Feedback and Suggestions

Our team will be happy to read these!
  • 0 comments 11 views last activity
  • Why cant we stalk in tier 2 myers? Also, why is there an animation slowdown when getting t3. I hope i am mistaken but he feels slower for a few seconds one you hit T3. This literally gives survivors chances to get vaults/pallets.
    1 comments 21 views last activity
  • Ok, here is what I think after playing a with a friend and as a killer in public lobbies. I do not think these tunnel penalties should be included. Kill before 6 hooks, and the kill previous hook penalties suck. Instead how about a time based penalty. Such as if you hook the same survivor twice in a row within 45 seconds you get punished. Still has problems but it is much better then what you gav
    0 comments 21 views last activity
  • Patch notes said DC timer now works on last 20 games and degrades 1 point per played match. Can you just be clear how this works and provide some table against the time etc. ? Also, you should make it clear; the timer starts once you 'ready up' again. So if you close game and come back another time/day it then counts down from next ready up. I thought this was a bug, but it was suggested in bu
    2 comments 52 views last activity
  • just for what reason? it has nothing to do with tunnelling and is not really impacted by the 20% of current progress bonus u get for not tunnelling. eruption is 5% now, the same as a normal kick but doesn't apply your "on kick" perks but still counts as 1 of ur 8 kicks on a gen so it's actually worse to use eruption than to not use it since u are using up your 8 kicks but aren't benefitting from
    9 comments 202 views last activity
  • Mandy said alot of these changes are simple, but one of the issues with dbd is the tutorial doesn't teach much, if this goes live will there be an update to the tutorial to reflect the changes?
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  • With the latest dev update, people are buzzing about how Sadako may be hurt by the new six-hook threshold for avoiding a penalty. While I think this is premature and kind of disagree with the notion entirely, I do think it's a good springboard for talking about Condemned and how it can maybe be made more of a fair + useful tool than it is right now. In order to do that, I want to talk about kill
    8 comments 401 views last activity
  • I have seen so many people on youtube complaining about the anti-tunneling change. I think this change needed to happen but I do see their point. What if someone is stupid enough to walk in front of you after being unhooked? Do you just pass them by? There is so much potential for toxicity and bullying there. Here is my suggestion…. change it to a timed thing… so if someone is unhooked, and the
    0 comments 321 views last activity
  • Ok, I know a BHVR employee isn’t going to read this and just magically decide they need to fix Badham Preschool, but please if you see this at least read it. Why is this map still the way it is? Eyrie got changed a year or two after release, and that map was just as bad as Badham. I’m genuinely curious why no one has looked into adjusting this maps balance, it’s awful. I play a decent amount o
    6 comments 222 views last activity
  • I noticed in another discussion with @jesterkind toolboxes being mentioned as a problem, and I can see why, especially when it comes to gen-rushing. I think there needs to be a pass done to toolboxes, in a similar fashion to the recent map and key reworks. Here's how my idea would be like: Removed: Worn-out Tools (brown), Mechanic's Toolbox (green/blue), Commodious Toolbox (green/blue). C
    11 comments 211 views last activity
  • Survivors have a timer, they cannot work on generators until they fill up their repair gauge by being in a chase. Once they've been in a chase they can repair generators for the same amount of time as the chase. Otherwise, they cannot work on generators. If survivors complete 3 generators within a span of 300 seconds between the first generator and the third generator, they cannot use items,
    0 comments 31 views last activity
  • I’d like to start by saying that the version of Michael Myers before the most recent rework truly captured the essence of his character. He embodied the slow, methodical, and terrifying presence that made him iconic in the Halloween films. The new rework, however, seems to diverge from that identity, adding a dash ability and increased speed that feels out of place for a character who is know
    10 comments 401 views last activity
  • 🔥 Just watched the trailer… and what if I told you it could be more than a floating head? Enter Thai folklore’s darkest duo: the Krasue —a floating female head with organs—and the Krahang —a demonic, bat-like nightmare soaring through the night. Now imagine them fused into one unstoppable killer. Not only terrifying, but this could also hint at a trans or non-binary backstory, nodding to Thai
    2 comments 611 views last activity
  • Seeing as you are dealing with Qol … How about you sort client side / ping. I mean, at least try and match ping? It's so dull seeing 200 ping Huntress cheaters and so-on. It's not that difficult to ban VPN, or filter ping from lobbies. Match high-high.
    5 comments 71 views last activity
  • Instead of having to pickup his traps at random spots on the map, make workshop benches stationed near each Generator where he can pick them up. Have all workshop benches share the same number of traps. Let him keep his haste from setting them up. Give him a secondary power/trap involving building barbed wire at a work bench. Barbed wire can be attached to window vaults. When triggered by a su
    3 comments 52 views last activity
  • The following is a bunch of alternative solutions to the idea in Patch 9.2, ones that aim to try and fix the unintended consequences. This is coming from a person who plays about 60% killer, 40% survivor. I'm open to and kind of looking for critique. Anti-Slug: Problem it's trying to solve: Slugging that's unnecessary, and allowing survivors to recover from losing games. Sometimes there's one
    1 comments 52 views last activity
  • With the recent rework of maps and keys, several add-ons for the two items were retired. While they are no longer able to be brought into the trials, these add-ons are still visible in Survivors' inventories. BHVR's stated reason for this was to allow players who are collectors to still be able to see their collection of add-ons that they have accumulated over the years. This isn't the first time
    0 comments 51 views last activity
  • Hello, I am very excited to try the Michael rework, I feel like this rework will be interesting and fun Michael myers is an unstoppable force not much slows him down, he always catches up especially when you least expect it. Hopefully since his rework came early maybe we can get skull merchants rework early as well. I already said multiple times she didn’t need another rework, survivors just hate
    0 comments 11 views last activity
  • this is an idea i had a while ago but with the upcoming slugging changes it seems a bit more relevant and possibly important. the killers first chase is often the most important and pivotal, and having your pressure taken away from you on the very first earned down can be extremely frustrating and sets a losing tone for the very rest of the match (especially if that down wasnt quickly to begin wi
    2 comments 42 views last activity
  • First off, I just want to say that "play while you wait" feature is absolutely superb, 11/10, it's a great solution to killer waiting times. The new items (except smoke bomb because it got nerfed into oblivion) add a bit of veriety for survivors, especially keys, which are really good for chest looting. However, there are also issues still remaining. Not gonna touch map designs I am not interes
    0 comments 21 views last activity
  • I know that on the ptb where they first added the the extra presets for outifts and loadouts we could change the name of both the loadouts and the outfits presets. I noticed that for some reason we could only change the name for the loadouts presets when the update came to live. I would personally really like it if we could also change the name for the outfits presets. Is there any change that th
    0 comments 1 views last activity
  • I'm reposting here because I mistakenly posted in General Discussions first, apologies. I've been thinking about this recently because I honestly feel like the way condemn works genuinely cripples her design space. Condemn is both exceptionally powerful and exceptionally inconsistent. That power prevents her from having any meaningful ability in any other area despite the fact actually getting t
    1 comments 41 views last activity
  • The upcoming update (despite hopefully tuned down) will massively hurt Twins. The current design of Twins is forced to slugging, as Victor you can't hook survivor and as Charlotte you have to travel long distances to pick up which might be already too far before heal or recovery happens. If this patch comes live then Twins urgently need some love, I know they are not popular, but those who likes
    0 comments 1 views last activity
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  • This will likely be shot down or ignored, but no one can say I didn't at least try. Bringing back an old idea with some extra stuff too. Anti Slugging While in the Dying State the survivor will progressively move up to 20% faster over 30s. While in the Dying State, if a survivor is at 95% or higher recovery they can press the rush button to enter Desperation. Desperation is the Survivor over
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  • First of all I agree on identity loss and nonsense dash as 32nd dash killer in game (overreact). → Keep the idea of switching pursuer and stalker mode (stalker grants him undetectable and he can see aura within 32m range, pursuer grants him speed actions buff) → Once he fully stalk someone, he can mori them without any hook needed (tombstone basekit), let's say he has to stalk someone for 40s i
    0 comments 11 views last activity
  • Slugging reduction update: → there is nothing good about this idea, the game is based around teamwork and those flat overbuffs make solo survivor capable of doing everything on their own. If you slug for pressure, them getting on their own after some time without intervention of other player isn't pressure Solution: Completely scrap antislug reduction mechanic Antitunnel update: → again every
    0 comments 31 views last activity
  • I feel like the perk needs a change. 90 seconds in terror radius is just not it, efficient team is able to finish 4-5 gens in that time. One use of a perk isn't really great too for saving - I can bring background player and save people every 20 seconds with flashlight.
    14 comments 332 views last activity
  • Hey there, I know there's a lot of upset about the upcoming changes - this is not that. I'm looking forward to the PTB and I have faith that if certain elements go poorly, they'll be reworked or removed before live. However, there is one killer that I really think some kind of exception or rework is necessary for: Sadako. Because Sadako has a secondary way to kill survivors, she has access to
    2 comments 11 views last activity
  • The menu music is way too quiet. Its something thats been bothering the hell out of me for a while now and I don't think Ive seen anyone else talk about it. The menu sound effects (bloodpoint in particular) being as loud as they are doesn't help. It would be nice if the audio could prioritize the music more, or if there could at least be individual audio settings for menu sounds.
    0 comments 1 views last activity
  • BHVR's decision to replace Strahd with Vecna might seem like a minor change, but it actually highlights everything wrong with how Dead by Daylight is being managed. Their reasoning was straightforward enough: they didn't want two vampire characters back-to-back with Castlevania coming right after. Fair point on paper. But step back and look at the bigger picture – this perfectly captures how the
    0 comments 92 views last activity
  • An invisible wraith shouldn't be able to body block. A survivor should be able to go through them.
    4 comments 61 views last activity
  • Deathslinger as John Marston from Red Dead Redemption would be cool!
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  • Basic movespeed → Every killer base are 5 % faster when in chase → Every killer is 15 % faster when out of chase (this will have 10s cooldown after landing basic attack when in or out of chase) Basic lunge → base value increased by 30 % so it's sorta works like mini antiloop at unsafe pallets across killer roaster Basic damaging → kicking generator regresses it by 10 % (max 8 kicks) → the
    4 comments 121 views last activity
  • After playing enough 2v8 against legions assisting Onis to get their power quick, I would very much like the flick to be nerfed. It is completely unfair that you can't do anything against that. Oni was fine the way they were before. The new 360° flick is insane. Billy doesn't have it.. why play billy if you can just easily do that on Oni? Again I bring this up, you have all these insane killer b
    4 comments 121 views last activity
  • While 9.2.0 provide some interesting changes it doesn't change the core issue which is that half of the killer roaster can't compete without playing super sweaty and running full slowdown and iri add ons. Solution p.1: 5 gens remaining: Survivor repair at 1.0 charge/s, heal at 1.0 charge/s 4 gens remaining: Survivors repair at 0.9 charge/s, heal at 0.9 charge/s 3 gens: 0.8 2 gens: 0.7 1 gen
    7 comments 131 views last activity
  • What I would honestly love more than anything for this game, would be a 3rd queue option on top of killer or survivor, a quick match option. One that lets you queue up as the faster wait time role. This queue, however, would also offer a play while you wait for the slower queue role, regardless of whether it is killer or survivor. This would help queue times acrost the board in all regions! Ple
    1 comments 31 views last activity
  • 9.2.0 has been and will likely continue to be controversial, but I just want to focus on one thing at the minute, specifically the last part: ^ I think we can all agree this seems clumsy, right? I don't remember any other time universal mechanics like this have been specifically nerfed only for the games' strongest Killers. This is kind of an inevitable
    0 comments 41 views last activity
  • For several months now we’ve had the new system with a 20% chance of getting the map you want. Personally, I don’t think this change works very well. My idea would be to replace this system with a map token – an item that lets you pick the map you actually want to play. This way, offerings from maps people don’t really use wouldn’t go to waste, and players could still have meaningful control ove
    3 comments 31 views last activity
  • Right now, there are so many bad offerings, it's unbelievable. So, this is my attempt to fix that. General Change: • Remove the Secret status from all offerings beside Map offerings , Shrouds and Moris . • This is especially necessary for the Hatch Blueprints , as they can be an especially unfair advantage if they will keep the Secret status. Bloodpoint Offerings: Escape! C
    18 comments 371 views last activity
  • Medkits → no longer allow self-healing → no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.) → Healing bonus is capped at 150 % Flashlights → blinding killer carrying or picking up survivor no longer frees them → Reduce blindness duration by 30 % ac
    1 comments 71 views last activity
  • Please do not implement this patch note, otherwise your player base will plummet.
    13 comments 192 views last activity
  • I know the ptb isn't out yet so we don't know the numbers , but I think we all know that a stronger gen kick with a fresh unhook will be really usefull on some killers, while basically useless on others. How do i know this? Because it's already the case in the live game. Low mobility killers can't really user pop goes the weasel effectively because they don't make it to the generator in time or t
    23 comments 502 views last activity
  • Hello! I have pretty recently gotten into DbD. And I play it daily for hours and hours. I love the game. I would LOVE if we could get a new Tome with Visceral Canker challenges. I really miss being able to play with them in game, and I wasn't aware if I completed those 3 Tome 5 challenges that I'd never be able to touch a canker again. I've seen multiple posts across reddit and other forums of ot
    0 comments 11 views last activity
  • Instead of trying to implement a function that: 1; may get less use because if people are queueing for a role, they want to be that role. 2; may clutter queue times for others (make others wait a long time if you really do keep your spot in line, I don't want to wait 10+ minutes additionally to my queue time as killer because the guy ahead of me just started a match while HE was waiting) Why
    7 comments 151 views last activity
  • Scout doesn't earn many blood points playing his role. Paint killers for teammates Resurrect pallets for teammates Ideas Immune from reveal ability when generators are kicked. Allows Scout to better play role of painting killers. Multiplier on Bold. Being within killers terror radius without being downed. Earn more BPs.
    0 comments 11 views last activity
  • With the recent change to Streetwise, this challenge is no longer possible to complete based on the current wording, “extend the usage of Survivor items by 4 second(s) while using the perk Streetwise as Nea Karlsson.” Please update the wording to either reflect the actual requirements or update the challenge so that it may be completed. For reference, this challenge can be found in Tome 19, page
    1 comments 301 views last activity
  • Hey, everyone in the DBD team! I want the killer to be strengthened with the update to version 9.20. I think it would be better not to implement an increase in the crawling speed of survivors and the ability for survivors to heal while crawling.This is because when Twins or an Artist takes down a survivor, there is a possibility that the survivors will not know where they are.It is not good gam
    6 comments 221 views last activity
  • I would like to share some feedback about the direction of balance decisions in Dead by Daylight. I trust the development team’s internal testing and do not want to argue about specific numbers or details. My concern is about whose voices are being heard the most. Killer players, especially experienced ones, are very vocal on social media and forums. Their feedback seems to influence changes
    4 comments 111 views last activity
  • Last Night's 2v8 match was Crazy. I was Doing 2v8 with some friends and One survivor who was a Toxic pos was blocking everyone from trying to get me off Hook. even Killers where trying to help. Dude is rude as Hell and toxic they even made fun of me doing a charity event i was doing. Like y are some players like this? the Devs need to start handing bans out like it's TP for this kind of Toxic bs
    2 comments 51 views last activity
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