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

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If someone is vaguely interested in the game (as a killa) are there any streamers to watch so I could watch before I buy?

https://www.twitch.tv/tru3ta1ent Very thick British accent. Switches between Survivor and Killer and explains what he's doing as Killer. Doesn't troll. Does however get pissed when he loses and it's sometimes his fault. Survivors hate him because he always brings up how bad the balance is. Switches between DbD and Mortal Kombat 11 these days. Him and Zubatlel are the only streamers that play Killer and know strategy. But Zubat is a massive faggot that sticks to Survivor and cries when he faces Killer players that don't play by his rules. Zubat's chat is absolute cancer whereas Tru3's is pretty chill and not ban happy.

Tru3 knows how to play Killer and I learned a lot from him especially when dealing with pallets and certain loop spots:


https://www.youtube.com/channel/UCDO__Z-tZD4bfG9m4AkK_uA Otz's channel

https://www.twitch.tv/hybridpanda Mostly plays Survivor but does play Killer on occasion. His voice might be annoying to you. https://www.youtube.com/user/hybridpanda/videos

Everyone else aside from small time streamers are honest to god faggots. The most notorious ones are AngryPug (acts a lot like DSP), Monto (not a streamer but a Youtuber who acts like a supreme faggot), Zubatlel as mentioned, Noob3 (another faggot that insists that Killers are too easy to play and is in favor of nerfing Killers), OhTofu (same as the rest), Ochido (Youtube guy but a massive shithead with an equally autistic following. Faggot who specializes in trolling and showing exploits), EdgarAllenBro (same as above), and all of these guys are 100% proud of ragequitting matches when things don't go their way.
 
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Seeing as a load of streamers/youtubers are getting plugged, I might add one I think is amazingly solid (at survivor). Goes by the name Ussylis on youtube. He's made a heap of survivor tip videos in the past, and mostly posts interesting games he's played recently now. Helped me improve my survivor game 10 fold.

Probably streams on twitch, but I've never checked
 
If the Survivor side of the community, especially when the streamers are the ones cheer-leading this nonsense, chances are extremely high that the devs will cater to their crying and make changes.

In my experience in every game ever the streamers and content creators always get that they want in a game foment balance
wise. Because they are the ones who help shill the game. No matter how much it fucks up stuff.

To stem the tidal wave of ragequitting, the devs nerfed Legion. You know, instead of actually punishing ragequitting.
Why do they not punish rage quitting?


Also I wish I could see a survivor player’s perspective in all of this.
 
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If someone is vaguely interested in the game (as a killa) are there any streamers to watch so I could watch before I buy?
I highly recommend you the Japan DBD community if you want to start the game right now, of course if you know to read, listen to Jap.
They have some very high skilled player with good editing, and some that taught you how to mind game etc.

Some of my fav:
赤とんぼっち
They playing as no addon huntress.

Being called "Head nurse" there. A rank 1 nurse main, but also play other killer, sometimes survivors. Got some good explanation on how to run a killer, deal with juke, pallet loop etc.
In a recent video down a whole 4 man voice chat party in less than 2 mins.
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Twei

A rank 1 freddy main(those have play knows what that mean), but also touch on other killer. Is extremely bad at playing survivors. Quite hilarious imo, if you get all the Jap memes.
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KTO

A survivor main, could teach you how to play and think as a basic survivor with some of his video. (Things like what's the timing to save the hooked, running pallet, should you complete a gen with teammate etc). Constantly mocking the developer, even got a character called ""pretty goodman" named from the meme.
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Furball
An Amanda main in the past, now a all rounder killer. Could teach you how to run as killer.
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Edit: but seriously, don't play this game and just watch videos about it. You gain nothing but frustration from playing this game.
You play as killer, and people teabagging you every single time.
You play as survivor, and other people disconnect all the time all they are down the first time, making the game very hard to win. Also other people also teabag survivors too.

The whole experience just ain't worth the money. Watch people playing is much better than play it yourself.
 
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Also I wish I could see a survivor player’s perspective in all of this.

*Raises hand* I play survivor and killer. Survivors are less interesting to talk about because they don't have individual mechanics, they're all basically just skins for items and perk selections. Now I'm not a very good survivor (or killer) and have never made it above rank 10 playing either side. That said, here's what I've learned in the couple hundred hours I've spent on this game:

A principle element of this game that the devs don't seem to get (or at least have never articulated) are action economy and opportunity cost. With one killer and four survivors, the ability of the killer to be in only one place at one time means that the rest of the survivors can be pounding out objectives while the killer chases one of them. This is why being able to loop the killer is the most effective survivor strategy contra stealth: because it actually chews up the killer's time instead of merely avoiding him.

One thing to note is that survivors have three health states: healthy, injured, and down (and dead, but that's the point at which everyone is past caring.) When a healthy survivor gets hit by most killers, they go into injured and get a burst of speed while the killer goes into a cooldown animation and is slowed for the duration. This means that even though survivors are slower than killers, hitting a survivor gives them a window to open up a significant lead even on a straightaway, potentially buying time to get to some kind of cover. This is why, depending on the circumstances under which the chase was initiated, it's often harder to get the second hit than the first.

Honestly, I think this little mechanic is a big contributor to much of the balance weirdness. The fact that you need two hits to down a survivor, and the first hit gives them a fairly large lead, skews the game in the direction of killers who one-shot survivors (Billy, Leatherface, Myers, add Ghostface and Plague in the "sometimes" column) or can do a one-two punch (Nurse, Huntress, Billy after a fashion.) If the speed burst that survivors got was much less generous- say half a second- it would give them a tiny window, but it would make getting caught by the killer much scarier because of the threat of an almost immediate follow up.

As an aside, I do find Leatherface interesting because 1) Hillbilly was their "OC donut steel" version of LF when the game came out, long before they got the license to use the character and 2) AoE chainsaw allows him the biggest break in the killer action economy, which is why his basement dweller builds can be so frustrating to play against.

I do agree that coms+ survive with friends break the game though. Honestly, one of the biggest QoL improvements they could make for killers is just add a "Decline SWF" checkbox, so the people who are comfortable with Death God Nurse can take on the four identical prestige 3 Claudettes with flashlights, and let the rest of us filthy casuals play with each other. Another, much more speculative step would, I think, be to just put coms into the game and rebalance from there.
 
In my experience in every game ever the streamers and content creators always get that they want in a game foment balance
wise. Because they are the ones who help shill the game. No matter how much it fucks up stuff.


Why do they not punish rage quitting?


Also I wish I could see a survivor player’s perspective in all of this.

1: You'd think so. But most streamers just care about doing their usual thing. The only thing they care about re: the health of the game is if they can get matches. That's about it.

2: Why is ragequitting not punished? Devs claim that they can't do it because the game ATM is P2P-based. Which is bullshit. There's a theory that they don't punish it because they don't want to punish Survivors and thin out their numbers. The only way ATM that they actually punish someone is if they either use a hack or harass other players. That's it.
 
If you have a saying in the development of DBD, what kind of perks/killers/killer's ability would you want to see, and which mechanic you would change to make the game more balanced?
 
If you have a saying in the development of DBD, what kind of perks/killers/killer's ability would you want to see, and which mechanic you would change to make the game more balanced?

I think it would benefit everyone to make a lot of perks base abilities available to everyone across the board. Particularly Bamboozle (to just end the reatarded window looping), Mad Grit, Blood Warden (but buffed so that if anyone is on a hook they're sealed in), and maybe Whispers.

The biggest thing would be to either add mandatory secondary objectives to slow down the Survivors or do SOMETHING to slow down how quickly gens pop. Make it so Killers aren't required to run Ruin and sometimes a secondary perk like Corrupt Intervention or Haunted Ground to go in tandem with Ruin.
 
If you have a saying in the development of DBD, what kind of perks/killers/killer's ability would you want to see, and which mechanic you would change to make the game more balanced?

Just spitballing since I'm terrible at balance but...

1) Rework the maps. Make them smaller overall, about 15/20% smaller. Replace most pallets with mindgame areas, make bloodlust easier to maintain (lingers a couple of seconds, maybe 3, after a survivor leaves vision, if you catch a glimpse of the survivor within the lingering time you keep it going).

2) Probably delete detection perks for both sides, might be too hard on killer so probably reduce the number instead.

3) No sprint burst/dead hard and its equivalents. Maybe keep balanced landing since it's a bit more situational, but probably remove it too.

4) Slow down healing and repairing actions for survivors. Can't tell exactly how much, but probably around 30%.

5) Fix all the stupid bugs like red scratches randomly not showing up/behaving weird as fuck.

Now game matches feel more of a hunt and isn't as ridiculously loopsided in favor of competent survivors. In this kind of game the killers with good map control would probably be incredibly more potent so I just accidentally made Nurse even more of a top tier killer, but everyone should see benefits to the same degree. Since there's more room for error on killer side they aren't automatically losing the game 2 minutes in if they don't find anyone, which is why I took out detection perks. I'd still probably need to add an additional mechanic for killers to detect survivors.
 
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If you have a saying in the development of DBD, what kind of perks/killers/killer's ability would you want to see, and which mechanic you would change to make the game more balanced?
A few things:
1) shorten the speed boost provided by a healthy survivor getting hit. Getting hit should be scary.
2) make the Exhaustion status effect more meaningful: it should debuff repair speed, healing speed, and running speed while it's on.
3) raise generator base repair time to 100 seconds.
4) give hex perks (excepting Haunted Ground) some kind of baseline ability that persists even if they're broken- say, you lose the Exposed part from NoED, but keep the speed boost. Or one survivor at random remains afflicted by Ruin after the totem goes. Whatever.
5) give killers the ability to decline SWF, or at least mark them as such in a lobby (this would be useful for solo survivors as well, since SWF groups only tend to play nicely with themselves and have no problem abandoning/sandbagging randos they get teamed up with.)
 
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Just spitballing since I'm terrible at balance but...

1) Rework the maps. Make them smaller overall, about 15/20% smaller. Replace most pallets with mindgame areas, make bloodlust easier to maintain (lingers a couple of seconds, maybe 3, after a survivor leaves vision, if you catch a glimpse of the survivor within the lingering time you keep it going).

2) Probably delete detection perks for both sides, might be too hard on killer so probably reduce the number instead.

3) No sprint burst/dead hard and its equivalents. Maybe keep balanced landing since it's a bit more situational, but probably remove it too.

4) Slow down healing and repairing actions for survivors. Can't tell exactly how much, but probably around 30%.

5) Fix all the stupid bugs like red scratches randomly not showing up/behaving weird as fuck.

Now game matches feel more of a hunt and isn't as ridiculously loopsided in favor of competent survivors. In this kind of game the killers with good map control would probably be incredibly more potent so I just accidentally made Nurse even more of a top tier killer, but everyone should see benefits to the same degree. Since there's more room for error on killer side they aren't automatically losing the game 2 minutes in if they don't find anyone, which is why I took out detection perks. I'd still probably need to add an additional mechanic for killers to detect survivors.

1: Agreed one million percent agreed. Fuck the Thompson House and sincerely fuck Haddonfield. Fuck those maps.

2: Would be difficult since certain Killers have built in detection powers like the Doctor and Freddy and Legion. I could take or leave this.

3: Ten million percent agreed. Fuck Dead Hard, fuck Adrenaline, fuck Sprint Burst. It's hard to believe it used to be even worse where these perks would recharge DURING a chase and the cocksuckers could pop Sprint Burst, still get to use Dead Hard, and by the time you catch them they'd have Sprint Burst again or Adrenaline kicks in. That was just last year too...

4: Would love to see it but doubt it would happen. A 30% slowdown would be exactly like Dying Light (Which I think is closer to 25%). The devs have responded to requests like this that would easily balance the game and not require completely remaking the game with "It's not fun for Survivors." That's usually their answer to a lot of things.

5: Agreed.

If the game was balanced then everyone would be fine with a Nurse/Hillbilly nerfs.

A few things:
1) shorten the speed boost provided by a healthy survivor getting hit. Getting hit should be scary.
2) make the Exhaustion status effect more meaningful: it should debuff repair speed, healing speed, and running speed while it's on.
5) give killers the ability to decline SWF, or at least mark them as such in a lobby (this would be useful for solo survivors as well, since SWF groups only tend to play nicely with themselves and have no problem abandoning/sandbagging randos they get teamed up with.)

1: Agreed. It's just reatarded when gates are open and/or hatch is available, you hit them, and they can literally get half way across the map because of that one hit and you have to hope and pray that they're not close enough to that hatch/gate or a body blocker doesn't appear to save the faggot.

2: Any kind of significant downside to running the god tier perks would help. Notice how the absolute best killer perks have some kind of significant down side to them excluding maybe Enduring? Yet Survivor perks have no real down side. Except maybe, maybe, Dead Hard when fighting chainsaw Killers and/or Killers with instant down add-ons. I'm all for slower action speed, slower heals, not being able to use items (that essentially gives them FIVE perks to use), etc.

3: They need to balance for SWF. That's the big thing. Being able to know when you're playing against SWF and declining wouldn't help too much once you get beyond rank 10 because rank 10 and up is almost nothing but SWF groups especially at peak hours.
 
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1: Agreed one million percent agreed. Fuck the Thompson House and sincerely fuck Haddonfield. Fuck those maps.

2: Would be difficult since certain Killers have built in detection powers like the Doctor and Freddy and Legion. I could take or leave this.

3: Ten million percent agreed. Fuck Dead Hard, fuck Adrenaline, fuck Sprint Burst. It's hard to believe it used to be even worse where these perks would recharge DURING a chase and the cocksuckers could pop Sprint Burst, still get to use Dead Hard, and by the time you catch them they'd have Sprint Burst again or Adrenaline kicks in. That was just last year too...

4: Would love to see it but doubt it would happen. A 30% slowdown would be exactly like Dying Light (Which I think is closer to 25%). The devs have responded to requests like this that would easily balance the game and not require completely remaking the game with "It's not fun for Survivors." That's usually their answer to a lot of things.

5: Agreed.

If the game was balanced then everyone would be fine with a Nurse/Hillbilly nerfs.



1: Agreed. It's just reatarded when gates are open and/or hatch is available, you hit them, and they can literally get half way across the map because of that one hit and you have to hope and pray that they're not close enough to that hatch/gate or a body blocker doesn't appear to save the faggot.

2: Any kind of significant downside to running the god tier perks would help. Notice how the absolute best killer perks have some kind of significant down side to them excluding maybe Enduring? Yet Survivor perks have no real down side. Except maybe, maybe, Dead Hard when fighting chainsaw Killers and/or Killers with instant down add-ons. I'm all for slower action speed, slower heals, not being able to use items (that essentially gives them FIVE perks to use), etc.

3: They need to balance for SWF. That's the big thing. Being able to know when you're playing against SWF and declining wouldn't help too much once you get beyond rank 10 because rank 10 and up is almost nothing but SWF groups especially at peak hours.

In-built detection on killers would be fine in my balancing idea since it wouldn't be stacked on top of other balancing methods. The spirit behind that point is that the killer is now supposed to depend on their other traits (ability to cross the map, what do you know) and extra time to hunt for survivors rather than rely on perks. This also opens up the perk slots since you don't need to invest on stalling, you get to spend more time doing the fun part of the game instead. Still, maybe just toning down existing detection perks would work just as fine.

The devs at this point are just ridiculous on their balance bias and I can "get" it since there's always gonna be a louder, more obnoxious voice for survivors considering they probably outnumber killers and they don't want to deal with that.

But also fuck 'em.

If you're gonna bother with listening to flamingkitty tier "balancing suggestions" you might as well neck yourself because your game isn't gonna be good. IceFrog doesn't give a shit if lil' Billy the 1K MMR shitter is losing his pub matches in Dota 2 to a baddie Sniper player since everyone else who plays the game using their brain knows how to counter the usual pub Sniper and so IceFrog balances the game around the idea that you, the player, can be good instead of assuming you need to get babied. Encourage your players to get good, not to bitch and moan until big daddy dev comes here to take away whatever's making you face the reality that you blow dick at the game.
 
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1: Ten million percent agreed. Fuck Dead Hard, fuck Adrenaline, fuck Sprint Burst. It's hard to believe it used to be even worse where these perks would recharge DURING a chase and the cocksuckers could pop Sprint Burst, still get to use Dead Hard, and by the time you catch them they'd have Sprint Burst again or Adrenaline kicks in. That was just last year too...

2: They need to balance for SWF. That's the big thing. Being able to know when you're playing against SWF and declining wouldn't help too much once you get beyond rank 10 because rank 10 and up is almost nothing but SWF groups especially at peak hours.

1. I think this is overkill. I could see nuking Sprint Burst, Lithe, and Balanced Landing, because the only downside there is the opportunity cost (Exhaustion perk used now is an Exhaustion perk you can't use 30 seconds from now) but Dead Hard is conditional and gives only a tiny speed burst; the invulnerability window is the only thing that makes it good, and it can be counterplayed. Adrenaline is obnoxious, but it's an endgame perk and if we succeed in the task of balancing the game to the point where the endgame is hardly guaranteed, the problem will sort itself out.

2. I know, which is why I suggested just adding coms and rebalancing from there. My thinking is that they can't punish people for using coms, and even if they could they'd lose face for reversing policy after so long, so they might as well put it into the game to both level the playing field within survivor side (they did in fact do a pretty good job if you don't play this game at high levels) and so they could rebalance killers to make them effective under those circumstances.
 
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1. I think this is overkill. I could see nuking Sprint Burst, Lithe, and Balanced Landing, because the only downside there is the opportunity cost (Exhaustion perk used now is an Exhaustion perk you can't use 30 seconds from now) but Dead Hard is conditional and gives only a tiny speed burst; the invulnerability window is the only thing that makes it good, and it can be counterplayed. Adrenaline is obnoxious, but it's an endgame perk and if we succeed in the task of balancing the game to the point where the endgame is hardly guaranteed, the problem will sort itself out.

2. I know, which is why I suggested just adding coms and rebalancing from there. My thinking is that they can't punish people for using coms, and even if they could they'd lose face for reversing policy after so long, so they might as well put it into the game to both level the playing field within survivor side (they did in fact do a pretty good job if you don't play this game at high levels) and so they could rebalance killers to make them effective under those circumstances.

The problem with Dead Hard is that extra burst of movement they get that will guarantee they make it to a pallet or whatever. I don't see what would be the problem if they kept the half second of invincibility didn't get an extra burst of speed? Many a time I've had where they absolutely 100% would have gotten hit had it not been for Dead Hard that got them to a pallet.

Another thing they could do to balance around SWF aside from adjusting how quickly they get the gens done is to make the guy on the hook blind and deaf to the killer. That way, they can't inform their buddies as to your location. Object of Obsession should either be removed or heavily nerfed where the cons to using the perk outweigh the pros.

BTW: Balance talk like this is guaranteed to get anyone in favor of nerfing Survivors or adding more time to gens being shouted down and down voted by autists. So this is a welcomed change of pace from what I'm used to.

If you're gonna bother with listening to flamingkitty tier "balancing suggestions" you might as well neck yourself because your game isn't gonna be good. IceFrog doesn't give a shit if lil' Billy the 1K MMR shitter is losing his pub matches in Dota 2 to a baddie Sniper player since everyone else who plays the game using their brain knows how to counter the usual pub Sniper and so IceFrog balances the game around the idea that you, the player, can be good instead of assuming you need to get babied. Encourage your players to get good, not to bitch and moan until big daddy dev comes here to take away whatever's making you face the reality that you blow dick at the game.

I honestly believe what contributes to this game's community being so terrible is that the majority of Survivor players suck dick at other games. It's really easy to play Survivor and you can win against pro Killers at high rank without any perks or items. But people who are terrible at video games (the DSP's of the world) can play Survivor and think they're the ultimate bad ass. I say this because their philosophy doesn't align with other games. If you can't get a headshot in Apex Legends or CS:GO or whatever, you don't cry to the devs to make headshots easier for you or demand headshots be removed. You git gud and other players will you to STFU and stop crying. But not in DbD.
 
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To throw a bone to the devs the sound changes (aside from obvious bugs like Female Legion screaming like a Male when you exit Frenzy) is nice. It's nice to actually hear the goddamn Survivors without wearing 7.1 surround sound l33t gamer headphones and adjust the volume to a point where you can almost go deaf just so you could hear them faintly breathing 2 steps away from you.

So one good thing.
 
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As mentioned above I haven't played the game but reading about it is interesting, like the above mentioned (suggested) balance changes.

So I had a thought, not a suggestion, and I'd like to hear what you think about how it might play out: what if no one really knew the level? Not in a garbage procedural generation way, but like Spelunky where a map would be something like 4x4 different "blocks" slotted together like puzzle pieces out of a set of ~20-25 pre-made and tuned blocks for that particular environment, similar to one of those board games that works similarly(Arkham Horror?), with some rules on which rooms/blocks/zones could be joined together so it's coherent. The game is 3D so it might be 4x4x2, the numbers isn't important it's the general concept I'm thinking about.
After a while the player would be familiar with the individual blocks and turning a corner he/she would know that there's maybe three possible blocks that could follow, but they don't know which one until they see it, what follows that block so they would have to adapt as they go.

Spelunky was maybe 5x5(?) and it used room blocks to great effect to make new but familiar levels.

I realize this would need balance changes for the survivors/killers, maybe give the killers a simple map so they have a basic understanding of the level from the start. The killers would be hunting from the get-go while the survivors spends some time figuring out the map, the flow of it and where the things they need to win are located. The survivors could be strong and be able to get away during this early game, one of their advantages, but the killer stalking them knows more about the map at that point and might be able to direct them into what they know is a dead end or a place where the survivor doesn't want to find themselves in.
In the mid- and end-game? No idea.

Again, I don't know the game itself but would semi-random maps be anything of interest?

Rip and Grinder (the plague) from Hobo With a Shotgun couldn't be that expensive to license, they are already almost video game characters.
 
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Again, I don't know the game itself but would semi-random maps be anything of interest?

The game already does this. Basically, each map is made up of a group of tiles that get randomized each session (within certain limits; there's internal rules about how close things like pallets, exit gates etc. can be to each other and stuff like that.) However, each map has one or more defining features that stays relatively consistent with each iteration (Fr. Campell's chapel, the Gas Heaven gas station and the gen in the garage, and so on and so forth.) Once you memorize the important elements of each map, you can pretty much figure out the rest of it on the fly.
 
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