Best Of
Re: can we please add a setting to turn off the auto aim for pc
The same reason they lie about everything: Fixing this has no impact on bringing in the $$. I did get your point, lol. And it was funny as hell :P
Re: Bring Back Distortion
The benefit of the perk always depends on what the opponent has. Perks that rely on generator time; for example, may only activate twice and are often situational. Before the nerf, I remember getting the most value when BBQ was in play, or with Lethal Pursuer when all three survivors were very close to one another.
This perk is good for countering risky aura reveals, not necessarily for avoiding interaction altogether.
The perk can be balanced to prevent players from abusing its value for the entire match.
Can 2025 PLEASE be the last year to release high mobility killers?
I play both sides with about a 60/40 ratio (survivor/killer) and if I were to play 10 surv games, at least 7 of them will be either a ghoul, blight, spirit, or nurse with a decent chance of maybe encountering a dracula, krasue, vecna, or billy.
The first four that were mentioned are often regarded as the top killers, sometimes regarded as the top 5 amongst the community. It doesn't take a Harvard degree to notice a commonality between them; their insane mobility. With the devs experimenting dash and traversal powers within the last few years, it's safe to say that this is still within their radar.
With so many killers being released in the past few years with such mobility, how does this translate to the enjoyment of the community? Well some players including myself find this quite repetitive. Finding enjoyement versing a killer is all subjective but I think it comes to a point when it becomes… too much.
Let's look at the different killer designs we have. Environmentals like trapper, hag, plague have their moments if they manage a territorial playstyle throughout the match. Stealth killers encourage survivors to be aware and rely on ambushes to be the most effiecient but are still fun. Anti-loops are arguably one of the more annoying types to face but I'd argue that mobility killers often have anti-loops in addition to their mobility. If you were to ask the community to rate the top 3 or 5 killers in the game, I'm willing to bet nurse, blight, ghoul, spirit, or drac are up there.
By no means is this post demanding nerfs or immediate changes, but WHAT I AM ASKING is for the devs to reevaluate their philosophy when it comes to designing mobility-based powers. When it comes to lesser problematic designs, dracula, wesker, billy, vecna, and even legion comes to mind. Why? These killers are all very well capable of getting to point A to point B just like the aforementioned killers but their lethality isnt too explosive and their numbers seem fair.
This is a personal gripe but I dislike how the top mobility killers can easily utilize strong perks that include pain res, grim embrace, deadman, BBQ, and lethal pursuer. While I am fully aware that some of these perks have been toned down (I wonder why), I think this shows why and how they are so capable of doing so. Once again, I am not asking for more nerfs on these perks but rather point out more reasons why high mobility killers are often seen as stronger.
I really, really, REALLY hope the Krasue is the last mobility killer the game sees in a LONG time. I think it would be more fair to the community if the devs focused on why movement adjustments are so important to the game. A few examples are the initial launch of Made For This and the initial rehaul of clown. A 3% from MFT doesn't sound much until you factor into its impact to NON-mobility killers. Do I have to explain the overhaul of clown? Well lets just say, it wasn't a fun experience for many survivors.
If you were to ask me for some personal hot takes regarding the top killers…
- Rework Blight's speed add-ons. Even though they've been nerfed to 3% and 2% respectively, I see almost every blight still using them.
- Nurse shouldn't be able to see auras while holding a blink. Play her with a full aura build and you'll see why.
- Ghoul needs number adjustments.
Edit: Added a few more points
Re: Dead by Daylight Quality of Life Initiative: Updated Roadmap
How long is this joke suppose to last? It's getting old.
Re: No mither is a major doom perk
I dont get anyone whos using no mither or invo who isnt just a fresh install.
Genuine thrower perks.
Re: When will we hear ANYTHING from the devs, mods etc regarding tunneling?
Because its a terrible idea.
Re: a discussion about personalized killer and survivor rhetoric
what is the true validity of most arguments that are made in the community when such biases exist? How can you have a productive conversation and steer something in a healthier direction when discussions become gridlocked by subjectivity?
It's interesting because there have been a few posts I've started typing recently then deleted because I feel like we're all just going through the same circular arguments.
Conceptually, there are ways a healthy discussion should occur (if we're talking about posts discussing possible changes):
Generally the person starting the discussion lays out a few things - what they want to happen (ex: nerf Vigil), why they want it to happen (ex: it results in boring shift W gameplay), and then why they think it will work (ex: Vigil boosts Sprint Burst, resulting in more survivors bringing the perk, and that nerfing it will decrease this association).
The starter may also add on examples or anticipate possible counter arguments.
People who disagree may come at it from many points of view. They may disagree with the concept (ex: maybe they think shift W is not as boring), they may disagree with the solution (ex: actually SWFs and precalls are the problem and always have been), they may highlight another issue (ex: with other styles of play being nerfed, survivors have fallen back on what they have left), they might discuss a game benefit the original poster is not weighing (ex: Vigil + Dramaturgy results in more exciting games), or they might agree but offer an alternative solution (ex: nerf Sprint Burst). They might also do multiple of those things.
If the disagreement is over a fundamental issue, such as what the players are looking for in the game, they are unlikely to reach a consensus. But that should be fine, we all want different things in games.
But if the posters agree on the fundamentals (this is boring), then they should be able to have a more productive discussion on what ought to happen and the implications of the possible changes. I don't think bias per se is the limiting factor, as much as that we all have limited information compared to what BHVR has available to them, but even with that I think rational discussions can happen.
Or you can just say the other person isn't high MMR.
Re: Bring Back Distortion
Making them drop or abandon their items is helpful in its own way though. And yeah, there's an icon, but if the item is on the upper floor and they're on the lower they won't know where it is. I often get a drop near a hooked survivor too, which is super helpful, and if they drop an item while looping mind gaming becomes impossible for them. People counter it, but I usually get value from it by then, and I catch them dropping it in the corners a lot too. SWFs counter it better that solos but that's anything.
Re: When will we hear ANYTHING from the devs, mods etc regarding tunneling?
If you're having trouble early game then use an early game perk to help you out. Corrupt Intervention or Lethal Pursuer are both good. Once you get that first down, the pressure builds. Ideally, one on hook, next in chase, one going for unhook/heal, and only one on gens. Obviously it's never that perfect game by game, but it's how i've played for years now and i have great success in my games, even without playing high mobility killers.
Spending too much time on one survivor (whether in chase or tunnelling) is a no go for me personally, as it costs me pressure by leaving the others unattended for too long. My focus is always on slowing the game down enough for me to always keep ahead (or pull ahead if I've had a rough start). Sometimes it doesn't work out for me (and that's absolutely fine) but majority of the time it does.
Re: When will we hear ANYTHING from the devs, mods etc regarding tunneling?
And i know killers who have gone to 1900 wins in a row with 4k's if you really wanna take the "high hour mains" into consideration.
But if you play with a squad of randos or people who have low hour counts, they wont escape 20 times because of either getting an s-tier sweat or inexperince.
And barely anyone plays in highly experinced group, compared to killer, i can get a 20 winstreak easily even as a survivor main. Because im on my own and i barely have to learn much.
