ImWinston
ImWinston
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- ImWinston
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@ImWinston said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057336#Comment_4057336
- Exactly. Anyone who uses Shoulder the Burden must also know how to play stealth. This is what I do: I leave my full medkit in front of hook (so the saved player immediately has a healing item), I save, and I DISAPPEAR from the map for the next 30 seconds. NEVER heal the saved player under the hook; it's literally a death sentence. Your goal in the game is not to become the new tunneled player. I'll tell you exactly my build: Shoulder the Burden + kindred + DS + DH (these last two perks are useful if I become the new target for tunneling).
- A while ago, I opened an OP on this topic. StB is a "difficult" perk to use, and not the reasons one might think. I suggest you take a look.
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- You were right to uninstall the game if it doesn't give you pleasure/fun. I've been playing since 2020 (so 6 years now), and I think 90% of "modern" players (like you) couldn't stand a single game back then. If you approach the game lightheartedly and with the pure spirit of fun, especially without expecting to always win (which should be normal, but not in this game where players inexplicably expect to always win), DBD is simply perfect. I think the blame for this collective negativity lies largely with content creators, who have an overly competitive and polemical mindset.
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- Same for me. I only received the red sweater, the other two rewards didn't.
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@Gh0st2317 said:
As title says. I don't often face trickster, and now the new rework for trickster has dropped, I'm encountering them often and would like advice as I struggle to escape when they're throwing blades at me. Particularly on open maps.
- Pre-run towards a loop with high walls. Avoid dropping pallets (unless you're sure you can stun him), otherwise you'll give away at least three blades. Or pre-drop...pre-drop well in advance. When repairing a generator, you need to think ahead and plan where you'll need to protect yourself from a possible blade launch. Always have an escape plan, this applies to all killers, but especially to him. If you're in an open area, or he's camping out on a hook, well, there's nothing you can do (unless the killer is a total idiot).
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- I accidentally did it today, but "only" for 10 games (so I don't know if it can be useful from a statistical point of view)
2 - Nostromo
1 - l'altra mappa a tema "spazio"
2 - Lery
1 - Midwich
1 - The game
1- The grain map with the shack in the center (I don't remember the exact name), "rotten fields" perhaps?
1 - Badham
1 - Dead sands
- the rarest maps, the ones that in general I've come across very rarely are all the Autoheavens, Ormond (both maps), the Pizzeria, the "the walking dead" map, the latter is a very ugly map (both aesthetically and gameplay-wise), so I'm not complaining, but if I were the license owner, I'd be really angry, like "you treat my license like this?!"🤣
Edit: No player in the 10 matches used "map offer"
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- The windows are "good" to compensate for the 90% of pallets that are simply terrible. In comparison, the laboratory pallets are excellent pallets.😂
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- Poor Haddie, why do you want to shame her so much in front of everyone?🤣
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- Foreword: I'm the typical player who has OoO in all his builds. Can you please let people play however they want? It's like complaining about a killer who has the entire "stealth" build. Playing the Gen Rush build is no good, playing the "second chance" build is no good, playing the Uber Mega Power Medic build is no good, sprint burst is no good, lithe is no good, WoO is no good.... exactly how do you want survivors to play? This whole thing of complaining about everything, especially survivor perks that actually do something, is starting to get ridiculous.
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- I don't like Trickster in any way, whether as a survivor or as the killer. So I'm in for a rough time (because obviously everyone will want to try the "new" Trickster). The map is aesthetically pleasing, but gameplay-wise it's mediocre. I don't have an opinion on the new Wesker yet. The survivor perks are mediocre, but I'm curious about the one that lets you drop pallets faster.
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- Perhaps someone is caught up in negative emotions, and I can understand writing a comment like that. But for someone to consider this comment completely fair and legitimate (without any explanation or reasoning) is truly appalling. Welcome to the DBD community.
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- I'm hoping for an OG DBD (I'm talking about a couple of maps and a handful of killers/survivors). It would be a completely optional mode, but it would allow longtime players (me) to relive the old DBD, with its extremely unbalanced mechanics. Obviously, those who want to "savor" the old-school game will be able to do so, while those who experienced it would be a blast from the past. I assure you, it would bring back (even if only for a short time) many old players. The mode would be completely optional, because I'm sure the entire new wave of players (let's call them modern players) will hate the old DBD, especially the killers (even if there were completely unbalanced mechanics for killers too).
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- Orela is a very rare character (let's say she's close to Haddie in popularity) but she's had a lot of skins. Characters like Taurie (remember she's never had a skin in the battle pass even though she's been around for a year and a half now) and Vee are literally nothing in comparison... and they're much more popular choices than Orela.
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- As soon as she stopped being "OP" and one of the best tunnelers in the game, players went back to the old "S-tier" Killers... I'm amazed how people are amazed by this simple mechanism🤣
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- Devs: "We're heavily nerfing the map offerings because it's not fun to always play the same maps."
- Devs: "We're rotating the same 5-6 maps endlessly. Players will have a blast!"
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- "Visual Fatigue": A minimum amount of cooldown between aura-reading perks (for both Killers and Survivors).
- "Enforced Truce": After using certain perks (e.g., DS), Killers cannot use their M2 for a few seconds.
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- Honestly, in 2026 and with the current meta (tunneling is one of the strongest strategies in the game), it's unthinkable to play without an anti-tunnel perk. Survivors who tell others to bring at least DS are right. Obviously, DS isn't enough to counter Hard Tunneling, but it definitely buys you 20-25 seconds, which is truly valuable in this game (at least for the rest of the team). In a certain sense, DS is an altruistic perk; you might die, but your team will have a better chance to escape.
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- It literally makes me laugh when someone suggests mandatory "new objectives" beyond the generators. Imagine a match against a decent Blight or Nurse (I'm not saying good, just decent)... not only do you have to work on the generators, but you also have to look for the wrench to start your repair session (many propose a mechanic like this to "slow down" the generator work). As usual, strong, highly mobile killers would be even stronger and in any case better than Ghostface, Trapper, or Pig. It's like asking killers to build their own hooks before actually starting to hunt survivors.
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@vol4r said:
I think people became efficient and started using toolboxes and perks for gens because that's the only way they can win games.
After anti-tunnel, anti-slugging changes being dumped I feel like they lost their hope for the game's health and enjoyment.
Killers now just tunnel most of the time, more than they did before.
Some surviviors gave up on using meta perks like DS, Deli and killers just get a free win because of this.New killers are really strong at looping, their power are mostly anti-looping and really the only way to win is being efficient and quick at gens.
Surviviors experience is getting hit behind the pallets with killer's power.
Or getting hit after the stun or vault.
The First doesn't care about vaults
Krasue has increased speed, free vaulting, good mobility
Kaneki vaults after the surviviors for free hits on top of having free first hit
Animatronic just throws the axeNew killer releases are anti-loop, after anti-loop.
- You're absolutely right. Since I added two gen rush perks to my build, I win much more often. Even if I see survivors wasting time with blessed totems, healing when there's no need... I already feel like I'm dying because they're wasting time instead of working on gens. 🤣I even got rid of my beloved med kit, now it's just toolboxes. If everyone focused 100% on working on generators,it would be better, there's simply no hope otherwise.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062670#Comment_4062670
another example of BHVR not understanding proper game design.
matchmaking needs to have a bit of randomness to it as well, or things like that happens.
People need a break sometimes, even if they're high rank.
I dont remember what game does this (it might actually be more than one), but one method to matchmaking is to deliberately make it slightly unfair - give you some matches where you're "expected" to win, and some matches where you're "expected" to lose - but still without matching you against people completely out of your league. That way it doesn't get as frustrating, like what happened before where people kept getting only sweaty opponents.- For me, it's simply unfair. I hope for a balance of skill among players. If I'm a Blight with full meta perks, why should I be paired with a Claudette who heals herself behind a stone with selfcare? Vice versa, what fun is there in an Adept Trapper with 500 hours against truly competent survivors? Over the years, I've seen simply insane matchups on DBD, especially among survivors, where the skill of each individual player is truly crucial for the entire team.
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- BHVR has attempted to tighten MMR in the past, creating a system that effectively matches killer and survivor players of equal skill, but killer players complained profusely, saying that every match was challenging (if you search YouTube, you'll find references to this period I'm referring to). After a month of protests from content creators, the improvement was "reverted" and we're back to the current MMR (i.e., no MMR).
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- "Friends Till the End" is perfect as it is, but its "obsession" logic is simply flawed. If two players have DS equipped, Friends Till the End will continuously switch between those two players, in a sense encouraging a sort of pseudo-tunneling between two people.
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- For me, it's all indoor maps (all of them) and space-themed maps (Nostromo and the other one)... and a generous sprinkling of D&D maps (never the other one with the same style). I've lost hope now; there's no variety in maps anymore. I'm not kidding, it's like all the stealth killers (and stealth perks) have been buffed in some way
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- Another anecdote. I was convinced that male survivors swung more than female ones on the killer's shoulder... so it was harder for the killer to hook me, so my first survivor was Jeff, who in my eyes was the heaviest and most difficult survivor to carry.
- Edit: Over time and experience, Jeff has become one of my first P100s😜
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- I thought windows were the same as a wall, so I watched srick to the winsdow the killer, confident that the killer couldn't do anything to me... I found out with an (unforgettable) Oni that it's not like that at all.🤣
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- If there were any kind of countermove, it would make sense, but since you're helpless on the ground... what's the point? Many make the comparison to the killer throwing players out of the gate, but at least it's something "interactive," and if the survivor acts foolish, you can kill him. The survivor really has no choice but to "wait."
EDIT: And if someone says "crawl and look for a hatch!"... we can honestly say that there is a 1 in 100 chance of that happening... crawling VERY SLOWLY on the ground hoping for a hatch is not the best gameplay.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061626#Comment_4061626
If I bring 0 slowdown perks, then games that will end around 4-5 minutes will be way more likely. So that's why at least 1 slowdown perk is kinda mandatory unless you play Blight/Nurse. If you don't do that, you are not trying to win…
Exactly same for survivors. Complain about tunneling, but don't do anything against it. They don't even play around it and unhook while killer is still nearby.
- You're absolutely right, playing without DS, Off the Record, DH, or any other anti-tunneling perk in 2026 is unacceptable... all perks that are easily accessible and counter the strongest strategy of the killer in the game. And it's the same for killers; playing without at least one slowdown perk is simply insane (unless you're a Nurse).
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- Yes guys, what OP says is true, but seriously, how many times can this happen in the life of a killer player? It requires an organized SWF, with communication, and EVERYONE on the team must have a gen-rush build. (There are some speed record attempts on YouTube.) But in comparison, how much more effective and frequent (and easier because it doesn't require any organization) is tunneling on 4-5 gen? We can safely say that the ratio is easily 100 to 1.🤣
Edit: It's like when you stack We'll make it + boon "circle of healing" + Orela perk with 2 stacks + 4 stacks of Desperate Measures... a full heal takes about 4 seconds.... but objectively, apart from funny videos on Youtube, how many times can this happen in the "real life" of a DBD player?🤣
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- I don't know, even if the killers all appear different, they actually have characteristics that unite them. The most common families are: killers who throw something (Huntress, Trickster, Deathslinger, Nurse throws herself🤣), fast and lethal killers (Billy, Blight, Kaneki), killers with dash (Wesker, Victor), killers good at zoning (Knight, Skull Merchant), stealth killers (Ghostface is 100%, others partially exploit stealth), killers with traps (Trapper, Hag), and killers who combine two or more types of abilities (old Vecna, Dracula, to a certain extent even Springtrap). Perhaps an underused concept (because it's unpopular) are killers with "deadly" secondary objectives... besides Sadako and Pig, they're the only two that come to mind (other killers have secondary objectives, but none of them lead you to your inevitable death).
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- While I agree that a secret offer should be secret to everyone, for the thousandth time, this game penalizes soloQ to favor SWF (since they can simply communicate the offers in the game among themselves). At this point I would do "secret for survivors" and "secret for killer".
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- I'm shocked by only one thing: yes, Kaneki is very strong and truly deserves his "S" tier, but he's still weaker than Blight and Nurse. Why does everyone (including Devs) focus on him and do nothing for the other two killers who are truly problematic? The only counter to Nurse is to pray to God she's not good with her power... it's not normal. I've gone up against "good" Kanekis, obviously he got his down, but I still managed to run a "decent" chase for 20-30 seconds. Against a good Nurse, there's literally nothing you can do. Yes, okay, feints, going to the edge of the map, taking unpredictable routes, hiding line of sight... but I assure you, even these tactics don't work against a good Nurse.
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- Considering the "modern" concept of survivor perks (aka mediocre perks), you're right, it's a good perk. It's definitely not for me; I prefer a more dynamic and frenetic playstyle, so standing still for 4 seconds just makes me nervous... but for those with a more "calm" playstyle, it's actually fine. Of course, I agree with all the changes to make it more "user-friendly."
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- This game mode is already problematic in terms of engagement, in the sense that everyone wants to play killer and relatively few people want to play survivor. If we try to make a perfectly balanced game, we'll end up really not wanting to play 2v8 survivor anymore. From this last interaction, I'm already sensing a bit of boredom/fatigue with the mode in general, so instead of looking for punitive/rewarding solutions, I as a DEVS would do something more fun (and no, the flashlight class isn't the solution).
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060919#Comment_4060919
Not that i know. XP depends only on match time (10min should be the cap) and the bonus for the first match on each side. There were also xp-events in the past.
- That's why I said "decently"... if you don't last long in the game, you'll earn fewer "purple coins" or at least more slowly. If you have a long and intense game, you'll automatically earn a few more "purple coins."
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060822#Comment_4060822
This is exactly why I've gone out of my way to level up multiple killers and p100 no one. So many times we get to the scoreboard and see the killer that got two hooks or desperation tunneled for 1 kill is a p100 we all go "a p100!?" and I don't want to be in the bad p100 club.
- Just to clarify: you can have a P100 killer and get zero kills, but still give the survivors a hard time. I see this especially with blights trying to do the 12 hook challenge... even if they don't get any kills, they still had an amazing game. I'm talking about P100 killers who struggle to get two hooks in the entire game.
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- Simply by playing (regardless of whether you're a killer or a survivor). Also, if you play decently, that is, you score a lot of points in a single game, getting the "purple coin" (as you call it) is slightly faster.
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- Survivor is a skin after all, maybe in 3 months of regular play you can have a level 100 survivor. What's even worse are the level 100 killers who are really bad, and above all Wesker and Springtrap who usually have a very high prestige and are among the worst killer players in the game. Sometimes with SWF we are literally amazed, to the point that they don't even know how to manage a basic loop and their power. In theory (I repeat in THEORY) if you have a level 100 killer, you should know the basics of your power.🤣
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@Classic_Rando said:
Blight is fine. I can count on one hand the number of god-level Blights I’ve ever gone up against. Most of my matches against Blights have been quite fun. He’s not that difficult to counter. I’d take a Blight over Skull Merchant or Legion (boring), Ghoul (still busted OP), Singularity or Pinhead (OP against solo queue) any day.
- Look, like everyone else, I don't know my MMR. I have 5k in the game... I just know that Blight's minimum skill is decent/good, but often divine. So now my strategy with my SWF is to maximize the hook statuses of all survivors and work the generators like crazy (without healing ourselves). This is the only way we can sometimes escape.🤣
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- Rather than a "single player" experience, I would develop the "tutorial" part well, so being able to play as a survivor, choosing killers and maps. But, knowing Devs, this will never happen.
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- Everyone is free to write whatever they want on the forum, and whoever wrote this post is certainly new... but it's the hundredth time I've seen this kind of post written, and the replies are ALWAYS the same. When I opened the post, I immediately searched for the "play however you want!" comment.🤣
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- Before, the "Mori moment" was something unusual and sporadic, now it's in every game (obviously if the game goes badly). What's interesting about seeing Blight's Mori for the 100th time? By making Mori automatic, Devs have decreased its value. Sometimes, when I play Killer, even the Mori moment bores me🤣 Of course it's convenient to use, so I use it, but in the meantime I go drink some water, adjust my chair cushion or go to the bathroom.🤣
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- I would have preferred something more "artistic", even a VERY BANAL T-shirt with the survivor's face (I don't know, it would make me laugh)... or a fluorescent green recolor (I'm just saying the first thing that comes to mind) of the killer's basic weapon. These badges are really "meh."🤣
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- Well, if we really want to make a comparison, it's better to leave someone displeased than a "you're dead!!!!" screen from the survivor.🤣 But come on, it's just a game, don't feel offended.
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- I'm a player who LOVES good games and I don't care about winning at all. But when I play survivor mode, I simply get depressed, both because of the MMR that REALLY randomizes matchups, and because of the killer... some are so bad that they can't win even with hard tunneling and a full set of slowdown perks, the situation is really worrying. Sometimes I ask myself "Am I so bad at the game that I should be put in a match with this killer?" Where are the REALLY exciting games? Maybe 1 in ten.
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- Guys, I'm bored of 2Vs8 too, but if Devs have extended it, it means that MANY people love playing this mode instead... the world is made up of people with "different tastes".
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- I'm copying an old comment of mine on a similar topic... the developers can improve MMR, but it would lead to many unhappy players (especially killers)
- In the past, Devs tried to adjust the MMR, effectively taking four survivors with the same skill and one killer with the same skill. It caused a complete mess, with all the killers complaining about having difficult matches, so a month later the developers reverted to the current mechanics. I'm convinced that the current MMR PURPOSEFULLY takes more skilled players and mixes them with less skilled ones... so in a way, it can """help""" the killers have an easier match. I'm sure if you search online, you'll find something related to this period I'm talking about
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- "Lights Out" did something extraordinary in the DBD community... making both killers and survivors agree that it was completely unpopular. Even the Devs said it had fewer players than other "temporary modes."
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- Survivors DON'T know how to manage the RPD map.
- When 1 generator remains, everyone stops working on generators.
- Too much altruism in rescuing and healing 1 survivor in the cage; only 1 survivor is needed to perform a rescue/heal.
- Survivors all concentrate in one area of the map.
EDIT - The "flashlight" class in general... just its existence, is a huge help to killers (for many reasons)
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- I've had some Ghostfaces who were particularly quick at marking, but I thought it was my own distraction... actually a couple of times I had a strange feeling, but I went into the next match blaming myself
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- Devotion 36, 5k in DBD. In my MMR I only encounter Blight, Kaneki, Oni, Dracula and ( sporadically) Nurse, Spirit and Singularity... all really strong killers that harshly punish survivors who are not 100% on the generators. I also can't keep up with the "commonly used" killers, lately I always insert at least 1 perk to make the generators faster, otherwise it's certain death. The problem is that the "strong" killers (which are the majority of those used) are really very strong and fast, while the "weak" killers (used very little... Pig, Trapper, but also Ghostface) are really weak and suffer from all the strategies that survivors adopt to deal with strong killers. So as long as it is "normal and accepted" to have Blight as he is (I'm using him as an example), survivors will adapt accordingly to face the worst possible scenario. The same goes for hard tunneling, where the only REAL counter is to use perks that speed up the generators.
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- Yes, I'm tired of 2Vs8 too. The problem is that "Lights Out" and "My Little Oni", for my taste, are even worse. The only one that's still nice is Chaos Shuffle, but instead of making it a separate mode, I'd make a "Chaos Shuffle button"... whenever you want, press the button, random perks and double Boodpoints... I'd do it very often. I want something truly new and innovative. Or, if we really have to be repetitive, I'd like a mode (even just one map) in OG mode, for me that would be a dream.