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sonata93

sonata93

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sonata93
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  • Yes, but it balances out. Say you go against a survivor and the chase is extended due to a use of Lithe… add up all the tokens from Pain Res and the time gens are locked with DMS… how much time in gen repair is lost to that? Not to make it an “us versus them” argument, but you gotta admit, the killer meta is just as frustrating to go against as it is to go against 4 exhaustion perks in a lobby.

    2-3 mins is very generous. Sure, top MMR/P100 survivors you may get that, but mid MMR/casual players, an extra 2-3 mins due to exhaustion perks is unrealistic. I say this as a survivor who runs Lithe and whilst I’m fairly “good” at the game, 2-3 mins chase is unattainable for most players. A P3 Meg running Sprint Burst is hardly going to lose you the game.

  • RE. Exhaustion perk discussion…


    The only killers that are truly punished by exhaustion perks are older killers who heavily rely on M1 and don’t have much anti-loop ability (Pig, Ghostface, Wraith, etc). If we nerf exhaustion perks based on that, the newer (already more powerful) killers will benefit significantly. Imagine going against a Ghoul or Blight with no exhaustion perks? Ggs. You can’t balance a game based on killers released years and years ago.

    Instead of nerfing survivor perks, rework some of the older killers to make them more viable with the current iteration of the game.

    Idc what anyone says, exhaustion perks are in a healthy state. They always have been (except old DH and pre-exhaustion mechanic). If you think a 2 second speed boost is game breaking…

    Hey, us survivor mains have endured Pain Res/DMS for years now, if that’s staying, it’s only fair we get our exhaustion perks.

  • I get where you’re coming from, but the easiest solution is to just push them out. They’re quick to leave once you start getting hits on them.

    Personally? I use the time to traverse the map and break pallets/walls or even close hatch for extra BP’s. In reality, you’ve queued for a match, waited in a lobby, then played a match that typically lasts 10-15 minutes, is an extra 30s really the end of the world?

  • Looks-wise, it’s one of the best maps.
    playability-wise? Awful. Genuinely the worst map in the game regardless of side. Put it this way, I’m a pretty decent Dredge main and I got ONE hook on that map in a match the other day. Survivors were a a P100 bully squad, mind you, but the map certainly didn’t help.


    It desperately needs RPD treatment and split into two maps.

  • Lol. Would you like a list of all the survivor perks nerfed because killers asked for it?

  • I agree with everything you said.


    I get “tunneling” can be viable, and sometimes, a way to create pressure. Say a killer only has 2 hooks and 3 gens have popped, I get it. Or when survivors bring it on themselves and aggressively use endurance, Will to Live, OTR, etc to take hits. Fine.

    What I don’t get is when killers are clearly higher MMR than the survivors and are stomping them but still tunnel. You have a couple survivors on death hook and only a gen or two have popped, in this instance, tunelling just feels cheap and dirty and an easy way to win.

    The response I know will be “get better at the game”, “make tunelling harder for the killer”, “there are anti-tunnel perks” etc. working on that logic, the exact same thing can be said to the killer…

    getting stomped by survivors and gens are popping quickly…? get better at the game. Getting gen rushed…? Run gen slow down builds. There’s literally a counter-argument to all killer excuses for hard tunnelling. Let’s not sugarcoat all instances of tunnelling as a “viable strategy” when we all know some killers do it just to be toxic(not all, I’d like to emphasise that).

    one final thought on the subject of anti-tunnel perks. When tunelling killers say “there are perks to counter tunelling”, tell them there’s perks to counter “gen rushing” which is why you seem the same perks in rotation constantly (Pain Res, Oppression Ruin/Undying, etc). And yes, I know gen slow down is popular due to “gen rushing” and is essentially a bandaid fix for a core gameplay issue. However, consider why you see so many survivors run so-called “2nd chance” perks (WtL, DH, OTR, etc)… same thing.

  • Horrible killer to go against. Ridiculous map mobility and his cooldown is non-existent. As others have said, his chase’s are so predictable…

    Leap across map and find survivor (ridiculous auto aim gives you a guaranteed free hit), then simply leap and body block a vault/pallet. Wash, rinse, repeat.

    I also never really got his inclusion in the game. Don’t get me wrong, some non-horror IP’s have come into the game before and have successfully matched the tone of DbD (DnD, Alien, etc). But Ghoul just feels so dissonant to the game - and by all accounts, isn’t particularly lore accurate/faithful to the original.

  • At its core, the game isn’t broken/imbalanced as people make out. It actually gives both killer/survivor a fair chance at winning.

    The imbalance comes from the individual, not the game. It’s sweaty playstyles (bully squads, tunnelling, etc) that make the game feel unfair and unfun. I also think perks have become oversaturated and we need a meta shake up again. Or better yet, try to create a more even playfield in terms of perk strengths so that we see better variety.

  • Castlevania absolutely belongs in DBD. The original franchise is rooted in the gothic horror genre. I know the franchise’s iteration of Dracula is only loosely based on Bram Stoker’s gothic icon, but he’s still a version of one of horror’s most iconic and pioneering antagonists. It’s not even up for debate.

    I say this as a Star Wars nerd… Darth Vader doesn’t belong in DBD. Whilst the sci-fi genre has already appeared in DBD (Alien, Stranger Things, End Transmission, etc) they lean more into the horror aspects of the genre. Star Wars leans far more into the epic/adventure style genre. My issue with Star Wars being in the game is that I’d feel DBD crossing over into Fortnight territory.

    I know Lara Croft is more “adventure” and some people argue she doesn’t belong in the game. However, Lara Croft is the embodiment of “survivor” and an argument can be made that some of those games certainly brush shoulders with the horror genre. Lara fought demons, monsters, other-worldly beings, so her being selected by the entity isn’t exactly unrealistic in terms of her lore.

    I know DBD has become less and less horror in recent years, but I think adding completely non-horror franchises to the game would be bad.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078127#Comment_4078127

    Respectfully, friend, may I ask you to share a little bit more about why you believe his current power is a relic?

    Generally speaking, I have a strong preference for Old DBD. I think it was an overall better experience than the game we have today, and I would happily return to it if it was possible to do so. I dare say I have a good grasp on the finer details of Old DBD and, frankly, I don't think current Freddy has anything to do with it, really.

    I would argue that it is the opposite, in fact. That the lack of unique mechanics and overuse of what essentially are recycled abilities are characteristic of the modern DBD.

    Of course, I can explain what I mean. Thank you for being so respectful.

    In my humble opinion, “new” Freddy’s power is kinda awkwardly shoehorned in. The same thing happened with Myers and how he’s uncharacteristically and very much uncanonically become a dash killer. Most of the newer killer roster over the last few years have had powers that have been mobility/anti-loop focused. Freddy was released in a time when the game was still designed for survivors playing stealthy. These “reworks” of older killers seem to just remove any of their unique traits and awkwardly put powers on them that are characteristic of newer killers (Myers is essentially a buffed Chucky, for example).

    It’s not just Freddy; Trapper, Hag, Wraith, Ghostface etc all have powers which just don’t translate into modern DBD very well. BHVR can “buff” them all they want but their powers are fundamentally flawed and were designed in the days when people played this game very differently.

    I agree though my friend, I too miss old DBD. Don’t get me wrong, there were some aspects that were broken/unfun to play, but the game feels less and less like a horror game these days.

  • @Straywoods said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077408#Comment_4077408

    I despise escapist's! They take no skill, just a tap of a button, and they gain distance to a new looping spot.

    sure, no skill, but can’t the same be said for some of the killer classes? Doesn’t one of them literally buff you (haste/aura read) for the opposition completing their objective (gens)?

  • I was enjoying 2v8 until it became Zombiev8. Seeing Nemesis every damn match has become so stale.

    99% of the time it’s predictably either a Nemesis and Chucky or a Ghostface and a Nemesis. I loaded into a 2v8 last night and got (surprise surprise) Nemesis and a Wraith! First time I’ve ever been actually happy to see a Wraith.

  • Ghostface is unanimously considered a weak killer. The only chance of any victory with him is if you spawn into Lery’s or Midwhich. He’s so easy to break out of his power that he basically becomes an M1 killer on an outdoor map with even semi-decent survivors.

  • I dislike playing against him. Not because I think he’s overly strong or anything, he’s just “there” if that makes sense. He stomps newbies but that’s only cause they don’t understand how his power works.

    Here’s the issue with Freddy: his power is mid at best. The fake pallets are easy to spot a mile off and you don’t need to be a god-tier survivor to recognize them. His projectile is kinda “meh” and gen teleportation is probably his only redeeming quality. But when you have high-mobility monsters like Ghoul and Blight in the game, the gen teleportation seems kinda mid, too

    He essentially suffers the same issues as the likes of Pig, Ghostface, and Trapper. Their powers are good on paper, but are so easily countered that they just become M1 killers. I think even with his rework, he’s a relic of old DBD. Killer design nowadays lean far more into anti-loop and passive match slowdown because it counters survivor play styles. Older killers were designed for an iteration of DBD that no longer exists.

  • I’m sorry but this anti-BM concept for the new killer is utterly ridiculous. This game is 10 years old… why now? Why add this very specific anti-BM to this killer? It makes no sense.

    listen, I don’t condone BM’ing. You don’t catch me teabagging at exit gates. However, they’re also forgetting killers can BM too (hit on hook, nod at you, deliberately leave you slugged to bleed out, etc).

    Here’s some ways I’d tackle BM’ing. These would be core gameplay mechanics so not exclusive to one character.,

    • survivors who crouch repeatedly at exit gate will activate something similar to blood warden and the exit gates will block for a certain time frame.
    • If you’re hit on hook 3 or more times, you get the option to self-unhook, regardless of where your unhook meter is up to.
    • If you’ve been repeatedly slugged or all survivors are downed and none are hooked. You get to recover from dying state.
  • I actually really like the concept of Boons/Invocations, I just think they’ve caught such a bad rep that BHVR have decided to sideline them.

    I think Invocations are probably a nightmare to balance. How do you design it so that the trade off for the survivor (being in basement for 60 seconds + being broken for the rest of the match) is actually worth it? But then they can’t make the effect too powerful because, unlike Boons/Hexes, once the Invocation is complete there’s no way to counter it. Sure, one survivor is permanently injured, but that doesn’t mean much if you play a killer like Legion/Plague/Ghoul, or if the survivors a good looper. Most survivors who are at least at an intermediate skill level are comfortable with being injured.

  • I think it has been requested in the past, but I need a Supernatural DLC with the Winchester Brothers as survivors.

  • It depends on the context.

    I recently played a SWF with a friend who’s a Mikaela main. The killer refused to even injure her the entire match as the killer had a Mikeala charm on the hook. She played quite sweaty with the other 3 of us and even tunnelled a Dwight out early game. My friend thought it was lame as she just wanted to play normally.

    I once had a game against a Ghostface who had a pride charm on his hook. When he saw mine he was teabagging/nodding. He played normally, but gave me the hatch at the end.

    The first example is favortism to the detriment of teammates, the second is just a wholesome moment between two players. When I play killer, I never deliberately avoid a survivor unless I know they’re insanely good loopers. When I do 4k, I always give last survivor hatch unless they’ve been toxic. That’s just a rule of thumb for me. The other exception may be if MMR screws someone over and I get a baby survivor in my lobby. In that context, I will play nice as it’s not fair that MMR puts these people in matches which they’ve lost before they’ve even loaded in.

    So I guess (long answer short) a little favouritism/wholesome interactions are okay. Outright keeping one survivor alive just to tunnel/kill the rest out isn’t very sportsmanlike. I also hate it when a game turns friendly after you’ve died… you die with like 20k BP’s whilst your teammates get to farm. Not cool.

  • That’s DBD for you… release an insanely overturned killer, receive unanimous feedback from the community that they’re OP, do “quality of life” and “bug fix” updates that don’t actually address the core gameplay issues with said killer.

    We’ve seen it previously… Spirit, Nurse, Blight. We’ve been saying Blight was broken for years and he only JUST got some actual meaningful changes.

    On the flip side, Fast Track gets overtuned/buffed, feedback is given, and a matter of weeks later it gets addressed.

  • I don’t mean to sound contrary, but I feel Nurse is in a fair spot… well, as fair as she can be without gutting/reworking her power.


    I remember the days of Starstruck/Infectious Fright nurse where her M2 could insta-down. Those were dark days.

    I used to despise her, but the more I’ve played the more I’ve learnt to path differently around her and break line-of-sight. Without clear sight of you, her blinks are essentially guesses.

    I’d take a Nurse over a Ghoul any day.

  • @AGM said:

    They nerf 1 clearly overtuned survivor perk and some people are hysterical, meanwhile survivors just got another brand new base kit feature to see your teammates perks and people are still complaining that the devs only listen to killers? This is absurd.

    The new feature of showing perks is hardly this huge “buff” people think it is. Not saying you called it a buff, but that’s the general consensus I’m seeing.

    Here’s the thing: players with experience can usually work out other survivor perks by process of elimination. Also, you’re already aware of other survivor perks if they directly impact you (We’ll Make It and Empathetic Connection come to mind as you see the little blue icon to tell you the perk is in effect). Same goes for Boon perks.

    Seeing other solo-queue players load out in the lobby would be cracked as you could bring perks to synergize with one another. For example, you see someone bring COH, you could bring healing perks. But… as that’s not the case, I don’t think this new feature is really a big deal.

  • survivor perks be like…

    Cleanse/bless a totem, rummage a chest, repair a generator, and fully heal a teammate.
    The next time you’re within 20m of the killer and a teammate becomes exhausted, you gain haste for 3 seconds.

  • Old Myers needed a buff, that’s for sure. But the rework is horrible to go against. If you’re being chased by him and hear the T3 sound cue, you have two options: accept your fate and hope that you last longer than 10 seconds, or, drop every pallet in site which he will just shred through and use all valuable resources in a short space of time.

    His rework is also remarkably discordant to his actual lore. At least old Myers was lore accurate.

  • I miss the days when perks were simple in design. Nowadays, particularly with survivor perks, it feels like there’s really specific prerequisites to get some (if any) use from them. That’s why I think so many of the perks from the last couple years have such poor pick rates. Why would anyone run oddly specific and niche perks when the likes of Adrenaline, Lithe, Kindred etc are all part of the base game?

    Look at Lara’s perk “Hardened”… complete these two side-objectives (cleanse totem/rummage chest) to get the pay-off of not screaming. Oddly specific considering screaming isn’t part of most killer’s powers, and you only see scream perks on specific killers/builds. Statistically, there’s a good chance you could run this perk and get absolutely no value.

    Whilst I’m a firm believer that meta perks should have prerequisites to activate, I think a perk can still be simple in design and worth running, without being game breaking. Thats why you see the same perks over/over again: they range from meta, to situational/mid, to pretty useless.

  • Clown. I dislike everything from his visual aspects, audio (that god awful cough), and most of all… his power. The screen effects from his vials give me a headache alongside his chase music (which is just noise, essentially). I always say BHVR do a fantastic job on original chapters but I’m sorry, I personally think they dropped the ball on this one. Of all the scary iterations of a clown you could do and they chose him… it doesn’t help that most Clowns I go against (not all, before people jump on me) are really sweaty and play casual DBD like it’s comp level.

    Survivor: Taurie Cain. Her character design give me the ick.

  • @Anti051 said:

    You have perks at your disposal if you tend to find yourself in a bind on the hook. Just because you can be hooked 3 separate times before death does not mean you are entitled to it, considering how fast a match can end (and especially considering the pallet density increase, game-breaking second chances and an already bloated survivor base-kit). You needn't have more.

    Respectfully, what is “bloated” about the current survivor basekit? The addition of basekit Borrowed Time was one of the healthiest choices for the game. Being able to grab off hooks and down survivors straight off hooks was ridiculous. Completely un interactive and frustrating gameplay. The survivor hud only gives basic information; solo queue still struggle with team coordination.

    You also need to remember that around the time when these “bloated” base kit things were introduced, killers received multiple buffs. Gen regression was buffed and the broken second chance perks (DH/DS) were heavily nerfed. So much so, DH is essentially a completely different perk compared to its old version. I’m still not sure which second chance perks are “game breaking” because I’d argue DS is much weaker nowadays (hence the lower pick rate) and DH is powerful, yes, but no longer “press E to win”… it now requires skill and timing.

    Telling survivor to use “perks at their disposal” to counter gameplay issues is exactly the same as telling killers to run gen slow-down to counter gen rushing. Perks are just bandaid fixes for core gameplay issues. Look at BT…. Literally nobody runs this perk now because, at its core, the perk should’ve been a core gameplay mechanic from day one.

  • I’ve always said that WoO gives you the “easy” way in terms of spoon feeding you all pallets/windows. However, even WoO can’t hide poor skill. Sure, the perks tells you where these locations are, but only a skilled survivor actually loops them properly.

    Equally, an argument could be made that WoO is a bad perk for new players. I’ve seen many a time new survivors running this perk and thrown down every decent pallet on the map before the games even properly begun (at a detriment to their teammates).

    Sure, it’s a “clutch” perk but only really problematic on skilled survivors. Low-rank or even mid-tier survivors just use it to throw pallets down.

    It could have a cooldown to make it less powerful. For example, the first time you drop a pallet in Chase or vault a windows it goes on 20s cooldown. The problem with this, however, is that it opens up discussions about 5 Steps Ahead. You can’t really nerf one without nerfing the other as 5SA essentially does what Windows does, just with less range but the added bonus of throwing pallets quicker.

  • He’s too map dependant. Playing on a map like Leroy’s or Midwhich is ideal for Ghosty. Load into a game on Coldwind or Eyrie? GG. On map’s where survivors have clear line of sight and can break him out his shroud easily, he’s essentially an M1 killer.

  • Anti-tunnel perks (Will To Live/Off The Record) are disabled in the end game. The built-in anti-camp mechanic is also disabled in the end game. Considering these facts, the end-game is already killer favoured. If survivors are able to pull off a rescue in the end game with all these odds stacked against them, then so be it in my opinion.

  • I love Blood Warden.

    I’ll never forget when I was a baby to the game and went against a bully squad. I managed to get a down and hook with NOED in the EGC. They had BT and DS (back before it deactivated once gates were powered). They got the save, ran to the exit and were taking hits (after cleansing NOED) Teabagging, flashlight clicking, etc. I had inadvertently timed it so that the BW timer still had some left once the EGC timer had finished so none of them could escape. It was their own fault as they’d made sure to stick around to spam vault things and just be general jerks. It felt so good! They gave me grief in the EGC and told me to “get good” and that “perks carried me”, but I really didn’t care as they just weren’t expecting it.

  • Alert! Nobody talks about or uses this perk enough, imo. You get information on the killer every time they complete a break action (generator, breakable wall, pallet).

    It’s so useful both in and out of chase; when you’re working on a gen you see them on the other side of the map and get a good idea of where they’re heading, or it provides a wall-hack mid chase.

    It’s a multi-purpose gen reading perk and you’re granted value out of it every time. No prerequisites or annoying perk activation actions. Just a simple but effective base-game perk.

  • this is why chaos shuffle was so healthy for the game.

    whilst it would be great as a solo-queue player to see what build others are using, as other have said, some players would get grief for using certain perks (No Mither, Invocation, Left Behind, etc). This is why SWF can be so effective, because their perks can be organised and have synergy with each other.

  • @[Deleted User] said:

    You have to wonder at the financial state of BHVR considering the shiny object syndrome leadership has with these other projects (Deathgarden, Meet Your Maker, Islands of Insight) and every other chapter being licensed for years now.

    DbD players have come to accept it, but DbD is wildly buggy for a mature game, and you don't really notice how shaky the foundation is until you play another live service game and realize it's not normal for 20 things to be broken for months at a time. If DbD starts to bleed players, BHVR is cooked, and they're clearly taking it for granted considering how buggy the game still is in 2024.

    I completely understand the frustration from employees. I would be pissed off if resources were being diverted to bizarre DOA projects and layoffs were happening because the bizarre project flopped.

    I’ve always thought this, too!

    My sister got me in to DBD back in 2019. I remember when I first started playing SWF with her I assumed the game was fairly new and in development stages. When she told me (at that time) the game was three years old I couldn’t believe it!
    As great as the game looks and how much new content we get, it’s pretty crazy that all these years later there are so many goofy bugs that are just “part of DBD”. When you actually look at it diplomatically, it’s pretty crazy that a game in its eighth year is as buggy as it is! As you said, when you take away all the chapters, skins, content etc, the foundations of the game are still pretty rocky.

  • @CountOfTheFog said:

    The Entity is a Spider. It would be ridiculous to add a Spider killer.

    why would it be ridiculous? That entity manifests as a spider-like form in some instances, but you could argue that Dredge is even closer (thematically) to the The Entity than a spider killer would be. A malevolent force that feeds off fear an anguish? Lore-wise, it’s very similar…


    Remember, this is the same game where you can get mowed down by Bubba’s chainsaw and with a heal from your teammate and you’re back to full health. I don’t think introducing a killer which somewhat resembles the entity is all too ridiculous, all things considered.

  • cool list which I agree with for the most part!

    the one I’d be inclined to disagree with is Lerys being killer sided. Hear me out: this map has a lot of unsafe pallets, however a lot of those pallets are right by windows/vaults so it’s super easy to just chain on this map. If you go against a skilled survivor on this map running WoO, it’s super easy for them to juice a chase out of you. It’s not like Dead Dawg or Greenville which have similar unsafe pallets, but it can be really easy to get caught in a dead zone.

  • its a very good perk, I agree!

    However, going against a killer with no Hex perks it’s kinda redundant. Most players don’t go out of their way to cleanse full totems so by the time you’ve found a totem, cleansed it, then got in a locker, you probably could’ve just used a med kit or got healed my another survivor. It’s cute though, and I’ve had some pretty clutch heals from it.

  • I find these kind of threads funny as you only mention survivor toxicity…

    Killers can also teabag and/or emote (nod, spin, etc), deliberately leave you to bleed out on the floor, pretend to give you hatch then close it in your face, hit you on hook… the list goes on.

    instead of saying “survivors are toxic” or “killers are toxic”, can we not just universally agree that toxicity in this game isn’t exclusive to one “side”. Toxicity is bad for the game regardless of whether that’s a killer or a survivor - the side they play on has nothing to do it with it because as we’ve seen, players of both sides have shown equally toxic and unsportsmanlike behaviours, fact.

  • I enjoy it because if I try running a fun/gimmicky build in normal mode, I rarely get any value because you’re up against people running fully meta loadouts. The game becomes unfun because whilst I’m trying to have fun, everyone else is “playing to win”.

    the great thing about Chaos Shuffle is that you know every other player is also at a disadvantage, too. So it allows you to get value out of the 4 random perks because you’re not going against sweaty meta because the other survivors/killer also probably have some useless/niche perks in their loadout.

  • Aesthetically, they’re super cool and I love their lore and the fact they’re siblings.

    Their lack of popularity is down to a really simple fact… they’re part of arguably one of the most critically panned and disliked chapters in DBD history. Their perks range from mediocre/situational to downright bad, and the killer from their chapter is universally disliked with equally bad perks.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724941#Comment_3724941

    I’m not making it us vs them. I spend a lot of time on survivor as well but it is factually the reason why survivors pick WoO.

    And Lethal is not the same at all. It lasts 9 seconds. Meanwhile WoO lasts 99,999 seconds. Even BBQ points you in a direction but you still have to look for the survivor who could be hiding when you get there.

    I agree that WoO is overturned, but my argument wasn’t that it’s not OP, I was simply saying that the “autopilot”/“not wanting to think or remember things” argument that you put forward about survivors and their perks, the same could be said for a lot of killers too. Also, the survivor still has to loop the window/pallet they see with WoO. Sure, WoO gives weaker survivors a leg-up, but that perk still doesn’t hide a bad looper.

    Running 4 meta gen slowdown perks and turning the match into a 3v1 at 4/5 gens is the epitome of easy mode/“not thinking” but it still happens. Just saying.

  • @HexHuntressThighs said:

    They complain about 4 slowdowns

    They complain about 4 Aura reads

    I’ve even heard them complain about 4 window vault speed perks now that Vecna is out.

    4 aura reads is only oppressive on like 5 killers. And the rest of the roster will get walked over if they attempt to use 4 aura reads.

    The simple fact is they don’t want to have to try or think very much at all. That’s why they all bring WoO because it removes the thinking, remembering, and game sense. It’s literally auto pilot for survivors.

    ”Autopilot” could also be said about a lot of killer perks, though. I mean, Lethal Pursuer is literally one of the top picked killer perks yet you could argue that finding survivors also comes with the “game sense” you mentioned… survivor spawns are pretty predictable; why use a perk to give you information you could easily learn from simply playing the game?

    You see the issue with the “us vs. Them” mentality? It’s just a circular discussion.

  • Agreed. For the first time in perhaps two years I’m genuinely having fun and have played for a few hours each time I’ve started the game up (usually, I play 2-4 matches and get fed up).

    It’s so refreshing for both sides to not have to verse the usual meta, and has introduced a great variety into the game. No sweat, no hardcore meta perks… just fun and randomness.

    Please BHVR, introduce this as a permanent game mode. The game feels so much healthier when playing in this mode.

  • Well there are two scenarios: the one you said where survivors get better to prove a point against tunnelling killers, or alternatively, they’re relatively new to the game and think “wow this game sucks and is unfair”. The burden shouldn’t lie on new survivors to “get good”; the burden should lie in the game rules and balancing. You could take an alternative look at what you’ve said and say tunnelling actually works the opposite way… new survivors could be disincentivised to bother learning the game and feel disheartened and uninterested in a game where “winning” feels unattainable.

  • I would say I escape around 25% of my solo queue matches. The current gen-kick/slow down meta is so detrimental to an uncoordinated team. I think BHVR really underestimate the power of these perks against solo queue players with no sense of coordination or communication.

    Having said that, let’s not be entirely biased because I know that some of my games I don’t escape because of other survivors… leaving you to hit 2nd stage/die on hook, hiding in corners instead of doing gens, running self-care/left behind and other perks that benefit yourself rather than your team, cleansing dull totems whilst your teammate loops the killer instead of doing gens. These are just to name a few examples of the failures you see daily in solo-queue. Yes, tunnelling is bad and killers have a lot of good perks atm, but I think your teammates kill you just as much half the time.

  • same issue here as a Switch player!!

    I lost access to all my ST DLC content, including all the skins I brought. How annoying.

  • Adrenaline is still a strong perk and I will still equip it.

    The question is: did it really need a nerf? Like anything in this game, it’s quite a complex issue. Like most strong survivor perks, it was easily counter-able by A tier killers (Blight, Nurse, etc) or one-shot/NOED using killers. But then it’s really harsh on M1/low mobility killers like Trapper who could have any end game pressure removed, particular in SWF’s when it’s not uncommon to have 2, 3, or even all 4 survivors running Adrenaline.

    I did always think it was very powerful that an unhooked survivor running Adrenaline could heal instantly off the hook. An argument could be made that it incentivises tunnelling in the end game even more now. Now I know people did abuse old DS in the EG, but devs have made their stance pretty clear that tunelling is fair game in the end game… no DS, OTR, and now Adrenaline off the hook? Call it “game health changes” or whatever you want, but devs are essentially saying that it’s ok to tunnel in the end game. Which I guess is a whole other conversation.

  • Yeah that’s such a generic and halfhearted response.

    Overpriced cosmetics, perks locked behind licensed chapters, etc, but a small cosmetic reward for prestiging is considered ‘FOMO’… that makes no sense, I’m sorry.

  • but what about blinding with pallet stuns? If you’re being tunnelled, I find this a useful way to briefly confuse the killer at pallets to buy myself more time… plus, combined with other perks (Lucky Break, for example) it gives you ample opportunity to lose a killer mid-chase. Which is of course very helpful if you’re being tunnelled.

  • The issue is there’s a paradox when it comes to tunelling; BHVR implement anti-tunnel perks (OTR, for example) whilst still allowing tunelling to be a viable strategy that rewards the killer 99% of the time. Lately, it feels like in at least half of my solo-queue games, a survivor gets tunnelled out early on to create a 3v1. If there’s 3+ gens left then it’s an automatic win for the killer. Tunelling is only punished if they decide to target a really skilled survivor who can loop well, or a well coordinated SWF. Sure, it can be risky and backfire, but a lot of the time it’s viable.

    Sure, reverting DS to 5-seconds would help, but ultimately players will find ways to play around it (slugging, waiting out DS, etc).

    Until BHVR implement any rules or base kit mechanics that punish tunelling, the cycle will just continue.

  • I see where you’re coming from, but as killer you have the power to push survivors out. Sure you’re gonna get a few extra teabags/flashlight blinds/flashbangs, but survivors soon leave if they’re faced with the prospect of being downed in the EGC. I’m not saying it’s right and I do agree that if also wastes the killers time, but you can’t really compare the two.

    Side note: I first started playing DBD when the Twins were released. I remember playing one of my first ever matches as them on Lerys. As a baby killer, I got absolutely stomped. But I’ll never forget a Claudette who just would not leave and kept teabagging me. I managed to get her with Victor and I was able to pick her up before she could exit… so she DC’d lol. Imagine being that much of a sore loser: “haha I’ve beat the killer so I’m going to stay around to taunt them”… “oh wait, I’ve just given the killer a kill and my teammates have left so it’s an automatic sacrifice, how unfair I’m going to disconnect”. It’s a bit off topic but you get the point, toxicity is just rampant in this game and I don’t think it’ll ever change tbh.

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