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  • some kind of system to penalise excessive lobby shopping would be fine but honestly its not the real problem, queueing into a killer game and survivors just deciding they don't like your character choice/getting downed too early/whatever else and immediately leaving is the far bigger problem for ruining your game as killer

  • not fond of bribing people to use certain loadouts but if it were to happen i would much rather there be some kind of 'perk of the week/month' system where a random/curated pool of perks has the incentive

    could be used to highlight perks not in the meta that bhvr think deserve a second look from the community

  • @Smoe said:

    I'd rather have the T-800 as a Killer instead, with the chapter being entirely focused on Terminator 1 only.

    I vastly prefer terminator 1 but the t1000 has a lot more stuff to base a power on compared to the t800 who doesn't really have any unique abilities

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108671#Comment_4108671

    I haven't played a ton on Steam but in my limited experience it isn't anywhere near as bad as people make it sound. I've yet to personally see any death wishes or slurs. You might get called useless or a bot. Sometimes there's a lengthy back and forth but it's never really viscious for me. Sometimes people are quite friendly. But usually they say nothing. It's actually kinda disappointing because i like the drama, but I don't get as much as I want. It's made me think the way people are acting in the match is fueling a lot of what's directed at them.

    You should equip pride cosmetics and play killer, you will find the death threats and slurs

  • i play both roles (60/40 killer/surv) and my take on the tribalism thing is that theres more nuance to it than people rooting for their own team to get buffs

    the game demands one side take it seriously whilst the other side is expected to treat it casually, something that's consistently reinforced through balance changes. this is an obvious recipe for discontent. killer players lose to people trying way less hard to win than they are because they get carried by stuff like perks and pallet density, survivor players lose to killers 'sweating' and not holding back/giving them a chance because rhe modern game prompts doing so.

    i'm not sure how you bridge that gap. actually expecting survivor players to start taking the game seriously, adopt clean macro and be good at chase to have a decent chance to win seems unlikely, it'll alienate a large chunk of the casual soloq surv playerbase. the alternative would be to simply killer play so there are less decisions and opportunities for skill expression, but killer players don't want that for obvious reasons. the anti everything ptb from a while ago that locked killers into a single gameplan seemed to be a move towards that before it got axed, and imo you see the same with 2v8- it's a vision of the game bhvr wish they had for live imo

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108196#Comment_4108196

    Have to agree. I'm only one person, but i quit survivor completely for several months after Ghoul's release. When i started playing it again, it was only for quests because i realized in that several month break that the easiest way to counter the power creep was just to avoid playing against it lol I can't give advice on what I think would draw me back to the role because honestly I'm too apathetic at this point. It is what it is.

    can you explain what exactly is overpowered about ghoul compared to any of the actual top tiers?

    he has a free injure and a decent mobility power, but otherwise he's basically pure m1. theres like a dozen insanely good ghoul players who can fairly reliably chain power into m1 but they are not the ghoul you are meeting regularly in soloq

    most games i play against ghoul i see soloq players who simply do not revault, do not predrop against him, heal constantly, and try run for distance instead of employing any of his counterplay. i'm not even sure what you can do to nerf the guy without totally reworking him, he simply doesn't have much going for him

  • @Nazzzak said:

    Thing is, this is not a DBD thing. This is an anonymity of the internet thing. Every situation where someone can hide safely behind a screen will have some nastiness involved. BHVR do hand out bans for post-game chat bs (a popular streamer recently copped a temp ban for saying ######### in chat) but someone will always be there to replace them. Kids and adults who never learned to control their emotions will always exist and unfortunately the rest of us have to share space with them.

    anonymity isn't the only factor, the total lack of consequences is equally as important a component

    i'm not even talking about bans specifically, bhvr never discuss the bigotry and toxicity problems they cultivate, never make a point of telling people acting that way is unacceptable, and never make statements about any plan to address them

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108426#Comment_4108426

    Behaviour has a ton of problems don't get me wrong but they did not "Create" that space. they have a simple chat function and even a filter and people are in those pictures purposefully avoiding the filters.

    plenty of other games address this behaviour with lengthy bans in response to report, no other game of this size has me experiencing this this frequently

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108393#Comment_4108393

    But is has not the same effect, cause killers have priority on basicly every action. If youre playing with high ping as survivor it hurts yourself more than anything.

    try playing ranged against a surv player with a triple digit ping and tell me how that goes for you

  • People will find a way to be toxic with the wheel within a day and some people have thin skin and don't want to see that. Basically every game lets people turn off chat

  • adrenaline is a launch perk thats always been considered one of the better ones for skilled players/swf using it strategically. the release of newer meta perks has made it harder to find a slot for but the perk has never been bad, even in its weakest state

  • huntress' actual effective range isn't much longer than a tile outside of not-really-practical trickshots and very situational setups, spirit has to commit to her attacks so i'd personally group her as mobility other than range

    judgement is the first killer that can seriously apply pressure from a range greater than 2 tiles without having to actually commit to it

  • judgement is the first actual long range killer in the game so it remains to be seen how well it'll work in live

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107984#Comment_4107984

    Why would it change the business model. You could still see your own cosmetic, just the people who have the toggle would be effected.

    People purchase skins on the understanding it will be visible on their avatar, for a variety of motivations. Knowing that half of the other players won't see them diminishes that motivation

  • survivors would have to forfeit a lot of their power to justify slugging being made unviable

    Sabotage would have to just be removed, possibly even bodyblocking whilst carrying survs. Pallet saves would have to go, too, along with flipflop and power struggle. Decisive strike bodyblocking would need to be seriously looked at. Plenty of stuff I won't mention here

    Killers having an alternative win condition to hooks is baked into the balancing, forcing pickups and hooks would be a huge change.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108016#Comment_4108016

    I understand your point.

    But at this Point you could ask yourself why BPs exist at all if its not for the random clutter and the chance to get something useful.

    If only good Item/Addons remain than BHVR could hand out some after each match you played. Making all the Bloodweb useless.

    The bloodweb has plenty of mediocre filler without needing completely dead items in it

  • @LordGlint said:

    I feel like there should just be a toggle in the options in general to have all the characters placed in default cosmetics on your screen.

    i don't understand how this gets suggested in every multiplayer game, obviously it isn't realistic for the business model

  • i would honestly accept a full stats wipe if it meant the system could be rebased into something that consistently correctly recorded stats moving forwards, the current system is clearly held back by historical bad data and technical debt

  • every time ive seen oni clean house in 2v8 its because the survivors didnt respect him AND his partner played support effectively

    this is one of the few instances of the mode having meaningful macro and skill expression on both sides. survivors are overwhelmingly favoured in this mode and when killers have one element on their side thats maybe stronger-than-curve its a huge uproar.

  • 2v8 is a dramatically simplified version of the game, it loses its lustre very quickly without constant additions and tweaks to offset that fact

    the '2v8' aspect of it is honestly subordinate to how much skill expression is removed from both sides

  • 2v8 was up for 78 days in 2025, which is more than 1/5th of the year. it's a very substantial chunk of time for people who don't like the effect it has on the game.

  • @Rokku_Rorru said:

    I like 2v8, the servers broke as soon as the mode went live so a lot of people who dont normally play came on JUST for 2v8.

    I think people need to realise people want to play 2v8 over 1v4 while it's up, it's a nice change of pace.

    1v4 players also want to play the game they paid for

  • @Balrog said:

    Can you please let us know what you mean by "broken"?

    queues are impossibly long for killer in both modes, because people who otherwise don't play killer come in to play 2v8 and survivor players are all given ridiculously high queue incentives to play with them instead of 1v4 killers

    you can either wait 40 minutes for a 2v8 killer match or you can wait 20 minutes for a 1v4 match that will be of degraded quality because theres not enough players in 1v4 queue for quality matchmaking

    if the mode needs huge survivor queue incentives just to keep queue times below an hour it simply isn't working and needs to go back to the drawing board. i know it brings in good numbers so it won't change, but the actual killer playerbase who enjoy the core game are left out in the cold every time this event is run.

  • theres enough screen real estate for an extra column or two as well which would make it easier to navigate

  • @MorelClaudette said:

    From my experience there is a difference in killers and how they are perceived.

    So maybe try to stick to the "generally beloved" killers for now. From what I can tell, Trapper or Bubba literally never get a bad response, while playing Skull Merchant, Nurse or Ghoul will get you bad comments on a regular basis.

    Trapper and Bubba also are rather basic and can be played with fun add ons or perk builds. Or go for Myers/Ghostface with the goal of jumpscaring survivors (so kills actually aren't your primary goal).

    Also try to be a killer who shows some "emotion" or gives funny interactions. If someone stuns you with a pallet, just stop for a second, look down at this wooden Nemesis of yours, do a 360 and run off. Shake your head when someone puts a chemtrap on a pallet and run off. Stop chase and look at a tree for a second. Sometimes doing stupid/funny things does raise the mood and lowers the stress. It really works - at least for me.

    Maybe also try out survivor for some games besides playing killer and try to find out which killers feel bad to go against and which ones are actually fun to go against - no matter the outcome. And then maybe try out those killers you had fun going against yourself.

    Last but not least, try to focus less on competitive goals for now and maybe restrain from tactics like hard tunneling at 5 gens. I know - it is legit to play like that. But it really does cause backlash as well.

    'trapper or bubba never get a bad response' lol

  • hatch escapes exist in a quantum superposition where they don't count and the killer won when it's a conversation about slugging to avoid them but they do count when the survivor gets one and spams ez in postgame

  • surv players hate anything that forces them to play off meta

  • I wish we just got full stats instead of this, its impossible to draw conclusions from

  • the cooldown should return imo, the perk stays fully useful for seeing resources and chase routing but nerfs degenerate yellow>yellow>yellow brain off play

  • @littlehoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102393#Comment_4102393

    Yes. Because survivors make up 80% of the player base by necessity. There's more of them in general so more of them will be bad at the game, that's statistics. And the vast majority of players fall into the low to mid tier MMR range. The initial skill threshold to be even passably good at DBD is incredibly high to begin with and requires hundreds if not thousands of hours of gameplay. The percentage of the player base that actually has that many hours sunk into the game/will be willing to sink that much time into the game to get good at it is a very small amount of the overall player base.

    This is true for killers as well. Though there are plenty of killers that have a much lower initial skill threshold than survivor does on the whole—there are some that are very difficult to learn and have a high skill threshold, but there are undeniable killers someone could immediately 4K with without much game experience.

    The bulk of the player base aren't comp level SWFs at the top 1% of MMR ranking. The bulk of the player base are anywhere from mediocre to kinda okay at the game. And quite frankly, that's the cohort the game should be balanced around. High MMR players are the minority and any changes made based on balancing complaints at their skill level will only turn the game for most players into cock and ball torture.

    I'll die on this hill because the people who are "super bad at the game" are MOST of the player base, and if the game continually drives them away by making the game punishing for them to play.

    there's no way to make the game balanced for terrible survivors who don't engage with mechanics that doesn't make competent survivors always win

    The idea that killer players should be pushed to their limits pulling out all the stops to have a positive winrate against survs who barely touch gens simply isn't it

  • dead hard should last longer but have startup frames so it can't be used directly on reaction to a killer swing, rn its totally uninteractive on the killer's side

  • This has already been addressed and there's a grace period at the start of a skill check during which you can leave the gen

  • You decide what you consider honest play within the rules of the game, ask 100 people you'll get 100 answers

  • agree on this

    more broadly downvotes do not get used constructively on this forum in general imo and probably just ought to be removed. they are very very consistently used as a 'i disagree' button

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102397#Comment_4102397

    People talking about DBD as a whole and you're going to point at side modes as a counter-argument?

    Not to mention that Chaos Shuffle just pulled parity between the sides, since it made little sense to leave survivors with full random (Lol @ No Mither) but then give killers bad-luck-protection.

    Pulling no mither (the only expressly detrimental surv perk) is 1/~42, pulling a specific killer addon is 1/10 and even outside of 'your power does nothing' addons some killers have multiple detrimental addons

    fwiw i'd be more in favour of removing no mither from shuffle than allowing game ruining killer addons

  • theres no way to say it without seeming like tribal shitfling but a lot of surv players are super bad at the game and want it balanced around their skill level

  • hook counts arent elastic enough to map sizes, so small maps arguably have some too close (dead dawg) but big maps have them way too far apart (swamp)

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101682#Comment_4101682

    isn't the case where this perk is strong unchanged though?

    yes that's what the post you quoted says

  • surv players dig their own graves on this by consistently abusing every anti tunnel option that gets added, 15s+ elusive would be used hyperaggressively

  • @Flopkween said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101682#Comment_4101682

    What circumstances? And couldn't you say that about a lot of perks currently?

    it's incredibly and uniquely powerful in coordinated 4stack play since it allows an unhook whilst the others remain on gens or reset, this isnt practical in soloq given the amount of communication necessary but the perk is a staple in comp and pubstomp premades for a reason.

    it's also arguably problematic as a total solve for endgame, making it impossible for the killer to respond to the perk in the slightest and creating gamestates where the match outcome can be 100% decided long before play ends which is not interesting to be on either side of imo

    a longer broken duration doesn't change either of those two things. an actual solution would be for deliverance to forfeit unhook protection, which offers counterplay in comp scenarios where its expected to be used and doesn't make it a free win in endgame whilst still being useful for its actual intended role.

  • rock-paper-scissors perk design is just bad in general i will add, premising the outcome of the match on entirely blind guessing sucks

  • the perk is egregiously strong in specific game circumstances in a way that warrants being looked at, none of which are relevant to the element of the perk actually getting nerfed lol

  • @Elan said:

    Perks are not meant to give you value every match. You can run unbreakable and not use it 20 games in a row. You can use healing build and face Plague. You can run exposed build and face survivors with vigil.

    The problem is that the game has perks that are generalist and also very strong, so niche perks that are less strong lose out

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101456#Comment_4101456

    This is not a problem in the same way as something like Hex Jason or SWFs being so much more powerful than solo queue survivors, but bloodlust 3 doesn't really have a need to be in the game. I feel like I have heard several of the biggest content creators echoing this same thought at some point or another and I agree

    i don't think the game should have rubberband mechanics necessarily but a killer whos triggering bloodlust 3 with enough consistency for it to be relevant is not in any danger of winning the game against a competent team, letting a player whos struggling and going to lose get a few free hits during a super long chase isnt a big deal at all. out of all the things that need to be looked at this doesnt even break onto the list

  • do you just want to never be hookable or

  • this is so far from actually being a problem

  • games where survivors don't bm until the last possible second are very much the exception, theres a reason survivor players are against this and it isnt anything to do with the health of the game

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100455#Comment_4100455

    If someone wants to provide an actual legit reason to require killer to stay in the match, I’m happy to listen.

    I don't have a problem with the idea of killers being able to abandon, but being we're discussing players being honest, it would honestly be a massive expansion of the abandon system.

    The chance of the survivors making a comeback when all survivors are down, hooked, or dead is very, very rare. If they don't have the right perks its literally impossible for them to do it on their own and requires the killer to troll (intentionally let one get back up by picking up and dropping repeatedly, just face camping until the meter triggers), and even with one of the right perks this is such a disadvantageous situation for the survivors that progressing the objective is still extremely unlikely.

    On the other hand, killers gaining kills after the gates are open is a normal occurrence, it happens frequently. Nothing about the gates being open signifies the game is over. The better comparison would be all to the survivors standing at the exit gate line, but as covered in other posts trying to put an abandon option in there has its own issues.

    So one is a situation where advancing the objective is extraordinarily rare if not impossible and the other advancing the objective commonly happens.

    Additionally, the killer has the ability to open the gates. They would have the power to trigger the abandon. BHVR took the time to make it so plot twist could not trigger abandon, it is something the player doesn't have the power to do, but something that is done to them.

    Honestly, giving the killer the option to abandon at gates being open would be like if survivors could abandon if someone was hard tunneled (the actual topic of this thread), an unfavorable situation, but not one where they cannot progress.

    killers being forced to sit through a 2 minute egc when they can no longer win versus survivors being allowed to abandon at the end of the game to avoid the horror of sitting through a 5 second animation when they can no longer win

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