Best Of
Re: Proximity Chat Instead of Full Voice Comms?
i personally don't want it since coms ruin the game and isn't balanced for it bit since people will just complain about proximity chat and demand full comms that the killer can't hear also it doesn't fit the horror theme because this game is balanced around a lack of information and is also why you have 4 perk slots
Dear DbD
Can we stop with the charms, the banners and the other things? Some are cute, But what happened to community events where we got an outfit? Are we really not worth at least that much?
Ive been playing for many years. Have thousands of hrs on the game..Can we just go back? lol
Try to get the survivor/killer side to some what like each other again?
Re: How would you make Dbd more balanced?
I think attempting to achieve perfect balance isn't really super desirable, so my focus personally would be on tightening up edge cases and promoting more fair + engaging gameplay for both sides.
This obviously isn't an exhaustive list but I think the big bullet points would be…
- Nerf tunnelling. I've got this post up for more details on the specifics of how I think it should be done, but TLDR is that rehooking someone immediately after they're unhooked results in no hook state gained, to make tunnelling someone more of a situational slowdown tactic like slugging.
- Rework toolboxes, also explained in the post above but the TLDR is that problematic gen speeds basically always require a toolbox. Since just nerfing the numbers wouldn't be satisfying, repair speed should be replaced with something else entirely.
- Increase information gain for solo queue. I'd personally be wary of some kind of ping system, so instead I'd look at things like seeing your teammates' perks in the match details screen + a timed aura reveal on your teammates when someone's hooked, stuff like that.
- I don't have specifics for this, but something to pare down aggressive objective denial on the survivor side. Full dedicated teams for this can be really obnoxious, but each component they use is reasonably balanced on its own, so I'm not really sure how to tackle this one.
- Disincentivise slowdown perk stacking on the killer end. Refer to this post for details on how, but TL;DR would be that regressing generators wouldn't be affected by generator explosions or generator blocking.
From there, I think you'd be left with more specific balance problems, EG, nerfing the strongest killers, shuffling strength on meta perks for both sides, and addressing overall map balance. This kind of thing is always going to be a longterm, iterative process, but the bullet points there should provide a more stable base to work from.
Springtrap buff
Changes:
→ Now has undetectable for 60s (was 20s)
→ When revealed he immidiately loses undetectable and can't regain it for 20s
→ Wind up down to 0.8s (was 1s)
→ Axe recharge down to 5.5s (was 7s)
→ Successfull axe hit recharge down to 8s (was 10s)
→ Grab distance increased to 3.5m (was 3m)
→ Angle for valid grab increased to 60 degrees (was 45)
→ Increase security door teleport speed by 20 %
→ Jumpscare/grab duration decreased from 4.2s to 3.5s
Re: Greenville Square in 2v8 Needs Generator(s) In the Parking Lot
Yes, absolutely. Gens on Greenville (also in 1v4 but especially in 2v8) are bunched together insanely closely, making it very easy to defend them. Spreading them out more by placing one or two in the parking lot corner would help alleviate this issue.
Vecna Needs a Balance Pass (Not Just “Get Good”)
I’ve spent a good amount of time playing against Vecna and ive already wrote a post but ill ellaberate abit and it’s becoming clear that he needs a nerf or at least a meaningful balance adjustment. This isn’t about refusing to learn counterplay—it’s about how much pressure he applies with very little risk compared to other killers.
1. Too Much Power, Too Little Downtime
Vecna has access to multiple tools that cover zoning, anti-loop, info, and chase pressure. Individually they’re manageable, but combined they remove too many survivor options at once. There’s rarely a clear “weak phase” where survivors can reset or make meaningful distance.
2. Anti-Loop Is Over-Tuned
Many tiles that should be safe or skill-based become unwinnable against Vecna. His kit frequently forces survivors to abandon loops early, turning chases into short, unavoidable downs rather than mind games. This makes matches feel repetitive and frustrating rather than tense or rewarding.
3. Disproportionate Pressure in Solo Queue
Vecna especially punishes solo queue players. Without perfect coordination, his abilities snowball extremely fast, and one mistake can decide the entire match. Strong killers should still allow room for recovery—Vecna often doesn’t.
4. High Value With Low Commitment
Compared to killers that must commit hard to their power (missing a shot, long cooldowns, heavy punishment), Vecna’s abilities feel forgiving. Even when survivors play correctly, the payoff isn’t always there.
Suggested Adjustments (Not a Gutting):
- Slightly longer cooldowns or clearer tells on key abilities
- More counterplay windows at loops
- Reduced synergy between certain parts of his kit
Vecna is a cool, thematic killer and shouldn’t be made weak—but right now he sits above the curve in a way that hurts match variety and survivor agency. A targeted nerf would improve overall game health without ruining his identity.
ontop of this vecna on indoor maps is ridiculous
Curious to hear other people’s experiences—especially from solo queue players.
Re: Proximity Chat Instead of Full Voice Comms?
proxy chat would be one of the coolest things ever
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
Which top tier survivor can I buy and get easy wins like Ghoul? Because talking about individual player skill is not remotely the same as talking about built-in character abilities.