How To Be A Friendly Killer 😊
Chains of Hate Out Now: Dead By Daylight 3.6 Update Review
Happy March 10th, everyone. Today, Chains of Hate releases with its featured killer, The Deathslinger,
along side his survivor foe, Zarina Kassir!
The duo comes with a set of 6 new perks in total, and a new map to explore whilst shootin’ some survivors with Deathslinger’s new Harpoon gun. As a side to the main course, BHVR are also releasing a complete developer update, and it's a big one! Let’s run through the most noteworthy bits of that real quick.
>Hangman's Trick: Reduce the Perk range to 2, 4 and 6 meters.
~ This perk was absolutely banana busted in its previous 16 meter form, but now that the range has been reduced the overall consensus is that it's now useless. Like a Spies From the Shadows perk, but with more conditions.
>Saboteur: See Hook auras in a 56 meters radius from the pickup spot if a Survivor is being carried. Sabotaging a Hook without a toolbox takes 2.5 seconds. The Sabotage action has a 60 seconds cooldown.
~ Yeah, that’s not a typo. 2.5 seconds. Is it meta? Will top tier players sprint to hooks just to prevent the killer from progressing the game? Is that even a bad thing for the killer in most situations? With Unbreakable still in the game, yes, probably. One thing is for sure, the sabo changes mean that in the very late game, when you’re going to hook the survivor that will prevent the other survivors from leaving for altruism’s sake, you should be prepared to tilt off the face of the earth as the remaining survivors drop your hooks in 2.5 SECONDS, yessir, I’m terrified already.
>The Plague now starts with one Corrupted Fountain.
>The Trapper's Bear Traps can no longer be sabotaged.
>Toolboxes now repair fewer charges of a generator, but have a greater speed boost.
~While this is a step in the right direction for game pace, I still have the same opinion on toolboxes I’ve always had. You cannot simply lower its overall repair efficiency or speed and call it a day because no matter how low you throw it to the ground, it will still be above the base speed of 100%, which is a no-no, in my opinion. I’d like to see some more creativity by BHVR in the design of items and addons like this, such as making toolboxes also lower heal speeds or vault speeds to compensate for the time saved on generators. In short, items shouldn’t strictly buff a killer or survivor, they should change their playstyles. This change is good, but it doesn’t address that issue.
>When a Survivor item reaches zero charges, they may keep it. If they escape with that item, it will be automatically refilled for the next trial.
>Breakable Walls now take 2.6 seconds to destroy instead of 3 seconds.
~Breakable walls! Sounds very cool! Won’t change anything about the game that needed changing, but it's hard to complain about interesting mechanics being added to the game, so whatever.
That’s the meat of the update that most people will care about. There also some cosmetics being released, a host of bug fixes, and some doctor changes that simplify the way he works internally.
You can view the full list of changes for yourself here: https://forum.deadbydaylight.com/en/kb/articles/151-3-6-0-chains-of-hate
That’s it for today. Happy Deathslinging and dodging, and make sure to not use too many Mori’s on your first day as the new killer. That's 100% all survivors are going to be playing against on their first day, so try to give them some good matches. (Or just play Iri-head huntress, because you have no friends).
I’m not very good, but I’m fun.
Looking for a girl gamer to make me laugh at 2 a.m.
Predicting a ability?
So 8 months ago I made a post about if pinhead should come to dbd and his ability would be a hook but with the new killer the deathslinger he does the same thing but it pulls the survivor so I think I kinda predicted a ability for a different killer.
Very funny glitches
Looking for groups!
Just wanting to play casually, just started playing recently 😁
I've invited you to join me on Moot - Your Source for LFG & Gaming Discussion!
Making friends to play DBD my gamer tag in Steam
Customs or casual just need some people semi noob ps4
SWF shouldn't exist. Change my mind 🖕
Juke Escape E1
btw, i only t-bag when the killer camp or slug ma teammates -.- ........ so i can get his attention and make them even more angry tryna get me lol 🙈
Is The Entity is Dead by Daylight's Version of Hell?
In Dead by Daylight, if you’re playing as a survivor, your main task is to escape, to do this the survivors not only have to dodge a deranged killer but also must start-up five generators and pull down the lever to open the door to freedom. Now, when the survivors leave through the gate, seemingly they are free, but sadly they appear back at the campfire waiting for the next ordeal, or trial, to begin.
The Entity can influence characters in their life to do horrible acts of violence these servers as the Entities gateway into the real world, where it manifests its trials. These are all confirmed by The Entity Wiki page at the Dead by Daylight Wiki, and another fact is that The Entity feeds on strong emotions, both from the Survivors and the Killers, The Entity feeds on the Survivor’s hope, desperation or even their affection towards other Survivors., The Entity also feeds from the Killer’s Rage and Anger, The Entity has been referred to as an “Emotion Vampire” by the Developers.
A significant theory that has come out regarding The Entity and its trials states that the Entity a type of torture in hell. The simple fact further cements this that both the Survivors and the Killers are trapped in the Entities web. The Survivors are used to not only to feed the Entity but also the Entity will start to warp and torture a Survivor until they agree to be a Killer, this is shown in how the Trapper has metal embedded in his arm alongside numerous cuts and scraps. Meaning he was tortured into becoming a killer. This is also confirmed that most Killers don’t want to kill but are forced to kill the survivors.
This further the arguments that the Entity and its trials are potentially a type of torture in hell as in many mythologies once in hell, humans can be tortured to the point into doing some very violent crimes. This seems likely even though in the wiki entry for The Entity, it states that the Entity corrupts living people into doing violent acts that give the Entity a foothold into our world.
The second theory states that Killers that can kill are transformed back to a survivor to then go through the trial, and when they are killed, they are transformed back into a killer, which would make this an eternal match of torment tag. This seems unlikely as each killer has a specific backstory which wouldn’t lend to the idea that being in a Killer state and being in a Survivor state are interchangeable.
These are two fantastic theories that I wish I could say were both plausible, but the second one just doesn’t seem likely to me. With each killer having a specific backstory that shows how they were corrupted by the Entity, but what do you guys think? Is the Entity dragging people to hell and torturing them, or when a killer successfully gets a kill, are they turned back into a survivor?
This perk should be added to dbd
Dear DBD Community: Don't Touch Gen Speeds
A common complaint about the current state of Dead by Daylight often appearing around high ranked play is how difficult it is for killers to apply enough pressure on a good team of survivors to successfully rank up in a consistent manner.
The reappearing theme usually revolving around some issue with the speed at which generators are repaired, and how unlikely it is for even a high-skilled killer to succeed against survivors that choose to do their objectives in a timely manner.
It's a frustrating reality of the game that killers deal with that almost 100% of the time leads to a misguided call for increased generator speeds. I believe that an action by BHVR to make generators take longer to repair would not only be short-sighted but also incredibly detrimental to Dead by Daylight’s long term health.
The actual issues with the game is not the speed at which generator’s are repaired, but the lack of variety in objectives and tools given to survivors to have interesting and involved matches. Now, before you click off this article, let me explain.
Currently, a survivor's main goal is to fulfill their emblem categories requirements and escape the trial. This consists of repairing generators, sometimes being chased, and sometimes going for unhooks for teammates. This might have been interesting gameplay in alpha, but the game is growing older and is in need of a slight rework to the objectives it's currently oriented around.
First off, before mentioning any other changes, survivors need to feel like their role in the team matters, and they need to have some form of communication so that their games can be balanced around a team of four who work together as opposed to a group of four who simply play around each other. This can be implemented by introducing a perk pick stage before the match starts, ensuring everyone is using perks that have synergies with their team and don’t actively work against their goal (4 auto-didacts are probably horrible, but one autodidact on a dedicated healer is probably decent). This is also a step in the right direction in balancing the game around the assumption that the survivors are communicating with each other. That is to say, the team of four on comms are far superior in efficiency when compared to the team of four random solo queue players, and this step (and hopefully the other steps later mentioned) will make it so the four randoms have more coordination with each other.
Another change that should be taken into consideration is making Kindred a built-in mechanic of the game.
Currently, when a survivor who is not in an external chat system with friends (discord, skype, etc…) gets hooked, his teammates have no means by which to tell if he’s being camped, if someone is coming for an unhook, or if everyone is busy with another objective. Take this guessing game out of the trials and let everyone see who’s doing what without Kindred being required. This provides survivors with more consistency in their teammate’s altruism and encourages killers to move away from hooks and pressure the survivors in ways other than camping.
The third and most simple change is to give the survivors a totem counter so that they can keep track of how many totems are left in the game. With this change, BHVR can feel comfortable with the next suggestion that, once again, I’ll ask for you to let me explain before clicking off.
Make No One Escapes Death a built-in mechanic of the game. There, I said it. You’re upset, but I still think I’m correct and you’re probably not going to be able to convince me otherwise right now. Hrumph!
No, but seriously. The power in NOED isn’t that you can one hit someone at the end of the game for an easy hook, but that the only way to play around it is for survivors to spend time looking for and cleansing totems. With the totem counter changes mentioned above, survivors can accurately assess whether or not they still need to find the last couple of totems before popping the last gen, or if they can simply end the game ASAP.
These changes mean that throughout the trial, survivors are forced to spend extra time totem cleansing while also freeing up perk slots for killers who find NOED a necessity in today’s game. This can all be implemented while not touching generator speeds, which are perfect in my opinion, disregarding toolboxes and stacking multiple survivors on them, that is. But those two things are for another article, and are somewhat addressed in patch 3.6.
In this theoretical version of the game, generator speeds are still lenient enough to solo in a reasonable amount of time, but also long enough that hitting great skills checks would still reward good survivors with meaningful percentages off the total repair time, while also giving killers either more time to play DURING the gen repair stage, or a stronger late game to punish survivors who choose to ignore totems altogether.
Agree or disagree, I doubt simply making M1ing generators take more time is something that is healthy for the game, even if it makes life more fair for killers. But maybe you’ve some ideas of your own? Post in the comments below, if you give a good enough argument, you just might change my mind.
What is the best killer with perks as the same with survivor
This is fair 🙃
This has happened to me every game for the past week and is actually convincing me to abandon it
I was waiting to see who the killer was and...yeah...
DBD Crash Course: The Huntress
In every killer’s climbing career, there will come a point in time where you realize that no matter how much you practice, how good your positioning is, you can never stop a survivor from holding w and wasting a trial’s worth of time running from tile to tile. It is at this time that players will look to The Huntress, a killer with slow movement speed and a time consuming power with one big benefit: It’s ranged.
She can be a daunting character to pick up, and you’ll probably find yourself distraught over the wide variety of (seemingly) useful perks she can run. But don’t worry about the high learning curve, that’s something only hundreds of hours of practice (or this article) can teach you. Let’s run down the noob’s guide on how to start playing The Huntress.
First Off, Perks:
As Huntress, you’re much too slow to spend the beginning of the match hoping to run to the correct generator before the survivors rush you into oblivion. This being the case, I can recommend nothing other than Discordance.
Discordance is a Legion perk that allows you to be notified when two or more survivors begin working on a generator at the same time. This has two benefits. Firstly, if discordance pops up, you know exactly where to go at the start of the match (it’s fairly common for survivors to spawn in together and immediately start working on the nearest gen together. Secondly, by patrolling that specific generator early on, you’ll manage to not only get into an early chase, which is key, but you’ll also find yourself interrupting two seperate survivors at once, which is essentially the only reliable way to slow the game down long enough for a respectable performance, assuming your opponents aren’t cabbages. If you don’t have discordance, I’d recommend whispers as a replacement, although it isn’t nearly as good in most situations.
Given the issues with map size in Dead by Daylight paired with the fact that Huntress is a 110% movespeed killer, it only makes sense to run Corrupt Intervention on her as well.
Corrupt Intervention is a Plague perk that prevents the 3 furthest generators from your initial spawn from being worked on for 2 minutes. It slows the game down, artificially decreases the early game map size, and forces survivors to pick from a smaller gen pool, which naturally synergizes with the previous perk Discordance. It’s a solid game halter that can replace the old pre-nerf ruin and has great synergy with your kit, what’s not to like?
Alongside those two perks will be more than a few choices that are completely up to you. If you want to practice those long shots and have an audacious playstyle that will keep survivors guessing, you can run BBQ n’ Chilli. With that, Brutal strength sees common play, due to Huntress’s inability to mindgame dropped pallets all that well. Or perhaps Nurses Calling to catch out unsuspecting would-be altruistic survivors? It’s really up to you, and this flexibility to her kit is one of the things that make her so rewarding to play. My personal favorite would see The Clown’s Bamboozle to prevent god loops from wasting too much time and The Legion’s Iron Maiden to speed up the hatchet reload time (yes, that IS how that works).
Onto addons, maps, and playstyle.
If it speeds up your throw or your recovery, it's a good addon. If it's an insta-down hatchet, don’t use it (unless you have no friends), and if it's anything else, it’s likely just a fun addition to her kit, but not optimal. If you want to win I’d recommend the Babushka addon with the Shiny Pin for more effective windups and positioning.
All big maps hurt all killers. Period. But when it comes to The Huntress, that problem is multiplied considerably. That being said, the bigger maps tend to be more open, allowing for more long range hatchet play. If you find yourself in a long range map, look to snipe survivors at their generators early on to make them play safer (and thus, ineffectively). If you’re on a short ranged map, try waiting until you’re up close to your foes before throwing a hatchet, then follow up with an m1 for easy downs.
If you find yourself on Lampkin Lane, don’t take it out on the post-game chat. It’s no one’s fault but the devs.
Keep in mind, just like all killers The Huntress has weaknesses, and good survivors will exploit them time and again as you climb. Remember to keep calm and to not rely on survivors making mistakes, rather rely on yourself making the correct predictions / mechanical outplays. Force yourself to practice this way, and you’ll find yourself having a much easier time tracking the progress you make on the killer.
But that’s it for now. Got any questions? Think I missed something that should be included in a crash course? Let me know in the comments below and, if you make a good enough argument, you might just convince me.
C H A I R M Y E R S
Fors Dbd live stream
Watch "Dead by Daylight livestream" on YouTube
When is the killer coming out
Looking for friends/Group DBD
Red Rank Ps4 Survior
When the killer tunnels and camps you but you found hatch before he can get you again so you just...
Gen rush hate it yet no way around it
The Lost Nurse
Dbd needs to fix their servers😔
Ig dbd is never gonna fix the dam game it’s always rank 1 survivors or killers
After I get sick and tired of playing a nice killer
you wish Leatherface will be replaced with other killer what if this was chasing you
After playing this game for well over a year I figured there are a few killers I would like to see suchs, the Jersey Devil, goatman, a aquatic monster, Cthulu, etc
Matchmaking is bullying me pls help
I'm only a rank ten killer, yet over the past week, I've been getting matched with survivors rank 8 and higher, almost half the time they're all red ranks. Does this happen to anyone else and can it be fixed???
Hey im live and trying to rank up
Dead by Daylight: Killer Tier List for Patch 3.5.2
With a grand-scaled update on its way, you can bet that the meta in Dead by Daylight’s future 3.6 patch will be shaken up in forms yet foreseen. Knowing this, it’s be worthwhile to take a look at the current meta to provide context for the confusion (or lack thereof) that will be made in 3.6 ahead of time. With that said, let’s dive right into the list and explanations for killers that have made themselves of interest in my rank 1 play.
Keep in mind: Killer ranks will take into account all aspects of the killer, including addon dependency and perk requirements, and will only be valued by their effectiveness in high ranked gameplay.
S Tier: Best of the Best
Since the rework, Ol’ sally seems to have taken a hit in her popularity. This could have multiple causes, the main one being the fact that she’s much more punishing for unskilled players who try to take her into trials against competent teams. But in the hands of an expert, she’s still the pallet-ignoring boss-fight survivors have come to know and fear.
The Nurse works well with all of the current meta perks such as Nurse’s Calling, Sloppy Butcher, Infectious Fright, and Thrilling Tremors, but can also benefit greatly from the likes of Whispers and Stridor.
In terms of Addons, The Nurse has many that can change her playstyle and give her slight benefits, but nothing that completely breaks the game like ‘Omega Blink Nurse’ of old and nothing she relies on to be competitive.
With only requirement being a high-skilled player, The Nurse remains the one killer that can reliably shut down loops against top-tiered Survive with Friends teams, with her only pronounced weaknesses being her inability to track sneaky survivors with ease and having a harder time patrolling generators compared to her peers.
If you pick this killer up, be prepared to invest a month or two learning the ins and outs of her kit before picking up the pace on your climb to rank 1. Moving on!
The chainsaw wielding map pressurer from the game’s inception is still around and he’s still just as strong as he was back then. With a high popularity and decent skill-cap, there really isn’t much I need to say in regards to his strengths. He has a high top speed to get around the map quickly, and can threaten survivor’s with poor positioning with a one hit power to end chases instantly.
His weaknesses, though, become well known when going against survivors that rarely make mistakes, if any. Firstly, one shotting a competent survivor will become a rare sight, as any player who is sentient will play the chases around windows, mostly relegating you to a killer who either takes huge risks with his mind-games, or settles for being an m1 killer (a killer who smacks survivors with basic attacks) with good map pressure.
Also, unlike his peer at the top, Nurse, he cannot ignore pallets and walls and instead must play to the rules the survivors set in chases just like most other killers. Yes, with good chainsaw usage he can break the pallets thrown in front of him very quickly, but breaking the pallets, no matter how fast, is ever going to be rated as highly as simply ignoring them altogether.
These aren’t hugely diminishing issues, though, as you most likely won’t always be facing the best of the best in your matchets, and even if you do, survivors being happy to let you m1 them isn’t a quality almost any other killer can boast about. (Plus survivors love facing this killer, looping is fun. So bonus points for you if you play him)
Billy is quite reliant on his addons for consistent chainsaw usage, so keep that in mind. In terms of perks, he benefits greatly from perks like Discordance, BBQ n’ Chilli, and Infectious Fright.
A Tier: Worst of the Best
The Spirit: “Ya like mindgames?”
It's a guessing game for the survivors and a tracking game for you. Not very fun, but then again, I did just recommend you try out The Nurse, so maybe that’s a moot point (i’ll see myself out). There is an argument that she should be B tiered due to her inconsistency in matches, but I feel that’s simply her unpopularity talking and that she’s still mostly as strong of a killer as she was when prayer beads were a thing.
I wouldn’t play her without strong addons, and I wouldn’t play her without strong perks like Discordance, Stridor, Pop Goes the Weasel, and Sloppy. In fact, I just wouldn’t play her at all unless I was trying to ruin someone’s game.
The Huntress: Wanna hear my best Huntress impression? *Opens locker*
You won’t be patrolling maps very quickly, you WILL be getting looped into oblivion, and you WILL be wasting a lot of time opening lockers just so you have a power. It's a hard life for a huntress main, but if you’re good enough with your mind games you can end chases quicker than billy, in some cases.
Alas, you’re a 110% movement speed killer with no mobility, so you’ll really never be as good as the best Billys simply because you can’t get across the map in less than 25 seconds, so you should probably stick to four gens of decent closeness and just patrol those.
(or, if you have no friends, you can run insta-down hatchets)
B Tier: Best of the Meh’st
The Oni: Yes, he’s worse than huntress, yes I am biased.
The Doctor: That’s right! B tier! *Zzzzap*
I know it's crazy to think Zap Brannigan has come such a far way up the tier ladder in recent times, but with his rework, he’s a real menace at shutting down loops, if you’re slick with his power. Not to mention he’s the only killer who doesn’t suffer from the early game “Where is everyone?” syndrome, AND he naturally slows the game down by driving people banana nut crazy. What’s not to like?
The Hag: You gotta be really dedicated to know how to play her, and you should probably invest in an addon or two, but she’s up there with the A tier’s in specific situations and in the right hands.
BONUS PREDICTION: The Deathslinger: Caleb relies too heavily on server help for hitboxes and is a 110% movement speed killer. He’s basically Huntress, but with hatchets that take at least 5 seconds to hit, and no pallet play potential. AKA, B tiered (once he’s out of PTB).
C Tier: Meh’st up in design, I suppose.
The Plague: “The plag, dude.” M1 with some insta-hatchet like gameplay, if survivors decide to cleanse your puke-power. Takes a bit too long to get rolling to be hugely successful, but by no means a terrible killer.
Freddy: How long can disco on? M1 with a little map pressure, and little loop shut-downery.
The Legion: M1, with a side of quick first hit. If survivors are grouped up together can be semi-effective early on. Might be F tiered if your opponents are on comms.
D Tier: Do we even have powers at this point?
The Pig: Boop the Snoot! M1 with some time saves (If you can manage a couple of hooks before the game ends).
The Wraith: Sneaky first hits, and not much else.
Leatherface: Imagine Billy and take away his map pressure. Underrated, but still bad.
The Shape: Fun. Punishes altruistic survivors while being stealthy. None of these effect good survivors.
F Tier: So bad we skipped a letter
Ghost Face: Like the pig, but without the time saves! Great against blind survivors.
Trapper: Honestly if the early game lasted a bit longer and Object of Obsession didn’t exist he’d be C tiered.
And so we’ve reached the end of the list for patch 3.5.2. You’ve probably seen most of the selections coming, and you probably have a few disagreements. But don’t fret! You can post those in the comments below, and if given a good argument, you might change my mind on some things!
GLHF in your trials.
The Demogordon after Mori
Follow me if you want more memes
Who do you think is the best killer
Whenever I save someone with a flashlight... I automatically feel like I'm a hero and they should owe me their life. Anyone else feel this way?
Leather face cosmetic
I would freak out if I seen this coming
Dead by Daylight: Horror Game, Horrible Balance
In most competitive video games, game balance is a product of simple analysis that almost always asks the same questions across all competitions. Firstly, "what is the win condition?" A pretty easy concept. In soccer, the win condition is having more goals than the other team. In League of Legends, destroying the enemy nexus. A simple enough question to answer with most games, and usually not the issue with any game worth its salt.
The second question then asks, “What is the aspect of the game in question?”. Simply put, what needs / doesn’t need balancing? What is the balance team looking at the possibly alter as a means to make game play fairer? This most commonly is asked of specific in-game items or characters that are causing players to experience an unfair game design, but can be asked of maps, loading times, character aesthetics, and any other obscure aspect of a game that one could think of. An old example to look at is the old League of Legends loading design that started a match when all the players loaded in, but, somewhat confusingly, loading into the start of the match itself took some players with slower computers up to ten extra seconds, causing an inherent disadvantage that was eventually changed. I.E., Riot Games balanced the game’s loading times.
The third, and often most important question, asks “In what way is this aspect of the game making the play experience unhealthier in relation to accomplishing the goal of the game?”. Under-performing / over-performing items or characters, unhealthy map design, etc. These three questions work to great effect time and again when it comes to balancing a competitive video game around fair game play, and is a quality found in every balance team that does its job correctly. And when it comes to the asymmetrical horror game "Dead by Daylight", the questions are not only obscured, intentionally or otherwise, by the developers, but counterproductive altogether.
So how could this be? Why would balancing this game be any harder than balancing a game like League or Rainbow Six: Siege? The answer lies in the first balance question that is to be asked of any game. "What is the win condition?". Right off the bat, we have found a fundamental issue with the game and we haven't even gotten into the meat of unhealthy game design and unbalanced perk / itemization. Win conditions.
In Dead by Daylight, or DBD, as I'll refer to it from now on, your win condition, to an untrained player, seems almost too easy to understand. If you're the killer, kill. If you're the survivor, survive, right? Well, no. Since the ranking system update in early 2019, killers and survivors actually rank up in much more complicated ways than simply killing and surviving in the best way possible. Instead of just repairing generators and ending the game ASAP, killers and survivors are now required to perform well in four separate categories to qualify for a rank-up or a 'pip'.
This means, basically, that killers don't just have to kill four survivors to rank up, they have to kill 2-4 survivors while also getting into plenty of chases, while also preventing survivors from repairing gens by patrolling various locations of the map. For survivors, this means that getting INTO (and out of) chases, healing teammates (even when its better to simply repair generators and open the exit gates), and escaping are their means to get a better performance rating and thus get a rank up.
This ranking system sounds nice in theory, but is the fundamental issue with balancing DBD altogether, and it brings us back to question #1: What is the win condition? Not killing survivors, but killing survivors very slowly, and in a way that makes the game fun for them, while also hoping they aren't efficient on generator repairs, lest they end the game too quick. And for survivors? Not escaping, rather, escaping after a long chase or two, and maybe sneaking a quick heal in for a teammate so that you buffer your altruistic rating in between generator repairs just "because".
It really did sound like a good system at the time of its conception. All players of all play styles getting rewarded for all their talents. Except that a system can't just be theoretical, it has to be implemented practically. And its clear, now, after implementation AND tweaks that the system is very very flawed. Let's look at the 3 biggest issues with the system and how they relate to the last two questions of game balance.
Firstly, and most importantly, the current system means that EVERYONE in the match can rank up. If the killer makes the game last long enough, and takes enough chases, and kills enough survivors at the end of the match, but all of those survivors did just enough DURING the match to earn themselves a pip, all players in the match will rank up. This flaw fundamentally destroys any semblance of competition in DBD. A sport simply cannot be taken seriously when all parties in the match can win.
DBD is no different. It pits two parties against each other and gives both of them an option to win in unison. This flaw stems from the fact that the game does not take into account the outcome of the match, but rather how both parties got there. Did the survivors play with a mix of altruism and objective oriented play styles while performing well in chases? Did the killer prolong the game and hook enough survivors to be considered a non-camper?
Everyone earns a pip and just like that, the balance of competition is broken. There is no push and pull, only push, everyone slowly ranks up, and there is no meaning to being rank 1 since there is no threat to ever being de-ranked over the long term. This is especially prevalent in survivor's cases, since you can be a player with little to no technical skill in chases or saves and still get by with completing objectives and healing teammates and a decent rate, but holds true for killers as well. This is especially true for both parties since you can qualify for a 'black pip' or a rating that holds your rank in place, but doesn't move it up or down, quite easily.
The second issue is that this pip system, that plays around how a killer and survivor plays rather than where their play style takes them, means that playing effectively can mean for a player actively working against their main objectives in game. For example, playing a low tier-killer, such as wraith, who can’t end chases quickly, but can start them reliably and get hits often will actually net you a very easy chaser emblem. Combine that with a constant patrol of generators and a half decent amount of hooks and you can get yourself easy pips just by refusing to waste time trying to actually down any survivors unless the situation is actively begging for you to get an easy hook.
The obvious example for survivors here is healing when its otherwise not a wise decision, just to get altruism points. There’s also the case of escaping unbroken (escaping the trial without being downed a single time) that requires the game to last more than 540 seconds. Why would a survivor be punished for escaping sooner than that amount of time? Obviously there is an issue when the game is actively punishing you for playing the game too efficiently. No question about it.
The last issue, and this is more reflective of BHVR’s long term track record when it comes to game balance more than anything, is that all of these issues put together means it's incredibly difficult to figure out just what qualifies as something over performing and what qualifies as something that people don’t know how to play against properly. If you look at the stats dulled out by BHVR in November of last year regarding killer pick rates and kill rates seen above, you’ll see that, at high ranks, Freddy was the ‘strongest’ killer due to his high kill rates. Anyone at the time who was half decent at the game would have been able to tell you that the killer was pure garbage in a competitive sense, but somehow the statistics said otherwise.
The problem, ultimately, was that people simply didn’t know how to play against the killer, and those who did know how to play against him didn’t like to, and that was enough for players to kill themselves on hook, DC, play on tilt, whatever you might call it, the survivors were having none of it because BHVR has a ranking system that teaches its player base that everyone is number one and that you deserve to play against opponents that are trying to prolong the game and make it “fun” for everyone. *Moris everyone 4 minutes into the match* *clicks flashlight*. As a result, Freddy appeared to be incredible on paper while being trash in practice. Kind of sounds like the ranking system in general, doesn’t it?
As it stands, statistics mean nothing in DBD. Efficient killer play is predicated on trying to get as many chases as possible without ending to game too quickly, while the same is true for survivor, but flipped on its head with some fluff of casual messing around sprinkled on top which means nothing you read from a statistic in DBD reflects anything in truly efficient gameplay, which is supposed to be predicated on killing survivors as fast as possible while they complete generators without pause.
Ultimately, If players aren’t actually playing your game effectively, you can never truly know what is effective. There are exceptions, of course; DS, Moris, keys, and NOED. But the specifics are for another time. As for now, the focus is on the ranking system, it has to change. For this game to truly be competitive, there has to be winners, and there has to be losers. Balance will naturally follow.
I need some dead by daylight friends :(
Any one down to play dead by daylight?
Hey im live come and show me some lovin~💖
Watch "Playing some dbd" on YouTube
Does anyone else think agitation should be nerfed? At least a little less effective when being used with iron grasp.
I’m looking for other players to match with, I’m currently rank 7
Is the game worth getting
This game makes me scream
I dont like playing as the killer, honestly bc is boring imo and im just straight doodoo at it too but ps4 takes ages to start as a survivor and i want to play so ig I’ll have to endure being bullied as a baby killer for a while. Anyways, any tips on how to improve?
My opinion on survival goals
So what if you are able to escape the killer. Sure that's great but what if the goal isn't to survive. This may sound crazy! I just usually get more bloodpoints through the blood trees, however when I survive it's worth less then if I save others. The game is heavy on teamwork, however I wouldn't mind dying for the team if it means I did my part in helping them escape.
Sorry this may have just seem like a bad post but that's just my thinking when I play survivor.
Confused Ghost Face
Ohhhh My..... 🤦♀️😂😁
Docker good, blood points aplenty