Dead by Daylight and other Asymmetric Slasher Games - Discuss the games and the autistic/entitled communities around them

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The tranny streamer problem is the fault of Behavior because they're been pushing these guys super hard. They've even featured the tranny's on the game's Steam store page multiple times. No one gives a shit and no one wants to see that. But yet they continue to cater and push them.

Edit: I'm shocked but not shocked that the tranny is P50 with Cuntmerchant. To give any laymen unfortunate enough to browse this thread an idea; on a good night you can get about 1 million BP in about 3-4 hours of playing killer. You get less BP if playing survivor. It takes about 1.2-1.4 million BP to level up. CuntMerchant just came out 3 weeks ago. So this motherfucker would have to be playing over 12 hours a day every single day to dump BP into that character.

Also

The words 'teabag' 'tea-bag' and 'tea-bagging' are now officially censored in the end game chat...
 
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I wonder if the reason they haven't added in a troon survivor yet is they know it'd result in stupid drama when someone decides to tunnel a mtf streamer out of a game and laughs at them in the post game chat?

Also green genmat machines are in the game now if you want another charm, the red ones are still in so now you look like a Christmas tree if you pick up both with the green and red sparkles.

And here's the upcoming skins:
Tech Collection (Or something like that):
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Alice in Wonderland (Survivors):
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Alice in Wonderland (Killers):
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You sonofabitch, I was about to post about the outfits. All of them look horrible except for the Alice dress one which gives me American McGee Alice vibes. You just know the furries are going to flock to that dragon skin for the Artist.
 
You sonofabitch, I was about to post about the outfits. All of them look horrible except for the Alice dress one which gives me American McGee Alice vibes. You just know the furries are going to flock to that dragon skin for the Artist.
Yeah I was thinking the same with the Artist and it's a shame we couldn't have an actual American McGee's Alice crossover, as well as the cosmetics I'm sure they'd be able to have a really cool looking map.

Also why is the Huntress now a bear in an Alice in Wonderland cosmetic crossover? And did they base Ace on Johnny Depp's portrayal of the Mad Hatter?

Here's the actual skins:
Tech Collection:
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84890qne5bpa1_jpg.jpg
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Alice in Wonderland collection:

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c346xqne5bpa1_jpg.jpg
zld9whne5bpa1_jpg.jpg

vpxyepne5bpa1_jpg.jpg
tpzmmpne5bpa1_jpg(1).jpg
Not sure:

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Think this is for buying the upcoming Meet Your Maker:
Preview_png.jpg

Edit:
Just a speculation but the Legion skin might be a Meet Your Maker cross-promotion too.
 
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New otz video where he concludes that since he plays against retards most of the time you don't need to tunnel he is so out of touch with the average killer game at this point.
jim-carrey-liar-liar.gif


I want to punch this man. It is well established in this god damn game pushing a decade of existing that tunneling has always been the most effective way to win (get 3K). If you give survivors an inch and decide to "play nice" or play by their rulebook you will lose or really fucking struggle to get that 3K and that 3K can very easily change to 1K or no kills.

Edit: I found this.

1679510181284166.png
 
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I wonder if the reason they haven't added in a troon survivor yet is they know it'd result in stupid drama when someone decides to tunnel a mtf streamer out of a game and laughs at them in the post game chat?
Watch them actually make Jane trans just how they made David gay. The tranny who believes he's Jane is apparently buddies with people from BHVR's PR team and has raided Cote quite a few times. He's been making posts about Jane being canonically trans for years now, so I would not be surprised if they pulled the "Jane is trans" card.
Also why is the Huntress now a bear in an Alice in Wonderland cosmetic crossover? And did they base Ace on Johnny Depp's portrayal of the Mad Hatter?
Seems like she was supposed to be the Queen of Hearts, but the art department didn't know what they were doing so QoH Huntress is just a bear with hearts.
Think this is for buying the upcoming Meet Your Maker:
Yup, they announced you need to buy this 30USD game to get the shirts. It's like they know Meet Your Maker will tank and they need their braindead DbD consumers to inflate the sales stats.
 
From what I've seen, Otz always proxy camps or tunnels when it's the best strategy available to him at the current moment. Rarely is making lots of distance from a hook in pursuit of a distant survivor or low-percentage gen a viably good idea BUT Otz doesn't limit himself to proximity camping when it makes no sense to do so.
If base kit borrowed time, borrowed time, and decisive strike was removed, Otz would tunnel more regularly when he is matched against competent survivors or unfavorable conditions.
He has the game down to a science and he must know what he's saying is disingenuous.

- The Skull Merchant will now gain a growing Haste effect for each Survivor tracked on her radar. This bonus starts at 3% for one Survivor, raises to 5% for two, 6% for three and 7% for four. Both Claw Traps and active drone zones will contribute to this, and the Killer does not need to inspect their scanner to gain the benefits. This will reward the Killer for efficiently using their Power to keep tabs on their prey.

- Vaulting a pallet with a Claw Trap will cause that pallet to break, destroying the Claw Trap in the process. This was previously part of the common Ultrasonic Trap Speaker Add-on. With this change, being chased with a Claw Trap attached becomes a lot more dangerous.

- Drones are no longer immediately returned to The Skull Merchant once they are disabled. Instead, they will be returned once their respective traps are destroyed. This will make it more difficult to replace disabled drones on these generators.

- To ensure Survivors cannot hold a Claw Trap indefinitely to deny her from using her Power, Claw Traps will now be instantly destroyed as soon as their battery expires, and Claw Trap batteries will no longer refill when entering an active zone. This way, Claw Traps will always return after a set amount of time.

- Drones will enter an unhackable state whenever a Survivor with a Claw Trap is near. This will prevent a single Survivor from running around and disabling every drone, meaning the Killer will always have some combination of four Claw Traps or drones available to them. Combined with the changes to Claw Traps mentioned above, The Skull Merchant will always get value out of her ability whether it’s through deployed drones or traps.
In other news, the Skull Merchant was an oppressive litmus test for if a map had a good three-gen. On smaller maps, you could hold four generators. The changes actually give her some ability to have some amount of chase potential with the added haste and it's a step in the right direction. However, IMO, 7% haste isn't enough when comparing a 7% haste+M1 killers to her old three-gen play, nurse, or blight. She needs a rework or haste that applies selectively. (I.E: You get insane amounts of haste to track down a clawed survivor but every other survivor you aren't hunting is invisible to you, and when you enter chase with the clawed survivor, you get the aforementioned normal haste. Or anything else.)
The worst-case scenario is that the change ends up as mediocre. If it's mediocre, skull merchant will forever be mediocre and no one will care. This is a step in the right direction but it brings the mid-merchant away from three-gen oppression to poor man's "play with your food" instead of the motherfuckin' predator.
 
Yup, they announced you need to buy this 30USD game to get the shirts. It's like they know Meet Your Maker will tank and they need their braindead DbD consumers to inflate the sales stats.
They tried the same thing with Death Garden and had exclusive masks for Trapper and Meg. It still didn't work and all the assholes who paid $30 for that POS got fucked because Behavior made the game free for the last few weeks of it's existence and everyone (myself included) got the masks that way.
 
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It's almost as if they keep making all these PvP games thinking that's why people play Dead by Daylight when really it's because they want to be able to run away from Michael Myers or kill Leon with Pyramidhead.

If they had never gotten Myers when they did, we wouldn't be having this conversation now.
 
He has the game down to a science and he must know what he's saying is disingenuous.
He knows. He 100% knows. And he knows people are onto him his bullshit and Behavior is fixing his MMR. The big question is: is this a talking point given to him by Behavior or is the consortium of streamers telling him to say this? Maybe it's both?

7% haste (which is timed at 5 seconds-ish) is not very strong. Using Play With Your Food and you get a 5% speed stack can help you but is not enough against god pallets and strong jungle gyms I.E. the kind with a god pallet and a window. I remember just the other day I played Tombstone Myers, I already got 2 kills so I'm just fucking around a little bit and settle for my 3K, and I chase a guy at one such jungle gym, the god pallet is down, I have 3 stacks of Play With Your Food (15% movement speed increase) AND I had Bloodlust tier 1 going and I just barely got the hit as the guy made it to a pallet. That's just how strong a majority of jungle gyms are.

It's almost as if they keep making all these PvP games thinking that's why people play Dead by Daylight when really it's because they want to be able to run away from Michael Myers or kill Leon with Pyramidhead.

If they had never gotten Myers when they did, we wouldn't be having this conversation now.

For sure. Adding Myers to the game was in direct response to F13 and IMHO I think they gave Myers the ability to kill survivors in response to how Jason could just instantly kill campers in that game. Either that or the licensor for Myers demanded it. I can imagine John Carpenter going "No. Myers does not drop people on hooks and slowly wait for them to die. Myers stabs the fuck out of people. Either he stabs the fuck out of people or we don't do this license."

Think about it: no other killer can directly kill people like Myers. Every other killer that has the ability to just murder them is stymied by the fact that survivors can 100% counter this ability.
 
According to Behavior, no one has had their personal IP leaked.

No evidence.jpg

There has been the usual pearl clutching:

Dowsey.jpg

I saw someone complain that someone came into their chat and said "Your stream is mine" or something like that and then the stream ended. Only I went to his Twitch and no such video exists. Now I don't know about you, but if that happened to me I would keep the link up and post it as proof, but what do I know?

There is something wrong with Steam and they've known it for a while but I think the people who got hit before, were big streamers who were already on the hacker list and hadn't changed the IP or didn't know they were caught. Still should probably VPN or not play on Steam if you're really worried about it since they were especially scummy with their press release. No one was worried about having their personal IP doxed, it was that they get your IP through Steam somehow and DDos until you can't play the game.
 
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Gas Haven re-work incoming. It only took... Aw fuck it!

I have kind of adapted to the map for my 3 gen playstyle. It turns out that it's relatively easy to camp from a distance and you have huge LOS pathways to catch survivors going for a rescue or working on a gen. I would still welcome a re-work (for those keeping count, this is the 3rd rework of this map). Just delete the pointless breakable walls, have 2 fucking doorways in the cancer spot and delete at the very least 1 god pallet at the cancer spot and reduce the density of pallets in the center in front of the gas station.
 
I wonder if the reason they haven't added in a troon survivor yet is they know it'd result in stupid drama when someone decides to tunnel a mtf streamer out of a game and laughs at them in the post game chat?
There was already enough dumb shit going on with the pride charms where killers got accused of being homophobic because they tunneled.

I don't know what the fucking issue is. I've never once paid attention to which survivor they're using or what their damn charms are. If you suck I am going to tunnel you and use you as a proxy camp springboard to get the good survivors down.
 
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There was already enough dumb shit going on with the pride charms where killers got accused of being homophobic because they tunneled.

I don't know what the fucking issue is. I've never once paid attention to which survivor they're using or what their damn charms are. If you suck I am going to tunnel you and use you as a proxy camp springboard to get the good survivors down.
It was something the devs or whoever runs the Twitter account said that if anyone targets someone wearing the charms then they'll be banned. How the fuck you prove that someone is explicitly being "targeted" in a slasher game I don't know. But what I do know is that I hit every single survivor on the hook when I see that they wear those charms and it's been a year or so and still nothing has happened to me.
 
Lot of major changes incoming:

Healing:

Healing​

There’s no better way to avoid being put on a hook than healing your injuries. Even if the Killer is relentless, an extra health state can buy your team more time to work on generators. Having easy access to quick and plentiful heals can cause problems, particularly for highly skilled Survivors who can evade the Killer for quite some time. An Emergency Med-kit alone can heal the damage done after a long chase in roughly 10 seconds. This doesn’t even begin to factor in all sorts of Perks and Add-ons which can speed up healing even further and grant more heals before your Med-kit is depleted.

For Killers, this means that any chase that doesn’t end with a hook- even if they managed to damage a Survivor- can be completely undone in a matter of seconds. Keeping Survivors injured and switching targets are often wise decisions, and with this in mind, we have a few changes in store for healing to make this more practical.

First, healing will now take 24 seconds by default (previously 16 seconds). This will make each hit more impactful, ensuring that Survivors need to spend longer to heal their wounds.

Second, we have rebalanced Med-kits across the board. All Med-kits will now have 24 charges by default, allowing one heal before they are depleted. The different rarities of Med-kits are as follows:

Camping Aid Kit (Common)

  • Increases the Altruistic Healing speed by 20% (was 25%).
First Aid Kit (Uncommon)

  • Increases the Altruistic Healing speed by 25% (was 35%).
Emergency Med-kit (Rare)

  • Increases the Altruistic Healing speed by 30% (was 50%).
  • No longer increases the speed at which you heal yourself.
Ranger Med-kit (Very Rare)

  • Increases the Altruistic Healing speed by 35% (was 50%).
  • Increases Skill Check success zones by 10% (was 14%).
  • Increases Great Skill Check zones by 10% (was 15%).
Lastly, we have done a pass on Med-kit Add-ons, bringing those which were overperforming in line with the rest. Add-ons which add more charges to your Med-kit have also been reviewed with the new healing time in mind, though it is now impossible for a Med-kit to fully heal a Survivor more than twice in a match.

Perk changes:

Perk Updates​

Moving on to Perks, we have a bundle of tweaks for this update targeting both meta and non-meta options.

Gearhead

First up, Gearhead currently reveals the aura of the next Survivor to hit a great skill check after a Survivor loses a Health State. These conditions require quite of bit of work and luck on the Killer’s part to get value out of it.

Gearhead will receive a slight rework: When a Survivor loses a Health State, Gearhead activates for 30 seconds. While active, any Survivor who hits a good skill check will have their aura revealed to the Killer for 6/7/8 seconds.

This allows Gearhead to potentially provide information multiple times for each hook. Killers who efficiently catch Survivors will be able to keep Gearhead activated for a good portion of the match.

Overzealous

Overzealous grants a repair speed bonus when Cleansing a Totem, and a larger bonus when Cleansing a Hex Totem. Little did we know the skirmishes this would cause between the Boon lovers out there. Moving forward, Overzealous will also activate when Blessing a Totem in addition to Cleansing. We’ve also slightly increased the bonus to 8/9/10% (from 6/7/8%).

Scourge Hook: Pain Resonance


This perk has gradually found its way back into the meta. To address this, we have given Scourge Hook: Pain Resonance a slight rework. The perk starts with 4 tokens, the first time each Survivor is hooked on a Scourge Hook, the generator with the most progress will explode and lose progress. We’ve also reduced the difference between different Tiers of the perk (now 11/13/15%).

Dead Hard


Though Dead Hard initially fell from grace after the 6.1.0 Update, it has steadily climbed back to being one of most prominent Survivor perks. Dead Hard already requires some precision to use, and further reducing the invulnerability window would make it far too unreliable and frustrating. Therefore, Dead Hard has also received a slight rework.

Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage.

This will put a damper on how often Dead Hard can be used, keeping it as a powerful reward for Survivor who have earned it.

Call of Brine

Call of Brine quickly rose in popularity following the meta shake up last year. Granting a large increase to the regression rate of generators, it’s not uncommon for a generator to fully regress once a Survivor is chased away.

To tone down its power, we have reduced the additional regression speed to 115/120/125% (was 150/175/200%).

Overcharge

Similar to Call of Brine, Overcharge saw a similar rise in power over the past year. This perk also increases the regression rate of generators pretty substantially.

To bring it in line with other perks, we reduced the maximum regression speed to 130% (was 200%). This would make it take longer for the regression rate to become beneficial, so at the same time, we’ve increased the starting regression speed to 85% (was 75%) to help offset this.

Additionally, the penalty for missing the special Skill Check has been reduced to 2/3/4% (was 3/4/5%).

Boon: Circle of Healing

This perk has become the ‘jack of all trades’ of healing perks. Not only does it allow you and your fellow Survivors to heal without a Med-Kit, but it also increases the speed of healing across the board.

Going forward, Boon: Circle of Healing will no longer allow Survivors to heal without a Med-Kit. Instead, it will provide a 40/45/50% healing speed bonus to healing others. This bonus will not apply to healing done with a Med-Kit. Additionally, the auras of injured Survivors with the Boon’s range will be revealed to all other Survivors.

Killer changes:
Starting with this Mid-Chapter, we’d like to include a bundle of small tweaks to various Killers in each update. These will be smaller scale than the reworks we’ve done in the past, focusing more on number tweaks than new features or significant changes. Larger reworks are still planned, be we want to show some love to our growing roster along the way!

The Hillbilly

Start your chainsaws- and don’t worry about them overheating- we’ve adjusted The Hillbilly’s overheat mechanic to be much more forgiving.

The amount of heat generated from both starting to rev and continuing to rev your chainsaw has been dramatically reduced, making the overheat mechanic almost a non-factor when used in loops and over short distances, much akin to how he used to play. Just as before, heat will begin to dissipate as soon as the Chainsaw Sprint ends, meaning most of the heat generated from a short sprint will already be gone by the time your chainsaw is ready for another attack.

The amount of heat generated while Chainsaw Sprinting, on the other hand, has been increased slightly. Though the changes above will help counteract this, longer sprints will cause your chainsaw to overheat quicker, so be careful not to let it overheat in an empty corner of the map!

Last but not least, we’ve toned down the Doom Engravings and Death Engravings Add-ons. These Add-ons will provide less movement speed than before and increase heat generation further.

The Pig

The John’s Medical File Add-on increases The Pig’s crouched movement speed. This Add-on hasn’t been performing very well, so we’ve decided to nerf The Pig increased this Add-on's movement speed bonus to 10% (was 6%).

The Oni

Two of The Oni’s Add-ons- Blackened Toenail and Bloody Sash- allow him to move faster while absorbing Blood Orbs, losing less ground in the process. These Add-ons weren’t performing as well as we’d like, so we’ve given them some slight improvements. They will now increase movement speed while absorbing by 0.4m/s and 0.7m/s respectively (was 0.3m/s and 0.6m/s).

The Nightmare

The Nightmare’s Sheep Block and Unicorn Block Add-ons inflict Blindness on Survivors who trigger a Dream Snare or Dream Pallet. These Add-ons weren’t doing so well, so we’ve increased the duration of the Blindness Status Effect on each of these Add-ons by 30 seconds.

The Executioner


The Executioner’s Scarlet Egg Add-on increases the duration of Killer Instinct inflicted by Rites of Judgement by 1.5 seconds. This doesn’t provide much value since Killer Instinct only updates its position periodically. To make it more meaningful, we are increasing this bonus to 3 seconds.

The Clown

The Redhead’s Pinky Finger Add-on can be incredibly powerful, allowing The Clown to instantly down a Survivor after hitting them directly with a bottle. We’ve previously toned this Add-on down by reducing the maximum number of bottles The Clown can hold, but it seems like this downside was not enough to bring it in line with other Ultra Rare Add-ons.

Going forward, this Add-on will reduce the maximum held bottles by 3 (was 2).

Bright light intereactions (Plus Hag nerf(?)):
When Dead by Daylight first released, only three Killers were in the game. It wasn’t unreasonable to bring a Toolbox just in case you faced off against The Trapper or a Flashlight to burn The Wraith when it was a 1-in-3 chance.

But as the Killer roster has grown, these mechanics have started to feel out of place. The majority of Killers do not have any interaction with Survivor items, leading to the ones that do feeling unfairly punished by something beyond their control. In the past, we removed the ability to sabotage The Trapper’s Bear Traps to alleviate this issue. In this update, we’ll be removing Flashlight interactions with various Killer Powers. Since some of these actions aren’t very well known, we’ll quickly run through each of them.

The Wraith

We have removed the ability to burn The Wraith out of his cloak. This would also stun him in the process.

The Nurse

Similar to The Wraith, The Nurse could also be burned while blinking. This didn’t come up very often since it was very risky and difficult to pull off, but it is also being removed.

The Artist

Survivors could shine a Flashlight at crows to scare them away. This also didn’t come into play very often since crows could easily be shooed away without using Flashlight charges.

The Hag

Arguably the most impactful, Flashlights have long been the sole counter to The Hag’s Phantasm Traps. Not only could they reveal the aura of nearby traps, but shining a Flashlight at the trap would destroy it. Removing the Flashlight effect from The Hag’s Power is a little trickier since it would leave Survivors with no option but to set off a trap and risk The Hag teleporting to it.

To ensure that this doesn’t make The Hag too oppressive, we are adding the ability to wipe away a Phantasm Trap. In order to do so, Survivors will need to spot the trap, crouch over to it to avoid setting it off, then perform a several second long action to clear it.

While this will allow all Survivors to clear traps, it will now be much more difficult and time consuming to do so. Additionally, this prevents a Survivor with a Flashlight from destroying The Hag’s traps mid-chase.

Map changes:

Autohaven Wreckers Map Updates​

This update will feature balance updates to two Autohaven Wreckers maps, namely Blood Lodge and Gas Heaven.

Blood Lodge

Blood Lodge can be a bit of a mixed bag: Depending on how the map generates, there can be plenty of safe pallets near the center or very few, creating either a very safe area or a deadzone. This area also has very few line of sight blockers which can make it difficult for stealthy Killers to sneak up on Survivors. Around the edge of the map, on the other hand, features several maze tiles (high walls with a pallet and/or window). Clever Survivors can combine these tiles to create stronger loops making them very difficult to catch.

To remedy this, we are making significant layout changes to this map. The Blood Lodge itself will now appear closer to the center of the map, breaking up line of sight and separating some of these safer loops. The maze tiles have also been separated from one another, making it more difficult to combine them together.



Gas Heaven

Gas Heaven features unique car piles which stretch several tiles long. These special tiles can get in the way of gameplay, however, making it difficult to traverse the map. Chasing a Survivor around these walls of cars can also waste a lot of time if they start the chase with a significant lead.

Going forward, these car piles will be broken up into smaller single-tile chunks. These car piles will also feature potential spawn locations for pallets, helping reduce the potential for deadzones to appear.


The Gas Heaven gas station itself has also been moved closer to the center of the map. Since this makes this building much easier to get to from anywhere on the map, we’ve reviewed its spawning rules to prevent strong combinations of windows from spawning and adjusted its pallet spawn locations.

Throughout the Realm

Some of these changes will spill over into the remaining Autohaven Wreckers maps, including new edge tiles (small tiles that run along the map’s boundaries), some of which include new gameplay such as possible pallet spawn locations.

Didn't bother posting the visual terror radius and auto buy bloodweb stuff.

Will be interesting to see how the meta goes (Particularly in regards to gen slow down) and if this will actually effect Dead Hard in any meaningful way or if it'll continue being the most used survivor perk.

Seems to me like it'll kill off boons and playing against survivors with medkits might actually be reasonable now
 
Seems to me like it'll kill off boons and playing against survivors with medkits might actually be reasonable now

Whelp, as per anything Behavior does there's some positives but quite a few WTF-worthy changes.

Nerfing Clown's Pinky Finger is one thing. Now I have to use up my horde of Pinkies before this change goes through. Reworking Billy's overheat doesn't mean a goddamn but I lol'd when they announced they nerfed the Engravings add-ons.

GOOD changes to Dead Hard, healing, Medkits, and Circle of Healing.

GOOD map changes (that took years to finally implement).

Of course, as soon as I start using OverCharge/Nowhere to Hide/Eruption on Freddy they announce nerfs to Overcharge and Call of Brine (called that one).
 
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Call of Brine seems too harsh, Pinky Finger might not actually be that bad if you use it with Gin Bottle since you still get 3 bottles but on it's own it'd be rough.

I really hope they don't use feedback from the next patch to nerf Sloppy Butcher when survivors start complaining about it.
 
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