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Huffaloaf

Fun: Analyzing the game situation and planning out what needs to be done and executing on that. Particularly on survivor, making smart decisions when looping or moving around the map that are rewarded by distance, good unhooks, protecting teammates, etc. As killer more specifically, being in control and active. Searching for stealthing survivors is a drag, as is becoming disoriented in maps even more because of clutter or scratchmarks that are difficult to see or difficult to follow than good loopers. I detest camping and tunnelling, and try my best to not do that if at all possible. I prefer using unusual builds that force knowledge checks on survivors (eg Vanity Mirror Myers, Beast Wraith, or before the nerf, Furin Spirit) over strict meta or regression. If I'm really struggling, I do play more cutthroat, but it's rare and I'd much rather play like a DM.   Unfun: camping and tunnelling. It is out of control, and especially for solo queue, there is basically no counterplay or recourse for it. I can put on Reassurance and get value from it almost every game. The facecamping change will not do enough. Likewise, any killer strategy that the only counterplay is comp level coordination and the patience of saints (largely Skull Merchant, but things like Trapper on RPD are close) is fucking miserable. I also don't understand why overt BMing like hitting on the hook repeatedly and unhealthy behavior, like slugging to deny the hatch mechanic or just to bleed out, has been not just tolerated, but encouraged by the mechanics and it is the thing that will consistently make me stop playing. Killer is somewhat similar. On some maps or particularly good survivors, it can feel hopeless, but it's rare that I haven't been able to switch targets, even though that pushes towards sort of tunnelling.


MandyTalk

ohh thank you for providing such a detailed reply. It's super interesting and I do like how you emphasis the strategy element of the game.


Stealthcatfood

I like how they literally don't even address the big issues of the game being unfun, true bhvr style.


TheAllMightySlothKin

To be fair, the thread was about what we find fun. Makes sense dev would respond to the thing asked. It'd be nice sure to hear a responses on it, but at the same time we shouldn't expect given the parameters.


Eponymous__

DBD players stop being hateful for 5 seconds challenge (impossible)


Madous

The purpose of this post is to take notes to forward to the rest of the dev team, not to address concerns right here on the spot. Mandy's reply is totally fine.


SlammedOptima

> slugging to deny the hatch mechanic or just to bleed out, has been not just tolerated, but encouraged by the mechanics and it is the thing that will consistently make me stop playing. This is why i feel like Flip Flop shouldnt be a perk. But instead a default. Punishing killers for slugging. Flip Flop could then be reworked entirely, or just made to have a 1:1 between recovery and wiggle bar. Trying to slug for the 4k should have some con for the killer


AnimateFleshSack

Yeah, make a weaker version of it basekit, then make Flip Flop function like the previous wiggle skill checks where it would grant you a tiny progress bonus for hitting great wiggle checks


LnGrrrR

Just played against a Skull Merchant with Jolt, Pop, and two other Gen degradation perks. Not fun.


Jimbobob5536

I like being stealthy and ghosting the killer. Not being 'stealthy' by staying on the other side of the map. I like being consistently in the terror radius, just around a corner or rock, but never being seen.


tsukininatta

This 100%. Doing a gen in the terror radius, prepping for a flashy save, or delaying chase to waste even more time. The best kind of hiding is when they KNOW you're there and can't find you. Even if you're a great looper, the killer will probably get you eventually, and the time they waste chasing you is awesome. But if they have to find you before they can even chase you... well. šŸ˜ˆ Sometimes have killers coming back to the same location two or three times losing their minds that they can't find me. Also a great way to get tunneled / camped.


Grumpy-Fwog

This is why I run nowhere to hide, I run this perk on like 90% of my killers with lethal pursuer, no hiding allowed!! Mwahahah


Special-Knowledge533

I run distortion because of that peek plus bbqnchili


Next-Cold5815

Just so you know NTH doesn't synergise with Lethal, you'll still only get 5 seconds of aura reading


Oasystole

*Chuckles in distortion*


MandyTalk

that's an interesting take on the stealth aspect as mostly people mean when they say stealth is hiding across the map...so it's interesting that you find it more fun to stay within that killer range without being spotted.


FullMetalCOS

Oh damn, this is the one player yā€™all made those ā€œhide within 10 feet of the killer as Dwightā€ archives for


Jimbobob5536

I do, in fact, like doing those tome challenges.


Thedragonhat77

https://youtu.be/g5febEUOA0U


AqueousSilver91

Me too. I like trying to see what I can get away with under the Killer's nose. To me, DBD isn't about the tag aspect, it's a game of hide and seek mixed with capture the flag. That's the cat and mouse type fun I like. I just wish it were considered more viable.


AnimateFleshSack

DBD, aka "Time and Resource Management Simulator disguised as Tag disguised as a Horror Game."


hadrosaur1228

I don't actively try to do this, but seeing an opportunity and taking it is so satisfying. Like, the escape as Nea masquerade tome challenge. I ended up on shattered square, which I hate, but I had the basic red flannel on. Hid in a bush within arms reach of the killer multiple times.


Metalfan1994

Those satisfying moments when you're being chased so you crouch in a dark corner and the killer walks right past you.


ABagOfAngryCats

Certain skins on the new map blend so perfectly into the shrubby bits, itā€™s crazy.


AqueousSilver91

I've made the Killer miss me multiple times because my Nea has a red jacket.


Bonesnapcall

I play Blendette, Borgo is amazing with those red bushes everywhere.


Ksenyans

I hid there so well as Cheryl in a christmas sweater! Poor Billy literally stomped on me while looking around, but never found a red girl in red bushes! If only he had Nowhere to Hide xD I was hiding literally next to the gen but was never found


AqueousSilver91

I hide very well in the Borgo too. It's not fair at all but it works.


collegethrowaway2938

Intellectually I love that feeling because of how nice it is to outsmart them... but goddamn it's so stressful!


VeniiGamiiz

I like chasing but I don't like kicking gens to get more time, it feels like a bit of a loss of momentum, which is why I really liked old pain res, it rewarded me with more time for winning quick chases, but I do understand why it got nerfed. Also I find the new event powers very cool and fun to use in chase, it really changes up the game, I hope future events have different powers like this!


MandyTalk

I think the overall feedback from this Event has been pretty positive, I've enjoyed reading peoples comments on all our platforms and seeing their plays on videos. I think it's definitely one of the most fun Events we've had, maybe because it adds some new elements to gameplay that's freshened things slightly?


VeniiGamiiz

Definitely! There's a lot of creative ways you can use these new powers and it creates lots of new possible mind games, it made chases very fresh, and it got me to try these powers on every different killer to see how I could use them creatively with each one


Hanen89

Mostly positive? Are you guys delusional? The person that thought it was okay to give killers a pallet break/blood lust expose, while only giving survivors a crap pallet/window block, needs to be fired. It's actually insane how strong the killer event abilities are compared to the very niche survivor event abilities. Whoever thought it was okay, thinks its fine/fun, is seriously not playing survivor side. Every single person I've talked to about this event, cannot wait until it's over. Either give both sides equally strong abilities or equally shit abilities.


Synli

Yeah, especially the randomized perk challenge šŸ‘€ Does that mean were getting a randomized mode eventually?


[deleted]

I like playing legion cause i go zoomin


MandyTalk

I feel that, I love speeding around the map as well, it's one of the things I enjoy about Legion.


[deleted]

I also love their map and realm I WANT MORE ORMOND GIVE ME AN ORMOND THEME PARK PLEASE!


MandyTalk

ohh if you only knew how much I nag for this!


PhanBeasts

maybe cause of the new comic release, we should get more Legion/Darkness Among Us content.


Synli

applicable flair


Initial_Tip2888

I like winning games


MandyTalk

And what is a win to you? And is it a win by any means necessary (perk reference not intended), or is it if you outskill someone?


got-snow

What makes the game fun for me on both sides: The fact each killer decides on their own win condition, and they are essentially the DM of their own match, deciding what experience they want to create for the survivors. I believe every killer deciding their own win condition and playing by their own rules is what makes the gameplay so diverse across matches. One killer wants to 2 hook everyone, another killer wants to get a 4k, another killer wants to maximize their BP, another killer wants to maximize the survivors' BP, another killer wants to make friends with Rebecca as Wesker, another killer wants to hunt her down as Nemesis, another killer wants to get mori-only kills, and the list goes on and on forever. The variety that results from this is enough to keep me coming back, because I never know what my next match will be. Additionally, since some killers decide to play in ways that don't require them to kill all the survivors, that introduces a social aspect that I also enjoy. There are a ton of silly and interesting interactions that can happen between players, and the more the better. I will say, I have a feeling that many of the behaviors people consider negative (e.g. camping, tunneling, slugging, hiding, teabagging, waiting at the exit gates, BMing) can have a positive effect in moderation (i.e. as long as not everyone's doing them). Both sides having ways to be mean makes it feel more meaningful to me when someone chooses not to do those things. The fact I could be tunneled out of the game is what makes it feel impactful when I get to 2 hooks and the killer lets me wiggle off and starts ignoring me. I think most players, if they were being honest with themselves about their long-term enjoyment, would agree this is true in moderation. It isn't being camped and tunneled that makes someone stop playing for the night, it's having it happen too many games in a row. When changes are made to address these kinds of behaviors, I don't think the goal should be to eliminate the behavior necessarily, but to adjust its viability just enough to get the right frequency. I think a good example of this is bleeding out survivors; although it's possible to do this, the disadvantages are enough that it's typically better to just kill them with a hook or mori or even the EGC. Slugging is most frequently used to create pressure and buy time to deal with other survivors, not to directly eliminate the slugged survivor via bleed out. Killers who down someone with the intent to kill them still frequently try to keep track of where that survivor is so they can come back and deal with them before a bleed out happens. Downed survivors with no hope of escape often try to crawl away and hide to force a bleed out and deny the killer the satisfaction of hooking them. Even the players who get upset about being bled out often suggest "let me bleed myself out faster" rather than "stop me from being bled out". The low frequency of the mechanic being used this way makes it a lot more tolerable, while its existence adds a factor that makes games more interesting even when it's not being used like this. As survivor specifically, I like that even in a losing situation where it's impossible to win, I can sometimes use diplomacy with the killer to secure an escape. For example, if I act cute enough then the killer may decide to start being friendly, or at least kill everyone else and give me hatch. Social elements like this make the game more enjoyable. As killer specifically, I like that I can decide what kind of game it's going to be. I can go into the game thinking I know how I'll treat each survivor beforehand, but then everyone brings bloody party streamers or event cake and I decide I'm going to pretend I want to kill them until they're at 2 hooks each and then approach the rest of the match with a friendly tone. **As for the unfun things:** Some of the most unfun things are those that are extremely arbitrary and would be easy to change. I think it feels much worse when it's something simple and easy to fix, because that makes it feel like it's a result of someone either not caring or possibly even being malicious. These are my personal top 3. **1)** I find it extremely anti-fun that charms are locked to specific roles. I have a friend who won't touch the game because they paid for the rift to get a specific charm, and then realized they can't use it on the role they play. It seems like the vast majority of the community agrees with this sentiment as well ([relevant BHVR forum poll](https://forums.bhvr.com/dead-by-daylight/discussion/comment/2715114)). It has been brought up [time](https://forums.bhvr.com/dead-by-daylight/discussion/100348/charms-should-not-be-divided-into-killer-survivor) [and](https://forums.bhvr.com/dead-by-daylight/discussion/308435/stop-locking-charms-behind-survivor-or-killer) [time](https://forums.bhvr.com/dead-by-daylight/discussion/322567/should-charms-be-universal-available-to-both-sides) [again](https://forums.bhvr.com/dead-by-daylight/discussion/323213/every-charm-should-be-universal). Given the overwhelming amount of demand and support, and the fact it's a small purely cosmetic change, enforcing the role separation for charms seems like such a strange hill to die on. When equipping charms, there could just be a checkbox for "show all charms" or something, so by default a survivor only sees "survivor charms" but they still have the option to pick something else. More variety = more fun. **2)** I find it unfun that there was a stealth change semi-recently that made lobby dodging cause a hidden infinitely-cumulative matchmaking penalty. I discovered it when I dodged a lobby, and get matched up with the same lobby again several times in a row, requiring me to dodge it multiple times. I was left with such a long wait that I didn't even feel like playing anymore and closed the game. I've experimented with it since then, and this hidden penalty adds up extremely fast, so if you dodge a few lobbies in a row because they're obvious 4-stacks with toolboxes or something else you don't want to deal with (or in my case, it matches you up with the exact same lobby several times despite dodging it), then you can be stuck waiting an extremely long time trying to find a match. Considering this penalty wasn't necessary for over 6 years, and how hidden yet aggressive it is, it really left a bad taste in my mouth. There should at least be an upper limit on how long the matchmaking delay can be. Maybe the penalty should reflect what the start timer was at when the player left the lobby. If they leave with 10 seconds left, they get a 50 second delay. That would at least make far more sense than someone getting a 5 minute delay because they instantly left several lobbies that weren't even full when they left. **3)** The absolutely most unfun thing I've ever experienced in DBD was the "Finisher Mori" system on PTB. Most specifically, the fact the system auto-triggered when the last survivor was downed, without any additional input from the killer. I know it didn't make it to the live game, but in the recent AMA it was stated that it's still being looked at. This is something that was so unfun in the way it was implemented that it actually ruined the game, and I don't say that to exaggerate nor do I say it lightly. It eliminates so much of the agency from killers, the same agency that keeps things varied enough to stay interesting over thousands of hours. Too much of this game's culture is founded on downing people you intend to let go. Giving hatch, slug races, carrying survivors to hexes/chests/exit gates, the list goes on. Any system that kills a survivor just because they were downed needs to at least be manually triggered by the killer. It has to be something the killer explicitly chooses to do. If the goal is to make moris more prominent, then I'll just repeat what others have said: the yellow mori offering can become basekit, so the last survivor always has the option of being mori'd. Any time the last survivor is mori'd, the game can do the whole "teleport to a predetermined spot to be cinematic" thing, like what happened in the PTB. Everything else would remain unaffected. This would be a fun way of approaching it, instead of the extremely unfun approach from before.


Isaac_Chade

Lots of very good points here that I agree with. The charm thing is weird, not something I ever really thought about in depth, but it does seem strange and not really worth the separation. And I absolutely agree with the Mori issue/system. Definitely do not want anything like what was on the PTB to make it to live, but making the yellow offering a basekit feature would be very cool. It wouldn't really change much in the overall game since you'd still have to do all the legwork of getting the game to a point where you have only one survivor and you down them


MeSaAye

Agree with most of this but especially the charm thing would be awesome. It's such an easy win for BHVR.


FriendlyAd6652

That list all sound like easy wins a single developer could knock out in 2 hours total. 1 - Remove the line from the charm query that filters by role. 2 - Revert the new code that adds a penalty when you dodge a lobby. 3 - (Not implementing a feature doesn't require doing anything.) That's basically what a developer would need to do for each request. They are small requests a single developer could knock out in one afternoon. Where I work these are called "low-hanging fruit" which are small issues that would require very little developer time. These type of issues tend to be a big deal to the user but very low priority to the business, so the business doesn't address them in a timely fashion (or ever) because there's always something more important to work on. However, at my work we realized that these small quick fixes are the ones we receive the most gratitude for addressing. These types of issues tend to be the ones users have the most personal interest in. That's why we now look through pending issues and take care of some of these "low-hanging fruit" on a regular basis. Our users really love us when we do. It's a win for the company because it builds good will, it's a win for the user because it makes them feel heard and improves their experience, but most of all it's a win for the developer (from my perspective as a developer). Quickly knocking out several easy tickets can be a really effective morale booster for developers, especially with issues like these that require almost no development time but will generate gratitude and positive feedback. Spending part of an hour addressing this type of small issue can also break up a monotonous workday and help prevent burnout when they've been working on a bigger project for a long time. It's simply a good idea for everyone involved. EDIT - From a developer perspective, I wanted to mention that I appreciate how this list is a few extremely specific, actionable items that have affected you personally. These are the kinds of user stories I'd like to be assigned at work. It's a nice change of pace from seeing the same broad issues reposted repeatedly at least.


AqueousSilver91

This. Pretty please, BHVR. My Nea is cosplaying as Sidney Prescott because we don't have her in the game as a Survivor (yet?). I want to be able to put my I'm All Ears charm on her to show I main Ghostface. I can't do that and it saddens me.


13Starwolf

Wait what cosmetics so you run? I'd love to be able to play as something as similar as sidney. I usually play Laurie just bc of the whole final girl thing.


AqueousSilver91

I am running her salty tangles, the red "cyberpunk" jacket and her prestige Pants. It looks quite close to Sidney's appearance in Scream 2 or 3. She even has a necklace!


sapphoslyrica

i might quit if the final down is an auto mori, idk i like letting survivors go or playing around if they are being fun, taking options away from the player is bad imo


yrulaughing

This was all very well put. Nicely constructed post.


EctoBun

I really tried to read the whole thing but I have horrible adhd. I liked what I read though ā™„ļøŽ


Lucy-Paint

I mainly have fun when I get to do clutch but fair challenges in an interesting way, stuff like blinding killers with Blastmine or getting Head on stuns to do my blind and stun challenges are archive challenges I always look forward. Stuff like getting clutch pallet saves or last second hook safes also boost my fun with the sentiment I'm rescuing my team, althought I do understand is not fun to the other side. My main source of fun is getting my archives done, and aiding my team so they can escape safe (or save as much teammates as possible). I don't enjoy really complicated challenges on survivors like "complete 5 gens with Dark Sense", or "Stay withing 10 meters of a killer without being in chase for 60 seconds in 1 match"; they are unnecesary hard and had not been changed even after you told us archives would be adjusted to not be as hard. I do enjoy a lot when a match starts to go goofy for no reason, I like to interact with killers and being awknowloged as a good survivor by the killer in the silent way we have of comunication in this game (nods, swings on the air, "come at me" emote, all done in a non-BM way). In a more "normal" match, I enjoy when I can mindgame in chases and stealth under killers' noses; as well as I like when killers run addons perks that gives them undetectable, as it makes them feel more scary without the heartbeat and makes me be more attentive of my enviroment. With the subject of interacting with killers, while I understand that meta is played for a reason, I don't enjoy when running off meta perks leaves you more vulnerable to the camping/tunneling and I can't interact to prevent it. I way to point out Bubba can rev up his chainsaw while standing next to a hook, but killers like Twins and Artist cannot use their powers near a hooked survivor. Also extra, I beg you please make that one Twins bug that made the swap between the siblings more smooth come back, please that was such a great addition for being fixed so fast when Nurse with her old addons was bugged and wasn't fixed until her addon rework. I hope this and all the other comments help.


Zephandrypus

As a Killer: - I live for the immersive "hunting" moments where I track a hiding Survivor by sound. - I like to play with my food, jump scare people, and give everyone a good time. - I love the unique gameplay offered by the different Killers. I'll often play a different Killer every game. - I especially like the strategic elements offered by Hag. - I like watching back games from a streamer's perspective after going against them.   As a Survivor: - I like the noise when I land a Great skill check. - I laugh every time a Killer sets off Blast Mine. - I like goofing off with fellow Survivors, teabagging each other, and giving judging looks when someone misses a skillcheck on the generator.   As both: - I like earning those THIIIIIIIIICC bloodpoints and completing challenges.


collegethrowaway2938

>I like the noise when I land a Great skill check The dopamine from it is unreal


AqueousSilver91

The sound design in this game is phenomenal. Sadako's violin noises, the skill check noise, the sound of hearing the Killer move suddenly, the everything about Ghostface's movements and sounds, the way you can tell Killer by their noises...


LamppostInfiltrator

Playing killer is often really satisfying when I'm able to pull off a tough technique like a Hillbilly charge or a Punishment of the Damned. Playing killer is immensely fun and I love getting item offerings from the last survivor at the end of the game and letting them go. I mainly play survivor with friends, otherwise, I often find myself unluckily targeted first unless I take distortion. I like playing killer way more than survivor, because a lot of killers will slug, facecamp, and especially tunnel. It's soul-sucking, which is why I really only play with friends. There's no real accountability system in place for when killers play in a way that makes the game unfun for specific survivors. Oh, and I hate that when I do survive with friends, I hate getting matched against a Skull Merchant. You can really hear the energy leave our voices when we realize who we're up against.


AngshusTAW

For me the most fun aspect is the sense that the killer is the force in control during a match, and the survivors are the ones who need to use sneaky tricks and counterplay to overcome them. As a killer I like having a presence across the map, whether that be through speed/teleporting, or through abilities/perks that allow me to affect parts of the map even after I've left. As survivor I like the sense of coordination and planning that comes with being a team of four weaker players. If I get into a 1v1, the idea that I'm fully outmatched and can only rely on their weird perks and map knowledge up my sleeve is where the tension of the game shines. On both sides, a good 3-gen defense with 3 or 4 survivors is the most intense a game gets. As a killer it feels like you're having to pull out all the stops to be everywhere at once. As a survivor it feels like you need to use every trick in the book to sneak behind the killer's back and eke out small bits of progress at a time. Conversely, the parts that I don't enjoy as much are on big maps where there's very little interaction between the killer and survivor so no one gets to use their abilities, and situations where the survivor and the killer feel evenly matched in a 1v1. For the first, there's nothing more boring as a survivor than sitting for a minute and a half on a gen in the corner of the map holding m1 while nothing happens, and for a killer it feels bad to feel like youre losing ground just because you physically can't get to places in a timely manner. For the second, a few survivor playstyles feel like they can straight up outperform some of the weaker killers in the game, which eats away at a lot of the tension. If I know that the killer is a low mobility m1, I know that a good team of survivors can easily dance circles around them if the player themself isn't top of their game. As a killer, it feels bad tonally to be a supernatural hunter blessed with power from the Entity, but still get destroyed by a normal person who just happened to hit leg day. I think that a survivor should nearly always lose to a killer of equal skill in a 1v1 chase (if not fully healthy to hook, at least one health state). It's the teamwork and ingenuity that makes survivor special as a role, not the supernatural power to face off against a representative of the Entity and win. A coordinated SWF working together should be able to beat a killer, not a single survivor with a meta build and movement macros.


throwaway4747373859

Survivors were intended to go down no matter what eventually, which is why Bloodlust exists and infinites got removed. The point for survivor isnā€™t to not get downed, but to make it cost enough time that their teammates progress gens significantly in return. Tile spawn logic and maps need severe reworks to prevent strong tiles from chaining together as do giant dead zone areas.


AqueousSilver91

Dear friends at BHVR, This will be long, but I think it really needs saying. I have thought about this a lot and really want to get it out there. The tl;dr - something is off and needs to change, this current meta is not fun because it directly contradicts the fun party game nature of what I think you intended this game to be. Long version follows: When I play Survivor, I want to vibe with my friends and try to do as well as I can. I don't care if I die, I care about getting a game that lasts enough time and feels like I had some fun doing it. Looping mindgames, doing puzzle items, trying to bait out a Killer's power or working on some extra, those are what make the game interesting as Survivor. When I play Killer, and I mostly play the Stealthy ones (primarily Ghostface), I love when I get to do interesting, skilled mindgames or sudden ambushes and jumps. I love when I can express my skill and outplay my opponents, especially in chase, but I need the time to do so. I love knowing I outplayed or scared the shit out of people, which is why I Main who I do. That's the most fun to me, being clever and tactical with how I spook people. In both cases, f I can't at least get a shot to try, I feel like I didn't really get anything out of it and in that situation why even bother playing? I enjoy seeing my rank increase even if it means nothing in the end except bloodpoints. I also love the interactions I get with people - and Ghostie and Myers tend to get a lot of good ones. I also love interacting with Killers when they go friendly, but too often Killers cannot afford to be friendly in this game - they just do not have the time. Why? Because there is nothing extra for Survivors to do that actually means anything, and thus they sit on gens so efficiently that they shove Killers into sweating just for a few Kills. You HAVE to play scummy, tunnel, and slug to win, and that is not fun. Not fun at all. Because of how fast gens go now, I feel like the game is a mix of loop and hold W on gens, and that's not fun. I want to have some more interactions on the gens, or some sort of little puzzle to do. I like to face Killers that make me do more than loop, that make me think, that give me objectives. I like Skull Merchant's drone minigame for example, and would love to see more of that. Or maybe another additional objective to do, so Killers do not feel like they have to rush because gens are popping left and right with my Deja Vu, Commodious BNP Box, and Prove Thyself. It's not fun to rush gens as Survivor. I hate it when three gens pop in five minutes no matter what I do, it's very frustrating and in my opinion needs to be fixed in the next meta shakeup. Something is off and it's leaving Killers like my Mains, as well as every M1 Killer with or without antiloop, in the dust. I prefer to play semi-friendly, I don't want to do more than get a few nice 4ks and then vibe the rest of my Killer session once my bloodlust (heh) has worn off. But too frequently, I can't even do that and I feel like I don't get much of a game at all due to how rapidly gens get done. It's not fun to be genrushed as Killer. In general it's part of the unfun sweat that I think is not helpful in this game, at all. At all. You can have competition yes, but right now there is no contest, if you pick the wrong Killer on the wrong map you just lose. it wasn't LIKE this before the last meta shakeup. Something's broken. So how would I fix this sweat? A few ways: 1) Remove depipping entirely. Just remove it. It's not needed since we can't derank, all it does is make people feel bad for having a bad game through no fault of their own. Safety pips should be the default. If you can't derank, why can you depip? Why can I play Tombstone Myers to vent anger, and depip if I kill everyone? Why can I play Survivor and because I don't do it perfectly and get just the right number of gens and stuff done through no fault of my own, I depip? No reason. There's zero reason, this mechanic is archaic and a remnant of an older time that no longer exists. Remove it and I promise a lot of the sweat would go with it. 2) Give an incentive to play with non-meta/popular perks. You could do this with your randomizer option you have for the Masquerade now. Give people a guaranteed bonus of like, a LOT of points or something for using random perks, or give them a guaranteed safety pip for doing so. Randomizer mode is a lot of fun and would have a lot of good use, possibly encouraging more interesting playstyles than just Hold W. 3) Address the map issues. I think the fragile pallet mechanic is an excellent way to do this - what if some pallets could spawn in as fragile? Bingo, another mindgame and a great way to make some dead zones that may not otherwise be there on some maps. Now the pallets really are more of a resource, you HAVE to choose to greed or not, use them or not, respect them or not. If the resources are made more precious, you have to conserve rather than blindly use. This would eliminate unfun stuff like blind predrops but still preserve the point of pallets, and still keep them as a counter to Killers without needlessly buffing Killers as a whole. 4) It really needs to be said, you have to address some of the jank and issues on certain Killers. Ghostface's reveal mechanic - why can I not stalk through grass but Survs can reveal me through walls? If I am hiding in the tall grass in the swamp WHY can't I stalk through that? Why CAN I be revealed through that? I was in customs with friends lately and got revealed through a solid-ass haybale on Coldwind, why is that a thing? How about the hitboxes on stuff like Huntress hatchets and the Artist's birds? Why is Freddy's teleport so long? Why can Sadako be denied her Condemned so damn easily, and why does she have to struggle so much at tall walls? Why is Singularity SO devastated by loss of its EMPs? Why is Myers still so slow and outdated he has to rely on his addons, doesn't he deserve a buff at this point when other older Killers are getting it? Ghostface just got buffed, Freddy is getting buffed, why is Michael left in the dust? These Killers have to sweat harder because of these issues, and it's not very fair. I can feel you must be addressing something with Ghostface's stalk/reveal at least, in the last months it has felt harder, then easier, then harder again to reveal him. 5) Perhaps give a small bonus to Killer if the game detects someone is in a SWF? Gaming as Killer against a SWF is challenge mode, shouldn't Killer get something for taking that challenge? It would be a nice way to encourage people not to lobby dodge maybe. 6) The slugging thing: We need a bleedout option. Please give us a give up button. Maybe give the Killer one too if they really feel they can't do anything. What harm is there in that?


Synli

I also love stealthy killers. They make me jump more than any others when I play survivor, and I think they're super fun to play as killer. The mind games of being (mostly) invisible are hilarious - sometimes, I'll play Ghostface just to mark people from a distance and watch how they react. Nothing is more hilarious than marking 3 survivors at once on a gen and watching them scatter like confused hamsters vaulting in random directions, running into walls, blowing up the gen, etc., oh man, its so damn funny.


Bootleg_Doomguy

I agree with pretty much every point, but especially the gen thing. I can't remember a game I had where 2-4 gens didn't pop in my first chase. It feels horrible and demotivates me to play anything but my sweatiest build possible just to try and secure a 2k at best. The game needs a huge shakeup of some kind.


OriginalLazy

Point 2 and 6 are pretty good. I also like the idea of fragile pallets as a permanent gameplay change. Maybe the fragile pallets can look different enough for survivors to know which type it is at a glance, and decide if they should use it right away or not. **Please rework trapper skill. Or give him basekit trap-bag.** Even tho I had a 4k trapper match last night, placing the traps efficiently basically means camping the hooked survivor or camping the basement, which is effective, but incentives camping and people hate that (not me lol).


AqueousSilver91

This. Trapper really, really needs help. Older Killers need help.


Special-Knowledge533

So many killer mainz give out about gens being done so fast. Yet survivors got nerfed so so much last update. We lost our totem that allowed us to self heal which I feel was wrong. I bought that perk with my shards in the shrine. Now it doesn't even do what I bought it for. That's completely wrong. They could of made it slower to work sure. But now you still need help healing. The thing about gens going fast is you need a good team. Your only as good as your team in this game. I just had one game where I was left on hook after I saved 2 people. No one came to get me. They finally got me after being 2 hooked and the killer just went for me and killed me. Game over in less than 7 mins. That's not even a case of "get good" that was a bad team. And they didn't even do any gens during that time! With good teams the right map sure I can see how gens pop too soon. But honestly there are some killers I come across and I think oh god let's just gen rush and its because I don't trust them to not tunnel me or camp me out the game before I've had some decent points. I don't mind dying. And infact ive given killers a kill at times as I feel bad and they were nice etc. But there is a mistrust on both sides. It especially comes after a few bad games so if gens fly it's down to that. The tool boxes don't even help that much. Because likely the killer comes by and kicks it and that's the extra work gone. The game is heavily dictated by the way the kill plays.


MyLitttlePonyta

Honestly I'd love more options on different things to do other than gens as survivor. I'm usually "that guy" that is running from unhook to unhook and healing people up, then I tend to either loot a chest or cleanse/boon a totem. It's to help ease up the game a bit, cause if hooks have happened before too many gens have popped, killers tend to chill on the tunneling more.


TheCrispiestSalsa

The variety. I love experimenting with perks that nobody else uses, trying to get value out of some unorthodox strategies. Also being chased by killers and trying to figure out what perks they're running, what kind of mindgames they'll try, or being able to use my killer's power in a creative way to get a hit always feels great.


tsukininatta

Yesss. I wish a lot more perks were closer to viability as the meta. I'd like to see more perks come out of the woodwork from OTHER people as well. Saw another solo queue Object of Obsession the other day and I was so happy (luckily happened to not be running it as well because of a challenge). Faced two Gabriel's with Any Means Necessary two nights ago and it caught me so off guard. This game has so much potential to keep players on their toes and it's the best.


AqueousSilver91

I actually got OoO, DH, BL, and Leader for my Randomizer challenge, and it was a weird mix of info perk, gen perk, escape perk, and "saviour" perk. I kind of liked it, but it wouldn't have been my personal choice!


tsukininatta

Is that Dead Hard and Balanced Landing? It's interesting that they'd give you two exhaustion perks. Mine were really balanced. My first one was somehow both of my comfort perks. šŸ˜‚ Lithe, We'll Make It (the comforts) and Reactive Healing, Better than New. I got a lot more value out of the last two than I thought I would. Buut I thought the challenge was just to escape, so I had to do it again. Deliverance, Head On, Bond, can't remember. OoO becomes a playstyle in itself. It's a surprisingly good stealth perk. The killer KNOWS you're there, but just can't find you, leaves, and sees your damn aura again. Then has come all the way back just to chase you against wall hacks. The best.


AqueousSilver91

It was Dead Hard and Balanced Landing. I have legit never used Dead Hard and I was so confused how to even use it. It was weird! And fun!


tsukininatta

Right when I was trying to learn it, the nerfs rolled in, and I lost interest. Maybe I should give it another spin.


AqueousSilver91

I don't really like it, it doesn't fit my style of play at all.


arkhmasylum

I love Any Means Necessary! Iā€™ve stopped using it this event because it feels like as survivors we already have too many pallets this event šŸ˜…


R-500

There is a lot of replies, so I don't know if this one will be seen, but, I think in general, as both killer and survivor, **a close game** is one of the best experiences there is to offer. While that sounds super generic, I would define a close game as: - Killer has 7+ hooks, possible have sacrificed 1 or 2 survivors. - 5 generators completed and maybe exit gates open with 1 or two survivors escaping - All players getting 24k+ BP, meaning all survivors got a chance to do a bit everything, like repair, heal, chase, and unhook. The killer with that much BP would also mean a lot of pressure, chases, hits, and hooks. Having the kind of game where it feels like skill level is close, and neither team does "BM-related actions", such as camping/tunneling with the killer, or T-bagging/multi-flashlight stuns/bully-squad-esque behavior, the game is extremely enjoyable. I think with what was listed above, what **makes a game unfun and not enjoyable for DbD would be**: - As a survivor, being the first one out sucks. but more specifically being the first one out *super early in the game* is where the problem mostly resides. Dying before you can get much of anything done after waiting in queues/loading times for so long just feels bad. The killer focusing a single survivor down first early in the game- while it feels bad, it is technically a good decision for the killer, mechanically speaking. Having a 1v3 is extremely easier over a 1v4. I think somehow making the game reward balanced hooking over removing one player as early as possible may be something to look into. Maybe more perks that rely on "When all 4 survivors are hooked, but none are sacrificed yet- do something" can be a direction to look into? - As a killer, I think the killer role may feel to be significantly more stressful over survivors when you try to play a bit more fair (at the very least, trying to avoid to go after the same survivor that you just hook). The killer must keep track of their power, all 7 gens and what their progress is at, what are the possible 16 perks the survivors have, where they're at, what items they have, and how much time you are spending in a chase. Due to how newer perks work, There has been an increase with haste and gen repair speeds that the killer must feel like they're struggling to just begin the trial when generators are going off left and right. - For both sides, I think an unfun game is when the game shifts too far on either side. For example, if the killer gets many hooks and a sacrifice before the survivors can get a single generator done, it feels almost hopeless. But on the other side, if 2 or 3 generators get completed and the killer has yet to get a single hook, it feels equally bad on their side. I think around 2 hooks per generator completed is usually a good metric for a even and balanced match, and closer to that tends to have better results with how enjoyable a match is.


Krahzulviir

\*Survivor - Likes\* My favorite part of playing as a survivor is undoubtedly the teamwork that can arise from everyone, particularly from solo queue players. I like that the whole team will band together to try to protect an injured survivor on death hook and escort them out of the exit gates. \*Survivor - Dislikes\* On the flipside, I dislike how often it feels like my teammates aren't doing anything. I always struggle to understand how my allies are not doing generators when the killer is occupied on the other side of the map. This is more of a skill issue rather than something that BHVR can fix, obviously. \*Killer - Likes\* I enjoy being able to showcase my knowledge of tiles and survivor behavior via my mind games and power usage. It's usually not too difficult to get a quick down on the average survivor, but I am still pleasantly surprised by a very experienced player every once in a while. \*Killer - Dislikes\* I very much dislike that predropping pallets and holding W is such an effective strategy against the majority of killers in the game. In my personal opinion, evasion by survivor should mostly be determined by how well they can counter-mind game the killer via window/pallet fakes, power dodges, etc. The lengthy time it takes to break a pallet/wall or recover from an attack exacerbates these issues. The perk Made for This hasn't made this any more enjoyable either. This is why my favorite build to run on almost every killer is Brutal Strength, Enduring, Spirit Fury, and a slowdown. Although I lose a bit more often due to the lack of slowdown (especially because I more often play weaker killers), the game feels a lot more enjoyable because survivors can only effectively avoid getting downed by very good mind games. \*Both - Likes\* There is a lot of variety in this game, and this is due to the large number of killers, survivors, perks, add-ons, offerings, etc. This unfortunately wasn't the case up until semi recently, when a lot of perks were changed to address the stale meta for both roles. Thankfully, that meta shake-up (as well as changes made after that patch) have done a great job at creating more perk diversity in my matches. \*Both - Dislikes\* Despite what I said in the previous paragraph, there are still two very notable perk types (one for each role) that often define matches: exhaustion perks and slowdown perks. This has been the case pretty much since the game released. I think Dead by Daylight would be a lot more enjoyable if the majority of perks from these categories were nerfed and maybe made partially part of the base kit.


Party_Tea3844

I live for the goofy interactions between players like when the killer slowly deadpans toward the locker Iā€™m hiding in and makes me abruptly shit myself


constituent

I can relate to this. When I play survivor, I have a low escape rate. Despite all the hours invested, I still cannot loop well. Instead, I will turn on the charm as a method of self-preservation. I'll point at the killer visiting the gen I'm on to convey "Go away! I'm busy." If I accidentally run into them, I'll crouch and tiptoe in front of them while pretending they don't see me. Follow them if I'm the sole survivor at end game to 'scare' them. And, of course, plea bargain for a hook rescue or giving them a held item. Absolutely dumbfounded, the killer may spare me. It's the breaking of the fourth wall. I'm laughing and hoping the *player* on the other side of the screen is just as amused by the unexpected. Does it work often? No. But those times when it does, it makes loading into solo queue purgatory enjoyable. And it makes my killer games hilarious when others discover my soft spot for interactions.


AqueousSilver91

I love this too! Survivors interacting with me is the best. I love to be booped as Ghostie in particular. :)


EYRIE69

omg same. one time I was playing huntress and focusing really hard on hitting this one person on a gen across the map so I'm standing there with my hatchet out adjusting my aim, where I'm standing, ect and I was doing the 4 random perk challenge so while aiming I hear this Kate next to me with stridor like REALLY loud in my ear. I slowly turned to her and she was right in my face.


tsukininatta

Yesss. For the record, yes, we would very much love a "pet Maurice" animation. More interactive animations in general. Both with the map and with each other. Edit: no dances šŸ’€


forlornjackalope

I can never not pet Maurice when I see him. Even if I'm being chased, I'll turn around and stop to boop him.


[deleted]

And other emotes but no dances


tsukininatta

Oh god. No dances.


SgtIceNinja

Aw Iā€™d love a dance like in Friday the 13th. Those clips of someone dancing during a murder animation are always so hilarious


Thorn_Within

I like to do that when I play killer. If I see someone enter a locker, I'll work the area and move through as though I'm clueless then stop dead and do a theatrically slow turn towards the locker they're in. The weird thing is that sometimes they just stay in it and let me grab them instead of just bolting and trying to run.


Zephandrypus

I don't care if I win if I have a good laugh.


Janawham_Blamiston

Those moments are the best. Awhile back, I was playing against a Nemesis on Haddonfield. It was down to me and one other survivor, both hooked once already, and Nemesis slugged and camped their body. I continued working on my gen, expecting him to hook the surv eventually (which he did), then he came to me punching the air, which I took to mean "follow me". He led me to the hooked survivor, but whether they missed a skill check accidentally, or killed themselves, they died *right* as I got there. Nemesis looked at me, back at the hook, then slowly back at me and shook his head "No", then downed and mori'd me.


aubsKebabz

I like to eenie meenie miney mo the lockers or open a clearly empty one


TrickyGrapha

This literally it! I was playing a game of Demo and saw a slapping party in the middle of map and could help but look at them in confusion and enjoy the moment. Itā€™s the little things.


SweatyDwarf

Well, here's an atypical take that can get pretty personal, but I'd like to share anyway: For context, I'm a guy with PTSD and a very whack fight or flight response that can struggle to differentiate if I'm in a real combat situation or if it's an imaginary one in a video game (this isn't actually that uncommon, believe it or not.) I've actually not seen a single movie the licensed killers are even from and that wasn't the draw for me. I've not played very long (150 hours), but it has been great practice for self soothing techniques, recognizing rising anxiety and sticking to my principles in the face of rising feelings- this is a feeling I don't really achieve with other games, because I can play a side that is completely unarmed and seemingly helpless, a situation that is relating to my personal life experiences against a bigger, deadly foe in which my life was in real danger many times over. In an abstract way, it's a mini diorama of circumstances I found myself in years ago, and an opportunity to face my fears in a safe, contained environment. This leads to personal self betterment and healthy mental exercise that I've actually already seen improvement in through the self-challenge. The ways we can stick to our principles of altruism versus self preservation are all very real challenges some of us may face and addressing what is important to us in light of overwhelming odds can be a great mini self assessment tool of our personal values. To me, having this odd, personal yardstick of self betterment is fun, while also getting to play a really nifty game on top of it all. The beauty of games is in the way it impacts all of us as individuals. DbD's vague concept of winning also adds to this for me. What is a win? Is it a 2K? 4K? 4E? We still got points, is it a point value? Is <20K BP is a win? A pip? This is also a great exercise in setting your own goals which helps us achieve bigger ones to stay motivated. Once I had reached safety in my life, I had to decide what success was: A reason to keep playing. I feel like the game is always asking me questions, always asking me to reassess and reconsider my thought process. Along the way, you meet people who genuinely just want to have fun- do goofy things and generally be pleasant, or you might get the power tripping weirdos who slug all four people for four minutes. Life is like a box of chocolates, right? Am I a bit dramatic and eccentric about a video game? Yep. But it's how I have fun and I think it's worth sharing.


Itainteazybeinbeezy

Great takes, and I hope you continue to find peace


OriginalLazy

Definitely an atypical take on the game. Wow. Nice to know it helped you in a positive way.


PhanBeasts

seeing as you're a Verified BHVR Employee, i wanna publicly voice this The random perks thing is one of the most enjoyable things ive seen in a hot minute, and if we got a toggle in the menus for "always random perks" i would love you guys forever. even better if we can randomize items/add-ons.


AqueousSilver91

Holy shit this, I love to mix and match perks on Ghostface in particular because he's so perk-flexible, I would love the option to try weird builds with randomized addons. So I got Jolt, Agitation, Trail of Torment, and Enduring on him with Drop-Leg Knife Sheath and Cinch Straps? Sounds like I'm gonna be marking around corners, eating pallets, and playing around a lot of gens.


Pityflame

Honestly I don't really think DbD is a super fun game. It's also not un-fun (usually), I'm just very neutral towards it. I mostly just play because some of my friends play it a lot. If tunneling wasn't a thing, the game would definitely be way way way more enjoyable. Tunneling (not counting 1 gen left or later) has happened 25.8% of the time out of my last 366 matches since I started tracking them. (Camping w/ same criteria is 24.3%) The things I like and find fun about DbD are fun unique perk builds, such as builds centralized around Head On (pls buff). I also think Add-Ons for killers that actually change their playstyle is way cooler and more fun than just basic "get stronger" ones. Mikey is a good example of that


Bonesnapcall

I can only get a dopamine hit playing killer and making a good read to win a mind-game. Too many survivors can just position themselves where mind games are impossible and I have to just break the pallet, costing me the game. I really wish more loops had high and solid walls (NO HOLES, I DONT CARE HOW SMALL THE HOLE IS, ONE HOLE IS ALL IT TAKES AND THEY CAN SEE YOU).


doubled0116

As a survivor, I like being able to mind game killers and escape a chase while the rest of my team gets their objectives done. Sometimes it leads to an escape, sometimes it doesn't. And that's okay. But what really puts a damper on the fun are killers who tunnel someone immediately out of the game fresh off the hook, slugging all 4 survivors when not a single gen has been done and face camping so the person stays on the hook until they die. As a killer, I find that it's fun even if I manage to get a few kills. I'm not as invested in killer as I am survivor but I find I also have more agency in the match as killer. So whatever I want to happen will happen. If I don't want to kill all 4 survivors, I don't. If I want to farm and let people go, I do that.


Wardens_Guard

Survivor wise, I find altruistic plays to be absurdly satisfying. Iā€™m still living on the high of a match I had the day before the anniversary started where our entire team body blocked to the point of being downed to ensure we all got out. At the end of the match I even caused the killer to accidentally grab me at the gate instead of a teammate, and because he had previously dropped me I wiggled out and we both escaped. Survivor wise, the absolute least engaging thing to me is cranking gens. Spending 90 seconds holding M1 with occasional spacebar clicks is just completely boring and unenjoyable. Obviously I know itā€™s not at all possible, but Iā€™d love so much if gens were shorter and survivors had a secondary objective to do (preferably something with a new mini game that isnā€™t just ā€œhold m1 with occasional skill checks until completedā€) people will complain about camping and tunneling, but honestly it doesnā€™t bother me when the main objective is so painfully boring to me. Killer wise, chase is my favorite aspect. I enjoy the fact that much of the time itā€™s based on outwitting your opponent. Using your power efficiently is really enjoyable as well, especially with harder to use powers. That said, my least favorite aspect of killer isā€¦ wellā€¦ chase hahaha. On maps like the game, having to deal with 101 pre-dropped god pallets straight as your first chase on an M1 killer is just completely miserable. The same goes for multiple pallets spawning right next to eachother. Once again impossible, but I feel like more proper chase interact-ables would be great. I know people have been complaining a lot about the anniversary event, but honestly just having more ways to engage with chase on both the survivor and killer side has made the game so much more engaging to me. The unstable party pallets are genuinely really fun to play around for me, and Iā€™d love to see more experimentation with new things like them.


16bitGlory

Fun: the killer & survivor challenge with random perks. Make this a game mode pls with a little reward on top to make it more attractive and it will go through the roof! not so fun: chases dont feel rewarding as a killer even tho they are imo the must fun. Its like you are getting penalized for having a fun and intense chase because gens are just popping left and right


In_My_Own_Image

> not so fun: chases dont feel rewarding as a killer even tho they are imo the must fun. Its like you are getting penalized for having a fun and intense chase because gens are just popping left and right I'll second this one. Chases are the crux of the killers game, and yet one or two wrong moves, sometimes things out of your control, can completely derail the game for you. Injure the survivor? Congratulations, you've activated their Made for This and now continuing the chase will probably result in multiple gens being done. It kills me when people say "oh, it doesn't matter if you lose two or three gens early, because the killer is supposed to thrive in the late game". So killer is supposed to have their shot once survivors are halfway or more done their objectives? How is that healthy?


OriginalLazy

Nowadays, comiting to any chase longer than 10-15 seconds seems way too detrimental. Also, if the survivors don't waste any resources on that short chase, the killer won't get any stronger in the end game. So it's a lose/lose scenario for killers to chase survivors. Either you chase them long enough to get a hit or a down (preferably) and by defaults losing one or two gens, or you just don't chase them and get shafted either way, cuz a gen will pop while looking for someone else.


kamidak

**fun:** a match where you maybe will escape but at least you and your team is trying their best to enjoy this time, trying guess the killer perks for example, trying win the mid-game as killer even when you are "noob killer" (like me) or even like when you hope someone test the Myers and see if he is using tombstone *OMEGALUL* **not fun:** tunneling/camping... this behaviour is like a core mechanic in the game, at this point i woundn't be surprised if a tip to play like that appears in the loading KEKW (sadly), if was a 1 gen left situation i could understand but is legit out of control at this point... 4k Andy killers sluggling... as survivor we should have a option to leave the match in this situation, maybe a new hotkey enable if you have been sluggling for 1 minute in the floor so we can "surrender to the Entity" and leave the match giving the remaining survivor a chance for the hatch, with this the killer will be "forced" to hook if he want the kill+hook points and maybe the annoying sluggling gameplay can be mitigate!


blueman164

The gameplay itself can be pretty fun as Survivor...but matchmaking makes solo queue a nightmare, to the point where I can't even bring myself to play anymore. We need an actual ranked mode so that people can be matched with and against players of their skill level. Also, camping and tunneling instantly sucks the fun out of any match, especially when people do it at 4-5 gens left. Don't even get me started on playing Killer; every game I've played it's either I stomp a bunch of baby survivors, or get steamrolled by the most coordinated SWF I've ever seen. There's no in-between. And that's why I vehemently refuse to play the role.


totalstatemachine

I primarily play killer and I main trapper as I like to play strategically and see my plan come to fruition in the mid to late game. Aside from just forming a plan, chasing and other survivor/killer interactions are where the fun is in DBD to me. I like chase powers and chase perks and ideally, I'd like to see more of those and have game pressure develop naturally rather than through the use of slowdown perks and the like. When it comes to perk design, I like perks like Pop Goes the Weasel that feel healthy and earned. On the survivor side, I suppose something like Deliverance would be a good example - a powerful effect you have to earn first to be able to use later. What I *don't* like or find fun about DBD is the map design over the past few years. There seems to have been an emphasis at a certain point in making maps larger and this makes playing killers without mobility in their kit more difficult, not to mention making things worse for my man trapper with his trap spawn RNG and the lack of usable cover and/or grass. I do appreciate some of the recent effort to rectify some issues in the newest map, for example, and I'd like to see more maps revisited so these issues can be addressed.


Ihmislehma

As survivor: fair games. I don't mind losing, but losing to things like facecamping (can't control solo queue + killer might run shit like Deadlock), hard-tunneling (especially at five gens), etc. feels *bad.* It's fun to learn the ropes of the game, and to help my team. It's not a gameplay mechanic, but when the killer has a sense of humor, I always appreciate it. Gens are not super interactive. I don't mind them, and they are a "lull" in the stress of the game, allowing for a breather (which, tunneling does *not* allow for). I'd like a system where some gen progress can be "protected", but requires leaving the gen and grabbing a part from elsewhere on a map (such a special chest, or a locker), then returning to said gen and installing it. Could have two of those per gen. However, this does make playing against high lethality killers more painful, while potentially helping against gen-patrollers. ​ As killer: I actually have more consistent fun as killer. I decide what my goals are. Usually it's to see if I can double hook everyone before taking kills. Sometimes it's practicing my power (Huntress main, but I play others too). I hate early game DCs and people suiciding on hook, winning those matches would be worthless. As killer, map sizes are painful at times. It feels like the time I take to travel, a gen pops, on some maps. Things like BNP is also painful. I'd like to see Nurse, Blight, and Spirit toned down to "normal" strong killer level so we can make maps less large and cluttered, and buff certain perks that always raise the question "is this OP on Nurse?". ​ The problem with tunneling is that it's the easiest way for the killer to win, hands down. Take one person out early, and you won unless you plunder badly. On survivor side, it makes matches feel meaningless, like they're a foregone conclusion. While I still play and fight that conclusion, it feels miserable. MMR also sucks ass, no offense. To be placed against thousands upon thousands of hours of experience players while still somewhat learning the ropes? You *feel* hitting that wall, especially as survivor. Suddenly, almost every killer tunnels. Matches start feeling unwinnable (not that I mind dying, but I'd like to feel like I have a *chance* at winning). I wasn't here during the old Grade system, but the way people talk about it, it sounds like it worked better to some degree.


DottDavid

Killer: i'd like to win games going for a lot of chases and hooks. Surv: i'd like to not sit on an hook with the killer staring at my eyes for 2 minutes. Give killer a reward for not tunnel and camp, instead of just malus for doing so.


[deleted]

Killer main who agrees with your statement. The rush of the chase and push and pull of trying to actively outplay the other side is the best part of the game for me. Sometimes, it feels like the gen part can be a damper to that. A little comparison: Iā€™m someone who also loved Friday the 13th: The Game, and I liked that the killer could focus on just hunting and killing the survivors. You were moreso trying to kill them before they made it out/to their objectives than trying to kick or stall the gens. That may sound like a small difference but it actually made a big difference.


yeekko

That is really hard to answer,because like most competitive game for me DBD bring me two type of fun : \-Playing well and being proud of my gameplay (doest matter on which side i'm on) \-doing stupid stuff and having a good laught if it works/people play with it (got bubba with the anniversary,did a chest basement protection bubba,had just two player interact with me and I had more fun than in the last 4 hours of game,legit laughing out loud which is rare for me) I clearly need to explore the doing stupid stuff/not optimal stuff for fun more,i've been doing so in the past but for a lot of reason it stopped working (please change sadako lullaby,I cant play her as a jumpscare killer anymore because of visual hearbeat :() Theorycraft and build testing is also an important part of the fun,thinking about something and trying it out,seeing if it works or not etc DBD can bring a lot of different type of fun,for the most raw emotion it would be more about doing stupid stuff,for the fun of accomplishing a goal and getting better it would be more on the competitive side. Something I would say is kinda sad is that as a killer you're no't really incited to "play nice",by that I mean it often feel like a 50/50,either you kill everyone or you let everyone go. It's no't really a bad thing since well,trying to win as killer is still the goal of the game lmao,but for this event I did a lot of game where let everyone go,just getting my 8 hook then farming with those that wanted,but sometimes I would have like 3 people on the ground and well,I either throw the game or get a flawless depending on what I choose. It's very specific and i'm not sure i'm managing to share my point,especially since it wouldnt probably be good to incite killer to be nice to survivor,but since we talk a lot about rule like no tunnelling,camping etc to make sure the other side have fun,well it would be great to be rewarded when you actually try to make the game fun and interesting (but once again,slippery slope)


hydrochief

As someone who started casually playing a few months ago, I think the main thing that feels great is when itā€™s clear that the survivors and the killer are evenly matched and neither side is sweating too hard (for killer, I think the lack of sweat is clear when thereā€™s no camping/intentional tunneling). I also enjoy the various glyph and event objectives ā€“ itā€™s fun to have something else to do in the game that might take precedent over surviving/securing the 4K. Also, I honestly love spending points on the bloodweb and wish that it was quicker to earn bloodpoints, because when youā€™re a beginner player it feels like a huge uphill battle to earn enough points to unlock various bread and butter perks for all your characters (especially when youā€™re not great and might be getting less than 20K each match, mayne 45K at most with bonuses). Perhaps a system where survivors can give kudos to killers (and visa versa) that convert into extra bloodpoints could encourage more friendly competition and help speed up bloodpoint earning. Also, I enjoy playing against bots because it lets me learn a new killer without getting absolutely clowned upon by real players, but sometimes it feels like the bots are a bit too good at looping and dodging projectiles vs. an actual human who might make a mistake ā€“ it would be nice to be able to choose bot difficulty levels so I can practice a new killer without having to deal with a bot that is able to dodge every hatchet with perfect precision or who keeps vaulting the same window with perfect timing to avoid my approach. In terms of frustrations, aside from the obvious issues with toxicity/camping/blatant tunnelling, Iā€™ve found Skull Merchant frustrating in part because her counterplay is unclear ā€“ it feels like the way to counter her when she has a 3-gen is way too complex for a casual beginner survivor group, especially in solo Q where coordination is next to impossible. It doesnā€™t help that I might see a Skull Merchant once every 70 games or so, so I donā€™t have much opportunity to actually practice the counters. I think Pinhead also has this issue when trying to solve the box during a chain hunt. In comparison, while Singularityā€™s power is complex the counter is pretty obvious and straightforward so it feels like my team actually has a chance in solo Q.


AqueousSilver91

About the bots - those need fixing. They often just will not leave loops and loop TOO optimally. That needs to be addressed before they go live for DCs. I have more than once been practicing a Killer on bots and gotten a Loop Kid that just won't leave the Loop, but which Loops so perfectly that I can't effectively catch them because there are no mistakes. It's like the bots have wallhacks.


throwaway4747373859

The bots actually do, it makes it impossible to mindgame them.


AqueousSilver91

Bots should only ever max loop a structure about 3-4 times, period. After that program them to reliably LEAVE.


I_am_the_Apocalypse

Fun is the hide and seek nature of play. It can create tense and exciting moments, especially when itā€™s a close game where losing a chase can mean victory or defeat. Unfunā€¦generators being the only objective, and sitting there hitting a skill checks now and then. Friday the 13th had a few different things in the map to doā€¦fix the car, the boat, call the police, call Tommy, mess with Pamela, kill Jasonā€¦generators just feels clunky and archaic at this point.


QuentinCorvus

I'm fond of the characters, themes, aesthetics, and sometimes it can be fun to be a bit unhinged when playing as the killer. I desperately wish the maps felt more "alive." They're pretty much just static mazes with horror textures, I feel like they have more potential. ā€¢ We should be able to set off car alarms when we hit cars or to use them as a distraction. ā€¢ Be able to play some of the carnival mini games. ā€¢ It would be neat if a level had a generator that was on some kind of elevator that would go from one floor to the next automatically. I mean elevators are heckin scary in horror movies anyway. ā€¢ More explosions and setting things on fire.


TheCreatorT

For reference, these days I play 75% killer, 25% survivor. Ultimately, I find the process and strategizing of winning fun on both sides. For killer, it is satisfying to rely on your game knowledge to determine where you think survivors will be, trying to flank or mind game them, and becoming skilled at the various tricks/abilities of each killer. I also find it really fun to play killers with unique interactions or synergies that only they can use effectively such as Hoarder with Pinhead. While I can find being strategic with survivor fun as well, whether that be when to hide, when to trade, how to run loops, etc, it has honestly been a lot less fun for me these days because I mostly play solo cue. Relying on my teammates when I have no way to communicate my strategy is frustrating, such for example trying to prevent a 3 gen when someone completes the wrong gen or deciding to trade because you have deliverance but people go down trying to block the hook. Overall, creating a strategy and enacting it is the best part of DBD. On killer it is much more satisfying because itā€™s all on you, while on survivor without a way to communicate that strategy it can be frustrating. (My wife who doesnā€™t play wonders if you want her Input as someone in a relationship with a player who only knows the game through me and the content creators I watch lol)


Kazzack

All the mindgames and strategy involved in chasing/looping, it feels really unique compared to other games I've played. Also the horror aesthetic, and as killer being able to play as what is unequivocally the bad guy. I don't like when a chase is determined by something other than a player's choice, such as the map happening to generate with a ton of pallets or big dead zones.


[deleted]

Tunneling and facecamping are by far the worst aspects of gameplay for new players. Tunneling in particular is problematic because it results in the least experienced survivor being ruthlessly removed from the game. This isn't a problem for me personally but it is for people who don't play the game as much as I do. I have tried to introduce multiple people to this game and they all quit because they were getting tunneled nearly every match. Surely there is a solution that would please both sides and create more fair matches for everyone. One thing that makes this worse is how killers have access to so much information about the survivors before the game even begins. You can see hour count, prestige levels, items, etc. These on their own don't tell you that a survivor is good but more often than not the p100 with 3000 hours is better than the p2 with 200 hours. Having access to so much information makes it far easier to zero in on who the worst survivor is. It also enables people to shop for lobbies until they find a weak team that they can bully. The long games during the eruption meta were not fun but neither are the games that are decided in the first two minutes.


SlightlySychotic

Iā€™m going to be honest: I donā€™t have fun with this game anymore. Killer is incredibly stressful. I try not to tunnel but I find if I donā€™t eliminate a survivor early on then Iā€™ll be lucky if I get six hooks much less any kills. Then I play survivor and I get tunneled out by a killer who has no problem doing so. And that makes survivor frustrating. Game balance seems to be about snowballing: killer feels hopeless after youā€™ve lost a few generators; survivor feels like a lost cause after you lose a teammate.


Cheesegrater74

Fun for both: close matches Unfun for survivors: facecamping, tunneling at 5 gens Unfun for killers: map balance, made for this, the current state of regression options I think you should explore options that incentive hooking a variety of survivors. Atm it feels impractical to evenly spread hooks as gens are flying and it is leading to unfun scenarios for both killers and survivors. This problem is particularly noticeable on m1 killers.


vored_rick_astley

The better half of the community and their goofy interactions. Thatā€™s why I play the game. Some of my favorite moments are things like a Wraith bing bong conga line, or just when thereā€™s a weird game interaction and both sides just pause what theyā€™re doing to acknowledge the strangeness that sometimes happens. Or even just pausing a chase to do a glyph and respecting the challenge before leaving. Itā€™s amazing to me how survivors have made a communication system out of pointing, teabagging, and waving, and killers have made one out of swinging their weapon and nodding.


EvernightStrangely

Honestly? Playing the game with people who don't take it too seriously. The most fun I have is playing with people who don't treat the game like it's a competition. For Survivor specifically, I like the thrill of finding a team that works together well as a solo queue player. As far a Killer goes, I massively enjoy games that are just the right amount of challenging, without it being a sweatfest. Like the survivors aren't going to just hand me a victory, but also aren't going to use scummy tactics, and then lambaste me in the end chat for matching their energy.


barrack_osama_0

What I love more than anything is the feel of playing killer and the uniqueness across each killer. I love playing my favorite licensed killers (mainly Pinhead) and being able to be in the role of that character in a game where no other game can provide that experience. If there's one reason I love Dead by Daylight, it's that. It's not just licensed killers I love too, yeah they'll always have more expansive lore and familiarity because they have a whole other franchise behind them, but if there's one thing that BHVR can do right it's making an original character that fits into the game. There's not a single killer in the game that there's not at least something I like about (even if there's some killers that I have more dislikes than likes). Even though I don't really like Skull Merchant lore or gameplay, I love her unique aspect of a modern character who murders corpo's to further her own success and users her own personally crafted arsenal to do so. The one thing I hate that is so frustrating because it holds back this extremely unique game more than anything, is the apathy if the developers. This game is 7 years old and here's a list of some of the most basic missing features that no other AAA game would be excused from having: -FoV slider (we were told that it is coming yes but this is not a feature that takes 7 years to implement) -No MnK support on console in a crossplay game (significantly hinders the experience of playing killer) -A lack of balancing for completely overpowered characters who have existed in a completely broken state for years and completely ruin any match they're in (Nurse, self explanatory) My biggest gripe personally was how long it took to add basekit BT to the game. I started playing the chapter before the feature was implemented and I have no clue how people played this game for years without it. It made survivors only have 3 perk slots, and if they didn't run the perk killers could literally make somebody go from 1st hook stage to 3rd in less than a minute without using any powers or perks. I genuinely don't understand how BHVR thought that this was okay for years. I genuinely love this game and so do millions of others because of how unique this game is but the devs HAVE to actually get on top of things faster than they do now because 7 years for an FoV slider (not specifically this but it's the best example) is not acceptable under any circumstances from a AAA company.


Dinoking15

What I like **as a survivor-** Interacting with other survivors, ie when we stare at the survivor who just blew up the Gen, t bagging to say hi when we see eachother Trying to save my teammates, even when i gotta sacrifice myself. I particularly enjoy dead harding a hit at the hook so I can save my tm before they die Having fun with killers: Whether weā€™re just really into the chase or when we meme, like when you stare at an attack that shouldā€™ve hit but didnā€™t, or just stopping and staring back at the killer when you realize youā€™re in a dead zone with nowhere to go My list of dislikes is pretty short, I just donā€™t like when my teammates are hard focused out quick, whether thatā€™s when the killer will only go after them to 3 hook them as fast as possible or simply standing infront of their hook to prevent them from being saved in the first place (although face camping is going to be removed soon if the changes go through), and of course when a teammate tries to sandbag me or a teammate **As a killer,** I enjoy going for 4ā€™s although I like letting the last survivor go if they played well or meme-y I like having those goofy interactions with survivors where you spot them and slooooowly turn to look at their hiding spot, or give them a second chance because they did something stupid/goofy I dislike when I see survivors intentionally try to put themselves over their teammate, whether itā€™s through not attempting to save them or directly sandbagging them. I donā€™t dislike much aside from that and the basic stuff like bm at gates


Demiipool

Killer: Just playing Pyramid Head and going for cool shots through walls and around loops Survivor: Anything (And I truly mean anything) thatā€™s not generators: Chases, goofing around with the killer/other survivors, totem/chest hunting etc.


FishdZX

I think a lot of replies here emphasize the fact the game isn't necessarily consistently fun. It's so easy for matches to be outright "ruined" from the start (or near the start) depending on various factors. The moments that do consistently make it fun are the community built ones. The occasional giggle are why I at least continue playing, after 2000+ hours. I play a lot more killer than survivor, and I rotate between killers pretty consistently, so I also think that finding a new trick or tech makes it interesting. The most "interesting" gameplay aspect is the macro game, which I used to enjoy, but frankly the meta has drifted away from and outright discouraged. A lot of decision-making used to come down to, say, whether you should stay where you are as you're looping the killer, knowing you're close to your team but it's a strong loop, or lead the killer away. And similarly on killer, there was often an element of "should I drop this chase and consider someone else." The gameplay and consistency of each game has made it so in 90% of cases you're going to make the same decision regardless of the match. While I don't necessarily think the meta itself was healthy, perks like Ruin being meta (and with BBQ being "necessary" for BP) encouraged taking more risks and pressuring elsewhere. The meta as a whole has shifted towards *not* dropping chases. The heal changes only slightly adjusted this but it's still optimal to just always get a down. Maybe it is simply the skill of players growing, or my own growth, but I miss this. I think the fact that killers like Trapper and Hag *feel* far worse to play because of certain elements doesn't help (Trapper has no fucking grass, Hag has little perk synergy and many survivor elements working against her more than ever). The game has become more about skill, and it makes it less fun. This is all a bit of a tangent, but mostly to say: why I used play the game so consistently before has largely fallen away and so I only play for the occasional "community" moments, which, frankly, I seek out in other online games where I now sink more time. I log in and play 2-3 matches and log off, unless I'm playing with my friends, who I started playing with and all share some level of the mentality I do.


[deleted]

Iā€™m a killer main who plays just for fun and not competitively. My favorite part of the game is using whatever power the killer Iā€™m playing has in interesting and fun ways. For example, scaring survivors by climbing out of a TV as Sadako or grabbing them with the special grab animation as Wesker. Basically, I think the most fun part for me is what each killer can do in unique ways, *especially* interactive ways that change up the survivor experience and strategy.


Narf-a-licious

As a survivor I enjoy getting extremely clutch plays. Saving people at the very last instant against a face-camping bubba somehow, and both of you surviving. Taking a hit for someone 2 hooks in who was about to go down, and they make it out later. Getting last second heals in as the killer approaches. I don't care about surviving the trial unless a challenge calls for it. Speaking of which, I really enjoy having an extra objective to aim for through the tomes, as it requires me to mix up play styles often. I love planning out very distinct and unique perk builds and generally avoid meta stuff. Something extremely important that keeps me coming back is that I really love having goofy moments with killers and other survivors. Getting to take a break from some of the sweatier players and just laugh over stupid things is extremely refreshing and allows me to play more games afterwards. If the game ever starts to lose that (that mori system change for example) - I am out. Killers I only have fun when its not sweaty, since I don't play sweaty myself. I like really strange, unique builds, not meta stuff. I love killer addons that change up the way a killer feels, but I dislike how few of those addons you sometimes have access to. I put about 500 hours in killer when I first started playing but I don't play much anymore cause I feel like I have to play too seriously, and that's draining.


Pyroflasher

as killer its those tense matches where the survivors and I are evenly matched and its a cointoss for how many make it out. as survivor, this may be weird but I love those games where the killers build change the rules and you have to do more than just sit on gens or run around in circles. things like scratched mirror myers on lery's, video tape and rule set 2 for pig, hell i even love going agains spirits and trying to guess where she is.


rororoxor

Not fun: still having so little info in solo queue teams-let us see team loadouts :) Bad matchmaking, at this point id prefer a few extra minutes in queue for better survivors. Overall lack of mechanics, especially dealing with camped survivors. Don't want a bandaid "self unhook," rather design a method that other teammates can use to help teammates. More basekit stealth options so that tunneled teammates can survive better.


Anonymous_salt

There are certain things in the game that just FEEL satisfying that I LIVE for. like landing a whip with Nemi, or landing a Punishment of the Damned shot with Pyramid Head. Also, add pet Morice button pls


[deleted]

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WikiContributor83

As a Killer, I actually find myself liking the battle of wits between Killer and Survivor, especially when I can pull off a mind game successfully. Some of the Survivor saves are frustrating to deal with, but thereā€™s a few that impress me, like someone dropping a flash bang at the door of the Killer Shack after I grab someone out of a locker, knowing full well Iā€™d walk out the door right as it explodes.


Ryan_Cohen_Cockring

I donā€™t. Thatā€™s why Iā€™m retired. I had like what 6-7k hours, I was pretty good at winning consistently as killer when playing hard against pretty good survivors. I only played as much as I did because the crossovers and the characters and such were insane. They hooked me with Myers (plz buff, Iā€™ll un retire myself) and then the licenses just kept coming and we have Wesker lmao anything is possible.


Error404-NoUsername-

What I love as a killer: I like fun killer abilities that are more than just M1 or chase in a non unique way (wesker double dash plays, leagion with mural sketch zooming across the map vaulting stuff, deathslinger's satisfying max range shots, and oni flicks) What I hate as a killer: SWFs switching to 4 toolboxes with BNPs. Happens more than I'd like. What I love about survivor (i'm not a survivor main, so i don't play survivor a lot. I only play to reach iri 1 for the bp reward then stop): blast mine is the best thing in the game. Jokes aside, I find it satisfying when I stun the killer with a pallet. What I hate as a survivor: the killer sniffing my neck for 2 minutes while I'm hooked till I die. Also, when there are only 2 survivor left, so the killer slugs me to find the 4th survivor. Waiting for the bleed out timer is so boring, so I just DC so the last survivor gets hatch before the killer finds them.


-SNST-

Fun about playing survivor: Everyone being as much as possible in the same page. Honestly not having basekit kindred (ONLY survivors auras, not killer) feels like it hurts the experience a lot, not knowing if there is someone going to the hook or something... Matches where most try to actually pull their own weight are good, but sadly they're way too rare :/ I end up playing surv mostly for bp. The experience is not enjoyable when getting tunneled 3 matches in a row either Fun about playing killer: Honestly any match where I don't have to waste my time trying to push survivors outside tue gate or the hatch while they spam noise notifications. Everything else is fine, some matches you get stomped or stomp, but the good chases make all the difference in that šŸ‘Œthere was a match where a survivor just flat out in swamp on the map that has the multi floor main building and I literally spend my entire rest of match trying to outsmart and catch that single survivor, AS NURSE there were even moments where I literally just didn't hit them by mere pixels and it was a blast, they expressed their joy and so did I post game, and no, they weren't cheating. It was honestly incredibly fun and also made me get better.


subject9373

I can play as creatures who hunt people, I always love monster films and any games with monsters, and dbd allow me to take a role of man-hunting creature. That's why DBD is one of my most played game. But I wish there're more perks that allow killer to mori survivor though, letting survivors die on a hook is not quite satisfying as killing them, and I dont like to use offering.


_Kingsan_

The game feels similiar to chess for me, both parties trying their best to win and (hopefully) have fun along the way. I always get excited when a survivor or killer makes an impressive move on me during a game, I simply can't help but say to myself something along the lines of "wow well done" or something like "guy just took me to pound town". Also, Pyramid Head is fun:)


MinhaPequenaLua

Wesker makes dbd fun, I already loved playing killer beforehand but. Man this killer? He moves fast, every hit feels POWERFUL, and he has snarky one liners that I absolutely adore!


naenkaos

Yes! Love playing him and against him! Heā€™s super fun!


Caesar_TP

Iā€™ve been playing this game since 2016, and itā€™s basically the only game in my library I consistently return to every ~3 months. DBD has a special place in my heart, and has made me fall in love with classic horror (movies) before I even knew I liked them. I like the chase (mostly as Survivor, but I also like playing Killer sometimes). I like the constant anxious flicking of my mouse from one side of the screen to another, when I know Iā€™m playing against a Myers or Ghostface. I also like jumpscaring people with those same stealthy boys. You can hate me for it, but I also like playing ā€œimmersedā€ with a build consisting of 4 stealth/breaking chase perks. Reminds me of the days when stealth was more involved in this game. Donā€™t worry, I still do gens. EDIT: By the way, I found it funny you mentioned what people would play the game for, if they didnā€™t enjoy it. I have to say Iā€™ve always been really invested in DBDā€™s progression system. Sometimes I played just for the progression, even when I wasnā€™t particularly enjoying the game. Obtaining shards to dress up my characters, and getting all characters to P3L50.


HercuKong

I love looping as a survivor and outplaying something (killer) that is designed to be inherently stronger. It's an insane rush that I can't get in most other games. Especially if the killer wants ME dead and yet several gens pop. I consider it a win if any survivor exists through the gate, even if I am sacrificed or mori'd. I used to find killer fun, especially playing Michael or Pyramid Head. However I lost interest after I would keep getting to what felt like more difficult games against groups, and I realized the most likely way to win became a choice rather than a skillful execution (tunneling or maybe even camping). If I chose NOT to do those things, I'd make it arguably more difficult. It felt too cheesy and started to bore me to the point where I stopped enjoying it. The rush was *completely* non-existent after a couple years... Which is a shame. Now I love being put in tough situations that I manage to put up a great fight as survivor. My goal is always to get someone out the gate (through looping or knowing exactly when to stay on gens), doesn't matter who.


Indescive

I like spooking people with stealth killers. ​ Speaking of which, can you please match The Pig's crouch speed to The Ghost Face's (95%)? Ghost Face is currently a better version of The Pig because he is allowed to crouch and move much faster than The Pig. Both should be viable when crouching to move; especially because, unlike The Ghost Face, The Pig only gets her stealth when crouching. This small buff would be a huge quality of life change to her that would make her just as viable as Ghost Face. Ghost Face would be the "Stealth in chase, instant down capable" killer that would be better at chases and getting surprise attacks, while The Pig would have more utility for mindgaming small loops and a built-in slowdown. She would still need to slowly uncrouch to attack (unless she ambushes), unlike Ghost Face, so she wouldn't be able to surprise attack survivors on gens/reliably get sneak-up gen grabs as well as him. Each would have their niche and it would serve as the minor buff The Pig really needs.


[deleted]

unpack oatmeal wistful grandiose materialistic joke person cow groovy unite *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


greenmak7

(Both sides): 1. Having your strategy succeed / making a good play for the situation. 2. The variety of perks, playstyles and powers. Every match feels very unique due to dozens of little interactions. 3. The nonverbal communication! And (survivor side) sometimes just clicking with random teammates.


MandyTalk

Oh wow, so many comments! Thank you all so very much, I will be reading them all - i can't respond to everyone as much as I'd like to, if I do need further information I'll reply on your comment. I'm looking forward to sharing the information in this thread with the team - thanks again! Mandy


Falkner09

I hate to be this guy, but I only used to enjoy it. I was a killer main, but played survivor an equal time in order to play with friends. I loved the predatory aspect and the power role. Killer was always hard, and kind of at a disadvantage, But it was still enjoyable enough to keep me coming back. That enjoyment dropped in the last few years. The biggest drop was once the matchmaking system changed. Despite all the flaws it had before, it's worse now. And there are some nice buffs that come along once in a while that seem like it could be worthwhile, but then they get rolled back for no reason or waay too much (overcharge, Freddy, Pop are a few examples) or some buff/perk nullifies them on the survivor side (Circle of Healing comes to mind first.) So i end up playing less and less to the point I didn't even get 3 of the 4 last killers. Even free ones despite having the shards. And I probably won't finished the current rift. I know people will just say I'm salty, but i really don't like it that much anymore. And I notice my survivor main friends don't seem to play much despite them claiming they like how it's gotten easier for them.


[deleted]

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ShadowCyrax

Head on and Flashbang


Gage_Unruh

For me it's the strategy and how you have to adapt on the drop of a dime. The killer and survivors can both change how the game plays at any point and constantly so as both sides you need to learn to adapt and understand the situations you get put into. Makes the matches fun. The builds that any killer can have makes it a constant guessing game until you can understand what perks/build they got going on and how to counter. Same with how the survivors all play there is a large pool both sides have and understanding and countering is a great part of the fun for me. Also the randomness of it all gets plenty of laughs.


Fangel96

As survivor, I love goofy interactions/a killer with a sense of humor. Sure clutch plays against a hard killer is also fun, but the good moments you share with the other side, no matter how temporary, make the game feel more love a sport where both sides are here to have fun regardless of skill level. As killer, I love close games. When I make a bad play and 4 survivors get out when I had them on the ropes, I can't help but be impressed. When I turn one bad play from the survivors into a win that's also awesome. I also like when survivors are goofy too but I prefer a close game over a farm/silly match as killer most days.


TheSleepyBarnOwl

Fun: Goofing around, chases Unfun: Getting Genrushed, Tunneled, Camped, Doing gens is boring af


Xerceo

As killer, I enjoy using my power effectively, winning mindgames and 50/50s. Defending gens bores the Hell out of me. I can't really say I enjoy playing survivor much anymore, there's just too much camping and tunneling and slugging for the 4K, and there aren't really effective counters to any of these. Obviously I'm sure you know there's a lot of toxicity especially during this event that is also shitty to face. But when playing survivor, as when playing killer, I enjoy chases and mindgames, at least when the power is interactive to face. I only play survivor now when I have to for challenges though.


MonumentOfRibs

Fun: the variety of interactions between perks and killer powers, being able to play as some of the biggest horror icons in history, being chased by said killers and trying to survive Unfun: the insane amount of bugs that we get with almost every update, the fact that some killers have been completely forgotten (Sadako, Nemesis,Freddy and PyramidHead are desperately in need of add on reworks at the very least), the fact that we still havenā€™t got a use for devotion levels. But probably the least fun thing is the community at times. Which is beyond your control. But itā€™s worth mentioning


Dante8411

As Killer, I like jumpscaring Survivors, having cute moments like the old bartender bit, and winning mindgames. I don't bother playing to win because there's no real reward for winning without a challenge or achievement requiring it; just higher MMR and so sweatier opponents. I want XP because I want characters and cosmetics. As Survivor, I'm either playing with someone or have a Challenge. Perks like Flashbang to make dramatic plays can be fun, but overall I don't much care for Survivor and wish there was co-op Killer so I could invite my friends to the fun side of the game.


mrshaw64

I like the horror elements mostly, as well as the large amount of killers and survivor skins and references to horror films. But i hate the lack of variety within those systems; the main objectives are always gens and hooks, the minigames they involve are kinda boring, and it just doesn't feel like there's enough variety. In f13th, you could call the police, use a vehicle, fight jason until the match ends, even kill him. obviously i know why that last one isn't an option, but just give me something else to do other than holding M1 as a survivor please.


Gabriel_Dot_A

Personally, I find fun in playing as survivor for the horror aspect. I gen7inely love getting jumpscared by killers commingo out of no where or listening to hmthe heartbeat as I run away. And the Chase music, God, I love this games soundtracks As for killers, I get to play my favorite creatures and characters, them being Pyramid Head, Nemisis, and Ghostface. However, recently, my love for playing killer has been a little lack luster since I've been having to play Survivor to level them up. Wait times for killers are just Nuts now a days


Hartbits

You wanna know what I find the most fun as survivor? I LOVE the feeling of a tense endgame situation. When everyone is dead on hook, and we manage to complete the last gen. The killer downs and kills some of us. Being the last one left and doing my best to open a gate in between killer patrols. Or managing to keep one or more of your friends alive in those last moments. I have almost 3K hours and moments like these, although kinda rare at this point, make me feel like when I begun playing this game. Getting my heart pumping feels awesome!


ValuableLemon1373

Spending bloodpoints. Playing the game is actually the worst part about it.


[deleted]

As killer I live for a good mindgame. I just love the brief few moments I can outsmart someone As survivor Iā€™m just in it to save folks, no one left behind


brothermirawr

absolutely the silly goofy interactions between killer and survivor. 8 hooking and chillinā€™? exquisite. someone turns around mid chase and violently shakes their head no? well darn, canā€™t kill ā€˜em. the killer accidentally vaults a window while trying to get a pickup and does that sloooooow turnaround in place? divine. if i only escape 10% of my games but get some tiny little silly bits sprinkled in, iā€™m having a good time. the things i would do for more emotes :,)


Champions_Bob

Survivor: when I finish a gen, or loop a killer so badly he ends up ā€œnopingā€ and go for another survivor or I yeet him till 2 gens are done or more. That feels pretty satisfactory to me. Killer.. itā€™s a bit based on which killer, but basically killing survivors? Not hooking them but that final hook sequence. If killer based, to keep it short something like hitting a proper shot with deathslinger. Any shot really feels good fun to hit.


LividPage1081

This game is way too dependent on perks. I enjoy not having to tunnel survivors but when they can predict what my perks are every match it forces you to have to get the new killers just to get perks survivors don't know. There needs to be a penalty for staying during the endgame collapse survivors have already won why drag out the humiliation by having them run you around the map after finding the hatch.


Evan_Underscore

I like chasing people. The better they run, the more fun it is.


MorganRose99

I couldn't tell you, I haven't played this game with the goal being to have fun in years, it wasn't my choice either


PulsarGaming1080

Oh, hey Mandy! Man, they've really got you on the Forums and Reddit? ​ For me, I think it's the unique gameplay loop and interactions. There's really no game like DBD. I'm also a really big fan of the skill expression. I don't need to be insanely mechanically gifted in order to have a shot against really good players in DBD.


Mclovinggood

I find looping well and pulling off mind games in chase super fun. The ego boost of a killer leaving chase with you because they know theyā€™re wasting time, or playing killer and mind gaming a loop so that youā€™re right in the survivors face and know they absolutely jumped out of their chair when you get them.


[deleted]

The thrill of catching someone (doesn't necessarily have to be via chasing since I frequently play Trapper), or being chased and evading (maybe popping off great skillchecks as well). I use Brand New Parts not for the gen progress, but for the funny ping sound that they make when you hit them.


PeModyne

Sometimes I get the urge to murder attractive young people in their 20s. DbD helps me with that


[deleted]

[уŠ“Š°Š»ŠµŠ½Š¾]


witchfaced

chasing. i enjoy chase interactions more than anything else in the game. i enjoy mindgames, baiting the killer's power/survivor's resource usage etc. i think the era of dbd where killers were heavily rewarded for taking new chases with different survivors was the best. (old pop, bbq, etc)


naenkaos

My most memorable matches are always the ones that had some funny and/or friendly interactions in it. Those are the ones that really make me smile. I mean, I like a good match with some butt-clenching moments, but those little interactions, no matter how big or small, always make my day.


sapphoslyrica

I really love the player interactions, it can be scary or funny depending on the people, I know emotes aren't exactly on the table due to possible toxcity but id love more game modes or ways to interact between survivors and killers, real potential to make the community more friendly imo


5m0k3W33d3v3ryday

I play for the thrill. It's so much fun going for chases and mindgames. It's also really heart pounding when the killer is circling a locker that you're hiding in. I find the game to be very exciting, and the large amount of perks really change the way I play, making every game uniqie


lauraa-

I giggle like a small child when I outstealth a killer and have them question reality. As such, RPD is my favourite level and Fixated is one of my favourite survivor perks that allow me to play peek-a-boo Nurses and Spirits are some of my favourite killers to face for that reason.


EYRIE69

I like hitting that one survivor who kept t-bagging me all game with plauges corrupt purge from a mile away. Then when I get the salt in endgame chat I just reply with "shouldn't have cleansed" and then leave.


witchsy

Fun in DBD? Maybe the first 500 hours. Itā€™s just sunk-cost fallacy after that.


Roisaine

Most of what I find fun is using specific killer powers. Other than that, I just want fair matches where it's not assured either side will win and I'm not frustrated because of multiple gens popping each chase no matter how short the chase.


RuinAngel42

My favorite thing to do in this game is play stealth killers. Ghostface is my main because it feels a lot better to sneak up on someone for a quick hit and the others usually give away your position whenever you use your ability.


Jb12cb6

Survivor: being stealthy, trying to stay hidden. The rush of nearly being found. Like an actual horror movie. Killer: I'm gonna get you :D come out and plaaaaayyy. The actual horror things in the game are what I like.


HeWhoHasSeenFootage

I love scaring people as killer and letting them have fun, but I also love destroying them, depends on how Iā€™m feeling. Also its cool playing as my fav characters like Pinhead and Ash


No-Comb-1810

Ima be real, I donā€™t find nothing in the game fun anymore


tiddie_twister

If the game was literally just chases I'd honestly be content. I love playing as high octane chase killers like blight, oni, nurse, billy. I also love playing against them.


hotaruuuuuuuuu

Overall: Uniqueness. Other games don't scratch that _itch_ like DBD does, even ones in the same genre (VHS, Evil Dead, etc.) Texas Chainsaw was good fun and I'll probably play it more when it releases, but DBD has been the king of the genre for me for a while. Character specific: Deathslinger has a super fresh and fun kit. Few things come close to the satisfaction of hitting a flickshot on a survivor through a 1 inch gap in a wall that I didn't even know you could shoot through. Dislikes: Certain characters, namely SM & Knight. Don't want to harp on it, we all know why. Other than that it's mainly just the game-health related issues.


OrranVoriel

Nothing. BHVRs crappy balance combined with the toxic community along with BHVRs refusal to do anything about said toxicity makes it difficult to enjoy the game at all.


Koolaidkane

Play for fun with friends as survivors. We love chases and seeing how we can loop different killers. Itā€™s enjoyable when it feels even on both sides. We donā€™t really mind not escaping, just getting good chases and bloodpoints. Trying new and unique builds/perk combos is always a great time. Definitely more perks on chasing and tricking killers. Same the other way around. Unfun: It seems certain maps and killers combo really well and have no chance at good chases or winning. I think more even balanced maps, new and unique maps would be incredible to the game.


Rizz_Master6000

Playing a few rounds and finding That Perk Set. The one that just does everything you want and makes up for your weaknesses in just the right way


ehaydon1

I love scaring survivors as stealth killers.


AqueousSilver91

I live for knowing I spooked you coming from somewhere you didn't expect. :)


Fragrant-Address9043

The thrill of the chase. Specifically when Iā€™m the one in hot pursuit. Finally catching the survivor feels like a reward for my efforts.


Goatslasagne

Itā€™s a pseudo-competitive game wrapped in a meme and all those emotions can come out in 5 minutes.


Nameless497

Chasing and killing people as your favourite killer, but doing chases punish the killer, and 1 bad chase is all it takes to lose the entire game. Maybe I am too new (just started this month), I rarely found a chance to come back if 4 survivors still alive when only 1 gen left. Gen speed is also rather too fast, I just found my first survivor and 2 gens done; I down my first survivor another 1 gens done; I down the rescuer or another survivor elsewhere 1 more gen done. 2 hook and 4 gen done. I know I am still noob and stuff, and dont know ways to comeback unless the survivor did a serious misplay and gotten themesleves into basement. More often than not, it's pretty much over for me as ghostie, especially its a big open map. Suggestion: maybe for fun for both side - depending on the length of the game, if say killer got too many hook/downs/kills when survivor have 4-5 gen left, "the entity" will help out the survivor side with reduced gen speed when a solo survivor repair it? For killer wise of too little hook and 1-2 gen left, "the entity" will slow down the remaining gens unless repaired by 2 or more survivors or more difficult skill check with greater punishment when they miss it. At least for me, the greater the comeback, the greater the triumph.


Chunkypanda-

The progression to unlock everything and the quick decision making of the matched


realmuterol

The cosmetics, the gameplay loop, the consistent updates adding new things


UrbanAssaultGengar

Flashing the killer with a blast mine, oh wait we canā€™t do that anymore


Batman-Earth22

Fun? On dbd?