Best Of
Re: The undervaluing of hook counts by players
Why? Because the game "win" condition is based on kills not hooks and thats big deal, you can have 6 hooks or 5 and get 1-2 kills and it will look better that having 8 hooks and 4 survivors are out.
Like trutalent said in 2022 or maybe even earlier, the game is so hard with tunneling,sluging because its based on kills not hooks, if the game win condition for killer was based on hooks and it didnt matter if survivors escape people would play for hooks and thing like proxing survivor entering second stage would be more common than tunneling but the killers objective is to get kills not as many hooks and here we are in 2025 the 2026 knocks on the doors and we still are in solving tunneling stage of the game.
Another thing is no mather what you do as killer tunnel one guy hard, kill all 4 survivors , kill 3 survivors and personaly give fourth one hatch, get 8 hooks and spare then on 4 gens and let then out there will be always someone toxic who will insult you as kill so thats just reality we live in.
Re: Abandon and stats
I'm sort of confused what the point is then?
Why give players stats that aren't an accurate reflection of how the game works? A player's displayed killrate on the stats website seems null and void to me if the game (like MMR) operates off of different numbers.
Re: The undervaluing of hook counts by players
I always focus on hooks first and foremost. The hook counter has been such a good QOL update for killers, makes it so much easier not having to keep track.
Re: BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen.
The dev team desperately needs some Killer mains on call; the only way changes like this would even be considered is if in all the time they've been developing the game, they've never listened to an experienced Killer main discuss why Killers camp, tunnel or slug.
90% of the Killers who tunnel aren't doing it because they simply want to make the Survivors miserable, they do it because it's a winning strategy. If you want Killers to spread hooks, not camp and not leave Survivors on the ground, you have to make that a winning play. The proposed rewards for spreading hooks are laughably inadequate; Bloodlust 1 is nowhere near enough to compensate for the value of getting a Survivor out of the game early.
But the devs seem content to just nerf Killer and buff Survivor again and again; they gave Survivors Borrowed Time and Killers didn't stop tunneling. They gave Survivors Decisive Strike and Killers didn't stop tunneling. They made BT basekit and Killers didn't stop tunneling. They made Off the Record give Endurance and Killers didn't stop tunneling. When will they learn? All they've accomplished is making Killer feel more and more miserable to play, making more and more Killer players either quit or switch to S-tiers.
The devs have tried using the stick; it's time to use the carrot. But since buffing Killer seems intolerable, they fixate on the solutions that spare the feelings of Survivors. Because salty Survivor mains won't tolerate Killers becoming more powerful under any circumstances, for any reason, even if they ultimately benefit from those Killer buffs being in the game.
I'm not some crazy "The game is balanced when I 4k every game" Killer main, but it sure seems like the dev team is currently run by "The game is balanced when I escape every game" Survivor mains.
The Walking Dead: Perk Feedback
It's been just over 3 months since the release of The Walking Dead chapter, and while it came with some really fun perks, some of them are really not powerful enough. This is how I'd personally like to see them changed.
Apocalyptic Ingenuity
- Reduced the Chest Search requirement from 2 to 1.
This perk is genuinely useless without Appraisal, or a Coin Offering, only being able to activate one time per Trial without any external influence. Even with Appraisal, it's not super strong, but it can make for some fun moments.
This Perk feels like Any Means Necessary, as in released with super safe values because the effect might be really strong on paper. Look at how much AMN has been buffed since release, I think this perk could do with similar treatment.
Reducing the Chest Search requirement would allow for many more Fragile Pallets to be built, and reduce the reliance on other perks.
Come and Get Me!
- Removed the Activation requirement (was Unhooking a Survivor).
- Now has a Cool-down of 60 seconds.
This perk I think, while quite underrated, suffers from not being active enough. Changing the activation requirement to a timed cool-down will allow you to use it far more often.
It already has a lot of tangible downsides, requiring you to get close to a chase and put a big target on your back, but I think this has the potential to be a pretty decent anti-tunnel perk in the hands of a confident Survivor.
Teamwork: Throw Down and Teamwork: Toughen Up
- Removed the Injured requirement.
- Now triggers on any Perk Stun, not just Pallets.
These perks, especially Toughen Up, suffer from relatively strict activation conditions. Removing the Injured requirement and allowing any stun to trigger the effects would allow for more flexible use, and add much more synergy between Perks.
Toughen Up especially feels pretty useless, you can go an entire game without it activating.
Re: BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen.
So maps offering were a surv only thing? Killer never used a Haddonfield offering ever?
No, the map offering nurf was a plus for both sides as well as the AFK crows finally evicting people from their bush homes and actually play the game.
Also the anti-Go Next is the same its good as you cant say loading into a match just for a teammate to quit was a good thing.
The only thing that can be used to arguably say that killer got a buff that update was the spawn logic if it did what was advertised but only threw things off by making spawns completely unpredictable and the start of the match a complete coin flip, why do you think Lethal Pursuer is so popular?
Re: BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen.
It certainly feels like no one on the dev team actually plays killer in a real setting.
BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen.
BHVR, I'm sorry to say, but the most recent Dev stream was the most "one sided" stream I've seen in a REALLY long time, for real. I cannot express my frustration more.
Subject: tunneling (also slugging).
If the previous PTB at least had a compensation to killers not tunneling. It was small, but it was there. Now, in this PTB, it's "mask off", completely. Insane measures against tunneling, with almost NO COMPENSATION for not tunneling.
No mention whatsoever of the reason why killers are doing it and why sometimes it's necessary, no mention about reducing "gen rushing" perks or Medkits, nothing at all. No deactivation at 1 gen left even.
If this goes live, this is gonna be the most one sided thing I've seen in a VERY long time. For real.
Tunneling is gonna be killed for good, and good luck if you're ever forced to tunnel in an indoor map, because survivors will 100% lose any killer.
Slugging, also, is gonna be made impossible, in those scenarios where survivors just die under pallets, sabotage, Flip Flop power struggle, etc etc. Essentially a free gift to insane teams with insane builds.
Also, the anti camp might be quite bad vertically on some maps like Midwich.
Almo2001 already told you: this might actually "kill" the game, like VHS, no joke. And this time, for real. Lack of agency indeed.
To fix this, a lot of killer compensation buffs when NOT tunneling are needed.
Abandon and stats
I decided to run a test to verify whether abandons actually affect escape rates and yes, they do. Matches where you abandon or disconnect are excluded from your stats.
Since my last session, I've played a total of 27 matches with one survivor, but only 19 were counted. Why? Because 7 were abandons and 1 was a disconnect, which aligns with the missing 8 matches.
Curiously, the stats say I escaped only 12 more times. Out of those 19 counted matches, I had 12 gate escapes, 1 hatch escape, 1 killer DC, 5 sacrifices. So apparently, hatch escape and killer DC are counted as matches but not added to the escape rate? Weird.
Following the stats, my escape rate for this DBD session is 12/19 = 63%
But is it accurate? No.
If abandons and DCs were counted as sacrifices, and hatch and killer DCs were counted as escapes, then 14/27 = 51%.
Conclusion: Using abandon does indeed inflate escape rates.
Match history:
Escape, dead, dead, dc
Abandon, dead, escape (hatch), abandon
Escape, abandon, escape, escape
Escape, abandon, abandon, dead
Abandon, escape, escape, escape
killer dc, escape, dead, escape
abandon, escape, escape








