Feedback and Suggestions

Our team will be happy to read these!
  • I apologize in advance if this has already been suggested, this is my first time here. In general, I have a fairly simple, but I am sure that a very useful suggestion for players is to add the ability to select favorite Add-ons, Offers, Perks and Items for bloodweb auto-purchase. Because, for example, I play on the Artist and I really need Severed Hands, auto-purchase often does not take i
    3 comments 42 views last activity
  • I think it's time we talked about this. I seen this talked about on Twitter earlier today, and they raised an excellent point about Gabriel's cosmetics. I think we need to branch out from lore-accurate skins. If the only skins Gabriel ever gets are going to be Astronaut-themed, people just aren't going to want to buy them or play him for that matter. I appreciate, and respect the hard work the a
    4 comments 111 views last activity
  • The whole idea of the Entity and sacrifices were always about hooks. Trials of suffering feeds the Entity. But in the game we play as the killers and main goal is to kill. After SBMM devs further established the rules as kills vs escapes. In terms of ideas and game mechanics, there are fundamental contradictions here. This is the root of most problems. Why not tunnel, camp or slug when amount of
    0 comments 41 views last activity
  • Pillaged Mead makes you break pallets and damage gens faster. However! Why would you WANT TO DAMAGE GENS FASTER? That is going to CRIPPLE his Gen pressure from afar! It takes Carnifex 2 Seconds to damage a gen, and Jailer 6 seconds. If a gen is almost done, you'd want to damage the Gen with Assassin or Jailer and not Carnifex because that's an additional 4 seconds the Survivors CANNOT touch
    1 comments 71 views last activity
  • My friends and I had this cool idea for a character where it was a monster who acts like a survivor. Something to keep people on their toes. I'll explain a little bit more Skills/Ability - The Mimic turns into a survivor's character model, maybe with a faint glow or something to throw people off. Can not hit in this form and stuns when lost. Can be deactivated by stuns. It can pretend to do t
    4 comments 101 views last activity
  • The first nerf is the 10 m spawn restriction. Most loops are shorter than 10 m, so the 10 m spawn restriction makes it impossible for him to use his power in most loops. Knight's chase boiled down to either cornering survivors with a Guard or 50/50 pallet break mind game with Carnifex. Knight's Guards were never designed to have the speed to solo chase a survivor, so he had to chase alongside his
    1 comments 71 views last activity
  • I know, it sounds weird to ask to revert a bug fix, however it was a bug fix that only removed synergy between two relatively harmless, off meta but fun perks. On the All Things Wicked PTB, you could have both of these perks active at the same time to create two Terror Radiuses at the same time, one from the kicked generator and one from the Obsession you hit. Not practical, if anything it isn't
    0 comments 161 views last activity
  • Please let us start Patrol Path from the Knight's position instead of in-front of him. PLEASE! It would've made him so much smoother. Adjust the 10m stuff into 11m or something like that if you need to but please… LET US START FROM KNIGHT'S POSITION.
    3 comments 61 views last activity
  • Dear Behaviour, Here are some improvements or changes I would like to see in Dead by Daylight, that can change the overall gameplay experience, playstyle and theme of the game, with more Quality of Life changes, and map balancing changes, too. Here are the list of changes I would like to have in the game: Brightness settings Darker maps More fog in every map Weather variations for each m
    0 comments 27 views last activity
  • THIS is one of the best dev updates ever published, very very well done BHVR! 10/10! There's almost no change I disagree on, very very well done, I'm not joking! W BHVR, keep going this way, with many changes like these! Really an excellent update! UPDATE: THERE'S ONE THING I DISAGREE ON: MAP VARIATIONS. TERRIBLE IDEA IF THE MAPS AREN'T NAMED. Map variations MUST have a name immediately writt
    1 comments 41 views last activity
  • It seems so unnecessary to me to add another variation to realms no one asked about, waste development resources, when pretty much majority of community asks to change already existing ones for so long. 1. Haddonfield . Literally 100% of feedback was "it's too killer sided now". Why such clear feedback was ignored? I'm sure it's by far easiest map for killers ever existed in this game. Liter
    7 comments 112 views last activity
  • All I want is a perk that, as a survivor, lets me ride the killer like Victor while cranking my grunts of pain volume up 200% right in their ears. Is that too much to ask? A Perk that, as killer, let's you kick-the-can flashbangs back at those pesky survivors. Honestly, I love to play stupid games and win stupid prizes. Everyone loves seeing my Bill, Ash or Cage play the lute before high-knee
    0 comments 11 views last activity
  • Textures need updates bad so it looks more graphically pleasing. every other game has updated their engines to look better on next gen except for you guys. it’s ridiculous textures on gens, walls, floors, hooks are just so blurry and low poly. your the only ones who still make us run last gen graphics, and just say its next gen.
    6 comments 72 views last activity
  • Event is going great, but I would implement some changes that would make gameplay much better and fair. Offerings Player that brought Anniversary Cake can get Bloodpoints Bonus from other cakes brought to the trial. Notes: I noticed Killers really like to Tunnel & Camp players that don't bring cakes offerings. I kinda uderstand that behaviour, but it shouldn't be a thing. It sim
    2 comments 101 views last activity
  • Its not much different but he needs more skin options
    5 comments 61 views last activity
  • Overall, this seems like a good direction to take Knight in. My main concern is with the "Hunt Timer ticks down faster when the Knight is within 8 meters" change. I'll hold off judgment until I see how it plays in the PTB since a good Knight will usually try for a pincer maneuver anyway, but I can see this making his power very exploitable on some loops. I'm okay with the 10-meter minimum dista
    0 comments 31 views last activity
  • Dear Behaviour, First of all thank you for a great game, it has been a pillar of the horror community for many years and hopefully more years to come. However I see a glaring issue with the game that - in the years I have dedicated to playing this game - feel us unhealthy for the community. End game chat, most of the time it's used to either say the disingenuous "gg" or to spew hatred. I u
    18 comments 432 views last activity
  • Some changes I have concerns about… Oppression: [BUFF] Reduced Cooldown to 60/50/40 seconds (was 80/70/60 seconds). Dragon's Grip: [BUFF] Reduced Cooldown to 60/50/40 seconds (was 80/70/60 seconds). I know we do have the 8 Regression Limit for Generators but Oppression bypasses that mechanic since missed Skill Checks from any sources do not contribute to the Generator being blocked. This is
    35 comments 891 views last activity
  • Like making the killer spare the last survivor when hooking it by mistake, would make the game more realistic.
    0 comments 21 views last activity
  • some of the recent nerfs were super unnecessary most of his add ons now suck or are super minor changes the iridescent blight tag Upon using all Rush tokens, your last Lethal Rush will put survivors into the dying state. Blighted Rat Increases your Movement speed during a Rush by a stack-able +4 % for each consecutive Lethal Rush Blighted Rat Increases your Movement speed du
    2 comments 61 views last activity
  • I'm aware that devs don't care what players think, so read this more as a complaint than anything else. I've been playing since this killer was introduced, and he's always had a lot of problems. In the end he had arrived at a fairly stable situation, he was a strong killer, there were many techs (v1, hug tech, moonrush), and instead of improving the situation by fixing bugs, nerfing the add ons (
    1 comments 61 views last activity
  • Currently the rule seems to be that deep wounds is in a weird state between injured and downed. Some perks (like Adrenaline) count it as a health state seperate to injured but other perks (like Dissolution) do not view it as a seperate health state to injured. Please make one clear rule if deep wounds count as a health state, otherwise it is confusing.
    3 comments 221 views last activity
  • Thank you so much! This was so needed! I play on ps5 as a p30 Larry! I’m so excited for the improvements/QOL made to him! The stress relief will be amazing! 🥲 I’ve been trying to stick it out and I am looking forward to this update for a while! 🤖
    0 comments 21 views last activity
  • The entire mechanic regarding hooks being broken upon a sacrifice is very outdated and I am very thankful this is getting changed as it will make it so even if a corner of a map has only one hook that has been previously used for a sacrifice, the game does not have to be extended by 4 minutes in order to wait for the bleed out timer. This change will also address a common point of frustration w
    8 comments 131 views last activity
  • I think along with chaos shuffle becoming a permanent mode they should introduce version 1.0 back on its own que and call it classic mode and give people a taste of what the old DBD was like. I know it's not release day DbD but by then the devs had made a few adjustments and bug fixes and it's still a classic version from the end of year 1. This game needs new permanent modes that stay in game a
    2 comments 81 views last activity
  • With the buffs to Darkness Revealed and Dragons Grip, the locker-grabbing dredges and and fake-hallucination unknowns become more powerful than ever! This makes me happy inside.
    0 comments 31 views last activity
  • What Knight really needs are bugfixes and qol updates for the most part. Instead of the ptb version, this is how Knight should be: Basekit: - Guard detection range is 8 meters now (Map Of The Realm basekit) - Call To Arms made partially basekit, increases patrol path length by 5 meters, and movement speed while creating the path is 25% faster - Minimum distance to draw a patrol path is 0.3 me
    14 comments 212 views last activity
  • ^ Title Currently Slip Storm (hit a Survivor while in Overclock mode) awards points in the Brutality Category. It's very difficult to max out Deviousness on Singularity because his other score events don't give a lot of points. Brutality is very easy to max out on him. Other Killers have score events tied to their power assigned to Brutality because they can instadown with it and would miss out
    1 comments 21 views last activity
  • in the higher ranks, survivors discovered you can avoid deathslingers spear simply by doing a 360 spin, this makes deathslinger too punishing to play with out tin oil can, even if you properly aim your shot. heres a video example https://www.youtube.com/watch?v=9MFu-VhktUQ
    13 comments 302 views last activity
  • Hello there fellow Knight enjoyers, i would like to share some thoughts on how Knight rework looks on paper. We still need to try it out but for now i will say. In general i like what they want to achive, good direction. GOOD They made jailor usefull.(Cant belive this, amazing 10/10). Choose guard (I guess like vecna?cool) Upcoming new addons, knight need this. No insta antiloop, ye
    0 comments 32 views last activity
  • Simple it has really screwed up matchmaking like as much as I hate what matchmaking is this event as messed it up more. I die and end up with a survivor team that's even more of mix bag of characters then the killer is just nothing but slugging and tunneling mostly slugging. I do hope the next questionnaire asks how you felt about the anniversary and I'll be honest it's not bad but it doesn't nee
    4 comments 142 views last activity
  • 0 comments 21 views last activity
  • All around, great changes! There's a couple of points for concern (but honestly, you can't strive for perfection), but overall these are some top tier changes! I am LOVING these perk buffs. That Babysitter buff is peak, I was thinking of suggesting something just like that but it's like you pulled it out of my mind LOL I'm especially looking forward to the Autodidact and Machine Learning buffs.
    8 comments 181 views last activity
  • Since she has no built-in mobility in her power, I think this would be a fair new addition to her power, letting her save some time and do something else. This would make her a little more viable against high level teams.
    0 comments 21 views last activity
  • Hey BHVR, if you are going to make it so hooks respawn after a cooldown upon deaths you should also make the pallets respawn after a cooldown when a killer breaks it. If you are trying to end dead zones on maps then this is what a survivor needs to avoid dead zones.
    2 comments 61 views last activity
  • His rework was good, however the panic nerfs he got from PTB have plagued him with issues EXTREMELY add on reliant, almost as reliant as knight (memento blades, main event duration) Even more map dependant than before Throw rate too slow base kit Lullaby still exists, when he is harmless past 10m, and only encourages W keying Buff throw rate to PTB 0.25s (instead of the current 0.3s), incr
    15 comments 131 views last activity
  • Developers are very afraid of buffing or changing some perks, because of Nurse ( mostly Aura Reading Perks ). I would suggest some changes to punish Nurse for bad plays and limit her Aura Reading Ability while using her Power. The Nurse | Base Kit Changes While charging a Blink ( & during the Blink ) The Nurse has Blindness Status Effect . Increased Fatigue penalty after missed Blink
    0 comments 21 views last activity
  • it would be so dope to have one. Plus they could “add guns to the game” somehow with shooting the killer with a silver bullet can stun him or something to negate his power temporarily (similar to the flames and alien). The wolf could run on all four and somewhat act as billy (becomes faster and can one hit down) but obviously find a way to balance it. Plus imagine how scary it would be have a dar
    0 comments 11 views last activity
  • Is it possible to transfer progress from Epic games to an account where the game was purchased through Steam Family
    1 comments 11 views last activity
  • BHVR we need a new icon for a hatch escape on survivor side since when a survivor escapes through hatch it isn't counted as a win or a loss for either. Doing so will allow easier tracking for escape rates and determining stats for ourselves. All it needs to be is a survivor jumping into an open hatch.
    0 comments 11 views last activity
  • Super nice to see you addressing the pain point of the Knight being able to force a survivor out of a loop with a Guard spawn, boy do I have gotten postgame threats over that. Hopefully Survivors will have less pain now. Great to see you addressing the problems with Killers. But I have two things to add to the mix. Have you chosen to eliminate the problem addict addons for Knight and Singularit
    0 comments 141 views last activity
  • With upcoming layout variants for the Yamaoka Estate maps, there are now even more map variations being added to the game. Badham maps have the explicit variant listed in the match details and when loading into a trial - I would like to request the same be done for the Macmillan maps and any future map variants. This will reduce confusion for new players who will now have even more maps to get us
    2 comments 51 views last activity
  • Hi! Hope everyone is doing fine. I am playing Vecna these days and could not notice how "similar" the spells and the Knight's guards are: its like different powers in one killers (although the Knight Guards are far more similar among them than Vecna's spells). What if the Knight had a system just like Vecna, where he could select a guard having individual cooldowns for every guard (like 15s e
    15 comments 171 views last activity
  • I'm not really a fan of the show, I just think the skins look cool and would love to go up against Titan versions of the killers more often.
    2 comments 61 views last activity
  • To fully clarify, I've been exclusively playing this mode on both sides since it's release, so I've experienced the worst and best both sides have to offer and thought I'd this out. I will not count matches with BMing players, stalling killers, slugging matches, etc, this is purely directed at the modifier itself. Let's get survivor out of the way first, and save my killer opinions for later: S
    5 comments 201 views last activity
  • I can have hex undying even and everything gets destroyed in the first few minutes. Make them hidden!!!
    3 comments 111 views last activity
  • Until tome 15, each time a new Tome opened and the previous one got added to the Compendium, it would receive a colour different from its predecessor. You will find that no two consecutive Tomes have the same colour. However, the last four Tomes all have the same colour, as you can see in the screenshot above. Is there a reason for this? It looks a beit w
    2 comments 31 views last activity
  • With all the new killers in the game, I think there should be an option to block OR decrease the chance of facing at least 1 killer ( Skull Merchant. ) I also think we should have a system where you cannot face the killer 2 times in a row. It's so stale seeing the same killers over and over again. It's almost always, Wesker, Legion or Blight. At least those are my top 3 I see every single game wh
    67 comments 1,462 views last activity
  • bHVR, I have played a lot of Vecna since his release. I knew that addon was busted, but to change it into something so niche, so esoteric and so miniscule for an addon slot seem to go against everything we have asked for in addon reworks, which was "to make the addons a good choice" I have no confidence in this addon change, Please explain to me how viab
    11 comments 231 views last activity
  • Hello. I feel like we should have some perk balance changes. I listened some of my ideas below. My ideas consider niche perks, with low usage for both roles. Survivior: Spine Chill - revert the nerf. We don't see that perk anymore. Iron Will - give it 100% but doesn't work while exhausted or leave it be 75% but exhaust status doesn't affect it. Lucky Break - let healing other increase
    12 comments 131 views last activity
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