lets discuss what quality of life change gets fixed next?

survivors being able to hold a button to bleed out faster after a certain time

hooks not breaking when a survivor dies on them

survivors keeping a game hostage by hiding in lockers and walking around the map not doing objectives

shrine of secrets updating daily

farm maps/knights maps being balanced

what are your thoughts on what gets fixed next?

Comments

  • @AmpersandUnderscore said:

    Actual qol would probably be things like:

    * Hiding prestige levels in the lobby, only showing then at the end game screen.

    * Allowing you to choose which prestige level to display (if you like a certain border)

    * Toggle option to disable aim assist for killer

    * Choose a certain lobby background, so you always see one from a previous chapter (or a random one) unless there's a new chapter or event to show off a new one

    * Perk. Search. Bar.

    * Built in perk randomizer, or a '4th' loadout slot that you can't modify that auto fills with random perks once you get in game

    * FoV slider to replace shadowborn. I understand why this isn't strictly 'QoL' but I see this as more of an 'accessibility' feature tbh. Motion sickness is a thing.

    why take the only way to measure the skill of our teammates? (yes i know but its better than nothing) solo queu is already bad to take this would make the things even worse

  • @Mandy said:

    Will just say a lot of those are not quality of life changes but changes that affect gameplay themselves - things like hooks not permanently breaking for example, these are things that are in the game for balance, not quality of life.

    A quality of life change are things like colour blind mode, the visual terror radius etc.

    If you can't fix the spawn system for maps with multiple levels or passageways that are impassable when the plank is knocked over, seriously consider implementing hooks that don't break after execution.

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399687#Comment_3399687

    why take the only way to measure the skill of our teammates? (yes i know but its better than nothing) solo queu is already bad to take this would make the things even worse

    Are you referring to the prestige level changes? Because those are to prevent things like lobby dodging that not only mess with queue times, but can also really screw up matchmaking.

    Prestige isn't a measure of skill, just how much someone likes a certain character. You could play almost exclusively killer, and still have a P100 Nancy to show off a legacy character on the rare occasion you play survivor.

    If anything, the player's devotion level would be an indication of hours played (still not necessarily skill), and that is never shown to anyone else. Prestige is just a cosmetic, but there are many people who either leave lobbies or have weird up front expectations because of it.

  • For real though, they need to show who is in a SWF in the pre-game lobby. "Oh but SWFs will get dodged," you say. Yes they will, and that's fine. Per BHVR's own stats, being in a SWF gives a real, confirmed advantage. And yet the game is not balanced around SWF. It's unfair that killers may have to play at a distinct disadvantage and have no say in the matter.

    If people want to play against that, that's their choice. But it should also be a valid choice to say "no thanks, I don't want to play a game that's inherently unfair from the get-go."

  • Rather specific one, but if I have Kindred and the person on the hook also has it, please show me two Kindred icons or something. It's very useful info to know that not only you can see the other survivors + the killer if they're close, but knowing the other survivors can as well. Not purely QOL and really specific I know, but please 😄

  • @Ivanynakov said:

    Shorter and clearer perk description..... I know that veterans remember all perks including their names but PLEASE ... not every player has 1k hours in it.

    https://us.v-cdn.net/6030815/uploads/NYW1LF8ZY0MY/dbd-perks-description-03.png

    https://us.v-cdn.net/6030815/uploads/7ZJU7WT1CXJ4/dbd-perks-description-02.png

    https://us.v-cdn.net/6030815/uploads/BXQW4FEKA7RS/dbd-perks-description.png

    These kinda go hard damn

  • @Ivanynakov said:

    Shorter and clearer perk description..... I know that veterans remember all perks including their names but PLEASE ... not every player has 1k hours in it.

    https://us.v-cdn.net/6030815/uploads/NYW1LF8ZY0MY/dbd-perks-description-03.png

    https://us.v-cdn.net/6030815/uploads/7ZJU7WT1CXJ4/dbd-perks-description-02.png

    https://us.v-cdn.net/6030815/uploads/BXQW4FEKA7RS/dbd-perks-description.png

    That actually would be a pretty common accessibility feature for software so I am all for it, maybe even a toggle in the settings or even a hover over so you have access to the accurate/detailed description or the ‚easy language‘ one (not sure if that would be an acceptable term?)

  • Think something basic like player stats and performance related rewards need adding for a sense of accomplishment and prestige. Both killer/survivor should have achievements which reward players upon completion.

    For example;

    Killer A

    * 50 sacrifices = Weapon cosmetic

    * 250 sacrifices = Outfit/skin

    * 500 and so on, up to 1000 for a master cosmetic or something.


    Survivors get them for;

    Escapes / Unhooks / Blinds / Heals / Hatch escapes

  • @Mandy said:

    Will just say a lot of those are not quality of life changes but changes that affect gameplay themselves - things like hooks not permanently breaking for example, these are things that are in the game for balance, not quality of life.

    A quality of life change are things like colour blind mode, the visual terror radius etc.

    Visual terror radius is a significant buff and I'm somewhat troubled it is not seen as such. Meanwhile FoV slider for Killer is too much.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400237#Comment_3400237

    Or maybe use Deerstalker if you use this strategy a lot?

    No? This thread is asking for quality of life suggestions. My suggestion is purely quality of life since I've already won if I have all survivors slugged. The only difference is that I don't have to waste 4 minutes looking for them.

  • @Mandy said:

    Will just say a lot of those are not quality of life changes but changes that affect gameplay themselves - things like hooks not permanently breaking for example, these are things that are in the game for balance, not quality of life.

    A quality of life change are things like colour blind mode, the visual terror radius etc.

    Thank you

    Survivors need to mind 3-gen

    but god forbids killers from minding hooks

    Sometimes people in this forum amaze me lmao

  • @Skill_issue said:

    survivors being able to hold a button to bleed out faster after a certain time

    hooks not breaking when a survivor dies on them

    survivors keeping a game hostage by hiding in lockers and walking around the map not doing objectives

    shrine of secrets updating daily

    farm maps/knights maps being balanced

    what are your thoughts on what gets fixed next?

    1. No. As much as it sucks to be left to bleed out, I hate as a survivor player when someone just gives up. DC, Unalive yourself on the hook, hold a button to give up. No, if you aren't willing to play the game when the killer is doing a strategy you don't like, then IMO don't queue up and ruin my games. Because when you DC or unalive yourself on first hook or whatever, the killer is not ruining my experience, you are. Yea, I know your experience is all that matters is the idea so many players have, but to me that's the problem with this game, and it's also why you will never find me DCing or unaliving myself (though that at least is better than the DCers.) Then, not to mention the strategy of "DC so friend can get hatch" is annoying and unfair to killers. The press button to give up would be the same effect. Does it suck when the killer slugs for a 4K? Yea, sure it does when I play as survivor. But it's allowed, and it should be. I shrug it off and go on to the next match.
    2. While that might be nice for Scourge Hooks, I think the reason it happens is legit. Being able to just slug everyone around one hook and camp them? You know darn well if they made all hooks unbreakable like basement hooks, that's what killers would do.
    3. Well, they did already in that a match has a maximum time of one hour. While it could be shorter, too short and you risk even legit games being ended because the killer was too efficient in gen slowdown or such. What should the minimum time for a match be? 30min? 20min? 10min? How about 5min? They chose an hour.
    4. While that might be nice, it would I think be too often and nobody would ever have to buy any DLC again if all they care about is the perks as a daily update would guarantee pretty much every perk would show up in the shrine in a single month. It's for when you just want one or two perks, not for when you want them all.
    5. Every map could use a balance update, and they are working on that, but at the same time, what do YOU consider balanced? It's probably much different than what I would consider balanced and what BHVR would consider balanced.


  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400268#Comment_3400268

    No? This thread is asking for quality of life suggestions. My suggestion is purely quality of life since I've already won if I have all survivors slugged. The only difference is that I don't have to waste 4 minutes looking for them.

    No you haven’t? There are several perks that may help survivors heal up from the dying state. Also survs can crawl out of open gates or the last one can crawl out of the hatch.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400601#Comment_3400601

    No you haven’t? There are several perks that may help survivors heal up from the dying state. Also survs can crawl out of open gates or the last one can crawl out of the hatch.

    That's why my suggestion is to only have it activate after 1 minute of all survivors being down. That's enough time for them to find hatch and use their perks. After the 1 minute mark, 99% of the time, it's just them hiding in a corner while I look for them.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399658#Comment_3399658

    Visual terror radius is a significant buff and I'm somewhat troubled it is not seen as such. Meanwhile FoV slider for Killer is too much.

    Visual TR is not a significant buff though.. it really only works when you are able to hear the heartbeat.,,

  • @adsads123123123123 said:

    Auto Deerstalker when all survivors are slugged for longer than 1 minute so we don't have to waste 4 minutes looking for the survivor.

    Tell me you slug for cheap wins, without telling me you slug for cheap wins.

  • @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400237#Comment_3400237

    Tell me you slug for cheap wins, without telling me you slug for cheap wins.

    Generally i avoid this, but if in playing against swf with flashlights and sabotaging hooks, you gotta do what you gotta do

  • @GolbezGarlandGabrant said:

    Making it so Archive challenges doesn't block the end game chat window and cause me to accidentally back out of the results screen trying to type in the chat window.

    ^ This is SO annoying. How was this not thought about in its original design?

  • Making MMR not place me against unerring blights every fourth game. I’m not that good. No reason to be playing super killer on crack, meth, and steroids. We all know what’s in the serum.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400600#Comment_3400600

    Visual TR is not a significant buff though.. it really only works when you are able to hear the heartbeat.,,

    I don’t get why that player or others say that. You literally only see the TR when you’d hear it. And its size correlates to the density of sound anyway. It’s just moving pictures of what you’re hearing. And the audio TR changes as a killer gets closer too.

  • @GolbezGarlandGabrant said:

    Making it so Archive challenges doesn't block the end game chat window and cause me to accidentally back out of the results screen trying to type in the chat window.

    especially when i complete a challenge. it takes forever to get the %&+! out so i can't type anything before everyone already leaves the lobby. similar to completed dailies

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399737#Comment_3399737

    ^ This is SO annoying. How was this not thought about in its original design?

    This might be a little conspiratorial, but I'm pretty sure that was thought about. In fact, I'm pretty sure that's the point. They wanted to cut down on post game chat toxicity, and one of the ways they did it was to have the the challenges block the chat window. I'm guessing the idea was that after a bad game they figured someone would rather just skip through the end game screen, and if they're doing that, it's better if they don't see chat so they can avoid potentially seeing something upsetting.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400268#Comment_3400268

    No? This thread is asking for quality of life suggestions. My suggestion is purely quality of life since I've already won if I have all survivors slugged. The only difference is that I don't have to waste 4 minutes looking for them.

    i semi-agree. if a match comes down to this situation and they crawled away in hopes that i won't find them, i just go on my phone and let them bleed not a huge deal

  • @[Deleted User] said:

    Would love the following:

    • DLSS/FSR 2 options
    • DirectX 12 option
    • Ray Tracing option
    • Frame-Rate limit options

    Forgive a peasant consoler for asking, but what language is all of this? Would it effect my Xbox?

  • @H2H said:

    For real though, they need to show who is in a SWF in the pre-game lobby. "Oh but SWFs will get dodged," you say. Yes they will, and that's fine. Per BHVR's own stats, being in a SWF gives a real, confirmed advantage. And yet the game is not balanced around SWF. It's unfair that killers may have to play at a distinct disadvantage and have no say in the matter.

    If people want to play against that, that's their choice. But it should also be a valid choice to say "no thanks, I don't want to play a game that's inherently unfair from the get-go."

    The last time they put out stats about the playerbase way back in 2019, they showed half of all survs in at least a two-man. With solo-queue just so delightful since then I have to believe to those numbers must have increased.

    Showing SWF in pre-game would lead to lobby dodging on a truly epic scale, completely compromising matchmaking and destroying queue times.

    It would be better to address any issues with SWF (imagined & real) with changes that won't kill the matchmaking.

  • A QoL change I’ve wanted for awhile is to see if you’re in-game friends are in a SWF lobby and how many people they’re playing with. I commonly get friends who think I’m ignoring them or don’t want to play with them when they send me game invites but in reality I’m just playing with all full squad. Lol

  • @Mandy said:

    Will just say a lot of those are not quality of life changes but changes that affect gameplay themselves - things like hooks not permanently breaking for example, these are things that are in the game for balance, not quality of life.

    A quality of life change are things like colour blind mode, the visual terror radius etc.

    with all due respect they are not game balance decisions if you play enough...

    4 survivors staying slugged for four minutes without any way to speed up the bleedout timer when a killer refuses to hook is game balance?

    ok so when you cant hook a survivor because there are no hooks anywhere close that is a balance decision like in midwich or downstairs in the game(even more fun when they bring boil over)?

    to add to that point how is it fair game balance when a survivor can get unhooked in endgame and the killer can do nothing to down the survivor if the hook is too close to the exit gate? even worse when that is the only hook in the area due to bad rng?

    survivors not doing objectives (and even worse in larger maps) walking around when there are only 2 survivors left is game balance?

    how is the shrine of secrets only refreshing once a week good game balance(keeping new players from getting perks they still have to grind shards so that isnt even the issue)

    bad map designs...heck even the devs make fun of how bad cowshed is but it hasn't been changed at all? knights new realm, garden of joy, springwood, etc. i mean good for survivors but woe is the killer on most of these maps... honestly the only balanced maps are wreckers yard and the mcmillan maps

    i would love to hear your thoughts on how these are not quality of life changes? i notice i put a lot of killer related qol changes but that is because survivor is actually in a good spot right now...heck us solo queue survivors even get more information with visual terror radius and the hud

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399658#Comment_3399658

    with all due respect they are not game balance decisions if you play enough...

    4 survivors staying slugged for four minutes without any way to speed up the bleedout timer when a killer refuses to hook is game balance?

    ok so when you cant hook a survivor because there are no hooks anywhere close that is a balance decision like in midwich or downstairs in the game(even more fun when they bring boil over)?

    to add to that point how is it fair game balance when a survivor can get unhooked in endgame and the killer can do nothing to down the survivor if the hook is too close to the exit gate? even worse when that is the only hook in the area due to bad rng?

    survivors not doing objectives (and even worse in larger maps) walking around when there are only 2 survivors left is game balance?

    how is the shrine of secrets only refreshing once a week good game balance(keeping new players from getting perks they still have to grind shards so that isnt even the issue)

    bad map designs...heck even the devs make fun of how bad cowshed is but it hasn't been changed at all? knights new realm, garden of joy, springwood, etc. i mean good for survivors but woe is the killer on most of these maps... honestly the only balanced maps are wreckers yard and the mcmillan maps

    i would love to hear your thoughts on how these are not quality of life changes? i notice i put a lot of killer related qol changes but that is because survivor is actually in a good spot right now...heck us solo queue survivors even get more information with visual terror radius and the hud

    This game uses a different definition of 'quality of life' than every other game I've ever seen.

    Colour blind mode, and visual terror radius are Accessibility changes, and not Quality of life changes. Accessibility changes are allowed to change gameplay (gameplay = a player's chances of winning games), and they do so to help equalize the player experience for people that might have impairments or disabilities.

    And the survivor HUD isn't Quality of life either, because it can change gameplay for solo q survivors, and it's designed to help equalize the player experience between solo q and SWF..... which has absolutely nothing to do with Quality of life either.

    Quality of life is supposed to be things that help player experience, that have a 0% chance of ever affecting a player's chances of winning games. These would be things like bloodweb improvements, or other things that don't actually affect gameplay at all.

    A 4 minute slug timer does affect gameplay, so it's not a Quality of life issue. You should be saying Player Experience, or Player Satisfaction, because what you really want are changes that make your game experiences less frustrating.

  • I would like a pallet counter for killer that shows you the amount of pallets that spawn on the map and every time a pallet breaks it reduces it so you know how many pallets are still on the map rather than feel like your going through a never ending pallet minefield.

    Also killer HUD update, for example if i'm chasing someone i don't know if their oblivious coz of hex plaything or if its someone else.

  • @Mandy said:

    Will just say a lot of those are not quality of life changes but changes that affect gameplay themselves - things like hooks not permanently breaking for example, these are things that are in the game for balance, not quality of life.

    A quality of life change are things like colour blind mode, the visual terror radius etc.

    What part of survivors running to a corner Iof the map that there's no hooks on is balanced? Especially if they bring the branch offerings. Some maps it's impossible to even get hooks when they run multiple and play this way. I think we've reached a point in this game where they can at least try new things.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400352#Comment_3400352

    The last time they put out stats about the playerbase way back in 2019, they showed half of all survs in at least a two-man. With solo-queue just so delightful since then I have to believe to those numbers must have increased.

    Showing SWF in pre-game would lead to lobby dodging on a truly epic scale, completely compromising matchmaking and destroying queue times.

    It would be better to address any issues with SWF (imagined & real) with changes that won't kill the matchmaking.

    Maybe BHVR should start balancing around SWF then, so playing in a SWF isn’t so inherently advantageous.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401175#Comment_3401175

    Maybe BHVR should start balancing around SWF then, so playing in a SWF isn’t so inherently advantageous.

    From what I have seen of their changes over the past year and a half or so, their plan seems to be to get solos as close to SWF gameplay as possible, and presumably rebalance most of the killers around that when satisfied. So basically each trial becomes SWF-ish.

    Like everyone else, it often feels like these steps take forever, and patience runs low. We'll have to wait and see if it is all worth it.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401721#Comment_3401721

    From what I have seen of their changes over the past year and a half or so, their plan seems to be to get solos as close to SWF gameplay as possible, and presumably rebalance most of the killers around that when satisfied. So basically each trial becomes SWF-ish.

    Like everyone else, it often feels like these steps take forever, and patience runs low. We'll have to wait and see if it is all worth it.

    Yeah I think I'm largely cool with that as long as swf doesn't also get buffed by it

  • @Ghouled_Mojo said:

    Making MMR not place me against unerring blights every fourth game. I’m not that good. No reason to be playing super killer on crack, meth, and steroids. We all know what’s in the serum.

    assuming it is because of the imbalance in mmr lately

  • @Ivanynakov said:

    Shorter and clearer perk description..... I know that veterans remember all perks including their names but PLEASE ... not every player has 1k hours in it.

    https://us.v-cdn.net/6030815/uploads/NYW1LF8ZY0MY/dbd-perks-description-03.png

    https://us.v-cdn.net/6030815/uploads/7ZJU7WT1CXJ4/dbd-perks-description-02.png

    https://us.v-cdn.net/6030815/uploads/BXQW4FEKA7RS/dbd-perks-description.png

    This is actually super neat, I think people would even do this for free if BHVR gave them the chance

    1. Same Killer Prevention...(excluding NEW releases)
    2. A FOV slider... Should've been in the game already..
  • @jordywordy said:

    1. Same Killer Prevention...(excluding NEW releases)
    2. A FOV slider... Should've been in the game already..

    making shadowborn base kit would be nice

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401721#Comment_3401721

    From what I have seen of their changes over the past year and a half or so, their plan seems to be to get solos as close to SWF gameplay as possible, and presumably rebalance most of the killers around that when satisfied. So basically each trial becomes SWF-ish.

    Like everyone else, it often feels like these steps take forever, and patience runs low. We'll have to wait and see if it is all worth it.

    I’m still waiting for a timeline to this. When does it get to be the killer side’s turn for improvements?

    BHVR was planning on giving killers a chase oriented meta, then backpedaled before the end of the PTB with survivor un-nerfs. At what point do killers get actual changes that improve their player experiences? At what point will any possible improvements even be announced?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401774#Comment_3401774

    I’m still waiting for a timeline to this. When does it get to be the killer side’s turn for improvements?

    BHVR was planning on giving killers a chase oriented meta, then backpedaled before the end of the PTB with survivor un-nerfs. At what point do killers get actual changes that improve their player experiences? At what point will any possible improvements even be announced?

    honestly i expect a well survivors got the hud and visual heartbeat so killers get shadowborn at base (or sliders) and call it a day

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401774#Comment_3401774

    I’m still waiting for a timeline to this. When does it get to be the killer side’s turn for improvements?

    BHVR was planning on giving killers a chase oriented meta, then backpedaled before the end of the PTB with survivor un-nerfs. At what point do killers get actual changes that improve their player experiences? At what point will any possible improvements even be announced?

    Killers received improvements in patch 6.1, when the kill rate jumped by like 8-10% (from 53% to 60-63%). Then survivors received the HUD update, and then this new patch nerfs both.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404880#Comment_3404880

    Killers received improvements in patch 6.1, when the kill rate jumped by like 8-10% (from 53% to 60-63%). Then survivors received the HUD update, and then this new patch nerfs both.

    None of the killer changes were quality of life, or player experience changes that were designed to make killers more enjoyable to play. We just generic uninspired things like slightly faster pallet kicking, that didn't make anything more enjoyable.

    Kill rate is NOT quality of life, nor is it player experience. And this is the problem... It's clear that it's important for survivors to have player experience changes and accessibility changes, but killers only get their kill rate fixed if it moves too much.

    ....And that's the biggest problem in this entire game. The kill rate is treated as BHVR's special gift to killers, instead of it being a controlled variable that is designed to balance both the roles.

  • @Skill_issue said:

    survivors being able to hold a button to bleed out faster after a certain time

    hooks not breaking when a survivor dies on them

    survivors keeping a game hostage by hiding in lockers and walking around the map not doing objectives

    shrine of secrets updating daily

    farm maps/knights maps being balanced

    what are your thoughts on what gets fixed next?

    Mori Shop


    tired of working to watch the same kill animation. It's kinda pathetic and Mobile has already given killers different mori's

  • 1) Make bodyblock works for both sides. Surv must not be able to go to pallet through killer and a lot more situations that currently let surv pass through killer without being blocked.

    2) Repair speed perks should be nerfed. Because you nerfed regress.

    3) Base heal time must be at least 20s or 24s as it was on PTB. But this 24s must affect only healing progress.

    4) Pain Resonance should be the same as it was before 6.7.0

    5) Overcharge and Call of Brine should be 150% regression speed at least.

    6) Eruption should be returned as it was.

    It will be okay if Pain Resonance will stay as it is now but Eruption should be returned as it was. Or let Eruption be as it is now but return Pain Resonance.

  • I can't see them giving people an option to bleed out faster. Those who slug for the 4k would be in an uproar over that.

  • The heart beat visual icon is great for survivors who are hard of hearing, but I would love if they extended the same courtesy to killers with the same issue. So very much of the killer gameplay depends on very soft, directionally-sensitive sound cues. It'd be great if accessibility considerations weren't a one-way street.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372189/lets-discuss-what-quality-of-life-change-gets-fixed-next

    Mori Shop

    tired of working to watch the same kill animation. It's kinda pathetic and Mobile has already given killers different mori's

    this would be a very nice change...some of those mobile moris outclass the base game moris by miles...especially trapper/wraith compared to what we have right now

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404880#Comment_3404880

    Killers received improvements in patch 6.1, when the kill rate jumped by like 8-10% (from 53% to 60-63%). Then survivors received the HUD update, and then this new patch nerfs both.

    have the new stats from the hud update been released?

  • @Huge_Bush said:

    What I want in the future:

    * Garden of Sewage and Borpoop maps to be obliterated. It sucks so bad if you’re an M1 killer.

    * Bleed out speed to be increased if all living survivors are slugged and none have a perk to pick themselves up. Could be an optional feature so the survivor can choose if they want to speed it up or not.

    * Claudette gets a Bush map.

    * Shirtless Carlos cosmetic.

    * Undying gets a buff that will transfer hexes up to two times.

    * Botany Knowledge gets a buff.

    * Scratch Mirror becomes base-kit for Myers and all his add-ons are reworked (Removing the ability to kill survivors) to change his play style in interesting and fun ways. What that will be? I don’t know, that’s the devs job to figure out.

    * Black Suit cosmetic with slicked back hair for Myers.

    * Maps reworked to implement more places to fall off of for Balanced Landing to activate.

    * I want the Spine Chill nerf reworked but understand that the current one is healthier for the game.

    * The game will now prevent you from seeing the same killer/map twice in a row.

    * Fog is reworked to be more fog-like and not the crap we have now.

    I just wanted to let you know "Borpoops" made me laugh so hard I cried idk why

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400208#Comment_3400208

    I just wanted to let you know "Borpoops" made me laugh so hard I cried idk why

    I'm happy to have made you laugh 💜

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