The Killer Meta is Dead: What's Next? – Dead by Daylight



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In this DBD video we’re going to discuss the recently nerfed killer meta and gen defense perks in general. We’re gonna take a retrospective of past gen defense metas and explain how we’re once again traversing over previously covered lands of darkness instead of carving a new path.

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36 thoughts on “The Killer Meta is Dead: What's Next? – Dead by Daylight”

  1. I once heard someone say that the reason why many survivors want things nerfed for killer is because they want to go back to a time when killers were easy to bully, because they had little to no tools to counter toxic playstyles such as instant-blinds, infinants and locker blinds.
    It looks like the game is slowly moving back towards a meta, where killers will be bullied but by gens moving so fast that they can only really play the game in EGC then have no choice but to watch survivors TBag their way out of the gate.

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  2. I hope we see players using diverse perk strategies because of this. It might actually throw survivors through a loop when they dont expect 30 different killer builds in 1 day and have to think for a change instead of dealing with the same 4 perks ALL DAY LONG

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  3. guys I’ve got another strategy

    just play skull merchant. you don’t even have to do anything the survivors will give up on their own. don’t need gen defense when the survivors rage before touching a gen 😎

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  4. I just play with chase and all in perk builds like end game and do well and have fun. Also, survivors dont expect it and dont play around them as well. Meta is boring for everybody, im always mixing perks on both sides, so choas Shuffle was normal and fun. Wish they kept it in the game. Im sure they will bring it back on a rainy day for a band-aid.

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  5. I think meta won't change a lot, maybe pop , but thats all. Ratcher average players will play on top tier killers, or midle one witch best addon. Nurse, Spirit, Wesker, Oni and so on. And map offering wiil be more common

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  6. I do like the fact that gen regression is nerfed across the board with nothing to replace it because it's going to force killer players to focus more on earning wins through skill expression instead of capitalizing on survivors having bad chases at the beginning of matches. Once we hit that cap of gen speeds absolutely destroying the killer experiences especially with non-adjusted/unchecked/buffed gen items and perks, then I'll believe they'll have the tools to better understand how to adjust the balance of the game because, I won't lie, I am so sick of the perk dependence of 75% of the killers I play against especially since I run little to no gen defense on my best killers at all times with very solid results a good chunk of the time.

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  7. Killers will still carry these perks. They are needed. What is there else to do? If you want to regress Gens, this is all you have .. Especially if you didn't want to play in a very unfun way. People complain about killers with gens .. they won't like it now when all the slow down methods are gone. Slugging and singling out the weakest survivor is going to be the meta now. No more going for more people or more chases. Thanks to BHVR ..

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  8. One of the best chapter released with one of the worst balance update released. This game needs basekit changes for killers.

    One of the biggest problem is that 1st survivor can die between 3rd hook and 9th hook. How can you balance around that?

    This is why I would suggest introducing "mori token system". After getting at least 5 hooks on 3 different survivors and nobody is dead. Game will give killer mori on 6th down no matter the hookstates of survior. This will average 1st survivor death more and then they can make hardcore tunneling even more punishing. Like anti face camp expanding range if outisde chase etc. I don't believe killer should see hook progress nor reassurance to make proxy camp strategy even weaker.

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  9. I feel like chaos shuffle already gave us a taste of what happens when killers don't have reliable gen slowdown, they're going to begin tunneling more and more and I'm sure lower tier killers are going to become even rarer than they already are. Blight, Nurse, and Spirit are killers that can get by just fine without slowdown when playing against competent survivors, other killers not so much. Survivor players are gonna hate year 8.

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  10. We love making Killers having to rely on tunnelling, starting a cycle of negativity due to Survivors not being able to play the game and Killers having to be defensive about it because they legit have no other viable way to win. Thanks Behaviour.

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  11. survivors are gonna start complaining about tunneling again. they can't be pleased without the killer literally giving up.

    edit: i forgot they put a limit on gen kicks so these nerfs are even more unwarranted. classic dbd.

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  12. I disagree with the statement that there will be a new gen regression build.

    I think its more likely we will see an endgame meta going forward.

    If you win early, it's by your own skill, if you win late, its because of your perks

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  13. This is Ruin 2/Pop propaganda and I won't stand for it. Having Blight/Spirit come zooming back to your gen because Tinkerer procced yet again after Ruin took your gen under 70% was boring as shit, and I'm glad the Corrupt/Ruin/Pop/Tinkerer meta was killed.

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  14. There never was a killer meta in dbd since 2016 it was always surviver sided as hell. So many people play slow down cause there matches are over in a couple mins cause they getting genrushed every round. Who the hell realy thinks it ever was Killer sided?!?

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  15. People in comments talking like tunneling/proxy camping was a myth before these changes.
    like they themselves didn't defend those 'tactics' even with 4 strong slowdowns.

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  16. I'll be honest and say that I disagree with your conclusions. Your analysis is spot on, the most fun part about DbD is the chase **AND** the hide-and-seek elements, with there being two notably divided camps on the issue and, quite literally, the argument of what to do about gens getting in the way. Generators are intended to serve as a point of forced interaction, which is why coms were initially banned. Excessive coordination breaks the original, intended balance of the game, which has been well proven, and the devs have spent years trying to figure out this ONE problem after being bullied into putting coms in.
    With all of that in mind, the truly optimal choice would be to remove the generators as a condition for winning. don't remove them all together, but don't make them the core objective either. Instead, have each match on a 15 minuet timer and make it so each generator knocks one minuet off the timer, with 8 generators in the match, this ensures that killers would have at least 7 minuets to hunt down and kill survivors.
    So what to do about generators? simple, remove all the gen kick/regression buffs and remove the limit to kicking generators (*also give more points per kick). Gen kicking is an essential part of blood point farming for killers, which is an important part of matches that give players a needed break form the sweat and even anger towards dumb things in the game or players (on either side) playing like jerks. Now what about gen regression perks? remove them from the game entirely or make them block generators for a short duration to reward the killer for additional chases, What about gen speed perks? nerf them but keep them in the game. remember, the killer has a guaranteed 7 min in game and in normal DbD that's average time for a 2k.
    Yes, this ensures that killers will basically get kills. But what else this allows for is:
    1) darker, spookier maps that are better for hiding;
    2) maps that are better designed for a solid mix between hiding and chase;
    3) builds that line up with the DbD lore in which teammates might even sacrifice their friends as a means of beating the clock
    4) matches in which it is impossible for killers/survivors to hold the other side hostage.
    5) truly scary killers, this simple design change opens the doors for older killers to have more unique powers and traps designed to hunt down survivors without the fear of a SWF demolishing generators and leaving before they even have a chance to begin building pressure.
    6) and so very much more, already late from intermission so I need to get moving, lol.
    My change, coupled with your perk currency and some perk reworks could turn this game into something that is incredibly satisfying to the casual and competitive player, especially if the devs reinstate the win condition for any survivor to get out alive, meaning they have to beat the clock. For those who take issue with this, please understand that this would be the most lore accurate way to play the game on many levels, starting with the simple fact that the survivors aren't actually against the killer, they are surviving a gauntlet which the killer is both the tool and trap that needs to be survived against. By having a set timer, survivors will need to do more than work as a team to "beat the killer", they will also have to consider sandbagging each other in order to avoid being caught and killed with no way out other than potentially sacrificing a friend. Killers won't be under pressure to force kills quickly, the devs will have so much more breathing room to deal with camping/tunneling/slugging, survivors will need more varied builds not only to survive the killer, but also each other, and it allows for more trolly perks or perks/survivors who are more hostile to the others.

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  17. At this point BHVR should really invest in re-designing the base game structure and logic instead of going back and forth like this.
    With a "development" cycle like this, we'll just be stuck with the same dozen of perks in a shuffle depending on what they choose to shoot this time.

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  18. I stopped playing dbd due to a bunch of reasons but have been keeping up with the news from time to time, and i swear i’ve never seen the community break out into a firey inferno like this before. The backlash has been so enormous that i wonder how these changes could have even been made

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  19. Nowadays i just use lethal, brutal, corrupt, and NTH for most of my killers I’ll occasionally switch one out for something else. I never camp or tunnel i still sweat and try to go for 3-4ks but i don’t take the game as seriously as i used to but if they really wanna sweat hard enough to beat me with those perks then so be it the only prob is distortion obv but that’s any aura perks but it’s a fun build that never really gets old when you wanna somewhat sweat but still keep it casual

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  20. At this point I’ve been using pentimento/plaything just to give more slowdown if they choose to cleanse and if they don’t I get free hits with my lack of terror radius. Then I use two chase perks usually bamboozle and brutal but sometimes I’ll add surge.

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  21. For the slug well I’m running is eruption pop gear head lightborn or brine depending on if their flashlight bully squad And I’m consistently getting four kills every game as killer also, the new killer is really good. I enjoy them very much! Gen regression with slugging what I’m doing!

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  22. so, to solve the problem of certain killers being too strong with some perks. they choose to change the universally affected perk instead of the confined killers causing this issue. that's really fun 😁

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  23. If people start complaining about slugging and other “toxic” behavior, you can actually blame BHVR this time. Because what else can I do as killer? Let survivors win? If i’m down to 2 gens or less, or maybe even 3 if the team is good enough, i’m gonna be taking desperate measures.

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  24. I think this is way overblown. Every game I’ve played as survivor since the patch has had between 2-4 slowdown perks just like before. And the end results still generally favor the killer most of the time. People will still stack slowdowns, tunnel and camp their way to victory no matter what happens to these perks.

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