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Scarlett1111

Scarlett1111

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Scarlett1111
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  • She's very much mid tier. She is not even remotely close to Kaneki, Blight, or Nurse levels of strength. Probably sitting closer to Vecna in power. She suffers from being EXTREMELY janky to actually control and play, her head form is quite easily countered, and if she chooses to stay in body form she is just a worse Plague. She is pretty high skill floor with a very high skill ceiling. I hope she doesn't get nerfed, maybe just some adjustments to make her power less janky, especially speaking because she is just a glorified M1 killer with an inconsistent "dash" on her head form.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995507#Comment_3995507

    The whole 1v1v1v1v1 should be abandoned - I entirely agree. The survivors should all win, tie, or lose together. Plus it allows survivors to have a higher win rate without affecting killer win rates too much. Im also tired of having to explain to people that it's not currently a team game and that each survivor gets their own win condition and ties are literally impossible. If survivors were a team, then we could balance with ties in mind. I forget the math off the top of my head, but it could be balanced where both teams on average would win in the 40s percentile with a 30s percentile chance to tie (again, I forget the actual numbers, but I can grab them if needed). That means we could have it where teams flat out losing is the minority of outcomes where they otherwise more commonly tie or win.

    That's one of the things I never understood about this game. If survivors are a "team" why are they not treated as one? When there are 2 people left the unironic correct play is to sacrifice someone for the other to try to find hatch, that doesn't sound like "teamwork" to me. If it wasn't a reportable offense for griefing sandbagging other survivors would be a correct play in almost all scenarios as well. I can understand that its a "horror" aspect. But it is completely counter productive for this being a long term game people are suppose to play.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995784#Comment_3995784

    You've Pointed out something important here: people want killers to play with a more casual mindset (just going for any chases and hooks instead of thinking more strategically) while survivors can play more competitive with the intention to escape, don't matter the cost.

    With time, the effect might be the contrary this people expect: players will just give up on low tier killers and start going for S or A+ tiers trying their hardest to win. Matches will probably be a much greater slog than they are today.

    No, its because at a baseline killer is significantly easier to play than survivor is. There is significantly more effort needed to play survivor at a bare minimum than it is killer. Speaking from STRICTLY a baseline. Two people with barely any knowledge of the game can play both roles and understand killer significantly faster. This also means that killers can be "competitive" faster, because their role is inherently easier. You say survivors are playing "competitively" when they are playing with the intention to escape, that is because that is survivors ONLY objective. Killers have multiple objectives to complete during a match, compared to the survivors singular. Killers can go for chases, go for spreading hooks, putting pressure on gens, on top of their power that adds another form of interaction to the game that killer players can use. Survivors have.. generators. That's it. They can't force a chase because the killer can ignore them, they can't force "pressure" on the map because their life is effectively expendable, pressure doesn't matter for them. Killers inherently interact with the GAME more than survivors do. So it's significantly easier for them to be "casual" compared to survivors.

    You also blanketly state that survivors can play more competitive, meanwhile the vast majority of the survivor playerbase only cares about having fun and enjoying the game.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995761#Comment_3995761

    If we are talking about hard tunneling - hooking the same person until they are out of the game - not, i don't think its okay. But if we are talking about TRYING to get someone out of the game before all gen pops - because its the normal course of the game - i don't see any issue with this, even when it happens with me.

    We as community really should discuss what we think is "tunneling" and what kind of "tunneling" is overall harmful to the game.

    If the game is arbitrarily ended for someone before even the halfway point it is an awful mechanic. Full stop. There is no "fun" there. Which by the way, is what matters in a game. Not competitive integrity, especially not in a damn party game. There is absolutely no skill is going back to unhook, waiting 10 seconds, and downing someone again and killing them at 4 gens to make the killers time easier in a 3v1. Nothing about that is skillful in the slightest.

  • @Rivyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995764#Comment_3995764

    You aren't playing to win. And that's the difference here. If you are playing casual, then this change means little. If you're playing with a competitive mindset, then the killer player's checklist just became much longer.

    I won 40% of the games I played with my first few being 1ks because I didn't understand the new killer well enough (rightfully so). You seem to have the mindset that if you are "trying" you deserve to win no matter what. You think the people I was playing against weren't experienced or trying? Because they were. But that's a moot point because Dead By Daylight is NOT A COMPETITIVE GAME. It is a horror themed party game, if you are actively going into games to try hard and ruin the experience for other players you are the problem and deserve to be punished for it. Because you seem to think only your enjoyment matters just because the game is competitive in your eyes.

    Not to mention why even bring that up in the first place, this is a post about **AVERAGE PLAYERS** something I very blatantly said I was playing like during the games I played. If every single "high MMR" killer player gets punished because they can win every game anymore then good, they deserve that, having anything higher than 50% winrate in a "competitive" game shows severe imbalance, because thats obviously what high MMR players see the game as right? They aren't just trying to enjoy a fun party game?

  • @jesterkind said:

    I think the average killer should be alright.

    The basekit BBQ is great for the average player, it kinda nudges them towards good macro pressure in a nice way. The Haste is also pretty strong on the killers that get the stronger number, which is most killers, so that's nice.
    The Pop is also nice, seems less impactful to me so far but we'll see how it is.

    The average killer, I feel, isn't sweating their ass off to win, so I don't feel the average killer will be affected by tunnelling becoming harder. I could see the six-hook penalty being invoked accidentally a few times, but that's probably about it.

    I played multiple hours of almost playing entire with my brain off and never once occurred the penalty, I was going for the first person I saw, constantly taking bad chases, and never putting pressure on the correct parts of the map. Yet again, never once got the penalties.

  • They are good for the average killer. Because "average" killer isn't going to attempt to win every single game and get a 90% winrate. Don't understand why you might think that tunneling is even okay for the game when that is the kind of statistic it can put into rotation.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995273#Comment_3995273

    Because no game should be balanced around what the best players of the game are able to pull off. If you don't understand this, then… I don't know what to say that won't get me banned.

    It seems you don't fully understand that this change doesn't exist to balance around the best players. Tunneling and Slugging have been the number 1 complaint about this game for quite literally years. The only people complaining about this either have had 0 attempt at trying to play with it (its actually really good changes overall) or just want to make sub-optimal plays because its "what should be better". This "finish the game as fast as possible" mindset is awful from both sides, its not fun playing for 5 minutes and then waiting in lobby again afterwards because of stomps, you can look at literally every single game where this is an issue and see the exact same sentiment from all players. In the Otz clip he makes a bad decision to end the game faster and gets penalized for it. Which was not necessary at all, something I have personally explained earlier in this thread.

    I am by all means a "bad killer" I am directly the "casual" player that would be affected by these changes, I go to the loud noise of unhooks, I go for the weakest person on my screen, yet in 4 total hours of gameplay I never once got the anti-tunnel punishments. Not a single time. Balancing around the high MMR players has only hurt lower MMR players, its extremely obvious this has been the case, extreme nerfs to everything survivors can use to survive over the years because they were abusable by SWFs to bully killers and make the game unenjoyable, just leading to this awful back and forth until turning the game into a 3v1 became the defacto best strat possible, and then because the "top players" started using it, so did everyone else. Mid tier players who think they face an SWF every game because of their personal poor gameplay, tunneling out your average person just trying to enjoy the game are the ones that get effected so negatively by tunneling and slugging, not high MMR players. The exact people you are trying to defend are the ones the most effected by the existence of these "strats". I have heard nothing negative from ACTUAL casual players that have tried the changes, they love them actually. They love being able to run their favorite perks without having to waste slots on Decisive Strike or Off the Record every single game because they are at risk of being tunneled out immediately once the game starts. They are happy games aren't ending as soon as the first person dies because people aren't dying until much later into the game, allowing for a much more active back and forth when it isn't a boring 3v1 watching as your team falls apart into nothingness because the game is effectively over once the first person is dead at anything more than 3 gens remaining (don't forget they have to stay in the game or they get penalized). Are these statements from first time accounts of the changes? Yes.

    Acting like the single Otz clip of a killer rightfully getting punished for playing poorly (something that is extremely rare in 2025) is anything even close to bad for the game is disingenuous to the current state of the live game, killer queues are through the moon because people just do not want to play survivor, its not fun, there is no incentive to sit there and suffer acting like a punching bag in 90% of games, even with some insane bloodpoint bonuses.

    Hell even with the 25% bonuses to repair speed AND the blocking of gen regressing, a 3v1 tunnel at 4 or 5 gens is still an easy 3-4k for all good killers. Nothing has changed, survivors are STILL losing an entire player, 75% total bonus repair speed across the remaining players doesn't make up for the effective 100% repair speed the extra person gives, or the existence they can even put on the map. The changes are undeniably good, if you can't see that, then I'm sorry you're blinded by the "killers need to be the most OP thing on the planet and win 90% of their games" mentality that the majority of killer players seem to have nowadays.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995031#Comment_3995031

    Not the point. The point is that if a survivor is able to literally sit there doing a generator in your face, you should not be punished for not being like "Oh Hi. Yeah, I just hooked you so have fun on that generator, bestie!"

    Yet again, this "debuff" he got did not matter in the slightest. He still won the game. Nothing about what you are arguing matters because he played the situation poorly. He didn't have to kill them there, he very easily could have pulled them off gen, dropped them, and kicked gen. IN THE CLIP YOU provided he has someone injured and knows their general area, yet still chooses to kill the person that would incur the penalty anyway (which yet again did not matter in the slightest). He played it bad, just accept that, and yet again, HE STILL WON, the penalty meant NOTHING.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455374/are-people-really-that-upset-about-the-anti-tunnel

    Check out this clip from Otz posted on Reddit. He is punished for not letting a survivor finish the last generator. By the new 'anti-tunnel' rules he should have just ignored a survivor on a generator.

    What he did here was NOT tunneling by ay definition of the word, but now apparently it is.

    https://www.reddit.com/r/deadbydaylight/comments/1n7qxtv/i_dont_think_he_likes_the_new_changes/

    Yet he won this game anyway. Killers are not meant to win every single game. All these changes do is make a 3v1 actually feasible for the survivors when someone is taken out at 4-5 gens.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994560#Comment_3994560

    Non mobility killers cannot efficiently pressure under the current system because it takes them too long to complete a chase unless the surv makes a mistake.

    Then we buff those killers. Are we going to sit here and act like mobility killers aren't taking up the vast majority of games anyway? How many times in the last 50 games have you played against Trapper, Skull Merchant, Hag? Probably close to 0, because people don't enjoy walking around the map anyway, even if they were the best characters in the game, their playstyle is boring. The solution is to fix the baseline problem, and then buff the outliers that need help.

  • This is a party game. It's not meant to be competitive.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962120#Comment_3962120

    No problem, my friend, glad to help!

    Interesting tier list! One of the two here to have Nurse as their favorite.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962118#Comment_3962118

    Thank you for sharing it, my friend!

    I'm guessing Springtrap is at the bottom because of how popular he is?

    I am really not a fan of his playstyle in the slightest, a stealth killer with a ranged attack? No thank you. On top of his new pallet breaking build making loops always unsafe just isn't fun at all.

  • image.png

    Plague is only here because I have severe Emetophobia and can't handle vomit at all. Other than that I feel most of them are self explanatory.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961308#Comment_3961308

    A reasonable time is “never”, because when killers asked for an abandon button when the exits gates were open, the vast majority of people told killers “the game wasn’t over yet”, so killers shouldn’t get the abandon button.

    The exact same situation happens here. If killers can be forced to sit through the entire ECG when survivors purposely hide in random parts of the map, then the slugged survivors should be forced to sit through their entire slug bar.

    I personally over the last day have turned multiple games from a 1k to a 3k in just EGC alone. The fact killers just want to give up during it then shows how little the mental capabilities seem to be from those players. Survivor players have already accepted they are the victims in this game, queue times prove it, and survivor players are constantly saying how awful the game feels. If someone is sitting on the ground for long enough they are already mentally checked out of the game, killers are never mentally checked out because they control the game is, a survivor sitting on the ground being griefed deserves to be able to leave with abandon if only to fix the awful queue times by putting more survivors into the pool, if they even decide to queue up again that is (I know I wouldn't if I was just forced to lick the floor for x number of minutes because someone wanted to have a power fantasy over my specifically).

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961017#Comment_3961017

    that's... a point of view alright. So in your opinion, an equal matching of killer and survivors the killer would always win?

    That is.. innately how the game is balanced yes. The killer is always stronger. As blatantly shown by the kill-rates currently. In the "ideal" scenario there should always be 2 people escaping, every single match should have 2 people escaping. That would prove the game is balanced in an ideal way, because 50% winrate is the objectively correct way to balance, and BHVR has made it very clear that killrate is a killers win-rate, and survivor's winrate is based on escapes. So 2 escapes in every game and 2 kills in every game means the game is balanced. Just because this is an asymmetrical game doesn't mean it is any different from every other team based pvp game.

  • @Mr_K said:

    40/60 is not being enforce, it's the natural outcome given the state of the game as a whole.

    To say its enforce implies the system is curating who wins and who loses before a match is even played.

    No, its not the "natural outcome". 40/60 is forced, if it wasn't every single game would be a 4k for the killer and survivors would never find matches once they got too good.

  • @crogers271 said:

    The first thing to do is to identify what makes the game "lost" at that point for the survivors, and the point is simple, survivors have 3 hook states and then they are out. Once the game is a 1v3, its effectively over at that point unless there's only 1, or MAYBE 2 gens left (if the killer massively messes up).

    We're getting a little bit away from the the original concept of first chase. The killer getting a survivor out before the gens get to a certain point does radically increase their chances of victory, absolutely true, but that's not just a first chase thing. We're more in anti-tunnel territory which BHVR says they have something coming for (and I'll save speculation on it until it comes).

    1. Survivors share the 1st hook state.
      1. This makes it so the earliest you can remove a survivor is on your 6th hook, assuming you have hooked that person the 5th and 6th time.
      2. Removing a survivor early isn't really possible, you'll have to get at least 6 hooks, which is half of your total goal, by then the game should be well on its way toward the 2nd half of the match.
      3. I say only the first, because i think if all hooks were shared, and you only could start killing survivors when you got 8 hooks it would feel really bad as a survivor player to be doing well, but my team "burns through all the hook stages" and then you have 1 bad chase and just immediately die.

    I ended my post by saying to fix it we would need to get into radical overhaul ideas, and this sounds like a pretty radical change. But I'll jump in as a hypothetical that BHVR would consider it and would be willing to rebalance/change all of the things/perks it would impact:

    This would be a pretty massive buff for survivors. You have suggestions for killer side coming but we're looking at a very different game. Not only would the tunnel out be impossible, survivors have no incentive to get off gens and prioritize protecting each other until after the 5th hook. If a survivor gets hooked twice in a row, instead of playing cautious they can just play normally and still attack the gens that most need to be done.

    The bigger issue though is fun and game theme. One of the things that makes survivor exciting is that you're never that far from an elimination. I feel like it would really tamp down on the tension, especially in the early game. As is, the survivor role doesn't have a ton of engagement factors, needing to be cautious and avoid elimination is one of the biggest elements.

    This is a general danger when trying to 'correct' game design. Yes, you can smooth out the lows, the worst games, but you risk losing the best games as well. DbD gains a lot of its fun from its elimination nature and elimination style games, by their very nature, have the potential to be lopsided, but the eliminations also add a huge element of the excitement.

    So basically, it could be done, it would require a lot of rebalancing, you'd take out the worst of the game outcomes, but I feel like the game might lose a lot of its appeal.

    1. Killers need some way to either:
      1. Make hooking faster, in a way that doesn't break the game
        1. So no like, remote hooking like the event, because it takes away too much
        2. No "move faster while carrying" because that also breaks the game if they can chase with a survivor on their back.
      2. Some basekit way to regress gens meaningfully after a hook

    Again, it kind of feels like we're getting away from the original thread concept of the first chase and to just general balance issues.

    Personally, I don't think the hook speed is a big issue. The survivor has a choice to make, run for the corner, or stay in the loop. If they get downed in the loop they are likely near a hook, if they run to the corner too quickly they've given up valuable time they could have spent looping the killer. If they pull it off perfectly that get rewarded, but good gameplay should result in rewards. Both sides can play around that element of gameplay.

    • Killers basekit regression is buffed, and the perks are nerfed. Things like:
      • Basekit gen kick to 10% (nerf pop and the like)
      • Basekit regression to 200%
      • Basekit surge at 5% (that works on special attacks) or basekit pain res at 10% (nerf those perks)
      • Basekit corrupt that lasts for say, 30 seconds.

    Let's say all of this balances out (which I think could generally be done).

    You're creating a slower, more methodical game. Except DbD is a sprint. The thing that makes it stand out is the feeling of tension and heart pumping excitement basically from the time the match starts.

    I, personally, don't think a DbD trial has the depth for longer matches as the norm. The pressure of the decision making frequently comes from the 'you must act now!' element when posed with options (take for example comparing a real time strategy game vs a turn based strategy game).

    Would some players enjoy such gameplay more? Absolutely, just as some would dislike it. We're now getting into subjective game design questions though.

    Gen times (and potentially regression) are adjusted the following way:

    • 5 gens left: 130 seconds per gen
    • 4 gens left: 110 seconds per gen
    • 3 gens left: 90 seconds per gen
    • 2 gens left: 70 seconds per gen
    • 1 gen left: 50 seconds per gen

    Given that gens are static I think you more mean you are impacting the survivors gen speed so

    -5 gens: ~0.7 charges a second

    -4 gens: ~0.8 chares a second

    -3 gens: as is

    -2 gens: ~1.2 charges a second

    -1 gen: ~1.8 charges a second (this one is way too fast)

    This is something I would love to see them test without anything else. I'm not sure if it would work or not, but I'd be very interested in the outcome. My gut reaction is that this would be a big survivor buff as higher speeds for the final gen is worth far more than taking longer early (the alternative possibility is that every game leads to a 3 gen as the killer has plenty of time to protect his most important gens early in the match).

    These are just a handful of ideas that, would be hard to say how well they would work without actually testing them. But there are plenty of ideas and things they could do that could even out the early game for both sides in a way that is fun and engaging without breaking the rest of the game.

    There are always plenty of ideas. I suspect, just based on what I know of other game companies, that there are some ideas we would consider radical that have been batted around in discussion and potentially testing that never even make it to a public announcement because its decided they don't work.

    Fixing issues is certainly something BHVR should try, a fix usually creates complex knock on effects especially in an asym that they have to worry about but can be overcome, but beyond that, there are far more subjective questions on overall game experience that they have to worry about.

    Yeah I'm sorry but no. The "fun" in survivor isn't that you are nearly dead at any time, the fun in survivor is goofing off with friends because you are never expected to win. You are expected to die more often than escape, that's innately how the game is made. Once you know that you realize that there is no fun in "barely escaping" or doing anything meaningful in the game as survivor, majority of 4 mans in any games I am seeing aren't even going for escapes anymore, they exclusively care about bullying the killer, because you get nothing out of escaping except a little MMR and some extra BP, normally not even worth your time because of how cheesy some mechanics can be and how long games can be drawn out just innately. Once people start to realize that escaping is pointless and people stop even trying for it then there can be better changes made to the game, because current balance is absolutely abysmal.

    Other than that I agree with all of your points!

  • I said this as soon as I read the rundown. Obviously purple bottle is annoying as hell for survivors, but its basically his only tool to catch outside of just hoping they make a mistake. All this change does is move the power from the slow into haste for himself, doing absolutely nothing to the actual strength or annoyance of Clown..

  • https://www.youtube.com/watch?v=9_Pn_ockZY4
    Sure. You need to tunnel to win. Just shows you are fundamentally bad at the game then.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958444#Comment_3958444

    Did the offerings get killswitched or something? They don't need to be used by all 4.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958362#Comment_3958362

    Is how bad they have been in the past. The examples you posted are nowhere near that, as for the Legion example, he is one of the killers who can do it due to exactly how I assume you did, getting all 5 FF hits.

    No one in any lobbies I have been playing has been using any spawn offerings. But from my testing in custom games, they don't work even if you do bring all 4 with them.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450295/its-funny-how-high-mmr-and-4-stack-swf-are-a-very-small-percentage-of-players

    On others games noobs are also 99% of players. But no game balances around noobs primarly.

    If dbd did all killers would BE around Legion lvl

    Yes they do? Every major game balances around the average player. You can go read LoL patch notes where they strictly say they are buffing or nerfing something because it works certain ways in low elo. Balancing around the top 1% of players is how you kill a game.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958431#Comment_3958431

    No killer can currently hook a survivor before a survivor can progress a gen. There's an argument that it would be extremely uncommon for it to happen before thirty seconds have passed, just with sheer travel time/blade wipe/pickup/walk/hook times alone requiring an extremely fast down which only a few killers can even accomplish. Thats not even close to equivalent.

    I quite literally just played a Legion game where I spawned in the middle of the map on Groaning Storehouse and within 45 seconds of spawning I had a down with someone on hook, and every other survivor in deep wound strictly because of these new spawn changes. Nothing about my skill or planning changed, it was just the spawn changes.

    Spawns before this update were completely fine, there was no reason to have everyone spawning together. You say giving that much gen progress to survivors isn't okay, while I agree, that is part of the problem. 3-4 survivors are spawning together every match, normally on top of a gen. That is why gens are popping so fast. Before this you would have gens spread out much more because only one person would be working on them. Giving you time to actually take time in chase. I know personally before it was much more difficult to get for a full gen chase before this update, afterwards it has been much easier, and I am seeing much more often that survivors are doubling up on gens instead of soloing them.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958420#Comment_3958420

    No, I am strictly saying there should be a 30 second window where the killer is required to at least move to the survivors. No "grace period", maps should be both big enough and survivors should be spawning far enough away that it takes a killer 30 seconds to reach a survivor.

    Thats exactly what I was talking about, unless you want it to take a minimum of 30 seconds for a survivor to be able to work on a generator and forgot to mention that? Survivors can spawn literally inches from a gen, so if it takes at least 30 seconds before a killer can even reach a survivor, assuming they even know where they are, thats the only possible outcome. That is not an insignificant amount of progress for free.

    A full hook for free isn't insignificant either, why is this a "its okay for killers but not for survivors"?

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450307/why-are-killers-allowed-to-spawn-directly-in-front-of-survivors

    Both maps have it feels like 2 cm² for the spawnsystem to work with so they can't really place you very good. So ether you have it random and sometimes those situations happen, or you spawn in the corners exactly across each other and I can guarantee you I know exactly where you spawn and reach you with blight in it feels like 5 seconds - there aren't too much options otherwise to fix those spawns with that amount of space to work with.

    then maps probably shouldn't be the size of a matchbox.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958368#Comment_3958368

    So for that 30 seconds, are you allowed to work on a gen? Or do you want some kind of window where you get to move 30 seconds before the killer can?

    For perspective, the total generator time needed is a minimum of 180-450, excluding all other factors like travel time, perks for either side, etc. In 30 seconds, survivors can accomplish 120 of it. Thats how significant that is, and that's not even getting into killers like hag and trapper that have setup times. They would be impacted disproportionately at a rate dependent on your answer to the second question. Few matches would play out with those numbers, most wouldn't, but some would and could, especially once you start putting in other variables.

    If your answer to the first question is no, then the issue would revolve around the amount of time needed to orient oneself, which the game purposely inflicts with how its procedural generation works. Its also something that affects players much less as their time and skill with the game go up. Some crazy players out there can tell a lot about other tiles on the map in the intro camera pan alone. If you have issues with this I can absolutely sympathize with that, but much like how sound is purposely balanced poorly to make tracking more difficult, to BHVR its just another issue that affects some players more than others.

    No, I am strictly saying there should be a 30 second window where the killer is required to at least move to the survivors. No "grace period", maps should be both big enough and survivors should be spawning far enough away that it takes a killer 30 seconds to reach a survivor. Especially with how often Corrupt is used this should not be a problem whatsoever. If it takes killers longer to reach survivors you also have significantly less games where it just ends in 5 minutes because nothing could be done about bad spawns (which this game has a lot of), coupled with Lethal being incredibly popular already giving a large amount of killers instant knowledge that they get an easy down immediately. You don't see other PVP games spawning people directly next to each other ever, and its a direct flaw of DBD that its even possible, especially with the volatility of new killers, Dracula is an awful killer to spawn near (made worse by all survivors spawning together), because of his ability to hit and down multiple people instantly, or insanely snowbally killers that are getting extreme power increases by this. Have a Legion spawn within a certain distance of you and they are guaranteed a down because of how close everyone is together.

    I do think an innate basekit corrupt of like 30 seconds would benefit the game. Just not for my example. The survivor gameplay being hindered by something like that because of how 1 dimensional it is would just be a net loss overall, even if changes were made to balance it. But that's an entirely different story.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958058#Comment_3958058

    There is no arguing that this is not okay.

    How long of a buffer would you need for it to be ok? Genuinely asking.

    Honestly, I came into the topic to talk about some of the wild spawns I had in years past, where I would be inside both TR and LoS of a Bubba and similar wild situations, but this just looks pretty normal?

    30 Seconds. That's how long at the minimum it should be. 9/10 times if a killer is on top of you this fast you are both near nothing, and have 0 knowledge of what is around you because of how early into the game it is. All this does is force more people into using stuff like Windows (which killers are rampantly complaining about right now).

  • Lethal doesn't change the fact that both these killers spawned close enough to the survivors that they were able to hit before the 30 second mark into the game. What happens if we get unlucky into the exposed effect from the event off spawn? Cause I've gotten it before, that is a free hook less than a minute into the match. That is not even remotely okay.
    These were the huntress' perks, no lethal.

    image.png

    And this was the Dracula's; yes he had Lethal, that does not change the fact he spawned within 10 seconds of the survivors. He got his first hook 30 seconds into the game, after I cut the video off he hits the other sable again and hooks her. That is a full hook before it was even remotely possible to finish a generator.

    image.png

    There is no arguing that this is not okay.

  • And since it happened quite literally the match directly after. A less egregious example, but still completely insane that it even exists. Huntress (not even a killer with a movement ability) on top of us at 15 seconds into the match. She got her first down at 30 seconds into the entire game. These spawn changes need to be reverted, they are so awful for the game and are pushing an already dwindling survivor population down more.

    https://imgur.com/a/lhXA5Sa
  • @coolgue1 said:

    Yeah, you’re absolutely right — and here’s the kicker: BHVR specifically said 2025 would be focused on Survivor Quality of Life.

    We’re now halfway through the year, and here’s what we’ve gotten:

    🔻 Survivor Nerfs:

    Self-unhook chance removed (can’t even 4% without a perk or offering)

    Suicide on hook nerfed (no more early outs unless someone lets you die)

    MMR punishes giving up or DCing, but doesn’t protect survivors from terrible teammates

    🔺 Killer Buffs:

    Hooks respawn in 30 seconds, even if you just sacrificed someone on it

    Hooks are super clustered, making sabotage and bodyblocking pointless

    No punishment for tunneling or camping

    Meta perks like Pain Res, No Way Out, Pop, Grim Embrace still dominate

    MMR rewards kills, not skill — you can tunnel 3 people in 4 minutes and the system thinks you're playing "well"

    It honestly feels like BHVR wants anyone with 24 hours of playtime to be able to pick up any killer and get a 4K — no skill, no map knowledge, no effort. Meanwhile, survivors are expected to play like esports-level loopers just to make it to the endgame.

    And somehow they’re calling this “quality of life for survivors.”

    We’re six months in. Where is it?

    No communication buff for solo queue

    No meaningful anti-tunnel tools

    No MMR improvements

    No solo-friendly perks or safety nets

    Just… more nerfs and more pressure.

    I don’t even mind losing if the match is fun — but when killer is getting easier and survivor is getting harder, and the devs are saying the opposite is happening, something is seriously wrong.

    Don't forget the spawn changes that makes killers spawn directly in front of survivors in like 70% of matches, when the survivors are spawning on top of each other constantly.

  • @Lixadonna said:

    But yet the game is balanced around these %.

    Don't let people on here read that. Their false narrative of always facing SWF comp squads every game will get ruined.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957651#Comment_3957651

    I strongly oppose Ping/Latency Limits because of how they affect some people. Not everyone has a stable internet connection, youll see some people have 30-70 ms for the entire match but spike up to high ms for a few seconds only to go back to 30-70 ms; players in that case would get kicked because of Ping/Latency Limits because they cross the threshold.

    Often at times, you dont even have control over your Ping/Latency. DBD has had persistent issues where players are put into matchmaking regions outside of their own region, resulting in them naturally having higher Ping/Latency.

    Generally speaking, with how the game is at the moment, I think it would be a horrible idea to implement Ping/Latency Limits, and even still, I would still be opposed since it is up to the developers to provide good enough Netcode to properly handle situations where players are lagging.

    I dont even know if we can have any meaningful discussion if you consider 700 ms is in any way acceptable in any online game other than PVE.

    Probably because I moreso disagree with the prospect of Ping/Latency Limits because I dont think they would fit DBD with how their matchmaking and servers work at the moment.

    It's not disingenuous either, Im providing my opinions based on what Ive seen with DBD and other games, Ive seen Ping/Latency Limits fail time and time again. Improving the Netcode should be a higher priority in my opinion.

    Guess some people love going against Killers with such high ms that they hit you out of nowhere and it's literally unplayable.

    As I mentioned in my original comment, the way the game currently is does not feel fair for people with low Ping/Latency, I hate facing off against high Ping/Latency players.

    My issue is when you go out of your way to punish people or make their product outright unplayable for them based on conditions that they might have little/no control over; or just punishing players based on matchmaking and server issues. BHVR should take the time to actually improve the Netcode to make it fair for low Ping/Latency players.

    If someones ping is actively causing people to have a less enjoyable time in the game, they simply should not be able to play PVP games. If they cannot consistently get a steady ping they do not deserve to be playing something online with other people that require tighter internet connection.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957670#Comment_3957670

    I do think this one is a really basic one to fix, no PVP game should allow people to play matches at 700ms ping lmao. It's absolute madness

    Idk if its easy or anything, but warframe specifically has ping limits and it asks you if you want to join a lobby with high ping compared to your setting. Why something like that doesn't exist in a PVP game like this is beyond me.

  • Plague, strictly because I cannot. I have at the extent of the game read her power and that's about it.

  • Don't understand how its 2025 yet this game can barely hold up on any front. Gamebreaking bugs in the game for over a week, servers falling apart nearly every day, no ping limitations just allowing people to queue into a game at 1k+ ping and not be punished, high ping getting the upper hand while lower ping players get screwed over.

  • DBD is inherently a party game and any competitive scene put into the game officially will be absolutely awful in every way.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956972#Comment_3956972

    Competitive games are always fair match-ups, where neither side can dominate without having actual skill.

    I'm sorry but that's extremely false. Many competitive games incorporate ban systems to prevent extremely bad matchups, but even without there have been plenty of terrible matchups between characters/loadouts/maps/etc across tons of competitive games in multiple genres. Even games like Marvel Vs Capcom 2 have 9-1 matchups.

    Not only that, but the competitive mindset isn't about winning, its about improving so that you can win more later. A hard loss is worth more than an easy win because you can learn more from it, allowing you to secure more wins more consistently. If you actually have a competitive mindset, an easy win is in the same category as a loss you learn nothing from.

    That said, most games are structured around all comers in the competition having as close to a fair shake as possible, but the moment that preparation is allowed, the die has already been cast. Loadouts inherently disrupt the balance of any competition, yet they are present in many competitive games in many genres.

    So again, a game doesn't have to be a 50:50 to be considered competitive. Even at the most rudimentary level, games can have their outcome weighted by the very first interaction any player makes with the game. Even sports tend to use coin flips to start for that reason.

    While I agree, you can read some of the stuff being said here currently. All that matters is the win, they don't care if it was easy or not, or if they had to learn to actually reach that point. They just want the win. Exclusively because "winning is fun". On top of that DBD is inherently a poor competitive game, it suffers the exact same problems that fighting games do but with less feedback. With enough skill you can beat stronger characters in fighting games, that's not always the case in DBD because of the increase in players. Its more akin to bad matchups in league of legends, where in some of them you just never have a chance, but not because of skill, because you just brought the wrong thing to the game.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956976#Comment_3956976

    There is a major difference between being unsettled and having psychosomatic responses. If you can't understand the foundation of the issue, please research it first before telling people they're not allowed to play "horror" games.

    Especially when they're games they've otherwise been playing for longer than a console generation.

    These people just don't care about anyone else. I physically cannot see vomiting (even that animated rainbow stuff they do in kids shows) without getting panic attacks or vomiting myself, even gagging makes me incredibly nauseous. This is not something I can control, and should not be punished over for just trying to play a game I enjoy.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956448#Comment_3956448

    you’re not gonna win with these people. They’re the type to throw the wiimote because they lost in Mario party. DBD is just one of those communities plagued by an imbalance of casual enjoyment and… that..

    It's because BHVR has catered to those people for years that they just can't think different anymore. DBD is at its core a casual game, the same way that Smash Bros is. The competitive scene for it is small overshadowed by the casual playerbase, yet of course, the DBD "competitive" players are so vocal and outspoken that its impossible to go anywhere without their ramblings being shoved down your throat. We see it with the Springtrap nerfs from today, lots of people exclaiming that he's a B tier killer, yet he had multiple add-ons nerfed for explicitly overperforming, something that is just not in line with what they are saying, because they are so detached from what the actual game is it's barely possible to even speak with them.

    If most of the people who act like this played the game with 4 other friends and acted hyper tryhard like they do in most of their matches they wouldn't be friends anymore, the same way they wouldn't have friends for try-harding in a game of Smash on the weekend when everyone is just trying to have fun. We wouldn't have a multitude of posts everyday about some sort of toxic strat someone is using ruining fun if that wasn't the main focus of everyone's time when playing games like this to begin with. I can guarantee the majority of these new FNAF players aren't coming into the game expecting to win every single game or even a majority of them, they are coming in to play against or as Springtrap and have fun, whatever way that may be. Hell its incredibly easy to see a large number of new killers coming in and getting 1-2 kills a game and having a damn blast.

  • @konchok said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955790#Comment_3955790

    I've only just got back into the game. I left when playing killer was so much harder and it was so much fun then. I really enjoyed it, but now I load into killer and it's just kill everyone at 5 gens. That's not fun. So I nerfed myself and started running just bbq and brutal strength. And there's no reason in the world that I should win with only those two perks and zero add-ons and yet I'm still killing more than 2 survivors on average. And I came onto this forum expecting users to demand proper balance in the game and what do I see instead, killers saying that they need even more of an advantage! It's honestly so gross.

    Its gotten really bad. Killer being as blanketly strong as it is against the vast majority of survivors has made them babied, whenever any sort of pushback from solo queue players is seen they flip out and demand nerfs to swfs, when 99% of the time they are not playing against a stack, or even that sweaty players. There is so much demand over killers being able to always get the 4k that there isn't even a thought for them about how survivors (the majority of players) even feel in the games.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955880#Comment_3955880

    It works when discussing killer so why shouldnt survivors be scrutinized the same way?

    Because Killer > solo survivors in every single instance. Its not even a valid comparison. You don't balance for the top 1%, you balance for the majority. And the majority isn't SWF sweat squads,

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955785#Comment_3955785

    Lol. I hate this argument. "Some swf's play poorly, so the role isn't actually OP."

    So because the top 1% of the top 1% are gods among men the rest of the people playing with their friends are magically in the same bracket and deserve to get the same treatment?

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955790#Comment_3955790

    Show me any stats from BHVR that show the kill rate over 60%. Also, why don’t you show us your killer stats or better yet some of your gameplay to show us how “disgustingly easy” it is. I won’t hold my breath because I have a feeling you can’t back it up.

    I have shown my stats in another thread and will not do it again, I have proven I have nearly an 80% kill rate on every killer I play or at the bare minimum on the killers I was farming the event with, 8 hook nearly every single match, and I don't play with sound. Spotify or a youtube video is always playing.

  • Because one side of the game is so unbelievably bad its practically unplayable, any survivors that are actually "winning" aren't even playing the same game. Solo Survivor players are leaving the game in droves because of how awful the experience is while killer queues get longer and longer because nothing has been done to help them whatsoever. The game relies exclusively around kills instead of hooks so one person is always out of the match before 5 minutes passes and barely gets to interact with the game whatsoever.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955597#Comment_3955597

    Problem will be if devs add strong perks to survivor like this new info someone claimed they will add to chaos shuffle basekit unbreakable+tenacity which will make survivor no need to run those perks in normal if they give them simular perks like this (have you seen borowed time, this perk no one runs because its basekit and even if the perk makes you invinciable for 20 seconds not 10 no one is using it), this will make huge change in meta like why should you run ds if you get it basekit (lets say 40 seconds) you neede it when killer tunnels and it will be there so you can use other strong meta perk.

    That is quite literally the point. Survivors should never have to waste perks on countering toxic strats because the devs refuse to address them in a timely manner.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955786#Comment_3955786

    How is killer “handheld and babied”? The average kill rate is 60%. Even less against 4-man SWF. What kill rate would qualify as not “handheld” or “babied”?

    The average killrate is over 60%, SWFs are a minority in the game and barely happen, killer is so disgustingly easy that people can go on thousand game winstreaks on it. This isn't hard to understand.

  • No clue, killer is so handheld and babied at this point in the game if you are scared of playing it you probably shouldn't be playing the game in the first place.

  • @Sjady said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955721#Comment_3955721

    4 randoms doesn't mean they don't know how to play, it's all about MMR. If they have a good MMR, it means they're good at the game and know the fundamentals. Also, the higher you go, the more likely you are to encounter coordinated SWF squads. As for consistent winning, no competitive game gives you the chance to never lose a match. RNG is an integral part of video games.

    So you just ignored the second half of my post. MMR barely works, even at "high mmr", the game gets rid of almost all mmr restrictions to queuing when last longer in queue. That's why there are constantly posts on every forum of "I am brand new to the game, why am I facing a 3k hour blight main", or the plethora of baby killers who get placed against the 4k hour Feng Min putting them in their bullying montage.

    And DBD does give you consistent ways to win matches as killer. Its why killers can hit hundreds of wins in a row with no perks, or on awful killers, exactly because of things like tunneling. If one person is out of the match before a generator is completed your chances of 4king as killer increase drastically. You also act like the majority of "high mmr" players play this game exclusively with 3 other people, why just isn't remotely true, or you would never find games at these mmrs quickly, you are getting matched with solos in the majority of games.

  • @Sjady said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448998/tunneling-is-the-only-way-to-consistently-win

    Tunneling exists because of a fundamental imbalance in the game's design. A killer is forced to manage four coordinated players, each with unique perks and strategies, while being alone and under constant time pressure. If you try to play 'fair' and avoid tunneling, against decent survivors or SWFs, you lose. Not sometimes — consistently.
    The idea that 'you’re not meant to win every game' only holds if survivors are equally restricted, but they’re not. They can use the strongest perks every match, coordinate in voice chat. Meanwhile, killers are expected to play with a handicap — avoid tunneling, avoid camping, avoid slugging — and still somehow win? That’s not balance. That’s wishful thinking. And tunneling is counterable. You can hide when you're on second hook, your team can bodyblock, you have perks like DS, Unbreakable etc… and good pathing can waste a killer’s time. So let’s stop acting like it’s an unbreakable tactic. It's just the only consistent way to control pressure in a match where the killer has fewer tools than the survivors. You want less tunneling? Give killers more map pressure, better regression tools that can’t be instantly countered, and incentives to hook multiple people. Until then, tunnel stays — not because killers want to, but because the game forces them to.

    But the vast majority of killers are not "managing 4 coordinated players" they are rolling through 4 randoms who have never spoken to each other and never will again, they will never be on the same page, and they will always make mistakes. The myth that you play against swfs often is so blown out of proportion its insane. Less than 10% of games are against "bully squads". They are 4 people who are just trying to have fun playing their objective.

    Not to mention the absolute nonsense that is the consistent winning that killers keep spouting. You don't deserve to win just for playing killer, no one deserves to win. People deserve their time to have fun in a video game, made for fun. There is no ranking system, there is no ranked mode even. There is loose mmr, that in most scenarios barely makes a difference.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955182#Comment_3955182

    what does that look like to you? Vote number is an easy answer because 5 players. Survivors vote will always outweigh the killers vote though, and I think their experience also matters, they can get out voted most of the time just due to probability odds. Can killers also initiate the surrender option at anytime? Again they still get out voted by probability odds. I think that’s an extremely biased system, when I sit and I think about it.

    Does that matter to you?

    I'm not going to lie, had this conversation with a friend just the other day and it just boiled down to "Why do survivors get to decide if the game is fun or not, what about the killer?" when in reality the majority of the time if all 4 survivors aren't having fun, then the killer is most likely absolutely trouncing them. Stuff like 2 dead at 3 gens remaining and being forced to rat to hope you're not the one caught so you can attempt for hatch.

    I think if a surrender option was added it would have to start at a certain timeframe/point in the game, dead players don't get to vote and the killer receives kill credit if survivors decide to give up. Is it selfish to say that if you as a killer is making the game miserable for any number of reasons that the survivors deserve to give up to both save time, mental, and enjoyment? It directly mimics that of other competitive games (while I disagree dbd should be competitive in the slightest when it doesn't have the playerbase to support a high MMR/ELO scene). Killer players in general are given much more tools to "have fun" in an average game, when survivors are normally using their space for fun additions to the match in defensives so they don't feel cheated out. Obviously this is a game problem, but systems like a surrender option are fairly easy to implement and can save a lot of mental fatigue, especially with the large number of survivor players being as jaded with the systems that exist currently.

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