oreoslurpee
oreoslurpee
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@masterofmanygames said:
So… Dead by Daylight turned 10 years, 1 month and 21 days old. And somehow, in 2026, we still have a hard 120 FPS limit. Amazing progress. Mouse sensitivity is also capped for some reason — want it higher? Too bad, you can’t. Are the developers ever planning to remove these outdated restrictions, or should we just mark our calendars for 2036? Would love a real reply from someone on the team. Truly impressive that after 10 years the game still can’t keep up with the times.
not someone from the team, but i will say that it’s probably at least slightly guaranteed that the graphics options will be overhauled in 2027. since 2027 is the set year for dbd’s graphic & code overhaul, there’s definitely a high chance we’ll be able to get more FPS options and other stuff.
also a pretty big chance they’ll pull a classic dbd move and just flat out ignore the settings as a whole
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@pastelblu said:
I can even agree myself, I think Aurora was better fitting for the Chorus of Sin chapter, and I’m very happy she won! (She’s an icon <3) but there’s many people out there who loved both Aurora AND blue hair girl, and I think it’d be really awesome if we can see her added in the future, perhaps in a better fitting chapter. She also did win 2nd place in the voting after all, and we already saw The Judgement have their losing final design outfit made as an outfit for them. ❤️
i love how absolutely nobody is agreeing with this so far LMFAO.
also, +1 for keeping the blue haired girl out the game. we already have sable, if people want her that badly, then just give sable blue hair and you’ll basically have the same survivor.
i have a feeling i know who my downvotes are coming from 🤭
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@TTV_Jamaicanking said:
Freddy, trickster, ghoul, dredge, artist, singularity skull merchant and Jason for me.
freddy, dredge, jason, myers, and onryo
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@Craftlori said:
I understand that when the game came out every perk had 3 Tiers because we didn't had that many but….
2016: 24 Survivor Perks | 21 Killer Perks
2026: 171 Survivor Perks | 153 Killer Perks
The amount of perks we have right now is making the grind unbearable. Even when you spend bloodpoints perfectly optimized you need around 3,5 Millionen Bloodpoints to get a Character to Prestige 3 to unlock the Perk maxed out on every other character.
You need around 330 Million Bloodpoints (52 Survivors x 3,5) + (42 Killers x 3,5) to get every perk. Sure you can say that you only Prestige 1 every character and then level the 1 Survivor or 1 Killer you enjoy until they have all perks but in the long run this is only forcing you to grind more when a new character comes out that you enjoy.
Removing the Tier System would not only reduce the grind by a lot but would also help new Players to have a easier start into the game. Lacking game experience and having a smaller perk selection because you don't have unlocked everyone is one thing but also having the perks in a weaker version at the start isn't helping to survive longer to get the bloodpoints required to get more stuff.
It would also make balancing perks and designing perk a lot easier because the team doesn't have to think about 3 different versions of the same perk and in what way the perk becomes stronger.
The perks we have right now are always set in the same pattern. "Get effect for XY seconds by doing objective XY amount of times" or "In a XY Meter range the following effect happens if you do XY amount of times"
genuinely would help the game by making it simpler, and a good simple too, it makes balancing slightly simpler too
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102670#Comment_4102670
I know? SWF has always been stronger than solo q that's not what I was talking about.
???? look dude i agree that the balance team has been literal snails and deaf when it comes to improving the solo q experience properly, especially feedback FROM the actual solo q players like me, but you legit said in your original post that swf ALSO is barely playable, just like solo q, that was the part where i said A) i wonder what side you play most, and B) you were right about solo q, just not swf.
the strongest killers (blight, nurse, etc) make the rest of the killer role feel very noticeably weaker, and it can be seen through the several years of balancing the game around killers like nurse and blight, when it never should have been. this has made solo q feel unnecessarily worse to play because most newer players will only be seeing the strongest killers as survivors because the newer killers or just some killers in general will feel they have more impact with the stronger killers, causing affected survivor players to not know how to play against heroes like onryo or skull merchant.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102590#Comment_4102590
Cool, does not make me wrong.
you were only right about solo Q, other than that, just dead wrong. SWF has always been stronger than solo Q and honestly? it always will be until solo Q gets the changes it needs.
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@Slurp_Ramen said:
Sprint burst, thrill, and vigil are all getting confirmed nerfed finally.
They just announced it the livestream. I’m hella excited, finally changing the boring ‘you don’t get to play’ perks.
i do believe sprint burst needed a nerf, but i was leaning more towards a cooldown increase because all exhaustion perks last 3 seconds i believe (ofc not adrenaline after the changes). vigil specifically was a huge reason why sprint burst got more out of control, so luckily vigil is being nerfed, i just also wish they either remove the linger effect or just make the perk a boon.
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@esarraf said:
The devs over the last several years made playing survivor hot garbage for solo q and barely playable for a full swf.
hmmm i wonder what role you play the most
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@P100_Piggy said:
The Pig has remained one of the weakest killers in Dead by daylight since her release. So as a P100 very dedicated Pig player I want to voice some changes that would help her out!
The Pig:
Crouch time has been decreased to 0.12 seconds (was 0.8 seconds)
You gain the ability to use Ambush along with undetectable if the Pig is crouched for more than 1-seconds
While The Pig is charging Ambush the Pig moves at a moment speed of 3.6mps (was 0mps)
Ambush has an increased base duration of 2.7-seconds (was 2.3-seconds)
The Reverse Bear Traps countdown timer is now 2 minutes (was 2.5 minutes)
The Reverse Bear Traps now active after; Repairing, Healing, Cleansing, Blessing, & Opening exit gates
The Reverse Bear Traps now don't activate the death countdown after a generator has been completed
Note: These changes would make the pig more accurate to another crouching killer that obviously being Ghost face, so basically the clunky mess of her current kit would be WAY more bearable and the traps are super balanced because the survivors choose to activate there death countdown or remove the head trap as the countdown doesn't start if you're working on a box.
So basically you have the Jigsaw philosophy of make your choice while the Pig is more chase oriented. Yay
the only things i agree with as a pig main is the crouch time and.. thats it.
idk about .12, but at least to 0.5 and increase crouch base speed from 4.0 to 4.2 and medical file reduced from 10 to 5%. to me she still deserves number tweaks to keep her up to pace with dbd's faster gameplay, but i honestly don't know what to do about the reverse bear traps.
edit: actually, another well deserved buff would be to reduce the reverse bear trap setting speed from 3.3 to 2 seconds, then lower the gear addons from 50 to 20%, numbers are up for debate though.
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@P100_Piggy said:
Also this is unrelated but I can't change my Profile picture 😭 lol
yeah the edit avatar hasn’t worked, idek for how long. but here’s the actual page to edit it.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102400#Comment_4102400
Thrill+ Face the darkness works just as well as that if not theoretically better
The build itself can also be used on other killers and still perform really well.
The build is more of the issue imho, Jason is strong I will not argue he is weak, or people don't know how to play against them. It's obvious they are strong.
but when multiple killers can use it and perform well with it, the problem is more so the build, and the one enabling the build was Hex Thrill
ah, i guess i haven’t kept up as much as i thought 😅 yeah that was definitely a bad take
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+1
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i haven’t seen that thrill is as much of an issue ever since the noise notif got removed. of course it got tremendously strong in 10.0.0, but thats because of jason. im not calling for like, complete jason nerfs, but lets not kid ourselves that the "scream → action interrupted" wasn't the real issue on why hex jason was so strong. jason would know your there anyway because thats what you worry as killer if your running any hexes, its the fact that the action interruption after the scream causes the totem to go from X% back to 0% in an instant
if you want to keep screams able to interrupt all conspicuous actions, then a possible idea without nerfing thrill could be letting totem progress regress instead of resetting the moment you let go.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100905#Comment_4100905
just a heads up in case this is meaningful to you, Vigil doesn't decrease the exhaustion timer by 66%, only 30%. If you look at the perk on Nightlight you can see that it's a wording change, it now "increases recovery speed" by 66% which is very confusing, but it results in 40s exhaustion timers being around 24(?) seconds or so. Not saying Vigil doesn't need a nerf, but it's not the percentage that's the issue, it's the fact that it applies to things like exposed
thank you!! ill update my knowledge with this, i didnt know this 😚
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@Arcturus said:
As above, what do you think of Diminishing Returns?
Personally, for the most part I dislike it. There are so many perk synergies / combos that got nerfed and became unviable / a waste of perk slots, a lot of which really didn't need nerfing. Like if I want to waste all my perk slots on getting blazing fast heals with no chase/second chance/gen perks then damnit let me do that! The only thing I think Diminishing Returns was needed for was Haste stacking, because on both sides it was insane to go against a 140% killer or a 111% survivor.
That's just my opinion though, what do you think?
my main thing is that it’s sitting badly because it’s the first iteration, so of course it has flaws, but there seriously hasn’t been a balance patch since then. my second thing is that i think it’s way too punishing to the point of just diminishing fun builds entirely.
i think the numbers should absolutely be tuned, instead of the current: 1st - 100%, 2nd - 50%, 3rd - 25%, 4th - 12.5%, 5th+ - 5% |||| it should be this instead: 1st - 100%, 2nd - 80%, 3rd - 60%, 4th - 40%, 5th+ - 20%.
but at the same time, for all i know, perks could just be being affected way too heavily so they may just need individual buffs (not like they haven’t needed them anyway).
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100917#Comment_4100917
Okay I was one second off. You really gonna nitpick that? The point is it's three seconds of haste. Not a dozen. Not half a dozen. Three seconds. You're saying three seconds of haste is what stopping you from winning chases?
what makes you think 1 second off isn’t impactful when the devs have quite literally reduced doctors recovery time on shock by like .05 seconds?
adrenaline got nerfed from 5s to 3s, so like i said before, the COOLDOWN of sprint burst should be increased, and vigil needs to be nerfed to 40% and slice the linger duration by over 50%. its time other exhaustion perks see the light of day.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100907#Comment_4100907
You know what? Spring Burst is only two seconds. I'm getting tired of people like you acting it's this insurmountable task to chase a survivor with Sprint Burst. To me it's not even a deterrent. I don't care if a survivor has Sprint Burst. I still chase them cause Sprint Burst is a good perk, but it's just a good perk. Nothing special.
i don’t think you realize sprint burst lasts 3 seconds
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100907#Comment_4100907
First of all, older Killers get mainly screwed by BHVR because they release more and more Killers who are stronger and overshadow the old Killers. Not too long ago some Killers got very, very minor Buffs which did not matter much and then Jason releases who powercreepes 30 Killers or so because of his bloated kit.
And second, you cannot just respond to it by nerfing more stuff on Survivor. If you nerf Sprint Burst for example, people will not suddenly start playing Trapper or Ghostface again, they will stick to their Blight or Jason and just win better than before. Nerfing more on the Survivor side is not a solution, the solution would be to bring the powerlevel of Killers closer to a middleground and then balance around that.
The issue is that this does not generate money for BHVR.
my point is that SB & lithe have been the dominant exhaustion perks since patch 2.6.0, so not only has other exhaustion perks been discouraged to use, but older killers will most definitely get played less if they always feel like they’re too slow to catch up to a survivor.
i absolutely agree only demolishing the survivor perks won’t fix anything, because just like you said, newer killers have 4-in-1 powers and some with just next to no weaknesses, so of course older killers will be played less.
older killers NEEEDDDDD love, they NEED big tweaks to not only modernize the numerical values of their kits, but to also significantly lower the strength and overbloated kits for newer killers. so like killers needing nerfs ofc would be nurse, and ones needing tweaks would be hag, trapper, etc.
what needs to happen is just cooldown changes for SB & lithe. SB should definitely be 60s bc of its great instant value, lithe could be increased to 50s, but other exhaustion perks should be buffed as well to be more appealing.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100902#Comment_4100902
Sprint burst was nerfed by adding killers that counter it? I just said that. And going by the trends BHVR will continue to add killers with bloated kits that counter perks like sprint burst.
oh yeah so screw every single killer added before the killers that counter sprint burst (excluding nurse). this logic makes ZERO sense, even if it’s an indirect nerf, over 20 killers still struggle going against SB & lithe. just because newer killers can catch up to them faster, does not mean all killers can.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100873#Comment_4100873
Because they are one time use for each chase. They've been like this for loooong time.
not a great argument for why exhaustion perks don’t need to be rebalanced.
the reality is just a set couple of exhaustion perks, and the biggest culprit why it’s still hated plenty nowadays is thanks to vigil imo. all neg effects disappear 66% faster, and everyone in a 16m range of that vigil player will also get it and have it longer for (i think 15s?)
the only exhaustion perk that needs rebalancing is i think sprint burst, and maybe lithe? those two have been in the spotlight for AGESSS, it’s about time to let other exhaustion perks like smash hit to have some play time.
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@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097524#Comment_4097524
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097585#Comment_4097585
Hard Agree with the Lullaby removal and here's why:
- She's Loud- Everything she does; Breaking, pickup, Manifest, De-manifest, Teleporting, Locker Searching, attacking, etc, all come with very loud sounds that can be heard from 24m away at the bare minimum distance, and are all entirely directional. She's basically as loud as Demogorgon or Oni, and she doesn't need an early warning system on top of all that, its just overkill.
- Visual- Unlike any other "stealth killers", while short in stature, she's still easy as hell to spot when De-manifested due to her phasing in and out every 1.5 seconds. While that has a limited range of 24m, and if she's any further you don't see her phasing, it still gives survivors plenty of chances to see her coming, even more-so than Wraith ever did.
- M1 Killer- Lullaby Radiuses make perfect sense on Ranged killers who can snipe you from a distance because it gives survivors an early warning that while they may not be close, you're still in the "Danger Zone". An M1 killer however only has a danger zone at a maximum of the 2m basic attack range, so unless they give her a 24m dashslop attack range, or a ranged attack she can only use while de-manifested, giving survivors 22m of warning is just so…
- Stupid. What is the point of a killer having a Stealth ability if they're gonna Announce to all the survivors that they are currently in stealth mode? Remember the Horrendous Ghost Face PTB? They gave him a 20m directional Spooky wind sound every time he went into his Night Shroud mode, and EVERYONE, from streamers, Killer Mains, Survivor mains to Casual Forum and Reddit Poster Lambasted the Devs on that decision. Fortunately the devs got the message and Removed it for GF, but then, sigh… They pull the same crap with Sadako! You'd think they would've learned their lesson, but no, you really can't underestimate these devs when it comes to making really stupid design decisions.
- Visual TR. Meant to help the Hard of Hearing, but used by every survivor player I know, the Visual TR is great, or at least it would be, if it only showed the Terror Radius. Unfortunately, for poor little Sadako, They also made it apply to Lullaby Radiuses, so no matter how subtle, or difficult to hear her LR may be, Survivors have a Visual Notification whenever she's nearby in her De-manifested State.
- Undetectable Perks = Useless. The devs, in their "wisdom", decided that they'd tie her LR to the undetectable status rather than her De-manifested State, so you can't even subvert the LR by using perks and ignoring her De-manifest power! They've also done something similar to Chucky, wherein anytime he's undetectable, the little turd won't shut the hell up, but at least for chucky, his giggle fits can only be heard from 12m and don't activate any visual TR effect. Sadako would KILL for such a luxury.
- Teleportation is no Excuse. Yeah, she can jump around the map faster than the majority of other killers, but so what? It still makes a global noise when she does it, and the TV she TP's to Loudly Announces her Arrival to every survivor within 16m! If that wasn't enough, it also Visually Flickers more rapidly and lights up the Area it's in! You can't explain away her NEED for a Lullaby by arguing that she's a High Mobility killer, Even after they brought her from 4.4 to 4.6m/s, she still needs to close distance after Teleporting to get a basic attack. If you took away her Lullaby, that's still not going to give her any significant advantage because in order for her to use it she has to: Teleport without being seen or heard by nearby survivors, Loudly De-manifest without being noticed, Sneak up without being seen, and loudly Manifest to attempt a hit! Mind you, Unlike Wraith, she doesn't get a speed boost after Manifesting, so survivors still lead her on a decent chase before she gets a smack in!
- Insta-Kill Potential is also no Excuse. Jason can Teleport, Use Stealth, and Insta-Kill just fine, with far less setup requirements than Sadako, and While they have not Teleports or Mobility, so can Pyramid Head, and Myers (Shape) who predate Sadako's release. Not only do they have less requirements, but their conditions for insta kill are also either Impossible, or at least, very difficult to remove, unlike poor Sadako, who only requires that a tape be put into a TV before she catches you. Removing Lullaby Might give her a slim advantage here, but lets be honest… It's not going to "break" her in the slightest.
I'm tired now, and while I can keep going on and on with stuff like how the lack of actual stealth, anti-loop, and M1 have lead Sadako players to forget entirely about traditional chasing for the sake of hooking, and feel forced to only go for condemn kills, but lets just put this to rest here… Bottom Line:
The Lullaby has got to go. It won't Break her, it won't put her anywhere near the level of Nurse, Ghoul, or Blight, and it won't remove any "fair warning" from her noisy little ass; all it will do is correct a stupid design choice the devs should've learned from the Ghost Face PTB Debacle:
"Lullaby's do NOT belong on M1 Stealth Killers."
i think i’m in love with you
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097400#Comment_4097400
Yeah, her stealth is honestly god awful because of that super directional, loud lullaby. She has no real chase power, and I personally never want her to get one because that’s just not the kind of killer she is. She’s unique in that her whole premise is making you worry about the curse you’ve been inflicted with, catching you out of position based on survivor location, and denying survivors their tapes while you manage TVs.
I get that ‘blockbuster simulator’ isn’t fun, sure – it’s not fun for the killer either or particularly rewarding with her current design. I think she needs buffs in the area of tapes not being basically free the first time you take them from a TV, since they’re supposed to be a cursed object. Her addons also really need a full rework, they’re truly awful right now. There have been multiple threads and even handwritten rework ideas for her addons that people have sent to the devs, so we’ll see. Blood Fingernails should honestly be basekit for her, and Ring Drawing should’ve been basekit when her new design launched.
I’m with you that TV spam / blockbuster simulator is miserable to play against, I just don’t think the answer is to push her more into that playstyle. I’d rather see her pressure and condemned tools made healthier and more rewarding so people feel encouraged to play her as a stealth/positioning/curse killer instead of chase down style. Better addons too.as a sadako main, stealth is exactly the way to go for balancing her. her chase is fine for the most part, but her lullaby seriously ruins her chances at being a really scary stealth killer. either it needs to be removed or it needs to be decreased tremendously, im talking 12 meters down from 24, and if thats too much then im sure 16 would go a long way. spamako should be diminished, but honestly tping is a key part of her identity because your crawling out of TVs like the literal character, and so is condemn.
the condemn lock cap on hook should be removed, and we could look at adjusting the TV cooldown numbers to encourage survivors to turn off TVs to counter her map pressure. it really depends on the numbers imo, but my point is she should primarily be a scary stealth killer.
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@MechWarrior3 said:
This game really needs a fresh shake up. Balances, adjustments, killer updates, etc!
The game has felt a bit stale for a little while now. I really hope BHVR has something planned for all of this. There’s so much that needs attention.
agreed!! we need so many tweaks, at least small tweaks, to more than half of the killer roster! and we need another perk shake up!!
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@Doctor_Xenomorph said:
Assuming equally competent players - which side has an advantage (assuming any/all perks are available)
I have been told it is survivor sided, killer sided, etc so many many many many many many many many many……. many times by different people.
Personally I do tend to believe it is survivor sided (as every 1 second of killer time is 4 secs of survivor time +numerous 2nd chance perks) but I am wanting to hear what yall would say, and suggestions to "fix" any balance issues.
answering this is like robert peston trying to answer philomena cunk
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@Smoe said:
I can already tell you right now, chase music absolute will not get any optional slider if they ever update the option menu.
yeah that’s what i was thinking, but idk im sure the chase music can be pretty loud for some people, but id much rather have everything else i said instead
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i miss self care a lot, i dont see why it cant be at 50% instead of 35% since 80 was obviously too high
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bring 2 broke girls to dbd
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@Doctor_Xenomorph said:
Post is self explanatory
me and like, every other spirit main casually waiting for flute to be at least halfway basekit
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https://forums.bhvr.com/dead-by-daylight/discussion/468680/which-side-has-their-hands-held-the-most
realistically, as a survivor main, 100% survivors have been coddled the most. i’d say specifically for gen blocking after 8 kicks, basekit anti camp, basekit and anti tunnel because i believe actual features take ahead of simple number adjustments (like reducing pallet breaking speed or reducing survivor speed after being hit.)
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@supersonic853 said:
Springtrap has always felt like he could be improved to make the cameras a more viable counterplay. The doors give a fixed location to look for him coming vs any pallet or window vault in the area. His undetectable is mitigated by being overly loud. He has a fixed time to down because even if he lands both hits its a fixed 8 second cooldown on the recall to make sure he doesnt 2 tap outside of the jumpscare. The shift from 4.4 to 4.6 only when he throws the axe vs just appearing. Id like to see them improve his basekit a bit and actually make the cameras a part of it. Even the idea of consistent undetectable if not revealed is kinda disproven as being strong when jason can become undetectable,invisible, and silent. No quals with jason personally was doing very good as and against him it just is hard to see him not as better springtrap which is another character I really like.
no clue why so many people downvoted already, because your honestly right. now the way you go about balancing him is different, but i do agree that the main thing you should do for spring trap is to make his security system more viable & more interactive/engaging for the survivors. the way you go about doing that, is feedback and suggestions you’ll have to receive by people who actually dedicate their time into getting better at the killer, and people who know the killer by heart.
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@Kebek said:
https://us.v-cdn.net/6030815/uploads/7Y1ZUIZSC4JL/image.png
She was nerfed before and people said exactly the same thing. It's going to be same this time too.
She's still got one of the most superior chase powers that also gives her mobility. Losing some tracking won't harm her as much as many may think so, bad spirits it might but good one, not at all.
what about in cases where there’s no grass or visuals to let the phasing spirit know that there’s a healthy survivor? i love footsteps in phase, but i can’t lie, audio is still buggy as hell so as good as footsteps are, they can be unreliable sometimes.
but seriously, what can a phasing spirit do if a healthy survivor stands still for example? how would she know they didn’t run away?
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thank you so much 🧡🧡🙏
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@PetTheDoggo said:
Basically every possible pallet spawn has a pallet now. So if you want to play, pick something that can ignore pallets…
Just small example:https://us.v-cdn.net/6030815/uploads/QH0Q5U7JYM4P/pallets.png
not just that, but extra jungle gyms are replacing the unsafe portions of maps. this is seriously unbelievable 😭
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@Nicholas said:
Because the devs are only concerned with The Killer's experience and time! Everything they do is from The Killer's perspective and consideration. The bulk of changes for the past year have been solely about The Killer, so this is really no different.
oversight /= bias
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@Aven_Fallen said:
This is all because of their obsession with voicelines. When the original voice actors are not around anymore to work on the new voicelines, they bring entire new ones to record the new voicelines, which will also mean that the grunts of pain and screams will be changed.
Expect this to happen more in the future when they start to give the original Survivors voicelines.
voicelines shouldn't have ever been included if this is what their gonna keep doing. changing things for the sake of change is NOT ALL GOOD
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048481#Comment_4048481
They didnt make this game more competitive. There is no visible mmr. The matchmaking prioritizes short queues. Game is still pretty unbalanced considering everything.
It is the community with tourneys and similar formats and the popularization of winstreaks by tryhard streamers.
The thing they did is just make the game harder for survivor overtime.
So idk, how do you stop something which the community itself did.
by competitive i mean the atmosphere of the game. the game has shifted very far from its indie horror aspects, like most maps have been changed/created with the ability to see across the map, making maps 3x brighter than before, and changing maps and removing its identity, all in the name of game balance. in my opinion, maps were almost always hated on because of things like loops, infinites, etc, and the devs should've just kept their eyes on those things, not what makes the game actually scary. its so disappointing too especially with the developed graphics update we got.
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@Wiccamanplays said:
Yeah it’s a little goofy but it does definitely covey an otherness, an alien divinity like Dürer or Bosch depicted, that ‘floating humanoid figure’ (something we have in spades already) and ‘humanoid figure with extra limbs’ really didn’t for me. I see a lot of people asking for a nonhuman Killer and then when they get shown a really out there design nobody actually wants it.
Moreover, I think people are ignoring the flavour text that came with the silhouettes, which might be pointing toward the future Killer’s Power. The first two suggested movement and map control, archetypes that are either not historically popular (nobody plays Singularity or Artist even though they’re really strong) not very strong (Trapper and Hag are in the ICU right now) or, in the case of movement powers, really hard to balance and frankly a little oversaturated right now. Whereas Big Head’s text suggests something to do with vision or perception, which has a lot of possibilities not fully explored.It’ll all come down to how these ideas are implemented in the end, and I don’t think my picks for Killer or Survivor in the Grimoire will be the winners, but I still admire the design team for taking a big swing on some of the ideas they’ve shown us.
i was one of the 4 people who actually voted for it, but looking back at it, it just looks like a redesigned krasue
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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.
genuinely i think dbd becoming as competitive as its gotten is effectively killing the atmosphere for both sides, making people leave.
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048154#Comment_4048154
This was a reminder of the rules; bumping of posts is not allowed. No wit here, trust me.
also keep in mind that some people really cant tell the difference, so this comment and your previous one are not needed and in all honesty just makes you seem dismissive. if the guy was continuing to make comments under this post with no engagement, then thats bumping your post.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048389#Comment_4048389
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048467#Comment_4048467
From what I remember, their current servers do not do any "sanity" checks, like looking for impossible speeds or positions etc. and just accept what they receive. And I believe they'd have to purchase the next tier servers that cost wayyyyyyy more to do anything along these lines.
another reason to A) recode the game from the ground up B) switch to a completely different game engine C) make dbd's own game engine to allow for more things to do.
its about time this game at least gets a complete recode because this games code has not fundamentally changed since 2016, iirc most killers are STILL copied from previous ones via code, just visually different (looking at the pig)
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@Senaxu said:
Hi everyone,
I’m writing this as someone who’s played since 2018 and has roughly 5k hours in DBD. I play both sides fairly evenly (Killer and Survivor), which is why I’m trying to keep this feedback practical and balanced. The goal isn’t to “buff my side”… it’s to reduce the biggest friction points that make matches feel worse for everyone, and to make the game more consistent, fair, and fun.
Below are the changes I believe would have the highest impact:
1) Match integrity: meaningful anti-cheat steps (starting with the basics)
Cheating… especially subtle cheating… currently feels too low-risk and too hard to address. When cheating slips through, balance discussions become pointless because the match outcome wasn’t “real” in the first place.
What I’d like to see:
- Server-side sanity checks for impossible states as a first step (teleports, extreme speed/action values, impossible generator progress spikes, etc.). This alone would reduce a lot of blatant cases.
- A stronger path for subtle cheats (short speed bursts, quick wallhack toggles, etc.) that don’t require players to provide perfect video evidence every time.
- A lightweight replay / match review system (even if limited) would help with reporting, verification, and trust.
This should be the top priority because it improves every single other system by making matches reliable again.
2) Solo Queue vs SWF: close the information gap without forcing voice chat
The gap between SoloQ and coordinated SWF is still huge, mostly because SWF gets constant information “for free” via comms. If SoloQ had better baseline info tools, BHVR could balance around a more consistent survivor experience.
Proposal A: Basekit “Kindred-like” team awareness
Not necessarily full detailed auras, but some reliable way for survivors to understand team positioning and intent:- A rough aura / glow / outline of teammates (or a simplified indicator) to show approximate location.
- It doesn’t need to be perfect… it just needs to reduce the “nobody knows what anyone is doing” problem.
Proposal B: A small communication wheel (ping system)
A limited set of clear, non-toxic, non-spammy messages that cover the most important coordination points, for example:- “I’m going for the unhook”
- “Killer near me / I’m in chase (stealth killer)”
- “Going for a gen”
- “Hex/Totem here”
- “Reset/heal”
Keep it simple, with a cooldown and a small, clean HUD indicator.
Why not voice chat?
Voice chat with randoms creates language barriers, conflict, and pressure. Many players want to play Solo while still having basic information. A wheel/ping system solves that without the downsides.Important follow-up: balance should move with the new baseline
If SoloQ gets brought closer to SWF in terms of information, BHVR should also be willing to re-balance around that new baseline. That includes revisiting perks/add-ons whose main value comes from “SoloQ blindness” (for example, info-denial effects like Hex: The Third Seal, which applies Blindness and suppresses aura reading). Otherwise, we risk “fixing” SoloQ on paper, only to reintroduce the same gap through mechanics that SWF can often compensate for via comms. Once the information baseline is healthier, killer tuning and perk balance can be adjusted more fairly and more consistently.
3) Matchmaking/MMR: reduce extreme mismatches and reward actual contribution
MMR currently feels inconsistent in practice: you still see wildly mixed experience levels in the same match. Newer killers(<200h) getting highly coordinated teams(3k hours each), or experienced killers getting brand-new survivors, creates matches that teach nothing and feel awful.
Also, an “escape = good / die = bad” model (if that’s still the primary driver) doesn’t reflect reality:
- A survivor who holds a strong chase for minutes and dies can be the reason the team wins.
- A survivor who hides all match and escapes can gain rating despite contributing little.
Suggestion: add a contribution component (Activity/Impact score)
Outcome should still matter, but MMR should also reflect meaningful actions, like:- Chase impact (time in chase, how efficiently the killer is occupied)
- Generator progress and teamwork contributions
- Unhooks, heals, protection plays, clutch saves
- Objective plays (clearing key totems, creating pressure at the right time)
The goal is not to “gamify” everything… it’s to prevent the system from rewarding passive play while punishing the players who actually did the heavy lifting.
4) Game pacing: generator speed stacking needs a hard look
Generator repair speed stacking can create matches that end absurdly fast when multiple bonuses line up. In an asymmetrical game where the first chase already heavily influences tempo, extreme gen speed can leave killers with no realistic counterplay.
Suggestion: introduce diminishing returns / a hard cap on repair speed stacking
- Perks and other bonuses shouldn’t multiply into “gens fly instantly” territory.
- A cap (or diminishing returns after a threshold) keeps pacing stable without deleting repair perks from the game.
This is about match health: longer doesn’t always mean better, but too fast makes matches feel meaningless.
5) Pre-lobby & endgame visibility: stop lobby shopping, keep accountability
Right now, killers can often “shop” lobbies based on visible profiles/hours, which leads to:
- Dodging anything that looks difficult
- Targeting the obvious weak link from the start (“this player has 50 hours… my tunnel out”)
Proposal: hide identifying profile info in the pre-lobby
- Keep visible: survivor portraits, items, platform icon (basic transparency)
- Hide: player names, profile links/hours/obvious “experience” signals until the match ends
After the match: show names normally Endgame should show full names so players can report properly and matches aren’t effectively anonymous. Players can still use platform privacy settings if they want their profile hidden… but the in-game identity should be clear at endscreen.
This reduces unfair pre-game advantages and lowers the incentive to lobby dodge or pre-select targets.
6) Consistency: anti-tunnel tools should function against top chase killers
Example: Decisive Strike is meant to be an anti-tunnel tool. But against certain S-tier chase powers (e.g., very high mobility/instant gap-closing), DS often doesn’t buy enough distance to matter.
Suggestion: short power lockout after DS (and potentially similar stuns), palett breaks
If DS triggers, consider briefly disabling the killer’s chase power activation for a short moment so the survivor actually gains a chance to reset position. Some killer powers already interact with short lockouts in other contexts; applying a consistent logic here would help DS do its job across the roster.If certain temporary modes should be exceptions, that can be tuned… but the core idea is: DS shouldn’t become “basically useless” depending on the killer.
7) Anti-tunnel incentives: reward hook spreading instead of hard tunneling
Tunneling is still one of the most effective low-risk, high-reward strategies: turn a 4v1 into a 3v1 as early as possible. Even if anti-tunnel perks exist, the meta pressure pushes survivors into running them constantly, reducing build variety.
Instead of only adding more punishment systems, I’d love to see killers incentivized to play in a healthier way.
Idea: reward hook spread (with strong anti-abuse rules)
Examples of reward directions:- A small, controlled regression/slowdown reward for hooking different survivors before re-hooking the same person
- A short, time-limited pressure bonus for “fair rotation” (designed so it can’t be exploited via intentional slugging cycles)
- Anything that makes “playing for 12 hooks / good pressure” feel like a competitive option rather than self-handicapping
The exact implementation needs careful anti-abuse measures, but the goal is clear: make healthier killer playstyles more rewarding, and reduce how often matches revolve around “tunnel one person out ASAP.”
Closing
These are the main areas I’d love to see addressed:
- Anti-cheat & integrity
- Solo Queue info parity
- MMR/match quality
- Pre-lobby fairness + endgame accountability
- Generator speed stacking / pacing
- Consistency for anti-tunnel tools vs top-tier chase powers
- Incentivizing hook spread to reduce tunneling
I’d genuinely like to hear other perspectives (especially from people who play both sides). If you disagree with any point, I’m open to alternatives… but I’d love to keep the discussion focused on what makes matches healthier and more fun for everyone.
Thanks for reading.
i wonder, what if DS's stun was 3s again but with your suggestion, the power lockout for however many seconds. in this case, maybe 2 so it technically adds back up to 5? (overall tho really good post, i will say that the comm wheel doesnt need a 'im in a chase' action bc thats already the case on the HUD)
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@Chocobo said:
You can choose as many killers as you want but prioritize it who really needs a addon rework right away.
My opinion is
- Nemesis
- Demogorgon
- Unknown
demo
onyro
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042027#Comment_4042027
Sorry dear anything above 70ms is affecting looping and gives a coup de grace perk for free so killers have free 5th perk
P.S. You can downvote it too I don't mind because I know you love me🤗
why would i downvote something i agree with? 🤣
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@Amanova said:
It's insane how Krasue hits me from miles away just because she had 120ms same with Spirit like hello this is clearly not fair!
maybe not 80+, i’d say 120+ because although 80 can be annoying, it’s not nearly as game changing as 120+ ping can be.
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@Spirit_IsTheBest said:
I'd love for her recharge rate and phase speed to be buffed a little, and for them to tune some of her add-ons, including reworking Cherry Blossom all together, but otherwise she doesn't need much of anything else, she's still a top 10 killer.
@jedimaster505 said:
Spirit is easy mode just like Blight, if anything she needs a nerf. She's one of the most powerful killers in the game as it is.
@ImWinston said:
- Spirit is doing great. She's definitely in the top 10 strongest killers in the game. (in my opinion)
@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040675#Comment_4040675
A really good nurse beats 4 really good survivors the majority of the time. Spirit is in a perfectly fine spot. Sure there are a bunch of killers that need some love but it isn't half the cast and the main thing keeping them down is having to compete under the same conditions as nurse and blight.
i get shes a top 10 killer, on a tier level id say shes in A because dont get me wrong, her phasing is strong, and certain addons just make going against her miserable. i want to see that changed, i want to see her basekit improved while nerfing some addons to make her less reliant on recharge, but change addons like cherry blossom and amulet, maybe MDR if it needs changing. but also fix Furin, since its apparently been bugged.
@100PercentBPMain said:
spirit could go beast mode if I could turn off chase music and aim dressing. plz I am tired of chopping wood. it bugs me on spirit in particular because she's balanced now so she doesn't have time for things like waiting she has to pounce like a kitty cat so survivors can't react fast enough
honestly this. idm the chase music, but being forced to chop wood is aggravating and can be a game changer.
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honestly thanks for bringing this up, my anxiety for playing killer is really what stops me from playing it 😥
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@TheGoon224 said:
Please make this happen. Robert England said himself that he’s up for doing anything Freddy related if asked. This is further confirmed when he was asked if he could voice the DBD version specifically. This was confirmed by Spookier_things who actually asked England themself.
could you link the interview?
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@XDgamer018 said:
why is scratched mirror an iridecent??? this makes no sense i would rather have the iri be reworked into it breaking the pallet and still charging through and keeping scratched mirror very rare tier. Please revert this change…
the same reason onyro's VHS tape is iridescent.
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@Coordi said:
Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.
im sorry and i mean this with no disrespect whatsoever, this is very much a slap in the face to the community as a whole. we did OUR jobs which were to announce exploits & bugs for you guys to killswitch, and now suddenly streetwise doesn't meet the criteria meanwhile it allows you to aboslutely burn through generators? it doesn't even take long to activate. spawn in, find a chest, spam M1 10 times infront of it after you open it, pick your toolbox back up from the chest and now you have infinite charges.
this works with ALL items too, and thats the frightening part. its not a matter of how popular the exploit is, its the fact that its RIGHT THERE and you guys aren't using the feature thats quite literally made for situations like this. this entire situation never needed to be dragged on so long this way.
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@Hex_Ignored said:
People getting hard tunneled, people missing more than 1 skill check in struggle phase on accident (new + console players) as well as people that simply try to use shoulder the burden as intended get erroneously flagged as "going next" and punished for it.
The system is everything I've feared and more. It's a catastrophe through and through and needs to be kill switched until all of those false positives are dealt with. Putting players in a time out for simply not playing the game optimally is insanity.
agreed. i thought about coming back after years because of fnaf, but the go next system is so horrendous im not gonna play and risk getting suspended or penalized.