Sjady
Sjady
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958396#Comment_3958396
https://us.v-cdn.net/6030815/uploads/GKFAABSEC8NP/image.png
Last response as I have went back and it seems this account is just copy and pasting AI responses as well as it being dismissive and assumptive. Id rather not argue with a AI copy and paste.
This response is mostly to make the community managers aware that they need to implement detection programs for stuff like this on their forums, mostly AI stuff.
Open discussion is fine, the whole point of this forum. But if you are just going to post AI generated responses at every whim then you are not interested in general discussion, personal discussion or being self critical, or anything really in a community sense.You are just trying to outsmart people with a chat bot.
If you are heavily leaning on AI to speak for you then maybe what you are saying doesnt really have much justification to begin with?https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958405#Comment_3958405
Again dismissive, assumptive, and not what someone said.
At least this wasnt generated as far as I can tell.It's interesting that you're focusing on the way I express myself rather than the actual content of the discussion. I've been critical of the game, its mechanics, and its current state, and I believe that should be addressed. But instead of responding to the concerns I raised, you've chosen to focus on how they're being expressed rather than the message itself.
It's also important to note that the idea of 'trying to outsmart others' with a chatbot is a bit exaggerated. I'm here to discuss the issues, not to 'win' some argument. If you're rejecting my points simply because of how they're phrased, I encourage you to reconsider that. The goal of a community is to engage in open dialogue and debate, not to shut down discussion just because a point of view is expressed in a way you don't agree with.
So, while I respect your opinion, I'd prefer if we could focus on the actual content of the discussion rather than how it's being presented.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958390#Comment_3958390
Being under more pressure doesn't mean the role is more difficult, just less accessible, which is a whole different issue, though still one worth discussing, I feel.
Back to the topic at hand, objectively, Killer is easier than Survivor. The game is, currently, designed to favor the Killer. We've seen Killers go on 2000+ win streaks, even Killers like Clown have gone on 400+ game win streaks. These "low-tier" Killers you've suggested? They function just fine for most players, with some specialists pushing them far beyond what people thought possible.
Whether or not this is a problem is a debate, but it seems to be a different one than what you're having.
I don't even bother replying anymore, honestly. No matter how much we argue, you always have an answer for everything, and you're clearly more interested in an ego battle than actually trying to find solutions to the problem. For you, everything is perfect in the game, nothing's wrong, it's all wonderful and everything works flawlessly!
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@ChuckingWong said:
Edit: "—"
And the language of these responses.
I know where these comments are being inputed and copied from. Make sure we are responding with actual keyboards than AI.Whether I use a translator or an assistant to help word my responses, the core ideas are entirely mine and stay the same. I choose to present my points clearly and with structure so people like you don't just focus on how something is said instead of what is being said. Just because you don’t like the wording doesn’t make the argument any less valid. If you have a real counterpoint, address what I said — not how I said it. Otherwise, you clearly have nothing solid to respond with.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958380#Comment_3958380
Theres no need for ad hominem attacks towards other users.
If you want to personally investigate users on the website here, you can look at posts I made not that long ago on here with Plague and Pig matches.
Lets keep this discussion about the topic rather than attacking people saying "nonsense…" "judging by your…" "meta slaves…"
Hope this helps!Honestly, it's incredibly frustrating to see people making overly simplistic claims about how killer is the "easier role." If you genuinely believe that, I challenge you to step out of the comfort zone and play 20–30 matches with an off-meta killer — no Nurse, no Blight, no Spirit, no Springtrap. Play someone like Trapper, Pig, or Clown, and grind for a bit. Then come back and tell me killer is the easier role.
Because survivor — outside of coordinated groups — has basically become a QTE simulator. You're glued to a gen for most of the match, and one mistake by your team or a killer running heavy slowdown and proxying hooks can snowball everything fast. Yes, that can feel helpless. But on the killer side, the pressure is relentless. You’re constantly forced to make impactful decisions: who to tunnel, when to slug, which gens to give up, which side of the map to control. And if you try to play fair and hook everyone equally, good luck getting 12 hooks against a competent SWF.
So no — killer isn't simply “easier.” It gives you more agency, sure, but it also puts you under nonstop pressure. This debate needs more nuance, and it should be based on actual experience across a wide variety of killers, not just the top-tier ones that can carry players by themselves.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958220#Comment_3958220
they are hiding the data. I looked it up and the last time we had any stats on this was in 2017, in the games infancy. BhVR is picking and choosing what stats they are showing us to push a narrative. Anyone who has taken a statistics class will tell you definitively that statistics can be manipulated to tell a lie, and one of the ways this happens is by omission of data that shows that something not so good is happening.
You summed it up perfectly, and more and more players are finally starting to realize it. The MMR is hidden because they know the system is flawed and doesn’t follow any real competitive matchmaking logic. Anyone who speaks up about these issues — especially here on the forum — gets silenced, often banned for simply pointing out uncomfortable truths, particularly when it involves marketing decisions. As for the statistics, it's obvious they only share data that supports their narrative, and only when it suits them.
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@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958027#Comment_3958027
I disagree, killer is the strongest role, even in comp. You frequently see 4ks in tournaments. Points are scored by how many gens were/weren't completed. Escapes/denied. Etc. (Each are a little different) You frequently see everyone die, and it comes down to who has the better killer on their team.
Each tournament has different rules. Offerings tend to always be banned. Perks are banned on both sides, some ban more perks than others. A survivor only restriction is one or two survivors can run the same perk (typically one, but I have seen two). Only common and uncommon add-ons for both sides. I have seen slugging being banned, nurse banned, mori's banned, etc. Point being, survivors aren't the only ones nerfed in comp play. Killers are nerfed too, and they still get 4ks against top mmr survivors.
Killers are very strong and these basekit changes have made them extremely strong. The problem is that a lot of killers today don't know how to play at it's top level. You don't need aura to find survivors. You have crows and scratch marks. OG killers and comp players know this. You don't need to gens to take longer, 4 gen slow down perks, and to tunnel or slug to get a 4k. If you keep survivors in chase, and on the hook, you have natural slow down. Comp players know this, and that is why comp survivors will let a player go second stage or even die on first hook so they can push gens, because if they don't it's game over for the survivors.
Nurse is banned because she’s the strongest killer in the game. She ignores everything — even simple walls. I imagine that in every competitive match or internal scrim you’ve watched, they’re always playing killers who either control multiple generators at once or completely bypass core game mechanics like pallets and windows — just like I mentioned in my previous message.
There’s a clear imbalance. Old killers aren’t weak, they’re just useless in comparison to the newer ones, who are way too overloaded. The issue isn’t with the old killers — it’s with the kits of the recent ones. Just look at the current meta; it speaks for itself. But you can’t claim that killer is the overall easier role just because two or three killers are completely broken.
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@killer_hugs said:
well, the problem is there was a time when only nurse and blight and spirit were good killers and the rest of the killers in the game were actually really bad and underperforming.
then in BHVR's infinite wisdom..
they decided to make all of these m1 killers stronger by rebalancing the game in their favor (patch 6.1).
but this really pushed the strongest killers in the game to being even more powerful and it's why we're seeing players go on 500+ winstreaks with these killers. the game is not balanced at the top end of play at all and BHVR won't address it.
it's actually pretty disgusting when i think about how lopsided many matches are nowadays compared to how matches used to be a few years ago. but w/e
There’s a fundamental issue with the basic mechanics of the game, especially when it comes to the balance between killers and survivors.
To understand the problem, you only need to look at the core gameplay. In Dead by Daylight, survivors have pallets and windows, which create "loops" that allow them to hold a killer off for a while. This is a fundamental mechanic of the game. However, over the years, the developers have introduced killer kits that can completely ignore these basic mechanics. Whether it’s long-range attacks, teleportation, or dashes through windows and pallets, these killers are no longer constrained by the same limitations as others, creating a huge imbalance.
Classic killers, who must respect windows and pallets, don’t have this flexibility, which naturally puts them at a disadvantage. This disparity partly explains why some killers, when mastered at a high level, can go on incredible win streaks. Survivors, in these cases, end up being "punching bags" for these well-equipped killers.
In conclusion, it’s necessary to rework certain killers to restore a more balanced experience. The current gameplay heavily favors killers who can ignore the basic mechanics, which penalizes those who still respect the game’s rules. A more global revision of killer kits could improve the situation and create a better experience for all players, both killers and survivors.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958146#Comment_3958146
People use whatever provides easiest wins. You could argue the other killers are still too strong but if they are not as strong as x,y, and z, people use x,y,z because they are even easier.
Look, I understand your point about players picking the killers with the highest win rates, but your argument doesn’t hold up when we dig deeper into the core issue. If three killers are consistently the top performers and the rest are barely picked, it’s a clear indication of game imbalance, not just players seeking the ‘easiest’ way to win.
The fact that these three killers dominate and the others are barely used shows that the game isn’t offering a level playing field. It’s not about being ‘good’ at the game or having perfect macros and micros; it’s about the developers needing to address the balance. Players will naturally gravitate toward what’s most effective, and right now, that’s limited to a small number of killers.
So, instead of just accepting the fact that certain killers are the only viable options, we should be questioning why the game is designed this way in the first place. If the other killers were properly balanced, you’d see more variety in the game. And as long as the devs fail to address this, the game will always be skewed in favor of a few dominant killers.
You're just confirming what I said earlier. The imbalance in the game is evident, and you’re inadvertently proving the point that the game revolves around a few select killers.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958134#Comment_3958134
Yes, I find killer mind numbing easy and survivor is near impossible which is very stupid, balance-wise. Why is killer, the person that plays alone, not a skillful role?
Why do you need more proof? There are plenty of killers that post their winstreaks and boast about it. Survivor? Not so much. People are too scared to try it because skill simply means nothing for survivors.
I see you completely underestimate the complexity of playing killer. Saying it’s "incredibly easy" to play killer completely ignores the dynamics of the game. You’re talking about win streaks, but you’re missing a major detail: those players have years of experience and a deep understanding of the game mechanics, which allows them to perform at a high level. It’s not about "ease"; it’s the result of practice, constant analysis, and adapting to the meta shifts.
The fact that a player can have a streak of wins doesn’t mean the killer role is inherently easy. On the contrary, to maintain that level, you need to anticipate survivors' actions, manage the pressure of time, make tactical decisions quickly, and adapt to teams that can exploit every aspect of the game to their advantage.
If you think playing killer is easy, try playing at high MMR against organized groups and see for yourself how it’s not just a matter of "chasing and killing." Survivors are constantly planning, coordinating, using perks, and strategizing to counter every move you make. That’s when it becomes tough to maintain pressure and take advantage of any mistakes. A single bad timing, and it can all turn against you. So, before claiming it’s easy, try to take into account the whole picture, rather than judging the killer role just by a streak of wins. It’s anything but simple, especially when facing well-organized teams.
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@Fuzzycube said:
Lower MMR SWF groups can be even worse than solo survivors because they’re often so altruistic they’ll happily throw the entire game if it means saving a teammate, sometimes staying grouped up together the entire march.
We're mainly talking about SWFs who know how to play at least a little. Obviously, a SWF that's new to the game or unfamiliar with all the killers will be terrible.
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So, apparently the game is super balanced, right? Then riddle me this — why is it that 90% of killers I see these days are either The Ghoul, Nemesis, or Dracula? Last time I checked, there were over twenty killers in the game.
Could it be… maybe, just maybe, because most players know they’ll get stomped if they pick anything outside of the top tier? So instead, they go for the “no skill required” options. The ones that carry you when you don’t have solid fundamentals or game sense.
But hey — the game is balanced, right? Everything is fine. It’s just a coincidence that everyone flocks to the exact same killers over and over. Totally normal in a healthy, well-balanced competitive environment. Nothing to see here.🤡
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The community of this game continues to astound me year after year, especially when you see everyone excited about getting the same old content: a new licensed killer, sometimes without a new map, and usually with plenty of bugs. Seriously, is that all you want? More skins and licensed killers? How about bringing back killers that are already in the game but are rarely seen, or actually balancing the game properly so that everyone can have fun?
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Wait, are we seriously still debating whether the game is balanced? Like, really? We're still asking this question in 2025? Seriously?
So, you think it's balanced to be in a 4v1 situation, especially when they're all in voice chat? That's basically team play, right? Not to mention the countless perks that let survivors recover from downed states, have extra lives, or move faster than the killer... Come on, seriously? 🤡
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958087#Comment_3958087
Yeah we're not playing the same game, average solo q team is weak as hell, your average blight or ghoul main is winning 90% of their games vs solo q it's not even close.
I've done my quests and events mostly with legion I almost never lose, not trying to brag i'm just answering you, you're probably bad at killer
I see that you have no valid argument to present, so you choose to take the easy route with this childish attack on my killer skills. If you feel the need to belittle someone to feel heard, that's clearly an ego problem. I have nothing to prove, especially not to you.
I'm not a slave to the meta like you, playing killers like Blight or Nurse that are popular for winning at all costs. I enjoy playing with less popular killers and I continue to stomp my games without caring what others think. It's not a coincidence that I rack up victories; it's simply the result of playing with skill and strategy. But as I said, I have no intention of proving anything to someone who prefers to attack rather than debate.
In summary, you seem to underestimate essential game dynamics, like the difference between playing solo and in a group. You think your individual experience, based on your own games with squads or specific killers, is the norm for everyone. The communication and strategy dynamics between 4 survivors who know each other make all the difference and can turn a match into a real torture for the killer. Ignoring that is showing a narrow view of the game. Maybe one day you'll open your eyes to the reality of a match where team coordination plays a decisive role, not just the performance of a killer on a tier list.
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@Coffee2Go said:
Whoever is downvoting me, tell me why do you hate the fact that im speaking the truth about why survivors in squads keep winning because of their comms and playtime?
We both know its because the game is not a true asymmetrical game even if its stated and sold as one?
And we both know the reason why you downvote me is because if devs do add the system of true asymmetry you will complain how the game is too hard and even with your knowledge and 6 year playing you wont be able to predict each match because it will be different you will have to rely on your own skill and your teams by exploring the existing maps figuring out what place to go to when the layout shifts and changes.
You do realize the game will be perfect 1:1 ratio of how it would feel like if a real killer is chasing you and hunting to kill by placing you in a full different layout where you need quick thinking, reflexes
Dead by Daylight is an online asymmetric multiplayer survival horror video game.
Wikipedia 2025
That's exactly it. They just want to stay in their comfort zone.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958084#Comment_3958084
Yeah but those casuals still have comms they can spread around and just call out that the killer got ditched and its coming to them now and it will go like that in circles.
They might not be as fast and agile as real high end squads but they still are way above the difficulty rating compared to regular casuals who are not in a party.
Like people who downvote me probably play with those exact friends and do exact things and clip on people post it on tik tok/yt shorts and make fun of casual killers that are wrongfully put againts them just because casual killers end up killing npc like casual survivors?
Like come on now lol, those type of people need to wake up and realize that the proper system needs to be added to make it equal footing.
Just because a casual killer goes up againts casual squads who might or may not be premade and are in voice chat, and then the killer does "good" by definition good you need to do 3kills constantly before the MMR system in place hits you with insane mmr scaling that does not make any sense.
So you are telling me Jimmy over here with 200 hours maining one killer with decent perks and gets good luck againts casuals and certain squads, ends up with few wins aka 3kills 1 escape, they end up then getting placed with Debra, Alice, John, Joe who have 2k+ hours and just obliterate that poor Jimmy killer because they got way more hours and use comms to the max potential.
Correct me if i am wrong isnt that how the system is that has been confirmed the senior dev CM
That system in place is unfair and gives unfair advantage if you can exploit it like many people that downvote me on my post claim is "funny".
No nothing of this is funny? Dont you get it people?
Nobody wants to punish playing with friends and using comms.
Nobody wants to punish killers either.
If everyone who downvoted me has actually read the post you would see this is about a general universal balance that wont stick to only one side, its about making equal footing to fully eliminate the advantage that comms give and stacking perks and exploiting it further by using voice chat.
Those who downvote represent the current state of the game. They categorically reject any idea of change, despite the solid arguments and facts presented. They're caught in a mental battle where it seems like you must choose a side: "Are you for killers or for survivors?!" When in reality, we couldn’t care less about these divisions. What we're after is simply helping and offering ideas that could balance the game, based on concrete arguments.
In the end, downvoting becomes just a subtle way to respond with rage, a form of "ragebait" in response to well-founded arguments.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958083#Comment_3958083
i mean, flashlights are whatever, playing for pallet saves is much stronger anyway, but it's insane how good medkits/toolboxes can be.
played 4 commodious SWF the other day and every game except one was under 6 mins. that one game was vs 4 slowdowns blight who was still 3 outed by us xd
It's truly ridiculous. Earlier, I had a perfect game with a 'Myers P2' and an anti-loop build. I didn’t even have any perks to slow down the game, yet I absolutely dominated the match, both in terms of macro and micro. I had perfect targeting, perfect chasing, and optimal zoning. Despite all that, I ended the game with just one generator left, even though each chase was wrapped up in 15 seconds, maximum. It’s completely insane and incomprehensible. We're talking about flawless performance, and yet the game didn’t take that effort into account. It’s frustrating to see that even when all your calls are perfect, you end up winning with just one generator left because the game lets teams rush gens at a ridiculous speed.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957968#Comment_3957968
What's so funny ? they've been balancing around killer vs SWF for years at this point, and they've made solo queue very weak in the process… the problem is 4 man SWF makes up a small % of the playerbase, and the majority are casuals playing with friends not exactly comp players
I think you're mistaken about the perception of the game. Saying that it's full of casual players is far from the truth. The majority of players here are tryhards, giving their all in every match. They sweat, fight for every second, and at the slightest mistake, they'll start insulting you. When the match ends, it's a flood of hate, sometimes even aimed at your family and descendants. Some will even go as far as threatening your life. Maybe it's time to ask: are we really playing the same game? Because that's definitely not what we experience on a daily basis.
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@OrangeBear said:
I just had to report my 14th cheater of the year. (it's not here yet cuz it hasn't been replied to)
Im so sick of it and it kills my motivation to play after seeing one.https://us.v-cdn.net/6030815/uploads/QY5H34RQCR5W/image.png
I'm also tired of how tedious the chat bot is, i am having the answer the same questions over and over again. It's bad enough that a support ticket and video evidence is required, and the fact its not even easy to do is even more annoying. I have filled out the survey a few times, but i've not noticed any improvement in the last 4 years.
I burst out laughing when I saw your post. Honestly, Dead by Daylight is really a zoo. Even making a simple report is so complicated. Why does it have to be a video? Seriously, why is the anti-cheat so ineffective?
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@SpringMyTrap said:
OP actually thinks funny perks like OTR or STB are made and balanced around high MMR top % 4 man SWFs xdd
Honestly, just forget it, they're completely off track. And I haven't even mentioned items like the flashlight or the toolbox, which still give you extra time, despite the already overpowered kits without them.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958070#Comment_3958070
I did see a post about an admin saying how they are aware of certain perks that give high risk high reward or so they say because that is like a diplomatic answer most staff use to not side with anyone on the forums.
My take is they are fully aware of the perks and know that in a game like this players will never be satisfied with buffs and nerfs but gen rush has been seriously most noticable than it has ever been recently.
Honestly, I don’t even think the staff is truly aware of the game’s problems. There aren't any truly experienced players on the team to explain the problems in a clear and honest way.
People like Otzdarva, who could really push things forward, prefer to take the easy route by flattering the staff. Streamers like him, well-known in the community, probably have a contract with them, which explains why he smooths things over, minimizes all the game’s issues, and makes people believe that everything can be fixed just by improving players' skills. He plays it safe, not wanting to risk losing his contract, community, and revenue. It’s understandable, but the truth is, this complicit silence is keeping the game stagnant. If nothing changes, part of the responsibility also lies with these influential figures.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958030#Comment_3958030
With my simulated tests i calculated anyone with above that treshold will face a premade 4 squad survivors in 60%-70% scenarios with each next match.
The game i would say has been forced balanced on both swf, high end killers, solo q combined together but in worst possible way ever, gen slowdown perks have been crushed they are not really viable only pain res, pop maybe, eruption but they have gotten a nerf too.
I do wonder if some people on this post ever wonder why do killers actually tunnel/slug and why do premade squads do gen rush and then almost always mock the killer for not even killing a single person or 2 or 3.
Well the answer is because killers are put in a state of sweat and internal panic because when you play a killer you kinda have this invisible clock on you timer that is influenced how fast they pop the gens, meanwhile as a survivor idk if you guys noticed but its much more calm experience you get to explore the map can waste time play mind games etc, obviously there are some killers you cant have freedom againts and are in panic state but rarely.
I rarely see a killer bully or mock players when doing a full wipe at 2 or 3 gens left, why is that so?
They were probably playing ######### scared againts survivors trying hard to prevent gen rush lol.
There has been few killers ive faced like wraith, trickster that did mock but the win goes to survivors that mock the players.
You didn’t even need to run simulations to understand what's happening at high MMR — it's just basic logic. A SWF will always climb higher than solo queue players simply due to voice comms, coordination, and overall synergy. It’s a massive advantage, and honestly, it’s borderline unfair for the killer. Yet people act like it’s not even a factor.
Now about gen slowdown perks — let’s be real. Take something like Pain Resonance: sounds great on paper, but in practice, it’s not that useful when the meta pushes you to tunnel rather than rotate between survivors. Same goes for Pop Goes the Weasel: too RNG-dependent. If you’re tunneling and trying to secure a win, you’re not leaving a chase to hit a generator unless it just happens to be nearby when you down someone. So realistically, Pop only works by chance. Most gen slowdown perks are theory-craft tools that don’t hold up under real pressure. Aside from passive ones like Deadlock, they’re not as viable as they seem.
The real issue? Most players never stop to think about this. They stay blind to it — mostly because they’ve never actually played killer seriously, let alone climbed to a point where things get rough. Whether they accept it or not, the facts are there, plain as day, and now people everywhere are starting to talk about it. Ignoring it changes nothing.
When you play killer, you're under constant pressure. You’re sprinting across the map nonstop, trying to manage time, hooks, gens — everything — while survivors benefit from an overloaded kit. They’re faster than you in chases, they have two base health states (can go up to three with perks like Dead Hard), and they even have tools to bait you into mistakes like DS, without giving you any sort of warning. You're basically playing blind against mechanics that often outweigh your own power.
That’s why killers tunnel, slug, and proxy camp. Not because they enjoy it. Because they have to.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958049#Comment_3958049
Oh i wish hooks are rewarded, its more fun to hook than to kill, killing takes way too much time and with current perk values since all gen slowdown perks have been sent underground the gens just fly by, its chaos out there when i play survivors its like killers have stockholm syndrom of being punished for doing chases on multiple people at once now they just stick to one person and tunnel them until they get their kill.
The most disgusting truth is when i do play as a survivor i never get put in a 2 SWF lobby or 3, always randoms even if i do good and get good gradings and escape rate.
This just makes the whole thing sad because devs focus on the system that places you only with randoms that end up dying because they pop perks that dont give a solo q player any worth.
There is a night and day diff between playing againts a 4 premade and againts 4 solo q survivors with random builds.
Rewarding hooks instead of kills would make the game more enjoyable and would also eliminate most of the behaviors labeled as toxic—slugging, proxy camping, tunneling… all of it would become unnecessary.
But instead of fixing the root of the issue, the devs keep buffing survivors to artificially compensate. And with the upcoming patches that will further punish killers for playing "efficiently," they’re only reinforcing an already flawed system.
The irony is that the current state of the game pushes killers to play this way if they actually want to win. And yet, we get punished for it.
At this point, I seriously wonder if they even understand their own game anymore.
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BHVR wants to control everything, even if it means sabotaging their own game. They consistently reject community involvement, even when the feedback is valid. Streamers who've been part of the scene for years have asked for hooks to be rewarded instead of kills — a simple fix that would drastically reduce frustration-based toxic strategies. Yet after all this time, nothing's changed. No willingness to listen, just control.
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@Coffee2Go said:
Much appreciated for seeing the vision and how it can help both sides!
Not really sure why no staff have replied at least considered it or confirmed that they have had similar idea or same to add in game.
wish some day they reply
They don't care about game balance, they just want money.
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@ralecgos said:
Mostly speaking about the anniversary mode. So many of my matches are complete stomps lately in either direction. Is it an MMR issue?
I'll get teammates that sandbag all game, load in literally AFK doing nothing for a solid minute or 2 while everyone is dying. Basically, at least 1, or sometimes 2 teammates will seem literally like baby survivors, like brand new players.
And on the flip side. My killers will be playing with legit competitive builds slamming us into the floor at 5 gens as hard as they can as if we gen rushed them and the gates are powered already.
I logged off for the day because I'm having absolutely no fun lately. Again, not sure if this is an MMR problem right now, or the fact that they keep splitting the queue into the "main mode" and the party modes (anniversary, chaos shuffle, 2v8, and so on).
For the record, a "fun game" doesn't have to be a game I win/escape. I just want to actually have good chases and get a lot of bloodpoints and at least have a CHANCE (like make it to at least 3 or 2 gens remaining AT LEAST). I don't exactly know what it is, but the quality of my games is TERRIBLE lately.
Anyone else experiencing this too?
Juste check here:
@Coffee2Go said:
Hi everyone, lets give this another try!
I’d like to propose a concept that could help reduce unfair matches, rage DCs, and trolling especially in situations where killers face high-MMR SWFs running full-meta builds and other way around for solo queue survivors. The idea is to preserve player freedom while applying lightweight, dynamic adjustments that improve match fairness without removing perks, offerings, or core mechanics.
What Is This?
A Dynamic Fairness System that activates in the pre-lobby phase when a match is clearly unbalanced based on data like MMR differences, party size, perk/item strength, and playtime.
This is designed for outlier cases — for example:
A 4-stack SWF brings Dead Hard, Prove Thyself, Adrenaline, and BNPs
Survivors are all high-MMR with hundreds of hours
Killer is low-to-mid MMR with significantly less experience
The match typically ends in 5–6 minutes with 4 escapes and maybe 1 hook. This system would recognize that pattern before the match begins and apply temporary, context-based perk/item tuning to reduce that imbalance.
How It Works (Simplified)
In the pre-lobby:
The game analyzes each player's MMR, perks, items, match history, and team composition.
The system will show a warning message or well an alert that the perks that they are running have been adjusted to match their recent performance and match the killers they have been getting.
The system will work in harmony with killer design build and killer choice and their performance and on par with survivor choices.
If the system detects a significant risk of a one-sided match, it applies soft balance changes like:
Prove Thyself: reduced from +15% to +5% (only for this match)
BNP: progress reduced to 60%, with a required skill check
Dead Hard: slightly tighter timing window or longer exhaustion
No perks or offerings are banned, map offerings are untouched, players are notified that slight tuning has occurred for balance.
Example Scenario:
A 4-stack of high-MMR survivors brings BNPs, full toolboxes, and meta perks into a match with a 1400-MMR killer running standard perks. The system detects the stomp risk and slightly reduces Prove Thyself’s gen speed and the effectiveness of BNPs. The match proceeds as normal, but the killer now has a realistic chance to engage.
Same scenario can be applied if a higher mmr tier killer runs meta killer and perk build making it really unfair to play againts and rushes the match to the point where no gens can end up being fixed.
Why This Matters:
Meta builds stay usable, survivors can still run their favorite perks and items, but when team coordination and MMR advantage stack too high, small adjustments help prevent steamrolls without removing playstyles.
Killers feel less punished, they’re more likely to stay in matches, leading to fewer early DCs and less frustration on both sides.
Survivors gain stronger match quality, fairer matches mean more actual gameplay, not just fast escapes or short, unfun chases. It’s more rewarding when your build and teamwork are tested, not just auto-win.
More stable matchmaking over time, fewer stomped killers = fewer rage quits = healthier queue times and better matchmaking quality overall, which helps everyone.
No restrictions on play freedom, survivors still control their perks, maps, and loadouts. The system only soft-adjusts values in extreme cases, and only for that match.
Reduces toxic behavior, when matches feel more balanced, there’s less griefing, trolling, and flaming between sides.
Why Not Just Nerf the Perks Globally?
Because those same perks might be fine in solo queue or lower-MMR matches. This system adjusts only when necessary and only in matches where synergy, items, and skill level converge in a way that creates extreme imbalance. It targets the context, not the content.
Open for Feedback:
This is just a proposal, I’m very interested in hearing what others think, especially players who’ve been on either end of extremely one-sided matches. The intent is not to punish good players, but to reduce unnecessary stomps and improve long-term match quality for everyone.
Would also appreciate that before down-voting the people that downvote give a reason as to why they think it deserves a down vote.
Thanks for reading!
@Sjady (did not see what else you wrote in that one post)
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@Lixadonna said:
But yet the game is balanced around these %.
Well yeah, if you’ve got a 50% overall killer winrate, you’re not going to face many swf…
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Imagine downvoting a good idea that could make a killer viable again — one you haven't seen in years. This community is so sad. Anytime you suggest killer-side changes, you can be sure casual low-MMR players who don’t even understand the mechanics of the game they play will jump on you. Whatever.
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@Klomlong1 said:
Slugging:
Slugging is boring to go against as survivor however there are two types of slugging which are aggressive slugging and subtle slugging. Aggressive slugging is when the killer goes out their way and slugging all match whereas subtle slugging is when the killer slugs when they have to e.g during endgame. The problem here is aggressive slugging which is what needs solving. To solve this, unbreakable should be basekit when three survivors are slugged at the same time. This would allow the survivors being slugged to pick themselves up and eliminate aggressive slugging for the most part. If there are two survivors left and a survivor is downed, the downed survivor can pick themselves up. This would also solve the issue of "slugging for the win" where the killer would slug one person on the floor until the other survivor has been found.
Tunneling:
Tunneling in general is healthy to have in the game personally whilst it can help to put pressure on the survivors however the main problem with Tunneling is when it is done early on in the match (which is aggressively done by the stronger tier killers). A solution to this is that for the first 210 seconds of the trail starting, any survivor that has been unhooked during the time frame will revieve basekit DS and the haste/endurance they recieve is increased to 15 seconds. This would allow the targeted survivor early on in the match to have a fighting chance if they're being tunneled whilst also making more distance against the killer.
Camping:
Camping for the most part has been solved with the introduction of the anti camp feature however a small addition can be added to this. Making kindred basekit would allow the survivors to know if it is safe to try and unhook the survivor or if they should stay away and let the anti camp mechanic activate so the survivor can 4% of the hook with the feature. Furthermore, a progress bar beside the survivor name showing how much progress is in the anti camp bar would also allow survivors to have a better understanding if they should go to the unhook or not, being a very useful feature in solo Q. This system would deactivate at endgame.
Good changes to survivor but what about killer players?:
Obviously, with these changes, killer players will struggle and with the gen speeds currently, killers will struggle massively to compete so here are some changes that should be made. First of all, make corrupt basekit. This would help killers in the early game massively to set up (such as trapper with traps) and would convince players to play normally rather than using tactics such as tunneling early on. Secondly, for each unique survivor hooked (survivors first hook state), increase killers kicking and vaulting speeds by 3%. This would incentives killers to hook each survivor once rather than target a survivor from the get go. Lastly, make pop basekit but get 10% rather than 20% and make this a fixed progress rather than concurrent progress. Pop perk would be nerfed to 10% in compensation. This would allow killers to be rewarded more when hooking a survivor whilst also being able to comeback gen speeds without relying on other tactics.
They could also make blood gens basekit when there is one gen left to be completed and to compensate no gen perks can work on the blood gens however that would probally be controversial.
In conclusion, I do believe these changes would be healthy for the game. Obviously some tweaks would probally need to be made and killers, etc will need buffing/nerving but overall I do believe that if the anti camp, anti slug and anti tunnel changes are these then the game would be in a more healthier state and would make balance alot easier if the killers can also get compensation.
BHVR only rewards kills through the MMR system — not hooks, not chase time, not clean gameplay. So slugging, camping, tunneling make sense. It’s not abuse, it’s optimized play.
If you reward something else, killers will play differently. -
@xGodSendDeath said:
You can't punish people for playing with their friends!
It’s not about punishing survivors who play together, but about making matches more balanced. The idea is to slightly adjust perks or items in situations where the imbalance is too obvious, to give the killer a fairer challenge without restricting survivors' freedom.
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@Coffee2Go said:
Hi everyone, lets give this another try!
I’d like to propose a concept that could help reduce unfair matches, rage DCs, and trolling especially in situations where killers face high-MMR SWFs running full-meta builds and other way around for solo queue survivors. The idea is to preserve player freedom while applying lightweight, dynamic adjustments that improve match fairness without removing perks, offerings, or core mechanics.
What Is This?
A Dynamic Fairness System that activates in the pre-lobby phase when a match is clearly unbalanced based on data like MMR differences, party size, perk/item strength, and playtime.
This is designed for outlier cases — for example:
A 4-stack SWF brings Dead Hard, Prove Thyself, Adrenaline, and BNPs
Survivors are all high-MMR with hundreds of hours
Killer is low-to-mid MMR with significantly less experience
The match typically ends in 5–6 minutes with 4 escapes and maybe 1 hook. This system would recognize that pattern before the match begins and apply temporary, context-based perk/item tuning to reduce that imbalance.
How It Works (Simplified)
In the pre-lobby:
The game analyzes each player's MMR, perks, items, match history, and team composition.
The system will show a warning message or well an alert that the perks that they are running have been adjusted to match their recent performance and match the killers they have been getting.
The system will work in harmony with killer design build and killer choice and their performance and on par with survivor choices.
If the system detects a significant risk of a one-sided match, it applies soft balance changes like:
Prove Thyself: reduced from +15% to +5% (only for this match)
BNP: progress reduced to 60%, with a required skill check
Dead Hard: slightly tighter timing window or longer exhaustion
No perks or offerings are banned, map offerings are untouched, players are notified that slight tuning has occurred for balance.
Example Scenario:
A 4-stack of high-MMR survivors brings BNPs, full toolboxes, and meta perks into a match with a 1400-MMR killer running standard perks. The system detects the stomp risk and slightly reduces Prove Thyself’s gen speed and the effectiveness of BNPs. The match proceeds as normal, but the killer now has a realistic chance to engage.
Same scenario can be applied if a higher mmr tier killer runs meta killer and perk build making it really unfair to play againts and rushes the match to the point where no gens can end up being fixed.
Why This Matters:
Meta builds stay usable, survivors can still run their favorite perks and items, but when team coordination and MMR advantage stack too high, small adjustments help prevent steamrolls without removing playstyles.
Killers feel less punished, they’re more likely to stay in matches, leading to fewer early DCs and less frustration on both sides.
Survivors gain stronger match quality, fairer matches mean more actual gameplay, not just fast escapes or short, unfun chases. It’s more rewarding when your build and teamwork are tested, not just auto-win.
More stable matchmaking over time, fewer stomped killers = fewer rage quits = healthier queue times and better matchmaking quality overall, which helps everyone.
No restrictions on play freedom, survivors still control their perks, maps, and loadouts. The system only soft-adjusts values in extreme cases, and only for that match.
Reduces toxic behavior, when matches feel more balanced, there’s less griefing, trolling, and flaming between sides.
Why Not Just Nerf the Perks Globally?
Because those same perks might be fine in solo queue or lower-MMR matches. This system adjusts only when necessary and only in matches where synergy, items, and skill level converge in a way that creates extreme imbalance. It targets the context, not the content.
Open for Feedback:
This is just a proposal, I’m very interested in hearing what others think, especially players who’ve been on either end of extremely one-sided matches. The intent is not to punish good players, but to reduce unnecessary stomps and improve long-term match quality for everyone.
Would also appreciate that before down-voting the people that downvote give a reason as to why they think it deserves a down vote.
Thanks for reading!
@Sjady (did not see what else you wrote in that one post)
I am totally on board with this idea, and here's why I think it would be extremely beneficial for the Dead by Daylight community.
First of all, the proposed system seems to offer an intelligent solution to the current issues of frustration, rage quits, and imbalance between players. What I particularly like about it is that it allows for player freedom while introducing temporary, dynamic adjustments that only apply when necessary. This helps to resolve situations where one side is clearly at a disadvantage without sacrificing the integrity of player builds or choices.
Reducing Rage Quits and Frustration
One of the biggest challenges in the game right now is the frequency of rage quits, especially from killers. When a killer faces a high-SWF (Survive With Friends) team with extremely strong meta builds, they may lose all interest in continuing. The proposed system, which slightly adjusts perks and items in extreme situations, allows the killer to better manage these imbalances without feeling completely overpowered. As a result, this would lead to fewer rage quits, less frustration, and killers staying in the match, leading to a more stable experience.
A More Balanced Experience for Survivors
From the survivor side, this approach seems to guarantee more balanced matches. Often, when facing very powerful or experienced killers, survivors don't even have the chance to organize or develop strategies. The matches then turn into quick escapes, where the game loses all of its excitement. By making adjustments that don’t directly penalize survivor builds but make them fairer in a context where the imbalance is too obvious, it allows for more engaging matches. We would have more chances to see long chases, group strategies, and genuinely exciting moments.
Matchmaking Stability and Better Gameplay Quality
One of the most important points is the matchmaking stability that this could bring. This system would help manage the skill disparity between players better, which would be beneficial for everyone: fewer stomps, less frustration, and thus better queue times for everyone. This would be a way to maintain balance over the long term, improving the quality of matches and making the gameplay experience more enjoyable for both survivors and killers.
No Restrictions on Player Freedom
What I also find extremely positive is that this proposal imposes no restrictions on player freedom. No perk, item, or offering would be banned. The system simply adjusts the values of certain perks based on the match's circumstances. It’s an approach that allows for the diversity of playstyles while making subtle, contextual adjustments where necessary, without hurting players' strategies or playstyles. In short, it lets everyone keep playing as they wish while providing a better balance in extreme situations.
Conclusion
I genuinely believe that this idea would bring a real improvement to the overall Dead by Daylight experience. It reduces frustrations without sacrificing player freedom, and it would make matches more interesting and balanced. It’s a system that seems to win on all fronts: fewer rage quits, more balanced matches, fewer stomps, and more stable queue times. In short, a change that could really improve the quality of life for all players, whether they’re killers or survivors.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955793#Comment_3955793
Well strongest survivors perks or most of them are all about countering killer strats like tunneling,slugging or camping (now camping isnt that huge issue). Why do you think from their release perks like ds,unbreakable,otr are meta and their place havent change (maybe by tier but now they are top again) much for some not at all.
Forget it man, they're out of touch. They still haven't figured out how the game works in 2k25.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955591#Comment_3955591
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.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.
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@DrFrozen said:
In order to make tunneling strategy less efficient I think every survivor should have basekit DS for 40 seconds with stun duration = 3 s.
Because of this, DS can double this duration and stun killer for an extra 2 s.
In addition, we should encourage weak killers not to tunnel without making strong killers too powerful so how about giving killes a basekit scourge hook working exactly like pain res, but granting them 10% haste for 10 seconds to get around the map slightly faster, maybe add some extra bloodpoionts on top of this ? ( killers like Nurse, Blight, maybe some Spirits won't feel that change as useful as Trapper for instance )
What do you think about it ?
You can bodyblock, you have perks to counter the tunnel, you can hide once you're in p2 and you can also get knocked out at a strategic point on the map to save time. Can we stop pretending that the tunnel is an unmanageable problem?
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https://forums.bhvr.com/dead-by-daylight/discussion/449806/why-can-t-dbd-do-a-offline-mode-to-practice-and-play-against-killers-that-you-have-trouble-facing
They're too busy releasing skins, lol.
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@MagicDragon said:
…is an argument to nerf tunneling. You're not meant to consistently win games, you're meant to win some and lose some; to be inconsistent.
edit: a lot of people here seem to incorrectly think i'm arguing against a point i didn't say, instead of the one i said.
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. -
@ImWinston said:
- This game LOVES sending me to this map, and i dont understand why. Today i played 6 games (all as survivor) and the game gave me the same map 3 times. NO OFFERS, the "map repeat prevention" system just doesnt work. It hasn't been working for a while, and some maps (in my opinion) have more chances of coming out than others. The system's favorites are D&D map, RPD map (I personally love it), Alien map and Yamaoka map. I haven't been on Ormond in weeks. Have you noticed the same trend?
I also noticed the same thing. It must be a problem related to a recent update.
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Bah écoute apparemment il on clairement lut ton poste :p