Feedback and Suggestions

Our team will be happy to read these!
  • https://www.youtube.com/watch?v=dARYKphDo9c&t=10s As someone who plays 60/40 survivor/killer. I feel like this addresses balance issues in the game. Of course when you watch his streams he does sometime go full potato mode and cant even escape 2 matches in a row. This isn't an swf rant since most of his escapes were by his own merit and he didn't really abuse comms with Voshy
    2 comments 51 views last activity
  • RAZER CHROMA GAME IMPLEMENTATION It would be very cool to see some ingame related light effects on your keyboard while playing. Someone else?
    5 comments 1,031 views last activity
  • Здравствуйте разработчики моей любимой игры и её комьюнити! Хотел бы я вам задать такой вопрос связанный с разрешение DBD. У меня монитор 1920x1080, а игра у меня почему-то запускается в 1536x864. Я уже в конфиге изменял, но ничего не помогает! Вся надежда на вас мои любимые, жду скорее ответа;)
    0 comments 782 views last activity
  • Probably been requested a million times, I don't get hooked all game.I'm last survivor,get caught,hooked.and get no chance to escape or struggle. Please allow a chance,especially if i'm running deliverance.
    4 comments 61 views last activity
  • Hello, I actually have so much perks on my characters, it became hard to find the one I want to pick sometime. Could save some time
    4 comments 21 views last activity
  • From a balancing stand point wouldn't it be more efficient to release the Killer overpowered rather than weak. It's a lot easier to nerf an overpower Killer according to feedback to get the perfect balance (or at least a decent balance in dbd's case) than trying to buff a weak Killer and falling into the seesaw situation. The Legion right now is an example of a see-saw situation. It's difficult
    1 comments 11 views last activity
  • I think the idea of closing the hatch was good, but I also think that survivors should be able to open it again. I'll explain myself. Just imagine a situation where there is only one survivor remaining in the match. There are 3 possible situations: 1.) Survivor finds first the hatch. Nothing to explain here, they can go without any opposition of the killer. 2.) Killer finds first the hat
    10 comments 282 views last activity
  • In my opinion 2 pink Add-Ons are a bit too strong for example the Trapper with Iridecent stone and bloody coil. I think it should not be possible to take two pink Add-Ons. Especially because it was mentioned that other killers will get more pink Add-Ons on future reworks.
    3 comments 82 views last activity
  • More David and naked Myers Customisation or I rito.
    5 comments 41 views last activity
  • I love playing as both killer and survivor. Yes, survivors are stronger as a team. When they work well together, killers' job gets hard. But that is fun to deal with when they are in your rank and skill range. The biggest problem with swf is one or two red rank survivors team up with a beginner and gets into your rank 10 or lower rank lobby. Also yes, I might be a bad killer, but still I think I
    11 comments 191 views last activity
  • I repaired 4 generators and half, but I got only 9000 points. The reasons are as follows. · I was hardly discovered by the killer. · I could not escape because the killer had "No One Escapes Death". The two survivors of the match did not repair the generator, they were only rescuing the survivor and hanging on the hook. One survivor has repaired the generator but only one. But among all t
    1 comments 21 views last activity
  • It would be nice to have the killers ranked separately instead of all of the killers under one umbrella. Survivors are ranked that way because regardless of which survivor you play, your gameplay is identical. Each killer is different, and to have them all under the same rank is just stupid. a rank 1 Nurse and a rank 1 Freddy play completely different. Just because I can play Nurse at a high leve
    0 comments 11 views last activity
  • I get that this is a company. I get that people pay to win. Can someone please explain to me how a randomly disappearing, instantly teleporting and attacking, hard to see them over obstacles, long reach, absolutely OP killer was approved by the devs? Have you no goddanged sense of decency?
    16 comments 161 views last activity
  • This thing always bugged me but I never really gave attention to it, just like everyone since I never saw someone bring it out: the Doctor's shock attacks don't follow terrain. This makes it so it's hard to shock someone which is not at the same height as us (for example on a hill or on the basement stairs). It's a really minor thing (I wouldn't even consider it a buff), but I think it would be
    3 comments 31 views last activity
  • Yeah she needs a Pug mask. Totally not based on a typo. Here is something for inspiration.
    0 comments 121 views last activity
  • Yeah she needs a Pug mask. Totally not based on a typo. Here is something for inspiration.
    0 comments 72 views last activity
  • It just came into my mind and this could be interesting When a Survivor uses DS he/she needs to do a skill check and if it hits you get off. But what if the Killer has a counter perk that activates once the Survivor hits his/her skill check. The Killer will then get a skill check his own. If he hits his skill check, he will prevent the Survivor from stabbing him and then move on. The Surviv
    2 comments 31 views last activity
  • I prefer the new bugged out end game screens that happen when a game ends while you are spectating. It's always the same with the survivors running in the fog but the bugged ones have variations and different angles. (If anyone has any screenshots since I don't have any ready at the moment post them here. :chuffed: )
    Mod
    4 comments 71 views last activity
  • * The hatch spawns as usual if 3 generators or less remain and only 1 Survivor is left * If the Survivor finds the hatch first, they win * If the Killer finds the hatch first, they can perform a 5 second animation where they close the hatch and the Entity consumes it, removing it from the map * If the Killer and Survivor find the hatch at the same time, the Killer can close it regardless of whe
    0 comments 32 views last activity
  • So I've finally become fed up with this enough to register and make a thing about it. The fact that killers can hit survivors while they're in the middle of pulling a pallet down and even hit them when they're on the other side is ridiculous and extremely frustrating. I've seen it happen and had it happen to me so many times that it really seems to be a problem. Am I the only one that feels
    44 comments 451 views last activity
  • Squad family, players on PS4 need to have that chatbox. Gotta have a way to talk to smack to each other, disrespect is one of the best things about this game!
    5 comments 41 views last activity
  • Hello, I know that everyone is having problem with losing their offerings when killer DC. So there is one wish, could you make it so when killer DC for 30 sec at start of the game or at the most beginning, where you see what offerings are used and killer instantly DC, the offering wont be used or at least given back. I'm not asking for this because of guys which are DC after getting killed
    0 comments 11 views last activity
  • I’m the only one out of my friends with enough iridescent shards to buy anything (24,000) and that’s because I was planning on using them for the next chapter. Now before anyone says I’m being cheap or whatever, keep I mind I’ve boughten all licensed killers and survivors as I support the game and don’t care about 30 some dollars for awesome content when call of duty charges 15 for recycled trash.
    2 comments 42 views last activity
  • Any player that disconnects in a 24 hr session should play with other disconnectors. And over 20% quitters to play 5+ matches with disconnectors.
    0 comments 1 views last activity
  • Any player that disconnects in a 24 hr session should play with other disconnectors. And over 20% quitters to play 5+ matches with disconnectors.
    0 comments 1 views last activity
  • What do you think about those changes/buffs: The Jigsaw Box Skill checks are as small and fast as Decisive Strike combined with Unnerving Presence, like in the picture below: Each failed Skill check increases the success zones for the upcoming Skillchecks by 1%. The Pig no longer receives a notification when someone misses a Skillcheck. The timer stops while searching the box. Man
    0 comments 33 views last activity
  • Please put in a few more situations where we have to acknowledge stuff... Starting with: Intro video, EVERY time, no way to just skip it, wonderful Second loading screen - YES, thats the way, we started a game but we really need to ack with SPACE we meant it Bloodweb complete - wonderful, even if we have completed thousands of bloodwebs we HAVE to be sure about switching to the new one D
    0 comments 12 views last activity
  • I'm sick and tired of having to use BBQ&Chilli on the most obnoxious builds because of the need for the BP grind. Don't get me wrong, great tracking perk for proactive killers, quite useful even for a reactive guy like the trapper to predict the route and place the strategic unhook troll trap. But I've been using it for hag, which offers no much in terms of gains in comparison to other tools
    0 comments 12 views last activity
  • This BS for him to need scrounging around the map for his traps while gens popping left and right
    12 comments 71 views last activity
  • When ane survivor /s use DS one hex totem will light up and if will break the survivor/s will lose the perk even if he/she didn't use it. 1) If a killer have a hex then the DS will be in that totem ( one totem 2 perks) 2) if their more than one hex perks then one will be chosen randomly 3)Nor the killer nor the survivors will know in which totem the DS will be. 4) we need one or two more perk
    17 comments 91 views last activity
  • Would really be cool if there could be a different way to penalize the killer for rage quitting. just today i have had 4 killers quit because everyone used purple quality items and or they just want to drop class to play easier players, resulting in all of the survivors loosing pips and all of the offerings. I play all day just to move up and then i have a killer that is scandalous and just wants
    12 comments 401 views last activity
  • 1 comments 1 views last activity
  • I have had this game for about 2 weeks or so now, enjoying it so far. The one thing that I had happen that I can say is some bull**** is when a killer rage quits when he knows you are all going to escape. I was duo queued with a friend and we genuinely kicked the killers butt! After we opened the exit doors he ALT-F4'd, thus we all lost 5000 pts. This seems highly abusive and I think you should
    2 comments 21 views last activity
  • Squad family, these wait times are ass. No idea why this is so bad, would love some insight or a dev to make a patch. This game is way more fun as a multiplayer to do with your friends than ride solo.
    3 comments 31 views last activity
  • No longer activates on traps The auras of totems are revealed to you within a distance of 2/4/6m by default. You gain a token for every totem on the map, each token grants an additional 2m range to the perk. 5 totems = 16m range 4 totems = 14m range 3 totems = 12m range 2 totems = 10m range 1 totem = 8m range This allows the user to know how many totems are left on the map, which i
    1 comments 21 views last activity
  • now that, and for a while xbox/playsation(maybe) have keyboard/mouse connectivity, you should allow, or have it for console dead by daylight!
    4 comments 31 views last activity
  • 1) Killer can close hatch, this takes 5 seconds to do and the survivor is able to jump in during this 5 seconds. 2) Pulling from hatch jumps is disabled so if the survivor gets to the hatch before the killer closes it, the survivor escapes. 3) After the hatch is closed the last survivor's aura is revealed to the killer and the hatch's aura is revealed to the survivor, after a given period o
    0 comments 41 views last activity
  • First off, let me say that I genuinely enjoy this game. My small group of friends and I enjoy surviving against online Killers as well as the Killing Your Friends system, but there's been several nagging issues that keep coming up. Some of these have already been hotly discussed, for and against, but I feel that I have to say something now. It's been long enough and with "balancing" being do
    10 comments 101 views last activity
  • Surveillance CONDITIONS 1. It must be within the theme of watching over Generators in one shape or another. RELEVANT Take the following concepts into consideration when creating your version of Surveillance: -The current surveillance is a highly conditioned tracking perk. -In the current meta, finding survivors isn't the hardest part; killing them in time is. -Meta perks are
    8 comments 101 views last activity
  • Currently in the PTB there are some new nerfs for the killers consisting of a nerf to the pick up speed for killers being reverted to a slower speed, a nerf to Barbecue and chilli now allowing survivors to hide in lockers without having there auras being showed. These changes are not good for the game this will now basically make barbecue and chilli useless because now all survivors can just hid
    24 comments 262 views last activity
  • I honestly think it can be quite annoying when players have to stick with one menu music in lobby, and if they want to change the lobby effects, so it would be nice to implement a feature where players can choose what menu music and lobby effects they want. (For example, if I wanted to see the winter event music and snow from 2017, I would go to options and I would click on "Menu Music" and I wou
    0 comments 11 views last activity
  • Can we plz get a killer that is "made for killer"? Not that crap the Legion is… a killer that is made for survivor to have "fun"? Stop making killer that cater to the wishlist of survivor of "how killer should behave". Give us a killer that can actually KILL.
    0 comments 11 views last activity
  • I would love it if, after any survivor escapes via the Exit Gates, escaping through the hatch no longer gives extra points and is only counted as a normal escape. I am really tired of the last survivor sticking around after the others have escaped just to search the map for the hatch. They should not be incentivized to do this. It is really frustrating if I need to leave, my choices are to dis
    2 comments 11 views last activity
  • How is this not a feature? im tired of trying to find lobbies with good ping and the only thing i find are lag-switch lobbies or killers who have more than 120 ping, u cant jump windows without getting hit thru them, or drop pallets, how is this a fair thing? there should be an option to set a maximum amount of ping.. there are games that have in-game option to set a limit for how high ping on lo
    4 comments 41 views last activity
  • LEFT BEHIND CONDITIONS 1. It must be targeted to the Last Living survivors. 2. It must help these survivors to be able to continue playing a generator game despite all their teammates dying. RELEVANT Take the following concepts into consideration when creating your version of Left Behind: -Generator regression is the most hurtful to low count survivor groups. -Completing a g
    5 comments 41 views last activity
  • I think the bleedout timer either needs to deplete faster every time you get the deep wounds effect applied, or the timer will continue to go down while mending. Perhaps maybe even make it to where it will not replenish the bar upon mending, and only refill to the 50% mark if it drops below 50%. That might be all it needs.
    7 comments 321 views last activity
  • Emblem system is so no perfect - the best choice is backing to bloodpoints ranking but with slighty changes. OLD: 0 - 6999 -1 7000 - 9999 0 (Safety Pip) 10000 - 19999 1 20000 - 32000 2 NEW: 0 - 8000 -1 8000 - 12 000 0 (Safety Pip) 12 000 - 24 000 24 000 - 32000 2
    12 comments 21 views last activity
  • I love how you guys made perks like leader and streetwise's positive effects persist 15 seconds after leaving the meter radius but perks like prove thyself got looked over could you possibly make it so it gets a token per survivor indicating how many survivors are near and then have a token be taken away every 15 seconds when away from the survivor that gave it to you?
    1 comments 31 views last activity
  • I was thinking and I know Im not alone in this. Make vigil allow exhaust regen at a 120/100/80 seconds while running (like exhaust while running used to). Vigil honestly needs a buff and maybe for things that are permanent till healed, like sloppy butchers mangled till healed make it go away within 40/50/60 seconds.
    1 comments 12 views last activity
  • If this is really going to be implemented could we at least not have it be a free passive for everyone. Bake it into the new Distortion survivor perk as a passive on it and if they use the locker to block an aura reading it won't consume one of their tokens. At least this would make it so it would cost them a perk slot if they really hated aura perks, abilities, etc. A little easier pill to sw
    7 comments 242 views last activity