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Survivors need more physical resources in a match

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Comments

  • thebrentster911
    thebrentster911 Member Posts: 55

    That didn't really answer my questions?

    I agree with you on the boon totems, but survivors have second chance perks as additional resources to escape.

    Are you wanting to remove those and be replaced with something else, like map reworks with additional second chance elements for survivors instead?

    Or are second chance perks, loops, windows, pallets, sabotaging, and flashlights not enough and you want survivors to have more?

    You're not really clarifying the solution you want to the problem you're addressing.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    It can be seen right away that you do not know how to play for survivors.

    Who are you silver?

  • That_One_Friend
    That_One_Friend Member Posts: 279

    I actually play 80/20, primarily survivor. I guess before grades, I would bounce between ranks 6-7.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    Apparently you are the very same Claudette at the edge of the map. NO THANKS

    As for the new mechanics, you can add a room with lamps where there is a switch that turns on the light and stuns the killer, of course, you need 2 people for such a maneuver (the light room can be charged for about a minute)

  • SmarulKusia
    SmarulKusia Member Posts: 819

    I don't mind if second chance perks were to get removed in favour of more resources.


    I think the game organically should have resources ready to play against killers, but by adding so many killers that specifically have range and focus on anti-looping, the only natural form of counterplay is reduced.

  • T0thLewis
    T0thLewis Member Posts: 38

    Except the "press M1" part will never come as an M1 killer, thanks to infinite loops, killer shack, safe pallets where the person can just vault over left and right, all the second chance perks, flashlight, etc etc... By the time I reasonably down one survivor with an M1 killer, 1 or 2 gens already popped and we are talking about maybe 60 seconds here. That's 40% of the game finished for the survivors already. As a Nurse I VERY OFTEN down the first survivor before the first gen even pops and that's because she is fast and freaking lethal when used right.

    And I'm not downplaying the other side, I'm saying the truth here. I play a lot of survivors too, inarguably with friends so I'm part of the SWF problem. But honestly unless we go against a god-sniper huntress or a good Nurse, we escape ALMOST all the time. Some games have been so stupidly easy, I am starting to believe killers are actually extremely weak in this game. The only times we do not escape is if I just mess around with stupid builds. But once I put on the meta to complete a rift challenge or just to escape, we escape. Because gens fly.

    Not to mention that survivors have an abundance of resources when it comes to item add-ons that speed up everything. Especially BNP which can effectively battle Tinkerer and honestly, as an experienced survivor it's really not that hard to hit two great skill checks lmao.

    Survivors don't need more resources, there is already a lot. Flashies, med-kits, toolboxes, aura reading keys, lockers, pallets, window vaults, perks that help you with speed, healing, gen repairs, tricky escapes, etc etc... But a lot of people only learned one meta and they run that all the time because there is no balanced variety in the game. DH, BT, IW, DS is inarguably the strongest and will be the strongest build forever unless changes around the flow of gameplay are made so that it's not only worthless to run those perks in conjunction, but just straight up stupid.

    And why do we even have SBMM in an ASYMMETRICAL HORROR SURVIVAL GAME??? That was literally the worst mistake to add into this game.

  • thebrentster911
    thebrentster911 Member Posts: 55

    Yeah, I agree. It seems like the past few killers have just been a different version of anti-loop. This results in survivors just holding W to draw out chases more, leading to less interactive gameplay. Geez, they're even adding a perk specifically for the holding W strat.

    It would be cool to add resources on maps that would replace second chance perks. This could help with more build variety on the survivor side (and indirectly on the killer side too). Like, maybe you can find certain items from chests (or buildings) that give you a certain one-time use benefit like vaulting faster for a short time, use a DS, or something you can use to temporarily slow down the killer for you to create some distance. Don't know if this is the best way to approach it, but just something to put out there.

    I don't know how/if/when Behavior would pull this off, but I think if they can create more interactive gameplay between survivors and killers, the better.

  • The_Medicine_Man
    The_Medicine_Man Member Posts: 65

    "Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults)."

    Yeah that's what we need, more m1 killers. If we're making a wish list then I want to jump over pallets. 🤡

  • The_Medicine_Man
    The_Medicine_Man Member Posts: 65

    That sounds good though I don't know if it would work. I wish bhvr would use the ptb to play around with such ideas.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    Unfortunately, they reduced the size of the cards and the number of hooks remained the same, because of this there are many of them and they are located at a distance of 5 meters from each other.

    So breaking hooks is useless, as is the perk that allows it.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    Have an idea with a door

    1) Let the doors be slightly open and survivors can run through them

    2) The door can stun the killer by slamming it hard

    Works like a palette, but if the door is closed, then you can no longer run through it or you need to spend time breaking

    Because at the moment in the game there are a bunch of doors that killers ignore and break

    In the same school there are passages that I first saw when playing as a killer and breaking these doors

  • k0reant3a
    k0reant3a Member Posts: 139

    Infinites we’re insane they had to leave also a high level survivor team can run any killer around. You just need to learn 🤷🏻‍♂️

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252
    edited November 2021

    hard disagree on survivors needing more in chase, i think bhvr needs to learn how to stop making 1v1 killers with no pressure because it's ######### boring getting the same basic concept over and over.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    There is an idea for the survivors to pass through the wooden doors without problems, and the killers need to break them as usual to get through

    If the door is closed, then you need to spend 1 second to open it and leave the passage to the floor open

    On foot, just as quietly you leave this door open to the floor, but if you run and interact, you slam the door hard

    You can also improve this idea if you close the door tightly then you can stun the killer

    But the number of hooks remained the same, which simply does not limit the killer to walk 2 meters and hang the survivor even with a successful sabotage

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    I'll tell you right away that this is the idea of my friend with whom I play, it's just that he is not registered on this forum

    But I think his question is pretty interesting.

    Why does the petard we take only have a one-time effect?

    It must be done so that it can be applied at least 3 times

    Or make it so that the charge is replenished for each generator / generator floor

    Or the charge was replenished with each open chest