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Readyplayerone

Readyplayerone

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Readyplayerone
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  • Not buffs, PH needs to be redesigned entirely.

    His kit is all over the place and has no direction in what he is supposed to be good at.

  • I myself am a killer main who has called out the hilarious amounts of survivor pandering, but right now, I agree with them. The Judgement is blatantly overpowered and not at all what this game needed.

  • @Aznex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108494#Comment_4108494

    That won't solve anything, plus the game's AI has built-in wallhacks to compensate for not being a human meaning it'll just B-line to each person's location. Not to mention it'll either be too easy to loop by people who've dealt with survivor bots, or too hard since the built-in wallhacks make hiding completely useless.

    It would with AI survivors also. The idea is to blend AI with human teams to break the bottlenecks. But also, we already have wallhacks aka aura reads in the game. The only difference between the AI and a human player is the AI has better pathing.

  • They could easily solve this issue by just putting survivor groups against randomized AI killers.

  • It's like I said, you can just admit you can't prove it.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106472#Comment_4106472

    well..

    As already said, short queues are favoured, which was confirmed by BHVR themselves, as well as backfilling and obviously when not enough Players in the needed mmr bracket are available.
    Then there is also initial calibration, SWFs, smurf accounts, hackers, Cross progression, people mainly playing one side but rarely the other ..

    I might mix this up with another game and don’t have a source, so take this with a grain of salt, but i think it’s also been confirmed that those in the BHVR Partner program have specific queues where it’s more unlikely for them to be queued with often reported players(?) which may screw matchmaking a bit overall

    Also ever heard of Engagement-Optimized Matchmaking? (Not saying BHVR is doing that but… its a thing in other games and yeah, many players from many games complain about this kinda MMR problems..)

    Then you need to look for this yourself but there is (in)official confirmation of DbDs MMR and even the softcap (Players above are pretty much just thrown in the same pool regardless of actual rank) which is very easy to reach? I think some content creators even in the Partner program have Videos on that..


    there is an MMR System. Just not satisfyingly implemented. Just saying it doesnt exist isnt really gonna solve anything and isnt useful constructive criticism

    You can just say you don't have anything to prove the MMR system exists.

  • @Mooks said:

    there wasnt a recent change. And its unlikely they would do adjustments in the background when they are actively working on a complete rework of the system.


    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106451#Comment_4106451

    There is one though. Its just a badly implemented one, as it only calculated by kills and escapes and nothing else. Also short waiting queues are priorized over actually fitting matchmaking.

    I have yet to see any evidence there is an MMR system.

    Even the most rudimentary MMR system would never pair a new player (who will almost definitely have <50% W/L) with seasoned/veteran players sitting above 50-60% W/L.

  • There is no MMR system — it's why you see new players being pit against veterans every once in a while.

  • I didn't even know people still played leatherface.

  • Alright you got me there.

    That doesn't change reality he still got hit with nerfs, and significant ones at that.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104422#Comment_4104422

    The amount of people who only focus on selective things to prove their point is unreal. You cannot just look at the Nerfs he got and ignore what got better on him.

    @Topic:

    Jason does not need a Rework and he certainly wont get one this early after Release. However, he deserves some change, like:

    • A Cooldown on how often he can reload on Hooks. There are many Hooks on the Maps (which is a good thing), but considering that there are also the crates, there are too many Hooks for him as a ressource, especially if he can just reload in chase without losing distance
    • His Haste needs to be drastically reduced, it does not make sense to have him on 4,4 m/s, when this is only the value on Paper and he is on 4,6 m/s all the time.

    Those are things which might need some testing. But those are things which could have happened yesterday without issue:

    • Remove all those extra Teleport Spots he has on the Maps. I dont know why spots where no Pallet has spawned need to have some rubble he can teleport to. There are more than enough spots for him to appear basically anywhere.
    • Remove his ability to see Totems being cleansed. Yes, TOTH is getting nerfed, but this wont change his most obnoxious Build. Obviously depends on what they do when they actually rework TOTH, but I think that side objectives should not be made too hard, so IMO the ability to see Totems being cleansed can go away.

    Uh you absolutely can when you realize how important exhaust is and why it was highly sought after.

    The amount of people trying to downplay the real issues is the problem here.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104422#Comment_4104422

    Like I said, they had a numbers tweek. Some addons were nerfed, some buffed. Party noise maker got BUFFED, not nerfed… I've been playing him aton and its VERY rare for the gens to get done.

    https://us.v-cdn.net/6030815/uploads/X0YP82VHJ8BE/1000002457.jpg

    Good job, that tells us nothing.

    Like I said, he is worse than he was on release.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104380#Comment_4104380

    They tweeked the numbers on afew addons and buffed him by adjusting his anti-camp measure to not work on multiple floors. He's definitely not WEAKER than he was on release.

    They nerfed Sauna Rock and Party Noisemaker, he is definitely weaker now.

    The amount of bad takes on this forum is unreal.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104393#Comment_4104393

    They aren't garbage, as evidenced by them still being used nearly every match. And guess what they did when Ruin was at its peak strength? Slugged/tunneled. Guess what they did during OverBrine meta? Slugged/tunneled.

    Guess what Behavior has been trying to prevent? Slugging and tunneling. Why? Because it's the go-to strategy, not gen slowdowns.

  • The gen perks are garbage and that's why killers have pretty much abandoned them in favor of slugging and tunneling.

  • @LordGlint said:

    They arnt gonna rework a killer that JUST came out

    I mean they nerfed him barely a month after release to get survivors to stop whining.

    I wouldn't put it past the devs to give him special treatment and rework him.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101241#Comment_4101241

    Moving the goal posts I see, keep it up lol

    So was cross-examination, again, you only see one side.

    You're hillarious.

    There is no goal posting shifting just like there was never any point in time I said survivors don't get changes.

    Everything up to this point stems from you having obscenely low levels of reading comprehension and it shows.

  • Even better, can we stop pandering to survivors.

    Jason was out for exactly 35 days before he got the nerf bat — a licensed killer Behavior spent years trying to negotiate for. It's ridiculous.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099751#Comment_4099751

    You are so caught up in your delusions you missed the point of my post, I'm not agreeing with you, you are disagreeing with yourself. LOL You said Survivors get handheld and no changes.

    It's not a 180 you're just making assumption after assumption:

    "The hilarious amounts of survivor pandering in a nutshell"

    Read your own thread title, there was no 180, I'm telling you both sides get updates:

    "there is probably more to list, but the point is… there is no pandering,
    both sides get live changes. Thats how live service game works."

    It's all I'm gonna say on the matter because you sound like you've went off the deep end.

    I never said survivors don't get changes; you literally made that up and proceeded claim I said that, that's the definition of delusion.

    Oh, and Jason was nerfed, that is irrefutable proof of pandering.

    Bravo, you were proven to be wrong on two fronts.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099266#Comment_4099266

    So your first thing wrong is thinking I think these changes weren't warranted, the second thing you got wrong was saying I am a "Survivor"

    Those perks needed nerfs, much like how Killer needs nerfed from time to time, and you acknowledged them saying they get no changes, so what one is it lmao

    You confidently listed out survivor changes, and when it became known why they were nerfed, you suddenly want to be agreeable?

    This reads to me like a complete 180 because your list backfired horribly. So horribly wrong you feel the need to make up arguments like "you acknowledged them saying they get no changes" despite this claim being non-existent in this thread.

  • @Rokku_Rorru said:

    I'll just list a few off the top of my head:
    -Adrenaline was nerfed
    -Med kit addons were nerfed
    -Streetwise was reworked to nerf item builds (toolboxes)
    -Prove thyself has been nerfed
    -Calm Spirit a perk that didnt even need it was nerfed
    -Distortion was changed
    -Circle of healing was changed
    -Made for this was changed
    -Off the record was nerfed

    there is probably more to list, but the point is… there is no pandering, both sides get live changes. Thats how live service game works.

    Oh you wana go this route?

    • Adrenaline: Granted instant health and a massive speed boost mid-chase when the final generator popped.
    • Med-kit Add-ons: Allowed survivors to fully heal themselves multiple times per match in under 10 seconds.
    • Prove Thyself: Stacked massive repair speed bonuses that let coordinated groups finish generators lightning-fast.
    • Circle of Healing: Created a map zone where the entire team had free, infinite self-healing.
    • Made for This: Provided a permanent 3% movement speed increase for simply being injured.
    • Off the Record: Kept survivors safe for 80 seconds even if they aggressively bodyblocked the Killer.

    This is what survivors do, pretend to be victims of changes to overpowered perks. And people wonder why this game never gets meaningful balance changes. All the survivor pandering is ruining the game and it shows.

  • @ThatRyanB said:

    Hey folks. While I understand there are strong feelings tied to some of the changes in yesterday's update (and that's okay!), please let's refrain from letting disagreements get personal. The perception of things like Fog Vials will understandably be quite different between Survivor and Killer (heck, even within those roles), so it's expected that not everyone will be in agreement. Regardless, the constructive feedback from both sides IS super helpful!

    So rest assured, we're working hard to collect this feedback and bring it back to the team.

    What were you guys expecting to happen when you introduced an item that gives infinite, spammable invisibility with zero counterplay?

    This isn’t a matter of opinion or player bias — it’s a case of a completely broken design making it into the live game. Fog Vials erase all core tracking mechanics: no scratch marks, no sound, no visual. Killers who rely on those (which is most of them) get completely shut down.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973615#Comment_3973615

    I knew it covered noises and scratch marks, aura too is probably a bit much. I feel like IF the killer brings aura perks the smoke bombs shouldn’t interfere with that. Thank you for the answer. I haven’t had the chance to experience it from the killer side yet.

    I was under the assumption it was just a smoke bomb, so I missed the detail on the aura as well.

    Wiki link:

    Fog Vials - Official Dead by Daylight Wiki

  • No, but most survivors aren’t standing still waiting to be read like a book either.

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973537#Comment_3973537

    Tha'ts the problem. Which killers? Killer on S tier are fine. I doubt anyone will complain about Nurse or Blight being weak. If you play lower tier, yes, it's a problem. But you yourself described your problem here. Guy looped you and you as killer didn't managed to come back from it. It's not overall general killer problem.

    I have a lot of things to complain about my Plague too, but this game is bugged to the core. Fix bugs first. You can't even imagine how I'm tired from unregistered hits while survivor get hit and nothing happens or how my puke disappears mid-air.

    SWF is a core problem in this game. I doubt anyone will even argue about it.

    UPD: Wow! Guy, who downvoted me can read 1000 symbols in 3 sec. I'm impressed. Just i pressed Enter to post and immediate down vote. Bravo!

    I agree bugs and SWF are major issues, but the bigger problem is the imbalance where only a few killers are truly viable at high skill. Needing specific killers or top-tier macro to stay competitive shows the game favors survivors heavily. Survivors keep getting strong tools to extend chases, while killers get minimal counters. Also, just to be clear, I wasn’t the one who downvoted you.

  • Because survivors already have multiple tools to extend chases, Fog Vials just make things harder for killers without offering any real compensation or counterplay.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973075#Comment_3973075

    Cater survivor? You know that the dev have succeed to nerf the key (and buff the map, dunno why) , and the free unhooking 4% are done? You have to take an item for the chance, or a perk for having the ability to unhook yourself (and not necessarly succefull), there's no possibility to let you die on the second phase, even if you are one of the two last survivor AND the game is immediatly a win for killer if the 4 survivor is on a hook? (there's no more phase of strugelling)

    If, as killer, we have more than 5 minutes to get a game, there's a reason, read the patch note and give me where the basekit from killer got touch in a bad way (I don't talk about perks, because the dev nerf some of them for no reason sometimes, like territorial imperative)

    Even the new item, the fog vial, got nerf, and then, people complain that survivor only bring toolbox and medkit… It's just a normal reaction

    Yes, some survivor tools were nerfed—but that didn’t shift the power balance. Losing fringe mechanics like keys or basekit 4% means very little when they’re replaced with tools that extend chases, offer more resets, and make unhooks safer and easier. Survivors lost niche options and gained consistent advantages. That’s not balance—it’s a repackage.

  • @R2k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973075#Comment_3973075

    Can you show your stats please? I honestly think major issue here comes from "feelings" part ignoring evidence.

    For example, I also would like to avoid SwF if I was able, as I don't run meta killers. And sometimes I think I'm bad here and there. But once I checked my stats for last month, I had exactly 100 games with killrate around 70% which is not bad at all, and hardly anyone can tell - Oh my, Plague is S tier. She's average at best.

    If we check killers with thousands hours, they easily have XX or XXX kill streaks that only proves killers are in okayish position with only exception diehard swf marine squad.

    Sure, I could show stats—but pretending stats alone disprove balance issues is shallow. A 70% kill rate over 100 games with Plague doesn’t mean killers are fine; it means you played well with a killer that has built-in slowdown. What you’re ignoring is that balance problems don’t disappear just because high-skill or meta builds can overcome them. If the killer role requires top-tier macro, gen regression, or specific killers just to stay afloat against solo queue—let alone SWF—that’s not healthy balance.

  • Honestly, I think this patch went in the wrong direction. It feels like the developers are continuing to cater more to the survivor community while leaving the killer role increasingly thankless. Survivors just got a wave of tools to stealth, reset, and extend games, while killer 'buffs' are mostly minor quality-of-life changes that don’t shift the power balance.

    Perks like Fog Vial, Come and Get Me! and Throw Down all promote more drawn-out chases and rescues, making it harder for killers to maintain pressure—especially in solo play. Add to that map designs that already favor survivors and a matchmaking system that doesn't account for SWFs. It speaks for itself.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972903#Comment_3972903

    I'm sorry but you're just wrong then. I'm not trying to dismiss your opinion or anything but that's by definition what counterplay is.

    Doing something to deal with something your opponent does/could possibly do.

    If a Killer sees 4 Flashlights in the lobby and equips lightborn out of reaction, is that not counterplay? Or does that not count because Lightborn itself has no counterplay? Genuine question.

    Sure — by that logic, bleeding out on purpose would be “counterplay” to DS. But that’s not how game design defines it. Real counterplay requires an opportunity to interact and respond in the moment, not just preemptively patch over poor design with perks or route changes.

  • @Brokenbones said:

    "Minimal risk" - if the saboing survivor messes up they're a free down for the Killer. Even if the person wiggles off after they go down, you get a free hook/down out of it in these scenarios

    "No counterplay" - Observe your hook locations and survivor behaviour. If you see a survivor near a hook with a toolbox, simply go to another hook close by or just drop them. A good rule of thumb as killer is to always know where your close hooks are rather than purely relying on the HUD.

    Run 'Agitation' to make saboing hooks less annoying for you since you can make it to another hook faster with the increased movement speed.

    Run 'Mad grit' if you hate survivors taking hits and bodyblocking you

    Run perks that notify you of survivors near you when you down someone; Infectious Fright, Awakened Awareness and so on.

    There is counterplay, plenty of it.

    Nothing you listed qualifies as counterplay.

    What you've described are workarounds - all reactionary measures that don't address the root issue.