That's a fair angle — thinking of them as the same species rather than the same being definitely feels like the safer, more digestible hypothesis.

    But isn’t there something more intriguing — and maybe unsettling — in the idea that they are the same? Not copies or siblings, but projections of the same extradimensional intelligence, shaped differently depending on the world or narrative they manifest in?

    IT’s feeding cycle in Derry is often seen as a limitation, but let’s not forget: IT exists outside of linear time. That very fact renders any regular "cycle" questionable — not as a necessity, but as a choice. The decision to lie dormant for 27 years doesn’t reflect a physical need to rest or recharge, but rather a conscious act of pacing — a psychological manipulation, perhaps. The rhythm gives its victims time to rebuild, to hope, to forget — making the next harvest richer, more saturated with emotion.

    In that sense, the apparent “scale” difference between IT and The Entity may not be ontological, but narrative. We only see IT as Pennywise in Derry because that's the frame King gave us (in case of book "IT"). Its true form, the Deadlights, exists beyond comprehension — glimpsed but never fully grasped. What if that very incomprehensibility is by design?

    The Entity, too, is only understood through the eyes of its victims and survivors. Its cult, its whispers, its realm — all filtered through unreliable perception. Just like IT, what we see is shaped by fear and trauma, not by objective understanding.

    So maybe the more frightening possibility isn't that they are kin…
    But that they are the same mind, wearing different masks, adjusting their forms for different stages, for different audiences — but always, always feeding.

  • @FKAGenesis said:

    The fact that this game’s new system makes completing quests so effortlessly and done in the background is a huge and welcome change. It’s all good until we reach the rift fragment exchange. I genuinely enjoy grinding the rift out as much as I can, but now I’m just locked into doing these quests that can be capped until the next quest pops up. This feels more like a way for DBD to ask us to pay for the rest of the rift if we can’t wait to finish it. I really hope they go back on this specific change, hopefully.

    Wait... With challanges we could finish everything without waiting?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927272#Comment_3927272

    survivor who died in 3 minutes, but also that survivor literally run killers for 180 seconds? yeah he 100% deserves a MMR increase, 180 seconds are so much it can easily finish 5 gens

    And no, only MMR should change according to match results, why do you think a player must stay in a match to receive MMR change? they aren't local number

    Running the killer for 180 seconds means death no sooner than in 6th minute unless suicide on first hook.

  • @Neaxolotl said:

    It's not the real problem that kills/escapes being a equivalent of skill, as they are objectively THE skill indicator

    What's actually problematic here is win condition for survivors, this game IS team game, calling it a 1v1v1v1v1 or 1v1*4 is stupid, make it 4v1, and make it a simple zero-sum for survivors vs killer

    if 3+ survivors escaped game should count as a win for MMR, if 3+ survivors killed game should count as a loss for MMR, entire team of survivors should get a win or lose, don't change it individually, and please never grant a "tie" for those who escaped with hatches

    Imagine survivor who died in first three minutes of game, suddenly getting +MMR because rest of his team escaped.

    And what, they must wait as observer untill match is over?

    I agree with the premise, but this req same gameplay changes.

    I have one such change: remove deaths from the trial. Hooking and moriing cripples survs for some time and hooking needs someone rescue hooked one. Trial has time limit and either survs die all or win all depending on if they managed to fulfill their objectives (mainly gens and gates) within time limit

  • Emblem and ranks was light year better than MMR.

    Sweats and try hard was playing with such and party casuals was playing with such.

  • Quotes from OP:

    "the way DBD handles MMR currently is actually perfect"

    "It's true that basing it purely on escapes and kills does not reflect skill, which runs contrary to what an MMR system is supposed to do."

    So it's perfect even if it isn't.

    Premise is bad, arguments are poor thought.

    Generalisations made by knly personal thoughts.

    This is troll post for sure.

  • The truth doesn’t hide. It waits.

    A new Killer, The Veritus, a new Survivor, Dr. Elowen Mira, and a new Map, The Ruins of the Mysterious Observatory, have been added to Dead by Daylight.

    This Chapter peers into the fragile veil of perception, where what is seen cannot be unseen — and what is hidden can never again be trusted. When the search for truth breaks through the boundaries of reality, the consequences echo beyond comprehension.

  • @VibranToucan said:

    I agreed until you called Anti-Tunnel perks counter perk. Counter perks to me are perks that only counter a mechanic, not perks that may be used to counter a gameplay choice.

    If we count any tunnel perks as counter perks than we could define anything to be a counter perk somehow: "Finesse is a counter perk to killers swinging at window vaults", "Sloppy Butcher is a counter perk to Survivors healing", "Darkness Revealed is a counter perk to Survivors hiding", "Thrill of the Hunt is a counter perk to Survivors cleansing totems", "Plunderers Instinct is a counter perk to killers bringing Franklin's Demise", etc...

    Let's assume what you said is true (it isn't, but let's assume that).

    In OP I said that perks should enhance.

    Finesse is not a counter to "killers that are swinging at window vaults". Counter for this are fast vaults, and finnese only enhance that.

    Hemmorage and mangled are counter to survs healing, sloppy allow to apply those aside from killers powers.

    Aura perks are tracking tools, enhancing killer tracking abilities. Counter for hiding are afk crows.

    Thrill of the hunt enhance totems in terms of their endurance.

    Etc.

    Borrow time is not a counter perk, it's enhancing bk bt.

    We can discuss what is and what is not a counter perk, where one can have better arguments than another one in one case but worse in another.

    Counter perk is a perk that exists specifically to counter specific thing, like mechanic, tech, perk, killer power.

    And it's worth to mention, especially for entitled players - removing counter perks does not means the mechanic should stay as is. Devs are obligated to fix problems, including problematic mechanics.

    IF, and I'm going to repeat - "IF" we are going to remove perks that counter tunneling, Devs should fix tunneling problem by buffing other aspects of killer playstyle and incentive NOT tunneling. All those things are connected.

    Main point of this topic is - every game mechanic should have build in counters, and perks should not be counters for such things.

  • @jesterkind said:

    I agree with you overall, but it is worth pointing out that Shattered Hope is not the necessary counter to boons that should be basekit. It's an effect that isn't necessary and the perk should just do something else, no basekit involved.

    Boons don't work in a way where breaking them on snuff makes sense. Their counterplay is baked in to the basekit.

    This of course doesn't apply to things like tunnelling, in those cases you are correct and I agree.

    I don't disagree with that. Shattered hope was just example, not necessarily the idea itself.

  • Why? I would love to see monetisation like Mori animations, chase mucics, TR music, hook and basement customisation rather than perks and powers.

  • We wait for Mori animations shop

  • They do leave corpses afaik. They disappear tho, most probably when surv leaves the endgame screen. But I can be wrong.

    Permanent corpses would be fun tho... I can't make pile of corpses :(

    1. Game should tell survs how to counter killer. Not the best strategies, but the general mechanics info. Casual players don't read everything about everyone, but they should know stuff like - condemn can kill You, but you can remove it by moving tapes from TV to TV.
    2. Tapes should break on hit and give 1 condemn on such action.
  • @CapnRolly said:

    Is it just me, or is it damn near impossible to get Iri Lightbringer on the bloodmoon event? I have played about 20 matches and im stuck on this challenge with a full gen build. I even had a game where i popped 3 gens and an exit gate and still no IRI… am i missing something or is this challange damn near impossible with blood moon event. It irks me so much that Vit is one of my mains and i cant even get the head cosmetic after 20 matches…..

    As other said - You can also cleanse totem to progress emblem, and focus on regular gens.

    But You can also switch to killer and get gatekeeper iri emblem. You have to finish game with both gates closed.

  • @Blueberry

    Thickening fog instead of tr.

    Im going to borrow that for my next killer idea creation xD

    I just designed small Entity. Credits for Blueberry for inspiration.

    (No details)

    Killer with 8m terror radius.

    Passive: Each survivor have it's own "personal fog ring" which radius is tied to distance from killer (minimum 8m, maximum 40m). Yet the closer killer gets, the thicker the fog. At 40m, fog is nonexistent, and 8m, survivor can see nothing beside the fog.

    Active: killer starts with 3 traps, and get 3 more for each repaired gen. Traps starts with 0 radius activation, and gets +2 activate radius per each repaired generator (so max is 10m radius). Active area strengthen passive power of killer with various effects (no details), and linger for some time. Trap active area stops at exit gates, but it's lingering effect works in escape zone. While effect is active, survivors cannot escape from trial.

  • @Blueberry said:

    Not asking for new killer ideas, but what type of killers do you wish we'd see more of?

    IE anti loop, mobility, trap, game slow down (think pig traps), stealth ect

    Personally I feel like the anti loop killer theme has been overdone a bit. It's been quite a while since we've had some real stealth or game slow down killers.

    I have created two killers I would like to see.

    One is religious based, inspired by the Nun. Since I like those horrors I would like to see such killer.

    Second explores psychological horror we are lacking in dbd. I think dbd is not designed for psychological horror, but at least few such killers could fit there (right now, closest to psychological horror in gameplay we have Sadako, somehow Piramidhead and Doctor, and some others but only through lore)

  • I personally think, that it should not be regression events by rather totall regression amount.

    Like, gen is blocked for regression if it's total regression reaches 270 charges, or 180, or anything.

    Some perks would acknowledge this like adding additional regression before block occurs, or allow gen to regress below 0…

  • Dbd should have two modes:

    Competitive, which game is balanced around. Should have swfs banned, and everything balanced around soloq

    And casual mode where everything is allowed, killer could get some minor buffs, or not, masochists would play it either way.

    No more broken surv synergies and free killer presence knowledge.

    Alternatively, all players should have access to everything set have - killer position in real time, all players intentions, global comm. But killers would need some buffs.

  • Would be better if perks don't have tiers.

    Fortunately we have perk search bar

  • @proximity said:

    Dudes, lockers don't hide your aura against Nowhere to Hide, Friends till the End, Legion instinct, Skull merchant instinct, Ghoul instinct, Wesker instinct, dog search, crow power, etc. Almost half of the killers have an instinct. Lockers only protects you against Barbecue&Chili and Doctor electrocution. If you don't know this, please play more survivors until you realize what perks and instincts lockers don't work against. Otherwise, I will think you're main Killer and try to stop this suggestion become live :)

    I play killer and I can confirm, that no locker allow to see surv aura. Instinct on the other hand is different thing entirely.

    1. Not half of a roster, this is unnecessary overestimation.

    2. Instinct have its purpose, including finding survs in lockers...

  • Survivor: Dr. Elowen Mira

    Occupation: Neurocognitivist, researcher of visual memory and perception

    Age: 34

    Origin: Cambridge, United Kingdom

    Overview: “She saw what others couldn’t. And for that, she never knew peace again.”

    ---

    Bio:

    Dr. Elowen Mira dedicated her life to studying the limits of perception. Her groundbreaking work on the “Mind’s Eye” — the concept of stimulus-free vision — drew attention from both the scientific community and… less official circles. Among them were members of the Black Veil, posing as grant providers and mentors.

    As part of a field study, she was invited to participate in an experiment involving perceptual data reading within a ruined observatory. Her task was to interpret strange images that only appeared under certain light frequencies… At first, they were just shadows. Then lines. Then shapes. And finally… eyes.

    Elowen began to see them even with her eyes closed.

    She saw them in glass reflections.

    She saw them in her dreams.

    Until, eventually, she couldn’t see anything else.

    One night, she was found in her lab, seated before a mirror. Her eyelids were sewn shut. A message was scrawled on the wall in crimson:

    “Sight is an illusion. Now I see the truth.”

    She screamed that she could see—clearer than ever, clearer than anyone else—whenever the fog came.

    She vanished from the locked room overnight. The door had not been disturbed. The mirror… vanished with her. Witnesses claimed to see a thick, black fog seeping from under the door.

  • @proximity said:

    When a survivor hides in a locker, they shouldn't be revealed by any means. Hiding in a locker is a huge risk and should be rewarded. Killers are rewarded when they search lockers by grabbing and hooking the survivor instantly. But survivors are like a victim when the killer has an aura-reading perk or killer instinct. "Come, hook me" is a harsh punishment for survivors who prefer stealthy gameplay.

    Lockers already hide auras from reading, and there is not as many instincts, most of them have to be anti-locker.

    Tho survs should know if they are revealed by killer instinct.

  • Maybe:

    Once You perform conspicuous action for the first time perk activates. While performing same action you gain speed towards this action but penalty to all other conspicuous actions. Additionally performing the same action You cannot scream, be grabbed and Your progress cannot be lost, tho You still can be seen by aura reading and killer instinct, and be hit and downed.

    Balance questions:

    Do gens works differently like other values, can be regressed? Or are excluded?

  • Idk about clown. But lot of power related haste should be changed to temporal base speed increase.

  • Edit: changed name from "the unknown" to "the veritus"

  • My qualifications:

    P6

    #69 Dredge Globally on PC

    Just below 3K Hours in DBD

    Mostly disagree. But teleporting to chests and mimic mimics would do great for Dredge

  • Perk ideas:

    False presence:

    while outside terror radius, survivors hear sounds related to killer (terror radius music, power, attack sounds etc.)

    Fractured Gaze:

    Whenever survivor is reviling Your aura, their action speeds (totems cleansing/blessing, healing, gen repairing, gates opening) are reduced.

    Ritual of Oblivion (potentially hex perk):

    Survivors outside Your terror radius suffer from oblivious status effect. This effect linger for 1s for each X consecutive seconds outside terror radius (maybe with some cap). While effect is active, any noisy action (fast vault, pallet drop, etc) reveal survivor aura for Y seconds.

  • In my experience any idea of perks/killers are waste of time since those are treated as fanfics, sometimes even moved to another forum so Devs cannot even take inspiration from it.

    So...

    Waste of time objectively.

    Subjectively. A little weak but with potential, quite fun ideas.

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912033#Comment_3912033

    Both of you are overcomplicating it.

    Buff solo queue Survivor to the level of SWF by giving all survivors basekit info perks like Bond, Kindred, and Empathy.

    Then, compensate with basekit Killer buffs like a mini-Pain Resonance on all hooks for example.

    The game should be balanced around SWF instead of punishing people for playing with their friends.

    How this is different of what I wrote you said is overcomplicating? You basically repeat me.

    @Glaz_Vremeni said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912061#Comment_3912061

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912033#Comment_3912033

    I disagree, the game should be balanced around the killer, not the survivor, and especially the team. Balancing around the survivor has already led to the fact that a third of the killers are unplayable against experienced players. As I already wrote, if a person plays in a team, he himself gets an advantage, so it is necessary to somehow weaken in the game, or simply remove this feature and send all tea lovers to custom.

    Balancing over swf means that killers needs buff for compensate and solo players are not screwed because of it

  • Game should be balanced around swfs.

    Or had two modes.

    All survs should have all info that swf have - where everyone is, where are killers belongings as long as at least one surv saw it, exact killer position as long as at least one surv see killer. Info about perks, who is going for unhook and others.

    And then killer should be buffed accordingly.

    And maybe second mode, where swf is unavailable, only soloq with almost no info whatsoever and nerfed killers.

  • Game is for adults but profanity filter exists... This is the craziest thing I saw in this game.

    But yeah, it's something I said, and will saying - make profanity filter a setting.

    If someone is so sensitive that can't see word "kill", even in sentence "I didn't wanted to kill you, but I lost count of hook stages", they can enable it. And people who are grown enough to not care about swers and death threats through video game, would be able to participate in chat fully.

  • I disagree.

    I don't want to have half points for finishing gen only because I was refilling can while I done almost 90% of this gen.

    All survs with offering should get full points for gens even if they did nothing on this gen as long as they did at least something related to event - filling gas can or doing other gens, at least once.

    Don't know what with survs with no offerings.

  • Repetitive glyph challenges from previous times, could do the trick.

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