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  • @Langweilig said:

    Maps overall became a lot worse than they were before the pallet density. Midwich, Hawkins and lerry‘s have gotten a lot of pallets removed and it wasn‘t even mentioned in the patch notes. Skull merchant map (forgot the name sorry) and disturbed ward got shrunken heavily and got a lot of loops nuked. The other affected maps from the update got a lot of terribly bad pallets now, that are super easy to win as killer and as survivor they are just frustrating to play since there is most times no good way to play them. Then some maps have like almost no windows while the pallets are terrible. You drop the pallet the killer runs around and hits you. You vault it, the killer just hits you or runs around and hits you. Add ping and hit boxes on top and it feels ten times worse. It doesn’t seem like it really matters how you play as survivor. I would like loops that are fun to play and not just a struggle where one tiny mistake instantly gets you killed while the killer can make thousand mistakes and even gets rewarded with bloodlust.

    From the promised anti tunnel almost nothing cane through, except those lousy +5 seconds of endurance/haste, that do not really help against tunneling at all and are annoying to deal with as killer in endgame. Tunneling got made even easier by nerfing/shrinking of a lot of maps. At least give us the elusive and no hook notification sound. It would make tunneling more annoying for the killer and give players more time before the killer notices an unhook happened.

    Lastly medkits got a hefty undeserved nerf with the explanation that it would be too much with the anti tunnel and pallet density, but guess what got reverted + nerfed further than it was before and what didn‘t. The syringe is kinda pointless now except you wanna do a head on clip for YouTube and the styptic is the worst medkit addon and it lacks creativity, because we already have more than enough charge addons.

    The other survivor items don‘t feel much better! Keys are pointless after the killing of the bloodamber addon. Maps are pointless after becoming a worse version of WoO and getting rid of their old function. Fog vials do absolutely nothing after their underserved nerf the second week of their existence.

    Playing survivor feels like you loose content every update, like you get punished for playing this side and you keep getting nerfed while killers get buff after buff. Some killers are way too OP and are still untouched, which is so questionable to me.

    Agree or disagree with me. I‘m just describing my frustrations with the balance decisions of this game.

    You have a billion pallets each map.
    Tons of loop areas.
    Many, MANY second chance perks.
    SWF + Comms.

    I do not WANT to HEAR IT.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102018#Comment_4102018

    There ar eperks to counter hex builds like counterforce or for your mates the leader from dwight so you dont need to run whole build to get through full hex build you just need time plus one of these perks or two and thats not so bad investment for deleting killers whole perk setup.

    You didnt still answered what was the hex build? I be there was ruin,thrill and maybe undying and last I can guess.

    To your relief hex builds will be less good because thrill will get nerf from 12% per token to 10% which is 10% in total. They will still be probably good option for high mobility killers that can protect them or the ones that have some sort of slowdown with their power like pinhead but they arent busted. Trust me if your teammates or you dont fall like flies you can rush gens through ruin if its just ruin backed by other perks, if theres knights hex then its harder but still doeable because for it to work killer must injure someone and leave him so totem is working. If theres some other very strong hex like devour or blood favor you have to go for totems thats why equiping one or two perks isnt that bad like counterforce alone just deletes these builds all you need is to get one totem with what 20% fater cleansing speed and then you get another bonus for cleansing and info for another totem and if you get second then its just bye bye for the killers totems wven with thrill.

    I debate with you around totemsIdk whats your main plot rats will exist and devs like them plus I dont believe there is any good way to tell it was them from stats the devs have and conspirations form people like cogsturning that devs record all games are wild it wouldnt be possible or we would have clear info from them about it or news like " report system will be added".

    So saing he is cheating in ingame report where they can look at stats and check if something happened like speed of that survivor went to insane number without any perk or heal in few seconds this they can chesk if they want I believe but someone leading killer and ratting out will be way harder and banning people just because someone filled ingame report is wild because thats very easy to abuse the trust isnt there like one time people just said she is witch and we all know what happened to that person few hundred years ago so thinking it works just like that (reports for teamming with killer withoutm backing record or pics) is wild.

    My friend I did answer it.

    >There were four Hexes, Ruin and Penimento. I think one may have been Undying. Honestly cannot remember the fourth.

    You put a lot of words to your post but after you stop talking about hexes, the rest is incredbly incoherent and reads like a schitzophrenic ramble. I can barely make any sense of 98% of what you are saying afterward.

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101904#Comment_4101904

    When the thread is about punishing players for working with killer of course the report system will be involved.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101813#Comment_4101813

    Seems fair, long as the rat gets punished.

    Yes, but it was starting to derail and take prescedent over the actual topic.

    In the end, I submitted a report in game and then one with full details about their accounts with verifable proof, so I hope they get punished.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101909#Comment_4101909

    You can do gens through ruin only thing that makes you not to is when you and your teammates go down like flyes and thats when ruin hurts.

    Full hex build is only held right now by thrill if they nerf it people sill drop them massively and go back to more stale pop,pain res etc. basicaly gen deffence which is what everybody likes.

    Full hex build are problem if devour hope or blood favor are in them, they make chase basicaly super hardcore and kinda force you to cleanse but theres solution THE COUNTERFORCE if you have just run it it will help you delete hex builds even comp teams have one guy always running it mostly in recent year due to hex build being aviliable.

    Idk what build he had you say hex but thats way to wide word thats like you meant ex and said woman. If it was like thrill,ruin,darkness from knight and penti or undying then even this has counter for undying killer must keep the cursed survivor injured so others scream but if he goes down or heals the hex deactivates and even if it works theres some chance some other survivor will scream instead of you. Gens can be powered through ruin easily you just need teammates that dont go down in few seconds so people dont leave gens they work on I have played with build I mentioned as legion on black banquete and still even with fast chases through poison I get aroun half of my matches rushed hard even with survivors not doing totems because ruin isnt so bad as blood favor or devour hope and can be played around or just run one of few perks that helps you to do totems faster, hex builds still have flaws.

    Running through Ruin is doable if it was just Ruin in the mix and my team was present. But like I said multiple times, they werent. So Every time I had to go patrol area to get a safe heal/unhook, my gen progress would go back down to 0.

    Also. Requiring a specific build to counter a specific strong Hex Build fine in itself, but that people committing to full Hex build outside certain Killers are not as common as those not.
    As I stated, my build is UE + ESP + SB + Open Handed, which rewards stealth jukes, immersion, aura reading with some mobility.
    There were four Hexes, Ruin and Penimento. I think one may have been Undying. Honestly cannot remember the fourth.

    People are missing the broad point of what I am saying. This is not an arguement to specifically the perks are the reason. This post is entirely about team colluding. Not a debate about perks or the killer pick itself.

  • Are you serious right now?

    I couldn't do GENS because of his 4hex build.
    I couldn't keep rescuing because they were throwing.
    This means that despite my best effort to get a gen done, and heal, and unhook, and keep myself alive not a single gen could get done by me just as a SOLO because of the oppressive 4hex Jason build and my team.

    This means that I was punished unfairly by other players lack of skill and the two colluders.

    Please use the deeper part of your brain to analyze what is being said please.

  • @Slurp_Ramen said:

    this is a survivor mentality problem.

    It’s definitely on those trolling survivors and they deserved to get banned, but trying assert blame on the Jason as well just reads as childish. All he’s doing is taking advantage of a favorable situation.

    While it does make him a bit scummy, as long and he killed everyone by the end then what’s the harm? If he ended up letting the trollers go then yeah I fully agree he deserves some punishment as well.


    I follow a similar policy. If a survivor is intentionally sandbagging, I’ll go for them first, but next time I see the sandbagged survivor its on sight, no special favors. While I empathize, I’m not about to start throwing just because 1-2 survivors wanna farm/gave up and are trying to troll.

    It doesn't matter who he killed and who he didn't. It is against the rules. Full stop. No if's ands or buts.

    He also didn't kill the colluder, he let them get hatch for doing nothing all game but getting downed-hooked.

    Also, it cost nothing to be a decent person in this game, especially if a Survivor is not being toxic and/or was being griefed.

    One game isn't going to kill you to be decent.

  • Can we please keep post on topic? This isn't a thread about report system. Lets not derail, pretty please.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101841#Comment_4101841

    I dont think they record matches if they did there would be some replay, how don you prove it then even from stats its not much proveable unless like same survivor or more of them doesnt unhook you in very short time window.

    But even then its just words which can be very easily used and be abused for banning innocent people by just others disliking them.

    Like you play with 3 man and do something they wont like so all report you for ratting out and how can you prevent ban (if the report is all they need for ban) without record of the match????

    You cant thats why I think its bs because if it would work like you say then its very easy to abuse for banning innocent people.

    Because DBD can see who you are and who is on your friends list and who you invited????? lmao.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101814#Comment_4101814

    I dont if that guy just hides whole game and does nothing. People ratting out are bad but they arent worse as people who play lore accurate sole survivor by just hiding sll the time and doing nothing for the team. Its harder to spot but these people exist and make basicaly the other 3 survivors loose. As survivor I had some games in last two months where some just give up and hide when we were 3 alive and its terrible experience.

    There is nothing wrong with hiding. This game is quite literally built off hide n' seek/cat n' mouse. Stealth is just as viable as a tactic as gen rushing, pro flashlighting and looping. Stealth players pride themselves on stealth jukes, positioning, knowing killer movement and pathing, when to push a gen and when to leave, etc etc ETC. Why do you think perks like Urban Evasion, Quick n' Quiet, anti scratch mark perks, dark sense, ESP exist? You cannot blame a player for knowing how to utilize a specific playstyle so well that they never get seen, hit or hooked.

    Yes, there are players who do nothing and rat in corner or locker jockey the whole match, but to say that is the majority of stealth players is not only untrue but further demonizes alternative styles of gameplay that can be just as successful as the others.

    I should know, I am a stealth meg who runs UE + Sprint Burst + ESP and Open Handed.

  • @Mr_K said:

    The killer was running the incredibly overtuned 4-hex build — Ruin, Pentimento, and the rest.

    Don't think the 4-hex build got him the two downs. Kind of sound irrelevant to the rest of the story.

    Teaming is something you can report.

    It is very relevant seeing as how it is the main reason why I couldnt solo any gen AND nonstop unhook players.

  • @HoodedWildKard said:

    It is frustrating. Had someone rat me out using bond yesterday in a similar situation against a springtrap. Just got to report and hope they do it often enough to get banned.

    Had 2 dead, they were on deathook and i only had been hooked once. I was getting gen work done and periodically sneaking away and avoiding springtrap when he door ported to me. Hoping for a few objective points and maybe a shot at hatch.

    Springy kept leaving the other surv alone and eventually while I was hiding nearish to them I saw them come towards me and keep pointing at my hiding place for the killer. Thankfully although they still took advantage of it to kill me, the springtrap did at least punish them with a mori after.

    As killer if someone ever rats out another survivor to me then the I'll give their target a pass and slap the rat on a hook.

    If someone rats someone out, I slap them down and give that person a free chance. But after that chance, tis free game on them

  • @Saitamaspower said:

    Give survivors the ability to block just two killers from their matchmaking pool. That’s it. Two. No match bans, no draft picks, no shared veto system. Just a personal opt-out list.
    My queue. My experience. My sanity.

    This one feature would massively reduce early quits, rage DCs, and self-hooks at 5 gens. Why? Because people don’t quit when they’re losing — they quit when they know exactly how the next 5 minutes will feel: miserable, hopeless, and totally unfun.

    “But that’ll ruin queue times!”

    No. It’ll rebalance them.
    If certain killers get blocked disproportionately, that’s not a queue issue — that’s a design warning. You’re getting actual behavioral feedback, not forum noise, not winrate spreadsheets.
    If 25% of the playerbase blocks Nurse, the problem isn't the players — it's Nurse.

    “But what if a full SWF bans 8 killers?!”

    Then cap bans at the party level. Two shared bans per SWF group. Easy.
    If necessary, remove the feature entirely for 4-stacks. That’s a design tweak, not a reason to trash the whole system.
    You don’t remove fire alarms just because some idiot pulls one for fun.

    “But killer mains will have longer queue times!”

    If you play a killer who warps through walls or dashes across the map like physics is optional, then yes you might wait longer. That’s called consequence.
    Power should come with responsibility. If you want Nurse-tier dominance, you don’t also get speed-lobby convenience.

    “This isn’t about balance, it’s about fun.”

    Exactly.
    And that’s why your numbers will never solve it. The issue isn’t strength — it’s gameplay feel.
    Some killers erase space, delete chase interaction, and turn “stealth” or “running” into irrelevant relics. That’s not a challenge. That’s a scripted loss.

    I’ve played this game for 5 years. And here’s what’s broken:
    You keep adjusting numbers to fix emotional responses.
    You nerf stats but never ask: Does this killer respect the player’s agency at all?
    Blight will always feel oppressive because his design bypasses the game’s core rules. No nerf fixes that.

    “Just learn to counterplay.”

    Some killers don’t have counterplay. They have execution thresholds. You either pre-learn their angles, tiles, hitboxes, and muscle-memory techs — or you die. That’s not counterplay. That’s an entrance exam.

    “But it’s just a game…”

    Exactly. And that’s why players should be allowed to filter out content they actively dislike.
    No other game forces you to queue into experiences you know you’ll hate.
    This isn’t a test of grit. It’s a video game. Let people enjoy it.

    TL;DR:

    • It’s not a shared ban system. It’s personal filtering.
    • If queue times shift, they shift toward health, not chaos.
    • If certain killers become near-unplayable, that’s a sign they should be reworked.
    • If SWFs exploit it, limit it for solo queue only.
    • If players are quitting matches, it’s because you’re not giving them any other option.

    Want fewer DCs? Fewer throw matches? More retention?
    Then give people the freedom to say: “Not this killer.”

    Don’t coerce players into pain and call it balance.
    Don’t punish burnout and pretend it’s a skill issue.

    Respect your players, or lose them.
    Simple as that.

    Holy AI generated writeup, batman

  • The insane amount of Jason fans coming out from their rocks to completely ignore all facts is crazy.

  • @Nathan13 said:

    Seems like BHVR is considering bringing back old deep rift cosmetics because in the reddit AMA they say they don’t currently have plans to bring them back but they’re apparently talking about it. I personally feel like that would be disheartening to the playerbase because BHVR has always mentioned deep rifts were only gonna be available to players that completed the rift.


    To think that these could return to the future would be disappointing because that would be BHVR going back on their word on exclusivity and it makes me wonder if they could face legal trouble for bringing cosmetics back that were advertised as exclusive.

    I feel like they should in some fashion.
    People who were not playing then, or missed the rift, couldnt afford the rift back then etc should have access to some of the content.
    Afterall, most of the Deep Rift collection skins are just recolours of a skin anyways.
    I understand the notion of gatekeeping skins as some badge of pride, but lets be real.
    If a skin is your badge of honour rather then your rank, prestige or actual skill, then perhaps you should reassess what you derive a sense of pride and accomplishment from.
    As it stands, anyone who purchases the Rift Pass and has time to grind can max it 100 with little effort and there is no skill involved.
    So maybe lets not gatekeep Rift Passes Deep Rift skins as if they are some FOMO high tier, unqiue skin that was earned by accomplishing some very high difficulty challenge.

    I would gladly pay a lttle more for some of the Deep Rift skins that I misssed, such as Megs Freshman in Waiting (Deep Rift) that makes her alt-gothy.

  • @KingOfDoom55

    I play both Killer and Survivor roughly equally—about a 50/50 split—with a slight preference for Killer. This gives me perspective on both sides of the game and an understanding that tunneling can occur even when a Survivor isn’t playing in a toxic or antagonistic manner.

    When I am unhooked and the Killer chooses to tunnel me, they are effectively forgoing generator pressure. My goal in these situations is to extend the chase for as long as possible, keeping the Killer occupied and allowing my teammates the opportunity to complete generators. While being tunneled is not ideal, I can accept it, because it often means I am successfully creating space and time for my team to progress.

    Not every match will be a win, and not every game will feel smooth or balanced. When Survivors perform well, the Killer naturally bears the cost—and the same is true in reverse. Rather than framing this as a divisive “Killers versus Survivors” issue, we should objectively consider why tunneling occurs and its strategic context.

    In my experience, being tunneled in this way is relatively uncommon. Much of the vocal frustration around tunneling comes from players who struggle to accept outcomes that don’t go in their favor.

  • I have to respectfully disagree with your perspective. As someone who has spent a great deal of time playing both sides, it’s clear that no genuine killer main would make the argument you’re presenting.

    Dead by Daylight has, for the majority of its lifespan, leaned heavily toward the survivor side of balance. Much of the game’s design and ongoing adjustments have focused on keeping survivor win rates — particularly those of coordinated SWF groups — healthy enough to ensure retention. This has often come at the expense of killers, who have consistently had to adapt to stronger tools, faster generator speeds, and layers of second-chance mechanics.

    Items such as flashlights, medkits, and Brand New Parts have long enabled survivors to bypass or outright negate killer pressure. When killers find themselves in matches where generators are completed in just a few minutes, tunneling becomes one of the few reliable methods of maintaining momentum. While it may not be an enjoyable strategy to face, it often arises from necessity rather than preference.

    Furthermore, if a survivor is consistently being targeted and cannot create distance, extend chases, or coordinate with teammates for body blocks or rescues, that generally points to a skill or teamwork gap rather than an inherent flaw in game design. The strongest survivor teams rarely experience sustained tunneling precisely because they know how to disrupt it through coordination and counterplay.

    Ultimately, the frustration surrounding tunneling would diminish significantly if generator progression and item strength were balanced more evenly across both sides. Until then, killers will continue to use the tools available to them — just as survivors do.

  • I totally understand the frustration when it feels like every match turns into tunnel city, but I think it’s worth acknowledging that tunneling isn’t always the “go-to easy win” people make it out to be. In fact, it’s often not even the most rewarding strategy — a killer that tunnels too early can lose all map pressure fast.

    That said, sometimes killers really don’t have much of a choice. When three gens disappear in under two minutes, and survivors are spreading efficiently, the killer is forced into damage control mode. Focusing a survivor who’s already injured or hooked can be the only way to slow the game down enough to have a fighting chance.

    It’s definitely not fun to be on the receiving end, but in many cases it’s a symptom of rushed pacing rather than malicious intent. The match flow just doesn’t always allow for a “fair and fun” chase rotation anymore.

    In short, the problem has always been at the speed of which a team, regardless of SWF or not, can pop multiple gens in an extremely short period of time. This is coupled with the fact that many killers do not have the mobility to protect gens like they used too, i.e larger maps, spread out gens, a lot of killers lacking global map pressure, the powerfulness of toolboxes going unchecked etc.

    You forget that Killers are actual real live people who work hard to win as well and are just as valid to having a fighting shot at 3-4king as a Survivor does at 2+ pipping/escaping. Tunneling despite how unsavory it is, is just as a valid tactic as looping, swarm/chain flashlighting, having man safe pallets, etc.

    Best of luck.

  • @angrychuck said:

    This and splinters both need to come back.

    1. Bring back Moonlit bouquet.
    2. Re-empower Reagents and bring its effect back how it used to be.
    3. Bring back Splinters or a way to test Killers out in a custom match vs bots only
    4. Rework Moris
    5. Create Teas/Chalices/Dolls/Postcards or something similiar for DBD PC/Console w/ introducing Survivor Mastery outside of Prestiging that you can only get once you Prestige a Survivor to 100.

    @SoGo said:

    They made the Full Moon one basekit...

    Uh what are you even talking about?

  • I agree with that statment.

    With maps without visible moonlighting, for example Learys, was absolutely unaffected by the offering iirc and reagents where especially powerful in indoor maps.

    So people complained that the visibilty was so low that it was impossiible to play. Which in my opinion was basically them just saying, I just wanna run around and see clear all the time and loop and not immerse myself, take my time and stealthplay.

    Reagents and Moonlight offerings gutted stealthplay and stealthjuking by a large margin. I would know because I am the living meme of IMMERSED Meghead player even to this day (Urban Evasion, Sprint Burst, Off the Record, Dark Sense). And althought I can still stealthplay, its is much, much harder with all the stuff taken out of the game that benefitted immersed, stealthplay.

    The fact is that most Survivors wanted the adrenaline from the chases and the dopamine from successful looping the killer into oblivion, which increased the speed of the game. Whereas, my style was built for a slower, methodical approach.

    But it is just one more of those things from the vintage DBD era that more than likely will never come back since the game has gone in this different direction for many years now. Also, they have tons of other glaring issues to address before even attempting to reincarnate something like Moonlight offerings.

    A Wraithmain/Meghead can dream…

  • @cogsturning said:

    I wish at least they'd have environmental changes. Rain, snow, etc. But it'd be buggy mess.

    We have enviromental affections and the game is just fine with them, but too many people complained that it was hard to play the actual game when the Fog was taken to the darkest level or maxed brightness.
    Honestly, they need to bring it back. The game just has sterile non scary atmosphere now.

    >new moon boquet turn daytime maps into nighttime variants, with a different lighting, and have the full moon boquet do the opposite, turning nighttime maps into daytime variants.

    Thematically, that makes no sense and honestly, it was just one of those things that early DBD caved on.
    But also the main reason why the said they removed it was because of the work it took to make four variants of each map to fit the offering level.

    But DBD is a massive company and there is no reason to not do it.
    The code is already spaghettie, bringing back moonlit offerings are not going to break the game anymore then what we normally get with new content.

    >ambience in any way, like a thick fo

    We already have that, they are called reagents, but they were gutted into being a meme now.

    >And could you imagine playing against a stealthy killer, with a thunderstorm ambience on the map. Low visibility, but during the flashes of lightning, you could see the killer in the distance. That would be absolutely creepy, and would for sure bring true horror back to the game.

    As mentioned before, the likehood of that EVER happening is extremely slim. for the reason listed.
    But with bringing back offerings and by proxxy, reagents, we could bring back the horror to the game.
    Make the game feel like a cat and mouse game again and not a looping til you get hoop simulator.

    But all that has its own issues and complexities of having to try to rebalance everything for the vintage game and I just sadly do not see that era coming back.

    What I wouldnt give for DBD Classic…

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015560#Comment_4015560

    Tbf in the case of unknown they have made that addon almost completely badekit. So they understand its almost needed. However for some reason each time they buff one of his other addons they also nerf it, it makes no sense.

    Patch 8.3.0

    • Quality of Life: the body texture on Survivors hit with a Projectile now only appears if it successfully Weakened the Survivor.
    • Quality of Life: added new HUD icons to better surface the various mechanics and cool-downs of its Power.
    • Quality of Life: updated the SFX for airborne hits to make them sound more neutral.

      The Unknown's Add-Ons
    • Blurry Photo
      • After Teleporting, regain full Movement Speed 15% faster (was 50% faster)

    Patch 9.2.0

    • Buff: increased the duration which Weakened is extended by when hitting a Healthy Survivor with UVX from 6 seconds to 8 seconds.
    • Buff: increased the vertical camera axis when aiming a Projectile to allow for higher aim elevations.

    The Unknown's Add-Ons

    • Rabbit's Foot: BUFFED
    • Afflicts the Hemorrhage status effect to Survivors injured by UVX for 45 seconds (was 30 seconds).
    • Blurry Photo: NERFED
      • After Teleporting, regain full movement speed 7% faster (was 15%).
    • Last Known Recording: BUFFED
      • Reduces the Hallucinations’ aura range visible to Survivors by 35% (was 25%).
    • Slashed Backpack: NERFED
      • Destroying a Hallucination with UVX decreases the time until the next Hallucination spawns by 65% (was 75%).
    • Vanishing Box: BUFFED
      • Increases Hallucination spawn time by 120% (was 80%).
    • Hypnotist’s Watch: BUFFED
      • Inflicts the Exhausted status effect for 15 seconds (was 10 seconds).
    • Serum Vial: BUFFED
      • Inflicts the Exhausted status effect for 15 seconds (was 10 seconds).

        As you can see, they have taken one of his best lower tier addons and nerfed it into oblivion by a large margin, a whopping 43%.
        They give minute little buffs to his lesser used addons, but also, nerf some other random addons, that even I as a player, do not use often becaue its not as enticing to me as an Unknown player. Could they actually be decent with a different playstyle? Possibly. But the fact that they have to buff it and nerf Blurry does not lead me to believe many are using it.

        There has been claims that they have buffed funneled it into his basekit but I have yet to see it in the patch notes from the last 3 patches, but honestly, could have sworn I saw mention of it via the in game News bulletin and never again. So I am perplexed, feel free to give me citation of this claims validity.


  • Hah, #justiceformeg they gave her the Karen Halloween treatment

  • @scoser said:

    I thought that the new Awakened Anger achievement (get blinded as killer and then hit the blinder within 30 seconds) would be rather easy to get because you usually can't go more than an hour or two before you find a full flashlight squad, and usually at least a flashlight user every other game or so. After the latest update, no one seems to bring flashlights any more, much less try and blind the killer if they do. On one hand, I can pretty much pick up without worrying about a blind save, but on the other hand, I might never get this achievement done.

    Is anyone else seeing this, or is BHVR trolling me and only me?

    I can say from my Red-Gold ranked experience that they are still very much everywhere. Especially in SWF teams.

  • >I'll be honest, I don't play the Plague very often. 

    Alrighty.

  • @fussy said:

    I'm russian and you are not wrong. I don't want to say what I will say, but I clearly playing different game in my region.
    – Russian and Arabian players are by far most sweat players in this game, and one of the most skilled players too. What I see on streams in, for example, US region is fight with babys most of the time, while me sweating every 2 or 3 games even on killers I didn't play for 6 months or facing 4 slowdowns Nurse after 3 games lost in a row in soloq.
    – One of the most popular cheat creator is from UA or RU and it's more common here because of easy access to it. The fact you could claim free DBD on Epic was a huge failure, you still can buy new account with this game for less than 1$, if previous one was banned.
    I honestly sometimes dodge lobby from my region too, when I'm not in the mood to have tournament with my meme build. Because as soon as I see comp Ace/Renato in the lobby, I know I will see: Azarov Key offering, 20 second chances, 2-3 Syringes, 5-6 minutes match. Cheaters are not THAT common to me, btw.
    I just want to say, there are a lot of very nice and chill players in our countries have too. Unfortunately, a loud and nasty minority casts a shadow over the rest.

    I am going to have to beg to differ.
    I have not seen a single Russian player so far, (save maybe a few over the long years) who shows any level of skill at DBD.

    I am aware I cannot speak fairly in general terms, but in my experience, I have played with more Russian that clearly lack the fundementals of DBD.

  • I think the issue with setting up servers in some parts of Asia and in Russia is that Russia afaik, requires all games that have in-game VOIP to be able to record the voice communications.
    And because DBD has no in-game VOIP system, they run into an odd conudrum.
    But that is just a loose hypothesis and I may not entirely have all my information correct.
    I think this applies to countries like China as well.

    But outside that, my only other theory for Russian not getting its own servers is potential inter-country politics and the vast landscape that is Russia.

    Honestly, who knows?
    I wish BHVR would give some more information on why despite the explosion of popularity of the game in places like Russia the past handful of years, they have not gotten their own servers.

  • I would honestly love to see servers for Russia and Asia.

    I also believe this will help many people from both sides of the issue.

  • @100PercentBPMain said:

    unknown has 1 good addon for his power and we keep nerfing that in exchange for teleports, the least interesting part about him.

    monitor got nerfed too. frustrating.

    Which addons do you think are good and are which are accepting mid/acceptably average? Because there are seven in my opinion. But nothing in my opinion stands out for except maybe for a couple.

    @dbd900bach said:

    Unknown just requires far too much time investment to be an appealing killer to most people. Your average player won't do well with him and its not like there's a sudden surge of pro Unknown players tearing up their trials. Its perplexing that he would ever get nerfed, though he at least got good QOL changes.

    Agreed, but I do not think the QoL was that great, it was nice, I guess, But it doesn't impact the Unknown too much. I would have preferred for them to adjust the arc to height differential when casting UVX.

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009637#Comment_4009637

    Unknown is not a killer where a lot depends on you, it's a killer where most depend on survivor. And against normal survivors who are just able to look back during the chase, he's not a A tier in any world, no matter how well you play. I'm not even going to talk about really strong survivors, they just rub their feet on you like a rug.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009618#Comment_4009618

    Yep, completely agree and keep saying this since release – Unknown is BY FAR is most overrated killer in this game.

    I mean, to a degree I would agree, but I find landing an out from the woods, UVX on them before they can sight you and then when you approach, before they can actually spend time to look, lob another. But ja, in 90% of usecases, what you described is what happens. The trajectory of the UVX after it bounces is a 50/50 if it will bounce in the direction you intended and when it doesn't (especially at short/corner loops) it is incredibly punishing. I do not think there are tons of issues with Unknown, but I feel like the handful that he does are so severe that it can feel demoralizing to play.

    @[Deleted User] said:

    It would be neat if weakening survivors actually, you know, WEAKENED them in some way. Hindered, blindness, can't fast vault, tougher skill checks, slower heal speeds, ANYTHING. Just make it an actual problem to be weakened.

    I mean, there are addons that apply affects when hit by the charge and/or the blast area, such as Blind, Oblivious, Hindered.
    You are saying apply one of them as base? I am not sure I agree with that change because you can injure/down with UVX charge/blast area. Ja, you have to work for it, but it is still a powerful tool to have without needing to M1. He functions in the way Huntress or Plague (With corrupt Purge), except it just takes much more effort to do.

    Side note: I want to thank all the people posting and sharing their thoughts/concernts, I felt like I was taking crazy pills or being a big baby.

  • I think a good Unknown with a lot of practice can make them A tier, for sure.
    However, the nerfing to his good lower addons hits him hard as his a majority other ones higher tier ones are not particularly that great without a lot of effort.

    I would rather they buff it then put it up higher tier but, lets be real, it just increase return to normal base movement speed when he teleports.

    There are plenty of killers who have high mobility consistantly through a trial that it is odd they would take such a lower tier addon and nerf it when its values where not that strong to begin with.

    Maybe I fail to see the reasoning behind it, or maybe I am just a big dummy.

  • >Most killer players seem to have an ego and power complex issue. I feel as though they are likely being coddled simply because they are the "powerful" presence in the community. They are the ones who have (more of) the ability to be toxic, dictate the sportsmanship of the game, and be a demanding, loud, and uncooperative presence on the forums.

    I am going to have to respectfully disagree, friend.