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solidhex

solidhex

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solidhex
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  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075695#Comment_4075695

    " Killers can play bad and still win a game."

    Oh my. I think I might have laughed a little at this one. This doesn't remotely hold any truth.

    https://us.v-cdn.net/6030815/uploads/S00SCAXWEE70/image.png

    I've won more than enough games with NOED, which is by far the biggest "plot twist" perk in the game. Survivor altruism has also won me lots of games during endgame, when i had basically no chance during the main game. I've won games where i had 2 or 3 hook stages before all gens were done. It's not a regular experience anymore since i despise these kinda perks that reward you for playing bad, but yeah.

    Killer is the only role where this is possible. If a killer dominates a team and has his first kill at 5-4 gens left, it's almost impossible for the survs to still win the game if the killer is not deliberately throwing by chasing someone for 3 minutes. Survivors don't have these kinda perks that can turn around a lost game.

    A Decisive Strike during a critical time in a good spot can prolong a chase for sure, which can win the survs the game, but it's not something that will make you win a game that is already lost.

  • @QwQw said:

    Good, now lets move on to nerfing the rest of the meta perks across both sides so that people actually have to use their brain to play.

    Oh, and btw, the perk is still good, just not absurdly busted anymore

    It's ok at best and it's another case of "solo gets nerfed, swf not that much". A team can coordinate their saves, meanwhile as a solo player you won't get many unhooks in many matches or you have to play inefficient and run as fast as possible to the hook even though another surv is on its way.

    I agree the perk was too strong especially when combined with other gen perks (i played it with stake out, hyperfocus and deja vu), but it's not really worth it anymore if you have other choices like 2nd chance perks, exhaustion or healing, which all contribute to the time factor of the match in a similar way (by increasing the time of the killers objective).

  • Tihs is a typical move in the hunt for the mythical "casual player", almost every major game series tries that at some point. They wanna make the game as comfortable as possible for the average player so that your grandma and your 9 year old nephew can enjoy the game too.
    This will heavily hurt killers that rely on surprise first hits like Ghostface, Wraith, Pig etc but also others like Spirit or ranged killers like Artist. Besides that, every decent player will recognize the terror radius music anyway, there is no need for this feature. I like that you can see the loadout of other players but showing the killer is extremely dumb.

    If they wanna do something for new players, delete/ merge some useless perks and make better tutorials. There is already way too much content in the game in terms of perks, killers, add ons, items… at some point things need to be unified or people will start losing track.

  • @Rokku_Rorru said:

    I'll go first:
    -Underpowered low tier killers
    -MMR and lobby dodging causing newer killers to be matched against SWF's
    -High Latency and how it's handled
    -Twins (slugging playstyles are really harmful to the casual side of the game)
    -Blight/Nurse/Ghoul (Hyper mobility and how its strangled meaningful perks for lower tiers)
    -Swamp Maps

    Tunneling/Slugging are only incredibly problematic tactics on killers who compliment the style way too well (mobility and twins) and I think when BHVR acknowledge some of these issues the game will be in a much better place casually.

    Honourable mentions:
    -Gen Progression/Regression, but I know these are here to stay and are answers to each other.

    -Underpowered low tier killers
    I don't think there are killers who are so bad that they're unhealthy for the game. Yea there are low-tiers and high-tiers, but people exaggerate how bad low tiers are. Most good Ghostfaces, Myers', Trappers' etc will still win a lot of their casual pub games because until you reach high MMR you will face mostly survivors who have no clue, they run into every trap, don't know how to play against Ghostface etc. The difference is bigger in higher MMR, that's true. But i would nerf high tiers first, i don't know why after all these years Blight still can do what he does and still has these add ons while other killers have mostly bad ones.

    -MMR and lobby dodging causing newer killers to be matched against SWF's
    SWF's is a buzzword often getting thrown around, most SWF's aren't much worse than your default solo queue squad. Killer mains have this strange assumption that SWF means Seal Team 6, a hyper-optimized team who has played thousands of matches together and perfectly coordinate every action. From my personal experience, most swf's are just friends who chill together on discord, the individual skill in chase has nothing to with it and coordination isn't as easy and direct as most people think

    -Twins (slugging playstyles are really harmful to the casual side of the game)
    Twins excell against uncoordinated solo squads, but the bigger problem is that most people don't know how to play against them. Most survs refuse to learn and want their default order of events without having to think out of the box. But yeah, playing against a good Twins killer is stressful even with a good team.

    -Blight/Nurse/Ghoul (Hyper mobility and how its strangled meaningful perks for lower tiers)
    i agree, the game is generally very hard to balance, because of its nature but also because there are so many variables. Killers, add ons, perks, items, offerings… but bringing killers more in line without making them "even more of the same" (please not another dash/lunge killer with teleport and projectile ability and collectable item to delete their power) would be a great start


    -Swamp Maps
    why? i like them and they're the only ones that have this oldschool DBD feeling (the dreary colors). I will never forgive what they did to the Autohaven and Coldwin realms, they look so ######### since their rework. The strange greenish color that they added to Autohaven isn't doing it.

  • Just did a killer match with my second main and one surv had 80h. It was a total stomp, they couldn't even do 1 gen and i didn't tunnel (i played with undying ruin though)

  • The mechanic is long enough in the game now, it doesn't mean much anymore. Most people who focus on a few characters/ ignore leveling others for perks and who have played the game without bigger breakes have a P100 character by now. You don't need to be a hardcore "i only play DBD every day"-gamer for that. I've seen P100's doing the most abstruse things lately. On the other hand, a P100 is definitely less likely to be a super scared 50 hour survivor who have absolutely no clue what they're doing.

  • The biggest problem in this event is the bad matchmaking. I'm not saying it works perfectly in normal mode, but here i was matched with survivors who had like 200h (i have over 4000). This barely happens in normal game mode if not the odd "replacement mechanic" occurs (when someone leaves or you leave the lobby, the game prioritizes quick replacement instead of matching MMR values).

    If survivors have a good RNG with pumps and gens and MMR works, this mode is actually survivor sided, but most of my games have been hard wins for the killer, with many of them going for 12 hooks and ignoring survs on death hook because we couldn't even finish 2 gens.

    I've had a match with a Sable refusing to pallet save, some survs not touching a gen for the whole game or running into my 95% gen with the killer after seeing me working there on hook and stuff like that - clearly a lack of game sense and experience

    My current killer games emphasize the difference to the normal game mode where perks like Fast Track (combined with Deja Vu, Resilience, Hyperfocus, Prove Thyself etc) dominate, gens fly and survs win more than often. I haven't lost a single match (but only played like 10, worst result was a 2k).

  • This map is heavily killer sided, wouldn't wonder if it's getting reworked. It's a maze that is very hard to navigate, weak pallets/ tiles that are very hard to chain into each other. Of course it's early but this is my impression as someone with lots of experience and who has seen maps come and go/getting reworked over 6 years

    @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065980#Comment_4065980

    Is this a form of gotcha? Would you like me to share my Blight Playlist where I predict a Blight multiple times? Same for a Nurse and same for a Hillbilly? How about when I outlasted a Spirit while exposed from Enduring, Spirit Fury, and Hubris - would you like that video too? Here I'll give you guys all the material to analyze and then tell me: the killer was bad, next.

    -

    Blight video:

    https://youtu.be/wrCqiOL_iFU?si=UabdcYCUcuvaD2xy

    -

    Spirit video where I outlasted an Expose status effect and predicted Spirit.

    https://youtu.be/M1tEaJiPFns?si=7F0KqVpKIbPoOjr2

    Me looping a Spirit with no exhaustion on Haddonfield while doing the Doppelganger challenge.

    https://youtu.be/1AO_s4GSMaI?si=j7zpowYzEQzut4ei

    Me predicting Vecna and naming out exactly what he was going to do:

    https://youtu.be/--YVS_sS8uo?si=MeKRMV7VoCP1rOWJ

    Me predicting a Vecna when all he had to do was break the pallet and use Mage Hand, here you go:

    https://youtu.be/NZSBD_vR_S8?si=XUtnud-yPKLsF-H4

    Me looping Artist as Sable killed herself on hook in SoloQ:

    https://youtu.be/n8Wba6WRDZQ?si=eglS61p_4OKFBQi9

    Me looping Clown, yes I'll use Clown because people I find hate Clown for whatever reason:

    https://youtu.be/yLqtfR28Gpc?si=vkgkgaGBhnaV1wUz

    Me looping a Chucky after being unhooked and reset on Ormond Lake Mine:

    https://youtu.be/C1DFYB-ja4I?si=1HS4uOuJsZRQoCM7

    Me looping a Nurse on Haddonfield:

    https://youtu.be/TSb-zrnxBKQ?si=-Y8da1LLITqR_PeT

    Me looping Nurse and predicting her blinks causing her to miss four times:

    https://youtu.be/xDked2rFT6o?si=REzu-ICuzby_Tt5A

    I have more videos if you want anything killer specific you need, @Nazzzak

    I don't know whats the point here as i'm too lazy to read the whole thread but posting hundred videos of you looping baby killers seems weird. I only watched the first 2 videos. I can tell that you're american so the general skill level is slightly lower overall on your servers especially at higher MMR (compared to european servers), but both the blight and spirit weren't good and in a lot of situations you were carried by perks (if your point was to show how good you are, again, i don't know why but i haven't read the whole thread)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065574#Comment_4065574

    It should be relatively simple. All gens done and a door opened. At that point there is no further objective for survivors. The only reason to stay is to be toxic and waste time. This is relatively simple and will save a lot of wasted time. I try to never DC but I can't tell you how many times I have switched to another game after waiting while survivors stand in exit until the very end. I don't DC but after that wait and time waste I don't feel like playing more DBD. It is a simple fix that would balance both sides who want to escape toxic behavior. It seems pretty straightforward

    This would be hard to achieve, it would only trigger if all 4 survs are standing in front of the exit line. I barely see that nowadays.

  • @Wezqu said:

    In my opinion there needs to be about 10 second grace period before the abandoning option becomes available to remove the unneeded end game abandonings when the survivor is going to die in few seconds anyway when killer moris. It also would give survivors time to contemplate if the abandoning is needed as some people seem to have it be auto leave when available even when there was not real need to do it.

    There so far has not been good argument to add anymore abandoning options anyway and this is not a good one either.

    What is the problem with that abandoning option? Is this some power trip fantasy that you want to make survivors watch the mori sequence every single time as some kind of additional punishment? If you (the killer) want to see it, you can still see it, there is no difference for you if it's a bot or a survivor. The less time i have to spend watching animations i've seen a thousand times already, the better.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465091/an-option-to-abandon-matches-earlier-than-the-current-one

    It sounds like you just don't like playing DBD much. If you want to quit this much why are you playing? Any game that has player vs player has ups and downs. Sometimes I win and Sometimes I lose. We don't need more quitter gameplay options. We need more players who don't give up as soon as things get slightly inconvenient (im including myself in this since I quit Sometimes but im working on it)

    Honestly i would say you don't play this game very often, because at some point you develop a feeling for how games usually go and i've also seen the animations a thousand times by this point. Dbd-Survivor is a rather slow game mode where you naturally spend time watching your character hanging on hooks or sitting on gens for a great amount of time. There is no need for us to waste even more time. I have over 4k hours, i know pretty well when a game is lost, when it's won and when it's still close to 50/50. If the killer tunnels out someone at 5 gens left, then his friend DC's and then i'm left with another surv and a bot, we still have to do 5 gens against a killer who has a total advantge at this point, there is no need to play the match anymore. I'd rather take the lose and less BP instead of pro forma doing 1 gen and unhook 2 or 3 times and pretend that we still have a chance of winning this game. It's like a show match at this point. And yeah, i could still get hatch, but imo that's a mechanic that usually makes things worse because at some point survivors start to hide to get hatch.
    As i said, it's a bit different for killers, depending on if you have endgame perks. I've turned games around where i had 1-2 hook stages when all gens were done, just by using NOED and No way Out.

  • @AbsolutGrndZer0 said:

    I don't like this map. ABANDON. Why not, eh?

    î've clearly said that the MM ban should still be in effect for early quitters.

  • @cogsturning said:

    It'd be cool if we could advocate for making comebacks possible or having matches feel meaningful regardless of winning and losing. The game is really in a sorry state if everyone wants to abandon two minutes in.

    The tendencies have been there forever (i play since 2020 with bigger breaks in between), i think it's a core mechanic of this game to "suffer", but like Otz said in his latest video, the patience/ frustration tolerance goes down significantly after playing this game for a while.

  • @BorisDDAA said:

    Played Sadako yesterday and someone had 20 hours. MMR doesn't exist.

    It could be a new player who doesn't have MMR yet. Those get matched against different MMR level opponents from my experience

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062192#Comment_4062192

    They're increasingly common in the EU, in my experience. I wouldn't say the game's flooded with them just yet, but there's enough for it to be noticeable.

    When i see a group of non-steam gamers with cyrillic letters the chances of getting cheaters increase heavily from my experience. There were so many games where i wasn't sure but it felt like they had subtle cheats, gen times were crazy sometimes (without any gen perk like deja vu)

  • He doesn't but Oni is generally the strongest (imo) 2v8 killer right now. I know, not in theory, but practically every Oni i verse gets around 3 downs every time he's in power (which is basically all the time in this mode). Survivors tend to group up in this mode which suits him even more than others.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057296#Comment_4057296

    Of course. If someone reaches 8 Regression Events on a single Gen, this is something which is very unusual. In regular gameplay it should not happen.

    Bro is probably hard-camping a single Gen instead of actually applying pressure.

    With certain perk combos i manage to reach the limit on at least 1 gen basically every game. Survs will try to finish a gen that was almost finished no matter what.
    The changes for gen regression and kicking are doing nothing. In fact, gens are flying faster than ever before in the 6 years i play this game.

  • @ImWinston said:

    • Believe me, after a 1-week break from DBD, when I come back I feel really rusty🤣after a 1-year break, do you expect to always win? Play consistently, train and you'll see that good results will come.

    thanks, maybe it's really just that, i dunno

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464156/why-keep-killers-playing-this-game-at-high-mmr

    Ill be honest, I cannot understand how people like you are so entitled to get 4ks as killer. The game isnt meant to get 4ks often at all. I completely doubt youre at high MMR or at least youre totally not meant to be at high MMR. It doesnt amtter if you play Trapper or Nurse. If youre a top-notched player you know how to do well, and you obviously dont do. The game itself hasnt changed much in 2025, besides being even more killer-favored in its core game design. Gen speed hasnt changed a bit.

    i play this game since 2020 and i even participated in smaller tournaments (mostly as survivor though). i 4k-ed most of the time when i were at the top of my game 2022-2023, that's why i'm so "entitled" and have high expectations on myself. Well, all of the survs i play against (the non-anon ones) have high amount of hours, some state they play in teams, a lot of them in swf's (according to their friendlist) which i guess isn't uncommon if you play this game regularly so it is to be expected. there is no mmr-reset i think. i think i know how to do well but what worked back then doesn't work as good nowadays. i guess player skill has increased overall (it would make sense). gen speed doesn't have to change if the band-aid perks or items or maps have changed, which can affect gen speed as well. the pallet density has made the game more braindead imo, while you can play around a lot of them it makes the game harder for m1's who already struggle with map pressure/control

  • @Cassiopeiae said:

    1. How many hours you have is quite irrelevant, there's very good people that barely have a few hundred. Claiming to be good or bad based on how many hours one has or the character they are playing is not accurate at all.
    2. If you came back from a break you won't be playing well.
    3. Gen perks offer little extra speed and require setup, often wasting more time than they save so that's not a problem either.
    4. Are you sure you're tracking gen progress and where people are?
    5. Are you just chasing anyone and then perhaps proxy camping them or tunneling them?

    Even if you think you are in the right it's always best to look inward for more mistakes to get better instead of externalising blame.

    1. it's definitely not irrelevant. while some are faster and some slower learners, someone with 500h will in 95% of the cases not be as good as someone who has 4000h. My experience has shown me this. At some point it doesn't matter as much (say, 6k vs 8k) because you can only learn so much, but there is a reason most comp teams require you to have a certain amount of hours.
    2. true, but i played every day multiple hours. my chases aren't that bad anymore, it just seems that no matter what i do the gens get done and even if i completely dominate (like in my last game), they still made it to endgame and lose then
    3. well, gen perks are still the most used perks in every tournament. i know this is not "normal dbd" but i'm sure they are good as a class, there is just not that dominant gen perk anymore (like pop years ago, then pain res, or call of brine for a while)
    4. i was trying different things, from 3-gen setups to hard-tunnel someone to just go for the easiest kill
    5. hard tunneling is usually the most effective way because the 3v1 is way easier to control for the killer in any case. stacking hook stages on multiple survivors will not win you games, at some point it has to be a 3v1. that's pretty much common sense in the dbd community
  • @diablo916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050727#Comment_4050727

    My Idea is to have survivors be required to build/unboard god pallets and windows. If they choose to rush gens their chases will be weaker and vice versa. Simple core gameplay mechanic that gives them something other to do than jump on gens with the best gen perks. Right now they get everything for free with the most brainrotted perks that give instant value. Zero incentive to learn the game when you can just slap on windows and run to yellow

    WoO has been a braindead perk since ages, but especially since they increased the pallet density

  • @azaxydbd said:

    as a person that play on both sides equally i dont mind this change, killers already have bloodlust and lots of tools to win games and get free hits, some content creators going on perkless streaks on killers so i dont see the problem at making maps more balanced, u could say more pallets = unbalanced, yea if u consider the lowest tier killers, which could just be buffed instead, they recently fixed nurse bug, and u can still play all those top tier killers. as long as those exist, maps should be balanced around them.

    i've barely read a worse take here with so many strange arguments

    • bloodlust shouldn't be an option and if you need bloodlust for hits, you will lose at anything other than the lowest mmr
    • free hits is a survivor problem (if we talk about missplays)
    • these CC are amongst the best killers around and i doubt they do that at high mmr on trapper or something like that
    • a lot of the pallets barely take skill and can't be played around, it's just a "hold w and press space" simulator on many maps
    • i agree about nerfing top tiers (better than buffing low tiers, this will lead to power creep) and then balancing the game
    • balancing around top tiers will lead to VERY boring matches for both sides, but if you don't mind playing against blight, nurse, ghoul 95% of your matches, well… instead of making the game unplayable for lower tiers we should balance around the mid tier for now, until the killers are properly balanced
  • Because this game is frustrating at its core. i came back after a 1 year break and the gen rush is insane. the pallet densitiy makes skill expendable. back then there were strong meta perks to circumvent the core problem. Most perks nowadays feel more like "feel good options" but the anti-gen perks are still the strongest. The problem is, there are extremely strong and oppressive killers and very bad ones who will suffer. Those inconsistencies are the problem, not the perks. You can't balance the game if there are killers who will ignore obstacles and the already weak ones will suffer even more.

  • @ChuckingWong said:

    Running 4 slowdowns on nurse or blight is definetely not meta.


    I dont even know what the build would look like but it would be horrific having 0 aura read on both of those killers.


    Where are you getting this idea that anyone even runs 4 slowdowns as a perk load out?

    Very good killers (for example from the comp or scrim realm) don't run aura perks because it is wasted perk slot for them. If you have good game sense you know what every survivor is probably doing right now, especially in a more restricted comp setting. I still play them because survivor behaviour in public matches can be quite unforeseen and it takes away some of the guessing.

  • Not having too much to say about the changes as i'm not in the loop right now, but just wanting to say your list doesn't really work for me.

    Wraith: Definitely not just micro, a good Wraith doesn't commit to chase unless he wants to lose the game. You have to keep an eye on their injured states, find good ways to approach to get a hit without having to run through pallet city. Its not just braindead cloak-find surv-uncloak-hit-repeat. He is a very versatile killer but i would put him in micro-leaning at least

    Spirit: In order to win with her you need to play territorial. Find a good 3 gen and hook people there. She is really dependent on that because she has low mobility (you need your power to chase, otherwise they mess around with you). Besides that, you need to recognize stealth perks and remember the survs with them, also some survs are quieter then others. You can't just turn your brain off and chase like some people think. Could still be micro heavy, but i would say micro leaning, because her power is chase-based in the end.

    Ghostface: definitely macro leaning or macro heavy. You have to manage your stalks, stalk people for later and leave them, try to stay in power etc., not a micro killer! You don't want to chase with this killer, but approach from behind.

    Plague: She is definitely macro. Not only do you have to infect gens, pallets, vaults etc., but you have to manage your fountains which can make or break your match. You also have to decide if you want to chase or just infect someone. Many decisions to make.

    On the other side - Dredge, Artist and Freddy are not macro heavy (or at least not more macro heavy than others). Looking out for nightfall or blocked lockers isn't really that much of a task and happens on the fly. Artist? She can send birds far away to gens or hooks but what is macro about that? She doesn't need to manage much and 90% of her power is pure anti-loop. I dunno much about new Freddy, only played against him so far but i wouldn't say he doesn't require that much macro either, as his powers are chase/stealth/stalling focused and mostly passive.

  • During the event, survivor feels unplayable. When i play killer, i 4k basically every game, especially now that most of the good survs have left again. I struggled with killer when i came back a few weeks ago but i just wasn't used to the extreme boring high mmr killer meta yet again (which is tunneling the first surv out like a bot, play territorial and proxy camp to punish bad unhooks).

    Survivor on the other side? I played against 3 Ghouls, 2 Nurses, 1 Blight, 1 Pryamid Head and 1 Dracula - all except one Ghoul-game we lost (4k or 3k with hatch). I know, solo surv has always been the hardest mode in this game, but it is just miserable right now. There is absolutely no reason to play this mode besides the low waiting times. It also seems like MMR doesn't exist during the event, surv skill is all over the place.

  • Survivor: "another skin for her??"
    Killer: "your killer takes no skill, just good headphones and thats why i DC/ hook-suicide!"

  • For me its the opposite, could also be due to my killer getting hard-countered by survivors ability (quiet mode). Survivor on the opposite is going quite nice. I had a few solo escapes this morning. Personally it seems like the game is shifting towards survivor again, with many recent buffs (especially barely any DCs now) making games harder for killers.

  • there are bots 100%, i just had an Yui who would point the flashlight at me whenever i was near to her, this is a behaviour i only know from bots.

  • @ScndCitSlyr said:

    Lol bro, if you took 6 months off your mmr has reset to bottom of the barrel. You dont just keep your mmr level if you take a long break. You're whole novel u typed is BS. NOTHING about it makes any sense yo anyone thats been playing the past years up until now. I'm simply going to say that you absolutely suck and you bettwr get good or get left behind because if you're not 4k bottom mmr teams thats just pathetic.

    The MMR didnt get a reset obviously because the guys i was playing against have around the same amount of hours that i do (starting at 1500h and going up to multiple thousands) and i even played against a polish comp player, so better stop yapping if you have nothing to say. This post was obviously a bit of a rage post after losing a few rounds, my main problem was that i wasn't yet adjusted to the absolutely boring high MMR killer routine of DBD, which means tunneling that first hook out like a maniac. And yeah i'm also just rusty after 6 month break, which is normal in a game with many mechanics and knowledge checks.

  • @MagicDragon said:

    …is an argument to nerf tunneling. You're not meant to consistently win games, you're meant to win some and lose some; to be inconsistent.

    If the game got balanced according to your statement, it would mean that in EVERY match tunneling would be present, because without tunneling it would be impossible to get even a single kill. So you would heavily punish all the killers who don't play sweaty and force them to also hard-tunnel every game.


    If you really win every game as killer then it means you're either just better or not at your highest MMR yet. Experienced Surv swf's should be able to deal with any kind of killer except the s-tier ones, depending on the map. Solo q is a different problem, but that has nothing to do with tunneling killers.

  • Same, i restarted the game and Steam multiple times but they aren't there

  • I think this refers to it being a perk that used to carry many killers. Especially with the current "kills equal skill" mindset, this perk can be viewed as unhealthy. It's probably the only real gamechanger perk that can turn a whole match around and gift you kills without much effort, which is the reason it used to be a crutch perk for mediocre killers. It also synergizes well with the current slug meta. I think it's much more bearable nowadays though.

  • It used to be a crutch perk before it's nerf. The problem with it concerns the same territory as the "kills equal skill" argument - players can get 2-3 kills in endgame because of an unforeseen, quick snowball but were outclassed the whole match before endgame. Does that equal skill? Should that killer be allowed to play against better opponents now?

    Back then, many killers stopped getting better because this perk would do all the work, but the few times I've seen it the last weeks it was cleansed pretty fast

  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882831#Comment_3882831

    Kills makes sense for Killer but escapes for Survivors doesn't really make sense

    BHVR never communicated a clear win condition for both sides.
    It also encourages an unhealthy playstyle that is much more unfun and braindead for both sides.
    Having 6-8 hook stages but 0 kills can be a good performance (depending on the killer, map, loadouts etc.), it all depends on the perspective - if we see kills as the only goal than this killer has failed, and this also leads to other conclusions: we need to do something about tunneling - nerf it and re-balance the game around this change.

  • I think they just check the current amount of players joining servers and then they add the bots. I've always had either 1 or 2 bots. I don't think there is a hard rule for this. Especially on the first day everyone wants to try the new killers, i mean survivor hasn't changed, it's the same as before basically.

  • I've seen a few doing good though, but yeah he is on the weaker side of the 2v8 roster

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882868#Comment_3882868

    I personally don't mind playing with bots, i think they are suited to 2v8 gameplay, because most of it is repairing and healing and if you get double teamed by a killer, a bot or real player will go down the same way anyway. To me, that just exposes how monotonous playing survivor is in this mode. I think it's just a glorified BP farm.

    I can understand why people don't want to play with bots though, but their decision to add bots made sense to me. It doesn't seem to be working, which is why i've come to the conclusion that 2v8 is a lost cause.

    Yea, "BP farming" is a good point. Since killers are so strong in this mode and often team up, chases are rather short and not very engaging. All you do is basically repairing, unhooking and healing. I still like this mode more than chaos shuffle or lights out.

    They should have added a greater variety of classes and killers though. I still see a lot of Blight and also 2 Trappers today (and 1 Slinger). I love playing buffed Spirit, but not with those queue times.

  • The bots behave even worse than in normal mode. They barely touch gens (which is something they usually do in normal mode), they always prioritize unhooks and healings instead of finishing gens that are at 95% and they cancel their action whenever they're in a terror radius.

    I don't mind them not being world class at looping, because this is probably hard to program right, but they should at least focus gens and not just running headlessly through the map.

    Besides that, lobby times for killer haven't changed at all (17 minutes, EU)

  • It seems like i only see 30% of the whole roster, most of them Blight and Wesker and i really would like to see less of those 2.
    I'm also tired of Pig because they always seem to use their best possible add ons and they often play kinda cheap (toxic in other words).

    I haven't seen Trapper or Hag in ages. Not sure if i want to see trap-based killers regularly, but it's telling that no one plays those anymore. I haven't seen Artist and Plague for a long time too.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882375#Comment_3882375

    Maps arent that bad, most just dont know how to identify tiles and how to play them. Yh if its Blight or Spirit its hard, but that was always like that.

    But lets take a normal killer with antiloop like new freddy. Had a game on midwich, funny round bc everyone was a streamer (well with around 2-3 watchers) except me. My team got demolished, but then i got a good chase and we barely lost with all gens done.

    So i watched the match on the killer stream and no wonder they got down so quickly. They had good perks and seemed experienced, but they greeded hard, took a hit and ran to a weak pallet instead of a strong one, never predropped etc.

    Midwich is killersided but my long chases were not that hard. No 50/50, no great mindgames, i just ran to the strong pallets/windows, used the double pallet infinite, played clocktower correctly, etc. But half the playerbase does not even know what that is...

    i agree that survs will get better over time (i've just started playing again in winter after a longer break) once they get used to the new tiles, but i still think they're weaker than the stuff we had before. I can also understand why they made the maps smaller, but it also helps the already strong killers.
    Generally, killers are more skilled because they usually had to spend more time and energy to get good while as a surv you got carried a lot by simple strategies. With players heaving increasingly high hours (i don't know the last time time i've seen someone with less than 750 hours), this is getting a real problem. I don't know if its just my games but the current survival rates can't be healthy for the game, long term.

  • @iOverSpray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882450#Comment_3882450

    You don't have a comparison to dbd game play to claim others aren't missing out (leatherface isnt the same). Spawn traps on nuketown are stupid fun! Just an opinion but to me It's mind boggling to abolish viable killer strategy by changing core mechanics without compensating both sides.

    Balance doesn't mean "compensating both sides" every time. If there is an issue with a specific playstyle that was often used to BM people or make their time miserable for whatever reason, they can just nerf or delete it. Facecamping was barely used as a valid strategy to win games, proxycamping still works if you want to play like that. Also, the meter is very generous, you can still hover around the hook if you're not doing it for the full time of the hook stage

  • Sry but 80% of the public games are killer sided. I have 4k hours, i barely lose as killer (noted that i'm not highest mmr on most killers, but definitely on my 2 mains as i'm constantly playing against survs with mulitple thousand hours). It all depends on how sweaty you play as killer. If you tunnel, punish mistakes (like too early unhooks) and bring a very good build then nothing except a very well coordinated swf or a bad map offering can stop you.

    Surv on the other side? I haven't escaped in 10 matches today (except one hatch escape). It doesn't look better on other days either. I'm playing mostly solo, but even when i play with a friend the difference is minimal. I play good builds but the very good builds only work when you play in a swf (StB, Reassurance, Deliverance etc). You're much more dependent on luck as surv (teammates actually playing the game, good map, killer who isn't sweating like crazy)

    The biggest problems are the map changes. Maps are much smaller and 90% of the pallets don't do anything anymore because any killer with experience can easily outplay those 50/50s. Yes, regression-perks are weaker but chases are much shorter nowadays. Playing surv is not as bad as it has been some time before, but it still feels like an uphill battle for me, meanwhile as killer i have a guaranteed 2k every game, even more depending on the amount of mistakes i make and how sweaty the survs play.

  • @JawsIsTheNextKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882235#Comment_3882235

    Civ 6 sucks though have you seen that UI? I'll stick with the previous one thanks

    Civ 4 is still the best though

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876011#Comment_3876011

    Saying that most SWF's aren't on that level is basically saying that it is fine if your enemy has a nuke, but doesn't know how to use it, while you have only assault rifles. They have every advantage against you, but don't concern yourself with it, they are stupid anyways.

    If SWF isn't a problem, then might as well make the aura of every survivor show to each other at every moment, as well as generators, chests, exit gates, and totems whenever someone touches them. Also, show the killer's aura to all survivors whenever a survivor is looking at them. That's basically what comms allow in a nutshell, which takes away all agency from the killer.

    Have you ever actually played on comms? Because your suggestions are WAY beyond the capabilties of swf. I don't know if you ever tried to call out the killer or tried to meet with your surv friend somewhere on the map, but it's actually much more time consuming and prone to errors than just seeing a yellow aura and run to that like an AI bot. I can assure you, from my experience of 5 years of DBD, that most players are incapable of coordinating correctly or even using clock callouts. I've played in a comp team for ~1 year, and learning how to coordinate efficiently was by far the hardest part, as well as calling out correctly. Most of the players you will meet in public matches are far away from that level.

    I'm not saying there is no difference compared to solo q, there is a big difference, but people acting like every swf on earth is some death squad that's impossible to beat is nonsense. You can even abuse some of the common swf mistakes like altruism, if you're in the mood for that. Apart from that, i've seen solo teams with formidable players who beat me by a mile just because every chase was so hard. One of the main strengths of swf is that it is often a coalition of good players who play to win and don't give up first hook or even DC. One of the main weaknesses of solo q is that you play with random people of different skill levels, some playing to win, some not touching gens, some doing challenges, some want to meme etc etc….

    Besides that, you could apply the same nuke-logic to some of the killers like Blight, Nurse or other S- or even A-tier killers which are used by some players for insane win streaks (high hundreds/ low thousands won matches). Most blights you will meet online are mediocre and beatable, but play against some of those comp Blights and it's almost impossible to get outs against them.

  • @BloodBird said:

    This was a challenge I did with my friend, we competed to see who could do the best, we scored points per kill with ties allowed so if we both 4k it would be a tie. I told him he could be as sweaty as he wanted, tunnel camp you name it, and I won't tunnel in any game even if its the only way to get a kill. We took turns where one person picks the killer and the other person the map, so sometimes we picked good maps and sometimes bad ones to make it harder for the other player.

    I played Freddy twice cause we originally did this before his new update came out.

    These are the results of my games.

    https://us.v-cdn.net/6030815/uploads/RS45SBPLH8QW/basekit-killer-challenge-results-2.png

    Since you have an individual MMR for every killer, it's kinda hard comparing these results to anything (to your friends' results/ to the DBD playerbase). I mean, it's fine just as an personal experience, but these data can't be used to prove or disprove anything regarding the game balance. When i play my mains like Spirit or Wraith, i usually get very good survivors with thousands of hours, but when i play someone like Trapper, they often have like 500h because i just play him to meme with traps and let a few people escape in the end.

  • @MooGoesTheTree said:

    9 years later and SWF is still untouched. It's asinine to ignore the issue when they got all the tools and experience in hand. Killer leaving the first chase only for the killer to get outchased again by another because there is no weak link in the group.

    4 or 3 good players can already decide the outcome for the match. If 2 and 2 survivor parties in a group are evenly matched, or sometimes even 4 solo queue survivors? Good luck, killer, you'll need it.

    It's about time for SWF to receive some nerfs. Debuffing the team is the only option.

    You should really play survivor more often, my escape rate is about 1-2 every 10 matches (Solo queue), and i have over 4k hours in this game. Stop pretending like killer is hard nowadays, i recently did old Tome challenges for killers i barely play and i 4ked every game. Yes, a SWF with no weak players is obviously strong, but killers pretending it's impossible to beat those often do big mistakes if i review their matches.

  • @Aven_Fallen said:

    Is this another Huntress-Skin situation where people just bought the skin because it gave an advantage and are now mad that this advantage was removed?

    Spirit is bugged since a while, you can hear her moanings and wah sounds in phase which makes tracking around the husk on shorter loops quite hard. So obviously people where happy she was well playable again after the release of this skin.

    I really don't like this resentment against Spirit/ Spirit players in the DBD community. People (who never play her) think she is some kind of "ez win" killer because she can't be looped the traditional way, even though she got nerfed hard and is not even an S-tier killer anymore.

  • Complete opposite for me. I'm playing against Freddy every third game and it's an insta lose because people give up immediately and they made him the typical solo q noob stomper that he already was years ago, easy to play and comparatively oppressive. I wouldn't be surprised if he is No. 1 on the next killer-killrate list.

  • They drastically need to buff solo queue. With the recent killer buffs and map changes, teamwork is necessary to escape. Before that, a single very good surv could decide the match.

    Killer skills have also gotten much better. You rarely see real "babies" playing this game anymore, if you're not on a fresh account. Survs on the other side are much more dependent on each other than 2 years ago. I think the "go next" epidemic is a symptom, because this hasn't been as much of an issue in the past as it is now.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868300#Comment_3868300

    I would not generalize that. Many people fall into that mindset and think its fact for every game. Its not. I learned that over the 4k hours I played.

    I have also over 4k hours and this was my experience. There will always be outlier-games, but given that you play against experienced survivors, they will punish you for not tunneling. Managing 4 survivors is impossible in late game (1-2 gens left), that's why every comp killer plays exactly like that. Sure, if your game goes well and you get 3-4 hooks before they even finish a single gen, i would also start playing chill, but nowadays this barely happens to me. There was a time where this was possible more often, but lately the game has shifted a little bit more towards survivors again (with perks like Deja Vu becoming meta).

    They need to implement incentives to go for all survivors (not just band-aid perks like Grim Embrace that aren't even among the best to begin with) and punish tunneling more, then balance the game again - i would love that, because i hate tunneling, but it is unfortunately the best way to win.

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