Feedback and Suggestions

Our team will be happy to read these!
  • I think there should be some changes to offering rarity, just for the sake of continuity and uniformity across the blood web. Please let me know what you think about each item listed, as it would make spending blood points more sensible across all characters, both survivor and killer. 1. Sealed envelope/ hollow shell: since these apply only to you but give a sum of 100% bonus, they should be in
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  • I play a lot of killer and I wish there was a way for the killer to end the game besides disconnecting. I propose that if both gates are open or if one gate has been opened and an amount of time has passed (say a minute or two) then the killer has the option to "close the hatch." Closing the hatch ends the game and awards any remaining survivors a gate escape, possibly with a small bonus to acc
    12 comments 162 views last activity
  • I've had many experiences autosave has not worked and the most recent one was yesterday. This has been my 5th experience with autosave not saving. Adding a manual save would take out the worry of autosave not actually saving.
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  • Since Distressing now gives 100% bonus points across all Tiers, I'd like to suggests adjusting the Terror Radius modifiers. The two most common Terror Radii Killers have are either 24 or 32 metres. The current modifiers (22/24/26 %) are so close together, that the difference between Tiers I and III of Distressing in regards to those Terror Radii, ranges from barely 1 to just over 1 metre. Before
    11 comments 262 views last activity
  • The Stealth mechanic is, unfortunately, almost dead. There are a few reasons behind this: bad map design(!), some detection Perks that can’t be avoided and the fact that it is not rewarding enough. Most people complain about looping but there is no other viable way to avoid the Killer and win. If the Stealth aspect were revised, maybe the matches would last a little bit longer. The following c
    34 comments 722 views last activity
  • Okay so i think the totems as they are now are fine! Not good, but fine passable for now. I think we could keep them as they are now, but have the Entity guard totems for 60 seconds at the start of the match. This is just by default for having any hex perk. And as an extra bonus to this idea. Just for the sake of blind getting a buff. If you're blind you can't see if the totem is active or not,
    3 comments 52 views last activity
  • Vigil is quite garbage: it deserves a slightly buff. Keep calm: no Exhaustion recovery while running. I find reasonable to give it the same parameters of Botany Knowledge. VIGIL. You look over your friends even in dire situations. You and your Allies within 8 metres of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 11/22/33 % faster. Once o
    7 comments 92 views last activity
  • The Fire Priest Story: He was an Aztec priest who performed ritual sacrifices to the volcano until one day he himself was shoved into the molten abyss. Only when he realized his skin was no longer melting did he open his eyes and find himself in The Entity’s realm. Cosmetic: Ornate feather headdress, ceremonial clothes/gold medallions, scorched and melted skin. Weapon: A lava rock cudgel wit
    0 comments 23 views last activity
  • Hello Devs, If you take the time to read this, you have my utmost gratitude for perusing. Survivors have gotten a lot of improvements over the past months with better tool boxes and more focused perks. This gives them better mobility in getting generators done and without too much loss of progression from the killer should they bar access to a certain generator on the map, isn't that so? Pop
    4 comments 162 views last activity
  • It seems like most attempts to fix balance are usually done by using perks, and pretty much everyone agrees that hatch standoffs need a fix. So what if blood warden blocks the hatch too? Makes a marginally useful perk slightly more useful, and adds a tiny, perk-specific deterrent to hatch camping, since it may not pop if they're running an unusual build.
    3 comments 42 views last activity
  • remove the legions ability to swing infinitely without cooldown during Feral Frenzy- make the base chances 1 swing before the frenzy ends Remove the power depletion from the legions power for hitting a survivor with a basic attack. change the button add ons to increase the number of swings the legion gets during frenzy reasoning: Legion is a weak killer, yes, but is also unfun both to
    0 comments 12 views last activity
  • When you added the new matchmaking a lot of people complained, for valid reasons. But when you reverted the matchmaking, both times, a lot of people on Twitter seem to have complained that you made the wrong choice (myself included). From what I've seen, the people who complain about the matchmaking being reverted are usually on console. Couldn't you give console the new matchmaking and keep
    1 comments 32 views last activity
  • I have noticed that on higher ranks people tend not to use the fountains when playing against the Plague. Therefore she can't use her power to her full potencial once everybody is fully infected. My idea: Give the sickness a 3rd state. When a survivor is already in the Broken Status, and he continues to do things (running, repairing, healing etc.) the infection will become worse over time (
    2 comments 53 views last activity
  • Very rarely have I seen a game, as survivor or killer, where some jackass doesn't ragequit the first time they are downed. This is ruining the community and the fun of the game. Literally just lost a match against a rank 17 Leatherface with 2 perks because two people rage quit as soon as they were downed. Can we please start taking ragequitters seriousl
    7 comments 52 views last activity
  • Hello fellow fog-travellers. Let me start out by saying that i play 40% killer and 60% survivor, and that i believe the game should be fun and ballanced for both roles. Here are some of my ideas for how i’d like the game to be more balanced: There should be around 8 totems in a trial, not 5. This will give survivors even more to do. The first 3 totems cleansed should only be for points
    5 comments 52 views last activity
  • It's annoying when you've got the last two survivors on hook, in the second phase, and they're clinging on to get their struggle BP even though the game is clinched. It's also annoying to be in this position as a survivor, faced with the choice to waste everyone's time or abandon easy free farm that's right under your nose. The fix for this is super simple: if everybody still in the trial is on
    0 comments 22 views last activity
  • I had an idea for the bloodweb that could possibly increase the amount of people grinding for perks. Anyway, let me explain. Any teachable perks you have bought within the last 10 levels will appear on a corresponding character's bloodweb. For example, unlocking Dark Devotion on Plague will appear on the Spirit's bloodweb the next time you level her up. Thoughts?
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  • I came up with this Hatch idea back in July 2018 when the devs were trying out some Hatch changes on the PTB that weren't to their satisfaction. I remembered it when I read through a couple of other ideas on here and would like to see what the community (and the devs) think of this one. It meets McLean's criteria from back then, of being engaging and fair for both sides (and I had actually sent i
    2 comments 42 views last activity
  • Sabotaging is a really cool concept, however it has been nerfed to the ground. If Saboteur were more viable, people might spend some time doing something other than Gen rush. As it is now, Hooks stay sabotaged for only 2 minutes by default; in the past it used to be 3 minutes. Moreover, it is really difficult to guess which Hook the Killer is taking the Survivor to, and even if you guess right,
    17 comments 482 views last activity
  • Most players won't be able to or will take a long time to get there but at the end of the game when all survivors are maxed out and have every perk the character you choose serves no purpose. maybe we could get a Dev. selected perk for each survivor to keep at level 1 that way each survivor keeps some kind of relevance instead of everyone having the same build I probably worded that wierd bu
    10 comments 62 views last activity
  • I can confirm, double pallets at jungle gyms are back. On a side note, I never understood the 8 pallet minimum thing in patch that introduced it and this horrible outcome of double pallets. 1) Were there maps spawning with less than 8 pallets in the beginning? I've never seen this. Ever. 2) Was it to make it so that if enough pallets were destroyed during a match, there would always be 8 pa
    7 comments 102 views last activity
  • The last toolbox changes were great, but currently sabo is still deeply flawed: it requires a lot of time, the risk outweights the reward by a lot and it is very strong/annoying in a coordinated swf group, while being mostly useless for solo survivors. If we add that kllers tend to be toxic towards saboteurs, it's not a surprise no one bothers anymore with this mechanic unless they have a daily.
    4 comments 82 views last activity
  • Until now I was kinda fine with how chaser worked because it was very easy to double pip as killer, but now that the pipping requirements have changed I think it's time to improve the chaser emblem. This because currently this emblem rewards you more if you play like an m1 killer, but if you actively use your power on some killers you're penalized. It is especially true for the Trapper (who can
    1 comments 52 views last activity
  • I’m a survivor/killer main, and over the past two months I really haven’t gotten a lot of time to play. Up until this week i’ve only played 2-3 games a week. My rank has gone done considerably, i’m 15 right now on both killer and survivor. Usually this wouldn’t be a problem, but with the new system, I cannot rank up with killers. I don’t know if it’s because i’m just garbage now, but the survivor
    2 comments 42 views last activity
  • This new crows is mostly worthless. Hooking near crows renders it useless, and it gives survivors a ton more stealth ability from it, with no actual counterplay. They don't have to pay attention to crows, they don't have to take a perk that might have been useful had it not been for this spies nerf. congrats, you've shown us, again, you balance this game around letting survivors survive. Yo
    12 comments 152 views last activity
  • Come on devs... I thought you got rid of this s*** change? Why has the timers come back? I shouldn't have to wait to get into a lobby as a killer.
    0 comments 12 views last activity
  • ... are still broken. Please revert the reversion back to reverted revision pre-revert.
    9 comments 62 views last activity
  • We need Nea to be a playable killer for April Fools day
    2 comments 172 views last activity
  • You guys have had nothing but matchmaking problems now for a few months. And I'm not talking about the normal ones. It started with your winter event release and never seems to have recovered. It always is "well xxx is just around the corner" and in this case it's dedicated servers. I feel like you guys think that's gonna be the silver bullet and it's not, at all. It's going to introduce an ent
    0 comments 12 views last activity
  • Lightweight should reduce footstep sounds while Predator should increase them.
    7 comments 102 views last activity
  • Piggy's mori animation makes no sense for people wearing their party hats. How does she slash through all that steel? And anyway it seems like a huge missed opportunity. Give Piggy a second Mori animation for hatted victims. e.g. she stabs the timer, activating the hat immediately.
    3 comments 32 views last activity
  • Today out of 8 matches 4 were 3v1s. This is ridiculous and the issue has been in this game for ages. I for one and I know many share this opinionm wont buy anything in game untill these issues which we have certainly let you know we care about seem to get address. Plenty of other games dont have game ruining bugs so prevalent, and hey! I hear they are revamping Deathgarden anyways!
    3 comments 32 views last activity
  • Some issues that are bothering people and a few ideas… De-ranking (DR) Disconnects (DC) Rank Resets (RR) Survive With Friends (SWF) Things to note for this discussion: New Player Ranks = rank 20 to rank 16 Casual Player Ranks = rank 15 to rank 5 Skilled Player Ranks = rank 4 to rank 1 Colour Categories Brown – rank 20 to rank 16 (new player ranks) Yellow – rank 15 to rank 13 Gr
    1 comments 12 views last activity
  • This ######### seems like a joke at this point ngl, literally nothing I did wrong and still depip. 10/10 https://youtu.be/Ngg9hJLVpdo
    1 comments 52 views last activity
  • Short and sweet: Let trapper hold M2 on an unset trap to set it where it lies. This is currently a dumb interaction for him. At best he has to pick the trap up and put it back down. At worst he's at his carry limit and must place a trap in the wrong spot, pick up, place, and pick the first trap back up. He's probably the weakest killer in the game and the small buff and QoL improvement would be
    5 comments 32 views last activity
  • I would like to change what has become 90% of my matchs in such a way that would benefit both killers and survivors. (Not all changes I like are here) 1 - Balance between Generator and Hooks The time to repair a generator at the beginning of the match is much greater and will return to its current value when X time elapses in the match. Each time a survivor is unhooked, the time needed to rep
    8 comments 103 views last activity
  • Exhaustion is a state of particular tiredness due to the ongoing danger and the effort faced, and recovery from it should require not only physical rest but also psychological serenity. Here is my proposal: 1) Exhausted status lasts 50/40/30 seconds; 2) you cannot recover from Exhaustion while you are running or within the killer's terror radius (very nice with Dark Devotion or Distressing,
    11 comments 132 views last activity
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  • Disconnecting is an issue which has been exhaustively discussed in countless threads. In this one, I’m only asking for one small adjustment which has no doubt been suggested before. Under the condition that the disconnecting survivor is actively being carried by the killer, please make it count as a “hooking event” in regards to hexes. It’s okay if bloodpoints aren’t awarded, the main concern i
    0 comments 13 views last activity
  • My solution is twofold and simple. It’s not a cure all, but it’s a healthy start. As far as I can tell, the vast majority of the toxicity that players experience in DBD comes from three massive problems colliding. Problem 1: No Casual Mode. Problem 2: Stale Meta. Problem 3: SWF Voice Com Abuse. Here are my solutions. Solution 1: Institute a Casual Mode. Benefits: This benefits everyone. DBD
    3 comments 72 views last activity
  • Warning: After doing some revisions from the previous thread, I'll like to say that there could still be some flaws in my new system. Please feel free to call me out or highlight certain parts of my thread that would be problematic if the new system would to go live on DBD. Special Thanks: @thesuicidefox & @NoShinyPony EVADER: The current system and problems with it. Recently
    6 comments 172 views last activity
  • I love everything about this map, but since it only has the 1 version its rarely played. Please can we have more variations! And before anybody says use the offering, i tried twice in a row yesterday to use it as a killer and was trumped by a survivors Strode Key both times :(
    4 comments 82 views last activity
  • It seems that it is not a bug that the recent scratch is funny. I had to tell me not to fix the bug, but to make the scratch that function as normal specifications better. The current specification of scratch is rough. I want to adjust.
    2 comments 33 views last activity
  • Dear Devs, Dead by Daylight is getting more complex and complex and it's time to increase the loadout of players. It would contribute to the possible strategies, the excitement of individual games and the fun of all players to have a fifth perk slot available. EDIT: There are combos right now for which you need three or four slots. Ex. 1: Tenacity, Flip-Flop, Unbreakable Ex. 2: Dance Wi
    33 comments 262 views last activity
  • Similar to the loading screen preceeding the main menu, before the "PRESS SPACE TO CONTINUE," the loading screen from lobby to game could benefit the devs by showing what is being loaded. This would make bug fixing easier, and help users file reports more effectively.
    0 comments 12 views last activity
  • I know right now there's a bug but after this they need to implement a way to penalize people who DC it's ridiculous. So unlike other games where there is a casual lobby and ranked this is only ranked (which needs to stay that way) so whenever people DC it REALLY hinders the probability of piping especially with the new system. I think everyone has the problem where you slug and someone leaves or
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  • I don't know if this is intentional but, when hitting the survivor with the corrupt vile you don't get any brutality points and really think it should. Also her deviousness score events are sort of lacking, it'd be great if those score event points could be increased, and possibly add a new score event for when all pools are corrupted then become pure again.
    1 comments 22 views last activity
  • I'm not really one to post of forums for games but I recently thought of QOL changes that need to happen to the game. I have plenty of ideas but for now I'll keep it to where both survivors and killers benefit. Option to leave as a group instead of re-inviting. (I am currently aware that dedicated servers are coming Summer 2019 but I'm not sure if they're going to implement it) Perk list (Hav
    2 comments 32 views last activity