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  • @iOverSpray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037378#Comment_4037378

    I think ghoul is great the way he is. He provides another option for top tier or high mmr players and also gives new players a fighting chance without having to invest 4000 hours into nurse. Your issue from what Im reading is you need to pre drop pallets and hold w making it much less likely to be caught quickly. Survivors greeding pallets against this guy is a big no no unlike 90% of the killer roster and survivors dont enjoy not being able to run a guy for 5 gens (I get it). Im personally happy to have a 3rd killer that can compete with 2025 survivors.

    I think the difference here is the ease at which his abilities can be used.
    I guess the argument against him would be, 1. the first hit is pretty much always free. 2. pallets aren't great against him when he can jump over them 3. his cooldown after using lunge to catch up is to quick.

    With that said, I for one like all of his other abilities and way he plays. I simply dislike point 3 - the extremely low cooldown Ghoul has coming out of lunge.

    I feel it needs to go from 2 seconds, to 3 (or even 3.2 seconds). It's certainly not a massive difference to anything else he does - and if anyone were to think that'd massively nerf Ghoul then it just show how strong that power is.
    Once that ability is changed, I feel this killer would be in a more deserving spot.

  • @Batzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461690/ghoul-039-s-cooldown-is-ridiculous

    Ok I play some ghoul so lemme clarify, the ghoul's cooldown after power isn't fast, the slide creates an illusion of fast cd and I'm gonna break it down for ya. So what most competent ghoul players do when chasing a survivor is they only use the first charge of their power and cancel mid slide, this allows their momentum to carry them into the survivor and let them hit. I wouldn't call it tech and I say that because I would be ashamed of a fellow killer main if they couldn't figure that ######### out. Now the main way to counter slide for kaneki is to simply run in the opposite direction to create distance or focus on larger loops where they can't afford to let slide do everything and bait them into a grapple then break line of sight. Kaneki counters can actually play really similar to nurse in the sense that a lot of the skill expression that kills you on the killer end mainly focuses on controlling YOUR position and then capitalizing on you inability to preempt the killer's need for sight and sound to get a hit in. You want to break line of sight constantly and force them to focus on becoming a normal m1 killer. If you can't do that then we're at a point where I have to say SKILL ISSUE. Less of a skill issue since the skill floor on kaneki basically guarantees kills on lower tier survivors while nurse has a massive skill floor that guarantees a loss if you can's make blink uses as efficient as possible to counter the time cost of playing nurse. Also don't be an ######### and bodyblock a slide to get a pallet stun, it not only gives them a free pallet like with blight or demo, but also makes the killer think you're a smug weirdo so they become less inclined to be nice in end game chat. Not that most dead by daylight players are remotely good people but still it's worth making the air a bit less poisonous. If you use smash hit please do bait every pallet tho because from personal experience the emotional strain from seeing a survivor disappear down the horizon will slow them down. Typically a good way to gain an upper hand in a lot of dbd matches is to inflict EMOTIONAL DAMAGE, until the opponent either gets tilted and throws or quits. Ok so that's my advice essay on what is up with kaneki. Also crouch behind a tree or smth if he already lunges once, low cover obstructs enough of your body to ######### up the lock feature.

    Thanks for sharing.
    Though your comment does give insight, I do feel that you're seriously undervaluing the difference in the cooldown time, compared to other killers.
    Every other killer has a longer cooldown to allow at least a survivor at least a chance to get to a position to be safe. This isn't the case with Ghoul.

    I am guessing that you're a killer main, because if you feel that being able to catch up directly to a survivor, and come out of power, with the option to swing into a M1 attack within 2 seconds isn't strong, I am assuming you don't play against him much and only see if from his PoV. I play both sides and I feel he's strong.

    I'm able to counter in situations as survivor, but it's always a god damn effort to position and when you're caught out in the open, there's absolutely no chance. That should never be the case in my honest opinon.

    But again ty!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037133#Comment_4037133

    You did though, you asked several:

    • Ghoul's Cooldown is ridiculous?
    • if BHVR should do something about it?

    Not really… the title of my post is exactly that…. a title which essentially is rhetorical and really my thoughts on it.

    And didn't even remotely ask the 2nd question in any way. I stated the fact that I believe BHVR don't care about changing it.

    Thanks for adding such amazing value to the discussion.

  • @Zuiphrode said:

    Frankly I'm tired of people crying about Ghoul. Learn to predrop. They aren't going to remove him and they aren't going to give him the Skull Merchant treatment. Give it up already.

    It's not crying but thinking about the strength and skill level of this killer - I'm not asking remove this killer but simply that the cooldown coming out of the leap ability is slightly to strong and I think it is a valid reason to raise it on forums.

    BHVR might listen if there's enough noise, which is what happened with both nurse (perks), as well as SM changes

  • @iOverSpray said:

    Let's just all play perkless trapper to amuse the masses. Dbd forbid a killer be viable and not require a massive amount of skill making him fun at all mmrs.

    I'd like to just state that yes, I do play 2 perk trapper quite often and I have a lot of fun pushing it to get 3/4ks which happens often. Obviously some games you get shat on but way less than you'd think.

  • No to what?
    I didn't ask a yes or no question so not sure why you'd answer with it, and if you don't want to participate that's fine.
    But you have zero value in this discussion.

    I asked for what the DBD community think and I'd like it to be impartial if possible. Most people can, but some can't rationalise their thoughts so makes this quite hard to judge changes.

    I'm 5k hours in this game, so I feel like I have quite a good grasp.

    I think the rest of Ghouls abilities are fine but the Cooldown of coming out of power is slightly too short. If its currently 1seconds it needs to be 1.8/2 seconds. That's the only thing I think needs to change.

    I feel like if you're a killer, and you use a power and mess up, you're not rewarded for it. Using what is an attack power to be right up to a survivor should not be rewarded.

    If I could change that, and one other thing, it would be be nice to have some sort of audable notification when they're in power, (slightly like hound master's dog) but besides that I don't think much else needs to change.

    It seems there's a mixture of answers so it's quite interesting to read the rest of the comments.

  • It feels like BHVR have totally ruined the game, for me at least. The changes were literally not bad, the elusive status made very little difference honestly. The camping changes were the big change and to even slightly revert on that is a total slap in the face on both sides. Encouraging actual gameplay was important and that has now been made lesser with this being reverted.

    Even the increase in pallet density was such a great move and then it was taken away. Wild move. On both sides of gameplay, I loved having a 50/50.
    I am sorry but this whole situation is a fricking awful and I've think it's really showing how short sighted the Dev's are.

    The changes to specific killers should be high on the list, for example, allowing Ghoul to go with such little change for so long is totally unacceptable.

    I feel this is no longer a fun game sadly.

  • the changes weren't even that bad…. literally a little bit of extra time to get away so someone could play the game. The only major change was the camping/proxy camping that allowed survivors to get off hook if the killer stood around. That would have made the difference…

    But BHVR even say a big F OFF to survivors by keeping the changes to Styptic and Syringe from PTB and reverts the changes to everything else. This is wild…

    The best thing BHVR did in the last 2 (non-released) PTB's was to remove the notification of being unhooked.

    That needs to be implemented and that'll be the 1st step to resolving the 40% tunnel issue.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981398#Comment_3981398

    First, Skull Merchant is fine, you people just hate having to try. Second, the first "QOL Change" they did were the Fog Vials, and thanks to Killer mains complaining they've nerfed it into being useless. They don't care about the Survivor role, and no amount of people like you crotch riding the devs will change reality.

    I think the real reason behind Skull Merchant being disliked, is due to originally creating the killer in the way they did, has now soured the experience of playing against her… and it's lingering to the new versions/iterations of her.

    It was such an awful experience, that no one wants to even entertain the thought of playing against her or as her.

    I think they really hurt the game by leaving her the way they did, as it showed how little care goes into the actual game play experience.

    And yet we're still unanswered by the Devs and if they play their game before testing… what makes this whole topic worse, is if it's a yes, and it went to 'Live' in the current state… well….

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754183#Comment_3754183

    Yes? that's all what game is designed to be played and pretty normal and intentional

    Afk or hook suicide is not in slightest

    So all those people that do challenges - like 2 hooking and letting everyone go. Or AFK killer challenges and then kill everyone at the end. All playing the game unintentional and that.

    Suggesting that being forced to stay in a match sure sounds like a great way to have fun.


    If someone is sitting on a gen until they are yanked off/killed, it doesn't affect your game play in the slightest. It affects your chance at escape, and yet there's still a chance after it all.


    Yet you get to experience everything else the game has to offer. So, not sure what the deal is? If you're idea of enjoyment is only escaping/killing 4 people by yourself, time to get over it because you don't get to control other players.


    So yeah, it seems we've got different point of views and you're limited in the understanding where I'm coming from.
    Good luck with your games.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754183#Comment_3754183

    Yes? that's all what game is designed to be played and pretty normal and intentional

    Afk or hook suicide is not in slightest

    Yea, having enough of a particular game/match and being forced to play it sounds like a healthy way to have fun.

    If someone is sitting on a gen until they are yanked off/killed, it doesn't affect your game play in the slightest. It just effects your escape chance only - and yet you still have a chance to escape. You get to experience everything else the game has to offer.

    Enjoy your games dude, because it sounds like a difference of opinions and I think you have a limited understanding of where I'm coming from.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753625#Comment_3753625

    Even though it's unlikely to happen because of the effort it takes, if your afk/suicide games has been recorded multiple times and enough reports accumulated, mostly sure you would be banned eventually

    Not participating in normal gameplay is against the game rules

    normal gameplay like slugging/humping/camping/tunnelling?

    got it.

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753670#Comment_3753670

    That's a matter of opinion, not fact, I love playing as and against her.

    Well yeah, everything is an opinion until it's back up with facts/statics (which can sometimes be misconstrued) - but I think democratically the numbers speak for themselves.

    The win rate is because people don't like playing against her - and my assumption is games are easier for killers because of this.
    For me, which is a matter of opinion, doesn't really need to be said but here we are… whats exciting about dropping a drone, slowing a survivor and hitting them, and if you don't M1 hit them, they're slowed whilst the killer has haste, they get injured.
    Urgh. It actually makes me sick to think this was ok'ed by a group of people.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753670#Comment_3753670

    If you don't want to play against skull merchant, play in customs.

    I'm ok thanks.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753625#Comment_3753625

    You can prevent yourself from every facing a skull merchant by hosting custom matches.

    If you queue up as survivor, you accept that you may face skull merchant.

    I accept I will face SM - they can accept I won't play against it. you see how silly the argument sounds.

    The bottom line is, the killer is unfun to play, and unfun to play as. It needs to be changed.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748681#Comment_3748681

    That's just normal killer queue.

    If you queue up as survivor, you accept to play against any killer. If you don't want that responsibility then go play customs.

    The fact is, one does not have to accept it. Simply by giving up/going afk. I for one will never play against SM - its a really bad reworked killer. Hindering survivor into mending state. Sped up killer in drones… she can control 60% of the map by positioning it at any loop.

  • @Diiino said:

    I think people should learn to counter it instead of complaining. Try treating him like huntress that always has her hatchet out then you won't get outplayed and think the killer is OP.

    it doesn't take an expert to see this killer is oveertuned.

    Especially with the way that Flight of dammed purple skellys ability to insta-damage when they are spawned inside of a survivor. that doesn't happen with huntress hatches….

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733331#Comment_3733331

    Because then you don't have enough time to catch them, the pallet takes up physical space, and picking it up still takes a short amount of time. On top of that, the survivor can immediately drop the pallet again, the "blocking" of dropping a pallet after it has been picked up is only because of the animation of the survivor actually dropping the pallet, if someone vaults, the killer picks it up, you can just immediately drop it again. I have had this exact thing happen many times to me when i tried to pick up a pallet from before to prevent a survivor from getting use out of it, but they just immediately redrop the pallet and now i'm there again with no usable power to do anything about loops.

    Like, really stop and think about this, the skeletons give a super obvious tell, now that i have played against it, you literally KNOW when the skeletons come out, that ability is still borderline USELESS. The only thing it is good for is to hit them just before they vault a window or something, it cannot be used even out of LOS because it makes this obvious noise that it is coming and you can just crouch to dodge it.

    Everything you are saying would be true, if it weren't for the fact that all of the other spells are hot garbage in a chase. The fact that he has 1 good spell in a chase on a 38 SECOND COOLDOWN means that you still aren't getting your downs fast enough with a cooldown like that if the survivor is competent at looping.

    tbf, I've got value from all the abilities. The killer instinct from the Sphere is great for knowing people are around a certain area, basically huntress hatchets at windows/pallet with the purple skellys if timed properly… well, mage hand (you've seen what I wrote, no way to use pallet for protection) and flight to traverse from one side of map and catch up to survivor.

    I'm on a win streak and finding it to easy I actually feel bad playing as him.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733219#Comment_3733219

    First of all, now you are talking about perks, again, perks should not be the reason powers get nerfed otherwise then the perk just becomes "required" on that killer.

    Secondly, it is not uncounterable, the situation is simple. If you let the killer get to close before you drop the pallet, you open yourself up to a 50/50 mindgame. If you drop the pallet 1 loop early, no mindgame to be had, and plenty of time to get away.

    If you open yourself up to the mindgame it is simple.

    If the killer guesses right that you are gonna drop the pallet, and they use the power, you drop the pallet, you are stuck in animation, they use the power, it lifts the pallet, and you most likely get hit. That makes sense there, you got outplayed, and you guessed wrong. If the killer guesses wrong, thinking you are gonna drop the pallet, and you don't, what are you doing instead? You are still running, they use their power on the pallet, they got slowed to 4.0 m/s while channeling the power, they blocked the pallet got slowed, and you are still running. Now what happens? Now, the killer's best anti-loop power is on cooldown for 38 seconds, meaning now they are closer to being a pure m1 killer with no power. Sure, other powers are usable, but magehand is the best anti-loop one. The skeletons have to be used out of LOS and are easy to dodge. Fly is only good over windows, and sphere does nothing against loops. But either way, if the survivor guesses right, they are heavily rewarded for it.

    Now what about the other side of things?

    If the killer guesses right that you are not gonna drop the pallet, you keep running, and they keep running. Now you probably aren't able to get around the loop fast enough, and likely to get hit. Again, you got outplayed, this makes sense. If the killer guess wrong thinking you are not gonna drop the pallet, but then you do, what happens? You probably stun them, gaining a solid 20 meters of distance on them, giving you a chance to get away, or heavily extend the chase, likely taking it to a more safe place like shack. Again, you outplayed the killer, it makes sense.

    Lastly, that is part of the point of this killer. His powers are very strong, but have very long cooldowns and there are ITEMS that completely counter these powers. Look for items, and get the haste one, and now suddenly its even less of a problem, forcing him to use 2 spells on you in a chase (38 second cooldown remember) in order to even land that single hit.

    As for your other comment on it being "overtuned" it was already tuned differently in the PTB, and you know what? It was completely useless, because at nearly every loop in the game (minus the already terrible pallets that are useless anyway) the killer was slowed down so much that they physically could not get around the loop before the pallet was unblocked, making the power literally completely useless. I have tested it, and right now it is just BARELY possible to block a pallet, and get around the loop 1 more time to land a hit at SOME of the loops in the game before the survivor gets around again, and it isn't even at all of them.

    So how exactly is it uncounterable again?

    So if someone drops the pallet, and killer doesn't break it - then when a new survivor loops, they vault, killer picks up pallet you hit them. Tell me how they can counter this. They can't.

    But yeah, maybe when you're the first to drop the pallet W key away, drop it early sure. But likely you won't always be able to do that…

    I'm not an inexperienced player, I've played since 2016 with several thousand hours, and am pretty clued up on DBD.

    I don't think I said to ever revert it to PTB levels? So not sure what nonsense that is - I played the PTB and agree and that was weak. I'm saying to increase the CD killer gets from coming out of using it very slightly. Nothing more.

    If you think it's fine in it's current state, then I don't know what I can say to change your mind. I guess you've got a better gaming chair than 90% of the survivors. I'm just finding him uber powerful and I'm rocking win's on pretty much every killer game I play. I guess we'll let the numbers speak for themselves when the data gets released then I guess we'll know.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416113/vecna-overtuned-mage-hand-ability-is-100-broken

    Its just barely in a good spot now. It has a 38 second cooldown, it SHOULD result in a 50/50

    I have to massively disagree.

    If I bring bamboozle, and use mage hand all decent tiles are gone.

    All it needs is an extra 0.8 to 1.5 second delay after coming out of using it. Problem sorted, giving enough time for survivor to at least maybe get somewhere with decent pathing. but not always.

    Atm, no chance of getting away = uncounterable, there is no 50/50 with this when the killer picks up a pallet without any Cooldown and can hit you.

    Majority of killer mains I watch on Twitch know this is overtuned - this needs to be changed and I'm sure it will be within a month. But I am honestly surprised (and kinda saddened) to see that some players in the community think otherwise. Maybe only play one side and don't see it. Because I'm like 30 games in and lost like 3 games with him.

  • Whilst I am very happy to have Vecna in the game, the instant pallet pickup is ridiculous.

    Very very little CoolDown to the killer, for insta-picking up a pallet and allowing a hit.

    Who thought this was a good idea?

    I'm actually not that against the other abilities having a stupidly little CD, but Mage Hand needs to be revisited as current state, this killer is overtuned imo.

  • @OnryosTapeRentals said:

    No.

    Teabagging, hitting on hook, nodding, moving back and forth, etc. are not bannable offenses.

    Not quit the same, pretending to ######### someone on the floor is a bit different imo.

    It's not something I do but taunting another player (i.e. crouching or "tea bagging" at a pallet) isn't the same as humping a player incapable of getting away. Then again, survivors doing this crouch at the exit gate for the full timer to tick down makes me kinda sick too.

    I guess there's levels of BM'ing which are acceptable - maybe a quick show boat crouch or a point, or a quick little WS on someone downed (to show dominance hah) can be overlooked, but when someone is doing a full slug and hump or a teabag at exit gate for the full timer, it's just a cringe experience to see :(

  • My feeling is they should remove map offerings all together in general - but the items/addons is what gives the killer/survivors some extra options for the gameplay so happy to keep that in there.

    Thinking of it from a BHVR point of view, I think this would still even work just offering perk choices based of what characters someone has purchased.

    I know there is a want for competitive/casual mode and I think this game mode is 'an in-between'.

    I really really hope the Devs see the love for this <3

  • @Hannacia said:

    They should absolutely keep this. I'm having so much more fun not worrying about meta perks and not caring what perks i'm using. I feel like in normal mode you just can't play with silly perks since you know every killer has the 4 most used perks and survivors have the 4-6 most used perks. You go in with red herring and no mither you know whats going to happen. At least this mode forces everyone to play with silly perks.

    One thing i wish behaviour would change is the items. Make it so survivors can't pick and choose their item. Go fully random with items and perks or only allow items from boxes… oh and don't allow map offerings. That should be random too.

    this is so true. it's just nice not having to always run meta perks on both sides!

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723492#Comment_3723492

    yeah, idk why you made it into crying about how you can't win, this is about keeping the gamemode. 😂

    Yea this is a good point. If BHVR Dev's do read this, keeping it to the topic is great. I'm happy to hear why you'd disagree but not sure that "oh its survivor sided" can be seen as valid.

    But understandable, Gen slow down is important, hence Pain Res being top tier meta perk.

    I guess for those people who don't want to play this game mode, don't have to. That's why it's a wonderful addition.

    It could almost be seen as "competitive + casual modes" really. So there's an idea.

  • @Green_Sliche said:

    More than half of killer roster is literally unplayable because they require at least semi-decent perks but sure, make this unbalanced mode permanent. Most fun mode to play as survivor, especially when killer has 0 gen slowdowns and 0 detection perks.

    Thanks for sharing your experience. It sounds like the games have been tough. I on the other hand, as killer, am rocking 2/3 kills almost every game.

    Yes there are some rough games, but overall, when I'm playing as killer and not having to rely on slow down perks, getting perks that are dealt to me I'm enjoying it much more.

    Like in one game, I was given this build and I managed to escape and importantly, have some fun. I was one health state down, unable to use FTP and/or Solidarity… not sure how this game was in a killers favour.

    image.png

    I'm not saying you're bad but it sounds like maybe the survivors just played better.

    I often play 2-perk trapper in the normal version of DBD and often manage to get 2-3k (not always) but that's the gimmick. Try to have a bit of fun with random perks it's not all about winning/losing for me in this mode. Of course I WANT to win, but I'm fully expecting to get destroyed in some games because of my ######### build.

  • @Valyrie said:

    I dunno if we can really claim that over 1 skin, in fact the survivor skins that people say are p2w because of their quieter audio is being fixed (supposedly) by the devs.

    So it's likely that with the elk skin they'll end up adjusting his audio levels to make him louder than his release, I don't think BHVR are intentionally making skins P2W, since updates (not just skins) suffer from a lack of stress testing and forethought.

    in an ideal world that'd be great. Lets hope - but quote below suggests it's been fixed.

  • any further update from the Devs about this issue?! Please?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708127#Comment_3708127

    I wouldn’t say 99%……I don’t think I was an exception….

    Sadly from the sheer volume of people I watch on stream for DBD - I'd say it's majority. Almost everyone I know is having some sort of issue with rubber banding. Even console players.

    BHVR know there's an issue, but have yet to address it, days later. It's upsetting.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707312#Comment_3707312

    Honestly it was only a bit patchy the first day. After 24 hours it was smooth sailing for me. 🤷🏼‍♂️🥰

    I think it was handled very well. Most games I’ve seen make switches like this take weeks before it smooths out. You guys did it 24 hours.

    not for 99% of the other people. unplayable

  • @Peanits said:

    If you're okay with it, please let us know which platform you play on and (if on PC) what the specs of your system are. This update shouldn't have an impact on performance, but we'd be happy to take a closer look.

    Please update team - game is currently broken and feels unplayable in it's current state.

  • Yes this is the same that is happening to me and several friends.

    Kinda unplayable.

    Tested on both Steam and Epic games.

    @Bonepony said:

    I am getting the same exact lag every game, happens sometimes 3 or 4 times a game here is an example of it as well. I am on pc.

    https://clips.twitch.tv/GoldenAlluringWormBigBrother-iVm3jlBC2iFGreaj

  • @caligraph said:

    just look at him and you're safe and dispelling takes like 3 seconds

    3 seconds? It's longer than that even as direct looking - but especially when you are in chase on loops.

    He's an S-Tier killer and requires a nerf to splash damage. Several people on 100+ win streaks.

    It's saying something.

  • @isha said:

    Unknown m2 is countered by looking back in the chase which all survivors do. Perhaps he was intentionally losing line of sight so that you can't remove your dispel but if that were to happen he would have a hard time aiming at you unless you were predictable.

    His aoe is too small and he gets slowed down for shooting it which means you don't get punished for doing awkward pathing.

    Unknowns m2 is incredibly weak and easy to counter. If you have issues going against this killer weakening and dispelling its skill issue.

    I guess if you play at Low MMR you might think that

  • @bodilystew_ said:

    They're counterable and require you to actually dedicate specifically learning them to get it down. It's the exact same as a billy curving, which also wasn't intentional when he first came out, ie, the community discovers a new way to use a power and bhvr accepts it as intended use.

    Yes - it's accepted and I'm all for that - but it's not the same as sliding off objects to get to your target.

    Absolutely disagree about them being counterable. Just for example taking Blight, with the highest recorded win rate of over 1000+ kill streak (which shouldn't exist in any game) - it just shows you how hard it is to counter a slide tech blight.

    @Ariel_Starshine said:

    I don't call them techs, they're exploits and shohld be removed from the game.

    I only say this because the devs themselves stated this.

    I actually agree with this - being a killer and being able to hit survivors with them seems wrong.

    I also remember the Dev's saying its unintended so not sure why these exploits are still in game after all this time.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676635#Comment_3676635

    a draw is when neither side complete their objective. survivor only have one objective. power exit gates by completing all 5 generators and escape. Killers only have one objective. kill as many survivors as possible. for me, I consider winning as killer if i get 3 or 4 kills. conversely, everything else is a loss for me as killer.

    People can put what ever they want as their personal win condition.

    For me, I like to get as many hooks as possible, if I end up with like like 8 hook states (like 2 on each survivor for example) I still class myself as doing a good job. Obviously I prefer to kill so yes, guilty of going for the injured person over the healthy one of course.

    But the following is confirmed by the devs as the intended win condition for killer -

    1 kill = lose

    2 kills = draw

    3/4 kills = win.

    Killers are intended to be stronger than survivor because no one would play otherwise. But also, the game is kinda in the hands of the killer based on how they play - I get that.

    But touching a perk like Adren when the win rate is how it is will see killer win rate surge. It just seems unfair that the activation condition is 5 gens and it's being reviewed/changed. The killer in most cases will only chasing one survivor at the end game. So like... the perk kicks on and benefits that one person.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676031#Comment_3676031

    As long as Freddy remains in his current state there shouldn't be any perk that counters him specifically. I mean, he literally has no power in end game against survivors that use Adrenaline. Absolutely none.

    this is what I meant about No Mither - feed blood right to Oni.

    So a survivor coming into a game with that perk, buffs Oni to have his power all game. It can (but yes shouldn't) work both ways, but it does.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675978#Comment_3675978

    I've seen this argument so many times.

    If you want to use this argument you're either misunderstanding how statistics work or arguing in bad faith.

    60% kill rate roughly equates to an on average, 2.5 kills per game, meaning that survivors are seeing 1.5 people escape on average.

    When looking at this statistically, an above average game for killer would mean that they would receive a 15% increase to their kill rates, landing them at 3 kills on an above average match with 1 survivor escaping.

    An above average game from the survivors would land them at a 55% escape rate, meaning that even when survivors play above the average match threshold, they are are only getting 2.2 survivors out on average.

    2 Kills, 2 escapes is considered a draw for the killer.

    So, even while using this example of not equating kill rate and win rate, a below average game for killer statistically equates to a draw, 2 kills on average.

    At this point, what more do you want? Draws are a part of the game, the "win rate" should not be 50% or higher, so many people forget that shooting for a 50% win rate means that the spread would look more like 50% win, 30% loss, 20% draw.

    I didn't see anyone here write or suggest 50% win rate is the target.

    I personally don't mind the 60% win rate - even though its closer to 70%. I understand the stats as they are being conveyed. The killers overall (the mean of the combined rates) shows this as they are "meant" to be in the killers favour.

    Aiming for 2K/2E, espeically with tunnelling and slugging etc, isn't what was being suggesting I dont think.

    For those overall rate, nerfing Adren will boost killers win rates more. I don't see anything being suggested in "bad faith" here.

  • @Xernoton said:

    There are 2 issues with Adrenaline I'd like to see fixed:

    1) It counters Freddy. If it was Nurse, fine. But it's Freddy of all killers!

    2) It incentivises slugging over hooking. A slugged survivor is healed to injured while an unhooked survivor is healed to healthy.

    Other than that, Adrenaline is fine and I don't think it will be nerfed too harshly.

    Find about Freddy - but it's in the perk name/nature to wake you up. That can be removed and given to Wake up instead lol.

    I guess they should remove no mither as it helps Oni get his power too. Can work both ways in some cases.

    If you slug, they have a chance to get up and away. and to remove it is easy counter - pick up, drop them, survivor adren kicks in, hit them, pick up and hook.

  • It's a strong perk - but its pre-requisites are that all gens are done which is majority of the case doesn't even get there.

    So like... that's the trade off - You run the game with 3 perks until end game... so yeah it has to be strong. You also have to be the one being chased as if you're fully healed and just waiting for the last gen to pop, what value do you get from it. Nothing.

    If the nerf is; it doesn't work when exhausted I might be able to accept - but in typical fashion it I have a feeling it will be ripped apart.

    And I should mention, I see the perk 'hope' quite often too It's in the top 20 perks. So not sure you mean about why use anything else.

  • @Snowbawlzzz said:

    "With the consistent middle finger to survivors (removing MFT, stopping gen regression, mangled/haemorrhage changes etc)"

    If you don't think MFT was a glaring problem, I don't know what to tell you dawg.

    The other two things you said had flipside nerfs for killer that you conveniently ignored. Killers can no longer 3-gen, and thana got nerfed + sloppy butcher is on the roadmap for a nerf.

    I didn't say it was or wasn't a problem - Just to note though, don't forget almost all killers are faster than survivors even with MFT and it's 3% speed. I rarely saw top MMR killers struggle against MFT if I'm honest, but that's separate to the point I was trying to convey. MFT was in the game for like what... 2 months? so time to remove... ok.

    I'm suggesting that Devs look at survivor perks and are like, "hey lets just gut it completely" -... DS, DH, MFT, and on the cards Adrenaline (the last remaining "good perk" imo which only activated once and you have to get to end game)... Yes 4 players running Adren sucks that's fair. But it takes a while to get there...

    What I'm suggesting with the statement of "consistent tent middle finger to survivors" is the aforementioned perks for survivors get ripped apart whilst killer perks like STBFL stayed untouched for years, and even when it's changed its like... the smallest change. Here we are with Ultimate Weapon still months away from being reviewed (strong perk for me).

    Thana wasn't nerfed for years and was overbearing on at least 4 killers - it was a poorly designed perk for legion/plague - that's it. The rest didn't matter. And yes... months away from sloppy being reworked... that should have been fixed ages ago.

    How often do I 3 gen as killer... only when the survivors made it so.. like they did the gens on one side of the map so I would take advantage of it... But the 5% / gen tap removal has been big for me so it's even better (i.e. buff to killer, nerf to survivor).

    I would have to kick 3 gens 24 times to get blocked out of my 3 gen... killers only doing that if they're sweating.

    Question then, how many have seen the gens blocked (by the killers own doing) since the change. When I play survivor, I've only ever seen a blocked gen for a killer (8 kicks) maybe once since it was implemented. But I've certainly seen a killer benefit from the 5% and gen tap at least 100 times.

  • I have played the game since the beginning and it was ALWAYS in the killers favour. There were groups of people who made the game very difficult with perk combo and real bully squads... not people these days who try to mess around with head-on or attempt a CJ... but real co-ordinated bully squads.

    I know what it was like and how brutal it was... but actually the reason it was so brutal was the Pip system... stacking 4 out of 5 pips at Rank 2 to lose 8 games and be back to Rank 5 again.

    But I rarely find the games overbearingly difficult as killer, but that's because my goal is to get at least 2K. But saying that, I still to this day win majority of my killer games (3ks+). I've notice the benefit of gen changes and the 5% kicks, just an example of buffing killers.

    screenshot5708.jpg


  • @imjay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405749/have-bhvr-devs-ruined-dbd-for-survivors

    "Do you miss the old DHDS Combo"

    I think this part is a case of nostalgia fever. Actually think hard back to those times with old old DH where survivors would use it for distance. Playing killer was brutal. The game is in a better state now but I do agree that they're middle fingering survivors and the game is currently more killer sided. Don't blame the devs. It's hard to find such an equal balance in a game with such a huge variety of killers, killer powers, map layouts and perks. It's not an easy job to please everyone.

    Fair - b

    screenshot5708.jpg

    I have played the game since the beginning and it was ALWAYS in the killers favour. There were groups of people who made the game very difficult with perk combo and real bully squads... not people these days who try to mess around with head-on or attempt a CJ... but real co-ordinated bully squads.

    I know what it was like and how brutal it was... but actually the reason it was so brutal was the Pip system... stacking 4 out of 5 pips at Rank 2 to lose 8 games and be back to Rank 5 again.

    But I rarely find the games overbearingly difficult as killer, but that's because my goal is to get at least 2K. But saying that, I still to do this day win majority of my killer games (3ks+). I've notice the benefit of gen changes and 5% kicks, just an example of buffing killers.

  • I guess additional to add - killers can now pretty much ignore pallets - Literally the only safe thing in DBD for survivors have essentially become useless against the latest killers.

    i.e. chucky can go right under it, Xeno can hit over it, I mean, Larry can just eat them.

    Latest killer (the unknown) just uses his ability in front of it and you're hit. He can also just hit through every wall too so that's saying something. But literally now, survivors drop the pallet, and I can take a health state. These bits of wood are meant to be safe for those survivors.

  • So it seems we're back to a place where it's God Awful again. Getting hit behind pallets, killers abilities hitting through and other side of windows... - it seems this has come back 10x worse than ever after the recent update.

    Even the Vaults are broken again... We are stuck with things being super in the killers favour. It's unbelievable some of the hits I've got as killer.

  • Well, now with the correction to the fast value action (FINALLY) - it looks like killers now have a (very little) smaller chance to hit survivors. So that's something.

  • Still occurring too.

    Less since the 7th year event but still there.

    Just showing the servers did not like it when the volume of players were high. So I guess this problem is still in the game during peak times sadly.

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