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Can we please have a Killer that can stand up to High Rank SWFs without getting Nerfed.

Billy, Nurse, Pyramid Head were all nerfed because their strong points stood an actual chance against SWF Comp Teams. Now Spirit and Wraith is heading to that direction where in the highest of highest gameplay they were struggling to get 2Ks.

Can we please have a Killer that can stand a chance in the highest of Games untouched? I know BHVR is looking at Pinhead with that Iri fang, Hoarder and Fraklin's

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Comments

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    Nurse and Blight there ya go.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    We should balance around people having sweaty matches in kyf? Why?

  • D3spair
    D3spair Member Posts: 715

    Didn't Demo got nerfed? If I remember correctly BHVR nerfed his Black Heart and Barbs glasses add on because it was strong on Chases.

  • Zozzy
    Zozzy Member Posts: 4,759

    Money.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    And IIRC this was before demo go his addonpass and basekit buff.

  • TMNoThumbs
    TMNoThumbs Member Posts: 120

    Sure, why would anyone ever want to balance from the top down?

  • Clowning
    Clowning Member Posts: 886
    edited October 2021

    The Devs consider a 2k to be a balanced outcome, meaning you're not supposed to be able to stand up to a high rank SWF.

    Post edited by Clowning on
  • edgarpoop
    edgarpoop Member Posts: 8,454

    Pinhead isn't going to get changed regarding Hoarder/Franklin's due to its strength. It's going to get changed (hopefully) because it's the most insanely unfun thing in the game.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    I wish we would actually forget the 2k 2e is balance and more likely the skill of the players and teamplay

  • botrax
    botrax Member Posts: 633

    Hoarder and franklin are going to get change because survivor will complain about the synergie the perk provide to the killer. They will say the killer should not have acces to chain hunt because of a perk combo or something like that

  • Rhoska
    Rhoska Member Posts: 273

    2K is the "balance" point, as a "win" for Killer.

    Thats the clear standard from stats.

    There are too many Killers, abilities, perks to rationally "balance". Atbest, just specific outliers can be adjusted.

    The only meaningful way to swing 2K as "win" standard, would be changes to core game mechanics that affect all Killers and/or all Survivors.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Actually the devs said they're not looking at hoarder or Franklin's on him. The iri fang probably, just add a range requirement.

    I'm all for good and strong killers, nearly all need a buff and things like base regression and kicks should be changed.

    But the fang is abit strong, need a slight change/requirement. But pinhead shouldn't break his chains and they should always spawn infront/side of where the survivors facing

  • JohnWeak
    JohnWeak Member Posts: 854

    Nope cause as a soloQ, you have pretty much all the informations needed with kindred, perk that no one use cause survivors have it ez.

    Killer should have an average kill rate of 50% at high MMR against SWF, with a deviation of 25%.

    Then SBMM would have a sense, putting good soloQ survivors together that all have kindred and know how to play against a good killer.

    Even though SBMM should be tweaked as taking in account only kills and escape is dumb.

  • edgarpoop
    edgarpoop Member Posts: 8,454

    Do you genuinely think it's fun for survivors to constantly deal with a chain hunt? Honestly ask yourself that question. Something can be fun for one side but unhealthy overall.

  • Mistakesweremade
    Mistakesweremade Member Posts: 229

    You kind of already have spirit and blight if you want to sweat alongside 4-man SWFs competitive teams all the time. But that is really up to you.

  • Rhoska
    Rhoska Member Posts: 273

    Its a game.

    Whats not "fun" about dealing with the core mechanic of Cenobite?

    What is your intepreration of "fun" and is it not thus "fun" for the Cenobite Killer player?

  • edgarpoop
    edgarpoop Member Posts: 8,454

    What? Every Pinhead I've ever encountered with that build chases the box. There's no other reason to run that build. Yeah, I'll just pick it up out of Hoarder range on The Game or Midwich.

    Being interrupted by a chain every two seconds is the unfun part.

  • Rhoska
    Rhoska Member Posts: 273
    edited October 2021

    I dont think its possible, or desirable for the game to be programmed to spawn chain portals in Chain Hunt as specific to where the Survivor is facing.

    Player behavior is unpredictable, and facing can be changed instantaneously.

    Worse, they arent even connected, as as a Survivor can be moving in one direction, though their facing is another, such as looking backwards while running forwards.

    Player facing is irrelevant to the Chain Hunt mechanic, all that matters, is that the Chain Hunt mechanic applies the chains it should so as to facilitate the amount of delays and checks to slow them down.

  • Crowman
    Crowman Member Posts: 9,585

    If the pinhead gets the notification and can stop what he is doing to go after you, he will. But that's not something that is possible 100% of the time.

    A survivor picking up the box and trying to solve it when pinhead is nearby will still get the killer to chase after them without hoarder, because solving the box reveals your location as well. It's only when the survivor tries to run with the box that hoarder has given any real value to the killer.

  • Rhoska
    Rhoska Member Posts: 273

    Being interrupted by chains is how the core mechanic of Pinhead works.

    Its not "fun" either for Killers to discover that an unhooker had BT, and the unhooked one absorbs a wasted hit.

    Im seeing a lot of this "fun" argument thrown around, and its all subjective and irrelevant to balance.

  • apathyinc
    apathyinc Member Posts: 473

    Oh come on, as good of a perk as Kindred is, it barely touches equaling all the information that a SWF on comms has. And a SWF gets to run an extra 4 perks because they don't need Kindred on everyone, making them that much more difficult to deal with. A killer that can 2K a comp team would destroy a bunch of Kindred running solos.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120
    edited October 2021

    Not anymore. Peanut explained how MMR system works.

    You can lose MMR or Gain MMR. It depends who you kill and what your MMR is. Long story is that you should aim to kill the toxic Flashlike clicking Neas, P3 Quentins and P3 Bills over baby Fengs and Kates.

    I find it funny they give a chart on kill rates to find out how well baby nurses kill players, but no chart for how well high MMR players killers do vs high mmr survivors.


    Your attitude is exact reason balance of killers at higher level gets ruined for a lot of 4.4 and 115% m/s killers.

    "Spirit gameplay is flip-coin, boring"

    "Deathslinger is shots are unreactable, unfun killer to play against"

    "Freddy and Wraith see my aura, unfair"

    I could go on with forever freddy, old Billy and recent one "top knot Oni". Point being is none of these killers were unfair, they were beatable challenges that required skill for survivors to win.

    I'd say Franklin demise+Hoarder is like new forever freddy build for Pinhead. Its designed around giving killers a way to 4vs1 pressure survivors without relying on rng-based perks such as Hex:Ruin. I believe one of questions asked on Patrick on stream was about generator speed in which Patrick replied with big fat no.

    By saying no, he is indirectly saying that generator defense perks, slugging and game delay mechanics such as pinhead box, forever freddy add-ons and reverse bear traps are healthy gameplay mechanics. It makes little sense to why they weaken perks like pop goes weasel and like twin/oni slugging etc. so on. The game just goes too fast for killer at base and killer will use these mechanics in attempts to balance the game.

    On final note, there are certain mechanics that I dislike playing vs as survivor. Two majors ones are Mori's that skip hook states and very extreme versions of killer anti-loop. So for exmaple, I dislike playing against Purple Tombstone piece Myers. People say you can jump into lockers or spam vaullt pallets to prevent getting Moried, but Myers with M&A has 8 meter TR and will not activate his 99% unless you are out of position, so the gameplay on this add-on is hear no TR, Instant-kill. Tamper timer+Jigsaw sketch/Crate of gears pig is no different. For price of being downed, you run risk of not having enough time to search all boxes into a mori made more unfavorable by maps RPD, Mother dwelling etc. The same can be said stuff like old frank mixtape legion or omega/5 blink nurse. Not much counter-play for survivor in avoiding the hit.

    So I dislike low-survivor killer interactions mechanics. It doesn't mean that those mechanics necessary should be made worse though unless everyone agrees that those mechanics are unfun so I'm low-key happy of that tamper timer pig nerf.

    edit: typos.

    Post edited by Devil_hit11 on
  • Mister_xD
    Mister_xD Member Posts: 7,669

    Nurse is still a very viable option.

    Spirit right now also remains a viable option (at least until the dusty footsteps make it in).


    the main issue at hand is, that an actually balanced 1v4 Killer is automatically going to be considered "unfun", because they are going to be oppressive in chases, which the Survivor community absolutely does not want (understandably so, given chases are the only interaction you have with the killer and everything else is just holding down a button).

    its also quite appearant that the Devs value "fun" (i put this in quotation marks, because the concept of fun is entirely subjective and is going to vary from person to person) over an actually well balanced game, therefore they will do their best to step away from any oppressive chase Killers (as they have done with Spirit and Deathslinger in the latest PTB), meaning both Spirit and Nurse are very likely to receive more nerfs in the future.

    this however leads us to some other issues:

    1) this game is not built to be a balanced and fun 1v1 centered game. the whole concept of an asymetrical 1v4 game is, that the one player that goes up against a team is always going to have the upper hand in any 1v1 engagement (like Spirit, Nurse and old Deathslinger did). Currently however, Killer has been reduced to nothing more than the reactive role to what the Survivors are doing. The Killer is not the one dictating the games length nor are they the one dictating chases (you will only get a hit on a Survivor if they screw up during their loops (at least if you want said hit to happen before the 5th gen popped)), meaning they are very clearly not the power role they should be.

    2) it makes absolutely no sense to push a competetive matchmaking system on a game where clearly the focus is not on it actually being balanced. that will just make high level play unbearable for Killers.

    and those problems lead us to one more, overall problem:

    The overall Killer experience is going to suffer.

    a game where everything seems to be stacked against you (you are outnumbered, have no say in the games length and are a purely reactive role) and where you feel powerless the entire time just is not a fun experience for many, including me.


    and i can only speak for myself here, but i will stay on a break from this game until something has been done about the miserable Killer experience we currently have.

    whether that being the games length being tremendously increased to match all the 1v1 options survivors have (so they actually run out of ressources at some point) or Killers being made more oppressive in chases again, i dont necessarily care. But something has to happen.

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    The issue with "Teamplay" is that they use voice chat features and can call out their locations set up plans for flashlights bangs etc. SWF teams have a major advantage over killers just with that or they will body block and stack on a hook which is considered griefing and a reportable action.

  • Squirrel_Thicc
    Squirrel_Thicc Member Posts: 2,677

    I agree with all but spirit. She really needed to be nerfed.

  • Moonman157
    Moonman157 Member Posts: 102

    Personally I think BHVR would have to be way more strategic in their killer buffs if they want them to compete at the highest level. You would have to make each killer be like Nurse or Blight where they are powerful but very difficult to master. You couldn’t just make Leatherface as simple to play as he is right now while being way more powerful or you would make the game incredibly killer sided at all other levels of gameplay. But you also run into the problem that if every killer is only very strong after you have mastered them, than the lower skilled killers are going to miserable time and like 9/10 killers would be unhappy with the game.

  • DaWeezerd
    DaWeezerd Member Posts: 256
  • Konnor24
    Konnor24 Member Posts: 184

    Do you think its fun for pinhead mains to constantly play break-a-pallet-simulator because any survivor with a brain knows to drop early, position and then theres sod all the Pinhead can do?

  • Konnor24
    Konnor24 Member Posts: 184

    The game is pinheads worst map. Never ever seen him get a kill on that map when im playing survivor, and when i play pinhead, i get 1-2 kills at most.

    Its counterable. Just because you dont know how to counter it is your own problem.

  • danielmaster87
    danielmaster87 Member Posts: 9,719

    There's not a chance of that happening. Wraith and Deathslinger got nerfed. Plague's getting a joke add-on. Trapper's getting an add-on where he can't pick his own traps up. The devs simply don't want killers to be viable.

  • lordfart
    lordfart Member Posts: 538

    2ks against SWF comp teams sounds ideal to me? Am I missing something

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Im having alot of fun messing around. You sweat alot for more than 2k. In the end, both of us would have equal of 2k.

    But non-able mind game loops should gone.

  • Gwinty
    Gwinty Member Posts: 981

    The funny thing is that people complain about Deathslinger and then talk about those loops. I think they should stay as long as you can mindgame at them with Ghostface, Pig and Wraith. Maybe the key to those loops is that they should unsafe.

    I had two interesting games yesterday with Cenobite that showed just what you said: He is fine. Survivors have to learn how to play against him.

    The first game was against bad survivors. They let the chain hunt trigger every time and then went for the box only to summon me while standing at a corner of the map. I downed the summoner every time and it resulted in only one guy escaping, the only good survivor that looped me for quit some time, dodged my chains like a pro and then fund hatch.

    The second game was against some good survivor, a 2-2 lobby. They took the box, they waited a while and then solved it. Almost every time I spawned with a wall between me and the survivor, leading to a bad chase for me. After a while I no longer ported and kept chasing my current victim. They all escaped with me reaching 5 hooks at the end.

    Cenobite has clear counters and clear strenghs. Finaly a Killer you can play without having to rely on Ruin/Undying to get some slowdown. Even with Hoarder he is not that oppressive. Most survivors will loop you for some time even while holding the Box unless you have that one add-on where they are Exhausted.

    Maybe chains should not interrupt you while solving the box, everthing else is fine in my opinion.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    So in front or to the side.. theres real no reason to try get technical atm the chains are meant to spawn in the open so they dont break instantly.

    Also just programming it to spawn in the direction the survivors are running isnt that bad. Once again though breaking your own chains is stupid and alot of the time the reason you dint get hits

  • Munqaxus
    Munqaxus Member Posts: 2,752
    edited October 2021

    And how would you suggest they balance the game? They already tried to balance based on skill with the emblem system and it failed miserably.

    You have to balanced the game on what everyone perceives as a win and a loss. Killers see a win as getting 3 or 4 kills. Survivors see a win as getting 3 or 4 escapes. That's your primary objective in the game and everything you do is to achieve that objective. This distills down a survivors and killers skill to do a specific objective.

  • Konnor24
    Konnor24 Member Posts: 184

    100% what you said. Hes very easy to counter, just the majority on here dont want to learn anything, they just want it all to be easy and cookie cutter. Anything remotely interesting they want gone.


    Pinhead is a really well designed killer who is fun to play, and very easy to go against. Hes mid to low tier, and still people cry.

  • SinisterDog
    SinisterDog Member Posts: 48

    Very very obvious the dev's DON'T like the idea of a skilled killer using that skill to win consistently.