Feedback and Suggestions

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  • Hear me out on this one. I kinda liked the idea of it so help me refine it and lemme know if you think something like this would work or wouldn't. So on top of generators, we should honestly have a fusebox or some kind of electrical system survivors must mess with before they can start opening the door. Like add 2 or 3 of them around the map. Once all gens are done, survivors must fix these f
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  • I main Doctor, and I have him at Prestige 1 and have a lot of addons I've been hoarding. When this update goes live, will I lose the addons I have and will he reset to level 0?
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  • Now to be clear, I really do enjoy how the music sounds, and the fact that more custom chase themes are being added, but unfortuntely I've found it very hard to try and guess how close the doctor is. I've had him sneak up on me a couple of times cause I thought he was farther away. I just think the music needs to be modified/tweaked so it's more clear how far or close he is.
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  • I'm a fan of Dead By Daylight, and a Killer main, so I have to suffer the full force of the nerfs that are constantly patched in. The recent changes, however, are just taken too far. Let's start with Hex: Ruin. The reason Ruin is used so often is not for the reason you think it is. Ruin is only used by 80% of the player base because the Generators take practically no time at all to be fixed. The
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  • I've been thinking about this for a good bit Now as it goes for my understanding the current game is a lot better than the past version of the game. But how can we make it better? Maps. I do believe that maps right now are the biggest issue. Loops that spawn right next to each other and some maps that have no loops at all or dead zones. along with spawns for totems but this is mainly older map
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  • I haven't seen anything else about this, so maybe I'm alone. But it kinda sucks to see this tome so heavily DLC character based. I understand that you would not have to complete these nodes to "finish" the tome, but I'm sure they'll have the pieces of lore attached to them, and I kinda feel like the lore is the most important part of the tomes? This is just a perspective from someone who doesn'
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  • Make Auric cells spawn as an ultra rare on the bloodwebs, this will also make devs finally increasing the ultra rare chance in prestiges. No prestige wouldnt spawn auric cells (and no other ultra rare) mean while the close you are to p3 the more (ultra rare) will appear. The quantity of AC on the bloodweb could be something around 100 each
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  • Since gens can get really fast I thought of an idea to slow them down without increasing difficulty in low ranks: Make the great-skill randomly located in the bar. Hitting a good skill-check slows the generator speed in some way. Hitting a great skill-checks speeds hp the generator in some way. Change gen times from 80/44.44/33.33/28.57 to 90/45/33.75/28.125. Yeah solo survivor will be rou
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  • Dead by Daylight is a game that is notoriously hard to balance as compared to other games. Most competitive games are symmetrical, which means that each team has the same or similar goals and tools. This type of symmetrical game is fairly easy to balance, because anything that's super-strong or super-weak can still be utilized by the other side. And if anything is overly strong, it can be nerfe
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  • All Hex perks: New effect: As long as there is at least one Dull Totem remaining on the Map, the Hex Totem cannot be cleansed. New sound effect: When all Dull Totems on the Map have been cleansed, both Killer and Survivors receive auditory warning. Hex Perk specific changes: Ruin - no changes Third Seal - no changes NOED - new effect: receive Loud Noise notification when someone starts w
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  • Now that ruin is gone most hex totems don't offer an immidiate reward anymore So would it really be that bad if hex totems rebuild themself after 90ish seconds or so but lose all tokens Survivors who pay attention still know where they are, so they can always put them out again It would still be high risk high reward cause being without a perk for 90 sec and losing all progress on it is still
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  • I play both survivor and killer about evenly, so I can see both sides on this issue. As a killer, I often feel like gens pop way too fast and Hex Ruin is necessary to use. Also, as a survivor, 80% of games having hex ruin is also quite frustrating. I think Hex Ruin should be slightly nerfed, but not to the degree that it will be for the next patch. Here's my suggestion: Hex Ruin: when a generato
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  • Ps4 doesnt even have a trophy getting to rank 1 Ranked rewards would give more incentive to play for rank and might create more separtion within ranks
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  • While playing through the tome it didn't take long to learn survivor well enough to start ranking up. Before I knew it I was in red ranks. I saw a lot of other survivors there that were as good as I was, if not worse. Just a bunch of potatoes. What are potatoes good for? Killing, and eating (depending on who you are). Now, what happens when a bunch of people who deserve to be green or purple ran
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  • Firstly, I'd like to say, if you share any disagreements, let me know so we can discuss them! I will be making a killer list soon too, so keep on the lookout! Lightweight: Reduces scratch mark appearances by 3 seconds Reduces noise made by footsteps by 30%, 40%, 50% Boil Over: You obscure the killers ability to see auras of nearby hooks by 16/20/24 metres. You struggles against the kille
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  • Why does a perk that doesn't activate on generators that are being repaired, have a timer? It isn't forcing a survivor off the generator. 60 seconds is to long of a cooldown.
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  • Change disfigured ear to where it gives you insidious for like 10 seconds.
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  • In order to kill a survivor you must have hooked all survivors once. OR You can kill previously hooked survivors after the second generator has been completed. Thoughts?
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  • read refueling generator objective in feedback forum if you don't get rid of ruin and make gens longer to fix, eventually almost everybody is going to stop playing the game. the main reason ruin gets used is to give killers more time. you changing ruin as you said you will is not going to do anything for killers. so what would this mean...even less killers, even longer ques for survivors most
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  • So.....most of you would want Pyramid head, but i t/hink we have touched upon that this, that he wouldn't work...but, what about two people from Silent Hill Revealtions? i mean who wouldn't wish to see Kit Harrington as a surv? or if couldn't get him sharon? and the killer? what about this? and what about the carnival as the map?
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  • So, the forums and everyone that plays this game has been losing their absolute mind at the ruin change. Some people praise it, some people think it's BHVR literally trying to destroy the game that they've built. But really, what it should be, and what I think it is, is a stepping stone. The real reason that everyone uses ruin, nobody cares about gatekeeper, is to stop yourself from having half
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  • so as we all know the current DS works a little something like this: Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40 / 50 / 60 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the
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  • I noticed that 3 of the purple skins of Nea have backpacks, and so does one from Steve and some others, and thought of the idea of having an option to disable the backpack in these kind of skins, since I feel like they may bother or just make the gameplay feel uneasier in general, like from previous game experiences (Fortnite) I had, this option would become some skins or sets way better or coole
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  • I just don’t understand why it’s so glitchy and stutters all the time, especially in a game that’s all about time efficiency. My killer or survivor running stutters even in chases and gets me killed because of how bad it is.
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  • Ooof since ruin got this weird change I was thinking what a solution could be for why most killers run it. I personally never ran ruin for my top tier speedy killers like Freddy and nurse because I NVR needed it I can go gen to gen fast n hook ppl pretty fast so what's missing for everyone else? MAP PRESSURE.. how am I getting it with these other killers? Hmm they can go from one side of map to t
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  • Some people in my noed forum asked for a totem counter? (When I mean counter I mean how maybe totems remain icon,just like with gens) I believe it would be a neat idea I dunno if I would add it to killers two. I believe it gives too much info What do you think? Let me know down below.
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  • This game is about objectives and interacting between killers and surv not about speed to end game. If killer get 4k fast it means depip and almost no bloodpoints. Same for survivors. My opinion is that games should last longer so adding some new objectives should solve problems with gen rushing and ridiculous game speed. I like idea that I have read here on forum to add objective of refueling th
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  • For me it's the Devs they are to OP 😉
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  • On paper, Lucky Break may not sound like such a bad Perk but in reality it only has one use and it is to use it along Iron Will. That is because Lucky Break is nerfed Iron Will in all ways. Not having any Blood spillage, means nothing as long as your character is making any sounds. That is why you need Iron Will to make any use out of Lucky Break. In hindsight, instead of being an alternative to
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  • I think this may be a rumor but I heard they’ll be making it so you’re unable to see other players rank after the game. If this is true #########? Sounds like they don’t wanna fix matchmaking or they wanna cover up the fact that the number of killers are so low. Shouldn’t be a green rank going against red ranks constantly. Maybe give killers some positive attention they you’ll get more to fill up
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  • It's a bargain bin Ruin with more counterplay and a lesser effect, no reason why it should have the same weaknesses as it. Having that would give killers more potential options for slowing down game speed while keeping it reasonable.
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  • First: Can we lock survivors in first person while they hang on the hook with limited turning the screen. Well it can still be 3rd person but don't allow them to turn the screen more than looking left or right. Let's say if you are playing ghost face and you are in stealth a ways off (behind them) and the person keeps trying to search for you to break stealth. Worse if the survivor is in a surviv
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  • Steps: Do not make any changes to Hex: Ruin Buff Calm Spirit to include additional protections: "You can overcome anything that affects your skillchecks." Conclusion: I'd gladly let survivors use a perk slot to counter ruin, it's a perfectly fair tradeoff. Because Calm Spirit is a Jake perk it's free for everyone to unlock and use (i.e. not locked behind a paywall/shrine roulette like Hex:
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  • Now I'm not talking about perks that require major reworks like Monstrous Shrine but many perks are in the good idea, but not quite useful stage and a minor buff would help them. With Ruin gone there's an opportunity for more killer build variety, but only if there are more perks worth using. Feel free to post your ideas for incremental changes to killer perks in comments. Please no reworks i
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  • Just throwing a thought I had out as a perk idea that brings back some of the old Hex: Ruin, but could potentially last into "late game". Hex: Desolation One trapped Hex Totem will spawn in the Trial. When the Hex Totems is cleansed by a Survivor, all Survivors suffer from the Desolation hex effect for 60 seconds. Upon cleansing, if there is a dull totem remaining in the trial, this Hex is app
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  • Ok so im going to be as constructive as i can, there's been enough venting and ranting about hex: ruin for me today. So i think i wanted to share the ONE thing that hexes need to make them more used AND alot more fun for killers. Hex perks should have a weaker version of themselves still active when cleansed. Thats it. It's that easy! So here are some ideas/examples. Lets take the new ruin firs
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  • So if you;ve missed it the biased survivor main dev that posted the designer notes states that the new reworked ruin has some new cool benefits, here's a quote: This version of the perk has many benefits: Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. Killers must be active in pushing Survivors off generators to get value from it. It is
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  • As noticed and predicted your update is pure crap I'll suggest something fair for both sides: Hex:Ruin "The time required for repairing solo or with toolboxes is 100s/110s/120s for each tier. The perk affect totem cleaning speed, which goes from 15s to 30s, more survivors at working at the same generator are not affected by the Hex (don't mind becouse we have Discordance)
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  • TL;DR Played 35-40 matches with mettle of man. Overall, trying to activate the perk is too dangerous to be worth it. However, with a few changes to protection hits it could be worth it, like: Change "Protection Hits" to "Protection Tokens" that can be gained from various activities that protect survivors, rather than just taking hits. Or make actual "Protection Hits" count as two tokens, and ot
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  • Since most killers are annoyed with the change in ruin and how bad it will be after I just felt I could add a suggestion/idea. this idea will drastically change ruin but could make it into something comparable. change ruin so that it instead causes a requirement of 6 gens needing to be achieved instead of 5 with a 10%-20% speed penalty on first 5 gens. The downside is 8 gens would need to sp
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  • I play a lot of games, I have a bunch of free time. That being said, I, nor anybody should have to dedicate so much time grinding for levels in the rift. I play more than my fair share of games every single day, I've completed the entire rift for both sides and I'm still only level 64. I'm already playing DbD to the point of getting bored of it, I nor anybody else should have to dedicate so much
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  • I genuinely feel like changing a single thing is enough, not reworking the whole perk. The current change is, sorry to say, horrendous. I don't need Ruin to pressure a generator, but the time it gives me helps a lot. The totem is gone within a minute 8/10 of my personal matches, so I genuinely find no reason to nerf it this hard. Here's my suggestion: 1) Temporarily stops progression if a skill
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  • Repairing is too quick Must Buff Hex: Ruin
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  • As of December 17th, 11 AM ET, we have enabled the new disconnect penalty test. This new system punishes players for disconnecting excessively with an escalating timeout before they can queue again. If you have any feedback for this test, please be sure leave it below. Additionally, if you experience any issues with this test (e.g. Skipping straight to a longer penalty after one disconnect), pl
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  • Hello there With the announced ruin-changes and the feedback thats followed I once again see a need for a early-game change. The suggestion I see the most is slowing down the gen-repairspeed. This could work as well, but might hit a bit too hard in the lategame, so I wanted to present you a concept for the earlygamne only. This would, besides helping with the problem of (old) ruin beeing absolu
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  • i agree about the change but as a mostly killer in the game this change will benefit 100% survivors. This change will affect killers differently. Why dont have were the hex ruin acts as it originally does for 120 secs and then the new change applies. This gives and equal balance and gives more time for the killer to make more decicions.
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