oecrophy
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Germany

"Skill" happens because a large number of things amazingly fail to go wrong.
:shibuya:

"Skill" happens because a large number of things amazingly fail to go wrong.
:shibuya:
....
A person’s true character shows when they have the power to hurt others without fear of consequences.
Video Showcase
Dead by Daylight: Forum Heroes – Post, Cope, Repeat
5
Artwork Showcase
pew pew
4 2
Video Showcase
Dead by Daylight - Don’t Mess with My Pew Pew : Flashlight Moments
54 1
Review Showcase
10,556 Hours played
Think very carefully before you buy this game.

Normally I don’t write reviews, but I’ve gotta this time. Hands off this one. It’s the only PvP game that feels like it rewards one side for playing badly while slapping chains and penalties on the other if they dare react. It lets people have a “good time” without ever learning or improving, while telling the other side not to respond even when someone misplays hard and makes obvious errors.

What BHVR’s rolling out is straight-up dumb: more survivor safety nets that reward bad play while punishing the killer for, y’know, reacting.

And no, I don’t care what consolation buffs killers get—none of it fixes being told to play blind and ignore stuff happening right in front of you because “you shouldn’t.” You can’t have a PvP game where one side gets to play bad with zero pressure to improve, while the other side is forbidden to punish the misplays they’re literally watching. It’s wild—no other game does this. Play bad? Here’s your shield and a buff. React to bad play? Here’s your penalty.

This doesn’t reward good killer macro; it actually rewards bad survivor macro.

1) Unhook Protection = all-inclusive shields
30s mini-godmode after unhook: Haste, Endurance, “elusive”/concealment (less info/tracks), sometimes killer aura reveal, no loud unhook notif, delayed hook status, etc.
Result: Unsafe unhooks aren’t punished—they’re masked. Team can play over-aggressive and the killer is told to “move along.” If I stay, I’m the bad guy; if I leave, it’s a free gen rush. That’s rewarding bad survivor macro (greedy trades, hook rush) instead of good play.

2) Hiding hook info = banning reaction
Killer doesn’t instantly see hook state, no hook ping, sometimes no hook aura. So: less info exactly when good reaction matters (anticipate trades, separate saver vs. saved, hold zone). That’s not “balance,” that’s blindfolded killer. Again: good killer macro (zone control, informed swaps) gets nothing.

3) “Hook someone else” bonuses = forced target swap
Sounds nice (“play fair, get Haste/gen-kick/aura ping”), but it’s basically a design shove: play our way or pay. It shifts skill from macro (holding zone, prioritizing) into a gen-kicking minigame. Survivors can even trade bad unhooks because the killer is incentivized to walk away.
Meaning: Mistake ≠ consequence; it’s “mistake → killer, please swap targets.” Bad survivor macro = protected.

4) Hard tunneling penalties are backwards
Early kill before 6 hook states? Team repair +25% and/or killer can’t block/kick/regress gens. So… if I play efficiently, I get punished and they get faster.
Literally “Play dumb, win dumb prizes—(for the killer).” Why would I secure a strong zone if a quick kill slams me with a gen lockdown debuff? That devalues good macro and rewards bad survivor macro (feeding in a hotspot).

5) Anti-slug on top = bodyblock fiesta
Combine unhook shields, info denial, target-swap candy with anti-slug thinking and you get: dive in, trade, mask it, while the killer loses reactive tools—the exact stuff that makes the role deep. Slugging isn’t pretty, but it’s a counter-tool vs. that over-aggression. Removing it protects bad survivor macro even more.


Everything this game is drifting toward: bad survivors can do whatever they want—no matter how aggressive, careless, or dumb—no consequences, still a good time. The killer? Not a threat, just the party clown to entertain the group. And when survivors lose interest because two things don’t go their way, they just DC for free and queue the next match. (Yes, really—no DC penalty when the round goes bad for them.)

Meanwhile the killer has to watch a hook get sabo’d, someone intentionally go down in a pallet, the full team rush in with flashies/body blocks/whatever—and the second you react correctly, it’s: “Yup, try to pick—nope, that’s evil… slugging.” And tunneling as a clear consequence? Also not allowed.
Play like a killer and you get punished; play badly as survivor and you get bubble wrap.