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  • Because they're not designed to solve the problems. Just fulfill a quota so they can be referenced when people complain.


    I mean BHVR doesn't even need a PR team. Look at all the people defending these terrible systems in the thread alone lol.


    Don't expect anything significant to happen to gameplay until there is a significant financial gain or the people who are in charge get replaced with those who prioritize gameplay over profits (not happening.)

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620313#Comment_3620313

    No, face camping if when you're right up in their face, camping them. It's specifically when the killer is right at the hook and it makes unhooking much harder and a trade almost certain.

    Even if the killer literally stands just outside the range of the AFC mechanic, it still gives the other survivors a better chance to get the unhook without having to trade, and is thus much healthier for the game.

    A killer who is hanging around the area and goes right back to the hook to tunnel is something completely different and is not what the AFC was made to counter.

    The point is that it is a meaningless gesture that 'solved' something super niche and inconsequential. No matter how many semantics are applied.


    The amount of camping hasn't changed at all, the amount of perks, addons, and powers that encourage camping hasn't changed at all.


    In fact, you can STILL textbook facecamp when the survivor is about to die because it doesn't even pause the hook timer. But hey Facecamp Bubba is gone right? (Not even.)


    The reality is that BHVR did this low effort change just so they can always reference it when people rightfully say they haven't done nearly enough to make survivor not suck.

  • No they're pretty bad. But you need to accept that they're bad by design.

    They don't want vaults to be too strong because they don't expire and are usable multiple times in a chase.


    I think they made them overly clunky personally. I think a compromise would be lowering the amount of times a window can be vaulted to two and extend the lockout timer. But bring back the pre bug fix ones

  • Be prepared to have that reaction a lot as their balance team has been a failure for awhile. They've been doing a lot ot heavy survivor nerfs and killer buffs and the buffs don't even help killers have more fun.

    You can feel the lack of passion and effort.

  • Self healing takes too long. And yes bringing perks to make self healing not awful is in fact, not good.


    Altruistic healing is too inefficient most of the time unless specific conditions.


    So why would survivors ever want to heal?

  • I mean their stance is just smoke and mirrors.


    The real reason they intentionally keep solo queue terrible and continue to not enforce any team play is because they rely on solo queue to pad out the average killer experience so they don't have to put any significant effort into balancing the game.


    Think about it, if the average solo queue team actually had a fair chance, majority of killer games would be harder and most mediocre killers would quickly become frustrated increasing queue times and forcing BHVR to do something.


    Their current approach let's them pretend to be involved while saying their hands are tied and minimizes effort/cost. Has nothing to do with human nature at all. Most solo queue players I've encountered have tried to play as a team but the game hinders you so much by providing no information.

  • ToT 0/10

    ET 0/10

    Nicholas 2/10 don't care for it

    Chucky 4/10 killer only chapters are boring.

    ST 10/10

    Alien 0/10


    As a Survivor main this year was pretty awful minus my mains getting a lot ot skins and MFT.


    I don't really have much faith in BHVR to make anything good for survivor anytime soon.

  • @fussy said:

    Slowdown for hooks is the best meta ever was and ever will be. It rewards killers for playing good and it barely do anything if survivors win a lot of time in a chase.

    So your title should sound like "Current killer meta is unbearable for bad players", and it's good. Unless you are expecting to win matches with bad teammates.

    MFT rewarded good players for being skilled in chase. Did nothing for bad players. And only stomped bad killers. Yet it was trashed.


    Why is BHVR okay with catering to bad killer players, but bad survivors are always told to get good?

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593927#Comment_3593927

    What’s your point? Lol

    That doesn’t refute that drop vaults are broken. I use them all the time when I play survivor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594024#Comment_3594024

    Can’t block the windows if you’re not in chase. If you know you know. If you don’t, then your game knowledge isn’t up there yet.

    If you get shift-teched at a drop vault then that's you misplaying or the survivor playing well.


    Whats the problem with this? Especially since one of the better drop vaults is on q MacMillan map that's considered very balanced.


    I'm kinda over how any skill expression on survivor is always discredited as an exploit/braindead/uncounterable.


    It seems people are incapable of praising survivors anymore, you can't even load into a match without being told if you win it doesn't count and if you lose you're terrible because of "m1 killers", "broken maps", "autopilot perks."

    I will die on the hill that the 4 chase/injury mft meta was one of the most skillful survivor metas because only good players got significant value from it. But even that got called autowin so I just realize community opinion doesn't matter anymore.

    Not that I care about what people think of my killer/survivor gameplay to begin with and I would continue to not care except BHVR seems to want to cater to the lowbrow killer population as much as possible to keep killer player pool healthy.

    Maps being reworked to be terrible like Coldwind and Borgo, maps being released in godawful states like Nostromo.

    Healing nerfed, boons nerfed, virtually every survivor item being gutted with the "compensation" being bland thoughtless reworks that remove variety.

    Perk rebalancing for survivors has been terrible. They have yet to balance a perk in a way I find thoughtful.

    Looping has been nerfed countless times indirectly or directly, overabundance of anti-loop and gimmicks means you don't even have to be outclassed to go down quick.


    This means there's virtually no difference between good and great survivors at high mmr aside from gen efficiency and resource management, two of the most boring aspects of survivor. High mmr is awful right now, either the killer snowballs into a quick 4k because of a gimmick or misplay by the survivor or the killer trolls/ego tunnels/rage quits after one or two chases because they got outplayed.

    The amount of games vs 3k+ hour/p100/ttv killers who play full meta but still fall into the latter category really shows me the general entitlement a lot of killers have due to thinking they're "good enough" to deserve any win they want. I'm sure survivors act like this too but at least I can choose to avoid them if I want.

    I mean survivors can't even get more emotes like mobile dbd has because of killer sensitivity, yet hook beatings and moris don't seem to cause issues.

    I'm not shocked that a lot of high profile survivor mains are struggling to play dbd consistently or play a lot more killer, it's very stale and shows no signs of improving at all, so they continue to have to intentionally handicap themselves or play solo queue just to make the game at least semi interesting.


    Anyways rant over, typing this out made me realize I really have no desire to pick DBD back up anytime soon especially with more changes like the drop vaults happening. So I'll be continuing my break. Still keeping up with it thought since it's interesting to read opinions about. :p

  • @HugTechLover said:

    Dude, drop vaults are broken af on some structures. Can create infinites.

    Windows block for a reason.

  • I personally feel like I missed out on so much by starting in November of last year.


    I watch old videos of dbd and get so sad it looked so funny. Game is so bland now in comparison.


    Map balancing was one of the worst things to happen to the game.


  • This is the crux of the problem and the devs are partially to blame but also the genre.


    BHVR probably knows nobody wants balanced lobbies and they're most likely fickle enough to quit if the matches were truly evenly matched.

    It would explain why killers get so much extra info in pre-game lobby and why hookcides aren't removed. Hiding prestige in pre-game lobby shouldn't even be a point of contention considering it only has benefits.


    They appear to be striving for "good enough" over "good" to make as many people happy as possible.

    Look at Skerchant rework(s), map reworks, perk changes. None of these changes have been particularly good but instead passable enough for them to move on without getting backlash.

  • You're right and you should say it.


    But I doubt you'll get much support for this lol. Huntress spamming four hatchets and landing the fifth is considered exciting by many.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590390#Comment_3590390

    This would lead to the game having way less players.

    "You need this good of an internet connection, otherwise your experience in this game will be horrible"

    Nice slogan for the steam page right?

    Again, seeing the killers ping in the lobby would only encourage dodging. Seeing it in the match however is fine.

    As opposed to "your internet connection doesn't matter unless you're playing killer" ?

    Most people would not care about seeing ping. But for those of us who like matches with competitive integrity there is no reason why you can randomly autolose because the killer has 300+ latency.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590338#Comment_3590338

    Well, seeing the ping before the match would only encourage lobby dodging.

    I dont think players should be rewarded for bad internet. But they also shouldn't be punished for it.

    So instead the solution is to punish the other players who aren't lagging?


    The correct move definitely is for the lagging player to have the worse experience and you absolutely should be able to see killer ping considering the killer can see survivor ping.

  • @radiantHero23 said:

    I have no problem with sprint burst or lithe or overcome or whatever you want to bring.

    I take you all day. The problem for me was not the exhaustion perk that extends chases. It's the exhaustion perk that extends chases in an unfair way.

    Dh: at the end of chase, uncounterable at pallets

    Mft: during the entire seconds part of the chase and uncounterable in general.

    All the other ones are either a one and gone or are hard to use twice. I can live with survivors using skill in a match. I hope survivors use skill in matches. I want survivors to use skill in matches.

    I don't want survivors to run from pallet to pallet with a 3% speed boost just because their windows told them to pre drop it in my face.

    Killer propaganda is so crazy cause I'm not sure how you can say MFT and DH take no skill and then in the same post praise Lithe for being skillful.

    I truly wish you guys would use these perks against killers who know how to play against them.


    And let's be real. The only reason you like SB and Lithe has nothing to do with them being skillful and more that both are so easy to ignore because they suck outside of niche cases.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587346#Comment_3587346

    How exactly would you propose they "fix" 3-genning? And, if they actually did fix it, would you also be in favor of evening out the game? Because by design, the killer is extremely weak at the start of the game, and gets stronger as there are less and less gens to patrol. That is a fundamental purposeful design choice. So, would you be in favor of buffing killers at the start? Perhaps with an early trial warmup phase (like the old scott jund suggestion)?

    Corrupt and lethal should be basekit albiet weaker, the current perks should enhance their effect to a degree.

    In return gen regression should be a lot weaker. Namely, DeadLock and Pain Res and Pop should be nerfed or reworked.

    I would also gladly sacrifice Resilience gen speed, green toolboxes, and stacking speed buff for this.


    On topic:

    Skerchant is still terrible to play vs. They just moved her annoyances around.


    Drone tics should decay and haste/slowdown should be removed entirely. Then she'd be okayish to go against I guess.


    I'm not concerned with Skerchant players because nothing in her kit is Innovative or exciting enough to preserve. She's just a binary M1 killer that Stat checks survivors and brute forces.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587355#Comment_3587355

    people cant play the game really. Its that simple. Look at this thread and how many people are crying and saying they insta dc or insta go next. They dont bother learning to play against her then complain about her because they never took the time to try and learn how.

    What is there to learn to play against?


    I have an 80% +- winrate vs her and I still can understand why so many people elect to go next vs her.


    It's mind numbing, binary, and tedious to play against her no matter the skill level. She's easily on par with legion but at least legion wins the subjective departments of looking cool and having cool chase music.

    I get that you like her but she's just not liked. Which shouldn't matter anyways since survivor's opinion on your killer of choice should be a nonfactor. Just play bots.

  • Hemorrhage, STBFL, and UW all need to get nerfed so I guess this thread is just secretly a bhvr praise thread.

  • As a survivor main I find UW to be overrated. It's just very annoying.


    However like other perks, it can be really oppressive when tunneling or slugging.


    I think it should have a token system that goes up as you're in chase. Kinda like the killer version of Distortion.

  • Because killer truly isn't difficult outside of high mmr.


    Also there's so many gimmicks killers can use to make up for a lack of skill.

    NWO/NOED is a very strong combo in high mmr and its effectively free kills in anything under lol.

  • If you're good at timing you could blind right when the killer gets stunned then chain blind the moment they regain control after breaking the pallet giving good space but less distance.


    The main benefit is that it prevents the killer from accurately using their power for a few seconds which makes a big impact as it prevents zoning.


    You just need to have good timing and good pathing. It also forces pallet breaks which is huge for bloodlust resetting and escaping dead zones.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585107#Comment_3585107

    Because those two perks basically guarantee a free escape if they are active at the point, and 8 stacks can still be outplayed if the doors are close and you can take hits, sure it is not easy to do, but it is possible most of the time. And you need to get to 8 stacks first, whereas the only thing you need to do for the other ones is get hooked and have the perk and unhooked again.

    And if the doors are not close?


    If you're going to put a modifier to make 8 stack stbfl camping weaker then I can do the same.


    If the survivor is hooked in basement or anywhere not close to a door it guarantees trading and eventually a free kill or more.


    The perk currently does not align with current perk design and will eventually receive a nerf. You can count on that.


    I don't think it needs any nerfs aside from an endgame nerf.

  • Survivors don't get many perks worth running at all outside of trolling or swf memes.


    My build has been DH/Resil/Hope since I started November last year, two of those are free and David is very old. I will most likely be swapping MFT for WoO or Adrenaline after MFT gets gutted into being useless.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584314#Comment_3584314

    It does not need to be turned off in end game. Survivors just need to learn when to cut their losses and leave. There's no need for the other survivors in end game to feed a killer more kills if a save isn't possible. It wouldn't stop other strong campers in the end game either, because the strongest campers are ones with a M2 power like Huntress or Leatherface.

    So why are DS and OTR disabled end game? 8 stacks STBFL guarantees a kill if a survivor is hooked via facecamping even if the obsession takes the down.


    Huntress and Bubba facecamping is also a problem. Doesn't mean STBFL isn't.


    Much like DeadLock the perks are fine outside of camping and quickly become unhealthy when the killer facecamps.

  • With BHVR's current lack of innovation for killer powers I'm scared to put in even more licensed killers.


    I would like all of these if they were survivor only chapters with legendary skins for wesker and nemesis/phead/demo personally.

  • Survivors that beg for healing instead of finishing a generator and then throw a fit when they don't get healed.


    These players usually don't even bring an item which is so weird to me.

  • It will still be shown in post game lobby.


    So any complaints about hiding it in pre game lobby are null and void.


    This should be a no brainer but as usual this community thrives on being contrarian.

  • It should be disabled in end-game. Makes facecamping pretty much uncounterable even if the obsession takes two hits.


    Also one day I hope people realize M1 killers can be unfun to play against and usually play in worse ways than the A tiers.

  • -BHVR has been doing a good job

    -80% of the list is heavy survivor nerfs with no compensation.


    I guess if you're a Blight player then sure, this year has been great in removing obstacles for you.


    BHVR has been doing a great job for everything outside of Balance. Their art team has been knocking it out of the park.


    But the balancing is terrible and very ignorant to how the game works. Its very clear they play the game infrequently or only play in controlled environs like custom matches.


    -Gen slowdown meta is still very much in flavor with pop buff. It's not uncommon to see four slowdowns and DeadLock is as unhealthy as ever.


    -Onryo rework did nothing to make the killer better. The efficient playstyle on her is still just as stale and poorly designed as it was before. It just requires more knowledge to pull off.


    -Skull Merchant rework was a failure, nothing changed. The merchants that intentionally use their power wrong just so people don't dc are still the same, anyone that plays her correctly shows how nothing changed.


    -Healing rework was a failure. Making medkit rarity irrelevant makes no sense, it served to make solo queue far worse. The only plus is that the addons are better than before but the fact hemorrhage wasn't adjusted to compensate just removes anything good from these changes. CoH nerf was warranted ill give you that. But it was nice for sloppy hit and run playstyle to be dead.


    -Funny that everyone praises DH nerf when the thing they were complaining about the most didn't get changed. Just how often they see it. Now killer players proclaiming they wait out DH anyways just proves that the perk was never actually overpowered and had sufficient counterplay but people just didn't like being outplayed and the perk was overused.


    -By incenticizing hooks you mean down survivor and carry them to scourge hook inside gen triangle with agi and pop nearest 3 gen with pgtw and pain res then proxy camp with deadlock stalling the game until you force 1 for 1s and repeat the process until its a 3v1. This isn't any healthier. Deadlock being removed would contribute heavily to fixing this however.


    -Anti-facecamp is a useless addition to the game that pretty much exists to satisfy a quota. Being kissed on hook was such a niche problem that could be solved with specific killer tuning and was mostly solved with the removal of hook grabs. Basement camping and proxy camping are both bigger issues and still not addressed.


    -Weaker killer buffs, fine. Though they feel seemingly random and don't actually help the killer too much.


    -Weaker perk buffs, good. Background player changes were very nice. But they should stop releasing perks in such a terrible state to begin with. And there's still a ton of dead or extremely conditional perks.

    -Alien was and still is a terribly designed killer. The only saving grace is that the justified nerfs put a lot of people off from playing them. I still have yet to have am enjoyable match against this killer and despite having success in running and escaping from them I still see nothing redeemable. Anti-loop killers are a bad band-aid to balancing map design and should be retired as killer design.


    -Kicked down a notch you mean utterly destroyed that yeah. But this is nothing new and everyone knew it was coming so nothing worth being upset about. The only perk that was tuned differently was Pain Res getting widely compensated despite its unhealthy nature of encouraging proxy camping to force trades. I still prefer this method of tuning that keeps perks meta but reworks them though. The balancing for Eruption/CoB/CoH/MFT/Overcharge were all terrible however. I dislike perks being scapegoated for inherent bad game design as the fundamental issues remain unchanged. Perk variety just decreases with perk bloat increasing.

    -BNP changes are nonsensical and yet another change that exists to fulfill a quota. Commodious toolboxes are still just as overpowered with charge addons untouched which was the entire problem.

    -Strong perks for both sides, fine. I actually enjoy when new meta perks are released and don't really mind them if they add more interaction to the game such as No Where To Hide, Ultimate Weapon, and MFT.

    -Map changes probably the worst of the bunch. The only good realm change was Azarov which is actually quite a good rework. Every other map change or release has been terrible. Unsafe pallets being the norm is not good game design. Tiny maps becoming the norm is not good game design. Nostromo has to be one of the worst maps they've ever released and I have 0 faith the Red Forest and GoJ changes. As maps continue to get worse and worse camping and tunneling will continue to grow in how strong they are. It's a bad turn of events in my opinion.

    DDS, RPD, Gas Heaven, and a few of the MacMillan maps continue to be some of the only well designed maps in the game. They need to take inspiration from these again.


    -Reverting planned changes is a good thing. But the bar cannot be so low that this is seen as extraordinary when it's normal for every other game. I am glad BHVR finally caught up in that regard however they still are rusty when it comes to listening. A learning process for sure.

    -Spirit and Nurse addon passes are wholly irrelevant because their addons just contributed to them being overpowered rather than being the root cause of it. They're still just as much of a free win if the player is good and I expect Blight to largely be the same if he eventually gets a nerf as well.

    Basekit nerfs are the only thing that will change the status of this top 3.


    So yeah, I dont particularly enjoy being so cynical but the past year has been largely a miss filled with pomp and fluff changes to give the appearance of better balancing.

    The best thing BHVR did balance wise was remove hook grabs and I will praise them for that.

    But not much else.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575736#Comment_3575736

    @BlightedDolphin Yes, I believe that would be a win for the survivor, right? I dont understand why it would be a bad thing, but if @Devil_hit11 wants to elaborate, maybe Ill find a new perspective! The more, the merrier.

    Because if the killer leaves you then you get zero value from the perk.


    If MFT was a big speedboost it would justify how conditional it will be. But contrary to all the hysteria the 3% was only good because it was reliable.


    3% quickly becomes lousy when you realize you have to jump through hoops to activate it, nevermind the fact that looping with deep wounds is terrible.


    The perk is well and truly dead if this goes live, which is fine. People hated the perk and plenty of other perks have gotten the same treatment.


    It is amusing to see so much cope though, I did not realize people had such little game sense to where they argue perks being dependent on running two others to get value is a good thing.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395767/mft-is-now-useless

    get good , if you need MFT to have fun , you are just bad at the game , simple as that.

    survivors are limited ? since when ? survivor had more variety than killers they just prefer running the same meta stuff because they feel comfy with broken stuff and thats a fact.

    and yes the point was making the perk more situational , 3% is a strong effect , and not only that they didnt talked about adding a cap to stacking haste perks , you can still use it with OTR + DH and HOPE on top if you really want to use MFT.

    Lots of assuming. I can tell a lot of people must've been emotionally affected by this perk existing.


    Your second point isn't a fact at all. Survivors being skins + lacking a killer power objectively means survivors have a lot less variety.

    Being antagonistic about players wanting to run meta doesn't mean you can make baseless claims.


    WoO, Resilience, Hope, Adrenaline, DH are all meta and none of these perks are broken.


    Hope has no synergy with MFT because it plays no part in activating it.


    DH is the only perk that comes close and even then it is very inconsistent.


    You guys will never convince me OTR is a good perk outside of certain niche situations. (And no. Tunneling isn't one of them. It's a bad anti tunnel perk.)


    MFT is now part of the trash perk pile and that's fine. I played well before it came out and I'll continue to play well after because I'm decent at the game. The delusion is just something I feel like speaking on.

  • @jesterkind said:

    MFT is far from useless, at least as far as anyone can tell before it's tested.

    This community, I've found, has kind of a problem where a perk has to either work passively or provide obscene value to warrant changing anything about how you play. A perk that is potentially quite strong, but requires supporting perks and a change in playstyle, will be written off as completely worthless and a dead perk because wanting to run the perk (and therefore putting some thought + effort into using it) is already a step too far.

    Based on the dev update, my read is that MFT has good synergies and can be paired with any of them to be quite good, if you change your playstyle to make use of it. Play "normally" and try to have MFT give passive value, it'll do next to nothing. Go out of your way to bring a source of Endurance and play aggressively so the killer hits into it, MFT gives slightly more value than before, due to it now working alongside Exhaustion perks.

    That's a perfectly useful design space to be in, especially since MFT gives Endurance itself, so you can even just try making use of it that way. But, because you have to try to use it, and not have it work in the background, it's immediately being written off before anyone's even tested it.

    You need to look at it from a realistic point of view instead of an idealized one.


    People like consistent perks because there is no way to see what you will be against and prepare accordingly.


    Nobody wants to run a build that only sees use 10% of games because that means in 90% you will be perkless. And to really clarify, a survivor without perks is far far weaker than a killer with no perks.


    MFT is now a gimmick perk that won't do much even as a gimmick. It doesn't increase healing speed, doesn't give Endurance to the healed target, doesn't have a longer Endurance timer, and the 3% is not impactful if you have to remain deeply wounded.


    Inconsistent perks are bad design and should be avoided.

  • @sizzlingmario4 said:

    It's not useless at all. Even if we completely ignore the speed boost, 10 seconds of Endurance just for finishing a heal is already a strong enough effect for a perk on its own. The speed boost is now much more situational but is still an added benefit.

    What does it do better than Buckle Up?

  • @Tsulan said:

    MfT isn´t useless. Its not an exhaustion perk anymore.

    Which means, it works with DH, OtR and every exhaustion perk we have. This is far from a nerf.

    Nobody is going to run MFT with SB or Lithe.


    I've already explained why the new condition won't be consistent with DH.


    OTR is not a good perk.


    Your reasoning for saying this confuses me. Please elaborate if you desire.

  • @KaTo1337 said:

    The usual overdrama arrived.

    This version of Made for this is still very strong.

    Not as broken as it was and not as useless as 40 other survivor-perks.

    It's not overdrama. It's called having good game sense and being aware of how the game is actually played.



    This version of the perk is entirely too conditional to be meta or even strong anymore. You don't need to test the change to see this because it's a very basic nerf.

  • The problem is that they overbuffed her to ensure she would remain playable and in doing so ensured that should would remain oppressive and not fun to go against.


    As others have said, the haste mechanic needs to go, and the tics should decay overtime or be reset when a drone is disabled.


    She also needs less drones.



    These are all harsh nerfs but if they refuse to change her design I'm of the opinion that she should be kept weak. None of her strengths encourage exciting gameplay. She's just a bloodlusting/attrition killer.

  • Just made an account to come and say this. No thank you to 4% removal.



    This sentiment always feels like it was made for the killer's benefit more than the survivor.


    It's just like the DC bots which were pretty much only put in to allow the killer to get 4ks and achievements.


    @Reinami your Dota 2 analogy doesn't hold up because in Dota 2 as well as other MOBA's you actively get punished for not playing the game correctly.


    I've gotten plenty of people punished because they refused to listen to the team or fed hard or what have you.

    A pos 5 Warlock taking their 1's creeps and stacking divine rapiers will get punished if reported. Yet the players who cleanse dull totems and hide all game for hatch are fine? This makes no sense.


    For some reason DBD is the only game where both the players and the devs actively encourage bad and inefficient survivor gameplay to make up for poor balancing.


    Idc what anyone says, totem builds, chest builds, locker builds are all trolling, in fact most off-meta perk loadouts and playstyles are actively throwing and need to be balanced. But that takes work BHVR isn't willing to put in at present because they and some members of the community are delusional.

    Solo queue is so terrible because these builds and playstyles should be relegated to consenting SWF'S. If you are queueing solo it should be expected that all survivors and the killer play efficiently regardless of mmr bracket. It's not shocking there's a hookcide epidemic.


    The Dwight, Meg, and Claudette who queue up for solo queue with the intent to win and work as a team absolutely do not deserve to be forced to stay in the match with the Jake running to every chest in the map with Appraisal before touching a single Gen or taking chase. Yet many people here including the devs would argue the opposite because it's "a party game." Nevermind the fact that things are constantly being watered down and nerfed for the sake of competitive balance. It is folly.


    Until camping and proxy camping are dead, until basement gets fixed, until tunneling isn't mindlessly easy, and until survivors are actively encouraged to play as a team and people who never do gens or take aggro are punished, 4% and hookcides are a necessary evil.


    If they are to be removed, at the bare minimum I expect BHVR to be more aggressive in clearly stating expectations for survivor players so we can address how many selfish players there are.