Best Of
Re: For the sake of the games health some of the maps need to go
The walking dead map is the one I want gone atm
Re: remove dodge penalty
having to wait for a while isnt going to stop anyone from dodging, its just an annoyance
better idea.
make the penalty for dodging depend on the past history of dodging. If you are a serial offender, get punished harder.
Emeal
Re: Fast track is unfair and bad design
If 80% of the playerbase is bad, and bad vs bad usually equals killler win, then survivors have little recourse in most matches.
Do you not see how using the one match you lost as an example of sturggling is a problem? Will a comp team beat me? Absolutely, as they should.
I like these parts.
For all of us who aren't one of the top comp squads in the world, from someone's point of view you are in the 'bad at the game' category.
The problem I consistently find is that survivors have to be much better as a whole than the killer.
In addition to your reasons, killers are also really benefited by the snowball potential. Even in comp matches, it happens where survivors will make a mistake on their positioning in a winning match and then two quick downs and suddenly everything has changed.
Killer mistakes can be more clearly measured in time.
Re: Fast track is unfair and bad design
I didn't say killer has zero issues. I said it's fine, in that it's the power role with all the tools and comeback potential. I have no personal issues with either how my matches personally play out, or with the role as a global whole. That doesn't mean I don't think there aren't specific issues. There are bugs, obviously. Dredge is a good example of a few things. I made numerous bug reports about Dredge before they moved the bug report system. Some of them were really bad, like chases not registering during Nightfall until landing a hit, bots having no white glow, and permanent teleport whooshing sound bugs.Thing is, I still won all those matches. These things are just annoying. I'd also love to see Dredge's locker RNG fixed. Sadako and Springtrap get their teleports placed fairly close to important areas. Dredge is just pure RNG. The locks on the lockers are also probably in need of a nerf. BUT I have an 80% KR on Dredge, so I can't personally feel I need anything. Right now I'm playing Henry exclusively. He has a view bugs, mostly visual, but one where the M2 simply wont release and your stuck holding vines until it cancels. It doesn't ruin matches though, so I'm just not very concerned. Even with bugs, killers can still win more than they lose. That says a lot about the role.
As for the so-called low tiers, I go against p100 Trappers and Pigs and they win their matches because they've taken the time to become good at the characters. Part of the problem is that people win too much too fast with a killer they haven't mastered, then they get stomped by decent teams and blame the game. The matchmaking and the sudden shifts to better opponents are more the issues than anything.
But there are more bad survivors and killers playing than there are good survivors and players
This is part of the issue though. If 80% of the playerbase is bad, and bad vs bad usually equals killler win, then survivors have little recourse in most matches. What I want is that recourse. I'm probably not as rainbows and sunshine as people might think. Aggressive plays get aggressive reactions. If opponents creep around me for saves, everyone will end up on the ground. I'm just not hard tunneling at 5gens or slugging people for lengthy periods just because. If I leave someone on the ground for 45s-1m I think they should be able to get back up. Camping hooks shouldn't exist, nor should popping your power the moment someone is unhooked and chewing right through their Endurance. Games should be engaging for more than just the killer.
Do you not see how using the one match you lost as an example of sturggling is a problem? Will a comp team beat me? Absolutely, as they should. They're taking things way more seriously than me. It's fine to lose to good opponenets. The problem I consistently find is that survivors have to be much better as a whole than the killer. I can't tell you how many horribly low skill Ghouls I've lost to, yet I've never lost a killer match to a team of potatoes. Even if just one person on your survivor team is bad, if the killer identifies that, you're often screwed. Survivor is at the mercy of matchmaking, the killer's personality, their teammates, and being weaker. The agency is very low. With killer, it's mostly just matchmaking, and you can still beat people better than you as the power role.
I don't think I've said I have a very easy time as killer. I do fine, my KR is above the goal number, many matches are easy, yeah, but it's also the more stressful role. I do think it is technically easier, in that you can learn just one killer and some info about survivor meta perks and do well. Survivors is way, way more info heavy. Winning chases takes more skill. Tile knowledge and pathing are pretty much required info. You have to learn killer perks and powers, and how to identify and counter them.
As for FT, I'm paying pretty close attention in my matches. Out of 4 survivor matches last night, 2 matches had it. In one, everyone died but me. The other was a 4out but the killer only had 2 hooks by the time the gens were done, so they lost becuase they were bad, not because of FT. Out of 16 killer matches, 4 people had it. I 4ked in all 4. If I'm going by my own experience, as people should, this is a non-issue in an average gameplay scenario. I very quickly realized it was a wasted perk slot in my on soloq matches and I put Deja Vu back on instead. The FT perk design isn't great, but neither are a lot of others on both sides, and so far I've seen zero value from this perk in play.
What I am seeing is a huge uptick in Hyperfocus/Stakeout, often one or two per match. I'm still winning those matches too so again, unconcerned. But with so many killers playing coldly and being dicks while BHVR does nothing, I don't blame them at all for wanting to hurry things along.
Re: I uninstalled DBD
No game is worth your mental health suffering. Stepping away is a good call
Re-enable Lobby Character Rotation (Toggle Option)
Hi BHVR Team, 🤗
As a dedicated player who loves the aesthetic side of Dead by Daylight, I’ve noticed that character rotation in the lobby has been restricted. This takes away from the excitement of purchasing and showcasing new skins (like the Resident Evil,All Things Witched Chapter,Stranger Things or The Walking Dead chapter).
My Suggestion: Please consider adding a Toggle Setting in the Graphics/UI menu that allows players to enable or disable character rotation in the lobby.
Why? It improves the player experience (QoL) without forcing a performance hit on everyone. Those with lower-end PCs can keep it off, while others can enjoy admiring their characters from every angle.
Let’s bring back the charm of the lobby!
🔁💫✨😀
Re: Surprised I don't see StB more often
I don't see tunnelling enough in my solo q games to bring it. Also, this is gonna sound pretty mean I know, but there's alot of players not worth taking a hook state for. If it's a good looper who will buy us time then sure, but if they're a good looper then StB probably isn't necessary to bring anyway.
I remember the uproar when it was released. Happens like clockwork tbh
Re: Can we have Blood Generators more often?
Blood Generators allow players to generate meaningful progression by moving around the map instead of being fixed to one location and holding the objective. Getting the opportunity to see more of the map compared to a traditional match feels like a completely different gameplay experience to me.
I don't want to take away from the Blood Moon event, but I could see the concept being brought back more often during the year. Blood Generators and Pumps could easily be reskinned to Slushie Generators and Pumps for summer break players.
Re: Potential Energy became OP because of Fast Track
Looks like it is unintended. This can happen from time to time, it is impossible to keep track of everything with the hundreds of Perks we now have in the game, especially if it includes a Perk almost nobody runs like Potential Energy.
You should also write Bug Report in the betahub:
Because the goal for Potential Energy is to have a slower repair to help complete Gens which are easier to defend for the Killer. And since nobody thought about Generators having reduced charges when creating Potential Energy, stuff like this can happen.
Re: Potential Energy became OP because of Fast Track
I already said not to leave it in, bugs should be fixed. But having a gen that only takes 10 seconds to complete is a manufactured scenario you aren't going to see in a normal game.
Just waiting to get the still checks to pop up at all to apply FT stacks would complete this gen in a normal match if they weren't letting it regress in between for exactly this test.




